"#LOADING_HINT_1","浩劫后的世界仍然残酷危险，人们仍可能丧命，但别因此沮丧"
"#LOADING_HINT_2","高效使用世界地图，聚居地才能繁荣发展"
"#LOADING_HINT_3","基本生存需要水、食物和庇护所"
"#LOADING_HINT_4","探索世界地图，让整片荒地都知道你的聚居地，做好迎接有事相求或需要帮助的访客的准备"
"#LOADING_HINT_5","在接纳新的幸存者之前，请确保你的聚居地可以提供足够的帮助"
"#LOADING_HINT_6","所有灾难都会造成不同影响，为此你需要做好不同的准备来应对这些影响"
"#LOADING_HINT_7","不要仅依赖一种形式的食物生产"
"#LOADING_HINT_8","专家是世界地图上效率最高的人员"
"#LOADING_HINT_9","你必须先击败控制整个区域的土匪，然后才能探索这片区域的资源"
"#LOADING_HINT_10","世界地图上的社团可以成为重要的贸易伙伴，你也可以在他们那里找到稀缺的资源"
"#LOADING_HINT_11","新型作物要么产出的收成更多，要么能够承受恶劣的自然环境，所以一定要看管好种子"
"#LOADING_HINT_12","充足的食物和医疗品储备能帮助聚居地从灾难中存活"
"#LOADING_HINT_13","肥沃的土壤对于食物和水的产出而言十分宝贵，因此请在其他区域建造其他建筑"
"#LOADING_HINT_14","必须清除污染沉积物，消除它们对居民和建筑物的影响"
"#LOADING_HINT_15","儿童发育较慢，因此不能仅依靠儿童来扩建聚居地"
"#LOADING_HINT_16","提前收获土地上的产物，以防灾难肆虐时毁坏作物"
"#LOADING_HINT_17","脱水会带来严重问题，因此，请保证始终建有足够的水源和存储设施"
"#LOADING_HINT_18","如果没有可居住的庇护所，人们就得在地上睡觉了"
"#LOADING_HINT_19","搬运工建造和维修建筑，并搬运资源，而工人则被指派至特定建筑工作"
"#LOADING_HINT_20","可以在世界地图上找到科学点数"
"#LOADING_HINT_21","尽管生产速度较慢，但狩猎屋和渔屋也是稳定的食物来源"
"#LOADING_HINT_22","你可以拆除闲置的建筑物来换取额外资源"
"#LOADING_HINT_23","营地是聚居地的大本营"
"#LOADING_HINT_24","居民在道路上行走速度更快"
"#LOADING_HINT_25","聚居地内到处都散布着资源储备区，所以务必充分探索环境，找到可以扩大生产的好位置"
"#LOADING_HINT_26","大部分事件的回应选项都不分对错，因此只需选择你认为最适合聚居地的选项即可"
"#LOADING_HINT_27","在荒地上取得成功的唯一方式，便是探索和开发聚居地周围的世界"
"#LOADING_HINT_28","只要使用恰当的药物，医生就能快速治愈严重的病症"
"#LOADING_HINT_29","发展你的聚居地，达成里程碑奖励并获取声望点"
"#LOADING_HINT_30","聚居地的规模越大，也就越容易招致更大的敌人团体"
"#LOADING_HINT_31","清除地面上的污染物，消除它们的有害影响"
"#LOADING_HINT_32","居民死亡后，将其埋葬才是正确而又明智的做法，因为尸体会传播疾病，还会让人心情低落"
"#LOADING_HINT_33","冬天严酷而又漫长，建造火炉并储备木柴，确保每个人都能在冬天保持温暖"
"#LOADING_HINT_34","所有专家任务都需要行动点数（AP）才能执行"
"#LOADING_HINT_35","一栋严重损毁的建筑物失火了，停止了运作，得赶紧把它给修好"
"#LOADING_HINT_36","保证部分建筑材料储备充足，以便进行维修"
"#LOADING_HINT_37","你可以用银币和资源与其他社团交易"
"#LOADING_HINT_38","建造前哨是开拓世界地图最有效的方法"
"#LOADING_HINT_39","幸福度是聚居地繁荣发展的关键"
"#LOADING_HINT_40","居民需要均衡饮食，摄入足够的肉类和蔬菜，从而避免营养不良"
"#LOADING_HINT_41","找到专家并不容易，因此请合理利用他们"
"##LOADING_HINT_33","按照自己喜欢的方式进行游戏，使用鼠标键盘或游戏控制器均可"
"##LOADING_HINT_33_NX","按照自己喜欢的方式进行游戏，使用Joy-Con™控制器或Pro控制器均可"
"##LOADING_HINT_33_PS","按照自己喜欢的方式进行游戏，使用无线控制器或鼠标键盘均可"
"##LOADING_HINT_33_XBOX","按照自己喜欢的方式进行游戏，使用控制器或鼠标键盘均可"
"#MENU_START","开始"
"#MENU_NEW_GAME","新游戏"
"#MENU_LOAD","加载"
"#MENU_SAVE","保存"
"#MENU_SETTINGS","设置"
"#MENU_MODS","MOD"
"#MENU_PARADOX","PARADOX 账户"
"#MENU_PARADOX_CREATE_ACCOUNT","创建帐户"
"#MENU_PARADOX_LOGIN","登录"
"#MENU_PARADOX_LOGOUT","退出"
"#MENU_PARADOX_LINK","关联"
"#MENU_PARADOX_UNLINK","取消关联"
"#MENU_CREDITS","开发人员名单"
"#MENU_BACK","返回"
"#MENU_EXIT","退出"
"#MENU_QUIT","退出"
"#MENU_QUICK_GAME","快速游戏"
"#MENU_TUTORIAL","教程"
"#MENU_CONTINUE","继续"
"#POPULATION","人口"
"#CATEGORY_HOUSING","庇护所"
"#COLONIST_COMMENT_INJURED_01","我受伤了，很严重。"
"#COLONIST_COMMENT_INJURED_02","我想我骨头断了。"
"#COLONIST_COMMENT_INJURED_03","我需要包扎。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_01","我是不是……在发光？"
"#COLONIST_COMMENT_RADIATION_SICKNESS_02","我想我太靠近辐射了……"
"#COLONIST_COMMENT_RADIATION_SICKNESS_03","我掉头发了……哦不……不……"
"#COLONIST_COMMENT_INFECTION_01","我现在感觉非常虚弱。"
"#COLONIST_COMMENT_INFECTION_02","有人觉得冷吗？我打冷颤了。"
"#COLONIST_COMMENT_INFECTION_03","头晕目眩……我需要躺下。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_01","我不行了……我要出去。我要出去！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_02","离我远点！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_03","我只能看到一条出路……"
"#COLONIST_COMMENT_FULLY_HEALED_01","神清气爽！"
"#COLONIST_COMMENT_FULLY_HEALED_02","重获健康的感觉真好！"
"#COLONIST_COMMENT_FULLY_HEALED_03","啊，活力十足！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_01","又少了一件闪闪发光的事情需要操心！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_02","永别了，粉色的小水坑，没人会惦记你的！"
"#COLONIST_COMMENT_POLLUTION_CLEARED_03","废物终于走了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_01","我们能喂饱这么多人吗？"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_02","太好了，留给我们的食物更少了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_03","还嫌我不够饥饿吗。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_01","见到新面孔真好！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_02","别担心，你们现在安全了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_03","欢迎来到我们的聚居地，周边最好的福地！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_01","我不想死！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_02","为什么？为什么是现在？！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_03","我们不行了！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_01","很高兴结束了！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_02","我们再次死里逃生。"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_03","哈，小菜一碟！"
"#COLONIST_COMMENT_CHILD_BORN_01","我们有孩子了！"
"#COLONIST_COMMENT_CHILD_BORN_02","看看那张小脸蛋……"
"#COLONIST_COMMENT_CHILD_BORN_03","你好，小家伙，欢迎来到这个世界。"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_01","土匪找上门了！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_02","所有人听我号令，保卫聚居地！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_03","土匪来了！所有人拿起武器！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_01","这能给他们个教训！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_02","我们永远都不会被打败！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_03","下回，就是我们来找你们了！"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_01","不知道还能不能再承受一次"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_02","天杀的土匪……他们应该都死光！"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_03","我们损失惨重……"
"#COLONIST_COMMENT_ISSUE_TRADE_COMPLETED_01","一批新货物！"
"#COLONIST_COMMENT_ISSUES_TRADE_COMPLETED_02","希望这些东西物有所值。"
"#COLONIST_COMMENT_TRADE_COMPLETED_03","来看看今天有什么！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_01","其实也没那么难。"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_02","又一项发现！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_03","嘿，我们终于弄清楚了！"
"#COLONIST_COMMENT_SPECIALIST_JOINED_01","那位专家看上去十分坚毅！"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_02","我打赌他们一定经历了很多"
"#COLONIST_COMMENT_SPECIALIST_JOINED_03","很高兴我们有人能够依靠。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_04","他们似乎都给搞定了。"
"#COLONIST_COMMENT_ISSUE_SPECIALIST_JOINED_05","和他们在一起，我们实在是太幸运了！"
"#COLONIST_COMMENT_SPECIALIST_JOINED_06","你看到那位新专家了吗？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_07","我想知道他们在外面看到了什么？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_08","有你帮助我们真是太幸运了！"
"#COLONIST_COMMENT_INJURED_04","只是擦伤……我没事！"
"#COLONIST_COMMENT_INJURED_05","我一动就痛。"
"#COLONIST_COMMENT_INJURED_06","谁来帮帮我！"
"#COLONIST_COMMENT_RADIATION_SICKNESS_04","我觉得我要吐了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_05","我有点头晕，吃不下了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_06","除了辐射，我什么都能忍受。"
"#COLONIST_COMMENT_INFECTION_04","我现在又冷又热。"
"#COLONIST_COMMENT_INFECTION_05","有东西在我脑袋里敲打。"
"#COLONIST_COMMENT_INFECTION_06","为什么我还是这么累？我几乎不能清楚地思考了。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_04","有人能让它停下吗，我想让它停下！"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_05","一切都是徒劳，这场噩梦是不会结束的。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_06","我已经受够了。"
"#COLONIST_COMMENT_FULLY_HEALED_04","终于，我感觉自己还活着。"
"#COLONIST_COMMENT_FULLY_HEALED_05","有时我会觉得自己再也好不了了。"
"#COLONIST_COMMENT_FULLY_HEALED_06","我们的医生一定很熟悉自己的业务。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_04","那可能要花很长时间，但我们可以一步一步来。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_05","希望我们没有被污染。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_06","终于把这个烂摊子给收拾干净了，感觉真不错。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_04","我们现在要去吃什么，土？"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_05","只用等它们尖叫着要更多的食物。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_06","当然，为什么不让每个人都进来呢？"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_04","我希望你们都准备好去工作了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_05","我们肯定到处都能得到帮助。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_06","多多益善！"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_04","我们挺过了世界末日，这次我们也会挺过去的。"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_05","请让我们活下去……"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_06","结束了吗？"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_04","结束了！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_05","没有什么能够阻挡我们！"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_06","活下来了。"
"#COLONIST_COMMENT_CHILD_BORN_04","多可爱的孩子！"
"#COLONIST_COMMENT_CHILD_BORN_05","来小家伙，笑一个。"
"#COLONIST_COMMENT_CHILD_BORN_06","又生了一个小孩！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_04","准备战斗！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_05","把他们赶回去！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_06","保护聚居地！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_04","离开这里！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_05","下次我们就不会这么仁慈了。"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_06","我们赢了，但什么时候才是个头？"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_04","他们每个人都是人渣……"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_05","我们太弱了。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_06","要是下次更糟怎么办？"
"#COLONIST_COMMENT_TRADE_COMPLETED_04","终于来了点新物资。"
"#COLONIST_COMMENT_TRADE_COMPLETED_05","这笔交易真的很划算！"
"#COLONIST_COMMENT_TRADE_COMPLETED_06","有人能帮我装下货吗？"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_04","他们终于搞定了那个新东西！"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_05","那东西以后会派上用场。"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_06","现在我们只需要去亲身实践。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","他们在计划新的探险吗？"
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","不知道我能不能有朝一日加入他们的探险。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","这个在聚居地内很少见。"
"#COLONIST_COMMENT_INJURED_07","我受伤了，不过活下来应该没问题。"
"#COLONIST_COMMENT_INJURED_08","我全身痛死了。"
"#COLONIST_COMMENT_INJURED_09","我在流血！"
"#COLONIST_COMMENT_INJURED_10","我胳膊动不了了……"
"#COLONIST_COMMENT_INJURED_11","有东西砸到了我的头……"
"#COLONIST_COMMENT_RADIATION_SICKNESS_07","该死的辐射……"
"#COLONIST_COMMENT_RADIATION_SICKNESS_08 ","我就知道我离辐射太近了……"
"#COLONIST_COMMENT_RADIATION_SICKNESS_09 ","不可能！我不可能生病！"
"#COLONIST_COMMENT_RADIATION_SICKNESS_10","那些该死的毒物堆，得清理干净才行，不然会有更多人受到伤害。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_11","为什么没人清理那些垃圾？！"
"#COLONIST_COMMENT_INFECTION_07","我可能需要躺一会儿……"
"#COLONIST_COMMENT_INFECTION_08","我头痛欲裂。"
"#COLONIST_COMMENT_INFECTION_09","我……*咳嗽*……应该是……*咳嗽*……生病了……*咳嗽*。"
"#COLONIST_COMMENT_INFECTION_10","我发烧了。"
"#COLONIST_COMMENT_INFECTION_11","我感觉浑身无力……"
"#COLONIST_COMMENT_FULLY_HEALED_07","我现在感觉好多了。"
"#COLONIST_COMMENT_FULLY_HEALED_08","谢谢你照顾我。"
"#COLONIST_COMMENT_FULLY_HEALED_09","恢复健康，该回去工作了！"
"#COLONIST_COMMENT_FULLY_HEALED_10","现在好了，症状都消失了。"
"#COLONIST_COMMENT_FULLY_HEALED_11","一点儿也不痛了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_07","希望他们自备了食物。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_08","那行，我们都饿死得了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_09","我们吃的好像已经不多了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_10","我想知道我们能不能吃草根……"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_11","现在每个人能分到的口粮更少了……"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_07","更多的人手？太好了！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_08","朋友们，欢迎欢迎！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_09","聚居地可真是越来越热闹了。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_10","走！去欢迎下我们的新邻居。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_11","不错，我们联合起来更强了。"
"#COLONIST_COMMENT_CHILD_BORN_07","恭喜这对新生父母！"
"#COLONIST_COMMENT_CHILD_BORN_08","这么小巧，却充满了朝气。"
"#COLONIST_COMMENT_CHILD_BORN_09","你会长得这么强壮。"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_07","给他们点厉害瞧瞧！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_08","别让他们跑了！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_09","别对他们心慈手软！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_10","他们一定会为攻击我们而后悔的！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_11","是时候获取自由了！"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_07","他们从来不会汲取教训，对吗？"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_08","他们真是活该。"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_09","真可惜，我还没发力你就倒下了。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_07","我们还经得起几场失利？"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_08","我十分厌恶这个世界。"
"#COLONIST_COMMENT_COLONY_COMBAT_LOST_09","下次我们会报仇的。"
"#COLONIST_COMMENT_RAT_SWARM_01","老鼠正在啃食我们的作物！"
"#COLONIST_COMMENT_RAT_SWARM_02","滚开，你们这些臭老鼠！"
"#COLONIST_COMMENT_RAT_SWARM_03","老鼠正在攻击我们的农田！"
"#COLONIST_COMMENT_RAT_SWARM_04","农田里有一大群老鼠！"
"#COLONIST_COMMENT_RAT_SWARM_05","老鼠正在我们的农田里大肆啃食！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_01","那个垃圾箱爆炸了！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_02","毒云正在靠近！"
"#COLONIST_COMMENT_POLLUTION_CLOUD_03","那片云看上去很危险。"
"#COLONIST_COMMENT_POLLUTION_CLOUD_04","那堆污染物非常危险。"
"#COLONIST_COMMENT_POLLUTION_CLOUD_05","那堆废料快要爆炸了！"
"#COLONIST_COMMENT_SPACE_JUNK_01","那是个……卫星吗？"
"#COLONIST_COMMENT_SPACE_JUNK_02","天空正在下沉！"
"#COLONIST_COMMENT_SPACE_JUNK_03","太空垃圾来袭！"
"#COLONIST_COMMENT_SPACE_JUNK_04","从天而降！"
"#COLONIST_COMMENT_SPACE_JUNK_05","快躲起来！"
"#COLONIST_COMMENT_FALL_01","这儿开始降温了"
"#COLONIST_COMMENT_FALL_02","哈……最好穿上暖和点的衣服"
"#COLONIST_COMMENT_FALL_03","是只有我感觉冷，还是真的降温了？"
"#COLONIST_COMMENT_FALL_04","是时候收割庄稼了。"
"#COLONIST_COMMENT_FALL_05","冬天快到了。"
"#COLONIST_COMMENT_WINTER_01","下雪了！"
"#COLONIST_COMMENT_WINTER_02","这下庄稼肯定完蛋了。"
"#COLONIST_COMMENT_WINTER_03","外面太冷了！"
"#COLONIST_COMMENT_WINTER_04","真想在这附近洗个热水澡……"
"#COLONIST_COMMENT_WINTER_05","来堆雪人吧！"
"#COLONIST_COMMENT_WINTER_06","赶紧结束这一切……"
"#COLONIST_COMMENT_WINTER_07","已经下雪了吗？"
"#COLONIST_COMMENT_WINTER_08","希望我们的木材够撑过今晚。"
"#COLONIST_COMMENT_WINTER_09","我现在要怎么钓鱼？"
"#COLONIST_COMMENT_WINTER_10","可惜我们不能去湖面冰钓。"
"#COLONIST_COMMENT_SPRING_01","积雪开始融化了！"
"#COLONIST_COMMENT_SPRING_02","天气终于暖和起来了！"
"#COLONIST_COMMENT_SPRING_03","我赌严寒迟早会再度袭来。"
"#COLONIST_COMMENT_SPRING_04","又到了种庄稼的时候了！"
"#COLONIST_COMMENT_SPRING_05","这次我们挺过去了，希望我们为下一次做好了准备。"
"#SPECIALIST_DESCRIPTION_SPECIALIST1","她从小就善于言辞，正是能在你毫无察觉的情况下任意摆布你的那类人。她轻松接管了家族生意，并且在灾难发生前一直把所有事都打理得井井有条。"
"#SPECIALIST_DESCRIPTION_SPECIALIST2","他买卖过各种气动力的小玩意儿，囤积物资的习惯让他在以物易物的时代受益匪浅，而且传闻说他现在收藏有一架崭新的直升飞机。这个老家伙的视力已不如以往，所以尝试驾驶这架飞机可能比较危险。"
"#SPECIALIST_DESCRIPTION_SPECIALIST3","她在船上和在陆地上一样放松。她在飞速行驶的汽车上仍能保持精准枪法，还会在对战后纵情豪饮，这让她颇富传奇色彩。导致她一只眼睛失明的原因目前未知，但这丝毫不影响她高超的观察能力。"
"#SPECIALIST_DESCRIPTION_SPECIALIST4","他出生于军人家庭，他的职业生涯在孩提时期便定下了基调。在服役期间，他的表现不仅达到甚至远超队友几乎不可能实现的期望，他至今仍对此洋洋自得。他喜欢参加前线战斗，所以，别派他执行“仅侦查”的任务。"
"#SPECIALIST_DESCRIPTION_SPECIALIST5","他不喜欢闲聊或其他任何类型的谈话，更喜欢独处。出生绝对贫困的他很快学会了如何从垃圾堆中拾捡有价值的东西，并且捍卫自己的发现成果，以免被能力稍差的竞争对手抢走。他本质上并不粗鲁，反而很喜欢享受充裕的个人空间。"
"#SPECIALIST_DESCRIPTION_SPECIALIST6","身为一个得不到一点关爱或疼爱的侏儒，他在性格形成时期是在少年帮派中度过的。他学着自己谋生，偷窃所需的东西，不为明天而担忧。如果他找到值得追随的事业或领导者，这种敏锐的生存本能便会派上用场。"
"#SPECIALIST_DESCRIPTION_SPECIALIST7","她是三姐妹中唯一的幸存者，在浩劫摧毁她们所住的小镇时，她失去了姐妹，彻底陷入孤独。她喜欢四处搜寻探索，但是在夜晚，她总会留出片刻宁静，为她的两个姐妹默哀。"
"#SPECIALIST_DESCRIPTION_SPECIALIST8","他总是和大家格格不入，过分沉迷于阴谋论，然而没人会觉得可爱或有趣。他经常发表关于古神、无人间谍机或颠覆性猫咪模因的无稽之谈，然而这些对其他人几乎没有任何意义，但是他的机敏和偏执让他成为了优秀的探险家。"
"#SPECIALIST_DESCRIPTION_SPECIALIST12","她从分崩离析的城市中看到无限的机会；无数的宝物等着被发掘。对于她而言，冒险就像将铜线缠成球或啪的打开旧电视机一样轻松。你可能认为她只是在卖旧货，但是对于她，每件东西都有一段回忆。"
"#SPECIALIST_DESCRIPTION_SPECIALIST13","由于周边缺少场地，他决定随身携带舞台。在做生意时，他会哼唱节奏感明显的歌曲。这种娱乐方式很少见，因此吸引了众多回头客，就像是被他迷住了一样。"
"#SPECIALIST_DESCRIPTION_SPECIALIST14","她亲眼目睹过贫穷、战争、疾病和死亡，经历过种种绝境。数十年的艰难苦楚将她磨砺成了不屈不饶、无所畏惧的女人。死亡对她而言不过只是个老朋友，一个知道最好不要试图对她动手动脚的老朋友。"
"#SPECIALIST_DESCRIPTION_SPECIALIST15","他一生都生活在大家庭里，无法忍受独自一人的生活。他将努力保护大家，愿意为了他们抛头颅洒热血，甘冒生命的危险。为了保护家人而对抗敌人时，他绝对是一名英勇的战士。"
"#SPECIALIST_DESCRIPTION_SPECIALIST16","大多数搜寻员在市区寻找财富，而她在森林中更感到自在。她在森林里寻求平静安宁，还能在森林里隐藏踪迹。此外，她还擅长勘察地形，能够找到大多数人认为已经遗失的东西。"
"#SPECIALIST_DESCRIPTION_SPECIALIST17","她完全了解世界到底多残酷。她身上无数的伤疤和断骨使她变得比多数人都谨慎小心，她很少脱下盔甲。得益于她善于预想未来变化的本性，几乎没有什么废墟能威胁到让她难以执行搜寻任务。"
"#SPECIALIST_DESCRIPTION_SPECIALIST18","她在荒地上苟延残喘，做梦都想有个家。几年前，她收养了一个孤女，女孩被发现时正在一个人流浪。不过女孩的到来几乎没有给她带来任何影响。如果要说有什么区别的话，那就是她更有信心冒着生命危险来为女儿提供一个更好的环境。"
"#SPECIALIST_DESCRIPTION_SPECIALIST19","浩劫打破了他一辈子当军人的梦想，他只在军队里待了很短的时间。与大多数人不同，他仍然相信可以重建昔日的社会，并为可能已经消亡的国家效力。尽管他的从军经历让他成为了优秀的专家，但有些人担心他仍然在逃避现实。"
"#SPECIALIST_DESCRIPTION_SPECIALIST21","他因为长时间与妻子分隔两地而感到愧疚。不过，与妻子重聚的欢愉可以抵过再次别离的苦楚。如果孩子们还在身边，他的思念之情也不会如此浓烈，但终究还是让他们待在安全的地方更好。"
"#SPECIALIST_DESCRIPTION_SPECIALIST24","第一次巨大冲击过后，他就知道过去的生活早已一去不复返。“库存”、“季度收益”和“绩效评估”等词已经毫无意义，像他这样的人是最先被掠夺的对象。然而他掌握的商业知识在他寻求生机的道路上起到了不可或缺的作用。"
"#SPECIALIST_DESCRIPTION_SPECIALIST25","他是个完美主义者，经常追求完美到沮丧的地步。他称之为年龄的智慧，尽管有些人反驳他在晚年已经变得偏执，但这种偏执确实派上了用场；如果他说已经清空了某个地方，那么你可以确信，他已经搜寻了每个最不引人注意的角落。"
"#SPECIALIST_DESCRIPTION_SPECIALIST26","浩劫发生前，他正准备成为职业跑步运动员。现在，他只能感到痛苦，仿佛他和其他人类被剥夺了未来。只有在跑步时，感觉到心脏在胸膛里砰砰跳动的时候，他才感到些许安慰。"
"#SPECIALIST_DESCRIPTION_SPECIALIST28","他似乎总是以濒临极限的方式战斗。如果不是因为他的理智和身体一样强大，这种鲁莽就是在送死。到目前为止，战斗是他发泄多余精力并避免紧张混乱的唯一方式。"
"#SPECIALIST_DESCRIPTION_SPECIALIST29","在动荡的童年时期，她在格斗术中找回了自己。她不仅通过强大的自保能力获得了自信，还知道何时该使用这种能力以及何时该放弃。最重要的是，人们终于开始给予她极大的尊重。"
"#SPECIALIST_DESCRIPTION_SPECIALIST30","他始终无法成功适应新的世界秩序。他不断四处旅行，在任何可以求职的地方打工，但是他从未真正安定下来。见识广博的他能够几乎出于本能地挑选出最快的路线以及最具价值的目标。"
"#SPECIALIST_DESCRIPTION_SPECIALIST32","即使在学术界混迹多年后，他依然成功地将自己的经济知识重新运用到实践中。更令人惊讶的是，看到自己的整个研究领域付之一炬，他并没有伤心欲绝。相反，他对有机会摆脱旧体制的束缚，一切重新开始而感到兴奋不已。"
"#SPECIALIST_DESCRIPTION_SPECIALIST33","他终于从旧世界的偏见中解脱了，现在他很享受一直想得到的那种尊重。在这个世界里，价值比其他任何因素都更重要。他非常了解自己作为商人和交易人的自我价值，不愿意对任何交易让步。"
"#SPECIALIST_DESCRIPTION_SPECIALIST35","他永远都是房间里个头最大的那个人，他一生都在经受并不想要的关注。即使发现个头大的优势后，他仍然对此感觉不自在。他不想参与战斗，但是又不得不战斗。"
"#SPECIALIST_DESCRIPTION_SPECIALIST36","她为浩劫中消失的文化感到痛惜。她会收藏书籍、画作等和文化相关的所有东西，并尝试保护至少部分文化遗产。她在艺术尤其是建筑方面的知识可帮助识别倒塌的建筑物，以及这些建筑物中可能包含的东西。"
"#SPECIALIST_DESCRIPTION_SPECIALIST39","她发现自己小巧的身躯在搜寻危险建筑物时很有利。另一方面，总有人想踩到她身上，利用她的身形。不过她总能敏锐地发现这一点，这些想法很快就会被她强烈驳回。"
"#SPECIALIST_DESCRIPTION_SPECIALIST40","甚至连其他专家都很尊敬他。他每晚只需睡几个小时便已足够，白天工作时从来不需要放慢节奏。更令人困惑的是，在残酷的荒地中徒步穿行时，他似乎很享受这场永无止境的危险旅行。"
"#SPECIALIST_DESCRIPTION_SPECIALIST41","她相信，言辞就像缝针和药物一样能治愈伤痛。“心事重重就像缠在脖子上的套索一样，令人难以喘息”，她会这么跟你说。她自己有任何想法都会说出来，无论这些话会多伤人，并且她也鼓励他人以同样的方式对待她。"
"#SPECIALIST_DESCRIPTION_SPECIALIST43","独居几十年后，他现在已经无法与其他人友好合作了。由于他以前养成的自给自足能力，只要他能安静地工作，就会把几乎任何东西都拆解一遍。这种愚蠢行为让他多次受伤，留下无数伤疤，不过他倒以此为荣。"
"#SPECIALIST_DESCRIPTION_SPECIALIST44","没有人知道她的真名，也不知道她为何蒙面。答案很简单，纯粹为了体验扮演蒙面联防队员的快感。如果真是这样，大概就没有人会责怪她喜欢殴打强盗和其他罪恶的人渣了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST46","她认为浩劫肯定出于某种神力，这也是人类遭受打击，再次变得卑微的原因。在被黑暗包围的荒野里游荡时，这种相信神明的信念给了她莫大的勇气。"
"#SPECIALIST_DESCRIPTION_SPECIALIST47","她敏锐的感官完全是出于需要。在带领家人穿过新形成的荒地时，她的母性本能促使她提防每个可能的威胁和避难所。甚至到现在，在家人获得安全保护的情况下，她也会很高兴地出去走一走。"
"#SPECIALIST_DESCRIPTION_SPECIALIST48","在浩劫之前，他的坚强本质便已经深入骨髓 — 没有人能够凭借柔弱的品性爬上黑帮头目的位置。从他毫无怜悯或犹豫的战斗方式便可看出这点。但是他背上一道狰狞的长疤也解释了他为何决定永远离开黑帮生活。"
"#SPECIALIST_DESCRIPTION_SPECIALIST49","他流浪的日子比其他任何人都长。他已经习惯用能找到的任何东西对付着过日子，无论是需要搭建庇护所、收集工具还是搜寻贵重物品，他都擅长。这让他成为了出色的搜寻员，尽管与其他人合作仍然令他感到有点不自在。"
"#SPECIALIST_DESCRIPTION_SPECIALIST50","她过去经常周游世界，到处为聚居地寻找、购买和交易珍贵的旧世界工艺品。如今，她买卖各种珍宝。尽管仍采用相同的交易原则，但讲述几个过去的精彩故事（不知道是不是编造的），可以为达成交易带来意想不到的效果。"
"#SPECIALIST_DESCRIPTION_SPECIALIST51","他总是能表现得自然冷静，他相信所有事情最终都能迎来满意的结果。他能够在最紧张的情况下保持头脑清醒。即便环境看起来很陌生，或者不太确定前进方向，他也明白没有必要慌乱。"
"#SPECIALIST_DESCRIPTION_SPECIALIST52","他拥有过人的分析和务实头脑，最终为自己找到了正确的方向来发挥所长。纯粹出于必要而进行搜寻后，他发现自己的头脑在这方面很有用，他能有效地扫视垃圾从而搜寻物资，这一能力让他的生活大有不同。"
"#SPECIALIST_DESCRIPTION_SPECIALIST57","她曾经梦想成为一名歌手，浩劫之后，她在各个酒吧和场所辗转驻唱数年，但从未得到很好的演出机会。后来，她的机敏聪慧和慈悲之心驱使她前去学医，但是她从未停止唱歌，甚至在做手术或探索土地时也要哼唱几句。"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","世界上仍然有未知的新大陆在天边之外等待发现 — 他从小便读着这样的故事长大。这种看法根深蒂固，甚至到今天，一旦发现从未见过的东西，他就会兴奋不已，而且他很善于发现独特的事物。"
"#SPECIALIST_DESCRIPTION_SPECIALIST61","她不会给别人很多闲聊的机会。她直率的作风可能会吓跑一些人，但是和这样的人做买卖会简单得多。记住，无论你出价多少，你都不用担心伤害她的感情，因为她也不怎么在乎你的感情。"
"#SPECIALIST_DESCRIPTION_SPECIALIST62","他更喜欢自称为“贸易专家”，而不仅仅只是个专家。他在生活的各个方面都保持着高人一等的态度。虽然他自命不凡，但仍是个合格的专家，只是相较于大多数人来说，他更执着于要达成最佳交易。"
"#SPECIALIST_DESCRIPTION_SPECIALIST63","她不仅拥有发达的肌肉，而且还拥有强大的战斗头脑。作为曾经的特种部队队长，她非常清楚使用什么手段才能消除目标。除此之外，她真正的优点在于她能鼓舞他人与她并肩作战。"
"#SPECIALIST_DESCRIPTION_SPECIALIST64","她以前是当地的拳击冠军，曾九次卫冕该头衔。现在她依然保持着冠军作风，但也了解拳击场外的战斗完全不同。比如，她终于会下黑手了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST65","她话不多，喜欢用结果说话。她会一言不发地离开，然后带回满袋子的废料，之后很快又再次离开。有人曾问她要不要待久一点，她摇摇头说道：“这里不是我的家，外面才是”。"
"#SPECIALIST_DESCRIPTION_SPECIALIST66","她一辈子都在被周围的人贬低，她的父母、儿时玩伴、伙伴等人都瞧不起她，但她从来没有看不起自己。如果达不到自己的最好成绩，无论过程中经历了多少困难苦楚，她都不会接受。她的字典里就没有放弃二字。"
"#SPECIALIST_DESCRIPTION_SPECIALIST67","她喜欢航海，在水上航行是她最自在的时光。对于其他人而言，河流和湖泊会阻碍前行，而她却可以将其视为前进的动力。不过在这片荒土大地上，这些航海技能根本就没什么用。"
"#SPECIALIST_DESCRIPTION_SPECIALIST68","他是知晓如何在浓密的森林和未知的崎岖小路中行走的开路先锋。在长时间的侦查任务中生存下来对他而言是件轻而易举的事，因为很乐意在需要时寻觅食物。他在必要时会和其他人待一起，但是没人能让他的兴趣持续太久。"
"#SPECIALIST_DESCRIPTION_SKYLINER","这位芬兰人好像把地面当作熔岩一样。她总是想要爬得更高，不管她攀登的是什么东西，她总想到达顶端。她在树顶和废弃的摩天大楼顶层停留的时间比在地面上还多。她身上有一些旧伤痕和擦伤，向人们讲述着她从有利位置下降时的那些不太成功的经历。"
"#SPECIALIST_DESCRIPTION_PLATYPUS","Swedish Platypus 是一位了不起的北欧冒险家，她号称自己在大灾变前是瑞典女王。她不但是一位热心的城市设计师，也愿意带着自己的部队参加战争。她还宣称自己曾是魔法的信徒，也曾帮助外星人征服星系。还真是多才多艺呢。"
"#SPECIALIST_DESCRIPTION_SPECIALIST72","这位沉默寡言的战士身上有一种高贵的气质。她腰间挂着两把异常锋利的剑，无数旧伤疤见证了战争的胜败。但是，千万不要试图触碰她的珍藏品，除非你想自己的大拇指被干净利落切断，成为众多断指中的一根。"
"#SPECIALIST_DESCRIPTION_SPECIALIST73","他如同卡车一样雄壮结实，尽管上了年纪，但仍然是个大块头。挑战这个老练又胡子拉碴的打手完全是找死，但仍有许多人跃跃欲试。战斗为他赢得了尊重，却也让他付出了一只眼睛的代价，不过他的对手损失更惨重就是了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST74","他就是那种你会称为怪人的人。这个乐观的老强盗从来不隐藏自己有罪的过去，反而乐于向愿意听的人讲述自己的古老故事，比如拙劣的银行抢劫和高风险的逃亡。从那以后，他可能已经改过自新，但睡觉时依然会争着一只眼睛，枕头下面也放着一把充满煞气的刀。"
"#SPECIALIST_DESCRIPTION_SPECIALIST75","需要老式数字时钟或木制火车汽笛？抑或是几双荧光绿色的运动鞋和一包奶粉？她那儿全都有。没有什么仓库是这位一直嘻嘻哈哈的专家不能用废旧物填满的。这让她成了一名宝贵的搜寻员，但同时也是一个噩梦般的室友。"
"#SPECIALIST_DESCRIPTION_SPECIALIST76","很难说他停在了哪里，灌木丛又是从哪里开始生长的。他松散的发辫和浓密的胡须与树枝树叶缠在一起，你非常确定，还在那堆东西里看到了一个松鼠窝。快速高效地穿过这片荒地对他来说根本不是什么难事，而且绝对比走铺装道路更适合他。"
"#SPECIALIST_DESCRIPTION_SPECIALIST77","她总是热衷于带有闪亮亮东西的古典极简风格。这似乎与她几近孩子气又总是好奇的举止相悖。她总是像小狗一样冲在前面，急切地想要知道下个角落或小山后面有什么。"
"#SPECIALIST_DESCRIPTION_SPECIALIST79","做事高效、直切要点是他的一贯作风，人们对他出色的领导能力和公正的管理方式赞赏不已。无论付出什么代价，他都要努力活下去，他绝不会逃避必须要面对的事情。"
"#SPECIALIST_DESCRIPTION_SPECIALIST80","难以想象，像她这样外表粗鲁的人，在危机管理方面会有这么好的眼光和如此细腻的作风。有时她沉默寡言，甚至脾气暴躁，宁愿一个人待着。但到了紧要关头，她就完全变了一个人似的，总会用特立独行的方式解决问题。"
"#SPECIALIST_DESCRIPTION_SPECIALIST81","他大半辈子都呆在一支屡战屡胜的突袭队里，因此相当富有。他愿意把财富分享给大家，因而拥有一群近乎虔诚的追随者。不过他有点迷信，所以不要问他有关数字3的事。"
"#POPUP_SURVIVOR_GROUP_FLAVOR1","开门，我们只是想找个庇护所。不要让本已艰难的世界雪上加霜。"
"#POPUP_SURVIVOR_GROUP_FLAVOR2","你一定要让我们进去，我们无处可去。你想看着我们死在大门口吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR3","求求你，我们已经失去了很多，请可怜可怜我们。我们什么都愿意，救救我们，求求你！"
"#POPUP_SURVIVOR_GROUP_FLAVOR4","我们能帮你，让我们进去吧。我们听说北方的一些聚居地已经联合起来，你将需要所有帮助。"
"#POPUP_SURVIVOR_GROUP_FLAVOR5","我们没法再继续前进了，外面简直是人间地狱……成群的野兽吞噬了一个又一个营地。"
"#POPUP_SURVIVOR_GROUP_FLAVOR6","我给你跪下了，求求你大发慈悲吧。我们都是善良的人，你肯定能看出来的对吧？求求你，可怜可怜你的同胞。"
"#POPUP_SURVIVOR_GROUP_FLAVOR7","希望你已经做好了准备，我听人说大规模的风暴席卷了半个大陆。"
"#POPUP_SURVIVOR_GROUP_FLAVOR8","睡在树下简直就是一种享受，你说是吧？不过实际上没多大意思。这里还可以容纳更多人吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR9","这活儿干得真是完美！没多少人能像这样并肩奋战，但你们……或许这能够逢凶化吉。"
"#POPUP_SURVIVOR_GROUP_FLAVOR10","我们长途跋涉了好几个月才来到这里。我从没想过竟然要经历这种事情，不过现在我知道，这一切都是值得的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR11","我们在荒野中迷路了好几个月……我开始想就剩我们几个人了，外面除了野兽，什么都没有。"
"#POPUP_SURVIVOR_GROUP_FLAVOR12","我好久没有听过歌声和孩子们的欢笑声了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR13","能让我们进去吗？我们不会伤害你的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR14","只有这么多了，不过我们在荒地上生活的时候看到了很多这东西，希望这条线索能帮到你。"
"#POPUP_SURVIVOR_GROUP_FLAVOR15","真不敢相信，白发人竟要送黑发人。我尽量挖深点……不过值得高兴的是，他不用再忍受这世间疾苦了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR16","真相就在那里，你应该亲自去那片荒地一探究竟。"
"#POPUP_SURVIVOR_GROUP_FLAVOR17","一个月前我们食物耗尽，本来都以为死定了。结果来了一群人，给我们的包里装满了肉，然后什么也没说就走了。这辈子也没遇到过这样的好事。"
"#POPUP_SURVIVOR_GROUP_FLAVOR18","我们来自附近的一座农场，在那里我们自给自足。但后来成群的野兽闯了进来，而我们唯一缺的就是子弹。"
"#POPUP_SURVIVOR_GROUP_FLAVOR19","那些土匪不停朝我们冲来，就好像他们没有任何自我保护的本能一样。"
"#POPUP_SURVIVOR_GROUP_FLAVOR20","我没想到能在这里找到这个东西，感觉像是一个征兆。也许我们应该就此打住。"
"#POPUP_SURVIVOR_GROUP_FLAVOR21","开门！否则我就把整扇大门全都拆掉！这是我最后的希望，我反正已经没什么好失去的了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR22","似乎越来越多聚居地冒了出来。很快我们就能拥有像样的城市。一次浩劫相比人类意志又算得了什么？"
"#POPUP_SURVIVOR_GROUP_FLAVOR23","我们所经历的暴风雪之猛烈，说了可能你也不信。我们失去了一半队员，大地冰冻，我们甚至没法把他们埋葬。"
"#POPUP_SURVIVOR_GROUP_FLAVOR24","有些人说一切都是阴谋。地球想解决掉我们这些病毒。他们认为反抗没有意义。"
"#POPUP_SURVIVOR_GROUP_FLAVOR25","你有车吗？我在荒地上倒是见过几辆车，但开车的人看上去都不是什么善茬。"
"#POPUP_SURVIVOR_GROUP_FLAVOR26","你是怎么做到这一切的？你们这里应有尽有，你们究竟杀了多少人才得到这一切？实际上，我并不想知道。"
"#POPUP_SURVIVOR_GROUP_FLAVOR27","你知道好笑的是什么吗？我们称之为浩劫，但世界依然鸟语花香，只有人类在受苦。"
"#POPUP_SURVIVOR_GROUP_FLAVOR28","听说海岸边有人自封为王；“荒原之王，新时代的统治者。”"
"#POPUP_SURVIVOR_GROUP_FLAVOR29","我听说海的那边情况更好。他们甚至又开始经营剧院。艺术，我们永远也摆脱不了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR30","因为我们违抗命令，聚居地把我们流放。是啊，我宁愿死，也不愿像牲口一样活着。毕竟我们中将归于尘土。"
"#POPUP_SURVIVOR_GROUP_FLAVOR31","我们遇到一群人，他们在树上建立了营地。虽然有些不方便，不过还算易守难攻。"
"#POPUP_SURVIVOR_GROUP_FLAVOR32","我知道政府依然存在。他们只是在等待，等我们消灭捣乱者，这样他们就能继续统治剩下的人。"
"#POPUP_SURVIVOR_GROUP_FLAVOR33","动物的体型越来越大。一天晚上，我们看到一头跟马一样大的狼在森林中游荡。"
"#POPUP_SURVIVOR_GROUP_FLAVOR34","没有人放声大笑了。我知道这并不容易，但你也会惊讶地发现，在生活中能够看见快乐是有多么健康。"
"#POPUP_SURVIVOR_GROUP_FLAVOR35","我要是个农民就好了，听说他们现在被当成先知一样供奉着。如果你愿意接纳我们的话，我们很高兴为你提供帮助。"
"#POPUP_SURVIVOR_GROUP_FLAVOR36","你建造这里是件好事。我们要保护仅存的财富，大片土地已经消亡。我怀疑还能剩下多少？"
"#POPUP_SURVIVOR_GROUP_FLAVOR37","你能让我们进去吗？我不知道还能去哪？还能干嘛？我不是领袖，只是小队遇袭后出来管事的。"
"#POPUP_SURVIVOR_GROUP_FLAVOR38","很高兴看到大家还能携手重建家园。整片荒地洋溢着欢快的重建之风。"
"#POPUP_SURVIVOR_GROUP_FLAVOR39","有些人说他们看到嘴上长着尖牙的鹿在荒土大地上来回游荡。在我看来简直是一派胡言。"
"#POPUP_SURVIVOR_GROUP_FLAVOR40","只要你让我们进去，我保证不会让你失望。我们愿意工作，不管做什么都比在外面强。"
"#POPUP_SURVIVOR_GROUP_FLAVOR41","这样的地方给我希望。现在，人们认为灾难是神的惩罚，但也许有一天，我们会把它当作正常天气来看待。"
"#POPUP_SURVIVOR_GROUP_FLAVOR42","两侧的森林似乎怎么也望不到尽头。这儿的树太密了，要是我们死在这里都没人能找到我们的尸体。"
"#POPUP_SURVIVOR_GROUP_FLAVOR43","你能给我们庇护所吗？我们非常倒霉，遭受过你能想到的所有惩罚，不管是土匪还是地狱火，我们不会给你找麻烦。"
"#POPUP_SURVIVOR_GROUP_FLAVOR44","我听说有些人彻底成了野人。他们生活在树林里，像动物一样，赤手空拳捕猎。"
"#POPUP_SURVIVOR_GROUP_FLAVOR45","我愿意相信人们可以长久团结……但我真的不知道。经历了发生在我们身上的事情后……我不确定。"
"#POPUP_SURVIVOR_GROUP_FLAVOR46","我觉得辐射会让我们灭绝。我们能挺过任何其他困境，但唯独逃不过这场看不见的灾难。"
"#POPUP_SURVIVOR_GROUP_FLAVOR47","我听说其他地方不像这样，听说有些地方没有遭灾。你觉不觉得他们在……看着我们受苦？"
"#POPUP_SURVIVOR_GROUP_FLAVOR48","我感觉土匪不像以前那么多了。我想只有团结，才能对抗大自然。"
"#POPUP_SURVIVOR_GROUP_FLAVOR49","所有人都逐渐淡忘了过去的日子。如今的新生儿只能面对这个悲惨而残酷的世界。"
"#POPUP_SURVIVOR_GROUP_FLAVOR50","你能让我们加入吗？我不想说我们经历的事情，我们都来了，不是吗？所有人都活着，大家都安全。我们成功了。对吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR51","外面一片混乱，我们已经失去了两位领袖，还有两位朋友。你一定要让我们进去！"
"#POPUP_SURVIVOR_GROUP_FLAVOR52","听着，其他聚居地都拒绝了我们，如果不进去，我们会死！"
"#POPUP_SURVIVOR_GROUP_FLAVOR53","一直以来，我们都在躲避着土匪、疾病和从天而降的燃烧岩石。"
"#POPUP_SURVIVOR_GROUP_FLAVOR54","在荒土大地之外的北方，各种各样奇怪的事情正在上演。"
"#POPUP_SURVIVOR_GROUP_FLAVOR55","人们开始怀疑，为什么过了这么久还没有建立新政府。似乎这都是计划的一部分。"
"#POPUP_SURVIVOR_GROUP_FLAVOR56","你这里的东西很好，但没用。人们已经完了。这个残忍、暴虐的世界将把我们改造成其他物种。"
"#POPUP_SURVIVOR_GROUP_FLAVOR57","结局无可避免，这样做不过是在拖延时间罢了。不过你能帮帮我们，让我们留下来吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR58","所有事故的背后都蕴藏着诸多阴谋。也许这一切都是故意为之，也许又不是。我只知道有东西从天空上掉了下来。"
"#POPUP_SURVIVOR_GROUP_FLAVOR59","我们害怕辐射，但我们应该拥抱辐射。多数人将灰飞烟灭，但强者将生存和进化！"
"#POPUP_SURVIVOR_GROUP_FLAVOR60","我爸爸曾经看到云上飘着一座巨大的城堡。那是精英们居住的地方，他们设计了我们的末日，只是在等待时机。"
"#POPUP_SURVIVOR_GROUP_FLAVOR61","一切都是神圣审判，我肯定。只是我们究竟犯了多大的罪孽，淹死我们还不够，还要承受这般苦难？"
"#POPUP_SURVIVOR_GROUP_FLAVOR62","再等一会儿。他们快来了。看那日出，他们终有一天将到来：黎明骑士终将清理这片土地。"
"#POPUP_SURVIVOR_GROUP_FLAVOR63","现在还不要放弃希望。援军即将抵达，他们会带着充足的食物，还有可以将这片土地变成天堂的技术。"
"#POPUP_SURVIVOR_GROUP_FLAVOR64","哇，还记得吗？曾经我们那么肯定世界即将灭亡，结果不出所料，新文明的开端！"
"#POPUP_SURVIVOR_GROUP_FLAVOR65","我不认为……你们住在这里，一起？我们一路走来，逃避所有人，我以为这就是世界的样子。"
"#POPUP_SURVIVOR_GROUP_FLAVOR66","这一定耗费了大量工作。但是，你不再从惊恐中醒来，每天还能有活干。真美妙！"
"#POPUP_SURVIVOR_GROUP_FLAVOR67","我没想到在这里发现这些。你们有什么目标？营地？小镇？城市？也许你们能比想象中更快实现目标。"
"#POPUP_SURVIVOR_GROUP_FLAVOR68","你知道吗，你们所做的事情需要极大勇气；勇于希冀更好的未来。我忍不住感到钦佩。"
"#POPUP_SURVIVOR_GROUP_FLAVOR69","我看到你们做了很多事情。你们难道不怕某一天所有努力都付诸东流吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR70","听着，我几个月来一直在旅行，这是第一次我遇到这样的地方。你们知不知道自己有多么了不起？"
"#POPUP_SURVIVOR_GROUP_FLAVOR71","这么好的地方竟然真的存在！简直让人难以置信。你们在这里藏了些什么？"
"#POPUP_SURVIVOR_GROUP_FLAVOR72","我不相信是政府设计了这一切。人没有那么残忍，但人却足够愚蠢。有人犯下不可挽回的错误。"
"#POPUP_SURVIVOR_GROUP_FLAVOR73","政府凭空消失，不是很奇怪吗？就好像他们有专门用于国家崩溃的备用计划。"
"#POPUP_SURVIVOR_GROUP_FLAVOR74","过去我们是一个国家，但现在废墟上冒出好几个国家。假以时日，等他们足够强大，就会互相发动战争。"
"#POPUP_SURVIVOR_GROUP_FLAVOR75","我们曾试着建造这样的社区。但没有存活下来，因为我们缺乏资源，最后人们开始彼此争斗。你们是怎么做到的？"
"#POPUP_SURVIVOR_GROUP_FLAVOR76","这看起来不错，但我想你需要目光更加远大：建造一座城市，然后形成一个国家。否则别人会赶在你之前这样做。"
"#POPUP_SURVIVOR_GROUP_FLAVOR77","他们说北方大地常年冰雪皑皑。"
"#POPUP_SURVIVOR_GROUP_FLAVOR78","是战争导致了这一切，我曾经看到过征兆。去足够远的地方就能发现它们；大地上的伤疤，城市曾经矗立的地方成为巨大的坑洞。"
"#POPUP_SURVIVOR_GROUP_FLAVOR79","维持这种社区肯定很难，但相信我，这是值得的。你在这里延续着人类文明。"
"#POPUP_SURVIVOR_GROUP_FLAVOR80","我们的祖先面对更加恶劣的环境，但他们还是齐心协力。我们依然可以达到乃至超过往日的高度。"
"#POPUP_SURVIVOR_GROUP_FLAVOR81","我必须承认，我永远也无法达成你的成就。你晚上能够安睡吗？是否感到自豪和安全？还是责任让你无法入睡？"
"#POPUP_SURVIVOR_GROUP_FLAVOR82","野兽在荒地上游荡，你无法想象它们的存在。我们见过无比巨大的爪印，就像用挖掘机铲斗挖出来的一样，不过地面上的人体残骸则证明了另一件事。"
"#POPUP_SURVIVOR_GROUP_FLAVOR83","这个世界一直在改变我们。我们被一群人伏击，他们交流时不说话，甚至还把嘴给缝了起来。"
"#POPUP_SURVIVOR_GROUP_FLAVOR84","有时候你能看到云层之上的月亮和星星。那你有没有想过，要怎么做才能破坏这样的月亮？"
"#POPUP_SURVIVOR_GROUP_FLAVOR85","你不知道这里的生活有多幸福。我曾见过……漫天遍野的大火。早上醒来，就只剩下遍地的黑色灰烬。"
"#POPUP_SURVIVOR_GROUP_FLAVOR86","你知道我怀念什么吗？亲爱的。我再也看不到蜜蜂了，不知道它们是消失了，还是……藏起来了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR87","只有了不起的人物才能造出这样的地方；一个家，但不是只为自己。你这样做，是出于必须还是同情？"
"#POPUP_SURVIVOR_GROUP_FLAVOR88","希望我能早点找到这样的营地。让我恼火的不是天气，而是缺乏安全感。你不知道什么东西会偷袭你。"
"#POPUP_SURVIVOR_GROUP_FLAVOR89","我看到人们又开始找回信仰。他们祈求宽恕，祈求力量和惩罚。你为什么祈祷？"
"#POPUP_SURVIVOR_GROUP_FLAVOR90","你有没有感到疲劳？就好像你没法继续奋斗，宁愿躺下让这个残酷的世界为所欲为？"
"#POPUP_SURVIVOR_GROUP_FLAVOR91","我曾经也住在这样的社区。那生活很好，但后来我们发展壮大，出现了政治斗争。所以我就离开了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR92","你们这里很好，但我怀疑这可能还不够。我们一直没有弄清楚这一切的成因是什么，所以谁能确定这不会再次发生？"
"#POPUP_SURVIVOR_GROUP_FLAVOR93","我听说这样的营地已经开始团结起来。我们将会拥有联盟、国家，很快，战争就会爆发。"
"#POPUP_SURVIVOR_GROUP_FLAVOR94","你的聚居地有信仰吗？应该有，一个有罪的社区终将走向灭亡。我们必须一直祈祷宽恕。"
"#POPUP_SURVIVOR_GROUP_FLAVOR95","哇，你们竟然利用仅有的破烂建造了这个！新事物终于从旧世界的尸体上萌发！"
"#POPUP_SURVIVOR_GROUP_FLAVOR96","我听说有个社团的技术仍然十分先进。你见过他们吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR97","拜托，你得听我说！我发誓我亲眼所见：那天一架飞机从空中飞过！"
"#POPUP_SURVIVOR_GROUP_FLAVOR98","来这里的路上，我遇到一个疯子。他一直说自己看到一群人再看他，隔着一面隐形墙，观察他。"
"#POPUP_SURVIVOR_GROUP_FLAVOR99","我猜你们这里没有电影看吧？喜剧？我从没想过自己会这么想念卓别林。"
"#POPUP_SURVIVOR_GROUP_FLAVOR100","人们说政府没有崩溃，他们只是没有走出自己的庇护所。我是说，他们为什么要出来？"
"#POPUP_SURVIVOR_GROUP_FLAVOR101","嘿，试着保持希望！过去，我一度迷失方向，直到亲眼目睹浩劫后第一个新生儿的诞生。那改变了一切。"
"#POPUP_SURVIVOR_GROUP_FLAVOR102","我怀疑我们的时间是否已经耗尽？我们只是苟延残喘？人们说新物种不断涌现，而且他们要比我们高级得多。"
"#POPUP_SURVIVOR_GROUP_FLAVOR103","我们来这里的路上看到了奇异的景象：树林里有一个训练营地。我怀疑那是干什么用的？"
"#POPUP_SURVIVOR_GROUP_FLAVOR104","在来这里的路上遇到了几辆大篷车。车上是一群怪家伙，有说有笑。他们说自己要离开这片荒地。"
"#EVENT_HUNTING_01_NOTIFICATION_HEADER","居民请求"
"#EVENT_HUNTING_01_NOTIFICATION_DESC","有人想去大门外冒险"
"#EVENT_HUNTING_01_NAME","打猎机会"
"#EVENT_HUNTING_01_DESC","几位居民听到了不远处传来的怪异叫声。他们想打开大门，冒险外出去追捕发出声音的东西。这很危险，居民很可能会受伤或遇到更糟的情况，不过不管外面是什么东西，它们身上都应该有一些肉。"
"#HUNTING_GO","前去狩猎"
"#HUNTING_STAY","太过危险"
"#EVENT_HUNTING_01_MEAT_NAME","打猎机会"
"#EVENT_HUNTING_01_MEAT_DESC","猎人带着<mark>肉</mark>回来了！大门外不远处，一只受惊的大鹿正在啃食熠熠生辉的鲜草。猎人鼓足勇气，为聚居地拿到了一块优质的臀肉。"
"#EVENT_HUNTING_01_BERRIES_NAME","打猎机会"
"#EVENT_HUNTING_01_BERRIES_DESC","猎人面色凝重地走向大门。神秘动物要么早就离开了，要么就是压根没现身过。一些人在回去的路上采摘了一些野生<mark>浆果</mark>，以免空手而归。"
"#EVENT_HUNTING_01_FAIL_NAME","打猎机会"
"#EVENT_HUNTING_01_FAIL_DESC","这群人急忙跑回了大门，眼睛和嘴巴都张得老大。无论发出声响的东西是什么，追捕它应该是不可能了。他们说那是一只像熊一样的动物，但肯定比他们见过的所有熊体型更大、样貌更畸形。"
"#EVENT_HUNTING_01_STAY_NAME","打猎机会"
"#EVENT_HUNTING_01_STAY_DESC","一些居民对于这个决定有些不满，口中嘀嘀咕咕的，小声抗议着大家做出的决定。想要捕猎的居民回到了聚居地，他们似乎决定晚些时候再提起这个问题。"
"#EVENT_HUNTING_02_NOTIFICATION_HEADER","看到一头熊"
"#EVENT_HUNTING_02_NOTIFICATION_DESC","有人想猎捕它"
"#EVENT_HUNTING_02_NAME","打猎机会"
"#EVENT_HUNTING_02_DESC","不久前，有人看到一只年老的熊从营地旁走过，它体型庞大，但走路一瘸一拐的，像是受了伤。追捕这只熊可以为聚居地带来大量的肉，不过就算受了伤，它的战斗力也不可小觑。"
"#HUNTING_02_GO","追捕大熊"
"#HUNTING_02_STAY","置之不理"
"#EVENT_HUNTING_02_MEAT_NAME","打猎机会"
"#EVENT_HUNTING_02_MEAT_DESC","猎人们带回一头成年熊，那头熊很大，一群人才勉强把它搬回来。从伤口可以明显看出，这头熊之前就受了伤。今天幸运女神眷顾了勇者，剥下的<mark>肉</mark>够聚居地吃上好几天。"
"#EVENT_HUNTING_02_BERRIES_NAME","打猎机会"
"#EVENT_HUNTING_02_BERRIES_DESC","猎人们回来了，个个垂头丧气。他们没找到熊的踪迹，不得不班师回营，免得走得太远。他们在途中找到一些<mark>浆果</mark>，但比起他们追逐的猎物，这些浆果简直微不足道。"
"#EVENT_HUNTING_02_FAIL_NAME","打猎机会"
"#EVENT_HUNTING_02_FAIL_DESC","猎人们回来了，却是空手而归。两人一瘸一拐的，其他人大汗淋漓。一群狼已经盯上了那头熊，它们对竞争对手毫不客气。没人丧命已经是个奇迹。"
"#EVENT_HUNTING_02_STAY_NAME","打猎机会"
"#EVENT_HUNTING_02_STAY_DESC","居民们争论了一番后，最终得出结论：追捕大熊不是一个明智的决定。尽管所有人都达成了共识，但每个人都还念想着大熊身上的肥美鲜肉。"
"#EVENT_HUNTING_03_NOTIFICATION_HEADER","兔子季"
"#EVENT_HUNTING_03_NOTIFICATION_DESC","居民想尝试新陷阱"
"#EVENT_HUNTING_03_NAME","兔子季"
"#EVENT_HUNTING_03_DESC","三位居民解释说，他们一直在制作一种新的捕猎兔子用的陷阱，他们想把陷阱放在营地周围。捕猎装置似乎有效，但让他们出去活动存在一定风险。"
"#HUNTING_03_GO","他们应该试着使用陷阱"
"#HUNTING_03_STAY","不值得冒险"
"#EVENT_HUNTING_03_MEAT_NAME","兔子季"
"#EVENT_HUNTING_03_MEAT_DESC","离开一段时间后，他们回来了，每人背着两三只兔子。似乎陷阱非常奏效，而且周围兔子很多。"
"#EVENT_HUNTING_03_ONERABBIT_NAME","兔子季"
"#EVENT_HUNTING_03_ONERABBIT_DESC","离开很久以后，几人终于回来了。他们只带回来一只弱小的兔子，身上的<mark>野味</mark>最多够两个人吃。"
"#EVENT_HUNTING_03_FAIL_NAME","兔子季"
"#EVENT_HUNTING_03_FAIL_DESC","几人终于回来了，看起来即痛苦又疲劳。兔子没有落入陷阱，另外，在受到污染的土地上四处搜寻，导致几位居民身体非常不适。"
"#EVENT_HUNTING_03_STAY_NAME","兔子季"
"#EVENT_HUNTING_03_STAY_DESC","这群人本因能帮到聚居地而感到兴奋，现在看来却有些失望。他们不情不愿地接受了你的决定，不过在回到岗位的途中，他们的手里还紧紧攥着陷阱装置。"
"#EVENT_HUNTING_04_NOTIFICATION_HEADER","顺流而下"
"#EVENT_HUNTING_04_NOTIFICATION_DESC","居民想去探索"
"#EVENT_HUNTING_04_NAME","顺流而下"
"#EVENT_HUNTING_04_DESC","一队居民对附近的河流有些好奇，想去看看河流是否适合旅行。他们自己造了一艘简易的筏子，迫不及待地想测试其漂浮能力，还想看看沿着河岸能找到些什么东西。"
"#HUNTING_04_GO","去试试"
"#HUNTING_04_STAY","别找麻烦"
"#EVENT_HUNTING_04_SUPPLIES_NAME","顺流而下"
"#EVENT_HUNTING_04_SUPPLIES_DESC","小队离开了几乎一整天，回来时船上装满了各种补给品。他们几乎一直在河上漂着，甚至还经过了一座废弃的并且没有被其他搜索员动过的捕鱼小屋。"
"#EVENT_HUNTING_04_FISH_NAME","顺流而下"
"#EVENT_HUNTING_04_FISH_DESC","小队终于返回，成果差强人意。小船中途开始漏水，更糟的是，他们遇到了急流，使得旅程十分疲惫。他们好不容易抓到了一些<mark>鱼</mark>，算是这次旅程唯一的收获了。"
"#EVENT_HUNTING_04_FAIL_NAME","顺流而下"
"#EVENT_HUNTING_04_FAIL_DESC","小队终于返回，却是空手而归。途中小船沉没，居民没能取回收集到的装备。听到附近的树林中传来声响，他们决定逃离，放弃了潜入水中取回沉没装备的打算。"
"#EVENT_HUNTING_04_STAY_NAME","顺流而下"
"#EVENT_HUNTING_04_STAY_DESC","这群人看起来非常失落，但你解释了不让他们去的理由后，他们就冷静了下来。虽然河里可能有些好东西，但也潜藏着许多危险。最好还是徒步出行，至少目前是这样。"
"#EVENT_SLAVERS_01_NOTIFICATION_HEADER","奴隶商人"
"#EVENT_SLAVERS_01_NOTIFICATION_DESC","他们来此交易，这次是这样。"
"#EVENT_SLAVERS_01_NAME","奴隶商人"
"#EVENT_SLAVERS_01_DESC","一大队装备精良的土匪气势汹汹地靠近大门。随从们将几个捆好的俘虏从卡车上拖下来，首领朝着聚居地喊话：“门后面的胆小鬼，快点给我滚出来！我新带了一批工人过来，他们急着干活，无论你那里有什么活，他们都抢着干。当然，价格合理，童叟无欺。”"
"#SLAVES_ONE","交易一个俘虏"
"#SLAVES_TWO","交易两个俘虏"
"#SLAVES_THREE","交易三个俘虏"
"#SLAVERS_DECLINE","拒绝参与此类交易"
"#EVENT_SLAVERS_01_SUCCESS_NAME","奴隶商人"
"#EVENT_SLAVERS_01_SUCCESS_DESC","“我就知道你明白当今世界的法则”。头领点点头，土匪拖着其他绝望的俘虏回到卡车上。“享用你的奴隶！我们再去招募一些人，到时还会再来！”"
"#EVENT_SLAVERS_01_FAIL_NAME","奴隶商人"
"#EVENT_SLAVERS_01_FAIL_DESC","听到你的回答，头领的失望超过了愤怒。“自视清高、不可一世，哼？你知道吗，你本能拯救几个小鬼。很难说其他奴隶主会怎么对待他们，”他笑道，“也许下次我们再路过这里时，要抓几个你们的人凑数”，头领威胁道，然后他们收拾车辆，加速离开。"
"#EVENT_DUMPSTER_01_NOTIFICATION_HEADER","居民看上去很兴奋"
"#EVENT_DUMPSTER_01_NOTIFICATION_DESC","是关于一座垃圾堆的事"
"#EVENT_DUMPSTER_01_NAME","垃圾搜寻"
"#EVENT_DUMPSTER_01_DESC","两位居民发现了一座老旧的垃圾填埋场，可能是因为闻到了里面传来的恶臭气味。填埋场就在离聚居地不远的地方。尽管那里臭气熏天，但恶臭也可能会让拾荒者避而远之，也就是说，垃圾中可能还有宝藏。前去探险可能会收获颇丰，但没有任何装备无疑非常危险。多穿一层<mark>衣物</mark>并配备整套<mark>工具</mark>，能极大地保障居民的安全和效率。"
"#EVENT_DUMPSTER_GO_KITTED","前去探险（穿戴装备）"
"#EVENT_DUMPSTER_GO_BARE","前去探险（不穿戴装备）"
"#EVENT_DUMPSTER_STAY","放弃探险"
"#EVENT_DUMPSTER_01_SUCCESS_DESC","探险者还没返回聚居地，你就闻到阵阵臭气扑鼻而来。两人来到大门旁，声称此次探险相当成功。确实没人去过垃圾填埋场，这次行动收获的战利品相当丰厚，不过还需要先把它们给清洗干净。"
"#EVENT_DUMPSTER_01_PARTIAL_DESC","两位居民回来了，身上的气味比想象中还要难闻。探险途中他们碰了几次壁，而且不出所料，其中一人染上了疾病。不过他们也并非一无所获，但明显都对收获不太满意。"
"#EVENT_DUMPSTER_01_FAILURE_DESC","显然出了什么问题。归来时两人面色惨白，咳嗽得十分厉害。两人都没有带回任何战利品，他们互相依偎着，勉强能够保持站立。要想活下来的话，他们必须立马接受治疗。"
"#EVENT_DUMPSTER_01_DECLINE_DESC","虽然在垃圾填埋场里大肆搜刮听上去十分诱人，但要让他们冒着生病的风险去追寻那些可能并不存在的东西，这可一点都不明智。两人勉强地点了点头。"
"#EVENT_CRATE_01_NOTIFICATION_HEADER","有人在喊叫"
"#EVENT_CRATE_01_NOTIFICATION_DESC","最好检查一下是怎么回事"
"#EVENT_CRATE_01_NAME","神秘板条箱"
"#EVENT_CRATE_01_DESC","一位居民在原地转来转去，看上去十分生气，脸色由于高声呼喊而涨得通红，双眼发疯似地观察着储备区的周围。“我肯定把它放在这里了。肯定是这里！”他指着地面说道。你上前询问，他说他把一箱<mark>食物</mark>放在地上，然后就起身去找些喝的东西。回来之后板条箱就不见了。"
"#EVENT_CRATE_01_SOMEONE","可能有人把箱子拿到了仓库"
"#EVENT_CRATE_01_SEARCH","寻找丢失的板条箱"
"#EVENT_CRATE_01_ACCUSE","指责他随意放置贵重物品"
"#EVENT_CRATE_01_SOMEONE_DESC","有人上前安慰那位面色通红的男子，说板条箱一定只是放错了地方，或者可能已经被人搬到了仓库。听完这个解释，他似乎松了一口气，冷静了下来，然后开始继续完成他的工作。"
"#EVENT_CRATE_01_SEARCH_DESC","几位居民放下手头的工作，打算去寻找失踪的板条箱。一番搜索后却毫无进展，突然其中一人大叫起来，并比划着带大家来到了附近的一簇树木跟前。他们发现几个装着食物的盒子埋在土里，里面的食物被吃了一半，旁边还有蹄印。有些食物还能吃，于是他们将这些食物运回了仓库。"
"#EVENT_CRATE_01_ACCUSE_DESC","你严厉训斥了这位居民，他看上去垂头丧气，差点要哭了。他转身便要返回工作岗位，临走前你还告诉他不要再出现类似的事情，他周围的居民似乎对你的严厉作风赞赏不已。"
"#EVENT_DIGGING_01_NOTIFICATION_HEADER","居民挖出什么东西"
"#EVENT_DIGGING_01_NOTIFICATION_DESC","看起来是一堆资源"
"#EVENT_DIGGING_01_NAME","四处挖掘"
"#EVENT_DIGGING_01_DESC","建筑工人工作的地方传来“叮”的一声巨响。一位居民在建造庇护所时，无意间铲到了一堆埋在土里的资源。他很想用这些资源修缮自己的新房，但还是捐了一半给聚居地作为建筑材料。"
"#EVENT_DIGGING_01_METAL","收下金属"
"#EVENT_DIGGING_01_PLASTIC","收下塑料"
"#EVENT_DIGGING_01_BOTH","全部收下"
"#EVENT_DIGGING_01_METAL_DESC","金属片对聚居地来说大有裨益。居民上交了金属片，转而回到了自己的帐篷中，开始修建相当复杂的塑料排水系统。"
"#EVENT_DIGGING_01_PLASTIC_DESC","居民将塑料板放到一边，以供聚居地使用。然后便拿起金属，开始实施他的远大计划，也就是加固帐篷来抵御危险。"
"#EVENT_DIGGING_01_BOTH_DESC","相对于个人而言，聚居地更需要这些材料。一番讨价还价后，居民妥协了，把金属和塑料都交了出来。围观人群似乎不认同这种结果，但他们很可能一两天后就会忘掉这件事。"
"#EVENT_HUNTING_05_NOTIFICATION_HEADER","一位居民现身"
"#EVENT_HUNTING_05_NOTIFICATION_DESC","她有一个主意"
"#EVENT_HUNTING_05_NAME","新发现"
"#EVENT_HUNTING_05_DESC","一位居民，一位此前没人注意过的女士出现在大家的视线中。她说她需要去森林里检查一些重要的东西，但却无法解释到底是什么。只知道那东西与菌类和药品有关，但是她说话断断续续的，又找不到确切的词语来形容。"
"#HUNTING_05_GO","允许她外出"
"#HUNTING_05_STAY","太过危险"
"#EVENT_HUNTING_05_SUCCESS_NAME","新发现"
"#EVENT_HUNTING_05_SUCCESS_DESC","她收拾好行囊走进森林。过了好一会儿她才回来，带着一些玻璃瓶，装满了奇形怪状的菌菇。她惊叫道：“我就知道，新的突变，太好了！”看来一直以来聚居地内都藏着一位真菌学家。"
"#EVENT_HUNTING_05_PARTIAL_NAME","新发现"
"#EVENT_HUNTING_05_PARTIAL_DESC","这位女士收拾好行囊消失在森林里。过了很久很久，她终于拖着步子走进了大门，腰上挂着奇形怪状的菌菇，但看上去很失望。她解释道：“没有药，只是抗生素，有点用，但帮助不大。”在此之前，似乎还没有人知道她的科学才能。"
"#EVENT_HUNTING_05_FAIL_NAME","新发现"
"#EVENT_HUNTING_05_FAIL_DESC","她收拾好行囊走进森林。夜晚悄然过去，第二天早晨已经过了一半，她还没有回来。于是你部署了一个救援小队。结果小队发现她躺在一堆菌菇旁边，很明显是生病了。无论她食用菌菇是要做什么测试，看上去都失败了。"
"#EVENT_HUNTING_05_STAY_NAME","你不能冒险"
"#EVENT_HUNTING_05_STAY_DESC","让她单独冒险也太危险了，特别是她还说不清楚自己在找什么。她绞尽脑汁想要蹦出几个词语，然而也只是嘴巴张张合合了好几次。最后她终于放弃了，点了点头，然后径直走开了。"
"#EVENT_HUNTING_06_NOTIFICATION_HEADER","一位科学家需要帮助"
"#EVENT_HUNTING_06_NOTIFICATION_DESC","她希望缕清思路"
"#EVENT_HUNTING_06_NAME","心平气和"
"#EVENT_HUNTING_06_DESC","一位更具科学头脑的居民遇到了问题。一个非常棘手的问题已经困扰了她很久很久，她想离开聚居地远足旅行，理清思绪。更让人担心的是，她想独自前往。"
"#HUNTING_06_GO","让她去"
"#HUNTING_06_STAY","太过危险"
"#EVENT_HUNTING_06_SUCCESS_NAME","心平气和"
"#EVENT_HUNTING_06_SUCCESS_DESC","她为旅行做好了准备，说完再见便踏上了一条偏僻的小路。很长一段时间你都没有听到关于她的任何消息，直到有天她突然冲进大门，口中惊呼：“我找到了，我终于找到了！”然后径直冲进了她的帐篷。"
"#EVENT_HUNTING_06_PARTIAL_NAME","心平气和"
"#EVENT_HUNTING_06_PARTIAL_DESC","她为旅行做好了准备，说完再见便踏上了一条偏僻的小路。过了一阵她回来了，看上去很生气。显然这次远足根本没能让她平静下来。她解释说：“我想到了一个主意……只是我没能真正完成它。”说完她便拖着疲惫的身躯回到了实验室。"
"#EVENT_HUNTING_06_FAIL_NAME","心平气和"
"#EVENT_HUNTING_06_FAIL_DESC","她为旅行做好了准备，说完再见便踏上了一条偏僻的小路。才过了大概一个小时，她就扶着自己一瘸一拐地回来了。她喃喃自语道：“那些野兽真是要命，我差点就没跑掉。”她需要治疗。"
"#EVENT_HUNTING_06_STAY_NAME","心平气和"
"#EVENT_HUNTING_06_STAY_DESC","只是为了转换心情的话不值得冒险在外游荡。有那么一瞬间，她看上去快要崩溃了。“好吧，只是别指望近期能有什么突破！”她朝着反对的人群大声叫嚷着，然后回到了自己的帐篷里。"
"#EVENT_LOST_01_NOTIFICATION_HEADER","一个小朋友失踪了"
"#EVENT_LOST_01_NOTIFICATION_DESC","带她回家？"
"#EVENT_LOST_01_NAME","不复天真"
"#EVENT_LOST_01_DESC","一个小女孩找到你，她泪眼汪汪，鼻子下面还流着鼻涕。她用嘶哑的声音哀求道：“我找不到小猫了！你能帮帮我吗，她一定是跑掉了！没有她我都睡不着觉！”你可以在附近的树林里搜寻小猫，但这样做真的值吗？"
"#EVENT_LOST_01_PARTY","搜寻小猫"
"#EVENT_LOST_01_REFUSE","根本就是浪费时间"
"#EVENT_LOST_01_PARTY_SUCCESS_NAME","不复天真"
"#EVENT_LOST_01_PARTY_SUCCESS_DESC","几位居民冒险外出找猫。女孩笑逐颜开，但其他人知道并没有多大把握。然而，小队很快带着一只巨大的白猫回来了，从小队一同带回的<mark>鱼</mark>可以判断，这只猫应该是去河边狩猎了。“Fuzzywhiskers小姐！”女孩尖叫着抱住猫，猫随即惬意地发出呼噜呼噜的声音。"
"#EVENT_LOST_01_PARTY_FAIL_NAME","不复天真"
"#EVENT_LOST_01_PARTY_FAIL_DESC","几位居民冒险外出找猫。女孩笑逐颜开，但其他人知道并没有多大把握。然而，小队很快带着一只巨大的白猫回来了，从他们身上的伤口可以判断，这只猫对陌生人并不怎么友好。“Fuzzywhiskers小姐！”女孩尖叫着抱住猫，猫随即惬意地发出呼噜呼噜的声音。"
"#EVENT_LOST_01_REFUSE_NAME","不复天真"
"#EVENT_LOST_01_REFUSE_DESC","女孩眼中满是心碎。“但是……但是……”她抽泣着，然后大哭着跑开了。她的哭声持续了好一阵子才渐渐平息下来。"
"#EVENT_KIDS_01_NOTIFICATION_HEADER","有人一直在偷木材"
"#EVENT_KIDS_01_NOTIFICATION_DESC","最好彻查此事"
"#EVENT_KIDS_01_NAME","合适的堡垒"
"#EVENT_KIDS_01_DESC","有人似乎一直在偷仓库里的<mark>木材</mark>。几位居民前去调查，一番侦察工作之后，他们带回了一群吵闹的孩子，每个孩子的胳膊下面各夹着一块木板。显然，孩子们用这些木材在附近的森林里给自己建了个树堡。"
"#EVENT_KIDS_01_APPROVE","不管树堡"
"#EVENT_KIDS_01_DISMANTLE","拆除树堡"
"#EVENT_KIDS_01_APPROVE_NAME","合适的堡垒"
"#EVENT_KIDS_01_APPROVE_DESC","就让孩子们玩个尽兴吧！不管怎么说，谁会发现少了几块木材呢？孩子们听到他们宝贵的树堡能够得以保留，高兴得眉飞色舞，一再向大人们表示感谢。第二天，居民们在营地旁发现了一张简陋但却五彩斑斓的感谢卡，上面装饰着可能是孩子们用手指绘画的图案。"
"#EVENT_KIDS_01_DISMANTLE_NAME","合适的堡垒"
"#EVENT_KIDS_01_DISMANTLE_DESC","聚居地的宝贵资源可不能浪费在什么呆瓜树堡上。孩子们哭喊起来，但你依旧坚定自己的立场。第二天早上，你在营地旁发现了一张纸条，上面赫然写着几个大字“脑子有坑”，你只希望这些字最好是用泥巴写的。"
"#EVENT_HANDCRAFT_01_NOTIFICATION_HEADER","一位居民有个主意"
"#EVENT_HANDCRAFT_01_NOTIFICATION_DESC","老式手工艺品怎么样？"
"#EVENT_HANDCRAFT_01_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_DESC","一位居民找到你，看上去有点紧张。她说自己可以为聚居地提供一些<mark>衣物</mark>。祖母曾在她小时候教过她，她似乎对自己的裁缝技术相当自信。但问题是，她的技艺值得信赖吗？"
"#EVENT_HANDCRAFT_01_APPROVE","给她布料"
"#EVENT_HANDCRAFT_01_REFUSE","这不是个好主意"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_DESC","她接过布料，看上去相当感激你的信任。不出所料，经过一段时间的劳作，她最终带着一些相当惊艳的传统服装回来了。这些衣服不但保暖，还非常凸显气质。"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_DESC","她接过布料，并对你的信任表示感谢，然后就急匆匆地跑开了。有一段时间没听到她的消息了，部分居民决定登门拜访。她用没被毁掉的那点布料做成了一件满是补丁、粗制滥造的大衣，可以说是一点儿防水性能都没有。“对不起，我真的尽力了。”女人说道，不敢与其他人对视。"
"#EVENT_HANDCRAFT_01_REFUSE_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_REFUSE_DESC","考虑到这个女人好像并没有那么自信，还是别理她为好。她看起来很失望，但却无从争辩。“好吧，我只是觉得可能帮得上忙。没关系。”说完便沮丧地走回了自己的工作岗位。"
"#EVENT_CAR_FIX_01_NOTIFICATION_HEADER","破车叮呤咣啷地开向聚居地"
"#EVENT_CAR_FIX_01_NOTIFICATION_DESC","这辆车肯定需要修理和保养"
"#EVENT_CAR_FIX_01_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_DESC","一辆老旧的汽车慢腾腾地向聚居地驶来，车身上全是泥土和铁锈。汽车在离大门还有一段距离的地方停了下来。一名壮汉从车里走出来，朝聚居地挥手，似乎想要寻求帮助。汽车在这一带很少见，而驾驶这些车辆的人也各不相同，但大多数人都在各自的领域有所建树。因此报酬可能会相当丰厚。"
"#EVENT_CAR_FIX_01_FIX","帮他修车"
"#EVENT_CAR_FIX_01_DECLINE","拒绝帮助"
"#EVENT_CAR_FIX_01_FIX_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_FIX_DESC","几位最善长修理机械的居民集结成队，走到男子面前，没想到他竟非常友善。“太感谢你们啦！我不知道出了什么问题，车子开一阵子就会熄火。给它加满油之后就又恢复正常了。”"
"#EVENT_CAR_FIX_01_IGNITION","点火装置有问题"
"#EVENT_CAR_FIX_01_ENGINE","引擎有问题"
"#EVENT_CAR_FIX_01_FUEL_TANK","油箱有问题"
"#EVENT_CAR_FIX_01_IGNITION_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_IGNITION_DESC","居民开始摆弄点火装置，先是一点点地把它拆开，然后仔细检查每一个零件。但重新组装之后，汽车依旧无法发动。“哎！好吧，感谢帮忙。我想这匹老马的寿命已经到头了，你们可以拆了它回收零件，或者怎么高兴怎么来。”男人长叹一口气，随即便收拾好自己的随身物品，向居民告别，一步一步地向荒野走去。"
"#EVENT_CAR_FIX_01_ENGINE_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_ENGINE_DESC","居民开始摆弄引擎，先是一点点地把它拆开，然后仔细检查每一个零件。但重新组装之后，汽车依旧无法发动。“哎！好吧，感谢帮忙。我想这匹老马的寿命已经到头了，你们可以拆了它回收零件，或者怎么高兴怎么来。”男人长叹一口气，随即便收拾好自己的随身物品，向居民告别，一步一步地向荒野走去。"
"#EVENT_CAR_FIX_01_FUEL_TANK_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_FUEL_TANK_DESC","居民开始摆弄油箱，先是一点点地把它拆开，然后仔细检查每一个零件。结果发现问题出在进油管上，汽油消耗到一定程度之后，油箱就无法再继续为引擎供油。机械师使尽浑身解数，将油箱修缮一新，汽车又能发动起来了。“太棒啦！太谢谢你们了，上帝会保佑你们的，保佑你们每一个人！”男子惊叹不已。他赠予居民一些私人物品以示感谢，然后脚踩油门飞速离去。"
"#EVENT_CAR_FIX_01_DECLINE_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_DECLINE_DESC","居民告诉男子，如果用起重机把车给吊起来，车会不会散架都成问题。“哎呀，那也太丢人了，”男子说道，“好吧，我想是时候处理掉这堆垃圾了。”男人将随身物品装进背包里，向聚居地挥手告别，然后徒步离开，将破车留在原地。为了解决这个碍眼的玩意儿，居民把它拆得面目全非。"
"#EVENT_BEAST_03_NOTIFICATION_HEADER","有人在尖叫"
"#EVENT_BEAST_03_NOTIFICATION_DESC","发生什么事了？"
"#EVENT_BEAST_03_NAME","踩踏事件困局"
"#EVENT_BEAST_03_DESC","一群居民从树林中冲了出来，脸上写满了恐慌。一只发疯的变异鹿跟着他们闯入了聚居地，途经之处已经踩坏了几顶帐篷。你需要尽快解决这个问题，不过要是激怒这头野兽的话，可能会产生适得其反的效果。"
"#EVENT_BEAST_03_FOOD","给鹿提供食物"
"#EVENT_BEAST_03_CHASE","驱赶这头鹿"
"#EVENT_BEAST_03_HUNT","设法制服这头鹿"
"#EVENT_BEAST_03_FOOD_NAME","踩踏事件困局"
"#EVENT_BEAST_03_FOOD_DESC","居民用树叶和野草在聚居地中央堆起一顿美味大餐。很快鹿便踏着沉重的脚步赶来了，与它庞大的身躯相比，周围的一切都显得十分矮小。它绕着食物转了一会儿之后，才平静下来开始进食。居民驻足观看，等待它的下一步行动。幸运的是，鹿似乎对这顿美餐很满意，吃完便转身回到了森林之中。"
"#EVENT_BEAST_03_CHASE_NAME","踩踏事件困局"
"#EVENT_BEAST_03_CHASE_DESC","几位居民聚在一起，拿着锅碗瓢盆、金属板以及手头任何能发出噪音的物品。他们慢慢接近鹿，尽可能地制造噪声，希望能吓跑它。有那么一小会儿，这只野兽似乎显得有些紧张，并准备冲向居民。然而这时它的眼神发生了变化，不但没有往前冲，反而向后退了几步，穿过帐篷跑回了森林。"
"#EVENT_BEAST_03_HUNT_FAIL_NAME","踩踏事件困局"
"#EVENT_BEAST_03_HUNT_FAIL_DESC","居民拼凑起一些临时武器，朝这头野兽走去。野兽正在帐篷中到处翻找，与它庞大的身躯相比，周围的一切都显得十分矮小。居民准备就绪后便开始投掷长矛，两支没打中，一支仅仅只擦破了点儿皮，另一支从侧面刺入野兽的身体。鹿立即被激怒，惊慌失措地冲向周围的居民。居民们勉强躲过攻击，但一时间根本无法阻止这头狂怒的野兽。等到鹿最终逃回森林时，周围的帐篷已经彻底报废了。"
"#EVENT_BEAST_03_HUNT_SUCCESS_NAME","踩踏事件困局"
"#EVENT_BEAST_03_HUNT_SUCCESS_DESC","几位居民利用一切能派上用场的东西，拼凑起一些临时武器，出发去制服鹿。他们看见鹿正在帐篷中到处翻找，与它庞大的身躯相比，周围的一切都显得十分矮小。居民准备就绪后便开始投掷长矛，所有人都命中了目标，野兽在踉跄了几步之后便倒地不起。居民们干掉了巨鹿，难以相信竟有如此好运。居民们不仅保护了聚居地，还成功获得了一些新鲜肉食。"
"#EVENT_SHELTER_01_NOTIFICATION_HEADER","无遮无挡的建筑"
"#EVENT_SHELTER_01_NOTIFICATION_DESC","建造过程中开辟了一些捷径"
"#EVENT_SHELTER_01_NAME","地基不稳"
"#EVENT_SHELTER_01_DESC","不是每个人都擅长建筑艺术，但你的一位居民似乎对此一窍不通。他的帐篷看起来随时都可能倒塌，因为缝合不良的帆布会慢慢裂开。不管怎样，居民坚称知道自己在做什么。"
"#EVENT_SHELTER_01_IMPROVE","加固帐篷"
"#EVENT_SHELTER_01_IGNORE","置之不理"
"#EVENT_SHELTER_01_IMPROVE_NAME","地基不稳"
"#EVENT_SHELTER_01_IMPROVE_DESC","你无视居民的意愿，对其房屋稍作调整。他似乎全程对这番折腾感到不满，但完工后还是喃喃向你道了谢。"
"#EVENT_SHELTER_01_IGNORE_NAME","地基不稳"
"#EVENT_SHELTER_01_IGNORE_DESC","还没过一个小时，支柱就倒下了，简陋的帐篷也随之倒塌。就在居民奋力爬出废墟时，帐篷内突然燃烧起来。他大声地咒骂着，称都是一本古老瑞典手册的错。"
"#EVENT_VERMIN_01_NOTIFICATION_HEADER","一位居民藏着什么东西"
"#EVENT_VERMIN_01_NOTIFICATION_DESC","可能面临虫害侵扰"
"#EVENT_VERMIN_01_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_DESC","原来是一位居民一直在聚居地内秘密饲养<mark>鼠甲虫</mark>。饲养员被一群愤怒的居民团团围住，要求他给个说法。饲养员试图解释鼠甲虫实际上是一种被误会的生物，它们天性温和，甚至很聪明。饲养员祈求能留下这些心爱的宠物，但其他居民担心如果让这些害虫活下去，情况可能会迅速恶化。"
"#EVENT_VERMIN_01_CONSERVE","这里没什么吓人的"
"#EVENT_VERMIN_01_EXTERMINATE","把这些动物赶走"
"#EVENT_VERMIN_01_CONSERVE_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_CONSERVE_DESC","这只是一种爱好，只是有点奇怪罢了。饲养员似乎对这一决定感到相当高兴，并保证会看住这些鼠甲虫。为了表达对你的感谢，饲养员甚至就正在进行的昆虫再生特性研究与你分享了一些见解。"
"#EVENT_VERMIN_01_EXTERMINATE_NAME","正在繁殖害虫"
"#EVENT_VERMIN_01_EXTERMINATE_DESC","其他居民试图没收并消灭这些害虫，但饲养员坚决不肯。“它们都是我的孩子！除非我死，否则你们别想夺走它们！”饲养员一边喊叫，一边释放这些狂怒的动物来攻击聚居地。"
"#EVENT_CHILD_01_NOTIFICATION_HEADER","聚居地附近出现一个奇怪的孩子"
"#EVENT_CHILD_01_NOTIFICATION_DESC","她在这里生活的时间远早于其他人"
"#EVENT_CHILD_01_NAME","废墟之中"
"#EVENT_CHILD_01_DESC","在寻找材料时，一位居民发现了一个生活在垃圾堆里的孩子。这孩子看起来并不面熟，一定已经在那里生活了很长时间。她似乎住在一个用塑料瓶和橡皮筋搭起来的破烂地方。孩子盯着地面小声说：“这里是我家，我没有别的地方可以去。”"
"#EVENT_CHILD_01_REJECT","赶走孩子"
"#EVENT_CHILD_01_WELCOME","把她带回聚居地"
"#EVENT_CHILD_01_REJECT_NAME","废墟之中"
"#EVENT_CHILD_01_REJECT_DESC","聚居地没有多余的资源再多养活一个人。居民将孩子从她家赶走，扔到了大门外。孩子紧紧地抓着自己的小背包，扭头看了看身后的聚居地，眼里黯淡无光。她步履蹒跚地消失在了荒野之中。"
"#EVENT_CHILD_01_WELCOME_NAME","废墟之中"
"#EVENT_CHILD_01_WELCOME_DESC","一个可怜的孩子正坐在瓦砾堆上。她的脸颊凹陷，眼睛下面有深深的黑眼圈。一位居民走到她身边，邀请她加入聚居地。孩子面无表情，看不出什么情绪，她默默地点了点头，然后牵着居民的手，一路回到了聚居地。"
"#EVENT_WELL_02_NOTIFICATION_HEADER","天气无常"
"#EVENT_WELL_02_NOTIFICATION_DESC","这不是你平常看到的云"
"#EVENT_WELL_02_NAME","水井，水井，水井"
"#EVENT_WELL_02_DESC","虽说浩劫之后的天气无法预测，但这些云似乎是凭空出现的。黑色的雨滴在接触到任何物体时都会发出嘶嘶的声响，雨水开始倾泻而下。“这是酸雨！大家快躲起来！”居民大声呼喊着，然后自己找地方躲了起来。很快有人指出<mark>水井</mark>龙头还开着，也就是说里面的水很可能已经被污染了。"
"#EVENT_WELL_02_WAIT","等最糟糕的时刻过去"
"#EVENT_WELL_02_PROTECT","组建临时装甲"
"#EVENT_WELL_02_RISK","冒险"
"#EVENT_WELL_02_WAIT_NAME","水井，水井，水井"
"#EVENT_WELL_02_WAIT_DESC","绝不能让任何人为这件事冒生命危险。酸雨一会儿就停了，很快大家都好奇地围在水井旁，但似乎并没有人愿意尝一口井水。大家推攘着一位不受欢迎的居民去做这件事，喝过井水之后，这个人立刻全身瘫软、跪倒在地。看来这段时间最好还是喝以前储备的水。"
"#EVENT_WELL_02_PROTECT_NAME","水井，水井，水井"
"#EVENT_WELL_02_PROTECT_DESC","一位勇敢的居民全副武装，冲进瓢泼大雨里去保护水井。勇士小跑着归来时，所有人都在欢呼，但勇士本人却表示这没什么。这种英勇的行为鼓舞了在场的每一个人。"
"#EVENT_WELL_02_RISK_NAME","水井，水井，水井"
"#EVENT_WELL_02_RISK_DESC","一位勇敢的居民冲进瓢泼大雨里去保护水井。回来时，勇士看上去非常痛苦，更糟糕的是，勇士还摔倒在一滩燃烧的脏水坑里。回到大家身边时，勇士显然急需治疗。居民们欢呼雀跃，如释重负，至少目前而言水源可以安全使用。"
"#EVENT_VISION_01_NOTIFICATION_HEADER","一位居民看见了幻象"
"#EVENT_VISION_01_NOTIFICATION_DESC","她能预知未来吗？"
"#EVENT_VISION_01_NAME","阴暗幻象"
"#EVENT_VISION_01_DESC","一位年长的居民大声嚷嚷，声称有大新闻要讲。她浑身发抖，显得十分不安：“我看见……一道毁天灭地的亮光……今晚就会袭来……”人们想进一步询问此事，但她因为压力过大晕了过去。目前还不清楚应该如何解读这条新闻。"
"#EVENT_VISION_01_FALLOUT","准备好应对辐射"
"#EVENT_VISION_01_FIRE","准备好应对大火"
"#EVENT_VISION_01_METEOR","准备好应对流星"
"#EVENT_VISION_01_IGNORE","忽略警告"
"#EVENT_VISION_01_FALLOUT_NAME","阴暗幻象"
"#EVENT_VISION_01_FALLOUT_DESC","显然该幻象预示着辐射即将到来。居民们打算赶紧加固建筑，然后赶去安全的地点。还没来得及开工，<mark>应急避难所</mark>就燃起了大火，冒着黑烟。看来大家对这种天兆解读错了。"
"#EVENT_VISION_01_FIRE_NAME","阴暗幻象"
"#EVENT_VISION_01_FIRE_DESC","居民相信该幻象预示着灾难性的大火即将到来。大家纷纷开始加固房屋，以防发生火灾。结果发现原来是一位居民的壁炉过热，差点就把整个聚居地都烧了。这次可是侥幸躲过了一场灾难。"
"#EVENT_VISION_01_METEOR_NAME","阴暗幻象"
"#EVENT_VISION_01_METEOR_DESC","毫无疑问，该幻象预示着流星暴即将到来。居民点头表示赞同，然后赶忙回家加固自己家的天花板。还没来得及开工，他们就看到地面上升起一团黑云。看来他们的解读出现了偏差。"
"#EVENT_VISION_01_IGNORE_NAME","阴暗幻象"
"#EVENT_VISION_01_IGNORE_DESC","这个老婆子明显已经疯掉了，没有理由相信她的话。居民像往常一样开始忙自己的事情。没人搭理老婆子，大家都回到了工作之中，此时却看到一个正在燃烧的物体从天空向聚居地袭来。看来终究还是应该听她的话。"
"#MISSION_START_SCOUTING","侦察"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","按此学习如何操作。"
"#BUTTON_RESEARCH","研究"
"#TOPIC_TECH_TREE","科技树"
"#TOPIC_TECH_TREE_TITLE","科技树"
"#QUEST_ABANDON","放弃任务"
"#QUEST_ACCEPT","接受任务"
"#GAME_TITLE","Surviving the Aftermath"
"#GAME_TITLE_TITLE","SURVIVING THE AFTERMATH"
"#DIALOG_OK","确定"
"#DIALOG_CANCEL","取消"
"#BUTTON_SELECT","选择"
"#BUTTON_CONFIRM","确认"
"#BUTTON_CHANGE_USER","更改档案"
"#BUTTON_BACK","返回"
"#BUTTON_CANCEL","取消"
"#BUTTON_SUBMIT","提交"
"#BUTTON_MAIN_MENU","主菜单"
"#TOPIC_PLAY","开始游戏"
"#TOPIC_SELECT","选择"
"#TOPIC_ACTION","行动"
"#TOPIC_CONTINUE","继续"
"#BUTTON_NAVIGATE","切换"
"#BUTTON_TABS","浏览选项卡"
"#BUTTON_OK","确认"
"#BUTTON_DELETE","删除"
"#BUTTON_LOAD","加载游戏"
"#BUTTON_SAVE","保存游戏"
"#BUTTON_OPTION_POSITIVE","很棒"
"#BUTTON_OPTION_NEGATIVE","不好"
"#TOPIC_NAVIGATE","切换"
"#TOPIC_RATE_GAME","您有何看法？"
"#POPUP_RATE_GAME_QUESTION","游戏将继续不断改进，但以游戏目前的状况，您会如何评价游戏？"
"#FEEDBACK_TOPIC_1","漏洞"
"#FEEDBACK_TOPIC_2","性能"
"#FEEDBACK_TOPIC_3","建议"
"#FEEDBACK_TOPIC_4","其他"
"#FEEDBACK_CATEGORY_1","聚居地"
"#FEEDBACK_CATEGORY_2","世界地图"
"#FEEDBACK_CATEGORY_3","视觉和声音"
"#FEEDBACK_CATEGORY_4","游戏可玩性"
"#FEEDBACK_CATEGORY_5","科技树"
"#FEEDBACK_CATEGORY_6","灾难"
"#FEEDBACK_CATEGORY_7","其它建议和意见"
"#FEEDBACK_CATEGORY_1_SUB_1","建筑"
"#FEEDBACK_CATEGORY_1_SUB_2","居民"
"#FEEDBACK_CATEGORY_1_SUB_3","工作和职业"
"#FEEDBACK_CATEGORY_1_SUB_4","资源"
"#FEEDBACK_CATEGORY_1_SUB_5","其他"
"#FEEDBACK_CATEGORY_2_SUB_1","移动"
"#FEEDBACK_CATEGORY_2_SUB_2","位置和探索"
"#FEEDBACK_CATEGORY_2_SUB_3","专家"
"#FEEDBACK_CATEGORY_2_SUB_4","强盗和社团"
"#FEEDBACK_CATEGORY_2_SUB_5","其他"
"#FEEDBACK_CATEGORY_3_SUB_1","建筑和居民"
"#FEEDBACK_CATEGORY_3_SUB_2","聚居地和地图地形"
"#FEEDBACK_CATEGORY_3_SUB_3","用户界面和图标"
"#FEEDBACK_CATEGORY_3_SUB_4","音效"
"#FEEDBACK_CATEGORY_3_SUB_5","音乐"
"#FEEDBACK_CATEGORY_3_SUB_6","其他"
"#FEEDBACK_CATEGORY_4_SUB_1","常规游戏玩法"
"#FEEDBACK_CATEGORY_4_SUB_2","食物和水"
"#FEEDBACK_CATEGORY_4_SUB_3","能源"
"#FEEDBACK_CATEGORY_4_SUB_4","活动"
"#FEEDBACK_CATEGORY_4_SUB_5","其他"
"#FEEDBACK_CATEGORY_5_SUB_1","科学点数"
"#FEEDBACK_CATEGORY_5_SUB_2","科学家"
"#FEEDBACK_CATEGORY_5_SUB_3","进度"
"#FEEDBACK_CATEGORY_5_SUB_4","其他"
"#FEEDBACK_CATEGORY_6_SUB_1","核放射尘"
"#FEEDBACK_CATEGORY_6_SUB_2","磁暴"
"#FEEDBACK_CATEGORY_6_SUB_3","流星暴"
"#FEEDBACK_CATEGORY_6_SUB_4","流行病"
"#FEEDBACK_CATEGORY_6_SUB_5","其他"
"#FEEDBACK_CATEGORY_7_SUB_1","其他"
"#IMPORTANCE","严重程度："
"#EVENT_RESULT_RECEIVE_RESOURCES","+ {0}"
"#EVENT_RESULT_GIVE_RESOURCES","减少 {0}"
"#EVENT_RESULT_RECEIVE_COLONISTS","增加{0}位居民"
"#EVENT_RESULT_GIVE_COLONISTS","减少 {0} 个居民"
"#EVENT_RESULT_SET_CONDITION","{0}居民{1}"
"#USER_FEEDBACK_TITLE","反馈"
"#USER_FEEDBACK_BUTTON_TITLE","用户反馈"
"#USER_FEEDBACK_BUTTON_DESC","将您的想法告诉我们！"
"#POPUP_QUIT_GAME_TITLE","退出游戏"
"#POPUP_QUIT_GAME","退出游戏"
"#POPUP_QUIT_CONTENT","确定要退出游戏吗？"
"#TOPIC_CONFIRM","确认"
"#TOPIC_CANCEL","取消"
"#NOTIFICATION_GAME_SAVED","游戏已保存"
"#NOTIFICATION_GAME_SAVED_TITLE","游戏已保存"
"#NOTIFICATION_GAME_LOADED","游戏已加载"
"#NOTIFICATION_GAME_LOADED_TITLE","游戏已加载"
"#NOTIFICATION_SAVED","已保存"
"#USER_FEEDBACK_QUESTION_RATE_EXPERIENCE","到目前为止，您会如何评价您的体验？"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN_LONG","大门的建成，标志着你实现了第一座里程碑。您喜欢游戏初期的体验吗？"
"#USER_FEEDBACK_QUESTION_EARLY_GAME_FUN","您喜欢游戏初期的体验吗？"
"#USER_FEEDBACK_QUESTION_WORLDMAP_INTERESTING","世界地图是否让您感到有趣？"
"#USER_FEEDBACK_QUESTION_EVENTS_INTERESTING","您认为游戏活动是否有趣？"
"#USER_FEEDBACK_QUESTION_DIFFICULTY","您感觉游戏难度等级怎么样？"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_EASY","太简单"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_JUST_RIGHT","正合适"
"#USER_FEEDBACK_ANSWER_DIFFICULTY_TOO_HARD","太困难"
"#USER_FEEDBACK_ANSWER_SKIP","跳过"
"#USER_FEEDBACK_ANSWER_YES","是"
"#USER_FEEDBACK_ANSWER_NO","否"
"#BUTTON_GIVE_FEEDBACK","提供反馈"
"#BUTTON_SKIP","跳过"
"#COMING_SOON","即将到来"
"#POPUP_CONTROLLER_DISCONNECTED_TITLE","控制器已断开"
"#POPUP_CONTROLLER_DISCONNECTED_CONTENT","已失去与控制器的连接，请重新连接控制器。"
"#LOAD_VERSION_NOT_MATCH_TITLE","存档版本过旧"
"#LOAD_VERSION_NOT_MATCH_HEADLINE","抱歉，存档文件与目前的游戏版本不匹配，或者存档已损坏。\n载入游戏可能导致未知后果。仍要继续吗？"
"#POPUP_EARLY_ACCESS_TITLE","重要信息"
"#POPUP_EARLY_ACCESS_CONTENT","本游戏仍在开发之中。游戏可能会，也可能不会随着时间发生变化，或作为最终产品发布。在未完成的状态下，游戏可能无法正常运行，也可能存在一些问题。游戏最新版本的完整细节、提供反馈的方式和错误报告都可以在 survivingtheaftermath.com 上找到。"
"#RADIO_CHANNEL_DEFAULT","RADIO ARMAGEDDON"
"#RADIO_CHANNEL_NO_RADIO","没有无线电"
"#NAVIGATE","切换"
"#BUTTON_CLOSE","关闭"
"#BUTTON_ROTATE","旋转"
"#BUTTON_PLACE_MANY","放置多个"
"#RADIO_CHANNEL_WILD_FRONTIER","边境荒野"
"#RADIO_VISION_TRAIN","视觉训练"
"#RADIO_SKYLIGHTS","天窗"
"#RADIO_AFTERLIGHT","晚霞"
"#TOPIC_BUTTON_CHANGE","更改"
"#USER_FEEDBACK_INFO_GIVE_FEEDBACK_TO_IMPROVE_GAME","提供反馈，帮助我们改善游戏。告知我们发现的漏洞，并说说你喜欢或讨厌的地方。欢迎一切反馈！"
"#TOPIC_FEEDBACK_CATEGORIES","选择类别……"
"#FEEDBACK_TOPIC_DETAILS","详细信息"
"#FEEDBACK_WRITE_DETAILS","提供反馈"
"#FEEDBACK_LABEL_NOT_INTERESTING","乏味"
"#FEEDBACK_LABEL_VERY_INTERESTING","有趣"
"#FEEDBACK_LABEL_VERY_DIFFICULT","困难"
"#FEEDBACK_LABEL_EASY","简单"
"#FEEDBACK_LABEL_POOR","差劲"
"#FEEDBACK_LABEL_MEDIOCRE","一般"
"#FEEDBACK_LABEL_FAIR","平均"
"#FEEDBACK_LABEL_GOOD","很棒"
"#FEEDBACK_LABEL_EXCELLENT","优秀"
"#USER_FEEDBACK_QUESTION_COLONY_1","到目前为止，您会如何评价游戏中的聚居地建造？"
"#USER_FEEDBACK_QUESTION_WORLD_MAP_1","到目前为止，您会如何评价游戏中的世界地图部分？"
"#USER_FEEDBACK_QUESTION_VISUALS_AND_SOUNDS_1","到目前为止，您会如何评价游戏的视觉和音频？"
"#USER_FEEDBACK_QUESTION_GAMEPLAY_1","到目前为止，您会如何评价总体游戏可玩性？"
"#USER_FEEDBACK_QUESTION_TECH_TREE_1","到目前为止，您会如何评价游戏中的科技树？"
"#USER_FEEDBACK_QUESTION_CATASTROPHES_1","到目前为止，您会如何评价游戏中的灾难？"
"#FEEDBACK_TOPIC_OPTIONAL","（可选）"
"#FEEDBACK_TOPIC_INFO_OPTIONAL","可选"
"#FEEDBACK_SENT_TOPIC","反馈已发送！"
"#FEEDBACK_THANK_YOU_MESSAGE","感谢您的评论，这能帮我们为您和其他所有玩家做出更好的游戏。"
"#FEEDBACK_ERROR_TOPIC","无法提交反馈"
"#FEEDBACK_ERROR_CATEGORY_REQUIRED","未选择类别，请选择。"
"#FEEDBACK_ERROR_WRITE_SOMETHING","未编写信息，请输入。"
"#WRITE_SOMETHING","在此输入"
"#LOAD_NO_FILE_SELECTED_TITLE","未选择文件"
"#LOAD_NO_FILE_SELECTED_CONTENT","载入失败。载入前请先选择存档文件。"
"#BUTTON_ADJUST_RATING","调整评分"
"#BUTTON_FEEDBACK_WRITE_DETAILS","编写反馈"
"#TOPIC_FEEDBACK_QUESTIONS","选择问题……"
"#FEEDBACK_ERROR_QUESTION_REQUIRED","未选择问题，请选择一个问题。"
"#FEEDBACK_CATEGORY_1_QUESTION_1","到目前为止，您会如何评价游戏中的聚居地建造部分？"
"#FEEDBACK_CATEGORY_1_QUESTION_2","到目前为止，您会如何评价游戏中的居民？"
"#FEEDBACK_CATEGORY_1_QUESTION_3","您会如何评价管理工作岗位的难度？"
"#FEEDBACK_CATEGORY_1_QUESTION_4","您会如何评价收集和管理资源的难度？"
"#FEEDBACK_CATEGORY_1_QUESTION_5","还有其他与聚居地相关的反馈吗？"
"#FEEDBACK_CATEGORY_2_QUESTION_1","到目前为止，您会如何评价游戏中的世界地图部分？"
"#FEEDBACK_CATEGORY_2_QUESTION_2","您会如何评价在世界地图上移动的难度？"
"#FEEDBACK_CATEGORY_2_QUESTION_3","到目前为止，您会如何评价游戏中的探索部分？"
"#FEEDBACK_CATEGORY_2_QUESTION_4","到目前为止，您会如何评价游戏中的专家？"
"#FEEDBACK_CATEGORY_2_QUESTION_5","到目前为止，您对于在世界地图中遭遇土匪和社团的满意程度如何？"
"#FEEDBACK_CATEGORY_2_QUESTION_6","还有其他与世界地图相关的反馈吗？"
"#FEEDBACK_CATEGORY_3_QUESTION_1","到目前为止，您会如何评价游戏的视觉和音频？"
"#FEEDBACK_CATEGORY_3_QUESTION_2","您会如何评价游戏中建筑和人物的视觉效果？"
"#FEEDBACK_CATEGORY_3_QUESTION_3","您会如何评价游戏中环境的视觉效果？"
"#FEEDBACK_CATEGORY_3_QUESTION_4","您会如何评价游戏的用户界面？"
"#FEEDBACK_CATEGORY_3_QUESTION_5","您会如何评价游戏的用户图标？"
"#FEEDBACK_CATEGORY_3_QUESTION_6","您会如何评价游戏的音效？"
"#FEEDBACK_CATEGORY_3_QUESTION_7","您会如何评价游戏的音乐？"
"#FEEDBACK_CATEGORY_3_QUESTION_8","还有其他与视觉和声音相关的反馈吗？"
"#FEEDBACK_CATEGORY_4_QUESTION_1","到目前为止，您会如何评价总体游戏可玩性？"
"#FEEDBACK_CATEGORY_4_QUESTION_2","您会如何评价在游戏中管理食物和水的难度？"
"#FEEDBACK_CATEGORY_4_QUESTION_3","您会如何评价在游戏中管理能源的难度？"
"#FEEDBACK_CATEGORY_4_QUESTION_4","到目前为止，您会如何评价游戏中的事件？"
"#FEEDBACK_CATEGORY_4_QUESTION_5","还有其他与游戏玩法相关的反馈吗？"
"#FEEDBACK_CATEGORY_5_QUESTION_1","到目前为止，您会如何评价游戏中的科技树？"
"#FEEDBACK_CATEGORY_5_QUESTION_2","您会如何评价收集和管理科学点数的难度？"
"#FEEDBACK_CATEGORY_5_QUESTION_3","到目前为止，您会如何评价游戏中的科学家？"
"#FEEDBACK_CATEGORY_5_QUESTION_4","您会如何评价科技树带给您的进步感？"
"#FEEDBACK_CATEGORY_5_QUESTION_5","还有其他与科技树相关的反馈吗？"
"#FEEDBACK_CATEGORY_6_QUESTION_1","到目前为止，您会如何评价游戏中的灾难部分？"
"#FEEDBACK_CATEGORY_6_QUESTION_2","到目前为止，您认为遭遇放射性坠尘灾难的经历有多有趣？"
"#FEEDBACK_CATEGORY_6_QUESTION_3","到目前为止，您认为遭遇磁暴灾难的经历有多有趣？"
"#FEEDBACK_CATEGORY_6_QUESTION_4","到目前为止，您认为遭遇流星暴灾难的经历有多有趣？"
"#FEEDBACK_CATEGORY_6_QUESTION_5","到目前为止，您认为遭遇流行病灾难的经历有多有趣？"
"#FEEDBACK_CATEGORY_6_QUESTION_6","到目前为止，您认为遭遇热浪灾难的经历有多有趣？"
"#FEEDBACK_CATEGORY_6_QUESTION_7","还有其他与灾难相关的反馈吗？"
"#FEEDBACK_LABEL_DIFFICULT","非常困难"
"#FEEDBACK_LABEL_VERY_EASY","非常简单"
"#FEEDBACK_LABEL_NOT_AT_ALL_INTERESTING","非常无趣"
"#FEEDBACK_LABEL_EXTREMELY_INTERESTING","非常有趣"
"#FEEDBACK_LABEL_NOT_SATISFYING","不满意"
"#FEEDBACK_LABEL_SATISFYING","非常满意"
"#FEEDBACK_LABEL_NEUTRAL","一般"
"#FEEDBACK_LABEL_CHALLENGING","有挑战性"
"#FEEDBACK_LABEL_LOW_IMPORTANCE","不重要"
"#FEEDBACK_LABEL_HIGH_IMPORTANCE","非常重要"
"#FEEDBACK_LABEL_LOW_SERIOUSNESS","不严重"
"#FEEDBACK_LABEL_HIGH_SERIOUSNESS","很严重"
"#FEEDBACK_CATEGORY_8","其它建议和意见"
"#TOPIC_BUILDING_WORKAREA_EFFICIENCY","工作区效率"
"#ERROR_LOADING_TASKS_HEADLINE","保存游戏时发生错误"
"#ERROR_LOADING_TASKS_MESSAGE","载入存档出错。有些值将重置为默认值。游戏应该可以从中恢复，但可能引起其他问题。"
"#LOGGING_IN_WAIT","Logging in, please wait"
"#LOAD_FILE_OUTDATED","抱歉，该保存文件与新的游戏版本不兼容。"
"#LOAD_GAME_OLD","您正载入的存档来自更新版本的游戏。在载入前请更新游戏。"
"#TOPIC_VOTE_NOW","投票进行中"
"#TOPIC_VOTE_NOW_2","立即投票！"
"#TOPIC_VOTING_COMPLETE","投票完成"
"#TOPIC_VOTE_NEXT_CATASTROPHE","为下一个灾难投票"
"#TOPIC_VOTE_EVENT_SELECTION","为选择的事件投票"
"#TOPIC_VOTE_RESULT","投票结果"
"#TOPIC_VOTE_SKIP","跳过"
"#TOPIC_VOTE_IGNORE","忽略"
"#TOPIC_VOTE_TIME_LEFT","剩余时间"
"#VOTE_HELP_DESC","在 Twitch 聊天框输入命令，为某个选项投票。"
"#VOTE_RESULT_DESC","结果已计入，选项已选择。"
"#FEEDBACK_CATEGORY_BUG","漏洞"
"#FEEDBACK_CATEGORY_COLONY","聚居地"
"#FEEDBACK_CATEGORY_WM","世界地图"
"#FEEDBACK_CATEGORY_TUTORIAL","教程库"
"#FEEDBACK_CATEGORY_INTERFACE_AND_CONTROLS","用户界面和控制"
"#FEEDBACK_CATEGORY_VISUALS_AND_SOUND","视觉和声音"
"#FEEDBACK_CATEGORY_DEPTH_AND_CHALLENGE","深度和挑战"
"#FEEDBACK_CATEGORY_TECH_TREE","科技树"
"#FEEDBACK_CATEGORY_EVENTS_AND_QUESTS","事件和任务"
"#FEEDBACK_CATEGORY_OTHER","其他"
"#FEEDBACK_QUESTION_COLONY_BUILDING","到目前为止，您会如何评价游戏中的聚居地建造部分？"
"#FEEDBACK_QUESTION_WORKPLACES","您会如何评价管理工作岗位？"
"#FEEDBACK_QUESTION_RESOURCE_MANAGEMENT","您会如何评价收集和管理资源？"
"#FEEDBACK_QUESTION_HAPPINESS","您会如何评价管理聚居地幸福度？"
"#FEEDBACK_QUESTION_FOLLOWING_COLONISTS","您会如何评价您对居民任意时间行为的认识？"
"#FEEDBACK_QUESTION_INTEREST_IN_COLONISTS","到目前为止，您会如何评价您对个体居民的兴趣？"
"#FEEDBACK_QUESTION_EXPLORATION","到目前为止，您会如何评价游戏中的探索部分？"
"#FEEDBACK_QUESTION_TRADE","到目前为止，您会如何评价游戏中的贸易？"
"#FEEDBACK_QUESTION_COMBAT","到目前为止，您会如何评价游戏中的战斗？"
"#FEEDBACK_QUESTION_DIPLOMACY","到目前为止，您会如何评价游戏中的外交？"
"#FEEDBACK_QUESTION_SPECIALISTS","到目前为止，您会如何评价游戏中的专家？"
"#FEEDBACK_QUESTION_OUTPOSTS","您如何评价前哨的作用？"
"#FEEDBACK_QUESTION_TUTORIAL","教程对您开始游戏有多大帮助？"
"#FEEDBACK_QUESTION_SENSE_OF_DIRECTION","游戏在给予指导方面做得如何？"
"#FEEDBACK_QUESTION_UI","您会如何评价游戏的用户界面？"
"#FEEDBACK_QUESTION_ICONS","您会如何评价游戏对图标的使用？"
"#FEEDBACK_QUESTION_CONTROLS","您会如何评价游戏中的控制？"
"#FEEDBACK_QUESTION_VISUALS","您会如何评价游戏的视觉效果？"
"#FEEDBACK_QUESTION_SOUND_EFFECTS","您会如何评价游戏的音效？"
"#FEEDBACK_QUESTION_MUSIC","您会如何评价游戏的音乐？"
"#FEEDBACK_QUESTION_DEPTH_OF_MECHANICS","您会如何评价游戏玩法机制的深度？"
"#FEEDBACK_QUESTION_DIFFICULT_CHOICES","游戏让您做出艰难抉择方面做得如何？"
"#FEEDBACK_QUESTION_FOOD_AND_WATER","您会如何评价在游戏中管理食物和水的难度？"
"#FEEDBACK_QUESTION_ENERGY","您会如何评价在游戏中管理能源的难度？"
"#FEEDBACK_QUESTION_DIFFICULTY_SETTING","到目前为止，您所遇到的挑战是否符合您的难度设置？"
"#FEEDBACK_QUESTION_THINGS_TO_DO","您会如何评价游戏中可做事情的丰富程度？"
"#FEEDBACK_QUESTION_ENOUGH_RESOURCES","您是否感觉游戏提供了足够的资源？"
"#FEEDBACK_QUESTION_ENOUGH_SPECIALISTS","您是否感觉游戏提供了足够的专家？"
"#FEEDBACK_QUESTION_ENOUGH_COLONISTS","您是否感觉游戏提供了足够的居民？"
"#FEEDBACK_QUESTION_TECH_TREE","到目前为止，您会如何评价游戏中的科技树？"
"#FEEDBACK_QUESTION_SCIENCE_POINTS","您会如何评价收集和管理科学点数？"
"#FEEDBACK_QUESTION_TECH_TREE_OPTIONS","到目前为止，您会如何评价游戏中科技树的选项数量？"
"#FEEDBACK_QUESTION_CATASTROPHES","到目前为止，您会如何评价游戏中的灾难？"
"#FEEDBACK_QUESTION_CATASTROPHES_CHALLENGE","灾难对您的挑战性有多大？"
"#FEEDBACK_QUESTION_ANTI_CATASTROPHE","您会如何评价游戏中对抗灾难建筑的有用程度？"
"#FEEDBACK_QUESTION_COLONY_EVENTS","到目前为止，您会如何评价聚居地中发生的事件？"
"#FEEDBACK_QUESTION_QUESTS","到目前为止，您会如何评价游戏中的事件？"
"#FEEDBACK_QUESTION_OTHER","对游戏的其他反馈？"
"#FEEDBACK_LABEL_LOW","低"
"#FEEDBACK_LABEL_HIGH","高"
"#BUTTON_READ_MORE","阅读更多"
"#TOPIC_READ_MORE","阅读更多"
"#BUTTON_FILTER_CATEGORIES","资源筛选"
"#BUTTON_CYCLE_PANELS","更改面板"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","在事件期间无法保存"
"#TOPIC_LOADING","载入中…"
"#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","十字键"
"#XBOX_CONTROLLER_LS","左摇杆"
"#XBOX_CONTROLLER_RS","右摇杆"
"#XBOX_CONTROLLER_SUBMIT","A键"
"#XBOX_CONTROLLER_CANCEL","B键"
"#XBOX_CONTROLLER_TOP_ACTION_1","X键"
"#XBOX_CONTROLLER_TOP_ACTION_2","Y键"
"#XBOX_CONTROLLER_LB","LB"
"#XBOX_CONTROLLER_RB","RB"
"#XBOX_CONTROLLER_LT","LT"
"#XBOX_CONTROLLER_RT","RT"
"#XBOX_CONTROLLER_CENTER","指南"
"#XBOX_CONTROLLER_CENTER_LEFT","返回"
"#XBOX_CONTROLLER_CENTER_RIGHT","开始"
"#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","方向键"
"#PS4_CONTROLLER_LS","L3"
"#PS4_CONTROLLER_RS","R3"
"#PS4_CONTROLLER_SUBMIT","叉叉键"
"#PS4_CONTROLLER_CANCEL","圆圈键"
"#PS4_CONTROLLER_TOP_ACTION_1","方块键"
"#PS4_CONTROLLER_TOP_ACTION_2","三角键"
"#PS4_CONTROLLER_LB","L1"
"#PS4_CONTROLLER_RB","R1"
"#PS4_CONTROLLER_LT","L2"
"#PS4_CONTROLLER_RT","R2"
"#PS4_CONTROLLER_CENTER","触控板"
"#PS4_CONTROLLER_CENTER_LEFT","SHARE键"
"#PS4_CONTROLLER_CENTER_RIGHT","OPTIONS键"
"#SWITCH_CONTROLLER_DL","左方向键"
"#SWITCH_CONTROLLER_DR","右方向键"
"#SWITCH_CONTROLLER_DU","上方向键"
"#SWITCH_CONTROLLER_DD","下方向键"
"#SWITCH_CONTROLLER_DLR","左方向键或右方向键"
"#SWITCH_CONTROLLER_DUD","上方向键或下方向键"
"#SWITCH_CONTROLLER_D","方向键"
"#SWITCH_CONTROLLER_LS","左摇杆"
"#SWITCH_CONTROLLER_RS","右摇杆"
"#SWITCH_CONTROLLER_SUBMIT","A键"
"#SWITCH_CONTROLLER_CANCEL","B键"
"#SWITCH_CONTROLLER_TOP_ACTION_1","Y键"
"#SWITCH_CONTROLLER_TOP_ACTION_2","X键"
"#SWITCH_CONTROLLER_LB","L键"
"#SWITCH_CONTROLLER_RB","R键"
"#SWITCH_CONTROLLER_LT","ZL键"
"#SWITCH_CONTROLLER_RT","ZR键"
"#SWITCH_CONTROLLER_CENTER","HOME键"
"#SWITCH_CONTROLLER_CENTER_LEFT","-键"
"#SWITCH_CONTROLLER_CENTER_RIGHT","+键"
"#SAVE_BLOCK_REASON_WORLD_MAP_ACTION","行动期间无法保存"
"#BUTTON_LEARN","了解"
"#BUTTON_DO_NOT_ASK","不再询问"
"#TOPIC_PER_DAY","{0}/天"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX","JOY-CON™控制器已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX_PRO","Pro控制器已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE","设备已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_XBOX","控制器已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_PS","无线控制器已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT","连接已断开，请重新连接断开的控制设备。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX","连接已断开，请重新连接Joy-Con™控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX_PRO","连接已断开，请重新连接Pro控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_XBOX","连接已断开，请重新连接控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_PS","连接已断开，请重新连接无线控制器。"
"#SAVE_BLOCK_REASON_INGAME_INTRO","CANNOT SAVE DURING INTRO"
"#BUTTON_RESTORE_DEFAULTS","恢复默认"
"#TOPIC_SETTINGS","设置"
"#TOPIC_SETTINGS_SMALL","设置"
"#SETTINGS_OPTIONS","选项"
"#SETTINGS_OPTIONS_TITLE","选项"
"#SETTINGS_GENERAL_TAB","常规"
"#SETTINGS_LANGUAGE","语言"
"#SETTINGS_QUICK_WM_ACTIONS","世界地图快速行动"
"#SETTINGS_QUICK_WM_MOVEMENT","世界地图快速移动"
"#SETTINGS_AUTOSAVE","自动保存"
"#SETTINGS_AUTOSAVE_FREQUENCY","自动保存频率"
"#SETTINGS_MINUTES_SHORT","分"
"#SETTING_MINUTES","分钟"
"#SETTINGS_TUTORIAL","教程"
"#BUTTON_QUIT","退出"
"#SETTINGS_CONTROLS_TAB","控制"
"#SETTINGS_KEYBOARD","键盘"
"#SETTINGS_MOUSE","鼠标"
"#TOPIC_MOUSE1","鼠标左键 1"
"#TOPIC_MOUSE_LEFT","鼠标左键"
"#TOPIC_MOUSE2","鼠标右键 2"
"#TOPIC_MOUSE_RIGHT","鼠标右键"
"#TOPIC_MOUSE3","鼠标滚轮 3"
"#TOPIC_MOUSE_MIDDLE","鼠标滚轮"
"#TOPIC_CONTROLLER_LAYOUT","控制器布局"
"#SETTINGS_CAPTURE_MOUSE","捕获鼠标"
"#SETTINGS_INVERT_CAMERA_ROTATION","反转镜头旋转"
"#SETTINGS_INVERT_MOUSE_WHEEL","反转鼠标滚轮"
"#SETTINGS_ZOOM_SPEED","缩放速度"
"#SETTINGS_CAMERA_PAN_SPEED","镜头平移速度"
"#SETTINGS_SCROLL_OUTSIDE_WINDOW","窗口外滚动"
"#SETTINGS_CAMERA_MOVEMENT_SPEED","镜头移动速度"
"#SETTINGS_MOUSE_PANNING","鼠标平移"
"#SETTINGS_CONTROLLER_ON_OR_OFF","控制器"
"#SETTINGS_KEY_BINDINGS","按键绑定"
"#SETTINGS_CONTROLLER_LAYOUT","控制器布局"
"#SETTINGS_STICK_LAYOUT","摇杆布局"
"#SETTINGS_CONTROLLER_VIBRATION","控制器振动"
"#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","视角锁定到聚居地"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_LEFT","向左旋转镜头"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_RIGHT","向右旋转镜头"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_UP","向上旋转镜头"
"#SETTINGS_KEY_BINDING_ROTATE_CAMERA_DOWN","向下旋转镜头"
"#SETTINGS_KEY_BINDING_ZOOM_IN","放大"
"#SETTINGS_KEY_BINDING_ZOOM_OUT","缩小"
"#SETTINGS_KEY_BINDING_RESET_CAMERA","重置镜头"
"#SETTINGS_KEY_BINDING_PAUSE_GAME","暂停游戏"
"#SETTINGS_KEY_BINDING_SPEED_UP","速度加快"
"#SETTINGS_KEY_BINDING_SPEED_DOWN","速度减慢"
"#SETTINGS_KEY_BINDING_TOGGLE_MAX_SPEED","切换最快速度"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_RIGHT","向右旋转建筑"
"#SETTINGS_KEY_BINDING_ROTATE_BUILDING_LEFT","向左旋转建筑"
"#SETTINGS_KEY_BINDING_BUILD_MENU","建造菜单"
"#SETTINGS_KEY_BINDING_WORLD_MAP","世界地图"
"#SETTINGS_KEY_BINDING_PAUSE_MENU","暂停菜单"
"#SETTINGS_KEY_BINDING_SPECIALIST_MENU","专家菜单"
"#SETTINGS_KEY_BINDING_COLONY_STATISTICS","聚居地统计"
"#SETTINGS_KEY_BINDING_COLONY_LOG","聚居地日志"
"#SETTINGS_KEY_BINDING_INCREASE_PRIORITY","提升优先级"
"#SETTINGS_KEY_BINDING_DECREASE_PRIORITY","降低优先级"
"#SETTINGS_KEY_BINDING_PAUSE_SELECTED","暂停已选项目"
"#SETTINGS_KEY_BINDING_SALVAGE_SELECTED","回收已选建筑"
"#SETTINGS_KEY_BINDING_REPAIR_SELECTED","维修已选建筑"
"#SETTINGS_KEY_BINDING_ADD_WORK_SLOT","添加工作位置"
"#SETTINGS_KEY_BINDING_REMOVE_WORK_SLOT","删除工作位置"
"#SETTINGS_KEY_BINDING_SELECT_TARGET","选择目标"
"#SETTINGS_KEY_BINDING_SELECT_GATE","选择大门"
"#SETTINGS_KEY_BINDING_ASSIGN_TO_BUILDING","分配到建筑"
"#SETTINGS_KEY_BINDING_ATTACK_TARGET","攻击目标"
"#SETTINGS_KEY_BINDING_PLACE_PRIMARY_WORK_AREA","放置主要工作区"
"#SETTINGS_KEY_BINDING_PLACE_SECONDARY_WORK_AREA","放置次要工作区"
"#SETTINGS_KEY_BINDING_PLACE_TERTIARY_WORK_AREA","放置第三工作区"
"#SETTINGS_KEY_BINDING_TOGGLE_SOIL_OVERLAY","切换土地临时设施"
"#SETTINGS_KEY_BINDING_TOGGLE_RESOURCE_ICONS","切换资源图标"
"#SETTINGS_KEY_BINDING_RADIO_CHANNEL_MENU","无线电"
"#SETTINGS_KEY_BINDING_TECH_TREE","科技树"
"#SETTINGS_KEY_BINDING_CHALLENGES","挑战"
"#SETTINGS_KEY_BINDING_NEXT_BUILDING","下一个建筑"
"#SETTINGS_KEY_BINDING_PREVIOUS_BUILDING","上一个建筑"
"#SETTINGS_KEY_BINDING_NEXT_COLONIST","下一个居民"
"#SETTINGS_KEY_BINDING_PREVIOUS_COLONIST","上一个居民"
"#SETTINGS_KEY_BINDING_NEXT_SPECIALIST","下一个专家"
"#SETTINGS_KEY_BINDING_PREVIOUS_SPECIALIST","上一个专家"
"#SETTINGS_KEY_BINDING_PIN_UNPIN_SELECTED","固定/取消固定已选项目"
"#SETTINGS_KEY_BINDING_CLEAR_PINNED","清除固定内容"
"#SETTINGS_KEY_BINDING_RENAME_SELECTED","重命名已选项目"
"#SETTINGS_KEY_BINDING_FOLLOW_SELECTED","跟随已选项目"
"#SETTINGS_KEY_BINDING_QUICK_SAVE","快速保存"
"#SETTINGS_KEY_BINDING_QUICK_LOAD","快速加载"
"#SETTINGS_AUDIO_TAB","音频"
"#SETTINGS_MASTER_VOLUME","主音量"
"#SETTINGS_SFX_VOLUME","音效音量"
"#SETTINGS_MUSIC_VOLUME","音乐音量"
"#SETTINGS_AMBIENT_VOLUME","环境音量"
"#SETTINGS_MUTE_ALL","静音"
"#SETTINGS_MUTE_WHEN_MINIMIZED","最小化时静音"
"#SETTINGS_MUTE_MENU_MUSIC","菜单音乐静音"
"#SETTINGS_SUBTITLES","字幕"
"#SETTINGS_GRAPHICS_TAB","图形"
"#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","自定义"
"#SETTINGS_USE_VSYNC","使用垂直同步"
"#SETTINGS_RESOLUTION","分辨率"
"#SETTINGS_WINDOW_MODE","窗口模式"
"#SETTINGS_SELECT_DISPLAY","选择显示器"
"#SETTINGS_DISPLAY","显示 {0}"
"#SETTINGS_REFRESH_RATE","刷新率"
"#SETTINGS_FRAME_RATE_LIMIT","帧率限制"
"#SETTINGS_ASPECT_RATIO","纵横比"
"#SETTINGS_BRIGHTNESS","亮度"
"#SETTINGS_CONTRAST","对比度"
"#SETTINGS_ADVANCED OPTIONS","高级选项"
"#SETTINGS_TEXTURE_QUALITY","纹理质量"
"#SETTINGS_SHADOW_QUALITY","阴影质量"
"#SETTINGS_LEVEL_OF_DETAIL","细节等级"
"#SETTINGS_WATER_REFLECTIONS","水面反射"
"#SETTINGS_FOLIAGE_QUALITY","植物质量"
"#SETTINGS_VIEW_DISTANCE","视野距离"
"#SETTINGS_ANISOTROPY","各向异性"
"#SETTINGS_ANTIALIASING","抗锯齿效果"
"#SETTINGS_SOFT_PARTICLES","粒子柔化"
"#SETTINGS_REALTIME_REFLECTIONS","实时反射"
"#SETTINGS_TERRAIN","地形"
"#SETTINGS_EFFECTS","效果"
"#SETTINGS_BLOOM","全屏泛光"
"#SETTINGS_POSTPROCESSING","后期处理"
"#SETTINGS_SSAO","SSAO"
"#SETTINGS_OPTION_ON","开"
"#SETTINGS_OPTION_OFF","关"
"#SETTINGS_MESH_QUALITY","网格质量"
"#SETTINGS_LIGHTING_QUALITY","光照质量"
"#SETTINGS_SAFE_AREA","可视区域"
"#SETTINGS_COLORBLIND_MODE","色觉障碍模式"
"#SETTINGS_BRIGHTNESS_CONTENT","调整亮度等级，直至几乎无法看到图像"
"#SETTINGS_FULL_SCREEN","全屏"
"#SETTINGS_WINDOWED","窗口化"
"#SETTINGS_BORDERLESS_WINDOW","无边框窗口"
"#SETTINGS_EXCLUSIVE_FULL_SCREEN","全屏独占"
"#SETTINGS_MAXIMIZED_WINDOW","最大化窗口"
"#SETTINGS_FULL_SCREEN_WINDOW","全屏窗口"
"#SETTINGS_APPLY","应用"
"#SETTINGS_OK","确定"
"#SETTINGS_CANCEL","关闭"
"#PAUSE_SETTINGS","设置"
"#SETTINGS_DISCARD_TITLE","放弃设置"
"#SETTINGS_DISCARD_CONTENT","确定要关闭设置吗？尚未保存的更改将被放弃。"
"#SETTINGS_APPLY_CHANGES_TITLE","应用更改"
"#SETTINGS_APPLY_CHANGES_TEXT","要应用对设置进行的更改吗？"
"#SETTINGS_CHANGE_TAB_TITLE","更改未保存"
"#SETTINGS_CHANGE_TAB_CONTENT","更改尚未保存，要放弃更改并切换选项卡吗？"
"#TOPIC_SAVE_VERSION_NUMBER","版本"
"#SAVE_ERROR_TITLE","保存时出现错误"
"#SAVE_NO_NAME_CONTENT","需要先命名存档才能保存"
"#SAVE_OVERWRITE_TITLE","存档已存在"
"#SAVE_OVERWRITE_CONTENT","是否覆盖现有的存档？"
"#SAVE_OK","保存"
"#SAVE_CLOSE","关闭"
"#TOPIC_SAVE","保存游戏"
"#SAVE_GAME","保存游戏"
"#TOPIC_LOAD_GAME","加载游戏"
"#SAVE_NEW","新建存档"
"#SAVE_NEW_SAVE_CONTENT","为此新存档输入名称。"
"#SAVE_NAME","名称"
"#SAVE_VERSION","版本 {0}"
"#SAVE_ERROR_NOT_FULL_PATH","提供的存档路径为相对路径，请使用完整路径。"
"#SAVE_ERROR_NO_FILE_NAME","文件名为空，或其中仅包含空格"
"#SAVE_ERROR_ILLEGAL_CHARACTERS","存档路径包含非法字符。"
"#SAVE_ERROR_NO_PERMISSION","没有保存至所选路径的权限，请使用其他路径。"
"#SAVE_ERROR_SEMICOLON","存档路径包含位于非法位置的分号。"
"#SAVE_ERROR_PATH_TOO_LONG","存档路径过长，请使用更短的存档名称。"
"#SAVE_ERROR_UNKNOWN","保存游戏时出现未知错误。"
"#SAVE_DELETE_TITLE","删除已保存的游戏"
"#SAVE_DELETE_MESSAGE","即将删除已保存的游戏！确定删除？"
"#SAVE_DELETE_FAILED_TITLE","删除失败"
"#SAVE_DELETE_FAILED_MESSAGE","已保存的游戏删除失败。"
"#BUTTON_SETTINGS_RESTORE_DEFAULTS","恢复默认"
"#POPUP_CONFIRM_ARE_YOU_SURE","确定吗？"
"#POPUP_CONFIRM_ARE_YOU_SURE_CONTENT","此操作会将所有选项重置为默认值，\n\n确定重置选项？"
"#POPUP_EXIT_DESKTOP_TITLE","退出到桌面"
"#POPUP_EXIT_DESKTOP_CONTENT","确定要退出游戏吗？"
"#PARADOX_NOT_LINKED","帐户关联目前不可用"
"#PARADOX_LINKED","未关联 - 帐户关联目前不可用"
"#PARADOX_LOGIN_TITLE","登录您的 Paradox 帐户"
"#PARADOX_EMAIL","电子邮件地址"
"#PARADOX_PASSWORD","密码"
"#PARADOX_FORGOT","忘记密码？"
"#PARADOX_REMEMBER_ME","记住我的密码"
"#PARADOX_LOGIN","登录"
"#PARADOX_NO_ACCOUNT","还没有帐户？"
"#PARADOX_CREATE_ACCOUNT","创建帐户"
"#PARADOX_CREATE_ACCOUNT_TITLE","创建 Paradox 帐户"
"#PARADOX_COUNTRY","国家/地区"
"#PARADOX_BIRTHDAY","出生日期"
"#PARADOX_YEAR","年"
"#PARADOX_MONTH","月"
"#PARADOX_DAY","日"
"#PARADOX_TERMS","我已经阅读并接受《使用条款》"
"#PARADOX_PRIVACY","我已经阅读并理解《隐私政策》"
"#PARADOX_NEWSLETTER","我要接收来自 {0} 和 Paradox Interactive 的新闻和推广服务"
"#PARADOX_ALREADY_ACCOUNT","已经拥有帐户？"
"#PARADOX_READ_TERMS","阅读《使用条款》"
"#PARADOX_READ_PRIVACY","阅读《隐私政策》"
"#PARADOX_YOU_CONFIRM","点击“创建账户”即表示确认已阅读、理解并接受使用条款和隐私政策。"
"#ACCOUNT_NOT_LOGGED_IN","尚未登录"
"#ACCOUNT_INVALID_EMAIL","电子邮件格式无效"
"#ACCOUNT_INVALID_PASSWORD","密码无效，密码应由至少 6 个字符组成（最多 128 个字符）"
"#ACCOUNT_INVALID_COUNTRY","请从下拉菜单选择所在国家/地区"
"#ACCOUNT_INVALID_DATE","请从下拉菜单选择出生日期"
"#ACCOUNT_ERROR_HEADLINE","帐户创建出现错误"
"#ACCOUNT_LOGGED_IN_TITLE","登录成功"
"#ACCOUNT_LOGGED_IN","以 {0} 登录"
"#ACCOUNT_LOGIN_FAILED_TITLE","登录失败"
"#ACCOUNT_LOGIN_FAILED_MESSAGE","登录失败，请检查您的电子邮件和密码。"
"#ACCOUNT_LOGOUT_TITLE","退出"
"#ACCOUNT_LOGOUT_MESSAGE","要退出吗？"
"#ACCOUNT_CREATE_FAILED_TITLE","创建帐户失败"
"#ACCOUNT_CREATE_FAILED_MESSAGE","创建帐户时出现错误"
"#ACCOUNT_NOT_LINKED","您的帐户目前尚未关联"
"#ACCOUNT_LINKED","您的帐户已关联"
"#ACCOUNT_LINK_TITLE","正在关联帐户"
"#ACCOUNT_LINK_MESSAGE","要关联您的帐户吗？"
"#ACCOUNT_UNLINK_TITLE","取消关联帐户"
"#ACCOUNT_UNLINK_MESSAGE","要取消关联帐户吗？"
"#ACCOUNT_CONFIRM_LINK_STEAM","此 Steam 帐户已经关联到其他 Paradox 帐户，要覆盖关联吗？"
"#ACCOUNT_OVERWRITE_LINK_STEAM","此 Paradox 帐户已经关联到其他 Steam 帐户，要覆盖关联吗？"
"#ACCOUNT_SUCCESS_LINK_STEAM","操作成功！您的 Paradox 帐户已关联到您的 Steam 帐户。"
"##ACCOUNT_CONFIRM_LINK_XBOX","此Xbox帐户已经关联到其他Paradox帐户，要覆盖关联吗？"
"##ACCOUNT_OVERWRITE_LINK_XBOX","此Paradox帐户已经关联到其他Xbox帐户，要覆盖关联吗？"
"##ACCOUNT_SUCCESS_LINK_XBOX","操作成功！您的Paradox帐户已关联到您的Xbox帐户。"
"#ACCOUNT_LINK_ERROR","关联帐户时出现错误"
"#PREGAME_CATEGORY_HEADER_00","环境"
"#PREGAME_CATEGORY_HEADER_01","灾难"
"#PREGAME_CATEGORY_HEADER_02","资源"
"#PREGAME_CATEGORY_HEADER_03","幸存者"
"#PREGAME_CATEGORY_HEADER_04","挑战"
"#PREGAME_CATEGORY_HEADER_05","守门人"
"#PREGAME_CATEGORY_HEADER_06","概览"
"#PREGAME_CATEGORY_HEADER_07","标志"
"#PREGAME_DESCRIPTION_01","只有寥寥数人还能想起点燃这一切灾难的零星火光。全球灾难的连锁反应抹杀了地球上的绝大部分人口，人们开始兵戈相向。在浩劫后的世界，幸存的人们必须在余波中求生。"
"#PREGAME_DESCRIPTION_02","事件发生不久后，极端天气环境和其他灾难接踵而至，它们已经成为了日常生活的一部分。"
"#PREGAME_DESCRIPTION_03","随着灾难频频袭击各个大陆，现代文明必定也会逐渐毁灭，城市被摧毁，整个地球都遭遇了难以恢复的损坏。"
"#PREGAME_DESCRIPTION_04","整个地球无处不遭破坏，其规模之大，难以想象。在各种灾难毫无止境的频繁袭击下，大自然微妙的循环被打破。曾经葱翠肥沃的大地现在布满了干涸的放射性天坑，随处可见。"
"#PREGAME_DESCRIPTION_05","每个人都有自己无法承受的极限。人们的最终目标不仅仅是生存下去，他们还需要希望，最终，人们也找到了希望。尽管来到这里的路途艰辛，但是过去的一切也随之烟消云散。"
"#PREGAME_DESCRIPTION_06","同心协力，身边的伙伴决定着你的生死。尽管他们并不完美，但还是坚持到了现在，你可以将性命托付给他们，他们也会向你付诸同样的信任。"
"#PREGAME_DESCRIPTION_07","这些幸存者将面对各种各样的挑战，可能会遭遇强盗，也可能要为自己的行为承担后果。世界的其他地方还有很多社团，如果你对他们抱有任何不友善的想法，他们定会毫不犹豫地反抗。"
"#PREGAME_DESCRIPTION_08","生活并不公平，但有的时候，你会发现自己并不是一个人。不知道是上天无形的守护，还是仅仅命运使然，但你都会感觉到冥冥之中，有人守望。"
"#PREGAME_OPTION_01","城市都遭受毁灭，但自然万物蓬勃生长"
"#PREGAME_OPTION_02","世界荒无人烟，人们难以存活"
"#PREGAME_OPTION_03","整个世界已经变成贫瘠的不毛之地"
"#PREGAME_OPTION_04","最坏的已经过去了，是时候重建了"
"#PREGAME_OPTION_04_ALT1","最坏的已经过去了，是时候重建了"
"#PREGAME_OPTION_04_ALT2","最坏的已经过去了，是时候重建了"
"#PREGAME_OPTION_05","世界仍然充满危险，但我们会挺过去的"
"#PREGAME_OPTION_05_ALT1","世界仍然充满危险，但我们会挺过去的"
"#PREGAME_OPTION_05_ALT2","世界仍然充满危险，但我们会挺过去的"
"#PREGAME_OPTION_06","浩劫仿佛从未结束"
"#PREGAME_OPTION_06_ALT1","浩劫仿佛从未结束"
"#PREGAME_OPTION_06_ALT2","浩劫仿佛从未结束"
"#PREGAME_OPTION_07","旅程才刚刚开始"
"#PREGAME_OPTION_08","补给品就已消耗殆尽"
"#PREGAME_OPTION_09","穷尽一切手段，求得一线生机"
"#PREGAME_OPTION_10","顽强不屈，誓要在世上再建繁荣的人们"
"#PREGAME_OPTION_11","能照顾自己的数名幸存者"
"#PREGAME_OPTION_12","无法适应目前生活又迷茫的人们"
"#PREGAME_OPTION_13","前方还有一些未知的困难"
"#PREGAME_OPTION_14","未来还有许多困难"
"#PREGAME_OPTION_15","你将面临无数挑战"
"#PREGAME_OPTION_16","挑战无人能料"
"#PREGAME_OPTION_17","前方路途艰辛，但生活总是公平的"
"#PREGAME_OPTION_18","痛苦无法避免"
"#PREGAME_EFFECT_00","气候温和湿润"
"#PREGAME_EFFECT_01","肥沃的土壤：大量"
"#PREGAME_EFFECT_02","气候和湿度适中"
"#PREGAME_EFFECT_03","肥沃的土壤：多块小面积"
"#PREGAME_EFFECT_04","气候炎热干燥"
"#PREGAME_EFFECT_05","肥沃的土壤：极少"
"#PREGAME_EFFECT_06","灾难偶发"
"#PREGAME_EFFECT_07","污染程度低"
"#PREGAME_EFFECT_08","灾难常见"
"#PREGAME_EFFECT_09","污染程度一般"
"#PREGAME_EFFECT_10","灾难频繁"
"#PREGAME_EFFECT_11","污染程度高"
"#PREGAME_EFFECT_12","初始资源丰富"
"#PREGAME_EFFECT_13","8 名成人，4 名儿童"
"#PREGAME_EFFECT_14","初始资源一般"
"#PREGAME_EFFECT_15","7 名成人，3 名儿童"
"#PREGAME_EFFECT_16","初始资源稀少"
"#PREGAME_EFFECT_17","5名成人，3名儿童"
"#PREGAME_EFFECT_18","强硬、果断、坚定"
"#PREGAME_EFFECT_20","值得信赖、可尊可敬、坚持不懈"
"#PREGAME_EFFECT_22","怪人、罪犯、奇人"
"#PREGAME_EFFECT_24","难度：低"
"#PREGAME_EFFECT_25","强盗集团较少"
"#PREGAME_EFFECT_26","难度：中等"
"#PREGAME_EFFECT_27","强盗集团较多"
"#PREGAME_EFFECT_28","难度：困难"
"#PREGAME_EFFECT_29","大量亡命悍匪"
"#PREGAME_EFFECT_30","简单 - 休闲而又轻松"
"#PREGAME_EFFECT_32","中等 - 稍有挑战性，但公平公正"
"#PREGAME_EFFECT_34","困难 - 永无止境的艰难"
"#PREGAME_SUMMARY_TITLE","概览"
"#PREGAME_SUMMARY_FIELD_00","环境"
"#PREGAME_SUMMARY_FIELD_01","灾难"
"#PREGAME_SUMMARY_FIELD_02","资源"
"#PREGAME_SUMMARY_FIELD_03","幸存者"
"#PREGAME_SUMMARY_FIELD_04","挑战"
"#PREGAME_SUMMARY_FIELD_05","守门人"
"#PREGAME_SUMMARY_FIELD_00_TEXT_01","气候温和湿润，肥沃的土壤丰富"
"#PREGAME_SUMMARY_FIELD_00_TEXT_02","气候和湿度适中，肥沃的土壤呈小块分布"
"#PREGAME_SUMMARY_FIELD_00_TEXT_03","气候炎热干燥，肥沃的土壤极少"
"#PREGAME_SUMMARY_FIELD_01_TEXT_01","偶发，污染程度：低"
"#PREGAME_SUMMARY_FIELD_01_TEXT_02","常见，污染程度：一般"
"#PREGAME_SUMMARY_FIELD_01_TEXT_03","频繁，污染程度：高"
"#PREGAME_SUMMARY_FIELD_02_TEXT_01","初始资源丰富，居民：8 名成人，4 名儿童"
"#PREGAME_SUMMARY_FIELD_02_TEXT_02","初始资源一般，居民：7 名成人，3 名儿童"
"#PREGAME_SUMMARY_FIELD_02_TEXT_03","5名成人，3名儿童"
"#PREGAME_SUMMARY_FIELD_03_TEXT_01","强硬、果断、坚定"
"#PREGAME_SUMMARY_FIELD_03_TEXT_02","值得信赖、可尊可敬、坚持不懈"
"#PREGAME_SUMMARY_FIELD_03_TEXT_03","怪人、罪犯、奇人"
"#PREGAME_SUMMARY_FIELD_04_TEXT_01","低难度，强盗集团较少"
"#PREGAME_SUMMARY_FIELD_04_TEXT_02","中等难度，强盗集团较多"
"#PREGAME_SUMMARY_FIELD_04_TEXT_03","困难难度，大量亡命悍匪"
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","简单"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","中等"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","困难"
"#PREGAME_FLAG_CUSTOMIZATION","团队已经准备好安顿，在新的旗帜下团结互助"
"#PREGAME_COLONY_NAME_CUSTOMIZATION","团队已经准备好安顿，在新的旗帜下团结互助，并且将聚居地命名为"
"#PREGAME_ENTER_NAME","输入聚居地名称。不能包含某些特殊字符。"
"#PREGAME_COLONY_NAME_SUGGESTION_01","Hawford"
"#PREGAME_COLONY_NAME_SUGGESTION_02","Zhonvale"
"#PREGAME_COLONY_NAME_SUGGESTION_03","Arechester"
"#PREGAME_COLONY_NAME_SUGGESTION_04","Egopolis"
"#PREGAME_COLONY_NAME_SUGGESTION_05","Eyshire"
"#PREGAME_COLONY_NAME_SUGGESTION_06","Grumdiff"
"#PREGAME_COLONY_NAME_SUGGESTION_07","Vlantol"
"#PREGAME_COLONY_NAME_SUGGESTION_08","Uryset"
"#PREGAME_COLONY_NAME_SUGGESTION_09","Kheving"
"#PREGAME_COLONY_NAME_SUGGESTION_10","Dunbridge"
"#PREGAME_COLONY_NAME_SUGGESTION_11","Pliawood"
"#PREGAME_COLONY_NAME_SUGGESTION_12","Wrebury"
"#PREGAME_COLONY_NAME_SUGGESTION_13","Somewhere"
"#PREGAME_COLONY_NAME_SUGGESTION_14","Inwell"
"#PREGAME_COLONY_NAME_SUGGESTION_15","Adenaport"
"#PREGAME_COLONY_NAME_SUGGESTION_16","Pingustan"
"#PREGAME_COLONY_NAME_SUGGESTION_17","Rockbottom"
"#PREGAME_COLONY_NAME_SUGGESTION_18","New Caledonia"
"#PREGAME_COLONY_NAME_SUGGESTION_19","Edgeburn"
"#PREGAME_COLONY_NAME_SUGGESTION_20","Whitemere"
"#PREGAME_COLONY_NAME_SUGGESTION_21","Ashford"
"#PREGAME_COLONY_NAME_SUGGESTION_22","Valentine"
"#PREGAME_COLONY_NAME_SUGGESTION_23","Olyra"
"#PREGAME_COLONY_NAME_SUGGESTION_24","Skylight"
"#PREGAME_COLONY_NAME_SUGGESTION_25","Fourmile"
"#PREGAME_BACK_BUTTON_TITLE","返回主菜单"
"#PREGAME_BACK_BUTTON_CONTENT","所有未保存的进度都将丢失。确定要返回主菜单吗？"
"#PREGAME_FERTILE","气候：温和，湿度：高，肥沃的土壤：大量"
"#PREGAME_NORMAL","气候：适中，湿度：正常，肥沃的土壤：较多"
"#PREGAME_ARID","气候：炎热，湿度：低，肥沃的土壤：极少"
"#PREGAME_CAT_LOW","灾难：偶发，污染程度：低"
"#PREGAME_CAT_NORMAL","灾难：常见，污染程度：一般"
"#PREGAME_CAT_HIGH","灾难：频繁，污染程度：高"
"#PREGAME_RESOURCES_HIGH","初始资源：丰富，居民：12 人"
"#PREGAME_RESOURCES_NORMAL","初始资源：适中，居民：10 人"
"#PREGAME_RESOURCES_LOW","初始资源：稀少，居民：8 人"
"#PREGAME_PEOPLE_HARDY","强硬、果断、坚定"
"#PREGAME_PEOPLE_NORMAL","值得信赖、可尊可敬、坚持不懈"
"#PREGAME_PEOPLE_WEAK","怪人、罪犯、奇人"
"#PREGAME_DIFFICULTY_LOW","低难度，强盗较少，社团友好。"
"#PREGAME_DIFFICULTY_MEDIUM","中等难度，强盗较多，社团中立。"
"#PREGAME_DIFFICULTY_HIGH","困难难度，大量亡命悍匪，社团强大。"
"#PREGAME_AI_NORMAL","建筑师"
"#PREGAME_AI_CRUEL","生存主义者"
"#PREGAME_AI_CHAOTIC","混乱无序"
"#COLONY_NAME_TOO_LONG_ERROR","聚居地名称过长"
"#COLONY_NAME_TOO_LONG_ERROR_CONTENT","聚居地名称最多可包含 10 个字符。"
"#MODS_TOPIC","选择 MOD"
"#MODS_TOPIC_TITLE","选择 MOD"
"#MODS_VERSION","版本：{0}"
"#MODS_ACTIVATE","激活"
"#MODS_DEACTIVATE","停用"
"#MODS_EXIT","退出"
"#TOPIC_PRESS_ANY_KEY_TO_START","按任意键开始"
"#TOPIC_PRESS_ANY_BUTTON_TO_START","按任意按钮开始"
"#TOPIC_PRESS","按下"
"#TOPIC_TO_START","开始"
"#BUTTON_RENAME","重命名"
"#BUTTON_RANDOMIZE_NAME","随机命名"
"#SETTINGS_ACCOUNT_INFO","帐户信息"
"#TOPIC_CLOSE","关闭"
"#TOPIC_SELECT_MAP_SEED","选择地图种子"
"#TOPIC_TYPE_IN_YOUR_MAP_SEED_CONTENT","键入自己的地图种子。"
"#SETTINGS_WINDOW_MODE_FULL_SCREEN_WINDOW","全屏窗口"
"#SETTINGS_WINDOW_MODE_MAXIMIZED_WINDOW","最大化窗口"
"#SETTINGS_WINDOW_MODE_EXCLUSIVE_FULL_SCREEN","全屏"
"#SETTINGS_WINDOW_MODE_WINDOWED","窗口化"
"#SETTINGS_QUALITY_LEVEL_OFF","关"
"#SETTINGS_QUALITY_LEVEL_LOW","低"
"#SETTINGS_QUALITY_LEVEL_MEDIUM","中"
"#SETTINGS_QUALITY_LEVEL_HIGH","高"
"#SETTINGS_QUALITY_LEVEL_CUSTOM","自定义"
"#SETTINGS_SHOW_TUTORIAL","显示教程"
"#SETTINGS_AUTO_SAVE","自动保存"
"#SETTINGS_AUTO_SAVE_FREQUENCY","自动保存频率"
"#SETTINGS_DAYS","日"
"#SETTINGS_LANGUAGE_ENGLISH","English"
"#SETTINGS_LANGUAGE_FRENCH","French"
"#SETTINGS_LANGUAGE_GERMAN","German"
"#SETTINGS_LANGUAGE_SPANISH","Spanish"
"#SETTINGS_LANGUAGE_PORTUGUESE","Portuguese"
"#SETTINGS_LANGUAGE_RUSSIAN","Russian"
"#SETTINGS_LANGUAGE_POLISH","Polish"
"#SETTINGS_LANGUAGE_CHINESE","Chinese"
"#TOPIC_DIFFICULTY_BONUS","难度"
"#SETTINGS_GRAPHIC_QUALITY","画面质量"
"#SETTINGS_OPTION_UNLIMITED","无限制"
"#PREGAME_TUTORIAL_HEADER","教程"
"#PREGAME_TUTORIAL_DESC_1","你即将进入浩劫后的世界，在这里建造聚居地无疑是一种挑战。教程能够指引你在这个严酷的环境中生存和发展，帮你学习基础游戏玩法、界面和游戏理念。是否开启此功能？"
"#PREGAME_TUTORIAL_DESC_2","完整教程带领您了解基本游戏玩法、界面和游戏理念。有限教程选项仅提供最基础的指导。"
"#PREGAME_TUTORIAL_OPTION_1","是"
"#PREGAME_TUTORIAL_OPTION_2","否"
"#PREGAME_TUTORIAL_OPTION_3","完整教程"
"#PREGAME_TUTORIAL_OPTION_4","有限教程"
"#PREGAME_TUTORIAL_OPTION_5","无教程"
"#PREGAME_TUTORIAL_EFFECT_1","显示教程信息"
"#PREGAME_TUTORIAL_EFFECT_2","隐藏教程信息"
"#PREGAME_TUTORIAL_EFFECT_3","完整教程和指导"
"#PREGAME_TUTORIAL_EFFECT_4","有限指导"
"#PREGAME_TUTORIAL_EFFECT_5","教程关闭"
"#PREGAME_TUTORIAL_SUMMARY_HEADER","教程"
"#PREGAME_EFFECT_COLONISTS","{0} 名成人，{0} 名儿童"
"#PREGAME_SUMMARY_COLONY_NAME","聚居地名称"
"#PREGAME_SUMMARY_COLONY_MOTTO","聚居地格言"
"#PREGAME_COLONY_MOTTO_SUGGESTION_01","名誉失，毋宁死"
"#PREGAME_COLONY_MOTTO_SUGGESTION_02","阴影之下，吾辈勃发"
"#PREGAME_COLONY_MOTTO_SUGGESTION_03","从未被征服，永远令人畏惧"
"#PREGAME_COLONY_MOTTO_SUGGESTION_04","团结就是力量"
"#PREGAME_COLONY_MOTTO_SUGGESTION_05","坚韧和克服"
"#PREGAME_COLONY_MOTTO_SUGGESTION_06","分而治之"
"#PREGAME_COLONY_MOTTO_SUGGESTION_07","世人之天堂"
"#PREGAME_COLONY_MOTTO_SUGGESTION_08","重建和繁荣"
"#PREGAME_COLONY_MOTTO_SUGGESTION_09","祝你好运，玩得开心"
"#PREGAME_COLONY_MOTTO_SUGGESTION_10","适应和克服"
"#PREGAME_COLONY_MOTTO_SUGGESTION_11","为了更好的明天"
"#PREGAME_COLONY_MOTTO_SUGGESTION_12","生存和繁荣"
"#PREGAME_COLONY_MOTTO_SUGGESTION_13","猫不会束手就擒"
"#BUTTON_RANDOMIZE_MOTTO","随机格言"
"#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_EFFECT_CATASTROPHES_1_B","污染等级：20%"
"#PREGAME_EFFECT_CATASTROPHES_2_B","污染等级：35%"
"#PREGAME_EFFECT_CATASTROPHES_3_B","污染等级：60%"
"#PREGAME_RESOURCES_STORY","每个人的承受能力都有极限。最终，人们再也无力继续前进。大家盼望着将过去的一切抛诸脑后，仅有的一点补给品成为了唯一的希望和保障。"
"#PREGAME_COLONISTS_STORY","你身边的人关系着你的生死。尽管他们并不完美，但你们携手一路走来。你可以将性命托付给他们，他们也会向你付诸同样的信任。"
"#PREGAME_EFFECT_COLONISTS_1_B","8 名成人，4 名儿童"
"#PREGAME_EFFECT_COLONISTS_2_B","7 名成人，3 名儿童"
"#PREGAME_EFFECT_COLONISTS_3_B","5名成人，3名儿童"
"#PREGAME_CHALLENGE_HEADER","世界挑战"
"#PREGAME_DESCRIPTION_CHALLENGE_1","前方还有一些未知的挑战"
"#PREGAME_DESCRIPTION_CHALLENGE_2","未来还有许多挑战"
"#PREGAME_DESCRIPTION_CHALLENGE_3","你将面临无数挑战"
"#PREGAME_EFFECT_CHALLENGE_1_A","简单探索"
"#PREGAME_EFFECT_CHALLENGE_1_B","分散的土匪团体"
"#PREGAME_EFFECT_CHALLENGE_2_A","艰难探索"
"#PREGAME_EFFECT_CHALLENGE_2_B","有组织的土匪"
"#PREGAME_EFFECT_CHALLENGE_3_A","那是一场浩劫"
"#PREGAME_EFFECT_CHALLENGE_3_B","对抗亡命悍匪"
"#COLOR","颜色"
"#TOPIC_COLOR","颜色"
"#FLAG_ICON","图标"
"#TOPIC_FLAG_ICON","图标"
"#SLOGAN","口号"
"#TOPIC_SLOGAN","口号"
"#ACCOUNT_CREATE_SUCCESS_TITLE","账户创建成功"
"#ACCOUNT_CREATE_SUCCESS_MESSAGE","感谢您创建 Paradox 帐户"
"#SETTINGS_GAMEPAD_BUILD_MODE","建造模式"
"#SETTINGS_GAMEPAD_BUILD_MENU","建造菜单"
"#SETTINGS_GAMEPAD_WORLD_MAP","世界地图"
"#SETTINGS_GAMEPAD_NAVIGATE_TABS","浏览标签"
"#SETTINGS_GAMEPAD_ROTATE_BUILDING","旋转建筑"
"#SETTINGS_GAMEPAD_NAVIGATE_MENU","浏览活动菜单"
"#SETTINGS_GAMEPAD_SPEED_UP","右方向键：加快游戏速度"
"#SETTINGS_GAMEPAD_SPEED_DOWN","左方向键：减缓游戏速度"
"#SETTINGS_GAMEPAD_GAME_MENU","下方向键：打开游戏菜单"
"#SETTINGS_GAMEPAD_TOP_BAR","上方向键：激活顶部工具条"
"#SETTINGS_GAMEPAD_OPTIONS","选项"
"#SETTINGS_GAMEPAD_PAN","平移视图"
"#SETTINGS_GAMEPAD_ROTATE_ZOOM","旋转/缩放视图"
"#SETTINGS_GAMEPAD_SELECT","选中/确认"
"#SETTINGS_GAMEPAD_DESELECT","取消选中"
"#SETTINGS_GAMEPAD_BUILD","建造"
"#SETTINGS_GAMEPAD_BACK","返回"
"#SETTINGS_GAMEPAD_CANCEL","取消/关闭"
"#SETTINGS_GAMEPAD_DISMISS","关闭通知"
"#SETTINGS_GAMEPAD_BUILD_MANY","建造并保持选中"
"#SETTINGS_GAMEPAD_NOTIFICATIONS","通知"
"#SETTINGS_GAMEPAD_SPECIALIST_INFO","专家信息"
"#SETTINGS_GAMEPAD_COLONY_VIEW","聚居地视角"
"#SETTINGS_GAMEPAD_SPECIALIST_BROWSE","浏览专家"
"#COLONY_HAS_NO_NAME_ERROR","聚居地名称无效"
"#COLONY_HAS_NO_NAME_ERROR_CONTENT","聚居地必须要有名称"
"#COLONY_HAS_NO_MOTTO_ERROR","聚居地格言无效"
"#COLONY_HAS_NO_MOTTO_ERROR_CONTENT","聚居地必须要有格言"
"#COLONY_MOTTO_TOO_LONG_ERROR","聚居地格言过长"
"#COLONY_MOTTO_TOO_LONG_ERROR_CONTENT","聚居地格言包含太多字符"
"#PREGAME_ENTER_MOTTO","输入格言。不能包含某些特殊字符。"
"#SETTINGS_DEADZONE","不灵敏区"
"#SETTINGS_RESTORE_DEFAULTS_TITLE","恢复默认"
"#SETTINGS_RESTORE_DEFAULTS_TEXT","这会使所有设置恢复为默认值。确定要继续吗？"
"#SETTINGS_REQUIRE_RELOAD","重新加载游戏以应用更改。"
"#BUTTON_START_MODDING","开始创建模组"
"#TOPIC_SETTINGS_KEY_BINDINGS","按键绑定"
"#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","倾斜镜头"
"#KEYBINDING_CONFLICT_TITLE","发现冲突"
"#KEYBINDING_CONFLICT_DESC","发现冲突按键绑定。替换现有按键绑定？"
"#KEYBINDING_NOT_ALLOWED","请求按键与受保护键位冲突。按键绑定不可用。"
"#PROMPT_NAVIGATE_HYPERLINKS","导航链接"
"#PROMPT_TOGGLE_HYPERLINK_MODE","切换链接模式"
"#PROMPT_OPEN_HYPERLINK","打开链接"
"#ANNOUNCEMENT_EA_INCENTIVE_TITLE","探路者奖励已解锁！"
"#ANNOUNCEMENT_EA_INCENTIVE_TEXT","感谢你参加游戏预览活动！希望你游戏愉快，并帮助我们进一步改善游戏！特此送上一套专属物品，以展示你的先驱精神。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_1","探路者雕塑"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_1","这座全金属雕塑代表着初代居民面对逆境显示出的坚韧精神。装饰建筑。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_2","探路者旗帜符号"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_2","三个符号，象征着勇气与毅力，用来装饰聚居地旗帜。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_3","Surviving the Aftermath 壁纸"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_3","一幅以大门和居民为主题的精美壁纸。"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTITLE_4","论坛头像和图标"
"#ANNOUNCEMENT_EA_INCENTIVE_SUBTEXT_4","全新 PARADOX 论坛游戏主题徽章型头像+图标。"
"#ANNOUNCEMENT_PDX_INCENTIVE_TITLE","PARADOX 账户奖励已解锁！"
"#ANNOUNCEMENT_PDX_INCENTIVE_TEXT","感谢你将 PARADOX 账户关联至 SURVIVING THE AFTERMATH！特此为拥有 PARADOX 账户的玩家送上几个专属游戏奖励。"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_1","鸭嘴兽聚居地旗帜符号"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_1","可爱的旗帜符号，描绘了这个星球上最为矛盾的生物。"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTITLE_2","专属专家：“剑尾鱼”"
"#ANNOUNCEMENT_PDX_INCENTIVE_SUBTEXT_2","Swedish Platypus 是一位了不起的北欧冒险家，她号称自己在大灾变前是瑞典女王。她不但是一位热心的城市设计师，也愿意带着自己的部队参加战争。她还宣称自己曾是魔法的信徒，也曾帮助外星人征服星系。还真是多才多艺呢。"
"#ANNOUNCEMENT_SM_INCENTIVE_TITLE","Surviving Mars 奖励已解锁！"
"#ANNOUNCEMENT_SM_INCENTIVE_TEXT","恭喜你同时拥有 Surviving Mars 和 Surviving the Aftermath！为了表示我们的感激之情，同时为了让红色星球融入这款游戏，特此送上这份礼品。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_1","定制风力涡轮机"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_1","一台外形似曾相识的风力涡轮机，满足入门级能源生产需求。研究“能源生产量一”后解锁。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_2","Surviving Mars 聚居地旗帜符号"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_2","三个太空旅行主题符号，用来装饰聚居地旗帜。"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTITLE_3","专属专家：“火星人”"
"#ANNOUNCEMENT_SM_INCENTIVE_SUBTEXT_3","Marsonaut 一心想让被红色侵袭的地球恢复绿色，为此他苦苦钻研，突破限制。菌菇实验、大气核花粉爆炸和剂量可疑的咖啡因摄入使得 Marsonaut 成为了不受欢迎的人。在浩劫之后，连水管和黑火药都被视作珍贵资源，Marsonaut 的所有实验和高级推进学的学位就更难有用武之地了。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_TITLE","Cities: Skylines 奖励已解锁！"
"#ANNOUNCEMENT_CITIES_INCENTIVE_TEXT","为同时拥有 Cities: Skylines 和 Surviving the Aftermath 的玩家而自豪、欢呼！特此送上精选奖励供您享用。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_1","天际线雕塑"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_1","摩天大楼、飞机和塔吊的立体模型，配有熟悉的蓝鸟。装饰建筑。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_2","Cities: Skylines 聚居地旗帜符号"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_2","三个聚居地旗帜符号，怀念经典城市建造游戏。"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTITLE_3","专属专家：“天际来客”"
"#ANNOUNCEMENT_CITIES_INCENTIVE_SUBTEXT_3","这位芬兰人好像把地面当作熔岩一样。Skyliner 总是想要爬得更高，不管她攀登的是什么东西，她总想到达顶端。她在树顶和废弃的摩天大楼顶层停留的时间比在地面上还多。她身上有一些旧伤痕和擦伤，向人们讲述着她从有利位置下降时的那些不太成功的经历。"
"#TARGET_DESC","给予我们帮助，提供更多信息。谢谢！"
"#ACCOUNT_LOGGED_IN_NO_NAME","已登录"
"#SETTINGS_KEY_BINDING_TUTORIALS_MENU","教程菜单"
"#SETTINGS_KEY_BINDING_RADIO_MENU","电台菜单"
"#SETTINGS_KEY_BINDING_RESEARCH_MENU","研究菜单"
"#SETTINGS_KEY_BINDING_SPECIALISTS_MENU","专家菜单"
"#SETTINGS_KEY_BINDING_STATISTICS_MENU","聚居地统计菜单"
"#SETTINGS_FOG_QUALITY","雾气质量"
"#SETTINGS_ENABLE_GAMEPAD","启用游戏手柄"
"#SETTINGS_CHANGE_VIEW_WITH_ZOOM","通过缩放改变视野"
"#TOPIC_UPDATE_NOTES","更新日志"
"#ANNOUNCEMENT_WHATSNEW_TOPIC","全新特性"
"#ANNOUNCEMENT_PATCHNOTES_MS11_TITLE","Expanded Colony"
"#ANNOUNCEMENT_PATCHNOTES_MS11_DESC","The first major update expands the colony building part by introducing new buildings and new features. But it also makes a lot of improvements to the old ones. We hope you'll enjoy this first update, because this is only a start for everything we have planned for the game!"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GAMEPLAY_SUBTITLE","Gameplay"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BUILDINGS_SUBTITLE","New Buildings"
"#ANNOUNCEMENT_PATCHNOTES_MS11_GRAPHICS_SUBTITLE","GRAPHICS"
"#ANNOUNCEMENT_PATCHNOTES_MS11_BALANCE_SUBTITLE","Balancing"
"#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","The game has been balanced extensively in many areas. The biggest areas that have been rebalanced are catastrophes, production of clothes and tools and the scavenging of resources from the World Map.\n\nMore detailed update notes are available at Paradox Forums."
"#PARADOX_THANKS","感谢您创建 Paradox 账户！我们已向您发送一个链接，用于确认您的电子邮件地址"
"##PARADOX_LINK_XBOX","Paradox Interactive将关联您的Microsoft帐户，让您可以在游戏开始时自动登录到Paradox帐户。如果您不想继续使用此功能，请至Paradox帐户页面取消关联。"
"##PARADOX_LINK_SUCCESS","操作成功！您的Paradox帐户已关联到您的Xbox帐户。"
"#TOPIC_CHANGELOG_HISTORY","更改日志"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS11_1","扩建聚居地"
"#BUTTON_ANNOUNCEMENT_EA_INCENTIVE","探路者奖励已解锁！"
"#BUTTON_ANNOUNCEMENT_PDX_INCENTIVE","PARADOX 账户奖励已解锁！"
"#BUTTON_CHANGELOG_HISTORY","打开更改日志"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS12_1","前哨和社团"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TITLE","前哨和社团"
"#ANNOUNCEMENT_PATCHNOTES_MS12_DESC","游戏的第二个更新聚焦于世界地图，而聚居地内同样也有很多新鲜事物。新的功能包括社团、前哨、初版贸易系统以及世界地图视图的视觉效果提升。我们同样修复了其他的一些问题和 bug。例如灾难、水方面的重新平衡、聚居地卡住等等。可以在 Paradox Forums 上查看更详细的更新说明。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_SUBTITLE","前哨"
"#ANNOUNCEMENT_PATCHNOTES_MS12_OUTPOSTS_TEXT","在聚居地建造新的前哨仓库让玩家能够在世界地图上建立一个个前哨。专家可以在前哨卸下资源，无需返回聚居地。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_SUBTITLE","贸易"
"#ANNOUNCEMENT_PATCHNOTES_MS12_TRADE_TEXT","在初版贸易系统中，世界地图上会出现其他的社团。发现他们并用新的贸易菜单和他们进行贸易。需要贸易中心来保持贸易线路运行。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_SUBTITLE","平衡性"
"#ANNOUNCEMENT_PATCHNOTES_MS12_BALANCE_TEXT","现在更容易在灾难中生存下来，辐射也没有之前那么致命。水的消耗和生产有了很多改动。减缓了出生率，幸存者小队已调整，能更好地与更大的聚居地工作。可以从完整补丁说明中查看剩余的平衡性改动。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_SUBTITLE","游戏玩法"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GAMEPLAY_TEXT","在世界地图上可以一次性将专家多个回合的移动串连起来。更新后的提取机需要放在新的地底矿床附近，会在大型堆积物下方找到。\n你会遇到 31 个新增专家，11 个新增事件，面对选项，需要你从中做出艰难的决定。"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_SUBTITLE","图形"
"#ANNOUNCEMENT_PATCHNOTES_MS12_GRAPHICS_TEXT","最大的视觉提升是世界地图上新的特定生物群系地形和道路。其他的包括略微提升的灾难效果、事件动画和新的居民形象。"
"#SETTINGS_ENABLE_TWITCH_INTEGRATION","启用 Twitch 集成"
"#SETTINGS_DISABLE_TWITCH_INTEGRATION","禁用 Twitch 集成"
"#TOPIC_INPUT_TWITCH_USERNAME","Twitch 用户名"
"#INPUT_TWITCH_USERNAME_DESC","输入 Twitch 用户名以继续。"
"#SETTINGS_KEY_BINDING_TRADE_MENU","贸易菜单"
"#SETTINGS_KEY_BINDING_ROTATE_LEFT","向左旋转（建造模式）"
"#SETTINGS_KEY_BINDING_ROTATE_RIGHT","向右旋转（建造模式）"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS13_1","Expeditions"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TITLE","Expeditions"
"#ANNOUNCEMENT_PATCHNOTES_MS13_DESC","With this update, we carry on with the World map theme. As a completely new feature, we introduce the vehicles that are found on the World Map but maintained in the colony. During the Early Access period, we want to introduce new features step by step and improve them as development goes on. This time, we focused on the trading system which was introduced as a very barebones version in the last update. This update greatly improves upon it, and we really want to hear your thoughts on the new system. The second improvement to the old systems is to give an alternate purpose to Fields. From now on, you can grow crops in fields that won't end up as Food. Just as an example, you can decide to concentrate on food or maybe grow something else that can be traded away for food. More detailed update notes are available at the Paradox Forums."
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_SUBTITLE","Vehicle"
"#ANNOUNCEMENT_PATCHNOTES_MS13_VEHICLES_TEXT","Vehicles are discovered on the World Map, but they must be brought back to the Colony and repaired in Garages before they can be used again. Vehicles are a good way to transport Specialists quickly and efficiently around the World Map. One vehicle can transport several Specialists at a time. In this update, there are three different car types, so their exact statistics depend on the vehicle."
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_SUBTITLE","Trade Improvements"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TRADE_TEXT","In a post-apocalyptic world, money has no value and trading is based on Favors between Societies. What matters though is your Reputation in the eyes of others. Every Favor costs Reputation, but on the other hand, every Favor you make will increase your Reputation. And yes, from now on, other Societies ask Favors from you as well. They also sell new Seeds and Insect Eggs."
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_SUBTITLE","Specialists"
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_TEXT","The next step in the World Map visuals are the new Specialist models. Previously, all Specialists shared the same model, but from now on, you can directly see their specialty just by glancing at their in-game models. In total, there are ten new Specialist models including male and female versions for Scout, Fighter, Scavenger, Scientist and Leader classes."
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_SUBTITLE","Twitch Support"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_TEXT","One last thing—from now on, you can let your voice be heard during Twitch streams when selecting one of the options during events, or changing the direction the game takes by choosing which catastrophe strikes the colony next."
"#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch投票倒计时"
"#SETTINGS_TWITCH_CHANNEL_NAME","Twitch频道"
"#SETTINGS_TWITCH_INTEGRATION_ENABLED","已启用Twitch集成"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS14_1","Great Minds"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TITLE","Great Minds"
"#ANNOUNCEMENT_PATCHNOTES_MS14_DESC","This update has something for both the Colony and the World Map. The biggest feature is the new and expanded Tech Tree, which now contains not only Building unlocks but various improvement techs as well. The layout is new and contains a total of 79 unique techs to unlock. Societies you encounter on the map now have leaders, each with their own distinct style. In the future, we'll be adding more ways interact with them. Visual improvements continue with better lighting on the Colony Map, a Gate which now opens for new arrivals, more detailed Colonist models and added details to Specialists. Quality of Life additions include more fluid and expanded use of vehicles and the Garage. More detailed patch notes are available at the Paradox Forums."
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_SUBTITLE","Tech tree"
"#ANNOUNCEMENT_PATCHNOTES_MS14_TECHTREE_TEXT","The Tech Tree is now hugely expanded with new options on how to progress through the game. In addition to unlocking Buildings, you can now improve their effectiveness by adding Work Slots, speeding up Production and so on. This is the first step of many to bring players more choices on what kind of a Colony they want to build. Techs will now require spending some time as well in addition to Science Points."
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_SUBTITLE","Society Leaders"
"#ANNOUNCEMENT_PATCHNOTES_MS14_LEADERS_TEXT","Societies are no longer just places and names on the map. Their new personalized leaders each have their own unique style and ideology on how they plan on Surviving the Aftermath. We'll be adding more ways to interact with them in the future, too, so you can start playing favorites or smite down those who oppose you."
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_SUBTITLE","VISUALS"
"#ANNOUNCEMENT_PATCHNOTES_MS14_VISUALS_TEXT","We're continuing our efforts to make the post-apocalypse a more striking place to live. Colony lighting has been completely redone. This changes the whole visual appearance of the Colony view both day and night. Colonist models have been updated as well."
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_SUBTITLE","Other improvements"
"#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."
"#PREGAME_IDEOLOGY_TITLE","意识形态"
"#PREGAME_IDEOLOGY_DESCRIPTION","对于像这样的大灾变后，没有生存指南。关于怎样生存，每个人都有自己的想法，无法评价他们的想法谁好谁坏。在科技树解锁更多选项。你是怎样一位领导者？"
"#PREGAME_IDEOLOGY_HEADER","意识形态"
"#PREGAME_IDEOLOGY_OPTION_0","生存主义者"
"#PREGAME_IDEOLOGY_OPTION_1","有远见的建筑师"
"#PREGAME_IDEOLOGY_OPTION_2","混乱孤僻的人"
"#PREGAME_EFFECT_IDEOLOGY_0","可能有更多生存方法"
"#PREGAME_EFFECT_IDEOLOGY_1","可能可以改进资源管理"
"#PREGAME_EFFECT_IDEOLOGY_2","可能仓促行事"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD","意识形态"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_0","生存主义者"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_1","建筑师"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_2","混乱无序"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS15_1","Sanctuary"
"#ANNOUNCEMENT_PATCHNOTES_MS15_TITLE","Sanctuary"
"#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","Catastrophes"
"#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","Anti-catastrophe buildings"
"#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","New bartering system"
"#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","Other improvements"
"#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","Hostile World"
"#ANNOUNCEMENT_PATCHNOTES_MS16_TITLE","Hostile World"
"#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","Colony combat"
"#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","Wildlife"
"#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","Special deals"
"#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","Other improvements"
"#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","User interface changes"
"#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","Law and Order"
"#ANNOUNCEMENT_PATCHNOTES_MS17_TITLE","Law and Order"
"#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","Malnutrition"
"#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","Guards"
"#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","Going hostile"
"#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","Events"
"#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","Other improvements"
"#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."
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","高亮活体生物"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","切换污染地图"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS18_1","Tainted Earth"
"#ANNOUNCEMENT_PATCHNOTES_MS18_TITLE","Tainted Earth"
"#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","Pollution"
"#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","Water 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","Rare Metals and Components"
"#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","New icons and work area improvements"
"#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","Other improvements"
"#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_AUTO_SELECT","随机"
"#PREGAME_SPECIALISTS_SELECT_DESC","选择你的起始专家团队。"
"#TOPIC_PREGAME_SPECIALISTS","专家"
"#PREGAME_OPTION_07_PLENTY_RESOURCES","这支团队已经提前准备就绪"
"#PREGAME_OPTION_08_AVERAGE_RESOURCES","每个人都会将他们所能搜集到的资源集中于一处"
"#PREGAME_OPTION_09_SCARCE_RESOURCES","人们几乎一无所有"
"#PREGAME_DESCRIPTION_05_STARTING_RESOURCES","面对即将到来的大灾变，有些人早有准备，为灾后生活囤积了一些资源；有些人在危机四伏的荒野上穿梭，尽可能搜寻一切资源；而最不幸的人则被迫离开了已化为废墟的城市，除了身上的衣物，他们一无所有。"
"#PREGAME_COLONY_NAME_SUGGESTION_26","Zhoria"
"#PREGAME_COLONY_NAME_SUGGESTION_27","Thorncliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_28","Baymoor"
"#PREGAME_COLONY_NAME_SUGGESTION_29","Elderford"
"#PREGAME_COLONY_NAME_SUGGESTION_30","Oxmire"
"#PREGAME_COLONY_NAME_SUGGESTION_31","Brightway"
"#PREGAME_COLONY_NAME_SUGGESTION_32","Bitter Springs"
"#PREGAME_COLONY_NAME_SUGGESTION_33","Cassadaga"
"#PREGAME_COLONY_NAME_SUGGESTION_34","Leadsville"
"#PREGAME_COLONY_NAME_SUGGESTION_35","Alexandria"
"#PREGAME_COLONY_NAME_SUGGESTION_36","Armadillo"
"#PREGAME_COLONY_NAME_SUGGESTION_37","Radscliffe"
"#PREGAME_COLONY_NAME_SUGGESTION_38","New Albion"
"#PREGAME_COLONY_NAME_SUGGESTION_39","Kruger Falls"
"#PREGAME_COLONY_NAME_SUGGESTION_40","Meridian"
"#PREGAME_COLONY_NAME_SUGGESTION_41","Earlcaster"
"#SETTINGS_CRASH_REPORTING","事故报告"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS19_1","First Settlers"
"#ANNOUNCEMENT_PATCHNOTES_MS19_TITLE","First Settlers"
"#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","A Fresh Start"
"#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","Ranch and Livestock"
"#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","Roads & Colonist Speed"
"#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","Hunting"
"#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","Other Improvements"
"#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."
"#SETTINGS_RENDERING_RESOLUTION_SCALE","渲染分辨率比率"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","控制器提示风格"
"#SETTINGS_PLATFORM_SWITCH","Switch"
"#SETTINGS_PLATFORM_XBOX","XBOX"
"#SETTINGS_PLATFORM_PS4","PS4"
"#PREGAME_TUTORIAL_DESC_1_WARNING","由于游戏玩法大幅改变，我们建议所有玩家都开启游戏教程。"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS20_1","Uncharted Land"
"#ANNOUNCEMENT_PATCHNOTES_MS20_TITLE","Uncharted Land"
"#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","Colony Exploration"
"#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","Energy Production"
"#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","Colony Visuals"
"#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","Colonist aging"
"#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","Other Improvements"
"#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."
"#SETTINGS_ENABLE_EDGE_SCROLLING","边缘滚动"
"#METADATA_TIMESTAMP","时间和日期"
"#METADATA_DAYCOUNT","日"
"#METADATA_POPULATION","人口"
"#METADATA_MODCOUNT","已启用MOD"
"#METADATA_NO_METADATA","无数据显示"
"#SETTINGS_KEY_BINDING_OVERLAY_MENU","覆盖菜单"
"#METADATA_VERSION","版本"
"#SETTINGS_KEY_BINDING_TOGGLE_OVERLAY","切换上次使用的覆盖菜单"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS21_1","Mysteries of the Wasteland"
"#ANNOUNCEMENT_PATCHNOTES_MS21_TITLE","Mysteries of the Wasteland"
"#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","Quests"
"#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","World Map"
"#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","Overlays"
"#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","Tech Tree"
"#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","Other Improvements"
"#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."
"#ANNOUNCEMENT_STEAM_INCENTIVE_TITLE","Steam Rewards Unlocked!"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TEXT","Thank you for joining us on Steam Early Access! Have fun with the game and if able, help us improve it more by sending your feedback and bug reports to us via the in-game bug tracker!"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTITLE_1","Reward: Steam Flag symbol"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTEXT_1","Raise this vaguely familiar symbol high above your colony to let the people know you've joined Steam Early Access."
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTITLE_2","Reward: Specialist ""Baron"""
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTEXT_2","Our 1st Year Anniversary Specialist ""Baron"" will help you smite down your enemies. He's available right at the start of a new game."
"#ANNOUNCEMENT_EPIC_INCENTIVE_TITLE","Epic Rewards Unlocked!"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TEXT","Thank you for being a part of the Early Access on Epic Store! Help us improve the game even more by sending your feedback and bug reports to us via the in-game bug tracker and enjoy Surviving the Aftermath!"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTITLE_1","Reward: Epic Flag symbol"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTEXT_1","Raise this ""inspired"" flag symbol above your colony to let the people know you've joined Early Access on Epic Store."
"#ANNOUNCEMENT_XBOX_INCENTIVE_TITLE","Xbox Reward Unlocked!"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TEXT","Thank you for being a part of the Xbox Game Preview with us! Help improve the game even more by sending your feedback via the in-game tool and enjoy Surviving the Aftermath!"
"#SETTINGS_GAMEPAD_OVERLAY","切换覆盖图"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS22_1","Nuclear Winter"
"#ANNOUNCEMENT_PATCHNOTES_MS22_TITLE","Nuclear Winter"
"#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","Winter"
"#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","Temperature"
"#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","Combat Quests"
"#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","Superior items"
"#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","Other Improvements"
"#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","Building Up"
"#ANNOUNCEMENT_PATCHNOTES_MS23_TITLE","Building Up"
"#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","Building upgrades"
"#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","Tech Tree"
"#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","Crop and insect changes"
"#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","World Map sector size"
"#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","Other improvements"
"#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."
"#SETTINGS_GAMEPAD_CYCLE_LAYOUT","循环布局"
"##TOPIC_CONTROLLER_LAYOUT","控制器布局"
"##TOPIC_CONTROLLER_LAYOUT_XBOX","控制器布局"
"##TOPIC_CONTROLLER_LAYOUT_PS","无线控制器布局"
"##TOPIC_CONTROLLER_LAYOUT_NX","JOY-CON™控制器布局"
"#TOPIC_CONTROLLER_LAYOUT_NX_PRO","Pro控制器布局"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","控制器"
"##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","控制器布局"
"##SETTINGS_CONTROLLER_LAYOUT_XBOX","控制器布局"
"##SETTINGS_CONTROLLER_LAYOUT_PS","无线控制器布局"
"##SETTINGS_CONTROLLER_LAYOUT_NX","Joy-Con™控制器布局"
"##SETTINGS_CONTROLLER_LAYOUT_NX_PRO","Pro控制器布局"
"##SETTINGS_CONTROLLER_VIBRATION_","控制器振动"
"##SETTINGS_CONTROLLER_VIBRATION_XBOX","控制器振动"
"##SETTINGS_CONTROLLER_VIBRATION_PS","无线控制器振动"
"##SETTINGS_CONTROLLER_VIBRATION_NX","Joy-Con™控制器蜂鸣"
"##SETTINGS_CONTROLLER_VIBRATION_NX_PRO","Pro控制器振动"
"##SETTINGS_ENABLE_GAMEPAD","启用控制器"
"##SETTINGS_CONTROLLER_PROMPT_TYPE","控制器提示风格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_XBOX","控制器提示风格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_PS","无线控制器提示风格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX","Joy-Con™控制器提示风格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX_PRO","Pro控制器提示风格"
"#SETTINGS_LANGUAGE_JAPANESE","Japanese"
"#SETTINGS_LANGUAGE_KOREAN","Korean"
"#SETTINGS_LANGUAGE_CHINESE_TRADITIONAL","Traditional Chinese"
"#ACCOUNT_FETCH_DOCUMENT_FAILED_TITLE","获取文件失败"
"#ACCOUNT_ERROR_NO_INTERNET_CONNECTION","连接错误"
"#ACCOUNT_CREATE_FAILED_ALREADY_EXISTS","已有用户使用该电子邮件地址。"
"#SAVE_MAX_SAVE_DATA_REACHED_CONTENT","已达到保存数据量上限。"
"#SETTINGS_CLOUDS","禁用Clouds"
"#SETTINGS_AMBIENT_OCCLUSION","禁用环境光遮蔽"
"#SETTINGS_TERRAIN_QUALITY","地形质量"
"#SETTINGS_GAMEPAD_SPEED_UP_PS","右方向键：加快游戏速度"
"#SETTINGS_GAMEPAD_SPEED_DOWN_PS","左方向键：减缓游戏速度"
"#SETTINGS_GAMEPAD_GAME_MENU_PS","下方向键：打开游戏菜单"
"#SETTINGS_GAMEPAD_TOP_BAR_PS","上方向键：激活顶部工具条"
"#ACCOUNT_ERROR_PSN_REQUIRED","需要PlayStation™Network帐户。"
"#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."
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","里程碑菜单"
"#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 rewards bonus points. Prestige tells abouth 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 ones 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."
"##SETTINGS_GAMEPAD_SPEED_UP_NX","右方向键：加快游戏速度"
"##SETTINGS_GAMEPAD_SPEED_DOWN_NX","左方向键：减缓游戏速度"
"##SETTINGS_GAMEPAD_GAME_MENU_NX","下方向键：打开游戏菜单"
"##SETTINGS_GAMEPAD_TOP_BAR_NX","上方向键：激活顶部工具条"
"##PARADOX_LINK_NX","Paradox Interactive将关联您的Nintendo帐户，让您可以在游戏开始时自动登录到Paradox帐户。如果您不想继续使用此功能，请至Paradox帐户页面取消关联。"
"##PARADOX_LINK_SUCCESS_NX","操作成功！您的Paradox帐户已关联到您的Nintendo帐户。"
"##ACCOUNT_CONFIRM_LINK_NX","此Nintendo帐户已经关联到其他Paradox帐户，要覆盖关联吗？"
"##ACCOUNT_OVERWRITE_LINK_NX","此Paradox帐户已经关联到其他Nintendo帐户，要覆盖关联吗？"
"##PARADOX_LINK_PS","Paradox Interactive将关联您的PlayStation™网络帐户，让您可以在游戏开始时自动登录到Paradox帐户。如果您不想继续使用此功能，请至Paradox帐户页面取消关联。"
"##ACCOUNT_CONFIRM_LINK_PS","此PlayStation™Network帐户已经关联到其他Paradox帐户，要覆盖关联吗？"
"##ACCOUNT_OVERWRITE_LINK_PS","此Paradox帐户已经关联到其他帐户，要覆盖关联吗？"
"##PARADOX_LINK_SUCCESS_PS","操作成功！您的Paradox帐户已关联到您的帐户。"
"#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."
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
"#RESOURCE_ENERGY","能源"
"#RESOURCE_ENERGY_STORAGE","能源储备"
"#RESOURCE_ENERGY_BALANCE","能源净产量"
"#RESOURCE_FOOD","食物"
"#RESOURCE_METAL","金属"
"#RESOURCE_SCRAP","废旧物"
"#RESOURCE_PARTS","零件"
"#RESOURCE_TOOLS","基础工具"
"#RESOURCE_WATER","水"
"#RESOURCE_WATER_STORAGE","水储备"
"#RESOURCE_WATER_BALANCE","水净产量"
"#RESOURCE_CLOTH","基本衣物"
"#RESOURCE_FIBER","布料"
"#RESOURCE_DEBRIS","废料"
"#RESOURCE_TRASH","垃圾"
"#RESOURCE_FIREWOOD","木柴"
"#RESOURCE_CONCRETE","混凝土块"
"#RESOURCE_WEAPONS","武器"
"#RESOURCE_ALCOHOL","酒精"
"#RESOURCE_FUEL","燃料"
"#RESOURCE_MEDICINE","药品"
"#RESOURCE_COMPONENTS","部件"
"#RESOURCE_PLASTIC","塑料"
"#RESOURCE_ENTERTAINMENT","娱乐箱"
"#RESOURCE_HERBAL","草药"
"#RESOURCE_IODINE","碘丸"
"#RESOURCE_ANTIBIOTICS","抗生素"
"#RESOURCE_VACCINE","疫苗"
"#RESOURCE_ELECTRONICS","电子元件"
"#RESOURCE_POLLUTION","污染"
"#RESOURCE_CORN","玉米"
"#RESOURCE_FISH","鱼"
"#RESOURCE_MEAT","肉"
"#RESOURCE_EGG","鸡蛋"
"#RESOURCE_WHEAT","小麦"
"#RESOURCE_POTATO","土豆"
"#RESOURCE_CABBAGE","卷心菜"
"#RESOURCE_LETTUCE","生菜"
"#RESOURCE_TOMATO","西红柿"
"#RESOURCE_VENISON","野味"
"#RESOURCE_BERRIES","浆果"
"#RESOURCE_CARROT","胡萝卜"
"#RESOURCE_PEANUT","花生"
"#RESOURCE_SOYBEAN","大豆"
"#RESOURCE_CRICKETS","蟋蟀"
"#RESOURCE_COCKROACHES","蟑螂"
"#RESOURCE_MEALWORMS","面包虫"
"#RESOURCE_BUFFALOWORMS","水牛虫"
"#RESOURCE_WAXWORMS","蜡虫"
"#RESOURCE_CORN_SEED","种子：玉米"
"#RESOURCE_POTATO_SEED","种子：土豆"
"#RESOURCE_WHEAT_SEED","种子：小麦"
"#RESOURCE_CABBAGE_SEED","种子：卷心菜"
"#RESOURCE_LETTUCE_SEED","种子：生菜"
"#RESOURCE_TOMATO_SEED","种子：西红柿"
"#RESOURCE_CARROT_SEED","种子：胡萝卜"
"#RESOURCE_PEANUT_SEED","种子：花生"
"#RESOURCE_SOYBEAN_SEED","种子：大豆"
"#RESOURCE_CRICKETS_SEED","卵：蟋蟀"
"#RESOURCE_COCKROACHES_SEED","卵：蟑螂"
"#RESOURCE_MEALWORMS_SEED","卵：面包虫"
"#RESOURCE_BUFFALOWORMS_SEED","卵：水牛虫"
"#RESOURCE_WAXWORMS_SEED","卵：蜡虫"
"#ITEM_CLOTHES_1","基本衣物"
"#ITEM_CLOTHES_2","结实衣物"
"#ITEM_TOOLS_1","基础工具"
"#ITEM_TOOLS_2","耐用工具"
"#TOPIC_BALANCE","净产量"
"#DESC_FOOD_NONE","没有选中食物。\n\n解释说明：\n\n生长速度：作物成熟所需时间\n产量：每个地块收获的食物量\n适应能力：作物在灾难期间成熟所需时间\n精力投入：耕种、种植和收获作物所需时间\n污染：居民食用后获得的污染量\n交易价值：作物在交易中换取的银币数量"
"#DESC_FOOD_FISH","本地出产的鱼可从池塘直接获得，此类鱼是补充必要脂肪和营养的理想之选。\n\n营养：中\n\n污染：高"
"#DESC_FOOD_MEAT","居民需要摄入基础食物类型才能避免营养不良。长远看来，仅仅吃饱还不够。人们还需要从多种食物中获取维生素和营养物质。\n\n鱼、野味和昆虫算肉类。"
"#DESC_FOOD_EGG","优良的蛋白质来源。农场中母鸡下的蛋可供居民食用。\n污染：低"
"#DESC_FOOD_LETTUCE","生菜说明"
"#DESC_FOOD_CORN","玉米生长较快，可以在短时间内少量收获多次，但其抗灾能力非常弱。\n\n生长速度：快\n产量：中\n适应能力：中\n精力投入：中\n污染：中\n交易价值：中"
"#DESC_FOOD_POTATO","土豆可提供可观的收成。由于土豆的可食用部分位于地下，因此即使在面临灾难时其也十分耐枯萎。\n\n生长速度：中\n产量：中\n适应能力：强\n精力投入：中\n污染度：中\n交易价值：中"
"#DESC_FOOD_WHEAT","小麦可通过多种流程进行加工，因此备受瞩目。其生长速度相对较快，但未经加工不可食用。\n\n生长速度：中\n产量：中\n适应能力：中\n精力投入：中\n污染度：中\n交易价值：中\n\n备注：不可食用"
"#DESC_FOOD_CABBAGE","卷心菜易于栽培、种植和收割，其亦耐枯萎，是农民在经历浩劫后不错的选择。\n\n生长速度：中\n产量：中\n适应能力：强\n精力投入：低\n污染度：中\n交易价值：中"
"#DESC_FOOD_CARROT","胡萝卜的生长速度较快，因此，从土壤中吸收的污染也不像其他作物一样多。富含各种营养，适合全家食用。\n\n生长速度：快\n产量：中\n适应能力：中\n精力投入：中\n污染：低\n交易价值：中"
"#DESC_FOOD_PEANUT","花生在土里生长，外部自然生长了壳。生长速度快，产量高，且有较高的交易价值。\n\n需要在温室里种植。\n\n生长速度：快\n产量：高\n适应能力：中\n精力投入：中\n污染：中\n交易价值：高"
"#DESC_FOOD_SOYBEAN","大豆易于种植，且在提供高产量的同时产生的污染较低，其可提供大量必需的蛋白质，但是极易枯萎。\n\n生长速度：中\n产量：高\n适应能力：低\n精力投入：低\n污染：低\n交易价值：中"
"#DESC_FOOD_CRICKETS","蟋蟀是一种营养丰富的常见可食用昆虫，可迅速生长至收成的个头，而且相比之下产量较高。\n\n生长速度：快\n产量：中\n污染：中\n交易价值：中"
"#DESC_FOOD_COCKROACHES","蟑螂有着敏锐的嗅觉，可帮助它们避开有毒物质。这种特性加上天然的免疫力让它们能够快速大量生长。\n\n生长速度：快\n产量：高\n污染：低\n交易价值：中"
"#DESC_FOOD_MEALWORMS","面包虫是甲虫的幼虫，生长速度适中，是很好的低污染食物来源。\n\n生长速度：中\n产量：中\n污染：低\n交易价值：中"
"#DESC_FOOD_BUFFALOWORMS","水牛虫从乳白色变成黄色时即可收获，它们生长十分缓慢，不过却能产出大量低污染的蛋白质。\n\n生长速度：中\n产量：高\n污染：低\n交易价值：中"
"#DESC_FOOD_WAXWORMS","蜡虫可生长至较大体型，且脂肪含量高，深受商人喜爱。它们成熟速度快且产量适中。\n\n生长速度：中\n产量：高\n污染：中\n交易价值：高"
"#DEPOSIT_PLANK","木材"
"#DEPOSIT_CONRETE_LARGE","大型混凝土废墟"
"#DEPOSIT_CONRETE_SMALL","小型混凝土废墟"
"#DEPOSIT_DEBRIS","金属"
"#DEPOSIT_FOOD_SMALL","浆果"
"#DEPOSIT_TRASH","塑料"
"#DEPOSIT_WOOD","原木"
"#DEPOSIT_POLLUTION","污染"
"#DESC_DEPOSIT_PLANK","可随时收集的木材堆。\n\n可用储备区或专家搜寻。"
"#DESC_DEPOSIT_CONRETE_LARGE","大型废墟，其中堆积着大量可搜寻的混凝土块。\n\n可用储备区或专家搜寻。"
"#DESC_DEPOSIT_CONRETE_SMALL","可收集的一小堆混凝土。\n\n可用储备区或专家搜寻。"
"#DESC_DEPOSIT_DEBRIS","一堆金属残片，废料站工人可在其中搜寻金属和废旧物。\n\n无法用专家收集。"
"#DESC_DEPOSIT_FOOD_SMALL","一片营养丰富的可食浆果。\n\n可用食物仓房或专家收集。"
"#DESC_DEPOSIT_TRASH","一堆常见垃圾。回收站工人可在其中搜寻塑料和布料。\n\n无法用专家收集。"
"#DESC_DEPOSIT_WOOD","一棵树"
"#DESC_DEPOSIT_POLLUTION","放射性物质的沉积，可能会向周围释放有毒物质。\n\n清理这片区域需要可操作的环境站。需先从科技树解锁才能建造（危险物料工程）。"
"#NOTIFICATION_DEATH_COLDNESS","{0} 冻死了"
"#NOTIFICATION_DEATH_HUNGER","{0} 饿死了"
"#NOTIFICATION_DEATH_THIRST","{0} 死于口渴"
"#NOTIFICATION_DEATH_AGE","{0} 自然死亡"
"#NOTIFICATION_DEATH_RADIATION","{0} 死于辐射病"
"#NOTIFICATION_DEATH_INJURY","{0} 死于受伤"
"#NOTIFICATION_DEATH_EXHAUSTION","{0} 过劳死"
"#NOTIFICATION_DEATH_MALNUTRITION","{0} 死于营养不良"
"#NOTIFICATION_DEATH_SUICIDE","{0} 自杀而亡"
"#NOTIFICATION_DEATH_UNKNOWN","{0} 遭到杀害"
"#NOTIFICATION_DEATH_INFECTION","{0} 死于传染病"
"#NOTIFICATION_PERSON_DIED","居民 {0} 去世"
"#NOTIFICATION_PERSON_DIED_MANY","{0} 名居民死于{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} 受伤"
"#NOTIFICATION_PERSON_INJURED_MANY","{0} 名居民受伤"
"#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} 体温过低"
"#NOTIFICATION_PERSON_HYPOTHERMIC_MANY","{0} 名居民体温过低"
"#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} 遭到辐射"
"#NOTIFICATION_PERSON_RADIATED_MANY","{0} 名居民遭到辐射"
"#NOTIFICATION_PERSON_DEHYDRATED","居民 {0} 出现脱水"
"#NOTIFICATION_PERSON_DEHYDRATED_MANY","{0} 名居民出现脱水"
"#NOTIFICATION_PERSON_MALNOURISHED","居民 {0} 营养不良"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY","{0} 名居民营养不良"
"#NOTIFICATION_PERSON_HOMELESS","居民 {0} 无家可归"
"#NOTIFICATION_PERSON_HOMELESS_MANY","{0} 名居民无家可归"
"#NOTIFICATION_PERSON_BORN","{0} 出生了"
"#NOTIFICATION_PERSON_BORN_MANY","{0} 名儿童出生"
"#NOTIFICATION_PERSON_GREW_UP","{0} 现在成年了"
"#NOTIFICATION_PERSON_GREW_UP_MANY","{0} 名居民现在成年了"
"#NOTIFICATION_PERSON_GREW_DESC","并且准备好为聚居地奉献自己的力量"
"#NOTIFICATION_PERSON_GAINED_ITEM","居民 {0} 收到了{1}"
"#NOTIFICATION_PERSON_LOST_ITEM","居民 {0} 的{1}损坏"
"#NOTIFICATION_BUILDING_READY","建造已完成：{0}"
"#NOTIFICATION_BUILDING_READY_MANY","{0}个建造任务完成"
"#NOTIFICATION_BUILDING_ON_FIRE","{0}受损严重！"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION","{0}即将倒塌"
"#NOTIFICATION_BUILDING_DESTROYED","{0}被摧毁"
"#NOTIFICATION_BUILDING_DESTROYED_MANY","多个建筑被摧毁"
"#NOTIFICATION_BUILDING_NOT_WORKING","{0}未正常运作（{1}）"
"#NOTIFICATION_BUILDING_WITHOUT_POWER","{0}没有电源"
"#NOTIFICATION_BUILDING_WITHOUT_WATER","{0}没有水源"
"#NOTIFICATION_STORAGE_SPACE_FULL","仓储已满"
"#NOTIFICATION_STORAGE_SPACE_FULL_DESC","{0}已满"
"#NOTIFICATION_ALLSTORAGES_FULL_OF_RESOURCE","所有资源{0}仓储已满"
"#NOTIFICATION_STORED_GOODS_ROTTING","由于储存不善，你的一些货物正在腐烂。"
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES","{0}的建造材料不足"
"#NOTIFICATION_OUT_OF_CONSTRUCTION_RESOURCES_MANY","多个建造区域缺乏资源"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES","{0}缺乏资源"
"#NOTIFICATION_OUT_OF_BUILDING_RESOURCES_MANY","部分建筑缺乏资源"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_MANY","多个幸存者团队离开了大门"
"#NOTIFICATION_DEPOSIT_DEPLETED","堆积物已耗尽"
"#NOTIFICATION_DEPOSIT_DEPLETED_MANY","{0}个堆积物已耗尽"
"#NOTIFICATION_DEPOSIT_DEPLETED_DESC","{0}已耗尽"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH","没有塑料堆积物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TRASH_DESC","将工作区延伸到塑料堆积物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS","没有金属堆积物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_DEBRIS_DESC","将工作区延伸到金属堆积物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_POLLUTION_DESC","工作区内无污染"
"#NOTIFICATION_WORLD_MAP_PARTY_RETURNED","{0}团队已返回"
"#NOTIFICATION_WATER_SHORTAGE","水资源短缺"
"#NOTIFICATION_WATER_SHORTAGE_DESC","除非产量增加，否则将消耗储备"
"#NOTIFICATION_WATER_SHORTAGE_MANY","多个居民感到口渴"
"#NOTIFICATION_ENERGY_SHORTAGE","能源短缺"
"#NOTIFICATION_ENERGY_SHORTAGE_DESC","除非产量增加，否则将消耗储备"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED","一群幸存者来到大门"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED","大门的幸存者离开"
"#NOTIFICATION_RESOURCES_LOW_FOOD","食物不足"
"#NOTIFICATION_RESOURCES_LOW_FOOD_DESC","获取更多的食物，否则人们即将饿死！"
"#NOTIFICATION_RESOURCES_LOW_TOOLS","工具不足"
"#NOTIFICATION_RESOURCES_LOW_TOOLS_DESC","在工具间搜寻或制造更多的工具"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES","衣物不足"
"#NOTIFICATION_RESOURCES_LOW_CLOTHES_DESC","在制衣坊搜寻或制作更多衣物"
"#NOTIFICATION_DISASTER_INCOMING_DESC","距离灾难来袭还有 {0} 天"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING","核放射尘即将来袭"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED","核放射尘已到达"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED_DESC","小心强烈的辐射和暴雨"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING","流星暴即将来袭"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED","流星暴来袭"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED_DESC","建筑将遭受严重撞击"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING","预测到磁暴"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED","磁暴肆虐"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED_DESC","发电厂和电气设备可能遭到损坏"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING","预测到流行病传染"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED","流行病传染范围正在扩大"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED_DESC","快速应对，否则将有人死去"
"#NOTIFICATION_DISASTER_INCOMING_MANY","多个灾难正在逼近！"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_WORKERS","{0}不足"
"#NOTIFICATION_PROFESSIONS_NOT_ENOUGH_DESC","从其他建筑中分出一些"
"#NOTIFICATION_GAME_SAVED_MANY","游戏已保存！"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED","事件已开启"
"#NOTIFICATION_EVENT_SYSTEM_EVENT_LAUNCHED_DESC","事件即将发生"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED","专家可开始行动"
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED_DESC","进入世界地图"
"#DISASTER_TITLE_FALLOUT","核放射尘"
"#DISASTER_INFO_FALLOUT","地平线开始由蓝色变为充满毒素的绿色，空气灼烧着人们的肺部。这些迹象都是危机即将出现的前兆。\n\n强烈的辐射不断威胁着居民、建筑和作物，使其在核放射尘期间消失殆尽。放射尘消散前，无法播种作物。严重的辐射病危害着每一个人。\n\n-赶在作物凋零前进行收割。\n-储备碘丸快速治疗辐射病。\n-建造医疗帐篷或指派更多人前往现有医疗帐篷以帮助患者。\n-厕所和桑拿房将有所帮助，居民可在其中洗掉一部分的辐射粒子。"
"#DISASTER_TITLE_MAGNETIC_STORM","磁暴"
"#DISASTER_INFO_MAGNETIC_STORM","空气中弥漫着淡淡的臭氧味。设备自行关断，发电厂一个接一个地停止运转。聚居地周围短路的部件开始引发电气火灾。\n\n-能源生产关闭。\n-生产和消耗能源的建筑可能会遭到破坏。\n-辐射病状况略微加剧。\n-解锁并建造避雷针，从而保护那些脆弱的建筑。\n-建造电池架并为其充电，以保证聚居地平稳度过风暴。"
"#DISASTER_TITLE_PANDEMIC","流行病"
"#DISASTER_INFO_PANDEMIC","流行病的前兆已经出现。起初只是咳嗽，然后患者开始发烧。人们像苍蝇一样纷纷倒下，聚居地陷入沉寂之中。应对流行病的关键是你的反应速度有多快。多个配备救护人员的医疗机构就几乎能完全抑制流行病传播，但如果不加以控制，流行病就会像野火一样蔓延。\n\n- 流行病一波一波地侵袭，感染居民。\n- 未接受治疗的居民最终将死亡。\n- 这种疾病会造成身体脱水，增加聚居地的耗水量。\n- 建造足够的医疗设施治疗感染患者。\n- 抗生素能加速治愈过程。在世界地图上搜寻抗生素。"
"#DISASTER_TITLE_METEOR_STORM","流星暴"
"#DISASTER_INFO_METEOR_STORM","大灾变之前，人们说看到流星时许下愿望就能成真。这很难令人信服。因为现在只要看到流星，人们总是希望活过这天，但往往不能如愿。天空变为红色，燃烧的岩石坠入大气层。致命的陨石如雨点一般猛烈袭击聚居地，造成大面积损伤。\n\n- 陨石会对建筑和人造成损伤。\n- 储备充足建筑材料用于维修。\n- 储备搬运工进行维修。\n- 建造更好的庇护所保护居民安全。"
"#ANIMAL_GIANT_RAT","大老鼠"
"#ANIMAL_WHITETAIL_DEER","白尾鹿"
"#ANIMAL_WILD_BOAR","野猪"
"#TOOLTIP_DAY","当前天数"
"#TOOLTIP_DAY_CONTENT","聚居地存活的天数。"
"#TOOLTIP_POPULATION","总人口"
"#TOOLTIP_POPULATION_CONTENT","聚居地的总人口。"
"#TOOLTIP_WORKERS","工人"
"#TOOLTIP_WORKERS_CONTENT","工人们搬运资源，进行建造工作并修理建筑。"
"#TOOLTIP_CHILDREN","儿童"
"#TOOLTIP_CHILDREN_CONTENT","儿童可以在学校接受教育并于 16 岁时开始在聚居地工作"
"#TOOLTIP_PLAY","开始"
"#TOOLTIP_PAUSE_SPEED","暂停游戏"
"#TOOLTIP_PAUSE_SPEED_CONTENT","暂停游戏。"
"#TOOLTIP_NORMAL_SPEED","正常速度 (1x)"
"#TOOLTIP_HIGH_SPEED","快速 (2.5x)"
"#TOOLTIP_TOP_SPEED","最快速度 (5x)"
"#TOOLTIP_SPEED_CONTENT","调整游戏速度。"
"#TOOLTIP_BUILD_MENU","建造菜单"
"#TOOLTIP_BUILD_MENU_CONTENT","查看、选择并建造所有建筑选项。"
"#TOOLTIP_RESOURCES","资源"
"#TOOLTIP_PEOPLE","人员"
"#TOOLTIP_PEOPLE_CONTENT","显示聚居地居民的分工方式。"
"#TOOLTIP_SPECIALISTS","专家"
"#TOOLTIP_SPECIALISTS_CONTENT","显示聚居地所有专家的详细信息。"
"#TOOLTIP_RESEARCH","科技树"
"#TOOLTIP_RESEARCH_CONTENT","利用科学点数解锁科技树中的新技术。"
"#TOOLTIP_WORLD_MAP","世界地图"
"#TOOLTIP_WORLD_MAP_CONTENT","打开世界地图。"
"#TOOLTIP_ROADS","道路"
"#TOOLTIP_ROADS_CONTENT","建造不同的道路类型。"
"#TOOLTIP_HOUSING","庇护所"
"#TOOLTIP_HOUSING_CONTENT","建造不同类型的庇护所。"
"#TOOLTIP_STORAGE","仓储"
"#TOOLTIP_STORAGE_CONTENT","建造不同的仓储建筑。"
"#TOOLTIP_FOOD","食物"
"#TOOLTIP_FOOD_CONTENT","建造不同的食物生产建筑。"
"#TOOLTIP_WATER","水"
"#TOOLTIP_WATER_CONTENT","水生产和储备建筑。"
"#TOOLTIP_RESOURCES_CONTENT","资源生产及精炼。"
"#TOOLTIP_PRODUCTS","产品"
"#TOOLTIP_PRODUCTS_CONTENT","用于生产最终产品和物品的建筑。"
"#TOOLTIP_HEALTH_SAFETY","健康"
"#TOOLTIP_HEALTH_SAFETY_CONTENT","用于照顾居民健康与安全的建筑。"
"#TOOLTIP_EXPLORATION","探索"
"#TOOLTIP_EXPLORATION_CONTENT","与专家和世界探索相关的建筑。"
"#TOOLTIP_DECORATION","装饰"
"#TOOLTIP_DECORATION_CONTENT","让聚居地环境变得更优美。"
"#TOOLTIP_ENERGY","能源"
"#TOOLTIP_ENERGY_CONTENT","能源生产和储备。"
"#TOOLTIP_ENTERTAINMENT","娱乐"
"#TOOLTIP_ENTERTAINMENT_ENTERTAINMENT","人们需要娱乐或回味过去的日子。"
"#TOOLTIP_CLOSE_PANEL","关闭"
"#TOOLTIP_CLOSE_PANEL_CONTENT","关闭此菜单。"
"#TOOLTIP_PROFESSIONS","职业"
"#TOOLTIP_PROFESSIONS_CONTENT","显示聚居地居民的分工方式。"
"#TOOLTIP_TEAMS","专家"
"#TOOLTIP_TEAMS_CONTENT","显示所有专家。"
"#TOOLTIP_COLONY_INFO","聚居地统计"
"#TOOLTIP_COLONY_INFO_CONTENT","有关聚居地、居民以及世界地图的所有基本信息和统计数据。"
"#TOOLTIP_FOOD_BOX","食物"
"#TOOLTIP_FOOD_BOX_CONTENT","一箱食物。"
"#TOOLTIP_FOOD_HERBS_BOX","草药"
"#TOOLTIP_FOOD_HERBS_BOX_CONTENT","一箱草药。"
"#TOOLTIP_FOOD_BERRIES_BOX","野浆果"
"#TOOLTIP_FOOD_BERRIES_BOX_CONTENT","一箱野浆果。"
"#TOOLTIP_FOOD_CORN_BOX","玉米"
"#TOOLTIP_FOOD_CORN_BOX_CONTENT","一箱玉米。"
"#TOOLTIP_FOOD_POTATOE_BOX","土豆"
"#TOOLTIP_FOOD_POTATOE_BOX_CONTENT","一箱土豆。"
"#TOOLTIP_FOOD_CABBAGE_BOX","卷心菜"
"#TOOLTIP_FOOD_CABBAGE_BOX_CONTENT","一箱卷心菜。"
"#TOOLTIP_FOOD_CARROT_BOX","胡萝卜"
"#TOOLTIP_FOOD_CARROT_BOX_CONTENT","一箱胡萝卜。"
"#TOOLTIP_FOOD_SOYBEAN_BOX","大豆"
"#TOOLTIP_FOOD_SOYBEAN_BOX_CONTENT","一箱大豆。"
"#TOOLTIP_FOOD_PEANUT_BOX","花生"
"#TOOLTIP_FOOD_PEANUT_BOX_CONTENT","一箱花生。"
"#TOOLTIP_FOOD_WHEAT_BOX","小麦"
"#TOOLTIP_FOOD_WHEAT_BOX_CONTENT","一箱小麦。"
"#TOOLTIP_FOOD_FLOUR_BOX","面粉"
"#TOOLTIP_FOOD_FLOUR_BOX_CONTENT","一箱面粉。"
"#TOOLTIP_FOOD_BREAD_BOX","面包"
"#TOOLTIP_FOOD_BREAD_BOX_CONTENT","一箱面包。"
"#TOOLTIP_FOOD_SWEET_BREAD_BOX","甜面包"
"#TOOLTIP_FOOD_SWEET_BREAD_BOX_CONTENT","一箱甜面包。"
"#TOOLTIP_FOOD_FISH_BOX","鱼"
"#TOOLTIP_FOOD_FISH_BOX_CONTENT","一箱鱼。"
"#TOOLTIP_FOOD_VENISON_BOX","野味"
"#TOOLTIP_FOOD_VENISON_BOX_CONTENT","狩猎野生动物所得的一箱野味。"
"#TOOLTIP_FOOD_MEAT","肉"
"#TOOLTIP_FOOD_MEAT_CONTENT","处理牧场动物所得的一箱肉。"
"#TOOLTIP_FOOD_INSECT_BOX","昆虫"
"#TOOLTIP_FOOD_INSECT_BOX_CONTENT","一箱昆虫。"
"#TOOLTIP_FOOD_CRICKET_BOX","蟋蟀"
"#TOOLTIP_FOOD_CRICKET_BOX_CONTENT","一箱蟋蟀。"
"#TOOLTIP_FOOD_MEALWORM_BOX","面包虫"
"#TOOLTIP_FOOD_MEALWORM_BOX_CONTENT","一箱面包虫。"
"#TOOLTIP_FOOD_LOCUST_BOX","蚱蜢"
"#TOOLTIP_FOOD_LOCUST_BOX_CONTENT","一箱蚱蜢。"
"#TOOLTIP_FOOD_DRINKS_BOX","饮品"
"#TOOLTIP_FOOD_DRINKS_BOX_CONTENT","一箱饮品。"
"#TOOLTIP_FOOD_MEAL_BOX","餐食"
"#TOOLTIP_FOOD_MEAL_BOX_CONTENT","一箱餐食。"
"#TOOLTIP_FOOD_VEG_MEAL_BOX","素餐"
"#TOOLTIP_FOOD_VEG_MEAL_BOX_CONTENT","一箱只包含蔬菜的餐食。"
"#TOOLTIP_FOOD_MEAT_MEAL_BOX","肉餐"
"#TOOLTIP_FOOD_MEAT_MEAL_BOX_CONTENT","一箱用肉做的餐食。"
"#TOOLTIP_FOOD_INSECT_MEAL_BOX","昆虫餐"
"#TOOLTIP_FOOD_INSECT_MEAL_BOX_CONTENT","一箱用昆虫做的餐食。"
"#TOOLTIP_FOOD_SOUP_BOX","汤饭"
"#TOOLTIP_FOOD_SOUP_BOX_CONTENT","一箱汤饭。"
"#TOOLTIP_FOOD_LUXURY_MEAL_BOX","豪华餐"
"#TOOLTIP_FOOD_LUXURY_MEAL_BOX_CONTENT","一箱豪华餐。"
"#TOOLTIP_CONCRETE_BOX","混凝土块"
"#TOOLTIP_CONCRETE_BOX_CONTENT","一箱混凝土块。"
"#TOOLTIP_LOG_BOX","原木"
"#TOOLTIP_LOG_BOX_CONTENT","一箱原木。"
"#TOOLTIP_PLANK_BOX","木材"
"#TOOLTIP_PLANK_BOX_CONTENT","一箱木材。"
"#TOOLTIP_METAL_BOX","金属"
"#TOOLTIP_METAL_BOX_CONTENT","一箱金属。"
"#TOOLTIP_PLASTIC_BOX","塑料"
"#TOOLTIP_PLASTIC_BOX_CONTENT","一箱塑料。"
"#TOOLTIP_TRASH_BOX","垃圾"
"#TOOLTIP_TRASH_BOX_CONTENT","一箱垃圾。"
"#TOOLTIP_SCRAP_BOX","废料"
"#TOOLTIP_SCRAP_BOX_CONTENT","一箱废料。"
"#TOOLTIP_JUNK_BOX","废旧物"
"#TOOLTIP_JUNK_BOX_CONTENT","一箱废旧物。"
"#TOOLTIP_ANIMAL_COW","奶牛"
"#TOOLTIP_ANIMAL_COW_CONTENT","驯养的农场动物。"
"#TOOLTIP_ANIMAL_CHICKEN","鸡"
"#TOOLTIP_ANIMAL_CHICKEN_CONTENT","驯养的农场动物。"
"#TOOLTIP_ANIMAL_GOAT","山羊"
"#TOOLTIP_ANIMAL_GOAT_CONTENT","驯养的农场动物。"
"#TOOLTIP_ANIMAL_PIG","猪"
"#TOOLTIP_ANIMAL_PIG_CONTENT","驯养的农场动物。"
"#TOOLTIP_ANIMAL_WILDBOAR","野猪"
"#TOOLTIP_ANIMAL_WILDBOAR_CONTENT","野生动物，偶尔会袭击居民。"
"#TOOLTIP_ANIMAL_DEER","威武雄鹿"
"#TOOLTIP_ANIMAL_DEER_CONTENT","野生动物。"
"#TOOLTIP_ANIMAL_MOUSE","老鼠"
"#TOOLTIP_ANIMAL_MOUSE_CONTENT","一种野生动物。"
"#TOOLTIP_ANIMAL_BEAR","熊"
"#TOOLTIP_ANIMAL_BEAR_CONTENT","危险的野生动物。"
"#TOOLTIP_SOIL_BARREN","贫瘠的土壤"
"#TOOLTIP_SOIL_BARREN_CONTENT","贫瘠的土壤上无法钻井或开垦普通农田。"
"#TOOLTIP_SOIL_FERTILE","肥沃的土壤"
"#TOOLTIP_SOIL_FERTILE_CONTENT","通过普通农田上种植作物时能获得额外收获。"
"#TOOLTIP_SOIL_NORMAL","普通的土壤"
"#TOOLTIP_SOIL_NORMAL_CONTENT","对种植粮食或建造没有限制。"
"#TOOLTIP_SOIL_WASTELAND","荒地"
"#TOOLTIP_SOIL_WASTELAND_CONTENT","有害土壤，不能用于建造或食物生产。"
"#TOOLTIP_BIOME_PLAINS","平原"
"#TOOLTIP_BIOME_PLAINS_CONTENT","树木繁茂地区，部分区域有森林覆盖。适于旅行。"
"#TOOLTIP_BIOME_DESERT","沙漠"
"#TOOLTIP_BIOME_DESERT_CONTENT","适于旅行，但这种环境中常有土匪横行。"
"#TOOLTIP_BIOME_MARSH","沼泽地"
"#TOOLTIP_BIOME_MARSH_CONTENT","环境潮湿，难以穿越。"
"#TOOLTIP_BIOME_WASTELAND","荒地"
"#TOOLTIP_BIOME_WASTELAND_CONTENT","环境危险，多个区域污染严重。"
"#TOOLTIP_BIOME_URBAN","市区"
"#TOOLTIP_BIOME_URBAN_CONTENT","旧城的废墟。方向复杂，难以穿越，并且部分区域充满危险。"
"#TOOLTIP_BIOME_TUNDRA","苔原"
"#TOOLTIP_BIOME_TUNDRA_CONTENT","环境苛刻，只有最强悍的强盗才能生存。"
"#TOOLTIP_BIOME_MOUNTAIN","山脉"
"#TOOLTIP_BIOME_MOUNTAIN_CONTENT","难以穿越的地形，必须绕行"
"#TOOLTIP_FOREST","森林"
"#TOOLTIP_FOREST_CONTENT","一小片森林。很容易在此发现野生动物。"
"#TOOLTIP_WOODS","森林"
"#TOPIC_RESEARCH","科学点数"
"#TOPIC_FOOD","食物"
"#TOPIC_WATER","水"
"#TOPIC_ENERGY","能源"
"#TOPIC_FIBER","布料"
"#TOPIC_PLASTIC","塑料"
"#TOPIC_SCRAP","废旧物"
"#TOPIC_PLANK","木材"
"#TOPIC_WOOD","原木"
"#TOPIC_CONCRETE","混凝土块"
"#TOPIC_METAL","金属"
"#TOPIC_PARTS","零件"
"#TOPIC_COMPONENT","部件"
"#TOPIC_TOOLS","工具"
"#TOPIC_CLOTHES","衣物"
"#TOPIC_MEDICINE","药品"
"#TOPIC_ENTERTAINMENT","娱乐箱"
"#TOPIC_HERBAL","草药"
"#TOPIC_MEDICINE1","药品"
"#TOPIC_IODINE","碘丸"
"#TOPIC_VACCINE","疫苗"
"#TOPIC_ELECTRONICS","电子元件"
"#TOPIC_COLONY_SUMMARY_TITLE","聚居地统计"
"#TOPIC_SUMMARY_COLONY","聚居地统计"
"#TOPIC_COLONY_NEEDS","需求"
"#TOPIC_SUMMARY_GENERAL","概览"
"#TOPIC_SUMMARY_NEEDS","需求"
"#TOPIC_QUANTITY","数量"
"#TOPIC_CHANGE","更改"
"#TOPIC_SUMMARY_RESOURCES","资源"
"#TOPIC_SUMMARY_COLONISTS","居民"
"#TOPIC_SUMMARY_COLONISTS_TITLE","居民"
"#TOPIC_SUMMARY_BUILDINGS","建筑"
"#TOPIC_BACK","返回"
"#GAME_PAUSED_TITLE","游戏已暂停"
"#GAME_PAUSED_RESUME_GAME","继续游戏"
"#GAME_PAUSED_SAVE_GAME","保存游戏"
"#GAME_PAUSED_LOAD_GAME","加载游戏"
"#GAME_PAUSED_SETTINGS","设置"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU","退回主菜单"
"#GAME_PAUSED_RESUME_GAME_TITLE","继续游戏"
"#GAME_PAUSED_SAVE_GAME_TITLE","保存游戏"
"#GAME_PAUSED_LOAD_GAME_TITLE","加载游戏"
"#GAME_PAUSED_SETTINGS_TITLE","设置"
"#GAME_PAUSED_EXIT_TO_MAIN_MENU_TITLE","退回主菜单"
"#AGE_GROUP_ELDER","老人"
"#AGE_GROUP_ADULT","成人"
"#AGE_GROUP_TEENAGER","青少年"
"#AGE_GROUP_CHILD","儿童"
"#AGE_GROUP_INFANT","婴儿"
"#INFO_ACTIVATE_DEPOSIT","从合适的建筑中设定工作区到此处，以搜集这些资源"
"#INFO_ACTIVATE_DEPOSIT_PLASTIC","移动回收站工作区至此区域进行收集"
"#INFO_ACTIVATE_DEPOSIT_METAL","移动废料站工作区至此区域进行收集"
"#INFO_ACTIVATE_DEPOSIT_PLANK","移动储备区工作区至此区域进行收集"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","移动食物仓房工作区至此区域进行收集"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","移动环境站工作区至此区域处理污染物。"
"#TOPIC_HAZARDS","危险"
"#GATEKEEPER_LOG","GATEKEEPER LOG"
"#TOPIC_RESEARCH_COST","研究成本"
"#OK","确定"
"#POPUP_GAMEOVER_TITLE","游戏结束"
"#POPUP_GAMEOVER","游戏结束"
"#POPUP_GAMEOVER_CONTENT1","居民全部死亡。游戏失败。"
"#POPUP_GAMEOVER_CONTENT2","这个世界不会怜悯任何人，只有最强者才能得以生存。"
"#POPUP_GAMEOVER_CONTENT3","只有最强大的聚居地才能得以生存。但您的聚居地并不在此之列。"
"#POPUP_GAMEOVER_CONTENT4","这就是您本次旅程的终点。所有居民均已死亡，专家也已离去。"
"#TOPIC_SUMMARY_COLONY_TITLE","概览"
"#TOPIC_SUMMARY_GENERAL_TITLE","总体概况"
"#TOPIC_DAYS_SURVIVED","生存天数"
"#TOPIC_DEATH_TOTAL","死亡总人数"
"#TOPIC_CATASTROPHES","幸存的灾难次数"
"#TOPIC_SURVIVOR_GROUPS","接纳的幸存者团体"
"#TOPIC_SURVIVORS_ACCEPTED","接纳的幸存者"
"#TOPIC_COLONY_HEALTH","平均健康状况"
"#TOPIC_COLONY_HAPPINESS","平均幸福度"
"#TOPIC_TOTAL_POPULATION","人口"
"#TOPIC_ADULTS","成人"
"#TOPIC_CHILDREN","儿童"
"#TOPIC_SUMMARY_EDUCATED","曾受教育"
"#TOPIC_STUDENTS","学生"
"#TOPIC_SUMMARY_BUILDINGS_TITLE","建筑"
"#TOPIC_BUILDINGS","聚居地建筑"
"#TOPIC_SHELTERS","庇护所总数"
"#TOPIC_FOOD_PRODUCTION","食物生产"
"#TOPIC_MATERIAL_PRODUCTION","资源生产"
"#TOPIC_ITEM_PRODUCTION","产品制造"
"#TOPIC_DAMAGED","遭破坏建筑"
"#TOPIC_SUMMARY_ WORLD_MAP_TITLE","世界地图"
"#TOPIC_SPECIALISTS_TOTAL","专家"
"#TOPIC_MISSIONS","执行任务的专家"
"#TOPIC_OUTSIDE_SOCIETIES","接触社团"
"#TOPIC_BANDITS","强盗"
"#TOPIC_SCOUTED_SECTOR","已侦察区域"
"#TOPIC_HOSTILE_SECTOR","强盗区域"
"#TOPIC_LOCATIONS_FOUND","位置"
"#TOPIC_SUMMARY_RESOURCES_TITLE","资源"
"#TOPIC_TOGGLE_TIME","切换时间"
"#TOPIC_CHANGE_PROFESSION","更改偏好工作"
"#TOPIC_POPULATION","人口"
"#TOPIC_BUILDING","建筑"
"#TOPIC_WORKER_SLOTS","工人空位"
"#MENU_TITLE_RESOURCES","资源"
"#MENU_DESC_RESOURCES","资源和总体消耗率。"
"#MENU_DESC_PROFESSIONS","居民分为两个主要群体：\n\n搬运工，负责资源搬运、建筑和维修工作。\n工人，在指定的建筑中工作。\n\n成人，可以成为搬运工或工人。\n老人，也可以成为搬运工或工人，但是无法生育。\n儿童，可以帮忙搬运箱子。如果有学校，还可以去上学。"
"#TOPIC_PROFESSIONS","职业"
"#TOPIC_COLONIST_JOBS","居民工作"
"#TOPIC_BANISH","驱逐"
"#TOPIC_COLONISTS","居民"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION_DESC","快速标记维修"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED_DESC","你需要做出决策"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_DESC","他们不能再等了"
"#NOTIFICATION_DISASTER_FALLOUT_INCOMING_DESC","收割作物并让医生做好准备"
"#NOTIFICATION_DISASTER_METEOR_STORM_INCOMING_DESC","最好储备充足的维修材料"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_INCOMING_DESC","储存能源并储备维修材料"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING_DESC","准备迅速治疗病患"
"#NOTIFICATION_DISASTER_INCOMING_MANY_DESC","做好最坏的准备"
"#RESOURCE_WOOD_DESC","可加工材料。\n\n砍伐树木，在伐木蓬加工为木柴；或在伐木场或锯木厂制成木材。\n\n重量：中"
"#RESOURCE_PLANK_DESC","建筑材料。\n\n锯木厂或伐木场制作，也可以在世界地图地点上搜寻的基础建筑材料。\n\n重量：中"
"#RESOURCE_ENERGY_DESC","单位电力。\n\n发电站生产、储存在电池中，多数高端建筑需要。\n\n重量：中"
"#RESOURCE_FOOD_DESC","种类多样的食物对居民至关重要，对食物的需求也持续不断，无论是蔬菜、肉类，还是昆虫，都是生存下去的必需品。"
"#RESOURCE_METAL_DESC","建筑和可加工材料。\n\n通过用废料站搜寻金属沉积物。世界地图中某些地点蕴藏金属。\n\n重量：中"
"#RESOURCE_SCRAP_DESC","可加工材料。\n\n废料工人收集金属产生的副产品，可在修理厂加工为有用的零件。\n\n重量：轻"
"#RESOURCE_PARTS_DESC","建筑材料。\n\n高端机械零件，用于高级建筑和物品。\n\n重量：重"
"#RESOURCE_TOOLS_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提升工作效率。可在工具间制作，或在世界地图中进行搜寻。\n\n重量：轻"
"#RESOURCE_WATER_DESC","孕育和维系生命的基本元素，没有水井提供水源，居民将迅速消亡。"
"#RESOURCE_CLOTH_DESC","居民物品。\n\n多层衣物，能够提供些许保护，抵御不利的自然环境、防止体温过低和防辐射。\n\n重量：轻"
"#RESOURCE_FIBER_DESC","可加工物品。\n\n多张布料，面积和强度足够，可在制衣坊制成衣物。\n\n重量：轻"
"#RESOURCE_DEBRIS_DESC","可加工材料。\n\n杂乱的金属碎片，可由废料工人分拣和清洗，制成金属或废旧物。"
"#RESOURCE_TRASH_DESC","可加工物品。\n\n老旧垃圾，可由回收站分拣和清洗，制成可使用的塑料或布料。"
"#RESOURCE_FIREWOOD_DESC","经过加工的资源。\n\n用于为聚居地供热，加热蒸拿房，并将食材烹制为丰盛的餐食。由伐木篷生产。\n\n重量：中"
"#RESOURCE_CONCRETE_DESC","建筑材料。\n\n基础建筑材料，在聚居地周边的废墟或世界地图中搜寻或提取。\n\n重量：中"
"#RESOURCE_WEAPONS_DESC","居民物品。\n\n武器可为居民提供必要的火力，让其在面对防御完备的土匪或野生动物攻入聚居地是拥有自卫能力。"
"#RESOURCE_ALCOHOL_DESC","TODO"
"#RESOURCE_FUEL_DESC","建造和维修车辆时使用的可燃液体。在浩劫后的世界里十分受欢迎。\n\n重量：中"
"#RESOURCE_MEDS_DESC","各种医疗产品，用于治疗居民外伤、辐射病等疾病。"
"#RESOURCE_COMPONENTS_DESC","高级建筑材料。\n\n用于建造产能或耗能建筑。\n\n重量：重"
"#RESOURCE_PLASTIC_DESC","建筑和可加工材料。\n\n使用回收站从堆积物中搜寻塑料。也能通过搜寻世界地图中的某些位置获取。\n\n重量：轻"
"#RESOURCE_ENTERTAINMENT_DESC","建筑材料。\n\n旧世界遗留的各种娱乐产品，娱乐建筑中不可或缺的器材。只能在世界地图中找到。\n\n重量：重"
"#RESOURCE_HERBAL_DESC","简单的自然疗法，对各种疾病有效。但无法仅依靠草本植物根治疾病。\n\n重量：轻"
"#RESOURCE_IODINE_DESC","能够吸收辐射的含碘药丸，可用于治疗辐射病。使用碘丸能够大幅提升治愈速度。\n\n重量：中"
"#RESOURCE_ANTIBIOTICS_DESC","治愈感染的有效途径。使用抗生素能够大幅提升感染治愈速度。\n\n重量：中"
"#RESOURCE_VACCINE_DESC","解毒剂，用于净化体内有害物质。能够治愈中毒。"
"#RECIPE_ELECTRONICS_DESC","建筑材料。\n\n非常高端的材料，用于最为高级的建筑。从部件中加工而成，也可在世界地图中进行搜寻。\n\n重量：重"
"#RESOURCE_SCIENCE_DESC","积累知识，用于解锁科技树中的新科技。"
"#TOPIC_ITEMS","物品"
"#TOPIC_MATERIALS","材料"
"#ITEM_CLOTHES_EMPTY","无衣物"
"#ITEM_CLOTHES_EMPTY_DESC","在制衣坊中寻找或生产更多衣物"
"#ITEM_TOOLS_EMPTY","没有工具"
"#ITEM_TOOLS_EMPTY_DESC","在工具间中寻找或生产更多工具"
"#ITEM_CLOTHES_1_DESC","提供对抗恶劣自然环境的基本保护。"
"#ITEM_CLOTHES_2_DESC","提供对抗恶劣自然环境的高级保护。"
"#ITEM_TOOLS_1_DESC","一套工具组合。为所有工作类型提供生产加成。"
"#ITEM_TOOLS_2_DESC","一套工具组合。为所有工作类型提供大量生产加成。"
"#TOPIC_ITEM_DURABILITY","耐用性"
"#TOPIC_RADIO","电台"
"#TOPIC_RADIO_TITLE","电台"
"#TOOLTIP_RADIO","电台"
"#TOOLTIP_RADIO_CONTENT","收听多个电台中的一个。"
"#MENU_PHOTO_MODE","照片模式"
"#RESOURCE_FLOUR","面粉"
"#RESOURCE_FLOUR_DESC","由小麦加工而成。\n\n面粉不能生吃，不过面包房可将其用作面包的原材料。\n\n营养：无法食用"
"#RESOURCE_CORN_DESC","玉米生长较快，可以在短时间内少量收获多次，但其抗灾能力非常弱。\n\n生长速度：中\n产量：低\n污染：中"
"#RESOURCE_FISH_DESC","鱼是游戏中的一类肉食。本地出产的鱼可从池塘直接获得，这类鱼是补充必要脂肪和营养的理想之选。\n\n营养：中\n污染：高"
"#RESOURCE_POTATO_DESC","土豆生长缓慢，但产量较高。由于土豆可食用的部分生长在地下，所以相比于许多其他作物，土豆承受灾害的能力更强。\n\n生长速度：慢\n产量：中\n污染：中"
"#RESOURCE_VENISON_DESC","新鲜肉类，来自狩猎者捕获的鹿等当地野生动物，偶尔也能捕获兔子。\n\n营养：高\n污染：非常高"
"#RESOURCE_WHEAT_DESC","一种可通过多种流程进行加工的谷物，因此备受瞩目。生长速度相对较快，产量较高。虽然无法食用，不过可在磨坊里将其磨成面粉。\n\n生长速度：中\n产量：中\n适应能力：中"
"#RESOURCE_POLLUTION_DESC","危险污染物存放在相对安全的容器中，储存于废料箱中。"
"#RESOURCE_COMPONENT","部件"
"#RESOURCE_COMPONENT_DESC","高级建筑材料。\n\n用于产能或耗能建筑，可进一部加工为电子元件，用于高端建筑。\n\n重量：重"
"#RESOURCE_BREAD","面包"
"#RESOURCE_BREAD_DESC","高品质食品。\n\n面包生产于面包房，食用面包可长时间消除饥饿感。\n\n营养：极高\n污染：低"
"#RESOURCE_BUFFALOWORMS_DESC","水牛虫从乳白色变成黄色时即可收获，它们生长缓慢，但产量可观。\n\n生长速度：慢\n产量：高\n污染：中"
"#RESOURCE_CABBAGE_DESC","卷心菜易于种植，产量高，是农民在经历浩劫后不错的选择。\n\n生长速度：中\n产量：中\n污染：中"
"#RESOURCE_COCKROACHES_DESC","蟑螂的味觉和嗅觉都非常敏锐，可帮助它们避开有毒物质。这种特性加上天然的免疫力让它们能够快速大量生长。\n\n生长速度：慢\n产量：中\n污染：低"
"#RESOURCE_BERRIES_DESC","附近灌木丛中的浆果能为居民额外补充些许营养，易于采集，但保质期不长。\n\n营养：低\n污染：中"
"#RESOURCE_CRICKETS_DESC","蟋蟀是一种营养丰富的常见可食昆虫，生长迅速，但产量一般。\n\n生长速度：快\n产量：低\n污染：高"
"#RESOURCE_MEALWORMS_DESC","面包虫是甲虫的幼虫，生长速度适中，产量较高。\n\n生长速度：快\n产量：低\n污染：高"
"#RESOURCE_WAXWORMS_DESC","蜡虫的蛋白质含量低，但脂肪含量高，生长要求较低，成长迅速，产量适中。\n\n生长速度：快\n产量：中\n污染：中"
"#RESOURCE_PEANUT_DESC","花生大多在土里生长，产量高，抗灾能力也相当强。\n\n生长速度：快\n产量：低\n污染：中"
"#RESOURCE_SOYBEAN_DESC","大豆口感美味，产量高，可提供大量必需的蛋白质。\n\n生长速度：中\n产量：高\n污染：低"
"#RESOURCE_CARROT_DESC","胡萝卜是生长较快的一种作物，产量充足，且富含各种营养，适合全家食用。\n\n生长速度：快\n产量：低\n污染：中"
"#RESOURCE_MEALVEG","素餐"
"#RESOURCE_MEALVEG_DESC","由各种蔬菜制成的果腹餐食。\n\n营养：中\n污染：低"
"#RESOURCE_MEALMEAT","肉餐"
"#RESOURCE_MEALMEAT_DESC","由肉类制成的果腹餐食，可增强居民体质。\n\n营养：中\n污染：中"
"#TOPIC_RESOURCE","资源"
"#LOCATE_BUILDING","显示此建筑"
"#LOCATE_COLONIST","显示此居民"
"#TOPIC_PHOTO_MODE","照片模式"
"#TOPIC_FOV","视野"
"#TOPIC_TIME_OF_DAY","当前时间"
"#TOPIC_VIGNETTE","小插图"
"#TOPIC_BLOOM_STRENGTH","全屏泛光"
"#TOPIC_TILT_SHIFT","倾斜位移"
"#TOGGLE_UI_BUTTON","隐藏界面 UI"
"#TOPIC_PAUSE","暂停"
"#TOPIC_UNPAUSE","取消暂停"
"#TOPIC_COLONY_RESOURCES","聚居地资源"
"#TOPIC_INFO","信息"
"#TOPIC_BUILDING_INFO","建筑信息"
"#TOPIC_COLONIST_INFO","居民信息"
"#TOPIC_COLONY_NEEDS_TITLE","需求"
"#TOPIC_COLONY_RESOURCES_TITLE","资源"
"#TOPIC_STATISTICS","聚居地统计"
"#TOPIC_WORLD_MAP","世界地图"
"#TOOLTIP_COLONISTS_STUDENT","学生"
"#TOOLTIP_COLONISTS_STUDENT_CONTENT","目前在学校就读的儿童。"
"#TOOLTIP_COLONISTS_EDUCATED","已教育"
"#TOOLTIP_COLONISTS_EDUCATED_CONTENT","受过教育的居民工作效率更高。"
"#TOPIC_RENAME","重命名"
"#TUTORIAL_LIBRARY","教程库"
"#TOPIC_TUTORIAL_LIBRARY","教程库"
"#GAME_CODEX","说明书"
"#TOPIC_GAME_CODEX","说明书"
"#TOOLTIP_TUTORIAL_LIBRARY","教程库"
"#TOOLTIP_TUTORIAL_LIBRARY_CONTENT","阅读游戏教程，了解更多游戏有关内容。"
"#TOOLTIP_GAME_CODEX","游戏说明书"
"#NO_SEED_SELECTED_DESC","没有选择种子。"
"#NO_ITEM_SELECTED_DESC","没有选择物品。"
"#NO_RECEIPT_SELECTED_DESC","没有选择食谱。"
"#TOPIC_SELECT_ITEM","选择物品"
"#TOPIC_SELECT_RECEIPT","选择食谱"
"#TOPIC_SELECT_ITEM_TITLE","选择物品"
"#TOPIC_SELECT_RECEIPT_TITLE","选择食谱"
"#TOPIC_SELECT_SEED_TITLE","选择种子"
"#TOPIC_SURVIVOR_GROUP_INFO","幸存者团体"
"#TOPIC_SURVIVOR_SUPPLIES","补给品"
"#RESOURCE_JERKY","肉干"
"#RESOURCE_JERKY_DESC","高品质食品。\n\n腌制过的肉干，肉质坚硬，但富含能量和蛋白质。只能在世界地图中找到。\n\n营养：中\n污染：无"
"#RESOURCE_PROTEINBARS","糖果"
"#RESOURCE_PROTEINBARS_DESC","即便在当下，糖果也不能算健康饮食，但即使是变质的糖果也能让人们泛起笑容。只能在世界地图中找到。\n\n营养：中\n污染：无"
"#RESOURCE_CANNEDFRUIT","水果罐头"
"#RESOURCE_CANNEDFRUIT_DESC","高品质食品。\n\n用糖水保存的水果罐头，富含能量。只有在世界地图中才能找到。\n\n营养：中\n污染：无"
"#TOPIC_TECH_UNLOCKED","解锁"
"#TOPIC_PLACE","放置"
"#TOPIC_PLACE_MANY","放置多个"
"#TOPIC_ROTATE","旋转"
"#TOPIC_REFUNDS","回收这幢建筑，并获得以下资源。"
"#TOPIC_LOCATE","定位"
"#TOPIC_OPEN_SLOT","打开存档"
"#TOPIC_CLOSE_SLOT","关闭存档"
"#TOPIC_DESELECT","取消选中"
"#TOOLTIP_SELECT_CROPS","选择作物"
"#TOOLTIP_SELECT_CROPS_CONTENT","选择一种作物，在这块农田上种植。"
"#TOOLTIP_ASSIGN_WORKER","分配工人"
"#TOOLTIP_ASSIGN_WORKER_CONTENT","派遣一名居民到此处工作。"
"#BUTTON_SELECT_SPECIALIST","选择专家"
"#TOPIC_SELECT_SPECIALIST","选择专家"
"#NOTIFICATION_PERSON_HOMELESS_DESC","建造更多庇护所"
"#NOTIFICATION_PERSON_HOMELESS_MANY_DESC","建造更多庇护所"
"#NOTIFICATION_DISASTER_SPACE_JUNK","坠落的太空垃圾"
"#NOTIFICATION_DISASTER_SPACE_JUNK_DESC","准备好迎接冲击！"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE","没有树木"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_TREE_DESC","移动工作区至树木以继续生产"
"#TOOLTIP_CARRIERS","搬运工"
"#NOTIFICATION_NO_CARRIERS","没有闲置搬运工"
"#NOTIFICATION_NO_CARRIERS_DESC","你需要他们搬运资源、建造和维修设施"
"#TOPIC_DAY","日"
"#TOOLTIP_HELP","帮助"
"#TOOLTIP_HELP_CONTENT","游戏的信息库，包含教程和其他有用信息。"
"#TOOLTIP_MENU","菜单 (Esc)"
"#TOOLTIP_MENU_CONTENT","保存、载入、选项、照片模式、退出游戏和其他重要菜单。"
"#NOTIFICATION_BURIAL_PIT_FULL","埋葬坑已满"
"#NOTIFICATION_BURIAL_PIT_FULL_DESC","建造更多埋葬坑"
"#NOTIFICATION_CEMETERY_FULL","墓地已满"
"#NOTIFICATION_CEMETERY_FULL_DESC","建造更多埋葬坑"
"#NOTIFICATION_NEED_BUILDING_MEDICAL","居民需要医疗支援"
"#NOTIFICATION_NEED_BUILDING_MEDICAL_DESC","建造医疗设施以治愈他们"
"#RECIPE_MEAL_VEG_NAME","素餐"
"#RECIPE_MEAL_VEG_DESC","素餐是用所有可获得的蔬菜做成的美味炖蔬菜。\n\n营养：中\n污染：低"
"#RECIPE_MEAL_MEAT_NAME","肉餐"
"#RECIPE_MEAL_MEAT_DESC","肉餐是用各种肉类烹制而成的一大份炖肉。鱼也算作肉类。\n\n营养：中\n污染：中"
"#RECIPE_MEAL_VEGMEAT_NAME","营养餐"
"#RECIPE_MEAL_VEGMEAT_DESC","用多种蔬菜和肉做成的食物。提供你所需要的所有宏量和微量营养素，防止营养不良。"
"#RECIPE_SOUP_MEAL_NAME","汤"
"#RECIPE_SOUP_MEAL_DESC","将任何可用的食品资源随意搭配，都可以制成热汤。汤可以填饱肚子，但长期食用会影响士气并降低居民的幸福感。\n营养：无"
"#RECIPE_MEAL_INSECT_NAME","昆虫餐"
"#RECIPE_MEAL_INSECTMEAL_DESC","昆虫餐是用所有可获得的昆虫制成的独特炖菜。昆虫是肉类的优质替代品。\n\n营养：中\n污染：中"
"#RESOURCE_MEALINSECT","昆虫餐"
"#RESOURCE_MEALINSECT_DESC","肉餐的替代餐食，较肉餐而言污染更低。\n\n营养：中\n污染：中"
"#RESOURCE_TOOLS_2","耐用工具"
"#RESOURCE_TOOLS_2_DESC","没有工具的居民工作效率较低。耐用工具比基础工具略为有效，且具备更高的耐久度。\n\n重量：中"
"#RESOURCE_CLOTH_2","结实衣物"
"#RESOURCE_CLOTH_2_DESC","居民物品。\n\n一套改良衣物，耐久度更高，防护严寒和辐射的能力更强。\n\n重量：中"
"#RESOURCE_MEDICINE_DESC","一小包用于治疗伤口的基本医疗用品。使用药物能够大幅提升愈合速度。\n\n重量：中"
"#NOTIFICATION_WATER_SHORTAGE_INFO","增加产水量"
"#TOOLTIP_COLONY_HAPPINESS_DESC","任何事都会影响聚居地整体幸福感"
"#DISASTER_TITLE_HEAT_WAVE","热浪"
"#DISASTER_INFO_HEAT_WAVE","严酷的热浪席卷整个地区，水分全部蒸发。居民工作异常艰辛，他们努力保持凉爽，补充水分。土地龟裂，湖泊干涸，植物枯萎。\n\n- 居民饮水量是平时的两倍\n- 农田作物产量下降\n- 建造水储备并蓄满水，同时储存食物以继续生存。"
"#NOTIFICATION_DISASTER_HEAT_WAVE_INCOMING","热浪即将来袭"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED","热浪来袭"
"#NOTIFICATION_DISASTER_HEAT_WAVE_ARRIVED_DESC","用水量加倍，作物可能枯萎"
"#RESOURCE_MEALMIXED","混合膳食"
"#RESOURCE_MEALMIXED_DESC","烹制的肉食和蔬菜，膳食营养均衡。\n\n营养：良\n污染：中"
"#TOPIC_SURVIVOR_GROUP_SURVIVORS","幸存者团体"
"#TOPIC_SUMMARY_COLONY_HAPPINESS","聚居地幸福度"
"#TOPIC_SUMMARY_POPULATION","人口"
"#TOPIC_SUMMARY_COLONY_HEALTH","平均健康状况"
"#TOPIC_SUMMARY_GENERAL_BUILDINGS","建筑"
"#TOPIC_SUMMARY_EFFECT","影响"
"#TOPIC_SUMMARY_TOTAL_HAPPINESS_EFFECT","总计"
"#DEATH_UNKNOWN","神秘死亡"
"#NOTIFICATION_DEATH_MUTATION","{0} 死于营养不良"
"#RESOURCE_OIL_BARREL","油桶"
"#RESOURCE_OIL_BARREL_DESC","一桶油，可提炼为燃料。"
"#RESOURCE_BIOFUEL","生物燃料"
"#RESOURCE_BIOFUEL_DESC","一桶燃料，由可再生能源作物制成。"
"#RECIPE_MEAL_MIXED_DESC","混合膳食由肉和蔬菜制成，包含各种营养物质，可防止居民营养不良。\n\n营养：中\n污染：中"
"#DESC_FOOD_VENISON","一类肉食，由狩猎屋在聚居地周边捕猎野生动物获得。\n营养：中\n污染：非常高"
"#DESC_FOOD_BERRIES","聚居地周边生长的野生浆果，轻微变异，五彩缤纷。游戏早期良好的食物来源，也是度过艰难时刻的良好辅助补充。使用食物仓房的工作区收集浆果。\n营养：中\n污染：中"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","多重灾难袭击聚居地！"
"#NOTIFICATION_DISASTER_MUTATION_INCOMING","有人即将变异！"
"#NOTIFICATION_PERSON_MUTATED","一位居民身患严重变异"
"#NOTIFICATION_PERSON_MUTATED_DESC","在医疗设施中治疗变异的居民"
"#NOTIFICATION_DISASTER_RAT_SWARM_INCOMING","最近鼠患尤其严重"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED","老鼠正在啃食我们的食物！"
"#NOTIFICATION_DISASTER_RAT_SWARM_ARRIVED_DESC","种植更耐久的作物和受保护的农田避免这种现象"
"#NOTIFICATION_DISASTER_OVERCHARGE_INCOMING","部分建筑线路老化"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED","发生严重短路！"
"#NOTIFICATION_DISASTER_OVERCHARGE_ARRIVED_DESC","维修受损建筑"
"#NOTIFICATION_DISASTER_ACID_RAIN_INCOMING","空气似乎更加潮湿，毒性也更大"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED","酸雨倾盆而下"
"#NOTIFICATION_DISASTER_ACID_RAIN_ARRIVED_DESC","维修建筑，准备好新衣物"
"#TOPIC_SUMMARY_TOTAL_SURVIVOR_GROUPS","幸存者团体拜访总次数"
"#TOPIC_SUMMARY_ACCEPTED_SURVIVOR_GROUPS","给予庇护的幸存者团体"
"#DEPOSIT_UNDERGROUND_METAL","地下金属"
"#DESC_DEPOSIT_UNDERGROUND_METAL","掩埋的金属堆积物只能使用金属提取机获取。"
"#DEPOSIT_UNDERGROUND_PLASTIC","地下塑料"
"#DESC_DEPOSIT_UNDERGROUND_PLASTIC","掩埋的塑料堆积物只能使用塑料提取机获取。"
"#DEPOSIT_UNDERGROUND_CONCRETE","地下废墟"
"#DESC_DEPOSIT_UNDERGROUND_CONCRETE","掩埋的废墟只能使用混凝土块提取机获取。"
"#DEPOSIT_UNDERGROUND_RARE","地下稀有金属"
"#DESC_DEPOSIT_UNDERGROUND_RARE","掩埋的稀有金属堆积物，可使用磁力分离器提取和加工。"
"#DEPOSIT_OIL_BARRELS","油桶"
"#DESC_DEPOSIT_OIL_BARRELS","装满各种废物油料的大桶，可在精炼厂加工为燃料。"
"#SPECIALIST_TEAM_CREATE_TEAM","创建团队"
"#SPECIALIST_TEAM_TEAM CREATION","团队创建"
"#TOPIC_SPECIALIST_TEAM_TEAM CREATION","团队创建"
"#SPECIALIST_TEAM_ADD_SPECIALIST","添加专家"
"#SPECIALIST_TEAM_DISMANTLE_TEAM","拆分团队"
"#SPECIALIST_TEAM_DISBAND_TEAM","解散团队"
"#SPECIALIST_TEAM_VEHICLE","车辆"
"#SPECIALIST_TEAM_SPECIALISTS","专家"
"#SPECIALIST_TEAM_GEAR","装备"
"#SPECIALIST_TEAM_CREATE_NEW_TEAM","创建新团队"
"#TOPIC_SPECIALIST_TEAM_CREATE_NEW_TEAM","创建新团队"
"#SPECIALIST_TEAM_STATISTICS","团队属性"
"#TOPIC_SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_REMOVE_SPECIALIST","移除"
"#SPECIALIST_TEAM_REMOVE_FROM_TEAM","移出团队"
"#SPECIALIST_TEAM_SELECT_SPECIALISTS_INFO","选择一名或多名专家"
"#SPECIALIST_TEAM_ATTACK_BONUS","战力加成"
"#SPECIALIST_TEAM_ATTACK_BONUS_INFO","所有团队成员战力 {0}"
"#SPECIALIST_TEAM_SELECT_VEHICLE","选择车辆"
"#TOPIC_SPECIALIST_TEAM_SELECT_VEHICLE","选择车辆"
"#SPECIALIST_TEAM_SELECT_SPECIALISTS","选择专家"
"#TOPIC_SPECIALIST_TEAM_SELECT_SPECIALISTS","选择专家"
"#SPECIALIST_TEAM_SELECT_ARMOR","选择装甲"
"#TOPIC_SPECIALIST_TEAM_SELECT_ARMOR","选择装甲"
"#SPECIALIST_TEAM_SELECT_WEAPONS","选择武器"
"#TOPIC_SPECIALIST_TEAM_SELECT_WEAPONS","选择武器"
"#SPECIALIST_TEAM_SELECT_EQUIPMENT","选择装备"
"#TOPIC_SPECIALIST_TEAM_SELECT_EQUIPMENT","选择装备"
"#SPECIALIST_TEAM_SELECTED","已选择"
"#SPECIALIST_TEAM_SHOW_ALL_TEAMS","显示所有团队"
"#SPECIALIST_TEAM_FULL","团队已满"
"#SPECIALIST_TEAM_CAR_FULL","车辆已满"
"#SPECIALIST_TEAM_TEAMS_READY","{0}团队就绪"
"#SPECIALIST_TEAM_TEAMS","团队"
"#TOPIC_SPECIALIST_TEAM_TEAMS","团队"
"#RESOURCE_CAR_ENGINE","汽车引擎"
"#RESOURCE_CAR_ENGINE_DESC","汽车最重要的部件，让汽车能够行驶。"
"#CAR_TYPE_LIGHT_1","小虫车"
"#CAR_TYPE_LIGHT_1_DESC","车速较快，越野能力强，使其成为良好的侦察用车。但车上空间不大，无法装载太多专家或货物。"
"#CAR_TYPE_MEDIUM_1","皮卡"
"#CAR_TYPE_MEDIUM_1_DESC","速度、防护和运输能力均衡。"
"#CAR_TYPE_HEAVY_1","卡车"
"#CAR_TYPE_HEAVY_1_DESC","车速慢，但防御力强。可装载大型专家团队。开着这辆野兽踏上战场，土匪根本无机可乘。"
"#CAR_TYPE_BANDIT_1","肌肉车"
"#CAR_TYPE_BANDIT_1_DESC","土匪喜欢驾驶肌肉车炫耀。声浪澎湃，车速较快，不过其实用性在大灾变后的世界并不突出。"
"#SPECIALIST_TEAM_ALPHA","Alpha"
"#SPECIALIST_TEAM_BRAVO","Bravo"
"#SPECIALIST_TEAM_CHARLIE","Charlie"
"#SPECIALIST_TEAM_DELTA","Delta"
"#SPECIALIST_TEAM_ECHO","Echo"
"#SPECIALIST_TEAM_FOXTROT","Foxtrot"
"#SPECIALIST_TEAM_GOLF","Golf"
"#SPECIALIST_TEAM_HOTEL","Hotel"
"#SPECIALIST_TEAM_INDIA","India"
"#SPECIALIST_TEAM_JULIET","Juliet"
"#SPECIALIST_TEAM_KILO","Kilo"
"#SPECIALIST_TEAM_LIMA","Lima"
"#SPECIALIST_TEAM_MIKE","Mike"
"#SPECIALIST_TEAM_NOVEMBER","November"
"#SPECIALIST_TEAM_OSCAR","Oscar"
"#SPECIALIST_TEAM_PAPA","Papa"
"#SPECIALIST_TEAM_QUEBEC","Quebec"
"#SPECIALIST_TEAM_ROMEO","Romeo"
"#SPECIALIST_TEAM_SIERRA","Sierra"
"#SPECIALIST_TEAM_TANGO","Tango"
"#NOTIFICATION_SPECIALIST_TEAM_DESTROYED","专家团队已被消灭"
"#NOTIFICATION_SPECIALIST_TEAM_DESTROYED_DESC","你的一个团队已被消灭"
"#NOTIFICATION_SPECIALIST_TEAM_WAITING_ORDERS","专家团队待命中"
"#NOTIFICATION_SPECIALIST_TEAM_READY","专家团队已就绪"
"#NOTIFICATION_SPECIALIST_TEAM_RECOVERED","专家团队已完全恢复"
"#NOTIFICATION_SPECIALIST_TEAM_ASSEMBLED","专家团队已集结"
"#NOTIFICATION_SPECIALIST_TEAM_IS_RECOVERING","专家团队恢复中"
"#NOTIFICATION_SPECIALIST_TEAM_IS_RECOVERING_DESC","其中一个团队需要时间恢复"
"#TOPIC_SUMMARY_AVERAGE_CONSUMPTION","平均消耗量"
"#TOPIC_SUMMARY_AVERAGE_PRODUCTION","平均产量"
"#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","日常产量"
"#TOPIC_SUMMARY_PER_DAY","{0}/天"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","建造一个{0}"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} 位居民身患严重变异"
"#RESOURCE_RESEARCH","科学点数"
"#RESOURCE_FLAX","亚麻"
"#DESC_FOOD_FLAX","种植亚麻是为了获取布料而非食物，从而为聚居地提供稳定的制衣材料来源。出产布料但不出产食物。\n\n需要在温室里种植。\n\n生长速度：中\n产量：中\n适应能力：中\n精力投入：中\n\n注意：不可食用"
"#BUTTON_EXPAND_CHART","展开图表"
"#RESOURCE_SEED","种子"
"#TOPIC_TRADE_IMPORT","进口"
"#TOPIC_TRADE_QUANTITY","数量"
"#TOPIC_TRADE_DEALS_EXPIRE","交易到期日："
"#TOPIC_TRADE_ACTIVE_ROUTES","可用的贸易路线"
"#TOPIC_TRADE_POPUP_CONFIRM_TITLE","确认交易"
"#TOPIC_TRADE_POPUP_CONFIRM_MESSAGE","确定要开始交易吗"
"#TOPIC_TRADE_POPUP_CANCEL_TITLE","取消交易"
"#TOPIC_TRADE_POPUP_CANCEL_MESSAGE","确定要取消交易吗"
"#TOPIC_TRADE_INSTRUCTIONS","在世界地图上发现社团，接受交易。还需要贸易中心来管理交易。"
"#BUTTON_TRADE","贸易"
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}h"
"#SAVE_FAILED_MESSAGE","抱歉，出现了一个问题，无法保存游戏。请提交错误报告并重启。"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_PLASTIC","建造塑料提取机提取资源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","建造金属提取机提取资源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","建造混凝土块提取机提取资源"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","接近地下堆积物"
"#TOPIC_TOTAL","总计"
"#INFO_BUILD_MORE_TRADE_CENTERS_TO_TRADE","建造更多贸易中心接受交易"
"#INFO_TRADE_MENU_ASSIGN_WORKERS","贸易中心缺少工人。指派居民到贸易中心工作以接受交易。"
"#INFO_TRADE_MENU_GENERAL_ERROR_TRADE_CENTER","确保你有足够的贸易中心，且其中有足够的工人，才能接受交易。"
"#NOTIFICATION_TRADE_COMPLETE","商队已到达"
"#NOTIFICATION_TRADE_COMPLETE_DESC","新资源已卸入大门附近"
"#NOTIFICATION_TRADE_COMPLETE_MANY","商队已到达"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC","新资源已卸入大门附近"
"#TOPIC_TRADE_COMPLETED","交易完成"
"#TOPIC_TRADE_CONFIRMED","交易确认"
"#RESOURCE_VEGETABLE_DESC","蔬菜包括浆果、根菜类、谷物类以及可供人食用的多种坚果。"
"#RESOURCE_MEAT_DESC","肉包括野味和鱼等食物。"
"#RESOURCE_INSECT_DESC","昆虫（如面包虫和蟋蟀）是新的蛋白质有效来源。"
"#RESOURCE_MEAL_DESC","比起生食，餐食更能填饱肚子，也更可口，根据食材的不同，也能有多种形式。"
"#TOPIC_SUMMARY_CHARTS","图表"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE","新的交易已开启"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_DESC","打开交易菜单，开始商谈"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY","新的交易已开启"
"#NOTIFICATION_TRADE_OFFERS_AVAILABLE_MANY_DESC","打开交易菜单，开始商谈"
"#INFO_ROTATE_BUILDING","旋转建筑"
"#RESOURCE_CURRENCY_COINS","硬币"
"#RESOURCE_CURRENCY_GOLD","金"
"#RESOURCE_CURRENCY_BOLT","螺栓"
"#RESOURCE_CURRENCY_SHELL","贝壳"
"#INFO_TRADE_MENU_ALREADY_TRADING","你已经在与该社团交易。"
"#TOPIC_TRADE_COST","费用"
"#TOPIC_TRADE_PRICE","价格"
"#TOPIC_CURRENCY","汇率"
"#TOPIC_GATE_STORAGE_FULL","大门仓库已满"
"#TOPIC_GAME_STATISTICS_GRAPHS","图形"
"#GAME_STATISTICS_GRAPHS","图形"
"#TOPIC_GRAPHS_AXIS_QUANTITY","数量"
"#TOPIC_GAME_STATISTICS_COLONISTS","居民"
"#TOPIC_HARVESTABLE_CROPS","可收获作物"
"#RESOURCE_SUNFLOWER","向日葵"
"#DESC_FOOD_SUNFLOWER","种植这些向日葵是为了利用其能源价值而非食用价值。收获后的种子可以制作成燃油，经过炼油厂处理后，可用作燃料。\n\n生长速度：中\n产量：中\n适应能力：中\n精力投入：中\n\n备注：不可食用"
"#RESOURCE_SUNFLOWER_DESC","种植这种向日葵变种是为了利用其能源价值而非食用价值。收获后的种子可以制作成燃油，经过炼油厂处理后，可为车辆行驶提供动力。"
"#RESOURCE_FLAX_SEED","种子：亚麻"
"#RESOURCE_SUNFLOWER_SEED","种子：向日葵"
"#RESOURCE_OIL","燃油"
"#RESOURCE_OIL_DESC","燃油是制造生物燃料以及保持聚居地平滑运作的重要组成部分。可被交易、搜寻或由向日葵作物制作。\n\n重量：轻"
"#TOPIC_TRADE_OFFER","帮助"
"#TOPIC_TRADE_DELIVERIES","运送"
"#TOPIC_TRADE_MAX_ITEMS","最多物品/一次运送"
"#TOPIC_TRADE_DEADLINE","最后期限"
"#TOPIC_TRADE_OFFERS","社团供应"
"#TOPIC_TRADE_REQUESTS","社团需求"
"#TOPIC_BREAKING","今日热点"
"#POPUP_REVIEW_TITLE","评价"
"#POPUP_REVIEW_MESSAGE","您喜欢这款游戏吗？请帮我们打分！"
"#STATUS_NEED_MORE_REPUTATION","需要更多声誉"
"#TOPIC_TRADE_MISSING_REPUTATION","声誉不足，无法进行交易"
"#STATUS_FAILED","失败"
"#STATUS_COMPLETED","完成"
"#TOPIC_TRADE_BUY","需求"
"#TOPIC_TRADE_SELL","供应"
"#STATUS_DEADLINE_CLOSE","最后期限临近"
"#STATUS_PAUSED","已暂停"
"#TOPIC_TRADE_EXPORTS","出口供应："
"#TOPIC_TRADE_IMPORTS","进口供应："
"#TRADE_STATUS_FAIL_PENDING","失败的运送 {0}/{1}"
"#STATUS_REPUTATION_SUFFERS","声誉受损"
"#TRADE_STATUS_GOOD","计划中的运送。"
"#INFO_YOU_CAN_MISS_DELIVERIES","你仅可以有 {0} 次运送失败。"
"#INFO_YOU_CANT_MISS_MORE_DELIVERIES","你不能再运送失败了。"
"#RESOURCE_RESPECT","尊重"
"#TOPIC_FAVOR","帮助"
"#TOPIC_IMPORT_REQUEST","需求"
"#TOPIC_EXPORT_OFFER","供应"
"#TOPIC_IMPORT","进口"
"#TOPIC_EXPORT","出口"
"#TOPIC_FAVOR_PENALTY","惩罚："
"#TOPIC_FAVOR_BONUS","额外的："
"#TOPIC_CANCEL_TRADE","取消交易"
"#TOPIC_CANCEL_FAVOR","取消帮助"
"#TOPIC_AGREE","同意"
"#TOPIC_TRADE_MENU_REQUESTS","需求："
"#TOPIC_TRADE_MENU_OFFERS","供应："
"#NOTIFICATION_TRADE_FAILED","交易失败"
"#NOTIFICATION_TRADE_FAILED_DESC","你的声誉减少了。"
"#NOTIFICATION_TRADE_FAILED_SOCIETY","交易因{0}失败"
"#NOTIFICATION_TRADE_FAILED_SOCIETY_DESC","声誉减少 {0}"
"#TOPIC_TIME_TO_COMPLETE","完成时间"
"#STATUS_PENALTY_COMING","你无法完成承诺，因此声誉降低。"
"#STATUS_LACK_RESOURCES","你现在缺少完成这个帮助的所需资源。"
"#TOPIC_TO_DATE","目前为止"
"#NOTIFICATION_TRADE_FAVORS_AVAILABLE","社群正在寻求帮助。"
"#NOTIFICATION_TRADE_FAVORS_AVAILABLE_DESC","打开交易菜单，查看对方想要什么。"
"#TOPIC_TRADE_NOT_ENOUGH_REPUTATION","声誉不足，无法接受交易"
"#TOPIC_TRADE_FAVORS_EXPIRE","帮助到期日："
"#TOPIC_ACTIVE_FAVORS","可用帮助"
"#STATUS_TRADE_RECEIVED_BONUS","奖励 {0} 声誉"
"#STATUS_TRADE_RECEIVED_PENALTY","惩罚 {0} 声誉"
"#STATUS_TRADE_FAVOR_COMPLETE","帮助完成"
"#STATUS_TRADE_FAVOR_FAILED","帮助失败"
"#STATUS_TRADE_COULD_NOT_DELIVER_IN_TIME","你无法按时运送需求的资源。"
"#STATUS_TRADE_DELIVERED_IN_TIME","所有物品按时送达。"
"#STATUS_TRADE_DELIVERED_AHEAD_OF_TIME","所有物品超前送达！"
"#INFO_TRADE_INCREASE_REPUTATION_TO_REQUEST","增加你的声誉以需求帮助。"
"#STATUS_REPUTATION_LOW","你的声誉低"
"#STATUS_REPUTATION_VERY_LOW","你的声誉非常低"
"#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"
"#DEPOSIT_PLANK_LARGE","毁坏的木屋"
"#DESC_DEPOSIT_PLANK_LARGE","一间旧木屋的残骸，有许多木材待人搜寻。\n\n可用储备区或专家搜寻。"
"#NOTIFICATION_RESEARCH_COMPLETE","{0}完成"
"#NOTIFICATION_RESEARCH_COMPLETE_DESC","{0}研究完成"
"#TOPIC_RESEARCH_TIME","研究时间"
"#TOPIC_TIME","时间"
"#BUTTON_DIPLOMACY","外交"
"#RESOURCE_CURRENCY_DESC","旧世界的银币，用于贸易"
"#TOPIC_VALUE","物品价值"
"#TOPIC_EXCHANGE_BALANCE","净产量"
"#RESOURCE_RESEARCH_DESC","积累知识，用于解锁科技树中的新科技。"
"#TOPIC_SAVE_BLOCKED_GENERIC","存档关闭"
"#TOPIC_SAVE_BLOCKED_COMBAT","战斗期间，存档关闭（请先击败敌人）"
"#TITLE_COMBAT_RESULT_VICTORY","胜利！"
"#TITLE_COMBAT_RESULT_VICTORY_DESC","聚居地战胜了敌人！"
"#TITLE_COMBAT_RESULT_DEFEAT","失败！"
"#TITLE_COMBAT_RESULT_DEFEAT_DESC","是时候埋葬死者、治疗伤者并重建失去的一切了。"
"#TITLE_COMBAT_RESULT_OVER","战斗结束"
"#TITLE_COMBAT_RESULT_OVER_DESC","战斗平息，双方人员纷纷撤退，以便清点死者、治疗伤者。"
"#COMBAT_EVENT_REFUSE_DEFAULT","没门！"
"#COMBAT_EVENT_ACCEPT_DEFAULT","好，行"
"#COMBAT_EVENT_WAIT_DEFAULT","等等"
"#RESOURCE_CURRENCY","汇率"
"#TOPIC_GATE_UNDER_ATTACK","大门遭到攻击！"
"#TOPIC_COLONY_UNDER_ATTACK","聚居地遭到攻击！"
"#TOOLTIP_ANIMAL_BIG_RATBEETLE","大型鼠甲虫"
"#TOOLTIP_ANIMAL_BIG_RATBEETLE_CONTENT","巨大而贪婪的昆虫"
"#TOOLTIP_ANIMAL_RATBEETLE","鼠甲虫"
"#TOOLTIP_ANIMAL_RATBEETLE_CONTENT","又大又贪婪的甲虫"
"#TOOLTIP_ANIMAL_SANDWORM","沙虫"
"#TOOLTIP_ANIMAL_SANDWORM_CONTENT","钻入地下的巨型变异蜈蚣，会攻击它的猎物。"
"#NOTIFICATION_ONGOING_RESEARCH","研究{0}"
"#NOTIFICATION_COMBAT_RATS","饥肠辘辘的凶恶老鼠"
"#NOTIFICATION_COMBAT_RATS_DESC","它们饥不择食"
"#NOTIFICATION_COMBAT_BOARS","大量愤怒的野猪"
"#NOTIFICATION_COMBAT_BOARS_DESC","它们正在朝聚居地冲来！"
"#NOTIFICATION_COMBAT_BEARS","发疯的棕熊"
"#NOTIFICATION_COMBAT_BEARS_DESC","一大群恶熊正在靠近！"
"#NOTIFICATION_COMBAT_RATBEETLES","一群鼠甲虫"
"#NOTIFICATION_COMBAT_RATBEETLES_DESC","大型变异虫子来袭！"
"#NOTIFICATION_COMBAT_SANDWORMS","沙虫警报"
"#NOTIFICATION_COMBAT_SANDWORMS_DESC","大规模地下威胁逼近！"
"#NOTIFICATION_COMBAT_DEADRATS","死老鼠群来袭"
"#NOTIFICATION_COMBAT_DEADRATS_DESC","做好防御准备！"
"#NOTIFICATION_COMBAT_RIPPERS","开膛手发现了你的聚居地"
"#NOTIFICATION_COMBAT_RIPPERS_DESC","土匪即将发起攻击！"
"#NOTIFICATION_COMBAT_WOLFGANG","狼群在四处觅食"
"#NOTIFICATION_COMBAT_WOLFGANG_DESC","保护聚居地！"
"#NOTIFICATION_COMBAT_NOMADS","边境游民来袭"
"#NOTIFICATION_COMBAT_NOMADS_DESC","保护聚居地！"
"#NOTIFICATION_COMBAT_DOOMSDAY","末日民兵入侵"
"#NOTIFICATION_COMBAT_DOOMSDAY_DESC","大型敌对部队来袭！"
"#NOTIFICATION_COMBAT_TRIBUNAL","裁决武装来袭"
"#NOTIFICATION_COMBAT_TRIBUNAL_DESC","狂热分子来袭，做好防御准备！"
"#TITLE_COMBAT_BREACHED","大门被攻破！"
"#TITLE_COMBAT_BREACHED_DESC","你的防御工事已被攻破，竭尽所能保护聚居地及其居民！"
"#TOPIC_TRADE_DEAL_SUPRLUS","过剩"
"#TOPIC_TRADE_DEAL_NEEDED","缺乏"
"#NOTIFICATION_DEATH_COMBAT","{0}在战斗中被击杀"
"#TOPIC_CONFIRM_TRADE","确认交易"
"#TOPIC_SELL","卖出资源"
"#TOPIC_BUY","购买资源"
"#TOPIC_SPECIAL_DEAL","特别的交易"
"#NOTIFICATION_COMBAT_WILDLIFE","野兽暴走"
"#NOTIFICATION_COMBAT_WILDLIFE_DESC","凶猛的动物正在接近聚居地"
"#NOTIFICATION_COMBAT_UNDER_ATTACK","居民遭到攻击！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_DESC","尽一切可能帮助他们"
"#TOOLTIP_TRADE_CATEGORY_ALL","所有"
"#TOOLTIP_TRADE_CATEGORY_ALL_CONTENT","所有可交易资源和物品"
"#TOOLTIP_TRADE_CATEGORY_FOOD","食物"
"#TOOLTIP_TRADE_CATEGORY_FOOD_CONTENT","可食用生食和饭菜"
"#TOOLTIP_TRADE_CATEGORY_SEEDS","种子和卵"
"#TOOLTIP_TRADE_CATEGORY_SEEDS_CONTENT","作物种子和虫卵"
"#TOOLTIP_TRADE_CATEGORY_LOW_END","基本资源"
"#TOOLTIP_TRADE_CATEGORY_LOW_END_CONTENT","低端材料和资源"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END","高级资源"
"#TOOLTIP_TRADE_CATEGORY_HIGH_END_CONTENT","加工过的高端资源，具有很高的价值"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS","消耗品"
"#TOOLTIP_TRADE_CATEGORY_COLONISTS_CONTENT","供居民使用的资源"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS","探索"
"#TOOLTIP_TRADE_CATEGORY_SPECIALISTS_CONTENT","专家用资源和装备"
"#TOOLTIP_TRADE_CATEGORY_OTHER","其他"
"#TOOLTIP_TRADE_CATEGORY_OTHER_CONTENT","其他资源和材料"
"#TOPIC_ALREADY_TRADING","已在交易中"
"#RESOURCE_TOILET_PAPER","厕纸"
"#TOPIC_TRADE_ONGOING","贸易（进行中）"
"#TOPIC_NOT_ENOUGH_COINS","{0}不足"
"#TOOLTIP_COLONY_VIEW","聚居地视角"
"#TOPIC_GATE_HEALTH","大门"
"#TOPIC_RAIDERS_HEALTH","突袭者"
"#TOPIC_COLONY_COMBAT","聚居地战斗"
"#TOPIC_COMBAT_COUNT","战斗"
"#TOPIC_COMBATS_WON","战斗获胜"
"#TOPIC_KILLED_ENEMIES","击杀敌人"
"#TOPIC_LOST_COLONISTS","阵亡居民"
"#TOPIC_LOST_SPECIALISTS","阵亡专家"
"#TOPIC_LOST_BUILDINGS","破坏建筑"
"#NOTIFICATION_COLONY_COMBAT","聚居地中有敌人！"
"#NOTIFICATION_COLONY_COMBAT_DESC","保护你的居民！"
"#RESOURCE_GUARD_RIFLE","猎枪"
"#RESOURCE_GUARD_RIFLE_DESC","粗糙但高效的基础枪械，守卫可用它保护聚居地。易于损坏。\n\n重量：中"
"#NOTIFICATION_PERSON_HOSTILE","居民{0}转化为敌对状态！"
"#NOTIFICATION_PERSON_HOSTILE_MANY","{0}居民转化为敌对状态！"
"#ANIMAL_KODIAK_KILLER","杀人棕熊"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY","居民正在承受伤害！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_MANY_DESC","多名居民处于危险之中"
"#ITEM_WEAPON_EMPTY","弓弩"
"#ITEM_WEAPON_EMPTY_DESC","粗糙的弓弩，伤害较低。所有守卫的默认武器。"
"#ITEM_WEAPON_1","猎枪"
"#ITEM_WEAPON_1_DESC","简单的猎枪，伤害中等，射速慢。"
"#TOOLTIP_ASSIGN_COLONIST","指派居民"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","指派居民进入建筑工作。"
"#DEATH_COMBAT","战斗"
"#DEATH_BY_BANDIT","被土匪杀害"
"#DEATH_BY_WILD_BEAST","被野兽残杀"
"#DEATH_DEFINED_ENEMY","被{0}杀害"
"#TOOLTIP_RENAME_SPECIALIST","重命名专家"
"#TOOLTIP_RENAME_SPECIALIST_CONTENT","可在此重命名专家。"
"#TOOLTIP_RENAME_COLONIST","重命名居民"
"#TOOLTIP_RENAME_COLONIST_CONTENT","可在此重命名居民。"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK","专家遭到攻击！"
"#NOTIFICATION_COMBAT_SPECIALIST_UNDER_ATTACK_DESC","专家正在战斗"
"#NOTIFICATION_PERSON_MALNOURISHED_DESC","利用肉类和蔬菜制作更有营养的食物"
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","你的居民急需更有营养的食物！"
"#TOOLTIP_GIVE_FEEDBACK","报告错误"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","提供反馈或报告错误。"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","建筑遭到攻击！"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0}遭到攻击"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者"
"#ITEM_WEAPONS_2","霰弹枪"
"#ITEM_WEAPONS_2_DESC","基础的散弹枪，伤害中等，射速慢。"
"#RESOURCE_CLOTH_3","高级衣物"
"#RESOURCE_CLOTH_3_DESC","居民物品。\n\n耐用的隔离服，提供高级的辐射和自然环境防护。\n\n重量：重"
"#RESOURCE_TOOLS_3","高级工具"
"#RESOURCE_TOOLS_3_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提升工作效率。非常有效和耐用。\n\n重量：重"
"#RESOURCE_GUARD_PISTOL","手枪"
"#RESOURCE_GUARD_PISTOL_DESC","简单的手枪，守卫可用它保护聚居地。易于损坏。"
"#RESOURCE_GUARD_SHOTGUN","霰弹枪"
"#RESOURCE_GUARD_SHOTGUN_DESC","守卫的有效武器。易于损坏。"
"#RESOURCE_GUARD_AR","自动步枪"
"#RESOURCE_GUARD_AR_DESC","能提供高级火力防护的先进步枪。易于损坏。"
"#RESOURCE_RARE","稀有金属"
"#RESOURCE_RARE_DESC","用于生产高级部件和电子产品的材料，很有价值但是很难找到。\n\n重量：重"
"#BUILDING_CONSUMPTION","建筑消耗"
"#DISTRIBUTION_STORAGE","建筑储备"
"#RECIPE_TOOLS_1_NAME","基础工具"
"#RECIPE_TOOLS_1_DESC","居民物品。\n\n用于挖掘、切割的工具，能够提升工作效率。\n\n效率：普通\n\n耐久度：普通\n\n重量：轻"
"#RECIPE_TOOLS_2_NAME","耐用工具"
"#RECIPE_TOOLS_2_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提升工作效率。\n\n效率：普通\n\n耐久度：高\n\n重量：中"
"#RECIPE_CLOTH_1_NAME","基本衣物"
"#RECIPE_CLOTH_1_DESC","居民物品。\n\n多层衣物，能够提供少量保护，抵御不利的自然环境、防止体温过低和防辐射。\n\n防护等级：低\n\n耐久度：低\n\n重量：轻"
"#RECIPE_CLOTH_2_NAME","结实衣物"
"#RECIPE_CLOTH_2_DESC","居民物品。\n\n一套改良衣物，耐久度更高，防护严寒和辐射的能力更强。\n\n防护等级：普通\n\n耐久度：普通\n\n重量：中"
"#RECIPE_WEAPON_1_NAME","猎枪"
"#RECIPE_WEAPON_1_DESC","守卫物品。\n\n简单的猎枪，伤害中等，射速慢。易于损坏。\n\n伤害：低\n\n耐久度：普通"
"#RECIPE_WEAPON_2_NAME","霰弹枪"
"#RECIPE_WEAPON_2_DESC","守卫物品。\n\n一把可靠的霰弹枪，用于保护聚居地，高伤害低射速。易于损坏。\n\n伤害：中等\n\n耐久度：普通"
"#ITEM_WEAPON_2","霰弹枪"
"#ITEM_WEAPON_2_DESC","一把可靠的霰弹枪，伤害高，射速低。"
"#RESOURCE_GUARD_RIFLE_2","霰弹枪"
"#RESOURCE_GUARD_RIFLE_2_DESC","一把可靠的霰弹枪，可用于保护聚居地。伤害高，射速低，易于损坏。\n\n重量：中"
"#TOPIC_ERA_GATE_BUILT","走进新世界"
"#CONTENT_ERA_GATE_BUILT","恭喜，你已经重建了大门，并可以访问<mark>世界地图</mark>！\n\n现在周围广阔的土地等待着你的<mark>专家</mark>去探索。有人注意到了这一进展，很快你的聚居地就会开始吸引更多的人——这其中既有好人，也有走投无路的人，偶尔也会有骗子，也会有希望你万劫不复的人。\n\n用守卫来加固大门防御或者在大门附近留一些专家，在遭遇不可避免的<mark>袭击</mark>时保护自己。"
"#DRINKING_STORAGE","饮水储备"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RARE","建造磁力分离器来提取稀有金属。"
"#DEPOSIT_RICHNESS_LOW","丰度：低"
"#DEPOSIT_RICHNESS_MEDIUM","丰度：中"
"#DEPOSIT_RICHNESS_HIGH","丰度：高"
"#DEPOSIT_RICHNESS","丰度{0}"
"#TOOLTIP_POLLUTION_MAP","污染地图"
"#TOPIC_SELECT_BLUEPRINT","选择蓝图"
"#TOPIC_SELECT_BLUEPRINT_TITLE","选择蓝图"
"#TOOLTIP_SEND_TO_WM_NO_GATE","需要大门"
"#TOOLTIP_SEND_TO_WM_NO_GATE_CONTENT","建造大门来将专家送往世界地图"
"#RECIPE_TOOLS_3_NAME","高级工具"
"#RECIPE_TOOLS_3_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提升工作效率。\n\n效率：高\n\n耐久度：高\n\n重量：重"
"#RECIPE_CLOTH_3_NAME","防护衣物"
"#RECIPE_CLOTH_3_DESC","居民物品。\n\n一套适当绝缘的衣物，提供高级防护，抵御寒冷和辐射。\n\n防护等级：高\n\n耐久度：普通\n\n重量：重"
"#RECIPE_WEAPON_3_NAME","自动步枪"
"#RECIPE_WEAPON_3_DESC","守卫物品。\n\n能提供高级火力防护的先进步枪。易于损坏。\n\n伤害：高\n\n耐久度：普通"
"#NOTIFICATION_BUILDING_POLLUTED","{0}受到污染"
"#NOTIFICATION_BUILDING_POLLUTED_DESC","命令你的居民去清除建筑污染"
"#NOTIFICATION_BUILDING_POLLUTED_MANY","{0}座建筑受到污染"
"#NOTIFICATION_BUILDING_POLLUTED_MANY_DESC","清除建筑污染来使其运作。"
"#BUILDING_STATUS_POLLUTED","建筑受到污染，必须有人来清除"
"#POLLUTION_LEVEL_X","污染等级{0}"
"#POLLUTION_LEVEL_1","1级污染"
"#POLLUTION_LEVEL_2","2级污染"
"#POLLUTION_LEVEL_3","3级污染"
"#POLLUTION_LEVEL_4","4级污染"
"#TOPIC_LOW","低"
"#TOPIC_HIGH","高"
"#TOPIC_LETHAL","致死"
"#ANIMAL_NONE_NAME","无"
"#ANIMAL_NONE_DESC","未选择动物。\n\n从下方挑选一种动物。"
"#ANIMAL_CHICKEN_NAME","鸡"
"#ANIMAL_CHICKEN_DESC","普通鸡群，繁殖速度较快，可以很快填满农场。\n\n体型：小\n繁殖速度：快\n肉：25/只\n耗水量：1/只\n副产品：鸡蛋"
"#ANIMAL_SHEEP_NAME","羊"
"#ANIMAL_SHEEP_DESC","羊不但可以产出肉，还能产出可制成布料的羊毛。\n\n体型：中\n繁殖速度：正常\n肉：40/只\n耗水量：2/只\n副产品：布料"
"#ANIMAL_COW_NAME","牛"
"#ANIMAL_COW_DESC","母牛和公牛统称为家牛。牛生长缓慢，最终会成为体型庞大、性格温顺的牲畜。\n\n体型：大\n繁殖速度：慢\n肉：80/头\n耗水量：3/头\n副产品：牛奶"
"#FLARE_DESC","受专家发射的信号弹吸引，团队的剩余人马终于抵达了已收拾妥当的营地。尽管未来一片坎坷，但大家现在就应该开始重建，将这片危机四伏的土地改造为家园！"
"#RESOURCE_MILK","牛奶"
"#DESC_FOOD_MILK","在农场中养牛产出的副产品。\n污染：中"
"#TOPIC_NOTIFICATIONS","按键提示"
"#TOPIC_DISMISS","关闭"
"#TOPIC_OPEN_HELP_PAGE","阅读更多"
"#NOTIFICATION_SPECIALIST_DIED","你的专家已逝世！"
"#DEPOSIT_CARCASS_RAT","老鼠尸体"
"#DESC_DEPOSIT_CARCASS_RAT","巨型老鼠的新鲜尸体，还有些肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE","小型鼠甲虫尸体"
"#DESC_DEPOSIT_CARCASS_RATBEETLE","鼠甲虫的新鲜尸体，还有些肉可以回收利用。"
"#DEPOSIT_CARCASS_DEER","鹿尸体"
"#DESC_DEPOSIT_CARCASS_DEER","鹿的新鲜尸体，还有许多优质肉可以回收利用。"
"#DEPOSIT_CARCASS_BOAR","野猪尸体"
"#DESC_DEPOSIT_CARCASS_BOAR","野猪的新鲜尸体，还有许多优质肉可以回收利用。"
"#DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲虫尸体"
"#DESC_DEPOSIT_CARCASS_RATBEETLE_MED","大型鼠甲虫的新鲜尸体，还有许多肉可以回收利用。"
"#DEPOSIT_CARCASS_KODIAK","熊的尸体"
"#DESC_DEPOSIT_CARCASS_KODIAK","一只大熊的新鲜尸体，还有许多肉可以回收利用。"
"#DEPOSIT_CARCASS_SANDWORM","沙虫尸体"
"#DESC_DEPOSIT_CARCASS_SANDWORM","巨型沙虫的新鲜尸体，还有大量肉可以回收利用。"
"#ANIMAL_PIG_NAME","Pig"
"#ANIMAL_PIG_DESC","独具慧眼的居民通过驯养野猪获取了大量的可食肉类。\n\n体型：中\n繁殖速度：慢\n肉：50/只\n耗水量：2/只\n副产品：无"
"#FLARE_TITLE","居民到达"
"#GAME_OVER_TITLE","聚居地倒下了"
"#GAME_OVER_DESC","居民在这个充满敌意的世界里看不到未来。尽管你尽了最大的努力，聚居地还是倒下了。随着时间流逝，它将为世人所遗忘。\n\n我们必须再次振作起来，在别处重建往日欣欣向荣的家园。"
"#BUILDING_BLOCKED_REQUIRES_CAMPSITE","建造营地以解锁"
"#BUILDING_BLOCKED_REQUIRES_COLONISTS","通过营地邀请居民以解锁"
"#BUILDING_BLOCKED_ALREADY_BUILT","你已经拥有此建筑"
"#TOPIC_WORK_AREA_HOSTILE_ANIMAL","{0}敌对动物"
"#TOPIC_WORK_AREA_HOSTILE_BANDIT","{0}敌对土匪"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK_MANY","建筑遭到攻击！"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_MANY_DESC","部分建筑正遭到攻击"
"#RESOURCE_EGG_DESC","优良的蛋白质来源。农场中母鸡下的蛋可供居民食用。\n污染：低"
"#RESOURCE_MILK_DESC","奶牛所产牛奶富含脂肪和营养物质，可增强牛犊和人类的体质。\n污染：中"
"#TOOLTIP_BANDIT_DEAD_RAT","死老鼠土匪"
"#TOOLTIP_BANDIT_DEAD_RAT_CONTENT","一群亡命恶棍，装备粗劣。"
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA","末日民兵土匪"
"#TOOLTIP_BANDIT_DOOMSDAY_MILITIA_CONTENT","其装备精良、组织有序。具有极高的危险性。"
"#TOOLTIP_BANDIT_FRONTIER_NOMAD","边境游民土匪"
"#TOOLTIP_BANDIT_FRONTIER_NOMAD_CONTENT","一群四处游荡的悍匪，装备精良。"
"#TOOLTIP_BANDIT_RIPPER","开膛手土匪"
"#TOOLTIP_BANDIT_RIPPER_CONTENT","擅长拆除建筑。"
"#TOOLTIP_BANDIT_TRIBUNAL","裁决土匪"
"#TOOLTIP_BANDIT_TRIBUNAL_CONTENT","装备精良的狂热分子，具有极高的危险性。"
"#TOOLTIP_BANDIT_WOLF_GANG","狼群土匪"
"#TOOLTIP_BANDIT_WOLF_GANG_CONTENT","卑鄙的伏击者，配有远程武器。"
"#TOPIC_WORK_AREA_UNEXPLORED","无法放置工作区"
"#TOPIC_ELDERS","老人"
"#RESOURCE_PRIMEMEAT","主要肉食"
"#DESC_FOOD_PRIMEMEAT","从聚居地内圈养牲畜身上获取的优质肉食，较野味而言污染更少。\n\n营养：高\n污染：中"
"#RESOURCE_PRIMEMEAT_DESC","从聚居地内圈养牲畜身上获取的优质肉食，较野味而言污染更少。\n\n营养：高\n污染：中"
"#EVENT_WAIT","继续准备"
"#NOTIFICATION_PERSON_GREW_ELDER","{0}现在年事已高"
"#NOTIFICATION_PERSON_GREW_ELDER_MANY","{0}名居民现在年事已高"
"#NOTIFICATION_PERSON_GREW_ELDER_DESC","且命不久矣"
"#OVERLAY_POLLUTION_HIGH","重度污染"
"#OVERLAY_POLLUTION_NORMAL","中度污染"
"#OVERLAY_POLLUTION_LOW","轻度污染"
"#OVERLAY_POLLUTION_NONE","无污染"
"#OVERLAY_FERTILITY_MAP","土壤肥力图"
"#OVERLAY_ENERGY_MAP","能源地图"
"#OVERLAY_WATER_MAP","水资源分布图"
"#OVERLAY_BLOCKED","已封锁"
"#OVERLAY_NOT_COVERED","未覆盖"
"#OVERLAY_COVERED","覆盖区域"
"#OVERLAY_RUINED","已损毁"
"#OVERLAY_BUILDING_MAP","建筑分布图"
"#OVERLAY_TEMPERATURE_MAP","温度分布图"
"#OVERLAY_WARM","温暖"
"#OVERLAY_COLD","冷"
"#OVERLAY_FREEZING","极寒"
"#OVERLAY_COLONIST_MAP","居民分布图"
"#OVERLAY_CORPSE","死亡"
"#OVERLAY_BUILDING_HEALTH_MAP","建筑耐久度示意图"
"#OVERLAY_DEPOSIT","堆积物分布图"
"#TOOLTIP_HOSTILE","敌对居民"
"#TOOLTIP_HOSTILE_CONTENT","正在攻击其他居民和建筑！"
"#TOOLTIP_ANSWER_TO_FEEDBACK_QUESTIONS","打开反馈查询"
"#ITEM_WEAPON_EMPTY_SHORT_DESC","伤害：低"
"#ITEM_WEAPON_1_SHORT_DESC","伤害：中"
"#ITEM_WEAPON_2_SHORT_DESC","伤害：高"
"#ITEM_TOOLS_EMPTY_SHORT_DESC","效率：{0}%"
"#ITEM_TOOLS_EFFECT_SHORT_DESC","效率：{0}%"
"#ITEM_CLOTHES_EMPTY_SHORT_DESC","无防护"
"#ITEM_CLOTHES_EFFECT_SHORT_DESC","防护：{0}%"
"#TOPIC_SHELTER","庇护所"
"#TOOLTIP_FIND_A_SPOT_FOR_COLONY","找个好位置作营地"
"#TOOLTIP_PREPARE_COLONY_FOR_COLONISTS","筹备聚居地，迎接第一批居民"
"#TOOLTIP_SPECIALIST_LOW_ON_HEALTH","伤势恢复中"
"#TOOLTIP_SPECIALIST_IDLE","帮忙打理聚居地或探索世界地图"
"#TOOLTIP_OVERLAY_WATER","水"
"#TOOLTIP_OVERLAY_ENERGY","能源"
"#TOOLTIP_OVERLAY_POLLUTION","污染"
"#TOOLTIP_OVERLAY_RESOURCES","资源"
"#TOOLTIP_OVERLAY_BUILDINGS","建筑"
"#TOOLTIP_OVERLAY_FERTILITY","土壤肥力"
"#TOOLTIP_OVERLAY_NONE","无"
"#TOOLTIP_OVERLAY_LIVING_ENTITIES","生物"
"#TOOLTIP_OVERLAY_MAIN_BUTTON","覆盖"
"#TOOLTIP_OVERLAY_BUILDING_HEALTH","建筑耐久度"
"#FLARE_FORCED_DESC","第一批居民来到了大门前！当时他们就要弹尽粮绝，但一直都没有收到信号，他们不能坐以待毙，于是便漫无目的地在危机四伏的荒地上流浪，最后终于找到了来聚居地的路。如今他们摆脱了恶劣的环境和四处游荡的土匪，所有人都更有安全感了。"
"#STATUS_BROKEN_VEHICLE","需要修理车辆，提高其行驶速度"
"#OVERLAY_BUILDING_ENTERTAINMENT","娱乐"
"#OVERLAY_BUILDING_SECURITY","安全"
"#OVERLAY_BUILDING_UTILITY","产品"
"#OVERLAY_BUILDING_MANAGEMENT","装饰"
"#OVERLAY_BUILDING_HOUSING","住宅"
"#OVERLAY_BUILDING_WATER","水"
"#OVERLAY_BUILDING_ENERGY","能源"
"#OVERLAY_BUILDING_FOOD","食物"
"#OVERLAY_BUILDING_ROAD","道路"
"#OVERLAY_BUILDING_HEALTH","健康"
"#OVERLAY_BUILDING_PRODUCTION","资源"
"#OVERLAY_BUILDING_STORAGE","仓储"
"#TOPIC_FREE_SHELTER_SLOTS_IN_COLONY","庇护所空间"
"#OVERLAY_BUILDING","建筑"
"#OVERLAY_RESOURCES","资源"
"#OVERLAY_RESOURCES_FOOD","食物"
"#OVERLAY_RESOURCES_WOOD","木材"
"#OVERLAY_RESOURCES_CONCRETE","混凝土块"
"#OVERLAY_RESOURCES_PLASTIC","塑料"
"#OVERLAY_RESOURCES_METAL","金属"
"#OVERLAY_RESOURCES_RARE_METALS","稀有金属"
"#OVERLAY_RESOURCES_POLLUTION","污染"
"#OVERLAY_WATER","水"
"#OVERLAY_WATER_PRODUCTION","制作人"
"#OVERLAY_WATER_DISTRIBUTION","供水建筑"
"#OVERLAY_WATER_STORAGE","净水储备"
"#OVERLAY_WATER_CONSUMER","耗水建筑"
"#OVERLAY_WATER_PAUSED","已暂停"
"#OVERLAY_WATER_DISTURBED","瘫痪建筑"
"#OVERLAY_ENERGY","能源"
"#OVERLAY_ENERGY_PRODUCTION","制作人"
"#OVERLAY_ENERGY_DISTRIBUTION","供能建筑"
"#OVERLAY_ENERGY_STORAGE","仓储"
"#OVERLAY_ENERGY_CONSUMER","耗能建筑"
"#OVERLAY_ENERGY_PAUSED","已暂停"
"#OVERLAY_ENERGY_DISTURBED","瘫痪建筑"
"#OVERLAY_ENERGY_DISASTER_DEFENSE","抗灾难"
"#OVERLAY_POLLUTION","污染"
"#OVERLAY_POLLUTION_MIN","0%"
"#OVERLAY_POLLUTION_MAX","100%"
"#OVERLAY_LIVING_BEINGS","生物"
"#OVERLAY_LIVING_BEINGS_SPECIALIST","专家"
"#OVERLAY_LIVING_BEINGS_COLONIST","居民"
"#OVERLAY_LIVING_BEINGS_BANDIT","土匪"
"#OVERLAY_LIVING_BEINGS_ANIMAL_NONAGGRESSIVE","温顺的动物"
"#OVERLAY_LIVING_BEINGS_ANIMAL_AGGRESSIVE","敌对动物"
"#OVERLAY_BUILDING_HEALTH_TITLE","建筑耐久度"
"#OVERLAY_BUILDING_HEALTH_MIN","0%"
"#OVERLAY_BUILDING_HEALTH_MAX","100%"
"#TOOLTIP_OVERLAY_EXIT","退出覆盖图"
"#OVERLAY_BUILDING_FOREST","森林"
"#OVERLAY_LIVING_ENTITIES","生物"
"#OVERLAY_HEALTH","健康"
"#TOOLTIP_SPECIALIST_ALREADY_LEAVING","动身前往世界地图"
"#LOAD_MODS_NOT_MATCH_TITLE","未找到MOD"
"#LOAD_MODS_NOT_MATCH_CONTENT","未找到保存此文件需要的MOD。"
"#OVERLAY_ENERGY_CONSUMER_TOOLTIP","耗能建筑是消耗能源的建筑。它们必须通过变压器与工作中的产能建筑或储能建筑相连。"
"#OVERLAY_ENERGY_DISTRIBUTOR_TOOLTIP","变压器能够将耗能建筑相连至产能建筑和储能建筑。所有的耗能建筑都需要连接能源才能正常运转。\n\n可通过链接变压器的有效区域来将能源转移到更远的地方。变压器的有效区域必须重合才能链接。"
"#OVERLAY_ENERGY_STORAGE_TOOLTIP","储能建筑能够存储聚居地内未消耗的能源，以备不时之需。它们可以保证聚居地在如磁暴一类灾难来袭时平稳度过。"
"#OVERLAY_ENERGY_DISASTER_TOOLTIP","防御性建筑是抵御毁灭性灾难的强力盾牌。将其放置在能源建筑附近即可保护这些建筑免受大部分的磁暴破坏。"
"#OVERLAY_ENERGY_PRODUCER_TOOLTIP","产能建筑能够生产能源，并可通过变压器将能源传输至耗能建筑和储能建筑。"
"#OVERLAY_WATER_CONSUMER_TOOLTIP","耗水建筑是消耗水的建筑，必须在附近有水塔时才能正常运转。"
"#OVERLAY_WATER_DISTRIBUTOR_TOOLTIP","水塔可在其有效范围内向耗水建筑供水。"
"#OVERLAY_WATER_STORAGE_TOOLTIP","干净的净水储备可为居民存储饮用水源。净水储备可以存储聚居地内多余的水资源，这些水资源将不会用于建筑。"
"#OVERLAY_WATER_PRODUCER_TOOLTIP","产水建筑可以生产水源，供居民、净水储备和耗水建筑使用。生产的水源先会经由居民使用，剩下的则会自动转移到聚居地各处的净水储备。"
"#OVERLAY_DISRUPTED_TOOLTIP","瘫痪建筑要么受损严重，要么受灾难影响，要么就是缺少一些必要资源，无法正常运转。它们不会生产或消耗资源。选中瘫痪建筑可在其状态栏中查看更多信息。"
"#OVERLAY_PAUSED_TOOLTIP","在重新开始生产以前，暂停的建筑不会消耗任何资源。"
"#OVERLAY_HEAT_NORMAL_TOOLTIP","区域已加热升温，建筑运转正常。"
"#OVERLAY_HEAT_CHILLY_TOOLTIP","区域十分寒冷，其内部建筑的效率会遭到影响。"
"#OVERLAY_HEAT_SOURCE_TOOLTIP","正常运转的加热器能够在其有效范围内为建筑提供热量。即使是在寒冷的环境下，大多数建筑在升温后也能正常运转。"
"#OVERLAY_HEAT_IMMUNE_TOOLTIP","建筑不受温度变化的影响，在炙热或严寒的天气下都可正常运转。"
"#OVERLAY_LIVING_SPECIALIST_TOOLTIP","专家可在聚居地内和世界地图上工作。他们能够执行侦察、搜寻和建造等命令，还能在有需要时保护聚居地的安危。"
"#OVERLAY_LIVING_COLONIST_TOOLTIP","居民是聚居地内的主要劳动力。按年龄层可划分为儿童、成人和老人。"
"#OVERLAY_LIVING_DOCILE_TOOLTIP","温顺的动物不会主动发动攻击。"
"#OVERLAY_LIVING_HOSTILE_TOOLTIP","敌对动物会在专家或居民靠近其领地时发动攻击。"
"#OVERLAY_LIVING_BANDIT_TOOLTIP","土匪会尽可能地袭击居民和建筑。"
"#OVERLAY_POLLUTION_TOOLTIP","污染地图将显示遭受污染的区域。堆积物和建筑产生的污染会引发辐射病并扩散污染。"
"#OVERLAY_HEAT_TOOLTIP","热量地图将显示建筑内温度和居民体温。在冬季风暴期间必须为建筑供暖，防止建筑结冰和居民体温过低。"
"#OVERLAY_HEALTH_TOOLTIP","耐久度地图将显示建筑的健康状况。耐久度过低的建筑将会有起火或损毁的风险。"
"#OVERLAY_BUILDING_HOUSING_TOOLTIP","庇护所是居民的一项基本需求。居民可在庇护所中睡觉、生育和取暖。"
"#OVERLAY_BUILDING_STORAGE_TOOLTIP","仓储类建筑可以防止资源腐坏。不同类型的仓储可以存储不同类型的资源。"
"#OVERLAY_BUILDING_RESOURCES_TOOLTIP","资源类建筑可以生产基础资源和更加高级的资源。这些资源可以直接投入使用，也可以进一步加工。"
"#OVERLAY_BUILDING_PRODUCTS_TOOLTIP","生产类建筑可以将基础资源制成物品和高级产品。"
"#OVERLAY_BUILDING_WATER_TOOLTIP","水源类建筑可以满足居民的基本需求，并维持某些建筑正常运转。"
"#OVERLAY_BUILDING_ENERGY_TOOLTIP","在生产更加高级的产品时需要用到能源类建筑。"
"#OVERLAY_BUILDING_HEALTH_TOOLTIP","卫生类建筑可以改善居民的健康、卫生和生活环境。"
"#OVERLAY_BUILDING_DECORATIONS_TOOLTIP","装饰可以为居民营造一个更加舒适的生活环境。"
"#OVERLAY_BUILDING_ROAD_TOOLTIP","道路可以加快居民在聚居地内的行走速度，使得各项工作更加高效。"
"#OVERLAY_BUILDING_FOREST_TOOLTIP","林业类建筑可以在聚居地附近种植或砍伐树木。"
"#OVERLAY_BUILDING_SECURITY_TOOLTIP","安保类建筑可以拦截想要进入聚居地的不速之客，一旦失守，聚居地的大门将会大大敞开。"
"#OVERLAY_DEPOSIT_POLLUTION_TOOLTIP","一堆危险材料，会污染所占区域，并可能向其周围扩散有毒废料。"
"#OVERLAY_DEPOSIT_RARE_TOOLTIP","稀有材料必须由磁力分离器挖掘而得。"
"#OVERLAY_DEPOSIT_CONCERE_TOOLTIP","坚固的建筑材料。"
"#OVERLAY_DEPOSIT_PLANK_TOOLTIP","用于建造的各式木材。"
"#OVERLAY_DEPOSIT_METAL_TOOLTIP","用于修造建筑和生产物品的多功能材料，需要用废料站来回收。"
"#OVERLAY_DEPOSIT_PLASTIC_TOOLTIP","具有多种用途的柔性材料，需要用回收站来回收。"
"#OVERLAY_DEPOSIT_FOOD_TOOLTIP","营养丰富的食用浆果和死掉的野生动物尸体。"
"#TOOLTIP_PERSON_AGE","居民不会青春永驻，到头来也会衰老和死亡。可将居民划分为儿童、成人和老人，每类人群的行为举止略有不同。"
"#TOOLTIP_PERSON_AGE_ADULT","成人可作为工人或搬运工来帮忙建设聚居地。他们在高兴时生育机会更高。"
"#TOOLTIP_PERSON_AGE_CHILD","儿童可以帮忙搬运箱子，但是不能将其指派到建筑内进行修理或建造工作。他们必须去学校接受教育。"
"#TOOLTIP_PERSON_AGE_ELDER","老人即将告别人世。他们可作为工人或搬运工来帮忙建设聚居地，但是将不再生育。"
"#TOOLTIP_PERSON_SHELTER","居民生活的地方。生活环境将影响居民的幸福度和生育能力，并保护他们免受污染和恶劣天气等自然环境因素的影响。"
"#TOOLTIP_PERSON_SHELTER_NONE","居民无家可归。这会对他们的工作表现、幸福度以及对疾病和天气的抵抗能力产生负面影响。"
"#TOOLTIP_PERSON_SHELTER_POOR","居住在简陋的庇护所里。幸福度降低。"
"#TOOLTIP_PERSON_SHELTER_NORMAL","居住在精美的庇护所里。幸福度小幅提高。"
"#TOOLTIP_PERSON_SHELTER_GOOD","居住在奢华的庇护所里。幸福度大幅提高。"
"#TOOLTIP_PERSON_WORKPLACE","居民工作的地方。如果没有为居民指定工作场所，他们将作为搬运工来建造和修理建筑或者是搬运资源。"
"#TOOLTIP_PERSON_CARRIER","未被分配到任何特定建筑内建造、修理和搬运资源的人。"
"#TOOLTIP_PERSON_WORKER","已被分配到特定建筑工作的人。他们会在调离岗位前一直在建筑内工作，除非意外发生。"
"#TOOLTIP_PERSON_HAPPINESS_HAPPINESS","居民的幸福度越高，他们的工作效率就越高。幸福度高的成年居民生育的可能性也越高。幸福度低的成年居民将有自杀或是转化为敌对居民的风险，事情一旦发生将无法挽回。"
"#TOOLTIP_SPECIALIST_HEALTH","健康值将显示专家能够承受的伤害。健康值为0专家将会死亡。专家可在聚居地中恢复健康值。"
"#TOOLTIP_BUILDING_HEALTH","建筑的状态。建筑可以进行修复，但如果建筑着火则需要及时关注，因为大火会持续降低建筑的耐久度。耐久度为0时建筑将会损毁，建筑内的资源也无法抢救。"
"#TOOLTIP_BUILDING_POLLUTION","污染程度。高度污染的建筑必须清理干净，因为它会将污染物传递给在其间工作的工人，并可能最终导致建筑停止运转。"
"#TOOLTIP_BUILDING_CAPACITY","容量将显示仓储的可用空间。如果此仓储容量已满，就会将多余的资源搬运到其他仓储；如果没有额外的存储空间，将会将资源放在地上任其腐烂。"
"#TOOLTIP_PERSON_STATE","居民活动。居民会自行努力工作来满足其需求，比如居民受伤后会去寻求医疗救助，累了就会去睡觉。如果无法满足自身的基本需求，居民的幸福度将会降低。"
"#TOOLTIP_SPECIALIST_STATE","专家当前的活动。根据给定的命令不同，此状态将会有所变化。"
"#OVERLAY_TEMPERATURE","温度"
"#OVERLAY_TEMPERATURE_MIN","极寒"
"#OVERLAY_TEMPERATURE_MAX","正常"
"#RESOURCE_GUARD_RIFLE_3","自动步枪"
"#RESOURCE_GUARD_RIFLE_3_DESC","可提供大量火力，命中率极高。自动步枪是保卫聚居地的高级武器。易于损坏。\n\n重量：重"
"#OVERLAY_TEMPERATURE_HEATERS","加热器"
"#OVERLAY_TEMPERATURE_ACTIVE","活跃"
"#OVERLAY_TEMPERATURE_WAITING_FOR_RESOURCES","等待资源"
"#OVERLAY_TEMPERATURE_PAUSED","禁用"
"#ITEM_TOOLS_3","高级工具"
"#ITEM_TOOLS_3_DESC","用于挖掘、切割的工具，能够显著提升工作效率。"
"#ITEM_CLOTHES_3","防护衣物"
"#ITEM_CLOTHES_3_DESC","一套适当绝缘的衣物，提供高级防护，可抵御寒冷和辐射。"
"#ITEM_WEAPON_3","自动步枪"
"#ITEM_WEAPON_3_DESC","能提供高级火力防护的先进步枪。易于损坏。"
"#OVERLAY_TEMPERATURE_AOE_INNER","温暖区域"
"#OVERLAY_TEMPERATURE_AOE_OUTER","寒冷区域"
"#OVERLAY_TEMPERATURE_MID","寒冷"
"#DISASTER_TITLE_WINTER","冬季风暴"
"#DISASTER_INFO_WINTER","第一片雪花和清晨的霜冻预示着冬季风暴的来临。气温急转直下，由最初的微寒变成了冰天雪地，放眼望去，满目尽是银装素裹。居民想尽一切办法保持着自己的体温。\n\n相关信息和建议：\n-火炉和取暖器可在其有效半径内为庇护所和工作场所供暖。\n-暴露在冰天雪地里的居民将会感冒，导致幸福度降低。\n-持续性的感冒会演变为体温过低，导致生命值降低。\n-衣服可以减缓寒冷的侵蚀速度，升级后的衣服防护效果更佳。\n-作物和湖泊最终都会结冰，停止生产。\n-牧场里的动物在附近没有加热器供暖的情况下会死去。"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED","冬季风暴来袭"
"#NOTIFICATION_DISASTER_WINTER_ARRIVED_DESC","温度至关重要，请持续为聚居地供热"
"#NOTIFICATION_DISASTER_WINTER_INCOMING","冬季风暴即将来袭"
"#TOPIC_ALL_ITEMS","姓名"
"#TOPIC_COLONIST_AGE_GROUP","年龄"
"#TOPIC_COLONIST_STATUS","行动"
"#TOPIC_COLONIST_HEALTH","健康"
"#TOPIC_COLONIST_CONDITIONS","条件"
"#TOPIC_ITEM_WEAPON","武器"
"#TOPIC_ITEM_CLOTHES","衣物"
"#TOPIC_ITEM_TOOLS","工具"
"#TOPIC_COLONIST_SHELTER","庇护所"
"#TOPIC_COLONIST_WORK_PLACE","工作岗位"
"#TOPIC_COLONIST_HAPPINESS","幸福"
"#TOPIC_COLONIST_POLLUTION","污染"
"#RESOURCE_CATEGORY_NONE","低端资源"
"#RESOURCE_CATEGORY_FOOD","生食"
"#RESOURCE_CATEGORY_MEAL","餐食"
"#RESOURCE_CATEGORY_LOW_END_MATERIALS","基本资源"
"#RESOURCE_CATEGORY_HIGH_END_MATERIALS","高端资源"
"#RESOURCE_CATEGORY_OTHER","其他"
"#TOPIC_RESOURCE_TYPE","资源类型"
"#TOPIC_RESOURCE_PRODUCTION","生产中"
"#TOPIC_RESOURCE_CONSUMPTION","日常消耗量"
"#TOPIC_RESOURCE_CARRIED","不在仓储内"
"#TOPIC_RESOURCE_BALANCE","净产量"
"#TOPIC_RESOURCE_STORED","处于仓储内"
"#TOPIC_RESOURCE_PRODUCTION_RATE","每日产量"
"#TOPIC_BUILDING_TYPE","建筑类型"
"#TOPIC_BUILDING_CONTAMINATION","污染"
"#TOPIC_BUILDING_PRIORITY","优先级"
"#TOPIC_BUILDING_CAPACITY","容量"
"#TOPIC_ENERGY CONSUMPTION","能源消耗"
"#TOPIC_SERVICE_SLOTS","居住空位"
"#TOPIC_BUILDING_SEED","选择"
"#TOPIC_BUILDING_PRODUCTION","每日产量"
"#TOOLTIP_OVERLAY_TEMPERATURE","温度"
"#TOOLTIP_OVERLAY_PERSON_HEALTH","居民健康状况"
"#NOTIFICATION_BUILDING_FROZEN","{0}结冰"
"#NOTIFICATION_BUILDING_FROZEN_DESC","用加热器融化结冰的建筑"
"#NOTIFICATION_BUILDING_FROZEN_MANY","{0}座建筑结冰"
"#NOTIFICATION_BUILDING_FROZEN_MANY_DESC","用加热器融化结冰的建筑"
"#RESOURCE_CATEGORY_COLONISTS","物品"
"#BUILDING_STATUS_FROZEN","建筑已经结冰，必须为其加热升温"
"#BUILDING_STATUS_COLD","建筑内部寒冷，从而效率降低"
"#TOPIC_DAILY","每日"
"#TOPIC_ALL_TIME","每月"
"#OVERLAY_FERTILITY_MIN","贫瘠"
"#OVERLAY_FERTILITY_MID","正常"
"#OVERLAY_FERTILITY_MAX","肥沃"
"#NOTIFICATION_DISASTER_AUTUMN_ARRIVED","秋季已来临"
"#NOTIFICATION_DISASTER_AUTUMN_INCOMING","天气越来越冷了"
"#ITEM_WEAPON_3_SHORT_DESC","最高伤害"
"#OVERLAY_BUILDING_FOOD_TOOLTIP","生产或将食材加工为餐食的建筑。食物对居民的生存至关重要。"
"#OVERLAY_BUILDING_ENTERTAINMENT_TOOLTIP","居民们造访娱乐建筑后，他们的幸福度会在一段时间内得到提升。"
"#OVERLAY_HEAT_WAITING_FOR_RESOURCES_TOOLTIP","不同的加热器需要木柴或能源才能工作。搬运工负责将木柴运至火炉处，而变压器建筑则会将能源运送至取暖器。"
"#OVERLAY_FERTILITY_TOOLTIP","水井和农田这种建筑的效率取决于建造地点的土壤类型。肥沃的土地有着最佳的加成效果，而贫瘠的土地则不附带任何效果。树木的生长速度也取决于不同的土地类型。"
"#OVERLAY_HEAT_DISABLED_TOOLTIP","在寒冷的环境下，建筑会暂停工作或遭到禁用。"
"#RECIPE_BREAD","面包"
"#RECIPE_BREAD_DESC","高品质食品。\n\n面包生产于面包房，食用面包可长时间消除饥饿感。\n\n营养：极高\n污染：低"
"#NO_DATA","—"
"#RECIPE_ELECTRONICS","电子元件"
"#RECIPE_COMPONENT","部件"
"#RECIPE_COMPONENT_DESC","高级建筑材料。\n\n用于产能或耗能建筑，可进一部加工为电子元件，用于高端建筑。\n\n重量：重"
"#RESOURCE_ELECTRONICS_DESC","建筑材料。\n\n非常高端的材料，用于最为高级的建筑。从部件中加工而成，也可在世界地图中进行搜寻。\n\n重量：重"
"#MENU_DESC_OTHER","很少使用但仍很重要的聚居地资源。"
"#RECIPE_CINNAMON_BUN","肉桂面包"
"#RECIPE_CINNAMON_BUN_DESC","高品质食物。\n\n生产于面包房。尽管肉桂的来源充满了神秘感，但这种会令人怀念过往的强大食物，势必会提升居民的心情。\n\n营养：高\n污染：无"
"#RECIPE_BEETLE_BREAD","甲虫面包"
"#RECIPE_BEETLE_BREAD_DESC","高品质食物。\n\n生产于面包房。提升必需的蛋白质摄取量的绝佳途径便是将一些活蹦乱跳的昆虫揉进生面团里进行烘焙。吃起来真的嘎嘣脆！\n\n营养：极佳\n污染：低"
"#RESOURCE_CINNAMONBUN","肉桂面包"
"#RESOURCE_CINNAMONBUN_DESC","高品质食物。\n\n生产于面包房。尽管肉桂的来源充满了神秘感，但这种会令人怀念过往的强大食物，势必会提升居民的心情。\n\n营养：高\n污染：无"
"#RESOURCE_BEETLEBREAD","甲虫面包"
"#RESOURCE_BEETLEBREAD_DESC","高品质食物。\n\n生产于面包房。提升必需的蛋白质摄取量的绝佳途径便是将一些活蹦乱跳的昆虫揉进生面团里进行烘焙。吃起来真的嘎嘣脆！\n\n营养：极佳\n污染：低"
"#OVERLAY_LIVING_BEINGS_CARRIER","搬运工"
"#OVERLAY_LIVING_BEINGS_WORKER","工人"
"#OVERLAY_LIVING_BEINGS_GUARD","守卫"
"#OVERLAY_LIVING_BEINGS_CHILD","儿童"
"#OVERLAY_LIVING_BEINGS_GUARD_TOOLTIP","守卫在大门或岗亭处工作，保卫聚居地不受外来敌人之犯。守卫会保护受分配之地，而且你也能像命令专家一样直接命令他们。"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE_DESC","若没有合适的储藏室，地上的资源就腐败了"
"#RECIPE_ANTIBIOTICS","抗生素"
"#RECIPE_ANTIBIOTICS_DESC","治愈感染的有效途径。使用抗生素能够大幅提升感染治愈速度。\n\n重量：中"
"#RECIPE_IODINE","碘丸"
"#RECIPE_IODINE_DESC","能够吸收辐射的含碘药丸，可用于治疗辐射病。使用碘丸能够大幅提升辐射病治愈速度。\n\n重量：中"
"#RECIPE_HERBAL","草本植物"
"#RECIPE_HERBAL_DESC","简单的自然疗法，对各种疾病有效。但无法仅依靠草本植物根治疾病。\n\n重量：轻"
"#RECIPE_MEDICINE","药品"
"#RECIPE_MEDICINE_DESC","一小包用于治疗伤口的基本医疗用品。使用药物能够大幅提升伤口愈合速度。\n\n重量：中"
"#RESOURCE_MEDICINALHERB","药草"
"#RESOURCE_MEDICINALHERB_DESC","可在温室中茁壮成长的草本植物物种。制造药品的优质原料。\n\n需要在温室里种植。\n\n生长速度：非常快\n产量：中\n精力投入：低\n\n注意：不可食用"
"#RESOURCE_MEDICINALHERB_SEED","种子：药草"
"#DESC_FOOD_MEDICINALHERB","可在温室中茁壮成长的草本植物物种。制造药品的优质原料。\n\n需要在温室里种植。\n\n生长速度：非常快\n产量：中\n精力投入：低\n\n注意：不可食用"
"#TOPIC_MILESTONES_UNLOCKED","已完成"
"#TOPIC_MILESTONES","里程碑"
"#MILESTONES_DESC","完成里程碑来赢得声望。难度等级和完成速度会影响得分。"
"#TOPIC_BONUS_FOR_DIFFICULTY","难度加成"
"#TOPIC_BONUS_FOR_DAY","时间加成"
"#TOPIC_MILESTONE_COMPLETED","里程碑已完成"
"#TOPIC_BASE_PRESTIGE","基础声望"
"#TOPIC_PRESTIGE_EARNED","赢得声望总计"
"#TOPIC_COLONY_PRESTIGE","聚居地声望"
"#NOTIFICATION_MILESTONE_COMPLETED","里程碑已完成"
"#MILESTONE_CATEGORY_COLONY_1","新的开始"
"#MILESTONE_CATEGORY_WM_1","进入荒野"
"#MILESTONE_CATEGORY_COLONY_2","基础建设"
"#MILESTONE_CATEGORY_WM_2","开疆扩土"
"#MILESTONE_CATEGORY_COLONY_3","安全避风港"
"#MILESTONE_CATEGORY_WM_3","广阔世界"
"#MILESTONE_MEET_A_SOCIETY","初次接触"
"#MILESTONE_INVITE_COLONISTS","首批定居者"
"#MILESTONE_UNLOCK_FIRST_TECH","重获知识"
"#MILESTONE_TRADE_A_SEED","种子贸易"
"#MILESTONE_COLONYBORN","出生和成长"
"#MILESTONE_POPULATION_20","小镇"
"#MILESTONE_WIN_COLONY_COMBAT","反击战术"
"#MILESTONE_HEAL_COLONISTS","妙手仁心"
"#MILESTONE_DEFEAT_RATBEETLES","后院里的大自然"
"#MILESTONE_BUILD_THE_GATE","融入世界"
"#MILESTONE_ENERGY","进步的火花"
"#MILESTONE_UPGRADE_5","迭代进程"
"#MILESTONE_DAY_50","我们能做到"
"#MILESTONE_CLEAN_FIRST_POLLUTION","环保主义"
"#MILESTONE_COLONY_BORN_DEAD","尘归于尘，土归于土"
"#MILESTONE_EDUCATED_COLONISTS","用功学习"
"#MILESTONE_POPULATION_100","荒野绿洲"
"#MILESTONE_TRADE_25_TIMES","未来投资"
"#MILESTONE_POPULATION_50","更多的人"
"#MILESTONE_100_DAYS","一百里路"
"#MILESTONE_MEET_ALL_SOCIETIES","了如指掌"
"#MILESTONE_POPULATION_150","宛如大都市"
"#MILESTONE_ALL_TECHS_UNLOCKED","科学博览会"
"#MILESTONE_SPECIALIST_SLOTS_FULL","非同一般"
"#MILESTONE_ALL_POLLUTION_CLEARED","环保潮流"
"#MILESTONE_BUILD_ALL","未来建筑师"
"#MILESTONE_INVITE_COLONISTS_DESC","“我们为新家园打下了基础，但还没有赢得民心。是时候为人民的利益高呼呐喊了。”"
"#MILESTONE_INVITE_COLONISTS_COMPLETED_DESC","“离开我们的地堡来到这里是一场冒险，但仅仅是感觉到阳光照在我的皮肤上，就让我对未来充满希望。”"
"#MILESTONE_POPULATION_20_DESC","“人多力量大。我们应该找更多的人帮助我们建立新的文明。”"
"#MILESTONE_POPULATION_20_COMPLETED_DESC","“即使我们还未成功，这也是一个好的开始。我们正走在通往繁荣和伟大的光明之路上！”"
"#MILESTONE_MEET_A_SOCIETY_DESC","“即使贫瘠，那也是一个广阔的世界。我们不可能是唯一的幸存者，我们应该去寻找邻居。”"
"#MILESTONE_MEET_A_SOCIETY_COMPLETED_DESC","“正如我所预料的，我们在这个世界上并不孤单。希望这些人都很友善。”"
"#MILESTONE_UNLOCK_FIRST_TECH_DESC","“我们曾经拥有的大部分知识都在无休止的生存斗争中消失殆尽，但有些可能会留存下来。我们应该继续寻找有用的信息。”"
"#MILESTONE_UNLOCK_FIRST_TECH_COMPLETED_DESC","“我们已经发现了一些过去遗留下来的发明。知识就是力量，现在我们只需要不断发掘更多的知识。”"
"#MILESTONE_TRADE_A_SEED_DESC","“传闻有一些珍稀种子仍在流通，这些种子能长成一些在过去十分常见的植物。我们耕种的品种越多，就能更好地适应各种情况。”"
"#MILESTONE_TRADE_A_SEED_COMPLETED_DESC","“谢天谢地，这些年还有人把这些东西保存得这么好。发展农业一定会得到回报。”"
"#MILESTONE_COLONYBORN_DESC","“不管在哪个时代，孩子的出生总是一个奇迹。新的一代将承载着我们对美好未来的希望。”"
"#MILESTONE_COLONYBORN_COMPLETED_DESC","“聚居地迎来了新生命！希望我们能建立起安全的环境，让这个孩子茁壮成长。”"
"#MILESTONE_DEFEAT_RATBEETLES_DESC","“四周出没的生物给开疆扩土带来了挑战。不过我猜，它们也这么看我们的……”"
"#MILESTONE_DEFEAT_RATBEETLES_COMPLETED_DESC","“滚开，畜生！让我们无情地碾碎一切挡在面前的东西，这才是人性的本质！”"
"#MILESTONE_BUILD_THE_GATE_DESC","“如果要出门，就需要想点办法来守护我们的家。可以设一扇门来阻挡不速之客，防止我们的据点被人发现。”"
"#MILESTONE_BUILD_THE_GATE_COMPLETED_DESC","“有了大门的保护，我们终于有机会探索周围的世界。迈向更美好的未来！”"
"#MILESTONE_COLONY_BORN_DEAD_DESC","“年老对有些人来说是一种奢望。能看到有人为过上充实的生活而做出改变，那肯定是件好事。”"
"#MILESTONE_COLONY_BORN_DEAD_COMPLETED_DESC","“看到我们的长辈带着智慧和回忆离开，我很难过。愿他们安息。”"
"#MILESTONE_UPGRADE_5_DESC","“与其从头开始，不如改进我们现有的建筑。这样肯定会更有效率。”"
"#MILESTONE_UPGRADE_5_COMPLETED_DESC","“没有谁生而完美。只有不断进步，我们才能走上正确的道路。”"
"#MILESTONE_POPULATION_100_DESC","“对于任何潜在的难民来说，我们的聚居地都是一个安全的避风港，我们可以齐心协力帮助他们解决困难，让更多的人能在这里生活。”"
"#MILESTONE_POPULATION_100_COMPLETED_DESC","“我们这里能养活的人越多，在荒地游荡，加入土匪和制造麻烦的人就越少。”"
"#MILESTONE_TRADE_25_TIMES_DESC","“结交盟友可以让我们双方的社区共同发展，一起走向繁荣，你觉得呢？”"
"#MILESTONE_TRADE_25_TIMES_COMPLETED_DESC","“这么多的商品从四面八方涌入，让人很难跟上潮流。不过很幸运，我不需要这么做。”"
"#MILESTONE_100_DAYS_DESC","“尽管会有困难，但我们可以一起坚持下去。抬起头来，继续前进！”"
"#MILESTONE_100_DAYS_COMPLETED_DESC","“天哪！从没想过我们能走到今天这一步。未来开始变得光明起来了！”"
"#MILESTONE_MEET_ALL_SOCIETIES_DESC","“我们得知道在和谁打交道。即使是最偏远的社区，也可以为我们提供一些有用的东西。”"
"#MILESTONE_MEET_ALL_SOCIETIES_COMPLETED_DESC","“这么多的社区，有些比其他发展得更好。我相信我们可以合作共存，希望他们也能这么想。”"
"#MILESTONE_ALL_TECHS_UNLOCKED_DESC","“以史为镜，为未来而奋斗。如果我们能发现这些书里藏着的所有秘密，我们肯定能创造一个更美好的世界。”"
"#MILESTONE_ALL_TECHS_UNLOCKED_COMPLETED_DESC","“科学万岁！我们发现的东西比其他人都多，至少目前是这样。”"
"#MILESTONE_SPECIALIST_SLOTS_FULL_DESC","“你能想象吗？专家太多了，不用再吸纳更多人了。”"
"#MILESTONE_SPECIALIST_SLOTS_FULL_COMPLETED_DESC","“这么多能人，全都为我们工作？我一定是在做梦。”"
"#MILESTONE_POPULATION_150_DESC","“我想再看一次……小镇一派欣欣向荣的景象，就像回到了曾经还能见到满月的时候。”"
"#MILESTONE_POPULATION_150_COMPLETED_DESC","“一个充满生机的聚居地，真是让人目不暇接。如果我闭上眼睛，我几乎可以想象一个过去的世界，那里有繁华的城市和拥挤的街道。”"
"#MILESTONE_HEAL_COLONISTS_DESC","“健康即生产力。即使是小伤口也可能要你命，所以护士和药品是必须的。”"
"#MILESTONE_HEAL_COLONISTS_COMPLETED_DESC","“小伤口或发烧在过去就等于死亡判决书，但看看现在！你知道吗，我们的医生都是经验丰富的专业人士。”"
"#MILESTONE_ALL_POLLUTION_CLEARED_DESC","“污染也许是我们父辈造成的，但我们应该让这个世界变得更美好。为了我们的后代，让我们收拾这个烂摊子吧。”"
"#MILESTONE_ALL_POLLUTION_CLEARED_COMPLETED_DESC","“我们可能永远无法弥补人类犯下的所有错误，但这么做是值得的。”"
"#MILESTONE_EDUCATED_COLONISTS_DESC","“现在或许已经不需要阅读和写作了，但如果我们的孩子连扳手都不会用，我们要怎么生存下去？”"
"#MILESTONE_EDUCATED_COLONISTS_COMPLETED_DESC","“教育本身就是一件很有价值的事情，但更重要的是，这些年轻人有希望能改善我们周围的环境。”"
"#MILESTONE_CLEAN_FIRST_POLLUTION_DESC","“在这里呼吸都困难，每次经过那些有毒的水坑我都觉得很不舒服。也许我们可以做点什么……”"
"#MILESTONE_CLEAN_FIRST_POLLUTION_COMPLETED_DESC","“从未觉得空气如此清新！”"
"#MILESTONE_ENERGY_DESC","“真希望能有人帮我们干这重活。我们以前不是一直都是找人帮忙干活吗？”"
"#MILESTONE_ENERGY_COMPLETED_DESC","“我们的生活又回到了正轨。也许很快我们就能再看上电视了……我很怀念以前和妈妈一起看的那些老肥皂剧。”"
"#POPUP_BUILD_NEXT_TOPIC","更改优先级？"
"#POPUP_BUILD_NEXT_DESC","一次只能将一个建筑设为优先。你要更改选择吗？"
"#TOPIC_RESOURCES_THOUSANDS","{0}千"
"#TOPIC_RESOURCES_MILLIONS","{0}百万"
"#MILESTONE_ENERGY_TASK","提高能源生产量至30。"
"#MILESTONE_ENERGY_TASK_COMPLETED","能源生产量已提高至30。"
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK","清理5处污染沉积物。"
"#MILESTONE_CLEAN_FIRST_POLLUTION_TASK_COMPLETED","5处污染沉积物已被清理。"
"#MILESTONE_EDUCATED_COLONISTS_TASK","教育10个儿童。"
"#MILESTONE_EDUCATED_COLONISTS_TASK_COMPLETED","10个居民已接受教育。"
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK","清理所有污染沉积物。"
"#MILESTONE_ALL_POLLUTION_CLEARED_TASK_COMPLETED","所有污染沉积物已被清理。"
"#MILESTONE_HEAL_COLONISTS_TASK","治愈50个居民。"
"#MILESTONE_HEAL_COLONISTS_TASK_COMPLETED","50个居民已被治愈。"
"#MILESTONE_POPULATION_150_TASK","增加人口至100。"
"#MILESTONE_POPULATION_150_TASK_COMPLETED","人口已达到100。"
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK","同时拥有10位专家。"
"#MILESTONE_SPECIALIST_SLOTS_FULL_TASK_COMPLETED","已同时拥有10位专家。"
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK","解锁100点科技。"
"#MILESTONE_ALL_TECHS_UNLOCKED_TASK_COMPLETED","已解锁100点科技。"
"#MILESTONE_MEET_ALL_SOCIETIES_TASK","与所有社团会面。"
"#MILESTONE_MEET_ALL_SOCIETIES_TASK_COMPLETED","已与所有社团会面。"
"#MILESTONE_100_DAYS_TASK","活到第100天。"
"#MILESTONE_100_DAYS_TASK_COMPLETED","已存活100天。"
"#MILESTONE_TRADE_25_TIMES_TASK","与一个社团交易25次。"
"#MILESTONE_TRADE_25_TIMES_TASK_COMPLETED","已与一个社团交易25次。"
"#MILESTONE_POPULATION_100_TASK","增加人口至50。"
"#MILESTONE_POPULATION_100_TASK_COMPLETED","人口已达到50。"
"#MILESTONE_UPGRADE_5_TASK","同时在聚居地升级5个建筑。"
"#MILESTONE_UPGRADE_5_TASK_COMPLETED","已同时在聚居地升级5个建筑。"
"#MILESTONE_COLONY_BORN_DEAD_TASK","当地居民自然死亡。"
"#MILESTONE_COLONY_BORN_DEAD_TASK_COMPLETED","当地居民已自然死亡。"
"#MILESTONE_BUILD_THE_GATE_TASK","建造大门。"
"#MILESTONE_BUILD_THE_GATE_TASK_COMPLETED","大门已建造。"
"#MILESTONE_DEFEAT_RATBEETLES_TASK","击退10只敌对野生动物。"
"#MILESTONE_DEFEAT_RATBEETLES_TASK_COMPLETED","已击退10只敌对野生动物。"
"#MILESTONE_COLONYBORN_TASK","儿童在聚居地出生。"
"#MILESTONE_COLONYBORN_TASK_COMPLETED","第1个儿童已在聚居地出生。"
"#MILESTONE_TRADE_A_SEED_TASK","与一个社团交易种子。"
"#MILESTONE_TRADE_A_SEED_TASK_COMPLETED","已与一个社团交易种子。"
"#MILESTONE_UNLOCK_FIRST_TECH_TASK","解锁5点科技。"
"#MILESTONE_UNLOCK_FIRST_TECH_TASK_COMPLETED","已解锁5点科技。"
"#MILESTONE_MEET_A_SOCIETY_TASK","寻找1个社团。"
"#MILESTONE_MEET_A_SOCIETY_TASK_COMPLETED","已找到1个社团。"
"#MILESTONE_POPULATION_20_TASK","增加人口至25。"
"#MILESTONE_POPULATION_20_TASK_COMPLETED","人口已达到25。"
"#MILESTONE_INVITE_COLONISTS_TASK","邀请第1个居民。"
"#MILESTONE_INVITE_COLONISTS_TASK_COMPLETED","第1个居民已到达。"
"#POPUP_BUILD_NEXT_CURRENT","当前："
"#POPUP_BUILD_NEXT_NEW","新增："
"#POPUP_BUILD_NEXT_CONFIRMATION","更改选择？"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED","Outpost is ready"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED_DESC","Construction complete"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED","Outpost convoy arrived"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_DESC","Resources dropped off at the campsite"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY","Outpost convoys arrived"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY_DESC","Resources dropped off at the campsite"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED","Survivors from outpost arrived"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_DESC","{0} survivors joined the colony"
"#DESC_TOPIC_SETTLER","Unit used to found the colony by unpacking the campsite."
"#CATEGORY_STORAGE","仓储"
"#CATEGORY_FOOD","食物"
"#CATEGORY_PRODUCTION","资源"
"#CATEGORY_UTILITIES","产品"
"#CATEGORY_WATER","水"
"#CATEGORY_ENERGY","能源"
"#CATEGORY_HEALTH","健康"
"#CATEGORY_SECURITY","探索"
"#CATEGORY_ENTERTAINMENT","幸福"
"#CATEGORY_MANAGEMENT","装饰"
"#CATEGORY_ROAD","道路"
"#TENT","帐篷"
"#HOUSE","房屋"
"#TWO_STORY_HOUSE","两层房屋"
"#SHANTY","棚屋"
"#STORAGE_OUTSIDE","储备区"
"#STORAGE_INSIDE","仓库"
"#STORAGE_FOOD","食物仓房"
"#SOLAR_GENERATOR","太阳能电池板"
"#WELL","水井"
"#BATTERY","电池架"
"#GUARD_TOWER","警卫塔"
"#MISSION_CONTROL","任务控制"
"#SCAVENGER","废料站"
"#WATER_PURIFIER","净水站"
"#WATER_TOWER","水塔"
"#WATER_TOWER_LVL2","大型水塔"
"#WIND_GENERATOR","风力涡轮机"
"#WIND_TURBINE","大型风力涡轮机"
"#MECHANIC_SHOP","修理厂"
"#RECYCLER","回收站"
"#FORESTER","林务站"
"#TRAPPER","狩猎屋"
"#SAWMILL","锯木厂"
"#TAILOR","制衣坊"
"#MEDICAL_TENT","医疗帐篷"
"#TOOLSHOP","工具间"
"#BUNKER","地堡"
"#TRUCK","坏卡车"
"#BAGS","背包"
"#EMERGENCY_SHELTER","应急庇护所"
"#TENEMENT","公寓"
"#SCHOOL","学校"
"#FISHERY","捕鱼小屋"
"#GATE","大门"
"#GATE_DESTROYED","大门废墟"
"#FIELD_SMALL","小型农田"
"#FIELD_MEDIUM","中型农田"
"#FIELD_LARGE","大型农田"
"#STORM_DOME","竞技场"
"#GREENHOUSE","温室"
"#ROAD","泥土路"
"#BUSH1","大片绿色灌木"
"#BUSH2","大片黄色灌木"
"#BUSH3","粉色花丛"
"#BUSH4","白色花丛"
"#BUSH5","小片绿色灌木"
"#BUSH6","高大的绿色灌木"
"#BUSH7","红色花朵"
"#BUSH8","粉色小花"
"#BUSH9","白色小花"
"#BUSH10","绿树"
"#DECORATION1","空瓶树"
"#DECORATION2","空瓶仙人掌"
"#DECORATION3","塑料花"
"#DECORATION4","原木花"
"#DECORATION5","塑料堇菜"
"#DECORATION6","纸风车"
"#TRADE_CENTER","贸易中心"
"#ENVIRONMENTAL_STATION","环境站"
"#LOGGING_CAMP","伐木篷"
"#THE_PIT","埋葬坑"
"#SECURE_STORAGE","安全储备室"
"#COOKHOUSE","伙房"
"#MESS_HALL","食堂"
"#BORE_WELL","钻井"
"#FIELD_HOSPITAL","战地医院"
"#MAINTENANCE_DEPOT","维修厂"
"#MEMORIAL","纪念碑"
"#LARGE_SOLAR_PANEL","大型太阳能电池板"
"#RADAR","雷达"
"#INSECT_FARM","昆虫农场"
"#BAKERY","面包房"
"#MILL","磨坊"
"#MED_LAB","医学实验室"
"#LIBRARY","图书馆"
"#GAME_ARCADE","游戏室"
"#MOVIE_THEATRE","电影院"
"#CONCRETE_MIXER","混凝土块提取机"
"#METAL_EXTRACTOR","金属提取机"
"#PLASTIC_EXTRACTOR","塑料提取机"
"#ELECTRONICS_FACTORY","电子元件厂"
"#CONCRETE_AUTO_EXTRACTOR","混凝土块自动提取机"
"#METAL_AUTOEXTRACTOR","金属自动提取机"
"#PLASTIC_AUTOEXTRACTOR","塑料自动提取机"
"#MAGNETIC_SEPARATOR","磁力分离器"
"#MOTOR_SHOP","汽车厂"
"#GARAGE","车库"
"#REFINERY","精炼厂"
"#DESC_TENT","这种简陋的庇护所是成本较低的短期应急住所。没有防辐射保护，很容易遭到灾难破坏。\n\n-幸福度小幅降低\n-必须在冬季期间加热升温"
"#DESC_HOUSE","舒适的高质量住所。房屋承受灾难的能力好于低端庇护所，能够提供良好的防辐射保护。\n\n-幸福度大幅升高\n-必须在冬季期间加热升温"
"#DESC_TWO_STORY_HOUSE","经历浩劫后，此类房屋堪称最优质的住所。此类坚固的庇护所提供充足的空间、保护以及相对的舒适感。防辐射保护优秀。\n\n-幸福度大幅升高\n-必须在冬季期间加热升温"
"#DESC_SHANTY","改良版庇护所，能起到一定的防辐射作用，且不像帐篷那么容易遭到破坏。\n\n-幸福度小幅升高\n-必须在冬季期间加热升温"
"#DESC_STORAGE_OUTSIDE","储存所有类型的原材料和建筑资源。\n\n无法储存食物或其他易损资源。\n\n使用储存区建筑工作区从小型堆积物中收集木材和水泥。"
"#DESC_STORAGE_INSIDE","储存经过加工的资源和贵重物品，例如工具、衣物、药品等。食物和建筑材料无法在仓库中储存。"
"#DESC_STORAGE_FOOD","储存聚居地种植或猎捕的各种食物类型，也可储存从世界地图中搜集的稀有食物。\n\n使用食物储备室建筑工作区从聚居地附近的浆果丛中收集浆果。"
"#DESC_SOLAR_GENERATOR","经济实惠的生产方式，能小规模生产可再生能源。\n\n-仅在白天工作。"
"#DESC_WELL","水源之一，对居民的生存至关重要。必须远离其他水井建造。\n\n肥沃的土壤比普通的土壤产水量更高，而贫瘠的土壤不产水。\n\n-不能建在贫瘠的土壤上。"
"#DESC_BATTERY","存储过剩能源。\n\n当消耗量超过生产量时，则使用存储的能源。"
"#DESC_GUARD_TOWER","守卫、保护聚居地免遭野兽、土匪和罪犯袭扰。在聚居地周边建造更多警卫塔以增加应对威胁的反应时间。"
"#DESC_MISSION_CONTROL","可替代临时聚居地的核心管理建筑。专家位于聚居地时，用于其准备和恢复。专家在聚居地外执行任务时可用作支持性建筑。"
"#DESC_SCAVENGER","从金属堆积物搜寻金属和废旧物。\n\n金属是主要建筑材料，而废旧物可进一步回收成为宝贵的零件。"
"#DESC_WATER_PURIFIER","增加水井的产水量。\n\n净化受污染的水，从而提高来自受污染水源的当前产水率。\n通过搜寻世界地图上的各个地点来获取部件。"
"#DESC_WATER_TOWER","在小范围内为建筑物储存和分配水。"
"#DESC_WATER_TOWER_LVL2","储存大量水源。重要建筑，以防消耗量突然超过产量。"
"#DESC_WIND_GENERATOR","生产能源。\n\n比太阳能电池板更有效、更可靠，但所需维修次数较多。"
"#DESC_WIND_TURBINE","生产大量能源。\n\n比太阳能电池板更有效、更可靠，但所需维修次数较多。"
"#DESC_MECHANIC_SHOP","回收废料站产生的废旧物，制造宝贵的机械零件。而零件广泛用于生产精加工资源和建造高级建筑。"
"#DESC_RECYCLER","从塑料堆积物中搜寻塑料和布料。\n\n塑料用于建筑和精加工资源生产。布料是生产衣物所需的重要原材料。"
"#DESC_FORESTER","培育树苗并将其种植于指定工作区。树木是重要原材料，可用于生产木材和柴火。\n\n从树苗成长为树木所需时长取决于土壤类型。贫瘠的土壤非常不适合种植树木。\n\n-无法在冬季时期种植树苗"
"#DESC_TRAPPER","在森林里捕捉小型动物，为饥饿的居民提供野味。在灾难期间工作效率降低。\n\n在林木繁茂地区工作时效率最高。"
"#DESC_SAWMILL","由伐木场升级而来。\n\n在指定工作区内伐木并将其锯成木材。与单纯依靠手工伐木相比，使用能源能够大幅提高效率。"
"#DESC_TAILOR","使用布料制作衣物。\n\n在充满危险的世界里，具有保护和保暖作用衣物是生存的必需品。居民定期需要新衣物，因为旧衣物会在严酷的环境中快速磨损。"
"#DESC_MEDICAL_TENT","治疗各种身体状况的居民。如果拥有多种药物加快治愈过程，则治愈速度更快。可治疗的病症为受伤、感染、辐射病和变异。绝望等精神疾病无法在医疗设施中治愈。"
"#DESC_TOOLSHOP","用金属制造工具。\n\n制造新工具，帮助居民更高效地完成任务。如果没有工具，居民工作效率将大幅降低。所有工具都会损坏，但有些工作对工具的消耗更大。"
"#DESC_BUNKER","存储初始物资和水。\n\n被摧毁的地堡不再适合居住，但其蓄水设施仍然可用。无法存储资源。回收废墟可获得额外资源。"
"#DESC_TRUCK","存储初始物资和水。\n\n这辆卡车已经无法修理，你能开到这里就很不错了。无法存储新资源。回收卡车可获取额外资源。"
"#DESC_BAGS","存储初始物资和水。\n\n一堆杂乱的资源。数量并不多，但你得靠这些资源挺过去，重建家园。无法存储资源。回收这堆物品可获取额外资源。"
"#DESC_EMERGENCY_SHELTER","可容纳数名居民的临时庇护所。造价低廉，但无法抵抗灾难，也无法防护辐射。居民栖身于这种拥挤的庇护所时，生育意愿会降低。\n\n-幸福度小幅降低\n-出生率大幅降低\n-必须在冬季期间加热升温"
"#DESC_TENEMENT","经济实惠的住房类型，可容纳多名居民。对灾难和辐射有一定防护能力。居民栖身于这种拥挤的庇护所时，生育意愿会降低。\n\n-幸福度小幅升高\n-出生率降低\n-必须在冬季期间加热升温"
"#DESC_SCHOOL","如果周边有学校，儿童在童年期间会前往学校就读。上学时间足够长的儿童成年后将成为受过教育的人。教育可提高工作效率。一所学校一次能教育的儿童数量有限。\n\n-必须在冬季期间加热升温"
"#DESC_FISHERY","捕捉当地的鱼类作为食物。必须放置于岸上。在灾难期间，工作效率会降低。\n\n-作用区需要大量富水土壤才能高效运转\n-必须放置于岸上\n-必须在冬季期间加热升温"
"#DESC_GATE","大灾变后，最具标志性的景观要数每个聚居地的大门。这里决定了人们的命运。生死就在这一线之间，有人获准进入，而有人被拒之门外。\n\n第一道大门是远远就能看到的地标性建筑。大门既能吸引善意的幸存者，也会引来为了生存不顾一切的掠夺者。"
"#DESC_GATE_DESTROYED","从建造菜单中重建倒塌的大门，吸引更多的人加入聚居地，包括可指派前往世界地图进行探索的专家。"
"#DESC_FIELD_SMALL","食物生长速度缓慢，但产量较大。\n\n各种能够在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收，并在事件期间无法耕种。\n\n-在冬季、热浪和辐射期间，农田将会绝收"
"#DESC_FIELD_MEDIUM","食物生长速度缓慢，但产量较大。\n\n各种能够在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收，并在事件期间无法耕种。\n\n产量是小型农田的两倍，但面积也会翻倍，需要两位居民才能高效运作。\n\n-在冬季、热浪和辐射期间，农田将会绝收"
"#DESC_FIELD_LARGE","食物生长速度缓慢，但产量较大。\n\n各种能够在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收，并在事件期间无法耕种。\n\n产量几乎是小型农田的四倍，但面积也翻了三倍，需要三位居民才能高效运作。\n\n-在冬季、热浪和辐射期间，农田将会绝收"
"#DESC_STORM_DOME","闲暇时，居民会来到竞技场找乐子。痛打别人，或者看别人被痛打，不仅能够释放压力，还能显著提升幸福感，效果无可比拟。那些杀不死你的，会让你变得更强大。"
"#DESC_GREENHOUSE","更为有效和可靠的方式来种植食物。即使在灾难期间，在温室里种植食物也能免疫污染。"
"#DESC_ROAD","简易的土路，让居民在聚居地内移动更快、更容易。"
"#DESC_BUSH1","大型装饰绿色灌木，用于聚居地美化。"
"#DESC_BUSH2","大型装饰黄色灌木，用于聚居地美化。"
"#DESC_BUSH3","装饰性的粉色花丛，用于聚居地美化。"
"#DESC_BUSH4","小型白色装饰花丛，用于聚居地美化。"
"#DESC_BUSH5","茂盛的绿色装饰灌木，用于聚居地美化。\n\n-不能种植在贫瘠的土壤上。"
"#DESC_BUSH6","茂盛的绿色装饰灌木，用于聚居地美化。\n\n-不能种植在贫瘠的土壤上。"
"#DESC_BUSH7","美丽的红色花朵，用于聚居地美化。"
"#DESC_BUSH8","美丽的粉色花朵，用于聚居地美化。"
"#DESC_BUSH9","美丽的白色花朵，用于聚居地美化。"
"#DESC_BUSH10","高大葱郁的树，用于聚居地美化。\n\n-不能种植在贫瘠的土壤上。"
"#DESC_DECORATION1","钢筋和空瓶制成的装饰树。多么新奇啊！"
"#DESC_DECORATION2","被切成仙人掌形状的绿色旧汽水瓶。"
"#DESC_DECORATION3","粘在吸管上的彩色塑料被剪成了花的形状。"
"#DESC_DECORATION4","装饰性的废弃木料，上面粘上了塑料小花。"
"#DESC_DECORATION5","空塑料瓶的底部粘了一些吸管，像一个花坛。"
"#DESC_DECORATION6","五颜六色的纸折成的可爱小风车。"
"#DESC_TRADE_CENTER","允许与已发现的社群进行贸易。使用贸易菜单或在地图上选择社群来发起“帮助”。单个工人每次只能处理一项“帮助”任务；委派更多的工人，以便同时处理多项贸易。"
"#DESC_ENVIRONMENTAL_STATION","从污染堆积物中收集受污染的土壤，对其进行安全净化，并储存在废料箱中，从而让生活环境更安全舒适。\n\n-会造成污染。"
"#DESC_LOGGING_CAMP","在指定区域伐木并将其锯成柴火。"
"#DESC_THE_PIT","朴素的埋葬坑，用于埋葬结束了尘世挣扎的居民。给死者一个体面的安息之所，能够让生者获得些许宽慰。毁掉埋葬坑会降低整个聚居地的幸福感。尸体会在一周左右腐烂，给那些新到的死者留出位置。\n\n-会造成污染。"
"#DESC_SECURE_STORAGE","储存电子元件和娱乐箱。\n\n为武器、电子元件和药品等高价值物品建造的存放空间，配备装甲和护卫人员。"
"#DESC_COOKHOUSE","用原材料烹制温暖的饭菜。餐食不仅能提供多种营养，还能让生活更舒适。"
"#DESC_MESS_HALL","与伙房相比，食堂可以更快、更高效地用基本的食材烹制温暖的饭菜。餐食不仅能提供营养食物，还能让生活更舒适。"
"#DESC_BORE_WELL","钻井挖得非常深，提供稳定的水源。不受土壤限制，可放置于任何土壤上。"
"#DESC_FIELD_HOSPITAL","高级大容量医疗建筑，能够以比医疗帐篷更快的速度治疗多名居民。使用恰当的药品可更快治愈疾病。病症包括受伤、感染、辐射病，甚至变异。"
"#DESC_MAINTENANCE_DEPOT","自动执行修理和去污染工作。分配至维修厂的居民会自动清洁并修理工作区内受影响的建筑。"
"#DESC_MEMORIAL","居民可在这座纪念祠祭奠大灾变及其后的余波中失去生命的人们。纪念祠并不能使逝者复生，但能带来幸福感，并给生者以坚持下去的意义。"
"#DESC_LARGE_SOLAR_PANEL","太阳能电池板的改良版，效率更高。可伸缩面板使其不那么易受灾难影响。\n\n-仅在白天工作。\n-在磁暴期间停止工作。"
"#DESC_RADAR","提前发出灾难预警。灾害来临时，每一刻都很宝贵。这个先进的侦测系统能让聚居地赢得先机，准备应对即将来临的灾难。"
"#DESC_INSECT_FARM","昆虫营养丰富，能够替代肉食。在浩劫后的世界里，挑剔的食客并没有多少选择，所以与其整日啃食蔬菜，不如也尝尝鲜嫩多汁的昆虫。"
"#DESC_BAKERY","新鲜的面包是奢侈品，制作过程比其他食物类型更繁琐，但能提供相当于一顿餐食的营养。"
"#DESC_MILL","烘焙过程的关键环节。磨坊将小麦粒磨成细面粉，以便在面包房中使用。"
"#DESC_MED_LAB","医学实验室虽然采用搜寻来的各种资源建造而成，但却称得上一件令人赞叹的工程作品，医学实验室能为居民生产重要药品。"
"#DESC_LIBRARY","电视已不复存在，用图书保存知识和故事重新成为实用之选。每个人都能找到自己喜欢的图书和漫画。居民可在空闲时间前往图书馆，经过图书洗礼的他们会感到更加幸福。\n\n-必须在冬季期间加热升温"
"#DESC_GAME_ARCADE","费力重建的街机点亮了这座建筑，让人们从残酷的现实中得到短暂的缓解。建造成本非常高，但鉴于它提供的幸福度，绝对值得投资。"
"#DESC_MOVIE_THEATRE","存放了搜寻来的各种稀奇古怪的电影，居民能将自己喜怒哀乐寄托于其中。片尾致谢播放时，幸福度一定会飙升。"
"#DESC_CONCRETE_MIXER","从地下堆积物中提取混凝土块。浩劫颠覆了整个星球，大型建筑如今掩埋在深土之中。\n\n-必须放置于地下废墟中。\n-会造成污染。"
"#DESC_METAL_EXTRACTOR","使用大块磁铁从贫瘠土壤中提取金属和废旧物。这项工作进展缓慢，但能保证为聚居地提供长期的金属来源。\n\n-必须放置于地下废墟中。\n-会造成污染。"
"#DESC_PLASTIC_EXTRACTOR","从地下堆积物中提取塑料和布料。数十年来不加节制地使用塑料污染了星球，但塑料无法降解，所以你几乎能在星球的任何地方找到塑料。\n\n-必须放置于地下废墟中。\n-会造成污染。"
"#DESC_ELECTRONICS_FACTORY","高端生产设施。可提供全自动提取机和其他能源消耗建筑所需的部件和电子元件。"
"#DESC_CONCRETE_AUTO_EXTRACTOR","由混凝土块提取机升级而来。\n\n自动从地下堆积物中提取混凝土块。比人工操纵的提取机慢，但是不需要工人不断从堆积物中提取混凝土。\n\n-会造成污染"
"#DESC_METAL_AUTOEXTRACTOR","由金属提取机升级而来。\n\n自动从地下堆积物中提取金属。比人工操纵的提取机慢，但是不需要工人不断从堆积物中提取金属。\n\n-会造成污染"
"#DESC_PLASTIC_AUTOEXTRACTOR","由塑料提取机升级而来。\n\n自动从地下堆积物中提取塑料。比人工操纵的提取机慢，但是不需要工人不断从堆积物中提取塑料。\n\n-会造成污染"
"#DESC_MAGNETIC_SEPARATOR","磁力分离器从地下堆积物中提取资源，并将稀有金属分离出来，供生产高级产品使用。\n\n-会造成污染。"
"#DESC_MOTOR_SHOP","汽车厂使用搜寻来的各种零碎组件，经过一番神奇改造，为专家团队制造出轻型和中型汽车。"
"#DESC_GARAGE","车库是聚居地中修理和停放车辆的地方，也可以用来把专家团队集结到一辆车上，然后送往世界地图。\n\n-需要一名专家进行汽车修理。"
"#DESC_REFINERY","从油中提炼燃料。燃料是发动和维修汽车所必需的资源。\n\n-会造成污染。"
"#CONSTRUCTION_COST","建设成本"
"#DESC_GATE_EVENT_FRIENDLY_GROUP","一群疲惫的幸存者正在寻找一个安全的地方落脚。他们的领队走近大门，希望加入你的聚居地。作为交换，他们会提供剩下的所有物资，以及愿意进行劳动的人员。"
"#DESC_GATE_EVENT_PARTY_RETURNS_FAILURE","一名受伤的任务领队来到大门前，蹒跚地走了几步后便倒在了地上。巡逻的护卫将他扶了起来，他讲述了自己被强盗伏击而失去手下和物资的经历。他似乎受到了不小的惊吓，需要一些时间才能从这一打击中走出来。整个社团的人听到这个消息后都灰心丧气。"
"#DESC_GATE_EVENT_PARTY_RETURNS_LOSS","一群疲惫的人完成任务后归来，虽然折损了一些人手，但或多或少完成了任务。团队成员需要休息一段时间来疗伤，调整心态。看到这群人归来，整个社团都松了一口气，同时也为逝去的伙伴哀悼。"
"#DESC_GATE_EVENT_PARTY_RETURNS_SUCCESS","凯旋归来！任务进行得很顺利，并且损失极小。领队做了简单的任务报告，为了庆祝，他打开了私藏的威士忌酒分给成员们。领队近期可能不再接受任务，不过整个社团的士气都因此次成功而提升不少。"
"#TOPIC_ACTIVE","正在运作"
"#TOPIC_DEACTIVE","已暂停运作"
"#TOPIC_BUILDING_STATUS","信息"
"#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","优先级"
"#LOW","低"
"#MEDIUM","中"
"#HIGH","高"
"#NONE","无"
"#TOPIC_REPAIR","维修"
"#TOPIC_REPAIR_REQUESTED","已请求维修"
"#TOPIC_REPAIR_STARTED","已开始维修"
"#TOPIC_REPAIR_COST","维修成本"
"#TOPIC_EDIT_WORKAREA","移动工作区"
"#TOPIC_DESTROY_BUILDING","拆除"
"#TOPIC_CANCEL_DESTRUCTION","取消拆除"
"#PAUSE_BUILDING_TITLE","暂停建造"
"#PAUSE_BUTTON","暂停"
"#UNPAUSE_BUTTON","取消暂停"
"#RESUME_BUTTON","恢复"
"#OCCUPANTS_TITLE","居住者"
"#TOPIC_STATUS","状态"
"#TOPIC_CAPACITY","容量"
"#TOPIC_CONDITION_TITLE","状况"
"#TOPIC_CONDITION","状况"
"#INFO_HOUSE_FAMILIES_COUNT","入住家庭 {0}/{1}"
"#INFO_FIELD_WAITING_SEED_SELECTION","等待选择"
"#INFO_FIELD_NEXT_SEED","{0}"
"#INFO_FIELD_WAITING_PLANTING_WORKER","准备种植"
"#INFO_FIELD_PLANTING","种植 {0}"
"#TOPIC_PRODUCTION_SELECTION_FIELD","选择下一个"
"#TOPIC_PRODUCTION_SELECTION_TAILOR","选择产量"
"#TOPIC_FIELD_HARVEST_NOW","立即收获"
"#INFO_FIELD_PLANTING_WORKER_REQUIRED","准备种植"
"#INFO_FIELD_CROP_GROWING","生长 {0}"
"#INFO_FIELD_HARVEST_WORKER_REQUIRED","等待居民"
"#INFO_FIELD_HARVESTING","收获 {0}"
"#INFO_FIELD_HARVEST_NOW","立即收获"
"#INFO_FIELD_HARVEST_NOW_YIELD","收获 {0}"
"#INFO_HOUSE_FAMILY_COUNT","入住家庭 {0}/{1}"
"#TOPIC_PRODUCTION","生产"
"#TOPIC_PRODUCTION_TITLE","生产"
"#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","仓储"
"#TOPIC_STORAGE_TITLE","存储量"
"#INFO_TREATMENT_TREATING","正在处理"
"#INFO_PRODUCTION_CHECK_PREREQUISITES","Check production requirements"
"#INFO_PRODUCTION_WAITING_RESOURCES","等待资源"
"#INFO_PRODUCTION_WAITING_TRANSFER_JOBS","资源正在路上"
"#INFO_PRODUCTION_WAITING_WORKER","等待工人"
"#INFO_PRODUCTION_PROCESSING_STARTED","已开始生产"
"#INFO_PRODUCTION_ACTIVE","正常运作"
"#INFO_PRODUCTION_WAITING_AVAILABLE_PERSONNEL","未分配工人"
"#INFO_PRODUCTION_NO_ACTIVE_DEPOSITS","工作区没有堆积物"
"#INFO_CONSTRUCTION_WAITING","等待资源"
"#INFO_CONSTRUCTION_STARTED","已开始建造"
"#INFO_CONSTRUCTION_WAITING_BUILDER","等待建筑工人"
"#INFO_BUILDING_DESTROYED","建筑被破坏"
"#BUTTON_REBUILD_BUILDING","重建"
"#INFO_ON_FIRE","着火"
"#INFO_DESTROYED","遭破坏"
"#INFO_COLLAPSED","倒塌"
"#INFO_REPAIRS_NEEDED","需要维修"
"#INFO_IMMEDIATE_REPAIRS_NEEDED","需要立即维修"
"#TOPIC_PATIENT_SLOTS","病人空位"
"#TOPIC_COLONIST_CAPACITY","居民空位"
"#TOPIC_FAMILY_CAPACITY","家庭空位"
"#TOPIC_STUDENT_CAPACITY","学生空位"
"#TOPIC_WATER_PRODUCTION","水生产"
"#TOPIC_WATER_CONSUMPTION","耗水量"
"#TOPIC_WATER_STORAGE","容量"
"#TOPIC_ENERGY_CONSUMPTION","能源消耗"
"#TOPIC_ENERGY_PRODUCTION","能源生产量"
"#TOPIC_ENERGY_STORAGE","容量"
"#TOPIC_RESOURCE_STORAGE","存储量"
"#TOPIC_CORPSE_CAPACITY","空位"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_WOOD_DESC","工作区内没有树木"
"#NOTIFICATION_IS_FULL","{0}：已满"
"#INFO_CORPSE_STORAGE_FULL","没有足够空间放置尸体"
"#INFO_BUILDING_OPTIONS","选项"
"#TOPIC_CANCEL_CONSTRUCTION","取消建造"
"#INFO_PRODUCTION_PROGRESS_TITLE","状态"
"#INFO_HOUSE_OCCUPANTS_COUNT","{0}/{1}"
"#ROAD_DECONSTRUCTION","拆毁道路"
"#DESC_ROAD_DECONSTRUCTION","清除已建或已规划道路。"
"#TOPIC_DZ","{0}废墟"
"#DESC_DZ","必须加以清除，以便为新建筑留出空间。"
"#INFO_FIELD_WAITING_HARVEST_WORKER","等待工人收获"
"#INFO_FIELD_WAITING_CULTIVATING","耕作土壤"
"#INFO_FIELD_CONTAMINATED","受污染"
"#INFO_FIELD_DISASTER_BLOCKING","等待灾难结束"
"#PATHFINDER","探路者雕塑"
"#DESC_PATHFINDER","那些为了创造人类的新黎明，迷失方向、备受煎熬、牺牲奉献的人们的雕塑。"
"#SKYLINES","天际线雕塑"
"#DESC_SKYLINES","一座令人印象深刻，如同透视画一般的纪念碑，献给那些努力向上、永不止步的人们。向建筑师和创造者们致敬。"
"#INFO_PRODUCTION_WAITING_CONSTRUCTION_RESOURCES","等待建造命令"
"#INFO_CONSTRUCTION_WAITING_CARRIER","等待搬运工"
"#INFO_CONSTRUCTION_WAITING_RESOURCES","等待资源"
"#TOPIC_CONSTRUCTION_MATERIALS","建筑材料"
"#TOPIC_UNDER_CONSTRUCTION","正在建造"
"#INFO_FIELD_WAITING_CULTIVATION_WORKER","等待耕作"
"#INFO_FIELD_CULTIVATING","耕作"
"#INFO_UNEVEN_TERRAIN","地形不平"
"#INFO_BLOCKED_PLACEMENT","地下物体使建设受阻"
"#INFO_ALL_CLEAR","解除警报"
"#INFO_NEED_WATER_TILES","离水源太远"
"#INFO_NEED_LAND_TILES","需要建造在岸边"
"#INFO_NO_PLACEMENT_BARREN","不能建造在贫瘠的土地上"
"#INFO_FIELD_PREPARING","状态"
"#INFO_FIELD_GROWING","正在生长"
"#TOPIC_CLEAR","清除"
"#INFO_FIELD_WAITING_SEED","等待选择种子"
"#INFO_FIELD_NO_SEED","已暂停"
"#INFO_FIELD_WAITING_GROWTH","等待中"
"#TOPIC_CANCEL_REPAIR","取消维修"
"#INFO_REPAIRING","维修中 {0}"
"#INFO_WORKING_NORMALLY","正常运作"
"#INFO_NO_DEPOSITS_INSIDE_WORK_AREA","工作区没有堆积物"
"#INFO_SCAVENGING","搜寻"
"#INFO_CUTTING_TREES","正在伐木"
"#BRAZIER01","火盆"
"#DESC_BRAZIER01","火盆中的熊熊大火照亮一大片区域。"
"#LANTERNHOLDER01","灯笼"
"#DESC_LANTERNHOLDER01","挂在杆子上的灯笼。"
"#SIMPLETORCH01","火把"
"#DESC_SIMPLETORCH01","简易火把，照亮夜晚。"
"#INFO_BUILDING_WAITING_REPAIRS","等待维修"
"#INFO_NO_RESOURCES_REQUIRED","不需要建筑资源。"
"#ROAD2","铺装道路"
"#DESC_ROAD2","改善的公路，让聚居地内的交通更便捷。"
"#GENERAL_STORAGE","通用储备室"
"#DESC_GENERAL_STORAGE","安全的大型储备室，能够贮存大量的食物、物品和高端资源。"
"#DESC_TENT_HAPPINESS","这种简陋的庇护所是成本较低的短期应急住所。没有防辐射保护，很容易遭到灾难破坏。如果居民被迫长期居住在帐篷中，其幸福度会下降。"
"#DESC_EMERGENCY_SHELTER_HAPPINESS","成本较低的居住方式，可容纳多名居民。对灾难和辐射有一定防护能力。居民栖身于这种拥挤的庇护所时，生育意愿会降低。只有迫不得已才会栖身于此，如果居民被迫长期居住在帐篷中，其幸福度会大幅下降。"
"#DESC_SHANTY_HAPPINESS","改良版庇护所，能起到一定的防辐射作用，且不像帐篷那么容易遭到破坏。棚屋中的居民会感到满足，但这种居住环境无法额外提升幸福度。"
"#DESC_TENEMENT_HAPPINESS","可容纳数名居民的临时庇护所。建造廉价，但无法抵抗灾难。无法防护辐射。公寓中的居民不会感到很幸福，生活在这种拥挤的房屋生育意愿会降低。"
"#DESC_HOUSE_HAPPINESS","舒适高质量住所，能够提升居民幸福度。房屋承受灾难的能力好于低端庇护所，能够提供良好的防辐射保护。"
"#DESC_TWO_STORY_HOUSE_HAPPINESS","经历浩劫后，此类房屋堪称最优质的住所。此类坚固的庇护所提供充足的空间、保护以及相对的舒适感。防辐射保护优秀。同时能够提升住户幸福度。"
"#ELECTRICLAMPSMALL01","小型街灯"
"#ELECTRICLAMPMEDIUM01","中型街灯"
"#ELECTRICLAMPLARGE01","大型街灯"
"#DESC_ELECTRICLAMPSMALL01","朴素的小型电灯柱。"
"#DESC_ELECTRICLAMPMEDIUM01","中等大小的灯柱，适合放置在道路或建筑旁边。"
"#DESC_ELECTRICLAMPLARGE01","高大的四面灯柱，可照亮一大片区域。"
"#BUTTON_ACTIVATE_INFO_PANEL","激活信息面板"
"#NOTIFICATION_ENERGY_SHORTAGE_INFO","增加能源产量或关闭建筑"
"#HEAVY_MOTOR_SHOP","重型汽车厂"
"#DESC_HEAVY_MOTOR_SHOP","配有重型机械和设备，可组装重型车辆。"
"#LARGE_GARAGE","大型车库"
"#DESC_LARGE_GARAGE","比普通车库拥有更多的车位，可保养重型车辆。"
"#LARGE_BATTERY","大型电池架"
"#DESC_LARGE_BATTERY","存储大量过剩能源。\n\n当消耗量超过生产量时，则使用存储的能源。"
"#IRRIGATED_FIELD","灌溉农田"
"#DESC_IRRIGATED_FIELD","由农田升级而来。\n\n配有灌溉系统的农田，即使在贫瘠的土壤上也能有所产出。灌溉系统虽然不能保护农田免遭天空坠物的伤害，但由于优良土壤稀缺，这类农田能够实现更加自由的种植。\n\n-在冬季风暴、热浪和辐射期间，农田将会绝收"
"#COMMAND_CENTER","指挥中心"
"#DESC_COMMAND_CENTER","这栋行政大楼配备有比任务控制中心更加完备的设施，可管控一个大型聚居地。"
"#GATE2","加强大门"
"#DESC_GATE2","坚固的大门透出权威之感，让靠近的人不由地尊敬门后的聚居地。幸存者团体愿意透露更多关于自己和现状的信息，你能更深入了解他们，然后再决定是否让他们进入。"
"#INFO_ENTERTAINMENT_ACTIVE","建筑开放"
"#INFO_FIELD_WAITING_CROP_SELECTION","选择下一个作物"
"#INFO_FIELD_WAITING_INSECT_SELECTION","选择下一个昆虫"
"#INFO_FIELD_WAITING_BREEDING_WORKER","繁殖就绪"
"#INFO_FIELD_BREEDING","正在繁殖{0}"
"#INFO_PRODUCTION_HUNTING_STARTED","狩猎中"
"#INFO_PRODUCTION_FISHING_STARTED","捕鱼中"
"#BUILDING_INFO_HAPPINESS_BOOST","每次到访幸福感提升"
"#BUILDING_INFO_VISITORS","访客"
"#BUILDING_INFO_GARAGE_REPAIRING","维修中"
"#BUILDING_INFO_GARAGE_REPAIRING_STATUS","维修中 {0}"
"#BUILDING_INFO_MOTOR_SHOP_ASSEMBLING_STATUS","正在组装{0}"
"#NOTIFICATION_GARAGE_FULL","车库已满"
"#NOTIFICATION_GARAGE_FULL_PLURAL","车库已满"
"#NOTIFICATION_NEED_MORE_GARAGES","建造更多车库"
"#BUILDING_INFO_SPECIALIST_SLOT","专家位置"
"#BUILDING_INFO_ASSIGN_SPECIALIST","指派专家"
"#TOPIC_BUILDING_INFO_ASSIGN_SPECIALIST","指派专家"
"#ASSIGN_SPECIALIST_TO_BUILDING","指派专家到建筑"
"#WIND_GENERATOR_MARS","火星的风力涡轮机"
"#DESC_WIND_GENERATOR_MARS","生产能源。\n\n比太阳能电池板更有效、更可靠，但所需维修次数较多。依靠这一未来主义设计可以直奔其他星球！"
"#INFO_BUILDING_TOO_CLOSE","同类型建筑距离过近"
"#TOPIC_STORAGE_EDIT","资源储备"
"#STORAGE_EDIT_BUTTON","允许资源"
"#TOPIC_DEMOLISH_BUILDING","回收"
"#TOPIC_WORK_AREA_EFFICIENCY_CURRENT","当前效率"
"#TOPIC_WORK_AREA_EFFICIENCY_NEW","新效率"
"#NUCLEAR_STORAGE","废料箱"
"#DESC_NUCLEAR_STORAGE","有害污染物过于危险，不能放置于地上不处理。废料箱将受污染的物料储存于看不见且相对安全的地方。\n\n-会造成污染。"
"#RESIZE_WORK_AREA_CONSOLE","重新划定工作区范围"
"#RESIZE_WORK_AREA_PC","按住左 Ctrl 并滚动鼠标滚轮以重新划定工作区范围"
"#INFO_ONLY_PLACEMENT_BARREN","必须建造在贫瘠的土地上"
"#TOPIC_CREATE_OUTPOST","建造前哨"
"#TOPIC_VIEW_OUTPOST","查看前哨"
"#TOPIC_OUTPOST","前哨"
"#INFO_WM_BLOCKED_PLACEMENT","将前哨放置于一个高亮地点。"
"#INFO_BUILDING_OUTPOST_NOT_PLACED","前哨尚未放置"
"#OUTPOST_DEPOT","前哨仓库"
"#DESC_OUTPOST_DEPOT","可以在世界地图上的中立区域建造前哨。专家可以将资源放入前哨，前哨会自动将资源转移到相连仓库的存储区域。\n\n-一座仓库只能容纳一个前哨的资源。"
"#INFO_ONLY_PLACEMENT_NEAR_UNDERGROUND_DEPOSIT","必须放置于地下堆积物附近"
"#INFO_BUILDING_PAUSED","已暂停"
"#BUTTON_BUILD_MULTIPLE_CONSOLE","建造多个"
"#BUTTON_BUILD_MULTIPLE_PC","按住 Shift 以建造多个"
"#BUTTON_ROTATE_PC","按住 R 旋转"
"#BUTTON_ROTATE_PC_BINDABLE","按住 {0} 旋转"
"#TOPIC_BUILDING_REPAIRINFO","维修情况"
"#TOPIC_ASSIGN_SPECIALIST","指派专家"
"#TOPIC_BUILDING_SELECT_SPECIALIST","选择专家"
"#STATUS_SPECIALIST_NOT_ASSIGNED","专家未指派"
"#STATUS_SPECIALIST_NOT_AVAILABLE","专家不可用"
"#STATUS_CAR_IS_REPAIRED","汽车在维修中"
"#STATUS_NOT_ENOUGH_FUEL","燃料不足"
"#TOPIC_ASSIGNED_SPECIALISTS","指派的专家"
"#STATUS_CAR_FULL","所有乘客槽位已满"
"#TOPIC_CARGO_CAPACITY","载货容量"
"#TOPIC_REPAIR_SPEED","维修速度"
"#STATUS_REPAIRS_REQUESTED","已请求维修"
"#TOPIC_GARAGE_ASSEMBLE_TEAM","集结团队"
"#NOTIFICATION_CARS_MANY_WAITING_REPAIRS","{0} 量车等待维修"
"#NOTIFICATION_ALL_GARAGES_FULL","所有车库已满"
"#NOTIFICATION_ALL_GARAGES_FULL_DESC","建造更多车库。"
"#STATUS_MISSING_SPECIALIST","缺少专家"
"#INFO_WAITING_FOR_SPECIALIST","等待专家"
"#INFO_CAR_IS_BEING_REPAIRED","汽车在维修中"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE","汽车准备就绪"
"#NOTIFICATION_CAR_REPAIRS_COMPLETE_DESC","汽车维修完毕，随时可以出发"
"#INFO_GARAGE_NO_VEHICLES_DESC","从世界地图发现的汽车通常都是破损的，需要送回聚居地修理。"
"#TOPIC_BUILDING_IDLE","空闲"
"#INFO_FIELD_HARVEST_DECAYING","作物正在枯萎"
"#LIGHTNING_ROD","避雷针"
"#DESC_LIGHTNING_ROD","创建一片保护区域，引导雷击通过自身流向地面，从而避免伤害。承受几次雷击后容易损坏。磁暴时非常有用。"
"#SAUNA","桑拿"
"#DESC_SAUNA","基本清洁对于居民健康至关重要。桑拿能让居民洗掉身上的有害颗粒物和病原体，避免日后染上疾病。流行病爆发时非常有用。\n\n-需要连接水塔。\n-会造成污染。"
"#LUMBER_YARD","伐木场"
"#DESC_LUMBER_YARD","伐木场中的工人砍伐指定区域的树木，并将其加工为木材。由于伐木场依赖人工，所以工人速度缓慢，但能完成工作。"
"#OUTHOUSE","厕所"
"#DESC_OUTHOUSE","基本卫生保证是健康聚居地的必要条件，可确保居民正常洗手和方便。使厕所远离水源，避免污染。\n\n•会造成污染。"
"#PARKINGLOT","停车场"
"#DESC_PARKINGLOT","一个简单的临时区域，可用于储藏未使用的车辆以供专家使用。"
"#GUARD_POST","守卫亭"
"#DESC_GUARD_POST","守卫亭可保护你的聚居地免遭所有敌人侵袭。守卫在建筑周边巡逻，对自己工作区中出现的威胁自动做出反应。\n\n担任守卫的居民可以配备武器，以便更高效地完成任务。"
"#DESC_GUARD_POST_DIRECT_CONTROL","守卫亭可保护你的聚居地免遭所有敌人侵袭。守卫在建筑周边巡逻，对自己工作区中出现的威胁自动做出反应。你还可以选中守卫，并直接命令他们攻击其他敌人。\n\n担任守卫的居民可以配备武器，以便更高效地完成任务。"
"#GUNSMITH","枪械工匠"
"#DESC_GUNSMITH","枪械工匠制造武器，这样居民就不用手持刀具参加枪战。制造可靠的枪械费时费力，成本也不低。"
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","等待战斗结束以开始维修"
"#TOPIC_BUILDING_POLLUTION_TITLE","污染"
"#TOPIC_BUILDING_POLLUTION","污染"
"#TOPIC_DECONTAMINATE","去污染"
"#TOPIC_PRODUCTION_LIMIT","生产上限"
"#TOPIC_SET_PRODUCTION_LIMIT","设置生产上限"
"#TOPIC_SET_PRODUCTION_LIMIT_DESC","生产最多这一数量的储存物品（0代表无限）。"
"#INFO_PRODUCTION_OUTPUT_LIMIT_MET","生产受限"
"#TOPIC_WORK_AREA","工作区"
"#WORK_AREA_NO_DEPOSITS_DESC","没有活跃堆积物"
"#WATER_COLLECTOR","集水箱"
"#DESC_WATER_COLLECTOR","生产少量的水。需要工人从当地池塘或是湖泊中收集水。\n\n-必须建在岸上\n-在热浪和辐射期间停止工作\n-必须在冬季期间加热升温"
"#WATER_PUMP","水泵"
"#DESC_WATER_PUMP","生产大量水的有效途径。\n\n-必须建在岸上\n-在热浪和辐射期间停止工作\n-必须在冬季期间加热升温"
"#WATER_STORAGE_LARGE","大型净水储备"
"#DESC_WATER_STORAGE_LARGE","在两个巨大的水箱里为居民储备大量干净的饮用水。"
"#WATER_STORAGE_SMALL","净水储备"
"#DESC_WATER_STORAGE_SMALL","为居民储备适量干净的饮用水。"
"#AQUA_FARM","水产养殖场"
"#DESC_AQUA_FARM","水产养殖业的早期形式，能为聚居地提供大量的鱼。必须建在岸上。\n\n-必须建在岸上\n-会造成污染\n-必须在冬季期间加热升温"
"#DESC_VEHICLE_STORAGE_EMPTY","车辆能大幅提高专家在世界地图上的移动速度"
"#INFO_FIELD_INFERTILE_SOIL","在贫瘠的土地上不会生产。"
"#WATER_TOWER_LARGE","大型水塔"
"#DESC_WATER_TOWER_LARGE","在大范围内为建筑物储存和分配大量的水。"
"#TOPIC_POLLUTION_SHIELDING_LEVEL","污染防护{0}"
"#RANCH_1","农场"
"#DESC_RANCH_1","可容纳大量牲畜，并提供些许防护以抵御恶劣的自然环境。要想让动物生存繁殖，需要安排工人进行照料，并为其提供水资源。\n\n-动物必须单独获取\n-动物需要取暖才能熬过冬季"
"#RANCH_2","大型农场"
"#DESC_RANCH_2","由牧场升级而来。\n\n容纳的牲畜是牧场的两倍，可以提供适量防护以抵御恶劣的自然环境。要想让动物生存繁殖，需要安排工人进行照料，并为其提供水资源。\n\n-动物必须单独获取\n-动物需要取暖才能熬过冬季\n-会造成污染"
"#TOPIC_SPLIT_ANIMALS","分配至新农场"
"#TOPIC_BUTCHER_ANIMALS","屠夫"
"#TOOLTIP_INVITE_COLONISTS","发射信号弹"
"#TOPIC_INVITE_COLONISTS","邀请居民"
"#TOOLTIP_INVITE_COLONISTS_CONTENT","发射信号弹以邀请第一批居民入住"
"#CAMPSITE","营地"
"#DESC_CAMPSITE","新聚居地的第一个建筑，能够储存有限的资源和水。建造营地即可解锁其他建筑选项。你也可以在营地中发射信号弹，邀请第一批居民入住。"
"#STATUS_RANCH_SELECT_ANIMAL","选择要饲养的动物类型"
"#STATUS_RANCH_BUTCHERING","屠宰动物"
"#STATUS_RANCH_WAITING_ANIMALS","等待动物到达"
"#STATUS_RANCH_MISSING_WORKER","缺少工人，次要资源生产已暂停"
"#STATUS_RANCH_MISSING_WATER","缺少水资源，动物处于脱水状态且有性命之虞"
"#STATUS_RANCH_MISSING_WATER_AND_WORKER","缺少水资源和工人，动物濒临死亡"
"#STATUS_RANCH_INFECTED","农场遭遇感染"
"#INFO_UNEXPLORED_AREA","无法建在尚未探索的区域"
"#BLOCK_REASON_REQUIRES_COLONISTS","邀请居民以解锁"
"#BLOCK_REASON_REQUIRES_CAMPSITE","建造营地以解锁"
"#BLOCK_REASON_ALREADY_BUILT","只允许建造1个"
"#TRANSFORMER","变压器"
"#DESC_TRANSFORMER","能将能源从一个地方转移到另一个地方的设备。变压器会在其有效区域内分配能源。"
"#TOPIC_VEHICLE_SELECTION","车辆选择"
"#TOPIC_ABORT_DEMOLITION","中止拆迁"
"#TOPIC_SALVAGE_CONFIRM","确定要拆除已选建筑吗？"
"#BUILDING_STATUS_DISABLED_BY_CATASTROPHE","受灾难影响，陷入瘫痪"
"#INFO_FIELD_DAMAGED","遭破坏建筑"
"#INFO_NO_EFFICIENCY_MISSING_TREES","工作区内没有树木"
"#INFO_LOW_EFFICIENCY_LITTLE_TREES","效率：低，需要更多树木"
"#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","不在能源网范围内"
"#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","附近需要净水储备"
"#HEATER","火炉"
"#DESC_HEATER","在冬季风暴期间使用。\n\n火炉是专为小型聚居地设计的一种简易加热器。其产生的熊熊烈焰足以温暖邻近区域，而且能够防止远处的建筑物完全结冰。\n\n-可加热工作场所和庇护所。\n-可防止岸边的建筑结冰。"
"#ENERGYHEATER","暖气片"
"#DESC_ENERGYHEATER","在冬季风暴期间使用。\n\n一种以能源为动力的先进加热器，适用于较为大型的聚居地。取暖器能将产生的热量扩散到大片区域，防止其间的建筑结冰。\n\n-可加热工作场所和庇护所。\n-可防止岸边的建筑结冰。"
"#INFO_HEATER_ACTIVE","产生热量"
"#BLOCK_REASON_REQUIRES_GATE","建造大门来解锁"
"#INFO_FIELD_FROZEN","农田已结冰。"
"#INFO_FIELD_BURNED","农田已烧毁。"
"#TOPIC_UPGRADE","升级"
"#LABEL_UPGRADING","升级中…"
"#FIELD_IRRIGATED_SMALL","小型灌溉农田"
"#FIELD_IRRIGATED_MEDIUM","中型灌溉农田"
"#FIELD_IRRIGATED_LARGE","大型灌溉农田"
"#BUILDING_STATUS_DISABLED_BY_EFFICIENCY","效率过低，建筑暂停运作"
"#TRANSFORMER_LARGE","大型变压器"
"#DESC_TRANSFORMER_LARGE","由变压器升级而来。\n\n能将能源从一个地方转移到另一个地方的设备。与普通变压器相比其有效范围更大。"
"#HEATER_LVL2","升压火炉"
"#DESC_HEATER_LVL2","由火炉升级而来。\n\n能够燃烧更多木柴，并可以更加高效地传导产出的热量，从而在更大范围内为建筑加热供暖。但那些狼崽子休想得到一点剩余的热量！"
"#ENERGYHEATER_LVL2","工业用取暖器"
"#DESC_ENERGYHEATER_LVL2","由取暖器升级而来。\n\n能够远距离传输热量，但同时也会消耗更多能量。"
"#TENT_LVL2","铁箍帐篷"
"#DESC_TENT_LVL2","由帐篷升级而来。\n\n短期的应急措施。没有防辐射保护，很容易遭到灾难破坏。与普通帐篷相比能够容纳更多居民，但由于内部空间狭小，势必会造成居民关系紧张。\n\n-幸福度大幅降低\n\n-必须在冬季风暴期间加热升温"
"#HOUSE_LVL2","加热房屋"
"#DESC_HOUSE_LVL2","由房屋升级而来。\n\n能够媲美旧世界的住房。其间配备的自动加热器等豪华内设让其他居民羡慕不已。\n\n-幸福度大幅提高\n\n-必须与能源相连"
"#TWO_STORY_HOUSE_LVL2","两层加热房屋"
"#DESC_TWO_STORY_HOUSE_LVL2","由两层房屋升级而来。\n\n能够媲美旧世界的宽敞住房。其间配备的自动加热器等豪华内设让其他居民羡慕不已。\n\n-幸福度大幅提高\n\n-必须与能源相连"
"#FISHERY_LVL2","捕鱼小屋"
"#DESC_FISHERY_LVL2","由捕鱼点升级而来。\n\n配备小屋和全年钓具的码头。在冬季风暴期间，捕鱼小屋不需要额外的供暖设备也能维持正常运作。"
"#LIGHTNING_ROD_LVL2","避雷塔"
"#DESC_LIGHTNING_ROD_LVL2","由避雷针升级而来。\n\n防护范围更广，可保护能源建筑免受磁暴和偶尔过载的影响。高大的避雷塔势必会招致更多雷击，因此需要对其进行定期维修。"
"#EMERGENCY_SHELTER_LVL2","铁箍应急庇护所"
"#DESC_EMERGENCY_SHELTER_LVL2","由应急庇护所升级而来。\n\n临时的庇护所，与标准应急庇护所相比能够容纳更多居民。对抗灾难和辐射的能力弱。\n\n居民在拥挤的生活环境下不会产生生育意愿。\n\n-幸福度大幅降低\n-必须在冬季风暴期间加热升温"
"#DESC_FIELD_IRRIGATED_SMALL","由小型农田升级而来。\n\n在肥沃土壤匮乏的情况下，灌溉系统浇种下的作物可以在贫瘠的土地上生长。虽说灌溉系统无法保护小型农田免受所有侵害，但也能助其安全度过热浪。\n\n-在冬季风暴、和辐射期间，农田仍将绝收\n\n-需要供水才能正常运作"
"#DESC_FIELD_IRRIGATED_MEDIUM","由中型农田升级而来。\n\n在肥沃土壤匮乏的情况下，灌溉系统浇种下的作物可以在贫瘠的土地上生长。虽说灌溉系统无法保护中型农田免受所有侵害，但也能助其安全度过热浪。\n\n-在冬季风暴、和辐射期间，农田仍将绝收\n\n-需要供水才能正常运作"
"#DESC_FIELD_IRRIGATED_LARGE","由大型农田升级而来。\n\n在肥沃土壤匮乏的情况下，灌溉系统浇种下的作物可以在贫瘠的土地上生长。虽说灌溉系统无法保护大型农田免受所有侵害，但也能助其安全度过热浪。\n\n-在冬季风暴、和辐射期间，农田仍将绝收\n\n-需要供水才能正常运作"
"#TOOLSHOP_UPGRADE","大型工具间"
"#DESC_TOOLSHOP_UPGRADE","用优质材料制造的工具。\n\n制造新工具，帮助居民更高效地完成任务。如果没有工具，居民工作效率将大幅降低。所有工具都会损坏，不过品质高的工具更加耐用。"
"#TAILOR_UPGRADE","大型制衣坊"
"#DESC_TAILOR_UPGRADE","使用优质材料制作衣物。\n\n在充满危险的世界里，具有保护和保暖作用的衣物是生存的必需品。大型制衣坊可以生产出品质更佳的衣物，保护居民免受寒冷和污染。"
"#GUNSMITH_UPGRADE","大型枪械工坊"
"#DESC_GUNSMITH_UPGRADE","枪械工坊可为守卫制造强力武器。制造可靠的枪械费时费力，成本也不低。"
"#TRAPPER_UPGRADE","剥皮房"
"#DESC_TRAPPER_UPGRADE","可利用动物皮毛制造少量布料，并为饥肠辘辘的居民提供些许野味。在灾难期间工作效率降低。\n\n在林木繁茂地区工作时效率最高。"
"#CEMETERY","墓地"
"#DESC_CEMETERY","值得尊敬的逝者安息之地，居民会在这里悼念自己的亲人。体面的安息之地会增加聚居地内的幸福度，如果墓地遭到破坏，幸福度则会大幅降低。尸体在墓地中腐烂耗时要比在埋葬坑中长。\n\n-不会造成污染"
"#WELL_UPGRADE","钻井"
"#DESC_WELL_UPGRADE","一处稳定的水源。比普通水井要深，始终能让用水效率达到最大。\n\n-必须与其他井分开建造"
"#SAUNA_UPGRADE","蒸汽桑拿"
"#DESC_SAUNA_UPGRADE","卫生对于居民健康至关重要。蒸汽桑拿能让居民洗掉身上的有害颗粒物和病原体，避免日后染上疾病。有助于抵御疾病和抵挡冬季风暴，因为温暖的蒸汽可以暂时让居民不被冻僵。\n\n-需要连接水塔。"
"#OUTHOUSE_UPGRADE","厕所"
"#DESC_OUTHOUSE_UPGRADE","卫生是健康聚居地的必要条件。让居民能够正确地清洗自己，并用流动的水处理自然排泄物。\n\n-需要连接水塔"
"#RECYCLER_UPGRADE","快速回收站"
"#DESC_RECYCLER_UPGRADE","从塑料堆积物中搜寻塑料和布料比从一般建筑中搜寻更快更有效。\n\n塑料用于建筑和精加工资源生产。布料是生产衣物所需的重要原材料。"
"#SCAVENGER_UPGRADE","快速废料站"
"#DESC_SCAVENGER_UPGRADE","从金属堆积物搜寻金属和废旧物比从一般建筑中搜寻更快更有效。\n\n金属是主要建筑材料，而废旧物可进一步回收成为宝贵的零件。"
"#BUTTON_BUILD_NEXT","建造下一个"
"#BUTTON_CANCEL_BUILD_NEXT","取消优先级"
"#TOPIC_PREFAB_COUNT","自由放置：{0}"
"#INFO_CANCEL_PREFAB","撤回自由放置"
"#TITLE_CREATE_SETTLER","Create Settler"
"#DESC_CREATE_SETTLER","Settlers are used to build an outpost on the World Map. The selected specialist will be converted into a settler. There is no way to undo this.\n\nConvert specialist to settler?"
"#TOPIC_CREATE_SETTLER","Create Settler"
"#INFO_CONSTRUCTION_RESOURCES_COMING","资源正在路上"
"#INFO_CONSTRUCTION_NO_CARRIER_ASSIGNED","未指派搬运工"
"#INFO_CONSTRUCTION_NO_BUILDER_ASSIGNED","未指派建筑工"
"#INFO_CONSTRUCTION_BUILDING","建造中"
"#INFO_BUILDING_MANUAL_PAUSE","已手动暂停"
"#INFO_BUILDING_NOT_ENOUGH_RESOURCES","资源不足"
"#INFO_BUILDING_STATUS_IN_PROCESS","进行中"
"#INFO_CONSTRUCTION_PENDING","等待中"
"#INFO_PRODUCTION_WORKER_AWAY","Worker away"
"#INFO_PRODUCTION_GATHERING_RESOURCES","Gathering resources"
"#INFO_PRODUCTION_BRINGING_RESOURCES","Bringing resources"
"#INFO_PRODUCTION_DELIVERING_PRODUCTS","Delivering products to storage"
"#TOPIC_PRODUCTION_CURRENT_AMOUNT","Current amount"
"#TOPIC_SPECIALIST_INTO_SETTLER","Select Specialist"
"#TOPIC_CARRIER_COUNT","Carrier Count"
"#TOPIC_ALARM_STATE","Alarm State"
"#ALARM_RED","Red"
"#ALARM_YELLOW","Yellow"
"#SHANTY_UPGRADE","Cozy Shanty"
"#DESC_SHANTY_UPGRADE","A mid-sized shelter that gives some protection against radiation and catastrophes. Improved facilities and increased space make living almost comfortable.\n\n- Happiness bonus\n- Must be heated during winter"
"#TENEMENT_UPGRADE","Cozy Tenement"
"#DESC_TENEMENT_UPGRADE","Comfortable housing that provides some protection against radiation and catastrophes. Improved private and common areas ease tension and knit the community closer together.\n\n- Happiness bonus\n- Increased birthrate\n- Must be heated during winter"
"#INFO_BUILDING_COLONISTS_RESERVED_AS_CARRIERS","Not enough workers: all assigned as carriers"
"#INFO_BUILDING_COLONISTS_TITLE","Worker"
"#INFO_BUILDING_COLONISTS_NO_WORKER_ASSIGNED","Free slot: No worker assigned"
"#INFO_BUILDING_COLONISTS_ASSIGN_WORKER","Free slot: Assign a worker"
"#INFO_BUILDING_COLONISTS_WORKER_ASSIGNED","Worker Assigned"
"#SCOUT_TOWER","Scout Tower"
"#DESC_SCOUT_TOWER","These cheap and simple towers slowly reveal their surroundings, expanding the buildable area and uncovering new resources to scavenge. They can also defend themselves when attacked."
"#INFO_SCOUTING_DONE","Scouted: {0}"
"#PERSON_CONDITION_TITLE","条件"
"#PERSON_STATE_IDLE","闲置"
"#PERSON_STATE_WALKING","行走中"
"#PERSON_STATE_WORKING","工作中"
"#PERSON_STATE_SLEEP","睡觉中"
"#PERSON_STATE_CARRYING","携带中"
"#PERSON_STATE_HOME","家中"
"#PERSON_STATE_TRANSITIONING","改变中"
"#PERSON_STATE_DEAD","死亡"
"#PERSON_EDUCATED","已教育"
"#PERSON_UNEDUCATED","未教育"
"#PERSON_CONDITION_COLD","冷"
"#PERSON_CONDITION_HYPOTHERMIC","体温过低"
"#PERSON_CONDITION_HOT","晒伤"
"#PERSON_CONDITION_HEATSTROKE","中暑"
"#PERSON_CONDITION_THIRSTY","干渴"
"#PERSON_CONDITION_DEHYDRATED","脱水"
"#PERSON_CONDITION_HUNGRY","饥饿"
"#PERSON_CONDITION_STARVING","极度饥饿"
"#PERSON_CONDITION_TIRED","疲劳"
"#PERSON_CONDITION_EXHAUSTED","精疲力竭"
"#PERSON_CONDITION_INJURED","受伤"
"#PERSON_CONDITION_WOUNDED","致命伤"
"#PERSON_CONDITION_RADIATION_POISONING","辐射中毒"
"#PERSON_CONDITION_RADIATION_SICKNESS","辐射病"
"#PERSON_CONDITION_STRESSED","承压"
"#PERSON_CONDITION_DESPAIR","绝望"
"#PERSON_CONDITION_HOMELESS","无家可归"
"#PERSON_CONDITION_SICK","患病"
"#PERSON_CONDITION_INFECTED","感染"
"#PERSON_CONDITION_MALNOURISHED","营养不良"
"#PERSON_CONDITION_POISONED","中毒"
"#PERSON_CONDITION_CRIMINAL","罪犯"
"#PERSON_CONDITION_NOTOOLS","没有工具"
"#PERSON_CONDITION_NOCLOTHES","衣衫褴褛"
"#PERSON_CONDITION_PTSD","创伤后应激障碍"
"#PERSON_VALUE_HEALTH","健康"
"#PERSON_VALUE_AGE","年龄"
"#PERSON_VALUE_HAPPINESS","幸福"
"#PERSON_VALUE_TEMPERATURE","温度"
"#PERSON_VALUE_THIRST","口渴"
"#PERSON_VALUE_HUNGER","饥饿"
"#PERSON_VALUE_TIREDNESS","疲劳"
"#PERSON_VALUE_RADIATION","辐射"
"#PERSON_VALUE_CRIMINALITY","犯罪"
"#PERSON_VALUE_EDUCATION","教育"
"#PERSON_VALUE_NAME","姓名"
"#PERSON_BACKGROUND_TITLE","背景故事"
"#PERSON_TRAITS_TITLE","特点"
"#PERSON_TRAITS_NEEDS_TITLE","特点和需求"
"#PERSON_BACKGROUND_PROFESSION","偏好工作"
"#PERSON_BACKGROUND_NAME_DEFAULT_ADULT","成年人"
"#PERSON_BACKGROUND_NAME_DEFAULT_CHILD","儿童"
"#PERSON_BACKGROUND_NAME_BG001","TODO"
"#PERSON_BACKGROUND_NAME_WANDERER","流浪者"
"#PERSON_BACKGROUND_NAME_SCROUNGER","拾荒者"
"#PERSON_BACKGROUND_NAME_VETERAN","老兵"
"#PERSON_BACKGROUND_NAME_PIONEER","先锋"
"#PERSON_BACKGROUND_NAME_SPEED_FREAK","速度狂人"
"#PERSON_BACKGROUND_NAME_WARMONGER","战争狂人"
"#PERSON_BACKGROUND_NAME_SURVIVALIST","生存主义者"
"#PERSON_BACKGROUND_NAME_BLOODIED","嗜血"
"#PERSON_BACKGROUND_NAME_BUTCHER","屠夫"
"#PERSON_BACKGROUND_NAME_MOVIE_STAR","电影明星"
"#PERSON_BACKGROUND_NAME_MENTAL_PATIENT","精神病人"
"#PERSON_BACKGROUND_NAME_DRIFTER","漂流者"
"#PERSON_BACKGROUND_NAME_DARK_PAST","黑暗往事"
"#PERSON_BACKGROUND_NAME_HERMIT","隐士"
"#PERSON_BACKGROUND_NAME_MAD_SCIENTIST","疯狂科学家"
"#PERSON_BACKGROUND_NAME_INFLUENCER","意见领袖"
"#PERSON_BACKGROUND_NAME_OLD_SCHOOL","老派"
"#PERSON_BACKGROUND_NAME_CULTIST","狂热教徒"
"#PERSON_BACKGROUND_NAME_PARAMEDIC","护理人员"
"#PERSON_BACKGROUND_NAME_MATHEMATICIAN","数学家"
"#PERSON_BACKGROUND_NAME_DESK_JOCKEY","伏案工作者"
"#PERSON_BACKGROUND_NAME_HIRED_HAND","雇工"
"#PERSON_BACKGROUND_NAME_APPRENTICE","学徒"
"#PERSON_BACKGROUND_NAME_PRODUCER","制作人"
"#PERSON_BACKGROUND_NAME_DEVELOPER","开发者"
"#PERSON_BACKGROUND_DESC_DEFAULT_ADULT","聚居地高产的成员，为了他们自己和周围的人努力工作。"
"#PERSON_BACKGROUND_DESC_DEFAULT_CHILD","在这个世界中做一名儿童既不容易，也不快乐，但他们不会虚度光阴。迫切渴望长大，帮助聚居地发展。"
"#PERSON_BACKGROUND_DESC_BG001","任意幸存者"
"#PERSON_BACKGROUND_DESC_WANDERER","过往的罪孽造就了这个废土上衣衫褴褛的流浪者。漂泊数千英里，历经艰难险苦、孤独无助，身体伤痕累累，但心灵平静如水。"
"#PERSON_BACKGROUND_DESC_SCROUNGER","生活从来都不公平。为搜寻宝贵物品不顾个人安危。"
"#PERSON_BACKGROUND_DESC_VETERAN","目睹过可不思议的事情，并不总能躲过厄运。精神熬过了低谷，但肉体不堪重负。"
"#PERSON_BACKGROUND_DESC_PIONEER","经验丰富的工兵，参加过多次战斗，身上留下的伤疤可以证明。总是喜欢把玩各种设备，还喜欢摆弄爆炸性材料。"
"#PERSON_BACKGROUND_DESC_SPEED_FREAK","一心追求速度，无论前路多么险峻。纯粹的车迷，根本不关心个人安危。"
"#PERSON_BACKGROUND_DESC_WARMONGER","喜欢各种各样的暴力和冲突，越大越好。总在寻找更大的武器。"
"#PERSON_BACKGROUND_DESC_SURVIVALIST","很高兴看到旧世界消灭殆尽、新世界重建。很可能在树林某处修建了秘密私人地堡。"
"#PERSON_BACKGROUND_DESC_BLOODIED","视暴力为解决所有问题的法宝，喜欢亲力亲为。"
"#PERSON_BACKGROUND_DESC_BUTCHER","没有群落里最聪明的头脑，却是使用刀具和其他餐具的专家。绝对可以照顾自己和其他过路人。"
"#PERSON_BACKGROUND_DESC_MOVIE_STAR","曾经的著名动作电影头牌明星。并非第一眼看上去那么简单，徒手格斗专家。"
"#PERSON_BACKGROUND_DESC_MENTAL_PATIENT","浩劫前因重症接受治疗。体力劳动似乎能够分散精力，减轻精神上的病痛。"
"#PERSON_BACKGROUND_DESC_DRIFTER","一路颠沛流离，从一个城镇漂泊到另一个城镇，居无定所，这种生活非常艰难。喜欢独来独往。"
"#PERSON_BACKGROUND_DESC_DARK_PAST","虽然不愿提起，但过去曾发生过可怕的事。"
"#PERSON_BACKGROUND_DESC_HERMIT","天生的离群索居，他们会在黑暗中自言自语。曾经独自生活在群山中，甚至一度繁荣昌盛。"
"#PERSON_BACKGROUND_DESC_MAD_SCIENTIST","大智慧有大麻烦。当专注于手头的工作时，无疑是一位天才。很可能引爆过一两个实验室。"
"#PERSON_BACKGROUND_DESC_INFLUENCER","始终站在时代潮头，为普罗大众布道。"
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL","老方法最好，应该恢复旧制。不愿同情或妥协。"
"#PERSON_BACKGROUND_DESC_CULTIST","曾是农村邪教的成员。全身心投入他们的目标，拒绝为任何事物动摇其信仰。"
"#PERSON_BACKGROUND_DESC_PARAMEDIC","第一个到达现场，随时准备拯救生命。灭世后的世界也未能改变其本性。"
"#PERSON_BACKGROUND_DESC_MATHEMATICIAN","坚信通过公式和函数能解释宇宙。偏好秩序胜过自由；偏好功能胜过形式。"
"#PERSON_BACKGROUND_DESC_DESK_JOCKEY","过去干着朝九晚五的办公室工作，现在一切都改变了。"
"#PERSON_BACKGROUND_DESC_HIRED_HAND","过去经常处理各种奇怪的琐事，没能学到任何特殊的技能。"
"#PERSON_BACKGROUND_DESC_APPRENTICE","曾经前景光明，跟随知名导师，然后一切砰然倒塌。"
"#PERSON_BACKGROUND_DESC_PRODUCER","处理任务列表和流程图的能力无与伦比，希望将来能够再派上用场。"
"#PERSON_BACKGROUND_DESC_DEVELOPER","从负责改建阁楼到负责搜寻对抗酸雨的金属箔片，这可不在我原先的5年计划里。"
"#PERSON_BACKGROUND_DESC_MARTYR","负罪感和过去犯下的错误一直困扰着他。努力拯救他人，不顾个人安危。"
"#PERSON_BACKGROUND_DESC_UNPREPARED","曾经舒适安逸的生活方式让他不适应灭世后危机四伏的世界。"
"#PERSON_BACKGROUND_DESC_HOMELESS","虽然孤身一人、无家可归，但还是面临接踵而至的危险。"
"#PERSON_BACKGROUND_DESC_VETERAN2","总是深陷危机，有时因为自愿，有时因为老习惯。脑海中英雄主义的幻想让身体付出了代价。"
"#PERSON_BACKGROUND_DESC_SCROUNGER2","人身安全对他来说是奢侈品。总在搜寻宝贵物品的过程中面临伤害。"
"#PERSON_BACKGROUND_DESC_SCAREDY_CAT","总是害怕他人，随时准备拳脚相向。拒绝先倒下。"
"#PERSON_BACKGROUND_DESC_BRUTE","天生魁梧壮硕，充分利用这一特点。行动丝毫不讲策略，只是动用蛮力。"
"#PERSON_BACKGROUND_DESC_TOP_DOG","尊崇弱肉强食的自然法则。冷酷无情、讲求效率，但从不为了残忍而残忍。"
"#PERSON_BACKGROUND_DESC_SARGE","身为著名军官的他，现在对混乱本身宣战，时而高尚，时而疯狂。"
"#PERSON_BACKGROUND_DESC_VIPER","总是计划着下一步动作，在最不经意间发动袭击。比起迎面痛击更喜欢背后阴招致命。"
"#PERSON_BACKGROUND_DESC_RELAPSING","浩劫后的世界并不能给他太多精神健康方面的支持。目前状态良好，但随时可能复发。"
"#PERSON_BACKGROUND_DESC_DARK_PAST2","内心背负沉重往事，情绪受到拖累，走向低谷。"
"#PERSON_BACKGROUND_DESC_NUMB","对世界的恐怖和奇妙都已麻木。"
"#PERSON_BACKGROUND_DESC_MANAGER","赖以为生的工作永远地消失。尝试用其他事物填补空缺，任何其他事物。"
"#PERSON_BACKGROUND_DESC_PARTY_ANIMAL","极端喜欢社交，以至于成为生理需求。除非跟他人一起，否则无法获得满足感。"
"#PERSON_BACKGROUND_DESC_PRAGMATIST","不严格遵守道德准则，而见风使舵。这个世界充斥着各种灰色地带。"
"#PERSON_BACKGROUND_DESC_PARENT","家庭胜过一切。为了保护家人，不惜一切代价，无论多么困难。"
"#PERSON_BACKGROUND_DESC_OLD_SCHOOL2","拒绝让新世界腐蚀旧世界的道德准则。每个人都要遵守国法家规，决不妥协。"
"#PERSON_BACKGROUND_DESC_EXTREMIST","非常时刻需要非常手段。相信只有做出巨大牺牲，才能建立更好的新世界。"
"#PERSON_BACKGROUND_DESC_MERITOCRAT","相信普罗大众应由非凡人物领导。只有少数伟人才能拯救大家。"
"#PERSON_BACKGROUND_DESC_TEACHER","领导一群幸存者与领导一班学生无异。"
"#PERSON_BACKGROUND_DESC_JANITOR","曾经身为清洁工，日复一日做着相同的工作，令人思维麻木；现在身为幸存者，面对永无止境的挑战；很难说哪种生活更糟糕。"
"#PERSON_BACKGROUND_DESC_ARTIST","浩劫后的荒原很难找到颜料和画笔，但对艺术的需求依然存在。"
"#PERSON_BACKGROUND_DESC_MUSICIAN","不能低估星空下一把吉他对人们产生的影响。"
"#PERSON_BACKGROUND_DESC_OVERSEER","从建造摩天大楼沦落到搭建茅草屋，可笑的是，基本原理仍然适用。"
"#PERSON_TRAIT_NAME_FOOTLESS","独脚"
"#PERSON_TRAIT_NAME_RADFIEND","无惧辐射"
"#PERSON_TRAIT_NAME_SCARRED","伤痕累累"
"#PERSON_TRAIT_NAME_ONE_EYED","独眼"
"#PERSON_TRAIT_NAME_HOOKHAND","钩子手"
"#PERSON_TRAIT_NAME_HAIRY","多毛"
"#PERSON_TRAIT_NAME_CAVED_SKULL","塌陷的头颅"
"#PERSON_TRAIT_NAME_SKIN_DISEASE","皮肤病"
"#PERSON_TRAIT_NAME_CATASTROFAN","灾难爱好者"
"#PERSON_TRAIT_NAME_MASOCHIST","受虐狂"
"#PERSON_TRAIT_NAME_DRIVEN","精神错乱"
"#PERSON_TRAIT_NAME_BROKEN_KNUCKLES","指关节碎裂"
"#PERSON_TRAIT_NAME_HORRORS_PAST","过去的恐怖"
"#PERSON_TRAIT_NAME_HAEMOPHOBIC","恐血症"
"#PERSON_TRAIT_NAME_BULLET_SPONGE","子弹海绵"
"#PERSON_TRAIT_NAME_MINE_SWEEPER","扫雷专家"
"#PERSON_TRAIT_NAME_PARANOID","神经质"
"#PERSON_TRAIT_NAME_WANDERER","流浪者"
"#PERSON_TRAIT_NAME_DAYDREAMER","空想家"
"#PERSON_TRAIT_NAME_OBSESSED","入迷"
"#PERSON_TRAIT_NAME_GLUTTON","暴食者"
"#PERSON_TRAIT_NAME_SUICIDAL","自杀倾向"
"#PERSON_TRAIT_NAME_POET","诗人"
"#PERSON_TRAIT_NAME_HEDONIST","享乐主义者"
"#PERSON_TRAIT_NAME_SPIRITUAL","心灵寄托"
"#PERSON_TRAIT_NAME_AUTHORITARIAN","专制"
"#PERSON_TRAIT_NAME_HARD_WORKER","工作勤奋"
"#PERSON_TRAIT_NAME_SLOTH","懒惰"
"#PERSON_TRAIT_NAME_CAMEL","骆驼"
"#PERSON_TRAIT_NAME_RECKLESS","鲁莽"
"#PERSON_TRAIT_NAME_PICKY","挑剔"
"#PERSON_TRAIT_NAME_LAZY","懒散"
"#PERSON_TRAIT_NAME_CLUMSY","笨拙"
"#PERSON_TRAIT_NAME_GREEN_THUMB","园艺高手"
"#PERSON_TRAIT_NAME_FANATIC","狂热"
"#PERSON_TRAIT_NAME_OPTIMIST","乐观"
"#PERSON_TRAIT_NAME_PESSIMIST","悲观"
"#PERSON_TRAIT_NAME_ATHLETIC","强健"
"#PERSON_TRAIT_NAME_INTROVERT","隐士"
"#PERSON_TRAIT_NAME_EXTROVERT","扩张主义者"
"#PERSON_TRAIT_NAME_WORKAHOLIC","工作狂"
"#PERSON_TRAIT_NAME_LUDDITE","勒德分子"
"#PERSON_TRAIT_NAME_COMPETITIVE","争强好胜"
"#PERSON_TRAIT_NAME_TOUGH","坚韧"
"#PERSON_TRAIT_NAME_HEALTHY","健康"
"#PERSON_TRAIT_NAME_INDIFFERENT","冷漠"
"#PERSON_TRAIT_NAME_FASTING","斋戒"
"#PERSON_TRAIT_NAME_A_D_H_D","异常活跃"
"#PERSON_TRAIT_NAME_FAST_LEARNER","学习能力强"
"#PERSON_TRAIT_NAME_STRONG_KID","强壮的孩子"
"#PERSON_TRAIT_NAME_BURN_VICTIM","烧伤受害者"
"#PERSON_TRAIT_NAME_SNAPPED","中断"
"#PERSON_TRAIT_NAME_REFLUX","回流"
"#PERSON_TRAIT_NAME_FROSTBITTEN","冻伤"
"#PERSON_TRAIT_NAME_CLAWED","抓伤"
"#PERSON_TRAIT_NAME_EXTRA_PADDING","额外护垫"
"#PERSON_TRAIT_NAME_MARTIAL_ARTIST","武术家"
"#PERSON_TRAIT_NAME_BLEEDER","血流不止"
"#PERSON_TRAIT_NAME_ADRENALINE_JUNKIE","热衷冒险"
"#PERSON_TRAIT_NAME_WASHED_UP","过气"
"#PERSON_TRAIT_NAME_FORMER_HUNTER","前猎人"
"#PERSON_TRAIT_NAME_FEARFUL","易受惊"
"#PERSON_TRAIT_NAME_STRESS_EATER","化压力为食欲"
"#PERSON_TRAIT_NAME_OBSESSIVE","强迫症"
"#PERSON_TRAIT_NAME_BOSSY","专横"
"#PERSON_TRAIT_NAME_COMFORT_SEEKER","追求安逸"
"#PERSON_TRAIT_NAME_IDEALIST","理想主义"
"#PERSON_TRAIT_NAME_RITUALISTIC","固守仪式"
"#PERSON_TRAIT_NAME_SELFLESS","无私"
"#PERSON_TRAIT_NAME_PUNCTUAL","守时"
"#PERSON_TRAIT_NAME_SUSPICIOUS","多疑"
"#PERSON_TRAIT_NAME_PEOPLE_PERSON","喜欢交际"
"#PERSON_TRAIT_NAME_FARMHAND","农工"
"#PERSON_TRAIT_NAME_LOITERER","游手好闲"
"#PERSON_TRAIT_NAME_PICTURE_OF_HEALTH","健康典范"
"#PERSON_TRAIT_NAME_GENETIC_LOTTERY","天赋异禀"
"#PERSON_TRAIT_NAME_BEEN_THERE","历尽沧桑"
"#PERSON_TRAIT_NAME_BELIEVER","信徒"
"#PERSON_TRAIT_NAME_RESIGNED","放弃"
"#PERSON_TRAIT_NAME_FIGHT_FAN","格斗迷"
"#PERSON_TRAIT_NAME_REVERENT","虔诚"
"#PERSON_TRAIT_NAME_SWEET_TOOTH","喜好甜食"
"#PERSON_TRAIT_NAME_ENTERTAINMENT","娱乐"
"#PERSON_TRAIT_NAME_DECORATION","装饰"
"#PERSON_TRAIT_NAME_POWER_HUNGRY","渴望权力"
"#PERSON_TRAIT_NAME_IMAGINED_ILLNESS","幻想疾病"
"#PERSON_TRAIT_NAME_CONSERVATOR","守旧"
"#PERSON_TRAIT_NAME_PETROLHEAD","车迷"
"#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","书虫"
"#PERSON_TRAIT_NAME_FISH_FAN","钓鱼爱好者"
"#PERSON_TRAIT_NAME_LOGGER","樵夫"
"#PERSON_TRAIT_NAME_ENVIRONMENTAL","环保"
"#PERSON_TRAIT_NAME_HANDYMAN","杂务工"
"#PERSON_TRAIT_NAME_TRADER","商人"
"#PERSON_TRAIT_NAME_SUN_WORSHIPPER","太阳崇拜"
"#PERSON_TRAIT_NAME_ARSONIST","纵火犯"
"#PERSON_TRAIT_NAME_COP","警察"
"#PERSON_TRAIT_NAME_GEARHEAD","计算机迷"
"#PERSON_TRAIT_NAME_TECH_MESSIAH","技术能手"
"#PERSON_TRAIT_NAME_SMART","聪明"
"#PERSON_TRAIT_NAME_MASTER_BUILDER","建筑大师"
"#PERSON_TRAIT_NAME_PACKRAT","挑夫"
"#PERSON_TRAIT_NAME_CLEVER","机灵"
"#PERSON_TRAIT_NAME_PERFECTIONIST","完美主义者"
"#PERSON_TRAIT_DESC_FOOTLESS","曾踏入旧时陷阱，因此丢掉一只脚。用刀切掉整只脚才活了下来。"
"#PERSON_TRAIT_DESC_RADFIEND","长时间暴露在辐射下，皮肤已如砖块般厚重。"
"#PERSON_TRAIT_DESC_SCARRED","身经百战，伤痕累累。形象很适合浩劫后的世界。"
"#PERSON_TRAIT_DESC_ONE_EYED","曾参加臭名昭著的部落斗争，想借此赚取外快，结果却因此丢了一只眼。"
"#PERSON_TRAIT_DESC_HOOKHAND","少了一只手，不得不用义肢。"
"#PERSON_TRAIT_DESC_HAIRY","变异导致体毛生长异常旺盛。"
"#PERSON_TRAIT_DESC_CAVED_SKULL","不记得因何受伤，但总是疼痛持续不断、长夜难眠。"
"#PERSON_TRAIT_DESC_SKIN_DISEASE","糟糕的情况侵入了皮肤和免疫系统。"
"#PERSON_TRAIT_DESC_CATASTROFAN","灾难期间更加快乐。"
"#PERSON_TRAIT_DESC_MASOCHIST","喜欢感到疼痛，健康值满后将会自残，并能从中获得满足感。"
"#PERSON_TRAIT_DESC_DRIVEN","精神错乱，随时可能爆发。"
"#PERSON_TRAIT_DESC_BROKEN_KNUCKLES","拳头不是伤痕累累，就是鲜血淋漓。没人看的时候，喜欢击打地面或墙壁泄愤。"
"#PERSON_TRAIT_DESC_HORRORS_PAST","很难不去想曾经目睹的惨状。辛苦劳作有助于放空大脑。"
"#PERSON_TRAIT_DESC_HAEMOPHOBIC","对鲜血有着非理性恐惧。看到或触碰到血液让所有感官麻木，同时呼吸困难。"
"#PERSON_TRAIT_DESC_BULLET_SPONGE","多次中枪，体内还残留着子弹。如果还有金属探测器，一定能被他触发。"
"#PERSON_TRAIT_DESC_MINE_SWEEPER","曾赴雷区扫雷，是少数活下来的幸运儿之一。只丢了一只脚的一部分，还有另一只脚的几根脚趾。"
"#PERSON_TRAIT_DESC_PARANOID","怀疑任何人、任何事，神经质、不理性。"
"#PERSON_TRAIT_DESC_WANDERER","难以专注于手头的工作，总爱幻想美好时光。"
"#PERSON_TRAIT_DESC_DAYDREAMER","难以专注于手头的工作，总爱幻想美好时光。"
"#PERSON_TRAIT_DESC_OBSESSED","专注于尽快做好每一件事，这种专注已经达到令人恼火的地步。"
"#PERSON_TRAIT_DESC_GLUTTON","食量超过配给。即便他人还饿着肚子，也照吃不误。"
"#PERSON_TRAIT_DESC_SUICIDAL","感到世上毫无希望。只有死亡是解脱。"
"#PERSON_TRAIT_DESC_POET","喜欢长时间在树林里散步，没有其他目的，只为自言自语。"
"#PERSON_TRAIT_DESC_HEDONIST","将个人享受放在首位。"
"#PERSON_TRAIT_DESC_SPIRITUAL","相信某些事物比人类重要。"
"#PERSON_TRAIT_DESC_AUTHORITARIAN","相信控制、强势领导和纪律，因而在聚居地内有5位以上专家时工作更加努力。"
"#PERSON_TRAIT_DESC_HARD_WORKER","工作努力，超过常人。"
"#PERSON_TRAIT_DESC_SLOTH","睡眠时间超过其他人。"
"#PERSON_TRAIT_DESC_CAMEL","能喝干一个湖。"
"#PERSON_TRAIT_DESC_RECKLESS","遇事只管往前冲，事先从不思考。"
"#PERSON_TRAIT_DESC_PICKY","对食物极其挑剔，仅吃一点勉强度日。"
"#PERSON_TRAIT_DESC_LAZY","对工作毫不关心。"
"#PERSON_TRAIT_DESC_CLUMSY","总是跌跌撞撞。"
"#PERSON_TRAIT_DESC_GREEN_THUMB","指尖的泥土是世界上最好的感觉。"
"#PERSON_TRAIT_DESC_FANATIC","全身心无条件服从使命的召唤。"
"#PERSON_TRAIT_DESC_OPTIMIST","似乎不太受世上的纷扰所影响。"
"#PERSON_TRAIT_DESC_PESSIMIST","凡事总想最坏情况。"
"#PERSON_TRAIT_DESC_ATHLETIC","天赋异禀的运动员，速度快、耐力好。"
"#PERSON_TRAIT_DESC_INTROVERT","新的幸存者团体造成焦虑。"
"#PERSON_TRAIT_DESC_EXTROVERT","敞开胸怀欢迎新的幸存者团体。"
"#PERSON_TRAIT_DESC_WORKAHOLIC","无法停下来，必须每天都忙于工作。"
"#PERSON_TRAIT_DESC_LUDDITE","喜欢老办法，憎恨新技术。"
"#PERSON_TRAIT_DESC_COMPETITIVE","凡事争第一，一切都要做到最好，至少要最快。"
"#PERSON_TRAIT_DESC_TOUGH","体格像砖房一般，能够承受许多苦难。"
"#PERSON_TRAIT_DESC_HEALTHY","健康典范，虽然历经逆境。"
"#PERSON_TRAIT_DESC_INDIFFERENT","对所有事情漠不关心。"
"#PERSON_TRAIT_DESC_FASTING","靠着少量食物勉强度日。"
"#PERSON_TRAIT_DESC_A_D_H_D","很难为一件事集中精力。"
"#PERSON_TRAIT_DESC_FAST_LEARNER","知识宝库。"
"#PERSON_TRAIT_DESC_STRONG_KID","有着异于同龄人的强壮体魄。"
"#PERSON_TRAIT_DESC_BURN_VICTIM","跑不过森林大火。"
"#PERSON_TRAIT_DESC_SNAPPED","曾狠狠跌落，摔伤脊柱，导致行动僵硬。"
"#PERSON_TRAIT_DESC_REFLUX","辐射中毒，导致进食时出现阵阵恶心。"
"#PERSON_TRAIT_DESC_FROSTBITTEN","寒冷的夜晚湿着脚睡觉，导致丧失五根脚趾和半只脚。"
"#PERSON_TRAIT_DESC_CLAWED","遭遇凶残野兽在他身上留下了记号；满脸伤疤，鼻子残缺。"
"#PERSON_TRAIT_DESC_EXTRA_PADDING","变异导致更容易积攒和保存体脂。"
"#PERSON_TRAIT_DESC_MARTIAL_ARTIST","认为自己是专业格斗选手，一心追求强健体魄。"
"#PERSON_TRAIT_DESC_BLEEDER","拒绝休息，导致伤口无法正常愈合。"
"#PERSON_TRAIT_DESC_ADRENALINE_JUNKIE","只有在危险和致命的情形下，才能感到充满活力。在灾难期间会更加快乐。"
"#PERSON_TRAIT_DESC_WASHED_UP","偶尔沉醉于他们宝贵的记忆，然后就能再次看到希望的曙光。"
"#PERSON_TRAIT_DESC_FORMER_HUNTER","一次可怕的打猎事故，导致永久受伤。"
"#PERSON_TRAIT_DESC_FEARFUL","明白可怕的事就要发生，就像以前一样。"
"#PERSON_TRAIT_DESC_STRESS_EATER","通过暴饮暴食应对压力和困难。"
"#PERSON_TRAIT_DESC_OBSESSIVE","受困于强迫性的想法和微小的仪式。"
"#PERSON_TRAIT_DESC_BOSSY","喜欢我行我素，不管旁人意见。"
"#PERSON_TRAIT_DESC_COMFORT_SEEKER","渴望通过住在高质量的庇护所中来减少生活中的痛苦，并增加生活中的快乐感。"
"#PERSON_TRAIT_DESC_IDEALIST","相信每个人内心的善良。"
"#PERSON_TRAIT_DESC_RITUALISTIC","根据严苛的宗教仪式安排一天的生活。"
"#PERSON_TRAIT_DESC_SELFLESS","优先考虑他人的需求，并以此获得成就感。"
"#PERSON_TRAIT_DESC_PUNCTUAL","组织、守时和日程让他们感到舒适。"
"#PERSON_TRAIT_DESC_SUSPICIOUS","幸存者加入聚居地时，幸福度降低。"
"#PERSON_TRAIT_DESC_PEOPLE_PERSON","幸存者加入聚居地时，幸福度升高。"
"#PERSON_TRAIT_DESC_FARMHAND","喜欢看到植物蓬勃生长。"
"#PERSON_TRAIT_DESC_LOITERER","总是尽可能从容不迫。"
"#PERSON_TRAIT_DESC_PICTURE_OF_HEALTH","他们的身体就像庙宇；深受爱戴、状况优秀，能够更快从损伤中恢复。"
"#PERSON_TRAIT_DESC_GENETIC_LOTTERY","有幸得到优秀的基因。"
"#PERSON_TRAIT_DESC_BEEN_THERE","一生历经苦难，练就一副结实、耐久的身躯。"
"#PERSON_TRAIT_DESC_BELIEVER","宗教背景帮助他们在没有希望的时候看到希望。"
"#PERSON_TRAIT_DESC_RESIGNED","彻底放弃，认为一切事情都不再有任何意义。"
"#PERSON_TRAIT_DESC_FIGHT_FAN","渴望竞技场中的暴力娱乐。"
"#PERSON_TRAIT_DESC_IMAGINED_ILLNESS","希望获得一座条件良好的战地医院。"
"#PERSON_TRAIT_DESC_REVERENT","需要纪念碑祭奠亡者。"
"#PERSON_TRAIT_DESC_SWEET_TOOTH","渴望面包店的烘焙食品。"
"#PERSON_TRAIT_DESC_CONSERVATOR","想让林务站种树。"
"#PERSON_TRAIT_DESC_PETROLHEAD","想让聚居地拥有汽车厂。"
"#PERSON_TRAIT_DESC_PROPER_BURIAL","想让死者葬在墓地。"
"#PERSON_TRAIT_DESC_EDUCATOR","想让孩子们上学。"
"#PERSON_TRAIT_DESC_PROSPECTOR","想看金属提取器。"
"#PERSON_TRAIT_DESC_BOOKWORM","想要图书馆储存信息。"
"#PERSON_TRAIT_DESC_FISH_FAN","喜欢捕鱼和烹饪鱼肉。"
"#PERSON_TRAIT_DESC_LOGGER","进步就是清除森林，将树木变为柴火。"
"#PERSON_TRAIT_DESC_ENVIRONMENTAL","想清除周边污染。"
"#PERSON_TRAIT_DESC_HANDYMAN","管理有序的聚居地才是好聚居地。"
"#PERSON_TRAIT_DESC_TRADER","想让聚居地与其他社区贸易。"
"#PERSON_TRAIT_DESC_SUN_WORSHIPPER","利用太阳的能量是重中之重。"
"#PERSON_TRAIT_DESC_ARSONIST","想看到世界燃烧。"
"#PERSON_TRAIT_DESC_COP","喜欢警备充足的聚居地。"
"#PERSON_TRAIT_DESC_GEARHEAD","对车辆的了解超过别人。"
"#PERSON_TRAIT_DESC_TECH_MESSIAH","对一切新技术无比痴迷，让人难以置信。"
"#PERSON_TRAIT_DESC_SMART","神机妙算，敏锐的研究人员。"
"#PERSON_TRAIT_DESC_MASTER_BUILDER","总在制作、建造、焊接、修复各种玩意儿。"
"#PERSON_TRAIT_DESC_PACKRAT","天赋异禀，能够背负比常人更重的担子，同时保持高速行走。"
"#PERSON_TRAIT_DESC_CLEVER","反应极快，总能有新发现。"
"#PERSON_TRAIT_DESC_PERFECTIONIST","追求完美，花费大量时间处理细枝末节。"
"#PERSON_TRAIT_EFFECT_FOOTLESS","<color=red>行走速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_RADFIEND","<color=green>辐射抗性 +20%</color>"
"#PERSON_TRAIT_EFFECT_SCARRED","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_ONE_EYED","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_HOOKHAND","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_HAIRY","<color=green>寒冷抗性 +20%</color>"
"#PERSON_TRAIT_EFFECT_CAVED_SKULL","<color=red>最大健康 -20</color>"
"#PERSON_TRAIT_EFFECT_SKIN_DISEASE","<color=red>辐射抗性 -20%</color>"
"#PERSON_TRAIT_EFFECT_CATASTROFAN","<color=green>灾难期间幸福度+30</color>"
"#PERSON_TRAIT_EFFECT_MASOCHIST","<color=red>最大健康 -20</color>"
"#PERSON_TRAIT_EFFECT_DRIVEN","<color=green>生产速度 +15%</color>"
"#PERSON_TRAIT_EFFECT_BROKEN_KNUCKLES","<color=red>最大健康 -20%</color>"
"#PERSON_TRAIT_EFFECT_HORRORS_PAST","<color=green>生产速度 +5%</color>"
"#PERSON_TRAIT_EFFECT_HAEMOPHOBIC","<color=red>晕血</color>"
"#PERSON_TRAIT_EFFECT_BULLET_SPONGE","<color=red>生产速度-5%，健康值-20</color>"
"#PERSON_TRAIT_EFFECT_MINE_SWEEPER","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_PARANOID","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_WANDERER","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_DAYDREAMER","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_OBSESSED","<color=green>生产速度 +15%</color>"
"#PERSON_TRAIT_EFFECT_GLUTTON","<color=red>饥饿感翻倍</color>"
"#PERSON_TRAIT_EFFECT_SUICIDAL","""TODO trait effect ""&MID(People!A378, 22,LEN(People!A271))"
"#PERSON_TRAIT_EFFECT_POET","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_HEDONIST","<color=red>不喜欢住在简陋的庇护所里</color>"
"#PERSON_TRAIT_EFFECT_SPIRITUAL","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_AUTHORITARIAN","<color=green>专家在时生产速度+15%</color>"
"#PERSON_TRAIT_EFFECT_HARD_WORKER","<color=green>生产速度 +15%</color>"
"#PERSON_TRAIT_EFFECT_SLOTH","<color=red>休息速度 -50%</color>"
"#PERSON_TRAIT_EFFECT_CAMEL","<color=red>耗水量增加</color>"
"#PERSON_TRAIT_EFFECT_RECKLESS","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_PICKY","<color=green>饥饿速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_LAZY","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_CLUMSY","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_GREEN_THUMB","<color=green>生产速度 +5%</color>"
"#PERSON_TRAIT_EFFECT_FANATIC","<color=green>很少会感到困倦</color>"
"#PERSON_TRAIT_EFFECT_OPTIMIST","<color=green>最大幸福度 +20%</color>"
"#PERSON_TRAIT_EFFECT_PESSIMIST","<color=red>最大幸福度 -20%</color>"
"#PERSON_TRAIT_EFFECT_ATHLETIC","<color=green>健康值和速度+20%</color>"
"#PERSON_TRAIT_EFFECT_INTROVERT","<color=red>新人加入时，幸福度降低</color>"
"#PERSON_TRAIT_EFFECT_EXTROVERT","<color=green>新人加入时，幸福度提升</color>"
"#PERSON_TRAIT_EFFECT_WORKAHOLIC","<color=green>疲劳速度降低 15%</color>"
"#PERSON_TRAIT_EFFECT_LUDDITE","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_COMPETITIVE","<color=green>行走速度 +20%</color>"
"#PERSON_TRAIT_EFFECT_TOUGH","<color=green>最大健康 +20%</color>"
"#PERSON_TRAIT_EFFECT_HEALTHY","<color=green>伤愈速度加快</color>"
"#PERSON_TRAIT_EFFECT_INDIFFERENT","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_FASTING","<color=green>饥饿速度降低</color>"
"#PERSON_TRAIT_EFFECT_A_D_H_D","<color=red>受教育所需时间延长</color>"
"#PERSON_TRAIT_EFFECT_FAST_LEARNER","<color=green>受教育所需时间缩短</color>"
"#PERSON_TRAIT_EFFECT_STRONG_KID","<color=green>背着箱子时移动速度更快</color>"
"#PERSON_TRAIT_EFFECT_BURN_VICTIM","<color=red>辐射抗性 -20%</color>"
"#PERSON_TRAIT_EFFECT_SNAPPED","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_REFLUX","<color=red>最大健康 -20</color>"
"#PERSON_TRAIT_EFFECT_FROSTBITTEN","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_CLAWED","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_EXTRA_PADDING","<color=green>寒冷抗性 +20%</color>"
"#PERSON_TRAIT_EFFECT_MARTIAL_ARTIST","<color=green>最大健康 +30%</color>"
"#PERSON_TRAIT_EFFECT_BLEEDER","<color=red>最大健康 -20</color>"
"#PERSON_TRAIT_EFFECT_ADRENALINE_JUNKIE","<color=green>灾难期间幸福度+30</color>"
"#PERSON_TRAIT_EFFECT_WASHED_UP","<color=green>生产速度 +5%</color>"
"#PERSON_TRAIT_EFFECT_FORMER_HUNTER","<color=red>最大健康 -20</color>"
"#PERSON_TRAIT_EFFECT_FEARFUL","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_STRESS_EATER","<color=red>饥饿感翻倍</color>"
"#PERSON_TRAIT_EFFECT_OBSESSIVE","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_BOSSY","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_COMFORT_SEEKER","<color=red>幸福度降低-30</color>"
"#PERSON_TRAIT_EFFECT_IDEALIST","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_RITUALISTIC","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_SELFLESS","<color=green>很少会感到困倦</color>"
"#PERSON_TRAIT_EFFECT_PUNCTUAL","<color=green>行走速度 +20%</color>"
"#PERSON_TRAIT_EFFECT_SUSPICIOUS","<color=red>不喜欢新人</color>"
"#PERSON_TRAIT_EFFECT_PEOPLE_PERSON","<color=green>喜欢新人</color>"
"#PERSON_TRAIT_EFFECT_FARMHAND","<color=green>喜欢用双手干活</color>"
"#PERSON_TRAIT_EFFECT_LOITERER","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_PICTURE_OF_HEALTH","<color=green>最大健康 +20%</color>"
"#PERSON_TRAIT_EFFECT_GENETIC_LOTTERY","<color=green>伤愈速度加快</color>"
"#PERSON_TRAIT_EFFECT_BEEN_THERE","<color=green>最大健康 +30%</color>"
"#PERSON_TRAIT_EFFECT_BELIEVER","<color=green>最大幸福度 +20%</color>"
"#PERSON_TRAIT_EFFECT_RESIGNED","<color=red>生产速度 -15%</color>"
"#PERSON_TRAIT_EFFECT_ARSONIST","<color=red>幸福度低时可能会纵火</color>"
"#PERSON_TRAIT_EFFECT_COP","<color=green>安保严密时，提升幸福度</color>"
"#PERSON_TRAIT_EFFECT_GEARHEAD","<color=green>作为机械师将提升幸福度</color>"
"#PERSON_TRAIT_EFFECT_TECH_MESSIAH","<color=green>发现新技术时，提升幸福度</color>"
"#PERSON_TRAIT_EFFECT_SMART","<color=green>作为科学家时，增加生产速度</color>"
"#PERSON_TRAIT_EFFECT_MASTER_BUILDER","<color=green>建造速度增加</color>"
"#PERSON_TRAIT_EFFECT_PACKRAT","<color=green>背负板条箱时，行走速度增加</color>"
"#PERSON_TRAIT_EFFECT_CLEVER","<color=green>作为工程师时，增加生产速度</color>"
"#PERSON_TRAIT_EFFECT_PERFECTIONIST","<color=red>生产速度降低</color>"
"#PERSON_TRAIT_NEED_EXTROVERT","时常需要看到新人加入聚居地。"
"#PERSON_TRAIT_NEED_EXTROVERT_ACTIVE","因有新人到来而开心"
"#PERSON_TRAIT_NEED_EXTROVERT_INACTIVE","因没有新人到来而烦闷"
"#PERSON_TRAIT_NEED_INTROVERT","新的幸存者团体造成焦虑。"
"#PERSON_TRAIT_NEED_INTROVERT_ACTIVE","居民的焦虑"
"#PERSON_TRAIT_NEED_INTROVERT_INACTIVE","因没有新人到来而开心"
"#PERSON_TRAIT_NEED_FIGHT_FAN","渴望竞技场中的暴力娱乐。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_ACTIVE","竞技场已建造。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_INACTIVE","竞技场未建造。"
"#PERSON_TRAIT_NEED_REVERENT","需要纪念碑祭奠亡者。"
"#PERSON_TRAIT_NEED_REVERENT_ACTIVE","纪念碑已建造。"
"#PERSON_TRAIT_NEED_REVERENT_INACTIVE","纪念碑未建造。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH","渴望面包店的烘焙食品。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH_ACTIVE","面包店已建造。"
"#PERSON_TRAIT_NEED_SWEET_TOOTH_INACTIVE","面包店未建造。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT","放松精神，暂时不考虑手头的事情。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT_ACTIVE","访问了一座娱乐建筑。"
"#PERSON_TRAIT_NEED_ENTERTAINMENT_INACTIVE","未访问娱乐建筑。"
"#PERSON_TRAIT_NEED_DECORATION","浩劫不应仅是灰色和棕色。"
"#PERSON_TRAIT_NEED_DECORATION_ACTIVE","喜欢装饰。"
"#PERSON_TRAIT_NEED_DECORATION_INACTIVE","没看到任何装饰。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY","只有恢复供电，才能重新开始建造。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY_ACTIVE","已建造发电厂。"
"#PERSON_TRAIT_NEED_POWER_HUNGRY_INACTIVE","未建造发电厂。"
"#PROFESSION_UNASSIGNED","工人"
"#PROFESSION_ASSIGNED","已指派"
"#PROFESSION_WORKER","工人"
"#PROFESSION_BUILDER","建筑工人"
"#PROFESSION_CRAFTSMAN","匠人"
"#PROFESSION_SCAVENGER","搜寻员"
"#PROFESSION_FARMER","农民"
"#PROFESSION_HUNTER","猎人"
"#PROFESSION_COOK","厨师"
"#PROFESSION_MEDIC","医生"
"#PROFESSION_MECHANIC","机械师"
"#PROFESSION_ENGINEER","工程师"
"#PROFESSION_SCIENTIST","科学家"
"#PROFESSION_GUARD","守卫"
"#PROFESSION_FISHERMAN","渔民"
"#PROFESSION_ANY","任意"
"#PROFESSION_UNASSIGNED_PLURAL","工人"
"#PROFESSION_ASSIGNED_PLURAL","已指派"
"#PROFESSION_WORKER_PLURAL","工人"
"#PROFESSION_BUILDER_PLURAL","建筑工人"
"#PROFESSION_CRAFTSMAN_PLURAL","匠人"
"#PROFESSION_SCAVENGER_PLURAL","搜寻员"
"#PROFESSION_FARMER_PLURAL","农民"
"#PROFESSION_HUNTER_PLURAL","猎人"
"#PROFESSION_COOK_PLURAL","厨师"
"#PROFESSION_MEDIC_PLURAL","医生"
"#PROFESSION_MECHANIC_PLURAL","机械师"
"#PROFESSION_ENGINEER_PLURAL","工程师"
"#PROFESSION_SCIENTIST_PLURAL","科学家"
"#PROFESSION_GUARD_PLURAL","守卫"
"#PROFESSION_FISHERMAN_PLURAL","渔民"
"#DEATH_COLDNESS","极寒"
"#DEATH_HUNGER","饥饿"
"#DEATH_THIRST","口渴"
"#DEATH_AGE","年老"
"#DEATH_RADIATION","辐射"
"#DEATH_INJURY","受伤"
"#DEATH_EXHAUSTION","劳累"
"#DEATH_MALNUTRITION","营养不良"
"#DEATH_SUICIDE","自杀"
"#DEATH_INFECTION","感染"
"#INFO_PERSON_BUTTON_CHANGE_SKILL","更改偏好工作"
"#TOPIC_HEALTH","健康"
"#TOPIC_HEALTH_TITLE","健康"
"#TOPIC_HAPPINESS","幸福"
"#TOPIC_HAPPINESS_TITLE","幸福"
"#TOPIC_EDUCATED","教育"
"#TOPIC_EDUCATED_TITLE","教育"
"#INFO_PERSON_GENDER","性别"
"#INFO_PERSON_GENDER_TITLE","性别"
"#TOPIC_CURRENT_JOB","职业"
"#TOPIC_WORKPLACE","工作岗位"
"#TOPIC_TOOL","工具"
"#TOPIC_PROTECTIVE_CLOTHING","衣物"
"#TOPIC_AGE_GROUP_ELDER","老人"
"#TOPIC_AGE_GROUP_ADULT","成年人"
"#TOPIC_AGE_GROUP_TEENAGER","青少年"
"#TOPIC_AGE_GROUP_CHILD","儿童"
"#TOPIC_AGE_GROUP_INFANT","婴儿"
"#TOPIC_AGE","年龄"
"#TOPIC_DEATH_REASON","死亡原因"
"#PERSON_CONDITION_COLD_DESC","居民现已暴露在严寒的天气中，需要住进温暖的庇护所以及穿上更好的衣服才能保暖。\n\n如果暴露时间过长，将会导致居民体温过低。"
"#PERSON_CONDITION_HYPOTHERMIC_DESC","如果长时间暴露在严寒的天气中，将会导致居民体温过低并持续损失健康值，直到再次恢复体温。赶紧为居民提供良好的衣物和温暖的庇护所。"
"#PERSON_CONDITION_HOT_DESC","暴露于高温正带来种种问题。\n\n可能导致中暑。"
"#PERSON_CONDITION_HEATSTROKE_DESC","持续暴露已经严重影响能力。降低移动和生产速度。"
"#PERSON_CONDITION_THIRSTY_DESC","感到干渴，需要饮水。\n\n持续干渴可能导致脱水。"
"#PERSON_CONDITION_DEHYDRATED_DESC","饮用水缺乏导致的严重症状。\n\n可能导致死亡。"
"#PERSON_CONDITION_HUNGRY_DESC","幸存者常常食不果腹，但如果食物短缺时间过长，则可能导致饥饿。最好始终储存一些食物，这样辛勤劳作的居民就不会饿肚子。居民吃饱肚子后幸福感会增加，工作效率也更高。"
"#PERSON_CONDITION_STARVING_DESC","长时间未进食，再不进食将很快死亡。"
"#PERSON_CONDITION_TIRED_DESC","经过一天的劳作，居民会感到疲惫。确保庇护所数量充足，让每个居民每天都能睡个好觉。没有合适的居所，居民最终会精疲力竭。"
"#PERSON_CONDITION_EXHAUSTED_DESC","长期由于没有合适的庇护所而缺乏睡眠将影响工作能力。降低生产速度。"
"#PERSON_CONDITION_INJURED_DESC","日常生活中的任何意外都会导致受伤。不对伤害进行治疗会导致死亡，但是它们在任何医疗机构都可以被轻易治愈。药物可以加速居民的康复速度。"
"#PERSON_CONDITION_WOUNDED_DESC","严重的伤口导致健康持续恶化，同时生产速度降低，只有医生或医师治愈后才能好转。"
"#PERSON_CONDITION_RADIATION_POISONING_DESC","暴露于高剂量辐射。情况会持续恶化为辐射病。搬进条件更好的庇护所，穿上一些衣物，可提供对辐射更好的防护。"
"#PERSON_CONDITION_RADIATION_SICKNESS_DESC","体内积聚大量辐射，正在迅速侵蚀身体。除非通过药物或医生治疗，否则健康将急剧恶化。使用碘丸可加快治愈过程。"
"#PERSON_CONDITION_STRESSED_DESC","接二连三的艰难困苦让人们心情低落。倍感压力的居民在生活中感受不到幸福，这可能导致他们陷入绝望。要增加幸福度，为居民提供更多娱乐，并努力改善总体环境。"
"#PERSON_CONDITION_DESPAIR_DESC","长期的不幸福感导致人们陷入绝望。绝望的居民已经失去了活下去的毅力。他们可能会离开聚居地，自残甚至自杀。"
"#PERSON_CONDITION_HOMELESS_DESC","无家可归的居民没有栖身之所。无家可归的居民更容易受伤、疲劳，或是患上其他致命疾病。长期生活在受污染的天空下影响也会影响他们的幸福度。"
"#PERSON_CONDITION_SICK_DESC","轻微疾病，可能会导致感染。"
"#PERSON_CONDITION_INFECTED_DESC","重大疾病正导致健康持续恶化，同时生产速度降低。不及时治疗感染将导致死亡。 使用抗生素能够大幅提升治愈速度。感染居民耗水量是健康居民的两倍。"
"#PERSON_CONDITION_MALNOURISHED_DESC","食谱单一会造成居民养分摄入不足，导致严重的营养不良。食物可分为三大类。基础食物仅能果腹，但营养较低。其他两类食物为肉类和蔬菜，每位居民都需要充足的量。营养不良的居民非常虚弱，极易死亡。从营养不良中恢复是一个漫长的过程，需要营养不良者长期摄入多种食物。"
"#PERSON_CONDITION_POISONED_DESC","有毒物质正在他们的血液中循环，造成健康持续恶化。需服药或就医治疗。"
"#PERSON_CONDITION_CRIMINAL_DESC","犯罪倾向已经显露。予以逮捕并做出相应惩罚。"
"#PERSON_CONDITION_NOTOOLS_DESC","没有工具的居民工作速度极其缓慢。制造或搜寻更多工具。"
"#PERSON_CONDITION_NOCLOTHES_DESC","缺乏合适的衣物可能导致更多严重问题。制造或搜寻更多衣物。"
"#PERSON_CONDITION_PTSD_DESC","居民已经弄丢了它，无法继续运转。"
"#TOPIC_PROFESSION","职业"
"#TOPIC_PERSON_ACTIVITY","活动"
"#TOPIC_CONDITIONS","条件"
"#GENDER_FEMALE","女"
"#GENDER_MALE","男"
"#EDUCATION_LEVEL_INSCHOOL","在校就读"
"#EDUCATION_LEVEL_UNEDUCATED","未教育"
"#EDUCATION_LEVEL_EDUCATED","已教育"
"#PERSON_HAPPINESS_LEVEL_0","绝望"
"#PERSON_HAPPINESS_LEVEL_1","闷闷不乐"
"#PERSON_HAPPINESS_LEVEL_2","满意"
"#PERSON_HAPPINESS_LEVEL_3","高兴"
"#PERSON_HAPPINESS_LEVEL_4","狂喜"
"#PERSON_STATE_TREATED","正在接受治疗"
"#TOPIC_COLONIST","基本信息"
"#TOPIC_TRAITS_NEEDS","详细信息"
"#PERSON_STATE_GOING_TO_EAT","正在前去吃饭"
"#PERSON_STATE_GOING_TO_WORK","正在前去工作"
"#PERSON_STATE_GOING_TO_SLEEP","正在前去睡觉"
"#PERSON_STATE_GOING_TO_TREATMENT","正在前去接受治疗"
"#PERSON_STATE_HAVING_GOOD_TIME","兴高采烈"
"#PERSON_STATE_UNHAPPY","闷闷不乐"
"#TOPIC_PERSON_STATE","状态"
"#TOPIC_PERSON_STATUS","状态"
"#TOPIC_PERSON_STATUS_BUILDING","建筑"
"#TOPIC_PERSON_STATE_GOING_TO_SCHOOL","正在上学路上"
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","休息不佳"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","在差劲的庇护所睡得不舒服"
"#PERSON_EVENT_NEED_RESTED_NAME","休息"
"#PERSON_EVENT_NEED_RESTED_DESC","在舒适的庇护所休息。"
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","睡在户外"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","不得不在户外睡觉，否则只能在不愉悦的环境中睡觉了。"
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","休息不佳"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","在简陋的庇护所里睡不好觉。"
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","休息"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","在舒适的庇护所里睡得很好。"
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","休息充分"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","在舒适的房屋睡了个好觉。"
"#PERSON_EVENT_NEED_WELL_FED_NAME","营养充足"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","吃了一顿大餐。"
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","哀悼"
"#PERSON_EVENT_NEED_HOUSING_DEATH_DESC","家庭中有人去世。"
"#PERSON_EVENT_NEED_BIRTH_NAME","儿童出生"
"#PERSON_EVENT_NEED_BIRTH_DESC","家庭成员生产。"
"#PERSON_EVENT_NEED_MEMORIAL_NAME","致以敬意"
"#PERSON_EVENT_NEED_MEMORIAL_DESC","想起来人生并非一直如此。"
"#PERSON_EVENT_NEED_GAME_ARCADE_NAME","玩电子游戏"
"#PERSON_EVENT_NEED_GAME_ARCADE_DESC","在荧光闪烁中尽情享受经典游戏带来刺激感。"
"#PERSON_EVENT_NEED_LIBRARY_NAME","读书"
"#PERSON_EVENT_NEED_LIBRARY_DESC","沉浸于友情、海盗、太空探险和爱情故事。"
"#PERSON_EVENT_NEED_MOVIE_THEATRE_NAME","看电影"
"#PERSON_EVENT_NEED_MOVIE_THEATRE_DESC","欣赏大屏幕上的娱乐佳片。"
"#PERSON_EVENT_NEED_STORM_DOME_NAME","观看打斗"
"#PERSON_EVENT_NEED_STORM_DOME_DESC","在血腥的运动中娱乐自我。"
"#PERSON_STATE_ENTERTAINED","减轻压力"
"#PERSON_STATE_ENTERING","通过"
"#COLONY_HAPPINESS_LEVEL_0","绝望"
"#COLONY_HAPPINESS_LEVEL_1","闷闷不乐"
"#COLONY_HAPPINESS_LEVEL_2","满意"
"#COLONY_HAPPINESS_LEVEL_3","高兴"
"#COLONY_HAPPINESS_LEVEL_4","狂喜"
"#COLONY_HAPPINESS_LEVEL_0_DESC","居民们满怀悲痛，伤心欲绝。尽快提升幸福度，否则居民将开始采取极端措施结束苦难。"
"#COLONY_HAPPINESS_LEVEL_1_DESC","人们不满现状，许多人不愿按常规速度工作。"
"#COLONY_HAPPINESS_LEVEL_2_DESC","居民们既不悲伤，也不开心。他们希望好事发生，同时惧怕悲剧出现。"
"#COLONY_HAPPINESS_LEVEL_3_DESC","人们对未来持乐观态度，心情愉悦。许多人加倍努力工作。"
"#COLONY_HAPPINESS_LEVEL_4_DESC","居民们欣喜若狂，精力十足。眼下这就是最好的情况了。"
"#PERSON_HAPPINESS_LEVEL_0_DESC","绝望的居民不愿继续苟活。如果不能给他们的生活中增添一些幸福感，他们可能会采取极端措施。"
"#PERSON_HAPPINESS_LEVEL_1_DESC","不满现状，不愿按常规速度工作。"
"#PERSON_HAPPINESS_LEVEL_2_DESC","既不悲伤，也不开心。希望好事发生，同时惧怕悲剧出现。"
"#PERSON_HAPPINESS_LEVEL_3_DESC","对未来持乐观态度，心情愉悦。加倍努力工作。"
"#PERSON_HAPPINESS_LEVEL_4_DESC","欣喜若狂，精力十足。眼下这就是最好的情况了。"
"#PERSON_CONDITION_MUTATED","已变异"
"#PERSON_CONDITION_MUTATED_DESC","长期暴露于辐射引发严重问题，需要很长时间才能治愈。"
"#DEATH_MUTATION","变异"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_NAME","恐惧死亡"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_DESC","每个时刻都可能成为终点。有些人也许认为你能够习惯持续不断的灾难。并不能。"
"#PERSON_EVENT_NEED_HOME_DESTROYED_NAME","家园被毁"
"#PERSON_EVENT_NEED_HOME_DESTROYED_DESC","失去家园。虽然那不是理想中的居所，但终归还是家园。被迫重头再来着实让人难过。"
"#PERSON_STATE_SOCIAL_INTERACTION","休息中"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_NAME","腐烂的尸体"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_DESC","目睹腐烂的尸体摆放在地上，得不到合适的安葬。"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_NAME","埋葬地点遭到摧毁"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_DESC","因埋葬点遭摧毁和亵渎而愤怒。"
"#PERSON_TRAIT_NAME_EDUCATED","已教育"
"#PERSON_TRAIT_DESC_EDUCATED","学会了如何在浩劫过后的世界里高效工作。"
"#PERSON_TRAIT_EFFECT_EDUCATED","<color=green>生产速度 +15%</color>"
"#PERSON_STATE_IN_SCHOOL","在校就读"
"#TOPIC_RENAME_PERSON","重命名居民"
"#TOPIC_RENAME_PERSON_DESC","为你的居民设置自定义姓名。"
"#TOPIC_RENAME_SPECIALIST","重命名专家"
"#TOPIC_RENAME_SPECIALIST_DESC","为你的专家设置自定义姓名。"
"#PERSON_STATE_SANITIZING","洗干净"
"#PERSON_STATE_COMBAT","战斗中"
"#PERSON_CONDITION_UNCLEAN","肮脏"
"#PERSON_CONDITION_UNCLEAN_DESC","这位居民的个人卫生情况很差，如果他们没有地方洗手，可能会导致感染。"
"#PERSON_VALUE_NOURISHMENT","食谱"
"#PERSON_STATUS_MALNOURISHED","居民正在遭受营养不良的折磨"
"#PERSON_CONDITION_POORLY_NOURISHED","营养不足"
"#PERSON_CONDITION_POORLY_NOURISHED_DESC","食物中所含的营养不足以维持健康。增加食物种类以防营养不良。"
"#PERSON_CONDITION_NORMAL_NOURISHED","营养充足"
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","食物中含有充足的营养，而且食物种类也较为丰富，足以维持健康。"
"#PERSON_CONDITION_WELL_NOURISHED","营养良好"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","食物品种丰富，肉类和蔬菜均衡。食物质量良好。健康饮食让人们心情愉悦。"
"#PERSON_STATE_LEAVE_COLONY","离开"
"#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！"
"#TOPIC_ELDER","老人"
"#PERSON_CONDITION_THIRSTY_SHORT_DESC","需要饮水"
"#PERSON_CONDITION_DEHYDRATED_SHORT_DESC","需要饮水"
"#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","需要医生"
"#PERSON_CONDITION_RADIATION_SICKNESS_SHORT_DESC","需要医生"
"#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","需要庇护所"
"#PERSON_CONDITION_INFECTED_SHORT_DESC","需要医生"
"#PERSON_CONDITION_MALNOURISHED_SHORT_DESC","需要更加多样化的食物"
"#PERSON_CONDITION_CRIMINAL_SHORT_DESC","罪无可恕"
"#PERSON_CONDITION_NOTOOLS_SHORT_DESC","需要工具"
"#PERSON_CONDITION_NOCLOTHES_SHORT_DESC","需要衣物"
"#PERSON_CONDITION_DIRTY_SHORT_DESC","需要清洁"
"#PERSON_CONDITION_UNARMED_SHORT_DESC","需要武器"
"#PERSON_VALUE_CONTAMINATION","污染"
"#PERSON_NEEDS_TITLE","条件和需求"
"#PERSON_EQUIPMENT_TITLE","装备"
"#INFO_PERSON_BUTTON_FOLLOW","跟随此人"
"#PERSON_CONDITION_MUTATED_SHORT_DESC","需要医生"
"#PERSON_CONDITION_WOUNDED_SHORT_DESC","需要医生"
"#PERSON_CONDITION_RADIATION_POISONING_SHORT_DESC","需要医生"
"#PERSON_CONDITION_POISONED_SHORT_DESC","需要医生"
"#PERSON_CONDITION_UNCLEAN_SHORT_DESC","需要洗澡"
"#COLONY_HAPPINESS_LEVEL_NO_COLONISTS_DESC","聚居地内空无一人。"
"#PERSON_NO_CONDITIONS","没有条件"
"#PERSON_NO_NEEDS","没有需求"
"#PERSON_NEEDS_EFFECT","{0}点幸福度"
"#PERSON_TRAIT_NAME_COLONY_BORN","在聚居地内出生"
"#PERSON_TRAIT_EFFECT_COLONY_BORN","至死不渝的忠诚居民"
"#PERSON_TRAIT_DESC_COLONY_BORN","一出生就成了聚居地内的一员。"
"#PERSON_CONDITION_HYGIENE_RED","肮脏"
"#PERSON_CONDITION_HYGIENE_RED_DESC","这位居民的个人卫生情况很差，如果没有地方清洗的话可能会导致感染。"
"#PERSON_CONDITION_HYGIENE_RED_SHORT_DESC","易于感染。"
"#PERSON_VALUE_HEALTH_DESC","居民的总体幸福度。受患病和打斗等诸多因素的影响。"
"#PERSON_VALUE_CONTAMINATION_DESC","污染等级。受污染的食物、某些灾难和环境的影响。"
"#PERSON_VALUE_MALNUTRITION_DESC","肉类和蔬菜类食物的营养平衡。同时摄入肉类和蔬菜可以预防营养不良。"
"#PERSON_VALUE_HUNGER_DESC","饥饿。食用不同种类的食物可以防止居民挨饿。"
"#PERSON_VALUE_THIRST_DESC","口渴。让你的居民多喝水，否则他们可能会脱水，导致健康值降低。"
"#PERSON_VALUE_TEMPERATURE_DESC","体温。加热升温庇护所并为居民提供衣物，可让他们在冬季风暴期间维持体温。"
"#PERSON_VALUE_MALNUTRITION","营养不良"
"#PERSON_VALUE_HYGIENE","卫生"
"#PERSON_VALUE_HYGIENE_DESC","个人卫生。居民需要在厕所和桑拿房中洗澡，保持自身清洁。"
"#NOTIFICATION_PERSON_DIED_COLDNESS_MANY","{0}名居民冻死了"
"#PERSON_NAME_FEMALE_01","Isabella"
"#PERSON_NAME_FEMALE_02","Charlotte"
"#PERSON_NAME_FEMALE_03","Amelia"
"#PERSON_NAME_FEMALE_04","Evelyn"
"#PERSON_NAME_FEMALE_05","Abigail"
"#PERSON_NAME_FEMALE_06","Harper"
"#PERSON_NAME_FEMALE_07","Emily"
"#PERSON_NAME_FEMALE_08","Elizabeth"
"#PERSON_NAME_FEMALE_09","Avery"
"#PERSON_NAME_FEMALE_10","Sofia"
"#PERSON_NAME_FEMALE_11","Ella"
"#PERSON_NAME_FEMALE_12","Madison"
"#PERSON_NAME_FEMALE_13","Scarlett"
"#PERSON_NAME_FEMALE_14","Victoria"
"#PERSON_NAME_FEMALE_15","Aria"
"#PERSON_NAME_FEMALE_16","Grace"
"#PERSON_NAME_FEMALE_17","Chloe"
"#PERSON_NAME_FEMALE_18","Camila"
"#PERSON_NAME_FEMALE_19","Penelope"
"#PERSON_NAME_FEMALE_20","Riley"
"#PERSON_NAME_FEMALE_21","Layla"
"#PERSON_NAME_FEMALE_22","Lillian"
"#PERSON_NAME_FEMALE_23","Nora"
"#PERSON_NAME_FEMALE_24","Zoey"
"#PERSON_NAME_FEMALE_25","Mila"
"#PERSON_NAME_FEMALE_26","Aubrey"
"#PERSON_NAME_FEMALE_27","Hannah"
"#PERSON_NAME_FEMALE_28","Lily"
"#PERSON_NAME_FEMALE_29","Addison"
"#PERSON_NAME_FEMALE_30","Eleanor"
"#PERSON_NAME_FEMALE_31","Natalie"
"#PERSON_NAME_FEMALE_32","Luna"
"#PERSON_NAME_FEMALE_33","Savannah"
"#PERSON_NAME_FEMALE_34","Brooklyn"
"#PERSON_NAME_FEMALE_35","Stella"
"#PERSON_NAME_FEMALE_36","Hazel"
"#PERSON_NAME_FEMALE_37","Ellie"
"#PERSON_NAME_FEMALE_38","Paisley"
"#PERSON_NAME_FEMALE_39","Audrey"
"#PERSON_NAME_FEMALE_40","Violet"
"#PERSON_NAME_FEMALE_41","Donna"
"#PERSON_NAME_FEMALE_42","Deborah"
"#PERSON_NAME_FEMALE_43","Angela"
"#PERSON_NAME_FEMALE_44","Robin"
"#PERSON_NAME_FEMALE_45","Rosa"
"#PERSON_NAME_FEMALE_46","Kim"
"#PERSON_NAME_FEMALE_47","Sylvia"
"#PERSON_NAME_FEMALE_48","Josephine"
"#PERSON_NAME_FEMALE_49","April"
"#PERSON_NAME_FEMALE_50","Gail"
"#PERSON_NAME_FEMALE_51","Jill"
"#PERSON_NAME_FEMALE_52","Erin"
"#PERSON_NAME_FEMALE_53","Valerie"
"#PERSON_NAME_FEMALE_54","Bessie"
"#PERSON_NAME_FEMALE_55","Tamara"
"#PERSON_NAME_FEMALE_56","Erika"
"#PERSON_NAME_FEMALE_57","Belinda"
"#PERSON_NAME_FEMALE_58","Opal"
"#PERSON_NAME_FEMALE_59","Flora"
"#PERSON_NAME_FEMALE_60","Iliana"
"#PERSON_NAME_MALE_01","Lucas"
"#PERSON_NAME_MALE_02","Liam"
"#PERSON_NAME_MALE_03","Ethan"
"#PERSON_NAME_MALE_04","Oliver"
"#PERSON_NAME_MALE_05","Jacob"
"#PERSON_NAME_MALE_06","George"
"#PERSON_NAME_MALE_07","Harry"
"#PERSON_NAME_MALE_08","Jack"
"#PERSON_NAME_MALE_09","Noah"
"#PERSON_NAME_MALE_10","Charlie"
"#PERSON_NAME_MALE_11","Muhammad"
"#PERSON_NAME_MALE_12","Thomas"
"#PERSON_NAME_MALE_13","Oscar"
"#PERSON_NAME_MALE_14","William"
"#PERSON_NAME_MALE_15","James"
"#PERSON_NAME_MALE_16","Henry"
"#PERSON_NAME_MALE_17","Leo"
"#PERSON_NAME_MALE_18","Alfie"
"#PERSON_NAME_MALE_19","Joshua"
"#PERSON_NAME_MALE_20","Freddie"
"#PERSON_NAME_MALE_21","Archie"
"#PERSON_NAME_MALE_22","Isaac"
"#PERSON_NAME_MALE_23","Alexander"
"#PERSON_NAME_MALE_24","Joseph"
"#PERSON_NAME_MALE_25","Edward"
"#PERSON_NAME_MALE_26","Samuel"
"#PERSON_NAME_MALE_27","Max"
"#PERSON_NAME_MALE_28","Daniel"
"#PERSON_NAME_MALE_29","Arthur"
"#PERSON_NAME_MALE_30","Logan"
"#PERSON_NAME_MALE_31","Theo"
"#PERSON_NAME_MALE_32","Harrison"
"#PERSON_NAME_MALE_33","Benjamin"
"#PERSON_NAME_MALE_34","Mason"
"#PERSON_NAME_MALE_35","Sebastian"
"#PERSON_NAME_MALE_36","Finley"
"#PERSON_NAME_MALE_37","Adam"
"#PERSON_NAME_MALE_38","Dylan"
"#PERSON_NAME_MALE_39","Zachary"
"#PERSON_NAME_MALE_40","Riley"
"#PERSON_NAME_MALE_41","Antonio"
"#PERSON_NAME_MALE_42","Manuel"
"#PERSON_NAME_MALE_43","Lee"
"#PERSON_NAME_MALE_44","Riley"
"#PERSON_NAME_MALE_45","Bradley"
"#PERSON_NAME_MALE_46","Kyle"
"#PERSON_NAME_MALE_47","Francis"
"#PERSON_NAME_MALE_48","Ray"
"#PERSON_NAME_MALE_49","Joel"
"#PERSON_NAME_MALE_50","Don"
"#PERSON_NAME_MALE_51","Marcus"
"#PERSON_NAME_MALE_52","Alex"
"#PERSON_NAME_MALE_53","Tim"
"#PERSON_NAME_MALE_54","Dustin"
"#PERSON_NAME_MALE_55","Marc"
"#PERSON_NAME_MALE_56","Duane"
"#PERSON_NAME_MALE_57","Mitchell"
"#PERSON_NAME_MALE_58","Rafael"
"#PERSON_NAME_MALE_59","Max"
"#PERSON_NAME_MALE_60","Dwayne"
"#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","搜寻员"
"#SPECIALIST_NAME_SPECIALIST2","Wheeler"
"#SPECIALIST_ARCHETYPE_SPECIALIST2","搜寻员"
"#SPECIALIST_NAME_SPECIALIST3","Bonny"
"#SPECIALIST_ARCHETYPE_SPECIALIST3","战士"
"#SPECIALIST_NAME_SPECIALIST4","Fritz"
"#SPECIALIST_ARCHETYPE_SPECIALIST4","战士"
"#SPECIALIST_NAME_SPECIALIST5","Vulture"
"#SPECIALIST_ARCHETYPE_SPECIALIST5","搜寻员"
"#SPECIALIST_NAME_SPECIALIST6","Pinkman"
"#SPECIALIST_ARCHETYPE_SPECIALIST6","搜寻员"
"#SPECIALIST_NAME_SPECIALIST7","Crow"
"#SPECIALIST_ARCHETYPE_SPECIALIST7","侦察员"
"#SPECIALIST_NAME_SPECIALIST8","Tigon"
"#SPECIALIST_ARCHETYPE_SPECIALIST8","侦察员"
"#SPECIALIST_NAME_SPECIALIST9","Stella"
"#SPECIALIST_ARCHETYPE_SPECIALIST9","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST9","浩劫过后的荒芜世界让她十分难过，环境的骤变让这个曾经乐观的人濒临崩溃。她的手术经验无比宝贵，在拯救生命时，她有时会发现内心深处仿佛找回了曾经的自己。"
"#SPECIALIST_NAME_SPECIALIST10","Mike"
"#SPECIALIST_ARCHETYPE_SPECIALIST10","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST10","大家都很喜欢他。灾难似乎对他一丝影响都没有，他在任何时候都能保持自若的神情和富有感染力的大笑，但他在哪进行的医学训练呢？没人知道答案，每次被问到这方面话题，他都会避而不答。"
"#SPECIALIST_NAME_SPECIALIST11","Linnaeus"
"#SPECIALIST_ARCHETYPE_SPECIALIST11","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST11","他是个极端的家伙。毫无疑问，他拥有聪明的科学头脑，而且不可能与他认为“不够格”的人合作。他经常用自己的科学头脑对所有事情进行争论，从植物群落分类到碘摄入率，什么都不放过。"
"#SPECIALIST_NAME_SPECIALIST12","Dafina"
"#SPECIALIST_ARCHETYPE_SPECIALIST12","搜寻员"
"#SPECIALIST_NAME_SPECIALIST13","Vegas"
"#SPECIALIST_ARCHETYPE_SPECIALIST13","侦察"
"#SPECIALIST_NAME_SPECIALIST14","Dame"
"#SPECIALIST_ARCHETYPE_SPECIALIST14","战士"
"#SPECIALIST_NAME_SPECIALIST15","Gorky"
"#SPECIALIST_ARCHETYPE_SPECIALIST15","战士"
"#SPECIALIST_NAME_SPECIALIST16","Nadia"
"#SPECIALIST_ARCHETYPE_SPECIALIST16","搜寻员"
"#SPECIALIST_NAME_SPECIALIST17","Ibis"
"#SPECIALIST_ARCHETYPE_SPECIALIST17","搜寻员"
"#SPECIALIST_NAME_SPECIALIST18","Jin"
"#SPECIALIST_ARCHETYPE_SPECIALIST18","侦察员"
"#SPECIALIST_NAME_SPECIALIST19","Rico"
"#SPECIALIST_ARCHETYPE_SPECIALIST19","侦察员"
"#SPECIALIST_NAME_SPECIALIST20","Cait"
"#SPECIALIST_ARCHETYPE_SPECIALIST20","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST20","她刚从医学院毕业，第一份工作是在老家的废墟中执行 34 小时一班的任务。这份工作很不容易，她经常在想，如果没有她女朋友的帮助，自己能否挺过来。她现在还是女朋友的助手，两人在一起合作无间。"
"#SPECIALIST_NAME_SPECIALIST21","Aramis"
"#SPECIALIST_ARCHETYPE_SPECIALIST21","侦察"
"#SPECIALIST_NAME_SPECIALIST22","Lovelace"
"#SPECIALIST_ARCHETYPE_SPECIALIST22","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST22","很少有人能像她一样坚强。好像没有什么能让她慌乱，饥饿、疾病甚或是灾难，都吓不倒她。这些都是小小的不如人意之处，坏消息要有足够爆炸性才能打乱她的计划。这样的性格帮助她撑过了最令人沮丧的复杂研究，并忍受手中简陋的仪器。"
"#SPECIALIST_NAME_SPECIALIST23","Turbine"
"#SPECIALIST_ARCHETYPE_SPECIALIST23","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST23","他似乎认同科学即实验的观点。如果向他提出任何问题，他第二天便能给出各种相关体的十多种解决方案及安全标准。虽然他实验失败的次数比大多数科学家都多，但他的实验结果更有创造性。"
"#SPECIALIST_NAME_SPECIALIST24","Salt"
"#SPECIALIST_ARCHETYPE_SPECIALIST24","搜寻员"
"#SPECIALIST_NAME_SPECIALIST25","Raj"
"#SPECIALIST_ARCHETYPE_SPECIALIST25","搜寻员"
"#SPECIALIST_NAME_SPECIALIST26","Mingati"
"#SPECIALIST_ARCHETYPE_SPECIALIST26","侦察员"
"#SPECIALIST_NAME_SPECIALIST27","Hakim"
"#SPECIALIST_ARCHETYPE_SPECIALIST27","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST27","他的大半生都是资历超高的村医，主要医治各种常见疾病和伤痛。浩劫来临时，他无法对受苦的人们置之不理，最终离开村里去了附近的一座大城市。但之后又有另一个地方需要他的帮助，一个接着一个……"
"#SPECIALIST_NAME_SPECIALIST28","Scrappa"
"#SPECIALIST_ARCHETYPE_SPECIALIST28","战士"
"#SPECIALIST_NAME_SPECIALIST29","Prowler"
"#SPECIALIST_ARCHETYPE_SPECIALIST29","战士"
"#SPECIALIST_NAME_SPECIALIST30","Nomad"
"#SPECIALIST_ARCHETYPE_SPECIALIST30","搜寻员"
"#SPECIALIST_NAME_SPECIALIST31","Entwurf"
"#SPECIALIST_ARCHETYPE_SPECIALIST31","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST31","他性格复杂，既是热情前卫的科学家，又是个十足的怪人。在他看来，这两种都是为世界重新带来欢乐与幸福的方式。他声称自己读大学的费用都是靠当马戏团小丑挣来的，不过大家都不确定这是不是他开的另一个玩笑。"
"#SPECIALIST_NAME_SPECIALIST32","Sobek"
"#SPECIALIST_ARCHETYPE_SPECIALIST32","侦察"
"#SPECIALIST_NAME_SPECIALIST33","Zhang"
"#SPECIALIST_ARCHETYPE_SPECIALIST33","搜寻员"
"#SPECIALIST_NAME_SPECIALIST34","Porter"
"#SPECIALIST_ARCHETYPE_SPECIALIST34","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST34","第一次核辐射袭击所在的城市后不久，他的丈夫便患上了辐射病。他幸存了下来，但是该事件对两人都造成了彻底的影响。现在，他们希望保护其他人免遭相同的际遇，通过他的科学专业知识，他们能够有效地挽救无数生命。"
"#SPECIALIST_NAME_SPECIALIST35","Panda"
"#SPECIALIST_ARCHETYPE_SPECIALIST35","战士"
"#SPECIALIST_NAME_SPECIALIST36","Dragon"
"#SPECIALIST_ARCHETYPE_SPECIALIST36","侦察员"
"#SPECIALIST_NAME_SPECIALIST37","Amara"
"#SPECIALIST_ARCHETYPE_SPECIALIST37","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST37","浩劫后世界的残酷现实对她造成了巨大的打击。作为曾经的主任医师，她已经很多年没有参与过实际工作，而是一直都埋首于各种文件中。但是，她决定迎接挑战，即使一切已经变得比以往熟悉的世界更混乱，她也毫不畏惧。"
"#SPECIALIST_NAME_SPECIALIST38","Leena"
"#SPECIALIST_ARCHETYPE_SPECIALIST38","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST38","她是一名受人尊敬的遗传学家，她在自己的领域中感到巨大安慰，毕竟，人类还活着。尽管人类文明已经毁灭，但他们的精髓还在。或许，事情的改变并没有像大家认为的那么多。"
"#SPECIALIST_NAME_SPECIALIST39","Sable"
"#SPECIALIST_ARCHETYPE_SPECIALIST39","搜寻员"
"#SPECIALIST_NAME_SPECIALIST40","Absolom"
"#SPECIALIST_ARCHETYPE_SPECIALIST40","侦察员"
"#SPECIALIST_NAME_SPECIALIST41","Makawee"
"#SPECIALIST_ARCHETYPE_SPECIALIST41","侦察"
"#SPECIALIST_NAME_SPECIALIST42","Satoshi"
"#SPECIALIST_ARCHETYPE_SPECIALIST42","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST42","相比其他许多人，他给自己的压力要大得多，其他人都去睡觉时，他还保持着清醒长达数小时。他清楚，科学家已经所剩无几，仍然能够发挥自身专业所长的就更少了。清晨，心中巨大的动力驱使他穿上实验室工作服，如果他完不成工作……又由谁来完成呢？"
"#SPECIALIST_NAME_SPECIALIST43","Lancaster"
"#SPECIALIST_ARCHETYPE_SPECIALIST43","搜寻员"
"#SPECIALIST_NAME_SPECIALIST44","Garrote"
"#SPECIALIST_ARCHETYPE_SPECIALIST44","战士"
"#SPECIALIST_NAME_SPECIALIST45","Hex"
"#SPECIALIST_ARCHETYPE_SPECIALIST45","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST45","她对死亡一直都从容镇静。她能在死亡的必然和宁静中找到安宁，这种心态意外地让她成为比大多数同行更优秀的医生。当你觉得无需执着于死者时，会更容易将注意力放在活人身上。"
"#SPECIALIST_NAME_SPECIALIST46","Sigyn"
"#SPECIALIST_ARCHETYPE_SPECIALIST46","侦察员"
"#SPECIALIST_NAME_SPECIALIST47","Nahla"
"#SPECIALIST_ARCHETYPE_SPECIALIST47","侦察员"
"#SPECIALIST_NAME_SPECIALIST48","Brok"
"#SPECIALIST_ARCHETYPE_SPECIALIST48","战士"
"#SPECIALIST_NAME_SPECIALIST49","Wallaby"
"#SPECIALIST_ARCHETYPE_SPECIALIST49","搜寻员"
"#SPECIALIST_NAME_SPECIALIST50","Cub"
"#SPECIALIST_ARCHETYPE_SPECIALIST50","侦察"
"#SPECIALIST_NAME_SPECIALIST51","Vert"
"#SPECIALIST_ARCHETYPE_SPECIALIST51","侦察员"
"#SPECIALIST_NAME_SPECIALIST52","Roberts"
"#SPECIALIST_ARCHETYPE_SPECIALIST52","搜寻员"
"#SPECIALIST_NAME_SPECIALIST53","Daerius"
"#SPECIALIST_ARCHETYPE_SPECIALIST53","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST53","有人可能认为他甚至还未意识到浩劫已然发生。这个性情温和的男人似乎对工作以外的任何事情都没多大兴趣，他只会努力追求工作上的完美。给他一个过得去的实验室，他就很满足了。"
"#SPECIALIST_NAME_SPECIALIST54","Bishop"
"#SPECIALIST_ARCHETYPE_SPECIALIST54","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST54","他曾是一名军医，现在已经离开战区，但仍然经营旧业，以前是在帐篷里进行急诊手术，现在变成了经营面向贫穷和无家可归之人的秘密诊所。这让他学会了如何在不太理想的条件下使用临时准备的工具和医疗用品来治疗病人。"
"#SPECIALIST_NAME_SPECIALIST55","Erykah"
"#SPECIALIST_ARCHETYPE_SPECIALIST55","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST55","她的个人生活和职业生活都经历了翻天覆地的变化。作为生物学家，她一直对蝴蝶以及它们从一种形态变成另一种形态的整个蜕变过程着迷。或许，人类也可能实现类似的目标？"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","领导者"
"#SPECIALIST_DESCRIPTION_SPECIALIST56","他态度温和，只有少数医生仍然保留着这种温和。无论他做什么，都希望能给予他人帮助、安慰和治愈。那些骂骂咧咧、不愿配合的病人，反而能得到他最灿烂、最温暖的微笑。"
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","搜寻员"
"#SPECIALIST_NAME_SPECIALIST58","Rocketman"
"#SPECIALIST_ARCHETYPE_SPECIALIST58","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST58","他的世界随着周围的社会一起崩塌了：他曾经以星月为方向，一点一点慢慢前行。如今，他的生活仅限于在聚居地这方寸土地间想尽办法存活下去。"
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST59","在众多极端条件威胁植物和农作物的情况下，人类想要生存下来，像她这样的植物学家会起到很大的作用。在工作之余，她很喜欢开玩笑，并且她有一个坏习惯，经常半夜大笑，吵醒其他人。"
"#SPECIALIST_NAME_SPECIALIST60","Polo"
"#SPECIALIST_ARCHETYPE_SPECIALIST60","侦察"
"#SPECIALIST_NAME_SPECIALIST61","Danube"
"#SPECIALIST_ARCHETYPE_SPECIALIST61","战士"
"#SPECIALIST_NAME_SPECIALIST62","Tudor"
"#SPECIALIST_ARCHETYPE_SPECIALIST62","搜寻员"
"#SPECIALIST_NAME_SPECIALIST63","Makeda"
"#SPECIALIST_ARCHETYPE_SPECIALIST63","战士"
"#SPECIALIST_NAME_SPECIALIST64","Karambit"
"#SPECIALIST_ARCHETYPE_SPECIALIST64","战士"
"#SPECIALIST_NAME_SPECIALIST65","Inuk"
"#SPECIALIST_ARCHETYPE_SPECIALIST65","搜寻员"
"#SPECIALIST_NAME_SPECIALIST66","Zari"
"#SPECIALIST_ARCHETYPE_SPECIALIST66","搜寻员"
"#SPECIALIST_NAME_SPECIALIST67","Orca"
"#SPECIALIST_ARCHETYPE_SPECIALIST67","侦察员"
"#SPECIALIST_NAME_SPECIALIST68","Boone"
"#SPECIALIST_ARCHETYPE_SPECIALIST68","侦察员"
"#SPECIALIST_STATE_IDLE","可开始行动"
"#SPECIALIST_STATE_PREPARING_FOR_MISSION","准备中"
"#SPECIALIST_STATE_IN_MISSION","执行任务中："
"#SPECIALIST_STATE_POST_MISSION_COOLDOWN","休息中"
"#SPECIALIST_STATE_CITYLEADER","聚居地领导者"
"#SPECIALIST_MISSION_STATE_SCOUTING","侦察中"
"#SPECIALIST_MISSION_STATE_SCAVENGING","搜寻中"
"#SPECIALIST_MISSION_STATE_TRADING","交易中"
"#SPECIALIST_MISSION_STATE_SCIENCE","探索中"
"#SPECIALIST_MISSION_STATE_COMBAT","战斗中"
"#SPECIALIST_MISSION_TRAVELING","旅行中"
"#SPECIALIST_MISSION_CAMP","露营中"
"#SPECIALIST_MISSION_RETURNING_HOME","回家途中"
"#SPECIALIST_SKILL_SKILLSET","角色"
"#TOPIC_ASSIGNMENT","任务"
"#TOPIC_SKILLS","技能"
"#SPECIALIST_SKILL_LEADERSHIP","领导力"
"#SPECIALIST_SKILL_EXPLORATION","速度"
"#SPECIALIST_SKILL_COMBAT","战斗"
"#SPECIALIST_SKILL_CHARISMA","贸易"
"#SPECIALIST_SKILL_INTELLECT","研究"
"#SPECIALIST_SKILL_PERCEPTION","搜寻"
"#SPECIALIST_SKILL_MEDICAL","医疗"
"#SPECIALIST_SKILL_ENDURANCE","恢复"
"#SPECIALIST_SKILL_LEADERSHIP_DESC","为所分配的建筑增加产量。"
"#SPECIALIST_SKILL_EXPLORATION_DESC","行动点数。"
"#SPECIALIST_SKILL_COMBAT_DESC","基础攻击伤害。"
"#SPECIALIST_SKILL_CHARISMA_DESC","与社团贸易的熟练度。"
"#SPECIALIST_SKILL_INTELLECT_DESC","每次行动的科学点收集率。"
"#SPECIALIST_SKILL_PERCEPTION_DESC","每次行动的资源搜寻率。"
"#SPECIALIST_SKILL_MEDICAL_DESC","医药包治愈效果。"
"#SPECIALIST_SKILL_ENDURANCE_DESC","聚居地治愈速度。"
"#SPECIALIST_SKILL_ALL","领导力：为所分配的建筑增加产量。\n探索：行动点数。\n战力：基础攻击伤害。\n贸易：与社团贸易的熟练度。\n研究：每次行动的科学点收集率。\n搜寻：每次行动的资源搜寻率。\n医疗：医药包治愈效果。\n恢复：聚居地治愈速度。"
"#NOT_ENOUGH_AP","行动点不足！"
"#TOPIC_ SPECIALIST_TEAM_SIDE_MENU","专家团队"
"#AP_REFILL_INFO","每天都会回复一定行动点。"
"#TIME_TO_AP_REFILL","次日恢复时间：{0}"
"#NO_AP","行动点数恢复中"
"#TEAM_MEMBER_HASCOOLDOWN","伤势恢复中"
"#TEAM_AT_COLONY","在聚居地"
"#TEAM_READY","等待命令"
"#ACTION_CYCLE","行动循环"
"#TOPIC_ASSIGN_VEHICLE","选择车辆"
"#VEHICLE_TYPE","类型"
"#VEHICLE_SPECS_SPEED","速度"
"#VEHICLE_SPECS_NAVIGATION","机动性"
"#VEHICLE_SPECS_DEFENCE","装甲"
"#VEHICLE_SPECS_CARRY_SPACE","乘客"
"#VEHICLE_SPECS_CARGO_SPACE","载货容量"
"#VEHICLE_SPECS_COMBAT","战力"
"#VEHICLE_SPECS_DURABILITY","耐用性"
"#VEHICLE1","技术车"
"#VEHICLE1_DESC","轻装甲小货车，行驶速度快，有利于执行侦查任务。"
"#VEHICLE2","Rover"
"#VEHICLE2_DESC","容量与速度的均衡组合，有利于开展贸易和搜寻任务。"
"#VEHICLE3","SUV"
"#VEHICLE3_DESC","全副武装的装甲野兽，能抵挡伤害，非常适合执行战斗任务。"
"#TOPIC_SPECIALISTS","专家"
"#EQUIPMENT_INVENTORY","装备"
"#EQUIPMENT_INVENTORY_TITLE","装备"
"#SPECIALIST_INVENTORY","库存"
"#SPECIALIST_INVENTORY_TITLE","库存"
"#TOPIC_SPECIALITY","专家"
"#SPECIALITY_FIGHTER","战士"
"#SPECIALITY_SCAVENGER","搜寻员"
"#SPECIALITY_SCOUT","侦察"
"#SPECIALITY_SCIENTIST","科学家"
"#SPECIALIST_NAME_MARTIAN","Marsonaut"
"#SPECIALIST_ARCHETYPE_MARTIAN","科学家"
"#SPECIALIST_DESCRIPTION_MARTIAN","他一心想让被红色侵袭的地球恢复绿色，为此他苦苦钻研，突破限制。菌菇实验、大气核花粉爆炸和剂量可疑的咖啡因摄入使他成为了不受欢迎的人。在浩劫之后，连水管和黑火药都被视作珍贵资源，他的所有实验和高级推进学的学位就更难有用武之地了。"
"#SPECIALIST_NAME_SKYLINER","Skyliner"
"#SPECIALIST_ARCHETYPE_SKYLINER","侦察"
"#SPECIALIST_NAME_PLATYPUS","剑尾鱼"
"#SPECIALIST_ARCHETYPE_PLATYPUS","搜寻员"
"#SPECIALIST_SKILL_DEFENCE","防御"
"#SPECIALIST_SKILL_SCAVENGE","搜寻"
"#SPECIALIST_SKILL_RESEARCH","研究"
"#SPECIALIST_DIED","专家{0}离世"
"#TOPIC_SPECIALIST_STATUS","状态"
"#TOPIC_SPECIALIST_INFO_SPECIALIST_TEAM","团队"
"#TOPIC_SINGLE_SPECIALIST","专家"
"#SPECIALIST_SKILL_SPEED","速度"
"#SPECIALIST_SKILL_MOVEMENT","移动"
"#SPECIALIST_SKILL_ATTACK","战力"
"#SPECIALIST_SKILL_RECOVERY","恢复"
"#SPECIALIST_INFO_SKILL_LEADERSHIP_DESC","聚居地效率（即将推出）"
"#SPECIALIST_INFO_SKILL_EXPLORATION_DESC","行动点数加成基础值"
"#SPECIALIST_INFO_SKILL_ATTACK_DESC","战斗中的基础伤害值"
"#SPECIALIST_INFO_SKILL_RESEARCH_DESC","研究任务效率"
"#SPECIALIST_INFO_SKILL_SCAVENGE_DESC","搜寻效率"
"#SPECIALIST_INFO_SKILL_RECOVERY_DESC","影响聚居地治愈速度"
"#SPECIALIST_INFO_SKILL_DEFENCE_DESC","基础防御"
"#SPECIALIST_NAME_SPECIALIST72","剑圣"
"#SPECIALIST_ARCHETYPE_SPECIALIST72","战士"
"#SPECIALIST_NAME_SPECIALIST73","巴罗尔"
"#SPECIALIST_ARCHETYPE_SPECIALIST73","战士"
"#SPECIALIST_NAME_SPECIALIST74","铁木桉"
"#SPECIALIST_ARCHETYPE_SPECIALIST74","搜寻员"
"#SPECIALIST_NAME_SPECIALIST75","挑夫"
"#SPECIALIST_ARCHETYPE_SPECIALIST75","搜寻员"
"#SPECIALIST_NAME_SPECIALIST76","德鲁伊"
"#SPECIALIST_ARCHETYPE_SPECIALIST76","侦察"
"#SPECIALIST_NAME_SPECIALIST77","喜鹊"
"#SPECIALIST_ARCHETYPE_SPECIALIST77","侦察"
"#SPECIALIST_NAME_SPECIALIST78","巴克先生"
"#SPECIALIST_ARCHETYPE_SPECIALIST78","科学家"
"#SPECIALIST_DESCRIPTION_SPECIALIST78","他的行为举止就像从 17 世界穿越回来的人似的，用着过时的词，没几个人能听懂他在说什么。有一次他的室内实验失败，导致脸上大部分皮肤千疮百孔，就像树皮一样。在高贵和冷漠的举止背后，是一位敏锐的科学天才，随时准备揭开宇宙的奥秘。"
"#SPECIALIST_NAME_SPECIALIST79","元帅"
"#SPECIALIST_ARCHETYPE_SPECIALIST79","领导者"
"#SPECIALIST_NAME_SPECIALIST80","夫人"
"#SPECIALIST_ARCHETYPE_SPECIALIST80","领导者"
"#LEAVE_COLONY","送往世界地图"
"#SPECIALIST_NAME_SPECIALIST81","巴伦"
"#SPECIALIST_ARCHETYPE_SPECIALIST81","战士"
"#TOPIC_SPECIALIST_SKILL_SPEED_VALUE","{0}个行动点数"
"#TOPIC_SPECIALIST_SKILL_COMBAT_VALUE","{0}点伤害"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE","{0}个科学点数/天"
"#TOPIC_SPECIALIST_SKILL_SCAVENGE_VALUE","+{0}%"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE","{0}点健康/天"
"#TOOLTIP_SPECIALIST_SELECTION_ON_THE_WM","位于世界地图"
"#TOOLTIP_SPECIALIST_SELECTION_AT_THE_COLONY","在聚居地"
"#SPECIALIST_STATUS_IDLE","Idling"
"#SPECIALIST_STATUS_MOVING","Moving"
"#SPECIALIST_STATUS_RESEARCH","Researching"
"#SPECIALIST_STATUS_SCAVENGE","Scavenging"
"#SPECIALIST_STATUS_COMBAT","In Combat"
"#SPECIALIST_STATUS_DEAD","Dead"
"#SPECIALIST_STATUS_BUILD","Building"
"#SPECIALIST_STATUS_REST","Resting"
"#TOPIC_SPECIALIST_SKILL_HEALTH_VALUE","{0} HP"
"#POPUP_SURVIVOR_GROUP_TITLE","幸存者们正在寻找庇护所"
"#POPUP_SURVIVOR_GROUP_CONTENT","幸存者团体信息"
"#POPUP_SURVIVOR_GROUP_DESC","一队破衣烂衫的幸存者已在聚居地外安营。幸存者的领队来到大门前，请求友好协商。疲惫的幸存者们在寻找庇护所，寻找安全的栖身之地。"
"#POPUP_SURVIVOR_GROUP_ACCEPT","接受"
"#POPUP_SURVIVOR_GROUP_REJECT","拒绝"
"#POPUP_SURVIVOR_GROUP_IGNORE","暂时忽略"
"#POPUP_SURVIVOR_GROUP_QUICK_TITLE","幸存者："
"#POPUP_SURVIVOR_GROUP_QUICK_INFO","专家：{0} | 成年人： {1} | 小孩： {2}"
"#EVENT_DONE","完成"
"#EVENT_DEBUG_SKIP","Skip event result (DEBUG failsafe)"
"#EVENT_ATGATE_01_NOTIFICATION_HEADER","大门事件"
"#EVENT_ATGATE_01_NOTIFICATION_DESC","有人在大门前"
"#EVENT_CONSTRUCTION_START","开始建造{0}"
"#EVENT_BUILDING_START","完成建造{0}"
"#EVENT_NIGHT_STARTED","夜晚开始"
"#EVENT_NIGHT_ENDED","夜晚结束"
"#EVENT_PERSON_GAINED_CONDITION","{0}获得{1}"
"#EVENT_PERSON_LOST_CONDITION","{0}失去{1}"
"#EVENT_MERCHANT_01_NAME","游商"
"#EVENT_MERCHANT_01_DESC","一辆货车孤零零地朝大门缓慢前进，车上的重物压得车吱吱作响。“大家好，亲爱的人们，”司机叫道。“不知各位女士们、先生们是否有兴趣在这个美好的日子里与我交换物品？”"
"#EVENT_MERCHANT_01_NOTIFICATION_HEADER","游商"
"#EVENT_MERCHANT_01_NOTIFICATION_DESC","一辆彩色的货车靠近大门"
"#EVENT_MERCHANT_02_NAME","游商"
"#EVENT_MERCHANT_02_DESC","一辆大型货车，里面装满各式各样的货物，在大门口等候。一位奇装异服的人在门口喊道：“嘿！听说你们想以物换物？有喜欢的吗？”"
"#EVENT_MERCHANT_02_NOTIFICATION_HEADER","游商"
"#EVENT_MERCHANT_02_NOTIFICATION_DESC","一辆满载的货车在大门口等候"
"#EVENT_MERCHANT_03_NAME","游商"
"#EVENT_MERCHANT_03_DESC","一辆货车猛地刹车停在大门外面。车辆明显属于一位商人，但车上空空如也。“今天，我为各位人类精英准备了一件特别物品，我们来做个交易怎么样？”"
"#EVENT_MERCHANT_03_NOTIFICATION_HEADER","游商"
"#EVENT_MERCHANT_03_NOTIFICATION_DESC","有人等在大门口"
"#EVENT_MERCHANT_04_NAME","游商"
"#EVENT_MERCHANT_04_DESC","“好吧，我还有这些东西。但现在没有其他了，要不要随你！”"
"#EVENT_MERCHANT_RESULT_DECLINE_NAME","游商"
"#EVENT_MERCHANT_RESULT_DELINE_DESC","“那就下次吧，女士们先生们！别忘了我！”商人把样品放回车上，爬上驾驶位，开着车渐渐走远。"
"#TRADE_ACCEPT","接受交易"
"#TRADE_HAGGLE","还有什么别的东西？"
"#TRADE_REJECT","不交易"
"#EVENT_MERCHANT_RESULT_NAME","交易完成"
"#EVENT_MERCHANT_RESULT_DESC","“感谢您给我这个商业机会！我很快还会再来！”，商人边喊，边收拾好货车开走了。"
"#EVENT_DESPERATE_01_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_DESPERATE_01_NOTIFICATION_DESC","一个小孩呼唤你的注意"
"#EVENT_DESPERATE_01_NAME","绝望的恳求"
"#EVENT_DESPERATE_01_DESC","一个小孩和一位无精打采的妇女手拉着手靠近大门。她明显状态极差，需要医疗护理。“求求你，能给我妈妈一些<mark>药品</mark>吗？”，小孩喊道，声音十分急迫。“我们准备去东边找爸爸，但妈妈在路上生病了！”。"
"#EVENT_DESPERATE_01_SUCCESS_NAME","绝望的恳求"
"#EVENT_DESPERATE_01_SUCCESS_DESC","“谢谢，谢谢，谢谢！”他不停道谢，接过你手中的药品。“我本想留给爸爸，但应该把它们给你，”小孩说，小手捧着一把<mark>种子</mark>。"
"#EVENT_DESPERATE_01_FAIL_NAME","绝望的恳求"
"#EVENT_DESPERATE_01_FAIL_DESC","“你刻薄、恶毒又邪恶，为什么不救救我妈妈？！”小孩含着泪水喊道。“爸爸回来后会打爆你！”。两人转身离去，缓缓消失在荒原中。"
"#GIVE_HELP","给他们一些药品"
"#REFUSE_HELP","拒绝小孩的请求"
"#EVENT_BLACKMAIL_01_NAME","敲诈"
"#EVENT_BLACKMAIL_01_DESC","一群土匪靠近大门，后面还拖着一个人。领头的拿枪指着俘虏的脑袋喊道：“你们的人在我们营地旁边捣乱，被我抓到了！想让他活着回去，就拿你们的补给品来换”。那个俘虏绝对不是你们的人，但性命攸关。"
"#EVENT_BLACKMAIL_01_NOTIFICATION_HEADER","土匪靠近大门"
"#EVENT_BLACKMAIL_01_NOTIFICATION_DESC","他们还拖着一个人"
"#PAY_BANDITS","答应土匪"
"#DECLINE_BANDITS","拒绝土匪"
"#EVENT_BLACKMAIL_01_SUCCESS_NAME","敲诈"
"#EVENT_BLACKMAIL_01_SUCCESS_DESC","你极不情愿地答应了土匪的要求。土匪带着赎金离开，一路大声说笑。俘虏被释放后，发誓对你和聚居地效忠，许诺努力工作以报答救命之恩。"
"#EVENT_BLACKMAIL_01_FAIL_NAME","敲诈"
"#EVENT_BLACKMAIL_01_FAIL_DESC","“等等，什么？营地里的垃圾比大活人还重要？我只能说，你们真是冷血”，土匪头子一边喊叫着，一边带着手下消失在荒原中，后面还拖着俘虏。不一会，传来一声枪响，枪声在远方回荡。"
"#EVENT_WANDERER_01_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_WANDERER_01_NOTIFICATION_DESC","一个头戴兜帽的人想跟你谈谈"
"#EVENT_WANDERER_01_NAME","孤独的流浪者"
"#EVENT_WANDERER_01_DESC","一个人靠近大门，身着破旧大衣，头戴兜帽遮住了脸。他对自己的出身和动机都守口如瓶，但提出想加入聚居地，担任科学家，帮助大家工作。他说话时总是回头看，似乎很紧张。"
"#WANDERER_IN","打开大门，让流浪者进来。"
"#WANDERER_OUT","让流浪者离开，关闭大门。"
"#EVENT_WANDERER_01_STEAL_NAME","孤独的流浪者"
"#EVENT_WANDERER_01_STEAL_DESC","刚一开门，流浪者冲向最近的<mark>食物</mark>储藏点。他抓起一把食物，塞进大衣口袋，灵巧地赶在大门关闭前钻了出去，只剩守卫呆呆地站在那里。头戴兜帽的家伙步履轻快，不一会就消失在荒野中。"
"#EVENT_WANDERER_01_JOIN_NAME","孤独的流浪者"
"#EVENT_WANDERER_01_JOIN_DESC","“等等，真的吗？你准备让我进去？从没有人这样做过，你真的应该更小小心”。虽然这样说，但那位孤独的流浪者还是被你的好客打动。他在聚居地中逛了一圈，返回来说：“我能不能，比如，加入你们待在这里？”"
"#EVENT_WANDERER_01_OUT_NAME","孤独的流浪者"
"#EVENT_WANDERER_01_OUT_DESC","“听着，我就是饿了，好吗！”眼看大门关闭，流浪者说道。他转身朝荒原走去，一路愤怒地踢着地上的石子。"
"#EVENT_LASTHOPE_01_NOTIFICATION_HEADER","门口有一小队人"
"#EVENT_LASTHOPE_01_NOTIFICATION_DESC","似乎他们经历了很多事情"
"#EVENT_LASTHOPE_01_NAME","我们最后的希望"
"#EVENT_LASTHOPE_01_DESC","一群衣衫褴褛的人拖着沉重的步伐走向<mark>大门</mark>。他们的衣服破破烂烂、血迹斑斑。其中一人恳求道：“我们遭到强盗袭击，车队被砸得稀烂，我们无处可去。能帮帮我们吗？我们愿意献出一切，只求一些<mark>药品</mark>或庇护所”。"
"#LASTHOPE_IN","领他们进入聚居地并呼叫医生"
"#LASTHOPE_AID","赠予药品并祝他们好运"
"#LASTHOPE_OUT","拒绝请求"
"#EVENT_LASTHOPE_01_IN_NAME","我们最后的希望"
"#EVENT_LASTHOPE_01_IN_DESC","你的慷慨让小队大吃一惊。除了感谢，他们无话可说。伤者被立刻送医。"
"#EVENT_LASTHOPE_01_AID_NAME","我们最后的希望"
"#EVENT_LASTHOPE_01_AID_DESC","“您太善良了，谢谢你！”领队说道，并献上他们所剩无几的物资。他们的物资微不足道，根本不够宝贵<mark>药品</mark>的价值。"
"#EVENT_LASTHOPE_01_OUT_NAME","我们最后的希望"
"#EVENT_LASTHOPE_01_OUT_DESC","“但是，但是，你是我们最后的希望！我们在野外无法生存，这个样子肯定不行！”领队愤怒地喊道。“但愿以后你遇到麻烦，能够遇到比你善良的人帮助你！”"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_HEADER","一个土匪在大门前"
"#EVENT_TRADERBANDIT_01_NOTIFICATION_DESC","他行为有些怪异"
"#EVENT_TRADERBANDIT_01_NAME","商人土匪"
"#EVENT_TRADERBANDIT_01_DESC","一个人靠近大门，他身背大包，里面装满蓝图、测量棒和其他物品。他一身土匪装束，但行为却不像土匪。“喂喂！我想跟管事的谈谈！一位建筑大师在此，你们最好听着！”他正在建造某种纪念碑，需要建筑材料。“我们来做个交易如何？”"
"#TRADE_ILLEGAL","要求交易一些更加“刺激”的东西"
"#EVENT_TRADERBANDIT_RESULT_TRADE_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_TRADE_DESC","“不胜感激！”自封的建筑大师喊道。在居民严密注视下，土匪完成了交易，然后带着材料离开了，路上还吹着口哨。"
"#EVENT_TRADERBANDIT_RESULT_UPSET_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_UPSET_DESC","“我看着像骗子吗？我是位诚实的土匪，只想在世界上留下自己的记号。再见！”盘问显然让土匪很生气，他快步离开，消失在远方。"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_NAME","商人土匪"
"#EVENT_TRADERBANDIT_RESULT_DECLINE_DESC","“恳请你们这高贵伟大的聚居地，容我这位真诚的商贩在此交易。我要得不多！是因为我的服装，对吗？听着，加入匪帮，我就没法选择自己的服装！”他一直滔滔不绝，直到他终于耗尽最后一丝气力。他放弃说服门卫，转身离开，嘴里仍念念有词。"
"#EVENT_BRAWL_01_NOTIFICATION_HEADER","聚居地暴乱"
"#EVENT_BRAWL_01_NOTIFICATION_DESC","两位居民在打架"
"#EVENT_BRAWL_01_NAME","打架"
"#EVENT_BRAWL_01_DESC","推开一圈人，你看到两位居民在地上打做一团。看到你来了，两人都站了起来互相咒骂。显然，一人整天都在骚扰另一个人。然后他受不了了，挥拳打了那个人。两人现在都鼻青脸肿。"
"#BRAWL_PUNISH_INSTIGATOR","惩罚挑唆者"
"#BRAWL_PUNISH_FIGHTER","惩罚打人者"
"#BRAWL_HEAL_BOTH","给他们药品"
"#BRAWL_IGNORE","让他们继续打"
"#EVENT_BRAWL_RESULT_INSTIGATOR_DESC","你把责任归咎于挑起事端的人，称他们应该明白这个时候人们应该团结协作，不应该骚扰他人。人群中一部分不同意你的判罚，而怪罪打人者。"
"#EVENT_BRAWL_RESULT_FIGHTER_DESC","你认为先动手的人应该承担责任。如果这种小事都能让他们失去理智，那么遇到真正的困难时，根本没有生存的希望。人群中有人不满你的判罚，而怪罪挑唆者。"
"#EVENT_BRAWL_RESULT_HEAL_DESC","“处理一下伤口，回去工作！”你吼道。“我们需要所有人齐心协力，所以冷静一下！”看来人群对你处理方式很满意，纷纷散去，尽管有人希望你能惩罚得更严厉一些。"
"#EVENT_BRAWL_RESULT_IGNORE_DESC","你让两位斗殴者自己解决，目前还有更重要的事情需要处理。看到你不愿指责某一方，人群显然有些不快。"
"#EVENT_BRAWL_02_NOTIFICATION_HEADER","一对夫妇正在吵架"
"#EVENT_BRAWL_02_NOTIFICATION_DESC","他们吵架声音很大"
"#EVENT_BRAWL_02_NAME","小孩的权力"
"#EVENT_BRAWL_02_DESC","一对夫妇找到你，问你聚居地有没有关于培养子女的规定。母亲认为孩子们有责任分担家务活，但父亲认为孩子们还太小，应该允许他们整天玩耍。"
"#BRAWL_02_MOTHER","赞同母亲"
"#BRAWL_02_FATHER","赞同父亲"
"#BRAWL_02_EDUCATE","计划让小孩受教育"
"#BRAWL_02_IGNORE","忽略分歧"
"#EVENT_BRAWL_02_RESULT_MOTHER_DESC","你告诉两人，所有人都要为聚居地出力，包括小孩，这很重要。虽然让小孩工作不太人道，但考虑到父母工作已经很辛苦，让小孩尽力帮忙并无不妥。"
"#EVENT_BRAWL_02_RESULT_FATHER_DESC","你告诉两人，虽然生活艰难，但他们不应草率选择短期解决方案。让小孩拥有快乐的童年很重要，这样他们就能成长为聚居地均衡而高产的成员。"
"#EVENT_BRAWL_02_RESULT_EDUCATE_DESC","你同意小孩也应该出一份力，但不认为让他们干家务是个好主意。你答应考虑如何教育他们，让他们在做简单家务的同时，学会承担责任。"
"#EVENT_BRAWL_02_RESULT_IGNORE_DESC","你告诉两人，这是他们的私人问题，而不是你的职责。人们如何抚养子女，完全是个人自己的责任，你拒绝为此承担任何功劳或责难。"
"#EVENT_BRAWL_03_NOTIFICATION_HEADER","两位搜寻员在争吵"
"#EVENT_BRAWL_03_NOTIFICATION_DESC","似乎是关于信仰问题"
"#EVENT_BRAWL_03_NAME","一个宗教问题"
"#EVENT_BRAWL_03_DESC","你注意到两位搜寻员在争吵。其中一位出于宗教原因，决定开始斋戒；但另一位认为，这样做对别人不公平。他声称那位宗教信徒变得缓慢愚钝，落后于自己的工作进度。"
"#BRAWL_03_ACCUSER","赞同指责者"
"#BRAWL_03_RELIGION","赞同宗教信徒"
"#BRAWL_03_WORK","让宗教信徒以后做更多工作"
"#BRAWL_03_IGNORE","忽略分歧"
"#EVENT_BRAWL_03_RESULT_ACCUSER_DESC","你告诉宗教信徒，虽然他的观点很重要，但聚居地的利益高于一切。他有信仰宗教的权力，但如果这影响了工作效率，将视同其他违规行为。"
"#EVENT_BRAWL_03_RESULT_RELIGION_DESC","你向指责者解释说，虽然看上去可能不太公平，但是聚居地中的所有人都应有权按照自己的喜好贯彻宗教信仰，这很重要。这能让他们士气高涨，长期看来，这将显著提升生产力。"
"#EVENT_BRAWL_03_RESULT_WORK_DESC","意识到问题的复杂性，你允许宗教信徒继续斋戒。如果工作进度落后，斋戒结束后，必须加班加点完成工作。"
"#EVENT_BRAWL_03_RESULT_IGNORE_DESC","不愿就信仰问题做出评判，你决定不插手这次争端。也许某些更加经验丰富的人能够帮助他们，但对你来说，人们的宗教观念是你绝不会干涉的问题。"
"#EVENT_VANMAN_01_NOTIFICATION_HEADER","一辆货车靠近"
"#EVENT_VANMAN_01_NOTIFICATION_DESC","看看出了什么事"
"#EVENT_VANMAN_01_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_DESC","一辆红色货车猛地停下，一个人走下车，然后立刻爬上车顶：“注意了！神秘货车司机Dan带着标志性的神秘货车再次到来！如果想获得车内的东西，仅需少量捐助就能收入囊中！”只要有人询问，他就回答说：“付钱自己看！”"
"#VANMAN_PAY1","用食物支付"
"#VANMAN_PAY2","用资源支付"
"#VANMAN_PASS","不予理会"
"#EVENT_VANMAN_01_RESULT_RESOURCES1_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_RESULT_RESOURCES1_DESC","Dan 道谢后把东西收起来。他一把拉开侧门，两个藏在里面的两个二手礼炮炸响，飞出可怜的几张纸屑和一团尘土。“这就是你的奇妙奖品！享用吧！”"
"#EVENT_VANMAN_01_RESULT_RESOURCES2_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_RESULT_RESOURCES2_DESC","Dan 接过东西放好。他夸张地一把拉开侧门，藏在车里的两个礼炮射出一团彩色纸屑和尘土。“母矿！你挑中了母矿！我向您献上最诚挚的祝贺，咱们还会再见面的，我肯定！”"
"#EVENT_VANMAN_01_RESULT_CHILD_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_RESULT_CHILD_DESC","Dan接过物品，你们俩都依稀听到一阵咔哒声。神秘人似乎对这个声音深深地迷惑。他慢慢地推开车门，里面有一个年轻的偷渡者，大口咀嚼着一根吃掉一半的<mark>胡萝卜</mark>。“妈啊……”，他说道。“好吧，你既然买了，就留着吧”，Dan说着把小孩领出来，然后离开了聚居地。"
"#EVENT_VANMAN_01_RESULT_NOTHING1_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_RESULT_NOTHING1_DESC","Dan收下东西打开侧门。“哇，太糟了”，他边说边咧着嘴假笑，货车里空空如也。“下次好运！”Dan跳进车里，踩下油门，消失在远处。"
"#EVENT_VANMAN_01_RESULT_NOTHING2_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_RESULT_NOTHING2_DESC","Dan 接过东西放好。他夸张地打开侧门，里面有个箱子，装着可怜的几根小胡萝卜。“至少你得到一点东西！”他说道。还没等你发问，Dan 开着货车匆匆消失在荒原中。"
"#EVENT_VANMAN_01_PASS_NAME","神秘货车司机 Dan"
"#EVENT_VANMAN_01_PASS_DESC","“噢，你一点都不好玩。人生总要冒险尝试！”Dan跳下车顶，开车驶出大门。他还说等你决定享受生活时，他还会再来。"
"#EVENT_APOTHECARY_01_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_APOTHECARY_01_NOTIFICATION_DESC","看起来是个科学家"
"#EVENT_APOTHECARY_01_NAME","药剂师"
"#EVENT_APOTHECARY_01_DESC","一位妇人缓缓走来，她头上有几缕白色和蓝色的头发，腰间两个玻璃药瓶叮当作响，富有节奏。“实验服”已经破旧不堪，但她自带威严。“我听说这附近有座聚居地需要药品。肯定就是你们了。我是药剂师，能否为你们效劳？”"
"#EVENT_APOTHECARY_RESULT_NAME","药剂师"
"#EVENT_APOTHECARY_RESULT_DESC","“希望你们不要一次性用光。我日后还会再来，在你们需要的时候再次为大家效力。”她快速地鞠了一躬，然后走回她的车，药瓶还在叮当作响。"
"#EVENT_APOTHECARY_RESULT_DECLINE_NAME","药剂师"
"#EVENT_APOTHECARY_RESULT_DELINE_DESC","“这意味着你不是很穷就是很富，希望你是后者，这样对你才好。这些东西并不长在树上。”她收拾好包裹，微微点头，然后离开大门。"
"#EVENT_FEAST_01_NOTIFICATION_HEADER","居民们正在聚集"
"#EVENT_FEAST_01_NOTIFICATION_DESC","他们有个请求"
"#EVENT_FEAST_01_NAME","一场盛宴！"
"#EVENT_FEAST_01_DESC","一小部分居民提出一个请求。每个人的生活都很艰难，所以他们想组织一场收获盛宴，鼓舞大家的士气。生活中已经有太多令人不快的事情。但举办宴会需要消耗大量食物储备。"
"#FEAST_CORN","一场玉米盛宴"
"#FEAST_FISH","一场鱼肉盛宴"
"#FEAST_MEAT","一场肉盛宴"
"#FEAST_NONE","不能调配任何食物"
"#EVENT_FEAST_RESULT_NAME","一场盛宴！"
"#EVENT_FEAST_RESULT_DESC","人们得知消息大喜过望，纷纷开始准备。临时搭建的餐桌摆满食物，大家围坐在周围。虽然比不上宫廷宴会，但人们因此而兴奋，这超乎你的想象。"
"#EVENT_FEAST_RESULT_DECLINE_NAME","一场盛宴！"
"#EVENT_FEAST_RESULT_DELINE_DESC","你努力跟大家解释，聚居地拿不出多余的资源举办宴会。面对残酷的现实，大家没有多少争议，但所有人脸上都写满了失望。"
"#EVENT_WIZARD_01_NOTIFICATION_HEADER","有位怪人在大门前"
"#EVENT_WIZARD_01_NOTIFICATION_DESC","他想会见首领"
"#EVENT_WIZARD_01_NAME","医学博士 Wizard 先生"
"#EVENT_WIZARD_01_DESC","一个非常怪异的人找到你，手早早地伸出准备握手。“你好，你好，你好，我回来了！”他说道，“我回来了吗？我以前来过这里吗？不管了。医学博士 Wizard 先生 听候你差遣！”他又说道，“用了我即将申请专利的药方，任何病痛都可以药到病除。药方用科学和魔法制作！”他声称能够瞬间治愈所有居民，而且无需任何报酬。"
"#WIZARD_AGREE","又不疼。可能吧。让居民接受治疗。"
"#WIZARD_DECLINE","好吧，不了。不予理会。"
"#EVENT_WIZARD_01_RESULT_NOTHING_NAME","医学博士 Wizard 先生"
"#EVENT_WIZARD_01_RESULT_NOTHING_DESC","居民喝下味道难闻的药水。什么都没发生。“真的吗？我确定这次配方没问题。可能发光石还需更加光亮……啊，学到老活到老。再见，我还会回来的！”他再次和你握手，转身拖着叫离开，边走嘴里边念叨着月岩。"
"#EVENT_WIZARD_01_RESULT_MIXED_NAME","医学博士 Wizard 先生"
"#EVENT_WIZARD_01_RESULT_MIXED_DESC","居民喝下味道难闻的药水。一开始什么都没发生，但突然几个人开始痛苦地抽搐。他们的病症不但没有减轻，反而还出现了其他症状。“怎么又来！”医学博士 Wizard 先生喊道，说着一溜烟跑向树林，以免居民扑向他。"
"#EVENT_WIZARD_01_RESULT_CURED_NAME","医学博士 Wizard 先生"
"#EVENT_WIZARD_01_RESULT_CURED_DESC","居民喝下味道难闻的药水。起初什么都没发生。突然他们摔倒在地，浑身抽搐。Wizard 先生满脸忧虑。忽然，抽搐停止，居民们缓缓起身，似乎病好了！“成功了，真的成功了！”医学博士 Wizard 先生蹦跳着喊道。“我是说，当然管用，我很清楚。好了，现在去用科学和魔法治愈另一个村庄！”"
"#EVENT_WIZARD_01_DECLINE_NAME","医学博士 Wizard 先生"
"#EVENT_WIZARD_01_DECLINE_DESC","“不？但药方经过精心调制，成分是玉米粉、草药和羚羊，再加少许磨碎的发光石。我研发此药不计成本！有些人根本不尊重科学。也不尊重魔法。”他跟你道别，然后拖着脚走进旷野中。"
"#EVENT_LOOTING_01_NOTIFICATION_HEADER","居民有话说"
"#EVENT_LOOTING_01_NOTIFICATION_DESC","他们看到一些有趣的东西"
"#EVENT_LOOTING_01_NAME","搜寻物资"
"#EVENT_LOOTING_01_DESC","几位居民看到深深的裂口下面有一辆车。虽然车里可能还有一些有用的东西，但是不带合适的装备爬下去会很危险。即使是这样，他们仍想进行尝试，坚信结果一定会值得。"
"#LOOTING_GO","让他们试试"
"#LOOTING_STAY","拒绝，不值得"
"#EVENT_LOOTING_01_LOOT_NAME","搜寻物资"
"#EVENT_LOOTING_01_LOOT_DESC","小队帮助一位居民降下去。下面确实有一辆越野车卡在裂缝中，但空间太过狭小，落石砸在车身上，发出不吉利的声响。锈迹斑斑的车门关着，经过一阵咕哝和咒骂，最终将一堆物资拖出了山谷。"
"#EVENT_LOOTING_01_INJURY_NAME","搜寻物资"
"#EVENT_LOOTING_01_INJURY_DESC","一位队员降入裂缝。一辆越野车卡在岩石中，来回摇摆，看起来岌岌可危。但队员坚称继续行动很安全。队员猛地拉开乘客门，一块岩石脱落，整辆车歪斜着掉了下去，下落时还碰到了队员，让他非常痛苦。物资消失不见了，但至少没人丧命。"
"#EVENT_LOOTING_01_BOTH_NAME","搜寻物资"
"#EVENT_LOOTING_01_BOTH_DESC","一辆越野车卡在岩壁上，看起来岌岌可危。一位队员降下去，后座上有东西引起了她的注意。她一把夺过后座上的包裹，但不小心踢到了侧门，导致越野车坠落。队员被安全拉回地面，手里拿着丰厚的战利品。"
"#EVENT_LOOTING_01_STAY_NAME","搜寻物资"
"#EVENT_LOOTING_01_STAY_DESC","你声称，没有专业装备和训练，爬下去有太多未知因素。车里可能什么东西也没有，所以别管它了。居民们似乎对你的决定有些不满。"
"#EVENT_GLOW_01_NOTIFICATION_HEADER","一位居民行为怪异"
"#EVENT_GLOW_01_NOTIFICATION_DESC","最好过去看看"
"#EVENT_GLOW_01_NAME","健康容光"
"#EVENT_GLOW_01_DESC","一位居民身体不适，连最简单的工作都无法完成。甚至走路都东倒西歪。你把她拉到一旁，问她是不是生病了。“不，我很好，这条小溪的溪水闪闪发光，我一直把溪水当药喝。”你看到她说话时，牙齿上依稀发出绿色微光。"
"#EVENT_GLOW_01_MEDIC","要求她立刻就医"
"#EVENT_GLOW_01_CHECK","查看她提到的神奇溪水"
"#EVENT_GLOW_01_MEDIC_DESC","“但我强壮如牛！”她大声喊道，但立刻招致剧烈疼痛。显然，受到辐射污染的水源让她中毒不浅，必须尽快救治。"
"#EVENT_GLOW_01_CHECK_DESC","她带你来到之前提到的小溪。溪水看起来很清澈，似乎可以饮用。仔细检查上游后，发现泥沙里埋着一个小容器。容器中泄露的物质净化了溪水中的病原体，但溪水显然有辐射。这个发现让她十分惊恐，然后她保证不再碰这里的水。"
"#EVENT_MERCS_01_NOTIFICATION_HEADER","门口有一小队凶神恶煞的人"
"#EVENT_MERCS_01_NOTIFICATION_DESC","他们要求会见首领"
"#EVENT_MERCS_01_NAME","雇佣兵"
"#EVENT_MERCS_01_DESC","一辆装甲车缓缓停下，几个全副武装的人走了下来。很显然，他们有军队背景，但统一的军服换成了五花八门的服装，有些人的衣服上还用奖杯装饰。他们的头领过来跟你说：“我们正在追捕土匪，请你分一些补给品给我们。”不等你回话，他接着说：“不对，我们命令你给我们一些补给。毕竟，我们为你们这些平民冒着生命危险。”"
"#EVENT_MERCS_01_SUPPLIES","给他们补给品"
"#EVENT_MERCS_01_SCRAPS","给他们一些东西"
"#EVENT_MERCS_01_REFUSE","拒绝，并告诉他们拿不出多余的物品"
"#EVENT_MERCS_01_THREAT","拒绝，并告诉他们你绝不容忍威胁"
"#EVENT_MERCS_01_RESULT1_DESC","你招呼几个居民过来，告诉他们收集雇佣兵需要的物品。“我一眼就看出你是个讲理的人。用不着害怕我们这些欢快的伙计们，只要你们乖乖听话。”一伙人返回卡车，消失在荒原上。"
"#EVENT_MERCS_01_RESULT2_DESC","“这不是我想要的！”他叫道。你献上的一些资源似乎没有取悦雇佣兵的头领。“如果我的人因为这个受一点伤，我就铲平这个村子！”雇佣兵推开你的人，拿着箱子加速离开。"
"#EVENT_MERCS_01_RESULT3_DESC","“我不相信你，”他说。“也许我们应该自己过去看看。”头领示意他的手下去仓库看看。你的居民看到这一幕，推开试图从仓库偷东西的人，众人扭打在一起，还有人受了伤。“这里不值得吵吵闹闹的，走人！”头领终于喊道。卡车加速离开，居民们长舒一口气。"
"#EVENT_MERCS_01_DECLINE_DESC","“你们不是总喜欢扮演救世主吗？看我们冒着枪林弹雨追捕土匪，你们却不舍拿出一丁点仓库里的物品，还侮辱我们？”头领点点头，两个雇佣兵朝附近的居民开火。然后一伙人快速离开，消失在远处。"
"#EVENT_PARTYCALYPSE_01_NOTIFICATION_HEADER","大门前出现一阵骚动"
"#EVENT_PARTYCALYPSE_01_NOTIFICATION_DESC","听起来像是……一场派对？"
"#EVENT_PARTYCALYPSE_01_NAME","末日派对"
"#EVENT_PARTYCALYPSE_01_DESC","震耳欲聋的歌声在天空回荡，还有鼓声和号角声。十几个身着彩色衣服的人找到你。“这是世界末日，老兄！为什么浪费时间割草，或是干别的苦工。我们明明可以一起玩乐！我们有食物和其他东西，让我们进去一起派对吧！”他们接着打开几个装着食物的箱子，似乎准备分享。"
"#EVENT_PARTYCALYPSE_01_JOIN","让他们进来，让居民加入派对"
"#EVENT_PARTYCALYPSE_01_WARY","让他们进来，但告诉他们保持距离"
"#EVENT_PARTYCALYPSE_01_DECLINE","拒绝他们进入的请求"
"#EVENT_PARTYCALYPSE_01_JOIN_DESC","“好样的！让我们按照这个年代的样子狂欢吧！”这群人拖着几箱<mark>食物</mark>进入聚居地，短暂的戒备后，人们加入狂欢。但永不落幕的派对离开后，几个居民生病了。他们带来的东西受到了污染，现在你还要处理生病的人。"
"#EVENT_PARTYCALYPSE_01_WARY_DESC","“我本想我们能像时日不多的大家庭一样狂欢！”居民们显然对你的命令不满，几个人不顾禁令，加入了狂欢。派对终于落幕，一群人离开了。但一些不顾禁令加入狂欢的居民病得不轻，需要医护。食物受到污染，需要扔掉。"
"#EVENT_PARTYCALYPSE_01_DECLINE_DESC","那伙人和你的居民都对你的决定感到失望。“这么说你要为了一个毫不关心你死活的世界，工作到最后一丝气力？”派对成员转身离开，边走边唱，只是歌声不再那么欢快。"
"#EVENT_UNEVEN_01_NOTIFICATION_HEADER","营地暴乱"
"#EVENT_UNEVEN_01_NOTIFICATION_DESC","有人在帐篷内喊叫"
"#EVENT_UNEVEN_01_NAME","地面不平"
"#EVENT_UNEVEN_01_DESC","你听到一个<mark>帐篷</mark>内传来沉闷的叫喊声，你冲进去。里面没有居民，地面正中间有个大洞。显然，帐篷建在不结实的地面上，结果地陷了，还吞噬了一位居民。搭建一架梯子应该就能帮助居民毫发无伤地出来。"
"#EVENT_UNEVEN_01_LADDER","建造一架临时梯子"
"#EVENT_UNEVEN_01_CLIMB","告诉居民直接跳上来"
"#EVENT_UNEVEN_01_LADDER_DESC","你命令旁边的居民从储备中拿出一些<mark>木材</mark>，你们一起搭建了一个粗糙但能用的梯子，降到大坑中。坠落的居民爬了上来，心有余悸。但他毫发未伤，洞也小心填了起来，以防类似事故再次出现。"
"#EVENT_UNEVEN_01_CLIMB1_DESC","见你似乎不甚同情他们的遭遇，坠落的居民有些不知所措。他咒骂了几句以后，终于爬了上来。他满身是汗，但没有受伤。然后人们把洞填上，以防类似事故再次出现。"
"#EVENT_UNEVEN_01_CLIMB2_DESC","坠落的居民看着你，有些失望。他开始向上爬，突然，他抓着的一个树根脱落。居民奋力抓住一块突出的岩石，导致手被严重割伤。但好在他没有掉下去，他忍住剧痛，努力爬了上来，受了点伤。然后人们堵上了大坑，以防再发生事故。"
"#EVENT_WAGON_01_NOTIFICATION_HEADER","一位居民找到什么东西"
"#EVENT_WAGON_01_NOTIFICATION_DESC","外面有一辆神秘的马车"
"#EVENT_WAGON_01_NAME","丢弃的物品"
"#EVENT_WAGON_01_DESC","一位居民跑向你。他说在搜寻途中，有人在不远处看到一辆丢弃的马车。马车上盖着一张防水布，所以他们不知道里面有什么。马车周围有一些脚印，但没人能看出脚印通向何方。居民想去寻找马车，因为里面可能有一些宝贵的物品。"
"#EVENT_WAGON_GO_ARMED","搜寻马车，但给居民武器"
"#EVENT_WAGON_GO_PEACEFULLY","搜寻马车"
"#EVENT_WAGON_STAY","前去查看太危险"
"#EVENT_WAGON_01_SUCCESS_DESC","一小队居民冒险外出。他们没多久就回来了，身后拖着马车。马车里满是补给品，还有两具尸体。似乎疾病夺走了他们的生命，他们没能坚持走得更远。"
"#EVENT_WAGON_01_PARTIAL_DESC","一小队居民冒险外出寻找马车。他们找了很久，但最后还是回来了。马车里只有一点补给品，但这还不是最糟的。人们推着马车经过一块辐射区，几位居民已经展现出辐射病的症状。"
"#EVENT_WAGON_01_FAILURE_DESC","小队消失在你的视线不久，你听到枪声。他们最后回来时，其中几人显然受伤。有人在马车里休息，被持枪的陌生人惊醒后，本能地开枪射击。陌生人已经死亡，你还要照顾几个受伤的居民。"
"#EVENT_WAGON_01_DECLINE_DESC","情况让你有些不安。事情听起来太完美，不像是真的，倒像是一个陷阱。你拒绝了他们的请求，这显然让居民有些生气，因为他们坚信宝藏就在门口。等有人鼓起勇气再次前去寻找，马车早已消失不见。"
"#EVENT_PARASITE_01_NOTIFICATION_HEADER","一位居民行为十分不友善"
"#EVENT_PARASITE_01_NOTIFICATION_DESC","这件事需要处理"
"#EVENT_PARASITE_01_NAME","不速之客"
"#EVENT_PARASITE_01_DESC","最近，一位居民行为出格，经常冲别人喊叫，总表现出一副很生气的样子。你找到他问他除了什么事。他说食物不够吃，他总是饿肚子。这一切听起来很诡异，因为他获得的食物跟大家一样多。"
"#EVENT_PARASITE_01_MEDIC","告诉他去看医生"
"#EVENT_PARASITE_01_CHECK","检查他的口粮"
"#EVENT_PARASITE_01_MEDIC_DESC","他不太乐意去做检查，但终于获得帮助，让他舒心了许多。结果他感染了寄生虫，而且寄生虫已经在他肠道内存活了很久。"
"#EVENT_PARASITE_01_CHECK_DESC","他带你回到家，虽然有些不情愿。你翻看他的口粮，仔细在灯下查看。你看到寄生虫虫卵。身体里有这些东西，难怪他会感到饥饿。"
"#EVENT_FEUD_NOTIFICATION_HEADER","激烈争论"
"#EVENT_FEUD_NOTIFICATION_DESC","最好查看一下"
"#EVENT_FEUD_01_NAME","家庭纷争"
"#EVENT_FEUD_01_DESC","你正在工作，突然听到前门传来愤怒的叫喊声。你放下工作，赶到大门口，看到一对情侣正在争吵。站在门边的年轻男子一直说他受够了，说他要追随自己的信仰，成为大自然的一部分。他的男朋友，一个高个儿男人，不停哀求他留下，不要做傻事丢了性命。"
"#EVENT_FEUD_01_FORBID","他不能走"
"#EVENT_FEUD_01_SUPPORT","每个人都有选择的权力"
"#EVENT_FEUD_01_IGNORE","不关我的事"
"#EVENT_FEUD_01_RESULT1_DESC","你告诉那个人，如果离开营地，不仅会丢掉自己的性命，还会让大家也面临危险，失去任何一个人，对于整个聚居地都将造成重大威胁。那个人犹豫了一会，然后终于改变了自己的看法。他快步走过他的同伴和你的身边，回到了营地中。"
"#EVENT_FEUD_01_RESULT2_DESC","你告诉那个人，这个营地里的每个人都有权选择自己的道路，即使那可能不是最好的选择。门口的人看了一眼他的同伴，然后转身离开。他的同伴倒在地上，满眼泪花。"
"#EVENT_FEUD_01_RESULT3_DESC","显然这种事应该交给他们两人解决。你面前的人恳求他的同伴不要走，他变得愈发绝望，终于改变了语气；他请求跟他一起走。一听到这句话，站在大门边的年轻人显然很吃惊。他来回踱步，然后眼神中又闪烁出光芒。他默默地回到伙伴身边，拥抱了他。你不再理会两人。"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_HEADER","科学家找到你"
"#EVENT_HUMAN_TRIALS_01_NOTIFICATION_DESC","可能需要牺牲"
"#EVENT_HUMAN_TRIALS_01_NAME","人体试验"
"#EVENT_HUMAN_TRIALS_01_DESC","一名研究院找到你。她说他们在研究新型疫苗，以对抗在辐射中变异的病毒。他们已经完成了力所能及的所有试验，但现在他们需要展开人体试验。问题是他们找不到任何健康的老鼠或其他动物，也就是说这是第一次活体试验。"
"#EVENT_HUMAN_TRIALS_01_AGREE","允许"
"#EVENT_HUMAN_TRIALS_01_REFUSE","拒绝她的请求"
"#EVENT_HUMAN_TRIALS_01_RESULT1_DESC","你告诉她开始人体试验。她挑选了三个人，给他们接种了新开发的疫苗，每人接种的版本都不一样。其中两人一切正常，还展现出免疫力增强的迹象，但第三个人病得很重。人们显然认为这是巨大成功。"
"#EVENT_HUMAN_TRIALS_01_RESULT2_DESC","你告诉她，动物试验完成之前，绝不允许她进行人体试验。她显然有些失望，但同意按照你的指令行事。随着时间流逝，无论如何也找不到可用于试验的健康动物，研究也因此停滞。"
"#PERSON_EVENT_NEED_AGREE_NAME","意见一致"
"#PERSON_EVENT_NEED_AGREE_DESC","人们同意你最近做出的决定"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_NAME","有人想去大门外冒险"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_DESC","近期的外出旅程很成功"
"#PERSON_EVENT_NEED_HUNT_NAME","成功狩猎"
"#PERSON_EVENT_NEED_HUNT_DESC","猎人带着食物凯旋"
"#PERSON_EVENT_NEED_BANDITS1_NAME","小型土匪事件"
"#PERSON_EVENT_NEED_BANDITS1_DESC","土匪引起了一些争端"
"#PERSON_EVENT_NEED_BANDITS2_NAME","土匪事件"
"#PERSON_EVENT_NEED_BANDITS2_DESC","与土匪严重对峙"
"#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","优柔寡断"
"#PERSON_EVENT_NEED_INDECISION_DESC","你未能明确立场"
"#PERSON_EVENT_NEED_DISAGREE_NAME","意见不同"
"#PERSON_EVENT_NEED_DISAGREE_DESC","有人不同意你的决定"
"#PERSON_EVENT_NEED_DECLINE_NAME","拒绝请求"
"#PERSON_EVENT_NEED_DECLINE_DESC","你拒绝了居民的请求"
"#PERSON_EVENT_NEED_FEAST_NAME","盛宴"
"#PERSON_EVENT_NEED_FEAST_DESC","彻夜大吃大喝让人们开心"
"#PERSON_EVENT_NEED_HOSTILITIES_NAME","敌意"
"#PERSON_EVENT_NEED_HOSTILITIES_DESC","近期的敌意让人们有危机感"
"#PERSON_EVENT_NEED_LUCK_NAME","幸运"
"#PERSON_EVENT_NEED_LUCK_DESC","最近运气不错，提升了士气"
"#PERSON_EVENT_NEED_FALLOUT_NAME","核放射尘"
"#PERSON_EVENT_NEED_FALLOUT_DESC","大量辐射正在造成恐慌"
"#PERSON_EVENT_NEED_PANDEMIC_NAME","流行病"
"#PERSON_EVENT_NEED_PANDEMIC_DESC","害怕感染正降低士气"
"#PERSON_EVENT_NEED_MAGSTORM_NAME","磁暴"
"#PERSON_EVENT_NEED_MAGSTORM_DESC","沉闷的天气和电闪雷鸣正造成恐慌"
"#PERSON_EVENT_NEED_METEORS_NAME","流星暴"
"#PERSON_EVENT_NEED_METEORS_DESC","周围的破坏让人们害怕"
"#TOPIC_INSPECT","检查"
"#TOPIC_INSPECT_TITLE","检查"
"#POPUP_SURVIVOR_GROUP_ROB","抢劫他们"
"#POPUP_SURVIVOR_GROUP_THEIR_SUPPLIES","他们的补给品"
"#POPUP_SURVIVOR_GROUP_SUPPLIES","补给品"
"#EVENT_MERCHANTBIG_01_NAME","大生意"
"#EVENT_MERCHANTBIG_01_DESC","一辆货车孤零零地朝大门缓慢前进，车上的重物压得车吱吱作响。“大家好，亲爱的人们，”司机叫道。“不知各位女士们、先生们是否有兴趣在这个美好的日子里与我交换物品？”"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_HEADER","大生意"
"#EVENT_MERCHANTBIG_01_NOTIFICATION_DESC","一辆满载的货车在大门口等候"
"#EVENT_MERCHANTBIG_02_NAME","大生意"
"#EVENT_MERCHANTBIG_02_DESC","一辆大型货车，里面装满各式各样的货物，在大门口等候。一位奇装异服的人在门口喊道：“嘿！听说你们想以物换物？有喜欢的吗？”"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_HEADER","大生意"
"#EVENT_MERCHANTBIG_02_NOTIFICATION_DESC","一辆满载的货车在大门口等候"
"#EVENT_MERCHANTBIG_03_NAME","大生意"
"#EVENT_MERCHANTBIG_03_DESC","一辆货车猛地刹车停在大门外面。车辆明显属于一位商人，但车上空空如也。“今天，我为各位人类精英准备了一件特别物品，我们来做个交易怎么样？”"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_HEADER","大生意"
"#EVENT_MERCHANTBIG_03_NOTIFICATION_DESC","一辆满载的货车在大门口等候"
"#EVENT_MERCHANTBIG_RESULT_DECLINE_NAME","大生意"
"#EVENT_MERCHANTBIG_RESULT_DELINE_DESC","“那就下次吧，女士们先生们！别忘了我！”商人把样品放回车上，爬上驾驶位，开着车渐渐走远。"
"#EVENT_MERCHANTBIG_RESULT_NAME","交易完成"
"#EVENT_MERCHANTBIG_RESULT_DESC","“感谢您给我这个商业机会！我很快还会再来！”，商人边喊，边收拾好货车开走了。"
"#EVENT_MERCHANTBIG_04_NAME","游商"
"#EVENT_MERCHANTBIG_04_DESC","“好吧，我还有这些东西。但现在没有其他了，要不要随你！”"
"#EVENT_RESULT_MODIFY_HAPPINESS","{0} 幸福度"
"#EVENT_APOTHECARYBIG_01_NAME","大包药品"
"#EVENT_DESPERATE_02_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_DESPERATE_02_NOTIFICATION_DESC","一个人求你拯救她的弟弟"
"#EVENT_DESPERATE_02_NAME","兄弟情深"
"#EVENT_DESPERATE_02_DESC","两人互相搀扶着靠近大门。其中一人情况很糟，拖着脚艰难前行。“我们需要<mark>药品</mark>！求你了，他就要坚持不住了！”另一个人疯狂喊道。“他踩了陷阱……没想到这么严重。”"
"#EVENT_DESPERATE_02_SUCCESS_NAME","兄弟情深"
"#EVENT_DESPERATE_02_SUCCESS_DESC","“保佑你。我们已经失去了爸爸和妈妈，我不想同样把他埋葬，”那个人边说边收下药品。“给，这是我们家花园种的，”他说着递上一小包<mark>种子</mark>。"
"#EVENT_DESPERATE_02_FAIL_NAME","兄弟情深"
"#EVENT_DESPERATE_02_FAIL_DESC","“你的心真黑，像尸体一样烂透了！”那人叫道，你的回复让他失去了理智。“好吧。我会把弟弟埋了，就像我埋爸爸妈妈一样，只不过没人再去把我埋葬。”两人转身离开，慢慢消失在视野中。"
"#EVENT_DESPERATE_02_GIVE_HELP","给他们一些药品"
"#EVENT_DESPERATE_02_REFUSE_HELP","拒绝兄弟俩的请求"
"#EVENT_DESPERATE_03_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_DESPERATE_03_NOTIFICATION_DESC","她是怎么一个人来到这里的？"
"#EVENT_DESPERATE_03_NAME","母亲的担心"
"#EVENT_DESPERATE_03_DESC","一位形容枯槁的女人朝大门走来，背上背着个破旧的背包。“你们有没有<mark>药品</mark>？”她问道，好像逛商店一样。“我有四个孩子，你知道的，他们像磁铁一样吸引感染。我拿东西跟你交换。”"
"#EVENT_DESPERATE_03_SUCCESS_NAME","母亲的担心"
"#EVENT_DESPERATE_03_SUCCESS_DESC","“谢谢你，你帮我摆脱了许多不眠之夜。给，请你随便拿，”女人说着打开背包，里面装满<mark>种子</mark>。"
"#EVENT_DESPERATE_03_FAIL_NAME","母亲的担心"
"#EVENT_DESPERATE_03_FAIL_DESC","“好吧。我想只能试试土方子了。你可能也没有什么药品，”她说着转身离开。她的身影很快就消失在森林中。"
"#EVENT_DESPERATE_03_GIVE_HELP","给她药品"
"#EVENT_DESPERATE_03_REFUSE_HELP","让她离开"
"#EVENT_DESPERATE_04_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_DESPERATE_04_NOTIFICATION_DESC","看起来是个有趣的家伙"
"#EVENT_DESPERATE_04_NAME","谦逊的提议"
"#EVENT_DESPERATE_04_DESC","你看到一堆衣物、网子、背包摇摇摆摆地朝大门走来。这堆东西下面，一个邋遢的人探出头来说。“你好，朋友！你愿意与我交换一些<mark>药品</mark>吗？我有很多好东西，你一定会喜欢的！"
"#EVENT_DESPERATE_04_SUCCESS_NAME","谦逊的提议"
"#EVENT_DESPERATE_04_SUCCESS_DESC","“多谢了，朋友，”那个人咧着嘴笑道。“给你，咱们说好的。有的人说这吃起来像鸡肉，但其实比鸡肉还好吃！”他边说边兴高采烈地递给你一些<mark>昆虫卵</mark>。"
"#EVENT_DESPERATE_04_FAIL_NAME","谦逊的提议"
"#EVENT_DESPERATE_04_FAIL_DESC","那人似乎非常惊讶。“你开玩笑吧！我从没有……我想我只能继续寻找，看谁懂得欣赏生命中的美好，”他说着转身离开，摇摇晃晃地朝夕阳走去。"
"#EVENT_DESPERATE_04_GIVE_HELP","给他药品"
"#EVENT_DESPERATE_04_REFUSE_HELP","让他离开"
"#EVENT_DESPERATE_05_NOTIFICATION_HEADER","大门处传来奇怪的声音"
"#EVENT_DESPERATE_05_NOTIFICATION_DESC","关于“独特物品”的事"
"#EVENT_DESPERATE_05_NAME","一件过去的事"
"#EVENT_DESPERATE_05_DESC","你看到一个人站在大门口，他裹着层层衣服，身上沾满了橡胶和淤泥。随着你的靠近，他那双躲在护目镜后的眼睛轻轻颤动。“要东西吗，跟我交易？这个，我知道它独一无二。”说着，他开始从木推车上打开一个神秘包裹，里面是一台用铅板保护着的崭新电脑。"
"#EVENT_DESPERATE_05_SUCCESS_NAME","一件过去的事"
"#EVENT_DESPERATE_05_SUCCESS_DESC","几个居民合力将电脑从推车上卸下。神秘人从居民们带着手套的手中接过食物，并码在推车上。电脑抬进屋后，神秘人转身说道：“再见了，老朋友。”"
"#EVENT_DESPERATE_05_FAIL_NAME","一件过去的事"
"#EVENT_DESPERATE_05_FAIL_DESC","他的神情隐在层层装备之后，让人看不懂。“好吧，你的损失，我们去找另一家。”说着，神秘人走了，在他们身后缓缓拉着推车，每一步都带着橡胶鞋的吱吱声。"
"#EVENT_DESPERATE_05_GIVE_HELP","接受交易"
"#EVENT_DESPERATE_05_REFUSE_HELP","拒绝交易"
"#EVENT_DESPERATE_06_NOTIFICATION_HEADER","有人大门口吵吵闹闹"
"#EVENT_DESPERATE_06_NOTIFICATION_DESC","一个小家庭需要帮助"
"#EVENT_DESPERATE_06_NAME","最不像的看门人"
"#EVENT_DESPERATE_06_DESC","一个男人和他的三个孩子正在大门口吵吵闹闹。一看到你靠近，他立刻把包扔在地上开始翻找。“求求你，我的孩子需要食物……如果你愿意给一点，我就给你这个……”说着，他拿起一本厚厚的笔记本，上面写着“物理课堂笔记”。"
"#EVENT_DESPERATE_06_SUCCESS_NAME","最不像的看门人"
"#EVENT_DESPERATE_06_SUCCESS_DESC","男人把书递给你时险些把它掉在地上。他说：“谢谢，太谢谢你了。我只是个看门人，但不知道为什么我觉得它可能很重要，我希望它能帮得上你。”看着他把新鲜食物塞进包里，孩子们的脸上充满了快乐。"
"#EVENT_DESPERATE_06_FAIL_NAME","最不像的看门人"
"#EVENT_DESPERATE_06_FAIL_DESC","男人不停瞟着这本书，难以置信地说：“但是……我以为它值点什么的。我一直带着它，那么久……什么也没有？”你目送那群人离开，看见男人把书扔进泥坑里，书湿透了，而书里可能含有的知识也一定全毁了。"
"#EVENT_DESPERATE_06_GIVE_HELP","接受书本"
"#EVENT_DESPERATE_06_REFUSE_HELP","拒绝交易"
"#EVENT_POISON_01_NOTIFICATION_HEADER","一位居民中毒了"
"#EVENT_POISON_01_NOTIFICATION_DESC","你愿意赌上他们的性命吗？"
"#EVENT_POISON_01_NAME","疾病来源"
"#EVENT_POISON_01_DESC","一名神志不清的居民被抬进营地。他们似乎中了什么东西的毒，但他们说不出那是什么。如果你愿意冒险，更深入的治疗可能会快速治愈他们，并让你找到毒物的源头。那种东西对研究来说可能非常宝贵。"
"#EVENT_POISON_01_RISKY","冒险"
"#EVENT_POISON_01_CONSERVATIVE","慢慢来，稳扎稳打"
"#EVENT_POISON_01_RISKY_SUCCESS_NAME","疾病来源"
"#EVENT_POISON_01_RISKY_SUCCESS_DESC","你认为这些信息值得赌一把。这名男子被抬去接受治疗，尽管接下来几个小时他非常艰难痛苦，但还是对治疗做出了反应，并恢复了神智。按照他的指示，你发现一只奇怪的蓝色老鼠依偎在一棵树里，并将其捕获进行研究。"
"#EVENT_POISON_01_RISKY_FAIL_NAME","疾病来源"
"#EVENT_POISON_01_RISKY_FAIL_DESC","你认为这些信息值得赌一把，这名男子被抬去接受治疗，但时间一分一秒过去，他的状况却没有丝毫改善。你不得不延长治疗。尽管毒性渐渐消散，伤口却依然受感染。当这名男子终于醒来，告诉你是一只奇怪的蓝老鼠咬了他时，老鼠的踪迹却已经无处可寻了。"
"#EVENT_POISON_01_CONSERVATIVE_NAME","疾病来源"
"#EVENT_POISON_01_CONSERVATIVE_DESC","你不愿意拿自己人民的生命做赌注。这名男子被抬去接受治疗，并在精心的护理下恢复了健康。他终于醒来后，却想不起来发生了什么。看起来再次发生中毒事件的风险依然存在，但至少他安全了。"
"#EVENT_TRADING_01_NOTIFICATION_HEADER","大门前有些商人"
"#EVENT_TRADING_01_NOTIFICATION_DESC","但他们看起来有点不一样"
"#EVENT_TRADING_01_NAME","不能违反道德"
"#EVENT_TRADING_01_DESC","一小支商队已抵达大门。但是，他们全副武装，脸上涂了油彩，还带着大量武器，这让你联想到了突袭者，而不是曾经见过的任何一种商人。“女士们先生们，你们好！我们嗯……想知道，你们想看看我们这儿的好东西吗？哦！”其中一个人说着打开了箱子。你在货物周围看到了鲜血和灰烬，还有一些认不太出来的肉。"
"#EVENT_TRADING_01_TRADE1","与他们交易"
"#EVENT_TRADING_01_REFUSE","拒绝交易"
"#EVENT_TRADING_01_TRADE_NAME","不能违反道德"
"#EVENT_TRADING_01_TRADE_DESC","这支商队兴高采烈的跟你交易货物。“很好，很好，谢谢你嗯……跟我们交易！”领头的人说着鞠躬，他转着胳膊，就像要逃走一样。他们离开时，你注意到你的人民瞥了一眼刚买的货物，好像它们有放射性似的。"
"#EVENT_TRADING_01_REFUSE_NAME","不能违反道德"
"#EVENT_TRADING_01_REFUSE_DESC","那个男人朝地上啐了一口，吐出一团恶心的唾沫、黏液和血。“一群不切实际的人，对吗？很好，那我们就把这些好货带去别的地方！”那群人转过身，那个男人最后看了你一眼，大喊道：“三色堇！”尽管没有抓住机会，但你的人民貌似对你的选择很满意。"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_HEADER","居民可以使用提神物品"
"#EVENT_INSTRUMENTS_01_NOTIFICATION_DESC","有个人可能有办法"
"#EVENT_INSTRUMENTS_01_NAME","用音乐鼓舞士气"
"#EVENT_INSTRUMENTS_01_DESC","一名居民一脸激动地向你走来。“嘿老大，我可以帮你给这里的人们一点额外的鼓舞。如果你给我一些材料，我可以制造一种乐器，用音乐让他们更轻松地工作。我可以制作吉他、鼓……或者，天哪，我可以制作一架教堂风琴吗？求你了，制作一架教堂风琴是我梦寐以求的事！”"
"#EVENT_INSTRUMENTS_01_GUITAR","制作吉他"
"#EVENT_INSTRUMENTS_01_DRUMS","制作鼓"
"#EVENT_INSTRUMENTS_01_ORGANS","制作教堂风琴"
"#EVENT_INSTRUMENTS_01_GUITAR_NAME","用音乐鼓舞士气"
"#EVENT_INSTRUMENTS_01_GUITAR_DESC","过了一段时间，那名男子终于带着一把做工精致的吉他回来了。他在一些工人附近坐下，开始演奏优美的旋律，让人想起了旧时的爵士乐。你可以立即看到工人们的情绪提升。"
"#EVENT_INSTRUMENTS_01_DRUMS_NAME","用音乐鼓舞士气"
"#EVENT_INSTRUMENTS_01_DRUMS_DESC","过了一段时间，那名男子终于带着一对大鼓回来了。他把它们放在一些工人附近，开始敲打起来，一开始是军国主义节奏，后来突然变成了一首摇滚歌曲独奏。你可以看到演奏正大大提升工人的情绪。"
"#EVENT_INSTRUMENTS_01_ORGANS_NAME","用音乐鼓舞士气"
"#EVENT_INSTRUMENTS_01_ORGANS_DESC","过了很长一段时间，终于你看到那名男子拖着一架巨大的教团风琴回来了。他设法把风琴拉到聚居地中心，迫不及待地坐在了风琴后面。一首华丽、包罗万象的歌曲回荡在空气中，就像一首神圣的赞美诗。工人看起来很困惑，但不知怎么的，这奇异的演出让他们忘记了所有疲惫。"
"#EVENT_EXPEDITION_01_NOTIFICATION_HEADER","天空中的奇怪亮光"
"#EVENT_EXPEDITION_01_NOTIFICATION_DESC","可能是危险，也可能是机会"
"#EVENT_EXPEDITION_01_NAME","混乱的狂欢"
"#EVENT_EXPEDITION_01_DESC","夜间，天空中出现了奇怪的彩色亮光。你似乎很清楚它们的来源，可以派一支小队去看看。问题是，是武装居民并做最坏打算，还是让他们循着亮光，以便利用发现的所有机会？"
"#EVENT_EXPEDITION_01_SECURITY","派一支小队负责安保"
"#EVENT_EXPEDITION_01_INVESTIGATION","派一支小队负责调查"
"#EVENT_EXPEDITION_01_IGNORE","忽略亮光"
"#EVENT_EXPEDITION_01_SECURITY_NAME","混乱的狂欢"
"#EVENT_EXPEDITION_01_SECURITY_DESC","你派出一支全副武装并随时投入战斗的小队。他们长途跋涉，穿过森林，发现了一个废弃的小型游乐园，不知怎么的，游乐园还在运转。他们专心搜寻<mark>部件</mark>时遭到了攻击。一群小丑打扮的土匪从废墟中跳出来，但最终被击退了，小队得以安全逃走。"
"#EVENT_EXPEDITION_01_INVESTIGATION_NAME","混乱的狂欢"
"#EVENT_EXPEDITION_01_INVESTIGATION_DESC","你派出一支只携带了轻武器的小队。他们长途跋涉，穿过森林，发现了一个废弃的小型游乐园，不知怎么的，游乐园还在运转。他们刚从摩天轮上收集完<mark>零件</mark>就遭到了攻击。一群小丑打扮的土匪从废墟中跳出来，并打伤了一位居民。在没有更多伤亡的情况下撤退几乎是天方夜谭。"
"#EVENT_EXPEDITION_01_IGNORE_NAME","混乱的狂欢"
"#EVENT_EXPEDITION_01_IGNORE_DESC","你认为那亮光不值得调查。日子如往常一样一天天过去，但有一天，居民的尖叫声刺透了你的耳膜。一群小丑打扮的土匪从亮光的源头而来，袭击了聚居地。在打斗中，他们没能抢走一点资源，但却伤了几位居民。伤口可以愈合，但被小丑袭击的心理创伤却会永远伴随着他们。"
"#EVENT_BEAST_01_NOTIFICATION_HEADER","一只野兽正悄悄靠近大门"
"#EVENT_BEAST_01_NOTIFICATION_DESC","这不容忽视"
"#EVENT_BEAST_01_NAME","噢，鹿"
"#EVENT_BEAST_01_DESC","一头巨大的变异鹿正在大门处徘徊，它有两米高，四米宽，看起来非常非常有攻击性。用弓箭射杀它是最安全的办法，但先诱捕它能确保所有的肉都完好无损。"
"#EVENT_BEAST_01_SHOOT","射杀这头鹿"
"#EVENT_BEAST_01_TRAP","先诱捕这头鹿"
"#EVENT_BEAST_01_SHOOT_NAME","噢，鹿"
"#EVENT_BEAST_01_SHOOT_DESC","你让居民射杀这头鹿。人们把几张粗糙的猎弓带到大门这里。箭击中鹿的躯干，但它却没有倒下，开始用鹿角猛烈地撞击大门。又一支箭射中了，然后再一支，再一支。终于这头鹿倒下了，它现在看起来更像是一头豪猪，体液从它的肠子里流出来，鹿肉的好部位都被毁了。"
"#EVENT_BEAST_01_TRAP_SUCCESS_NAME","噢，鹿"
"#EVENT_BEAST_01_TRAP_SUCCESS_DESC","几个居民带着一张大网和一些临时武器走出大门。鹿猛冲向他们，但他们设法把网扔在了鹿身上，将它绊倒。它倒下时，地都在震动。狠狠挥起斧头干净利落地砍下了鹿头，剩下的整个躯干都可以用来收获肉。"
"#EVENT_BEAST_01_TRAP_FAIL_NAME","噢，鹿"
"#EVENT_BEAST_01_TRAP_FAIL_DESC","几个居民带着一张大网和一些临时武器走出大门。鹿猛冲向他们，扔向他们的网立刻就被甩开了。一位居民被正面撞飞，倒在地上血流不止。其他的居民设法取回了网，终于打倒了这头动物。狠狠挥起斧头干净利落地砍下了鹿头，剩下的整个躯干都可以用来收获肉。"
"#EVENT_WITCH_01_NOTIFICATION_HEADER","一位老妇人出现在大门前"
"#EVENT_WITCH_01_NOTIFICATION_DESC","不，就是字面意思的出现"
"#EVENT_WITCH_01_NAME","女巫的智慧"
"#EVENT_WITCH_01_DESC","看到一位老妇人站在大门前，你非常惊讶。她的脸像花生一样皱着，身子佝偻着。没有人承认看到她的到来。\n\n这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：<mark>我出生时高，去世时矮，我是什么？”</mark>"
"#EVENT_WITCH_01_TIME","时间"
"#EVENT_WITCH_01_DAY","一天"
"#EVENT_WITCH_01_CANDLE","蜡烛"
"#EVENT_WITCH_01_PRIDE","骄傲"
"#EVENT_WITCH_01_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_01_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她转过身，开始慢慢地朝森林走去。所有人盯着这个奇怪的老妇人看了一会儿，然后才回到日常的工作中。当你试图再看她一眼时，她已经消失了。"
"#EVENT_WITCH_01_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_01_SUCCESS_DESC","老妇人咧开没牙的嘴，她皱巴巴的脸上浮现出一个灿烂的笑容。“没错，答对了！”她把手伸进长袍，递给你一个装满药的篮子，然后转过身，步履蹒跚地朝森林走去。"
"#EVENT_WITCH_02_NOTIFICATION_HEADER","一位老妇人出现在大门前"
"#EVENT_WITCH_02_NOTIFICATION_DESC","不，就是字面意思的出现"
"#EVENT_WITCH_02_NAME","女巫的智慧"
"#EVENT_WITCH_02_DESC","看到一位老妇人站在大门前，你非常惊讶。她的脸像花生一样皱着，身子佝偻着。没有人承认看到她的到来。\n\n这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：<mark>“穷人拥有它，富人需要它，吃了就会死。它是什么？”</mark>"
"#EVENT_WITCH_02_HUMILITY","谦逊"
"#EVENT_WITCH_02_NOTHING","无"
"#EVENT_WITCH_02_MONEY","金钱"
"#EVENT_WITCH_02_SPACE","空间"
"#EVENT_WITCH_02_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_02_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她转过身，开始慢慢地朝森林走去。所有人盯着这个奇怪的老妇人看了一会儿，然后才回到日常的工作中。当你试图再看她一眼时，她已经消失了。"
"#EVENT_WITCH_02_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_02_SUCCESS_DESC","老妇人咧开没牙的嘴，她皱巴巴的脸上浮现出一个灿烂的笑容。“没错，答对了！”她把手伸进长袍，递给你一个装满药的篮子，然后转过身，步履蹒跚地朝森林走去。"
"#EVENT_WITCH_03_NOTIFICATION_HEADER","一位老妇人出现在大门前"
"#EVENT_WITCH_03_NOTIFICATION_DESC","不，就是字面意思的出现"
"#EVENT_WITCH_03_NAME","女巫的智慧"
"#EVENT_WITCH_03_DESC","看到一位老妇人站在大门前，你非常惊讶。她的脸像花生一样皱着，身子佝偻着。没有人承认看到她的到来。\n\n这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：<mark>“我越大，你拥有的就越少。我是什么？”</mark>"
"#EVENT_WITCH_03_ARROGANCE","傲慢"
"#EVENT_WITCH_03_SICKNESS","疾病"
"#EVENT_WITCH_03_LIE","谎言"
"#EVENT_WITCH_03_HOLE","洞穴"
"#EVENT_WITCH_03_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_03_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她转过身，开始慢慢地朝森林走去。所有人盯着这个奇怪的老妇人看了一会儿，然后才回到日常的工作中。当你试图再看她一眼时，她已经消失了。"
"#EVENT_WITCH_03_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_03_SUCCESS_DESC","老妇人咧开没牙的嘴，她皱巴巴的脸上浮现出一个灿烂的笑容。“没错，答对了！”她把手伸进长袍，递给你一个装满药的篮子，然后转过身，步履蹒跚地朝森林走去。"
"#EVENT_FEAST_02_NOTIFICATION_HEADER","是时候庆祝一下了？"
"#EVENT_FEAST_02_NOTIFICATION_DESC","居民打算准备一场宴会"
"#EVENT_FEAST_02_NAME","亟需的旋律"
"#EVENT_FEAST_02_DESC","为了庆祝取得的成就并抚平失望情绪，居民们打算准备一场宴会。宴会需要消耗一些资源，但一场恰当的庆祝会让社区更加团结。"
"#EVENT_FEAST_02_REFUSE","拒绝"
"#EVENT_FEAST_02_ALLOW","允许"
"#EVENT_FEAST_02_REFUSE_NAME","亟需的旋律"
"#EVENT_FEAST_02_REFUSE_DESC","你可以从居民的眼中看到失望，因为你拒绝了他们的请求。对他们解释资源不能滥用，或者承诺将来安排类似的活动都无济于事。就像你告诉一群孩子所有假日都已取消一样，说什么都没有用了。"
"#EVENT_FEAST_02_ALLOW_NAME","亟需的旋律"
"#EVENT_FEAST_02_ALLOW_DESC","宴会准备就绪，庆祝活动开启。大家大快朵颐，开怀畅饮。居民们唱起了愉快的歌曲。你听着他们的歌声，歌快唱完时，你才模模糊糊地想起自己听过这首歌：“……嘿，虽然我们衣衫褴褛，虽然我们日夜辛劳……”"
"#EVENT_FEAST_02_ALLOW_01","不加入他们"
"#EVENT_FEAST_02_ALLOW_02","“……但我们不后悔，在世上走一遭！”"
"#EVENT_FEAST_02_ALLOW_03","“……黑夜悄悄来临，默哀的时间到！”"
"#EVENT_FEAST_02_ALLOW_04","“……但这都没关系，因为还能吃饱！”"
"#EVENT_FEAST_02_RESULT_01_NAME","亟需的旋律"
"#EVENT_FEAST_02_RESULT_01_DESC","当你唱完最后一句，周围的人群爆发出热烈的掌声和欢笑声。坐在你身旁的那些人，每个人都开玩笑似的来拍拍你的背或者弄乱你的头发。他们很高兴有一个和普通人并没有两样的领导人。"
"#EVENT_FEAST_02_RESULT_02_NAME","亟需的旋律"
"#EVENT_FEAST_02_RESULT_02_DESC","你的声音似乎压过了其他人，人们安静地等着你唱完。大家困惑地看着彼此，不久后宴会恢复正常。你感觉到自己可能给人一种“脱节”的印象。"
"#EVENT_FEAST_02_RESULT_03_NAME","亟需的旋律"
"#EVENT_FEAST_02_RESULT_03_DESC","你的声音似乎压过了其他人，人们安静地等着你唱完。当你唱完最后一句，疑惑从人们脸上消失，大家大笑起来。居民们笑弯了腰，眼泪控制不住地从眼眶中流出，所有的压力和沮丧在这一刻是都被释放了出来。所有人都很开心，因为总算有一件可以让他们开怀大笑的事了。"
"#EVENT_FEAST_02_RESULT_04_NAME","亟需的旋律"
"#EVENT_FEAST_02_RESULT_04_DESC","你站在一旁看着，周围的人群饱含感情地唱完了这首歌，之后爆发出由衷的掌声和欢笑声。宴会结束，大伙迈着轻快的步伐，回去忙自己每天要做的工作了，有些人还哼着之前的旋律。"
"#EVENT_FEAST_03_NOTIFICATION_HEADER","是时候庆祝一下了？"
"#EVENT_FEAST_03_NOTIFICATION_DESC","居民打算准备一场宴会"
"#EVENT_FEAST_03_NAME","庆典上的发泄"
"#EVENT_FEAST_03_DESC","有人在议论，应该为居民举办一个盛大的、华丽的宴会。这当然有助于提升大家的士气，但是像这样的一场庆典花费肯定不小。"
"#EVENT_FEAST_03_REFUSE","拒绝"
"#EVENT_FEAST_03_ALLOW","允许"
"#EVENT_FEAST_03_REFUSE_NAME","庆典上的发泄"
"#EVENT_FEAST_03_REFUSE_DESC","你告诉人们庆典不会到来。你不能把资源浪费到这种事情上。大家没说什么，安静得让人害怕。你相信在接下来的日子里，肯定会有好几双冷酷、失望的眼睛紧盯着自己。"
"#EVENT_FEAST_03_ALLOW_NAME","庆典上的发泄"
"#EVENT_FEAST_03_ALLOW_DESC","聚居地里摆满了桌子，吃的上齐了，喝的也倒满了。随着庆典的进行，人们很快将疲惫抛在了脑后。突然一声巨大的噪音响遍整个庆典。一个男子掀翻了几张桌子，把吃的都打翻在地。周围的人十分震惊，有的甚至快哭了。“你们一个个都怎么了？！愚蠢的家伙们，有什么值得庆祝的吗？！我们都要死！我们没有希望了，一点都没有！”男子怒气冲冲地说道。"
"#EVENT_FEAST_03_SUBDUE","武力制服"
"#EVENT_FEAST_03_SYMPATHY","表示同情"
"#EVENT_FEAST_03_SUBDUE_NAME","庆典上的发泄"
"#EVENT_FEAST_03_SUBDUE_DESC","你向男子周围的人示意，让他们把他带走。男子被制服住，但被拖走时嘴里还喊着：“蠢货！我们都会死！别骗自己了，这一切结束的越快越好！”男子被带走，人们终于听不到他的声音，打算重新回到庆典中，然而此时大家的心情都很糟糕，无法继续庆祝了。"
"#EVENT_FEAST_03_SYMPATHY_NAME","庆典上的发泄"
"#EVENT_FEAST_03_SYMPATHY_DESC","你靠近这个男子，告诉他你理解发生在他身上的事情并感到抱歉，但你们可以生存下去，事情会好起来的。听上去很难让人相信，但是好事多磨。男子崩溃了，很快他就被前来安慰他的居民围住了。“对不起……我不是有意破坏大家的活动，我实在是太难过了。”男子哽咽道。尽管发生了一段小插曲，庆典还是继续进行了下去，气氛甚至比之前还要好。"
"#EVENT_NEGOTIATION_01_NOTIFICATION_HEADER","一支小规模旅行队来到大门"
"#EVENT_NEGOTIATION_01_NOTIFICATION_DESC","他们似乎有一项有趣的提议"
"#EVENT_NEGOTIATION_01_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_DESC","一群你所见过的最憔悴的人来到了大门。他们衣衫褴褛、肮脏不堪而且浑身是伤，完美展示了一幅精疲力竭的幸存者画像。他们中的领导者向前迈了一步。“你好。正如你所见，我们一家经历了许多风雨。你可能无法收留我们所有人，但能满足我们一个小小请求吗？收留我爷爷，治好他并把他的故事写下来。这样我们家族的遗产就不会随我们一起消失了。”"
"#EVENT_NEGOTIATION_01_REFUSE","拒绝这个请求"
"#EVENT_NEGOTIATION_01_ACCEPT","收留爷爷"
"#EVENT_NEGOTIATION_01_EVERYONE","收留所有人"
"#EVENT_NEGOTIATION_01_REFUSE_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_REFUSE_DESC","看着这一群奇怪的人，你决定拒绝。人群后面的老人身体微微颤抖。“200 年的家族历史，就这样消亡了……”他开始嚎啕大哭，随后咳了好一阵子。其他人很快跑去帮他，你一个人默默地看着这一切。"
"#EVENT_NEGOTIATION_01_ACCEPT_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_ACCEPT_DESC","人群中充满了喜悦，纷纷站在一旁，给老人让出了一条路。有一些不舍的告别，但是每个人似乎都同意这是生活在这样的严酷世界所必需付出的代价。这样的话，即使自己死去，家族的一部分还可以继续活下去。"
"#EVENT_NEGOTIATION_01_EVERYONE_NAME","永不消亡的文字"
"#EVENT_NEGOTIATION_01_EVERYONE_DESC","这位女人看上去有点困惑。“真的吗？你确定吗？我们根本算不上这附近最有价值的一群人。好吧，太感谢你了！”整个家族都激动得热泪盈眶，附近的居民见状送出了一连串掌声。看来至少今天你冒险去同情他们是值得的。"
"#EVENT_EXPEDITION_02_NOTIFICATION_HEADER","一个奇怪的气球落在了地上"
"#EVENT_EXPEDITION_02_NOTIFICATION_DESC","气球上有一些信息"
"#EVENT_EXPEDITION_02_NAME","藏宝图"
"#EVENT_EXPEDITION_02_DESC","一个像气象气球的奇怪物体在空中飘荡，最后落在了聚居地中间。气球似乎携带着某种测量设备，但是无法确定是哪一种。气球上贴着一张纸，纸上写着：“在永动蛇转弯的地方，走上一年，找到一个森林里面的老家伙 — 帮帮我们。”你应该把探险队送去哪？"
"#EVENT_EXPEDITION_02_OPTION_01","离河湾 365 步远的老树"
"#EVENT_EXPEDITION_02_OPTION_02","离路弯 365 步远的老树"
"#EVENT_EXPEDITION_02_OPTION_03","离河湾 12 步远的大石头"
"#EVENT_EXPEDITION_02_IGNORE","忽略这一信息"
"#EVENT_EXPEDITION_02_SUCCESS_NAME","藏宝图"
"#EVENT_EXPEDITION_02_SUCCESS_DESC","你对这一信息进行了解码，派了一队人马去气球飘来的地方调查。过了一段时间，他们带回了各种科学设备。有一台隐蔽的研究设施藏在小山洞里，前些日子不幸遭到了劫匪袭击。"
"#EVENT_EXPEDITION_02_FAILURE_NAME","藏宝图"
"#EVENT_EXPEDITION_02_FAILURE_DESC","你对这一信息进行了解码，派了一队人马去气球飘来的地方调查。你等了又等，他们终于回来了，但是并没有带回任何东西，那儿除了杂草别的什么都没有。不管气球携带的是什么信息，似乎都对你失去了意义。"
"#EVENT_EXPEDITION_02_IGNORE_NAME","藏宝图"
"#EVENT_EXPEDITION_02_IGNORE_DESC","你把纸撕碎，然后扔掉了。它可能带来的价值可能还没有麻烦多，不值得去搜寻。不过，气球本身有一些有用的部件，所以这件事还算有利可图。"
"#EVENT_NEGOTIATION_02_NOTIFICATION_HEADER","大门前有一群穿着异常整洁的人员"
"#EVENT_NEGOTIATION_02_NOTIFICATION_DESC","他们有一个奇怪的提议"
"#EVENT_NEGOTIATION_02_NAME","一切为了科学进步"
"#EVENT_NEGOTIATION_02_DESC","一群你猜测是科学家的人来到了大门前。他们戴着眼镜、穿着实验室衣服以及其他一些科学有关的小物件。“同胞们，你们好！你们有幸被选中参与实验，改善人类的生活！我们一直在努力研究新的治疗方法和药物，现在只需要一名健康的测试对象来验证它们的效果！当然啦，参与者会获得奖励。”一位女士大喊着，同时指向他们带来的一箱机器。"
"#EVENT_NEGOTIATION_02_ACCEPT","接受交易"
"#EVENT_NEGOTIATION_02_REFUSE","让他们滚远点"
"#EVENT_NEGOTIATION_02_SUCCESS_NAME","一切为了科学进步"
"#EVENT_NEGOTIATION_02_SUCCESS_DESC","他们似乎是一群值得相信的人，所以你决定接受这个提议。一名居民被带了过来，他们快速地对其进行了测量、面谈并给他不停注射药物，直到他的手臂肿的像被一群蚊子叮过一样。“都做完了，感谢你的合作，下次再见。科学万岁！”领导者宣布完后，他们便都离开了。而那个居民没有表现出任何副作用的迹象，之后科学家再次来访，证实实验是比较成功的。"
"#EVENT_NEGOTIATION_02_FAILURE_NAME","一切为了科学进步"
"#EVENT_NEGOTIATION_02_FAILURE_DESC","他们似乎是一群值得相信的人，所以你决定接受这个提议。一名居民被带了过来，他们快速地对其进行了测量、面谈并给他不停注射药物，直到他的手臂肿的像被一群蚊子叮过一样。“都做完了，感谢你的合作，下次再见。科学万岁！”领导者宣布完后，他们便都离开了。然而那个居民很快就一病不起，当科学家来查看时，立刻就被愤怒的居民赶走了。"
"#EVENT_NEGOTIATION_02_REFUSE_NAME","一切为了科学进步"
"#EVENT_NEGOTIATION_02_REFUSE_DESC","你看了一眼居民，他们都愤怒地摇着头。“对，我们不同意。”你说道。佯装乐观的科学家们很快变了脸。“诅咒你们！你们会后悔的。科学将打倒你们！”领导者宣布完后，他们便散去了。"
"#EVENT_BEAST_02_NOTIFICATION_HEADER","树林中发现了奇怪的东西"
"#EVENT_BEAST_02_NOTIFICATION_DESC","只是迷信吗？"
"#EVENT_BEAST_02_NAME","整个吞掉"
"#EVENT_BEAST_02_DESC","一群居民带来了一个令人不安的发现：一头死掉的野猪，它的身体两侧有两个巨大的穿刺伤口，每一个伤口都有一只手那么深。一部分的毛和皮都没了，好像有什么东西把它吞下去后又吐了出来。能做到这件事的生物对聚居地也会是一个巨大的威胁。你会采取行动还是做好防御准备？"
"#EVENT_BEAST_02_SEARCH","派居民去追捕这只神秘野兽"
"#EVENT_BEAST_02_DEFENSE","加强你的防御"
"#EVENT_BEAST_02_SEARCH_NAME","整个吞掉"
"#EVENT_BEAST_02_SEARCH_DESC","一只狩猎小队冒险寻找这个罪魁祸首。他们发现大量踪迹，然后跟着这些踪迹一步步走向森林深处，最终来到了一个荒无人烟的小村庄。这里的房屋被破坏，屋内的物品散落一地，但是没有发生过杀戮的迹象。人们在梳理区域找寻有用资源的时候，其中一个人用余光发现了什么。一座在倒塌的房屋后面的山似乎动了。小队冲进屋子，做好了战斗准备，但是什么都没有发现。他们只好返回聚居地，希望危险已经消除。"
"#EVENT_BEAST_02_DEFENSE_NAME","整个吞掉"
"#EVENT_BEAST_02_DEFENSE_DESC","聚居地周边布置了守卫进行巡逻。一开始巡逻还是头等大事，但很快就变成了例行公事而已，因为没有发现什么异常。但到了晚上，一个居民呆呆地看着树林，发现“地面”在树之间变换位置。很快响起了警报，居民们奔向那个奇怪的东西。人们发出的怒吼声似乎把它吓跑了，逃跑的路上弄断了不少灌木和小树。人们只发现一只被勒死的鹿，这一迹象表明怪物在用餐时被人们粗暴地打断了。"
"#EVENT_EXPEDITION_03_NOTIFICATION_HEADER","一位居民一直在做噩梦"
"#EVENT_EXPEDITION_03_NOTIFICATION_DESC","他坚称这些噩梦都是有含义的"
"#EVENT_EXPEDITION_03_NAME","闹鬼的小镇"
"#EVENT_EXPEDITION_03_DESC","一个居民找到了你，脸上带着深深的黑眼圈。他告诉你离这不远有一个村庄，其中的居民在某个夜晚全部离奇死亡。他最近路过那个村庄，拿走了一些东西，结果现在被可怕的噩梦所困扰。他坚信这些都是那些阴魂不散的村民导致的，只有把他们的东西还回去才能让这一切恢复正常。"
"#EVENT_EXPEDITION_03_SCIENCE","采取科学方法"
"#EVENT_EXPEDITION_03_SUPERNATURAL","抚慰那些不安的灵魂"
"#EVENT_EXPEDITION_03_REFUSE","没时间管这些胡说八道"
"#EVENT_EXPEDITION_03_SCIENCE_NAME","闹鬼的小镇"
"#EVENT_EXPEDITION_03_SCIENCE_DESC","你不相信有超自然的东西存在，但肯定有什么不对劲的地方。你派出了一队人马去检查那个小镇，给他们配备了所有你能收集到的武器。他们确实发现了一个空无一人的村庄，到处都是被青草和苔藓埋没的骨架。进一步检查后，他们发现村庄里一种有毒气体不断从地底冒出。这种气体能够置人于死地，吸入稍小的剂量也会出现幻觉。侦察队对这个解释很满意，收集了所有有用的资源然后返回了聚居地。"
"#EVENT_EXPEDITION_03_SUPERNATURAL_NAME","闹鬼的小镇"
"#EVENT_EXPEDITION_03_SUPERNATURAL_DESC","看到这个男子如此认真，你决定尊重他的请求。他拿来从村庄带走的东西和一群居民一起冒险前往那个村庄。他们到达后，确实如男子所说，镇上到处都是骨架，骨架旁还有盘子、杯子、书籍和其他私人物品，一切都好像定格在他们死时的一瞬间。男子恭敬地将物品放回其中一顶帽子里，然后与大家一起返回。之后男子带着解脱的笑容找到了你，交给你一些奇怪的东西，希望你收下，以示感激。"
"#EVENT_EXPEDITION_03_REFUSE_NAME","闹鬼的小镇"
"#EVENT_EXPEDITION_03_REFUSE_DESC","你不理会这个男子，跟他说比起他的鬼故事，你有更重要的事情要关心。男子听后十分沮丧，只好接受你的决定。然而不久后，你意识到这个男子从聚居地消失了。搜寻队没有找到他的踪迹，他的朋友也不知道他去了哪。所以稍后他出现在大门前时，你感到很惊讶，但他已是精疲力竭，身中剧毒。“我得把那些东西还回去，”他艰难地做着解释，“我终于可以好好睡一觉了。”"
"#EVENT_STRANGER_01_NOTIFICATION_HEADER","一个奇怪的男子在大门前大声下着命令"
"#EVENT_STRANGER_01_NOTIFICATION_DESC","这个场景让你想起了什么……"
"#EVENT_STRANGER_01_NAME","电影制作并发症"
"#EVENT_STRANGER_01_DESC","你来到了大门，发现一个穿着又脏又破的奇怪男子用卷起来的报纸当喇叭在门前大喊：“赶快行动起来！你还在等什么？这是你战前最重要的一次演讲，可上点心吧！”很明显，他看起来不太聪明。那么你打算发表怎样的演讲呢？"
"#EVENT_STRANGER_01_HONOR","充满荣誉感的演讲"
"#EVENT_STRANGER_01_GLORY","荣耀主题演讲"
"#EVENT_STRANGER_01_LOOT","承诺将带来财富的演讲"
"#EVENT_STRANGER_01_REFUSE","忽视这个疯子"
"#EVENT_STRANGER_01_HONOR_NAME","电影制作并发症"
"#EVENT_STRANGER_01_HONOR_DESC","你打算迎合这个奇怪的男子。“兄弟姐妹们，”你转向了你的居民，“看着你们，我感受到了一颗颗充满勇气的心，每一颗都比太阳的光芒还要宝贵……”男子专心地听着你的演讲，把卷成圆筒的报纸放在眼前，手里还转着不存在的手柄，看上去就像在拍摄一样。“太棒了，真的太棒了！”在你完成演讲后，他大声喊道。他把手伸进手提箱，拿出来某样东西给你，“拿着，今天完工了，研究一下这个，准备明天的演出，顺便吃点什么。”他说完便离开了。"
"#EVENT_STRANGER_01_GLORY_NAME","电影制作并发症"
"#EVENT_STRANGER_01_GLORY_DESC","你打算迎合这个奇怪的男子。“我的永恒守卫，”你转向了你的居民，“看着你们，我就知道你们异于常人。你们如同野兽般勇猛嗜血、视死如归，值得为你们今天的战役谱写一首赞歌，千古传唱……”男子专心地听着你的演讲，把卷成圆筒的报纸放在眼前，手里还摇动着不存在的手柄，看上去就像在拍摄一样。“不错，很经典！”在你完成演讲后，他大声喊道。他把手伸进手提箱，拿出来某样东西给你，“拿着，今天完工了，研究一下这个，准备明天的演出，顺便吃点什么。”他说完便离开了。"
"#EVENT_STRANGER_01_LOOT_NAME","电影制作并发症"
"#EVENT_STRANGER_01_LOOT_DESC","你打算迎合这个奇怪的男子。“好了，你们这些无名之辈，”你转向了你的居民，“你们知道那排士兵后面有什么吗？金子！多到你无法想象的金子！今天这场战役打赢了，你就有机会过上皇室一样的生活……”男子专心地听着你的演讲，把卷成圆筒的报纸放在眼前，手里还摇动着不存在的手柄，看上去就像在拍摄一样。“有点过于新颖，但还算不错。”在你完成演讲后，他大声喊道。他把手伸进手提箱，拿出来某样东西给你，“拿着，今天完工了，研究一下这个，准备明天的演出，顺便吃点什么。”他说完便离开了。"
"#EVENT_STRANGER_01_REFUSE_NAME","电影制作并发症"
"#EVENT_STRANGER_01_REFUSE_DESC","你让这个男子赶快离开，男子听后用力把报纸扔到了地上。“这是叛变！你这个没用的工会笨蛋，我要让你永远无法再待在这个行业！你会对你今天背叛 Manfred Stickblock 爵士的行为感到后悔的！”在你想找机会说些什么的时候，男子早已愤愤地离开了。"
"#EVENT_STRANGER_02_NOTIFICATION_HEADER","有人发现了一个小偷"
"#EVENT_STRANGER_02_NOTIFICATION_DESC","赶快想办法，以免他溜了"
"#EVENT_STRANGER_02_NAME","藏起来的宝贝"
"#EVENT_STRANGER_02_DESC","聚居地突然传来一声叫喊：“抓小偷！我们中出了一个小偷！”你匆忙赶到营地边，看到一个饱经沧桑的人朝树林里跑去。几个居民紧紧追着那个“小偷”。“我们该拿他怎么办？”其中一个人问道。"
"#EVENT_STRANGER_02_MERCIFUL","宽恕"
"#EVENT_STRANGER_02_VENGEFUL","报复"
"#EVENT_STRANGER_02_FAIR","保持冷静"
"#EVENT_STRANGER_02_IGNORE","无视他"
"#EVENT_STRANGER_02_MERCIFUL_NAME","藏起来的宝贝"
"#EVENT_STRANGER_02_MERCIFUL_DESC","你告诉居民要宽容一点。他们追着逃跑的小偷，很快把他围在了附近的山洞中，山洞里塞满了各式各样的手工艺品和小物件。“不！不要拿走我的宝贝！我需要它们！”小偷苦苦哀求着，唾沫从那张没有牙齿的嘴落到他那可以给鸟筑巢的胡子上。居民们纷纷拿走被偷掉的宝贝，警告他以后不要再踏入这个聚居地。看小偷的样子，他好像听明白了。"
"#EVENT_STRANGER_02_VENGEFUL_NAME","藏起来的宝贝"
"#EVENT_STRANGER_02_VENGEFUL_DESC","你告诉居民可以报复他。他们追着逃跑的小偷，很快把他围在了附近的山洞中，山洞里塞满了各式各样的手工艺品和小物件。“不！不要拿走我的宝贝！我需要它们！”小偷苦苦哀求着，唾沫从那张没有牙齿的嘴落到他那可以给鸟筑巢的胡子上。居民冲进山洞，近乎狂热地从小偷身上抢夺那些宝贝，有些人甚至被尖锐的物品割伤了，而小偷则在痛苦地嚎啕大哭。"
"#EVENT_STRANGER_02_FAIR_NAME","藏起来的宝贝"
"#EVENT_STRANGER_02_FAIR_DESC","你告诉居民要公正地对待他。他们追着逃跑的小偷，很快把他围在了附近的山洞中，山洞里塞满了各式各样的手工艺品和小物件。“不！不要拿走我的宝贝！我需要它们！”小偷苦苦哀求着，唾沫从那张没有牙齿的嘴落到他那可以给鸟筑巢的胡子上。居民拿走被偷走的宝贝，还顺带拿走了一些其他东西作为补偿。小偷看上去充满了自责。"
"#EVENT_STRANGER_02_IGNORE_NAME","藏起来的宝贝"
"#EVENT_STRANGER_02_IGNORE_DESC","你让居民都回来，不值得冒这个险去追小偷。他们略显犹豫地停了下来，陆续返回营地，让小偷就这样跑了，他们多少有些愤愤不平。"
"#EVENT_DEPARTURE_01_NOTIFICATION_HEADER","一个居民找到你"
"#EVENT_DEPARTURE_01_NOTIFICATION_DESC","她想去追寻更美好的事物"
"#EVENT_DEPARTURE_01_NAME","伟大的未知"
"#EVENT_DEPARTURE_01_DESC","一个看上去很紧张但是却又很兴奋的女士找到你。“喂，我一直在想，呃——这里确实很棒，但是外面肯定有更多的事物值得去发现，不是吗？我——有点想去瞧一瞧。别误会我，但我可能很快要离开这里了。我要去追寻那些更多、更好的事物。”"
"#EVENT_DEPARTURE_01_GUILT","告诉她，她的行为太过自私"
"#EVENT_DEPARTURE_01_WARN","警告她，外面的世界很危险"
"#EVENT_DEPARTURE_01_EQUIP","给她装备并祝她好运"
"#EVENT_DEPARTURE_01_GUILT_NAME","伟大的未知"
"#EVENT_DEPARTURE_01_GUILT_DESC","你向这个女人解释道，如果她离开，其他人需要接过她手里的工作。而这个人可能是病人、小孩、伤者或者老人。做事只考虑自己是非常自私的，她应该立刻抛弃这些想法。这个女人盯着你看了好一会儿，明显已经发生了动摇。“行，我还是留下吧。”她沮丧地说道，然后背着背包离开了。"
"#EVENT_DEPARTURE_01_WARN_NAME","伟大的未知"
"#EVENT_DEPARTURE_01_WARN_DESC","你试着向这个女人解释外面的世界是多么的危险。外面有野兽、强盗、风暴还有鬼知道是什么的东西。她没有多大生还机会，而且如果她没能活着回来，受罪的就是关心她的那些人。这个女人的表情开始发生了变化。“呃——我可能需要再考虑一下。”她一边说着，一边把早已过时的生存工具箱交给了你。"
"#EVENT_DEPARTURE_01_EQUIP_NAME","伟大的未知"
"#EVENT_DEPARTURE_01_EQUIP_DESC","看到这个女人的意志如此坚定，你尽自己所能地为她提供了最好的装备，并祝她好运。可以离开居住地，去外面的世界探险，她感到欣喜若狂。但一段时间后，你看见她回来了，裹着厚厚的皮袄，背着巨大的背包，这身行头差点让你认不出她。她从身后的背包中拿出货物交给了你，还说道：“其实，外面的世界也没有想象中那么美好。”"
"#EVENT_RACE_01_NOTIFICATION_HEADER","两辆车朝大门撞了过来"
"#EVENT_RACE_01_NOTIFICATION_DESC","车速极快"
"#EVENT_RACE_01_NAME","飙车挑战"
"#EVENT_RACE_01_DESC","两辆汽车风驰电掣般地在地面上横行，到大门外才急促地刹住，将泥土和野草掀飞得到处都是。驾驶员从车里迈出，一个男人戴着厚厚的风镜，另一个则戴着方格花纹的头盔。“嘿呀，有人想参加比赛吗？如果你觉得自己可以击败冠军，我们可以一起凑点奖金搞个比赛。顺便说一下，冠军就是我本人。”他一边说着，一边露出得意洋洋的笑容。"
"#EVENT_RACE_01_SABOTAGE","跟他较量一番，不过得破坏他的车"
"#EVENT_RACE_01_SPEED","跟他较量一番，不过得调整好引擎"
"#EVENT_RACE_01_TRACTION","跟他较量一番，在牵引力方面作点投资"
"#EVENT_RACE_01_DECLINE","拒绝挑战"
"#EVENT_RACE_01_SABOTAGE_NAME","飙车挑战"
"#EVENT_RACE_01_SABOTAGE_DESC","你接受了提议并开始为比赛做准备。当你们讨论具体的路线和其他细节时，一位居民偷偷摸到车手的赛车旁，准备做些手脚以确保你获取优势。比赛马上就要开始了，你的车组成员都已上车就位。令旗一挥，赛车疾驰而去……却发出一阵刺耳的噪声，速度顿减，不久后就都偃旗息鼓了。冠军从车里探出身来，看上去尴尬得无以言表。“呃……好像我们都遇上了一些技术问题，真遗憾。”"
"#EVENT_RACE_01_SPEED_NAME","飙车挑战"
"#EVENT_RACE_01_SPEED_DESC","你接受了提议并开始为比赛做准备。你决定调试好引擎，以确保汽车能发挥出最高速度。不久之后，比赛准备就绪，你的车组成员都已上车就位。令旗一挥，赛车疾驰而去。冠军抢得先机，但你的队伍在终点线附近努力完成了反超。居民们欢呼雀跃，冲上去拥抱车手们。胜利者获得了奖品。"
"#EVENT_RACE_01_TRACTION_NAME","飙车挑战"
"#EVENT_RACE_01_TRACTION_DESC","你接受了提议并开始为比赛做准备。你决定调整好悬架来迎接比赛，并清洁轮胎以保证赛车获得最佳抓地力。不久之后，比赛准备就绪，你的车组成员都已上车就位。令旗一挥，赛车疾驰而去。冠军占得先机，但在弯道上你的车组完成了几次漂亮的转弯，夺得领先地位，并将优势保持到了最后。居民们欢呼雀跃，冲上去拥抱车手们。这次决策大获成功，胜利令人喜不自胜。"
"#EVENT_RACE_01_DECLINE_NAME","飙车挑战"
"#EVENT_RACE_01_DECLINE_DESC","你狐疑地看着这两辆赛车，决定拒绝提议。冠军轻笑道：“没胆子面对挑战？好吧，也许这是明智的选择。我本来就是不可战胜的。”两辆车掉了个头，往远方的地平线飞驰而去。车影消失之后，人们还能听到引擎的咆哮声。"
"#EVENT_MUD_01_NOTIFICATION_HEADER","一位看起来很疲惫的女子正在接近聚居地"
"#EVENT_MUD_01_NOTIFICATION_DESC","她身上全是污泥"
"#EVENT_MUD_01_NAME","帮忙推一把"
"#EVENT_MUD_01_DESC","你饶有兴味地看着这位腰以下全是污泥的女子走近聚居地，她每走一步都会在身后留下一块块污迹。“很抱歉打扰你，能帮我一把吗？我的车陷在烂泥里了，如果能帮我把车推出来的话，我很乐意报答你。”"
"#EVENT_MUD_01_ACCEPT","帮她一把"
"#EVENT_MUD_01_DECLINE","让她自己想办法"
"#EVENT_MUD_01_ACCEPT_SUCCESS_NAME","帮忙推一把"
"#EVENT_MUD_01_ACCEPT_SUCCESS_DESC","你决定帮她一把，没错，就是推一把。你召集了一帮居民，前往车抛锚的地方，那里是一滩烂泥。你们将一些绳子绑在车底下，然后一起去推车。女子轻轻踩动油门，其他人在车后面推。一开始汽车纹丝不动，不过后来还是渐渐向前动了起来。你们花了不少功夫，最终成功将车推了出来。“太感谢了，拿着，收下这些。”女子一边说着，一边交给你适量的奖励。你瞥见在后面推车的居民们，发现他们脖子以下都是污泥。看来你们要好好洗一洗了。"
"#EVENT_MUD_01_ACCEPT_FAIL_NAME","帮忙推一把"
"#EVENT_MUD_01_ACCEPT_FAIL_DESC","你决定帮她一把，没错，就是推一把。你召集了一帮居民，前往车抛锚的地方，那里是一滩烂泥。你们将一些绳子绑在车底下，然后一起去推车。女子轻轻踩动油门，其他人在车后面推。尽管你们用尽全力，汽车还是纹丝不动。女子走下车，看上去像被打败了一样。“好吧，我想我哪儿都去不了了……你们不会正好有张空床吧，有吗？”"
"#EVENT_MUD_01_TAKE","让她加入"
"#EVENT_MUD_01_EXILE","让她自生自灭"
"#EVENT_MUD_01_TAKE_NAME","帮忙推一把"
"#EVENT_MUD_01_TAKE_DESC","你告诉这名女子你很乐意让她加入聚居地。她看起来松了一口气。“哦，太谢谢你了，我保证不会让你失望的。”她大声说。"
"#EVENT_MUD_01_EXILE_NAME","帮忙推一把"
"#EVENT_MUD_01_EXILE_DESC","女子看上去心急如焚，但却似乎并不惊讶。“好吧，值得一试。但到目前为止我一个人也活的好好的，我会活下去的。我知道我会的。我必须活下去。”直到这时，你才发觉她眼中有着钢铁般坚定的光芒。"
"#EVENT_MUD_01_DECLINE_NAME","帮忙推一把"
"#EVENT_MUD_01_DECLINE_DESC","鉴于离开聚居地风险太大，你告诉女子自己帮不了她。她回过头来，流露出毫不掩饰的鄙视和愤怒。“哦，你们这儿有一大帮人，却不愿意帮我这个落单的人？好吧，胆小鬼们！”她啐了一口，然后离开了。"
"#EVENT_CRAFTING_01_NOTIFICATION_HEADER","一位身上沾着机油的居民向你走来"
"#EVENT_CRAFTING_01_NOTIFICATION_DESC","她的眼中闪现着疯狂的光芒"
"#EVENT_CRAFTING_01_NAME","机械怪兽"
"#EVENT_CRAFTING_01_DESC","一位不修边幅的女子向你走来，她腰上系着一整套工具。“老大，老大，你听我说！我只需要一点点零件，就可以建造……超大……超快……像放射性闪电一样，我跟你说！像车一样的那种东西，嗯……我的意思是，这很清楚，对吧？！”"
"#EVENT_CRAFTING_01_APPROVE","让她进行……实验？"
"#EVENT_CRAFTING_01_DECLINE","她别想得到珍贵的零件"
"#EVENT_CRAFTING_01_SUCCESS_NAME","机械怪兽"
"#EVENT_CRAFTING_01_SUCCESS_DESC","你保证她可以得到所有必需的零件，她马上跑开去进行测试。这一天都很平静……直到一声震耳欲聋的巨响突然炸开，回荡在整个聚居地上空。女子从她的临时作坊里钻出来，浑身都是灰尘，咳嗽都冒烟。“看来结果不如人意……不过还是取得了一些有趣的进展，也许以后我们能用上。”她一边咳嗽，一边解释道。"
"#EVENT_CRAFTING_01_FAIL_NAME","机械怪兽"
"#EVENT_CRAFTING_01_FAIL_DESC","你保证她可以得到所有必需的零件，她马上跑开去进行测试。这一天都很平静……直到一股强烈的气味飘进了你鼻子里。你追寻这股气味，发现这名女子站在她的临时作坊前面，作坊着了火。“现在看来，打开窗户还不足以取代冷却系统。好吧，也许这就是吃一堑长一智吧。”她一边说，一边拍了拍你的肩。"
"#EVENT_CRAFTING_01_DECLINE_NAME","机械怪兽"
"#EVENT_CRAFTING_01_DECLINE_DESC","她大为震惊。“啥，真的吗？够了，肯定不会……我们只需要……一路冲到底！行吧，你还是没弄明白。”她一边说，一边迈步走开。"
"#EVENT_CULT_01_NOTIFICATION_HEADER","有关一座奇异聚居地的传言正在流传"
"#EVENT_CULT_01_NOTIFICATION_DESC","那里是不是有一些邪恶的事情正在发生？"
"#EVENT_CULT_01_NAME","城墙环绕的花园"
"#EVENT_CULT_01_DESC","居民们谈起一座城墙拱卫的孤城，这一聚居地离这里不远。没人见过有人在城中进出，但有人发誓自己在晚上听到过那个方向传来的鼓声回响。有些居民觉得最好去探查一下，搞清楚那里到底是个什么情况。"
"#EVENT_CULT_01_GO","召集一支侦察队"
"#EVENT_CULT_01_STAY","绝不能靠近那里"
"#EVENT_CULT_01_GO_NAME","城墙环绕的花园"
"#EVENT_CULT_01_GO_DESC","你召集起一支精干的小规模队伍，并派遣他们前往这处奇异的聚居地。他们到达时，发现城墙高耸，似乎无法突破。他们环绕城墙查勘，突然听到墙对面传来低语：“你好？有人在吗？请你们帮帮我们，我们必须得出去！仪式马上就要结束了，而且我觉得我的家人肯定不可能熬过下一场仪式了。有人吗？”"
"#EVENT_CULT_01_HELP","帮助他们"
"#EVENT_CULT_01_TOOLS","给他们一些装备"
"#EVENT_CULT_01_IGNORE","无视他们的恳求"
"#EVENT_CULT_01_HELP_NAME","城墙环绕的花园"
"#EVENT_CULT_01_HELP_DESC","侦察队将装备收集到一起，勉强组装出一个临时绳梯。陌生人跑过去召集家人，居民们则试着将绳梯扔过高墙。他们试了好几次，绳梯总算到了另一侧。很快，一家五口人爬过墙来，他们都穿着红色衣服，上面有白色的圆形，看上去极度营养不良。一家人迅速地朝聚居地外跑去，没让其他人发现。"
"#EVENT_CULT_01_TOOLS_NAME","城墙环绕的花园"
"#EVENT_CULT_01_TOOLS_DESC","居民们不想冒被抓获的风险，所以他们将一些绳子、衣服、木头之类的东西捆成一个包裹，扔过墙去。没人回应。侦察队没能发现进城的路，也没发现其他生命迹象，只能打道回府。一段时间后，一位年轻人出现在大门后，他穿着红色衣服，上面有白色的圆形，看上去极度营养不良。“我是唯一一个跑出来的人。”他一边说，一边努力止住泪水。"
"#EVENT_CULT_01_IGNORE_NAME","城墙环绕的花园"
"#EVENT_CULT_01_IGNORE_DESC","居民们陷入了沉默。“你们还在吗？”那边的人又问了一次，然后也不作声了。侦察队继续执行任务，比之前更加用心，但还是没能找到城墙的缺口。他们回到聚居地，几乎没带回什么新信息，求救的呼声仍然在他们的耳畔回响。"
"#EVENT_CULT_02_NOTIFICATION_HEADER","一群奇怪的人正在接近大门"
"#EVENT_CULT_02_NOTIFICATION_DESC","他们看起来有点像商人"
"#EVENT_CULT_02_NAME","可靠的财源"
"#EVENT_CULT_02_DESC","一队人马走向聚居地，个个都穿着饰有金色和绿色复杂图案的长袍。他们打着同样拥有装饰的大伞，在伞下晒不到一点太阳。走在最前面的男人在身上围着一条丝巾，他对你说：“孩子们！你们能帮我们完成神圣的使命吗？赫利俄斯不久就会降临尘世。我们必须平息他灼人的怒火！麻烦你了，跟我们一起准备迎接他降临吧！”"
"#EVENT_CULT_02_TRADE_01","与他们进行交易"
"#EVENT_CULT_02_TRADE_02","与他们进行交易"
"#EVENT_CULT_02_TRADE_03","与他们进行交易"
"#EVENT_CULT_02_DECLINE","拒绝进行交易"
"#EVENT_CULT_02_TRADE_NAME","可靠的财源"
"#EVENT_CULT_02_TRADE_DESC","交易完成后，赫利俄斯的追随者们抽动伞中的线，展露出伞顶贴附的数百面镜子。他们开始绕着领袖走动，将阳光反射至身边的地面上，形成一种颇具美感的舞蹈。“祝福！我等今日乃是受祝福之人！为黑暗祈祷，只因世间万物都好过祂的永恒之火！”"
"#EVENT_CULT_02_DECLINE_NAME","可靠的财源"
"#EVENT_CULT_02_DECLINE_DESC","男子的泪水夺眶而出。“失败！这是失败，孩子们，我已经感受到祂的怒火在灼烧我的心脏了！”赫利俄斯的追随者们丢弃了阳伞，阳光立即照射到了他们身上，他们痛苦地哀泣着。这种行为持续了一段时间，然后他们重新振作起来，打道回府。"
"#EVENT_TRADING_02_NOTIFICATION_HEADER","有人看见一群人正爬向大门"
"#EVENT_TRADING_02_NOTIFICATION_DESC","这到底是什么人？"
"#EVENT_TRADING_02_NAME","自然的呼唤"
"#EVENT_TRADING_02_DESC","一群人真的在爬向聚居地，四肢着地，身上一丝不挂。他们在地上丢弃了一堆乱七八糟的东西，很显然他们也用不着了。其中一人走上前来，他的鼻梁高耸，眼神锐利。“有……吃……吃……吃的吗？”他努力吼道。"
"#EVENT_TRADING_02_TRADE_01","与他们进行交易"
"#EVENT_TRADING_02_TRADE_02","与他们进行交易"
"#EVENT_TRADING_02_TRADE_03","与他们进行交易"
"#EVENT_TRADING_02_DECLINE","拒绝进行交易"
"#EVENT_TRADING_02_TRADE_NAME","自然的呼唤"
"#EVENT_TRADING_02_TRADE_DESC","你们刚刚把食物放到地上，这群人就冲了上去，迅速抓取食物，然后又跑到远处。他们咬了几口，又嗅了几下，然后跑回荒野之中。你没想到用四肢奔跑也能这么快。"
"#EVENT_TRADING_02_DECLINE_NAME","自然的呼唤"
"#EVENT_TRADING_02_DECLINE_DESC","你拒绝了这一提议，尽管你也不是很清楚这些人有没有理解你的意思。最后，这群人的领袖似乎明白了状况。他向你露出牙齿，狺狺狂吠，剩下的人也很快有样学样。居民们赶紧去拿武器，但这帮人没有发动攻击，而是转头离开，迅速地消失在荒野之中。"
"#EVENT_RESEARCH_01_NOTIFICATION_HEADER","发现一件奇怪的设备"
"#EVENT_RESEARCH_01_NOTIFICATION_DESC","它隐藏着哪些秘密？"
"#EVENT_RESEARCH_01_NAME","知识背后的危险"
"#EVENT_RESEARCH_01_DESC","一位居民带给你一件外表怪异的设备，他说是在附近一辆废弃的汽车里找到的。你看了看这件设备，发现这是一台无线电发射器。一番捣鼓之后，你发现它还能将信息传送回源头，并借此掌握了此地的坐标。问题来了，你敢不敢冒险前往此地呢？"
"#EVENT_RESEARCH_01_FOLLOW","跟从电波指引"
"#EVENT_RESEARCH_01_DECLINE","按兵不动"
"#EVENT_RESEARCH_01_FOLLOW_NAME","知识背后的危险"
"#EVENT_RESEARCH_01_FOLLOW_DESC","你决定派出一支队伍进行调查。他们在树林地下发现了一处废弃的研究设施。此地遭到放射性物质污染，而且大多数研究材料都封存在安全容器里面。离开之前，调查小队只弄到少量物资。回来后，他们问你是不是应该继续调查那些遭污染的研究材料，还是置之不顾。"
"#EVENT_RESEARCH_01_INVESTIGATE","调查那些材料"
"#EVENT_RESEARCH_01_DISREGARD","忽略那些材料"
"#EVENT_RESEARCH_01_INVESTIGATE_NAME","知识背后的危险"
"#EVENT_RESEARCH_01_INVESTIGATE_DESC","居民们开启了密封的容器，然后尽可能仔细地检查了这些材料。这处设施似乎是用于研究放射区的，大多数已经搜集到的资料看上去都能派上用场，但是也比较枯燥……只有一张照片除外：一只体型大得超出常理的鹿，它头上的鹿角枝杈丛生，身上的毛皮一片漆黑，似乎不受辐射影响。但居民看上去情况大为不同，有些人已经显露出放射性病变的迹象。"
"#EVENT_RESEARCH_01_DISREGARD_NAME","知识背后的危险"
"#EVENT_RESEARCH_01_DISREGARD_DESC","考虑到这些材料的放射性，你认为再进行调查风险太大，决定将其置之不顾。那些未受污染的物品还是提供了一些有益的启示，所以这趟旅程也不是完全没有收获。"
"#EVENT_RESEARCH_01_DECLINE_NAME","知识背后的危险"
"#EVENT_RESEARCH_01_DECLINE_DESC","废弃车辆里的神秘发射器？当然啦，听起来一点都不危险呢！你让居民们拆卸这台发射器，觉得这才是处理这一情况的最安全方式。"
"#EVENT_COMBUSTION_01_NOTIFICATION_HEADER","你的工具匠有话对你说"
"#EVENT_COMBUSTION_01_NOTIFICATION_DESC","他对某样东西感到很兴奋"
"#EVENT_COMBUSTION_01_NAME","燃烧 101"
"#EVENT_COMBUSTION_01_DESC","你的工具匠向你走来，带来了一块像旧割草机引擎的废旧物。“哦光荣的领袖，我一直想弄这么个玩意儿！制造普通工具当然也挺好，但如果能有台真正的内燃机，那就完全不一样了。”他需要一些金属、零件和燃料来发动这玩意儿。引擎破破烂烂，但工具匠热情满满，想修好它。"
"#EVENT_COMBUSTION_01_APPROVE","尝试一下"
"#EVENT_COMBUSTION_01_REFUSE","别冒把自己炸飞的风险"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_NAME","燃烧 101"
"#EVENT_COMBUSTION_01_APPROVE_SUCCESS_DESC","你让他拿走必要的资源。片刻之后，一个工具间里传来“砰”的一声巨响，然后是噼里啪啦的声音和欢呼：“成功了！成功了！成功了！不管怎么说，好歹成功了一会儿，等不及再试一次了！”工具间遭受了一些损失，大部分资源都毁了，但是工具匠兴高采烈，你也从中获得了一些有价值的启示。"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_NAME","燃烧 101"
"#EVENT_COMBUSTION_01_APPROVE_FAIL_DESC","你让这个人拿走他需要的资源。工具间里回荡着叮当声和几句咒骂，但随后声音戛然而止，工具匠从小屋里跑出来并迅速卧倒。几秒后，一场猛烈的爆炸发生了，聚居地都为之震动，整座建筑燃烧起来。“老大，对不起，我可能把一些部件连接错了，但现在我知道了！”"
"#EVENT_COMBUSTION_01_REFUSE_NAME","燃烧 101"
"#EVENT_COMBUSTION_01_REFUSE_DESC","你告诉这个人，让他专心准备那些工具，他的割草机项目要等下次再说了。"
"#EVENT_PYRO_01_NOTIFICATION_HEADER","写给你的神秘信件"
"#EVENT_PYRO_01_NOTIFICATION_DESC","用斧头钉在门上"
"#EVENT_PYRO_01_NAME","爆炸恐吓信"
"#EVENT_PYRO_01_DESC","一位居民拿着一封短笺朝你冲过来：“首领！有人用斧头把这封信钉在了门上，是给你的，并且只有你才可以看。”这封信有一部分烧焦了，闻起来隐约有火药和汽油的味道。信上说：“很高兴认识你。你的聚居地发展得很好，我也想要分一杯羹。我在你宝贵的聚居地周围安装了几颗炸弹，如果你不能满足我的要求，炸弹就会爆炸。”随信附有一份资源列表，以及前往一个偏远卸货点的路线。"
"#EVENT_PYRO_01_AGREE","按勒索信上说的做"
"#EVENT_PYRO_01_AMBUSH","照做，但尝试设下埋伏"
"#EVENT_PYRO_01_REFUSE","很明显是虚张声势"
"#EVENT_PYRO_01_AGREE_NAME","爆炸恐吓信"
"#EVENT_PYRO_01_AGREE_DESC","你怀疑这只是虚张声势，但并不想冒险。你召集居民，把资源送去信上指定的地点。回到聚居地后，你下令彻底搜查所谓的隐藏炸弹。经历了几场虚惊和一次失败的拆除后，居民带着一些伪装成塑料桶和瓶子的燃料炸弹回来了，不过这些炸弹现在已经失效了。"
"#EVENT_PYRO_01_AMBUSH_SUCCESS_NAME","爆炸恐吓信"
"#EVENT_PYRO_01_AMBUSH_SUCCESS_DESC","你假意照做，但决定伏击勒索者。卸下资源后，几位居民藏进了树林里。过了一会儿，你听到巨大的引擎轰鸣声，一辆装甲卡车停在卸货点，两名荒地游民从车上下来。陷阱启动了，随后居民发动攻击。土匪被迫逃跑，但逃跑前成功远程引爆了一颗炸弹。幸好事情没有变得更糟..."
"#EVENT_PYRO_01_AMBUSH_FAIL_NAME","爆炸恐吓信"
"#EVENT_PYRO_01_AMBUSH_FAIL_DESC","你假意照做，但决定埋伏勒索者。放下资源后，几位居民藏进了树林里。片刻后，你听到巨大的引擎轰鸣声，一辆装甲卡车开了过来，一位居民被车头灯照到，暴露了埋伏。车厢上的荒地游民没有浪费时间，立刻伸手抓住战利品。他们开车离开时，你听到远处传来几声爆炸声。"
"#EVENT_PYRO_01_REFUSE_NAME","爆炸恐吓信"
"#EVENT_PYRO_01_REFUSE_DESC","你很确定这封信是虚张声势。不可能有人偷偷溜进来，在你眼皮底下把炸弹放置在聚居地周围，而且隐藏了好几颗炸弹。交货时间过去了，就在你以为安全的时候，发生了几场猛烈的爆炸。"
"#EVENT_PARTY_HARD_01_NOTIFICATION_HEADER","房屋里的喧闹"
"#EVENT_PARTY_HARD_01_NOTIFICATION_DESC","意想不到的噪音"
"#EVENT_PARTY_HARD_01_NAME","疯狂派对"
"#EVENT_PARTY_HARD_01_DESC","你顺着欢快的声音，发现一群居民挤在房屋里，开心地唱歌喊叫。桌子上的瓶子说明他们设法找到了一些酒，但你并不知道来源是哪里。“噢嘿，想加入我们吗？！”一位居民大声说道。"
"#EVENT_PARTY_HARD_01_DISBAND","结束派对"
"#EVENT_PARTY_HARD_01_CONFISCATE","没收酒水"
"#EVENT_PARTY_HARD_01_ALLOW","让他们吃喝玩乐"
"#EVENT_PARTY_HARD_01_DISBAND_NAME","疯狂派对"
"#EVENT_PARTY_HARD_01_DISBAND_DESC","你命令居民停止浪费时间，回去做些生产性工作。他们试图抗议，但你威胁他们如果不照做将会有更严重的后果，这让他们迅速起身离开。一切似乎都已恢复正常，然而第二天晚上，有人朝你的房屋扔瓶子，把你从梦中吵醒了。"
"#EVENT_PARTY_HARD_01_CONFISCATE_NAME","疯狂派对"
"#EVENT_PARTY_HARD_01_CONFISCATE_DESC","你不想破坏气氛，但又觉得酒精这东西风险太大。你把酒都收起来，引起了一些抗议，但另一首歌很快把居民们的注意力吸引到别处。接下来的几天，聚居地的气氛似乎也更加愉快了。"
"#EVENT_PARTY_HARD_01_ALLOW_NAME","疯狂派对"
"#EVENT_PARTY_HARD_01_ALLOW_DESC","你给了大伙一个发泄的机会。他们似乎很高兴，音乐和叫喊声也越来越大，直到突然变成彻头彻尾的尖叫。你冲回房屋，只看到那座房屋和其他几座都着火了。貌似有人想要燃起篝火，但完全没意识到要把篝火移到屋外。"
"#EVENT_JAMMED_01_NOTIFICATION_HEADER","扭曲尖锐的噪声在聚居地中回响"
"#EVENT_JAMMED_01_NOTIFICATION_DESC","一定出了非常非常大的差错"
"#EVENT_JAMMED_01_NAME","紧紧卡住"
"#EVENT_JAMMED_01_DESC","一位居民朝你冲过来，慌忙地解释说一台提取机出了问题。你跟着他，发现有台提取机完全停转了，偶尔发出刺耳的声音或抽动一下。另一位居民已经在检查机器内部了。她说：“我们发现一些松动的碎片卡在齿轮之间，我想我可以把它拔出来，这样可以避免进一步的损坏。”"
"#EVENT_JAMMED_01_ALLOW","让她把碎片拔出来"
"#EVENT_JAMMED_01_DENY","用安全的方法完成"
"#EVENT_JAMMED_01_ALLOW_NAME","紧紧卡住"
"#EVENT_JAMMED_01_ALLOW_DESC","这位居民毫不犹豫地把脚固定在提取机上，把手伸进机器里往外拉。提取机发出刺耳的声音，但突然有什么东西弹了出来，居民迅速抽回手。她的手安然无恙，紧紧抓着一块弯曲的金属。尽管提取机仍然需要维修，但这一冒险的举动成功把损坏降到了最低。"
"#EVENT_JAMMED_01_DENY_NAME","紧紧卡住"
"#EVENT_JAMMED_01_DENY_DESC","你脑海中浮现出一幅画面，有人的手在机器里被压碎，这让你浑身起鸡皮疙瘩。你告诉居民，你绝对不会那样做，而是会关掉提取机并把它拆开。你让人把机器关闭，将其拆到刚好能把那块讨厌的碎片拔出来的程度。提取机需要大修，但至少没有人的胳膊被压成肉泥。"
"#EVENT_KNOT_01_NOTIFICATION_HEADER","聚居地中的能源问题"
"#EVENT_KNOT_01_NOTIFICATION_DESC","发生什么事了？"
"#EVENT_KNOT_01_NAME","戈尔迪之结"
"#EVENT_KNOT_01_DESC","一名慌乱的居民蹒跚着朝你走来，他的脸色既苍白又通红。他说：“嗯...我们遇到了点小问题。”他带着你走到一台风力涡轮机前，涡轮机转子被一个看起来像大风筝的东西缠住了。涡轮机下面站着两个满脸惊慌的孩子，其中一个大声说：“我们非常抱歉，但我们不是故意的！”"
"#EVENT_KNOT_01_HELP","找人爬上去把涡轮机修好"
"#EVENT_KNOT_01_FATHER","让孩子们的父亲修"
"#EVENT_KNOT_01_CHILD","让其中一个孩子修"
"#EVENT_KNOT_01_CHILD_NAME","戈尔迪之结"
"#EVENT_KNOT_01_CHILD_DESC","你转身对着孩子们，非常严厉地说他们做了一件坏事，人们可能会因此受伤，因此他们必须把涡轮机修好。两个孩子泪眼汪汪、深感内疚地看着你。最后，女孩擦了擦鼻子，朝涡轮机走过去。她设法爬了大约两英尺，然后就没了力气，跌跌撞撞地下来了，虽然很沮丧，但好在没受伤。看来孩子们还是没法把他们弄的烂摊子收拾好。"
"#EVENT_KNOT_01_HELP_NAME","戈尔迪之结"
"#EVENT_KNOT_01_HELP_DESC","寻找志愿者时，有一个女人从你身边匆匆走过。“噢亲爱的，你们这是做了什么？”她问孩子们，而孩子们只是抽泣。“好吧，给我一点时间。”她说着，瞥了一眼涡轮机。不一会儿，她就已经脱掉鞋，轻松地爬上了涡轮机。没几分钟，她就爬到了涡轮机顶部，又花了一点时间清理转子。“好啦。听好，以后不许在机器附近玩，明白吗？”她爬下来，叹了口气，孩子们则不停点头。"
"#EVENT_KNOT_01_FATHER_NAME","戈尔迪之结"
"#EVENT_KNOT_01_FATHER_DESC","孩子们的父亲看起来非常害怕，但并没有违抗你的命令。他朝涡轮机走过去，开始缓慢地往上爬。“爸爸，别掉下来！”父亲试图寻找另一个落脚点时，小女孩朝他大声喊着。他花了很久才爬到涡轮机顶部，清理转子则花了更长时间。他刚爬下来，孩子们就冲过去抱住了他。经过这次事件，涡轮机好像受到了严重破坏。"
"#EVENT_WIRE_01_NOTIFICATION_HEADER","一名惊慌失措的居民急匆匆地朝你跑过来"
"#EVENT_WIRE_01_NOTIFICATION_DESC","一群歇斯底里的人跟着他"
"#EVENT_WIRE_01_NAME","千钧一发"
"#EVENT_WIRE_01_DESC","这群人朝你冲过来，就像在逃命一样。那名惊慌失措的居民含糊不清地说：“我...老大，我不知道...我以为那只是一块废料！”你过了一会儿才明白发生了什么。不知怎么回事，老天不长眼，这位居民意外地把一颗炸弹带回了聚居地，这颗炸弹现在有爆炸的危险。"
"#EVENT_WIRE_01_DISARM","拆除炸弹"
"#EVENT_WIRE_01_DETONATE","在安全距离外引爆炸弹"
"#EVENT_WIRE_01_DISARM_INSPECT_NAME","千钧一发"
"#EVENT_WIRE_01_DISARM_INSPECT_DESC","你们最有技术天赋的居民靠近炸弹，仔细观察一番，说他应该能够把炸弹拆除，但是还需要一些额外的帮助和工具。"
"#EVENT_WIRE_01_DISARM_TOOLS","给他工具"
"#EVENT_WIRE_01_DISARM_WITHOUT","尝试不用工具拆除炸弹"
"#EVENT_WIRE_01_DISARM_DETONATE","在安全距离外引爆炸弹"
"#EVENT_WIRE_01_DISARM_TOOLS_NAME","千钧一发"
"#EVENT_WIRE_01_DISARM_TOOLS_DESC","你把必要的工具给他，在其他居民的帮助下，他开始拆除炸弹。每个人都聚精会神地看着他作业，安静得连一根针掉在地上的声音都能听见。最后，他高兴地举起手，你终于可以松一口气了。“谢天谢地，总算都弄好了。天啊，太惊险了。”他叹了口气，紧张地笑了。"
"#EVENT_WIRE_01_DISARM_SUCCESS_NAME","千钧一发"
"#EVENT_WIRE_01_DISARM_SUCCESS_DESC","你看到这位居民的脸色“唰”地变得煞白，尽管如此，他还是转身朝炸弹走去，尽管情况不尽如人意，但他仍然决定尽力而为。人群静得连一根针掉在地上的声音都能听见。最后，他高兴地举起手，你终于可以松一口气了。“哇，我做到了，我真的做到了。从没想过我竟然能做到！”他难以置信地狂笑起来。"
"#EVENT_WIRE_01_DISARM_FAIL_NAME","千钧一发"
"#EVENT_WIRE_01_DISARM_FAIL_DESC","你看到这位居民的脸色“唰”地变得煞白，尽管如此，他还是转身朝炸弹走去，尽管情况不尽如人意，但他仍然决定尽力而为。人群静得连一根针掉在地上的声音都能听见。突然，他转身扑向你。所有人都意识到要发生什么，跌跌撞撞地逃离炸弹。一场惊天动地的爆炸向你袭来，猛烈的爆炸吞没了聚居地。大火熄灭后，你看到建筑受到了严重破坏，一些居民也受伤了。"
"#EVENT_WIRE_01_DETONATE_NAME","千钧一发"
"#EVENT_WIRE_01_DETONATE_DESC","你把居民都聚集起来，确保炸弹附近没有人。你用瓶子、油和一些破布做了一个自制燃烧瓶，将其点燃并朝炸弹扔去。它击中目标后碎掉了，火焰将其吞没。过了一会儿，什么都没有发生，突然冲击波席卷整个聚居地，猛烈的爆炸占据了你的视线。大火熄灭后，你看到建筑受到了严重破坏，但好在没有人受伤。"
"#EVENT_SUPERIOR_WEAPON_01_NOTIFICATION_HEADER","奇怪的机器逼近"
"#EVENT_SUPERIOR_WEAPON_01_NOTIFICATION_DESC","可能会很危险"
"#EVENT_SUPERIOR_WEAPON_01_NAME","高级武器"
"#EVENT_SUPERIOR_WEAPON_01_DESC","你既恐惧又怀疑地看着现实中真实存在的投石机朝营地滚滚而来，停在相当远的地方。过了一会儿，几辆卡车朝大门驶来。一个全副武装的家伙走上前说：“你们听着，都听好了！我们已经把你们包围了！如果你们满足不了我们的要求，就准备好被我们的终极武器彻底摧毁吧！只要你们乖乖听话，就能保住性命！”"
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT","答应土匪"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE","拒绝受到勒索"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_FAIL_NAME","高级武器"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_FAIL_DESC","你告诉土匪，让他们去找别人玩战争游戏。“那就这样吧”，土匪回答道。他朝投石机发出信号，一阵嗖嗖声后，巨大的石块划破天空，砸向聚居地。人们惊慌地四散逃窜，巨石落下来，轻松地把建筑夷为平地。袭击猛烈迅速，你已经可以看到土匪正朝着下一个受害者进发。"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_SUCCESS_NAME","高级武器"
"#EVENT_SUPERIOR_WEAPON_01_REFUSE_SUCCESS_DESC","你告诉土匪，让他们去找别人玩战争游戏。“那就这样吧”，土匪回答道。他朝投石机发出信号，一阵嗖嗖声后，巨大的石块划破天空，砸向聚居地。巨石从空中纷纷落下，人们惊慌地四散逃窜，但是只有几座建筑受损，这真是幸运到难以置信。同样幸运的是，土匪没有留下来检查他们的成果，而是离开去寻找下一个目标。"
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT_NAME","高级武器"
"#EVENT_SUPERIOR_WEAPON_01_ACCEPT_DESC","你瞥了瞥远处高耸的战争机器，不情愿地满足了强盗的要求。他说道：“明智之举，大人，向您告别。”然后急匆匆地赶回投石机那儿。强盗们信守承诺离开了，启程寻找下一个潜在的受害者。"
"#EVENT_EXPERIMENT_01_NOTIFICATION_HEADER","这片土地上藏着许多谜团"
"#EVENT_EXPERIMENT_01_NOTIFICATION_DESC","你敢来挑战吗？"
"#EVENT_EXPERIMENT_01_NAME","令人着迷的真菌"
"#EVENT_EXPERIMENT_01_DESC","几位居民在一些污染沉积物附近发现了一种奇怪的鲜红色真菌，它似乎能够抵御污染沉积物的有害影响。你可以将它拿到医疗帐篷进行试验，但这需要时间和资源。进行试验可能需要很久，而你的居民不一定愿意将资源花在非紧急需求上。"
"#EVENT_EXPERIMENT_01_RESOURCES1","给予大量资源"
"#EVENT_EXPERIMENT_01_RESOURCES2","提供部分资源"
"#EVENT_EXPERIMENT_01_DENY","置之不顾"
"#EVENT_EXPERIMENT_01_SUCCESS_NAME","令人着迷的真菌"
"#EVENT_EXPERIMENT_01_SUCCESS_DESC","你的居民提取了一些真菌后开始工作，经过大量的测量、切割、稀释、显微镜观察等流程后，他们带着欣喜的表情回来找你。他们成功地从真菌中提取出了污染吸收剂，并将其提炼成药品。你又一次成功从大自然播下的种子中收获了成果。"
"#EVENT_EXPERIMENT_01_FAIL_NAME","令人着迷的真菌"
"#EVENT_EXPERIMENT_01_FAIL_DESC","你的居民提取了一些真菌后开始工作，经过大量的测量、切割、稀释、显微镜观察等流程后…似乎无事发生。最终居民们带着紧张的表情回来找你，其中一位解释道：“呃…所以我们运气不太好。”显然，真菌污染了医疗帐篷，而且乐此不疲，医疗帐篷的大部分结构已被腐蚀殆尽，需要大量的维修工作。"
"#EVENT_EXPERIMENT_01_DENY_NAME","令人着迷的真菌"
"#EVENT_EXPERIMENT_01_DENY_DESC","对于居民的身体健康来说，研究变异真菌似乎并不是最佳选择，因此你决定放弃这次机会。另外，这种红色真菌在放射性水坑旁边显得非常漂亮。"
"#EVENT_NEGOTIATION_03_NOTIFICATION_HEADER","你的锯木厂突然停止了生产"
"#EVENT_NEGOTIATION_03_NOTIFICATION_DESC","需要进行激烈谈判"
"#EVENT_NEGOTIATION_03_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_DESC","当你到达锯木厂想进行检查时，你看见一个男人将自己绑在机器旁边。他手里举着一把巨大的铲子，正好位于运转着的机器可触及的范围之外，随时准备将它塞进去。他吼道：“我受够整天工作但一无所获的日子了！我的工作理应获得报酬，就像过去一样！”"
"#EVENT_NEGOTIATION_03_PAY","付钱给他"
"#EVENT_NEGOTIATION_03_ATTACK","设法把他拉走"
"#EVENT_NEGOTIATION_03_DECLINE","拒绝付钱"
"#EVENT_NEGOTIATION_03_PAY_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_PAY_DESC","你不情不愿地按照男人要求的金额把钱给了他。他收下了，看起来有些惊讶，不太相信自己的要求竟然真的得到了满足。锯木厂恢复正常工作，但你不确定从长远角度看，让步是否是正确选择。"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_DESC","你悄悄告诉几位居民，让他们制服那个男人。当你和他交涉时，居民们包围了锯木厂并从他身后慢慢接近。男人还没意识到发生了什么，就被抓住拉走，远离了机器。他恳求道：“行了，行了，好吧，我会工作，我只是受够了，仅此而已！”"
"#EVENT_NEGOTIATION_03_EXTRA_WORK","惩罚男人做额外工作"
"#EVENT_NEGOTIATION_03_FORGIVE","让他走"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_DESC","你告诉男人，为了惩罚他的行为，他将要做额外的工作。男人恶狠狠地看了你一眼，显然很不高兴，而你在处理这种情况时采取的措施如此之强硬，给其他居民留下了深刻印象。"
"#EVENT_NEGOTIATION_03_FORGIVE_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_FORGIVE_DESC","你告诉男人他不会受到惩罚，但下次就没这么走运了。每个人都在艰难求生，但同时仍然需要为他人考虑。男人看上去松了一口气，但也真诚地感到懊悔。"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_DESC","你悄悄告诉几位居民，让他们制服那个男人。你继续和他交涉，居民们则包围了锯木厂并从他身后慢慢接近。他们还没能成功接近就被男人发现了，他把铲子扔进机器，机器卡住了，还发出可怕的怪声。男人被抓住时喊道：“看看你逼我做了什么！”"
"#EVENT_NEGOTIATION_03_DECLINE_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_DECLINE_DESC","你告诉男人你不会屈服于敲诈，每个人都在努力工作，并获得聚居地所能提供的一切。听了你的话，他把铲子抓在手里，但并没有把它塞进机器，而是疲惫地叹了一口气后，就把它放在一边。“我只是太累了，老大，仅此而已。”说着，男人离开了。"
"#EVENT_NEIGHBORS_01_NOTIFICATION_HEADER","两位邻居正在为某事而争吵"
"#EVENT_NEIGHBORS_01_NOTIFICATION_DESC","太阳底下没有新鲜事"
"#EVENT_NEIGHBORS_01_NAME","共同资金"
"#EVENT_NEIGHBORS_01_DESC","两位居民正在为一个生锈的金属盒争论不休，金属盒放在二人之间的地面上。两人都声称盒子里的硬币属于自己；男人找到了盒子而女人打开了锁。盒子里有大量硬币，如有必要足以为整个聚居地提供帮助。"
"#EVENT_NEIGHBORS_01_MAN","与男人谈话"
"#EVENT_NEIGHBORS_01_WOMAN","与女人谈话"
"#EVENT_NEIGHBORS_01_JUDGEMENT","作出你的判断"
"#EVENT_NEIGHBORS_01_JUDGEMENT_NAME","共同资金"
"#EVENT_NEIGHBORS_01_JUDGEMENT_DESC","作出你认为合适的判断。"
"#EVENT_NEIGHBORS_01_MAN_NAME","共同资金"
"#EVENT_NEIGHBORS_01_MAN_DESC","你向男人询问他是怎样找到盒子的，他解释说：“我们本来是在周边搜寻做饭用的动植物。穿过一片灌木丛时，我注意到有个地方异常干净，不长任何植物，挖了一会儿后我发现那里埋着一个箱子。如果不是因为我，我们根本不会拥有这些硬币，所以我觉得我理应得到 80% 的硬币。”"
"#EVENT_NEIGHBORS_01_WOMAN_NAME","共同资金"
"#EVENT_NEIGHBORS_01_WOMAN_DESC","你向女人询问她是怎样设法打开盒子的，她说：“唉，他一直又砸又敲，但是看起来丝毫没有进展，而我倒是很会用工具。一开始需要一些耐心和注意力，但等到熟悉它的原理之后，我就成功打开了锁。如果没有我，我们拥有的不过是一个生锈的盒子，所以我觉得我理应得到 40% 的硬币。”"
"#EVENT_NEIGHBORS_01_8020","赞同男人"
"#EVENT_NEIGHBORS_01_4060","赞同女人"
"#EVENT_NEIGHBORS_01_TAX33","将三分之一的硬币充公，剩下的平分"
"#EVENT_NEIGHBORS_01_TAX100","将所有硬币充公"
"#EVENT_NEIGHBORS_01_8020_NAME","共同资金"
"#EVENT_NEIGHBORS_01_8020_DESC","如果没有男人，就没有硬币可以分享，所以你同意让他保留 80% 的硬币。可以理解女人的沮丧，但她也只能拿走属于她的部分，目前问题似乎已得到解决。"
"#EVENT_NEIGHBORS_01_4060_NAME","共同资金"
"#EVENT_NEIGHBORS_01_4060_DESC","如果没有女人的帮助，硬币还是会被锁在箱子里，所以你同意让她保留 40% 的硬币。可以理解男人的沮丧，但他也只能拿走属于他的部分，目前问题似乎已得到解决。"
"#EVENT_NEIGHBORS_01_TAX33_NAME","共同资金"
"#EVENT_NEIGHBORS_01_TAX33_DESC","由于很难两全其美，所以你决定拿出三分之一的硬币归聚居地所有，剩下的平均分成两份。两位邻居似乎对这一决定颇有微词，但总的来说，他们似乎对这种情况感到满意。"
"#EVENT_NEIGHBORS_01_TAX100_NAME","共同资金"
"#EVENT_NEIGHBORS_01_TAX100_DESC","你知道这笔钱对聚居地有多大帮助，所以你决定必须将所有钱用于公共利益。两位邻居几乎都要跳起来扑向你，但受到惩罚的威胁后，他们很快退了回去。尽管并非所有人都满意你的方法，但钱是你的了，想怎么用就怎么用。有时你会听到他们背地里小声说着“暴政”和“独裁者”之类的话。"
"#COMBAT_DEADCREEK_01_NAME","敌对死亡溪流武装"
"#COMBAT_DEADCREEK_01_DESC","死亡溪流首领怒气冲冲地带着自己的部下来到门前。“你已经逍遥了太久，胆小鬼。赶紧拿东西，要不然就把你埋了！”敌人装备有步枪和炸弹。"
"#COMBAT_DEADCREEK_01_NOTIFICATION_HEADER","即将发起攻击！"
"#COMBAT_DEADCREEK_01_NOTIFICATION_DESC","敌对死亡溪流武装"
"#COMBAT_DEADCREEK_01_INSULT","来啊！"
"#COMBAT_DEADCREEK_01_PAY","好吧，求你们走吧！"
"#COMBAT_DEADCREEK_01_NEGOTIATE","少点行吗？"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_NAME","敌对死亡溪流武装"
"#COMBAT_DEADCREEK_01_NEGOTIATE_SUCCESS_DESC","“好啊，你不仅是个胆小鬼，还是个穷鬼？好吧，但这是最低价。赶紧拿东西，否则我们要进攻了！”"
"#COMBAT_DEADCREEK_01_REFUSE","那就打一仗吧"
"#COMBAT_DEADCREEK_01_ACCEPT","给，赶紧走"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_NAME","敌对死亡溪流武装"
"#COMBAT_DEADCREEK_01_NEGOTIATE_FAIL_DESC","“哈，开弓没有回头箭。准备好见上帝吧，混蛋们！”炸弹飞过大门落进聚居地，进攻开始。"
"#COMBAT_DEADCREEK_01_LATER","给我们点时间准备"
"#COMBAT_DEADCREEK_01_LATER_NAME","敌对死亡溪流武装"
"#COMBAT_DEADCREEK_01_LATER_DESC","“好吧，但是别指望我们下次还会这么宽宏大量！”死亡溪流武装离开了聚居地。如果不想开战，最好准备好他们要的资源。"
"#COMBAT_DEADCREEK_01_POSTPONE_NAME","死亡溪流武装又回来了"
"#COMBAT_DEADCREEK_01_POSTPONE_DESC","“我们已经给了你们喘息的机会，现在交出货物，否则我们就要武力夺取了！”已经没有回旋余地，如果不交出物资，就要遭到攻击。"
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_HEADER","死亡溪流武装又回来了"
"#COMBAT_DEADCREEK_01_POSTPONE_NOTIFICATION_DESC","他们要求你遵守诺言"
"#COMBAT_DEADCREEK_01_POSTPONE_PAY","交出物资"
"#COMBAT_DEADCREEK_01_POSTPONE_FIGHT","不，放马过来吧！"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_HEADER","一群奇怪的人正在接近聚居地"
"#EVENT_RELIGION_ATTACK_01_NOTIFICATION_DESC","他们带着大钟……和武器"
"#EVENT_RELIGION_ATTACK_01_NAME","天谴"
"#EVENT_RELIGION_ATTACK_01_DESC","一支看似邪教的团体抵达门前。他们带着许多大钟，每走一步敲响一次。他们背上还背着枪。首领说道：“听我说，没有信仰的人们。绿色女神将要唱起圣歌为我们祈福，而这需要祭品。”"
"#EVENT_RELIGION_ATTACK_01_ALL","赠与大量资源"
"#EVENT_RELIGION_ATTACK_01_SOME","赠与部分资源"
"#EVENT_RELIGION_ATTACK_01_DENY","我才不怕你们这些怪胎呢！"
"#EVENT_RELIGION_ATTACK_01_ALL_NAME","天谴"
"#EVENT_RELIGION_ATTACK_01_ALL_DESC","你凑齐一大堆资源，信众们围着资源敲响大钟，然后捡起资源。“谢谢你，绿色女神一定会为你们带来勃勃生机，”首领宣告道。"
"#EVENT_RELIGION_ATTACK_01_SOME_NAME","天谴"
"#EVENT_RELIGION_ATTACK_01_SOME_DESC","首领看着你的祭品，表现出极大厌恶，“看来你们毫无信仰，而且自私自利。那我们需要什么就自己拿了，绝不能危及女神的神圣使命！”"
"#EVENT_RELIGION_ATTACK_01_DENY_NAME","天谴"
"#EVENT_RELIGION_ATTACK_01_DENY_DESC","那群人发出一阵惊呼，然后猛力敲击自己的大钟。“亵渎者！我们要以女神的名意将你们消灭！”"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_HEADER","狂热的宗教分子朝聚居地进军"
"#EVENT_RELIGION_ATTACK_02_NOTIFICATION_DESC","他们的吟唱令人不寒而栗"
"#EVENT_RELIGION_ATTACK_02_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_02_DESC","狂热份子来到门前，他们的吟唱愈加响亮，极具侵略性。他们的首领眼睛里充满杀气，举起手来示意其他人安静。“我们是这个新世界的猎食者！我们负责清理世上的寄生虫，让世界获得新生！”"
"#EVENT_RELIGION_ATTACK_02_RESOURCES","赠与资源好让他们离开"
"#EVENT_RELIGION_ATTACK_02_THREAT","激怒狂热份子，让他们发起进攻"
"#EVENT_RELIGION_ATTACK_02_MOCK","侮辱他们的“化装舞会”"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_02_RESOURCES_DESC","首领笑道：“财物对我们毫无价值。我们只要一样东西：鲜血。”"
"#EVENT_RELIGION_ATTACK_02_THREAT_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_02_THREAT_DESC","听到你的威胁，众人发出欢快地吟唱，“好，很好，这将是一场光辉的猎杀！”首领说道。他挥动手杖，指着你的方向。"
"#EVENT_RELIGION_ATTACK_02_MOCK_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_02_MOCK_DESC","狂热份子们发出暴怒的吼叫，不过也有几个人羞愧地低下了头。首领举起武器，说道：“尽情嘲笑我们吧，结果都是一样。准备好被清洗吧。”"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_HEADER","一群衣衫褴褛的人在大门外聚集"
"#EVENT_GROUP_ATTACK_01_NOTIFICATION_DESC","他们无比绝望，为了摆脱困境什么都愿意做……"
"#EVENT_GROUP_ATTACK_01_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_01_DESC","你能看出来门口聚集的人群饱经风霜。他们满身是伤、衣衫褴褛、面容憔悴，武器也残破不堪。最前面的女人说：“我们走了好几天路。求求你们，我们需要食物……否则我们就活不下去了。”"
"#EVENT_GROUP_ATTACK_01_EXTRA","给予大量食物"
"#EVENT_GROUP_ATTACK_01_LITTLE","给予少量食物"
"#EVENT_GROUP_ATTACK_01_DENY","我们什么都给不了"
"#EVENT_GROUP_ATTACK_01_EXTRA_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_01_EXTRA_DESC","看到你送来的补给，他们无不感激涕零。“谢谢你，谢谢，万分感谢。我知道这不多，但请你收下……我们留着也没用，”首领说着给你递上一些银币。"
"#EVENT_GROUP_ATTACK_01_LITTLE_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_01_LITTLE_DESC","人群看着食物，有些怀疑，也有些欣慰。“非常感谢。我知道行善在这样的世界并不容易。我们不会忘记，”首领说道。"
"#EVENT_GROUP_ATTACK_01_DENY_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_01_DENY_DESC","首领眼神里有一丝伤感。这群人放下背包，拿起武器。“我告诉过你，我们需要食物。抱歉。”"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_HEADER","一群暴怒的人走向聚居地"
"#EVENT_GROUP_ATTACK_02_NOTIFICATION_DESC","来者不善"
"#EVENT_GROUP_ATTACK_02_NAME","致命错误"
"#EVENT_GROUP_ATTACK_02_DESC","你看到一群暴怒的幸存者来到大门前，他们的表情因愤怒而扭曲，双手紧紧握住武器。“杀人犯！你要为自己的行为付出代价！”其中一人喊道。他们随时准备发动攻击。"
"#EVENT_GROUP_ATTACK_02_MISTAKE","说他们误会了"
"#EVENT_GROUP_ATTACK_02_DETER","问他们是否真的认为自己能赢"
"#EVENT_GROUP_ATTACK_02_MOCK","笑着请他们试试看"
"#EVENT_GROUP_ATTACK_02_MISTAKE_NAME","致命错误"
"#EVENT_GROUP_ATTACK_02_MISTAKE_DESC","你的话让人群更加愤怒。他们已经没法理性思考。“说谎！我们要报仇！”"
"#EVENT_GROUP_ATTACK_02_DETER_NAME","致命错误"
"#EVENT_GROUP_ATTACK_02_DETER_DESC","有人扔了块石头，石头从你身边飞过。攻击者咕哝着朝地上吐了口痰。“你以为我们会在乎吗？！”"
"#EVENT_GROUP_ATTACK_02_MOCK_NAME","致命错误"
"#EVENT_GROUP_ATTACK_02_MOCK_DESC","面前的幸存者们极其悲伤、愤怒，嗜血成性的他们爆发出一阵恐怖的哀嚎。他们拿起武器朝你径直冲过来，没有任何一丝恐惧。"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_HEADER","你看到一群土匪正在逼近"
"#EVENT_BANDIT_ATTACK_01_NOTIFICATION_DESC","肯定没好事"
"#EVENT_BANDIT_ATTACK_01_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_DESC","一群喧嚣得近乎欢快的土匪围在聚居地外面，他们身上的铠甲看似东拼西凑，却又精巧细致。他们的首领是一位头发浸满鲜血的女人，她说道：“喂喂喂！不管你有没有准备好，我们都要来了！”"
"#EVENT_BANDIT_ATTACK_01_BRIBE1","试着贿赂他们"
"#EVENT_BANDIT_ATTACK_01_BRIBE2","试着贿赂他们"
"#EVENT_BANDIT_ATTACK_01_DENY","说自己早就准备好了"
"#EVENT_BANDIT_ATTACK_01_BRIBE_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_BRIBE_DESC","女人咯咯笑道：“你聋了吗？还是笨蛋？我们要征服你的小聚居地，就像我们之前征服其他地方一样。这就是我们的生活！”"
"#EVENT_BANDIT_ATTACK_01_DENY_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_01_DENY_DESC","女人笑着敲了敲自己的铠甲。其他人也开始敲击，每敲一下，他们也会愈加疯狂。“小东西，你们可没法准备好迎接我们……”"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_HEADER","你看到土匪逼近大门"
"#EVENT_BANDIT_ATTACK_02_NOTIFICATION_DESC","他们……似乎在喊着什么口号"
"#EVENT_BANDIT_ATTACK_02_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_02_DESC","随着土匪逐渐靠近，你清楚地听到了他们的口号：“死亡！战斗！死亡、死亡！战斗！”土匪们进攻毫无章法，只是一股脑朝你冲来。"
"#EVENT_BANDIT_ATTACK_02_BRIBE","贿赂他们"
"#EVENT_BANDIT_ATTACK_02_THREAT","威胁他们"
"#EVENT_BANDIT_ATTACK_02_PREPARE","准备战斗"
"#EVENT_BANDIT_ATTACK_02_BRIBE_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_02_BRIBE_DESC","土匪们似乎根本听不到你提出的条件。他们像潮水般向聚居地袭来，野蛮原始、吞噬一切。"
"#EVENT_BANDIT_ATTACK_02_THREAT_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_02_THREAT_DESC","威胁似乎让土匪们更加兴奋。停顿片刻之后，他们又开始呼喊新的口号：“给我们死亡！给我们死亡！给我们死亡！”"
"#EVENT_BANDIT_ATTACK_02_PREPARE_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_02_PREPARE_DESC","你转身面向居民，告诉他们这一仗不可避免。干脆满足土匪的愿望。居民们点头同意，做好战斗准备。"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_HEADER","你听到有东西正在靠近"
"#EVENT_BANDIT_ATTACK_03_NOTIFICATION_DESC","就像一群疯狂的野兽"
"#EVENT_BANDIT_ATTACK_03_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_03_DESC","你不确定看到了什么，人还是野兽。这群狂热的土匪在门外打转，他们唾沫横飞、怒目圆睁。“火焰！猛犸崛起！践踏、践踏、践踏！”其中一人含糊不清地说。"
"#EVENT_BANDIT_ATTACK_03_PREPARE","准备迎战"
"#EVENT_BANDIT_ATTACK_03_THREAT","威胁他们"
"#EVENT_BANDIT_ATTACK_03_DISTRACT","试着引开他们"
"#EVENT_BANDIT_ATTACK_03_PREPARE_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_03_PREPARE_DESC","居民们刚布置好防线，疯狂的土匪们就冲到了门前。"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_03_DISTRACT_DESC","无济于事，他们已经陷入癫狂，根本听不进去你的话。你别无选择，只能拿起武器准备战斗。"
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_HEADER","疲倦的旅行者们正在门外聚集"
"#EVENT_GROUP_ATTACK_03_NOTIFICATION_DESC","他们眼中满是绝望"
"#EVENT_GROUP_ATTACK_03_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_DESC","这群人看起来很不搭调，而且经历了舟车劳顿。他们衣衫褴褛，带着路上捡来的破烂装备。“求求你们，可怜可怜我们吧？我们的家人在他们手上……我们必须带点东西回去！”一名男子乞求道。"
"#EVENT_GROUP_ATTACK_03_FOOD","给他们食物"
"#EVENT_GROUP_ATTACK_03_TECH","给他们科技"
"#EVENT_GROUP_ATTACK_03_DENY","我什么都给不了"
"#EVENT_GROUP_ATTACK_03_GIVE_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_GIVE_DESC","这群人长舒一口气。“谢谢，我们不想开战。这肯定能帮到我们。”"
"#EVENT_GROUP_ATTACK_03_DENY_NAME","身不由己"
"#EVENT_GROUP_ATTACK_03_DENY_DESC","这群人看看彼此，一开始犹豫不决，然后又下定决心。“抱歉，我们不能这样。我们必须带点东西回去，所以……抱歉，”男人说着拿出武器。"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_HEADER","你看到一群土匪正在逼近"
"#EVENT_BANDIT_ATTACK_04_NOTIFICATION_DESC","肯定没好事"
"#EVENT_BANDIT_ATTACK_04_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_04_DESC","土匪们手持武器、身披铠甲，他们的企图不言自明。首领十分凶恶，连他的手下都不敢看他，他上前说道：“不错，这地方不错。有没有什么多余的东西能给我们这些可怜的荒地浪人？”"
"#EVENT_BANDIT_ATTACK_04_BRIBE1","给他们足够的食物"
"#EVENT_BANDIT_ATTACK_04_BRIBE2","给他们一些资源"
"#EVENT_BANDIT_ATTACK_04_DENY","告诉他们自己来拿"
"#EVENT_BANDIT_ATTACK_04_FAIL_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_04_FAIL_DESC","首领摇了摇头。“就这些？不行，我想我们还是自己进去看看吧。方便快捷，懂吗。”"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_04_SUCCESS_DESC","首领深深地鞠了一躬，就像演戏一样。“感激不尽，好朋友们。看来以后我们还要再来看看！”土匪们收起战利品转身离开了。你安全了，不过是暂时的。"
"#EVENT_BANDIT_ATTACK_04_DENY_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_04_DENY_DESC","首领转了转武器。“勇敢的家伙，哼？好吧，等我们收拾完你们，看你们还敢不敢嘴硬。”"
"#EVENT_UPRISING_01_NOTIFICATION_HEADER","事态紧张，一触即发？"
"#EVENT_UPRISING_01_NOTIFICATION_DESC","居民无比愤怒"
"#EVENT_UPRISING_01_NAME","居民起义"
"#EVENT_UPRISING_01_DESC","最近，恶劣的环境使居民遭受严重损失，越来越多的人开始对你表示厌恶。一些居民抱怨你做得不够，甚至还有人指责你涉嫌腐败。关于你囤积资源的谣言到处都是，情况可能急转直下，不容乐观。"
"#EVENT_UPRISING_01_REWARD","将资源分发给居民"
"#EVENT_UPRISING_01_IGNORE","忽略对你的诋毁"
"#EVENT_UPRISING_01_REWARD_NAME","居民起义"
"#EVENT_UPRISING_01_REWARD_DESC","你将一些资源收集起来，并分享给了其他居民。这样做后，关于你的谣言和指责渐渐消失……至少暂时消失了。"
"#EVENT_UPRISING_01_IGNORE_NAME","居民起义"
"#EVENT_UPRISING_01_IGNORE_DESC","为毫无根据的诋毁提供奖赏可不是什么好主意。只要你像往常一样，不停地证明自己，这些流言蜚语肯定会不攻自破，自己消失的。"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_HEADER","居民的情绪似乎发生了转变"
"#EVENT_UPRISING_01B_REWARD_NOTIFICATION_DESC","形势逐渐好转"
"#EVENT_UPRISING_01B_REWARD_NAME","慷慨解囊"
"#EVENT_UPRISING_01B_REWARD_DESC","当你在聚居地四处走动时，居民纷纷向你打招呼，你注意到他们脸上洋溢着比以往更加快乐的笑容。有你在身边，他们表示非常感激。看来你最近的慷慨行为有效地扭转了舆论导向。"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_HEADER","居民的幸福度不断下降"
"#EVENT_UPRISING_01B_IGNORE_NOTIFICATION_DESC","有些人采取了过激的方法"
"#EVENT_UPRISING_01B_IGNORE_NAME","被忽视且怀恨在心者"
"#EVENT_UPRISING_01B_IGNORE_DESC","聚居地形势恶化。面对怀疑，你选择了忽视，这样做无疑是火上浇油。居民的不悦正在加剧，许多人开始反对你的领导。"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_HEADER","一些可疑的人靠近大门"
"#EVENT_SECOND_CHANCES_01_NOTIFICATION_DESC","你的居民似乎认出了他们"
"#EVENT_SECOND_CHANCES_01_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_DESC","一群形迹可疑的人站在大门后，乞求居民让他们进去。有位居民转头跟你说：“我们不能让这些人进来！我认识他们，他们是一群卑鄙小人，就应该死在外面，直到尸体腐烂！”这群人极力否认他的所有指控，恳求你能发发慈悲，不然他们真的会死在外面。"
"#EVENT_SECOND_CHANCES_01_ALLOW","放他们进来"
"#EVENT_SECOND_CHANCES_01_DENY","让他们离开"
"#EVENT_SECOND_CHANCES_01_ALLOW_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_ALLOW_DESC","居民对他们的指控听上去值得担忧，但你并不打算让这些人曝尸荒野。你邀请他们进入聚居地，这些人非常感激，但是你能感受到背后有无数双充满怒火的眼睛盯着你，灼烧着你的后背。"
"#EVENT_SECOND_CHANCES_01_DENY_NAME","改过自新"
"#EVENT_SECOND_CHANCES_01_DENY_DESC","你朝居民点了点头：与这些可疑的人相比，你的居民无疑更值得你的信任。被告知离开后，原本还在恳求的人群，立即变得一副怀恨在心的样子，离开时还在不停咒骂。"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_HEADER","发生了一场斗殴"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NOTIFICATION_DESC","你可以听到人们在喝彩"
"#EVENT_SECOND_CHANCES_01B_ALLOW_NAME","宽恕的惩罚"
"#EVENT_SECOND_CHANCES_01B_ALLOW_DESC","你赶到现场，发现一群居民正在和你先前放进来的人打架。这群人扭打在一起，互相撕扯，其中一位居民朝你喊道：“我早跟你说过了！他们在偷东西，应该把这些卑鄙的家伙撵出去！”迫于居民的压力，你不得不流放这些罪犯，但所谓的赃物却不知所踪。"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_HEADER","一位居民找到你"
"#EVENT_SECOND_CHANCES_01B_DENY_NOTIFICATION_DESC","他读着一张小纸条"
"#EVENT_SECOND_CHANCES_01B_DENY_NAME","信任的奖励"
"#EVENT_SECOND_CHANCES_01B_DENY_DESC","这位居民看上去有点紧张，但还是设法组织好了他要说的话：“额，老大，我想感谢你前阵子在大门做的事情。那些人过去是一群坏蛋，但你做出了正确的选择，所以我很高兴能够跟随你。我一直在为你说好话，别的我可能做不了，但至少我能做这个。”"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_HEADER","抓住了一名罪犯"
"#EVENT_ACCUSATIONS_01_NOTIFICATION_DESC","决定她的命运"
"#EVENT_ACCUSATIONS_01_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_DESC","一名女子被带到了你面前。人们发现她在撰写关于你的聚居地的报道，报道里详细描述了这里的人口、资源、防御工事等内容。其他居民指控她故意将纸条留在野外，好让强盗找到，但是她否认了：“我只是想指引人们来到这里，让他们知道有一个安全的地方等着他们。”"
"#EVENT_ACCUSATIONS_01_PUNISHMENT","判处监禁"
"#EVENT_ACCUSATIONS_01_EXONERATE","放她一马"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_PUNISHMENT_DESC","让外部人员了解你聚居地的情况会让你和所有居民处于极度危险之中。你下令审问这名女子。也许经历了这些之后，将来她在做类似的危险事情时，会三思而后行。"
"#EVENT_ACCUSATIONS_01_EXANNORATE_NAME","不明指控"
"#EVENT_ACCUSATIONS_01_EXANNORATE_DESC","并没有任何强有力的证据能证明这一指控，因此出于正义考量，现在只能放走这名女子。她一再向你表示感谢，并承诺以后会更加小心。另一方面，指控她的那些人则对你的宽恕行为感到极为愤怒。"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_HEADER","一名面熟的女子威胁着要离开"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NOTIFICATION_DESC","她似乎下定了决心"
"#EVENT_ACCUSATION_01B_PUNISHMENT_NAME","善良的代价"
"#EVENT_ACCUSATION_01B_PUNISHMENT_DESC","前阵子被你监禁的那名女子急匆匆地向着大门走去，身后跟着其他居民，他们正在恳求她留下来。她瞥了你一眼，脸上的表情像石头一样僵硬，她说：“我告诉过你，我只是想帮助别人。如果你觉得你能逼我做个无情的人……你得再好好想想。”你只能眼睁睁看着她走出大门，消失在荒野。"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_HEADER","一名面熟的女子找到你"
"#EVENT_ACCUSATION_01B_EXONERATE_NOTIFICATION_DESC","她像是去外面走了一趟"
"#EVENT_ACCUSATION_01B_EXONERATE_NAME","狠下心来"
"#EVENT_ACCUSATION_01B_EXONERATE_DESC","你曾在其他居民面前为这名女子辩护，如今她找到了你。她手中拿着一叠纸条，每一张都沾满了泥土和污垢。“那个，我……这些是我留在聚居地周围想让其他人找到的纸条。我不想大家陷入危险之中，所以……对不起”她说着将纸条撕碎“以后我不会再这样懦弱了。我向你保证，我会帮你保护这个聚居地的安全的。”"
"#EVENT_TRIBE_01_NOTIFICATION_HEADER","聚居地周围发现了奇怪的脚印"
"#EVENT_TRIBE_01_NOTIFICATION_DESC","这些足迹绝对不是我们的人留下的"
"#EVENT_TRIBE_01_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_DESC","在聚居地外部发现了一些奇特的脚印，从形状来看，很像动物留下的，但是分布方式却和人类相似。这一发现在聚居地内引发了担忧：是什么样的扭曲生物在这周围游荡？"
"#EVENT_TRIBE_01_INVESTIGATE","调查"
"#EVENT_TRIBE_01_IGNORE","忽略"
"#EVENT_TRIBE_01_TRAP","制作陷阱"
"#EVENT_TRIBE_01_INVESTIGATE_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_INVESTIGATE_DESC","居民中有一小撮人挺身而出，去跟踪这些足迹。当他们到达森林深处时，足迹将他们引向了一颗空心树，而树的内部则埋藏着一批隐秘工具。脚印并没有延伸到更远的地方，但看起来，你要面对的不只是简单的动物。"
"#EVENT_TRIBE_01_IGNORE_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_IGNORE_DESC","虽然眼前的情况看起来确实很奇特，但大概也没什么好担心的。现在有更紧急的问题需要担心。"
"#EVENT_TRIBE_01_TRAP_NAME","欺骗性的足迹"
"#EVENT_TRIBE_01_TRAP_DESC","你设法拼凑出一个简单的陷阱，这样的陷阱应该能抓住任何奇怪的野兽。陷阱被单独留在了聚居地外，当你返回查看时，发现陷阱触发了，却没有抓到任何东西。不小心触发这个陷阱的不速之客似乎剪断了绳子……但是他们还留下了一个装满补给品的背包。"
"#EVENT_TRIBE_02_NOTIFICATION_HEADER","发现了一名不速之客"
"#EVENT_TRIBE_02_NOTIFICATION_DESC","他们马上要逃走了"
"#EVENT_TRIBE_02_NAME","嘴巴不停，手也没闲着"
"#EVENT_TRIBE_02_DESC","你的居民突然找到你，拽着你来到了聚居地边缘的某棵树前。你抬头望去，勉强可以看到一个模糊的身影在树丛中穿梭着，原来是一个小偷，他没有发出任何声音，打扮得像个动物一样，偷吃了你们的一些食物。"
"#EVENT_TRIBE_02_FOOD","要回你们的食物"
"#EVENT_TRIBE_02_FREE","放他们走"
"#EVENT_TRIBE_02_ATTACK","攻击小偷"
"#EVENT_TRIBE_02_FOOD_NAME","嘴巴不停，手也没闲着"
"#EVENT_TRIBE_02_FOOD_DESC","你告诉小偷说，他们最好把食物还回来，不然的话。树梢上传来沙沙声……在你还没来得及注意的时候，小偷已经跳到了另一棵树上。你的居民正准备追击，但小偷已经跳到地上跑掉了。"
"#EVENT_TRIBE_02_FREE_NAME","嘴巴不停，手也没闲着"
"#EVENT_TRIBE_02_FREE_DESC","你有点同情这个绝望的小偷，然后告诉他们可以留着食物，毕竟没有人喜欢饿着肚子。你的居民有点怨念，但还是遵从你的指示回到了聚居地。"
"#EVENT_TRIBE_02_ATTACK_NAME","嘴巴不停，手也没闲着"
"#EVENT_TRIBE_02_ATTACK_DESC","你告诉你的居民，尽可能地给小偷好看。他们开始摇晃着树，向小偷投掷石块。很快，一个装满食物的临时袋子就掉到了地上。就在你翻阅赃物的时候，小偷抓住机会溜走了。"
"#EVENT_TRIBE_03_NOTIFICATION_HEADER","聚居地前面出现了一个奇怪的结构"
"#EVENT_TRIBE_03_NOTIFICATION_DESC","谁知道它是做什么用的"
"#EVENT_TRIBE_03_NAME","神秘祭品"
"#EVENT_TRIBE_03_DESC","聚居地前竖起了一座古怪的祭坛。石板上印有动物图案，而祭坛前的兽皮上则印有各种食物、肉类、蔬菜和谷物的粗糙图案。"
"#EVENT_TRIBE_03_FOOD","在祭坛上放上食物"
"#EVENT_TRIBE_03_IGNORE","忽略祭坛"
"#EVENT_TRIBE_03_SPOILED","在祭坛上放上变质的食物"
"#EVENT_TRIBE_03_FOOD_NAME","神秘祭品"
"#EVENT_TRIBE_03_FOOD_DESC","你收集了一些食物放在祭坛上。稍后过去查看时发现食物消失了，取而代之的是一堆放在华丽木板上的种子。"
"#EVENT_TRIBE_03_IGNORE_NAME","神秘祭品"
"#EVENT_TRIBE_03_IGNORE_DESC","你对祭坛视若无睹。你不会将宝贵的资源浪费在某些狂热分子的妄想仪式上。当你再次回去查看祭坛时，它已经消失了。"
"#EVENT_TRIBE_03_SPOILED_NAME","神秘祭品"
"#EVENT_TRIBE_03_SPOILED_DESC","你让居民去收集所有能找到的变质食物，然后放在祭坛上。过了一会儿，你注意到一定有人离开祭坛后又再次返回，因为你发现了一堆破碎的残骸。"
"#EVENT_TRIBE_04A_NOTIFICATION_HEADER","一个熟悉的部落逐渐接近聚居地"
"#EVENT_TRIBE_04A_NOTIFICATION_DESC","你好像曾经和他们起过冲突"
"#EVENT_TRIBE_04A_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_DESC","一个小部落来到你的聚居地的边境，所有人都穿着兽皮，身上佩戴着兽类纪念品。其中一位戴着鹿角的老媪走上前说道：“朋友，很抱歉我们在您家周围生闷气却不露面，但您对我们很好，所以我们想提出最后一个请求：我们中的两个人想走出丛林与你们一起生活，作为交换我们会提供一些物品，您愿意接受他们吗？”"
"#EVENT_TRIBE_04A_ACCEPT","接受他们"
"#EVENT_TRIBE_04A_REFUSE","拒绝这个请求"
"#EVENT_TRIBE_04A_ACCEPT_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_ACCEPT_DESC","两名部落成员苦乐参半地告别了原先的部落，带着丰富的礼品来到你的聚居地。老媪点点头：“好好生活，让我们一起生存下去，共谋发展。”"
"#EVENT_TRIBE_04A_REFUSE_NAME","文明的呼唤"
"#EVENT_TRIBE_04A_REFUSE_DESC","部落成员的眼中流露出失落，说道：“虽然很难过，但并不是每个族群都有能力供养新人，祝你们变得更强大，也祝你们成功，再见。”"
"#EVENT_TRIBE_04B_NOTIFICATION_HEADER","一个熟悉的部落逐渐接近聚居地"
"#EVENT_TRIBE_04B_NOTIFICATION_DESC","你好像曾经和他们起过冲突"
"#EVENT_TRIBE_04B_NAME","万念俱灰"
"#EVENT_TRIBE_04B_DESC","一个小部落来到你的聚居地的边境，所有人都穿着兽皮，身上佩戴着兽类纪念品。其中一位戴着鹿角的老媪走上前说道：“您好，我知道我们之间存在敌意，发生了一些越界的行为。但现在我们走投无路，所以恳求您能帮忙：请给我们食物，我们迫切需要食物。”"
"#EVENT_TRIBE_04B_ACCEPT","给他们食物"
"#EVENT_TRIBE_04B_REFUSE","拒绝"
"#EVENT_TRIBE_04B_ACCEPT_NAME","万念俱灰"
"#EVENT_TRIBE_04B_ACCEPT_DESC","部落收下了你的礼物，对你一再致谢。“谢谢您，谢谢，这里，这个给你，不算多，但我们再也用不上了。”老媪说着递给了你几本用鹿皮精心包裹着的旧书。"
"#EVENT_TRIBE_04B_REFUSE_NAME","万念俱灰"
"#EVENT_TRIBE_04B_REFUSE_DESC","老媪瞳孔紧缩，眼中流露出怒火，愤恨道：“你还有人性吗？好吧，那你就眼睁睁看着周围人全都死去，再来看看你的心情如何吧。”部落回到森林时，你看到空中飞过什么东西：一排燃烧弹击中了你的建筑物，大火烧了起来，那是部落最后的欺侮。"
"#EVENT_EXTORTION_01_NOTIFICATION_HEADER","一名雇佣兵孤身一人找上门"
"#EVENT_EXTORTION_01_NOTIFICATION_DESC","他想跟你谈谈"
"#EVENT_EXTORTION_01_NAME","高尚的人，卑鄙的人"
"#EVENT_EXTORTION_01_DESC","一个身着雇佣兵服装的男人独身一人来到大门前，说道：“你的聚居地不错，但你确定这玩意能好好保护它吗？我和我的同事可以以非常合理的价格保护你的居民免受野生动物、土匪之类的伤害。”"
"#EVENT_EXTORTION_01_PAY","交出物资"
"#EVENT_EXTORTION_01_POSTPONE","我需要更多时间"
"#EVENT_EXTORTION_01_DECLINE","谢谢，但我们挺好的"
"#EVENT_EXTORTION_01_PAY_DESC","“谢谢，亲爱的首领！我一看到您和这个美丽的村庄，我就知道您是个通情达理的人。我们一定能共同走向繁荣。”你还没来得及问出所谓的保护工作如何展开，他就已经走远了。"
"#EVENT_EXTORTION_01_POSTPONE_DESC","“当然可以，我们不是不讲道理的人！我过几天再来，您可以趁着这段时间采购必需品。”"
"#EVENT_EXTORTION_01_DECLINE_DESC","“我觉得你没听懂我在说什么。我们本来打算以礼貌温和的方式做这件事，但你让我们别无选择。伙计们，给他个教训！”话音刚落，车子就加速冲向大门，一群武装土匪跳下车准备攻击。"
"#EVENT_EXTORTION_01B_NOTIFICATION_HEADER","一个熟悉的男人找上门"
"#EVENT_EXTORTION_01B_NOTIFICATION_DESC","雇佣兵在等你回答"
"#EVENT_EXTORTION_01B_NAME","高尚的人，卑鄙的人"
"#EVENT_EXTORTION_01B_DESC","你看见一个穿着雇佣兵服装的男人来到大门前，他看上去很面熟，这次他不是一个人。“你该付下一阶段的钱了，你知道规矩。交出物资，我们继续保护你们免受其他…野兽和土匪的威胁！”"
"#EVENT_EXTORTION_01B_PAY","交出物资"
"#EVENT_EXTORTION_01B_POSTPONE","我需要更多时间"
"#EVENT_EXTORTION_01B_DECLINE","谢谢，但我们挺好的"
"#EVENT_EXTORTION_01B_PAY_DESC","“太棒了，我相信这对你我双方来说都是一笔利润丰厚的交易。下次见！”男人带着你的物资再一次消失在远方。"
"#EVENT_EXTORTION_01B_POSTPONE_DESC","“不行，这可说不通。我给了你足够的时间准备物资。我想你需要点教训才能学会谦卑和守时。我免费教教你！”话音刚落，他的武装暴徒同伙就袭击了大门。"
"#EVENT_EXTORTION_01B_DECLINE_DESC","“我觉得你没听懂我在说什么。我们本来打算以礼貌温和的方式做这件事，但你让我们别无选择。伙计们，给他个教训！”话音刚落，几个武装分子就跳下车开始攻击。"
"#EVENT_WELL_01_NOTIFICATION_HEADER","一位悲伤的女士找到你"
"#EVENT_WELL_01_NOTIFICATION_DESC","人们开始生病"
"#EVENT_WELL_01_NAME","大面积感染"
"#EVENT_WELL_01_DESC","一位悲伤的女士向你走来。她说：“我的朋友生病了，考虑到他们的个人卫生情况，这并不稀奇。但我邻居就因为喝了那口井里的水，现在也出现了同样的情况，你一定要好好调查！你可以派人看管那口井，或者修整清理那口井。”"
"#EVENT_WELL_01_GUARD","派居民看守水井"
"#EVENT_WELL_01_CLEAN","将水井打扫干净"
"#EVENT_WELL_01_DECLINE","我没时间管这种事"
"#EVENT_WELL_01_GUARD_DESC","你安排了几位居民在执行日常任务期间留意水井，看是否有任何异常之处。女士似乎很满意你的决定。"
"#EVENT_WELL_01_CLEAN_DESC","你下令彻底修整清理水井，以防止任何污染从土壤渗入水中。女士似乎很满意你的决定。"
"#EVENT_WELL_01_DECLINE_DESC","女士感觉非常沮丧，因为你对她的疑虑置之不理，声称自己目前有更重要的事。"
"#EVENT_WELL_01B_NOTIFICATION_HEADER","守井员来了"
"#EVENT_WELL_01B_NOTIFICATION_DESC","他发现了什么东西"
"#EVENT_WELL_01B_NAME","大面积感染"
"#EVENT_WELL_01B_DESC","一位你派去看守水井的居民找到你。他拽着一个小男孩来到你面前，说道：“我按你吩咐的做了，老板，然后发现了他，他一直在往井里扔木棍、发光的石头和蝾螈之类的东西，显然是太无聊了。”"
"#EVENT_WELL_01B_SCOLD","责备孩子"
"#EVENT_WELL_01B_LET","放过他"
"#EVENT_WELL_01C_NOTIFICATION_HEADER","一位熟悉的女士找到你"
"#EVENT_WELL_01C_NOTIFICATION_DESC","感染尚未停止"
"#EVENT_WELL_01C_NAME","大面积感染"
"#EVENT_WELL_01C_DESC","之前那位忧心忡忡的女士再次来找你，她说：“我觉得清理没有用，生病的人更多了！我敢肯定有居心叵测的人在背后捣鬼！”"
"#EVENT_WELL_01C_POST","派居民看守水井"
"#EVENT_WELL_01C_DECLINE","按兵不动"
"#EVENT_WELL_01C_POST_DESC","你安排了几位居民在执行日常任务期间留意水井，看是否有任何异常之处。女士似乎很满意你的决定。"
"#EVENT_WELL_01C_DECLINE_DESC","女士感觉非常沮丧，因为你对她的疑虑置之不理，声称自己目前有更重要的事。感染不断蔓延，几位居民决定瞒着你检查水井。结果发现井底充满了乱七八糟的木棍、发光的石头、甚至小动物，它们不会自己跑到井底。"
"#EVENT_LAZY_01_NOTIFICATION_HEADER","工作开始堆积"
"#EVENT_LAZY_01_NOTIFICATION_DESC","某些人没有履行职责"
"#EVENT_LAZY_01_NAME","解决怠惰"
"#EVENT_LAZY_01_DESC","这一天非常忙碌，但你用余光注意到一位居民仰面躺着，仅仅是盯着开阔的天空。问起时，居民咧起嘴笑了，牙齿半露，叹息道：“发生这一切后，我们又得到了一次活下去的机会。你为什么不这样做呢？”"
"#EVENT_LAZY_01_SCOLD","“振作起来，我们还有工作要做。”"
"#EVENT_LAZY_01_CHILL","加入居民"
"#EVENT_LAZY_01_SCOLD_NAME","解决怠惰"
"#EVENT_LAZY_01_SCOLD_DESC","你摆出权威姿态，命令这位居民像其他人一样履行自己的职责。居民脸上带着假笑，但还是站了起来开始工作。走之前告诉你：“生活的意义就在于经历一件又一件小事，你最后会明白的。”其他人似乎很高兴，因为又多了一个能帮忙的人。"
"#EVENT_LAZY_01_CHILL_NAME","解决怠惰"
"#EVENT_LAZY_01_CHILL_DESC","听了居民的话，你才意识到自己已经很久没有体验过快乐了。你一边漫不经心地讨论着过去的生活方式，一边看着云朵飘过，周围的一切都如此平静。最后，居民给了你一个奇怪的木盒，说道：“把快乐带回来。”与此同时，其他居民却没那么高兴，因为他们需要承担更多工作。"
"#EVENT_RELIGION_01_NOTIFICATION_HEADER","居民找到了一些闪闪发光的东西"
"#EVENT_RELIGION_01_NOTIFICATION_DESC","这是上面传来的信号吗？"
"#EVENT_RELIGION_01_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_DESC","居民们在附近的森林里发现了一些“不同寻常”的东西，于是过来找你。一件美丽的圣物在阳光下闪着金色光芒。上面有两颗像眼睛一样闪闪发光的石头，如此清澈你甚至能看见自己的倒影。居民们相信这是好运的象征，希望为它举行纪念仪式。"
"#EVENT_RELIGION_01_ALLOW","允许崇拜"
"#EVENT_RELIGION_01_FORBID","毁掉雕塑"
"#EVENT_RELIGION_01_CEREMONY_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_CEREMONY_DESC","你不觉得接纳这件圣物会造成什么危害，因为这样一来这里的每个人都能得到来自上层的鼓励。大家在聚居地边境举行了一场小型仪式，居民们拿出祭品，唱起了仍然还记得的几首歌。尽管这个地方很快就被野猪占领，但居民们对未来更有希望了。"
"#EVENT_RELIGION_01_FIGHT_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_FIGHT_DESC","你不觉得接纳这件圣物会造成什么危害，因为这样一来这里的每个人都能得到来自上层的鼓励。一场争吵瞬间爆发，因为并非所有人都愿意在这种“欺骗”上浪费材料。拳头乱挥，物品乱扔，中间还夹杂着痛苦的咒骂声。最后所有人都精疲力尽，圣物不见了。可能是被人偷走了，也可能是掉在泥里被人遗忘，这也许是它最好的结局。"
"#EVENT_RELIGION_01_FORBID_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_FORBID_DESC","聚居地中出现诡异的神像只会带来危害。你认为此时此刻资源更重要。令你惊讶的是，神像并没有融化成金子，反而在空气中弥漫着因燃烧油漆和塑料而散发的臭味。感受到周围恶意的目光时，你祈祷居民所信仰的力量只是凭空想象。"
"#EVENT_RESULT_INCREASE_REPUTATION","通过{0}获得{1}声誉"
"#EVENT_RESULT_DECREASE_REPUTATION","通过{0}损失{1}声誉"
"#EVENT_RESULT_SET_REPUTATION","{0}声誉设为{1}"
"#EVENT_CHILD_02_NOTIFICATION_HEADER","一个孩子来到大门"
"#EVENT_CHILD_02_NOTIFICATION_DESC","他一个人在这里干什么？"
"#EVENT_CHILD_02_NAME","孤单的小孩"
"#EVENT_CHILD_02_DESC","一个孤单的小孩步履艰难，慢慢地来到大门前。他神色慌张，时而抬头看着大门，时而扭头看向自己身后。“看到我妈妈了吗？她还没回来，我饿了……”"
"#EVENT_CHILD_02_REJECT","让他们离开"
"#EVENT_CHILD_02_WELCOME","收留小孩"
"#EVENT_CHILD_02_REJECT_NAME","孤单的小孩"
"#EVENT_CHILD_02_REJECT_DESC","你告诉小孩你没见过他妈妈，但也许他应该去其他村庄问问。你注意到他立即换了一副面孔，皱着眉头，向着大门吐起了口水。“无所谓，笨蛋！”，他一边跑开一边大喊着。你看着这一幕目瞪口呆，随后回到了日常工作中，但你仍能听到远处汽车开走的声音。"
"#EVENT_CHILD_02_WELCOME_NAME","孤单的小孩"
"#EVENT_CHILD_02_WELCOME_DESC","你打开了大门，突然间小孩冲进了聚居地，开始往自己口袋里塞食物和其他物资。正当你准备上去阻止这一行径，一群土匪从敞开的大门驱车直入。汽车转向开出了聚居地，可还有一名强盗转过头对着你得意地笑。居民们一头雾水，并准备战斗。"
"#EVENT_JAMMED_02_NOTIFICATION_HEADER","臭烟弥漫在空气中"
"#EVENT_JAMMED_02_NOTIFICATION_DESC","这一天就这样被毁了！"
"#EVENT_JAMMED_02_NAME","机器故障"
"#EVENT_JAMMED_02_DESC","来自<mark>修理厂</mark>的恶臭烟味传遍了整个聚居地。当你来到机械车间时，你看到工人痛苦地蜷缩在机器前。“我不知道发生了什么！它刚刚……坏掉了。”"
"#EVENT_JAMMED_02_FIX","维修机器"
"#EVENT_JAMMED_02_HIT","敲打机器"
"#EVENT_JAMMED_02_FIX_NAME","机器故障"
"#EVENT_JAMMED_02_FIX_DESC","你决定把机器零件拆开来确定问题所在。唉，你发现问题出在核心，那里看起来像是有一大团勉强能吃的口香糖片，它们有一部分已经融化了，看起来很恶心。工人脸涨的通红，坚持要你拿走一些<mark>零件</mark>，并让你不再讨论此事。"
"#EVENT_JAMMED_02_SUCCESS_NAME","机器故障"
"#EVENT_JAMMED_02_SUCCESS_DESC","你试着敲了下机器，因为你好像记得这是处理故障机器的正确方式。就像咳嗽一样，机器吐出了一些<mark>垃圾</mark>，并立即恢复了规律的平静吐息。工人高兴地拍了拍你的背，很快回到了工作之中。"
"#EVENT_JAMMED_02_FAILURE_NAME","机器故障"
"#EVENT_JAMMED_02_FAILURE_DESC","你试着敲了下机器，因为你好像记得这是处理故障机器的正确方式。工人往后退了几步，因为机器好像已经完全失控。烟雾开始弥漫整个房间，没过一会儿机器就自己着火了。你跑了出来，并在想要是刚才没敲机器，还有没有更好的解决办法。"
"#EVENT_FARMER_01_NOTIFICATION_HEADER","一位农民正在做一些不寻常的事情"
"#EVENT_FARMER_01_NOTIFICATION_DESC","一些有创意的事"
"#EVENT_FARMER_01_NAME","农民的想法"
"#EVENT_FARMER_01_DESC","你走过一片<mark>田野</mark>，看见一位农民背着一件大型喷雾器，里面装着奇怪的液体。他自称是化学家，并告诉你他发明了一种有效的新型杀虫剂，可能会让收成翻倍。他相信这种混合液很有效，但它满是泡泡，看起来一点也不可靠。"
"#EVENT_FARMER_01_USE","允许使用杀虫剂"
"#EVENT_FARMER_01_DECLINE","太冒险了"
"#EVENT_FARMER_01_SUCCESS_NAME","农民的想法"
"#EVENT_FARMER_01_SUCCESS_DESC","农民显得很高兴，一时间好像一切都如他所说的一样顺利。但很快事情就明显出现了问题。农民开始咳嗽和喘气，植物也出现了腐烂的迹象。其他人迅速带着农民去呼吸新鲜空气，但对于枯萎的植物，他们也无能为力。"
"#EVENT_FARMER_01_FAILURE_NAME","农民的想法"
"#EVENT_FARMER_01_FAILURE_DESC","农民显得很高兴，很快就回到了田野之中。他仔细地用杀虫剂把庄稼喷了个遍，一切都如他所说的一样顺利。庄稼立刻就显示出复苏的迹象，叶子绽放出明亮的色彩。农民感到很骄傲并且给了你一批货物，据说这些是他以前成功实验的成果。"
"#EVENT_FARMER_01_DECLINE_NAME","农民的想法"
"#EVENT_FARMER_01_DECLINE_DESC","你极力阻止农民使用这种混合液。你责怪农民，说他是在拿所有人的健康来冒险，并警告他不要再独自工作。农民很生气，可是你还能看到他眼中泛着希望。“下一次，我将提供一桩你无法拒绝的交易。”"
"#EVENT_LOCKED_01_NOTIFICATION_HEADER","一个神秘的箱子出现了"
"#EVENT_LOCKED_01_NOTIFICATION_DESC","但要怎么打开呢？"
"#EVENT_LOCKED_01_NAME","从里面锁上了"
"#EVENT_LOCKED_01_DESC","猎人在森林里发现了一个有趣的东西。一个古怪的旧箱子，里面传来咔嗒咔嗒的响声。箱子没有上锁，从居民淤紫的指尖来看，蛮力是打不开箱子的。箱子的一侧还刻着一行字：“投放钥匙，我将分享我的秘密”。怎样才能打开箱子？"
"#EVENT_LOCKED_01_WATER","泡在冷水里"
"#EVENT_LOCKED_01_FIRE","点火"
"#EVENT_LOCKED_01_FOOD","提供食物"
"#EVENT_LOCKED_01_HAMMER","用锤子砸碎"
"#EVENT_LOCKED_01_WATER_NAME","从里面锁上了"
"#EVENT_LOCKED_01_WATER_DESC","你提来一桶水，并将箱子完全浸泡在水里。箱子一下子爆开并炸坏了木桶，喷出的恶臭气体迅速弥漫在空气中。在逃跑中，你努力瞥了一眼箱子的残骸，只看到熔化的碎片和一块半边损毁的金属牌，上面仅写着两个字：“傻子”。"
"#EVENT_LOCKED_01_FIRE_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FIRE_DESC","你把箱子放进了火箱里，慢慢地把火烧旺。在高温之下，箱子弹开并露出了里面的物品。你收集了箱子里的战利品，包括一堆银色硬币和一张奇怪的手写纸条：“孩子，恭喜你！你完成了我的最终挑战并赢得了我的遗产。”"
"#EVENT_LOCKED_01_FOOD_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FOOD_DESC","你带了一些食物到箱子旁，但什么都没发生。在你试图把土豆塞进箱子的某个裂缝时，箱子突然弹开并四处喷射恶臭气体。在逃跑中，你努力瞥了一眼箱子的残骸，只看到熔化的碎片和一块半边损毁的金属牌，上面仅写着两个字：“傻子”。"
"#EVENT_LOCKED_01_HAMMER_NAME","从里面锁上了"
"#EVENT_LOCKED_01_HAMMER_DESC","你给猎人一把大锤并告诉他狠狠地砸。他正抡动大锤的时候箱子突然弹开，喷出的恶臭气体弥漫在空气中。在逃跑中，你努力瞥了一眼箱子的残骸，只看到熔化的碎片和一块半边损毁的金属牌，上面仅写着两个字：“傻子”。"
"#EVENT_LOVE_01_NOTIFICATION_HEADER","空气里有什么东西"
"#EVENT_LOVE_01_NOTIFICATION_DESC","会是……爱吗？"
"#EVENT_LOVE_01_NAME","爱的传统"
"#EVENT_LOVE_01_DESC","一位年轻女子正向你寻求建议。她头上插着新鲜的野花，笑容甜蜜而狡黠。她指着一位居民叹了口气，那人浑身是泥，身上的汗臭味甚至可以传遍方圆几里。“那就是我的梦中情人。告诉我，传统的求爱方式是什么？”"
"#EVENT_LOVE_01_FLOWERS","野花花冠"
"#EVENT_LOVE_01_FOOD","烤野猪"
"#EVENT_LOVE_01_PENDANT","脚趾甲坠饰"
"#EVENT_LOVE_01_FORGET","算了吧"
"#EVENT_LOVE_01_FLOWERS_NAME","爱的传统"
"#EVENT_LOVE_01_FLOWERS_DESC","你告诉她，求爱最重要的一点就是要亲力亲为。温柔的话和野花花冠一定会吸引他。“是的，就是这个了！”她大叫道，随后便跑开为爱人准备礼物去了。\n\n此事的发展情况还有待观察。"
"#EVENT_LOVE_01_FOOD_NAME","爱的传统"
"#EVENT_LOVE_01_FOOD_DESC","你想起一句老话，要想抓住谁的心，得先抓住这人的胃。你建议她给他做一顿家常菜，最好用自己打猎而来的肉。“是的，就是这个了！”她大叫道，随后便跑开为爱人准备礼物去了。\n\n此事的发展情况还有待观察。"
"#EVENT_LOVE_01_PENDANT_NAME","爱的传统"
"#EVENT_LOVE_01_PENDANT_DESC","你告诉女孩，越是粗粝的礼物就越合适，这样可以显示他们两个在同一频道上。“是的，就是这个了！”她大叫道，随后便跑开为爱人准备礼物去了。\n\n此事的发展情况还有待观察。"
"#EVENT_LOVE_01_FORGET_NAME","爱的传统"
"#EVENT_LOVE_01_FORGET_DESC","“那些传统的方式都已经消逝了。此外，很明显他对你不感兴趣。”在聚居地里，你需要的是强壮的工人，而不是浪费时间互相追求的人。她十分震惊，同时也备受打击。她耷拉着脑袋，沉默地离开了，任由野花从她的头上掉落到漆黑的道路上。"
"#EVENT_LOVE_02A_NOTIFICATION_HEADER","一位居民很伤心"
"#EVENT_LOVE_02A_NOTIFICATION_DESC","你让她情绪低落"
"#EVENT_LOVE_02A_NAME","伤心难愈"
"#EVENT_LOVE_02A_DESC","一位眼熟的年轻女子向你走了过来，你之前给过她建议。“你故意的，”她小声地说，“在收到……东西之后，他说他更多的是把我当成朋友……反正我也不在乎。”尽管她说的时候很生气，但当她跺着脚离开的时候，你看到她泪流不止。"
"#EVENT_LOVE_02B_NOTIFICATION_HEADER","一对夫妇正打算结婚"
"#EVENT_LOVE_02B_NOTIFICATION_DESC","他们把你当什么人了，婚礼协调员吗？"
"#EVENT_LOVE_02B_NAME","更多爱的传统"
"#EVENT_LOVE_02B_DESC","你感到一股熟悉的汗味伴随着野花芳香扑面而来。是你之前给过建议那对夫妇，他们紧紧相拥。“你的建议相当成功！我们想尽快结婚，但要怎样举行婚礼才合适呢？”"
"#EVENT_LOVE_02B_GRAND","盛大的庆典"
"#EVENT_LOVE_02B_SMALL","在家举办婚礼"
"#EVENT_LOVE_02B_MINIMAL","简单的仪式"
"#EVENT_LOVE_02B_GRAND_NAME","更多爱的传统"
"#EVENT_LOVE_02B_GRAND_DESC","你决定让聚居地里的每个人都庆祝一下。这是一场罕见的盛典，整个聚居地欢聚一堂，共同庆贺。夫妇互道甜言蜜语，居民们吃着东西跳起了舞。在所有人中，这对新婚夫妇笑的最开心。"
"#EVENT_LOVE_02B_SMALL_NAME","更多爱的传统"
"#EVENT_LOVE_02B_SMALL_DESC","婚礼迅速准备就绪，请的都是朋友和家里人，可气氛却平淡至极。一位客人决定用她自己制作且“绝对安全”的荧光棒装饰这个平平无奇的地方。婚礼很成功，每个人都很开心，可是荧光棒的放射性毒液漏了出来，把婚礼场地搞得一团糟。"
"#EVENT_LOVE_02B_MINIMAL_NAME","更多爱的传统"
"#EVENT_LOVE_02B_MINIMAL_DESC","你想起一个适合这个新世界的古老仪式。你一边解释该传统，一边将一把老旧的钉耙放在地上。这对夫妇迟疑了片刻，跳到了钉耙的另一边，成为了新婚夫妇。正当他们奔走庆祝的时候，一对好奇的目击者路过，并为这对夫妇鼓掌欢呼。"
"#EVENT_SOCIETY_01_NOTIFICATION_HEADER","社团武装正在接近"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","最好做好防御准备"
"#EVENT_SOCIETY_01_NAME","敌对社团"
"#EVENT_SOCIETY_01_DESC","来自[SOCIETY_NAME]的军队就停驻在你的大门外。他们从头到脚全副武装，没有一丝破绽，他们是来战斗的。有一个人死死地盯着你：“恐怕我们不能再忍受这些侮辱了，你的聚居地……今天就会遭殃。”"
"#EVENT_SOCIETY_01_BRIBE","交出资源平息此事"
"#EVENT_SOCIETY_01_SURRENDER","向他们投降"
"#EVENT_SOCIETY_01_THREATEN","说你要杀光他们"
"#EVENT_SOCIETY_01_BRIBE_NAME","敌对社团"
"#EVENT_SOCIETY_01_BRIBE_DESC","他们失望地看着你：“这并不是资源的问题。你知道关键是什么，在这个世界上我们不能示弱。”"
"#EVENT_SOCIETY_01_SURRENDER_NAME","敌对社团"
"#EVENT_SOCIETY_01_SURRENDER_DESC","这个人重重地叹了口气：“值得钦佩，但那毫无作用。我们要用鲜血染红这里，让你们为以前的侮辱行为付出代价。所以准备战斗吧！”"
"#EVENT_SOCIETY_01_THREATEN_NAME","敌对社团"
"#EVENT_SOCIETY_01_THREATEN_DESC","进攻者的脸上没有一丝犹豫：“或许吧，又或许我们会宰了你，一决胜负吧。”"
"#EVENT_SOCIETY_02_NOTIFICATION_HEADER","另一个社团小队即将到来"
"#EVENT_SOCIETY_02_NOTIFICATION_DESC","看起来不像是社交访问"
"#EVENT_SOCIETY_02_NAME","不安的社团"
"#EVENT_SOCIETY_02_DESC","[SOCIETY_NAME]的军队在你的大门前整齐列队，只要一声令下，他们就会立马进攻。“你们无法再阻挡我们前进的步伐，是时候让你们出局了！”"
"#EVENT_SOCIETY_02_INVITE","来啊，放马过来"
"#EVENT_SOCIETY_02_BRIBE1","也许我们还能对你有所帮助？"
"#EVENT_SOCIETY_02_BRIBE2","道个歉怎么样？"
"#EVENT_SOCIETY_02_THREATEN","冒这个险真的值吗？"
"#EVENT_SOCIETY_02_INVITE_NAME","不安的社团"
"#EVENT_SOCIETY_02_INVITE_DESC","首领举起一只手，然后狠狠地往下一挥。军队备好了武器。“我们当然会来。”"
"#EVENT_SOCIETY_02_BRIBE_NAME","不安的社团"
"#EVENT_SOCIETY_02_BRIBE_DESC","首领面无表情，沉默半晌：“这会是一场……公平的交易，用一点货物来争取一些额外时间。”"
"#EVENT_SOCIETY_02_THREATEN_NAME","不安的社团"
"#EVENT_SOCIETY_02_THREATEN_DESC","首领扫视着你的守卫和防御工事。你只能猜到他在审时度势。“嗯，看来还不是时候。但下次我们就会有所准备。”"
"#EVENT_SOCIETY_03_NOTIFICATION_HEADER","一个社团前来谈判"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","听听他们能提供什么"
"#EVENT_SOCIETY_03_NAME","友好的社团"
"#EVENT_SOCIETY_03_DESC","[SOCIETY_NAME]的男男女女们带着沉甸甸的箱子，看来他们准备和你交易。“你好！我有笔生意想跟你谈谈。我们缺少某些物资，要是你愿意和我们交易的话，我们将不胜感激。”"
"#EVENT_SOCIETY_03_GENEROUS","给他们优惠价"
"#EVENT_SOCIETY_03_FAIR","公平交易"
"#EVENT_SOCIETY_03_BAD","力争高价"
"#EVENT_SOCIETY_03_REFUSE","拒绝进行交易"
"#EVENT_SOCIETY_03_GENEROUS_NAME","友好的社团"
"#EVENT_SOCIETY_03_GENEROUS_DESC","首领无疑很吃惊：“你真是太慷慨了！谢谢你，希望以后我们可以用这个来进行建设。”"
"#EVENT_SOCIETY_03_FAIR_NAME","后现代外交"
"#EVENT_SOCIETY_03_FAIR_DESC","首领点了点头：“公平，很公平。那就这么说定了，我相信这是一场让双方都开心的交易。”"
"#EVENT_SOCIETY_03_BAD_NAME","友好的社团"
"#EVENT_SOCIETY_03_BAD_DESC","首领考虑了一会儿要价：“价格很高……但我想我也只能接受。没想到你是这样一个冷酷无情的谈判者。”"
"#EVENT_SOCIETY_03_REFUSE_NAME","友好的社团"
"#EVENT_SOCIETY_03_REFUSE_DESC","这群人互相看了看，大费周章却一无所获，大家都显得有点困惑和失望。“我知道了，那我们只好去别处交易了。有点可惜，但无能为力。”"
"#EVENT_SOCIETY_04_NOTIFICATION_HEADER","另一个社团的队伍来到了这里"
"#EVENT_SOCIETY_04_NOTIFICATION_DESC","他们好像需要帮助"
"#EVENT_SOCIETY_04_NAME","伸出援手"
"#EVENT_SOCIETY_04_DESC","[SOCIETY_NAME]小队的首领向你走近，他举着双手张开五指，看起来没有带武器。“你好，恐怕我们需要一些帮助。一场事故毁坏了我们的聚居地，我们需要额外的人力来修理它。你能借我们一些吗？”"
"#EVENT_SOCIETY_04_COLONISTS","借一些居民"
"#EVENT_SOCIETY_04_REFUSE","拒绝请求"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_NAME","伸出援手"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_DESC","你召集了几位志愿者，他们打包好自己的装备，跟着使者返回了社团所在地。后来他们回来了，浑身都是泥和汗。但对于自己能够帮得上忙，他们感到十分满意。更重要的是，他们还因努力工作收到了一些感谢礼。"
"#EVENT_SOCIETY_04_COLONISTS_FAIL_NAME","伸出援手"
"#EVENT_SOCIETY_04_COLONISTS_FAIL_DESC","你召集了几位志愿者，他们打包好自己的装备，跟着使者返回了社团所在地。后来他们精疲力尽地回来了，满身都是污物。其中有几个人走路一瘸一拐的，很明显工地上发生了事故。不过，社团送给了他们一些感谢礼。"
"#EVENT_SOCIETY_04_REFUSE_NAME","伸出援手"
"#EVENT_SOCIETY_04_REFUSE_DESC","特使满脸失望地看着你：“我们本以为能指望你的，这些话我们可不是逢人就说。那好吧，你说了算。我们会想办法自己解决的。”"
"#EVENT_SOCIETY_05_NOTIFICATION_HEADER","你有来自附近社团的访客"
"#EVENT_SOCIETY_05_NOTIFICATION_DESC","他们要给你一些东西"
"#EVENT_SOCIETY_05_NAME","友谊果实"
"#EVENT_SOCIETY_05_DESC","来自[SOCIETY_NAME]的小商队拖来一辆看起来装得满满当当的小车。首领笑着拉起你的手，热情地和你握手：“朋友，感谢你对我们的种种善举。请收下我们的礼物，并记住我们之间的这些纽带弥足珍贵。”"
"#EVENT_SOCIETY_05_ACCEPT","接受礼物"
"#EVENT_SOCIETY_05_REFUSE","拒绝礼物"
"#EVENT_SOCIETY_05_ACCEPT_NAME","友谊果实"
"#EVENT_SOCIETY_05_ACCEPT_DESC","商队将货物搬了进来。两边的成员彼此亲切地微笑着，互相正式地问候，还开着一些友好的玩笑。在这个世界上，有盟友可以信任是件不错的事。"
"#EVENT_SOCIETY_05_REFUSE_NAME","友谊果实"
"#EVENT_SOCIETY_05_REFUSE_DESC","他们显得很困惑，但最终也安然接受了。“你太客气了。好吧，如果你不需要这些，那我们将用它们来加强我们的社团。不过请记住，如果你需要帮助的话随时可以找我们。”"
"#EVENT_SOCIETY_06_NOTIFICATION_HEADER","来自另一个聚居地的访客来到这里"
"#EVENT_SOCIETY_06_NOTIFICATION_DESC","似乎出了什么问题"
"#EVENT_SOCIETY_06_NAME","紧要关头"
"#EVENT_SOCIETY_06_DESC","来自[SOCIETY_NAME]的小队来到你的大门。“你好朋友，我们不想麻烦你，但我们需要你的帮助。我们的社团遭到了土匪的袭击，快撑不住了。我们需要装备和一些额外人力来赶走他们。”"
"#EVENT_SOCIETY_06_ALL","给他们装备和人力"
"#EVENT_SOCIETY_06_EQUIPMENT","给他们装备"
"#EVENT_SOCIETY_06_COLONISTS","派一些居民"
"#EVENT_SOCIETY_06_REFUSE","拒绝这个请求"
"#EVENT_SOCIETY_06_ALL_NAME","紧要关头"
"#EVENT_SOCIETY_06_ALL_DESC","你立刻看到他们脸上表情舒缓了下来。“谢谢，谢谢你。拜托了，我们必须快点。”你的一些居民跟随小队匆忙赶回了他们的社团所在地。幸运的是，你的居民全都活着回来了，但都受了伤。土匪被击退后，你的盟友又一次获得了安全。"
"#EVENT_SOCIETY_06_COLONISTS_NAME","紧要关头"
"#EVENT_SOCIETY_06_COLONISTS_DESC","你立刻看到他们脸上表情舒缓了下来。“谢谢，谢谢你。拜托了，我们必须快点。”居民集结完毕，准备好物资，跟随小队匆忙赶回了他们的社团所在地。幸运的是，你的居民全都活着回来了，尽管有的人已经奄奄一息。土匪被击退后，你的盟友又一次获得了安全。"
"#EVENT_SOCIETY_06_EQUIPMENT_NAME","紧要关头"
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","小队对于你的回答反应不一。一些人松了一口气，另一些人则难以置信地盯着你。“那好吧，我们本期望得到更多的……但我想这就行了。祝我们好运，祈祷我们能活下来。”"
"#EVENT_SOCIETY_06_REFUSE_NAME","紧要关头"
"#EVENT_SOCIETY_06_REFUSE_DESC","你立刻发现你的话深深地刺痛了他们，就像一把小刀插进了他们的背里。“真的吗？我还以为我们……行吧，我想这个世界上再也没有真正的友谊了。就这样吧，我们要么靠自己活下来，要么在斗争中死去。”"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_HEADER","农场正在冒烟"
"#EVENT_RANCH_FIRE_01_NOTIFICATION_DESC","要没时间了"
"#EVENT_RANCH_FIRE_01_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_DESC","你和居民们来到现场，看见农场有一堵墙着火了。一定是太阳直射点燃了干草，火顺势蔓延到了墙壁上。现在火势不大，但很快就可能变成熊熊大火。居民应该……"
"#EVENT_RANCH_FIRE_01_WATER","找水"
"#EVENT_RANCH_FIRE_01_INSIDE","冲进去扑灭干草上的火"
"#EVENT_RANCH_FIRE_01_WATER_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_WATER_DESC","居民们注意到了大火，于是开始尽自己所能取水救火。你们一起扑灭了大火，但是在这期间墙体已经被烧掉了一大块。"
"#EVENT_RANCH_FIRE_01_INSIDE_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_INSIDE_DESC","一位居民自愿冲进农场，看见墙边一堆干草正在燃烧。她环顾四周……"
"#EVENT_RANCH_FIRE_01_STOMP","用脚把火踩灭"
"#EVENT_RANCH_FIRE_01_SHOVEL","抓起铁锹"
"#EVENT_RANCH_FIRE_01_STOMP_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_STOMP_DESC","居民几乎是跳到了干草堆上，拼命跺脚想把火扑灭。但这一举措实际上并没有用，反而像是给了大火更多的空气来燃烧。随着火势越来越大，她只能被迫逃出农场，眼睁睁看着大火吞没一切。"
"#EVENT_RANCH_FIRE_01_SHOVEL_NAME","一片狼藉"
"#EVENT_RANCH_FIRE_01_SHOVEL_DESC","居民把铲子插进地里，开始往燃烧的干草堆上铲土。效果立竿见影：在沙子的掩埋下，大火与氧气隔绝，开始逐渐熄灭，随后墙上的火焰也熄灭了。"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_HEADER","农场需要修理"
"#EVENT_RANCH_DAMAGE_01_NOTIFICATION_DESC","晚修总比不修好吧？"
"#EVENT_RANCH_DAMAGE_01_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_DESC","你的居民正在抱怨农场的状况。动物能很轻易地冲出劣质的木制畜栏，在农场工作根本就不安全。他们要求你有所作为。"
"#EVENT_RANCH_DAMAGE_01_FIX","解决最突出的问题"
"#EVENT_RANCH_DAMAGE_01_REMODEL","重建畜栏结构"
"#EVENT_RANCH_DAMAGE_01_IGNORE","忽略这一问题"
"#EVENT_RANCH_DAMAGE_01_FIX_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_FIX_DESC","你分配一些资源来解决农场内最为严重的损伤。这下好了，动物再也跑不出畜栏了。但畜栏依旧是用劣质的木头制成的，居民身处其中，仍然觉得不太安全。"
"#EVENT_RANCH_DAMAGE_01_REMODEL_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_REMODEL_DESC","你给出了足够的资源，开始从头设计整个农场内部。居民现在有了可维持数年的安全工作环境，他们对你十分感激。"
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","你向他们耸了耸肩。对付几只吵闹的动物对他们来说应该不是问题吧？居民极不情愿地回到工作中，他们在照看牲畜时还必须时刻保持警惕。"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_HEADER","有人在农场里"
"#EVENT_RANCH_BANDITS_01_NOTIFICATION_DESC","他们在找什么？"
"#EVENT_RANCH_BANDITS_01_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_DESC","居民告诉你，他们刚刚看到了几个奇怪的人偷偷溜进了农场。他们人数众多，所以一定要小心行事。"
"#EVENT_RANCH_BANDITS_01_AMBUSH","伏击他们"
"#EVENT_RANCH_BANDITS_01_CONFRONT","面对他们"
"#EVENT_RANCH_BANDITS_01_AMBUSH_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_AMBUSH_DESC","你召集了居民并开始向农场走去。你们藏在农场周围，静静等待。没过一会儿你们就看见农场大门打开，一群土匪带着一些偷来的牲畜走了出来。居民从农场四面跳出，打了这些土匪一个措手不及。"
"#EVENT_RANCH_BANDITS_01_CONFRONT_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_CONFRONT_DESC","你召集了居民并开始向农场走去。四周非常安静，但当你拉开农场大门时，你发现一群土匪正在偷你的牲畜。“哦，哦不。听着，我们只是需要一些肉……”他们中的一个试着解释道。"
"#EVENT_RANCH_BANDITS_01_RUN","让他们快滚"
"#EVENT_RANCH_BANDITS_01_STEAL","索要他们的财物"
"#EVENT_RANCH_BANDITS_01_RUN_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_RUN_DESC","这群土匪立马放开了动物，迈开步子全速从你身边跑过。他们明显松了一口气，很高兴能全身而退。"
"#EVENT_RANCH_BANDITS_01_STEAL_NAME","食肉小偷"
"#EVENT_RANCH_BANDITS_01_STEAL_DESC","“天哪！你看，我们没多少了。”其中一个土匪恳求道。尽管如此，土匪们还是给了你他们所有的东西，然后和你擦身而过，慢慢地走进了荒野之中。"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_HEADER","老鼠在农场滋生"
"#EVENT_RANCH_ANIMALS_01_NOTIFICATION_DESC","鼠患成了一个难题"
"#EVENT_RANCH_ANIMALS_01_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_DESC","有人告诉你，老鼠已经把农场当做了它们的新家。它们骚扰牲畜，还吃掉了它们的食物。如果不处理这种情况，老鼠滋生问题可能会变得无法控制。"
"#EVENT_RANCH_ANIMALS_01_ATTACK","攻击这些寄生虫"
"#EVENT_RANCH_ANIMALS_01_IGNORE","忽略这一问题"
"#EVENT_RANCH_ANIMALS_01_ATTACK_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_ATTACK_DESC","你和一群居民向农场走去。其中一位居民走进农场，想把老鼠赶出来。很快老鼠就从建筑的黑暗角落里冲了出来。它们一到屋外，就朝它们最先看到的人发起攻击。"
"#EVENT_RANCH_ANIMALS_01_IGNORE_NAME","不速之客"
"#EVENT_RANCH_ANIMALS_01_IGNORE_DESC","老鼠？我们真的不能和老鼠住在一起吗？你决定任其自由发展，几只小老鼠能造成什么危害？你的居民咆哮着提出抗议。很快你就开始注意到老鼠食量惊人。"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","你的农场患病了"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_DESC","不仅仅是流感"
"#EVENT_RANCH_DISEASE_01_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_DESC","一种难对付的细菌正在你的农场内扩散。牲畜如果不接受治疗的话，就有可能死去，并将疾病传染给你的居民。"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS","使用抗生素"
"#EVENT_RANCH_DISEASE_01_RESEARCH","研究疾病"
"#EVENT_RANCH_DISEASE_01_IGNORE","忽略这一病毒"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_ANTIBIOTICS_DESC","你给你的牲畜注射抗生素，希望能消除感染。果然抗生素对这种疾病相当有效，动物们恢复了健康。"
"#EVENT_RANCH_DISEASE_01_RESEARCH_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_RESEARCH_DESC","最喜欢科学的居民检查了动物，发现该病毒导致动物严重缺铁。给动物喂食药物和营养过剩的餐食，并让它们好好休息，就能使之完全恢复健康。但在此之前，你的一些居民感染了这种疾病。"
"#EVENT_RANCH_DISEASE_01_IGNORE_NAME","传染性牲畜"
"#EVENT_RANCH_DISEASE_01_IGNORE_DESC","疾病就是生活的一部分，很可能这次的疾病会和往常一样自行消失。果然动物们恢复了健康，但此时传染病已经扩散到了整个聚居地。"
"#EVENT_ANIMALS_01_NOTIFICATION_HEADER","一群野猪在附近游荡"
"#EVENT_ANIMALS_01_NOTIFICATION_DESC","它们可能会引起麻烦"
"#EVENT_ANIMALS_01_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_DESC","一群好斗的野猪一直在制造麻烦，已经有一段时间了。它们在聚居地周围盘桓，显然是在寻找食物。你的居民想知道，是否应该在局面失控前解决这个问题。"
"#EVENT_ANIMALS_01_ATTACK","攻击野猪群"
"#EVENT_ANIMALS_01_LURE","用食物把它们引开"
"#EVENT_ANIMALS_01_IGNORE","忽略这一问题"
"#EVENT_ANIMALS_01_ATTACK_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_ATTACK_DESC","居民聚集在聚居地边缘，等待着野猪群经过。当野猪群走到居民面前时，他们袭击了猪群。野猪群暴怒，朝居民猛冲过去。"
"#EVENT_ANIMALS_01_LURE_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_LURE_DESC","居民收集了一堆看起来很美味的食物，并将它们放在离开聚居地的小路上。当野猪群再次绕到你附近时，它们注意到了食物，于是跟随食物走进了森林深处，去寻找更多的食物。"
"#EVENT_ANIMALS_01_IGNORE_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_IGNORE_DESC","你的防御工事足够强大，几只过度发育的小猪应该不是什么问题。但正当你和居民解释此事时，聚居地内回荡起一阵大叫：野猪群拼命冲进了聚居地，弄伤了一些居民，并开始在聚居地内游荡。"
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","老鼠正在啃食你的作物"
"#EVENT_ANIMALS_02_NOTIFICATION_DESC","该如何处理这种情况？"
"#EVENT_ANIMALS_02_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_DESC","讨厌的老鼠爱上了你的作物，它们可以很轻松地吃掉一大片作物。居民看见它们在空树干周围寻觅，它们一定是在里面安了窝。"
"#EVENT_ANIMALS_02_SMOKE","从远处把它们熏出来"
"#EVENT_ANIMALS_02_TRAP","诱捕老鼠并获取鼠肉"
"#EVENT_ANIMALS_02_SMOKE_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_SMOKE_DESC","一位居民靠近了鼠窝，将一小块布料和草放在一起，并将其点燃丢进了空树干里，然后慢慢后退。很快老鼠就从树干中冲了出来，跑进了森林深处。"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_TRAP_SUCCESS_DESC","一位居民发明了一种简易的捕鼠器，用一些吃剩的食物作为诱饵。要过一段时间老鼠才会对食物产生兴趣，可一旦它们产生兴趣，就会在美味大餐的诱惑下钻进笼里四处寻觅。只需要一拉绳子，就可以将它们关在这个临时搭建的笼子里，使之成为肉食的来源。"
"#EVENT_ANIMALS_02_TRAP_FAIL_NAME","鼠灾防治"
"#EVENT_ANIMALS_02_TRAP_FAIL_DESC","要过一段时间老鼠才会对食物产生兴趣，可一旦它们产生兴趣，就会在美味大餐的诱惑下钻进笼里四处寻觅。附近的居民触发了陷阱，但是老鼠没有被困住，全都冲了出来。老鼠怒火中烧，准备攻击。"
"#EVENT_ANIMALS_03_NOTIFICATION_HEADER","居民抓住了什么东西"
"#EVENT_ANIMALS_03_NOTIFICATION_DESC","看起来体型巨大"
"#EVENT_ANIMALS_03_NAME","多多包涵？"
"#EVENT_ANIMALS_03_DESC","居民拖着一个大块头，它既有皮毛，又有爪子和牙齿。这是一只活生生的熊！“我们发现本尼躺在森林里昏迷不醒，可能是吃了猎人下了药的诱饵。我们可以训练它，让它为我们工作！”他们说道。居民的眼中洋溢着孩子般的喜悦。"
"#EVENT_ANIMALS_03_KILL","杀掉熊并获取熊肉"
"#EVENT_ANIMALS_03_FREE","放过它"
"#EVENT_ANIMALS_03_WAIT","看看它表现如何"
"#EVENT_ANIMALS_03_KILL_NAME","多多包涵？"
"#EVENT_ANIMALS_03_KILL_DESC","你摇了摇头，说这只熊最大的利用价值就是它的熊肉。居民们看起来十分伤心，你可以看到不止一位居民嘴唇在发抖，但是没有一个人敢反驳。熊被迅速地杀死了，没有遭受痛苦。"
"#EVENT_ANIMALS_03_FREE_NAME","多多包涵？"
"#EVENT_ANIMALS_03_FREE_DESC","你对居民大喊大叫，让他们在熊醒来前将其带回森林里。居民想要反驳，但聚居地的其他人也对他们大加攻击，然后几乎是把他们和熊一起推回了荒野中。他们一定觉得这样的处理方式更让人舒心。"
"#EVENT_ANIMALS_03_WAIT_NAME","多多包涵？"
"#EVENT_ANIMALS_03_WAIT_DESC","你决定迁就居民，因为他们看起来像是铁了心要这么做。熊一醒来，便发现自己已经被包围，于是挣脱了镣铐，跳到了食物上。它露出尖牙，发出了一阵低沉的咆哮，令人不寒而栗。"
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_HEADER","捕鱼小屋遭到破坏"
"#EVENT_FISHERY_DAMAGE_01_NOTIFICATION_DESC","人为失误是罪魁祸首"
"#EVENT_FISHERY_DAMAGE_01_NAME","冒烟的三文鱼"
"#EVENT_FISHERY_DAMAGE_01_DESC","邻居们正在严厉指责一位居民，还对他推推嚷嚷。好像是居民在捕鱼小屋工作的时候睡着了，燃起的小营火失去了控制。现在捕鱼小屋面临着被烧毁的风险，可今天捕的鱼都还在里面。"
"#EVENT_FISHERY_DAMAGE_01_FISH","让他去把鱼拿回来"
"#EVENT_FISHERY_DAMAGE_01_FIRE","先把火给扑灭"
"#EVENT_FISHERY_DAMAGE_01_FISH_NAME","冒烟的三文鱼"
"#EVENT_FISHERY_DAMAGE_01_FISH_DESC","这个懒鬼几乎是被人群推回了捕鱼小屋。幸运的是火势没怎么蔓延，他只受了点小伤就把鱼给抢救了出来，可这一过程耗时太长，此时大火已经吞没了捕鱼小屋。"
"#EVENT_FISHERY_DAMAGE_01_FIRE_NAME","冒烟的三文鱼"
"#EVENT_FISHERY_DAMAGE_01_FIRE_DESC","一支小分队受命去灭火。他们成功扑灭了大火，可里面所有的鱼都被烧得一干二净。"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_HEADER","食堂里传来尖叫声"
"#EVENT_MESS_HALL_DAMAGE_01_NOTIFICATION_DESC","所有人都冲出了食堂"
"#EVENT_MESS_HALL_DAMAGE_01_NAME","餐食风波"
"#EVENT_MESS_HALL_DAMAGE_01_DESC","只有一位居民还在空荡荡的食堂里，他汗流浃背，看上去明显神志不清。他一只手握着燃烧着的树枝，另一只手抓着沾满汽油的破布。“你给我吃的是什么？！”他大吼道。"
"#EVENT_MESS_HALL_DAMAGE_01_CALM","劝他冷静下来"
"#EVENT_MESS_HALL_DAMAGE_01_REACH","抢夺燃烧的树枝"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_NAME","餐食风波"
"#EVENT_MESS_HALL_DAMAGE_01_CALM_DESC","看得出来，这名居民有些犹豫，不过也确实冷静了下来：“我好几天没睡觉了……他们给我吃了点东西，从那以后我耳边就有东西唱个不停！”你注意到他几乎不会眨眼。"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN","向他解释说这是个误会"
"#EVENT_MESS_HALL_DAMAGE_01_ASK","问他是不是去过森林"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_NAME","餐食风波"
"#EVENT_MESS_HALL_DAMAGE_01_EXPLAIN_DESC","之前还平静如初的居民突然暴怒：“误会？！你是说我脑袋里一直萦绕的那首歌也是误会？！”他大吼大叫，把沾满汽油的破布和燃烧着的树枝往地板一扔。食堂瞬间沦为火海，不过你俩都成功逃了出来。居民被带去接受治疗，看起来他像是接触了某种致幻药物。"
"#EVENT_MESS_HALL_DAMAGE_01_ASK_NAME","餐食风波"
"#EVENT_MESS_HALL_DAMAGE_01_ASK_DESC","居民有些犹豫地点了点头：“没错……我当时正在找浆果……”他一边说着一边伸出了双手，像是要抓住什么东西。然后他注意到了手上红肿的擦伤：“噢……这是什么时候伤到的？”居民彻底冷静了下来，手上的树枝也被拿走。快速检查表明，他接触过某种致幻药物。"
"#EVENT_MESS_HALL_DAMAGE_01_REACH_NAME","餐食风波"
"#EVENT_MESS_HALL_DAMAGE_01_REACH_DESC","另一位居民朝着他猛冲过去，可他神经紧绷，立刻向后退了几步。“沉默终将来临！”他大吼大叫道，然后把沾满汽油的破布和燃烧着的树枝往地板一扔。食堂瞬间沦为火海，不过你俩都成功逃了出来。居民被带去接受治疗，看起来他像是接触了某种致幻药物。"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_HEADER","一个土匪在威胁你"
"#EVENT_BATTERY_DAMAGE_01_NOTIFICATION_DESC","电力网岌岌可危"
"#EVENT_BATTERY_DAMAGE_01_NAME","一触即燃"
"#EVENT_BATTERY_DAMAGE_01_DESC","一个土匪成功潜入了聚居地，正站在电池架的旁边，手里拿着某种像炸药的东西。“好了各位老兄，竖起耳朵听好了！要是你们能给我上供几批不错的供品，这东西今天就会安然无恙，听懂了吗？”"
"#EVENT_BATTERY_DAMAGE_01_SOME","给土匪数量可观的供品"
"#EVENT_BATTERY_DAMAGE_01_ALL","给土匪大量供品"
"#EVENT_BATTERY_DAMAGE_01_REFUSE","拒绝付钱"
"#EVENT_BATTERY_DAMAGE_01_PAY_NAME","一触即燃"
"#EVENT_BATTERY_DAMAGE_01_PAY_DESC","土匪示意你把供品放在离他几英尺远的地方。“多谢，非常感谢。现在你最好等我走了再行动，不然我就把这东西给炸掉！”他这样说道，然后抱起供品跑向了远方。"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_NAME","一触即燃"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_FAKE_DESC","“哦，真的吗？嗯……那好……再见！”土匪说完便跑进了荒野之中，消失得无影无踪。居民靠近土匪留下的爆炸装置仔细观察，发现它根本就不起作用。"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_NAME","一触即燃"
"#EVENT_BATTERY_DAMAGE_01_REFUSE_REAL_DESC","“哦，真的吗？嘿嘿……嘣！”土匪大叫道。他将炸药引线点燃，你感到眼前有阵光一闪而过，随后他把炸药扔到了电池底部，猛烈爆炸造成的大火将它完全吞噬。在一片混乱之中，土匪成功逃脱。"
"#EVENT_SAWMILL_DAMAGE_02_NOTIFICATION_HEADER","居民有一个提议"
"#EVENT_SAWMILL_DAMAGE_02_NOTIFICATION_DESC","可能会对产量有所帮助"
"#EVENT_SAWMILL_DAMAGE_02_NAME","小小改造"
"#EVENT_SAWMILL_DAMAGE_02_DESC","居民向你提议道，他注意到只需要改造一下锯木厂，就可以暂时提高其工作效率。可是这样做可能会损坏其中的设备。"
"#EVENT_SAWMILL_DAMAGE_02_ALLOW","让他放手去干"
"#EVENT_SAWMILL_DAMAGE_02_DENY","拒绝他的请求"
"#EVENT_SAWMILL_DAMAGE_02_SUCCESS_NAME","小小改造"
"#EVENT_SAWMILL_DAMAGE_02_SUCCESS_DESC","你改造了锯木厂，大幅度提高了其产量。除此以外，幸运女神似乎也在朝你微笑，因为你根本就没发现有什么机器损伤。"
"#EVENT_SAWMILL_DAMAGE_02_FAIL_NAME","小小改造"
"#EVENT_SAWMILL_DAMAGE_02_FAIL_DESC","你改造了锯木厂，大幅度提高了其产量。可是机器终究还是发出了可怕的尖叫声，这意味着其内部零件发生了损坏。"
"#EVENT_SAWMILL_DAMAGE_02_DENY_NAME","小小改造"
"#EVENT_SAWMILL_DAMAGE_02_DENY_DESC","你不打算为一时的利益而去冒损坏设备的风险。对于目前来说，正常的生产速度就已经足够使用了。"
"#EVENT_CAR_FIX_02_NOTIFICATION_HEADER","发现一辆废弃的汽车"
"#EVENT_CAR_FIX_02_NOTIFICATION_DESC","这辆车可能会很有用"
"#EVENT_CAR_FIX_02_NAME","修车窘境"
"#EVENT_CAR_FIX_02_DESC","汽车是在树林深处发现的。看上去它已经面目全非，很可能再也无法修复。但有一点可以肯定，可以把它拆卸掉来获取零件。不过要是你想试着修好它的话也可以试试。"
"#EVENT_CAR_FIX_02_FIX","修理汽车"
"#EVENT_CAR_FIX_02_RESOURCES","拆卸汽车以获取资源"
"#EVENT_CAR_FIX_02_FIX_NAME","修车窘境"
"#EVENT_CAR_FIX_02_FIX_DESC","居民们开始着手修理汽车，在大费周章之后，居民浑身是汗，还受了些轻伤。可这辆车竟然比修理之前的情况还要糟糕。“我们尽力了，可运气不大好……我认为在修理过程中有更多的零件坏掉了。”一位居民解释道。"
"#EVENT_CAR_FIX_02_RESOURCES_NAME","修车窘境"
"#EVENT_CAR_FIX_02_RESOURCES_DESC","居民开始拆卸汽车上一切有价值的东西。虽然拆卸过程花费了一些时间，可最终你还是得到了一大笔可用零件和资源。“不过要是能看到那辆迷人的旧车再度飞驰就好了。”一位居民回忆道。"
"#EVENT_CAR_UPGRADE_01_NOTIFICATION_HEADER","一辆汽车正在靠近"
"#EVENT_CAR_UPGRADE_01_NOTIFICATION_DESC","……开的不紧不慢的"
"#EVENT_CAR_UPGRADE_01_NAME","家庭旅行"
"#EVENT_CAR_UPGRADE_01_DESC","这辆车脏兮兮的，看上去饱经沧桑。一对夫妻从里面走了出来，可丈夫立马就返回车内安抚小孩。“你好！我们打算驱车驶过一片崎岖不平的路面，可正如你所看到的，我们的车需要升级一下。你能帮帮我们吗？”"
"#EVENT_CAR_UPGRADE_01_INTERIOR","帮他们升级车内饰"
"#EVENT_CAR_UPGRADE_01_HULL","帮他们升级车身"
"#EVENT_CAR_UPGRADE_01_DIAGNOSTICS","帮他们升级仪表盘"
"#EVENT_CAR_UPGRADE_01_EVERYTHING","帮他们全面升级车辆"
"#EVENT_CAR_UPGRADE_01_DENY","不提供帮助"
"#EVENT_CAR_UPGRADE_01_SOME_NAME","家庭旅行"
"#EVENT_CAR_UPGRADE_01_SOME_DESC","这对夫妻很乐意为你提供的帮助和资源支付报酬。你们一起很快就把汽车修好了。“不错，真不错！现在它看起来真像辆新车，”这位丈夫一边说，一边用手拂去眉毛上的汗珠，“相当感谢，很抱歉吵到了你们，可惜我们的孩子是一点耐心都没有。”"
"#EVENT_CAR_UPGRADE_01_ALL_NAME","家庭旅行"
"#EVENT_CAR_UPGRADE_01_ALL_DESC","这对夫妻对你的回答感到十分高兴。你们一起很快就把汽车修好了。“相当感谢，我这老伙计现在看起来几乎就和全新的一样，”这位丈夫惊叹道，“就连孩子们似乎都爱上了它，我已经好久没见他们这么安静了。”"
"#EVENT_CAR_UPGRADE_01_DENY_NAME","家庭旅行"
"#EVENT_CAR_UPGRADE_01_DENY_DESC","这对夫妻相互瞥视了对方一眼，眼神里有些失望和无奈。“就这样吗？听到这话我很难过，”这位妻子一边说，一边转向了孩子们，“好了孩子们，我们去下一站吧。”汽车缓缓开走了，甚至都没有半刻停留。"
"#EVENT_CAR_BET_01_NOTIFICATION_HEADER","一队汽车正在靠近"
"#EVENT_CAR_BET_01_NOTIFICATION_DESC","你可以听到音乐声"
"#EVENT_CAR_BET_01_NAME","时来运转"
"#EVENT_CAR_BET_01_DESC","一队汽车飞速驶向聚居地，它们看起来一辆比一辆豪华。一位穿着华丽、金光闪烁的男人从一辆车里站了起来：“你好，你好呀！我们来这里是为了给你提供一些娱乐活动！你觉得我们哪位赛车手能荣获今天比赛的冠军？买定离手了！”"
"#EVENT_CAR_BET_01_SPIKY","表面带刺的汽车"
"#EVENT_CAR_BET_01_HEARTS","印有桃心的汽车"
"#EVENT_CAR_BET_01_ANTLERS","有鹿角的汽车"
"#EVENT_CAR_BET_01_GREEN","绿色的汽车"
"#EVENT_CAR_BET_01_IGNORE","不参与赌博"
"#EVENT_CAR_BET_01_SUCCESS_NAME","时来运转"
"#EVENT_CAR_BET_01_SUCCESS_DESC","你将看好的车手写在了一张纸条上，并将纸条密封得严严实实。比赛开始了，你看着自己选中的车手成功加速冲过了终点线，取得了比赛的胜利。“真了不起，你可真是慧眼识珠！这是给你的奖金。这下我们又要去周游四海了！”这位浑身金光闪烁的男人说道，随后便领着车队驶离了大门口。"
"#EVENT_CAR_BET_01_FAIL_NAME","时来运转"
"#EVENT_CAR_BET_01_FAIL_DESC","你将看好的车手写在了一张纸条上，并将纸条密封得严严实实。比赛开始了，你看着自己选中的车手勇往直前，拼命追赶，但最终还是没能夺得冠军。“噢，真可惜。不过换一种角度来看，我们也玩的很开心不是吗？就这样吧，都已经过去了。”这位浑身金光闪烁的男人喊道，随后便领着车队驶离了大门口。"
"#EVENT_CAR_BET_01_IGNORE_NAME","时来运转"
"#EVENT_CAR_BET_01_IGNORE_DESC","“没有车手可以信任吗？真让人难过，不过也可以理解。那我们就来一场友谊赛吧！”这位男人回复道。你们看着汽车跑完了全程，不过赛车的结果对你的财产没有任何影响。"
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_HEADER","发现一辆奇怪的汽车"
"#EVENT_CAR_KIDNAPPING_01_NOTIFICATION_DESC","有人小心翼翼地把它伪装了起来"
"#EVENT_CAR_KIDNAPPING_01_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_DESC","居民发现了一辆藏在森林里的大货车。它看上去状态还不错，只是需要一些修理，还没有完全坏掉。居民是听到车里传来的低声喊叫才来到这里，不过从货车伪装的方式来看，驾驶员并不想被人发现。"
"#EVENT_CAR_KIDNAPPING_01_SEIZE","夺取货车"
"#EVENT_CAR_KIDNAPPING_01_IGNORE","置之不顾"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_SEIZE_DESC","居民组成小队，悄悄溜进了这辆可疑的货车中。他们发现两个土匪正在修理货车底部。"
"#EVENT_CAR_KIDNAPPING_01_SCARE","把土匪吓跑"
"#EVENT_CAR_KIDNAPPING_01_ATTACK","攻击土匪"
"#EVENT_CAR_KIDNAPPING_01_SCARE_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_SCARE_DESC","居民齐声恐吓土匪，他们吓得立刻转过头来。看到眼前黑压压的人群，他们拔腿就跑。居民打开了货车车厢，发现里面坐着五个被捆得严严实实的人，他们的嘴巴都给堵上了。"
"#EVENT_CAR_KIDNAPPING_01_ATTACK_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_ATTACK_DESC","居民扑向土匪，在一阵短促的撕扯过后，土匪倒地不起。在劫掠土匪之后，居民打开了货车车厢，发现里面坐着五个被捆得严严实实的人，他们的嘴巴都给堵上了。"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT","把他们纳入聚居地"
"#EVENT_CAR_KIDNAPPING_01_DENY","把他们打发走"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_ACCEPT_DESC","这些人获得了自由，而且在聚居地受到热烈欢迎。他们对此不胜感激，简直不能相信自己最后还能住进新家。"
"#EVENT_CAR_KIDNAPPING_01_DENY_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_DENY_DESC","这些人获得了自由，并大概知道了自己目前的所在地。他们看起来打算坚定地活下去，但这种事很难下定论。"
"#EVENT_CAR_KIDNAPPING_01_IGNORE_NAME","可疑运输"
"#EVENT_CAR_KIDNAPPING_01_IGNORE_DESC","居民决定忽视这辆可疑的货车，这很可能是个陷阱。"
"#EVENT_WITCH_05_NOTIFICATION_HEADER","有访客前来"
"#EVENT_WITCH_05_NOTIFICATION_DESC","她来得很突然"
"#EVENT_WITCH_05_NAME","女巫的智慧"
"#EVENT_WITCH_05_DESC","一位老妇人在大门口耐心地等待，她满脸都是皱纹，看上去年事已高。没有人看到她是怎么来的。她咧开嘴笑了笑，露出了嘴里为数不多的几颗牙：“有兴趣猜谜吗？回答这个谜题：‘我滋养万物，大过一切事物，但我每天都会消失。猜猜我是谁？’”"
"#EVENT_WITCH_05_ANSWER1","雨露"
"#EVENT_WITCH_05_ANSWER2","狂风"
"#EVENT_WITCH_05_ANSWER3","烈日"
"#EVENT_WITCH_05_ANSWER4","怜悯"
"#EVENT_WITCH_05_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_05_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她在原地绕了几圈，然后开始慢慢地朝森林走去。所有人盯着这个奇怪的老妇人看了一会儿，然后才回到日常的工作中。很快她就消失在人们的视线之中。"
"#EVENT_WITCH_05_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_05_SUCCESS_DESC","老妇人笑的更开心了：“对，就是这个！”说完便把手伸进长袍里，递给你一个装满<mark>草药</mark>的篮子。你伸手接过了篮子，可她什么话都没说，随即转身朝森林走去。"
"#EVENT_WITCH_06_NOTIFICATION_HEADER","一位老妇人看着你"
"#EVENT_WITCH_06_NOTIFICATION_DESC","她来自什么地方？"
"#EVENT_WITCH_06_NAME","女巫的智慧"
"#EVENT_WITCH_06_DESC","一位满脸皱纹的老妇人出现在了大门前，没有任何预兆。没有人看到她是怎么来的。老妇人开始咯咯咯地笑：“有兴趣猜谜吗？回答这个谜题：‘我不请自来，没有人看到我，我一般在早上活动，死神与我如影随形。猜猜我是谁？’”"
"#EVENT_WITCH_06_ANSWER1","霜"
"#EVENT_WITCH_06_ANSWER2","毒药"
"#EVENT_WITCH_06_ANSWER3","噩运"
"#EVENT_WITCH_06_ANSWER4","一条蛇"
"#EVENT_WITCH_06_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_06_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她转过身，一瘸一拐地朝森林走去。居民回到了自己的工作当中。一些居民好奇地回头看了看老妇人，可她早已消失得无影无踪。"
"#EVENT_WITCH_06_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_06_SUCCESS_DESC","老妇人咧开没牙的嘴，苍老的脸上露出灿烂的笑容。“对，就是这个！”说完便把手伸进长袍里，递给你一个装满<mark>草药</mark>的篮子。然后她转过身子，步履蹒跚地朝森林走去。"
"#EVENT_WITCH_07_NOTIFICATION_HEADER","一位年老的陌生人出现了"
"#EVENT_WITCH_07_NOTIFICATION_DESC","真是奇怪"
"#EVENT_WITCH_07_NAME","女巫的智慧"
"#EVENT_WITCH_07_DESC","一位老妇人站在大门前，她布满皱纹的脸上全是尘土。居民满脸疑惑的互相对望着，想知道她是怎么一路来到这里的。老妇人开始咯咯咯地笑：“有兴趣猜谜吗？回答这个谜题：‘我家住地底，可下雨时我又会重回地表。猜猜我是谁？’”"
"#EVENT_WITCH_07_ANSWER1","一只鼹鼠"
"#EVENT_WITCH_07_ANSWER2","一朵花"
"#EVENT_WITCH_07_ANSWER3","一条蚯蚓"
"#EVENT_WITCH_07_ANSWER4","一块岩石"
"#EVENT_WITCH_07_FAIL_NAME","女巫的智慧"
"#EVENT_WITCH_07_FAIL_DESC","老妇人摇摇头，“不不不，可怜的孩子，根本不是那样。”她转过身，把自己的驼背对向了你，然后慢悠悠地朝森林走去。一些居民还在担心她能否顺利抵达森林，可直觉告诉你，这位老妇人没有大家看到的那么简单。"
"#EVENT_WITCH_07_SUCCESS_NAME","女巫的智慧"
"#EVENT_WITCH_07_SUCCESS_DESC","老妇人咧开没牙的嘴，满是皱纹的脸上露出灿烂的笑容。“对，就是这个！”说完便把手伸进长袍里，递给你一个装满药丸的篮子。然后她转过身子，慢慢地朝森林走去。"
"#EVENT_SOCIETY_07_NOTIFICATION_HEADER","敌对社团武装正在靠近"
"#EVENT_SOCIETY_07_NOTIFICATION_DESC","你好像曾因没有按他们的要求行事，惹恼过他们"
"#EVENT_SOCIETY_07_NAME","斩钉截铁"
"#EVENT_SOCIETY_07_DESC","入侵者们个个怒不可遏，从大门后面恶狠狠地盯着你。“以我光荣社团之名，我们将打倒你！终结你的傲慢行径！”"
"#EVENT_SOCIETY_07_BRIBE","贿赂他们"
"#EVENT_SOCIETY_07_FIGHT","准备战斗"
"#EVENT_SOCIETY_07_BRIBE_NAME","斩钉截铁"
"#EVENT_SOCIETY_07_BRIBE_DESC","社团首领正打算发号施令，其他人突然打断了他。经过一场短暂而又激烈的讨论，他面带迟疑地转向你：“似乎我们已经达成了……共识。”"
"#EVENT_SOCIETY_07_FIGHT_NAME","斩钉截铁"
"#EVENT_SOCIETY_07_FIGHT_DESC","战士们举起手臂，大步向前，响亮的口号整齐划一：“放弃抵抗！束手投降！杀敌掠地！论功行赏！”"
"#EVENT_SOCIETY_07A_NOTIFICATION_HEADER","一位小随从找到你"
"#EVENT_SOCIETY_07A_NOTIFICATION_DESC","他看上去手无寸铁，相当可疑"
"#EVENT_SOCIETY_07A_NAME","傲慢的代价"
"#EVENT_SOCIETY_07A_DESC","随从将你先前赠予的资源倾倒在大门前。“显然一群叛乱分子未经我们首领同意就威胁了你。我们不需要他们，也不需要你的贿赂。”"
"#EVENT_SOCIETY_07B_NOTIFICATION_HEADER","一位社团使者正在靠近"
"#EVENT_SOCIETY_07B_NOTIFICATION_DESC","她是在寻找同伙吗？"
"#EVENT_SOCIETY_07B_NAME","战时园丁"
"#EVENT_SOCIETY_07B_DESC","这位社团使者靠近大门，仔细地观察着大门周围的战斗痕迹。“看来一群恼人的小集团决定在没有我们首领的同意下……攻击你的聚居地。感谢你摆平了他们。看来你的力量比我们想象中更令人尊敬。”"
"#EVENT_SOCIETY_08_NOTIFICATION_HEADER","社团随从已到达"
"#EVENT_SOCIETY_08_NOTIFICATION_DESC","他友好地向你打着招呼"
"#EVENT_SOCIETY_08_NAME","耐心的回赠"
"#EVENT_SOCIETY_08_DESC","“你好朋友！”一位热情又彬彬有礼的男人说道，“感谢你一直以来的帮助和款待。我们带了一些资源，但要是你愿意再等等的话，我们就能给你更多的资源。”"
"#EVENT_SOCIETY_08_ACCEPT","现在就收下资源"
"#EVENT_SOCIETY_08_LATER","等待更多的资源"
"#EVENT_SOCIETY_08_DECLINE","拒绝这些资源"
"#EVENT_SOCIETY_08_ACCEPT_NAME","耐心的回赠"
"#EVENT_SOCIETY_08_ACCEPT_DESC","男人深深鞠了一躬：“祝你好运！愿我们的关系长盛不衰。”"
"#EVENT_SOCIETY_08_LATER_NAME","耐心的回赠"
"#EVENT_SOCIETY_08_LATER_DESC","男人笑着说道：“那好吧，就有劳你再耐心等等了，我们稍后就会回来。”"
"#EVENT_SOCIETY_08_DECLINE_NAME","耐心的回赠"
"#EVENT_SOCIETY_08_DECLINE_DESC","男人点了点头：“那好吧，我们会将你的慷慨和善良告知首领。”"
"#EVENT_SOCIETY_08A_NOTIFICATION_HEADER","社团随从回来了"
"#EVENT_SOCIETY_08A_NOTIFICATION_DESC","他们带着什么东西"
"#EVENT_SOCIETY_08A_NAME","收下馈赠"
"#EVENT_SOCIETY_08A_DESC","这位熟悉而又友好的男人脸上露出灿烂的微笑：“我们回来了，说到做到。请享用我们的赠礼，希望这些资源能助你发展壮大。”"
"#EVENT_SOCIETY_09_NOTIFICATION_HEADER","送信者来到大门前"
"#EVENT_SOCIETY_09_NOTIFICATION_DESC","她彻底疯掉了"
"#EVENT_SOCIETY_09_NAME","邻里救助"
"#EVENT_SOCIETY_09_DESC","送信者急匆匆地跑到大门前，几乎是在用自己的身体撞击大门。“帮帮我们！土匪袭击了我们的社团，我们需要你的帮助！求求你！”"
"#EVENT_SOCIETY_09_MEDICINE","给她药品"
"#EVENT_SOCIETY_09_METAL","给她金属以制作武器"
"#EVENT_SOCIETY_09_DECLINE","拒绝请求"
"#EVENT_SOCIETY_09_GIVE_NAME","邻里救助"
"#EVENT_SOCIETY_09_GIVE_DESC","送信者对你感谢再三。她和带领的小队迅速将你提供的资源集齐，匆忙返回了自己的社团。你能做的就只有希望他们能挺过难关。"
"#EVENT_SOCIETY_09_DECLINE_NAME","邻里救助"
"#EVENT_SOCIETY_09_DECLINE_DESC","送信者的表情陷入了痛苦之中。“为什么？你这样会把我们推入虎口的！我希望因为这一原因，我们会获胜的！”她愤愤说道，然后扬长而去。"
"#EVENT_SOCIETY_09A_NOTIFICATION_HEADER","一位熟悉的送信者回来了"
"#EVENT_SOCIETY_09A_NOTIFICATION_DESC","你的帮助起了作用"
"#EVENT_SOCIETY_09A_NAME","感恩的幸存者"
"#EVENT_SOCIETY_09A_DESC","送信者走向了你，依然显得疲惫不堪。可尽管如此，她还是相当快乐。“感谢你的帮助，我们成功赶走了强盗。我们的首领想把这个送给你，以表我们的感激之情。”"
"#EVENT_SOCIETY_09B_NOTIFICATION_HEADER","一位熟悉的送信者回来了"
"#EVENT_SOCIETY_09B_NOTIFICATION_DESC","战斗似乎已经结束"
"#EVENT_SOCIETY_09B_NAME","恶战归来"
"#EVENT_SOCIETY_09B_DESC","这位熟悉的送信者走向了你，依然显得疲惫不堪，痛苦之情溢于言表。她朝大门吐起了口水。“我们的首领托我给你带个信，谢天谢地，我们成功打败了强盗。但你要相信，我们不会忘记你在我们危难之时拒绝了我们。”"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_HEADER","居民找到什么东西"
"#EVENT_RADIATION_BOX_01_NOTIFICATION_DESC","他们不确定这是什么"
"#EVENT_RADIATION_BOX_01_NAME","地下珍宝"
"#EVENT_RADIATION_BOX_01_DESC","居民在聚居地附近的地底发现了一个结实的大箱子。你不确定它是由什么做成的，你只能辨别出这是某种很沉的黑色金属。"
"#EVENT_RADIATION_BOX_01_OPEN","打开箱子"
"#EVENT_RADIATION_BOX_01_IGNORE","置之不理"
"#EVENT_RADIATION_BOX_01_COLONISTS","向居民征求意见"
"#EVENT_RADIATION_BOX_01_OPEN_NAME","地下珍宝"
"#EVENT_RADIATION_BOX_01_OPEN_DESC","居民用铲子狠狠地敲了几下箱子，箱子上方裂开，露出了里面的科学手册和图表。居民立马抱头跪倒在地，你突然意识到，这些文件是因为有辐射才会被如此小心翼翼地保护起来。"
"#EVENT_RADIATION_BOX_01_IGNORE_NAME","地下珍宝"
"#EVENT_RADIATION_BOX_01_IGNORE_DESC","箱子埋在这里一定是有原因的，你不想掺和任何你搞不懂的事情。居民把这个不吉利的箱子埋回了土里，目之所及处再也见不到箱子的踪影，对此他们感到十分高兴。"
"#EVENT_RADIATION_BOX_01_COLONISTS_NAME","地下珍宝"
"#EVENT_RADIATION_BOX_01_COLONISTS_DESC","一位居民认出箱子是由铅制成的，所以里面装的东西肯定有辐射。"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL","小心打开箱子"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_NAME","地下珍宝"
"#EVENT_RADIATION_BOX_01_OPEN_CAREFUL_DESC","居民做好了必要的保护措施，或是与之最为接近的准备工作，然后打开了箱子。箱子里装有科学手册和图表，把它们放在这里一定是为了安全起见。"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_HEADER","发现了一种奇怪的动物"
"#EVENT_RADIATION_ANIMAL_01_NOTIFICATION_DESC","它情况不太妙"
"#EVENT_RADIATION_ANIMAL_01_NAME","救死扶伤还是辣手摧花？"
"#EVENT_RADIATION_ANIMAL_01_DESC","居民发现了一只变异的乌鸦，它多长了两只翅膀，目前昏迷不醒但还有生命迹象。它一定是受到了大量的辐射，不过要是好好治疗它的话，还是能将其抢救过来。同样，这只乌鸦还可以为你提供重要的科学数据。"
"#EVENT_RADIATION_ANIMAL_01_DISPOSE","杀死乌鸦"
"#EVENT_RADIATION_ANIMAL_01_TREAT","救治乌鸦"
"#EVENT_RADIATION_ANIMAL_01_DISSECT","解剖乌鸦"
"#EVENT_RADIATION_ANIMAL_01_DISPOSE_NAME","救死扶伤还是辣手摧花？"
"#EVENT_RADIATION_ANIMAL_01_DISPOSE_DESC","一位居民迅速用手掐死了乌鸦，将其从疾病的痛苦之中解救了出来，随后把它埋在了地下。至少现在它能得到一丝安宁。"
"#EVENT_RADIATION_ANIMAL_01_TREAT_NAME","救死扶伤还是辣手摧花？"
"#EVENT_RADIATION_ANIMAL_01_TREAT_DESC","医生开始照料乌鸦，他们用正确的预防措施，成功清除了其体内的辐射。不久乌鸦便恢复了健康，居民将其放生。在它飞回森林的路上，几位好奇的居民围在一起，目送这个小家伙离去。"
"#EVENT_RADIATION_ANIMAL_01_DISSECT_NAME","救死扶伤还是辣手摧花？"
"#EVENT_RADIATION_ANIMAL_01_DISSECT_DESC","医生给这只生病的乌鸦注射了安乐死，并在其死后将尸体解剖开来进行研究。你通过对变异动物的解剖实验获得了重要的新知识，但不幸的是，乌鸦体内的辐射暴露在外，造成了多位居民辐射中毒。"
"#EVENT_RADIATION_ANIMAL_01A_NOTIFICATION_HEADER","一只熟悉的乌鸦飞回来了"
"#EVENT_RADIATION_ANIMAL_01A_NOTIFICATION_DESC","它带着什么东西"
"#EVENT_RADIATION_ANIMAL_01A_NAME","不可貌相"
"#EVENT_RADIATION_ANIMAL_01A_DESC","你先前治好的乌鸦从树林掠过，一路飞向了距其最近的医生，并将口中衔着的小银袋扔到了他跟前。你不知道它是从哪弄来的这些银子，但似乎它对你的救助感到十分感激。"
"#EVENT_POISON_PLANT_01_NOTIFICATION_HEADER","这是什么奇怪的植物？"
"#EVENT_POISON_PLANT_01_NOTIFICATION_DESC","它会有用吗？"
"#EVENT_POISON_PLANT_01_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_DESC","居民给你带来了一株你从未见过的植物，它有着四四方方的叶子，叶子上面还有一条条粗实的红线。“看看这个！一周之前它还是株小树苗。要是我们能找到它的用处，那将会对我们大有裨益！”"
"#EVENT_POISON_PLANT_01_EDIBLE","看下它能不能吃"
"#EVENT_POISON_PLANT_01_MEDICINE","看下它能不能做药材"
"#EVENT_POISON_PLANT_01_BIOLOGY","研究其生物性"
"#EVENT_POISON_PLANT_01_IGNORE","扔掉植物"
"#EVENT_POISON_PLANT_01_EDIBLE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_EDIBLE_DESC","居民开始行动。他们把植物磨碎，然后和着一点食物将其一咽而下。随之而来的是居民腹部剧烈的疼痛感及消化问题。显然这种植物药力过强，不宜食用。"
"#EVENT_POISON_PLANT_01_MEDICINE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_MEDICINE_DESC","居民开始行动。他们做了一些测试来确定这株植物是否具有杀菌作用。不幸的是它不但不能杀菌，也没有其他任何功效。"
"#EVENT_POISON_PLANT_01_BIOLOGY_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_BIOLOGY_DESC","居民小心翼翼将植物解剖开来，仔细地研究其生物性。通过这一解剖过程，我们对其变异性和其他生物学特性有了一定的了解。有趣的新知识又增加了。"
"#EVENT_POISON_PLANT_01_IGNORE_NAME","神秘植物"
"#EVENT_POISON_PLANT_01_IGNORE_DESC","这株植物可能看起来很奇怪，的确很奇怪，但并不值得人们在它身上大费周章地做实验。居民看上去很失望，随后你便看到她将这株植物种在她的住宅附近。"
"#EVENT_POISON_BANDIT_01_NOTIFICATION_HEADER","土匪闯进了聚居地"
"#EVENT_POISON_BANDIT_01_NOTIFICATION_DESC","他挟持了一名人质"
"#EVENT_POISON_BANDIT_01_NAME","高危谈判"
"#EVENT_POISON_BANDIT_01_DESC","一个土匪劫持了一位居民作为人质，他紧紧地抓着居民的胳膊。你可以看到，土匪没有携带任何武器，可他手里却拿着什么东西。“来做笔交易，要是你能满足我提出的要求，我就放这个家伙走。这是我最大的让步了！”"
"#EVENT_POISON_BANDIT_01_PAY","满足土匪要求"
"#EVENT_POISON_BANDIT_01_REFUSE","拒绝付钱"
"#EVENT_POISON_BANDIT_01_ATTACK","朝土匪发动攻击"
"#EVENT_POISON_BANDIT_01_BLUFF","认为他不敢乱来"
"#EVENT_POISON_BANDIT_01_PAY_NAME","高危谈判"
"#EVENT_POISON_BANDIT_01_PAY_DESC","土匪接住了银子，将居民推向一边。“嘿，傻瓜！”强盗晃了晃手中耀眼的银子，接着便逃走了。居民吓坏了，浑身瑟瑟发抖，但好在他最后并未受伤。"
"#EVENT_POISON_BANDIT_01_REFUSE_NAME","高危谈判"
"#EVENT_POISON_BANDIT_01_REFUSE_DESC","“嘘，这很冰的。”土匪一边说，一边用什么东西捂住了居民的口鼻。居民奋力挣扎……但紧接着他突然变得瘫软无力。土匪将其推倒在地，其他居民看到这一幕，吓得夺门而出，纷纷跑向邻居寻求帮助。在此期间土匪趁乱逃脱，只给你留下了这位中毒的居民。"
"#EVENT_POISON_BANDIT_01_ATTACK_NAME","高危谈判"
"#EVENT_POISON_BANDIT_01_ATTACK_DESC","“真要这样吗？那好，睁大眼睛看好了。”土匪一边说，一边用什么东西捂住了居民的口鼻。居民奋力挣扎……但紧接着他突然变得瘫软无力。土匪将其推倒在地，其他居民看到这一幕，吓得夺门而出，纷纷跑向邻居寻求帮助。在此期间土匪趁乱逃脱，只给你留下了这位中毒的居民。"
"#EVENT_POISON_BANDIT_01_BLUFF_NAME","高危谈判"
"#EVENT_POISON_BANDIT_01_BLUFF_DESC","居民朝土匪飞扑过去，打了他一个措手不及，他将人质推向居民，企图借此逃跑。可是为时已晚。"
"#EVENT_POISON_BANDIT_02_NOTIFICATION_HEADER","几个土匪聚在大门前"
"#EVENT_POISON_BANDIT_02_NOTIFICATION_DESC","他们在乞求你的帮助"
"#EVENT_POISON_BANDIT_02_NAME","意图不轨"
"#EVENT_POISON_BANDIT_02_DESC","两个土匪正扛着他们的同伙，被抗的那位看上去病的不轻。“嘿，你得帮帮我们！我们当时正在一些奇怪的实验室里搜刮，我们的兄弟触发了陷阱！随后一些液体溅到了他的身上，现在他几乎没法说话。帮帮我们，我们会把在实验室找到的东西都给你！”"
"#EVENT_POISON_BANDIT_02_HELP","帮助他们"
"#EVENT_POISON_BANDIT_02_MORE","帮助他们，换取一些额外物品"
"#EVENT_POISON_BANDIT_02_REFUSE","让他们离开"
"#EVENT_POISON_BANDIT_02_HELP_NAME","意图不轨"
"#EVENT_POISON_BANDIT_02_HELP_DESC","你将足量的药品赠予土匪，意在治好其中毒的同伴。紧接着这两个土匪递给你一些旧的实验室设备，它们虽然不起作用，但你还是可以用它们来进一步深化研究。"
"#EVENT_POISON_BANDIT_02_MORE_NAME","意图不轨"
"#EVENT_POISON_BANDIT_02_MORE_DESC","两个土匪咬牙切齿，“当然，没问题。”其中一位土匪说道。你将足量的药品赠予土匪，意在治好其中毒的同伴。紧接着他们俩递给你一些银块和旧的实验室设备，它们虽然不起作用，但你还是可以用它们来进一步深化研究。"
"#EVENT_POISON_BANDIT_02_REFUSE_NAME","意图不轨"
"#EVENT_POISON_BANDIT_02_REFUSE_DESC","两个土匪听到此话，都哈哈大笑起来，喉咙里发出巨大的咯咯声。他们各朝地上吐了一口浓痰，“小可怜虫。”其中一个土匪骂骂咧咧地走开了。"
"#EVENT_POISON_BANDIT_02A_NOTIFICATION_HEADER","居民感到不适"
"#EVENT_POISON_BANDIT_02A_NOTIFICATION_DESC","好像是吃坏了肚子"
"#EVENT_POISON_BANDIT_02A_NAME","血毒来袭"
"#EVENT_POISON_BANDIT_02A_DESC","中毒的居民十分虚弱，他们似乎无法诉说自己的痛苦。你想起了前段时间向你求助的土匪，看来他们把余下的毒药带到了聚居地，让你也尝尝毒药之苦。"
"#EVENT_BEETLE_FARM_01_NOTIFICATION_HEADER","一位居民有个主意"
"#EVENT_BEETLE_FARM_01_NOTIFICATION_DESC","也许值得一试"
"#EVENT_BEETLE_FARM_01_NAME","甲虫养殖"
"#EVENT_BEETLE_FARM_01_DESC","一位居民认为，他找到了可以继续推动科学发展的方法：“我刚想到个好主意！要是我们能养殖一些鼠甲虫，我们就能在它们身上进行实验，从而改进研究方案。因为它们实在是繁殖得太快了。为了开始着手进行这项工作，我还需要你的允许和一些材料。”"
"#EVENT_BEETLE_FARM_01_ACCEPT","接受此提议"
"#EVENT_BEETLE_FARM_01_DENY","拒绝此提议"
"#EVENT_BEETLE_FARM_01_ACCEPT_NAME","甲虫养殖"
"#EVENT_BEETLE_FARM_01_ACCEPT_DESC","看上去居民已经激动得快要说不出话了，“太好了，我一有最新进展，就会立马向你汇报。”"
"#EVENT_BEETLE_FARM_01_DENY_NAME","甲虫养殖"
"#EVENT_BEETLE_FARM_01_DENY_DESC","居民看上去相当沮丧，就像是你踏碎他的梦想，还朝他身上吐了吐口水。“可是……我还以为我这次发现了什么好事。”他长叹一口气，悻悻离去。"
"#EVENT_BEETLE_FARM_01A_NOTIFICATION_HEADER","甲虫养殖户向你走来"
"#EVENT_BEETLE_FARM_01A_NOTIFICATION_DESC","他取得了一些进步"
"#EVENT_BEETLE_FARM_01A_NAME","快乐的小动物"
"#EVENT_BEETLE_FARM_01A_DESC","“嘿，老大，鼠甲虫的情况相当良好，”这位养殖户信誓旦旦地说道，“你知道吗？它们只用几天就能吃掉整个树干！我突然想起来了，我还需要一些材料来扩建饲养箱，同时增大它们的数目。”"
"#EVENT_BEETLE_FARM_01A_ACCEPT","给予材料"
"#EVENT_BEETLE_FARM_01A_DENY","拒绝他的请求"
"#EVENT_BEETLE_FARM_01A_ACCEPT_NAME","快乐的小动物"
"#EVENT_BEETLE_FARM_01A_ACCEPT_DESC","养殖户再次向你表示感谢：“我能看出来，你是发自内心地欣赏科学。别担心，我不会让你失望的。”"
"#EVENT_BEETLE_FARM_01A_DENY_NAME","快乐的小动物"
"#EVENT_BEETLE_FARM_01A_DENY_DESC","养殖户有些紧张地揉了揉脖子：“你真的一点材料都不给我吗？那我想我就只能凑合着用用现有的材料了。”"
"#EVENT_BEETLE_FARM_01B_NOTIFICATION_HEADER","甲虫养殖户回来了"
"#EVENT_BEETLE_FARM_01B_NOTIFICATION_DESC","看上去情况不错"
"#EVENT_BEETLE_FARM_01B_NAME","得寸进尺"
"#EVENT_BEETLE_FARM_01B_DESC","“我又来了，”养殖户说道，“鼠甲虫长势相当不错，我们在它们的日常饮食中加入了肉类，它们现在更有活力了。实际上我打算养更多的鼠甲虫，不知道你能否再给我匀一些材料？”"
"#EVENT_BEETLE_FARM_01B_ACCEPT","给予材料"
"#EVENT_BEETLE_FARM_01B_DENY","拒绝他的请求"
"#EVENT_BEETLE_FARM_01B_ACCEPT_NAME","得寸进尺"
"#EVENT_BEETLE_FARM_01B_ACCEPT_DESC","“多谢，有了这些材料，我们就会发现一些重大的科研成果。你就等着瞧吧！”养殖户一边说着一边朝远方跑去。"
"#EVENT_BEETLE_FARM_01B_DENY_NAME","得寸进尺"
"#EVENT_BEETLE_FARM_01B_DENY_DESC","“果真如此？我们才刚要有所突破……真是太可惜了。”养殖户愁云满目地叹了口气，那表情就像是刚刚被人取消了生日派对。"
"#EVENT_BEETLE_FARM_01_FINAL_NOTIFICATION_HEADER","你听到一阵疯狂的喊叫声"
"#EVENT_BEETLE_FARM_01_FINAL_NOTIFICATION_DESC","甲虫养殖户跑向了你"
"#EVENT_BEETLE_FARM_01_FINAL_NAME","铁甲叛乱"
"#EVENT_BEETLE_FARM_01_FINAL_DESC","养殖户一脸震惊地看着你，尴尬之情溢于言表。“我刚刚正准备去检查一下鼠甲虫……不过它们看上去好像想办法逃出了笼子。”养殖户说道，此时你看到一大群愤怒的鼠甲虫出现在他身后。"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_HEADER","寻找新家"
"#STARTER_EVENT_BUILD_CAMPSITE_NOTIFICATION_DESC","这没什么，但也是个开端"
"#STARTER_EVENT_BUILD_CAMPSITE_NAME","新家园"
"#STARTER_EVENT_BUILD_CAMPSITE_DESC","“在如今的世界尽头，找到一块安居之地并非易事。放眼望去，只能看到三三两两的幸存者和满目疮痍的星球。重建社团的重任落到了你的肩上，你需要利用开局的部分资源以及居民的帮助来完成重建。幸存者，欢迎来到浩劫之后的世界。”\n\n游戏开始时先建造<mark>营地</mark>，并将其标记为新<mark>聚居地</mark>的中心。通过移动<mark>专家</mark>在迷雾中搜寻合适的地点。"
"#STARTER_EVENT_INVITE_NOTIFICATION_HEADER","人们正默默等待"
"#STARTER_EVENT_INVITE_NOTIFICATION_DESC","向他们发送信号"
"#STARTER_EVENT_INVITE_NAME","居民"
"#STARTER_EVENT_INVITE_DESC","“附近的幸存者们正在等待你的信号。他们又冷又饿，需要人照顾。你可以为他们提供更好的照顾，不过前提是你的聚居地已经准备就绪。你是打算现在就将他们纳入聚居地，还是想再观察一段时间？”\n\n要是你觉得万事俱备，就可以在<mark>营地</mark>发射信号弹，邀请<mark>居民</mark>进入聚居地。"
"#LOCATION_PLAYER","你的聚居地"
"#LOCATION_HOSPITAL","医院"
"#LOCATION_WATER","水"
"#LOCATION_FACTORY","工厂"
"#LOCATION_CONCRETE_FACTORY","混凝土工厂"
"#LOCATION_FARM","农场"
"#LOCATION_MILITARY_BASE","军事基地"
"#LOCATION_TOWN","废弃的城镇"
"#LOCATION_GAS_STATION","加油站"
"#LOCATION_OIL","油泵"
"#LOCATION_WAREHOUSE","仓库"
"#LOCATION_CAMPING_SITE","露营点"
"#LOCATION_CONSTRUCTION_SITE","建筑工地"
"#LOCATION_DINER","餐厅"
"#LOCATION_MOTEL","汽车旅馆"
"#LOCATION_RADAR","雷达"
"#LOCATION_TRUCK","旧卡车"
"#LOCATION_BANDITS","土匪巢穴"
"#LOCATION_ELECTRONICS_STORE","电子元件商店"
"#LOCATION_EMPTY","空地"
"#LOCATION_JETLINER_CRASH_SITE","喷气机坠机点"
"#LOCATION_MUSEUM","博物馆"
"#LOCATION_TIMBER_MILL","木材厂"
"#LOCATION_STRANDED_TANKER","搁浅的油轮"
"#LOCATION_NUCLEAR_POWER_PLANT","核电站"
"#LOCATION_SHOPPING_CENTER","购物中心"
"#LOCATION_AIRPLANE_HANGARS","停机坪"
"#LOCATION_AIRPORT","机场"
"#LOCATION_APOTHECARY","药房"
"#LOCATION_MECHANIC_SHOP","修理厂"
"#LOCATION_CONVENIENCE_STORE","便利店"
"#LOCATION_CRASHED_AIRPLANE","坠毁的飞机"
"#LOCATION_CRASHED_HELICOPTER","坠落的直升飞机"
"#LOCATION_ISOLATED_CABIN","孤零零的小木屋"
"#LOCATION_MACHINE_SHOP","制造厂"
"#LOCATION_MILITARY_CAMP","军营"
"#LOCATION_OBSERVATORY","天文台"
"#LOCATION_ORDNANCE_WORKS","兵工厂"
"#LOCATION_POLICE_STATION","警察局"
"#LOCATION_RADIO_STATION","电台"
"#LOCATION_TNT_STORAGE_IGLOO","爆炸物仓库"
"#LOCATION_TRAILER_PARK","拖车公园"
"#LOCATION_CAR_MECHANIC_SHOP","汽修厂"
"#LOCATION_DOWNTOWN","荒废的市中心区"
"#LOCATION_ABANDONED_SUBURBS","废弃的郊区"
"#SMALL_TOWN","小城镇"
"#DEVASTATED_HIGHRISE","毁坏的高层建筑"
"#LOCATION_PLAYER_DESC","未来的命运由你掌控。把这里建设成地球上最伟大的聚居地。"
"#LOCATION_HOSPITAL_DESC","老旧医院的废墟。在这样庞大的建筑中，总有一些角落可以找到药品。"
"#LOCATION_WATER_DESC","水的平原。"
"#LOCATION_FACTORY_DESC","老旧钢厂。大量金属等待收集。"
"#LOCATION_CONCRETE_FACTORY_DESC","倒塌的混凝土工厂。还有大量建筑材料可供收集。"
"#LOCATION_FARM_DESC","废弃的农场。多数食物早已变质，但储藏室还能找到大量食品。"
"#LOCATION_MILITARY_BASE_DESC","教官和射击训练场早已沉寂，但还有许多装备可以收集。"
"#LOCATION_TOWN_DESC","普通小镇中心，现已永久废弃，等待就地重建。"
"#LOCATION_GAS_STATION_DESC","此地可以找到许多旧文件和宝贵信息。"
"#LOCATION_OIL_DESC","地下储油罐已被抽干，但油泵周围还有东西可以利用。"
"#LOCATION_WAREHOUSE_DESC","许多空置货架，但偶尔还能找到装有机械零件的盒子。"
"#LOCATION_CAMPING_SITE_DESC","废弃的露营点。只剩破旧的帐篷。"
"#LOCATION_CONSTRUCTION_SITE_DESC","一直都没有完工的建筑工地。还剩一些有用的工具。"
"#LOCATION_DINER_DESC","路边餐厅。寻找罐头食品的好地方。"
"#LOCATION_MOTEL_DESC","世界末日当天，人们没有时间打包行李。可能还有一些衣物可用。"
"#LOCATION_RADAR_DESC","一个时代的遗迹，灾难发生前，所有人都害怕最糟的情况出现。这座建筑中的日志和记录中能找到许多宝贵的情报。"
"#LOCATION_TRUCK_DESC","这辆锈迹斑斑、破烂不堪的车再也不能挪动一步，但里面可能还有值得找寻的物件。"
"#LOCATION_BANDITS_DESC","一群冷酷的土匪在此安营。外交在这不起作用。"
"#LOCATION_ELECTRONICS_STORE_DESC","旧的电子元件回收中心。昨天的垃圾成了今天的宝物。"
"#LOCATION_EMPTY_DESC","这里没什么好看的，也没什么好做的，但很适合宿营。"
"#LOCATION_JETLINER_CRASH_SITE_DESC","飞机坠毁后，金属碎片散落一地，聚居地能够加以利用。"
"#LOCATION_MUSEUM_DESC","这里蕴含着宝贵的知识。研究它并加以运用来改善聚居地吧"
"#LOCATION_TIMBER_MILL_DESC","虽然木材厂已多年停产，但附近还是有许多木材。"
"#LOCATION_STRANDED_TANKER_DESC","一艘大型集装箱船孤零零地停泊在曾经是海洋的地方。可以在上面寻找金属。"
"#LOCATION_NUCLEAR_POWER_PLANT_DESC","核电站不复往日辉煌。最好不要尝试重启。里面的应急储备还有许多宝贵的疫苗。"
"#LOCATION_SHOPPING_CENTER_DESC","建筑摇摇欲坠，其中的店铺也早已废弃，但一些娱乐还能带回聚居地。"
"#LOCATION_AIRPLANE_HANGARS_DESC","几个空的大型停机坪，大量金属可以收集。"
"#LOCATION_AIRPORT_DESC","废弃的机场，最后一架航班数年前起飞。可以从老旧机器上收集部件。"
"#LOCATION_APOTHECARY_DESC","这家小药房可能还有一些宝贵的药品。"
"#LOCATION_MECHANIC_SHOP_DESC","这家修理厂还能收集到一些旧零件和螺栓。"
"#LOCATION_CONVENIENCE_STORE_DESC","多数货架是空的，但后方的储藏室中还是能找到一些娱乐物品。"
"#LOCATION_CRASHED_AIRPLANE_DESC","飞机不幸坠毁，显然无人生还。可在其中收集塑料。"
"#LOCATION_CRASHED_HELICOPTER_DESC","这架直升飞机已无法及继续飞行。其残骸中还有急救箱可以搜寻。"
"#LOCATION_ISOLATED_CABIN_DESC","孤零零的小木屋矗立在荒野中。里面应该有一些木柴。"
"#LOCATION_MACHINE_SHOP_DESC","这家汽车修理厂已经很久没有焊接或修理过任何东西。里面应该有一些工具可以带回家。"
"#LOCATION_MILITARY_CAMP_DESC","不知什么东西消灭了这座营地，没有一个士兵幸免于难。不过旧装备可以拥有收集宝贵的零件。"
"#LOCATION_OBSERVATORY_DESC","许多智者曾在这座建筑里探索科学。他们的智慧可能还在其中。"
"#LOCATION_ORDNANCE_WORKS_DESC","这座军火库需要格外小心，部分弹药随时可能爆炸。里面可能还有一些武器。"
"#LOCATION_POLICE_STATION_DESC","这里早已成为法外之地，不过里面可能还有一些武器。"
"#LOCATION_RADIO_STATION_DESC","电波可能已经沉寂，但这里仍是搜寻电子元件的天堂。"
"#LOCATION_TNT_STORAGE_IGLOO_DESC","最好不要在这些地堡旁用火，除非你想让这里成为一个大坑，把你埋葬。"
"#LOCATION_TRAILER_PARK_DESC","拖车和卡车都已破旧不堪，但可能还有塑料可以收集。"
"#LOCATION_CAR_MECHANIC_SHOP_DESC","曾经可以在此修理汽车。其中的装备不是消失不见，就是无法修复。"
"#LOCATION_DOWNTOWN_DESC","市中心的一部分，这里的建筑都已倒塌，杂草丛生。"
"#LOCATION_ABANDONED_SUBURBS_DESC","周日烧烤和割草的味道早已不再。残破的房屋中还能找到一些宝贵的物品。"
"#LOCATION_SMALL_TOWN_DESC","曾经古雅的小镇编程一堆瓦砾，埋葬着旧时的记忆。"
"#LOCATION_DEVASTATED_HIGHRISE_DESC","这些建筑曾经高耸入云，构成了这座城市壮观的天际线。现在这些建筑都面临坍塌的危险。"
"#LOCATION_UNKNOWN","未探索区域"
"#LOCATION_OTHER_SOCIETY","社团"
"#TITLE_SOCIETY_NAME_1","Mechanis"
"#TITLE_SOCIETY_NAME_2","Trinity"
"#TITLE_SOCIETY_NAME_3","Brotherhood"
"#TITLE_SOCIETY_NAME_4","New Haven"
"#TITLE_SOCIETY_NAME_5","Northfield"
"#TITLE_SOCIETY_NAME_6","Benedict"
"#TITLE_SOCIETY_NAME_7","Woodbury"
"#TITLE_SOCIETY_NAME_8","Little Anvil"
"#TITLE_SOCIETY_NAME_9","Alexandria"
"#TITLE_SOCIETY_NAME_10","Old Forum"
"#TITLE_SOCIETY_NAME_11","Triagia"
"#TITLE_SOCIETY_NAME_12","Maximus"
"#TITLE_SOCIETY_NAME_13","Chemville"
"#TITLE_SOCIETY_NAME_14","Greentown"
"#DESC_SOCIETY_1","机械师名副其实。这个区域遍布旧时的工具店、垃圾场和汽车经销店，为这个社团提供了所需的金属，供其使用和交易。"
"#DESC_SOCIETY_2","非常神秘和多疑的团体，对领地上的陌生人十分警觉。他们似乎拥有充足的资源，但只有证明了自己的价值，才能购买他们宝贵的商品。"
"#DESC_SOCIETY_3","由退伍士兵和雇佣兵组成的军国主义邪教团体。他们喜欢有他们所需物品的人，但招惹他们会导致严重后果。他们使用极端手段对付敌人。"
"#DESC_SOCIETY_4","一个神秘的社团，能够生产大量肉类。他们坚称肉类来自捕鱼和狩猎，但传言说他们的秘密在于抓捕落单的幸存者。无论什么情况，这里一定有隐藏在视线之外的勾当。"
"#DESC_SOCIETY_5","一群乐天派走私客和诈骗犯，他们只要有机会就会敲诈你一笔。然而，他们电子元件和部件的质量在这一带数一数二。"
"#DESC_SOCIETY_6","一个年代久远的宗派，他们仍然相信人类的善良，但也会毫不留情地惩罚罪人。他们肥沃的土地没有遭到大规模辐射尘埃污染，但该社团分布很广，因此易遭攻击。"
"#DESC_SOCIETY_7","这个社团以一座运转正常的锯木厂为中心建立，这里还有许多仍然可以工作的生产设施。这里的居民重建速度很快，愿意花大价钱购买零件和其他高端材料。"
"#DESC_SOCIETY_8","一座蓬勃发展的小镇，以一座老旧的铸造厂为中心建立。金属加工产生很多烟尘，导致这里的空气十分凝重。这里的人吃苦耐劳，对于新人和商人都十分开放友好。"
"#DESC_SOCIETY_9","Alexandria 小镇是一个野心勃勃但至关重要的项目，这里几乎就是一座巨大的图书馆。一些最著名的档案、史料和社会学著作保存在这里，以保护世上遗留的知识。"
"#DESC_SOCIETY_10","建立于一座巨型购物中心之中，Old Forum 已发展为一座规模不容小觑的村庄。里面的店铺被改造成公寓，底层路障重重、戒备森严，可以抵御任何威胁。"
"#DESC_SOCIETY_11","发现一座库存充足的医院，就像在青春之泉旁边找到一头独角兽。Triagia 的人民很清楚他们中了头彩，他们不顾一切保护这里，对抗任何土匪和盗贼。"
"#DESC_SOCIETY_12","Maximus 是一座五光十色、纸醉金迷的营地，他们也丝毫不掩饰自己的奢靡。他们积攒堆积成山的垃圾电影、小说和旧时的娱乐设施，用以放纵狂欢。他们还借此引诱商人多做停留，甚至永远留下。"
"#DESC_SOCIETY_13","没等你看到 Chemville，这里的气味就会扑鼻而来。老旧的聚合物罐子和塑料，经过太阳炙烤，发出刺鼻的气味，让商人们头疼不已。他们的库存很丰富，而且看到这里的居民，你会确信自己能习惯这种味道。"
"#DESC_SOCIETY_14","Greentown 这个名字非常准确。这里土地的肥沃程度无与伦比，不管什么作物都能蓬勃生长。这里有取之不竭的各式蔬菜，人们也愿意拿来交换。"
"#BANDIT_FRONTIER_NOMADS","荒地游民"
"#BANDIT_FRONTIER_NOMADS_CONTENT","一群没有正确目标和领导的土匪，里面什么人都有。"
"#BANDIT_WOLF_GANG","狼群"
"#BANDIT_WOLF_GANG_CONTENT","这群强盗异常凶恶，装备却很差，专门从事伏击活动。"
"#BANDIT_DOOMSDAY_MILITIA","末日民兵"
"#BANDIT_DOOMSDAY_MILITIA_CONTENT","由强盗和退役士兵组成的准军事团体，善于袭击防御严密的殖民地。"
"#BANDIT_TRIBUNAL","裁决"
"#BANDIT_TRIBUNAL_CONTENT","装备精良的神秘强盗团体，一心想延长和升级浩劫。"
"#TOPIC_POPUP_DEVELOPER_NOTE","建造大门"
"#INFO_TRADE_CENTER_REQUIRED","需要先建造贸易中心才能与其他社会进行贸易。"
"#TEAM_NAME_ENDING","{0}"
"#MISSION_START_SCAVENGING","搜寻"
"#MISSION_START_TRADING","贸易"
"#MISSION_START_SCIENCE","研究"
"#MISSION_START_MILITARY","攻击"
"#MISSION_START_TRAVEL","旅行"
"#MISSION_START_MOVE","移动"
"#MISSION_START_RETURN_TO_HOME","返回聚居地"
"#INFO_SECTOR_DESCRIPTION","未侦察区域。侦察该区域以揭示这里的地形和位置。"
"#TOPIC_OWNERSHIP","所有权"
"#TOPIC_FIREPOWER","战力"
"#TOPIC_DEFENCE","防御"
"#TOPIC_PROBABILITY","可能性"
"#TOPIC_EFFECTS","效果"
"#TOPIC_SCAVENGED_IN","每天{0}"
"#TOPIC_TRADE","贸易"
"#TRADE_PLAYER_NOT_ENOUGH_RESOURCES","资源不够"
"#TRADE_SOCIETY_NOT_ENOUGH_RESOURCES","社团没有可交易物品"
"#TRADE_PLAYER_OFFER","他们想要"
"#TOPIC_TRADE_OPTIONS_TITLE","接受？"
"#TOPIC_HAZARD_DAMAGE","伤害"
"#INFO","信息"
"#TOPIC_SECTOR_DISTANCE","距离"
"#TOPIC_SECTOR_SIZE","尺寸"
"#TOPIC_TRAVEL_SPEED","旅行速度"
"#TOPIC_TRAVEL_TIME","旅行时间"
"#TOPIC_UNKNOWN","未知"
"#TOPIC_THREATS","威胁"
"#TOPIC_SCOUT","侦察"
"#TOPIC_TERRAIN","生物群体"
"#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","腐烂的房屋"
"#LOCATION_SUBURB_5","腐烂的房屋"
"#LOCATION_SUBURB_6","腐烂的房屋"
"#LOCATION_DOWNTOWN_1","毁坏的市中心"
"#LOCATION_DOWNTOWN_2","毁坏的市中心"
"#LOCATION_DOWNTOWN_3","毁坏的市中心"
"#LOCATION_DOWNTOWN_4","荒芜的市中心"
"#LOCATION_DOWNTOWN_5","荒芜的市中心"
"#LOCATION_DOWNTOWN_6","荒芜的市中心"
"#LOCATION_HIGHRISE_1","荒废的高层建筑"
"#LOCATION_HIGHRISE_2","荒废的高层建筑"
"#LOCATION_HIGHRISE_3","荒废的高层建筑"
"#LOCATION_HIGHRISE_4","倒塌的高层建筑"
"#LOCATION_HIGHRISE_5","倒塌的高层建筑"
"#LOCATION_HIGHRISE_6","倒塌的高层建筑"
"#LOCATION_APARTMENTS_1","荒废的公寓"
"#LOCATION_APARTMENTS_2","荒废的公寓"
"#LOCATION_APARTMENTS_3","荒废的公寓"
"#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","荒凉的小镇"
"#LOCATION_SMALLTOWN_2","荒凉的小镇"
"#LOCATION_SMALLTOWN_3","荒凉的小镇"
"#LOCATION_SMALLTOWN_4","废弃的城镇"
"#LOCATION_SMALLTOWN_5","废弃的城镇"
"#LOCATION_SMALLTOWN_6","废弃的城镇"
"#LOCATION_BANDITS_LVL1","土匪营地"
"#LOCATION_BANDITS_LVL2","土匪藏身处"
"#LOCATION_BANDITS_LVL3","土匪巢穴"
"#LOCATION_BANDITS_LVL4","土匪堡垒"
"#LOCATION_SOCIETY_BENEDICT_LVL1","Benedict"
"#LOCATION_SOCIETY_BENEDICT_LVL2","Benedict"
"#LOCATION_SOCIETY_BENEDICT_LVL3","Benedict"
"#LOCATION_SOCIETY_GREENTOWN_LVL1","Greentown"
"#LOCATION_SOCIETY_GREENTOWN_LVL2","Greentown"
"#LOCATION_SOCIETY_GREENTOWN_LVL3","Greentown"
"#LOCATION_SOCIETY_WOODBURY_LVL1","Woodbury"
"#LOCATION_SOCIETY_WOODBURY_LVL2","Woodbury"
"#LOCATION_SOCIETY_WOODBURY_LVL3","Woodbury"
"#LOCATION_SOCIETY_TRIAGIA_LVL1","Triagia"
"#LOCATION_SOCIETY_TRIAGIA_LVL2","Triagia"
"#LOCATION_SOCIETY_TRIAGIA_LVL3","Triagia"
"#LOCATION_SOCIETY_OLD_FORUM_LVL1","Old Forum"
"#LOCATION_SOCIETY_OLD_FORUM_LVL2","Old Forum"
"#LOCATION_SOCIETY_OLD_FORUM_LVL3","Old Forum"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL1","Little Anvil"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL2","Little Anvil"
"#LOCATION_SOCIETY_LITTLE_ANVIL_LVL3","Little Anvil"
"#LOCATION_SOCIETY_TRINITY_LVL1","Trinity"
"#LOCATION_SOCIETY_TRINITY_LVL2","Trinity"
"#LOCATION_SOCIETY_TRINITY_LVL3","Trinity"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL1","New Haven"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL2","New Haven"
"#LOCATION_SOCIETY_NEW_HAVEN_LVL3","New Haven"
"#COMBAT_EXPECTED_RESULT_MAJOR_VICTORY","重大胜利"
"#COMBAT_EXPECTED_RESULT_MINOR_VICTORY","小型胜利"
"#COMBAT_EXPECTED_RESULT_MINOR_DEFEAT","小型失败"
"#COMBAT_EXPECTED_RESULT_MAJOR_DEFEAT","重大失败"
"#COMBAT_RESULT_BANDIT_WIN","土匪胜利"
"#COMBAT_RESULT_SPECIALISTS_WIN","专家胜利"
"#TOPIC_BIOME","生物群体：{0}"
"#TOPIC_HAZARD_TITLE","危险"
"#TOPIC_DANGER_TITLE","危险"
"#TOPIC_BANDIT_TYPE","强盗"
"#TOPIC_BANDIT_INFO","击败土匪，解锁更多地点并穿越这片区域。"
"#TOPIC_COMBAT","战力"
"#TOPIC_TEAMUPDOWN","选择小队"
"#TOPIC_BANDIT_CAMP_INFO","摧毁土匪营地以显示该区域的位置"
"#TOPIC_SCAVENGE","搜寻"
"#TOPIC_ATTACK","战力"
"#TOPIC_CHANCE_TITLE","机遇"
"#TOPIC_SUMMARY_DISCOVERED_LOCATIONS","已发现的位置"
"#TOPIC_DAMAGE","遭到 <color=orange>{0}</color> 伤害"
"#TOPIC_DAMAGE_RANGE","遭到 <color=orange>{0}</color>-<color=red>{1}</color> 伤害"
"#TOPIC_MAJOR_VICTORY","重大胜利"
"#TOPIC_MINOR_VICTORY","小型胜利"
"#TOPIC_MINOR_DEFEAT","小型失败"
"#TOPIC_MAJOR_DEFEAT","重大失败"
"#OUTPOST","前哨"
"#LOCATION_OUTPOST_DESC","自动将收集的资源运往聚居地。命令一名专家前往前哨，将资源卸下。"
"#BANDIT_RIPPERS","开膛手"
"#BANDIT_RIPPERS_CONTENT","由普通暴徒和强盗组成的松散团体，如果不抢劫别人，就无法生存。"
"#BANDIT_DEAD_RATS","死老鼠"
"#BANDIT_DEAD_RATS_CONTENT","死老鼠不顾一切，简直到了不要命的程度，他们会攻击路上所有经过的人和物。"
"#TRADE_TOPIC_INSTRUCTION","在交易菜单中查看目前的交易选项"
"#TRADE_TOPIC_REPUTATION","声誉"
"#BANDIT_CAMP_DEAD_RATS_TITLE","死老鼠的藏身之处"
"#BANDIT_CAMP_DOOMSDAY_MILITIA_TITLE","末日堡垒"
"#BANDIT_CAMP_FRONTIER_NOMADS_TITLE","游民营地"
"#BANDIT_CAMP_RIPPERS_TITLE","开膛手的巢穴"
"#BANDIT_CAMP_TRIBUNAL_TITLE","裁决所"
"#BANDIT_CAMP_WOLF_GANG_TITLE","狼群巢穴"
"#TOPIC_DROP_RESOURCES_TO_OUTPOST","卸下资源"
"#INFO_DROP_RESOURCES_TO_OUTPOST_DESC","将专家移动到前哨，卸下他们的资源。"
"#TOPIC_VEHICLE_ENTER","上车"
"#VEHICLE_ENTER_DESC","使用所有剩余行动点数上车。"
"#TOPIC_VEHICLE_EXIT","下车"
"#VEHICLE_EXIT_DESC","使用所有行动点数下车。"
"#VEHICLE_STATIONWAGON","旅行车"
"#VEHICLE_STATIONWAGON_DESC","笨重但可靠，有多个乘客座位。\n\n乘客：4\n\n行动点数：8\n\n耐用性：中"
"#VEHICLE_SEDAN","轿车"
"#VEHICLE_SEDAN_DESC","各个方面良好，有多个乘客座位。\n\n乘客：3\n\n行动点数：10\n\n耐用性：中"
"#VEHICLE_HATCHBACK","掀背车"
"#VEHICLE_HATCHBACK_DESC","速度很快的小车，但乘客座位较少。\n\n乘客：2\n\n行动点数：12\n\n耐用性：低"
"#TOPIC_ABANDONED_VEHICLE","废弃的车辆"
"#TEAM_ABANDONED_VEHICLE","废弃的{0}"
"#EXIT_TO_DO_SCAVENGE","下车去搜寻"
"#EXIT_TO_DO_SCOUT","下车去侦察"
"#EXIT_TO_DO_RESEARCH","下车去研究"
"#EXIT_TO_DO_ATTACK","下车去攻击"
"#EXIT_TO_DO_ACTION","俩开车辆去"
"#TOPIC_VEHICLE_RETURN_TO_COLONY","返回聚居地"
"#TOPIC_VEHICLE_RETURN_TO_COLONY_DESC","返回聚居地。"
"#TOPIC_SALVAGE_VEHICLE","回收车辆"
"#GREETING_LEADER1_POSITIVE1","朋友，欢迎来到我的国度。"
"#GREETING_LEADER1_NEUTRAL1","哦，我可没料到今天有使者到访。"
"#GREETING_LEADER1_NEGATIVE1","你么？要么下跪，要么赶紧滚远点。"
"#GREETING_LEADER2_POSITIVE1","请允许我把自己的研究成果告诉你。"
"#GREETING_LEADER2_NEUTRAL1","说说看，让我们瞧瞧你有什么价值。"
"#GREETING_LEADER2_NEGATIVE1","这里有个我很乐意除掉的未知因素。"
"#GREETING_LEADER3_POSITIVE1","我嗅到了赚钱的生意，它来了！"
"#GREETING_LEADER3_NEUTRAL1","我随时都准备着跟人讨价还价。"
"#GREETING_LEADER3_NEGATIVE1","光是看着你我的账簿就要缩水了。"
"#GREETING_LEADER4_POSITIVE1","哎呀， 让此处蓬荜生辉的大人物是谁？"
"#GREETING_LEADER4_NEUTRAL1","又有客人了！安排奏乐！"
"#GREETING_LEADER4_NEGATIVE1","我常笑颜待远客，但是你……你毁了这些笑容。"
"#GREETING_LEADER5_POSITIVE1","放轻松，战士，你已赢得了那项权利。"
"#GREETING_LEADER5_NEUTRAL1","有什么需要报告的吗？"
"#GREETING_LEADER5_NEGATIVE1","你最好学会排队，烂蛆。"
"#GREETING_LEADER6_POSITIVE1","朋友，欢迎来到我的国度。"
"#GREETING_LEADER6_NEUTRAL1","哦，我可没料到今天有使者到访。"
"#GREETING_LEADER6_NEGATIVE1","你么？要么下跪，要么赶紧滚远点。"
"#GREETING_LEADER7_POSITIVE1","我看到，我们的未来在你那里萌芽。"
"#GREETING_LEADER7_NEUTRAL1","请坐，小心花草。"
"#GREETING_LEADER7_NEGATIVE1","你的流毒腐蚀了你正站立的那一寸地。"
"#GREETING_LEADER8_POSITIVE1","或许我提防着别人，但我挺中意你。"
"#GREETING_LEADER8_NEUTRAL1","如果你需要帮助，你最好有能力回报些什么。"
"#GREETING_LEADER8_NEGATIVE1","我宁可把我的物资碾成粉末，也不会给你。"
"#GREETING_LEADER9_POSITIVE1","你是来谈正事，还是来找人一起打猎？"
"#GREETING_LEADER9_NEUTRAL1","朋友，靠近些，这枪不打你。"
"#GREETING_LEADER9_NEGATIVE1","别乱动！我好生盯着你呢。"
"#GREETING_LEADER10_POSITIVE1","你确定自己没事？以防万一，我或许应该帮你检查一下。"
"#GREETING_LEADER10_NEUTRAL1","需要包扎吗？只有贵客才有这个待遇。"
"#GREETING_LEADER10_NEGATIVE1","感谢我发过的誓言吧，我非常擅长治疗伤痛。"
"#GREETING_LEADER_NAME","嘿，陌生人。人们称我为{0}。"
"#TITLE_SOCIETY_NAME_1B","Junkton"
"#TITLE_SOCIETY_NAME_2B","Trinity"
"#TITLE_SOCIETY_NAME_3B","Coalition"
"#TITLE_SOCIETY_NAME_4B","New Haven"
"#TITLE_SOCIETY_NAME_5B","Rackham"
"#TITLE_SOCIETY_NAME_6B","Sageford"
"#TITLE_SOCIETY_NAME_7B","Dead Creek"
"#TITLE_SOCIETY_NAME_8B","Little Anvil"
"#TITLE_SOCIETY_NAME_9B","Omicron"
"#TITLE_SOCIETY_NAME_10B","Malltown"
"#TITLE_SOCIETY_NAME_11B","Hospitalia"
"#TITLE_SOCIETY_NAME_12B","Sin Town"
"#TITLE_SOCIETY_NAME_13B","Chemville"
"#TITLE_SOCIETY_NAME_14B","Lushton"
"#DESC_SOCIETY_1B","若你碰到一个用途不明的复杂机械装置，那很可能是来自破烂屯。这个社群位于一个巨大的垃圾场旁边，遍地皆是五金店和锻坊，居民每天都在为自己的新构思的机械装置而翻找破烂及搭建设备，并热切地共享着各种令人兴奋但往往未经检验的新点子。 城镇的防卫设施看上去十分强大，但这些拼凑出来的弩机及火墙是否能正常工作还是十分令人起疑。"
"#DESC_SOCIETY_2B","一个非常神秘而令人生疑的社群，当地人对领地上的陌生人十分警觉。 路过的人只能看到一个小小的内部庭院，里面有一扇新式的全封闭大门，通往其实际的住所。 墙壁上刻满了层层叠叠的涂鸦，这些涂鸦对外人而言十分费解。这里的定居者喜欢用厚实的头巾遮住头，并尽量避免说话。路过的商队，探路者和流民都会被尾行相当一段距离，以确保他们不会设法潜入。"
"#DESC_SOCIETY_3B","这个地方更像是一个准军事组织，毕竟这里的生活与常规状况相去甚远。居民们始终有组织，有纪律，而且总是精神紧绷。 他们的世界非黑即白，且对外人的态度出名地严苛。 他们对盟友还算照顾，但对敌人一向赶尽杀绝。这里的商品和制服上通常沾有血痕，而血痕又被该社群视作功勋徽章。"
"#DESC_SOCIETY_4B","许多访问过繁华的新港镇的人都一致认为，那里的氛围十分怪异。社群似乎发展得很快，那里的人也很友好，但有些事情让人感觉不对劲。那里出产大量的肉，肉通常切成小块并重度腌制调味，价钱很低廉。据说肉是由附近地区的天才猎人和渔民提供的。 但一旦刨根问底，这里的居民就开始发火。"
"#DESC_SOCIETY_5B","这个社群与常规的定居点迥然不同。这里与其叫“城镇”，倒不如称作一大堆建筑盘根错节在一起的复合体。镇上的居民一如既往地爱好社交，隐私的概念在这里似乎被不幸地遗忘了。他们从事的行业也百无禁忌，包括但不限于抢劫、掠夺、贸易、酗酒和走私。得益于这种无管束的社会氛围，这里能找到许多著名的探路者和冒险家。"
"#DESC_SOCIETY_6B","这个社群以其极端的中立性而闻名，它吸引了那些将一切错误都归咎于极端主义的人。据传他们的军医不仅为自己的军队提供治疗，还对敌军提供治疗。这里的人不愿意对外人说出他们真实的想法。他们仍会和你交易，但同时也会和你的敌人交易。"
"#DESC_SOCIETY_7B","简单的木质建筑给人一种旧世代的边荒小镇的感觉，这里的定居者公开携带武器。在城镇广场上，甚至还修建了一座大型电影院，在那里，他们也季节性地进行公开处决来维护法律的威严，同时围观群众也会欢呼雀跃。这个地方由自我任命的“治安官”和“市长”统治，他们鼓励这样故弄玄虚，以便在定居点中推行其统治。"
"#DESC_SOCIETY_8B","小铁砧这里可容不下穿着干净衣服的花架子。金属加工产生的油烟日夜不息，连这里的空气中都是呛鼻的味道。居住在这里的一小拨人吃苦耐劳，男女老少各个身强体壮，健硕到仿佛能单挑一头熊。他们中的许多人是技巧纯熟的铁匠和技工，对自己的技艺及其在末日求生时发挥出的作用充满自豪，以至溢于言表。"
"#DESC_SOCIETY_9B","废土中技术最先进的社群之一。他们是知识的保存者，保存那些灾变之后面临失传的科技。每个人都多少了解一点关于他们巨大的地下掩体的传闻，但没有人知道掩埋在那里的真相是什么。他们通常对别人十分冷漠，但若他们决定开战，他们的敌人将扎扎实实地感受到他们的怒火。"
"#DESC_SOCIETY_10B","它建在一个巨大的购物中心内，各店面均已被改造为公寓，而其他区域设置了重重的路障以抵御入侵者。居民很清楚他们手里的财产在废土中意味着什么，并将决死捍卫它们。他们对让外人进入购物中心谨慎到偏执的程度，因为“有人会利用这个机会为外面野蛮的朋友打开大门”。"
"#DESC_SOCIETY_11B","发现一所仍能运作的医院，就像找到一头在青春之泉中游泳的独角兽。这样的地方吸引了各种各样的人，其墙外遍布各种流民营地。进入此地的唯一途径是每月一次的公民权抽签。若你获准入内，你的伤病就有救了，但你必须要完全遵守他们的规定，一点也没得商量。"
"#DESC_SOCIETY_12B","这地方根据你个人看法的不同，既可以是满是罪恶的魔窟，也可以是这世上最美好的地方。你可以在角斗场、镇上诸多各色餐厅以及其他“特别”的地方忘记你的烦恼。这地方的人们，眼眸中透着无法消除的迷茫，毫无长远打算地在城市里随波逐流。不论你是雇佣兵、劫匪还是艰难度日的生存者，你想在这里待多久都行——只要你有钱。"
"#DESC_SOCIETY_13B","化工镇那铺天盖地的精炼厂排出的滚滚浓烟总能让来访者迅速患上头痛。入侵这地方的人，将被迫在一个由各种小道组成的巨大迷宫之中摸索前进——这些小道旁往往还有填充着各种剧毒残渣的废料桶。虽然这地方看起来十分危险，但化工镇的居民对外来人却出乎意料的友善。他们会热情地向你推介他们“口味独特”的本地美食。据称，他们那道香酥荧光蟑螂算得上人间美味。"
"#DESC_SOCIETY_14B","葱茏屯居民的种植技艺炉火纯青，荒芜的土壤上生长着琳琅满目的植物。这个定居点是温室与田野的大杂烩，间布杂七杂八的箱柜，里面种满了庄稼、蘑菇和草药。镇上的人们颇有一些稀奇古怪的理论，宣称植物靠着辐射能量存活，但他们的园艺成就无可否认。在到访葱茏镇时可要当心足下，当地人在保卫他们那劫后余生的花园时不会手下留情。"
"#GREETING_LEADER11_POSITIVE1","我嗅到了赚钱的生意，它来了！"
"#GREETING_LEADER11_NEUTRAL1","我随时都准备着跟人讨价还价。"
"#GREETING_LEADER11_NEGATIVE1","别乱动！我好生盯着你呢。"
"#GREETING_LEADER12_POSITIVE1","需要包扎吗？只有贵客才有这个待遇。"
"#GREETING_LEADER12_NEUTRAL1","感谢我发过的誓言吧，我非常擅长治疗伤痛。"
"#GREETING_LEADER12_NEGATIVE1","你的流毒腐蚀了你正站立的那一寸地。"
"#GREETING_LEADER13_POSITIVE1","你是来谈正事，还是来找人一起打猎？"
"#GREETING_LEADER13_NEUTRAL1","朋友，靠近些，这枪不打你。"
"#GREETING_LEADER13_NEGATIVE1","你最好学会排队，烂蛆。"
"#GREETING_LEADER14_POSITIVE1","朋友，欢迎来到我的国度。"
"#GREETING_LEADER14_NEUTRAL1","如果你需要帮助，你最好有能力回报些什么。"
"#GREETING_LEADER14_NEGATIVE1","你么？要么下跪，要么赶紧滚远点。"
"#TOPIC_SOCIETIES","社群"
"#NO_SOCIETIES_FOUND_DESC","未发现社团。探索世界地图以寻找可与之互动的社团。"
"#DESC_SOCIETY_1B_SHORT","建于一座大规模垃圾场旁边，人们在那里整日搜寻零件，鼓捣自己的小发明创造。防御设施看似牢不可破，但临时拼凑的投石器和火焰墙的威力如何谁也说不准。"
"#DESC_SOCIETY_2B_SHORT","神秘可疑的社团，只允许访客进入内部小庭院。墙面上画满稀奇古怪的涂鸦，居民头上罩着厚厚的斗篷。大篷车进出聚居地都遮遮掩掩。"
"#DESC_SOCIETY_3B_SHORT","这个地方更像是一个准军事基地，这里的人们总是精神紧绷。 他们对外人的态度出名地严苛。 这里的商品和制服上通常沾有血痕，而血痕又被该社群视作功勋徽章。"
"#DESC_SOCIETY_4B_SHORT","许多到访者都认为这里氛围十分怪异。那里的人也很友好，但有些事情让人感觉不对劲。那里肉类产量庞大，据说是由附近地区的猎人和渔民提供的。 但一旦刨根问底，这里的居民就开始发火。"
"#DESC_SOCIETY_5B_SHORT","这里与其叫“城镇”，倒不如称作一大堆建筑盘根错节的复合体。隐私的概念在这里似乎已完全遗忘。他们从事的行业也百无禁忌，包括但不限于抢劫、掠夺、贸易、酗酒和走私。"
"#DESC_SOCIETY_6B_SHORT","这个社群以其极端的中立性而闻名，它吸引了那些将一切错误都归咎于极端主义的人。据传他们的军医不仅为自己的军队提供治疗，还对敌军提供治疗。他们愿意与你交易，但同时也会和你的敌人交易。"
"#DESC_SOCIETY_7B_SHORT","这个社团有一种西部边疆小镇的感觉，居民随身携带武器。公开行刑就在小镇广场进行，既有执法目的，也有娱乐性质。小镇由自封的“警长”和“镇长”管理，他们为了掌权，坚持这种行刑方式。"
"#DESC_SOCIETY_8B_SHORT","金属加工喷出浓重的烟尘，连这里的空气中都是呛鼻的味道。居住在这里的一小拨人吃苦耐劳，男女老少各个身强体壮，健硕到仿佛能单挑一头熊。他们中的许多人是技巧纯熟的铁匠和技工，对自己的技艺及其在末日求生时发挥出的作用充满自豪。"
"#DESC_SOCIETY_9B_SHORT","废土中技术最先进的社团之一。他们是知识的保存者，保存那些灾变之后面临失传的科技。许多人都听说过他们巨大的地下掩体，但没有人亲眼看见过。他们通常对别人漠不关心，但他们的敌人将扎扎实实地感受到他们的怒火。"
"#DESC_SOCIETY_10B_SHORT","这座巨大的购物中心已经被改造为公寓，还设置了重重路障以抵御入侵者。居民很清楚他们拥有的财富，他们对让外人进入购物中心谨慎到偏执的程度，坚信“有人会利用这个机会为外面野蛮的朋友打开大门”。"
"#DESC_SOCIETY_11B_SHORT","发现一所仍能运作的医院，就像找到一头在青春之泉中的独角兽。这样的地方吸引了各种各样的人，其墙外遍布各种流民营地就是证明。进入此地的唯一途径是每月一次的公民权抽签。若你获准入内，你的伤病就有救了，但永远不能离开。"
"#DESC_SOCIETY_12B_SHORT","这地方既可以是满是罪恶的魔窟，也可以是这世上最美好的地方。你可以在角斗场、镇上诸多各色餐厅以及其他“特别”的地方忘记你的烦恼。这地方的人们，眼眸中透着无法消除的迷茫，毫无长远打算地在城市里随波逐流。"
"#DESC_SOCIETY_13B_SHORT","这座大型精炼厂排出滚滚浓烟，总能让来访者迅速患上头痛。虽然化工镇十分危险，但这里的居民对外来人却平静而友善。他们会热情地向你推介他们“口味独特”的本地美食。据称，他们那道香酥荧光蟑螂算得上人间美味。"
"#DESC_SOCIETY_14B_SHORT","这里的人种植技艺炉火纯青，荒芜的土壤上生长着琳琅满目的植物。镇上的人们颇有一些稀奇古怪的理论，宣称植物靠着辐射能量存活，但他们的园艺成就无可否认。在到访葱茏镇时可要当心足下，当地人在保卫他们那劫后余生的花园时不会手下留情。"
"#TOPIC_SOCIETY_DISTANCE","距离"
"#TEAM_ABANDONED_VEHICLE_DESC","专家车辆"
"#TEAM_ABANDONED_VEHICLE_STATUS","等待恢复"
"#VEHICLE_HEAVYOFFROADER","越野车"
"#VEHICLE_HEAVYOFFROADER_DESC","结实可靠，能够穿越任何地形。\n\n乘客：4\n\n行动点数：10\n\n耐用性：高"
"#VEHICLE_BUS","巴士"
"#VEHICLE_BUS_DESC","又大又宽敞，但是速度非常慢。"
"#VEHICLE_VAN","货车"
"#VEHICLE_VAN_DESC","标准的全能运输车辆。\n\n乘客：2\n\n行动点数：10\n\n耐用性：中"
"#REPUTATION_VERY_NEGATIVE","敌对"
"#REPUTATION_NEGATIVE","不友好"
"#REPUTATION_NEUTRAL","谨慎"
"#REPUTATION_POSITIVE","积极"
"#REPUTATION_VERY_POSITIVE","友好"
"#TOPIC_TRADE_STATUS","贸易状态"
"#TRADE_STATUS_AVAILABLE","可进行"
"#TRADE_STATUS_ONGOING","进行中"
"#TRADE_STATUS_BLOCKED","不可进行"
"#TOPIC_TRADING","交易中"
"#TOPIC_SOCIETY_INFO","社团信息"
"#TOPIC_RESOURCES","资源"
"#TRADE_CONFIRM_LEADER1_POSITIVE1","这笔交易似乎对双方都非常有利。"
"#TRADE_CONFIRM_LEADER1_NEUTRAL1","这是个可以接受的折中办法。"
"#TRADE_CONFIRM_LEADER1_NEGATIVE1","快接受，我得回去工作。"
"#TRADE_CONFIRM_LEADER2_POSITIVE1","对双方而言都是一笔好买卖，不是吗？"
"#TRADE_CONFIRM_LEADER2_NEUTRAL1","我们还是能用这个做点什么的。"
"#TRADE_CONFIRM_LEADER2_NEGATIVE1","拿着你的东西赶紧滚，你个蠢货。"
"#TRADE_CONFIRM_LEADER3_POSITIVE1","这是最赚钱的建议。"
"#TRADE_CONFIRM_LEADER3_NEUTRAL1","你会接受这笔买卖的。"
"#TRADE_CONFIRM_LEADER3_NEGATIVE1","你得庆幸我们确实需要这些资产。"
"#TRADE_CONFIRM_LEADER4_POSITIVE1","我们是朋友，什么都可以！没事了吧？"
"#TRADE_CONFIRM_LEADER4_NEUTRAL1","行，我能接受。"
"#TRADE_CONFIRM_LEADER4_NEGATIVE1","拿去，然后走远点，好吗？"
"#TRADE_CONFIRM_LEADER5_POSITIVE1","这可以确保我们的补给线"
"#TRADE_CONFIRM_LEADER5_NEUTRAL1","这之后，我们就扯平了。"
"#TRADE_CONFIRM_LEADER5_NEGATIVE1","接受条件，然后快走。"
"#TRADE_CONFIRM_LEADER6_POSITIVE1","这真是一笔很有价值的交易。"
"#TRADE_CONFIRM_LEADER6_NEUTRAL1","一个还算合理的让步，但是双方都不满意。"
"#TRADE_CONFIRM_LEADER6_NEGATIVE1","赶快挑选货物，否则我要放狗咬你了。"
"#TRADE_CONFIRM_LEADER7_POSITIVE1","这可以确保双方的壮大，朋友。"
"#TRADE_CONFIRM_LEADER7_NEUTRAL1","这笔交易本可以有更好的结果。"
"#TRADE_CONFIRM_LEADER7_NEGATIVE1","拿走，你个讨厌的家伙。"
"#TRADE_CONFIRM_LEADER8_POSITIVE1","让我们趁热打铁！"
"#TRADE_CONFIRM_LEADER8_NEUTRAL1","我们还是达成交易吧。"
"#TRADE_CONFIRM_LEADER8_NEGATIVE1","拿去，别妨碍我锻铁。"
"#TRADE_CONFIRM_LEADER9_POSITIVE1","我确定，这对双方而言，都是一笔好买卖，不是吗？"
"#TRADE_CONFIRM_LEADER9_NEUTRAL1","我想这笔交易跟别的没两样。"
"#TRADE_CONFIRM_LEADER9_NEGATIVE1","拿去，然后走远点，我会盯着你的。"
"#TRADE_CONFIRM_LEADER10_POSITIVE1","一笔恰到好处的交易。"
"#TRADE_CONFIRM_LEADER10_NEUTRAL1","我们得到了一些东西，你们也得到了一些东西。"
"#TRADE_CONFIRM_LEADER10_NEGATIVE1","现在公平了，我们分道扬镳吧。"
"#TRADE_CONFIRM_LEADER11_POSITIVE1","这将很好地满足我们的目标。"
"#TRADE_CONFIRM_LEADER11_NEUTRAL1","我们会接受的，这是为了更崇高的事业。"
"#TRADE_CONFIRM_LEADER11_NEGATIVE1","赶紧接受，要不就等着被诅咒吧。"
"#TRADE_CONFIRM_LEADER12_POSITIVE1","兄弟，我感觉我们不吃亏。"
"#TRADE_CONFIRM_LEADER12_NEUTRAL1","好吧，似乎可以接受。"
"#TRADE_CONFIRM_LEADER12_NEGATIVE1","你得庆幸我们愿意接受这个。"
"#TRADE_CONFIRM_LEADER13_POSITIVE1","这足够满足温饱了！"
"#TRADE_CONFIRM_LEADER13_NEUTRAL1","让我们从中促成一笔交易吧。"
"#TRADE_CONFIRM_LEADER13_NEGATIVE1","拿着你的残羹剩饭走远点。"
"#TRADE_CONFIRM_LEADER14_POSITIVE1","这真是一笔不错的交易！"
"#TRADE_CONFIRM_LEADER14_NEUTRAL1","我们能接受。"
"#TRADE_CONFIRM_LEADER14_NEGATIVE1","行，拿去，蟑螂一样的家伙。"
"#TRADE_DONE_LEADER1_POSITIVE1","科学又一次获得胜利！"
"#TRADE_DONE_LEADER1_NEUTRAL1","总算有进展了，很棒。"
"#TRADE_DONE_LEADER1_NEGATIVE1","现在给我消失，从我身边滚开。"
"#TRADE_DONE_LEADER2_POSITIVE1","我就知道我们能达成交易的。"
"#TRADE_DONE_LEADER2_NEUTRAL1","那就一言为定吧。"
"#TRADE_DONE_LEADER2_NEGATIVE1","现在走远点，我们还有工作要做。"
"#TRADE_DONE_LEADER3_POSITIVE1","我替我们的金库向你致敬！"
"#TRADE_DONE_LEADER3_NEUTRAL1","交易已经板上钉钉了。"
"#TRADE_DONE_LEADER3_NEGATIVE1","拿走你的战利品，然后走远点。"
"#TRADE_DONE_LEADER4_POSITIVE1","又一个满意的顾客！"
"#TRADE_DONE_LEADER4_NEUTRAL1","双方一致同意。完成。"
"#TRADE_DONE_LEADER4_NEGATIVE1","现在给我走远点，不然把你扔进竞技场。"
"#TRADE_DONE_LEADER5_POSITIVE1","那么，可以回去工作了！"
"#TRADE_DONE_LEADER5_NEUTRAL1","放心，交易已经完成了。"
"#TRADE_DONE_LEADER5_NEGATIVE1","现在可以退下了！"
"#TRADE_DONE_LEADER6_POSITIVE1","生意仍在蓬勃发展！"
"#TRADE_DONE_LEADER6_NEUTRAL1","还是可以让世界继续运转的。"
"#TRADE_DONE_LEADER6_NEGATIVE1","交出物资，然后跑远点。"
"#TRADE_DONE_LEADER7_POSITIVE1","茁壮成长！"
"#TRADE_DONE_LEADER7_NEUTRAL1","交易很公平，伙计。"
"#TRADE_DONE_LEADER7_NEGATIVE1","你们这群萎靡不振的家伙快从我们视线里消失。"
"#TRADE_DONE_LEADER8_POSITIVE1","好极了！很高兴再次与你交易，我的朋友。"
"#TRADE_DONE_LEADER8_NEUTRAL1","那么，这算敲定了。"
"#TRADE_DONE_LEADER8_NEGATIVE1","交易完成。"
"#TRADE_DONE_LEADER9_POSITIVE1","伙伴，你和我一起对抗世界"
"#TRADE_DONE_LEADER9_NEUTRAL1","尘埃落定。"
"#TRADE_DONE_LEADER9_NEGATIVE1","快滚吧。"
"#TRADE_DONE_LEADER10_POSITIVE1","为了我们的共同进步。"
"#TRADE_DONE_LEADER10_NEUTRAL1","我觉得还算公平。"
"#TRADE_DONE_LEADER10_NEGATIVE1","交易完成。别打扰我们工作了。"
"#TRADE_DONE_LEADER11_POSITIVE1","好极了，值得称赞！"
"#TRADE_DONE_LEADER11_NEUTRAL1","我们到此结束。"
"#TRADE_DONE_LEADER11_NEGATIVE1","现在赶紧走吧。"
"#TRADE_DONE_LEADER12_POSITIVE1","为了你的身体健康！"
"#TRADE_DONE_LEADER12_NEUTRAL1","你们现在可以离开了，行吗？"
"#TRADE_DONE_LEADER12_NEGATIVE1","这没你什么事了。"
"#TRADE_DONE_LEADER13_POSITIVE1","下次继续做买卖吧！"
"#TRADE_DONE_LEADER13_NEUTRAL1","这个减价对双方而言都算合理。"
"#TRADE_DONE_LEADER13_NEGATIVE1","现在拿走你的东西，然后走远点。"
"#TRADE_DONE_LEADER14_POSITIVE1","我肯定高兴得全身发着光！"
"#TRADE_DONE_LEADER14_NEUTRAL1","交易完成，路上需要来一只蟑螂补充能量吗？"
"#TRADE_DONE_LEADER14_NEGATIVE1","快走远点，不然我会把你扔进缸里。"
"#TOPIC_HAZARD_LEVEL_TITLE","危险"
"#TOPIC_DANGER_LEVEL_TITLE","危险等级"
"#MISSION_CANCEL_SCAVENGE","取消任务"
"#TOPIC_WM_SCAVENGE_INFO_SCAVENGE_TIME","搜寻时间"
"#TOPIC_WM_COMBAT_CRITICAL_MISS","严重失误（{0}概率）"
"#TOPIC_WM_COMBAT_CRITICAL_HIT","致命一击（{0}概率）"
"#TOPIC_WM_COMBAT_CRITICAL_MISS_DMG","{0}倍伤害"
"#TOPIC_WM_COMBAT_CRITICAL_HIT_DMG","{0}倍伤害"
"#TOPIC_WM_QUEST_LOCATION","任务地点"
"#TOPIC_WM_SCAVENGE_INFO_RESOURCES_PER_DAY","速率"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_DAY","{0}伤害/天"
"#TOPIC_WM_INFO_RESEARCHING_LOCATION","在某个地点进行研究"
"#TOPIC_WM_INFO_SCAVENGING_LOCATION","搜寻地点"
"#TOPIC_WM_HAZARD_INFO_MAX_DAMAGE_TAKEN_PER_DAY","最多{0}伤害/天"
"#TOPIC_WM_MISSION_DURATION","时间"
"#MISSION_RESOURCES_SCAVENGE","已收集资源："
"#MISSION_EMPTY_SCAVENGE","没有收集资源"
"#MISSION_TIME_SPENT","在{0}天内"
"#MISSION_COMPLETE_SCAVENGE","完成任务"
"#TOPIC_WM_LOCATION_TYPE_RESEARCH","研究地点"
"#TOPIC_WM_LOCATION_TYPE_SCAVENGE","可搜寻地点"
"#TOPIC_WM_LOCATION_TYPE_BANDIT","土匪团体"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_CAMP","土匪营地"
"#TOPIC_WM_LOCATION_TYPE_BANDIT_STRONGHOLD","土匪据点"
"#SPECIALIST_LOW_HP_WARNING_TITLE","专家岌岌可危！"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","危险的位置可能下次就会产生致命的伤害。"
"#OPPONENT_DEFEATED","击败敌对势力"
"#SPECIALIST_DEAD","专家<color=#E8CF45>{0}</color>在战斗中牺牲"
"#WITHDRAW_FROM_COMBAT","撤离战斗"
"#COMBAT_DAMAGE","造成伤害{0}，承受伤害{1}"
"#MISSION_COMPLETE_COMBAT","结束战斗"
"#MISSION_CANCEL_COMBAT","撤退"
"#TOPIC_DURATION_DAY","{0}天"
"#TOPIC_DURATION_DAYS","{0}天"
"#TITLE_SCAVENGE_COMPLETE","搜寻完毕"
"#DESC_LOCATION_SCAVENGE","<color=#E8CF45>{0}</color>已搜寻完毕！"
"#TOPIC_CURRENCY_FOUND","幸运的发现"
"#TOPIC_TIME_SPENT","花费的时间"
"#TOPIC_EFFICIENCY","{0}（增加{1}%效率）"
"#TOPIC_DAMAGE_RECEIVED","遭受的伤害"
"#TOPIC_REMAINING_RESOURCES","剩余资源"
"#DESC_BANDITS_DEFEATED","<color=#E8CF45>土匪</color>已被击败"
"#TOPIC_DAMAGE_INFLICTED","造成的伤害"
"#TOPIC_REMAINING_HEALTH","土匪剩余生命值"
"#TOPIC_RETREAT","是否撤离战斗？"
"#DESC_RETREAT_DAMAGE","专家遭受{0}-{1}点伤害，不过成功从战场上撤退"
"#DESC_RETREAT_PREDICTION","战斗预测：{0}->{1}"
"#TOPIC_COMBAT_STATUS","战斗报告"
"#MISSION_START_CONSTRUCT_OUTPOST","Build Outpost"
"#TOPIC_COLONIST_BONUS","Survivor Potential"
"#TOPIC_SCIENCE_BONUS","Science Potential"
"#OUTPOST_PLACEMENT_OCCUPIED_PLAYER","Cannot build in colony sector!"
"#OUTPOST_PLACEMENT_OCCUPIED_OUTPOST","Too close to another Outpost!"
"#OUTPOST_PLACEMENT_OCCUPIED_MOVE","Move Settler here to build Outpost"
"#OUTPOST_PLACEMENT_OCCUPIED_TERRITORY","Cannot build in occupied sector!"
"#TOPIC_OUTPOST_CONSTRUCTION_ALLOWED","Suitable location"
"#SETTLER_DESC","Outposts can be set up in empty sectors. Settlers cannot fight or scavenge resources."
"#TOPIC_INVALID_REASON","Cannot build an outpost here"
"#SETTLER","Settler"
"#TOPIC_BUILDING_OUTPOST","Build Time: {0}"
"#TOPIC_RESOURCES_DROPPED","Preparing a Resource Convoy..."
"#TOPIC_RESOURCES_LEFT","Convoys in Transport: {0}"
"#BUTTON_DEMOLISH_OUTPOST","Demolish Outpost"
"#TOPIC_DEMOLISH_OUTPOST","Demolish"
"#DESC_DEMOLISH_OUTPOST","Are you sure you want to demolish the outpost? Resources and the settler in the outpost will be lost.\n\nThis action cannot be reverted."
"#TOPIC_CONVOY","Convoy"
"#LEGEND_OCCUPIED_SECTOR","Occupied Sector"
"#LEGEND_RESTRICTED_SECTOR","Restricted Sector"
"#LEGEND_TITLE_SECTOR","Sector Overlay"
"#LEGEND_OUTPOST_SECTOR","Outpost"
"#TOPIC_SCIENCE_PRODUCTION","Science Production"
"#TOPIC_COLONIST_AMOUNT","Survivors in Outpost"
"#BUTTON_SEND_COLONISTS","Take Survivors"
"#TOPIC_YES","Yes"
"#TOPIC_NO","No"
"#TOPIC_SEND_COLONIST","Take Survivors"
"#DESC_SEND_COLONISTS","Ready to invite survivors from the outpost into the colony? They will join the colony as colonists upon arrival."
"#TOPIC_SECTOR_INFO","Sector Info"
"#TOPIC_SCIENCE","Science"
"#TOPIC_SURVIVORS","Survivors"
"#TOPIC_HAS_OUTPOST","Has outpost"
"#TOPIC_PER_MULTIPLE_DAY","{0} per {1} days"
"#OUTPOST_SCIENCE","Research Outpost"
"#OUTPOST_RESOURCES","Resource Outpost"
"#OUTPOST_MEDICAL","Medical Outpost"
"#OUTPOST_COLONISTS","Survivor Outpost"
"#OUTPOST_TRANSPORT","Transport Station"
"#OUTPOST_SCIENCE_DESC","Research outpost gathers science points from special science locations that are not researchable by normal specialists. Science locations and their quantity in the sector affect the effectiveness of each outpost.\n\nOutposts specializing in research perform especially well in  tundra and desert biomes."
"#OUTPOST_RESOURCES_DESC","Resource outposts process and send materials to the colony at a steady pace. Resource locations in the sector determine which resources the outpost produces."
"#OUTPOST_MEDICAL_DESC","Medical outposts allow specialists to patch up their wounds without having to return to the colony."
"#OUTPOST_COLONISTS_DESC","Survivor outposts search survivors in the sector and sends them back to the colony. Survivors are more numerous in urban and temperate areas and harder to find in harsh environments."
"#OUTPOST_TRANSPORT_DESC","A drop off point for scavenged resources on the world map. Specialists can drop off any gathered resources into this station and they are automatically sent back to the colony in a safe convoy after every cycle."
"#OUTPOST_POPULATION_CAP_REACHED","Can't invite survivors - colony full"
"#OUTPOST_BLOCKED_LOCATION","Can't build on a location"
"#TOPIC_COLONY_SECTOR","Colony"
"#TOPIC_SOCIETY_SECTOR","Society"
"#TOPIC_BANDITS_SECTOR","Bandits"
"#TOPIC_OUTPOST_SECTOR","Outpost"
"#TOPIC_EMPTY","None"
"#BANDIT_VARIANT_DEAD_RATS","Several weak bandits"
"#BANDIT_VARIANT_DEAD_RATS_MANY","Lots of weak bandits"
"#BANDIT_VARIANT_DEAD_RATS_FEW","A few weak bandits"
"#BANDIT_VARIANT_RIPPERS","A couple of weak thugs"
"#BANDIT_VARIANT_RIPPERS_MANY","Several weak thugs"
"#BANDIT_VARIANT_RIPPERS_LEADER","Ripper Boss"
"#BANDIT_VARIANT_WOLFGANG","A pack of tough bandits"
"#BANDIT_VARIANT_WOLFGANG_MANY","A large pack of tough bandits"
"#BANDIT_VARIANT_WOLFGANG_LEADER","Wolf Gang Pack Master"
"#BANDIT_VARIANT_FRONTIER_NOMADS","A couple of tough bandits"
"#BANDIT_VARIANT_FRONTIER_NOMADS_MANY","Several tough bandits"
"#BANDIT_VARIANT_FRONTIER_NOMADS_LEADER","Frontier Nomads' Sarge"
"#BANDIT_VARIANT_TRIBUNAL","Several deadly fanatics"
"#BANDIT_VARIANT_TRIBUNAL_MANY","Lots of deadly fanatics"
"#BANDIT_VARIANT_TRIBUNAL_FEW","A couple of deadly fanatics"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA","Couple of deadly militants"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_MANY","Several deadly militants"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_LEADER","Doomsday Militia Captain"
"#TOOLTIP_BIOME_LAKE","Lake"
"#SECTOR_FRIENDLY","Friendly Area"
"#SECTOR_NEUTRAL","Neutral Area"
"#SECTOR_HOSTILE","Hostile Area"
"#TOPIC_LOCATION_SCIENCE_PRODUCTION","Useful knowledge has beed spotted in this location.\n\nBuild a <mark>research outpost</mark> into the sector to examine it."
"#TOPIC_LOCATION_COLONIST_PRODUCTION","Survivors inhabit this location. Build a <mark>survivor outpost</mark> to recruit them."
"#TOPIC_BANDIT_LOCATION_INFO","Defeat the bandits to gain access to this location and its resources."
"#TOPIC_LOCATION_WARNING","No production in this sector"
"#TOPIC_SECTOR_OCCUPIER","Controlled"
"#TOPIC_SECTOR_HOSTILITY","Hostility"
"#TOPIC_SECTOR_POTENTIAL","Outpost Resources"
"#OUTPOST_SCIENCE_SHORT_DESC","Research outpost collects data from their sectors and turn it to science points."
"#OUTPOST_TRANSPORT_SHORT_DESC","Transport stations automatically move stored resources to the colony."
"#OUTPOST_RESOURCES_SHORT_DESC","Resource outposts can be used to process and send materials to the colony at a steady pace."
"#TOPIC_PASSAPBLE","Passable "
"#TOPIC_UNPASSAPBLE","Unpassable"
"#TOPIC_BUILDING_ENABLED","Buildable"
"#TOPIC_BUILDING_BLOCKED","Blocked"
"#WORLD_MAP_COMBAT_GROUP_HEALTH","Group health"
"#WORLD_MAP_COMBAT_ATTACK_PER_BANDIT","Attack per bandit"
"#WORLD_MAP_COMBAT_HEALTH_PER_BANDIT","Health per bandit"
"#WORLD_MAP_BALANCE_OF_POWER","Balance of Power"
"#TOPIC_COLONY_FULL","Can’t take more survivors"
"#TUTORIAL_NOTIFICATION_BUILD_HEADLINE","建造庇护所和水源"
"#TUTORIAL_DIALOG_BUILD_HEADLINE","建造庇护所和水源"
"#TUTORIAL_DIALOG_BUILD_MESSAGE","居民需要<mark>庇护所</mark>和<mark>水源</mark>才能生存。打开<mark>建造菜单</mark>，然后建造一个<mark>帐篷、棚屋</mark>或<mark>应急避难所</mark>。之后，选择<mark>水源类别</mark>，建造<mark>水井</mark>。注意水井不能建造在<mark>贫瘠的土壤</mark>上。\n\n所有<mark>无家可归</mark>的居民头顶上都会悬浮着一个图标。留心这些图标，其他危险情况也以悬浮图标的方式显示。"
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","调整工作区"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","工作区"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>居民</mark>会在其<mark>工作区</mark>内搜寻资源。选择高亮显示的建筑，在建造菜单中选择<mark>移动工作区</mark>，使居民前往另一片区域，开始收集材料或进行其他工作。\n\n之后，你可以直接选中<mark>工作区标志</mark>，轻松调整工作区。"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<mark>食物</mark>才不会饿死。要想稳定生产食物，你需要建造<mark>狩猎屋</mark>或<mark>捕鱼小屋</mark>。\n\n现在建造其中任一建筑。"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","收集食物"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_MESSAGE","居民们很饥饿。<mark>野生浆果</mark>是最方便的食物来源。移动食物仓房的工作区收集浆果。"
"#TUTORIAL_NOTIFICATION_SETTIME_HEADLINE","改变游戏速度"
"#TUTORIAL_NOTIFICATION_SETTIME_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SETTIME_HEADLINE","改变游戏速度"
"#TUTORIAL_DIALOG_SETTIME_MESSAGE","左下角可以调整速度，看到了吗？现在试着调整一下，选择最适合自己的速度。"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_DIALOG_PERSONSTATES_MESSAGE","居民已经抵达聚居地，并准备帮助聚居地发展壮大。<mark>搬运工</mark>擅长建造建筑以及搬运和收集资源，对于这几种任务至关重要，而<mark>工人</mark>则可被派遣至建筑内工作，负责生产商品以及维护聚居地福祉。要想聚居地顺利运转，这两类人不可或缺。\n\n现在试着<mark>选择一名居民</mark>，查看其工作场所和活动状态。"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","调整工人空位"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","工作位置"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_MESSAGE","你可以通过改变<mark>工人</mark>的数量来降低或增加建筑的生产力。\n\n尝试添加或移除建筑中的居民，请选中该建筑并点击其中一个<mark>工作位置</mark>。"
"#TUTORIAL_NOTIFICATION_BUILDGATE_HEADLINE","建造大门"
"#TUTORIAL_NOTIFICATION_BUILDGATE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BUILDGATE_HEADLINE","建造大门"
"#TUTORIAL_DIALOG_BUILDGATE_MESSAGE","建造大门能够吸引各式各样的人来到聚居地。大门还是你进入<mark>世界地图</mark>的入口，那里有更多资源和挑战。"
"#TUTORIAL_NOTIFICATION_PROFESSION_HEADLINE","居民工作偏好"
"#TUTORIAL_NOTIFICATION_PROFESSION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_PROFESSION_HEADLINE","偏好工作"
"#TUTORIAL_DIALOG_PROFESSION_MESSAGE","开始时，居民有自己的偏好工作，但可通过选择<mark>居民</mark>，然后按下<mark>更改偏好工作</mark>按钮，改变其偏好。此后，如果该<mark>工作岗位</mark>有空缺，该居民就会从事你设定的<mark>工作</mark>。\n\n改变偏好工作帮助你根据居民的个性<mark>特点</mark>，指派他们投入最迫切需要他们的岗位。"
"#TUTORIAL_NOTIFICATION_WORLDMAP_HEADLINE","访问世界地图"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","你现在可以访问世界地图。"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","世界地图"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","世界地图现已开放，其他<mark>幸存者</mark>和<mark>专家</mark>开始陆续抵达你的<mark>大门</mark>前。\n\n如需派遣专家前往世界地图，可选中专家，然后选择其信息面板上的<mark>派遣至世界地图</mark>选项。现在点击右下方的“世界地图”按钮，看看外面的世界！"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","搜寻地点"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WM_ACTION_HEADLINE","搜寻中"
"#TUTORIAL_DIALOG_WM_ACTION_MESSAGE","专家可以在世界地图周边地区探索调查。命令一名专家移动至目标地点并开始<mark>搜寻</mark>。\n\n每回合中，专家会根据自身技能，尽可能收集到资源。但是，如果你认为专家已经在一个地方收集到了足够的资源，则可以随时取消搜寻。\n\n不过有些地方可能有其他<mark>危害</mark>，<mark>每回合</mark>都会对待在其中的专家造成伤害。所以一定要特别注意，不要让专家长时间单独待在一个地方。"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_HEADLINE","四处走动"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_ACTION_POINTS_HEADLINE","四处走动"
"#TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","在世界地图上执行移动等行动会消耗专家的<mark>行动点数</mark>。点数耗尽后，专家需要休息一段时间才能继续执行新命令。\n\n按下控制器上的<mark>A</mark>键或<mark>点击鼠标右键</mark>移动选中的专家。"
"#TUTORIAL_NOTIFICATION_SCOUT_HEADLINE","侦查区域"
"#TUTORIAL_NOTIFICATION_SCOUT_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SCOUT_HEADLINE","侦察中"
"#TUTORIAL_DIALOG_SCOUT_MESSAGE","世界地图划分为不同的<mark>区域</mark>，必须逐个对其进行<mark>侦察</mark>。侦察会消耗一个<mark>行动点数</mark>，因此如果你合理规划路线，就可以在一回合内侦察多个区域。"
"#TUTORIAL_NOTIFICATION_ATTACK_HEADLINE","强盗"
"#TUTORIAL_NOTIFICATION_ATTACK_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_ATTACK_HEADLINE","土匪"
"#TUTORIAL_DIALOG_ATTACK_MESSAGE","你遭遇了一群<mark>土匪</mark>，他们已将该位置占领。要想<mark>搜寻</mark>该位置，专家必须首先击败土匪。\n\n发起进攻，哪怕战斗力很弱也别犹豫；虽然土匪看似强悍，但他们形单影只，不足为惧。"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_HEADLINE","返回聚居地"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_HEADLINE","返回聚居地"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE","专家需要将搜寻到的资源运回聚居地。可点击专家信息面板上的快捷按钮<mark>返回聚居地</mark>，自动生成一条回家的路线。发出返回命令后，专家们会在每个回合结束时向聚居地移动，直到到达聚居地。你也可以手动操作专家返回聚居地，特别是如果你想绕道而行的话。\n\n卸下资源后，居民必须将其移动到相应的<mark>仓储</mark>中妥善储存。\n\n注意：如果你碰巧找不到自己的聚居地，你可以按下键盘上的“C”键轻松返回聚居地。这个快捷键在聚居地视角下也同样适用，从而使得定位聚居地更加容易！"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_HEADLINE","专家受伤"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_MESSAGE","按此学习如何治疗。"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_HEADLINE","治疗专家"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_MESSAGE","专家受伤了！要恢复健康，命令专家回到<mark>聚居地</mark>，他们将自动恢复健康。"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_HEADLINE","土匪营地"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BANDIT_CAMP_HEADLINE","土匪营地"
"#TUTORIAL_DIALOG_BANDIT_CAMP_MESSAGE","<mark>土匪营地</mark>是组织有序的土匪团体。有土匪营地的区域完全受敌方控制，在你摧毁土匪营地前，区域中的其他位置不可见。\n\n相较于击败分散的小土匪窝，攻破土匪营地需要更多<mark>战斗技能</mark>。"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_MESSAGE","一位你的居民不幸死亡！建一个埋葬坑，避免尸体腐烂散步疾病。"
"#TUTORIAL_NOTIFICATION_REPAIR_HEADLINE","受损建筑"
"#TUTORIAL_NOTIFICATION_REPAIR_MESSAGE","按此学习如何维修。"
"#TUTORIAL_DIALOG_REPAIR_HEADLINE","受损建筑"
"#TUTORIAL_DIALOG_REPAIR_MESSAGE","一座建筑受损！立即修复建筑，避免建筑失火垮塌。\n\n可使用<mark>建筑耐久度</mark><mark>覆盖</mark>查看建筑总体情况。"
"#TUTORIAL_NOTIFICATION_PLANTING_HEADLINE","种植作物"
"#TUTORIAL_NOTIFICATION_PLANTING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PLANTING_HEADLINE","种植作物"
"#TUTORIAL_DIALOG_PLANTING_MESSAGE","农田可种植各种作物。首先，你可选择生长速度较快的<quad name=Corn><mark>玉米</mark>，或产量更大的<quad name=Potato><mark>土豆</mark>。按下<mark>选择下一个</mark>进行选择。"
"#TUTORIAL_NOTIFICATION_CONDITIONS_HEADLINE","受伤和其他病症"
"#TUTORIAL_NOTIFICATION_CONDITIONS_MESSAGE","按此学习如何治疗。"
"#TUTORIAL_DIALOG_CONDITIONS_HEADLINE","受伤和其他病症"
"#TUTORIAL_DIALOG_CONDITIONS_MESSAGE","一位你的居民受伤了！大多数<mark>病症</mark>可在<mark>医疗帐篷</mark>中治疗。如果病症得不到治疗，居民将损失健康并导致死亡。"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","正在拆除建筑"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_HEADLINE","正在拆除建筑"
"#TUTORIAL_DIALOG_SALVAGE_STARTING_BUILDING_MESSAGE","有时你可能需要<mark>拆除</mark>损毁的建筑，以便为新建筑腾出空间。你也可以拆除功能建筑，但只能回收大约一半的初始建造成本，所以请千万小心，别毁坏任何重要建筑。"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_HEADLINE","运行区域"
"#TUTORIAL_NOTIFICATION_STATIC_WORK_AREAS_MESSAGE","按此了解详情。"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","运行区域"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_MESSAGE","一些建筑，例如<mark>水井</mark>和<mark>鱼塘</mark>，其运行区域周围存在有效区域。尝试将其放置在最有利的位置，以获得最大产量。"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","污染沉积物"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","污染沉积物"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","依然能从世界末日后的景象中看到灾难后的疮痍。<mark>污染沉积物</mark>会扩散污染并<mark>污染</mark>周围建筑，引发<mark>辐射病</mark>。不过请注意，污染沉积物并不是污染的唯一来源，居民还可通过摄入<mark>食物</mark>在体内积聚污染。\n\n通过<mark>覆盖图菜单</mark>来查看当前区域的<mark>污染</mark>情况。"
"#TUTORIAL_CODEX_WATER_HEADLINE","水"
"#TUTORIAL_CODEX_WATER","<quad name=Water><mark>水</mark>产量充足对于居民至关重要。每位居民每天需要消耗一定量的水，如果长期干渴，将导致<mark>脱水</mark>。这种情况十分严重，如果不建造更多水源，很快就会导致死亡。\n\n常规<mark>水井</mark>不能建造在<mark>贫瘠土地</mark>上，且只在<mark>肥沃</mark>地形才能提供最大产水量。而且水井不能紧挨着建造。\n\n<mark>集水箱</mark>是一种低成本的替换品，但效率也相对较低。需要居民手动操作。集水箱需要放置在湖边，而在较为干旱的地区建造是个挑战。\n\n水储备能够缓解灾难期间比如<mark>热浪</mark>这样的情况，或是在很多新的幸存者加入聚居地时，缓解他们对水需求增加的情况。居民只喝淡水或是储存在<mark>净水储备</mark>里的水，建筑可以使用<mark>水塔</mark>里储备并分配的质量较差的水。\n\n<mark>钻井</mark>和<mark>水泵</mark>则是更为高效的取水建筑，因为他们能采集到更深的水，但首先它们需要在<mark>科技树</mark>里解锁。"
"#TUTORIAL_CODEX_SHELTER_HEADLINE","庇护所"
"#TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡，但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>，还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺，居民的工作效率就会下降。他们还可能患病，因此需要医疗看护。\n\n庇护所多种多样，既有简单的帐篷，也有比肩现代居所的舒适房屋。升级房屋，使其更加坚固舒适，就能提升人们的幸福度，还能提供更好的保护，帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋，居民会更有安全感和私密感，因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活，因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用“LB”和“RB”按钮或“R”键旋转建筑。"
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","食物"
"#TUTORIAL_CODEX_FOOD_PRODUCTION","你的聚居地有多种方法可以生产各种食物。最简单的方法是命令居民收集起始位置附近的<mark>浆果</mark>。操作方式为：选择<mark>食物仓房</mark>，然后将其<mark>工作区</mark>设置在浆果丛上。这种方法能快速填满你的仓库，但食物消耗速度也很快。\n\n请注意，单一食品供给可能会引发营养不良和过度<mark>污染摄入</mark>。你可以在统计菜单中查看所有的食物及其营养价值。\n\n较为长期的解决方案是建造狩猎屋，如果附近有湖泊，还能建造捕鱼小屋。它们都能分别稳定提供野味和鱼肉，但难以满足大型聚居地的需求。此时你需要农田。\n\n建造农田免费，但需要普通土壤，或最好是肥沃土壤，才能获得丰收。农田需要很长时间耕种和生长，但能产出大量食物，具体产出玉米、土豆，还是卷心菜，取决于你拥有的<mark>种子</mark>。新品种<mark>作物</mark>生长较快，产量也较高，请随时留意。\n\n高级食物生产方式有<mark>牧场</mark>和<mark>昆虫农场</mark>。前者为聚居地提供肉类，后者结合狩猎屋的稳定产出，但有着类似于农田的产量。\n\n食物生产极易受到<mark>灾难</mark>干扰，因此储存各种食材非常必要。如果没有多余的存储空间，尽量不要留下多余的物资，因为食物很快就会<mark>腐坏</mark>或是最后被<mark>偷走</mark>，让所有的辛苦劳作统统白费。\n\n你还能从世界地图上的废弃农场和餐馆中搜寻食物。危机时刻，<mark>专家</mark>能为聚居地带回急需的食物，这凸显了他们的身价。"
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","调整工作区"
"#TUTORIAL_CODEX_WORKAREA","许多建筑使用<mark>工作区</mark>决定搜寻哪些资源。你必须手动移动工作区至想要搜寻的堆积物处。更新工作区对于高效生产至关重要，请确保打开建造菜单并选择<mark>移动工作区</mark>，命令居民采集新的浆果丛、金属堆积物等。\n\n工作区重叠会降低效率，所以请让工作区互相分散。\n\n要<mark>重新调整区域大小</mark>，可使用<mark>LT或RT</mark>，或按下<mark>左CTRL</mark>的同时滚动<mark>鼠标滚轮</mark>。居民现在将从沉积物中搜寻材料直至沉积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知告知，这样就能移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还有多少资源需要收集。"
"#TUTORIAL_CODEX_PERSONSTATES_HEADLINE","居民"
"#TUTORIAL_CODEX_PERSONSTATES","你的居民是一群有着不同需求和技能的个体。他们建造、工作、生育，消耗食物和水，繁衍生息，使得聚居地发展壮大。满足居民对水、食物和庇护所的基本需求，是游戏的重中之重。阅读相应介绍，增进对他们的了解。\n\n浩劫后的世界危机重重，对居民的影响尤为显著。他们可能会生病、感染疾病、受伤，或对各种各样的事物产生需求。治疗居民、满足他们的各种需求，是聚居地繁荣发展的关键。尽早修建医疗帐篷，并派遣专家在世界地图中搜寻药品，能够有效维护居民的健康状态。专家尤为重要，因为他们能够从世界地图上带回宝贵的药品，而只有在游戏后期才能制造药品。\n\n居民负责聚居地中所有建筑、维修、运输和其他工作。只要你建造新建筑或编辑建筑中的工作位置，游戏都会尽量自动派遣空闲的居民前去工作。每向建筑中派遣一位居民，搬运工的数量就减一。如果游戏过程中发现无法建造建筑，检查是否拥有足够的空闲搬运工将建筑材料运送至建筑工地。如果没有，暂时关闭建筑中的部分工作位置以空出一些工人。"
"#CODEX_BUILDINGS_HEADLINE","建筑管理"
"#CODEX_BUILDINGS","建筑建成后，你可以通过诸多方式调整其运营方式。例如暂停建筑，移除所有当前工人，派遣他们从事聚居地中的其他任务。建筑暂停后，不会消耗任何<mark>能源</mark>或<mark>水</mark>。\n\n你还可以增加或移除<mark>工作位置</mark>以加速生产，或在必要时将工人派遣至其他工作岗位。建筑开启新位置后，会自动分配最佳人选进驻工作。\n\n你也可以<mark>拆除</mark>建筑，并收回约一半建造时花费的材料。要回收建筑，选择建筑信息中的<mark>拆除</mark>。这会开启倒计时，期间你还能取消该指令。倒计时结束后，拆除行为立即生效且不可更改，所以请谨慎使用。仓储建筑回收后，储存的物品将倾倒在地上，居民会捡起物品并将其运送至可用的新仓房。\n\n你还需要为某些建筑选择想要生产的物品类型，例如农田中的<mark>作物</mark>品种，或昆虫农场中的<mark>昆虫</mark>种类。\n\n可以使用<mark>建筑覆盖</mark>查看建筑分布情况。"
"#TUTORIAL_CODEX_BUILDGATE_HEADLINE","大门"
"#TUTORIAL_CODEX_BUILDGATE","聚居地可轻易获取的资源十分有限。大门是进入<mark>世界地图</mark>的节点。有充足的机会去<mark>搜寻</mark>更多资源、寻找<quad name=Research><mark>科学点数</mark>研究新科技、对抗凶恶的土匪。\n\n大门一方面可作为临时仓房，储存<mark>专家</mark>带回的物品；同时也是防御建筑，可抵御外部入侵。大门建造地点固定，仅能建在原先大门的残骸之上。大门可升级，以获得更高的防御值和更有威慑力的外观。\n\n大门还会吸引幸存者团体或各类荒地流浪者前来拜访，为聚居地带来新威胁和新机遇。大门建成后，你的居民也会请求外出，侦察新家园的周边环境。"
"#TUTORIAL_CODEX_WORLDMAP_HEADLINE","世界地图"
"#TUTORIAL_CODEX_WORLDMAP","地图划分为几个区域，需要先进行侦察，了解可能的位置。这是游戏中极为重要的工作，特别是游戏初期，因为你的聚居地还无法生产最为高级的物品。世界地图遍布各种<mark>土匪</mark>和其他称为<mark>社团</mark>的聚居地，其中充满艰险，但也能带来回报。\n\n要搜寻废弃位置、与土匪作战、研究科学点数，你需要<mark>专家</mark>。每位专家都拥有自己的性格和一套特殊的技能，包括探索、战斗和研究。无论是从旧油轮中提取金属，还是在博物馆中搜寻宝贵的<mark>科学点数</mark>，选择合适的专家能够都加速任务进度。建筑倒塌、土匪等种种险情都可能伤害到专家，记得带他们回聚居地休养。\n\n逐个区域探索世界地图能带来新机遇，有机会带回聚居地急需的资源。如果不努力探索，聚居地仅能勉强生存，而无法真正繁荣发展。"
"#TUTORIAL_CODEX_WM_ACTION_HEADLINE","搜寻中"
"#TUTORIAL_CODEX_WM_ACTION","<mark>专家</mark>负责从<mark>世界地图</mark>收集资源。他们的<mark>搜寻技能</mark>因人而异，请选择搜寻点数最高的人前往最重要的位置。每位专家都掌握一定的搜寻技能，但搜寻员类型的专家能比其他人更快地清理某地。可大量收集食物和木材等低端材料，但对药品等物品无效，因为可用的低端材料更容易找到。游戏早期，只有在世界地图上才能找到<mark>部件</mark>和<mark>零件</mark>，以维持<mark>能源生产</mark>不中断。\n\n一些世界地图位置已被<mark>土匪</mark>占据，只有将其铲除，才能开始搜寻资源。许多位置充满各种<mark>危险</mark>情况，包括建筑倒塌、可燃液体、病原体等。这能导致专家受伤，如果不使医疗包处理伤口，或回聚居地休养，还可能导致专家死亡。"
"#TUTORIAL_CODEX_ATTACK_HEADLINE","土匪"
"#TUTORIAL_CODEX_ATTACK","土匪类型和规模多种多样，但他们都乐于恃强凌弱，抢夺他人资源。他们无意重建社会。但他们信奉“适者生存”，并形成了组织严密的派系。他们常常栖身于废弃的地点，阻碍<mark>专家</mark>搜寻。有时<mark>土匪营地</mark>会加筑防御工事，从而控制整个区域，必须先将其打败，才能进入区域内的地点。除非拥有精通战斗的专家，否则不建议攻击防御坚固的地点。\n\n攻击土匪将会考验专家的<mark>攻击力</mark>，另外还需要一丝运气，以对抗土匪的<mark>防御力</mark>值。如果土匪在攻击后存活，他们也将以同样的方式发起攻击。如需有关专家<mark>攻击力</mark>值如何转化为伤害点数的更多详情，请查阅<mark>专家技能</mark>章节。总之，能力不足的战士也能胜利，但还需应对土匪的数次反击才能成功。最好对敌人发起猛烈一击，让他们没有还手之力。"
"#TUTORIAL_CODEX_DEAD_COLONISTS_HEADLINE","死亡"
"#TUTORIAL_CODEX_DEAD_COLONISTS","死亡是生命不可避免地一环，人终有一死。无论是长期脱水、伤势未经治疗，还是多次尝试征服土匪营地，都可能导致死亡。居民死亡后倒地，需要将其运送至安息之所，即<mark>埋葬坑或墓地</mark>。这样做能确保将聚居地整体<mark>幸福度</mark>所受影响降至最低，同时还能保障居民健康，因为如果将尸体放置于地上不处理，会慢慢<mark>腐烂</mark>从而散布疾病。\n\n死亡的<mark>专家</mark>不是遗尸荒野，就是被他们的同志就地掩埋。他们随身携带的物品也将消失不见，可能被毁，也可能被土匪抢夺。"
"#TUTORIAL_CODEX_TECH_TREE_HEADLINE","研究"
"#TUTORIAL_CODEX_TECH_TREE","浩劫之后，许多人类的知识不是遗失，就是被彻底摧毁。世界地图上还能找到许多知识碎片，以帮助聚居地发展。可在藏有宝贵知识的位置搜索<mark>科学点数</mark>，不同于其他资源，点数可立刻在聚居地使用。专家的<mark>研究技能</mark>越高，他们就能越快地找到特定位置中可用的知识。\n\n可在<mark>科技树</mark>使用科学点数，科技树分为四部分。\n“食物”能够提升生产速度、带来全新作物，甚至繁育出其他食物来源。\n“生产”提升生产能力，解锁新建筑。\n“聚居地”增加庇护所类型，提升聚居地总体舒适度。\n“探索”提升你在<mark>世界地图</mark>上的效率，并带来更多可能性。\n\n科技树某部分的发展越深入，需要的科学点数也就越多。所以探索地图时，请留意<mark>博物馆、旧雷达站、天文台</mark>和其他重要位置。科学能让你的聚居地不止勉强度日，还能找回遗失的世界。"
"#TUTORIAL_CODEX_SPECIALISTS_HEADLINE","专家"
"#TUTORIAL_CODEX_SPECIALISTS","专家是你在<mark>世界地图</mark>上的眼睛、耳朵和手臂。地图上形形色色的专家能够侦察地图、收集资源、打败土匪。专家根据各自的强项分为六类：<mark>战士、医生、搜寻员、侦查员、科学家、商人</mark>。战士战力高，医生能高效医治他人，搜寻员单次外出能够收集到最多资源，侦查员行动点数最多，科学家擅长在研究型地点工作，商人与其他社团交易时能获得加成。\n\n专家可配备多种武器、装甲和物品，以帮助他们完成任务。注意：如果专家在野外执行任务时死亡，其装备将丢失。只要聚居地可以生产车辆，专家就能组团以更快的速度在地图上移动，而不用一个人跋涉。"
"#TUTORIAL_CODEX_CATASTROPHES_HEADLINE","灾难"
"#TUTORIAL_CODEX_CATASTROPHES","虽然劫后余生已经足够艰难，但地球上还是会发生一系列灾难性事件。灾难可能带来破坏或感染，摧毁建筑和作物。"
"#CODEX_FALLOUT_HEADLINE","核放射尘"
"#CODEX_FALLOUT","地平线开始由蓝色变为充满毒素的绿色，空气似乎灼烧着肺部。这些迹象都是危机即将出现的前兆。\n\n在核放射尘期间，强烈的辐射对于即将枯萎的作物、濒死的居民和摇摇欲坠的建筑都是一种持续的威胁。放射尘消散前，无法播种新作物。严重的辐射病、口渴和疲惫威胁着每一个人。\n\n- 赶在作物凋零前进行收割\n- 储备碘丸快速治疗辐射病\n- 建造更多医疗帐篷加，或指派更多人前往现有医疗帐篷以帮助患者。\n- 建造厕所以减少居民患病人数。"
"#CODEX_MAGSTORM_HEADLINE","磁暴"
"#CODEX_MAGSTORM","空气中弥漫着淡淡的臭氧味。设备自行关断，发电厂一个接一个地停止运转。聚居地周围短路的部件开始引发电气火灾。\n\n-能源生产关闭。\n-生产或消耗能源的建筑可能遭到破坏。\n-辐射病状况略微加剧。\n-建造电池架并将电池充满电，以保证聚居地平稳运转，度过风暴。\n-解锁并建造避雷针，保护你的能源生产和消费建筑。"
"#CODEX_PANDEMIC_HEADLINE","流行病"
"#CODEX_PANDEMIC","流行病的前兆已经出现。起初只是咳嗽，然后患者开始发烧。人们像苍蝇一样纷纷倒下，聚居地陷入沉寂之中。应对流行病的关键是你的反应速度有多快。多个配备救护人员的医疗机构就几乎能完全抑制流行病传播，但如果不加以控制，流行病就会像野火一样蔓延。\n\n- 流行病一波一波地侵袭，感染居民。\n- 未接受治疗的居民最终将死亡。\n- 这种疾病会造成身体脱水，增加聚居地的耗水量。\n- 建造足够的医疗设施治疗感染患者。\n- 抗生素能加速治愈过程。在世界地图上搜寻抗生素。\n- 解锁并建造桑拿房以减少居民患病人数。"
"#CODEX_METEOR_HEADLINE","流星暴"
"#CODEX_METEOR","大灾变之前，人们说看到流星时许下愿望就能成真。这很难令人信服。因为现在只要看到流星，人们总是希望活过这天，但往往不能如愿。天空变为红色，燃烧的岩石坠入大气层。致命的陨石如雨点一般猛烈袭击聚居地，造成大面积损伤。\n\n- 陨石会对建筑和人造成损伤。\n- 储备充足建筑材料用于维修。\n- 储备搬运工进行维修。\n- 建造更好的庇护所保护居民安全。"
"#CODEX_GAMEPLAY_HEADLINE","基本游戏模式"
"#CODEX_GAMEPLAY","劫后余生的基本游戏模式首先围绕生存展开，然后是扩张和改进你的聚居地。聚居地本身可以支持大量人口，之后需要建造<mark>大门</mark>解锁世界地图、接收前来投奔的幸存者、收集进入下一阶段所需的资源。解决当下对饥饿、干渴、舒适的<mark>需求</mark>，同时发展聚居地，找到更好、更高效的生存方式。\n\n接收幸存者，给他们建造庇护所，确保拥有充足的食物和水源，让居民投入工作。招募<mark>专家</mark>侦察地图，寻找高级材料并将其带回聚居地。使用地图中收集的<mark>科学点数</mark>解锁<mark>科技树</mark>，按照自己的意愿，建造浩劫之后自给自足的聚居地。"
"#TUTORIAL_CODEX_AP_HEADLINE","行动点数"
"#TUTORIAL_CODEX_AP","行动点数又称AP，可以在世界地图中使用。每穿过一个地块都要消耗一个行动点数。不同的专家每回合可使用的行动点数不同，其中侦查员每回合可用的行动点数最多。\n\n同样，侦察和战斗等行动也会消耗一定的行动点数，搜寻则会使用剩余的行动点数。\n\n在平原等坚实地面上行动时，速度会比在沼泽地的泥水中穿行快得多，所以你要根据不同地形合理规划路线。"
"#TUTORIAL_NOTIFICATION_WATER_HEADLINE","建造水源"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WATER_HEADLINE","建造水源"
"#TUTORIAL_DIALOG_WATER_MESSAGE","你的居民需要<quad name=Water><mark>水</mark>才能生存。否则会脱水而死。打开<mark>建造菜单</mark>，然后选择你的第一个水源。"
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_DIALOG_SHELTER_MESSAGE","你的居民需要<mark>庇护所</mark>栖身。打开<mark>建造菜单</mark>，为居民建造一些帐篷或应急庇护所，以免他们<mark>无家可归</mark>。"
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","科技树"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","科技树"
"#TUTORIAL_DIALOG_TECH_TREE_MESSAGE","你已经收集了第一个<mark>科学点数</mark>！现在可以打开<mark>科技树</mark>，选择第一个科技。解锁科技需要消耗科学点数和时间。"
"#CODEX_SPECIALIST_SKILLS_HEADLINE","专家基础技能"
"#CODEX_SPECIALIST_SKILLS","专家有五种不同的能力。\n\n速度：在世界地图上的行动点数。\n战力：基础攻击伤害。\n研究：每次行动的科学点收集率。\n搜寻：每回合的资源搜寻率。\n恢复：聚居地治愈速度。"
"#TUTORIAL_CODEX_SPECIALIST_SKILLS_BASE_HEADLINE","专家技能"
"#TUTORIAL_CODEX_SPECIALIST_SKILLS_BASE","专家技能熟练程度分为1到5级。1表示他们勉强掌握该技能，5表示该技能已经相当熟练。\n\n<mark>探索：</mark>行动点数。\n-等级1：4个行动点数\n-等级2：5个行动点数\n-等级3：6个行动点数\n-等级4：7个行动点数\n-等级5：8个行动点数\n\n<mark>战力：</mark>攻击伤害。\n-等级1：2-7点伤害\n-等级2：3-8点伤害\n-等级3：4-9点伤害\n-等级4：5-10点伤害\n-等级5：6-11点伤害\n\n<mark>研究：</mark>每次行动收集到的科学点数。\n-等级1：60个科学点数\n-等级2：90个科学点数\n-等级3：120个科学点数\n-等级4：150个科学点数\n-等级5：200个科学点数\n\n<mark>搜寻：</mark>每次行动搜寻资源量。\n-等级1：基础搜寻量\n-等级2：1.4倍基础搜寻量\n-等级3：1.8倍基础搜寻量\n-等级4：2.2倍基础搜寻量\n-等级5：2.8倍基础搜寻量\n\n<mark>恢复：</mark>在聚居地中的治愈速度。\n-等级1：15点健康/天\n-等级2：20点健康/天\n-等级3：25点健康/天\n-等级4：30点健康/天\n-等级5：35点健康/天"
"#TUTORIAL_NOTIFICATION_CONTROLS_HEADLINE","基础控制"
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","基础控制"
"#TUTORIAL_DIALOG_CONTROLS_MESSAGE","看来你已经你来到了一片适合作为新家的繁茂土地，试着<mark>移动镜头</mark>，查看周围环境。\n\n键盘和鼠标：\n<mark>使用WSAD滑动视野</mark>，或按住<mark>鼠标右键</mark>拖动视野。使用<mark>鼠标左键</mark><mark>选择</mark>物品和使用界面。\n\n控制器：\n使用<mark>左摇杆</mark><mark>滑动视野</mark>，<mark>按A选择</mark>或确认，按<mark>B</mark><mark>取消选择</mark>或返回。"
"#TUTORIAL_CODEX_CONTROLS_HEADLINE","高级控制"
"#TUTORIAL_CODEX_CONTROLS","键盘和鼠标：\n使用<mark>鼠标滚轮</mark><mark>缩放</mark>，<mark>按住鼠标滚轮</mark><mark>倾斜</mark>或<mark>旋转镜头</mark>。\n\n控制器：\n横向移动<mark>右摇杆</mark><mark>旋转镜头</mark>，<mark>纵向</mark>移动<mark>右摇杆</mark><mark>缩放镜头</mark>。"
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","塑料和金属"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","塑料和金属"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","你需要建造<mark>回收站</mark>和<mark>废料站</mark>，才能获取更多<quad name=Plastic><mark>塑料</mark>和<quad name=Metal><mark>金属</mark>。这两种建筑还会产出次要资源<quad name=Fiber><mark>布料</mark>和<quad name=Scrap><mark>废旧物</mark>，这些资源将来也会派上用场！\n\n请注意，只有<mark>居民</mark>才能搜寻这些资源。"
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","仓储类型"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","仓储类型"
"#TUTORIAL_DIALOG_STORAGES_MESSAGE","各种不同的资源根据其类型储存于不同的仓储建筑中。妥善储存资源能保证其可用性和安全性，也能防止材料<mark>变质</mark>。\n\n-<mark>营地</mark>：可用于储存基础建设资源、食物和医疗设备的应急仓储\n-<mark>储备区</mark>：可储备建筑材料，如木材和金属\n-<mark>食物仓房</mark>：可储备所有类型的食物\n-<mark>仓库</mark>：可储备精加工物品，如优质的工具和药品"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","浩劫后的世界还残留着灾难带来的伤疤。必须先将这些污染物清理干净，居民才能在上面行走或建造建筑。科技树<mark>安全</mark>分支中的<mark>危险物料工程</mark>可解锁<mark>环境站</mark>，专门用于此目的。"
"#CODEX_SOIL_TYPES_HEADLINE","土壤类型"
"#CODEX_SOIL_TYPES","土地分为三种主要土壤类型，会影响不同建筑的建造、产量和效率。\n\n<mark>- 肥沃：</mark>湿润茂盛的土壤类型，让农田获得最大产量，也让水井获得最大产水量。\n- <mark>普通：</mark>不太肥沃的浅绿色土壤，但还是修建农田和水井的良好选择。\n- <mark>贫瘠</mark>：环境恶劣干燥，该土壤无法承载任何普通农田。此处的水源特别深，普通水井无法获取。\n- <mark>森林：</mark>树木可以在任何类型的土壤上栽种，但它们对某些建筑有独特影响。狩猎屋在茂密的森林里效率更高。\n\n干燥的初始条件会改变土壤类型及其视觉效果，但你还是能够在那里找到肥沃区域。"
"#CODEX_LOCATION_PROPERTIES_HEADLINE","位置属性"
"#CODEX_LOCATION_PROPERTIES","不同的世界地图位置拥有不同的属性，你可能需要加以考虑。\n\n每个位置都有<mark>防御</mark>值，显示对手抵御攻击的能力如何。<mark>资源</mark>显示能够从中获取的材料。<mark>险情</mark>评分显示专家执行搜寻任务时可能受到多少伤害，而<mark>危险</mark>表示险情发生可能性的大小。\n\n一些位置受土匪控制，必须首先清理土匪，然后才能进行搜寻。有时整个区域都被强大的土匪营地占据，只有先清理掉土匪才能开始其他行动。\n\n使用该信息选择前往哪个位置、使用哪位专家。"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","前哨"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_OUTPOSTS_HEADLINE","前哨"
"#TUTORIAL_DIALOG_OUTPOSTS_MESSAGE","<mark>Outposts</mark> are used to expand the colony's influence over new sectors on the World Map. They can be used to gather science points, find survivors or be used drop-off points for resources.\n\nYou can build outposts by training specialists to become <mark>settlers</mark> with an <mark>outpost depot</mark>."
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_HEADLINE","贸易"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_HEADLINE","贸易"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_MESSAGE","和其他社团交易是获取必须资源的好方法。完成科技树中的<mark>“易货交易”</mark>研究后，可以建立<mark>贸易中心</mark>。可以从世界地图按钮旁的交易按钮访问已发现的<mark>社团</mark>。"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY_HEADLINE","贸易政策"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY","<mark>银币</mark>是所有社团都认可的货币，可用来购买或销售物品。如果你够幸运，在<mark>搜寻</mark>地点时，可能会找到硬币。每个社群都有一些独特的资源和特别优惠，因此请探索地图以找到最优惠的价格。\n\n你可能会发现价格取决于你在某一个社群内的<mark>声誉</mark>。拥有良好的声誉意味着会有价格优惠，但是如果社群不太喜欢你，则要做好付更多钱的准备。维持良好的关系是有回报的！\n\n成交后，资源就开始朝你的聚居地移动。资源抵达后将存入大门仓库。你可开启的贸易数量与你在<mark>贸易中心</mark>内的工人数量一致。"
"#TUTORIAL_NOTIFICATION_CARS_HEADLINE","汽车"
"#TUTORIAL_NOTIFICATION_CARS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_CARS_HEADLINE","汽车"
"#TUTORIAL_DIALOG_CARS_MESSAGE","真幸运！你找到一辆<mark>废弃的汽车</mark>！车辆能够更加快速高效地在地图上运送专家和资源。然而汽车会在行驶一段时间后抛锚及耗尽燃油，需要带到聚居地<mark>车库</mark>中修理。"
"#TUTORIAL_CODEX_CARS_HEADLINE","汽车类型"
"#TUTORIAL_CODEX_CARS","游戏中有几种不同的汽车类型，互有优缺点。\n—掀背车：速度快但容量有限。\n—轿车：掀背车的改良版，可以搭乘更多专家。\n—旅行车：拥有最大的容量，代价是速度最慢。\n—越野车：坚固可靠，能跨越任何地形。\n—公交车：大而宽敞，但速度相当缓慢。\n—货车：标准的万能运输车。\n\n与专家类似，汽车也使用<mark>行动点数</mark>，汽车移动也遵循想同的规则。汽车优势是将多个专家快速移动至很远的距离，但是专家做其他事情时必须下车。让专家下车，在汽车上重复点击或按“A”来切换选中的专家。选中专家后，令其离开汽车即可。\n\n所有汽车初始都是破损的，需要带回聚居地修理。破损车辆以最高速度的一半速度移动。汽车的移动速度会缓慢下降，需要后续维护。"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_HEADLINE","修理汽车"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_REPAIRING_CARS_HEADLINE","修理汽车"
"#TUTORIAL_DIALOG_REPAIRING_CARS_MESSAGE","从世界地图发现的汽车通常都是破损的，只能以最大速度的一半移动。需要送回聚居地的<mark>车库</mark>中进行修理。"
"#TUTORIAL_CODEX_GARAGE_HEADLINE","燃料"
"#TUTORIAL_CODEX_GARAGE","燃料可以用来修理车辆并维持它们运行。可以在世界地图上找到、从特定社团交易得到或在聚居地制造出来。你需要向田地里播种<mark>向日葵种子</mark>来生产燃料。向日葵变成燃油，然后在<mark>炼油厂</mark>中被精炼成燃料。"
"#TUTORIAL_NOTIFICATION_GARAGE_HEADLINE","车库"
"#TUTORIAL_NOTIFICATION_GARAGE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_GARAGE_HEADLINE","使用车库"
"#TUTORIAL_DIALOG_GARAGE_MESSAGE","需要将在世界地图发现的<mark>车辆</mark>送回聚居地中的<mark>车库</mark>处进行维修。如果车库中没有空余车位，则车辆将按入库顺序依次排队等候。\n\n车库需要<mark>专家</mark>来进行维修，同时需要<quad name=Fuel> <mark>燃料</mark>才能运作。"
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_HEADLINE","将汽车送往世界地图"
"#TUTORIAL_NOTIFICATION_SEND_TEAM_FROM_GARAGE_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_HEADLINE","将汽车送往世界地图"
"#TUTORIAL_DIALOG_SEND_TEAM_FROM_GARAGE_MESSAGE","汽车完全修好后，从车库菜单中创建<mark>团队</mark>。这样就能让汽车携带专家乘客前往世界地图。"
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE_HEADLINE","世界地图上的团队"
"#TUTORIAL_CODEX_SEND_TEAM_FROM_GARAGE","汽车修理好后，会出现在世界地图视角。完成修理后，进行修理的专家自动分配为车辆的指定司机。\n\n车库能够通过给一辆车分配多名专家来组成专家团队。这个可以从车库建筑信息页实现。选择其中一个空的专家槽位，会打开一个菜单，显示聚居地所有可用专家。\n\n在世界地图上指挥车辆移动时，分配给这辆车的专家会和车一起移动，直至被要求离开车辆为止。\n\n专家在世界地图上可以自由上下车辆。这是必要的，因为他们需要下车去执行任务。当专家上车后，会把资源放在车上。这样的话，即使你的专家在与强盗的战斗中死亡，你的资源仍然安全的留在车上。车和资源可以稍后由他人取回。\n\n要想让指定专家下车，可以重复点击或者按下""A""来循环活跃选择项，这会在车上的每一个人之间循环，一次一个。一旦选中了正确的专家，让他们下车远离车辆。"
"#TUTORIAL_NOTIFICATION_SOCIETIES_HEADLINE","社群"
"#TUTORIAL_NOTIFICATION_SOCIETIES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_SOCIETIES_HEADLINE","社群"
"#TUTORIAL_DIALOG_SOCIETIES_MESSAGE","你在这个世界上并不是孤单一人。其他被称为“<mark>社群</mark>”的定居点已经开始将他们的宣称插满世界地图了。选择你刚刚遇到的定居点并让他们进行自我介绍，随后你就可以与其互动。不同的社群能够提供迥然不同的东西，因此进一步探索地图以了解他们能够提供哪些东西。"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_HEADLINE","准备好应对灾难"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","准备好应对灾难"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","灾难即将来临时，你需要做好准备。例如，<mark>火炉</mark>可使聚居地在冬季风暴期间保持温暖，<mark>厕所</mark>可提升居民的免疫力，而<mark>医疗帐篷</mark>则可应对各种情况。对于即将到来的灾难，其具体信息可在“灾难通知”中查看，那么，有的放矢地开展准备工作吧。"
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","抗灾建筑"
"#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER","<mark>加热器</mark>：如火炉和取暖器一类的加热器，可在冬季时期为庇护所和工作区升温，从而温暖整个聚居地。在<mark>冬季风暴</mark>期间，居民需要在屋内取暖，否则就会挨冻致死。请务必引起重视。\n\n<mark>医疗建筑</mark>：医疗帐篷及更为先进的战地医院是治疗生病居民的主要建筑。这些建筑不仅在<mark>核辐射</mark>和<mark>流行病</mark>期间极为重要，在日常生活中也不可或缺。\n\n<mark>净水储备</mark>：在干旱时节，集水箱和水泵将失去效力，<mark>热浪</mark>和多种疾病浪潮会增加饮水需求，因此储备水源至关重要。饮用水可以储存在净水储备中，建筑用水则会储存在水塔中。\n<mark>厕所</mark>：建造厕所可让居民维持适宜的清洁度，保持正常工作状态。游戏一开始便可建造厕所，这是在疫情爆发期间避免疾病大规模扩散的简易方法。\n<mark>桑拿房</mark>：桑拿房让人们保持清洁，减少疾病发生概率。大型聚居地需要一定数量的桑拿房，记得满足人们对这些热气腾腾小屋的需求！\n\n<mark>维修厂</mark>：指派几名居民专门进行维修工作，防止建筑在<mark>流星暴</mark>期间遭到摧毁。工人们还需要将受到污染的建筑再次清洗干净。\n\n<mark>避雷针</mark>：解锁并建造避雷针，保护生产能源和使用能源的建筑免遭<mark>雷暴</mark>损毁。雷暴靠近时，这根高大威严的导线能够保护建筑免遭猛烈电击损坏。避雷针唯一的缺点就是需要频繁维修，因为它们很容易过载。\n\n<mark>雷达</mark>：雷达可以帮助你探测所有即将发生的灾难，给你额外的时间来做好准备。居民通常在前一天就能感知到灾难的来临，但借助雷达，你能够提前三天探测到灾难，确保有充分的准备时间来应对灾难。\n\n其中的某些建筑必须先在<mark>科技树</mark>中使用科学点数解锁。你可以通过探索世界地图获得科学点数。"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","作物承受能力有限。热浪或核放射尘等灾难会让作物枯萎，鼠群也会让作物受损。保护作物避免其死亡，或赶在一切都太迟之前收获作物。"
"#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","作物适应能力"
"#TUTORIAL_CODEX_DAMAGED_CROPS","作物<mark>适应能力</mark>各不相同。<mark>玉米</mark>很容易受感染，而<mark>土豆</mark>可在非理想环境中存活的更久。所有作物的抗性等级均可在种子选择菜单中看到。\n\n记得时常查看自己的作物，看它们是否如期茁壮生长！"
"#CODEX_HEAT_WAVE_HEADLINE","热浪"
"#CODEX_HEAT_WAVE","严酷的热浪席卷整个地区，水分全部蒸发。居民工作异常艰辛，他们努力保持凉爽，补充水分。土地龟裂，湖泊干涸，植物枯萎。\n\n- 居民饮水量是平时的两倍\n- 农田作物产量下降\n- 建造水储备并蓄满水，同时储存食物以继续生存。"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","供养居民"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","你的聚居地有多种方法可以生产各种食物。最简单的方法是命令居民收集起始位置附近的<mark>浆果</mark>。操作方式为：选择<mark>食物仓房</mark>，然后将其<mark>工作区</mark>设置在浆果丛上。这种方法能快速填满你的仓库，但食物消耗速度也很快。\n\n请注意，单一食品供给可能会引发营养不良和过度<mark>污染摄入</mark>。你可以在统计菜单中查看所有的食物及其营养价值。\n\n较为长期的解决方案是建造狩猎屋，如果附近有湖泊，还能建造捕鱼小屋。它们都能分别稳定提供野味和鱼肉，但难以满足大型聚居地的需求。此时你需要农田。\n\n建造农田免费，但需要普通土壤，或最好是肥沃土壤，才能获得丰收。农田需要很长时间耕种和生长，但能产出大量食物，具体产出玉米、土豆，还是卷心菜，取决于你拥有的<mark>种子</mark>。新品种<mark>作物</mark>生长较快，产量也较高，请随时留意。\n\n高级食物生产方式有<mark>牧场</mark>和<mark>昆虫农场</mark>。前者为聚居地提供肉类，后者结合狩猎屋的稳定产出，但有着类似于农田的产量。\n\n食物生产极易受到<mark>灾难</mark>干扰，因此储存各种食材非常必要。如果没有多余的存储空间，尽量不要留下多余的物资，因为食物很快就会<mark>腐坏</mark>或是最后被<mark>偷走</mark>，让所有的辛苦劳作统统白费。\n\n你还能从世界地图上的废弃农场和餐馆中搜寻食物。危机时刻，<mark>专家</mark>能为聚居地带回急需的食物，这凸显了他们的身价。"
"#TUTORIAL_CODEX_SETTIME_HEADLINE","游戏速度"
"#TUTORIAL_CODEX_SETTIME","可使用屏幕左下角的按钮<mark>暂停</mark>和<mark>加速</mark>游戏。要调整游戏速度，可使用<mark>鼠标</mark>、<mark>键盘</mark>上的数字键1到3和空格键、或使用<mark>游戏控制器</mark>上的方向键。有些事件会自动暂停游戏，直到事件得到解决。"
"#TUTORIAL_CODEX_CHANGEWORKSLOTS_HEADLINE","工人"
"#TUTORIAL_CODEX_CHANGEWORKSLOTS","建筑可容纳一名或多名<mark>居民</mark>工作。你可以派出建筑里的工人到其他地方工作，或是向其增派人手以提高建筑产能。这通常需要在<mark>科技树</mark>里解锁科技。"
"#TUTORIAL_CODEX_REPAIR_HEADLINE","维修"
"#TUTORIAL_CODEX_REPAIR","按下<mark>维修</mark>按钮，使用部分材料进行维修。冒烟的建筑还能使用，但若再次受损，建筑可能毁坏。燃烧的建筑将停用，若不维修，则终会倒塌。\n\n稍后你可以建造<mark>维修站</mark>来自动完成维修任务。"
"#TUTORIAL_CODEX_PLANTING_HEADLINE","作物"
"#TUTORIAL_CODEX_PLANTING","农田和温室能种植多种作物。最初，你可选择生长速度快的玉米，或选择产量更高的土豆。按下选择下一个按钮进行选择。你的居民将一直种植该作物，直到你做出更改。新种子只能在旧种子收割之后才能播种。\n\n要想种植新作物，需从游商处获取<mark>种子</mark>，或从事件中获得奖励。注意查看新型种子以提升产量。"
"#TUTORIAL_CODEX_CONDITIONS_HEADLINE","居民"
"#TUTORIAL_CODEX_CONDITIONS","如果居民感染、变异、受伤或是患上辐射病，记得建造<mark>医疗帐篷</mark>并派驻医护人员，以尽快治疗伤病。如果不及时医治，<mark>病症</mark>将导致健康恶化和其他负面效果。\n药物可大幅加速恢复过程，并在可用时直接自动从仓储中使用。<quad name=Medicine> <mark>药品</mark>有助于治疗受伤，<quad name=Iodine> <mark>碘丸</mark>有助于治疗辐射病，<quad name=Antibiotics> <mark>抗生素</mark>有助于治疗感染。\n\n要减少感染的发生，考虑建造<mark>厕所和桑拿房</mark>让人们保持清洁和健康。桑拿房可从<mark>科技树</mark>解锁。\n\n注意：并非所有病症都可通过药物治疗恢复。如<mark>体温过低</mark>的居民需要在加热升温后的庇护所内取暖；处于<mark>绝望</mark>状态的居民渴望提升幸福度；疲惫或<mark>精疲力竭</mark>的居民需要暂时放下手中的重活，去屋里好好地睡上一觉。"
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING_HEADLINE","拆除"
"#TUTORIAL_CODEX_SALVAGE_STARTING_BUILDING","要拆除建筑，打开储备区的<mark>建筑信息</mark>，点击高亮显示的<mark>拆除</mark>按钮。拆除后将返还部分建筑材料，可以在紧要关头使用。拆除储存建筑不会毁坏其中的货物。"
"#CODEX_STATIC_WORK_AREAS_HEADLINE","有效区域"
"#CODEX_STATIC_WORK_AREAS","<mark>水井</mark>和<mark>鱼塘</mark>等建筑的工作区域周围存在有效范围。尝试将这些建筑放置在最有利的位置，以获得最大产量。\n\n在这类建筑中，某些建筑的有效范围内不能建造其他建筑。将它们分开建造，并在建造时留心效率值，以发挥其最大功效。"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","在污染沉积物附近的建筑是有风险的。因为这些沉积物会不断地扩散污染，偶尔还会释放有毒的化学物质，所以最好尽可能避开它们。\n\n研究<mark>危险物料工程</mark>来建造<mark>环境站</mark>，以便安全清除污染沉积物。你需要将收集到的<quad name=Pollution><mark>污染物</mark>小心地存放在<mark>废料箱</mark>里，否则废料箱就极有可能泄漏，甚至是爆炸！\n\n接触过多污染物的建筑最终会被<mark>污染</mark>。你需要用居民去清理被污染的建筑，这样它们才能再次正常运作。"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工"
"#TUTORIAL_CODEX_PLASTIC","塑料和金属被用作建筑材料和其他产品。金属、纤维和废物可以进一步提炼成物品。<mark>工具车间</mark>可以将金属变成<quad name=Tools> <mark>工具</mark>，<mark>裁缝铺</mark>可以将纤维变成<quad name=Cloth> <mark>衣物</mark>，<mark>机械车间</mark>可以将废物变成<quad name=Parts> <mark>零件</mark>。\n可以在<mark>枪械工匠</mark>处用金属和零件制造<quad name=Guard_Rifle><mark>武器</mark>。\n\n-<mark>工具</mark>：合适的工具能加快聚居地里的工作。\n- <mark>衣物</mark>：衣物可以防止辐射和抵御寒冷天气。\n- <mark>武器</mark>：守卫和居民可以用它来对抗动物和其他入侵者。\n\n所有物品在使用中都会损坏，需要及时更换。一些配方能制作出更耐久的产品，但同时也会花费更多的材料。\n\n一旦地表矿藏枯竭，研究“工业采矿”来建造提取机。在地下你会发现同样的矿藏，但数量要大得多。同时该科技能让你得到<mark>稀有金属</mark>，<mark>电子厂</mark>能提炼稀有金属，并用其制作最有价值的资源——<quad name=Component><mark>部件</mark>。"
"#TUTORIAL_CODEX_STORAGES_HEADLINE","高级仓储"
"#TUTORIAL_CODEX_STORAGES","一些仓库需要从<mark>科技树</mark>解锁后才能建造。此类仓库包括：\n\n- <mark>通用储备室</mark>：安全储存大型加工品和食物\n- <mark>废料箱</mark>：储存来自环境站的危险污染物。"
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","设立前哨"
"#TUTORIAL_CODEX_OUTPOSTS","To set up an outpost first build the <mark>outpost depot</mark> in the colony. Once built, select an available specialist to train and press <mark>create settler</mark> from the building's info panel. <mark>Note that you will lose the selected specialist and this action is irreversible!</mark>\n\nAfter confirmation, the new settler unit is sent to the world map and can be commanded to find a suitable location. Outposts can be built on any <mark>neutral sector</mark>, meaning sectors <mark>without another outpost</mark>, a <mark>bandit camp</mark> or a <mark>society</mark>.\n\n-Research outpost: These outposts gather an amount of science points each turn. The amount varies depending on the locations within each sector. Locations occupied by bandits do not produce science points.\n-Survivor outpost: Aimlessly wandering survivors can be recruited to join the colony. They are the easiest to find in urban and temperate areas, whereas they are less likely to be found in biomes like desert and tundra.\n-Transport station: Moving a specialists into the outpost prepares a convoy of the resources they were carrying and sends it automatically back to the colony."
"#TUTORIAL_CODEX_SPECIALIST_RECOVERY_HEADLINE","治疗专家"
"#TUTORIAL_CODEX_SPECIALIST_RECOVERY","专家并非无敌。他们可能会在与土匪的<mark>战斗</mark>受伤，也会在搜寻和研究位置时因遇到<mark>危险</mark>而受伤。\n\n必须回到聚居地才能进行治疗。他们的恢复速度取决于伤势严重程度，以及他们<mark>恢复</mark>值的高低。可在<mark>专家技能</mark>章节中找到更多有关治疗值的信息。"
"#TUTORIAL_CODEX_ACTION_POINTS_HEADLINE","使用行动点数"
"#TUTORIAL_CODEX_ACTION_POINTS","行动点数又称<mark>AP</mark>，可以在世界地图中使用。每穿过一个地块都要消耗一个行动点数。不同的专家每回合可使用的行动点数不同，其中<mark>侦查员</mark>每回合可用的行动点数最多。\n\n不仅移动会消耗行动点数，侦察和战斗也会消耗行动点数，而搜寻则会消耗剩余的行动点数。\n\n在平原等坚实地面上行动时，速度会比在沼泽地的泥水中穿行快得多，所以你要根据不同地形合理规划路线。"
"#TUTORIAL_CODEX_SCOUT_HEADLINE","侦察"
"#TUTORIAL_CODEX_SCOUT","不断深入探索地图，发现新的地点和资源。选中专家，移动光标至未探索区域，区域出现望远镜图标并高亮显示后，再确认选择。专家的行动点数每天会补满两次。"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_HEADLINE","聚居地内专家"
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","聚居地内专家"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","你可以命令聚居地内的<mark>专家</mark><mark>移动</mark>或<mark>攻击</mark>敌人，方法是首先选中专家，然后指向目标并下达移动或攻击的命令。专家在保护居民方面发挥着重要作用，可帮助他们抵御<mark>野生动物</mark>伤害及其他伤害。\n\n在键盘上按<mark>“L”</mark>键或在控制器上按<mark>右摇杆</mark>，即可轻松辨别所有生物。"
"#TUTORIAL_CODEX_HUNTING_HEADLINE","动物"
"#TUTORIAL_CODEX_HUNTING","聚居地附近有各种各样的动物四处游荡。这些动物的力量各不相同，因此在其领土附近设置建筑物或命令居民收集资源时，应时刻保持小心谨慎。\n\n<mark>威武巨鹿</mark>：非侵略性物种，即使受到刺激也只会保护自己。\n\n<mark>凶恶老鼠</mark>：老鼠天性较为温顺，一般能与人类和平共处。但如果遭到攻击，它们就会凶悍地捍卫自己的领土。\n\n<mark>鼠甲虫</mark>：这些生物看上去很无辜，但一旦成群出现，就能迅速让疏于防备的居民措手不及。在夜间，它们很容易被发现，因为它们的眼睛在黑暗中发着红光！\n\n<mark>野猪</mark>：这些猪的背上布满尖刺，长相令人恐惧。接近它们的时候千万不要掉以轻心！\n\n<mark>熊</mark>：这些熊可不是普通的泰迪熊，它们是实打实的杀人熊。即使是具有战斗专长的专家，也很难干掉一头熊。\n\n<mark>沙虫</mark>：沙虫是最可怕的动物，能够躲藏在地下，伺机向居民和专家发动突袭。它们有巨大的力量，因此请尽可能留意，小心它们正偷偷窥视着地面。"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","大门战斗"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪突袭"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>土匪</mark>偶尔会来到你的聚居地，一些正面冲突很可能会升级为枪火大战。试着召集增援部队加强大门防御，或是贿赂土匪来争取时间。"
"#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","聚居地内的敌人"
"#TUTORIAL_CODEX_GATE_COMBAT","聚居地战斗分为三个阶段：<mark>谈判</mark>、<mark>大门处的战斗</mark>，以及<mark>聚居地内的战斗</mark>（如果事态严重）。\n\n有时，土匪会提出一项交易，这可能会给你争取一些时间，而明智的行为可以有效缓解局势。要想避免作战，多半需要消耗资源，因此应当保留各种资源以备不时之需。\n\n然而，某些情况下战斗不可避免。升级后的大门可以长时间抵御土匪，甚至能够成功防止他们<mark>攻破</mark>。\n\n如果大门被攻破，战斗会进入最后阶段，并将在聚居地城墙内部展开。在聚居地内，土匪会尽可能地破坏建筑和伤害居民，同时还会<mark>抢劫</mark>不受保护的资源。专家和居民都将抗击抵御袭击者，但难免会出现伤亡。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图"
"#TUTORIAL_DIALOG_SPECIALIST_TO_WM_MESSAGE","<mark>大门</mark>已经打开，该进行探索了！你可以将<mark>专家</mark>送往世界地图，方法是首先选中他们，然后在信息面板选择<mark>送往世界地图</mark>的选项。就是这么简单！"
"#TUTORIAL_NOTIFICATION_HYGIENE_HEADLINE","居民卫生"
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HYGIENE_HEADLINE","居民卫生"
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","在这片荒原上，居民可能很难顾及自己的<mark>卫生</mark>。肮脏的居民会很快变得不满，也更容易感染各种疾病。通过在建造菜单中建造<mark>厕所</mark>，来帮助他们！\n\n不过，厕所会<mark>污染</mark>周边区域，可将其放置于聚居地外围以减少危害。"
"#TUTORIAL_CODEX_HYGIENE_HEADLINE","卫生"
"#TUTORIAL_CODEX_HYGIENE","如果居民无法利用合适的建筑来改善个人卫生，将会变得<mark>肮脏</mark>。这些建筑包括<mark>厕所</mark>，可用于适当处理排泄物，以及<mark>桑拿房</mark>，能更有效地清除皮肤上的污染和其他碎屑。桑拿房可以从<mark>科技树</mark>解锁。\n\n请记住，每新增一位居民，卫生维护的需求也会随之增加，因此请持续为他们提供所需的清洁设施。"
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_DIALOG_HOSTILE_MESSAGE","某些不满意的居民或幸存者可能偶尔反叛，成为<mark>敌对</mark>居民。他们会争吵、抢劫和毁坏建筑，造成严重混乱。建造<mark>守卫亭</mark>部署守卫，招募<mark>枪械工匠</mark>制造武器以保护聚居地。"
"#TUTORIAL_CODEX_HOSTILE_HEADLINE","聚居地安全"
"#TUTORIAL_CODEX_HOSTILE","<mark>敌对</mark>居民已无药可救。在绝望中，他们破坏建筑并伤害居民，还偷走了资源。因此应将其视为入侵的<mark>土匪</mark>。\n\n居民越<mark>不幸福</mark>就越可能变得敌对。应当提供<mark>营养丰富的食物</mark>、<mark>卫生设施</mark>，改善<mark>居住环境</mark>，以提高其生活质量。你还需要考虑哪些人可以进入<mark>大门</mark>。\n\n<mark>守卫亭</mark>可迅速、高效应对任何敌对居民。可指派工人担任<mark>守卫</mark>，保障聚居地安全。\n\n<mark>枪械工匠</mark>提供高级武器，可用于武装守卫。武器使用一段时间后会损坏，请保证产量。"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","居民需要摄入多种食物，包括<mark>蔬菜</mark>和<mark>肉食</mark>，所以请确保提供充足的各类食物。<mark>营养不良</mark>非常严重，长期持续会导致死亡。"
"#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","营养"
"#TUTORIAL_CODEX_MALNUTRITION","居民需要稳定的<mark>肉食</mark>和<mark>蔬菜</mark>来源。肉食包括<mark>野味</mark>、<mark>鱼肉</mark>和部分昆虫。蔬菜包括<mark>浆果</mark>和大部分<mark>农田</mark>中收获的庄稼，比如<mark>玉米</mark>和<mark>土豆</mark>。\n\n部分食物仅能果腹，但无法提供足够的营养以支撑居民长期生存。\n\n<mark>营养不良</mark>的居民饮食严重缺乏一种或多种食物。你是否为居民提供了充足的热<mark>餐食</mark>？还是他们只能吃到一种生的食物？可以在<mark>伙房</mark>和<mark>食堂</mark>中准备多种热餐食。然而，重新平衡营养需要连续数天享用多样化饮食。\n\n<mark>营养充足</mark>的居民居民摄入肉类、蔬菜等多种食物。人们吃饱喝足后才能更好地维护聚居地，所以建议保障居民的合理饮食。"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","你可以为<mark>裁缝铺</mark>这样生产建筑生产出来的资源设置<mark>生产上限</mark>。你可以设置上限来节约储存空间，同时解放居民，让他们去做一些更为重要的工作。"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","建筑需要资源"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","水和建筑"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","建筑需要不同资源来维持正常运作，其中最重要的是<quad name=Water> <mark>水</mark>。\n\n<mark>水塔</mark>会在其<mark>有效范围</mark>内把多余的水分配给建筑。存放在生锈铁桶里的水不适合居民饮用。\n\n在<mark>覆盖菜单</mark>中选择<mark>水</mark>，快速查看蓄水建筑运作情况。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","专家"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","专家"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>专家</mark>奋战在前线，帮你探索荒野。可使用<mark>鼠标左键</mark>或控制器<mark>A</mark>键选中专家查看其状态。要选择多名专家，请按住鼠标左键或控制器A键并移动光标。\n\n你还可以在上方的<mark>专家菜单</mark>轻松找到专家。"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","是时候筹备聚居地了。你应该首先建造<mark>营地</mark>，以存储初始资源。先找到一个合适的建造地点，然后通过<mark>建造菜单</mark>来安置营地！"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","干的不错！你已经向建成一个真正的<mark>聚居地</mark>迈出了第一步。我注意到你现在已经解锁了一些新<mark>建筑</mark>，这片土地终于不再只是一望无际的荒野了！\n\n你需要为这片区域做好充分准备，这样<mark>居民</mark>才能在此存活下去。其中最为重要的是能照顾到他们所有的基本需求。"
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","狩猎中"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HUNTING_HEADLINE","狩猎中"
"#TUTORIAL_DIALOG_HUNTING_MESSAGE","据悉，在这片地区四处游荡着野生动物。专家可以<mark>狩猎</mark>当地的野生动物，从而获取肉食，并保证聚居地的安全。通常来说动物都会保护自己。即使你只是路过了某些动物的领地，他们也会毫不犹豫向你猛冲过来。\n\n你可以在<mark>覆盖菜单</mark>中选择<mark>生物</mark>，查看所有动物的仇恨等级。"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_HEADLINE","基础采集"
"#TUTORIAL_NOTIFICATION_BASIC_GATHERING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BASIC_GATHERING_HEADLINE","基础采集"
"#TUTORIAL_DIALOG_BASIC_GATHERING_MESSAGE","专家可以收集一些基础资源。尝试命令他们前往附近的<quad name=Berries><mark>浆果</mark>丛、<quad name=Plank><mark>木材</mark>堆积处或<quad name=Concrete><mark>混凝土块</mark>堆积处。顶部工具条会显示你目前的资源储量。"
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","家畜"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","家畜"
"#TUTORIAL_DIALOG_RANCH_MESSAGE","<mark>牛</mark>、<mark>羊</mark>等家畜不仅可爱，还能为聚居地带来繁荣。你需要<mark>农场</mark>来饲养、繁育家畜，但要先通过<mark>贸易</mark>获取家畜。"
"#TUTORIAL_CODEX_RANCH_HEADLINE","农场"
"#TUTORIAL_CODEX_RANCH","要饲养牲畜，你需要先解锁科技树的<mark>动物饲养</mark>。农场可饲养四种人类的老朋友：牛、羊、猪、鸡。\n\n通过农场信息面板，可设置要饲养的牲畜类型。设置完成后，只需获取牲畜。获取方式通常为：与世界地图中找到的<mark>社群</mark>进行贸易。\n\n牲畜有特殊需求，必须满足才能繁衍生息。例如，一个农场只能饲养一种牲畜。另外，牲畜需要饮水，如果无法提供，牲畜数量将减少。\n\n牲畜长成后，可提供特殊和实用的产品。如果你急需肉类，可<mark>屠宰</mark>成年牲畜获取肉食。"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","邀请居民"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","按此学习如何操作。"
"#TUTORIAL_CODEX_INVITE_COLONISTS_HEADLINE","邀请居民"
"#TUTORIAL_CODEX_INVITE_COLONISTS_MESSAGE","如果你觉得已经建造就绪，就可以邀请居民进入聚居地。点击<mark>营地</mark>，选择<mark>“发射信号弹”</mark>向居民发送信号。\n\n请注意，一旦邀请居民进入聚居地，就不能将其驱逐出境。"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_HEADLINE","居民聚集"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_HEADLINE","居民聚集"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_MESSAGE","要让居民聚集起来，你需要建造<mark>储备区</mark>来收集基础资源，同时还需要建造<mark>食物仓房</mark>来收集如浆果、肉食一类的食物。将这两种建筑建造在聚居地中心，因为它们不仅可以储备资源，同时还可以进行资源分配。"
"#TUTORIAL_NOTIFICATION_ENERGY_HEADLINE","建筑需要能源"
"#TUTORIAL_NOTIFICATION_ENERGY_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_ENERGY_HEADLINE","能源"
"#TUTORIAL_DIALOG_ENERGY_MESSAGE","一些建筑需要<quad name=Energy><mark>能源</mark>才能运作。你可以通过多种方式生产能源，然后用<mark>变压器</mark>将其分配给建筑。变压器所在区域需要<mark>能源储藏室或产能建筑</mark>，其才能运作。请注意，通过将各个变压器<mark>连接</mark>起来后，能源可进行远距离传输。\n\n在<mark>覆盖菜单</mark>中选择<mark>能源</mark>，快速查看能源建筑运作情况。"
"#TUTORIAL_NOTIFICATION_EXPLORE_HEADLINE","在周围探索"
"#TUTORIAL_NOTIFICATION_EXPLORE_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_EXPLORE_HEADLINE","探索"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE","周边地区蕴含着有用的资源，但游戏之初这些地区都笼罩在迷雾中，可派专家前去侦察。\n\n使用<mark>鼠标右键</mark>或控制器<mark>A</mark>键点击迷雾区域，命令<mark>已选专家</mark>前去搜索战利品。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_BUILDING_HEADLINE","派遣专家进行建造"
"#TUTORIAL_NOTIFICATION_SPECIALIST_BUILDING_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SPECIALIST_BUILDING_HEADLINE","建造专家"
"#TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","建筑放置后不能立即使用，首先需要进行建造。打开建造菜单中的储存类别，在已侦察区域内放置<mark>储备区</mark>和<mark>食物仓房</mark>。\n\n建筑成功放置后，使用鼠标右键或控制器A键选择专家，并命令其前往<mark>建筑工地</mark>。只要储备充足，专家将会自动消耗储备资源！"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_HEADLINE","改变温度"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_TEMPERATURE_HEADLINE","温度"
"#TUTORIAL_DIALOG_TEMPERATURE_MESSAGE","夏季的余温逐渐消退，冬季的严寒正悄然降临。居民会在寒冷中想尽一切办法保持体温。\n\n可在<mark>庇护所</mark>附近建造如<mark>火炉</mark>一类的加热方案为其供暖。在加热器作用范围内的居民会感到温暖舒适，在加热器作用范围外的建筑只能在瑟瑟的寒风中饱受风雪的折磨。\n\n搬运工可将<mark>伐木篷</mark>中生产的<mark>木柴</mark>搬运到火炉中，以维持其正常运转。"
"#TUTORIAL_CODEX_TEMPERATURE_HEADLINE","天气效果"
"#TUTORIAL_CODEX_TEMPERATURE","冰天雪地的天气环境会对大多数的建筑和居民造成影响。在秋季和短暂的春季期间，居民可能会<mark>感冒</mark>，导致免疫力降低。隆冬时期居民的感冒会演变为<mark>体温过低</mark>，可能会导致死亡，除非他们有<mark>温暖的住所</mark>。\n\n为了避免冻死，居民需要在庇护所附近安放火炉和取暖器等加热器为其供暖。温暖的工作场所可以延缓寒冷的侵蚀速度，但无家可归的居民或居住在结冰房屋中的居民将撑不了多长时间。注意：你可以通过建造多个火炉，并用其有效范围将范围外的寒冷区域围起来，从而构建更大面积的温暖区域！\n\n岸边的建筑会受到结冰湖面的影响，如果不为其加热升温，则可能会导致建筑内部生产中断。牧场里的动物也会受到寒冷的影响，如果没有得到一定的供暖就会冻死。\n\n衣服能够适度抵御自然环境的影响。更好的衣服能让居民在寒冷环境中坚持更长时间。然而即使是最好的衣服也不能完全解决寒冷问题。如果没有温暖的床铺，居民依然可能会挨冻致死。\n\n秋季和春季是冬季前后的一小段时期。这段时期内气温接近冰点，作物开始枯萎，居民和动物需要更多的温暖才能保持健康。抗灾能力强的植物可以在寒冷的天气中存活更久，不过一旦冬季风暴来袭，未收获的作物产量将荡然无存。\n\n温度同样也会影响居民的饮<mark>水</mark>需求。寒冷季节期间居民的饮水量将会稍有下降，因为部分饮用水可以直接从积雪中获取。从另一方面来说，热浪则会大幅提高居民的体温，居民在热浪期间的饮水量将是平时的两倍。"
"#TUTORIAL_NOTIFICATION_RESOURCES_HEADLINE","使用资源"
"#TUTORIAL_NOTIFICATION_RESOURCES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_RESOURCES_HEADLINE","资源"
"#TUTORIAL_DIALOG_RESOURCES_MESSAGE","从修造建筑到制作物品，<mark>资源</mark>是聚居地内一切事物的原材料。你可以直接使用资源或是将其加工成更加高级的产品。\n\n修建<mark>道路</mark>可让居民在建筑间搬运资源的速度加快，但修建过程可能会花费一定的时间。\n\n在<mark>顶部工具条</mark>中快速查看当前资源储备量，打开<mark>统计菜单</mark>查看资源详情。"
"#CODEX_WINTER_HEADLINE","冬季风暴"
"#CODEX_WINTER","第一片雪花和清晨的霜冻预示着冬季风暴的来临。气温急转直下，由最初的微寒变成了冰天雪地，放眼望去，满目尽是银装素裹。居民想尽一切办法保持着自己的体温。\n\n相关信息和建议：\n-火炉和取暖器可在其有效半径内为庇护所和工作场所供暖。\n-暴露在冰天雪地里的居民将会感冒，导致幸福度降低。\n-持续性的感冒会演变为体温过低，导致生命值降低。\n-衣服可以减缓寒冷的侵蚀速度，升级后的衣服防护效果更佳。\n-作物和湖泊最终都会结冰，停止生产。\n-牧场里的动物在附近没有加热器供暖的情况下会死去。"
"#TUTORIAL_CODEX_RESOURCES_HEADLINE","重量"
"#TUTORIAL_CODEX_RESOURCES","每种资源都有各自的<mark>重量</mark>，这将决定其单次可携带量。资源越重，居民将其搬运至新位置的往返次数就越多。可在<mark>统计菜单</mark>的“资源选项卡”中查看资源的重量。\n\n每种资源在存储时会占据一定空间。可通过研究实用的<mark>技术</mark>技能以进一步扩展大部分储藏室。如需查看储藏室的存储状态，请在“统计菜单”中查看“建筑”页面。"
"#TUTORIAL_NOTIFICATION_UPGRADING_HEADLINE","正在升级建筑"
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","按此了解详情"
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","建筑升级"
"#TUTORIAL_DIALOG_UPGRADING_MESSAGE","随着技术发展，可进一步升级某些建筑。解锁“升级技术”可实现这一功能，但这一功能并不会自动进行应用。\n\n选择受影响的建筑，然后在其信息面板中点击<mark>升级</mark>。升级过程会拆除原先的建筑。由于没有撤销选项，所以请仔细确认你的选择。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_XBOX","在世界地图上执行移动等行动会消耗专家的<mark>行动点数</mark>。点数耗尽后，专家需要休息一段时间才能继续执行新命令。\n\n按下<mark>A键</mark>移动选中的专家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","在世界地图上执行移动等行动会消耗专家的<mark>行动点数</mark>。点数耗尽后，专家需要休息一段时间才能继续执行新命令。\n\n<mark>点击鼠标右键</mark>移动选中的专家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_NX","在世界地图上执行移动等行动会消耗专家的<mark>行动点数</mark>。点数耗尽后，专家需要休息一段时间才能继续执行新命令。\n\n按下<mark>A键</mark>移动选中的专家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE_PS","在世界地图上执行移动等行动会消耗专家的<mark>行动点数</mark>。点数耗尽后，专家需要休息一段时间才能继续执行新命令。\n\n按下<mark>X键</mark>移动选中的专家。"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_XBOX","建筑放置后不能立即使用，首先需要进行建造。打开建造菜单中的储存类别，在已侦察区域内放置<mark>储备区</mark>和<mark>食物仓房</mark>。\n\n建筑成功放置后，<mark>按下A键选择专家，并命令其前往建筑工地</mark>。只要储备充足，专家将会自动消耗储备资源！"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE","建筑放置后不能立即使用，首先需要进行建造。打开建造菜单中的储存类别，在已侦察区域内放置<mark>储备区</mark>和<mark>食物仓房</mark>。\n\n建筑成功放置后，<mark>点击鼠标右键选择专家，并命令其前往建筑工地</mark>。只要储备充足，专家将会自动消耗储备资源！"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_NX","建筑放置后不能立即使用，首先需要进行建造。打开建造菜单中的储存类别，在已侦察区域内放置<mark>储备区</mark>和<mark>食物仓房</mark>。\n\n建筑成功放置后，<mark>按下A键选择专家，并命令其前往建筑工地</mark>。只要储备充足，专家将会自动消耗储备资源！"
"##TUTORIAL_DIALOG_SPECIALIST_BUILDING_MESSAGE_PS","建筑放置后不能立即使用，首先需要进行建造。打开建造菜单中的储存类别，在已侦察区域内放置<mark>储备区</mark>和<mark>食物仓房</mark>。\n\n建筑成功放置后，<mark>按下X键选择专家，并命令其前往建筑工地</mark>。只要储备充足，专家将会自动消耗储备资源！"
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_XBOX","<mark>专家</mark>奋战在前线，帮你探索荒野。可按下<mark>A键</mark>直接选中专家并查看其状态。要选择多名专家，请长按A键并移动镜头。\n\n你还可以在上方的<mark>专家菜单</mark>轻松找到专家。"
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>专家</mark>奋战在前线，帮你探索荒野。可<mark>点击鼠标左键</mark>直接选中专家并查看其状态。要选择多名专家，请长按鼠标左键并移动光标。\n\n你还可以在上方的<mark>专家菜单</mark>轻松找到专家。"
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_NX","<mark>专家</mark>奋战在前线，帮你探索荒野。可按下<mark>A键</mark>直接选中专家并查看其状态。要选择多名专家，请长按A键并移动镜头。\n\n你还可以在上方的<mark>专家菜单</mark>轻松找到专家。"
"##TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE_PS","<mark>专家</mark>奋战在前线，帮你探索荒野。可按下<mark>X键</mark>直接选中专家并查看其状态。要选择多名专家，请长按X键并移动镜头。\n\n你还可以在上方的<mark>专家菜单</mark>轻松找到专家。"
"##TUTORIAL_CODEX_SETTIME_XBOX","使用屏幕左下角的按钮可以<mark>暂停</mark>和<mark>加速</mark>游戏。你还可以通过<mark>十字方向键</mark>来调整游戏速度。\n\n有些事件会自动暂停游戏，直到事件得到解决。"
"##TUTORIAL_CODEX_SETTIME","使用屏幕左下角的按钮可以<mark>暂停</mark>和<mark>加速</mark>游戏。你还可以通过<mark>键盘</mark>上的数字键1到3和空格来调整游戏速度。\n\n有些事件会自动暂停游戏，直到事件得到解决。"
"##TUTORIAL_CODEX_SETTIME_NX","可使用<mark>十字方向键</mark><mark>暂停</mark>和<mark>加速</mark>游戏。\n\n有些事件会自动暂停游戏，得到解决后游戏才能继续。"
"##TUTORIAL_CODEX_SETTIME_NX_PRO","可使用<mark>+控制板</mark><mark>暂停</mark>和<mark>加速</mark>游戏。\n\n有些事件会自动暂停游戏，得到解决后游戏才能继续。"
"##TUTORIAL_CODEX_SETTIME_PS","可使用<mark>左右按钮</mark><mark>暂停</mark>和<mark>加速</mark>游戏。有些事件会自动暂停游戏，得到解决后游戏才能继续。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE","专家需要将搜寻到的资源运回聚居地。可点击专家信息面板上的快捷按钮<mark>返回聚居地</mark>，自动生成一条回家的路线。发出返回命令后，专家们会在每个回合结束时向聚居地移动，直到到达聚居地。你也可以手动操作专家返回聚居地，特别是如果你想绕道而行的话。\n\n卸下资源后，居民必须将其移动到相应的<mark>仓储</mark>中妥善储存。\n\n注意：如果你碰巧找不到自己的聚居地，你可以按下键盘上的<mark>“C”</mark>键轻松返回聚居地。这个快捷键在聚居地内也同样适用，从而使得定位聚居地更加容易！"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_XBOX","专家需要将搜寻到的资源运回聚居地。可点击专家信息面板上的快捷按钮<mark>返回聚居地</mark>，自动生成一条回家的路线。发出返回命令后，专家们会在每个回合结束时向聚居地移动，直到到达聚居地。你也可以手动操作专家返回聚居地，特别是如果你想绕道而行的话。\n\n卸下资源后，居民必须将其移动到相应的<mark>仓储</mark>中妥善储存。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_NX","专家需要将搜寻到的资源运回聚居地。可点击专家信息面板上的快捷按钮<mark>返回聚居地</mark>，自动生成一条回家的路线。发出返回命令后，专家们会在每个回合结束时向聚居地移动，直到到达聚居地。你也可以手动操作专家返回聚居地，特别是如果你想绕道而行的话。\n\n卸下资源后，居民必须将其移动到相应的<mark>仓储</mark>中妥善储存。"
"##TUTORIAL_DIALOG_RETURN_RESOURCES_MESSAGE_PS","专家需要将搜寻到的资源运回聚居地。可点击专家信息面板上的快捷按钮<mark>返回聚居地</mark>，自动生成一条回家的路线。发出返回命令后，专家们会在每个回合结束时向聚居地移动，直到到达聚居地。你也可以手动操作专家返回聚居地，特别是如果你想绕道而行的话。\n\n卸下资源后，居民必须将其移动到相应的<mark>仓储</mark>中妥善储存。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_XBOX","看来你已经来到了一片适合作为新家的繁茂土地，试着<mark>移动镜头</mark>查看周围环境。\n\n使用<mark>左摇杆</mark><mark>滑动视野</mark>，按<mark>A</mark><mark>选择</mark>或确认，按<mark>B</mark><mark>取消选择</mark>或返回。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","看来你已经你来到了一片适合作为新家的繁茂土地，试着<mark>移动镜头</mark>来查看周围环境。\n\n<mark>使用WSAD滑动视野</mark>，或按住<mark>鼠标右键</mark>拖动视野。使用<mark>鼠标左键</mark><mark>选择</mark>物品和使用界面。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_NX","看来你已经来到了一片适合作为新家的繁茂土地，试着<mark>移动镜头</mark>查看周围环境。\n\n使用<mark>左摇杆</mark><mark>滑动视野</mark>，按<mark>A</mark><mark>选择</mark>或确认，按<mark>B</mark><mark>取消选择</mark>或返回。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_PS","看来你已经来到了一片适合作为新家的繁茂土地，试着<mark>移动镜头</mark>来查看周围环境。\n\n使用<mark>左摇杆</mark><mark>滑动视野</mark>，按下<mark>“X”键</mark><mark>选择</mark>或确认，按下<mark>“O”键</mark><mark>取消选择</mark>或返回。"
"##TUTORIAL_CODEX_CONTROLS_XBOX","横向移动<mark>右摇杆</mark>可<mark>旋转镜头</mark>，对其<mark>纵向</mark>移动可<mark>缩放镜头</mark>。"
"##TUTORIAL_CODEX_CONTROLS","使用<mark>鼠标滚轮</mark>进行<mark>缩放</mark>，<mark>按住鼠标滚轮</mark>可<mark>倾斜</mark>或<mark>旋转镜头</mark>。"
"##TUTORIAL_CODEX_CONTROLS_NX","横向移动<mark>右摇杆</mark>可<mark>旋转镜头</mark>，对其<mark>纵向</mark>移动可<mark>缩放镜头</mark>。"
"##TUTORIAL_CODEX_CONTROLS_PS","横向移动<mark>右摇杆</mark>可<mark>旋转镜头</mark>，对其<mark>纵向</mark>移动可<mark>缩放镜头</mark>。"
"##TUTORIAL_CODEX_WORKAREA","许多建筑使用<mark>工作区</mark>决定搜寻哪些资源。你必须手动移动工作区至想要搜寻的堆积物处。更新工作区对于高效生产至关重要，请确保打开建造菜单并选择<mark>移动工作区</mark>，命令居民采集新的浆果丛、金属堆积物等。\n\n工作区重叠会降低效率，所以请让工作区互相分散。\n\n要<mark>重新调整区域大小</mark>，你可以在按下<mark>左CTRL</mark>的同时滚动<mark>鼠标滚轮</mark>。居民现在将从沉积物中搜寻材料直至沉积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知告知，这样就能移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还有多少资源需要收集。"
"##TUTORIAL_CODEX_WORKAREA_XBOX","许多建筑使用<mark>工作区</mark>决定搜寻哪些资源。你必须手动移动工作区至想要搜寻的堆积物处。更新工作区对于高效生产至关重要，请确保打开建造菜单并选择<mark>移动工作区</mark>，命令居民采集新的浆果丛、金属堆积物等。\n\n工作区重叠会降低效率，所以请让工作区互相分散。\n\n可用<mark>LT和RT</mark>来<mark>重新调整区域大小</mark>。居民现在将从沉积物中搜寻材料直至沉积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知告知，这样就能移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还有多少资源需要收集。"
"##TUTORIAL_CODEX_WORKAREA_NX","许多建筑使用<mark>工作区</mark>决定搜寻哪些资源。你必须手动移动工作区至想要搜寻的堆积物处。更新工作区对于高效生产至关重要，请确保打开建造菜单并选择<mark>移动工作区</mark>，命令居民采集新的浆果丛、金属堆积物等。\n\n工作区重叠会降低效率，所以请让工作区互相分散。\n\n可用<mark>ZL和ZR键</mark>来<mark>重新调整区域大小</mark>。居民现在将从沉积物中搜寻材料直至沉积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知告知，这样就能移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还有多少资源需要收集。"
"##TUTORIAL_CODEX_WORKAREA_PS","许多建筑使用<mark>工作区</mark>决定搜寻哪些资源。你必须手动移动工作区至想要搜寻的堆积物处。更新工作区对于高效生产至关重要，请确保打开建造菜单并选择<mark>移动工作区</mark>，命令居民采集新的浆果丛、金属堆积物等。\n\n工作区重叠会降低效率，所以请让工作区互相分散。\n\n可用<mark>L2和R2键</mark>来<mark>重新调整区域大小</mark>。居民现在将从沉积物中搜寻材料直至沉积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知告知，这样就能移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还有多少资源需要收集。"
"##TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡，但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>，还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺，居民的工作效率就会下降。他们还可能患病，因此需要医疗看护。\n\n庇护所多种多样，既有简单的帐篷，也有比肩现代居所的舒适房屋。升级房屋，使其更加坚固舒适，就能提升人们的幸福度，还能提供更好的保护，帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋，居民会更有安全感和私密感，因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活，因此分散居住区能减少居民的往返时间。\n\n默认情况下，可在建造模式中使用“R”键旋转建筑。"
"##TUTORIAL_CODEX_SHELTER_XBOX","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡，但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>，还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺，居民的工作效率就会下降。他们还可能患病，因此需要医疗看护。\n\n庇护所多种多样，既有简单的帐篷，也有比肩现代居所的舒适房屋。升级房屋，使其更加坚固舒适，就能提升人们的幸福度，还能提供更好的保护，帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋，居民会更有安全感和私密感，因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活，因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用“LB”和“RB”键旋转建筑。"
"##TUTORIAL_CODEX_SHELTER_NX","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡，但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>，还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺，居民的工作效率就会下降。他们还可能患病，因此需要医疗看护。\n\n庇护所多种多样，既有简单的帐篷，也有比肩现代居所的舒适房屋。升级房屋，使其更加坚固舒适，就能提升人们的幸福度，还能提供更好的保护，帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋，居民会更有安全感和私密感，因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活，因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用“L”和“R”键旋转建筑。"
"##TUTORIAL_CODEX_SHELTER_PS","所有<mark>无家可归</mark>的居民头顶都会出现图标。其他潜在的危险情况也会以相同方式显示。\n\n虽然居民不得已时也会席地而睡，但拥有充足的庇护所仍是第一要务。帐篷和房屋不仅能提升居民的<mark>幸福度</mark>，还能帮助他们抵御恶劣天气的影响。没有可供休息的床铺，居民的工作效率就会下降。他们还可能患病，因此需要医疗看护。\n\n庇护所多种多样，既有简单的帐篷，也有比肩现代居所的舒适房屋。升级房屋，使其更加坚固舒适，就能提升人们的幸福度，还能提供更好的保护，帮助居民抵御恶劣环境甚至<mark>灾难</mark>的影响。身处舒适的房屋，居民会更有安全感和私密感，因此生育意愿也会提高。居民喜欢选择在距离工作场所较近的住所内生活，因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用“L1”和“R1”键旋转建筑。"
"##WIP_TUTORIAL_CODEX_CARS","游戏中有几种不同的汽车类型，互有优缺点。\n—掀背车：速度快但容量有限。\n—轿车：掀背车的改良版，可以搭乘更多专家。\n—旅行车：拥有最大的容量，代价是速度最慢。\n—越野车：坚固可靠，能跨越任何地形。\n—公交车：大而宽敞，但速度相当缓慢。\n—货车：标准的万能运输车。\n\n与专家类似，汽车也使用<mark>行动点数</mark>，汽车移动也遵循相同的规则。汽车的优势在于可将多个专家快速移动至很远的地方，但是专家做其他事情时必须下车。要让专家下车，点击汽车来切换选中的专家。选中专家后，令其离开汽车即可。\n\n汽车在行驶一段距离后速度会下降，需要将其带回聚居地重新补充燃料。破损车辆会以最高速度的一半速度移动。"
"##WIP_TUTORIAL_CODEX_CARS_PS","游戏中有几种不同的汽车类型，互有优缺点。\n—掀背车：速度快但容量有限。\n—轿车：掀背车的改良版，可以搭乘更多专家。\n—旅行车：拥有最大的容量，代价是速度最慢。\n—越野车：坚固可靠，能跨越任何地形。\n—公交车：大而宽敞，但速度相当缓慢。\n—货车：标准的万能运输车。\n\n与专家类似，汽车也使用<mark>行动点数</mark>，汽车移动也遵循相同的规则。汽车的优势在于可将多个专家快速移动至很远的地方，但是专家做其他事情时必须下车。要让专家下车，选中汽车后多次按下X键来切换选中的专家。选中专家后，令其离开汽车即可。\n\n汽车在行驶一段距离后速度会下降，需要将其带回聚居地重新补充燃料。破损车辆会以最高速度的一半速度移动。"
"##WIP_TUTORIAL_CODEX_CARS_XBOX","游戏中有几种不同的汽车类型，互有优缺点。\n—掀背车：速度快但容量有限。\n—轿车：掀背车的改良版，可以搭乘更多专家。\n—旅行车：拥有最大的容量，代价是速度最慢。\n—越野车：坚固可靠，能跨越任何地形。\n—公交车：大而宽敞，但速度相当缓慢。\n—货车：标准的万能运输车。\n\n与专家类似，汽车也使用<mark>行动点数</mark>，汽车移动也遵循相同的规则。汽车的优势在于可将多个专家快速移动至很远的地方，但是专家做其他事情时必须下车。要让专家下车，选中汽车后多次按下A键来切换选中的专家。选中专家后，令其离开汽车即可。\n\n汽车在行驶一段距离后速度会下降，需要将其带回聚居地重新补充燃料。破损车辆会以最高速度的一半速度移动。"
"##WIP_TUTORIAL_CODEX_CARS_NX","游戏中有几种不同的汽车类型，互有优缺点。\n—掀背车：速度快但容量有限。\n—轿车：掀背车的改良版，可以搭乘更多专家。\n—旅行车：拥有最大的容量，代价是速度最慢。\n—越野车：坚固可靠，能跨越任何地形。\n—公交车：大而宽敞，但速度相当缓慢。\n—货车：标准的万能运输车。\n\n与专家类似，汽车也使用<mark>行动点数</mark>，汽车移动也遵循相同的规则。汽车的优势在于可将多个专家快速移动至很远的地方，但是专家做其他事情时必须下车。要让专家下车，选中汽车后多次按下A键来切换选中的专家。选中专家后，令其离开汽车即可。\n\n汽车在行驶一段距离后速度会下降，需要将其带回聚居地重新补充燃料。破损车辆会以最高速度的一半速度移动。"
"#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生产"
"#TOPIC_RESEARCH_COLONY","聚居地"
"#TOPIC_RESEARCH_SECURITY","安全"
"#TOPIC_RESEARCH_EXPLORATION","探索"
"#TOPIC_RESEARCH_UNLOCK_COST","费用"
"#TOPIC_AVAILABLE_RESEARCH","科学点数"
"#TOPIC_RESEARCH_UNLOCKABLES","可解锁"
"#TECH_COMMUNAL_EATING","居民饮食"
"#TECH_PROTECTED_CROPS","受保护的作物"
"#TECH_ALTERNATIVE_PROTEINS","替代蛋白质"
"#TECH_BORING_METHODS","钻井方法"
"#TECH_ADVANCED_FARMING","高级耕种"
"#TECH_DELICACIES","美味"
"#TECH_CHEF_TRAINING","大厨培训"
"#TECH_COMMUNAL_EATING_DESC","一种更为集中化的解决方案，旨在用温暖和营养的餐食来驱赶饥饿。\n\n<mark>伙房</mark>将食物原材料加工为<mark>餐食</mark>，需要<quad name=Firewood> <mark>木柴</mark>才能正常运转。"
"#TECH_PROTECTED_CROPS_DESC","<mark>温室</mark>能保护作物免遭环境侵袭，甚至能在灾难期间运作。即使在很恶劣的情况下，它也能提供稳定的食物产量。"
"#TECH_ALTERNATIVE_PROTEINS_DESC","浩劫之后，各个社群必须找到更高效的新蛋白质来源，而可食用昆虫恰能满足这种需求。<mark>昆虫农场</mark>能提供稳定的<mark>食物</mark>产量，而且能够替代肉类。\n\n寻找新型的虫卵进一步巩固产量。"
"#TECH_BORING_METHODS_DESC","获取清洁<mark>水源</mark>非常困难，在干旱气候下尤其如此。<mark>钻井</mark>挖得很深，可以获取地下水资源。因此钻井可放置在任何位置。"
"#TECH_ADVANCED_FARMING_DESC","让农业进入新阶段。中大型农田提供更为丰厚的收成，能够养活大型聚居地。将农田放置于<mark>肥沃</mark>的土壤之上，可以带来额外产量加成。"
"#TECH_DELICACIES_DESC","没有什么能和新鲜的烤<quad name=Bread> <mark>面包</mark>一样香。\n\n<mark>磨坊</mark>将<quad name=Wheat> <mark>小麦</mark>磨成<quad name=Flour> <mark>面粉</mark>，然后在<mark>面包房</mark>制成面包。"
"#TECH_CHEF_TRAINING_DESC","要喂饱一大群人需要纪律和组织。大厨培训可以解锁<mark>食堂</mark>，厨师们可以在那里为饥饿的居民们准备大量的<mark>餐食</mark>。"
"#TECH_ENERGY_PRODUCTION_ONE","能源生产量一"
"#TECH_JUNK_RECYCLING","废旧物回收"
"#TECH_ENERGY_STORAGE1","能源储备"
"#TECH_ENERGY_PRODUCTION_TWO","能源生产量二"
"#TECH_INDUSTRIAL_MINING","工业开采"
"#TECH_AUTOMATION","自动化"
"#TECH_MASS_PRODUCTION","大规模生产"
"#TECH_RARE_METALS","稀有金属"
"#TECH_ENERGY_PRODUCTION_ONE_DESC","恢复电力是重建文明的关键一步。<mark>太阳能电池板</mark>和<mark>风力发电机</mark>能提供清洁<mark>能源</mark>，但发电量较小。太阳能电池板仅在白天工作，而风力发电机在白天和夜晚均可运行。"
"#TECH_JUNK_RECYCLING_DESC","对有能力进行回收的人来说，废料站的副产品<mark>废旧物</mark>很有用，甚至称得上是宝贝了。<mark>机修店</mark>能将废旧物转化为机械<mark>零件</mark>，建造高级建筑和物品正需要这些零件。\n\n生产 <quad name=Parts> <mark>零件</mark>"
"#TECH_ENERGY_STORAGE1_DESC","<mark>能源</mark>只生产不储存，可能酿成灾难。<mark>电池架</mark>经过改装后，可储存一定量的电力，即使能源生产中断，储存的能源仍可保证其他设备正常运转。"
"#TECH_ENERGY_PRODUCTION_TWO_DESC","高端生产建筑和娱乐建筑需要大量<mark>能源</mark>才能运转，因此大型发电设施必不可少。<mark>大型太阳能电池板</mark>遇到灾难将折叠以自我保护，<mark>大型风力涡轮机</mark>能够俯视聚居地大多数其他建筑。\n\n太阳能电池板仅在白天生产<quad name=Energy><mark>能源</mark>。而风力发电机需要更多维修。"
"#TECH_INDUSTRIAL_MINING_DESC","单靠徒手捡拾建筑材料，你的发展将会很有限。<mark>提取机</mark>等重型机械可大幅提升生产力，但需要持续维护和大量<mark>能源</mark>才能提取出金属、塑料和混凝土。"
"#TECH_AUTOMATION_DESC","将琐碎的工作交给计算机设备能够解放居民，让他们从事其他工作。<mark>电子元件厂</mark>是大型高科技建筑，只要提供<mark>部件</mark>、<mark>稀有</mark>金属和<mark>能源</mark>，就能够生产自动化所需的高级<mark>电子元件</mark>。"
"#TECH_MASS_PRODUCTION_DESC","计算机控制开采设备是大规模生产建筑材料的终极形态。除非发生故障，否则<mark>全自动搜寻器</mark>运转无需人员监管。\n\n然而，搜寻器需要大量<mark>能源</mark>才能为聚居地生产<mark>金属</mark>、<mark>塑料</mark>和<mark>混凝土</mark>。"
"#TECH_RARE_METALS_DESC","必须使用专门的<mark>磁力分离器</mark>才能将土壤中的<mark>稀有金属</mark>分离出来。分离器从材料中穿过，过滤掉无用成分。产出的稀有金属用于高端生产。\n\n需要<mark>能源</mark>才能运转。"
"#TECH_COMMUNAL_LIVING","群体生活"
"#TECH_EDUCATION","教育"
"#TECH_REMEMBRANCE","纪念"
"#TECH_COMFORTABLE_HOUSING","舒适住宅"
"#TECH_AGGRESSION_RELEASE","侵略性释放"
"#TECH_KNOWLEDGE_PRESERVATION","知识保护"
"#TECH_COUCH_POTATO","沙发土豆"
"#TECH_COMMUNAL_LIVING_DESC","需要周密的计划才能让人们走出帐篷，搬进更好的房屋。<mark>公寓</mark>可在同样狭小的空间中容纳多人。<mark>棚屋</mark>人均居住面积稍大，但成本也更高。这两种建筑都比帐篷和应急庇护所更安全，而且辐射防护能力也更强。"
"#TECH_EDUCATION_DESC","让下一代在<mark>学校</mark>接受教育比以往任何时候都更重要。如果儿童上学的时日够长，<mark>受过教育</mark>的他们将获得一个永久的教育特质。当这些儿童长大开始工作，曾受的教育将使他们成为更高效的社群一分子。"
"#TECH_REMEMBRANCE_DESC","怀念逝者非常痛苦，但只有这样才能继续前行。<mark>纪念碑</mark>让人们能够点燃蜡烛，纪念浩劫中逝去的人们。"
"#TECH_COMFORTABLE_HOUSING_DESC","让你的居民搬离拥挤、简陋的住所，住进舒适的房屋。<mark>住宅</mark>提供顶级奢华和舒适的居住环境，堪称浩劫后的顶级住所，但需要花费巨资建造。"
"#TECH_AGGRESSION_RELEASE_DESC","某些人放松的方式就是自己脸上挨一拳，或看其他人被打倒。<mark>竞技场</mark>允许居民通过打斗释放压力，看台上的观众也能一饱眼福。也许这不太文明，但的确很有趣！"
"#TECH_KNOWLEDGE_PRESERVATION_DESC","在<mark>图书馆</mark>中保存旧世界的文字是明智之举，其原因也显而易见。你不仅能学习过去的经验教训，还能沉浸于精彩的故事之中，并暂时脱离残酷的现实。"
"#TECH_COUCH_POTATO_DESC","瞧瞧，有时候你仅仅想坐下来好好看一部蠢蠢的电影，又或者是看一部冰湖垂钓的纪录片。<mark>电影院</mark>不失为一个好办法。"
"#TECH_SECURE_STORAGE","通用储备室"
"#TECH_HAZMAT_ENGINEERING","危险物料工程"
"#TECH_CENTRALIZED_REPAIRS","集中维修"
"#TECH_REINFORCED_GATE","加强大门"
"#TECH_MEDICAL_CENTER","医疗中心"
"#TECH_MEDICINE_PRODUCTION","药品生产"
"#TECH_SECURE_STORAGE_DESC","贵重物品需要储存在合适的地点。<mark>通用储备室</mark>是经过改造和强化的船运集装箱，能够抵御恶劣环境和盗贼。\n\n储存物品、食物和资源。"
"#TECH_HAZMAT_ENGINEERING_DESC","在没有合适装备的情况下清理严重污染的土壤，无异于死刑判决。<mark>环境站</mark>既能提供清理<quad name=Pollution><mark>污染沉积物</mark>的方法，还能将废料储存在<mark>废料箱</mark>中。"
"#TECH_CENTRALIZED_REPAIRS_DESC","实时追踪大型聚居地中的所有维修活动十分繁琐。只需给<mark>维修厂</mark>配备足够的员工和补给，它就能自动清除污染并修复工作区内的所有受损建筑。"
"#TECH_REINFORCED_GATE_DESC","加强<mark>大门</mark>能让靠近者更加敬畏住在后面的社团。可更详细地盘问<mark>幸存者团体</mark>，然后再考虑是否让其进入。有时盘问能揭示团体状况的重要信息。"
"#TECH_MEDICAL_CENTER_DESC","简易的<mark>医疗帐篷</mark>无法保障大型聚居地的健康。管理完善的<mark>野外医院</mark>宽敞又高效，能够治疗各种病症。"
"#TECH_MEDICINE_PRODUCTION_DESC","在荒地中搜寻可用药品几乎全靠运气。有了<mark>医学实验室</mark>，聚居地就能自己生产所需的药品和抗生素。"
"#TECH_TEAM_OPERATIONS","团队行动"
"#TECH_BARTERING","易货贸易"
"#TECH_DISASTER_FORECAST","灾难预报"
"#TECH_TEAM_OPERATIONS_DESC","如果继续在荒地上孤军奋战，则发展只能止步于此。<mark>任务控制</mark>结合个人强项形成<mark>专家团队<mark>，从而能够应对单个人员根本无法完成的任务。"
"#TECH_BARTERING_DESC","你的聚居地并不孤单。其他<mark>社群</mark>遍布各地，只要你建成<mark>交易中心</mark>就能进行交易，与其他社群交换商品。"
"#TECH_DISASTER_FORECAST_DESC","<mark>灾难</mark>很糟糕。不知道灾难何时袭来更是雪上加霜。监控天气、无线电波和远方广播的<mark>雷达站</mark>可用作早期预警系统，从而拯救无数生命。它无法阻止灾难发生，但能提供更多时间为下次灾难做好准备。\n\n将提前预警时间从<mark>一天延长到三天</mark>。"
"#NO_SCIENCE_POINTS_DESC","在世界地图上赚取科学点数"
"#NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","科学点数不足"
"#TECH_PRECULTIVATION","预耕作"
"#TECH_PRECULTIVATION_DESC","预先准备种子有助于扎根，从而减少耕作时间。"
"#TECH_SHARPER_SCYTHES","好镰刀"
"#TECH_SHARPER_SCYTHES_DESC","锋利顺手的镰刀减少收获时间。收割者也会感到开心。"
"#TECH_FERTILIZERS","肥料"
"#TECH_FERTILIZERS_DESC","给土壤上面施些肥料有助于植物长得更大更快。影响所有农田和温室。"
"#TECH_COATED_HOPPERS","涂层漏斗"
"#TECH_COATED_HOPPERS_DESC","有了涂层，谷物可以更加顺畅地滑过漏斗表面，让你更快地享用鲜美的<quad name=Bread><mark>面包</mark>。单纯看着谷物滑落也足以令人心情舒畅。"
"#TECH_ORGANIZED_KITCHEN","井井有条的厨房"
"#TECH_ORGANIZED_KITCHEN_DESC","厨房绝不可混乱。合理安排和组织，这样不仅减少<mark>餐食</mark>烹制时间，还减少了其间的咒骂。"
"#TECH_EFFICIENT_COMPONENTS","高效部件"
"#TECH_EFFICIENT_COMPONENTS_DESC","小心放置部件，认真研究部件功能，不仅能提高效率，还能减少部件损坏机率。同时还能降低维修和维护成本。"
"#TECH_QUALITY_CAPACITORS","高质量电容器"
"#TECH_QUALITY_CAPACITORS_DESC","高效传输高压电流，这样同样的空间能够存放更多电力。"
"#TECH_CONVEYOR_BELTS","传送带"
"#TECH_CONVEYOR_BELTS_DESC","传送带源源不断地运输各种材料，不仅看起来赏心悦目，还是发展进步的有力证明。提升所有<mark>提取机</mark>生产速度。"
"#TECH_STERILE_SPACES","无菌空间"
"#TECH_STERILE_SPACES_DESC","电子元件厂绝不能有肮脏的工作表面和漫天飞舞的微粒。干净、无菌区域意味着修复错误、清理部件所需的时间减少。"
"#TECH_SELFDIAGNOSTICS","自我诊断"
"#TECH_SELFDIAGNOSTICS_DESC","使用二手材料和工具实现自动化绝非易事，敏感的设备可能、也必然时不时坏掉。自我诊断可把这种问题消灭在萌芽阶段。"
"#TECH_NEODYMIUM_MAGNETS","钕磁铁"
"#TECH_NEODYMIUM_MAGNETS_DESC","普通磁铁虽好，但稀土钕磁铁则妙不可言。它强大的吸力能够瞬间分离出所需物质，提升磁力分离器的生产速度。"
"#TECH_INTERIOR_WALLS","内墙"
"#TECH_INTERIOR_WALLS_DESC","众多居民共享大型开放空间不会诱发亲密行为。粗糙的内墙给夫妻必要的隐私。婴儿更容易在<mark>公寓</mark>中诞生。"
"#TECH_PICTURE_BOOKS","画书"
"#TECH_PICTURE_BOOKS_DESC","小孩子读不懂文字。五颜六色、内容丰富的画书能够极大促进儿童早期学习过程。"
"#TECH_INDOOR_PLUMBING","甜蜜陶瓷"
"#TECH_INDOOR_PLUMBING_DESC","浩劫之后，室内马桶绝对算得上奢侈。这一文明的些微遗存一定能让人有个好心情。没什么赶得上在陶瓷马桶座位上度过的美好时光。"
"#TECH_CATEGORIZATION","分类收藏"
"#TECH_CATEGORIZATION_DESC","绝不能把过去的艺术珍品胡乱堆放。分类整理让居民能够找到自己想要读的书。"
"#TECH_POPCORN","爆米花"
"#TECH_POPCORN_DESC","加热玉米粒制作爆米花可能会勾起不必要的怀念之情，但它真的很适合电影和竞技场格斗。"
"#TECH_PINBALL_MACHINES","弹球机"
"#TECH_PINBALL_MACHINES_DESC","实体金属球来回撞击有一种魔力，数字游戏就是无法模拟。记得不要太用力。"
"#TECH_STACKED_BURIAL_BEDS","多层停尸床"
"#TECH_STACKED_BURIAL_BEDS_DESC","尸体摆放在地上很简单，但实在没有尊严。停尸床并不完美，但能增加埋葬坑的容量。"
"#TECH_RUBBER_SCRUBBERS","橡胶擦"
"#TECH_RUBBER_SCRUBBERS_DESC","处理<quad name=Pollution><mark>污染</mark>既肮脏又危险。合适的橡胶擦能够加速危险物料的清理过程，这样居民就不用长时间待在发着荧光的土壤上。"
"#TECH_LIGHTWEIGHT_TOOLS","轻量工具"
"#TECH_LIGHTWEIGHT_TOOLS_DESC","去除多余的重量能够扩展维护工人的工作区域，同时也许还能减少流汗。"
"#TECH_HEDGEHOG_DEFENCE","刺猬防御"
"#TECH_HEDGEHOG_DEFENCE_DESC","尖刺外形威武，其实用性也许不值一提，但土匪发起冲锋前，可能先要掂量掂量。"
"#TECH_BUNK_BEDS","高低床"
"#TECH_BUNK_BEDS_DESC","庇护所的空间弥足珍贵，为了拯救更多人，在舒适性上做出一些让步也情有可原。生存才是首要法则。"
"#TECH_IMPROVED_RECIPES","优化配方"
"#TECH_IMPROVED_RECIPES_DESC","制作药品的方法多种多样，其中一些方法更加浪费。好配方能够节约原材料，生产更多物品。"
"#TECH_CROWBARS","撬棒"
"#TECH_CROWBARS_DESC","徒手扒开旧<quad name=Metal> <mark>金属</mark>，或徒手分解粘连的<quad name=Plastic> <mark>塑料</mark>都很困难。撬棒让居民能够搜寻堆积物，而且不会伤到自己。"
"#TECH_CARGO_HAULER","载货工具"
"#TECH_CARGO_HAULER_DESC","攻击团队清除了区域内土匪后，就该收取利润了。一辆专业皮卡让专家带更多战利品回聚居地。"
"#TECH_MAP-MAKING","绘制地图"
"#TECH_MAP-MAKING_DESC","专家游历世界途中，会遇到各种景观。严格地绘制地图让他们记录重要信息，以供回到聚居地后使用。"
"#TECH_ROLLING_CHASSIS","滚动底盘"
"#TECH_ROLLING_CHASSIS_DESC","装有传动、引擎的定制底盘，可承载更庞大、更坚固的车辆。对于简单的小虫车而言，大型皮卡车是重大飞跃。"
"#TECH_INDEPENDENT_SUSPENSION","独立悬挂"
"#TECH_INDEPENDENT_SUSPENSION_DESC","每个车轮拥有单独的悬挂，车轮独立运转，这样就不用花时间推车，崎岖地形也能肆意驰骋。"
"#TECH_ALL-TERRAIN_TIRES","越野轮胎"
"#TECH_ALL-TERRAIN_TIRES_DESC","装有粗犷轮胎的汽车能够带着专家穿越偏僻的小径，而且速度更快、也更安全。这下公路可有可无了。"
"#TECH_GEOGRAPHY_STUDIES","地理研究"
"#TECH_GEOGRAPHY_STUDIES_DESC","研究环境特点让专家能够区分路线好坏，从而减少旅途时间。"
"#TECH_ARMOR-PLATING","装甲护板"
"#TECH_ARMOR-PLATING_DESC","把金属焊接在车上只会降低车速。合理的装甲护板需要调整角度、分配重量、平衡厚度，还要考虑许多其他因素，才能保护车内乘客。"
"#TECH_AMMO_RACKS","弹药架"
"#TECH_AMMO_RACKS_DESC","有了取用方便的弹药架，专家可以更快地装填车辆武器，对敌人进行火力压制，而无需趴在地上跟别人要子弹。"
"#TECH_EFFECT_SPEED_PRODUCTION","{1}生产速度{0}"
"#TECH_EFFECT_SPEED_CULTIVATION","耕作速度{0}"
"#TECH_EFFECT_SPEED_HARVEST","收获速度{0}"
"#TECH_EFFECT_SPEED_GROWING","生长速度{0}"
"#TECH_EFFECT_CAPACITY","{1}容量{0}"
"#TECH_EFFECT_BUILDING_DISCOUNT","建筑所需{1}减少{0}"
"#TECH_EFFECT_AUTOMATION_DAMAGE","自动化建筑故障率降低"
"#TECH_EFFECT_PROCREATION","{0}中的居民生育概率更大"
"#TECH_EFFECT_PROCREATION_INCREASE","生育率增加{0}"
"#TECH_EFFECT_EDUCATION","儿童受教育速度增加"
"#TECH_EFFECT_HAPPINESS","{1}幸福度{0}"
"#TECH_EFFECT_LARGER_AREA","{1}工作区域扩大{0}"
"#TECH_EFFECT_GATE_SPIKES","大门获得额外尖刺"
"#TECH_EFFECT_NEW_VEHICLE","新车辆：{0}"
"#TECH_EFFECT_SCIENCE_POINTS","科学点数来自{0}"
"#TECH_EFFECT_VEHICLE_BONUS","对车辆{1}加成 {0}"
"#TECH_EFFECT_VEHICLE_BONUS_TYPE","对{2}{1}加成 {0}"
"#TECH_EFFECT_VEHICLE_TERRAIN","{1}生物群体移动加成 {0}"
"#TECH_ENERGY_STORAGE2","电池堆垛"
"#TECH_ENERGY_STORAGE2_DESC","生产 <quad name=Energy> <mark>能源</mark>而不储存纯粹是浪费。修补<mark>电池架</mark>可以将它们连接在一起，从而产生更大的效能。即使能源生产中断，它们仍可保证其他设备正常运转。"
"#TECH_FRONTIER_OUTPOSTS","边境前哨"
"#TECH_FRONTIER_OUTPOSTS_DESC","解锁<mark>前哨仓库</mark>，用于在世界地图上建造和维护<mark>前哨</mark>。将聚居地的影响力扩展至境外，对聚居地的生存至关重要。\n\n前哨让专家可以无需返回聚居地就能卸下资源。"
"#TECH_BIO_FUEL_FORMULA","生物燃料配方"
"#TECH_BIO_FUEL_FORMULA_DESC","解锁制造 <quad name=Fuel> <mark>燃料</mark>的精炼厂。精炼厂必不可少，可以为聚居地的探索需求提供稳定的燃料资源。没有燃料，车辆无法修理。\n\n精炼厂需要 <quad name=Oil> <mark>油</mark>（由 <quad name=Sunflower> <mark>向日葵</mark>制成）来运作。"
"#TECH_MOTORIZED_EXPLORATION","机动化探索"
"#TECH_MOTORIZED_EXPLORATION_DESC","解锁用于修理和停放世界地图上发现的汽车的<mark>车库</mark>。发现的<mark>车辆</mark>需要先送到车库由<mark>专家</mark>进行修理。"
"#TECH_SURVIVAL_SKILLS","生存技能"
"#TECH_SURVIVAL_SKILLS_DESC","打猎和钓鱼是人类已知的最古老的生存技能。我们的祖先在石器时代用来捕鱼和狩猎的伎俩，在今天依然和过去一样珍贵。幸运的是，现在不用担心猛犸象或剑齿虎了。"
"#TECH_WIDER_PIERS","长码头"
"#TECH_WIDER_PIERS_DESC","更大的码头意味着更多的渔民，更多的渔民意味着你的居民有更多的<quad name=Fish><mark>鱼</mark>吃。"
"#TECH_LINE_COOKS","分工烹饪"
"#TECH_LINE_COOKS_DESC","在满是尖锐器械和炽热物件的地方晃来晃去堪称灾难之源。分工烹饪训练可以使得数人同时在厨房高效而安全地工作。"
"#TECH_HEATED_HIVES","加热蜂箱"
"#TECH_HEATED_HIVES_DESC","昆虫只要在它们喜欢的地方便能迅速繁殖。加热蜂箱而不是整个建筑有助于它们在受控环境中成长得肥胖又嘎嘣脆，同时节约<quad name=Energy><mark>能源</mark>。"
"#TECH_HARDY_PLANTS","耐寒植物"
"#TECH_HARDY_PLANTS_DESC","世界末日后的情况对农作物不太有利。培育更耐寒的植物有助于抵御恶劣天气，直至其成熟并被收割。"
"#TECH_SCAVENGER_TEAMS","拾荒队"
"#TECH_SCAVENGER_TEAMS_DESC","众人拾柴火焰高。两个拾荒员协同工作，能将建筑资源更有效率地带回聚居地。"
"#TECH_WEIGHTLIFTING","负重技巧"
"#TECH_WEIGHTLIFTING_DESC","适当的负重技巧可以避免伤害，并使居民从贮藏点带回更多资源。只要他们蹲腿别偷懒。"
"#TECH_RECYCLING","回收利用"
"#TECH_RECYCLING_DESC","当资源稀缺时，回收是至关重要的。定居者们现在被教导要更节约地使用修复资源。"
"#TECH_CRAFTSMANSHIP","制造工艺"
"#TECH_CRAFTSMANSHIP_DESC","<quad name=Tools><mark>工具</mark>和<quad name=Cloth><mark>服装</mark>生产的基本知识意味着更快的生产速度，以及更少的拇指被锤子砸到或被针刺穿。"
"#TECH_APPRENTICESHIP","学徒制"
"#TECH_APPRENTICESHIP_DESC","工人之间的良好关系意味着更多的产品是为居民生产，而不是被用来丢向你的同事。"
"#TECH_CONTROLLED_BURN","受控燃烧"
"#TECH_CONTROLLED_BURN_DESC","制造更好的燃烧窑缩减了生物燃料加工过程中浪费的<quad name=Oil><mark>石油</mark>量。少花钱多办事正是这里的游戏规则。"
"#TECH_DURABLE_COMPONENTS","耐用组件"
"#TECH_DURABLE_COMPONENTS_DESC","加固使用过的<quad name=Component><mark>部件</mark>可以减少情况不利时它们发生自毁的可能。"
"#TECH_JUNIOR_ENGINEERS","初级工程师"
"#TECH_JUNIOR_ENGINEERS_DESC","棚屋间或变得有些拥挤，但额外的工人有助于使珍贵的<mark>提取机</mark>更长久地一天天运作。"
"#TECH_RATIONING","定量配给"
"#TECH_RATIONING_DESC","教那些最为死脑筋又饥肠辘辘的人们学会定量配给绝非易事，但这样做肯定是值得的，毕竟这附近可没有超市。"
"#TECH_DRILLED_WELLS","钻井"
"#TECH_DRILLED_WELLS_DESC","手工挖井不是一件容易的事，这样竖井通常太浅，无法利用所有地下储水。简易钻头简化了这个过程，为聚居地提供了更多水源。"
"#TECH_HAPPIER_CAMPERS","篷中作乐"
"#TECH_HAPPIER_CAMPERS_DESC","教学并展示居住在由薄塑料制成的庇护所里并没有什么危险，这有助于缓解居民的焦虑。"
"#TECH_CHANTS","大合唱"
"#TECH_CHANTS_DESC","重温熟悉的老歌，为逝者举行颇具仪式感的葬礼。在追忆往昔所失之物时营造出一种集体感和团结感。"
"#TECH_PAVEMENT","石板路"
"#TECH_PAVEMENT_DESC","过去的凯撒和法老们认为石头铺就的<mark>道路</mark>是给定居点带来些许文明的途径。当然，这还能让他们的凉鞋干净一点。\n\n居民在<mark>铺装道路</mark>上走得更快。"
"#TECH_MEDICAL_TRAINING","医疗培训"
"#TECH_MEDICAL_TRAINING_DESC","没有了稳定的药品和医疗设备供应，人们只能依靠简单、直接的治疗方法。了解这些是保证人口安全的关键。"
"#TECH_NURSES","护士"
"#TECH_NURSES_DESC","在危及生命的情况下，分摊职责和沟通清晰是最重要的，这样居民才可以通过正确程序得到迅速治疗。"
"#TECH_INSULATED_CLOTHING","保暖衣物"
"#TECH_INSULATED_CLOTHING_DESC","缝入更多保护层并保持接缝紧密严实可以在外界严酷的环境中稍微更好地保护居民。"
"#TECH_SHELVING","架子"
"#TECH_SHELVING_DESC","搭建架子、整理物品以利用好有限的地板空间可以在储藏室里尽可能多地塞入有价值的东西。人们常说，谁最后拥有最多物品，谁就能在这里称王。"
"#TECH_BURIAL_ALCOVES","墓穴"
"#TECH_BURIAL_ALCOVES_DESC","死者应该受到尊重，堆放尸体是不行的。特别建造的凹室可以让更多的人埋葬在同一个地方，同时保留一点尊严。"
"#TECH_PROPER_DOSAGE","适当剂量"
"#TECH_PROPER_DOSAGE_DESC","药物可以挽救生命，但如果不知道用量用法，你就可能面临治疗不当或浪费药物。"
"#TECH_POWER_TOOLS","电动工具"
"#TECH_POWER_TOOLS_DESC","末日后的建筑必须格外爱护，仅仅用一个大锤子对着墙壁挥舞算不上什么好主意。"
"#TECH_PRESCRIPTIONS","处方"
"#TECH_PRESCRIPTIONS_DESC","在末日求生时，每名医护人员都很可能需要反复照料同一群人。知晓患者并与其保持联络有助于让医护人员更快开出正确的治疗方案。"
"#TECH_ENGINE_OVERHAUL","引擎翻修"
"#TECH_ENGINE_OVERHAUL_DESC","尽管这些庞大、老旧又叮当作响的机器没有彻底锈死已经堪称奇迹，它们的引擎需要的肯定不止是快速调校一下那么简单。"
"#TECH_BLOWTORCHES","火焰喷灯"
"#TECH_BLOWTORCHES_DESC","切割或弯曲金属是个艰苦的过程。有了喷灯的帮助，虽然这项工作仍然缓慢，但也更为快速、更易忍受。\n\n加速<mark>车辆</mark>维修。"
"#TECH_BACKSEATS","添加后座"
"#TECH_BACKSEATS_DESC","虽然并不舒适，但在掀背车里塞进额外的座位可以让专家们三人一组在废土上风驰电掣。"
"#TECH_ALLTERRAIN_TIRES","全地形轮胎"
"#TECH_ALLTERRAIN_TIRES_DESC","如果没有适当的附着摩擦，你的引擎盖下有多少马力都无关紧要。全地形轮胎有助于在任何路面上行驶。"
"#TECH_BASIC_FARMING","基础耕种"
"#TECH_BASIC_FARMING_DESC","在土壤中种植某种东西听起来非常简单，但是当大多数人口搬到大城市时，这种古老的知识就消失了。如果这些知识曾经帮助了渔猎部落成长为伟大的文明，那么对于一个经历了世界末日的社群来说，也可能值得一学。"
"#TECH_SKINNING","剥皮"
"#TECH_SKINNING_DESC","充分利用动物身上的每一处不仅值得肯定，而且是非常聪明的行为。通过合理地处理动物尸体，不仅可以获得可食用的肉类，还可以将毛皮变成<quad name=Fiber><mark>纤维</mark>以供使用。"
"#TECH_CHEAPER_MEALS","廉价餐食"
"#TECH_CHEAPER_MEALS_DESC","即使做出来的食物没有那么美味，有些烹饪方法也能更有效地利用相同的食材。好消息是，居民们只要有东西吃就很高兴了。"
"#TECH_BIGGER_BARRELS","更大的桶"
"#TECH_BIGGER_BARRELS_DESC","建造大型、结构合理且防水的桶非常困难。许多科研人员将集中精力研究如何实现这一目标。"
"#TECH_ROOF_SUPPORTS","屋顶支架"
"#TECH_ROOF_SUPPORTS_DESC","总的来说，居民们不会希望庇护所在他们睡着时砸在身上。合适的支架可以支撑屋顶，在一定程度上加强建筑结构。"
"#TECH_WIND_POWER1","风力发电1级"
"#TECH_WIND_POWER1_DESC","恢复电力供应是重建文明的关键一步。<mark>风力发电机</mark>可以提供可靠稳定的<mark>能源</mark>。"
"#TECH_WIND_POWER2","风力发电2级"
"#TECH_WIND_POWER2_DESC","<mark>大型风力发电机</mark>可以大量提供清洁<quad name=Energy> <mark>能源</mark>。"
"#TECH_SOLAR_POWER1","太阳能发电1级"
"#TECH_SOLAR_POWER1_DESC","恢复电力供应是重建文明的关键一步。<mark>太阳能电池板</mark>是白天生产<mark>能源</mark>的有效方式。"
"#TECH_SOLAR_POWER2","太阳能发电2级"
"#TECH_SOLAR_POWER2_DESC","<mark>大型太阳能电池板</mark>提供了适量廉价、清洁的<quad name=Energy> <mark>能源</mark>。太阳能电池板会在夜间关闭。"
"#TECH_POWER_SAWS","电锯"
"#TECH_POWER_SAWS_DESC","<quad name=Plank>减少伐木场的繁重劳动力可升级<mark>木材</mark>产量。合适的<mark>锯木厂</mark>则可保证稳定供应这种优质木材。"
"#TECH_CEILINGS","支撑墙"
"#TECH_CEILINGS_DESC","建造多个楼层并不像听起来那么简单。使它们既便宜又坚固其实是一项工程壮举。"
"#TECH_CABINETS","游戏机"
"#TECH_CABINETS_DESC","居民们自愿在这片黑暗、喧闹的空间里宅上好几个小时，离去时却比到来时<mark>更为开心</mark>，这些经典游戏机就是奥秘所在。"
"#TECH_EFFECT_DAMAGE_REDUCTION","耐用性+{0}%"
"#TECH_EFFECT_HEALING","治疗速度+{0}%"
"#TECH_EFFECT_HARVEST_TIME","收获速度+{0}%"
"#TECH_EFFECT_PLANTING_TIME","种植速度+{0}%"
"#TECH_EFFECT_CULTIVATION_TIME","栽培速度+{0}%"
"#TECH_EFFECT_ENERGY_EFFICIENCY","能源消耗 -{0}% <quad name=Energy>"
"#TECH_EFFECT_ENERGY_PRODUCTION_BONUS","能源生产 +{0}% <quad name=Energy>"
"#TECH_EFFECT_PRODUCTION_BONUS","生产+{0}{1}"
"#TECH_EFFECT_PRODUCTION_SPEED","生产速度+{0}%"
"#TECH_EFFECT_HAPPINESS_BOOST","幸福度提升{0} <quad name=HappinessBonus>"
"#TECH_EFFECT_REPAIR_COST","维修成本-{0}"
"#TECH_EFFECT_STORAGE_CAPACITY","容量+{0}"
"#TECH_EFFECT_ACTION_POINTS","行动点数+{0}"
"#TECH_EFFECT_WORK_SLOTS","工作位置+{0}"
"#TECH_PACK_TACTICS","狼群战术"
"#TECH_PACK_TACTICS_DESC","一队像样的猎人能比一只独狼更快地发现、包围和捕捉猎物。"
"#TECH_LARGER_LARDER","大型储藏室"
"#TECH_LARGER_LARDER_DESC","在庆幸自己有这么多的食物后储藏就成了一个问题。但俗话说，有条理的<mark>食品储藏室</mark>才是好的食品储藏室，不仅好，而且更宽敞。"
"#TECH_INSULATION","隔热"
"#TECH_INSULATION_DESC","更厚的墙壁和更紧密的接缝保持室内潮湿和温暖，节省了一大笔能源。不要在家里尝试，除非你喜欢霉菌！"
"#TECH_TOUGH_BEARINGS","坚固轴承"
"#TECH_TOUGH_BEARINGS_DESC","风力发电厂有许多活动组件。其滚珠轴承始终在运动，容易断裂或卡住，加固轴承有助于应对愈发艰难的事态。看着旋转的东西很有意思，就让它们一直转下去吧！"
"#TECH_PANEL_COATING","电池板涂层"
"#TECH_PANEL_COATING_DESC","太阳能电池板并非世界上最坚固的发明，飞扬的瓦砾和极端的气候都能逐渐将其侵蚀殆尽。用半透明的材料覆盖这些电池板，保护它们免遭末日后种种相对较小的意外破坏。"
"#TECH_DECORATIONS1","简易装修"
"#TECH_DECORATIONS1_DESC","精选出的装饰品，以振作你朴素的聚居地。"
"#TECH_DECORATIONS2","良好装修"
"#TECH_DECORATIONS2_DESC","精选出良好的装饰品，使你方兴未艾的聚居地充满活力。"
"#TECH_DECORATIONS3","雅致装修"
"#TECH_DECORATIONS3_DESC","一套算得上雅致的装饰品，可以使你不断发展的聚居地更为绚丽多彩。"
"#TECH_DECORATIONS4","电气装修"
"#TECH_DECORATIONS4_DESC","使用通电的装饰品来完成对你先进营地的装修。"
"#TECH_SPIRIT_LEVELS","水准仪"
"#TECH_SPIRIT_LEVELS_DESC","这种简单易用的建筑工具有助于防止在修理诸如公寓的较大型建筑时忙中出错以及相应的返工。"
"#TECH_HEAVY_TARPS","粗厚型帆布"
"#TECH_HEAVY_TARPS_DESC","在舒适性上无甚改善，但把帐篷中使用的帆布处理的更为坚硬有助于提升帐篷的牢靠程度，减少居民对一阵轻风便能把自己家刮跑的担忧。"
"#TECH_RECLAIMED_MATERIALS","可回收材料"
"#TECH_RECLAIMED_MATERIALS_DESC","知晓如何处理不同种类的金属残片，原本被视作垃圾的物品最终可能，相对而言，成为宝贵的财富。"
"#TECH_WEATHERPROOF_SEAMS","防雨雪接合"
"#TECH_WEATHERPROOF_SEAMS_DESC","学会用足以耐受雨、雪及流星暴的工艺接合缝隙，在修理<mark>帐篷</mark>及<mark>应急庇护所</mark>时只需打上小补丁，不必再更换整个部件。"
"#TOPIC_NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","尚无足够的科学点数！"
"#TECH_SPECIAL_TEXT_PLACE_ON_ANY_SOIL","可建造于任意土壤"
"#TECH_SPECIAL_TEXT_WORKS_DURING_FALLOUT","在核放射尘到来期间工作"
"#TECH_SPECIAL_TEXT_WORKS_DAY_AND_NIGHT","全天工作"
"#TECH_SPECIAL_TEXT_WORKS_ONLY_DURING_DAY","仅日间工作"
"#TECH_SPECIAL_TEXT_MUST_PLACE_NORMAL_FERTILE","必须建造在普通或肥沃的土壤上"
"#TECH_SPECIAL_TEXT_REQUIRES_SPECIALIST","需要一名专家以运作"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_METAL_DEPOSIT","必须建造在地下金属堆积物附近"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_PLASTIC_DEPOSIT","必须建造在地下塑料堆积物附近"
"#TECH_SPECIAL_TEXT_PLACE_NEAR_CONCRETE_DEPOSIT","必须建造在地下混凝土堆积物附近"
"#TECH_SPECIAL_TEXT_TRADE_WORKER_PER_TRADE_ROUTE","每条启用的贸易路线均需要一名工人"
"#TOPIC_MAINTENANCE","维修"
"#TOPIC_WORKSLOTS","工作槽位"
"#TOPIC_INPUT","输入"
"#TOPIC_OUTPUT","输出"
"#TOPIC_CONSTRUCTION","建造"
"#TECH_SOIL_STUDIES","土壤研究"
"#TECH_SOIL_STUDIES_DESC","有时学习需要亲历亲为。不同的土壤类型中，不同的<mark>种子</mark>表现各不相同，所以如何高效种植需要认真思考。"
"#TECH_BIG_GAME_HUNTING","狩猎大型猎物"
"#TECH_BIG_GAME_HUNTING_DESC","仅仅因为人类可能是顶级猎食者，并不意味着你可以成功猎捕所有动物。捕获大型猎物需要需要精心谋划，但一番辛苦绝对值得。"
"#TECH_DRILLMASTER","教官"
"#TECH_DRILLMASTER_DESC","满腹学识的工程师能做许多工作提升看似简单的设计。合理使用节能窍门，不仅能减少对电厂的依赖，还能离开聚居地走得更远。"
"#TECH_TRASH_EVALUATION","垃圾评估"
"#TECH_TRASH_EVALUATION_DESC","几十年的垃圾堆积成山，腐烂程度各不相同，搜寻起来难度很大。从垃圾中找出可用的部分更不容易，但能显著增加<quad name=Plastic><mark>塑料</mark>产量。"
"#TECH_LOGISTICS","物流"
"#TECH_LOGISTICS_DESC","合理有效的打包方式并非自然产生，必须有人创造。采用基础的物流方法后，同一个空间容量明显增加，看起来就像魔法。"
"#TECH_INVENTORY","库存"
"#TECH_INVENTORY_DESC","<mark>储备区</mark>库存清单可以清晰分类各种物品。不仅能最大化空间利用率，还有助于居民寻找所需物品。"
"#TECH_JUNKER","垃圾加工器"
"#TECH_JUNKER_DESC","垃圾加工器可以显著延长<quad name=Scrap><mark>垃圾</mark>使用寿命。大灾变后，物尽其用意义重大。"
"#TECH_CIRCUIT_BREAKERS","断路器"
"#TECH_CIRCUIT_BREAKERS_DESC","发电厂几乎是最脆弱的建筑。断路器能在永久性损坏发生前切断电源，从而保护宝贵的能源。"
"#TECH_METAL_BENDER","金属加工器"
"#TECH_METAL_BENDER_DESC","大灾变后，没有了机器人加工损坏的大梁和金属片。等人们再次掌握这项节能，修复损坏严重的建筑也变得出奇的便宜。"
"#TECH_CLEANSING","清洁"
"#TECH_CLEANSING_DESC","<mark>卫生</mark>在大灾变后的世界看似无足轻重的小事。但如果置之不理，疾病就会随之发生。洗个清爽的热水澡，或者在<mark>桑拿</mark>房里泡个澡，就能轻松防止疾病发生。\n\n桑拿需要<quad name=Firewood> <mark>木柴</mark>才能运作。"
"#TECH_SURGE_PROTECTORS","电涌保护器"
"#TECH_SURGE_PROTECTORS_DESC","将大量<quad name=Energy><mark>电能</mark>无害导入地面需要足够的保护。这个问题解决之后，<mark>避雷针</mark>就能帮助聚居地保护自己免受破坏性雷击。"
"#TECH_RIGID_CHASSIS","刚性底盘"
"#TECH_RIGID_CHASSIS_DESC","普通<mark>轿车</mark>不太适应越野驾驶。加固底盘能够让小车承受更多伤害，这样就能快速前进，而无需担心汽车解体。"
"#TECH_SWEET_PORCELAIN","甜蜜陶瓷"
"#TECH_SWEET_PORCELAIN_DESC","浩劫之后，瓷器顺滑的质感绝对是一种奢侈。装有室内马桶的棚屋深受住户喜爱，也饱受邻居羡慕。"
"#TECH_FORTRESS","堡垒"
"#TECH_FORTRESS_DESC","一个繁荣的聚居地会引起各种各样的关注。把<mark>大门</mark>打造得又高又坚固，像一座堡垒一样，就可以避免讨厌的访客和土匪的骚扰。"
"#TOPIC_TECH_CAT_BUILDING","建筑解锁"
"#TOPIC_TECH_CAT_BUILDING_DESC","解锁一座新建筑。"
"#TOPIC_TECH_CAT_EFFICIENCY","效率"
"#TOPIC_TECH_CAT_EFFICIENCY_DESC","提高生产速度或产量。"
"#TOPIC_TECH_CAT_DURABILITY","耐用性"
"#TOPIC_TECH_CAT_DURABILITY_DESC","提升建筑对自然劣化或自然环境（如严寒或污染）的防护。"
"#TOPIC_TECH_CAT_PEOPLE","人员"
"#TOPIC_TECH_CAT_PEOPLE_DESC","影响或提高人民的生活水平和幸福度。"
"#TOPIC_TECH_CAT_WORLD","世界地图"
"#TOPIC_TECH_CAT_WORLD_DESC","加强在世界地图上的行动。"
"#TOPIC_ACTIVE_RESEARCH","可用研究"
"#TECH_WEAPON_CRAFTING","武器制造"
"#TECH_WEAPON_CRAFTING_DESC","浩劫过后，无论是与野生动物搏斗，还是对抗疯狂的土匪，近身肉搏绝不是理想选择。<mark>枪械工匠</mark>能提供合适的<quad name=Guard_Rifle><mark>武器</mark>，供守卫保护聚居地。\n\n枪械工匠用<quad name=Metal><mark>金属</mark>和<quad name=Parts><mark>零件</mark>来生产武器。"
"#TECH_GUARDIANS","守卫"
"#TECH_GUARDIANS_DESC","守卫是保护聚居地免遭<mark>敌对</mark>动物和人群袭击的主力军。指派居民前往<mark>守卫亭</mark>，他们会穿好装备，专心保护自己聚居地的同胞。"
"#TECH_AQUACULTURE","水产业"
"#TECH_AQUACULTURE_DESC","谁说你不能养鱼？运转良好的<mark>水产养殖场</mark>能为聚居地提供大量的<quad name=Fish><mark>鱼</mark>，与其他更多以蔬菜为基础的农业形式互补。"
"#TECH_SALVAGED_DRUMS","抢救圆桶"
"#TECH_SALVAGED_DRUMS_DESC","谈到饮用水，你最好做好充分的准备。巨大水箱里干净的饮用水可以保证你的居民熬过任何干旱或热浪。"
"#TECH_ASSEMBLY","电路组装"
"#TECH_ASSEMBLY_DESC","在大灾变之后，学会怎么组装精致的部件不是件容易的事。电子厂是建成一个真正自给自足的聚居地中关键的一步。"
"#TECH_REINFORCED_TANKS","加固的水箱"
"#TECH_REINFORCED_TANKS_DESC","水箱里装满水是幸运的事，可失去这些水就是灾难。加固这些生命之箱，帮助它们度过最恶劣的情况。"
"#TECH_AXIAL_FLOW","轴向流动"
"#TECH_AXIAL_FLOW_DESC","一些机巧的工程能用水泵让液体在轴向路径中循环，减少运行水泵所需的<quad name=Energy> <mark>能源</mark>。"
"#TECH_SUBMERGED_PUMPING","水下泵送"
"#TECH_SUBMERGED_PUMPING_DESC","虽然用水桶取水很可爱，但是对大型聚居地来说，需要更大的解决方案来生产大量的水。岸边的高科技水泵就能提供大量的水。"
"#TECH_ANIMAL_HUSBANDRY","动物饲养"
"#TECH_ANIMAL_HUSBANDRY_DESC","学会圈养之后，人们就开始饲养动物。解锁<mark>农场</mark>并从其他社群那里换取动物，便可在聚居地中饲养动物，从而获取肉和其他资源。"
"#TOPIC_REQUIRES_WORKERS","需要<mark>工人</mark>"
"#TOPIC_REQUIRES_NO_WORKERS","不需要<mark>工人</mark>"
"#TOPIC_CAUSES_POLLUTION","造成<mark>污染</mark>"
"#TOPIC_REQUIRES_DEPOSIT","需要<mark>堆积物</mark>"
"#TOPIC_TECH_EFFECT","已解锁效果"
"#TECH_SPECIAL_TEXT_TRANSFORMER","为建筑分配能源"
"#TECH_SPECIAL_POLLUTION_CREATE","造成污染"
"#TECH_SPECIAL_EFFECTIVE_AREA","具备有效范围"
"#TECH_SPECIAL_WORK_AREA","使用工作区"
"#TECH_SPECIAL_NEEDS_DEPOSIT","必须建造在堆积物上"
"#TECH_SPECIAL_NO_WORKER","不需要工人"
"#TECH_SPECIAL_NEEDS_WORKER","需要一名工人"
"#TECH_SPECIAL_BARREN_SOIL","不能建造在贫瘠的土地上"
"#TECH_SPECIAL_POLLUTION_IMMUNE","不受污染影响"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY_LONG","抗灾能力弱"
"#TECH_SPECIAL_SHORE","必须建造在岸上"
"#TECH_SPECIAL_DAYTIME","夜间禁用"
"#TECH_SPECIAL_EFFICIENCY","效率提升"
"#TECH_SPECIAL_DURABILITY","耐用性提升"
"#TECH_SPECIAL_CAPACITY","容量提升"
"#TECH_SPECIAL_MAINTENANCE_COST","维修费用降低"
"#TECH_SPECIAL_BUILDING_UPGRADE","建筑升级"
"#TECH_SPECIAL_REQUIRED_RESOURCE","需要资源：{0}"
"#TECH_SPECIAL_NIGHT","日间禁用"
"#TECH_SPECIAL_SKILL","新技能"
"#TOPIC_TECH_CAT_IDEOLOGY","意识形态"
"#TOPIC_TECH_CAT_IDEOLOGY_DESC","根据你选择的意识形态进行特殊提升。"
"#TECH_SPECIAL_ANIMALS_LONG","单独从社群中获取动物"
"#TOPIC_AFFECTED_BUILDINGS","受影响建筑"
"#TOPIC_AFFECTED_VEHICLES","受影响车辆"
"#TOPIC_BUILDING_DETAILS","详细信息"
"#TOPIC_TECH_CAT_DECORATION","装饰"
"#TECH_UNLOCKABLE_SKILL_GUARDS","解锁守卫"
"#TECH_UNLOCKABLE_SKILL_EDUCATION","解锁教育"
"#TECH_UNLOCKABLE_SKILL_DISASTER","灾难管理"
"#TECH_UNLOCKABLE_SKILL_REPAIRING_CARS","解锁车辆维修"
"#TECH_UNLOCKABLE_SKILL_TRADING","解锁贸易"
"#TECH_UNLOCKABLE_SKILL_OUTPOSTS","解锁前哨"
"#TECH_UNLOCKABLE_SKILL_REPAIRING","自动维修"
"#TECH_UNLOCKABLE_SKILL_POLLUTION_REMOVE","污染清理"
"#TECH_UNLOCKABLE_SKILL_ROAD","移动速度提高"
"#TOPIC_TECH_CAT_COMBAT","战斗"
"#TOPIC_TECH_CAT_COMBAT_DESC","-"
"#BUILDING_UPGRADE_PREFIX","<mark>升级：</mark>"
"#TECH_SPECIAL_RESTRICTED","放置受限"
"#TECH_SPECIAL_ANIMALS","需要通过交易获得"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY","受灾难影响程度"
"#TECH_TREE_CAPACITY_TOOLTIP","增加存储容量。"
"#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","生产{0}。"
"#TECH_TREE_USED_RESOURCE_TOOLTIP","需要{0}才能工作。"
"#TECH_TREE_VULNERABLE_TOOLTIP","在某些灾难期间可能会停止生产。"
"#TECH_TREE_DAY_TOOLTIP","需要阳光才能起作用。"
"#TECH_TREE_STORAGE_TOOLTIP","特定资源储备。"
"#TECH_TREE_UPGRADE_TOOLTIP","允许升级{0}。"
"#TECH_TREE_HEALTH_TOOLTIP","允许恢复健康。"
"#TOPIC_TECH_CAT_DECORATION_DESC","生成的环境更加迷人。"
"#TOPIC_TECH_SPECIAL_EFFICIENCY_SPEED","资源生产速度加快。"
"#TOPIC_TECH_SPECIAL_EFFICIENCY_AMOUNT","每周产出更多资源。"
"#TOPIC_TECH_SPECIAL_CAPACITY","资源容量更大。"
"#TOPIC_TECH_SPECIAL_DECORATION","即使是在世界末日后爱慕虚荣也合情合理，而装饰就能很好地满足人们的虚荣心。"
"#TOPIC_TECH_SPECIAL_IDEOLOGY","一种罕见的科技，可通过在游戏开始前菜单中选择特定的意识形态来开启。"
"#TOPIC_TECH_SPECIAL_PEOPLE_WORKSLOT","额外的工作位置，可稳定并加速生产。"
"#TOPIC_TECH_SPECIAL_PEOPLE_HAPPINESS","提高生活质量，提升居民的幸福度和新生儿的出生率。"
"#TOPIC_TECH_SPECIAL_DURABILITY_DEFENCE","在极其恶劣的环境下加固建筑，从而保护它们免受重创。"
"#TOPIC_TECH_SPECIAL_DURABILITY_REPAIR","磨刀不误砍柴工，如果凡事能从开头做到尽善尽美，从长远来看一定会有所回报。"
"#TOPIC_TECH_SPECIAL_EFFICIENCY_CONSUMPTION","优化为最高效率的消耗模式，这意味着在任何情况下消耗的资源都更少。"
"#TOPIC_TECH_SPECIAL_WORLD_MAP","借助些许工程技巧，你可以更快走过崎岖不平的地面。"
"#TOPIC_TECH_CAT_DECORATIONS","装饰"
"#TECH_FIRE_STOVES","火炉"
"#TECH_FIRE_STOVES_DESC","放置于帐篷中央的简易火炉能够适度抵御严寒。"
"#TECH_MAKESHIFT_RADIATORS","临时取暖器"
"#TECH_MAKESHIFT_RADIATORS_DESC","居民将一些废弃零件和热水组合成简易的取暖器，可小幅提升庇护所内温度。"
"#TECH_POWERED_HEATERS","能动加热器"
"#TECH_POWERED_HEATERS_DESC","要想通过燃烧木柴的方式为日益壮大的聚居地供暖将会消耗大量劳动力和资源。转变为能动集中供暖的方式可以解放居民，让他们在别的地方去做更加重要的工作。"
"#TECH_THERMOSTATS","恒温器"
"#TECH_THERMOSTATS_DESC","调节热量水平，允许居民管理和扩大能动加热器的有效范围，从而为更多的房屋供暖。"
"#TECH_OPEN_HEARTH_FIREPLACE","开放式壁炉"
"#TECH_OPEN_HEARTH_FIREPLACE_DESC","一座大型空气壁炉，能将整个街区的人聚集到一起。并提供些许防护，能在大灾变后的世界里抵御突如其来的严寒天气。"
"#TECH_DIRECTED_HEAT","传导供暖"
"#TECH_DIRECTED_HEAT_DESC","更为高效地通过一系列金属板将燃烧木柴产生的热辐射扩散开来，能为更远处的建筑提供些许热源。"
"#TECH_UNLOCKABLE_SKILL_HEAT","生产热量"
"#TECH_STATUS_AVAILABLE","可进行"
"#TECH_STATUS_RESEARCHING","研究中"
"#TECH_STATUS_RESEARCHED","已研究"
"#TECH_STATUS_UNAVAILABLE","不可进行"
"#TECH_AGRIBUSINESS","拥挤的围栏"
"#TECH_AGRIBUSINESS_DESC","为了最大化的效率而尽可能多地将动物们安排进牧场，这可能不是一个很道德的选择，但确实会大幅提升产量。"
"#TECH_IRRIGATION","灌溉"
"#TECH_IRRIGATION_DESC","使用简单的灌溉系统便可使普通甚至贫瘠的土壤焕发新生，使其变得更加肥沃。此系统可为各种植物提供稳定的水流，保护这些植物免受自然灾害的危害。"
"#TECH_AMPLIFICATION","放大"
"#TECH_AMPLIFICATION_DESC","使用一些简单的改进技术便可放大普通变压器的信号，由此形成更广的覆盖范围可使能源进行远距离传输。"
"#TECH_SUPERIOR_SHIELDING","最高级防护"
"#TECH_SUPERIOR_SHIELDING_DESC","借助某些灵巧的工程可扩大避雷针的保护范围，但这种改进技术会使其更易受到损坏。"
"#TOPIC_RESEARCH_RESOURCES","资源"
"#TECH_ICE_FISHING","冰上捕鱼"
"#TECH_ICE_FISHING_DESC","如果没有一台螺旋钻，一件温暖的外套，以及足够的耐心，在厚厚的冰层上垂钓会变得十分困难。"
"#TOPIC_TECH_CAT_UPGRADE","升级"
"#TOPIC_TECH_CAT_UPGRADE_DESC","解锁建筑升级选项。"
"#TECH_MISSION_CONTROL","领袖小屋"
"#TECH_MISSION_CONTROL_DESC","营地升级后的形态。可为专家提供良好的休息场所，同时也为所有居民提供了急需的公共空间。"
"#TECH_COMMAND_CENTER","管理中心"
"#TECH_COMMAND_CENTER_DESC","任务控制中心升级后的形态。这座结实的建筑可用于管理居民。在更大的聚居地建造这种为水、食物和其他资源提供紧急储藏室的建筑是十分有必要的。"
"#NOTICE_NO_RESEARCH_POINTS","尚无足够的科学点数"
"#NOTICE_ALREADY_RESEARCHING","已经在研究某样东西了"
"#NOTICE_TECH_UNAVAILABLE","无法研究"
"#TOPIC_RESEARCH_INFRASTRUCTURE","基础设施"
"#TECH_STEELWORKING","炼钢厂"
"#TECH_STEELWORKING_DESC","寿命长的工具更难制作，但在恶劣环境下的寿命也更长。"
"#TECH_SPINDLE_SPINNING","锭纺"
"#TECH_SPINDLE_SPINNING_DESC","学习如何制作优质布料，以提升衣物的耐用性和舒适性。"
"#TECH_ARSENAL","军火库"
"#TECH_ARSENAL_DESC","使用木棍和石头保护聚居地的效果极其有限，但精良的武器能极大地抵御各种侵犯聚居地之敌。"
"#TECH_WATER_PIPES","水管"
"#TECH_WATER_PIPES_DESC","可通过水塔将水运送至建筑中。建造可投入工作的管道系统可使聚居地在迈向现代化社会的路上更进一步。"
"#TECH_FLUSHING","冲洗"
"#TECH_FLUSHING_DESC","用水冲掉粪便对大自然有益，也让居民在排便之后倍感舒畅。和厕所不同的是，马桶不会浪费过多的水。"
"#TECH_STEAM_ROOMS","蒸汽房"
"#TECH_STEAM_ROOMS_DESC","在蒸汽桑拿中不仅可以取暖，还可以洗掉所有附着在身上的肮脏微粒。科技的进步使得蒸汽桑拿对环境更加友好，不会产生任何多余的污染。"
"#BUTTON_QUEUE_RESEARCH","QUEUE RESEARCH"
"#BUTTON_RESET_RESEARCH_QUEUE","RESET QUEUE"
"#TECH_STATUS_QUEUED","Queued"
"#QUEST_AVAILABLE","新的任务已开启"
"#QUEST_TASK_VISIT_LOCATION","探访地点"
"#QUEST_BUNKERBUSTER_NAME","残破地堡"
"#QUEST_BUNKERBUSTER_DESC","一位年长的居民走向了你，跟你讲述了一个故事：她已故的父亲在被炸死之前曾是军队里的军需官。在离这儿不远处有很多储存应急物资的地堡，她甚至还拜访过其中一个地堡，也许她现在还能指出那座地堡的所在方位。如今地堡里很可能已经空无一物，但若并非如此，里面很可能藏有宝贵的资源和信息。"
"#QUEST_BUNKERBUSTER_GO","前往地堡"
"#QUEST_BUNKERBUSTER_ABANDON","放弃任务"
"#QUEST_BUNKERBUSTER_ABANDON_DESC","感觉只有傻子才会寻找几十年前的旧式应急地堡来搜刮破烂，你最好不要把专家的精力花在这种事情上面。"
"#QUEST_BUNKERBUSTER_TASK1","进入地堡"
"#QUEST_BUNKERBUSTER_PHASE_01_DESC","眼前的地点和居民口中描述的十分相似，可大火把这儿烧了个精光，里面的应急物资也是被搬得一干二净。然而你在地上发现了一本烟灰遮盖的《政府核安全地堡手册》，上面记载了更多的地方地堡，在所有地堡之中只有一个地堡旁边有X标记。"
"#QUEST_BUNKERBUSTER_PHASE_01_GO","继续前往未标记的地点"
"#QUEST_BUNKERBUSTER_TASK2","进入第二座地堡"
"#QUEST_BUNKERBUSTER_PHASE_02_DESC","专家来到了树林深处的地堡，这里前门已经被撬开，看上去已经有人来过了这里。专家进门后继续向前走，随即发现了一间小型控制室，控制室的旁边还有一扇像是通往金库的大门，上面全是凹痕和焦印。"
"#QUEST_BUNKERBUSTER_ANY","洗劫控制室"
"#QUEST_BUNKERBUSTER_SCAVENGER","寻找隐藏隔间"
"#QUEST_BUNKERBUSTER_SCIENTIST","绕过金库门锁"
"#QUEST_BUNKERBUSTER_BACK","随后返回"
"#QUEST_BUNKERBUSTER_03A_DESC","专家在屋里大肆翻找，搜查了各式各样的桌子和文件柜。剩下的东西并不多，可专家在其中一个文件柜里发现了一叠厚厚的科学材料，这东西应该能给我们提供一些有用的启示。"
"#QUEST_BUNKERBUSTER_03B_DESC","目光锐利的搜寻员穿过房间，在桌子下面发现了一个隐藏开关。他按了下开关，突然听到一阵当啷声，金库门锁的螺栓移动到了另外一边。进入金库后，他发现这里几乎没剩下什么东西了。他收集了一些银币、科学笔记和一枚小型金属军需别针，随后便返回了聚居地。"
"#QUEST_BUNKERBUSTER_03C_DESC","科学家在金库大门的旁边发现了一个沾满灰尘的小型按键。可按键接线因为历时久远而老化损毁了，科学家花了一些功夫成功连好了按键接线，按下按钮顺利打开了金库大门。不幸的是，这里几乎已经没剩下什么东西了。他收集了一些银币、科学笔记和一枚小型金属军需别针，随后便返回了聚居地。"
"#QUEST_BURNINGSKIES_NAME","燃烧的天空"
"#QUEST_BURNINGSKIES_DESC","这是一个众所周知的悲剧，在余波之后，电磁脉冲和磁暴烧焦了商务航班的飞行计算器，由此它失去控制，坠机于此。你依然可能在飞机残骸之中找到空难乘客的尸骨。幸存者一直盯着这片区域，去问问他们的所在之处，一定会给你提供一些坐标信息。"
"#QUEST_BURNINGSKIES_GO","找到坠机地点"
"#QUEST_BURNINGSKIES_ABANDON","放弃任务"
"#QUEST_BURNINGSKIES_ABANDON_DESC","你不可能去做这种事，从本质上来说这和盗墓贼没什么两样，这些人最好的归宿就是安安静静地躺在这里。可无论如何，聚居地都会挺过难关。"
"#QUEST_BURNINGSKIES_TASK1","到达坠机地点"
"#QUEST_BURNINGSKIES_PHASE_01_DESC","专家抵达了坠机地点。这是一架旧型号的客机，机身完全断成了两半。在坠机形成的大坑旁边，一对机翼也已严重损毁，四周野草疯长，部分机翼被遮得严严实实。依然能在灌木丛中发现一些骨骼残骸。如果你不介意踩到死者的话，还是有机会攫取很多东西的。"
"#QUEST_BURNINGSKIES_RECKLESS","死人不会在乎的"
"#QUEST_BURNINGSKIES_RESPECT","表示尊重"
"#QUEST_BURNINGSKIES_02A_DESC","专家开始在此处肆无忌惮地挖掘，并将他发现的所有东西都打包带走。这些人早死了，应该不会在意尘世间的烦恼。此次挖掘收获颇丰，对于还活着的人来说可谓是大有裨益。"
"#QUEST_BURNINGSKIES_02B_DESC","专家小心翼翼地穿过尸骨，仔细查看了整个机身。他每走一步都要再三确认，生怕踩到了谁的尸骨。他知道很多人都在此处丧生，所以在整个过程中他都是一脸严肃、默不作声。不过这次搜查收获还不错，应该能帮助居民返回聚居地存活下来。"
"#QUEST_NUCLEARBEAST_NAME","核电野兽"
"#QUEST_NUCLEARBEAST_DESC","一座老旧的核电站在远方依稀可见，巨大的冷却塔直插天空，想当初这里还是蓝天白云。高耸的核电站成为了搜寻员的首要目标，但显然一只可怕的野兽在其中一座核电站里安了巢，阻止了想要踏入其中的劫掠者。或者这只是个计谋，意在阻止不速之客靠近核电站。"
"#QUEST_NUCLEARBEAST_GO","去查看核电站"
"#QUEST_NUCLEARBEAST_TASK1","进入核电站"
"#QUEST_NUCLEARBEAST_PHASE_01_DESC","核电站本身并不难找，它就坐落在一条干涸的河床旁边，充满了阴森恐怖的气息。它外形良好，只留下了一些因年代久远而造成的侵蚀印记。专家眼看四处无人，便进入了核电站。片刻之后，昏暗的大厅里传来一阵低沉的吼叫声。一只发着光的大狼映入了专家的眼帘。专家此时极度危险，可核电站里的宝贵资源还在向他招手。"
"#QUEST_NUCLEARBEAST_ANY","尽可能攫取资源，然后逃走"
"#QUEST_NUCLEARBEAST_FIGHTER","攻击野兽"
"#QUEST_NUCLEARBEAST_SCOUT","引开野兽"
"#QUEST_NUCLEARBEAST_02A_DESC","专家冲向了大厅里离自己最近的入口，一路上见啥拿啥。大狼在后面穷追不舍，可没过多久，它就在一块更为明亮的区域门口停了下来。危险过去之后，专家估算了一下自己抢到的资源，并不是很多。可麻雀再小也是肉啊。"
"#QUEST_NUCLEARBEAST_02B_DESC","战士接受了本次挑战，朝野兽回应了一声怒吼。野兽见状有些困惑，不由地向着来时方向的黑暗处后退了一步。专家举起武器朝这只发光的大狼开火，在其侧身处打中了几枪。大狼因疼痛而发出了一阵呜咽声，随后便飞奔着逃回了黑暗之中。现在只要没人冒险进入黑暗，在这座核电站里搜刮东西还是相对比较安全的。"
"#QUEST_NUCLEARBEAST_02C_DESC","侦查员快速思考了一番，然后在其身后的地板上发现了一个大洞，这个洞至少能通往地下好几层。他开始用花瓶、石头和其他东西砸向野兽，以刺激野兽攻击。大狼上钩了，它开始朝专家猛扑过去。专家侧身躲开飞扑，大狼随即掉进了大洞里。它依然生龙活虎，此刻的它比以往任何时候都要愤怒。可它摔伤了，要重新站起来还需要一些时间。侦查员匆忙搜查了一下现场，随后便带着刚发现的战利品再次走出了核电站。"
"#QUEST_NUCLEARBEAST_ABANDON_DESC","虽然核电站里的宝贵资源相当诱人，可其中潜藏的未知风险太大了。最好还是放弃这次机会吧。"
"#QUEST_HIGHRISE_NAME","劫富济贫"
"#QUEST_HIGHRISE_DESC","当地流传着这样一个传说，说有一个土匪头子，她在动乱时期收集了大量的财宝。如今这名土匪头子与其团伙就住在附近的高层建筑里，建筑的下面几层均设有防御工事。只有足够机巧的人才可能进入建筑，夺取土匪得来的不义之财，并分发给贫苦的人民，减轻他们的重负。"
"#QUEST_HIGHRISE_GO","前往高层建筑"
"#QUEST_HIGHRISE_TASK1","进入高层建筑"
"#QUEST_HIGHRISE_PHASE_01_DESC","这栋高层建筑无疑成了几十个土匪的藏身之处。建筑的下面几层设有路障和陷阱，可以阻止任何入侵者进入。但很明显，土匪们对于这些防御工事有些过于自满了，殊不知其间还有两处破绽：一是可以用绳子越过设有防御工事的楼层，二是可以通过建筑底部的狭小缺口挤进去。"
"#QUEST_HIGHRISE_PHASE_01_RAPPEL","沿着绳子爬墙进入建筑"
"#QUEST_HIGHRISE_PHASE_01_SQUEEZE","从缺口处挤进建筑"
"#QUEST_HIGHRISE_PHASE_01_BACK","随后返回"
"#QUEST_HIGHRISE_PHASE_02A_DESC","想要不动声色地从建筑的一侧爬上去可是相当困难。专家在爬墙的过程中尽可能地抑制住自己的喘息声，没过一会儿，就来到了未设防御工事的楼层。有两名暴徒在这一层徘徊，还互相鬼扯着什么。他们身边有一大堆硬币，更里面还有更多的硬币，但要悄悄溜到那么远的地方风险太大了。"
"#QUEST_HIGHRISE_PHASE_02A_ANY","拿走身边的硬币"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT","想办法偷走大堆硬币"
"#QUEST_HIGHRISE_PHASE_02A_BACK","回到建筑底部，随后返回"
"#QUEST_HIGHRISE_PHASE_02B_DESC","缺口看起来十分狭窄，几乎无法通过。洞内漆黑一片，专家侧着身子拼命往缝隙里挤，没过多久就成功穿过了缺口，来到建筑内部。土匪们一定没料到有人会从这个地方进来，所以并未在此设立防御工事。地上有一大堆蓝图、笔记本和技术图纸。在不惊动土匪的情况下，这里很多东西都能从缺口带出去，所以我们必须要做出选择。"
"#QUEST_HIGHRISE_PHASE_02B_ANY","拿走所有看似值钱的东西"
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST","拿走所有实用的东西"
"#QUEST_HIGHRISE_PHASE_02B_BACK","回到建筑底部，随后返回"
"#QUEST_HIGHRISE_PHASE_02A_ANY_DESC","你决定拿走身边的小银币袋。虽然袋子不大，但依然很重。而且更让人伤脑筋的是，相比于爬绳上楼，在顺绳下降的过程中，你还要时刻冒着银币掉落的风险。就在专家快要到达地面的时候，几枚银币从袋子里掉了出来，哐当一声砸在了金属板上。专家赶紧跑进了树林，当土匪匆忙赶到现场时，只发现地上的一根绳子和几枚银币。"
"#QUEST_HIGHRISE_PHASE_02A_SCOUT_DESC","专家充分发挥自己的潜行能力，利用其他物品的掩护，小心翼翼地靠近那一大堆硬币。土匪似乎对混进来的小偷毫不知情，还在争论谁更擅长爆头。专家得手后，把装有硬币的袋子紧紧绑在身后，慢慢退回到绳索处，沿着绳子降到了地面，随后消失在了树林里。"
"#QUEST_HIGHRISE_PHASE_02B_ANY_DESC","这就是一堆杂乱无章的东西，如果没有一定的专业知识，很难分辨哪些东西有用，哪些东西没用。专家往背包里塞满了看似值钱的物件，然后从缺口处原路返回。偷来的东西里有一部分似乎真能派上用场，但其他东西不是太先进就是太特殊，一点用处都没有。"
"#QUEST_HIGHRISE_PHASE_02B_SCIENTIST_DESC","尽管很多东西都可以拿走，但对于聚居地来说，这里的一些研究肯定是最有价值的。科学家以最快速度在一大堆物品中翻找，把背包装的满满当当。带着这个胀鼓鼓的背包，似乎更难通过狭小的缺口返回。不过最终科学家成功带着背包穿过缺口，走进了树林深处，消失得无影无踪。这些蓝图和书籍迟早都会派上用场。"
"#QUEST_HIGHRISE_ABANDON_DESC","想要从一大群组织有序的土匪手中偷东西？这也太冒险了，贪婪会害死你的。"
"#QUEST_MOUSSTASHED_NAME","小胡子的珍宝"
"#QUEST_MOUSSTASHED_DESC","在浩劫后的世界里，人们开始囤积垃圾和小玩意儿，这可不是什么稀罕事儿，毕竟说不定哪一天，其中有些东西就突然变得有用了。当地有一个胡须浓密的怪人，他会把各种东西都埋藏在这一带，但老是忘记埋藏的地点。这种地方应该离这儿不远。"
"#QUEST_MOUSSTASHED_PHASE_01_GO","找到埋藏点"
"#QUEST_MOUSSTASHED_TASK1","找到埋藏点"
"#QUEST_MOUSSTASHED_PHASE_02_DESC","在一座残破的城镇边缘，坐落着一幢样式奇特的红砖旧厂房。厂房的屋顶几乎已经完全塌陷，阳光透过缝隙照射到地面，地板上整整齐齐堆放的红砖块显得格外瞩目。在砖块之间藏有一小袋银币，还有一张纸条，上面画着弯曲的小胡子和一个箭头，还写有一堆数字。也许这些信息暗示了下一个埋藏点？"
"#QUEST_MOUSSTASHED_PHASE_02_GO","拿走银币，继续寻找"
"#QUEST_MOUSSTASHED_TASK2","找到下一个埋藏点"
"#QUEST_MOUSSTASHED_PHASE_03_DESC","既然你已经知道要寻找的方向，那找到下一个埋藏点应该就更容易了。在这座城镇的闹市区也有一所红砖房子，这是一间老旧的咖啡馆，不过早已变得无人问津了。不要说那些沉迷咖啡的人，就连老鼠都不会再光顾这里。咖啡馆的角落里有一堆看起来很眼熟的砖块，里面藏着一堆笔记本，还有一张和上次不同的纸条，上面画着八字胡和一组新的箭头。"
"#QUEST_MOUSSTASHED_PHASE_03_GO","拿走笔记本，继续寻找"
"#QUEST_MOUSSTASHED_TASK3","找到最后一处埋藏点"
"#QUEST_MOUSSTASHED_PHASE_04_DESC","另一处埋藏点就在另一座城镇里。你正沐浴着阳光走在大街上，突然看到一座熟悉的红砖建筑，这回看到的是厂房的烟囱。于是你朝烟囱的方向走去，靠近时你才看到有人正在往烟囱底部搬运砖头。“哦，你好你好，我的好朋友！”一位胡子稀疏但梳理整齐的瘦削男子向你问候，“今天天气真不错，是什么风把你给吹来了？”"
"#QUEST_MOUSSTASHED_FINALE_CONFESS","承认掠夺了埋藏点"
"#QUEST_MOUSSTASHED_FINALE_LIE","撒谎说你在打兔子"
"#QUEST_MOUSSTASHED_FINALE_CONFESS_DESC","“真的吗？我还以为这些埋藏点相当隐蔽，没人能找到。就连我经常都找不到这些地方！”对于这个突如其来的“惊喜”，他似乎陷入了沉思。“既然你已经来了，那把这些也拿上吧，我想现在没必要再用砖块把它们藏起来了。”他将最后一个埋藏点的物品赠予你，神色恍惚地走开了，嘴里语无伦次地念叨着枕套和烟囱，甚至还提到了鸭子？"
"#QUEST_MOUSSTASHED_FINALE_LIE_DESC","“好了好了，你我心知肚明，这里方圆几里都见不着带有毛发或是尾巴的动物。说，你是不是在找我藏东西的地方？”他那用蜡精心打理过的小胡子在阳光的照耀下闪闪发亮。他继续说道，声音里带有一丝失望：“那好吧，现在我也没必要再堆砖块了。这些东西你随便拿吧，反正我还可以偷到更好的东西！”"
"#QUEST_MOUSSTASHED_ABANDON_DESC","这番折腾感觉就像是在白费力气，看不到尽头，也没有任何回报。最好让专家用这些时间去做一些更有意义的事情。"
"#QUEST_OBJECTION_NAME","我反对！"
"#QUEST_OBJECTION_DESC","人们在灾难时刻会作何反应？目睹这些既有趣又有些可怕。听说有个团队决定以游戏节目的形式来处决闹事者，实现边疆正义。这听起来很奇怪，但同时也相当有趣。"
"#QUEST_OBJECTION_GO","前去查看"
"#QUEST_OBJECTION_TASK1","进入“法院”"
"#QUEST_OBJECTION_PHASE_01_DESC","曾经的新古典主义博物馆转眼间就变成了一座临时法庭。接待员将人们带入“法庭”，“陪审团”在一座大型名人坐像的底座周围待命，“法官”身着颜色鲜艳的浴袍，头上戴着临时假发，懒洋洋地躺在大理石雕像的大腿上。“对埃德温·詹姆斯的审判即将开始！”一位陪审团成员大声说道，“上石锤！”他继续说着，人群开始欢呼起来。"
"#QUEST_OBJECTION_PHASE_01_GO","静静观看"
"#QUEST_OBJECTION_PHASE_02_DESC","“法庭”助手推出一个精巧的装置，首先是一把椅子，椅子上方悬挂着一个巨大的石锤，感觉那就像是一把发钝的断头台刀片。三根木桩紧紧抵住石锤，防止它掉落下来。一名男子从人群中走出，坐在了椅子上。通常来说，死亡来临时人们都会感到害怕，但是他恰恰相反，还在咧着嘴笑个不停。“你准备好接受石锤的正义审判了吗？”陪审团成员大声喊道，声音颇具戏剧性。在人群的欢呼声中，埃德温满心欢喜地点了点头。"
"#QUEST_OBJECTION_PHASE_02_GO","继续观看"
"#QUEST_OBJECTION_PHASE_02_PICK","在观看时扒别人口袋"
"#QUEST_OBJECTION_PHASE_03A_DESC","接下来便是一片混乱，有模拟审判，有智力竞猜，还有随之而来的大骚动。法官滔滔不绝地向埃德温陈述了一系列“犯罪事实”，当后者认为事实有误时，必须大声喊出“我反对！”如果反对有效，他就将获得一袋银币；如果反对无效，就将从装置上移除一根木桩。观众也可以参加这场智力竞猜，但最终答案只能由埃德温自己定夺。"
"#QUEST_OBJECTION_PHASE_03B_DESC","疯狂的人群似乎对周围发生的一切毫不在意，你成功从他们口袋中扒到了几枚硬币。台上接下来便是一片混乱，有模拟审判，有智力竞猜，还有随之而来的大骚动。法官陈述了一系列“犯罪事实”，当埃德温认为事实有误时，必须大声喊出“我反对！”如果反对有效，他就将获得一袋银币；如果反对无效，就将从装置上移除一根木桩。观众也可以参加这场智力竞猜，但最终答案只能由埃德温自己定夺。"
"#QUEST_OBJECTION_PHASE_03_CORRECT","大声喊出正确答案"
"#QUEST_OBJECTION_PHASE_03_WRONG","大声喊出错误答案"
"#QUEST_OBJECTION_PHASE_03_CORRECT_DESC","在你的帮助下，埃德温成功找到了正确答案。“听着，听着，优胜者已决出！”法官最终宣布，然后用手拂去假发下的汗水。人群中爆发出一阵热烈的掌声，埃德温走下台，径直走向专家。“朋友，你做的一切我都看到了”，他笑着说道，“这对我的家庭来说意义非凡。”说完便递给专家一袋硬币和一些科学书籍，然后离开了现场。人群紧跟其后，也想从中分一杯羹。"
"#QUEST_OBJECTION_PHASE_03_WRONG_DESC","由于你故意喊出错误答案，埃德温在狂乱的氛围中开始崩溃。每次回答失败都会引来人群的惊叹声，同时木桩也一根接一根地移除。在助手即将移走最后一根木桩时，人群齐声大喊：“砸死他！砸死他！”最后一根木桩也被移走了，巨大的石锤掉下来，重重地砸在埃德温的头上，发出了一声令人不适的巨响。法官宣布：“正义得到伸张，公民理应得赏！”于是几名助手将钱袋里的硬币撒向了人群。"
"#QUEST_OBJECTION_ABANDON_DESC","这一切感觉就像是一个消遣你的大笑话，最好还是将你和专家的时间花在别的地方。"
"#QUEST_CONVOY01_NAME","诶嘿！车队"
"#QUEST_CONVOY01_DESC","在荒野大地上，各种贸易车队穿行在社群、甚至是土匪营地之间。这些车队要么行驶路线隐蔽，难于发现；要么就是防守严密，外人难以突破。但偶尔，大嘴巴的司机也会说漏嘴。就有这样一个戴眼罩的家伙，他不停地吹嘘自己正在运送的大批货物几乎没有任何保护措施。这对你来说可能是个机会，你可以友好地帮助他们，也可以袭击他们，夺取他们运送的所有货物。"
"#QUEST_CONVOY01_PHASE_01_GO","搜寻车队"
"#QUEST_CONVOY01_TASK1","找到车队"
"#QUEST_CONVOY01_PHASE_02_DESC","从那个可怜的家伙口中听来的消息终于派上了用场。一支由几辆卡车组成的车队正停靠在一条旧公路旁，领头卡车的发动机舱中冒着滚滚黑烟。你计算了一下，有三名武装警卫和几名卡车司机，他们大多都在大声争论着“汽油质量标准”之类的问题。"
"#QUEST_CONVOY01_PHASE_02_ATTACK","攻击车队"
"#QUEST_CONVOY01_PHASE_02_FREE","免费修理卡车"
"#QUEST_CONVOY01_PHASE_02_PRICE","帮忙修理卡车，但要收取一定费用"
"#QUEST_CONVOY01_PHASE_03_ATTACK_DESC","在几名警卫注意力分散的时候，专家轻松溜到他们身后，予以致命一击。第一名警卫受到重击后立即倒地，第二名警卫的腿上受了重伤。其余几个人也在一阵扭打后放弃了抵抗，被绑在了路边。“混蛋，我们不会放过你的！”被绑在路边的人群大声喊道。卡车内的货物并没有你想象的那么多，不过也有一定的珍贵资源、银币以及药品，伤者可能迫切需要其中的一些东西。"
"#QUEST_CONVOY01_PHASE_03_ALL","带着所有东西离开"
"#QUEST_CONVOY01_PHASE_03_SOME","留下一些药品"
"#QUEST_CONVOY01_PHASE_03_FREE_DESC","专家与车队保持安全距离，朝他们打招呼。不出意外，面对突如其来的威胁，警卫立马将枪口指向了专家。你向他们解释说以前见过这种情况，可以帮他们修理车辆。听到这番话后，警卫冷静下来，放下了枪。专家开始汗流浃背地修理卡车，没过几分钟，卡车就恢复如常。车队将部分运送货物赠予你，以示感谢，然后驱车扬长而去。"
"#QUEST_CONVOY01_PHASE_03_PRICE_DESC","你远远地朝着车队打招呼，这样他们就不会把你视作威胁。“我可以帮你们修理车辆，不过你懂的……要收点茶水费。”就这样来来回回地说了几次，卡车司机才相信你是真的会修车，可是在几句咒骂声后，卡车居然启动了。领头警卫对发生的一切显得相当恼火，他向你付了钱，然后整个车队再次驶上了公路。"
"#QUEST_CONVOY01_ABANDON_DESC","车队来了又去，去了又来，你一定会在更合适的时机遇到其他车队。"
"#QUEST_CONVOY02_NAME","螳螂捕蝉，黄雀在后"
"#QUEST_CONVOY02_DESC","根据多次和土匪近距离接触的经验，你推断出他们一定在离这儿不远的地方运送补给。他们将所有的战利品转移到了大型营地里，以免遭到其他土匪和社群的掠夺。一个类似的车队现在正在前往当地营地，如果车队顺利抵达营地，那么里面的资源都会被洗劫一空。土匪的临时卡车速度并不快，所以你应该有时间拦截他们。"
"#QUEST_CONVOY02_PHASE_01_GO","拦截车队"
"#QUEST_CONVOY02_TASK1","抵达车队所在地"
"#QUEST_CONVOY02_PHASE_02_DESC","顺着滚滚黑烟和引擎的轰鸣声，很容易就能找到土匪车队的具体方位。目前你可以看到两辆卡车正在向你驶来，车上载着几个强盗。他们正沿着深谷边的一条泥泞小道行驶，小道的宽度刚好够卡车通过。前面的道路上方有一堆巨石，你可以将它们推到路上。更远地方的有一片森林，也能提供不错的掩护，方便你发动伏击。"
"#QUEST_CONVOY02_PHASE_02_ANY","滚落巨石攻击车辆"
"#QUEST_CONVOY02_PHASE_02_FIGHTER","想办法干掉司机"
"#QUEST_CONVOY02_PHASE_02_SCOUT","伏击车队"
"#QUEST_CONVOY02_PHASE_03_ANY_DESC","有些巨石看起来只用轻轻一推就可以滚落山崖。当车队靠近时，你将其中一块较大的巨石推向了车队。巨石滚落，重重地击中了卡车的一侧，把卡车推入了深谷。领头卡车侧方也遭受了重击，冒着黑烟。剩下的土匪晕头转向，很快就被干掉了。虽然大部分货物都掉进了深谷，但你也从小卡车上搜刮到了部分资源，这总比什么都没有要强。"
"#QUEST_CONVOY02_PHASE_03_FIGHTER_DESC","只要枪法精准，就可以将司机一击毙命。当车队抵达一处相当狭窄的路段时，专家开火射击。领头卡车中弹跌入深谷，后方卡车嘎地一声急忙刹车，司机跳下卡车，往山上跑去。"
"#QUEST_CONVOY02_PHASE_03_SCOUT_DESC","当车队抵达森林地带时，专家开火射击。第一枪相当漂亮，击中了领头卡车，使其直接侧翻，跌入深谷。大部分的土匪都在这辆卡车上，也跟着掉进了山谷。而第二枪直接击中卡车司机，卡车瞬间失控，猛烈撞向了旁边的大树。现在无疑是掠夺的好时机。"
"#QUEST_BOMBERMAN_NAME","炸弹人"
"#QUEST_BOMBERMAN_DESC","一位神色痛苦的妇女一瘸一拐地向你走来：“我们的小队被狼群土匪给绑了！首，首领用炸弹和他们进行了一场恶战，可无奈他们人多势众！他们就在离这儿不远的地方，请帮帮我们！”她还想进一步解释，却由于体力不支瘫倒在地。她会没事的，只是需要休息一下。"
"#QUEST_BOMBERMAN_PHASE_01_GO","前往土匪营地"
"#QUEST_BOMBERMAN_TASK1","进入土匪营地"
"#QUEST_BOMBERMAN_PHASE_02_DESC","狼群土匪的确抓了一群人，他们被粗暴地塞进平板卡车上的一个临时笼子里，还有一个人躺在地上昏迷不醒。你还看到土匪的部分车辆遭到严重炸毁。倒地昏迷的男人年纪较大，但看上去样貌凶悍，衣服上还有烧焦的痕迹。“好了，我们走吧！”你听到有人大喊了一声，随后便领着一群土匪离开了。只有两名土匪留下了，他们拔出了左轮手枪，朝那个昏迷的男人走去。"
"#QUEST_BOMBERMAN_PHASE_02_CHASE","紧跟土匪主力"
"#QUEST_BOMBERMAN_PHASE_02_HELP","帮助受伤的男人"
"#QUEST_BOMBERMAN_PHASE_03_CHASE_DESC","你决定顾全大局，前去追赶土匪车队。幸运的是，车队在抵达开阔大路之前，还需要穿越一道蜿蜒的峡谷，这样你就有机会赶上他们了。正当专家准备出发时，听到了一声枪响。人死不能复生，如今回头也没有必要了。只能利用高地伏击，设法救出剩下的人。"
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH","制造一场假伏击"
"#QUEST_BOMBERMAN_PHASE_03_DROP","滚落巨石并开火射击"
"#QUEST_BOMBERMAN_PHASE_03_DROP_DESC","趁着还有一些时间，专家将巨石推到了峡谷边缘。车队抵达伏击点时，专家将巨石推下。滚落的巨石撞上了行进中的车队，引起一阵混乱，几名俘虏趁乱逃了出来。专家从战斗中撤离，并跟随俘虏们来到了安全的地方。“无名英雄，非常感谢你！不过兰卡斯特去哪儿了？”了解情况后，他们决定和之前那名逃出来的妇女一样，加入聚居地，并尽自己所能来报答你的恩惠。"
"#QUEST_BOMBERMAN_PHASE_03_AMBUSH_DESC","专家将岩石、棍棒和衣服放在峡谷边缘，假装自己人多势众。车队靠近时，专家大步向前，朝车队喊道：“小子，你们已经被包围了！我们只想要那些囚犯，如果你们现在就走，我可以保证你们毫发无损！”这帮人朝峡谷边缘望去，试图弄清你是不是在虚张声势。他们激烈地讨论了一小会儿，决定释放囚犯，继续前行。得救的囚犯和那名逃出来的妇女都表示愿意加入聚居地，以报你的救命之恩。"
"#QUEST_BOMBERMAN_PHASE_03_HELP_DESC","你决定帮助这个男人，那些俘虏就听天由命吧。这两个土匪还在为谁该来开枪而争个不停，在两声干净利落的枪响之后，两个土匪都倒地不起。过了一会儿，男人终于醒了过来。“搞什么，我的手下去哪儿了？为什么不救他们？”他怒吼道。在冷静下来后，他介绍说自己叫兰卡斯特。“你最好赶紧找到那些混蛋，否则等下次见面，我们就不只是说说而已了。”你重新找到那名成功逃出来的妇女，进一步了解到土匪的行进路线，对土匪进行了报复打击。"
"#QUEST_BOMBERMAN_ABANDON","现在不是舍身取义去营救陌生人的时候，总有人会摆平这件事的。"
"#QUEST_BLACKHARVEST_NAME","年谷不登"
"#QUEST_BLACKHARVEST_DESC","你听说一位杰出的科学家住在荒郊野外，目前正在研究各种革命性基因工程。她住的小屋就在这附近，所以不妨去看看这究竟是怎么一回事。"
"#QUEST_BLACKHARVEST_PHASE_01_GO","前往小屋"
"#QUEST_BLACKHARVEST_TASK1","进入小屋"
"#QUEST_BLACKHARVEST_PHASE_02_DESC","你来到了这间人迹罕至的小屋，敲了敲门。没有回应。你又敲了下门，依然没有回应。正当你准备离开的时候，背后有人问道：“Ystävä，今天我有什么可以帮到你的吗？”你转过身，看到一位戴着眼镜、穿着园丁服的中年妇女。她介绍说自己叫伊芙丽娜。“不知道你对候选基因分离有没有什么了解？”"
"#QUEST_BLACKHARVEST_WHAT","那是什么？"
"#QUEST_BLACKHARVEST_SCIENTIST","限制性内切酶还是聚合酶链反应？"
"#QUEST_BLACKHARVEST_PHASE_02A_DESC","“开个玩笑，不过我还是很希望有人能帮帮我。很有趣的是，附近的一片农场里种植着农杆菌，不过有人……已经占领了那里。你能去看看他们愿不愿意离开或者分我一些小麦吗？要是这样的话那就再好不过了。我很快就会过来。”"
"#QUEST_BLACKHARVEST_PHASE_02_GO","同意查看农场"
"#QUEST_BLACKHARVEST_PHASE_02B_DESC","“啊，真是出乎意料。我一会儿得好好向你讨教一下。Mutta niin，我很想弄到一些生长在附近麦田里的农杆菌，我相信你应该知道其中缘由。但是有人已经占领了那片农场，你能去看看他们愿不愿意为了科学分给我一些作物吗？我很快就会过来。”"
"#QUEST_BLACKHARVEST_TASK2","查看农场"
"#QUEST_BLACKHARVEST_PHASE_03_DESC","农场坐落在山谷之中，地理位置得天独厚，周围还有一片小麦田和玉米田。你看到庄稼间有动静，原来是几个人在收割玉米。他们看上去毫无异常。"
"#QUEST_BLACKHARVEST_PHASE_03_APPROACH","走向他们"
"#QUEST_BLACKHARVEST_PHASE_03_SNEAK","偷偷溜到麦田里"
"#QUEST_BLACKHARVEST_PHASE_03A_DESC","他们注意到你的到来，向你挥手致意。“你好！你是怎么到我们农场来的？你是来抢劫我们的吗？”其中一人紧张地赔着笑，大声说道。即使是按最好的情况来算，小麦的收成也是少得可怜。他们犹豫不决，不知道是否要将小麦赠予你。"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY","付钱购买小麦"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE","使用武力强取"
"#QUEST_BLACKHARVEST_PHASE_03A_PAY_DESC","“好吧，嗯。我想我们可以用那笔钱来买吃的，就这么说定了！”他们让你收割了一大堆小麦，不过这些小麦似乎都患上了某种疾病。小麦快收割完的时候，伊芙丽娜背着一个大包走了过来。“哦？你拿到小麦了？Loistavaa！这可帮了我一个大忙！”她从包里递给你几本写满笔记和涂鸦的科学书籍，作为帮她收集小麦的奖励，然后便走开了。"
"#QUEST_BLACKHARVEST_PHASE_03A_WELCOME","离开农场"
"#QUEST_BLACKHARVEST_PHASE_03A_TAKE_DESC","你决定恐吓他们，于是从腰间掏出武器。“嘿，朋友！你真想威胁我们这群手无寸铁、饥肠辘辘的人吗？就因为你有枪，就可以为所欲为吗？那行吧，把这些该死的小麦都拿走吧。”这片小麦已经变黑，显然患上了某种疾病。在你收割时，伊芙丽娜赶了过来。“那些人看起来怒不可遏，你都对他们说了些什么？”她从包里递给你几本写满笔记和涂鸦的科学书籍，作为帮她收集小麦的奖励，然后便走开了。"
"#QUEST_BLACKHARVEST_PHASE_03B_DESC","避免正面冲突的最好方式就是悄悄行动。在你快要收割完小麦的时候，一位手里拿着简易镰刀的农民朝你的所在地走了过来。就在千钧一发之际，一群乌鸦惊声四起，转移了农民的注意力。“嘿，是我。”有人在你耳后轻声说道。你转头一看，伊芙丽娜正冲着你得意地笑，手里还握着一块小石头。“噢！这些小麦都是给我的吗？Kiitos！这是给你的报酬！”说着她便从包里拿出了几本科学书籍。"
"#QUEST_BLACKHARVEST_ABANDON_DESC","这一切似乎都像在浪费你的时间，所以你决定放弃此次任务，不在这方面花费过多精力。"
"#QUEST_REMEMBRANCE_NAME","纪念"
"#QUEST_REMEMBRANCE_DESC","过去几天里，一位居民一直愁眉不展，将自己关在屋内不愿见人。在劝说了他一阵后，他终于说出了实情。“一些垃圾突袭者袭击了我妹妹的聚居地。她是我唯一的家人，但是对此我却无能为力。我甚至没法给她举办一场像样的葬礼！”他大声吼道，试图掩饰住自己的眼泪。“从今以后我还能再对谁好？”你还不知道他妹妹的具体死亡地点，不过现在能做的就是四处寻找，给他一些安宁。"
"#QUEST_REMEMBRANCE_GO","找到他的妹妹"
"#QUEST_REMEMBRANCE_TASK1","找到他的妹妹"
"#QUEST_REMEMBRANCE_PHASE_01_DESC","突袭者在很多村庄都留下了痕迹，这些村庄要么在被劫掠之后再无人居住，要么就是直接被大火夷为平地。聚居地大门被炸得干干净净，看样子，一支车队袭击了这个不起眼的聚居地，几乎抢走了一切。不过你目之所及范围内没看到任何尸体，所以这里的人要么逃走了，要么就是成了奴隶。也许你还能从废墟中搜寻到一些资源，不过也仅仅是资源而已。"
"#QUEST_REMEMBRANCE_PHASE_01_GO","搜寻资源，然后继续前进"
"#QUEST_REMEMBRANCE_PHASE_02_DESC","靠近聚居地时，你发现几只秃鹫在庭院上空无声地盘旋。空气中弥漫着浓烈且潮湿的甜味，闻起来令人作呕。进入聚居地后，恶心的腐臭味扑鼻而来。然后你发现了第一批尸体，他们全身肿胀，长满了水泡。这应该不是土匪干的。你只想要赶紧离开这里，不过这个疾病肆虐的地方应该还蕴藏着一些资源。"
"#QUEST_REMEMBRANCE_GRAB","尽可能攫取资源，然后继续前进"
"#QUEST_REMEMBRANCE_MOVE","尽快离开这里"
"#QUEST_REMEMBRANCE_PHASE_03_DESC","第三个聚居地内无疑经历了一场恶战。路边烧焦的车辆冒着滚滚黑烟，乌鸦正在啄食土匪和居民的尸体。聚居地中心的战斗一定最为激烈。仔细检查过尸体后，你发现了一具伤痕累累的尸体，死者是一名20多岁的年轻女子，和那位悲痛欲绝的居民口中描述的妹妹十分吻合。她的身边躺着一群武装精良的居民，他们做了最后的抵抗，但终究逃不过被残杀的命运。"
"#QUEST_REMEMBRANCE_RESPECT","埋葬妹妹"
"#QUEST_REMEMBRANCE_LOOT","掠夺尸体"
"#QUEST_REMEMBRANCE_PHASE_03A_DESC","你决定尊重这些英勇的牺牲者，让他们保持原样，并将妹妹埋在了聚居地外的一棵大橡树下。你将这个悲伤的消息告诉了她的哥哥，他顿时泪如雨下。你的居民同样也对你的行为表示赞许，因为他们知道你会尽力照顾好所有人。"
"#QUEST_REMEMBRANCE_PHASE_03B_DESC","这些装备看起来相当贵重，留在这里简直就是浪费。你从这些尸体上收集到几件高端或血迹斑斑的衣服和武器。这些东西也许会对我们的聚居地有所帮助，可以防止这里的悲剧重演。你把妹妹埋在聚居地外的一棵大枫树下，随即离开了。你后来才知道，哥哥听到这个消息的时候当场就哭了，不过他已经开始慢慢恢复。但遗憾的是，你的居民并不乐意看到那些不详的带血掠夺品。"
"#QUEST_REMEMBRANCE_ABANDON_DESC","要在无数废弃的聚居地中找到他的妹妹可能会花费很长时间，最好把精力集中在更加紧迫的问题上。"
"#QUEST_VANMANHEIST_NAME","货车大亨=抢劫犯"
"#QUEST_VANMANHEIST_DESC","在这片荒野大地上，神秘的货车大亨丹是当地小有名气的人物。不过很多人不知道，他也是几起大大小小抢劫案的幕后主谋。现在他正向你走来，邀你加入他最新的抢劫计划。“像你这样有胆魄的人，一定用不了多久就能召集到人手！我已经有了合适的人选，还找到了一个可以撬开的保险库，相当完美。怎么样？有兴趣吗？”"
"#QUEST_VANMANHEIST_GO","召集人手"
"#QUEST_VANMANHEIST_TASK1","招募窃贼"
"#QUEST_VANMANHEIST_PHASE_01_DESC","小队的第一位成员是一名天赋异禀的窃贼。老旧的高层建筑里住着几个衣衫褴褛的人，不过你此行只是为了找到丹口中提到的那个人。当你在一栋摇摇欲坠的公寓楼附近转悠时，身后突然传来声音：“不知阁下此行所为何事？”一个头戴兜帽的人问道。她站在你身后一臂远的地方，手里拿着一把锋利的匕首。“哦？是丹派你来的。那谈谈吧，不知有何指教？”"
"#QUEST_VANMANHEIST_PHASE_01_GO","说明大体计划"
"#QUEST_VANMANHEIST_PHASE_01A_DESC","她安静地听着，你向她说明了丹的大体计划，大概是闯入一座戒备森严的小银行，那儿是当地商人的交易基地。抢劫方式简单粗暴，就是从银行的几个入口闯进去，然后打砸抢。“我说，我倒认识一个人，特别适合干这种粗活。他体壮如牛，要是你胆敢拦他的道，那可就得遭殃咯。”"
"#QUEST_VANMANHEIST_PHASE_01A_GO","同意前去查看"
"#QUEST_VANMANHEIST_TASK2","招募壮汉"
"#QUEST_VANMANHEIST_PHASE_02_DESC","你没费多少力气就找到了这个人。他体型壮硕，脸上长满胡须，正坐在公园的旧椅子上看着小说。长椅不堪重负，在壮汉身下嘎吱作响。“大傻个儿，别来无恙？！”窃贼大声地朝壮汉打着招呼。“很高兴认识你，看来你已经见过我妹妹了。希望她没有说我坏话。”在一阵简单的交谈过后，他似乎对这个计划很满意。于是你继续上路，寻找最后一名成员，也就是车手。"
"#QUEST_VANMANHEIST_PHASE_02_GO","继续招募"
"#QUEST_VANMANHEIST_TASK3","招募车手"
"#QUEST_VANMANHEIST_PHASE_03_DESC","不远处引擎轰鸣作响，柴油燃烧产生的浓烟几乎要让人窒息。在一片小空地上，一个人正在捣鼓一台大型引擎，显然这台引擎是他自己造的。引擎像工厂的烟囱一样向外冒着浓烟，听起来随时都可能会爆炸。“你们来了啊，快上车，来不及解释了！”你还没来得及向车手说明抢劫计划，他就跳上了自己高度改装的4x4卡车，按下了卡式录音机，放起70年代经典的迪斯科音乐。抢劫计划看来就要开始了。"
"#QUEST_VANMANHEIST_PHASE_03_GO","跳上卡车"
"#QUEST_VANMANHEIST_PHASE_04_DESC","小队来到了城镇边缘。在主街道上，一座老旧的新古典主义银行大楼直插云霄。正门似乎并未关闭，有三名全副武装的暴徒从旁守卫。货车大亨丹的伟大计划里提到，你们可以从正门直入，也可以尝试从上锁的侧门进入。"
"#QUEST_VANMANHEIST_PHASE_04_FRONT","尝试从正门直入"
"#QUEST_VANMANHEIST_PHASE_04_SIDE","尝试从侧门进入"
"#QUEST_VANMANHEIST_PHASE_04_MAIN_DESC","小队决定采取简单粗暴的方式，从正门直接进入银行。你们耍了点小计谋，上演了一出车祸，制造出相当大的声响。几名守卫听到声音，离开岗哨前去查看情况。此时窃贼便悄悄溜到正门仅剩的最后一名守卫身后，将其打晕在地。然后窃贼和专家按计划进入了银行内部，出其不意地抓住了银行经理，胁迫他打开保险库。保险库内的物品没有你想象中那么丰富，不过你还是拿走了大量银币和其他值钱的东西。"
"#QUEST_VANMANHEIST_PHASE_04_OUT","离开"
"#QUEST_VANMANHEIST_PHASE_04_SIDE_DESC","车手留下来望风，你们三个来到了上锁的侧门，窃贼只用自己灵巧的手指拨弄了几下，锁一下子就打开了。门内一名守卫昏昏欲睡，等他清醒时才发现自己已经被死死熊抱住，没过一会儿便失去了知觉。你们在银行内部静步走动，抓住了银行经理，并胁迫他打开保险库的大门。你没有看到想象中的金山银山，不过眼前也有数量可观的银币和其他物品。"
"#QUEST_VANMANHEIST_PHASE_04_FINALE_DESC","你们拿经理作人质，走向了逃跑用的卡车。你们来到卡车跟前，经理开始咯咯咯地笑，车手也跟着一起笑。“我想现在没必要再演戏了，我对你的表现印象深刻！”经理哈哈大笑，取下了假胡子、太阳镜和一个相当逼真的假鼻子。原来他是货车大亨丹。“考验结束。你可以把找到的东西收下，当作下次抢劫行动的预付款。记得保持联络！”丹连同车手、壮汉和窃贼爬上了卡车，扬长而去。"
"#QUEST_VANMANHEIST_ABANDON_DESC","我们没时间去做这种傻子才会做的事。这种警察抓小偷的游戏还是留给别人去玩吧。"
"#QUEST_SURVIVALSCIENCE_NAME","生存科学"
"#QUEST_SURVIVALSCIENCE_DESC","在荒地上寻找能用的科学发现费时费力，通常还很危险。要是反过来，让科学来找我们怎么样？要实现这一计划，我们要搞到一台大功率发射器，还需要大量银币，不过这也可能会大力推进我们的研究成果。是时候隆重推出今年的生存科学博览会了！"
"#QUEST_SURVIVALSCIENCE_GO","找到一台强力发射器"
"#QUEST_SURVIVALSCIENCE_TASK1","使用发射器"
"#QUEST_SURVIVALSCIENCE_PHASE_01_DESC","大功率发射器并不难找，但是要让它们正常运转就完全是另一回事了。这台发射器的状况大不如前，有点破破烂烂的。不过只要能花一些功夫，用点小技巧，就足以让它暂时重新恢复工作。"
"#QUEST_SURVIVALSCIENCE_PHASE_01_FIX","使用合适的零件修理发射器"
"#QUEST_SURVIVALSCIENCE_PHASE_01_SCAVENGER","暂时修好发射器"
"#QUEST_SURVIVALSCIENCE_PHASE_01_SCIENTIST","拆除发射器"
"#QUEST_SURVIVALSCIENCE_PHASE_01_BACK","随后返回"
"#QUEST_SURVIVALSCIENCE_PHASE_01B_DESC","修理过程中，火花四溅，你骂了几句颇有创意的脏话，成功修好了发射器。不过它看上去撑不了多久，所以发送的消息最好简短，但又不失亲切。“荒地的科学家们！快来展示你们最好的生存科学发明吧！还有机会获得丰厚奖励哟！”在将科学博览会坐标发送到附近一个偏远地点后，发射器嘶嘶嘶地喷出一股熟悉的蓝色烟雾。是时候收集一些银币，然后前往科学博览会了！"
"#QUEST_SURVIVALSCIENCE_PHASE_02_START","前往科学博览会"
"#QUEST_SURVIVALSCIENCE_TASK2","启动科学博览会"
"#QUEST_SURVIVALSCIENCE_PHASE_02_DESC","让所有与会者感到吃惊的是，临时搭起的展会现场聚集着一大群人。有些人外表整洁庄重，而其他人的脸上就像刚被燃烧弹炸过一样。一大群好奇的围观者来到这里，想要一探究竟。是时候举行开幕式并宣布活动大奖了！"
"#QUEST_SURVIVALSCIENCE_PHASE_02_FAME","名誉和荣耀！"
"#QUEST_SURVIVALSCIENCE_PHASE_02_MINOR","还算过得去的奖品"
"#QUEST_SURVIVALSCIENCE_PHASE_02_MAJOR","超级大奖"
"#QUEST_SURVIVALSCIENCE_PHASE_02_BACK","随后返回"
"#QUEST_SURVIVALSCIENCE_PHASE_03_FAME_DESC","很多参赛者对于你允诺的名誉和曝光度似乎并不满意，他们开始嘲笑你，并陆续离开现场。那些留下来的参赛者纷纷炫耀自己的发明创作，但显然最优秀的参赛者早就已经离开了。不过这一切并不是竹篮打水一场空，勤勉的业余科学家们还是成功传授给你一些知识，这将对你的科研之路有所帮助。"
"#QUEST_SURVIVALSCIENCE_PHASE_03_MINOR_DESC","虽然无法完全取悦所有人，不过你允诺的发奖日期似乎留住了大部分科研人员。几个看上起更加专业的人争论了一阵，随后便收拾行李离开了。你看到了样式和规模各异的发明，在利用回收材料重现旧世界科技方面，有些发明颇具创意。"
"#QUEST_SURVIVALSCIENCE_PHASE_03_MAJOR_DESC","你宣布的超级大奖不仅引来了围观群众的呼声，也招来了一群科学家的喝彩。即使是最庄重的科学家也打起精神，立刻开始准备自己的展出。你了解到了有关荒地生存的各类发明和古怪想法，其中有些发明和想法即使是在旧世界也颇具开创性！这肯定会提高你的科研水平和生存机会。"
"#QUEST_SURVIVALSCIENCE_ABANDON_DESC","已经有太多事情要做了，最好把我们的功夫花在别的地方。"
"#QUEST_COLONIAL_NAME","聚居地气候"
"#QUEST_COLONIAL_DESC","“嘿老大，有时间吗？”一位居民问道，“你知道那些辐射区域，对吧？最近的锋面天气可能已经把那些恶心的绿色东西赶出了山谷和村庄。我知道一些地方，你可以去看看有没有战利品之类的东西。”"
"#QUEST_COLONIAL_GO","同意前往村庄"
"#QUEST_COLONIAL_TASK1","前往村庄"
"#QUEST_COLONIAL_PHASE_01_DESC","专家来到了居民描述的第一个地点。浩劫后的气象学准确来说不算是一门学科，但你的居民也错得太离谱了：可以肯定的是，山谷下的村庄里正发散着令人恶心的绿色光芒。如果你随身带着盖革计数器，那它绝对会发出震耳欲聋的咔哒声。希望他说的其他两个目的地不会让我们白跑一趟。"
"#QUEST_COLONIAL_PHASE_01_GO","继续前进"
"#QUEST_COLONIAL_PHASE_02_DESC","这个地点看起来要比上一个好很多。烧焦土地上生长的植物还能够勉强存活下来，只是到村庄里看看，不在里面待太久，还是很安全的。你来到城镇中心，看到贫瘠土路旁修建着三座不同的仓库。如果你不想受到辐射侵害，只掠夺其中一座仓库应该比较安全。"
"#QUEST_COLONIAL_PHASE_02_FOOD","查看食物仓房"
"#QUEST_COLONIAL_PHASE_02_STOCKPILE","洗劫储备区"
"#QUEST_COLONIAL_PHASE_02_WAREHOUSE","进入仓库"
"#QUEST_COLONIAL_PHASE_03_DESC","你来到了最后一个地点，这是个相当简陋的棚屋区，由于河底有绿色烟雾渗出，这里早已无人居住。雾很浓，随着大风飘忽不定。在破旧的棚屋间，一栋尚未完工的行政大楼吸引了你的目光。对于这个简陋的聚居地来说，行政大楼那浮夸的外表简直格格不入，说不定里面可能还会有一些值钱的东西。"
"#QUEST_COLONIAL_PHASE_03_APPROACH","靠近大楼"
"#QUEST_COLONIAL_PHASE_03A_DESC","随风飘动的绿色烟雾并不是你唯一的障碍，雨水、土壤和未知的油性物质混合成了一池绿色粘液，不过你设法绕过池塘，进入了行政大楼。大楼的大厅已经成了一个小湖，到处都是冒着泡的粘液，而大厅中央的家具和资源箱形成了一个摇摇欲坠的“小岛”。你看到小岛上有两具骷髅，它们紧握着一个类似皇冠的东西。你应该能在所有东西掉进粘液之前拿走一两个箱子。"
"#QUEST_COLONIAL_PHASE_03_MEDS","拿走药品和食物"
"#QUEST_COLONIAL_PHASE_03_PARTS","拿走零件和银币"
"#QUEST_COLONIAL_PHASE_03B_DESC","你开始小心翼翼地从摇摇欲坠的堆积物中拿走箱子。每走一步，你都能感觉到脚下的堆积物在移动，让人很不自在。你刚把第三个箱子推到安全地区，就听到身后传来一声巨响，你回过头，看到办公椅、箱子和两具骷髅都掉进了湖里。幸运的是，你得到的东西价值不菲，值得你冒这个险。"
"#QUEST_COLONIAL_ABANDON_DESC","在浩劫后去相信一个业余的气象学家，再怎么说也好像也有点问题。这次最好还是算了吧。"
"#QUEST_BURGLAR_NAME","被偷妄想症"
"#QUEST_BURGLAR_DESC","浩劫后的世界将人们的妄想症推向了极端，这无可厚非。不过这里流传着一个让人震惊的传闻，据说当地一位旧世界商人过于担心自己的财产被盗，便将自己的保险箱锁在了一个更加可靠的保险箱里。她那早已废弃的商店实际上离这儿并不远，或许可以去看看这个荒诞的故事是否属实，也算不虚此行。"
"#QUEST_BURGLAR_GO","查看商店"
"#QUEST_BURGLAR_TASK1","进入商店"
"#QUEST_BURGLAR_PHASE_01_DESC","你没花多少功夫就找到了这间破旧朴素的商店。不出所料，所有能用或能吃的东西早就已经被掠夺一空。你走过满是灰尘的地面，穿过一堆蜘蛛网，来到了柜台后面一间狭小的办公室。办公室的角落里挂着一个简易的壁式保险箱，铺满灰尘的箱门静静地躺在地面上。褪色的焦痕暗示了这里发生的一切。"
"#QUEST_BURGLAR_PHASE_01_ANY","撬出保险箱"
"#QUEST_BURGLAR_PHASE_01_SCAVENGER","小心翼翼地把保险箱拿出来"
"#QUEST_BURGLAR_PHASE_01_FIGHTER","用力把保险箱拉出来"
"#QUEST_BURGLAR_BACK","随后返回"
"#QUEST_BURGLAR_PHASE_01_ANY_DESC","保险箱掉到了地上，你看到一条之前没有注意到的金属丝突然紧绷。天花板上的活板门突然打开，专家本能地跳出办公室，但什么事情都没有发生。你再次回到办公室，发现了地上的玻璃碎片。那位患妄想症的商人好像准备烧死盗贼，甚至不在意整间商店也会被烧毁。不过易燃的化学物质早已挥发殆尽。此时你看到壁式保险箱后面的开阔空间里还有一个金属箱，掠夺的时机已经成熟。"
"#QUEST_BURGLAR_PHASE_01_SCAVENGER_DESC","就在专家小心翼翼地将保险箱取出之时，搜寻员敏锐地发现了一条连接保险箱和房顶隐藏活板门的细金属丝，似乎只要一把保险箱拿出来，金属丝就会拉动活板门。专家小心地剪断了金属丝，然后慢慢把沉甸甸的金属箱从墙上取下来。没过一会儿，他就把原先的保险箱拿了下来。这时候，你发现更里面还有一个没人动过的保险箱。现在这个箱子都是你的了，随时都可以安全掠夺。"
"#QUEST_BURGLAR_PHASE_01_FIGHTER_DESC","对于这个问题，最简单的办法就是使用蛮力。专家猛地一拉，保险箱便脱离墙面，砸到了专家身上。同时，一条之前没有注意到的金属丝突然紧绷，打开了天花板上的活板门。专家看到两个玻璃瓶掉在地上摔得粉碎，但什么事情都没有发生。玻璃瓶里装着的易燃化学物质一定早就挥发殆尽了。这时你看到墙上的洞里还藏着一个没人动过的保险箱。"
"#QUEST_BURGLAR_ABANDON_DESC","民间传说没什么意思，最好把精力放在现实的事件中。"
"#QUEST_OLDKNOWLEDGE_NAME","旧世界的知识"
"#QUEST_OLDKNOWLEDGE_DESC","一位居民前来出谋划策，在找到你的聚居地前，她曾尝试用规模较大的地标作为路标导航。其中一个地标曾经是一座宏伟的建筑，不过似乎如今已经破败不堪，随便一个足智多谋的人都可以悄悄溜进去。更重要的是，很少有人敢冒险靠近这样的地方。"
"#QUEST_OLDKNOWLEDGE_GO","找到核电站"
"#QUEST_OLDKNOWLEDGE_ABANDON","置之不理"
"#QUEST_OLDKNOWLEDGE_ABANDON_DESC","你解释说不可能派人前往破旧的核电站，否则日后回想起来，这可能会是自己有史以来做过的最糟糕的决定之一。居民向你点了点头表示理解，然后回到了自己的工作中。"
"#QUEST_OLDKNOWLEDGE_TASK1","旧世界的知识"
"#QUEST_OLDKNOWLEDGE_PHASE_01_DESC","老旧的核电站依旧宏伟壮观，在周遭环境中显得格外突出。你走近核电站，快速检查之后发现，有一扇门已经锈迹斑斑，完全可以撬开。但是很可惜，核电站的工人似乎早就料到了这一点，你还没走几步，就发现走廊前方的道路已经被牢牢封死了。附近的墙上有一条留言：“此处过于危险。前往博物馆寻找我们的智慧。”"
"#QUEST_OLDKNOWLEDGE_PHASE_01_GO","前往博物馆"
"#QUEST_OLDKNOWLEDGE_TASK2","旧世界的知识"
"#QUEST_OLDKNOWLEDGE_PHASE_02_DESC","博物馆早已大不如前。受过去种种事件或是近期战斗的影响，博物馆的正面已经坍塌，不过刚好留有足够大小的开口，可容专家溜进建筑。博物馆的贵宾室里陈放着一具巨大的雷龙骨架，让人不禁想起那个逝去的时代。雷龙骨架后方的墙上写满了科学文本和公式。"
"#QUEST_OLDKNOWLEDGE_ANY","抄写文本"
"#QUEST_OLDKNOWLEDGE_SCIENTIST","抄写文本并仔细检查"
"#QUEST_OLDKNOWLEDGE_SCAVENGER","抄写文本，然后四处查看"
"#QUEST_OLDKNOWLEDGE_BACK","随后返回"
"#QUEST_OLDKNOWLEDGE_03A_DESC","专家拿出一张纸，开始抄写文本。尽管有些文本晦涩难懂，但肯定会对聚居地的科学研究有所帮助。"
"#QUEST_OLDKNOWLEDGE_03B_DESC","在抄写完文本后，科学家发现墙上并没有更为复杂的公式，也许它们不太适合普通人学习？出于好奇，科学家四处查看了博物馆的其他地方，偶然发现了一块专门记载核科学的地方，还在微型核电站里找到了一堆隐藏文件。"
"#QUEST_OLDKNOWLEDGE_03C_DESC","在抄写完文本后，搜寻员迅速在博物馆里转了一圈。这里的确没有留下什么值钱的东西，不过只要仔细观察，总能找到一些东西。搜寻员猛地拉下展览中塑料贵族像身上的衣服，收集了一些电子元件，然后就离开了。"
"#QUEST_PLANES_NAME","飞机成群"
"#QUEST_PLANES_DESC","在浩劫之后的世界里进行航空旅行，就算行得通，那也相当危险。天空中下着酸雨，偶尔还会出现流星暴和磁暴，而你能操作的只有不靠谱的仪器和临时组装的零件。不过机库本身也是一座宝库，里面有大量部件和其他资源。你还听说有座机场引起了当地劫掠者的重点关注。"
"#QUEST_PLANES_GO","前往机场"
"#QUEST_PLANES_TASK1","前往机场"
"#QUEST_PLANES_PHASE_01_DESC","你来到这座机场，显然不止你一个人听到了传闻。一群突袭者和幸存者发疯似的，正在攫取他们能拿走的所有资源。要想拿到好东西，你要么够聪明，要么够无情。一些老旧的飞机还没有被搜刮过，而且就算有些飞机已经被搜刮过，眼神不好的劫掠者可能会漏掉一些难以发现的资源。"
"#QUEST_PLANES_PHASE_01_ANY","尽可能攫取资源"
"#QUEST_PLANES_PHASE_01_SCAVENGER","搜刮附近的飞机"
"#QUEST_PLANES_PHASE_01_FIGHTER","打倒突袭者，抢走他们的战利品"
"#QUEST_PLANES_PHASE_01_SCOUT","寻找值钱的物件"
"#QUEST_PLANES_PHASE_01_ANY_DESC","最安全的办法就是混入人群，尽可能攫取资源。尽管这里到处都是劫掠者，不过这座大型机场内的丰富资源也能满足大部分人的需求。搜刮到自己满意的东西后，大家便会回到各自的住处和藏身点。"
"#QUEST_PLANES_PHASE_01_SCAVENGER_DESC","劫掠者们挤在机库里，为了最值钱的东西大打出手，而大多数旧飞机还没被搜刮过。一架大型双螺旋桨飞机停在跑道边缘，只要你眼光敏锐，并且拥有合适的工具，就应该能从飞机上搜刮到大量可用材料。你爬上飞机四处搜刮，没过一会儿，包里就装满了值钱的稀有物品。"
"#QUEST_PLANES_PHASE_01_FIGHTER_DESC","既然可以通过武力强取，为什么还要费力去油乎乎的废料堆里搜刮呢？你开始恐吓劫掠者，在一阵扭打过后，你拿到了资源。这其实就是一包垃圾和可用物品，不过你已经尽自己最大努力，拿走了所有能得到的东西。"
"#QUEST_PLANES_PHASE_01_SCOUT_DESC","只有傻子才会局限于眼前的东西。你爬上了老旧的交通控制塔，整个机场尽收眼底。更关键的是，你看到一些机库还没有被劫掠者搜刮过。有个机库就位于机场的边缘，有些地方已经垮塌，上面盖着一些树叶。你没走几步就来到了这里，然后你开始不断四处搜刮。背包装满后，你打算将这些东西运回聚居地。"
"#QUEST_PLANES_ABANDON_DESC","所有值钱的东西肯定早就被搜刮一空了。没有必要再去吃别人的残羹剩饭。"
"#QUEST_RADIOSTAR_NAME","电台明星"
"#QUEST_RADIOSTAR_DESC","浩劫之后，远程通信遭到严重破坏，电视、广播电台和电话也都陷入了瘫痪状态，人们变得比以往更加与世隔绝。一些比较勤勉的幸存者一直在努力恢复社群间的基础通信，不过不太走运。因此，当无线电收发机上开始不断重复着一组微弱又噼啪作响的坐标信号时，所有人都很震惊。"
"#QUEST_RADIOSTAR_GO","查看坐标"
"#QUEST_RADIOSTAR_TASK1","查看坐标"
"#QUEST_RADIOSTAR_PHASE_01A_DESC","你跟随无线电信号的坐标，来到了森林里的一间小木屋前，旁边有一座帐篷形状的大型建筑。木屋里看上去昏暗寂静，但你听到帐篷状建筑里传来一阵噼里啪啦的声音。走进去你才看到一名男子正坐在大型无线电发射机前，抵着下巴陷入了沉思。“哦天哪，你是谁！”他大声喊道，差点从椅子上摔下来。“不好意思，你吓我一跳！我叫杰里，这里的人都喜欢叫我‘狂热的无线电小子’。”"
"#QUEST_RADIOSTAR_PHASE_01A_ASK","询问坐标信号"
"#QUEST_RADIOSTAR_PHASE_01B_DESC","“没错，是我。我主要是在强行破解各种无线电频率，试图联系到其他人。”他改造地区通讯的计划野心勃勃，也十分高尚，不过目前尚未成功。“你看，我在这间房后面堆了一些暂时用不上的东西。我可以给你一个箱子，这样你就能够恢复通讯，说不定还会对我的计划有所帮助，对吧？”"
"#QUEST_RADIOSTAR_PHASE_01C_DESC","后屋里整整齐齐地堆放着一些收音机和电线，甚至还有发电机。三个装有杂物的箱子摆放在一起。“朋友，谢谢你的来访。没想到我竟然可以用这些老古董来联系到其他人，这给了我莫大的希望！”杰里激动地向你说道。你拿走了一个箱子，然后离开了帐篷状建筑。"
"#QUEST_RADIOSTAR_PHASE_01C_PICK1","拿走第一个箱子"
"#QUEST_RADIOSTAR_PHASE_01C_PICK2","拿走第二个箱子"
"#QUEST_RADIOSTAR_PHASE_01C_PICK3","拿走第三个箱子"
"#QUEST_RADIOSTAR_ABANDON_DESC","微弱的信号可能是个陷阱，也可能是个恶作剧。最好等时机成熟再去调查。"
"#QUEST_URBANOCCULT_NAME","神秘都市"
"#QUEST_URBANOCCULT_DESC","大规模食品工业遭到严重破坏，导致疾病肆虐。各大城市最终疏散了居民，或者直接成了空城。如今，城市内耸立的灰色方尖碑式建筑残酷地提醒着过去发生的一切。城市里分散着小块的辐射区域，还有土匪在到处游荡，寻觅着废料和易于捕获的猎物，所有的一切都使得这些城市更加危险，不过其间也隐藏着大量可以搜寻的资源。侦查员认为，附近有个城镇也许值得你去看看。"
"#QUEST_URBANOCCULT_GO","前往废墟城镇"
"#QUEST_URBANOCCULT_TASK1","前往废墟城镇"
"#QUEST_URBANOCCULT_PHASE_01_DESC","城镇的郊区到处长满了植被，没什么有必要搜寻的值钱东西。你继续往前走，来到了城镇中心。突然之间你听到好像有人在……唱歌？虽然歌声完全不在调上，还显得有些吵闹，不过歌声还在继续。你顺着歌声的方向前去查看情况，结果看到一群邪教模样的土匪正围坐在几个火坑旁，吟唱着下流而又欢快的歌曲。这群人似乎完全没有意识到有人在盯着自己，也没人看守武器装备。"
"#QUEST_URBANOCCULT_PHASE_01_SNEAK","悄悄溜进他们的储备区"
"#QUEST_URBANOCCULT_PHASE_02_DESC","在这群土匪的营地边缘，随意堆放着一些防护衣、邪教长袍、药品和武器。想要不惊动信徒，从那堆物品里偷几件有用的东西应该还行得通。不过这些枪械似乎卡得很紧，恐怕很难拔出来。"
"#QUEST_URBANOCCULT_PHASE_02_ANY","拿走防护衣和药品"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER","拿走武器和药品"
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST","拿走长袍，混入其中"
"#QUEST_URBANOCCULT_PHASE_02_ANY_DESC","最好还是拿走最容易得手的东西吧。在那堆物品周围放着很多衣服和几盒不同的药片，还有几个医疗包。你迅速将这些东西装进背包，然后悄悄溜出了营地。在持续不断的吟唱声掩护下，此次潜行任务大获成功。"
"#QUEST_URBANOCCULT_PHASE_02_FIGHTER_DESC","那堆东西里最有价值的应该就是武器，所以冒险拿走武器才有意义。你轻松拉出了头几把枪械，不过剩下的都被其他东西压在了下面。当你把最后一把步枪抽出来的时候，整堆东西轰然倒塌。土匪停止了吟唱，匆忙冲向储备区，到时却发现这里已经被洗劫一空，小偷也早已不见踪影。"
"#QUEST_URBANOCCULT_PHASE_02_SCIENTIST_DESC","专家的大脑转得飞快，他抓起一件长袍，穿在了自己身上。然后开始模仿信徒吟唱的动作，在储备区内大肆翻找，把找来的东西藏在了长袍下面。信徒似乎对自己被盗窃一事一无所知，你成功偷走了几盒药品和其他值钱的东西。搜刮到满意的东西后，专家脱下了长袍，消失在了废墟之中。"
"#QUEST_URBANOCCULT_ABANDON_DESC","到城里去冒险也太危险了。最好这次还是算了吧。"
"#QUEST_BEHEMOTH_NAME","巨兽"
"#QUEST_BEHEMOTH_DESC","居民前来告诉你，有一位幸存者刚来到大门前便瘫倒在地。他遍体鳞伤，身上到处都是很深的伤口。尽管你尽了最大的努力来抢救他，但他还是因失血过多去世了。他死之前只说了几句话：“巢穴……我们找到了！资源相当丰富！到处都是资源！不过野兽，那里确实有野兽！”他并没有明确说明巢穴的具体位置，不过你的专家提出了几个可能的野兽栖身点，值得前去一探究竟。"
"#QUEST_BEHEMOTH_GO","找到野兽巢穴"
"#QUEST_BEHEMOTH_TASK1","找到野兽巢穴"
"#QUEST_BEHEMOTH_PHASE_01_DESC","第一个地点完全不符合幸存者口中的描述。地标不一，完全找不到野兽巢穴。在出去的路上，专家发现了街角的一家小店，里面还有几罐腌制食品。"
"#QUEST_BEHEMOTH_PHASE_01_GO","拿走食物，继续前进"
"#QUEST_BEHEMOTH_PHASE_02_DESC","第二个地点看起来可能性更大，在公路旁建有一座旧水塔，路上到处都是锈迹斑斑的汽车，和幸存者描述的一样。在一阵搜索之后，专家从汽车上拆走了几个可用的零件，然后得出结论：巢穴不在这里。"
"#QUEST_BEHEMOTH_PHASE_02_GO","继续前进"
"#QUEST_BEHEMOTH_PHASE_03_DESC","最后一个地点完全符合幸存者的描述，这里有水塔，有停满废弃汽车的公路，还有一个看起来像隧道入口的地方。专家朝着那边走去，突然空气中传来一阵骇人的低沉怒吼，一只鬣狗样貌的大型怪物从迷雾里钻了出来，龇牙咧嘴露着獠牙，背上插满了劣质长矛。单凭你自己，压根没办法杀死它。"
"#QUEST_BEHEMOTH_PHASE_03_HIDE","躲进车里"
"#QUEST_BEHEMOTH_PHASE_03_FIGHT","硬着头皮战斗"
"#QUEST_BEHEMOTH_PHASE_04_HIDE_DESC","趁着巨兽还在故作姿态，专家健步跑进了离自己最近的半挂卡车，砰地一声关上了门。野兽见状，朝这辆18轮的半挂卡车猛冲过去，用尽全力撞向卡车一侧，差点把卡车给撞翻。然后它用巨大的爪子不停撕扯着钢板，似乎过了很长时间，才终于冷静了下来，它最后看了看蜷缩在车内的专家，然后离开了隧道，回了迷雾之中。"
"#QUEST_BEHEMOTH_PHASE_04_HIDE_GO","进入隧道"
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_DESC","尽管身体的每一个细胞都在抗议，专家还是朝着巨大的野兽发动了攻击。最初的几轮攻击击中了野兽的身体，但是好像并没有效果。专家终于意识到一个残酷的事实，对抗巨兽是一个相当不明智的决定。幸运的是，专家再次向野兽发动了攻击，击中了它的头部，导致野兽暂时失明。趁着这段时间，专家跑向了庇护所。"
"#QUEST_BEHEMOTH_PHASE_04_FIGHT_GO","跑向隧道"
"#QUEST_BEHEMOTH_PHASE_05_DESC","目前还没有完全脱离危险，随时有被吃掉的可能。专家走进了黑漆漆的公路隧道。地上到处散落着动物和人形骨骼，周围几乎没有其他东西。隧道侧面的墙上有一扇安全防护门，非常狭窄，巨兽肯定进不来。保全室内有几具完整的人类骸骨，还藏有一堆资源。"
"#QUEST_BEHEMOTH_PHASE_05_GO","带着战利品离开"
"#QUEST_BEHEMOTH_ABANDON_DESC","没错，我们是不会重蹈覆辙的。无论这是真实存在的事件还是神话，整个考验看起来太过危险了。"
"#QUEST_RADIOSTAR_PHASE_01B_CHECK","查看后屋"
"#QUEST_RIPPIN_NAME","开膛破肚"
"#QUEST_RIPPIN_DESC","当地的开膛手穷凶极恶，但由于群龙无首，他们只能以小团体的形式散布在荒土大地上。不过他们之间偶尔也会出现一位领袖，他会通过个人魅力，或者暴力手段将这些开膛手纳入自己麾下。你的居民对此感到担忧，他们请求你处理这场骚乱，以免发生任何流血事件。"
"#QUEST_RIPPIN_GO","猎杀土匪"
"#QUEST_RIPPIN_TASK1","清除土匪"
"#QUEST_RIPPIN_PHASE_01_DESC","首个土匪营地已被清理一空，你洗劫了其中的资源。是时候前往下个土匪营地了！"
"#QUEST_RIPPIN_PHASE_02_DESC","第二个土匪营地内的战斗持续了很久，但营地现在已被清理一空，你洗劫了其中的资源。还剩下一个土匪营地！"
"#QUEST_RIPPIN_PHASE_03_DESC","开膛手骚乱的问题得以解决，今后他们再也无法对当地平民造成威胁了。第三个营地里蕴藏着大量赃物，现在你可以开心地收下它们了。"
"#QUEST_RIPPIN_CONTINUE","继续猎杀"
"#QUEST_RIPPIN_ABANDON_DESC","这些土匪突破不了我们的防御工事，要不还是顺其自然吧。"
"#QUEST_RATSWARM_NAME","鼠潮"
"#QUEST_RATSWARM_DESC","对于守卫森严的聚居地来说，死鼠匪帮不过只是有些棘手，根本构不成实际的威胁。不过最近他们开始以惊人的数量聚集，特别是会袭击和占领农场。如果你能消灭半数的死鼠匪帮，那他们偷来的资源将全部归你所有。"
"#QUEST_RATSWARM_GO","解放农场"
"#QUEST_RATSWARM_TASK1","解放一半的农场"
"#QUEST_RATSWARM_PHASE_01_DESC","首个农场的死鼠匪帮已被清理一空，当地平民从藏身处走了出来，并向你表示感谢。是时候前往下个农场了！"
"#QUEST_RATSWARM_PHASE_02_DESC","经过短暂的斗争，第二个农场也得以解放。不过农场周围早已不见人影，希望人们能在安全时再次回到这里。"
"#QUEST_RATSWARM_PHASE_03_DESC","你轻而易举地攻下了最后一个死鼠匪帮的窝巢，战火硝烟褪去后，当地农民来到了农场，张开双臂迎接着你的到来。他们还告诉你，余下的死鼠匪帮成员听闻你的“灭鼠行动”后，早就四散逃命了。"
"#QUEST_RATSWARM_CONTINUE","继续猎杀"
"#QUEST_RATSWARM_ABANDON_DESC","痛击死鼠匪帮这件事不值得你去花费时间，让农民他们自己去解决吧。"
"#QUEST_DOOMSDAY_NAME","民兵开始行动"
"#QUEST_DOOMSDAY_DESC","有关末日民兵的首要准则就是不要招惹末日民兵。就算他们曾经决定恢复秩序，如今的他们只会漫不经心地喊着空洞的口号。\n\n民兵向来都是偏安一隅，不与外界来往，但现在却开始进军，占领了诸如发电厂和军事基地一类具有战略价值的目标。和他们对抗无异于发疯，但是决策正确的狂人能获得巨额的回报。"
"#QUEST_DOOMSDAY_GO","攻击民兵"
"#QUEST_DOOMSDAY_TASK1","清除民兵据点"
"#QUEST_DOOMSDAY_PHASE_01_DESC","在一场激烈的战斗之后，余下的民兵部队战术撤退，逃离了据点。然而这里并没有什么东西可以掠夺。"
"#QUEST_DOOMSDAY_PHASE_02_DESC","在几轮来来回回的战斗之后，民兵全都倒下了。这里的储备区也是空空如也，只有几枚硬币可供收集。"
"#QUEST_DOOMSDAY_PHASE_03_DESC","最后一个民兵据点进行了顽强的抵抗，不过最终还是屈服在你的强大火力之下。让人感到惊讶的是，这里有一定数量的战利品，你在其中发现了一个标有几个地点的文件夹。其中三个地点是你刚刚袭击过的地方，不过在它们附近你还发现了第四个新的据点。"
"#QUEST_DOOMSDAY_CONTINUE","继续攻击"
"#QUEST_DOOMSDAY_FINAL","前往最后一个据点"
"#QUEST_DOOMSDAY_PHASE_04_DESC","第四个民兵据点是一小片空地，几个末日民兵成员正在往资源储备区内布置炸药。这些资源彼此相隔甚远，但只要行动迅速，或许可以挽救一些资源。"
"#QUEST_DOOMSDAY_PHASE_04_FOOD","挽救大堆食物"
"#QUEST_DOOMSDAY_PHASE_04_GEAR","挽救装备"
"#QUEST_DOOMSDAY_PHASE_04_BOTH","冒险尝试同时挽救食物和装备"
"#QUEST_DOOMSDAY_PHASE_05_FOOD_DESC","专家冲向食物储备区的末日民兵，成功在炸药爆炸前将民兵击晕。此时从空地的另一端传来一阵巨大的爆炸声，这说明装备已经灰飞烟灭。"
"#QUEST_DOOMSDAY_PHASE_05_GEAR_DESC","专家急匆匆地赶到装备所在地，在炸药即将爆炸前干掉了土匪。此时从空地的另一端传来一阵巨大的爆炸声，这说明食物储备区已经沦为废墟。"
"#QUEST_DOOMSDAY_PHASE_05_BOTH_SUCCESS_DESC","这很冒险，但同时拯救两个储备区将会对聚居地大有裨益。专家跑到空地中央朝着民兵工兵开火。\n\n枪声一响，食物堆旁的工兵便中弹身亡，瘫倒在地；第二个工兵听到枪声后吓得退了几步，差点引爆安放在装备上的炸药。专家又开了一枪，奇迹般地命中了工兵，至此两个储备区均完好无损。"
"#QUEST_DOOMSDAY_PHASE_05_BOTH_FAIL_DESC","这要冒很大的风险，但也许值得一试。专家冲到空地中央，试图在短时间内连续干掉左右两边的民兵。\n\n可是第一枪却打了个空，两名土匪跑到了掩体后面，准备引爆炸药。两声巨大的爆炸声过后，资源化作一团废墟，空地上散落着一些爆炸留下的碎块。"
"#QUEST_DOOMSDAY_ABANDON_DESC","你对于疯狂的追求是有限度的，这已经远超你的底线。就让末日民兵享用他们的战利品吧。"
"#QUEST_BANDITRAIDS_NAME","突袭者"
"#QUEST_BANDITRAIDS_DESC","在浩劫后的世界里，某些团伙不擅长自己生产，就选择从其他人那里夺取资源，必要时还会使用暴力。最近当地的劫掠活动有所增加，有人发现某些团体在较为偏远的地区进行洗劫。他们出动主力部队洗劫这些地区时，将是击败他们的好时机。"
"#QUEST_BANDITRAIDS_GO","螳螂捕蝉，黄雀在后"
"#QUEST_BANDITRAIDS_TASK1","击败所有土匪"
"#QUEST_BANDITRAIDS_PHASE_01_DESC","第一个团伙并没有多少资源，不过你还是随便拿走了一些没有损坏或是有些用处的东西。"
"#QUEST_BANDITRAIDS_PHASE_02_DESC","这些劫掠者也没有抢到太多资源，不过至少你不用空手而归。"
"#QUEST_BANDITRAIDS_PHASE_03_DESC","最后一个劫掠者团伙无疑最为凶悍。从他们的战利品不难看出，他们在此之前还去过不少地点，并用武力夺取了一切他们想要的东西。但这下他们再也不会骚扰幸存者了。"
"#QUEST_BANDITRAIDS_CONTINUE","继续招募"
"#QUEST_BANDITRAIDS_ABANDON_DESC","劫掠者和土匪来了又去，就算你能消灭一个团伙，马上就又会有另外两个团伙在原地出现。还是下次再说吧。"
"#QUEST_MATERIALISTIC_NAME","物质至上"
"#QUEST_MATERIALISTIC_DESC","有人向你报告，土匪出于某些原因占领工厂并囤积了大量的建筑材料。这也将是你收集资源的大好时机，可以避免聚居地的金属、塑料或其他资源出现短缺。"
"#QUEST_MATERIALISTIC_GO","追捕土匪"
"#QUEST_MATERIALISTIC_TASK1","击败所有土匪"
"#QUEST_MATERIALISTIC_PHASE_01_DESC","土匪占领下的混凝土工厂早已不复往日辉煌，近日的战斗更是让其雪上加霜。不过尽管工厂破败不堪，这里仍有数量相当的混凝土和大量的塑料。"
"#QUEST_MATERIALISTIC_PHASE_02_DESC","这座老旧的炼钢厂现在得以解放，仓库里的东西尽数归你所有。你从破旧的机器上成功搜寻到了金属和部分可用零件。"
"#QUEST_MATERIALISTIC_PHASE_03_DESC","你终于知道土匪为什么会将这座制造厂作为他们的目标了。虽然你来来回回地在工厂内搜刮了好几遍，不过里面仍然到处都是各种建筑材料。你花了好长时间才将工厂搜刮干净。"
"#QUEST_MATERIALISTIC_CONTINUE","前往下一座工厂"
"#QUEST_MATERIALISTIC_ABANDON_DESC","我们的基础资源够用了，最好去寻找一些更有价值且更为稀有的资源。"
"#QUEST_EXPEDITION01_NAME","资源探险"
"#QUEST_EXPEDITION01_DESC","你从商人、幸存者、过路人和居民的口中了解到大量有关周边土地的信息。食物和基本建筑材料正等着你去夺取，其中一些有人看守，而另外一些则躺在荒土大地上，在阳光下慢慢腐烂。\n\n你的专家已经做好准备，他们愿意参加探险，去找寻聚居地最需要的资源。你现在最需要的资源是什么呢？"
"#QUEST_EXPEDITION01_GO_FOOD","填饱肚子的食物"
"#QUEST_EXPEDITION01_GO_MATERIALS","建筑材料"
"#QUEST_EXPEDITION01_GO_MEDICINE","治疗伤病的药品"
"#QUEST_EXPEDITION01_GO_HIGHEND","高端资源"
"#QUEST_EXPEDITION01_TASK1","查看地点"
"#QUEST_EXPEDITION01_PHASE_01_DESC","事实证明情报完全正确，这个地方正好有你想要的东西。专家受此鼓舞，决定出发前往下一个地点，希望能得到更多的战利品。"
"#QUEST_EXPEDITION01_PHASE_02_DESC","这里的战利品数量有些令人失望，不过至少这里没有土匪和其他危险的阻挠。最后一个地点最好能有一些不错的东西，否则你就要和手下的侦察员好好谈谈其情报的真实性了。"
"#QUEST_EXPEDITION01_PHASE_03_DESC","和情报说的一样，这里确实有大量资源，但一伙劫掠者早在你之前来到了这里。在一场短暂的战斗之后，你拿到了资源并准备将其运回聚居地。要不了多久这些资源就会抵达聚居地大门，你的居民看到这些应该会非常高兴。"
"#QUEST_EXPEDITION01_CONTINUE","继续招募"
"#QUEST_EXPEDITION01_ABANDON_DESC","聚居地内各项资源都很富足，没有必要再去探险。"
"#QUEST_ONTHEAIR_NAME","广播轶事！"
"#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机。不可思议的是，收音机还能够发出声音：“……如果有谁能听到的话……剩下的不多了……熊……帮忙……”\n\n考虑到收音机的大小和信号的微弱程度，你推测出广播一定是来自附近的电台。"
"#QUEST_ONTHEAIR_GO","调查电台"
"#QUEST_ONTHEAIR_ABANDON","将精力花在其他事项上"
"#QUEST_ONTHEAIR_ABANDON_DESC","这可能是个陷阱，最好不要冒险。"
"#QUEST_ONTHEAIR_TASK1","找到电台"
"#QUEST_ONTHEAIR_PHASE_01_DESC","电台是一座深黑色的小屋，从屋外临时的加固物可以看出，这里还有人居住。果不其然，没过多久就有一小群幸存者从屋内冲了出来。\n\n“你是一个人吗？那你一定是收到我们的消息了。我们团队的其他成员还被困在附近的小镇里。现在我们有武器可以帮助他们了，可是那里的道路十分危险。你要和我们一起吗？”"
"#QUEST_ONTHEAIR_PHASE_01_GO","跟随他们"
"#QUEST_ONTHEAIR_TASK2","拯救被困的团队成员"
"#QUEST_ONTHEAIR_PHASE_02_DESC","一行人悄悄溜进了这座破败的小镇，小心翼翼地观察着任何可能藏人的角落。突然首领举起手臂。你看到一只巨大的变异怪熊正沿着前方街道漫步，追踪着人的气味。\n\n“我们需要快速采取行动，有什么主意吗？”首领问道。"
"#QUEST_ONTHEAIR_ANY","和团队并肩作战"
"#QUEST_ONTHEAIR_FIGHTER","打头阵"
"#QUEST_ONTHEAIR_SCAVENGER","悄悄从熊的身边溜走"
"#QUEST_ONTHEAIR_BACK","随后返回"
"#QUEST_ONTHEAIR_03A_DESC","一行人先是静待时机，随后便一齐朝这只巨大的怪兽开枪。最初的几发子弹命中后，鲜血沾染了巨熊的毛发。巨熊被激怒了，朝人群猛冲过来，你们随即加大火力，空气中枪声劈啪作响。尽管巨熊体大皮厚，但也抵挡不住枪林弹雨，最后还是重重地倒在了地上。\n\n巨熊倒下后，人们从附近的建筑物里探出脑袋，如释重负。为了表示感激，他们将自己最宝贵的物品赠予了专家。"
"#QUEST_ONTHEAIR_03B_DESC","专家悄悄溜到前方勘察地形，发现附近的小车可以提供些许掩护。所以一行人快速冲到小车后方，并随即开火。巨熊痛苦地咆哮着，但无法找到攻击者的具体位置，你们又进行了一轮齐射，巨熊被击倒在地。\n\n人们从附近的建筑物中走了出来，爆发出一阵热烈的掌声。团队成员将专家护送回聚居地，并赠予了大量礼物，而团队的首领对专家在抗击巨熊中表现出的领导力印象深刻，向其赠予了一份特殊的礼物，以表感激之情。"
"#QUEST_ONTHEAIR_03C_DESC","巨熊走远后，专家便命令其他人在原地待命，自己悄悄溜到了附近的建筑里。他带着被困成员安静且迅速地逃离建筑，朝着全副武装的同伴走去，等所有人都走出建筑后，这群人便离开了小镇。\n\n专家因帮助团队成员得到了奖励，有些成员甚至因得以安全离开建筑，向专家送出了自己的私人礼物。"
"#QUEST_DUBIOUSDIAGNOSIS_NAME","可疑诊断"
"#QUEST_DUBIOUSDIAGNOSIS_DESC","考虑到聚居地对于药品和其他补给品的持续性需求，居民觉得你应该派人到附近的废墟小镇里搜寻。小镇里有座小型医院，可能会有聚居地需要的珍贵资源。"
"#QUEST_DUBIOUSDIAGNOSIS_GO","搜寻医院"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON","放弃搜寻"
"#QUEST_DUBIOUSDIAGNOSIS_ABANDON_DESC","在医院里游荡相当危险；这次任务很可能是白费劲，冒险找来的药品也许还不够救治受伤的搜寻员。不用了，谢谢。"
"#QUEST_DUBIOUSDIAGNOSIS_TASK1","进入医院"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_DESC","曾经一尘不染的雪白墙面由于数十年的尘埃堆积变得灰蒙蒙的。不过令人吃惊的是，这里居然还有人居住。一位老者朝专家打起了招呼，他光秃秃的头顶上戴着银色的假发。\n\n“你在找药品吗？恐怕你来得有点晚了。几个星期前，土匪来找我帮忙。我告诉他们我什么都没有了，可他们还是在这里大肆抢劫。我手指的方向就是他们来时的方向。”"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_01_GO","沿着土匪的踪迹前进"
"#QUEST_DUBIOUSDIAGNOSIS_TASK2","找到偷盗的土匪"
"#QUEST_DUBIOUSDIAGNOSIS_PHASE_02_DESC","土匪营地看起来根本不像一个真正的聚居地，反而更像是一个临时搭建的休息站。不过这仍然很奇怪，零散分布的帐篷没有移动过的痕迹，也没有发出任何响声。一个匆忙搭建的储备区刚好位于营地边缘。"
"#QUEST_DUBIOUSDIAGNOSIS_ANY","搜寻储备区"
"#QUEST_DUBIOUSDIAGNOSIS_FIGHTER","攻击营地"
"#QUEST_DUBIOUSDIAGNOSIS_SCIENTIST","调查营地"
"#QUEST_DUBIOUSDIAGNOSIS_BACK","撤退"
"#QUEST_DUBIOUSDIAGNOSIS_03A_DESC","专家悄悄溜到储备区并开始大肆翻找。很快他就找到了一大堆药品和其他补给品，把背包塞得满满当当。突然帐篷之间传来一阵动静，专家不想冒生命危险，便快速逃离了营地。土匪对发生的事情丝毫没有察觉。"
"#QUEST_DUBIOUSDIAGNOSIS_03B_DESC","专家手持枪械冲进了营地，随时准备干掉任何拦路的土匪。他确实在营地里发现了几个土匪，不过这些土匪看上去面黄肌瘦，根本没有战斗力。\n\n“啊，请便吧。”他们其中一个说道，说完便手扶着地，爬回了帐篷里。看来这些土匪染上了某种不知名的疾病，在疾病的摧残下他们已经奄奄一息。在没有任何阻碍的情况下，专家从仓库里收集到了一些药品，同时还收到了一些来自虚弱土匪的额外“捐赠”。"
"#QUEST_DUBIOUSDIAGNOSIS_03C_DESC","专家在营地内四处走动时，几名土匪突然从帐篷里钻了出来。他们明显是患上了辐射病，脸上毫无生气。只有用特殊的治疗手段才能治好他们，一般的药品根本就没用。\n\n“用你们值钱的东西装满这个背包，然后我就会告诉你们康复的方法。”专家说道。一听这话，土匪的眼中闪露出希望的光芒。专家将大多数的医疗用品装进了背包，并将碘丸递给了土匪——他们之前根本就没注意到这东西。"
"#QUEST_MECHANICALEXPEDITION_NAME","机械探险"
"#QUEST_MECHANICALEXPEDITION_DESC","居民发现了远处来来往往的汽车，看样子离聚居地不是很远。那边像是新建了一个聚居地，或许我们可以与之结盟。"
"#QUEST_MECHANICALEXPEDITION_GO","顺着车辆的方向前去查看"
"#QUEST_MECHANICALEXPEDITION_ABANDON","不予理会"
"#QUEST_MECHANICALEXPEDITION_ABANDON_DESC","比起追逐汽车，你现在有更重要的事情要做。"
"#QUEST_MECHANICALEXPEDITION_TASK1","跟随小车"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_DESC","专家跟着车胎印，没花多大功夫便来到了一座尚未建成的小镇前。守卫在入口处拦住了专家。\n\n“停步！抱歉，生人勿进。如果你正在寻找补给，我们倒是有一个建议。我们有一辆勘探车到现在都没回来，车上的人员大概率是在某个地方迷路了。如果你碰到他们，把这个地图交给他们的领队，他会给你奖励的。”"
"#QUEST_MECHANICALEXPEDITION_PHASE_01_GO","寻找探险者"
"#QUEST_MECHANICALEXPEDITION_TASK2","营救失踪的探险队"
"#QUEST_MECHANICALEXPEDITION_PHASE_02_DESC","守卫指向了一片光秃秃的平地，你顺着他手指的方向前进，走近仔细检查之后，你发现了地上的两条轮胎印，然后你顺着轮胎印来到一小片空地前，看到了走失的勘探车和探险者。\n\n“请别伤害我们，我们没有任何恶意。我们出了点意外，车抛锚了。”一位年轻人解释道，你能看到他吊着手臂，手臂上还有些淤青。"
"#QUEST_MECHANICALEXPEDITION_ANY","交出地图"
"#QUEST_MECHANICALEXPEDITION_SCIENTIST","交出地图，并治疗受伤的手臂"
"#QUEST_MECHANICALEXPEDITION_SCAVENGER","交出地图，并仔细检查汽车"
"#QUEST_MECHANICALEXPEDITION_BACK","随后返回"
"#QUEST_MECHANICALEXPEDITION_03A_DESC","专家向这些不幸的探险者保证，自己是来帮忙的，说完便把地图递给了他们。这群人在拿到地图后由愁眉不展转变为欢呼雀跃。\n\n“谢谢你！太谢谢你了！等我们一下，我们去给你拿点东西。”年轻人说道，其他人开始将自己的补给品堆放在一起。随后这群人便返回了聚居地，将满满的奖励留给了专家。"
"#QUEST_MECHANICALEXPEDITION_03B_DESC","专家注意到了年轻人吊着的手臂，并立即为他制作了一个临时夹板。“谢谢……哎！”年轻人在包扎过程中说道。\n\n探险者们用资源交换了专家手中的地图，年轻人还在专家兜里多塞了几枚银币。"
"#QUEST_MECHANICALEXPEDITION_03C_DESC","专家将地图交给了这些不幸的探险者，并解释说自己为什么会来到这里。在其他人为专家收集奖励时，他开始仔细研究废弃的勘探车，想知道里面有没有什么能用的零件。\n\n年轻人注意到了他的举止，并说道：“看下有没有什么你能用到的东西，有的话就都拿走吧。你救了我们，我们不会把这件事告诉任何人的。”"
"#QUEST_CULINARYDELIGHTS_NAME","烹饪乐趣"
"#QUEST_CULINARYDELIGHTS_DESC","一位居民回忆说，在灾难席卷地球之前，到处都建有老式的地堡。可是大部分地堡都太过遥远了，不过也有传言说，其中一座地堡就在离聚居地不远处。人们当时建造这座地堡是为了生存，所以谁也不知道能在里面找到些什么。"
"#QUEST_CULINARYDELIGHTS_GO","前往地堡"
"#QUEST_CULINARYDELIGHTS_ABANDON","还是算了吧"
"#QUEST_CULINARYDELIGHTS_ABANDON_DESC","总而言之，这项任务感觉过于麻烦，回报和付出不成比例。最好不要在这件事上浪费过多时间。"
"#QUEST_CULINARYDELIGHTS_TASK1","抵达地堡"
"#QUEST_CULINARYDELIGHTS_PHASE_01_DESC","要想在杂草丛生的灌木丛中找到地堡入口几乎不可能。不过令人吃惊的是，等专家来到入口时，大门却是紧锁着的。正当专家转动门把时，从门内传来一阵嘶哑的声音：\n\n“谁啊？！是弗兰克林吗？！那个蠢老头去哪儿了……能帮我找到弗兰克林吗？！他去农场取东西了，我跟你说说去农场的路！”"
"#QUEST_CULINARYDELIGHTS_PHASE_01_GO","前往农场"
"#QUEST_CULINARYDELIGHTS_TASK2","接弗兰克林回家"
"#QUEST_CULINARYDELIGHTS_PHASE_02_DESC","农场里的木房子摇摇欲坠，不过田地里到处都长着蔬菜。一个60多岁的老头正站在田里拔萝卜。他抬起头，注意到了专家。\n\n“哦，安妮担心我了吗？她太夸大其词了，我只是想看看这里是不是还长有胡萝卜。介意帮我一下吗？”"
"#QUEST_CULINARYDELIGHTS_ANY","帮忙拔胡萝卜"
"#QUEST_CULINARYDELIGHTS_SCIENTIST","帮忙拔胡萝卜，并给他一些建议"
"#QUEST_CULINARYDELIGHTS_FIGHTER","威胁这个老头"
"#QUEST_CULINARYDELIGHTS_BACK","这件事不值得你浪费时间"
"#QUEST_CULINARYDELIGHTS_03A_DESC","两人开始一起拔萝卜，很快老头的背包就装满了。“谢谢你，我能找到回家的路，不用担心。这个你拿着，就当是我小小的心意，再拿几根胡萝卜，我建议你把它们和蜂蜜一起煮着吃，那可是相当美味！”"
"#QUEST_CULINARYDELIGHTS_03B_DESC","两人在拔萝卜时，专家提到说，如果精心照料的话，地堡周围的土壤也能种植胡萝卜。\n\n“哦？是真的吗？那太好了！”老头惊呼道，“那我可得试试了，真令人高兴。我本来只打算给你一点小东西作为报酬……不过我现在觉得你值得更加丰厚的报酬。”"
"#QUEST_CULINARYDELIGHTS_03C_DESC","老头立刻将双手举过头顶。“哦，你确定要这么做吗？那行，拿走你要的东西吧。抢劫一个风烛残年的老人家，我猜你一定是走投无路了。”\n\n说完便将自己的随身财物交给了专家，没有半点犹豫。拿到东西后，专家便转身回到了荒野之中。“希望你吃得惯那些胡萝卜！”老头对着远处的专家大喊道。"
"#QUEST_SCORCHEDEARTH_NAME","烧焦的土地"
"#QUEST_SCORCHEDEARTH_DESC","一股浓烟突然从天空中升起。也许什么都没有发生，不过这也有可能预示着一场灾难即将向你袭来。你可以指派人手前去查看情况，以免灾难来袭时毫无防备。"
"#QUEST_SCORCHEDEARTH_GO","调查浓烟"
"#QUEST_SCORCHEDEARTH_ABANDON","放弃"
"#QUEST_SCORCHEDEARTH_ABANDON_DESC","也许什么都没有发生。不可能一遇到不寻常的事就派人去调查，聚居地没那么多人手。"
"#QUEST_SCORCHEDEARTH_TASK1","找到浓烟的来源"
"#QUEST_SCORCHEDEARTH_PHASE_01_DESC","专家终于找到了浓烟产生的原因：一座小镇燃起了熊熊大火。虽然火势已经逐渐减弱，但浓烟依旧在向天空升腾。这座小镇现已空无一人，里面的东西也被搬得精光，不过你发现攻击者留下了一些很明显的脚印和轮胎印记。"
"#QUEST_SCORCHEDEARTH_PHASE_01_GO","跟随脚印"
"#QUEST_SCORCHEDEARTH_TASK2","找到攻击者"
"#QUEST_SCORCHEDEARTH_PHASE_02_DESC","专家还没看见土匪营地，就听到了远处传来的打斗声。显然是无家可归的小镇居民决定打击报复攻击他们的人。偷来的战利品无人看守，就躺在打斗现场外面，没有人注意到。"
"#QUEST_SCORCHEDEARTH_ANY","拿走离你最近的战利品"
"#QUEST_SCORCHEDEARTH_FIGHTER","攻击土匪"
"#QUEST_SCORCHEDEARTH_SCOUT","搜寻其他资源"
"#QUEST_SCORCHEDEARTH_BACK","随后返回"
"#QUEST_SCORCHEDEARTH_03A_DESC","专家十分小心，悄悄地靠近那堆战利品，将各种东西塞进了自己的背包，然后就转身离开了。在另一边，冲突双方还在吵得不可开交。"
"#QUEST_SCORCHEDEARTH_03B_DESC","专家冲进打斗现场，出其不意地制服了两个土匪。接下来便是一阵混乱，小镇居民趁乱出击，很快就击败了土匪。首领走向专家，脸上挂着灿烂的笑容，看得出来他很感激。\n\n“谢谢你陌生人！我们现在可以安心重建小镇了。这里有一些东西，不是很多，但请您务必收下，以表我们的感激之情。”"
"#QUEST_SCORCHEDEARTH_03C_DESC","专家悄悄溜进了营地深处，快速而安静地绕过了打斗现场。凭借其敏锐的眼睛，专家在油布后方发现了一个若隐若现的武器贮藏处。专家迅速收集武器，并退回到大堆战利品旁边，随后便跑进了荒野之中。专家没必要在这场打斗中冒险。"
"#QUEST_ABANDON_DESC","结束当前进行中的任务"
"#QUEST_TOPIC_TASK","当前任务："
"#QUEST_FROMTHESHADOWS_NAME","阴影中的暗杀"
"#QUEST_FROMTHESHADOWS_DESC","狼群土匪自认为是伏击型捕食者，在战斗中，他们更愿意成为决定发动时机和方式的一方。除了在其设防的营地中休息，他们无时无刻不在移动。你发现了三座类似的堡垒，每座堡垒中的守卫数量极为有限，所以强行闯入堡垒应该不成问题。"
"#QUEST_FROMTHESHADOWS_GO","攻击营地"
"#QUEST_FROMTHESHADOWS_TASK1","清除土匪营地"
"#QUEST_FROMTHESHADOWS_PHASE_01_DESC","在大战之后，首个狼群土匪营地已被清理一空，你洗劫了其中大部分的资源。是时候前往下个营地了！"
"#QUEST_FROMTHESHADOWS_PHASE_02_DESC","在第二个营地中，所有的狼群土匪要么中弹身亡，要么逃离了营地。你洗劫了大部分的营地资源，然后朝着最后一个营地进发。"
"#QUEST_FROMTHESHADOWS_PHASE_03_DESC","所有的狼群土匪据点已被清理一空，你一把大火将其夷为平地。第三个营地中的奖励没有你想象的那么丰厚，可能是因为这伙人喜欢四处走动，而不会把所有东西都藏在一个地方。不过话说回来，每一份资源都将对聚居地大有帮助！"
"#QUEST_FROMTHESHADOWS_CONTINUE","前往下个营地"
"#QUEST_FROMTHESHADOWS_ABANDON_DESC","狼群土匪可以一直躲在他们的巢穴里，直到地老天荒。但是你还有更加重要的计划要去执行。"
"#QUEST_ROADRAID_NAME","半路突袭"
"#QUEST_ROADRAID_DESC","边境游民欢将自己视为务实和中立的人群。而那些多次受其侵害的受难群众可不会同意这种说法。你看到几支车队正在附近的小镇里寻找燃料和其他资源。这是拦截他们的好机会，以免他们一溜烟就消失在了荒野之中。"
"#QUEST_ROADRAID_GO","攻击游民"
"#QUEST_ROADRAID_TASK1","干掉所有游民"
"#QUEST_ROADRAID_PHASE_01_DESC","首个边境游民车队已被收拾干净，他们的战利品全都归你所有。出发！前往下一个车队所在处。"
"#QUEST_ROADRAID_PHASE_02_DESC","加油站附近的枪火大战现在已经结束，所有游民皆仓皇逃窜，逃命姿势千奇百怪，丑态尽现。是时候去洗劫和清理剩下的资源了！"
"#QUEST_ROADRAID_PHASE_03_DESC","手起枪落，最后一个车队也不过是手到擒来，而那些战利品就等着你去收集了。这里有相当多的资源，其中不少都能在聚居地内派上用场。"
"#QUEST_ROADRAID_CONTINUE","找到下一个车队"
"#QUEST_ROADRAID_ABANDON_DESC","土匪和劫掠者是难以根除的，也许以后再说吧。"
"#QUEST_SILENCE_NAME","狼嚎不再"
"#QUEST_SILENCE_DESC","一提到狼群土匪，居民可谓是闻风丧胆。他们是隐蔽的伏击者，攻击时，会毫不犹豫地扑向猎物，然后一眨眼便消失得无影无踪。一些居民几乎再也不敢进入周围的荒野，所以必须要采取一些行动。"
"#QUEST_SILENCE_GO","追踪狼群土匪"
"#QUEST_SILENCE_TASK1","找到狼群"
"#QUEST_SILENCE_PHASE_01_DESC","虽然土匪已被击败，但这只是一些零散的土匪小队。如果你继续镇压他们，狼群土匪肯定会易地而行，去别处寻找不那么硌牙的猎物。"
"#QUEST_SILENCE_PHASE_02_DESC","这伙狼群土匪的数量有所增加，看来还得好好教训他们一次，让其他土匪知道谁才是这片土地上的老大。"
"#QUEST_SILENCE_PHASE_03_DESC","这群人武器精良，但下场和之前的土匪相比也没什么两样。你将营地内所有值钱的物件一并拿走，并将此处夷为废墟，此举是为杀鸡儆猴，以警示剩余的狼群土匪。你觉得起码就当前来说，你已经证明了自己才是顶级的捕食者。"
"#QUEST_SILENCE_CONTINUE","搜寻剩下的狼群土匪"
"#QUEST_SILENCE_ABANDON_DESC","傻子才会在这片树林里去寻找土匪。最好不要浪费你的时间。"
"#QUEST_CELEBRATION_NAME","强行庆祝"
"#QUEST_CELEBRATION_DESC","边境游民通常太过散乱，根本不会引发大规模的动乱。不过他们最近打算找找乐子，于是便占领了当地小镇，并把小镇变成一个个永不停歇的狂欢圣地。毋庸置疑，狂欢过后的小镇几乎耗尽了所有的资源。如果你能在形势还能挽救的时候将这伙土匪撵走，小镇居民一定会对你感激不尽。"
"#QUEST_CELEBRATION_GO","解放小镇"
"#QUEST_CELEBRATION_TASK1","干掉一半的土匪"
"#QUEST_CELEBRATION_PHASE_01_DESC","片刻之前小镇里还洋溢着震耳欲聋的音乐和歌声，不过现在却早已鸦雀无声了，土匪的尸体歪躺在地上。小镇居民非常感谢你，并送给你一个小礼物以示感谢。"
"#QUEST_CELEBRATION_PHASE_02_DESC","随着最后一个强盗倒在装饰奢华的宴会桌面上，小镇里的战斗正式落下帷幕。多亏你从土匪手中夺取了食物，小镇居民才能填饱肚子，而你也收到了他们送的一些食物。"
"#QUEST_CELEBRATION_PHASE_03_DESC","在熊熊篝火的映照下，大战之后的小镇显得一片混乱。正当小镇居民争先恐后地向你致谢时，隔壁聚居地的一名男子带来消息：游民土匪正抱头鼠窜！小镇居民听闻这个好消息后充满了希望，他们给予你大量资源，以此来报答你所做的一切。"
"#QUEST_CELEBRATION_CONTINUE","前往下一座小镇"
"#QUEST_CELEBRATION_ABANDON_DESC","你并非当地的执法者，小镇的问题应该由镇民们自己解决。"
"#QUEST_CRACK_ATOM_NAME","核裂大地"
"#QUEST_CRACK_ATOM_DESC","你很难在荒土大地上找到比审判团更具破坏力的团体，他们是一群狂热分子，唯一目标就是让大灾变后的世界变得更加破败不堪。最近有人发现这群人正在前往当地的核电站。你能隐约感觉到，他们此行的目的绝不只是为电影院寻找电力这么简单。"
"#QUEST_CRACK_ATOM_GO","赶走土匪"
"#QUEST_CRACK_ATOM_TASK1","攻击核电站"
"#QUEST_CRACK_ATOM_PHASE_01_DESC","在一场像样的打斗过后，最后一个审判团分子也倒下了。看样子他们是想要通过某种方式扰乱核电站的控制系统，但此举的目的如何，你不得而知。"
"#QUEST_CRACK_ATOM_PHASE_02_DESC","核电站内的不法分子已被清理一空。看上去这群审判团要比上一伙更接近控制系统。幸好你及时赶到并阻止了他们。"
"#QUEST_CRACK_ATOM_PHASE_03_DESC","在核电站的控制面板周围，散布着审判团的尸体。你在尸体周围发现了一个文件夹，里面装有大量复杂的指示和公式。你不太清楚上面写的是什么，但有件事可以肯定，如果你没有及时阻止土匪的话，核电站很可能早已沦为一片废墟。"
"#QUEST_CRACK_ATOM_CONTINUE","前往下一座核电站"
"#QUEST_CRACK_ATOM_ABANDON_DESC","仔细斟酌之后，你觉得此事过于麻烦，付出和回报不成比例。而且可以肯定的是，就算审判团再蠢，他们也不会去干涉核反应堆的。"
"#QUEST_SHOOT_MESSENGERS_NAME","掐断信号"
"#QUEST_SHOOT_MESSENGERS_DESC","末日民兵是传说中少有的“训练有素的土匪”。根据侦察员得来的情报，这群土匪最近开始有所行动，还占领了附近的电台。一想到他们能够进行远程通讯，你就觉得这是个……大问题。"
"#QUEST_SHOOT_MESSENGERS_GO","清理电台"
"#QUEST_SHOOT_MESSENGERS_TASK1","攻击电台"
"#QUEST_SHOOT_MESSENGERS_PHASE_01_DESC","土匪已全部倒下。看上去他们还没来得及操作电台内的通讯设备，至于民兵土匪为什么会攻占这个电台，你依旧不得而知。"
"#QUEST_SHOOT_MESSENGERS_PHASE_02_DESC","土匪奋力抵抗，但最终还是倒在了你的面前。这个电台内的通讯设备就快要调试完毕，不过民兵土匪还没来得及发送消息。"
"#QUEST_SHOOT_MESSENGERS_PHASE_03_DESC","战斗结束。尽管民兵土匪训练有素、作战经验丰富，而且还负隅顽抗，但是他们的最后一个电台也已经失守。你发现了一个笔记本，上面写满了关于某种大规模协同攻击的指示。幸运的是，你在土匪的广播系统中找到了大量有用的零件，不用空手而归。"
"#QUEST_SHOOT_MESSENGERS_CONTINUE","前往下一个电台"
"#QUEST_SHOOT_MESSENGERS_ABANDON_DESC","这件事似乎不值得你下功夫。如果真有什么麻烦找上门来，你早晚会注意到的。"
"#QUEST_MILITARY_01_NAME","军事力量"
"#QUEST_MILITARY_01_DESC","当地的土匪似乎又开始行动了。他们想要加强自己的军火库，于是便开始大肆袭击周遭军营。对你来说这可能是个机会，你不仅能够阻止他们增强实力，同时还能将他们发现的枪械据为己有。"
"#QUEST_MILITARY_01_GO","清除民兵土匪营地"
"#QUEST_MILITARY_01_TASK1","攻击民兵土匪营地"
"#QUEST_MILITARY_01_PHASE_01_DESC","尽管土匪装备齐全，但在猛烈的袭击面前终究没能幸免。你把剩下的武器收集成堆，并将它们运回了聚居地。"
"#QUEST_MILITARY_01_PHASE_02_DESC","土匪遭遇了耻辱性失败，这些为非作歹的人将不再需要武器。你把他们的武器收集起来，运回了聚居地。"
"#QUEST_MILITARY_01_PHASE_03_DESC","你干掉了最后一个土匪，这下他们的武器可以更好地派上用场了。在保卫聚居地时，这些武器将大有帮助。"
"#QUEST_MILITARY_01_CONTINUE","攻击下一个营地"
"#QUEST_MILITARY_01_ABANDON_DESC","袭击军营似乎对你极为不利，最好还是放过那些土匪吧。"
"#QUEST_EXPEDITION02_NAME","绿林生意"
"#QUEST_EXPEDITION02_DESC","附近的一些土匪营地一直在相互交战，战斗让他们的实力变得孱弱。你的侦查员报告说有几个营地在战斗中被洗劫一空。你可以趁机在他们防备较低的时候发动突袭。但需要速战速决，所以你必须决定重点攻击哪处营地。"
"#QUEST_EXPEDITION02_GO_FOOD","食物"
"#QUEST_EXPEDITION02_GO_SEEDS","种子和虫卵"
"#QUEST_EXPEDITION02_GO_WEAPONS","武器"
"#QUEST_EXPEDITION02_GO_SILVER","银币"
"#QUEST_EXPEDITION02_TASK1","搜寻营地"
"#QUEST_EXPEDITION02_PHASE_01_DESC","只有几个土匪把守大门，你的专家很容易就能溜进去拿走需要的东西。为了防止被抓，专家迅速赶往下一个营地。"
"#QUEST_EXPEDITION02_PHASE_02_DESC","这个营地已经完全废弃，土匪不见了，值钱的东西也基本都被带走了。专家四处搜寻了一些零碎的东西，然后继续出发。"
"#QUEST_EXPEDITION02_PHASE_03_DESC","守卫们发现了溜进营地的专家，但在一场短暂而激烈的交锋之后，守卫就被击败了。看来这个营地是前线土匪的补给站。有大量的资源可以被“再次利用”，专家能带多少就带走了多少。"
"#QUEST_EXPEDITION02_CONTINUE","前往下一处营地"
"#QUEST_EXPEDITION02_ABANDON_DESC","最好还是别去招惹那些土匪，以免日后引火上身。"
"#QUEST_EXPEDITION03_NAME","采购物资"
"#QUEST_EXPEDITION03_DESC","随着新社团的出现，有胆识的商人开始在荒地定居点之间做生意。他们的商品很丰富，所以这可能是囤积必需品的好时机。由于这些专门的商人不断四处流动，你必须在他们离开前决定好你想要什么然后囤积起来，因为想再找到他们又危险又耗时。"
"#QUEST_EXPEDITION03_GO_FOOD","用银子换食物"
"#QUEST_EXPEDITION03_GO_SEEDS","用木材换金属"
"#QUEST_EXPEDITION03_GO_WEAPONS","用银子换高端资源"
"#QUEST_EXPEDITION03_GO_SILVER","用食物换药品"
"#QUEST_EXPEDITION03_TASK1","拜访商人"
"#QUEST_EXPEDITION03_PHASE_01_DESC","第一个商人是一位老妇人，她用五颜六色的布片和气球装饰自己的马车。她很远就看到了专家，挥手让人过去。交易进行得相当愉快，不过她又闲扯了一会儿才让专家离开。"
"#QUEST_EXPEDITION03_PHASE_02_DESC","第二个商人是一位有着厚厚胡须的沉稳男人。他不怎么说话，一手交钱，一手卖货。总而言之，他做生意毫不含糊。"
"#QUEST_EXPEDITION03_PHASE_03_DESC","第三个商人把她的马车藏在一块大篷布下面，篷布上长满苔藓，还有三根树枝。她的眼睛锐利而倔强，在两人成交之前，进行了好一番讨价还价。但一谈妥，她的脸上就充满了笑容，她对准备离开的专家说道：“欢迎再来！”"
"#QUEST_EXPEDITION03_CONTINUE","继续旅程"
"#QUEST_EXPEDITION03_ABANDON_DESC","你不必依赖别人。不管怎样，你的聚居地都会一直存在下去。"
"#QUEST_EXPEDITION04_NAME","大自然的馈赠"
"#QUEST_EXPEDITION04_DESC","周围的土地已经没什么能够给你了。在你的领土之外探索，可能会发现有新的肥沃土地可以开发。你可以派一名专家去收集自然资源，但你必须决定需要什么资源，才能让他们做好相应的准备。"
"#QUEST_EXPEDITION04_GO_FOOD","湖中的鱼"
"#QUEST_EXPEDITION04_GO_WOOD","森林中的木柴"
"#QUEST_EXPEDITION04_GO_MEAT","动物的肉"
"#QUEST_EXPEDITION04_GO_BERRIES","灌木丛中的浆果"
"#QUEST_EXPEDITION04_TASK1","收集自然资源"
"#QUEST_EXPEDITION04_PHASE_01_DESC","这个地方好像几乎没人来过，有大量的资源等着开发，专家很快就集满资源去下一个地点了。"
"#QUEST_EXPEDITION04_PHASE_02_DESC","从被践踏过的草地和光秃秃的地面判断，似乎不久前有人在这里扎营过。但他们没有时间好好开发这个地方，所以周围还有大量的自然资源。专家迅速收集了需要的东西，以防有人回来。"
"#QUEST_EXPEDITION04_PHASE_03_DESC","最后一个地方是隐藏在高山中间的一个小山谷，只能通过一条狭窄的小路进入。这里看起来就像一个被保护起来的世外桃源，既没有人烟，也远离灾难。专家尽可能收集了足够多的资源，带着装满的背包和马鞍，启程回家。"
"#QUEST_EXPEDITION04_CONTINUE","搜寻更多资源"
"#QUEST_EXPEDITION04_ABANDON_DESC","聚居地周围就有足够的资源，不需要再去别的地方。"
"#QUEST_EXPEDITION05_NAME","不要浪费任何资源"
"#QUEST_EXPEDITION05_DESC","浩劫过后的世界处处显露着残酷和无情，怒火席卷大地，任何无力抵抗的人将在灾难中湮灭殆尽。周边地区有很多遭到毁坏或是早已废弃的定居点，里面放置着很多可用的商品和货物。当然，将这些货物利用起来总比把它们留在原地好吧？你想让专家去搜寻什么资源？"
"#QUEST_EXPEDITION05_GO_CLOTHES","防护衣物"
"#QUEST_EXPEDITION05_GO_FOOD","营养食物"
"#QUEST_EXPEDITION05_GO_METAL","建筑金属"
"#QUEST_EXPEDITION05_GO_MEDICINE","急救药品"
"#QUEST_EXPEDITION05_TASK1","搜寻废弃的定居点"
"#QUEST_EXPEDITION05_PHASE_01_DESC","这个地方刚刚经历了一场血战，可能只有几个人活着离开了这里。不过他们要么是已经精疲力尽，要么是一心想着逃命，无心顾及其他，反正他们大部分的财物都还留在这里。专家在废墟中大肆搜寻了一番，然后便朝着下一个定居点进发。"
"#QUEST_EXPEDITION05_PHASE_02_DESC","小屋修建在农田上，周围长满了茂密的高草，似乎已经很多年没人来过这里，着实令人毛骨悚然。小屋没有窗户，门上长满了苔藓和真菌，关得严严实实。专家在小屋后方发现了一个小棚屋，里面存有大量资源。就目前来说，资源的数量还算令人满意。"
"#QUEST_EXPEDITION05_PHASE_03_DESC","这座垃圾场本来早已废弃，但几个土匪却在这里安了家。专家三下五除二便干掉了这几个土匪，然后开始在土匪临时搭建的建筑里仔细搜寻。似乎有一个小型聚居地在这里定居过，不久前才刚刚离开。"
"#QUEST_EXPEDITION05_CONTINUE","继续"
"#QUEST_EXPEDITION05_TAKE","拿走他们的财物"
"#QUEST_EXPEDITION05_LEAVE","留下他们的财物"
"#QUEST_EXPEDITION05_PHASE_04_TAKE_DESC","专家在临时搭建的小屋和帐篷里仔细搜寻，迅速搜集任何能找到的资源，然后离开了这个地方。"
"#QUEST_EXPEDITION05_PHASE_04_LEAVE_DESC","专家不想偷拿这些人的资源。如果哪天这些人回来的话，还能再用这些东西。"
"#QUEST_EXPEDITION05_ABANDON_DESC","你的资源充足，没必要去搜寻更多的货物。"
"#QUEST_STOLEN_NAME","水深火热"
"#QUEST_STOLEN_DESC","一位来自邻近定居点的访客前来拜会：土匪袭击了他们的补给线，将他们用于驱动水泵的燃料一并偷走。没有这些燃料，他们就无法用水，也无法灌溉作物。如果你愿意帮忙，定居点愿意向你支付一定的报酬。"
"#QUEST_STOLEN_GO","帮助他们"
"#QUEST_STOLEN_TASK1","找到被偷的燃料"
"#QUEST_STOLEN_PHASE_01_DESC","土匪在迅速而又果断的进攻下缴械投降。他们手中的少量燃料似乎仅供个人使用，大部分的存货一定还藏在其他地方。专家将此处在地图上标出，然后继续前进。"
"#QUEST_STOLEN_PHASE_02_DESC","这群土匪被打了个措手不及，他们完全没有料到有人会在午餐时偷袭。根据失踪的卡车推断，大部分的燃料已经被运走。专家将此处在地图上标出，然后继续前进。"
"#QUEST_STOLEN_PHASE_03_DESC","尽管守卫森严，土匪也没能抵挡住你的猛烈进攻。土匪营地里堆满了偷来的燃料，原封不动地装在原来的油箱里。专家将此处在地图上标记为最后一个地点，然后向定居点发送消息。\n\n听说土匪被击败，失去的燃料也完好无损，等着他们取回，村民们十分高兴。"
"#QUEST_STOLEN_CONTINUE","搜寻更多燃料"
"#QUEST_STOLEN_ABANDON_DESC","定居点可以自给自足。"
"#QUEST_SLAVES_NAME","人力资源"
"#QUEST_SLAVES_DESC","土匪的野心日渐膨胀，他们目前正专注于一项新的业务：生产用于锻造武器或进行交易的钢铁。这本身就已经是一种威胁，而且土匪还在使用奴工来维持炼钢厂的运转。如果你认为这件事值得冒险，你可以攻击炼钢厂并解放奴隶。"
"#QUEST_SLAVES_GO","解放奴隶"
"#QUEST_SLAVES_TASK1","攻击炼钢厂"
"#QUEST_SLAVES_PHASE_01_DESC","专家和奋起反抗的奴隶里应外合，很快就干掉了土匪。专家解开了困住奴隶的镣铐，并收集了所有看上去有用的资源，然后朝着下一个炼钢厂进发。"
"#QUEST_SLAVES_PHASE_02_DESC","炼钢厂一直在全力运转，奴隶早已是筋疲力尽，根本没有力气反抗。土匪奋力抵抗，但最后还是以失败告终。专家解放了奴隶并收集了一些额外的补给品，然后继续前进。"
"#QUEST_SLAVES_PHASE_03_DESC","最后一座炼钢厂呈现出惨绝人寰的一幕：奴隶的尸体横七竖八地躺在地上，和用来生火的煤炭没什么两样。专家怒气冲天，手刃了所有土匪。解放奴隶后，专家收集了炼钢厂内值钱的资源，作为自己这番努力的回报。"
"#QUEST_SLAVES_CONTINUE","继续完成任务"
"#QUEST_SLAVES_ABANDON_DESC","虽然这件事听上去很惨，但和你并没有什么关系。"
"#QUEST_BLOOD_NAME","血债血偿"
"#QUEST_BLOOD_DESC","一位陌生人来到聚居地大门前，他的眼神里充满了怒火和仇恨。“土匪袭击了我的家，只有我勉强活了下来。帮帮我，把他们全都干掉，我会给你丰厚的报酬！”他央求道。"
"#QUEST_BLOOD_GO","帮助这位嗜血的陌生人"
"#QUEST_BLOOD_TASK1","干掉土匪"
"#QUEST_BLOOD_PHASE_01_DESC","由于毫无防备，土匪上一秒还在庆祝最近取得的胜利，下一秒就倒在了血泊之中。专家在搜查尸体时，发现了一些土匪在近期劫掠中盗来的个人物品。陌生人一眼便认出了它们。\n\n“对，就是这群土匪。继续，这份仇我必加倍奉还！”"
"#QUEST_BLOOD_PHASE_02_DESC","在土匪忙着装载偷来的补给品之际，专家的匕首早已割开了他们的喉管。在所有平常的补给品之中，有一小盒饰品格外引人注目。陌生人打开盒子，瞥了一眼便匆匆合上。\n\n“之后再慢慢回忆，现在我们必须前进，杀这么点土匪根本不能平息我心中的怒火。”"
"#QUEST_BLOOD_PHASE_03_DESC","战斗异常血腥激烈。血战之后，最后几个土匪也被处理干净。专家环顾四周，看到陌生人正端坐在成堆的尸体中央。\n\n“你得到了应得的报酬。现在请让我一个人待会儿吧。我要哀悼很久，不希望有人看到。”"
"#QUEST_BLOOD_CONTINUE","继续前进"
"#QUEST_BLOOD_ABANDON_DESC","虽然你很可怜这位陌生人，但是这终究是他自己的问题。"
"#QUEST_PRICE_NAME","生命的价值"
"#QUEST_PRICE_DESC","来自其他聚居地的人们正在寻求你的帮助：他们的侦查员遭遇土匪伏击，成了对方的人质。没人愿意去救他们，他们希望你代表他们前去谈判，看看能不能释放被俘的侦察员。他们愿意提供1200银币作为谈判费用，多余的银币就是给你的报酬。"
"#QUEST_PRICE_GO","就人质问题发起谈判"
"#QUEST_PRICE_TASK1","找到人质"
"#QUEST_PRICE_PHASE_01_DESC","这个奴隶聚居地规模庞大，对于你的到来，他们友好得出人意料，似乎从人质身上获利才是他们的真实想法。\n\n“这点钱可能不够。你可以和他们谈谈，看看你想赎谁。一个人头500银币。”其中一个土匪说道。"
"#QUEST_PRICE_PHASE_02_DESC","第一个人质是一名60多岁的老头。专家走近他时，他便摇摇头说：“不，别在我身上浪费钱了。我年事已高，让年轻人重获自由吧，不要让他们在奴役中度过一生。”"
"#QUEST_PRICE_PHASE_03_DESC","第二个人质是一名戴眼镜的红发女子，脸上有一道深深的伤疤：“能救救我吗？求你了，我是一名医生，我的聚居地需要我！”她恳求道。"
"#QUEST_PRICE_PHASE_04_DESC","第三个人质是一名仪表得体的年轻男人，看上去异常冷静。他微笑着朝专家打着招呼：“你得救我和那个老头。而玛利亚，她为了自保竟想把我们出卖给土匪。我们不能让她回到聚居地。”"
"#QUEST_PRICE_PHASE_05_DESC","专家回来后，土匪在面前的账簿上记了什么，随后抬起眼睛：“所以你想赎谁？如果那些人有钱，也可以再回来赎其他人。但我不敢保证他们到时候还活着。”"
"#QUEST_PRICE_OLD_YOUNG","赎回老头和年轻男人"
"#QUEST_PRICE_YOUNG_YOUNG","赎回女人和年轻男人"
"#QUEST_PRICE_NONE","不赎回任何人，自己拿着银币"
"#QUEST_PRICE_PHASE_06_FREE_DESC","专家交出了赎回这两名俘虏的钱。土匪释放了他们并送他们上路。然而最后一名俘虏的命运，无论是奴役、死亡还是自由，都不在专家的掌控范围之内。"
"#QUEST_PRICE_PHASE_06_NONE_DESC","专家告诉土匪，聚居地已经对这三名人质不感兴趣，早就抛弃了他们。俘虏们大声叫嚷，并使劲拽动镣铐以示抗议，但很快就被守卫制服。专家朝着聚居地进发，希望自己不会因为赎回的俘虏在归途中发生“意外”而遭受谴责。"
"#QUEST_PRICE_CONTINUE","继续"
"#QUEST_PRICE_ABANDON_DESC","邻近聚居地听闻你抛弃他们的朋友之后勃然大怒。他们威胁说要和你开战，迫使你返还银币。而且要让四土八荒都知道，这两个聚居地之间不会再有任何往来。"
"#QUEST_MEMORIES_NAME","关于财富的记忆"
"#QUEST_MEMORIES_DESC","最近人们因为传说故事而闹得沸沸扬扬。传言说附近有座废弃的工厂，一位年事已高的大亨就是靠它发的家。这个地方过去戒备森严，但最近却是冷清得不行。你可以趁这个机会去看看那个老头到底藏了些什么。"
"#QUEST_MEMORIES_GO","搜寻工厂"
"#QUEST_MEMORIES_TASK1","寻找大亨的财宝"
"#QUEST_MEMORIES_PHASE_01_DESC","工厂确实早已废弃，几乎没有留下任何值钱的东西。然而如果这位年事已高的大亨像传闻中那样多疑，他可能还在这里藏着一些宝藏。根据传闻，他吹嘘说自己将最值钱的财产藏在“农民找不到的地方”。"
"#QUEST_MEMORIES_PHASE_02_DESC","办公室里摆放着一个巨大而又坚固的旧保险箱，搬不走也撬不开。很明显里面装有值钱的东西。"
"#QUEST_MEMORIES_PHASE_03_DESC","专家发现天花板上有个舱口可以通往上层房间。没有梯子的话根本上不去，看起来像是个藏东西的好地方。没人看得到，就不会有人动歪心思。"
"#QUEST_MEMORIES_PHASE_04_DESC","这里立着几个橱柜，橱柜下面的地板可以活动，橱柜后面则藏着一道暗门。将这些橱柜推到边上需要一定的时间，不过如果有人想要把自己的贵重物品藏起来，这也不失为一个好办法。"
"#QUEST_MEMORIES_PHASE_05_DESC","专家在工厂里搜寻时迅速看了一眼窗外。只见一群土匪正在向工厂走来，应该要不了多久就会抵达这里。剩下的时间只够检查其中一个藏匿点，之后必须赶紧离开工厂。"
"#QUEST_MEMORIES_SAFE","调查保险箱"
"#QUEST_MEMORIES_HATCH","调查舱口"
"#QUEST_MEMORIES_DOOR","调查暗门"
"#QUEST_MEMORIES_PHASE_05_SAFE__DESC","保险箱锁得相当紧，即使是经验老道的小偷也很难把它给撬开。专家花了大量时间寻找任何能派上用场的工具，但周围的东西都帮不上忙。很快就传来土匪在厂区集结的声音，专家不愿冒任何风险，于是决定从工厂后门悄悄溜走。看来大亨的财宝将永远留在这个破箱子里了。"
"#QUEST_MEMORIES_PHASE_05_HATCH_DESC","唯一能用的梯子不够长，根本够不着舱口。但如果在下面堆几张桌子的话，高度就正好了。专家爬上梯子，拉开舱口，来到了上层房间。这里狭小昏暗，到处都堆积着厚厚的灰尘。专家发现了一个小盒子，里面装有银币和一些纪念品，像是一绺头发、一枚旧硬币等等。时间差不多了，得赶在土匪抵达之前离开。"
"#QUEST_MEMORIES_PHASE_05_DOOR_DESC","专家花了好长时间才将重重的橱柜推到一旁，然后打开了门。门背后竟然……空空如也。看来这里没有什么值得探索的东西，就这样吧。外面传来土匪集结的声音，得赶快离开这里。大亨的财宝将永远埋藏在这座工厂里了。"
"#QUEST_MEMORIES_CONTINUE","继续"
"#QUEST_MEMORIES_ABANDON_DESC","旧世界的宝藏对你来说没什么用，最好还是把精力集中在重要的事情上。"
"#QUEST_WARFARE_NAME","化学战争"
"#QUEST_WARFARE_DESC","聚居地周围的植物似乎患上了一种怪病。现在疾病已经得到了控制，但没人能保证它不会扩散。只有找到疾病的根源才能彻底解决问题。"
"#QUEST_WARFARE_GO","调查植物"
"#QUEST_WARFARE_TASK1","找到疾病的根源"
"#QUEST_WARFARE_PHASE_01_DESC","农场似乎已经完全被疾病侵占。庄稼枯萎多病，周围一个人也没有。专家根据在谷仓发现的一批奇怪的罐子，来到了附近的工厂。"
"#QUEST_WARFARE_PHASE_02_DESC","工厂也早已废弃不堪。根据里面的混乱情况判断，一切发生得很突然，可能是出了什么事故。专家朝工厂内部走去，奇怪的气味越来越浓烈。"
"#QUEST_WARFARE_ANY","搜寻靠外的办公室"
"#QUEST_WARFARE_SCAVENGER","搜寻靠里的办公室"
"#QUEST_WARFARE_SCIENTIST","搜寻实验室"
"#QUEST_WARFARE_BACK","随后返回"
"#QUEST_WARFARE_PHASE_03A_DESC","专家发现了一些计划和笔记，了解到这些罐子的用途：原来这些罐子是用来储存一种新型杀虫剂的，这种杀虫剂的药效过于强劲，在杀死害虫的同时也会伤害植物。幸运的是，工厂废弃之后，危险似乎也已经过去。专家带着笔记，离开了这个阴气沉沉的地方。"
"#QUEST_WARFARE_PHASE_03B_DESC","专家屏住呼吸，冒险朝工厂内部走去。多亏有着丰富的搜寻经验，专家成功发现了一台珍贵的设备，并赶在换气前带着设备跑出了工厂。标签显示该设备用于制造某种杀虫剂，不过显然计划没有成功。幸运的是，目前似乎已经没有了危险。"
"#QUEST_WARFARE_PHASE_03C_DESC","专家走进了实验室，很快便了解到事情的真相：这座工厂曾被用来制造实验性的杀虫剂，但文件显示，他们制造的杀虫剂会对植物产生危害，而且在现场测试之前，这一问题还没有完全解决。话虽如此，工厂现在已经完全停止运转，这些有毒的杀虫剂应该不会造成更严重的问题。"
"#QUEST_WARFARE_CONTINUE","找到下一条线索"
"#QUEST_WARFARE_ABANDON_DESC","疾病总会发生，和以前那些一样，这次的疾病也会好起来的。"
