"#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","建造大门后可以访问世界地图"
"#LOADING_HINT_3","基本生存需要水、食物和庇护所"
"#LOADING_HINT_4","建立大门，让路人看到你的聚居地，可能会有路人来访，向你提出请求或询问"
"#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","如果你准备充分，灾难不代表世界末日"
"#LOADING_HINT_7","不要仅依赖一种形式的食物生产"
"#LOADING_HINT_8","别忘了带专家回到聚居地，以便他们恢复状态"
"#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","世界地图上的社群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","新作物能产出更富饶的丰收，还能承受恶劣的自然条件，所以请注意看管作物的种子"
"#LOADING_HINT_12","充足的食物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","再没有什么比象征生机的绿色耀眼了"
"#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，请挖掘足够的水井并且建立足够的水塔"
"#LOADING_HINT_18","如果没有可居住的房屋，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。工人已指派至特定建筑"
"#LOADING_HINT_20","部件是生产能源和建造更高等级建筑的关键物品"
"#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","可以拆除建筑物来获得一些额外的资源"
"#LOADING_HINT_23","可使用各种资源和储水来开始重建家园"
"#LOADING_HINT_24","部分居民生产力比其他居民更高，但是请尝试照顾好所有居民"
"#LOADING_HINT_25","在地堡附近搜寻食物和资源，让你的聚居地存活下去"
"#LOADING_HINT_26","大部分事件的回应选项都不分对错，因此不妨选择最适合你聚居地的选项"
"#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","浩劫吞噬了无数人的生命，所以，不妨准备好迎接意外"
"#LOADING_HINT_31","环境站能改善污染区域，解放更多土地来进行建造"
"#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","使用自己喜欢的方式进行游戏，鼠标键盘或游戏控制器均可"
"#LOADING_HINT_34","所有专家任务都需要行动点 (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","以物换物的贸易方式取代了货币贸易，因此请保证物品充足，以便进行贸易"
"#LOADING_HINT_38","偶尔让专家们回到聚居地，以便在聚居地留下行动成果"
"#LOADING_HINT_39","幸福度是聚居地繁荣发展的关键"
"#LOADING_HINT_40","储备区储藏材料，而仓库用于存放更为贵重的物品"
"#LOADING_HINT_41","找到专家并不容易，因此请合理利用他们"
"##LOADING_HINT_33","使用自己喜欢的方式进行游戏，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™手柄或Nintendo Switch Pro手柄均可"
"##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"
"#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"
"#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"
"#BUTTON_OPTION_POSITIVE","很棒"
"#BUTTON_OPTION_NEGATIVE","不好"
"#TOPIC_NAVIGATE","切换"
"#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？"
"#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}"
"#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"
"#BUTTON_SKIP","跳过"
"#COMING_SOON","即将到来"
"#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。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。"
"#TOPIC_BUTTON_CHANGE","更改"
"#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。"
"#ERROR_LOADING_TASKS_HEADLINE","Save Game Error"
"#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，该存档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。"
"#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..."
"#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"
"#BUTTON_ACTIVATE_OVERLAY","激活"
"#BUTTON_CONFIRM_TRADE","确认交易"
"#BUTTON_REMOVE_SELECTED_TRADE_RESOURCE","移除资源"
"#SAVE_BLOCK_REASON_INGAME_INTRO","介绍期间无法保存"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX","手柄已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE_NX_PRO","手柄已断开连接"
"##POPUP_CONTROLLER_DISCONNECTED_TITLE","控制器已断开"
"##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","已失去与控制器的连接，请重新连接控制器。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX","连接已断开，请重新连接手柄。"
"##POPUP_CONTROLLER_DISCONNECTED_CONTENT_NX_PRO","连接已断开，请重新连接手柄。"
"##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。"
"#SWITCH_CONTROLLER_DL","左键"
"#SWITCH_CONTROLLER_DR","右键"
"#SWITCH_CONTROLLER_DU","上键"
"#SWITCH_CONTROLLER_DD","下键"
"#SWITCH_CONTROLLER_DLR","右键"
"#SWITCH_CONTROLLER_DUD","上键或下键"
"#SWITCH_CONTROLLER_D","方向键"
"#SWITCH_CONTROLLER_LS","L摇杆"
"#SWITCH_CONTROLLER_RS","R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"
"#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","交叉键"
"#PS4_CONTROLLER_CANCEL","圆圈键"
"#PS4_CONTROLLER_TOP_ACTION_1","正方键"
"#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","触摸板"
"#PS4_CONTROLLER_CENTER_LEFT","SHARE键"
"#PS4_CONTROLLER_CENTER_RIGHT","OPTIONS键"
"#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按钮"
"#XBOX_CONTROLLER_CANCEL","B按钮"
"#XBOX_CONTROLLER_TOP_ACTION_1","X按钮"
"#XBOX_CONTROLLER_TOP_ACTION_2","Y按钮"
"#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"
"#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。"
"#TOPIC_OTHER_NEEDS","其他"
"#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："
"#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！"
"#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"
"#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。"
"#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"
"#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"
"#PARADOX_REGION","地区"
"#ACCOUNT_INVALID_REGION","请从下拉菜单选择所在地区。"
"#RADIO_OUTBACK","内地"
"#SENTENCE_END_SYMBOL","。"
"#TOPIC_SETTINGS_WEB_MANUAL","网络操作手册"
"#LOAD_DLCS_NOT_MATCH_TITLE","未找到DLC"
"#LOAD_DLCS_NOT_MATCH_CONTENT","未找到保存此文件需要的DLC。缺少以下DLC：{0}"
"#DLC_TITLE_FOUNDERS_PACK","Founder's Pack"
"#DLC_TITLE_TWITCH_DLC","Twitch DLC"
"#METADATA_DLCCOUNT","已启用DLC"
"#RADIO_ACTIVE","无线电启动"
"##TOPIC_CONTROLLER_LAYOUT_NX_DEFAULT","手柄"
"#MENU_NEW_GAME","新游戏"
"#MENU_LOAD","加载"
"#MENU_SAVE","保存"
"#MENU_SETTINGS","设置"
"#MENU_MODS","MOD"
"#MENU_PARADOX","PARADOX 帐户"
"#MENU_PARADOX_CREATE_ACCOUNT","创建账户"
"#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"
"#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"
"#BUTTON_QUIT","退出"
"#SETTINGS_CONTROLS_TAB","控制"
"#SETTINGS_KEYBOARD","键盘"
"#SETTINGS_MOUSE","鼠标"
"#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"
"#TOPIC_CLOSE","关闭"
"#TOPIC_DIFFICULTY_BONUS","难度"
"#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"
"#COLONY_NAME_TOO_LONG_ERROR_CONTENT","聚居地名称最多可包含 10 个字符。"
"#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_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_BUILD_MENU","建造菜单"
"#SETTINGS_KEY_BINDING_WORLD_MAP","世界地图"
"#SETTINGS_KEY_BINDING_COLONY_STATISTICS","聚居地统计"
"#SETTINGS_KEY_BINDING_RADIO_CHANNEL_MENU","无线电"
"#SETTINGS_KEY_BINDING_TECH_TREE","科技树"
"#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_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_SSAO","SSAO"
"#SETTINGS_OPTION_ON","开"
"#SETTINGS_OPTION_OFF","关"
"#SETTINGS_ENABLE_EDGE_SCROLLING","边缘滚动"
"#SETTINGS_CAPTURE_MOUSE","捕获鼠标"
"#SETTINGS_INVERT_CAMERA_ROTATION","反转镜头旋转"
"#SETTINGS_AUTOSAVE_FREQUENCY","自动保存频率"
"#SETTINGS_INVERT_MOUSE_WHEEL","反转鼠标滚轮"
"#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_PAUSE_MENU","暂停菜单"
"#SETTINGS_KEY_BINDINGS","按键绑定"
"#SETTINGS_MOUSE_PANNING","鼠标平移"
"#SETTINGS_KEY_BINDING_QUICK_SAVE","快速保存"
"#SETTINGS_KEY_BINDING_QUICK_LOAD","快速加载"
"#SETTINGS_AMBIENT_VOLUME","环境音量"
"#SETTINGS_MUTE_ALL","静音"
"#SETTINGS_SUBTITLES","字幕"
"#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"
"#POPUP_EXIT_DESKTOP_TITLE","退出到桌面"
"#POPUP_EXIT_DESKTOP_CONTENT","确定要退出游戏吗？"
"#COLOR","颜色"
"#TOPIC_COLOR","颜色"
"#FLAG_ICON","图标"
"#TOPIC_FLAG_ICON","图标"
"#BUTTON_START_MODDING","开始创建模组"
"#TOPIC_SETTINGS_KEY_BINDINGS","按键绑定"
"#SETTINGS_CLOUDS","禁用Clouds"
"#SETTINGS_AMBIENT_OCCLUSION","环境光遮蔽"
"#SETTINGS_TERRAIN_QUALITY","地形质量"
"#SETTINGS_PARTICLE_QUALITY","粒子质量"
"#SETTINGS_POST_PROCESSING_QUALITY","后处理质量"
"#SETTINGS_SAFE_AREA_SIZE","安全可视区域"
"#ACCOUNT_TERMS_OF_USE_TITLE","使用条款"
"#ACCOUNT_PRIVACY_POLICY_TITLE","隐私政策"
"#BUTTON_SETTINGS_RESTORE_DEFAULTS_PROMPT","恢复默认"
"#SETTINGS_APPLY_CHANGES_TEXT","要应用对设置进行的更改吗？"
"#TOPIC_SAVE_VERSION_NUMBER","版本"
"#SETTINGS_APPLY_CHANGES_TITLE","应用更改"
"#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_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_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_TUTORIAL","教程"
"#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"
"#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_MINUTES_SHORT","分"
"#SETTING_MINUTES","分钟"
"#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_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_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_SPECIALIST_MENU","专家菜单"
"#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_CHALLENGES","挑战"
"#SETTINGS_MUTE_WHEN_MINIMIZED","最小化时静音"
"#SETTINGS_MUTE_MENU_MUSIC","菜单音乐静音"
"#SETTINGS_BRIGHTNESS_CONTENT","调整亮度等级，直至几乎无法看到图像"
"#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_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？"
"#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，确定重置选项？"
"#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“创建帐户”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_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_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_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？"
"#COLONY_NAME_TOO_LONG_ERROR","聚居地名称过长"
"#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"
"#BUTTON_RENAME","重命名"
"#BUTTON_RANDOMIZE_NAME","随机命名"
"#SETTINGS_ACCOUNT_INFO","帐户信息"
"#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_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"
"#SETTINGS_GRAPHIC_QUALITY","画面质量"
"#SETTINGS_OPTION_UNLIMITED","无限制"
"#PREGAME_TUTORIAL_HEADER","教程"
"#PREGAME_TUTORIAL_OPTION_1","是"
"#PREGAME_TUTORIAL_OPTION_2","否"
"#PREGAME_TUTORIAL_EFFECT_1","显示教程信息"
"#PREGAME_TUTORIAL_EFFECT_2","隐藏教程信息"
"#PREGAME_TUTORIAL_SUMMARY_HEADER","教程"
"#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_CHALLENGE_HEADER","世界挑战"
"#SLOGAN","口号"
"#TOPIC_SLOGAN","口号"
"#ACCOUNT_CREATE_SUCCESS_TITLE","帐户创建成功"
"#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。"
"#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_PDX_INCENTIVE_TITLE","PARADOX 帐户奖励已解锁！"
"#ANNOUNCEMENT_PDX_INCENTIVE_TEXT","感谢你将 PARADOX 帐户关联至 SURVIVING THE AFTERMATH！特此为拥有 PARADOX 帐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。"
"#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"
"#PARADOX_THANKS","感谢您创建 Paradox 帐户！我们已向您发送一个链接，用于确认您的电子邮件地址"
"#TOPIC_CHANGELOG_HISTORY","更改日志"
"#BUTTON_CHANGELOG_HISTORY","打开更改日志"
"#BUTTON_ANNOUNCEMENT_EA_INCENTIVE","探路者奖励已解锁！"
"#BUTTON_ANNOUNCEMENT_PDX_INCENTIVE","PARADOX 帐户奖励已解锁！"
"#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）"
"#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"
"#PREGAME_IDEOLOGY_TITLE","意识形态"
"#PREGAME_IDEOLOGY_HEADER","意识形态"
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","高亮显示活物"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","切换污染地图"
"#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_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"
"#SETTINGS_RENDERING_QUALITY","渲染质量"
"#SETTINGS_RENDERING_RESOLUTION_SCALE","渲染分辨率比率"
"#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。"
"#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"
"#SETTINGS_GAMEPAD_OVERLAY","切换覆盖图"
"#SETTINGS_GAMEPAD_CYCLE_LAYOUT","循环布局"
"#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_LANGUAGE_JAPANESE","Japanese"
"#SETTINGS_LANGUAGE_KOREAN","Korean"
"#SETTINGS_LANGUAGE_CHINESE_TRADITIONAL","Traditional Chinese"
"#PRIVACY_POLICY","隐私政策"
"#SETTINGS_STICK_LAYOUT","摇杆布局"
"#PREGAME_EFFECT_COLONISTS","{0} 名成人，{0} 名儿童"
"#SETTINGS_CONTROLLER_PROMPT_TYPE","控制器提示风格"
"#TOPIC_CONTROLLER_LAYOUT","控制器布局"
"#SETTINGS_CONTROLLER_ON_OR_OFF","控制器"
"#SETTINGS_CONTROLLER_LAYOUT","控制器布局"
"#SETTINGS_CONTROLLER_VIBRATION","控制器振动"
"##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。"
"##PARADOX_LINK_XBOX","Paradox Interactive 将关联您的 Microsoft 账户，让您可以在游戏开始时自动登录到 Paradox 账户。如果您不想继续使用此功能，请至 Paradox 账户页面取消关联"
"##PARADOX_LINK_SUCCESS","操作成功！您的 Paradox 账户已关联到您的 Xbox 账户。"
"##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™手柄布局"
"##TOPIC_CONTROLLER_LAYOUT_NX_PRO","pro手柄布局"
"##SETTINGS_CONTROLLER_ON_OR_OFF_PC","控制器"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX","Joy-Con™手柄"
"##SETTINGS_CONTROLLER_ON_OR_OFF_NX_PRO","pro手柄"
"##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™手柄布局"
"##SETTINGS_CONTROLLER_LAYOUT_NX_PRO","pro手柄布局"
"##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™手柄蜂鸣"
"##SETTINGS_CONTROLLER_VIBRATION_NX_PRO","pro手柄振动"
"##SETTINGS_ENABLE_GAMEPAD","启用游戏手柄"
"##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™手柄提示风格"
"##SETTINGS_CONTROLLER_PROMPT_TYPE_NX_PRO","pro手柄提示风格"
"##SETTINGS_GAMEPAD_SPEED_UP_NX","右键：加快游戏速度"
"##SETTINGS_GAMEPAD_SPEED_DOWN_NX","左键：减缓游戏速度"
"##SETTINGS_GAMEPAD_GAME_MENU_NX","下键：打开游戏菜单"
"##SETTINGS_GAMEPAD_TOP_BAR_NX","上键：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™Network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。"
"##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","需要登录PlayStation™Network。"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TITLE","Steam奖励已解锁！"
"#ANNOUNCEMENT_STEAM_INCENTIVE_TEXT","感谢您加入Steam抢先体验！祝您玩的开心。如果您愿意，可以通过游戏内bug反馈器向我们发送反馈和bug报告，帮助我们进一步改进游戏！"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTITLE_1","奖励：Steam旗帜符号"
"#ANNOUNCEMENT_STEAM_INCENTIVE_SUBTEXT_1","将这个似曾相识的符号高举在你的聚居地上方，让人们知道你已经加入了Steam抢先体验。"
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTITLE_2","奖励：专家“巴伦”"
"#ANNOUNCEMENT_BARON_INCENTIVE_SUBTEXT_2","我们的一周年纪念专家“巴伦”会帮你打败敌人。他在新游戏一开始就可用。"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TITLE","Epic奖励已解锁！"
"#ANNOUNCEMENT_EPIC_INCENTIVE_TEXT","感谢您参与Epic Store抢先体验！通过游戏内部bug追踪器将您的反馈和bug报告发送给我们，帮助我们更好地完善游戏，并享受Surviving the Aftermath！"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTITLE_1","奖励：Epic旗帜符号"
"#ANNOUNCEMENT_EPIC_INCENTIVE_SUBTEXT_1","将这个似曾相识的符号高举在你的聚居地上方，让人们知道你已经加入了Epic Store抢先体验。"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TITLE","Xbox奖励已解锁！"
"#ANNOUNCEMENT_XBOX_INCENTIVE_TEXT","感谢您与我们一起参与Xbox游戏预览！通过游戏内工具发送您的反馈，帮助进一步改进游戏，并享受Surviving the Aftermath！"
"#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。"
"#SAVE_NO_DISK_SPACE_AVAILABLE","存储失败——空间不足"
"#PREGAME_TUTORIAL_DESC_1","你即将进入浩劫后的世界，在这里创造新的开始无疑是一种挑战。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_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_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_EFFECT_00","气候温和湿润"
"#PREGAME_EFFECT_02","气候和湿度适中"
"#PREGAME_EFFECT_04","气候炎热干燥"
"#PREGAME_EFFECT_ENVIRONMENT_1_B","肥沃的土壤：40%"
"#PREGAME_EFFECT_ENVIRONMENT_2_B","肥沃的土壤：25%"
"#PREGAME_EFFECT_ENVIRONMENT_3_B","肥沃的土壤：10%"
"#PREGAME_DESCRIPTION_02","事件发生不久后，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_OPTION_04","最坏的已经过去了，是时候重建了"
"#PREGAME_OPTION_05","世界充满危险，但我们终将成功"
"#PREGAME_OPTION_06","浩劫不息，探索不止"
"#PREGAME_EFFECT_06","灾难偶发"
"#PREGAME_EFFECT_08","灾难常见"
"#PREGAME_EFFECT_10","灾难频繁"
"#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_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_OPTION_04_ALT1","最坏的已经过去了，是时候重建了"
"#PREGAME_OPTION_05_ALT1","世界仍然充满危险，但我们会挺过去的"
"#PREGAME_OPTION_06_ALT1","浩劫仿佛从未结束"
"#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_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_EFFECT_12","初始资源丰富"
"#PREGAME_EFFECT_14","初始资源一般"
"#PREGAME_EFFECT_16","初始资源稀少"
"#PREGAME_IDEOLOGY_DESCRIPTION","对于这样的大灾变，没有相应的生存指南。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。究竟选择哪条路线需要一定的指引。你是一位什么样的领导者？"
"#PREGAME_IDEOLOGY_OPTION_0","生存主义者"
"#PREGAME_IDEOLOGY_OPTION_1","实业家"
"#PREGAME_IDEOLOGY_OPTION_2","守护者"
"#PREGAME_EFFECT_IDEOLOGY_0","科技重点：生存和效率"
"#PREGAME_EFFECT_IDEOLOGY_1","科技重点：大规模生产"
"#PREGAME_EFFECT_IDEOLOGY_2","科技重点：健康和安全"
"#PREGAME_DESCRIPTION_08","生活并不公平，不过有的时候，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，但你总会感觉到冥冥之中，有人守望。"
"#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_30","简单：轻松休闲的体验"
"#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_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_IDEOLOGY_SUMMARY_FIELD","意识形态"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_0","生存主义者"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_1","实业家"
"#PREGAME_IDEOLOGY_SUMMARY_FIELD_TEXT_2","守护者"
"#PREGAME_SUMMARY_FIELD_05_TEXT_01","简单"
"#PREGAME_SUMMARY_FIELD_05_TEXT_02","中等"
"#PREGAME_SUMMARY_FIELD_05_TEXT_03","困难"
"#SETTINGS_KEY_BINDING_MILESTONE_MENU","里程碑菜单"
"#PREGAME_CATEGORY_PROLOGUE","序幕"
"#PREGAME_PROLOGUE_DESC","继续"
"#PREGAME_PROLOGUE","现代文明已不复存在。彼时超级大国间你争我夺，为了权力和意识形态打得不可开交。他们一心想要争权夺利，丝毫没有注意到灾难即将来临，等他们明白过来，已经为时过晚。\n\n数千颗彗星飞入太阳系，巨型天体坠入大气层，天空下起火雨。地球上的城市被夷为平地，取而代之的是一大片不毛之地。随着国家的消失，为争夺废弃资源，残存的派系之间爆发旷日持久的战争，最后军队伤亡殆尽。\n\n我们是最后一批幸存者。在这个名为“劫后余生”的年代里，我们要寻找新的家园，寻找新的开始。"
"#PREGAME_PREPARATIONS","幸存者"
"#PREGAME_TUTORIAL_SHORT_1","教程开启"
"#PREGAME_TUTORIAL_SHORT_2","教程关闭"
"#PREGAME_CHALLENGE_SHORT_1","最糟糕的时刻已经过去"
"#PREGAME_CHALLENGE_SHORT_2","未来危机四伏"
"#PREGAME_CHALLENGE_SHORT_3","大灾变仍在持续"
"#PREGAME_SUMMARY_PREPARATIONS","末日准备者"
"#PREGAME_DESCRIPTION_ENVIRONMENT","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已经伤痕累累，干涸的放射性天坑随处可见。放眼望去，整个世界满目疮痍。"
"#PREGAME_TOPIC_QUICK_START","快速开始"
"#PREGAME_COLONISTS_01","幸存者很多"
"#PREGAME_COLONISTS_02","幸存者有限"
"#PREGAME_COLONISTS_03","幸存者极少"
"#PREGAME_EFFECT_FERTILE_HIGH","肥沃的土壤分布广阔"
"#PREGAME_EFFECT_FERTILE_MID","肥沃和贫瘠土地分布均衡"
"#PREGAME_EFFECT_FERTILE_LOW","贫瘠和干旱土地占大多数"
"#BUTTON_RANDOMIZE_NAME_02","随机命名"
"#BUTTON_RANDOMIZE_MOTTO_02","随机格言"
"#PREGAME_DESCRIPTION_CATASTROPHES","灾难仍在各大洲肆虐。极端天气条件和自然灾害已经成为常态。是否应该满足于现状？还是应该继续深入荒地探索？"
"#PREGAME_DESCRIPTION_STARTING_RESOURCES","随着时间的推移，在荒地中收集资源变得愈加困难和危险。残存的资源通常已经遭到污染，或是早已损坏。我们靠生存技能和运气度过了难关，期间也遇到了其他幸存者团体。"
"#PREGAME_RESOURCES_OPTION_HIGH","加入其他团体很有帮助"
"#PREGAME_RESOURCES_OPTION_MID","谨慎选择相信谁"
"#PREGAME_RESOURCES_OPTION_LOW","信任代价太高，我们无法承受"
"#PARADOX_READ_TERMS_02","阅读《使用条款》"
"#PREGAME_DESCRIPTION_CHALLENGE","浩劫之后的世界，危险无处不在，每一个决定都可能事关生死。每个人都体会过绝望，也曾想过要放弃。但从现在开始，一切将由我们掌控。我们决定自己的命运，选择前行道路的困难程度。"
"#PREGAME_EFFECT_STARTING_RESOURCES_HIGH","初始资源丰富"
"#PREGAME_EFFECT_STARTING_RESOURCES_MED","初始资源一般"
"#PREGAME_EFFECT_STARTING_RESOURCES_LOW","初始资源稀少"
"#PREGAME_DESCRIPTION_IDEOLOGY","荒地上没有对错之分。唯一重要的就是生存。每个能走到这一步的人都亲手做过、或是亲眼目睹过一些难以启齿的事情。但沉溺过去不利于建设美好的未来。让我们放下过去，选择前进的道路。"
"#PREGAME_IDEOLOGY_OPTION_SURVIVAL","信赖基本的生存技能"
"#PREGAME_IDEOLOGY_OPTION_PROGRESS","追求进步和技术"
"#PREGAME_IDEOLOGY_OPTION_PROTECT","照顾和保护人民"
"#PREGAME_EFFECT_IDEOLOGY_SURVIVAL","科技重点：生存和效率"
"#PREGAME_EFFECT_IDEOLOGY_PROGRESS","科技重点：大规模生产"
"#PREGAME_EFFECT_IDEOLOGY_PROTECT","科技重点：健康和安全"
"#PREGAME_DESCRIPTION_FLAG","殖民地内应该树立一面旗帜，为我们的朋友带去希望的讯息，让敌人闻风丧胆。"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_DE","Ultimate Colony"
"#ANNOUNCEMENT_PATCHNOTES_DE_TITLE","内容"
"#ANNOUNCEMENT_PATCHNOTES_DE_DESC","感谢购买Ultimate Colony Upgrade！该Surviving the Aftermath特别版本包含带独特奖励的长篇任务线、新的无线电台，以及主题鲜明的聚居地旗帜。“扩展通行证”包含日后将会发布的前三个完整版DLC。"
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_SUBTITLE","扩展通行证"
"#ANNOUNCEMENT_PATCHNOTES_DE_PASS_TEXT","前三个完整版DLC包含在“扩展通行证”之中，它们将以不同的方式探索、延伸游戏末世主题，为游戏玩法带来更多层次和深度。具体内容会在每次更新发布前公布。"
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_SUBTITLE","命中注定"
"#ANNOUNCEMENT_PATCHNOTES_DE_QUEST_TEXT","《命中注定》是Ultimate Colony版本独有的任务线，故事围绕大灾变发生前的一项计划展开。穿越层层迷雾，揭开尘封往事。"
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_SUBTITLE","专属任务奖励"
"#ANNOUNCEMENT_PATCHNOTES_DE_REWARDS_TEXT","《命中注定》任务线的奖励同样是独家定制，有机会招募Ultimate Colony中独有的全新专家，还能解锁新科技，以及全新聚居地建筑选项。"
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_SUBTITLE","电台频道：辐射电台"
"#ANNOUNCEMENT_PATCHNOTES_DE_RADIO_TEXT","全新“辐射电台”频道新增16首全新音轨，让您在管理末世聚居地时享受音乐。你可通过游戏内的“电台菜单”收听。"
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_SUBTITLE","旗帜"
"#ANNOUNCEMENT_PATCHNOTES_DE_SYMBOLS_TEXT","全新《命中注定》主题旗帜符号已加入聚居地旗帜和横幅部分。以全新方式自定义聚居地外观，在荒原上骄傲地挥舞Ultimate Colony版本的专属横幅。"
"#ANNOUNCEMENT_FOUNDER_TITLE","创始人包奖励已解锁！"
"#ANNOUNCEMENT_FOUNDER_TEXT","由于您在Surviving the Aftermath中展现出一往无前的精神，您也因此解锁额外奖励！特此奉上包含精选专属内容的创始人包，希望您能够继续享受游戏。"
"#ANNOUNCEMENT_FOUNDER_STATUE","探路者雕塑"
"#ANNOUNCEMENT_FOUNDER_STATUE_DESC","这座装饰雕塑代表着创始人坚韧不拔的精神，您作为初代居民，面对艰难险阻一路披荆斩棘。"
"#ANNOUNCEMENT_FOUNDER_RADIO","内陆无线电"
"#ANNOUNCEMENT_FOUNDER_RADIO_DESC","全新独家电台，拥有10首音轨，带有独特西部风格。"
"#ANNOUNCEMENT_FOUNDER_FLAG","探路者旗帜符号"
"#ANNOUNCEMENT_FOUNDER_FLAG_DESC","三个符号，象征着勇气与毅力，用来装饰聚居地旗帜和游戏内横幅。"
"#SETTINGS_VOICE_VOLUME","语音音量"
"#POPULATION","人口"
"#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_BALANCE","净产量"
"#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材"
"#RESOURCE_FOOD","食物"
"#RESOURCE_METAL","金属"
"#RESOURCE_ENERGY","能源"
"#RESOURCE_WATER","水"
"#RESOURCE_PARTS","零件"
"#RESOURCE_FIREWOOD","木柴"
"#RESOURCE_CONCRETE","混凝土块"
"#RESOURCE_WEAPONS","武器"
"#RESOURCE_FUEL","燃料"
"#RESOURCE_PLASTIC","塑料"
"#RESOURCE_COMPONENTS","部件"
"#RESOURCE_ELECTRONICS","电子元件"
"#RESOURCE_POLLUTION","污染"
"#RESOURCE_RARE","稀有金属"
"#RESOURCE_RARE_DESC","生产<mark>部件</mark>和<mark>电子产品</mark>的原材料。"
"#RESOURCE_FISH","鱼"
"#RESOURCE_MEAT","肉"
"#RESOURCE_VENISON","野味"
"#RESOURCE_BERRIES","浆果"
"#RESOURCE_POTATO","土豆"
"#RESOURCE_CORN","玉米"
"#RESOURCE_TOMATO","西红柿"
"#DEPOSIT_PLANK","木材"
"#DEPOSIT_CONRETE_LARGE","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","核废料"
"#DEPOSIT_PLANK_LARGE","木屋废墟"
"#DESC_DEPOSIT_PLANK_LARGE","一间旧木屋的残骸，有许多<mark>木材</mark>待人搜寻。\n\n可用储备区或专家搜寻。"
"#DEPOSIT_OIL_BARRELS","油桶"
"#DESC_DEPOSIT_OIL_BARRELS","装满各种废物油料的大桶，可加工为燃料。"
"#DEPOSIT_UNDERGROUND_METAL","地下金属"
"#DESC_DEPOSIT_UNDERGROUND_METAL","掩埋的金属堆积物只能使用<mark>金属提取机</mark>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<mark>塑料提取机</mark>获取。"
"#DEPOSIT_UNDERGROUND_CONCRETE","地下废墟"
"#DESC_DEPOSIT_UNDERGROUND_CONCRETE","掩埋的废墟只能使用<mark>混凝土块提取机</mark>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_RICHNESS_LOW","丰度：低"
"#DEPOSIT_RICHNESS_MEDIUM","丰度：中"
"#DEPOSIT_RICHNESS_HIGH","丰度：高"
"#DEPOSIT_RICHNESS","丰度{0}"
"#TOPIC_ALARM_STATE","警报"
"#DESC_ALARM_STATE","使整个聚居地进入警戒状态。\n居民会跑动寻找掩护，站岗守卫和专家会在大面积范围内攻击敌人。导致聚居地范围的幸福度降低。"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED","前哨已就位"
"#NOTIFICATION_WORLD_MAP_OUTPOST_COMPLETED_DESC","新前哨已建造完成"
"#DESC_TOPIC_SETTLER","开拓者通过开包行李和建造营地开启了一个新的聚居地。可从建筑菜单中选择建造营地。"
"#RESOURCE_RUBBLE","混凝土块"
"#RESOURCE_RUBBLE_DESC","一种可以提炼成混凝土的原材料。"
"#TOOLTIP_RUBBLE_BOX","混凝土块"
"#TOOLTIP_RUBBLE_BOX_CONTENT","一箱混凝土块。"
"#ALARM_YELLOW","封锁"
"#ALARM_YELLOW_DESC","居民跑动寻找掩护。\n站岗守卫和专家会在大面积范围内攻击敌人。\n导致聚居地范围的幸福度降低。"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED","一支来自前哨的车队抵达了"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_DESC","资源被送到营地"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY","几支车队已到达"
"#NOTIFICATION_WORLD_MAP_CONVOY_ARRIVED_MANY_DESC","资源被送到营地"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED","来自前哨的幸存者抵达"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_DESC","{0}名幸存者加入了聚居地"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED","专家已治愈"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_DESC","专家的伤口已经完全康复"
"#NOTIFICATION_WORLD_MAP_COLONIST_CONVOY_ARRIVED_MANY","来自前哨的多个幸存者团队已抵达"
"#NOTIFICATION_WORLD_MAP_TEAM_HEALED_MANY","多个专家已完全治愈"
"#TOPIC_HEALING","治疗中"
"#TOPIC_STAT_TRADE_VALUE","贸易额"
"#TOPIC_STAT_POLLUTION","污染"
"#TOPIC_STAT_RESILIENCE","恢复力"
"#TOPIC_STAT_EFFORT","气力"
"#TOPIC_STAT_GROWTH_RATE","生长速度"
"#TOPIC_STAT_YIELD","产出"
"#TOPIC_STAT_VEGE_NUTRITION","植物营养"
"#TOPIC_STAT_MEAT_NUTRITION","肉类营养"
"#TOPIC_STAT_HUNGER_FILL","饱腹度"
"#TOPIC_MEAT_PER_ANIMAL","每只动物的肉"
"#TOPIC_WATER_PER_ANIMAL","耗水量"
"#TOPIC_SIDE_PRODUCT","副产品"
"#TOPIC_STAT_SIZE","尺寸"
"#TOPIC_STAT_BREEDING_SPEED","繁殖速度"
"#TOPIC_STAT_DURABILITY","耐用性"
"#TOPIC_STAT_EFFICIENCY","效率"
"#TOPIC_STAT_DAMAGE","力量"
"#TOPIC_STAT_PROTECTION","防护"
"#TOPIC_STAT_WEIGHT","重量"
"#TOPIC_NOT_ACQUIRED","未获得"
"#ENTERTAINMENT_VALUE","娱乐值"
"#TOPIC_COMFORT","舒适"
"#TOPIC_WELFARE","福利"
"#TOPIC_COMFORT_DESC","照顾居民的需求能让他们在不断发展的聚居地里保持快乐。"
"#TOPIC_WELFARE_DESC","居民的状况影响聚居地的福利。"
"#TOPIC_ENTERTAINMENT_HAPPINESS_DESC","在较大的聚居地，人们期望的不仅仅是生存。娱乐使人们保持快乐且高效。"
"#NOTIFICATION_COLONISTS_LEAVE_WARNING","{0}不开心的居民威胁说要离开"
"#NOTIFICATION_COLONISTS_LEAVE_WARNING_DESC","离开天数倒计时：{0}"
"#NOTIFICATION_COLONISTS_LEFT","{0}名居民离开了聚居地"
"#NOTIFICATION_COLONISTS_LEFT_DESC","聚居地幸福度未能及时提高"
"#NOTIFICATION_COLONISTS_STAY","所有居民都决定留下"
"#NOTIFICATION_COLONISTS_STAY_DESC","聚居地幸福度已充分提高"
"#TOPIC_NEEDS","需求"
"#TOPIC_OVERALL_HAPPINESS","总体幸福度"
"#TOPIC_ENTERTAINMENT_HAPPINESS","娱乐"
"#TOOLTIP_ENTERTAINMENT_HAPPINESS","娱乐能提高居民的幸福度。\n\n如果聚居地没有足够的娱乐建筑，居民就没法减压和加强社会关系。这会引起不安和焦虑。"
"#TOOLTIP_ENTERTAINMENT_VALUE","娱乐数值是指一座建筑能够娱乐多少殖民者。这种数值首先用于治疗遭受焦虑或不安困扰的殖民者。剩余的部分会分给其他殖民者，让他们从中获得乐趣。\n\n聚居地中的每一种新的娱乐建筑都会获得各种加成，因为殖民者喜欢做不同类型的活动。"
"#RESOURCE_ENERGY_STORAGE","能源储备"
"#RESOURCE_ENERGY_BALANCE","能源净产量"
"#RESOURCE_ENERGY_DESC","电力单位。\n\n发电站生产电力，并将之储存在<mark>电池</mark>中，许多高端建筑都需要电力。"
"#RESOURCE_WATER_STORAGE","水储备"
"#RESOURCE_WATER_BALANCE","水净产量"
"#RESOURCE_WATER_DESC","居民需要<quad name=Water><mark>水</mark>才能生存。\n\n如果居民无法获取<mark>水</mark>，就会感到干渴，并最终死于<mark>脱水</mark>。"
"#MENU_DESC_OTHER","各式各样的资源。\n\n很少使用但仍很重要的聚居地资源。"
"#RESOURCE_SCIENCE_DESC","积累知识，用于解锁<mark>科技树</mark>中的新科技。\n\n只能在<mark>世界地图</mark>上寻找和生产。"
"#RESOURCE_RESEARCH","科学点数"
"#RESOURCE_RESEARCH_DESC","积累知识，用于解锁<mark>科技树</mark>中的新科技。\n\n只能在<mark>世界地图</mark>上寻找和生产。"
"#RESOURCE_CURRENCY","汇率"
"#RESOURCE_CURRENCY_DESC","货币形式。\n\n旧世界的银币，用于<mark>贸易</mark>。"
"#RESOURCE_POLLUTION_DESC","危险污染物，存放在相对安全的容器中。\n\n可安全储存于<mark>废料箱</mark>中。"
"#RESOURCE_ENTERTAINMENT","娱乐箱"
"#RESOURCE_ENTERTAINMENT_DESC","旧世界遗留的各种稀有产品，<mark>娱乐建筑</mark>不可或缺的材料。\n\n只能在<mark>世界地图</mark>中找到和生产。"
"#RESOURCE_IODINE","碘丸"
"#RESOURCE_IODINE_DESC","治疗物品。\n\n能够吸收辐射的含碘药丸，可用于治疗<mark>辐射病</mark>。使用碘丸能够大幅提升治愈速度。"
"#RECIPE_IODINE","碘丸"
"#RECIPE_IODINE_DESC","治疗物品。\n\n鱼体内天然存在的碘可以用来制成碘丸，碘丸有助于治疗<mark>辐射病</mark>。服用碘丸可大幅加快治疗速度。"
"#RESOURCE_ANTIBIOTICS","抗生素"
"#RESOURCE_ANTIBIOTICS_DESC","治疗物品。\n\n治愈<mark>感染</mark>的有效途径。使用抗生素能够大幅提升感染治愈速度。"
"#RECIPE_ANTIBIOTICS","抗生素"
"#RECIPE_ANTIBIOTICS_DESC","治疗物品。\n\n抗生素用于治疗<mark>感染</mark>，可以利用油的抗生素特性制成。使用抗生素可以大幅加快治疗速度。"
"#RESOURCE_MEDICINE","药品"
"#RESOURCE_MEDICINE_DESC","治疗物品。\n\n一小包用于治疗<mark>伤口</mark>的基本医疗用品。使用药物能够大幅提升愈合速度。"
"#RECIPE_MEDICINE","药品"
"#RECIPE_MEDICINE_DESC","治疗物品。\n\n药物有助于治疗<mark>伤病</mark>，可以利用大豆的天然止痛特性制成。使用药物可大幅加快治疗速度。"
"#RESOURCE_HERBAL","草药"
"#RESOURCE_HERBAL_DESC","简单的自然疗法，可作为应对多种疾病的原料。但无法单独发挥治疗作用。"
"#RECIPE_HERBAL","草药"
"#RECIPE_HERBAL_DESC","简单的自然疗法，可作为应对多种疾病的原料。但无法单独发挥治疗作用。"
"#RESOURCE_MEDICINALHERB","草药"
"#RESOURCE_MEDICINALHERB_DESC","不可食用，只能在<mark>温室</mark>里种植。可以用来制作<quad name=Herbal><mark>草药</mark>。"
"#RESOURCE_MEDICINALHERB_SEED","种子：药草"
"#DESC_FOOD_MEDICINALHERB","不可食用，只能在<mark>温室</mark>里种植。可以用来制作<quad name=Herbal><mark>草药</mark>。"
"#RESOURCE_MEDS_DESC","各种医疗产品。\n\n用于治疗居民<mark>外伤、辐射病、感染等疾病</mark>。"
"#RESOURCE_SCRAP","废旧物"
"#RESOURCE_SCRAP_DESC","有用的废弃碎片，可以变成各种物品。通过建造<mark>废料站</mark>从金属沉积物中搜寻。"
"#RESOURCE_FIBER","布料"
"#RESOURCE_FIBER_DESC","多张布料，面积和强度足够制成<quad name=Cloth><mark>衣物</mark>。"
"#RESOURCE_DEBRIS","废料"
"#RESOURCE_DEBRIS_DESC","可加工材料。\n\n杂乱的金属碎片，可由废料站分拣和清洗，制成<quad name=Metal><mark>金属</mark>或<quad name=Scrap><mark>废旧物</mark>。"
"#RESOURCE_TRASH","垃圾"
"#RESOURCE_TRASH_DESC","可加工物品。\n\n老旧垃圾，可由<mark>回收站</mark>分拣和清洗，制成可使用的<quad name=Plastic><mark>塑料</mark>。"
"#RESOURCE_WOOD_DESC","可加工材料。\n\n砍伐获得的树干可在<mark>伐木场</mark>或<mark>锯木厂</mark>加工为<quad name=Plank><mark>木材</mark>。"
"#RESOURCE_PLANK_DESC","在<mark>伐木场</mark>或<mark>锯木厂</mark>生产的基本建筑材料。"
"#RESOURCE_METAL_DESC","通过建造<mark>废料站</mark>从金属沉积物中搜寻的高级建筑材料。"
"#RESOURCE_PLASTIC_DESC","用<mark>回收站</mark>从塑料沉积物中搜寻的基本建筑材料。"
"#RESOURCE_FIREWOOD_DESC","用来为聚居地供热和烹饪食材的资源。在<mark>伐木篷</mark>加工。"
"#RESOURCE_CONCRETE_DESC","高级建筑材料，可以通过建造<mark>混凝土搜寻器</mark>用碎石制成。"
"#RESOURCE_FLAX","亚麻"
"#DESC_FOOD_FLAX","种植亚麻是为了获取布料而非食物，收获布料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"
"#RESOURCE_ELECTRONICS_DESC","高端材料，用于使用<quad name=Energy><mark>能源</mark>的最为先进的建筑。"
"#RECIPE_ELECTRONICS","电子元件"
"#RECIPE_ELECTRONICS_DESC","高端材料，用于使用<quad name=Energy><mark>能源</mark>的最为先进的建筑。"
"#RESOURCE_PARTS_DESC","高端机械零件，用于高级建筑和物品。由<mark>修理厂</mark>加工。"
"#RESOURCE_COMPONENT","部件"
"#RESOURCE_COMPONENT_DESC","高级建筑材料，用于建造生产或消耗<quad name=Energy><mark>能源</mark>的建筑。"
"#RECIPE_COMPONENT","部件"
"#RECIPE_COMPONENT_DESC","加工资源。\n\n用于建造生产或消耗<quad name=Energy><mark>能源</mark>的建筑。"
"#RESOURCE_SUNFLOWER","向日葵"
"#DESC_FOOD_SUNFLOWER","不可食用的作物，是加工<quad name=Oil><mark>油料</mark>所需的原料。"
"#RESOURCE_SUNFLOWER_DESC","不可食用的作物，是加工<quad name=Oil><mark>油料</mark>所需的原料。"
"#RESOURCE_OIL","燃油"
"#RESOURCE_OIL_DESC","油料是<mark>精炼厂</mark>加工燃料所必需的原料。可利用<quad name=Sunflower><mark>向日葵</mark>作物提炼油料。"
"#RESOURCE_FUEL_DESC","一种高端可燃液体，用于车辆<mark>维修</mark>。"
"#RESOURCE_BREAD","面包"
"#RESOURCE_BREAD_DESC","高品质食品。\n\n面包生产于<mark>面包房</mark>，食用面包可长时间消除饥饿感，但营养不够丰富。"
"#RECIPE_BREAD","面包"
"#RECIPE_BREAD_DESC","高品质食品。\n\n面包生产于<mark>面包房</mark>，食用面包可长时间消除饥饿感，但营养不够丰富。"
"#RECIPE_CINNAMON_BUN","肉桂面包"
"#RECIPE_CINNAMON_BUN_DESC","高品质食物。\n\n生产于<mark>面包房</mark>。尽管肉桂的来源充满了神秘感，但这种令人怀念过往的神奇食物，势必会提振人心。"
"#RECIPE_BEETLE_BREAD","甲虫面包"
"#RECIPE_BEETLE_BREAD_DESC","高品质食物。\n\n生产于<mark>面包房</mark>。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<quad name=Insect><mark>昆虫</mark>揉进生面团里进行烘焙。吃起来真的嘎嘣脆！"
"#RESOURCE_CINNAMONBUN","肉桂面包"
"#RESOURCE_CINNAMONBUN_DESC","高品质食物。\n\n生产于<mark>面包房</mark>。尽管肉桂的来源充满了神秘感，但这种令人怀念过往的神奇食物，势必会提振人心。"
"#RESOURCE_BEETLEBREAD","甲虫面包"
"#RESOURCE_BEETLEBREAD_DESC","高品质食物。\n\n生产于<mark>面包房</mark>。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<quad name=Insect><mark>昆虫</mark>揉进生面团里进行烘焙。吃起来真的嘎嘣脆！"
"#RESOURCE_FLOUR","面粉"
"#RESOURCE_FLOUR_DESC","面粉不能生吃，不过<mark>面包房</mark>可将其用作面包的原材料。由<quad name=Wheat><mark>小麦</mark>在<mark>磨坊</mark>加工而成。"
"#RESOURCE_WHEAT_DESC","一种不可食用的谷物，因其巨大的加工潜力而闻名。生长速度较快，但只有在<mark>磨坊</mark>加工成<quad name=Flour><mark>面粉</mark>后才能食用。"
"#RESOURCE_WHEAT","小麦"
"#DESC_FOOD_WHEAT","一种不可食用的谷物，因其巨大的加工潜力而闻名。生长速度较快，但只有在<mark>磨坊</mark>加工成<quad name=Flour><mark>面粉</mark>后才能食用。"
"#RESOURCE_BUFFALOWORMS","水牛虫"
"#DESC_FOOD_BUFFALOWORMS","生的昆虫。\n\n水牛虫从乳白色变成黄色时即可收获，它们生长十分缓慢，不过产量却很大。"
"#RESOURCE_BUFFALOWORMS_DESC","生的昆虫。\n\n水牛虫从乳白色变成黄色时即可收获，它们生长十分缓慢，不过产量却很大。"
"#RESOURCE_COCKROACHES","蟑螂"
"#RESOURCE_COCKROACHES_DESC","生的昆虫。\n\n蟑螂有敏锐的感官，自然免疫系统强大，外壳坚固，因此堪称生存能力最强的昆虫之一。"
"#DESC_FOOD_COCKROACHES","生的昆虫。\n\n蟑螂有敏锐的感官，自然免疫系统强大，外壳坚固，因此堪称生存能力最强的昆虫之一。"
"#RESOURCE_CRICKETS","蟋蟀"
"#RESOURCE_CRICKETS_DESC","生的昆虫。\n\n蟋蟀是一种营养丰富的常见可食用昆虫，可迅速生长至成熟大小，而且相比之下产量较高。"
"#DESC_FOOD_CRICKETS","生的昆虫。\n\n蟋蟀是一种营养丰富的常见可食用昆虫，可迅速生长至成熟大小，而且相比之下产量较高。"
"#RESOURCE_MEALWORMS","面包虫"
"#RESOURCE_MEALWORMS_DESC","生的昆虫。\n\n<mark>面包虫</mark>是甲虫的幼虫，生长速度适中，产量较高。"
"#DESC_FOOD_MEALWORMS","生的昆虫。\n\n<mark>面包虫</mark>是甲虫的幼虫，生长速度适中，产量较高。"
"#RESOURCE_WAXWORMS","蜡虫"
"#DESC_FOOD_WAXWORMS","生的昆虫。\n\n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。"
"#RESOURCE_WAXWORMS_DESC","生的昆虫。\n\n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。"
"#RESOURCE_PEANUT","花生"
"#RESOURCE_PEANUT_DESC","生的蔬菜。\n\n花生埋在土壤中，藏在自然形成的保护层中，能很好地抵御灾难。\n\n可在<mark>温室</mark>里种植。"
"#DESC_FOOD_PEANUT","生的蔬菜。\n\n花生埋在土壤中，藏在自然形成的保护层中，能很好地抵御灾难。\n\n可在<mark>温室</mark>里种植。"
"#RESOURCE_SOYBEAN","大豆"
"#DESC_FOOD_SOYBEAN","生的蔬菜。\n\n大豆易于种植且产量高。能为大型社区提供补给，但极易枯萎。"
"#RESOURCE_SOYBEAN_DESC","生的蔬菜。\n\n大豆易于种植且产量高。能为大型社区提供补给，但极易枯萎。"
"#RESOURCE_CARROT","胡萝卜"
"#DESC_FOOD_CARROT","生的蔬菜。\n\n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。"
"#RESOURCE_CARROT_DESC","生的蔬菜。\n\n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。"
"#RESOURCE_CABBAGE","卷心菜"
"#DESC_FOOD_CABBAGE","生的蔬菜。\n\n卷心菜易于栽培、种植和收割，是农民在经历浩劫后的理想选择。"
"#RESOURCE_CABBAGE_DESC","生的蔬菜。\n\n卷心菜易于栽培、种植和收割，是农民在经历浩劫后的理想选择。"
"#RESOURCE_CORN_DESC","生的蔬菜。\n\n玉米生长较快，可以在短时间内少量收获多次。"
"#DESC_FOOD_CORN","生的蔬菜。\n\n玉米生长较快，可以在短时间内少量收获多次。"
"#RESOURCE_POTATO_DESC","生的蔬菜。\n\n土豆可提供可观的收成。由于土豆的可食用部分位于地下，因此即使面临灾难也不容易枯萎。"
"#DESC_FOOD_POTATO","生的蔬菜。\n\n土豆可提供可观的收成。由于土豆的可食用部分位于地下，因此即使面临灾难也不容易枯萎。"
"#RESOURCE_MILK","牛奶"
"#DESC_FOOD_MILK","<mark>奶牛</mark>所产的牛奶可增强牛犊和人类的体质。可用作食物或原材料。"
"#RESOURCE_EGG","鸡蛋"
"#DESC_FOOD_EGG","<mark>鸡</mark>下的蛋，可用作食物或原材料。"
"#RESOURCE_FISH_DESC","生肉。\n\n本地出产的鱼，可直接从池塘捕获，这类鱼是早期补充必要脂肪和蛋白质的理想之选。"
"#DESC_FOOD_FISH","生肉。\n\n本地出产的鱼，可直接从池塘捕获，这类鱼是早期补充必要脂肪和蛋白质的理想之选。"
"#RESOURCE_VENISON_DESC","生肉。\n\n一种肉食，狩猎聚居地附近的小型野兽即可获得。"
"#DESC_FOOD_VENISON","生肉。\n\n一种肉食，狩猎聚居地附近的小型野兽即可获得。"
"#RESOURCE_PRIMEMEAT","主要肉食"
"#DESC_FOOD_PRIMEMEAT","生肉。\n\n高品质肉类，可通过在聚居地养殖牲畜或狩猎野兽获得。"
"#RESOURCE_PRIMEMEAT_DESC","生肉。\n\n高品质肉类，可通过在聚居地养殖牲畜或狩猎野兽获得。"
"#DESC_FOOD_BERRIES","生的蔬菜。\n\n聚居地周边生长的野生浆果，轻微变异，五彩缤纷。使用<mark>食物仓房</mark>的工作区收集浆果。"
"#RESOURCE_BERRIES_DESC","生的蔬菜。\n\n聚居地周边生长的野生浆果，轻微变异，五彩缤纷。使用<mark>食物仓房</mark>的工作区收集浆果。"
"#RESOURCE_EGG_DESC","<mark>鸡</mark>下的蛋，可用作食物或原材料。"
"#RESOURCE_MILK_DESC","<mark>奶牛</mark>所产的牛奶可增强牛犊和人类的体质。可用作食物或原材料。"
"#RESOURCE_MEALMIXED","混合膳食"
"#RECIPE_MEAL_MIXED_DESC","高品质食物。\n\n烹制的<quad name=Meat><mark>肉食</mark>和<quad name=Vegetable><mark>蔬菜</mark>，膳食营养均衡。"
"#RESOURCE_MEALMIXED_DESC","高品质食物。\n\n烹制的<quad name=Meat><mark>肉食</mark>和<quad name=Vegetable><mark>蔬菜</mark>，膳食营养均衡。"
"#RECIPE_MEAL_INSECT_NAME","昆虫餐"
"#RECIPE_MEAL_INSECTMEAL_DESC","高品质食物。\n\n昆虫餐是用所有可获得的<quad name=Insect><mark>昆虫</mark>制成的独特炖菜。昆虫是<quad name=Meat><mark>肉类</mark>的优质替代品。"
"#RESOURCE_MEALINSECT","昆虫餐"
"#RESOURCE_MEALINSECT_DESC","高品质食物。\n\n昆虫餐是用所有可获得的<quad name=Insect><mark>昆虫</mark>制成的独特炖菜。昆虫是<quad name=Meat><mark>肉类</mark>的优质替代品。"
"#RECIPE_MEAL_VEG_NAME","素餐"
"#RECIPE_MEAL_VEG_DESC","高品质食物。\n\n素餐是用所有可获得的<quad name=Vegetable><mark>蔬菜</mark>做成的美味炖蔬菜。"
"#RESOURCE_MEALVEG","素餐"
"#RESOURCE_MEALVEG_DESC","高品质食物。\n\n素餐是用所有可获得的<quad name=Vegetable><mark>蔬菜</mark>做成的美味炖蔬菜。"
"#RECIPE_MEAL_MEAT_NAME","肉餐"
"#RECIPE_MEAL_MEAT_DESC","高品质食物。\n\n肉餐是用各种<quad name=Meat><mark>鱼肉与牲畜肉</mark>烹制而成的一大份炖肉。"
"#RESOURCE_MEALMEAT","肉餐"
"#RESOURCE_MEALMEAT_DESC","高品质食物。\n\n肉餐是用各种<quad name=Meat><mark>牲畜肉</mark>与<quad name=Fish><mark>鱼肉</mark>烹制而成的一大份炖肉。"
"#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<mark>世界地图</mark>中找到。"
"#RESOURCE_PROTEINBARS","糖果"
"#RESOURCE_PROTEINBARS_DESC","高品质食品。\n\n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<mark>世界地图</mark>中找到。"
"#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<mark>世界地图</mark>中才能找到。"
"#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_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"
"#RESOURCE_FLAX_SEED","种子：亚麻"
"#RESOURCE_SUNFLOWER_SEED","种子：向日葵"
"#RESOURCE_SEED","种子"
"#DESC_FOOD_NONE","未选中食物。\n\n说明：\n\n<mark>产出</mark>：每个地块收获的食物量\n<mark>生长速度</mark>：长成所需时间\n<mark>适应能力</mark>：作物在灾难期间成熟所需时间\n<mark>饱腹度</mark>：饱腹程度\n<mark>营养</mark>：蔬菜或肉类的营养价值\n<mark>污染</mark>：居民食用后吸收的污染量\n<mark>交易价值</mark>：作物在交易中可换取的银币数量"
"#ITEM_TOOLS_1","基础工具"
"#ITEM_TOOLS_1_DESC","居民物品。\n\n用于挖掘、切割的工具，能够适度提高工作<mark>效率</mark>。"
"#RESOURCE_TOOLS","基础工具"
"#RESOURCE_TOOLS_DESC","居民物品。\n\n用于挖掘、切割的工具，能够适度提高工作<mark>效率</mark>。"
"#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，能够适度提高工作<mark>效率</mark>。"
"#ITEM_TOOLS_2","耐用工具"
"#ITEM_TOOLS_2_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提高工作<mark>效率</mark>。"
"#RESOURCE_TOOLS_2","耐用工具"
"#RESOURCE_TOOLS_2_DESC","居民物品。\n\n用于挖掘、切割的工具，能够显著提高工作<mark>效率</mark>。"
"#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，能够显著提高工作<mark>效率</mark>。"
"#ITEM_TOOLS_3","高级工具"
"#ITEM_TOOLS_3_DESC","居民物品。\n\n用于挖掘、切割的工具，能够大幅提高工作<mark>效率</mark>。"
"#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，能够大幅提高工作<mark>效率</mark>。"
"#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，能够大幅提高工作<mark>效率</mark>。"
"#ITEM_CLOTHES_1","基本衣物"
"#ITEM_CLOTHES_1_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，如<mark>寒冷</mark>和<mark>污染</mark>。"
"#RESOURCE_CLOTH","基本衣物"
"#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，如<mark>寒冷</mark>和<mark>污染</mark>。"
"#RECIPE_CLOTH_1_NAME","基本衣物"
"#RECIPE_CLOTH_1_DESC","居民物品。\n\n多层衣物，能够提供些许保护，抵御不利的自然环境，如<mark>寒冷</mark>和<mark>污染</mark>。"
"#ITEM_CLOTHES_2","结实衣物"
"#ITEM_CLOTHES_2_DESC","居民物品。\n\n一套改良衣物，耐久度更高，防护<mark>严寒</mark>和<mark>辐射</mark>的能力更强。"
"#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<mark>严寒</mark>和<mark>辐射</mark>的能力更强。"
"#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<mark>严寒</mark>和<mark>辐射</mark>的能力更强。"
"#ITEM_CLOTHES_3","防护衣物"
"#ITEM_CLOTHES_3_DESC","居民物品。\n\n一套适当绝缘的衣物，提供高级防护，可抵御<mark>寒冷</mark>和<mark>污染</mark>。"
"#RESOURCE_CLOTH_3","防护衣物"
"#RESOURCE_CLOTH_3_DESC","居民物品。\n\n一套适当绝缘的衣物，提供高级防护，可抵御<mark>寒冷</mark>和<mark>污染</mark>。"
"#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，可抵御<mark>寒冷</mark>和<mark>污染</mark>。"
"#ITEM_WEAPON_EMPTY_DESC","居民物品。\n\n粗糙的弓弩，伤害较低。所有<mark>守卫</mark>的默认武器。"
"#ITEM_WEAPON_1","猎枪"
"#ITEM_WEAPON_1_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。简单的步枪，伤害中等，射速低。"
"#RESOURCE_GUARD_RIFLE","猎枪"
"#RESOURCE_GUARD_RIFLE_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。简单的步枪，伤害中等，射速低。"
"#RECIPE_WEAPON_1_NAME","猎枪"
"#RECIPE_WEAPON_1_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。简单的步枪，伤害中等，射速低。"
"#ITEM_WEAPON_2","霰弹枪"
"#ITEM_WEAPON_2_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。一把可靠的<mark>霰弹枪</mark>，伤害高，射速低，可用于保卫聚居地。"
"#RESOURCE_GUARD_RIFLE_2","霰弹枪"
"#RESOURCE_GUARD_RIFLE_2_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。一把可靠的<mark>霰弹枪</mark>，伤害高，射速低，可用于保卫聚居地。"
"#RECIPE_WEAPON_2_NAME","霰弹枪"
"#RECIPE_WEAPON_2_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必需的火力。一把可靠的<mark>霰弹枪</mark>，伤害高，射速低，可用于保卫聚居地。"
"#ITEM_WEAPON_3","自动步枪"
"#ITEM_WEAPON_3_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必须的火力。火力强大，射速高，自动步枪是保卫聚居地的高级武器。"
"#RESOURCE_GUARD_RIFLE_3","自动步枪"
"#RESOURCE_GUARD_RIFLE_3_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必须的火力。火力强大，射速高，自动步枪是保卫聚居地的高级武器。"
"#RECIPE_WEAPON_3_NAME","自动步枪"
"#RECIPE_WEAPON_3_DESC","居民物品。\n\n武器，提供<mark>保卫</mark>聚居地所必须的火力。火力强大，射速高，自动步枪是保卫聚居地的高级武器。"
"#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<mark>土匪</mark>或<mark>野生动物</mark>攻入聚居地时拥有自卫能力。"
"#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_PIG","猪"
"#TOOLTIP_ANIMAL_PIG_CONTENT","驯养的农场动物。"
"#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","牲畜。\n\n普通鸡群，繁殖速度较快，可以很快填满农场，还可以稳定产出<quad name=Egg><mark>鸡蛋</mark>。\n\n需要在<mark>农场</mark>中繁殖。"
"#ANIMAL_SHEEP_NAME","羊"
"#ANIMAL_SHEEP_DESC","牲畜。\n\n羊不但可以产出肉，还能产出可制成<quad name=Fiber><mark>布料</mark>的羊毛。\n\n需要在<mark>农场</mark>中繁殖。"
"#ANIMAL_COW_NAME","牛"
"#ANIMAL_COW_DESC","牲畜。\n\n牛生长缓慢，最终会成为体型庞大、性格温顺的牲畜。长成后可产出<quad name=Milk><mark>牛奶</mark>。\n\n需要在<mark>农场</mark>中繁殖。"
"#ANIMAL_PIG_NAME","猪"
"#ANIMAL_PIG_DESC","牲畜。\n\n独具慧眼的居民通过驯养野猪获取了大量的<quad name=Meat><mark>肉类</mark>。\n\n需要在<mark>农场</mark>中繁殖。"
"#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_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"
"#DESC_DEPOSIT_WOOD","一棵树"
"#DESC_DEPOSIT_PLANK","随时可供收集的<quad name=Plank><mark>木材</mark>堆。\n\n可设置<mark>储备区</mark>以进行搜寻。"
"#DESC_DEPOSIT_CONRETE_LARGE","大型废墟，其中堆积着大量碎石，可在其中搜寻和加工碎石，将其制为<quad name=Concrete><mark>混凝土</mark>。\n\n可用<mark>混凝土搜寻器</mark>搜寻。"
"#DESC_DEPOSIT_CONRETE_SMALL","可收集的一小堆混凝土。\n\n可用<mark>储备区</mark>搜寻。"
"#DESC_DEPOSIT_DEBRIS","一堆金属残片。\n\n<mark>废料站</mark>可在其中搜寻<quad name=Metal><mark>金属</mark>和<quad name=Scrap><mark>废旧物</mark>。"
"#DESC_DEPOSIT_FOOD_SMALL","一片营养丰富的可食<quad name=Berries><mark>浆果</mark>。\n\n可用<mark>食物仓房</mark>收集。"
"#DESC_DEPOSIT_TRASH","一堆常见垃圾。\n\n<mark>回收站</mark>可在其中搜寻<quad name=Plastic><mark>塑料</mark>。"
"#DESC_DEPOSIT_POLLUTION","放射性<quad name=Pollution><mark>污染</mark>的沉积物，可能会向周围释放有毒物质。\n\n清理这片区域需要运转正常的<mark>环境站</mark>。"
"#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。\n\n无论是<quad name=Vegetable><mark>蔬菜</mark>，还是<quad name=Meat><mark>肉类</mark>，都是生存下去的必需品。"
"#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_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_NAME","姓名"
"#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"
"#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_RESEARCH_COST","研究成本"
"#OK","确定"
"#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_POPULATION","人口"
"#TOPIC_BUILDING","建筑"
"#TOPIC_WORKER_SLOTS","工人空位"
"#TOPIC_HAZARDS","危险"
"#TOPIC_TOGGLE_TIME","切换时间"
"#TOPIC_COLONISTS","居民"
"#TOPIC_ITEMS","物品"
"#TOPIC_MATERIALS","材料"
"#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。"
"#TOPIC_RESOURCE","资源"
"#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"
"#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"
"#TOPIC_SURVIVOR_GROUP_INFO","幸存者团体"
"#TOPIC_SURVIVOR_SUPPLIES","补给品"
"#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"
"#TOPIC_DAY","日"
"#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"
"#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"
"#TOPIC_SUMMARY_AVERAGE_CONSUMPTION","平均消耗量"
"#TOPIC_SUMMARY_AVERAGE_PRODUCTION","中产量"
"#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","每日产量"
"#TOPIC_SUMMARY_PER_DAY","{0}/天"
"#TOPIC_TOTAL","总计"
"#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"
"#TOPIC_SUMMARY_CHARTS","图表"
"#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！"
"#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）"
"#TOOLTIP_COLONY_VIEW","聚居地视角"
"#TOPIC_LOW","低"
"#TOPIC_HIGH","高"
"#TOPIC_NOTIFICATIONS","按键提示"
"#TOPIC_DISMISS","关闭"
"#TOPIC_OPEN_HELP_PAGE","阅读更多"
"#TOPIC_WORK_AREA_UNEXPLORED","无法放置工作区"
"#TOPIC_ELDERS","老人"
"#TOPIC_FREE_SHELTER_SLOTS_IN_COLONY","庇护所空间"
"#NO_DATA","—"
"#MENU_TITLE_RESOURCES","资源"
"#MENU_DESC_RESOURCES","资源和总体消耗率。"
"#MENU_DESC_PROFESSIONS","<mark>搬运工</mark>负责资源搬运、建筑和维修工作。\n<mark>工人</mark>在指定的建筑中工作。\n\n<mark>成人</mark>可以成为搬运工或工人。<mark>老人</mark>也可以成为搬运工或工人，但是无法生育。<mark>儿童</mark>可以帮忙搬运箱子，还可以去上学。"
"#MENU_PHOTO_MODE","照片模式"
"#LOCATE_BUILDING","显示此建筑"
"#LOCATE_COLONIST","显示此居民"
"#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。"
"#TOPIC_SHELTER","庇护所"
"#BUTTON_EXPAND_CHART","展开图表"
"#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<mark>塑料提取机</mark>提取资源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_METAL","建造<mark>金属提取机</mark>提取资源"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RUIN","建造<mark>混凝土块</mark>提取机提取资源"
"#INFO_MOVE_CLOSER_TO_UNDERGROUND_DEPOSIT","将建筑移动至距离<mark>地下堆积物</mark>更近的地方"
"#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<mark>回收站</mark>工作区至此区域以进行收集"
"#INFO_ACTIVATE_DEPOSIT_METAL","移动<mark>废料站</mark>工作区至此区域以进行收集"
"#INFO_ACTIVATE_DEPOSIT_PLANK","移动<mark>储备区</mark>工作区至此区域以进行收集"
"#INFO_ACTIVATE_DEPOSIT_BERRIES","移动<mark>食物仓房</mark>工作区至此区域以进行收集"
"#INFO_ACTIVATE_DEPOSIT_POLLUTION","移动<mark>环境站</mark>工作区至此区域以处理污染物。"
"#INFO_ACTIVATE_DEPOSIT_CONCRETE","移动<mark>混凝土搜寻器</mark>工作区至此区域以进行收集"
"#TOPIC_ITEM_DURABILITY","耐用性"
"#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_WEAPON_1_SHORT_DESC","伤害：中"
"#ITEM_WEAPON_2_SHORT_DESC","伤害：高"
"#ITEM_TOOLS_EMPTY_SHORT_DESC","效率：低"
"#ITEM_TOOLS_EFFECT_SHORT_DESC","效率：{0}%"
"#ITEM_CLOTHES_EMPTY_SHORT_DESC","无防护"
"#ITEM_CLOTHES_EFFECT_SHORT_DESC","防护：{0}%"
"#ITEM_WEAPON_EMPTY_SHORT_DESC","伤害：低"
"#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"
"#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_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"
"#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"
"#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"
"#TOOLTIP_MENU_CONTENT","保存、载入、选项、照片模式、退出游戏和其他重要菜单。"
"#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-赶在作物凋零前收割<mark>农田</mark>上的庄稼。\n-储备<quad name=Iodine><mark>碘丸</mark>快速治疗<mark>辐射病</mark>\n-建造更多医疗设施加，或指派更多人前往现有医疗帐篷以帮助患者。"
"#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-<quad name=Energy><mark>能源</mark>生产关闭。\n-生产或消耗能源的建筑可能遭到破坏。\n-<mark>辐射病</mark>状况略微加剧。\n-建造<mark>电池架</mark>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<mark>避雷针</mark>，保护你的能源生产和消费建筑。"
"#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，<mark>感染</mark>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<quad name=Water><mark>耗水量</mark>。\n-建造足够的医疗设施治疗感染患者。\n-收集<quad name=Antibiotics><mark>抗生素</mark>加速治疗过程。"
"#DISASTER_TITLE_METEOR_STORM","流星暴"
"#DISASTER_INFO_METEOR_STORM","大灾变之前，人们看到流星会许下心愿。现在，人们看到流星只会希望能活过今天。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<mark>建筑和人</mark>造成损伤。\n-储备充足建筑材料用于<mark>维修</mark>。\n-安排<mark>搬运工</mark>待命，以维修受损建筑。\n-建造更好的<mark>庇护所</mark>以保护居民。"
"#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<quad name=Water><mark>饮水</mark>量是平时的两倍\n-<mark>农田</mark>作物产量下降\n-建造<mark>水库</mark>并蓄满水，同时储存<quad name=Food><mark>食物</mark>以继续生存。\n-居民出汗，增加保持<mark>卫生</mark>的难度。"
"#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，由最初的些微凉意变成了刺骨严寒，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-火炉可在其有效半径内为<mark>庇护所</mark>和工作场所供暖。\n-暴露在冰天雪地里的居民将会<mark>感冒</mark>。\n-感冒会演变为<mark>体温过低</mark>，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-<mark>牧场</mark>里的动物在附近没有加热器供暖的情况下会死去。"
"#NOTIFICATION_DISASTER_SPACE_JUNK","坠落的太空垃圾"
"#NOTIFICATION_DISASTER_SPACE_JUNK_DESC","准备好迎接冲击！"
"#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"
"#NOTIFICATION_DISASTER_ARRIVED_MANY","多重灾难袭击聚居地！"
"#NOTIFICATION_DISASTER_INCOMING_MANY","多个灾难正在逼近"
"#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_METEOR_STORM_INCOMING","流星暴即将来袭"
"#NOTIFICATION_DISASTER_METEOR_STORM_ARRIVED","流星暴来袭"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED","磁暴肆虐"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED","流行病传染范围正在扩大"
"#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"
"#NOTIFICATION_DISASTER_AUTUMN_ARRIVED","秋季已来临"
"#NOTIFICATION_DISASTER_AUTUMN_INCOMING","天气越来越冷了"
"#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_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_CAR_FULL","车辆已满"
"#NOTIFICATION_SPECIALIST_DIED","你的专家已逝世！"
"#NOTIFICATION_SURVIVOR_GROUP_ARRIVED_DESC","你需要做出决策"
"#NOTIFICATION_SURVIVOR_GROUP_EXPIRED_DESC","他们不能再等了"
"#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"
"#TOOLTIP_HIGH_SPEED","快速"
"#TOOLTIP_TOP_SPEED","Max"
"#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。"
"#INFO_ROTATE_BUILDING","旋转建筑"
"#DRINKING_STORAGE","饮水储备"
"#BUILDING_CONSUMPTION","建筑消耗"
"#DISTRIBUTION_STORAGE","建筑储备"
"#TOOLTIP_COLONY_HAPPINESS_DESC","任何事都会影响聚居地整体幸福感"
"#TOOLTIP_ASSIGN_COLONIST","指派居民"
"#TOOLTIP_ASSIGN_COLONIST_CONTENT","指派居民进入建筑工作。"
"#TOOLTIP_RESOURCES","资源"
"#TOOLTIP_POLLUTION_MAP","污染地图"
"#TOOLTIP_ANSWER_TO_FEEDBACK_QUESTIONS","打开反馈查询"
"#NOTIFICATION_BUILDING_IN_CRITICAL_CONDITION_DESC","快速标记维修"
"#NOTIFICATION_WATER_SHORTAGE_INFO","增加产水量"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","建造一个{0}"
"#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。"
"#STATUS_BROKEN_VEHICLE","需要修理车辆，提高其行驶速度"
"#BUILDING_STATUS_POLLUTED","建筑受到污染，必须有人来清除"
"#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。"
"#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<mark>社团</mark>，接受交易。还需要<mark>贸易中心</mark>来管理交易。"
"#BUTTON_TRADE","贸易"
"#TIME_FORMAT_DAYS","{0}d"
"#TIME_FORMAT_HOURS","{0}h"
"#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"
"#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_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_TRADE_OFFERS","社团供应"
"#TOPIC_TRADE_REQUESTS","社团需求"
"#STATUS_FAILED","失败"
"#STATUS_COMPLETED","完成"
"#TOPIC_TRADE_BUY","需求"
"#TOPIC_TRADE_SELL","供应"
"#STATUS_PAUSED","已暂停"
"#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_AGREE","同意"
"#TOPIC_TRADE_MENU_REQUESTS","需求："
"#TOPIC_TRADE_MENU_OFFERS","供应："
"#STATUS_TRADE_RECEIVED_BONUS","奖励 {0} 声誉"
"#STATUS_TRADE_RECEIVED_PENALTY","惩罚 {0} 声誉"
"#TOPIC_REPUTATION_LOW","低"
"#TOPIC_REPUTATION_VERY_LOW","非常低"
"#TOPIC_REPUTATION_AVERAGE","中等"
"#TOPIC_REPUTATION_HIGH","高"
"#TOPIC_REPUTATION_GOOD","很棒"
"#TOPIC_REPUTATION_VERY HIGH","非常高"
"#BUTTON_DIPLOMACY","外交"
"#TOPIC_VALUE","物品价值"
"#TOPIC_EXCHANGE_BALANCE","净产量"
"#TOPIC_TRADE_DEAL_SUPRLUS","过剩"
"#TOPIC_TRADE_DEAL_NEEDED","缺乏"
"#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"
"#TOPIC_TRADE_ONGOING","贸易（进行中）"
"#TOPIC_NOT_ENOUGH_COINS","{0}不足"
"#TOOLTIP_TRADE_CATEGORY_ALL","所有"
"#TOOLTIP_TRADE_CATEGORY_ALL_CONTENT","所有可交易资源和物品"
"#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"
"#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"
"#NOTIFICATION_ONGOING_RESEARCH","研究{0}"
"#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"
"#TOPIC_GATE_UNDER_ATTACK","大门遭到攻击！"
"#TOPIC_COLONY_UNDER_ATTACK","聚居地遭到攻击！"
"#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","巨型黑熊"
"#TOOLTIP_ANIMAL_BEAR_CONTENT","危险的野生动物。"
"#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。"
"#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！"
"#NOTIFICATION_DEATH_COMBAT","{0}在战斗中被击杀"
"#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！"
"#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！"
"#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"
"#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"
"#ANIMAL_GIANT_RAT","大老鼠"
"#ANIMAL_WHITETAIL_DEER","白尾鹿"
"#ANIMAL_WILD_BOAR","野猪"
"#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。"
"#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"
"#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。"
"#TOOLTIP_HOSTILE","敌对居民"
"#TOOLTIP_HOSTILE_CONTENT","正在攻击其他居民和建筑！"
"#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。"
"#AGE_GROUP_ELDER","老人"
"#AGE_GROUP_ADULT","成人"
"#AGE_GROUP_CHILD","儿童"
"#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","他们命不久矣"
"#TOOLTIP_RENAME_COLONIST","重命名居民"
"#TOOLTIP_RENAME_COLONIST_CONTENT","可在此重命名居民。"
"#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"
"#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。"
"#FLARE_DESC","受信号弹吸引，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！"
"#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。"
"#EVENT_WAIT","继续准备"
"#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"
"#FLARE_FORCED_DESC","第一批居民来到了大门前！当时他们即将弹尽粮绝，不能坐以待毙，于是漫无目的地在危机四伏的荒地上流浪，躲开土匪的追击，最后终于找到了来聚居地的路，开始在此定居。"
"#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"
"#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"
"#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"
"#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"
"#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。"
"#OVERLAY_TEMPERATURE","温度"
"#OVERLAY_TEMPERATURE_MIN","极寒"
"#OVERLAY_TEMPERATURE_MAX","正常"
"#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"
"#OVERLAY_TEMPERATURE_AOE_INNER","温暖区域"
"#OVERLAY_TEMPERATURE_AOE_OUTER","寒冷区域"
"#OVERLAY_TEMPERATURE_MID","寒冷"
"#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","娱乐建筑能够减少居民焦虑感，提升居民幸福度。"
"#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。"
"#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，抵御外来之敌。守卫会保护受分配之地，你也能直接指挥他们。"
"#OVERLAY_FERTILITY_MIN","贫瘠"
"#OVERLAY_FERTILITY_MID","正常"
"#OVERLAY_FERTILITY_MAX","肥沃"
"#TOOLTIP_SPECIALIST_LOW_ON_HEALTH","治疗中。伤势恢复中。"
"#TOOLTIP_SPECIALIST_IDLE","闲置中。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"
"#TOOLTIP_SPECIALIST_ALREADY_LEAVING","正准备离开。动身前往世界地图"
"#TOOLTIP_PERSON_AGE","年龄。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<mark>儿童、成人和老人</mark>，每类人群的行为举止略有不同。"
"#TOOLTIP_PERSON_AGE_ADULT","成人。成人可作为工人或搬运工来帮忙建设聚居地。他们感到幸福、居住于高质量庇护所时<mark>生育</mark>几率更高。"
"#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。要让他们接受教育，就必须将他们送去<mark>学校</mark>。"
"#TOOLTIP_PERSON_AGE_ELDER","老人。老人有可能因自然原因<mark>死亡</mark>。他们可作为工人或搬运工来帮忙建设聚居地，但是不能生育。"
"#TOOLTIP_PERSON_SHELTER","居民生活的地方。生活环境将影响居民的<mark>幸福度和生育能力</mark>，并让他们避开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<mark>工作表现、幸福度以及对疾病和天气的抵抗能力</mark>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","工作场所，也就是居民工作的地方。如果没有为居民指定工作场所，他们将作为<mark>搬运工</mark>来建造和修理建筑或者是搬运资源。"
"#TOOLTIP_PERSON_CARRIER","搬运工。未被分配至任何特定建筑的人，可以<mark>修理、建造和搬运资源</mark>。"
"#TOOLTIP_PERSON_WORKER","工人。已被分配到特定<mark>建筑</mark>工作的人。在被调离岗位前，他们会一直在建筑内工作，除非意外发生。"
"#TOOLTIP_PERSON_HAPPINESS_HAPPINESS","幸福度。幸福快乐的居民效率更高，生育意愿也更强。不幸福的居民没有动力，有可能会永远离开聚居地。满足居民的条件和需求，或者建造<mark>娱乐建筑</mark>，均可提高幸福度。"
"#TOOLTIP_SPECIALIST_HEALTH","专家健康值。健康值将显示专家能够承受的伤害。健康值为0时专家将会死亡。专家可在聚居地和世界地图上的<mark>医疗前哨</mark>恢复健康值。"
"#TOOLTIP_BUILDING_HEALTH","建筑的状态。建筑可以得到修复，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<mark>损毁</mark>，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<mark>清理干净</mark>，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","建筑储存容量。如果此仓储容量已满，搬运工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，工人会将资源放在地上任其<mark>腐烂</mark>。"
"#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<mark>幸福度</mark>将会降低。"
"#TOOLTIP_SPECIALIST_STATE","专家当前的活动。根据给定的<mark>命令</mark>不同，此状态将会有所变化。"
"#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"
"#ITEM_WEAPON_3_SHORT_DESC","最高伤害"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE_DESC","若没有合适的储藏室，地上的资源就腐败了"
"#POPUP_BUILD_NEXT_CURRENT","当前："
"#POPUP_BUILD_NEXT_NEW","新增："
"#POPUP_BUILD_NEXT_CONFIRMATION","更改优先级？"
"#TOPIC_MILESTONES_UNLOCKED","已完成"
"#TOPIC_MILESTONES","里程碑"
"#MILESTONES_DESC","完成里程碑即可赢得声望并解锁新装饰类型。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","迭代发展"
"#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","“四周出没的生物给探索带来了挑战。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群共同发展，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","“这么多的社群，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建筑。你要更改优先级吗？"
"#TOPIC_RESOURCES_THOUSANDS","{0}k"
"#TOPIC_RESOURCES_MILLIONS","{0}M"
"#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。"
"#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"
"#DEATH_UNKNOWN","神秘死亡"
"#NOTIFICATION_DEATH_MUTATION","{0} 死于营养不良"
"#DEATH_DISASTER","自然灾害"
"#NOTIFICATION_DEATH_DISASTER","{0}人在自然灾害中遇难"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0}名居民已变异"
"#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_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_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"
"#GATEKEEPER_LOG","GATEKEEPER LOG"
"#NOTIFICATION_PERSON_GAINED_ITEM","居民 {0} 收到了{1}"
"#NOTIFICATION_PERSON_LOST_ITEM","居民 {0} 的{1}损坏"
"#ITEM_WEAPONS_2","霰弹枪"
"#ITEM_WEAPONS_2_DESC","居民物品。\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。"
"#RESOURCE_VACCINE","疫苗"
"#RESOURCE_VACCINE_DESC","解毒剂，用于净化体内有害物质。能够治愈中毒。"
"#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_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"
"#HELP_CATEGORIES","说明书"
"#HELP_CATEGORY_GENERAL","概览"
"#HELP_CATEGORY_PEOPLE","居民"
"#HELP_CATEGORY_FOOD","食物"
"#HELP_CATEGORY_BUILDINGS","建筑"
"#HELP_CATEGORY_DISASTERS","灾难"
"#HELP_CATEGORY_WM","世界地图"
"#NOTIFICATION_DISASTER_MAGNETIC_STORM_ARRIVED_DESC","发电厂和电气设备可能遭到损坏"
"#NOTIFICATION_DISASTER_PANDEMIC_ARRIVED_DESC","快速应对，否则将有人死去"
"#NOTIFICATION_DISASTER_FALLOUT_ARRIVED_DESC","小心强烈的辐射和暴雨"
"#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_COMBAT_UNDER_ATTACK","居民遭到攻击！"
"#NOTIFICATION_COMBAT_UNDER_ATTACK_DESC","尽一切可能帮助他们"
"#NOTIFICATION_DISASTER_PANDEMIC_INCOMING","预测到流行病传染"
"#NOTIFICATION_DISASTER_INCOMING_MANY_DESC","做好最坏的准备"
"#TOPIC_GATE_HEALTH","大门"
"#TOPIC_RAIDERS_HEALTH","突袭者"
"#TOPIC_FOODTYPE_MEAT","肉类营养"
"#TOPIC_FOODTYPE_VEGETABLE","植物营养"
"#TOPIC_FOODTYPE_MIXED","其他"
"#TOPIC_FULL_RESOURCE_LIST_IN_STATISTICS","更多统计数据"
"#NOTIFICATION_SYSTEM_EVENT_LAUNCHED_MANY","聚居地中发生多个事件"
"#ITEM_WEAPON_EMPTY","弓弩"
"#RESOURCE_VEGETABLE_DESC","未烹调蔬菜。\n\n可从灌木采集浆果，可利用不同类型的<mark>农田</mark>种植和收获各种蔬菜。"
"#RESOURCE_MEAT_DESC","生肉。\n\n肉类是蛋白质的重要来源，但应保持多样化饮食，以避免营养不良。"
"#RESOURCE_MEAL","餐食"
"#RESOURCE_MEAL_DESC","高质量食物。\n\n在<mark>伙房</mark>或<mark>食堂</mark>内烹饪的几种美味营养的餐食。"
"#RESOURCE_INSECT","昆虫"
"#RESOURCE_INSECT_DESC","未烹调昆虫。\n\n昆虫富含蛋白质，是不可多得的食物来源，可在<mark>昆虫农场</mark>养殖。"
"#RESOURCE_VEGETABLE","蔬菜"
"#MILESTONE_VAULT_BUILT","新的开始"
"#MILESTONE_VAULT_BUILT_DESC","“灾难不断袭来。人们对未来充满恐惧。难道我们真的没有办法保护自己吗？”"
"#MILESTONE_VAULT_BUILT_COMPLETED","新的开始"
"#MILESTONE_VAULT_BUILT_COMPLETED_DESC","“我们成功了。我们真的做到了。感觉就像是一场梦。这可能只是一小步，但对我们和人类来说，这是新时代的开始。”"
"#MILESTONE_VAULT_BUILT_TASK","完成明日计划。"
"#MILESTONE_VAULT_BUILT_TASK_COMPLETED","“明日计划”已完成。"
"#BUTTON_PROPOSE_TRADE","发起交易"
"#ENDGAME_LIMIT_REACHED_DESC","知识已达最大值。"
"#NOTIFICATION_DECORATION_UNLOCKED","新装饰已解锁"
"#NOTIFICATION_DECORATION_UNLOCKED_DESC","已通过完成里程碑解锁"
"#NOTIFICATION_DECORATION_ALL_UNLOCKED_DESC","您已解锁全部装饰"
"#INFO_OUT_OF_BOUNDS","禁止入内"
"#TOPIC_PREPARE_DEFENCES","准备迎战！"
"#NOTIFICATION_ACHIEVEMENT_UNLOCKED","成就已解锁"
"#TOPIC_ACHIEVEMENTS","成就"
"#MENU_ACHIEVEMENTS","成就"
"#TOPIC_OUTPOST_AMOUNT","前哨数量"
"#TOPIC_ENDGAME_LIFE_SUPPORT","生命支持"
"#ENDGAME_LIFE_SUPPORT_DESC","生命支持是建立生命支持系统所需的知识和资源，以及支持其运作的必要配套设施。生命支持系统使得<mark>末日地堡</mark>成为一个封闭的环境，即使外界环境危险致命，其内部也能保持适宜的生存环境。\n\n派遣工程师建立<mark>生命支持前哨</mark>，收集达成目标所需的知识。"
"#TOPIC_ENDGAME_MEDICINE","医疗"
"#ENDGAME_MEDICINE_DESC","医疗是建立医疗保健设施所需的知识和资源，设施中拥有合适的设备和资源，能够在<mark>末日地堡</mark>中照料居民。同时可以治疗流行病，如果地堡内发生疫情，也可以进行隔离和手术。整个设施经过专门设计，如果某个区域疫情严重，可以将其与其他部分隔离。\n\n派遣工程师建立<mark>医疗前哨</mark>，收集达成目标所需的知识。"
"#TOPIC_ENDGAME_DEFENCE","防御"
"#ENDGAME_DEFENCE_DESC","<mark>防御</mark>涉及<mark>末日地堡</mark>项目的两个方面，一是需要利用知识和资源建造地堡穹顶，以抵御来自外部的威胁，即灾难和入侵者；二是地堡内部防御设施，如果敌人不幸攻破外层防御，该设施能够阻挡敌人的脚步，同时识别进出人员。\n\n派遣工程师建立<mark>防御前哨</mark>，收集达成目标所需的知识。"
"#TOPIC_ENDGAME_ECOSYSTEM","生态系统"
"#ENDGAME_ECOSYSTEM_DESC","<mark>生态系统</mark>指<mark>末日地堡</mark>内的生存环境，也包括种植食物和回收垃圾的设施。此类设施使得与世隔绝的地堡成为自给自足的系统，即便断绝与外界的联系，人们也能长时间在其中繁衍生息。\n\n\n\n派遣工程师建立<mark>生态系统前哨</mark>，收集达成目标所需的知识。"
"#TOPIC_PRODUCTION_PAUSED","生产停止。继续<mark>“明日计划”任务线</mark>以恢复生产。"
"#DLC_TITLE_DELUXE","Ultimate Colony"
"#TOPIC_TECHS_UNLOCKED","科技"
"#TOPIC_KNOWLEDGE_TOTAL","知识总数"
"#TOPIC_MINOR_DISASTERS","小型灾害"
"#TOPIC_QUESTS_COMPLETE","任务已完成"
"#TOPIC_QUESTS_ABANDONED","任务已放弃"
"#TOPIC_TOTAL_SP_SPENT","科学点数总支出"
"#TOPIC_SP_PER_DAY","每24小时科学点数"
"#TOPIC_KNOWLEDGE_PER_DAY","每24小时知识"
"#TOPIC_UNLOCKED","已解锁"
"#TOPIC_CURRENT","当前"
"#TOPIC_STATS_TOTAL","总计"
"#TOPIC_PEAK","峰值"
"#TOPIC_TRADES_COMPLETED","交易已完成数量"
"#TOPIC_TRADE_VALUE","总贸易额"
"#TOPIC_PRODUCTION_PER_DAY","每24小时产量"
"#TOPIC_GATE_COMBAT","大门战力（胜/负）"
"#TOPIC_BANDITS_KILLED","土匪击杀（世界地图）"
"#TOPIC_GUARDS_KILLED","守卫死亡"
"#TOPIC_GATE_LEVEL","大门等级"
"#TOPIC_SECTORS_LIBERATED","已解放区域"
"#TOPIC_BANDITS_WM","土匪分布图"
"#TOPIC_COLONY_ALARM_USED","聚居地警报使用次数"
"#TOPIC_RESOURCES_STOLEN","资源失窃数"
"#TOPIC_HEALTH_LOW","健康值低"
"#TOPIC_SPECIALISTS_TOP","顶级专家"
"#TOPIC_SPECIALISTS_IDLE","空闲专家"
"#TOPIC_SPECIALISTS_USED","专家使用数"
"#TOPIC_VEHICLES_FOUND","车辆寻获数"
"#TOPIC_SPECIALISTS_AS_SETTLERS","开拓者训练数"
"#TOPIC_SPECIALISTS_AS_ENGINEERS","工程师训练数"
"#TOPIC_SPECIALISTS_DEATH_COLONY","聚居地中死亡人数"
"#TOPIC_SPECIALISTS_DEATH_WM","世界地图死亡人数"
"#TOPIC_SPECIALISTS_ARCHETYPES","原型数"
"#TOPIC_UNUSED_WORK_SLOTS","未使用工作位置"
"#TOPIC_UNUSED_WORK_SLOTS_CLOSED","手动关闭"
"#TOPIC_WATER_UNDERGROUND","取自地下"
"#TOPIC_WATER_LAKES","取自湖泊"
"#TOPIC_SOLAR_ENERGY","太阳能"
"#TOPIC_WIND_ENERGY","风能"
"#TOPIC_NOT_ENOUGH_WORKERS","工人不足"
"#TOPIC_UPGRADED","已升级"
"#TOPIC_UPGRADE_AVAILABLE","升级可用"
"#TOPIC_SHELTER_POOR","差劲的庇护所"
"#TOPIC_SHELTER_NORMAL","普通的庇护所"
"#TOPIC_SHELTER_GOOD","良好的庇护所"
"#TOPIC_PROGRESSION","进度"
"#BUTTON_VIEW_COLONY","查看聚居地"
"#NOTIFICATION_VEHICLE_STORED","车辆停驻数"
"#NOTIFICATION_VEHICLE_STORED_DESC","建造车库派遣车辆返回世界地图"
"#CATEGORY_HOUSING","庇护所"
"#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","健康与安全"
"#CATEGORY_ENTERTAINMENT","幸福"
"#CATEGORY_MANAGEMENT","装饰"
"#CATEGORY_ROAD","道路"
"#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_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"
"#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"
"#TOPIC_BUILDING_WORKAREA_EFFICIENCY","新效率"
"#TITLE_CREATE_SETTLER","创建开拓者"
"#DESC_CREATE_SETTLER","选定的专家将永久转换为开拓者。"
"#TOPIC_CREATE_SETTLER","创建开拓者"
"#INFO_BUILDING_STATUS_IN_PROCESS","进行中"
"#INFO_CONSTRUCTION_PENDING","等待中"
"#INFO_PRODUCTION_WORKER_AWAY","工人离开"
"#INFO_PRODUCTION_GATHERING_RESOURCES","收集资源"
"#INFO_PRODUCTION_BRINGING_RESOURCES","提供资源"
"#INFO_PRODUCTION_DELIVERING_PRODUCTS","将产品运输到仓储"
"#TOPIC_PRODUCTION_CURRENT_AMOUNT","生产上限"
"#TOPIC_SPECIALIST_INTO_SETTLER","选择专家"
"#TOPIC_CARRIER_COUNT","搬运工总数"
"#INFO_BUILDING_COLONISTS_RESERVED_AS_CARRIERS","工人不足：全部指派为搬运工"
"#INFO_BUILDING_COLONISTS_TITLE","工人"
"#INFO_BUILDING_COLONISTS_NO_WORKER_ASSIGNED","空闲槽位：未指派工人"
"#INFO_BUILDING_COLONISTS_ASSIGN_WORKER","空闲槽位：指派一名工人"
"#INFO_BUILDING_COLONISTS_WORKER_ASSIGNED","工人已指派"
"#INFO_SCOUTING_DONE","已侦察："
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_TITLE","空闲槽位"
"#INFO_BUILDING_AVAILABLE_WORK_SLOT_DESC","未分配工人"
"#INFO_BUILDING_CONDITIONS_MORE","{0}更多："
"#BUTTON_SHOW_BUILDING_STATUSES","显示状态"
"#TOPIC_BUILDING_CONDITION_PLAYER_ISSUED","玩家事项"
"#TOPIC_BUILDING_CONDITION_CRITICAL","关键事项"
"#TOPIC_BUILDING_CONDITION_MODERATE","次要事项"
"#INFO_BUILDING_CONDITION_BEING_REMOVED","拆除中......"
"#INFO_BUILDING_CONDITION_BEING_REPAIRED","维修中......"
"#INFO_BUILDING_CONDITION_PAUSED","已手动暂停"
"#INFO_BUILDING_CONDITION_DESTROYED","被摧毁"
"#INFO_BUILDING_CONDITION_CRITICALLY_DAMAGED","受损严重"
"#INFO_BUILDING_CONDITION_DAMAGED","受损"
"#INFO_BUILDING_CONDITION_DISASTER_BLOCKING","因灾难瘫痪"
"#INFO_BUILDING_CONDITION_FROZEN","冻结"
"#INFO_BUILDING_CONDITION_NO_ENERGY_NETWORK","未连接到能源网络"
"#INFO_BUILDING_CONDITION_NO_WATER_DISTRIBUTION","未连接到水网络"
"#INFO_BUILDING_CONDITION_ENERGY_SHORTAGE","能源生产量不足"
"#INFO_BUILDING_CONDITION_WATER_SHORTAGE","产水量不足"
"#INFO_BUILDING_CONDITION_LACK_OF_RESOURCES","资源不足"
"#INFO_BUILDING_CONDITION_NO_WORKERS","无闲置工人"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_WORK_SLOTS","未分配工人"
"#INFO_BUILDING_CONDITION_PRODUCTION_LIMIT_MET","达到生产上限"
"#INFO_BUILDING_CONDITION_UNDER_MINIMUM_EFFICIENCY","效率过低"
"#INFO_BUILDING_CONDITION_NO_TREES","工作区内没有树木"
"#INFO_BUILDING_CONDITION_NO_ACTIVE_DEPOSITS","工作区没有活跃堆积物"
"#INFO_BUILDING_CONDITION_WAITING_SEED_SELECTION","未选择种子"
"#INFO_BUILDING_CONDITION_STORAGE_ALMOST_FULL","仓储将满"
"#WORKER_STATE_WORKING","工作中"
"#WORKER_STATE_AWAY","离开"
"#INFO_BUILDING_IDLE","建筑空闲"
"#INFO_BUILDING_STATUS_NORMAL","建筑正在运转"
"#TOOLTIP_CURRENT_AMOUNT","当前数量"
"#TOOLTIP_CURRENT_AMOUNT_DESC","显示与生产上限相关的当前资源量（如已设置上限）"
"#INFO_BUILDING_CONDITION_BARREN_SOIL","在贫瘠的土壤上"
"#BUTTON_PROMPT_UPGRADE","升级"
"#TOPIC_UPGRADE_BUILDING_TO","升级到"
"#INFO_BUILDING_CONDITION_CRITICAL_POLLUTION","建筑严重污染"
"#TOPIC_WORK_AREA","工作区"
"#WORK_AREA_NO_DEPOSITS_DESC","没有活跃堆积物"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE_DESC","将工作区延伸到混凝土堆积物。"
"#NOTIFICATION_DEPOSIT_NO_ACTIVE_RUBBLE","没有混凝土堆积物"
"#INFO_BUILDING_CONDITION_BEING_DECONTAMINATED","去污染"
"#TOPIC_CONFIRM_UPGRADE","升级建筑"
"#DESC_CONFIRM_UPGRADE","升级无法撤销。此操作将移除原始建筑并将其替换为升级后的建筑。"
"#WARNING_CONFIRM_UPGRADE","开始升级？"
"#INFO_BUILDING_SEARCHING_WORKER_TITLE","指派中"
"#INFO_BUILDING_SEARCHING_WORKER_DESC","等待可用工人"
"#INFO_BUILDING_SCAVENGE_IN_PROGRESS","生产中"
"#INFO_BUILDING_UPGRADE_UNLOCKED","建筑升级"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED","升级未解锁"
"#INFO_BUILDING_UPGRADE_NOT_UNLOCKED_DESC","在科技树中解锁升级。"
"#SHRINE","纪念祠"
"#DESC_SHRINE","一座舒适宁静的房屋。居民可以摆放祭品，表达他们的愿望并默默祈祷。这个令人心平气和的地方具有为聚居地人民提高幸福度的作用。"
"#SHANTY_UPGRADE","改良版棚屋"
"#DESC_SHANTY_UPGRADE","中等大小的庇护所，能够抵御一定程度的辐射和灾难。改进的设施和增大的空间使得生活几近舒适。\n\n-幸福度加成\n-必须在冬季期间加热升温"
"#TENEMENT_UPGRADE","改良版公寓"
"#DESC_TENEMENT_UPGRADE","舒适的住房，能够抵御辐射和灾难。改进后的私人和公共区域缓解了紧张气氛，使社区更加紧密。\n\n-幸福度加成\n-出生率提高\n-必须在冬季期间加热升温"
"#SCOUT_TOWER","侦察塔"
"#DESC_SCOUT_TOWER","这些简易塔楼可以侦察周围环境，消除笼罩大地的迷雾。从而扩大可建造区域，同时发现可搜寻的全新资源储备区。塔楼还可以在受攻击时自动防御。"
"#DESC_CARRIER_COUNT","搬运工负责基础资源的运输、搜寻和修复等任务。为每个任务设置最低的搬运工数量，确保部分居民始终可以执行这些任务。"
"#FIGHTINGPIT","格斗场"
"#DESC_FIGHTINGPIT","一种原始的娱乐形式，可帮助居民在受控环境中发泄积攒下来的沮丧情绪。"
"#BOTANICAL_GARDEN","植物园"
"#DESC_BOTANICAL_GARDEN","这些植物园是为了使居民放松而建造的。其中生长着许多无法在户外生存的美丽植物品种。但这座建筑物无法用于种植粮食。"
"#CONCRETE_SCAVENGER","混凝土搜寻站"
"#DESC_CONCRETE_SCAVENGER","这些建筑从堆积物中提取大块混凝土，并将其加工成可用的建筑模块。混凝土被用来建造更加深入和先进的建筑。"
"#PUBLIC_HOUSE","酒吧"
"#DESC_PUBLIC_HOUSE","在合适的地方花时间与其他殖民者一起社交会更舒服。在这里殖民者可以为自己准备饮料，也可以叙叙旧，这为整个聚居地提供了幸福。"
"#TOPIC_CANCEL_DECONTAMINATE","取消去污染工作"
"#DESC_UNIQUE_ENTERTAINMENT_BONUS","由于各种加成而得到的额外娱乐"
"#OUTPOST_DEPOT_UPGRADE","前哨中心"
"#OUTPOST_DEPOT_UPGRADE_DESC","前哨仓库的升级版，可以扩大你在世界地图的影响力。\n\n-建造前哨需要一名专家"
"#RADIO_TOWER","广播塔"
"#RADIO_TOWER_DESC","扩大你和外部世界的交流范围，发送信号吸引有经验的专家加入你的聚居地。"
"#ROAD","泥土路"
"#DESC_ROAD","简易的土路，让居民在聚居地内移动<mark>更快</mark>、更容易。"
"#ROAD2","铺装道路"
"#DESC_ROAD2","改善的公路，让聚居地内的交通<mark>更便捷</mark>。"
"#ROAD_DECONSTRUCTION","拆毁道路"
"#DESC_ROAD_DECONSTRUCTION","清除已建或已规划道路的工具。"
"#TENT","帐篷"
"#DESC_TENT","这种简陋的<mark>庇护所</mark>是成本较低的短期应急住所。\n\n防污染保护有限，容易遭到灾难破坏。\n\n-<quad name=HappinessPenalty><mark>幸福度</mark>小幅降低\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#TENT_LVL2","拥挤的帐篷"
"#DESC_TENT_LVL2","由<mark>帐篷</mark>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。比普通帐篷容量更大，但由于内部空间狭小，势必会造成居民关系紧张。\n\n-<quad name=HappinessPenalty><mark>幸福度</mark>大幅降低\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#EMERGENCY_SHELTER","应急庇护所"
"#DESC_EMERGENCY_SHELTER","可容纳数名居民的临时庇护所。\n\n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-<quad name=HappinessPenalty><mark>幸福度</mark>小幅降低\n-<mark>出生率</mark>降低\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#EMERGENCY_SHELTER_LVL2","拥挤的应急庇护所"
"#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-<quad name=HappinessPenalty><mark>幸福度</mark>大幅降低\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#SHANTY","棚屋"
"#DESC_SHANTY","改良版<mark>庇护所</mark>。\n\n能起到一定的防辐射作用，且不像<mark>帐篷</mark>那么容易遭到破坏。\n\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#TENEMENT","公寓"
"#DESC_TENEMENT","经济实惠的住房类型，可容纳多名居民。\n\n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-<mark>出生率</mark>降低\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#HOUSE","房屋"
"#DESC_HOUSE","舒适的高质量住所。\n\n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-<quad name=HappinessBonus><mark>幸福度</mark>大幅升高\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#HOUSE_LVL2","加热房屋"
"#DESC_HOUSE_LVL2","由<mark>房屋</mark>升级而来。\n\n能够媲美旧世界的住房。其中配备的自动加热器等豪华内设让其他居民羡慕不已。\n\n-<quad name=HappinessBonus><mark>幸福度</mark>大幅提高"
"#TWO_STORY_HOUSE","两层房屋"
"#DESC_TWO_STORY_HOUSE","经历浩劫后，此类房屋堪称最优质的住所。\n\n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-<quad name=HappinessBonus><mark>幸福度</mark>大幅升高\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#TWO_STORY_HOUSE_LVL2","两层加热房屋"
"#DESC_TWO_STORY_HOUSE_LVL2","由<mark>两层房屋</mark>升级而来。\n\n能够媲美旧世界的宽敞住房。其中配备的自动加热器等豪华内设让其他居民羡慕不已。\n\n-<quad name=HappinessBonus><mark>幸福度</mark>大幅提高"
"#STORAGE_OUTSIDE","储备区"
"#DESC_STORAGE_OUTSIDE","储存所有类型的原材料和建筑<mark>资源</mark>。\n\n无法储存食物或其他易损资源。\n\n使用储备区建筑<mark>工作区</mark>从小型堆积物中收集<quad name=Plank><mark>木材</mark>。"
"#STORAGE_INSIDE","仓库"
"#DESC_STORAGE_INSIDE","储存经过提炼的<mark>资源</mark>和贵重<mark>物品</mark>。无法储存食物或建筑资源。"
"#STORAGE_FOOD","食物仓房"
"#DESC_STORAGE_FOOD","储存聚居地种植或猎捕的各种类型的<quad name=Food><mark>食物</mark>，也可储存从其他地方搜集的稀有食物。\n\n使用建筑<mark>工作区</mark>从聚居地附近的浆果丛中收集<quad name=Berries><mark>浆果</mark>。"
"#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<quad name=Food><mark>食物</mark>、<mark>物品</mark>和其他各类<mark>资源</mark>。"
"#NUCLEAR_STORAGE","废料箱"
"#DESC_NUCLEAR_STORAGE","有害<quad name=Pollution><mark>污染物</mark>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<quad name=Pollution><mark>污染</mark>。"
"#TRAPPER","狩猎屋"
"#DESC_TRAPPER","在森林里捕捉小型动物，为饥饿的居民提供<quad name=Venison><mark>野味</mark>。在灾难期间工作效率降低。\n\n-在<mark>林木繁茂</mark>地区工作时效率最高。"
"#TRAPPER_UPGRADE","狩猎小屋"
"#DESC_TRAPPER_UPGRADE","由狩猎屋升级而来。\n\n可利用动物皮毛制造少量<quad name=Fiber><mark>布料</mark>，并为饥肠辘辘的居民提供<quad name=Venison><mark>野味</mark>。在灾难期间工作效率降低。\n\n在<mark>林木繁茂</mark>地区工作时效率最高。"
"#FISHERY","捕鱼点"
"#DESC_FISHERY","捕捉当地的<quad name=Fish><mark>鱼类</mark>作为食物。在灾难期间工作效率降低。\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<mark>岸上</mark>\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#FISHERY_LVL2","捕鱼小屋"
"#DESC_FISHERY_LVL2","由<mark>捕鱼小屋</mark>升级而来。\n\n配备小屋和全年钓具的码头。在<mark>冬季风暴</mark>期间，捕鱼小屋不需要额外的供暖设备也能维持正常运作。"
"#FIELD_SMALL","小型农田"
"#DESC_FIELD_SMALL","培育<quad name=Vegetable><mark>蔬菜</mark>速度缓慢，但产量较大。\n\n各种能够在户外生长的作物都可以在此培育。某些灾难会让农田颗粒无收，并在事件期间无法耕种。\n\n-<mark>在冬季风暴、热浪和辐射期间，农田将会绝收</mark>"
"#FIELD_MEDIUM","中型农田"
"#DESC_FIELD_MEDIUM","培育<quad name=Vegetable><mark>蔬菜</mark>速度缓慢，但产量较大。\n\n各种能够在户外生长的作物都可以在此培育。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-<mark>在冬季、热浪和辐射期间，农田将会绝收</mark>"
"#FIELD_LARGE","大型农田"
"#DESC_FIELD_LARGE","培育<quad name=Vegetable><mark>蔬菜</mark>速度缓慢，但产量较大。\n\n各种能够在户外生长的作物可以培育。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，但面积也翻了两番，需要三位居民才能高效运作。\n\n-<mark>在冬季、热浪和辐射期间，农田将会绝收</mark>"
"#FIELD_IRRIGATED_SMALL","小型灌溉农田"
"#DESC_FIELD_IRRIGATED_SMALL","由<mark>小型农田</mark>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<mark>贫瘠</mark>的土地上生长。虽说灌溉系统无法防止小型农田遭受所有侵害，但也能助其安全度过热浪。\n\n-<mark>在冬季风暴和辐射期间，农田将绝收</mark>"
"#FIELD_IRRIGATED_MEDIUM","中型灌溉农田"
"#DESC_FIELD_IRRIGATED_MEDIUM","由<mark>中型农田</mark>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<mark>贫瘠</mark>的土地上生长。虽说灌溉系统无法防止中型农田遭受所有侵害，但也能助其安全度过热浪。\n\n-在<mark>冬季风暴和辐射</mark>期间，农田将绝收"
"#FIELD_IRRIGATED_LARGE","大型灌溉农田"
"#DESC_FIELD_IRRIGATED_LARGE","由<mark>大型农田</mark>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<mark>贫瘠</mark>的土地上生长。虽说灌溉系统无法防止大型农田遭受所有侵害，但也能助其安全度过<mark>热浪</mark>。\n\n-在<mark>冬季风暴和辐射</mark>期间，农田将绝收"
"#INSECT_FARM","昆虫农场"
"#DESC_INSECT_FARM","<quad name=Insect><mark>昆虫</mark>营养丰富，能够替代肉食。\n\n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。"
"#GREENHOUSE","温室"
"#DESC_GREENHOUSE","种植<quad name=Vegetable><mark>蔬菜</mark>更为有效和可靠的方式。\n\n即使在灾难期间，<mark>温室</mark>也能种植食物，其中的作物也能免疫污染。"
"#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<quad name=Fish><mark>鱼肉</mark>。\n\n-必须建在<mark>岸上</mark>\n-会造成<quad name=Pollution><mark>污染</mark>\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#RANCH_1","农场"
"#DESC_RANCH_1","可容纳大量<mark>牲畜</mark>。\n\n要想让动物生存繁殖，需要安排<mark>工人</mark>进行照料，并为其提供<quad name=Water><mark>水资源</mark>。\n\n-动物必须通过<mark>贸易</mark>单独获取。\n-动物需要取暖才能熬过<mark>冬季风暴</mark>"
"#RANCH_2","大型农场"
"#DESC_RANCH_2","由<mark>牧场</mark>升级而来。\n\n容纳的<mark>牲畜</mark>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<mark>工人</mark>进行照料，并为其提供<quad name=Water><mark>水资源</mark>。\n\n-动物必须单独获取\n-动物需要取暖才能熬过<mark>冬季风暴</mark>\n-会造成<quad name=Pollution><mark>污染</mark>"
"#COOKHOUSE","伙房"
"#DESC_COOKHOUSE","用原材料烹制温暖的<quad name=Meal><mark>饭菜</mark>。\n\n餐食不仅能提供多种<mark>营养</mark>，还能让生活更舒适。"
"#MESS_HALL","食堂"
"#DESC_MESS_HALL","用原材料烹制温热的<quad name=Meal><mark>餐食</mark>。\n\n用基本食材烹制餐食需要的制作时间相对较短，食堂所能提供的<mark>食谱</mark>比<mark>伙房</mark>更丰富。餐食不仅能提供<mark>营养</mark>食物，还能让生活更舒适。"
"#MILL","磨坊"
"#DESC_MILL","烘焙过程的关键环节。\n\n磨坊将<quad name=Wheat><mark>小麦</mark>粒磨成细<quad name=Flour><mark>面粉</mark>，以便在<mark>面包房</mark>中使用。"
"#BAKERY","面包房"
"#DESC_BAKERY","制作烘焙食品。\n\n新鲜<quad name=Bread><mark>面包</mark>和其他糕点是奢华享受，需要的工作量比其他种类的食物更多。糕点可以让人吃饱，但缺乏营养。"
"#WELL","水井"
"#DESC_WELL","<quad name=Water><mark>水源</mark>之一。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<mark>贫瘠的土壤</mark>上。"
"#WATER_COLLECTOR","集水箱"
"#DESC_WATER_COLLECTOR","生产少量的<quad name=Water><mark>水</mark>。需要<mark>工人</mark>从当地池塘或是湖泊中收集水。\n\n-必须建在<mark>岸上</mark>\n-在<mark>辐射</mark>期间停止工作\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#WATER_STORAGE_SMALL","净水储备"
"#DESC_WATER_STORAGE_SMALL","为<mark>居民</mark>储备适量干净的<quad name=Water><mark>饮用水</mark>。"
"#WATER_STORAGE_LARGE","大型净水储备"
"#DESC_WATER_STORAGE_LARGE","在两个巨大的水箱里为<mark>居民</mark>储备大量<quad name=Water><mark>干净的饮用水</mark>。"
"#WATER_TOWER","水塔"
"#DESC_WATER_TOWER","在小范围内为<mark>建筑物</mark>储存和分配<quad name=Water><mark>水</mark>。"
"#WATER_TOWER_LARGE","大型水塔"
"#DESC_WATER_TOWER_LARGE","在大范围内为<mark>建筑物</mark>储存和分配<quad name=Water><mark>水</mark>。"
"#BORE_WELL","钻井"
"#DESC_BORE_WELL","钻井挖得非常深，提供稳定的<quad name=Water><mark>水源</mark>。不受土壤限制，可放置于任何土壤上。"
"#WATER_PUMP","水泵"
"#DESC_WATER_PUMP","生产大量<quad name=Water><mark>水</mark>的有效途径。\n\n-必须建在<mark>岸上</mark>\n-在<mark>辐射</mark>期间停止工作\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#SCAVENGER","废料站"
"#DESC_SCAVENGER","从金属堆积物中搜寻<quad name=Metal><mark>金属</mark>和<quad name=Scrap><mark>废旧物</mark>。\n\n金属是主要建筑材料，两者都可以进一步回收成为宝贵的物品。"
"#RECYCLER","回收站"
"#DESC_RECYCLER","从塑料堆积物中搜寻<quad name=Plastic><mark>塑料</mark>。\n\n塑料是基础建筑材料。"
"#TOOLSHOP","工具间"
"#DESC_TOOLSHOP","制造<quad name=Tools><mark>工具</mark>。\n\n制造新工具，帮助居民更<mark>高效</mark>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。"
"#TAILOR","制衣坊"
"#DESC_TAILOR","使用<quad name=Fiber><mark>布料</mark>制作<quad name=Cloth><mark>衣物</mark>。\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。"
"#SAWMILL","锯木厂"
"#DESC_SAWMILL","由<mark>伐木场</mark>升级而来。\n\n在指定工作区内伐木并将其锯成<quad name=Plank><mark>木材</mark>。与单纯依靠手工伐木相比，使用<quad name=Energy><mark>能源</mark>能够大幅提高效率。"
"#FORESTER","林务站"
"#DESC_FORESTER","培育树苗并将其种植于指定工作区。\n\n<mark>树木</mark>是重要原材料，可用于生产<quad name=Plank><mark>木材</mark>。从树苗成长为树木所需时长取决于<mark>土壤</mark>类型。贫瘠的土壤非常不适合种植树木。\n\n-无法在<mark>冬季风暴</mark>时期种植树苗"
"#MECHANIC_SHOP","修理厂"
"#DESC_MECHANIC_SHOP","回收<quad name=Scrap><mark>废旧物</mark>，并将这些宝贵的材料制造为机械<quad name=Parts><mark>零件</mark>。\n\n而零件广泛用于生产精加工资源和建造高级建筑。"
"#CONCRETE_MIXER","混凝土块提取机"
"#DESC_CONCRETE_MIXER","从<mark>地下堆积物</mark>中提取<quad name=Concrete><mark>混凝土块</mark>。\n\n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<quad name=Pollution><mark>污染</mark>。"
"#METAL_EXTRACTOR","金属提取机"
"#DESC_METAL_EXTRACTOR","使用大块磁铁从贫瘠土壤中提取<quad name=Metal><mark>金属</mark>和<quad name=Scrap><mark>废旧物</mark>。\n\n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<quad name=Pollution><mark>污染</mark>。"
"#PLASTIC_EXTRACTOR","塑料提取机"
"#DESC_PLASTIC_EXTRACTOR","从<mark>地下堆积物</mark>中提取<quad name=Plastic><mark>塑料</mark>。\n\n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<quad name=Pollution><mark>污染</mark>。"
"#ELECTRONICS_FACTORY","电子元件厂"
"#DESC_ELECTRONICS_FACTORY","高端生产设施，可生产<quad name=Component><mark>部件</mark>和<quad name=Electronics><mark>电子元件</mark>。建造\n\n全自动<mark>提取机</mark>和其他<quad name=Energy><mark>能源</mark>消耗建筑需要电子元件。"
"#CONCRETE_AUTO_EXTRACTOR","混凝土块自动提取机"
"#DESC_CONCRETE_AUTO_EXTRACTOR","由<mark>混凝土块提取机</mark>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<quad name=Pollution><mark>污染</mark>"
"#METAL_AUTOEXTRACTOR","金属自动提取机"
"#DESC_METAL_AUTOEXTRACTOR","由<mark>金属提取机</mark>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<quad name=Pollution><mark>污染</mark>"
"#PLASTIC_AUTOEXTRACTOR","塑料自动提取机"
"#DESC_PLASTIC_AUTOEXTRACTOR","由<mark>塑料提取机</mark>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<quad name=Pollution><mark>污染</mark>"
"#SOLAR_GENERATOR","太阳能电池板"
"#DESC_SOLAR_GENERATOR","经济实惠的生产方式，能小规模生产可再生<quad name=Energy><mark>能源</mark>。\n\n-仅在<mark>白天</mark>工作。"
"#BATTERY","电池架"
"#DESC_BATTERY","存储过剩<quad name=Energy><mark>能源</mark>。\n\n当消耗量超过生产量时，则使用存储的能源。"
"#WIND_GENERATOR","风力涡轮机"
"#DESC_WIND_GENERATOR","生产<quad name=Energy><mark>能源</mark>。\n\n比<mark>太阳能电池板</mark>更有效、更可靠，但所需维修次数较多。"
"#WIND_TURBINE","大型风力涡轮机"
"#DESC_WIND_TURBINE","生产大量<quad name=Energy><mark>能源</mark>。\n\n比<mark>风力发电机</mark>更有效，但所需维修次数较多。"
"#REFINERY","精炼厂"
"#DESC_REFINERY","从<quad name=Oil><mark>油</mark>中提炼<quad name=Fuel><mark>燃料</mark>。\n\n燃料是发动和维修汽车所必需的资源。\n\n-会造成<quad name=Pollution><mark>污染</mark>"
"#GATE","大门"
"#DESC_GATE","大门建造后，居民可外出探索聚居地周边的世界，你也能派遣专家前往聚居地以外的地点。幸存者团体也会来到大门外，请求加入你的聚居地。\n\n兴旺发展的聚居地也会吸引土匪前来，但大门有守卫看守，大多数实力不强的入侵者无法攻破。"
"#GATE_DESTROYED","大门废墟"
"#DESC_GATE_DESTROYED","从<mark>建造菜单</mark>中重建倒塌的<mark>大门</mark>，吸引更多的人加入聚居地。大门建好后，可指派<mark>专家</mark>前往<mark>世界地图</mark>进行探索。"
"#MEDICAL_TENT","医疗帐篷"
"#DESC_MEDICAL_TENT","治疗各种身体状况的居民。\n\n如果拥有多种<quad name=Meds><mark>药物</mark>加快治愈过程，则治愈速度更快。可治疗的病症为<mark>受伤、感染、辐射病和变异</mark>。绝望等精神疾病无法在医疗设施中治愈。"
"#SCHOOL","学校"
"#DESC_SCHOOL","如果周边有学校，<mark>儿童</mark>在童年期间会前往学校就读。\n\n上学时间足够长的儿童成年后将成为<mark>受过教育</mark>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<mark>冬季风暴</mark>期间加热升温"
"#STORM_DOME","风暴穹顶"
"#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<quad name=HappinessBonus><mark>幸福度</mark>，效果无可比拟。那些杀不死你的，会让你变得更强大。"
"#BUSH1","大片绿色灌木"
"#DESC_BUSH1","大型装饰绿色灌木，用于聚居地美化。"
"#BUSH2","大片黄色灌木"
"#DESC_BUSH2","大型装饰黄色灌木，用于聚居地美化。"
"#BUSH3","粉色花丛"
"#DESC_BUSH3","装饰性的粉色花丛，用于聚居地美化。"
"#BUSH4","白色花丛"
"#DESC_BUSH4","小型白色装饰花丛，用于聚居地美化。"
"#BUSH5","小片绿色灌木"
"#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<mark>贫瘠的土壤</mark>上。"
"#BUSH6","高大的绿色灌木"
"#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<mark>贫瘠的土壤</mark>上。"
"#BUSH7","红色花朵"
"#DESC_BUSH7","美丽的红色花朵，用于聚居地美化。"
"#BUSH8","粉色小花"
"#DESC_BUSH8","美丽的粉色花朵，用于聚居地美化。"
"#BUSH9","白色小花"
"#DESC_BUSH9","美丽的白色花朵，用于聚居地美化。"
"#BUSH10","高大的绿色树木"
"#DESC_BUSH10","高大葱郁的树，用于聚居地美化。\n\n-不能种植在<mark>贫瘠的土壤</mark>上。"
"#DECORATION1","空瓶树"
"#DESC_DECORATION1","钢筋和空瓶制成的装饰树。多么新奇啊！"
"#DECORATION2","空瓶仙人掌"
"#DESC_DECORATION2","被切成仙人掌形状的绿色旧汽水瓶。"
"#DECORATION3","塑料花"
"#DESC_DECORATION3","粘在吸管上的彩色塑料被剪成了花的形状。"
"#DECORATION4","原木花"
"#DESC_DECORATION4","装饰性的废弃木料，上面粘上了塑料小花。"
"#DECORATION5","塑料堇菜"
"#DESC_DECORATION5","空塑料瓶的底部粘了一些吸管，像一个花坛。"
"#DECORATION6","纸风车"
"#DESC_DECORATION6","五颜六色的纸折成的可爱小风车。"
"#TRADE_CENTER","贸易中心"
"#DESC_TRADE_CENTER","允许进行<mark>贸易</mark>。\n\n使用<mark>贸易菜单</mark>或在地图上选择<mark>社群</mark>来发起“帮助”。单个<mark>工人</mark>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。"
"#ENVIRONMENTAL_STATION","环境站"
"#DESC_ENVIRONMENTAL_STATION","清理<quad name=Pollution><mark>污染沉积物</mark>。\n\n收集受污染的土壤和污染物，并将其安全地储存在<mark>废料箱</mark>中，从而让生活环境更安全舒适。\n\n-会造成<quad name=Pollution><mark>污染</mark>。"
"#LOGGING_CAMP","伐木篷"
"#DESC_LOGGING_CAMP","将<quad name=Plank><mark>木材</mark>转化为<quad name=Firewood><mark>木柴</mark>。\n\n烹饪和<mark>冬季风暴</mark>期间都少不了木柴。"
"#THE_PIT","埋葬坑"
"#DESC_THE_PIT","朴素的<mark>埋葬坑</mark>，用于埋葬结束了尘世挣扎的居民。\n\n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<quad name=HappinessPenalty><mark>幸福度</mark>。尸体会在一周左右<mark>腐烂</mark>，给那些新到的死者留出位置。\n\n-会造成<quad name=Pollution><mark>污染</mark>。"
"#FIELD_HOSPITAL","战地医院"
"#DESC_FIELD_HOSPITAL","高级大容量医疗建筑，能够以比<mark>医疗帐篷</mark>更快的速度治疗多名居民。\n\n使用恰当的<quad name=Meds><mark>药品</mark>可更快治愈疾病。病症包括<mark>受伤、感染、辐射病，甚至变异</mark>。"
"#MAINTENANCE_DEPOT","维修厂"
"#DESC_MAINTENANCE_DEPOT","自动执行<mark>修理</mark>和<mark>去污染</mark>工作。\n\n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。"
"#MEMORIAL","纪念碑"
"#DESC_MEMORIAL","居民可在这座纪念碑前祭奠大灾变及其后的余波中失去生命的人们。纪念碑并不能使逝者复生，但能带来<quad name=HappinessBonus><mark>幸福度</mark>，并给生者以坚持下去的意义。"
"#LARGE_SOLAR_PANEL","大型太阳能电池板"
"#DESC_LARGE_SOLAR_PANEL","<mark>太阳能电池板</mark>的改良版，效率更高。使用可伸缩面板，受灾难影响较小。\n\n-仅在<mark>白天</mark>工作。\n-在<mark>磁暴</mark>期间停止工作。"
"#RADAR","雷达"
"#DESC_RADAR","提前发出<mark>灾难</mark>预警。\n\n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。"
"#MED_LAB","医学实验室"
"#DESC_MED_LAB","<mark>医学实验室</mark>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<quad name=Meds><mark>药品</mark>。"
"#LIBRARY","图书馆"
"#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得到<quad name=HappinessBonus><mark>幸福度</mark>。\n\n-必须在<mark>冬季风暴</mark>期间加热升温"
"#GAME_ARCADE","游戏室"
"#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<quad name=HappinessBonus><mark>幸福度</mark>，绝对值得投资。"
"#MOVIE_THEATRE","电影院"
"#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。当大家看到片尾的演职人员表时，<quad name=HappinessBonus><mark>幸福度</mark>一定会飙升。"
"#GUARD_POST","守卫亭"
"#DESC_GUARD_POST","守卫亭可<mark>保护</mark>你的聚居地，抵御所有敌人侵袭，还能<mark>显示周围地形</mark>。\n\n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，你也可以向守卫直接下达命令。守卫可以配备<quad name=Guard_Rifle><mark>武器</mark>，以增加默认伤害值。\n\n-侦察速度一般"
"#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。"
"#GATE2","加强大门"
"#DESC_GATE2","加强大门可容纳更多守卫，阻止强大的敌人进入聚居地。同时还能显示到访幸存者团体的详细信息。"
"#CEMETERY","墓地"
"#DESC_CEMETERY","庄严的逝者安息之地，居民会在这里悼念自己的亲人。\n\n体面的安息之地会增加生者的幸福度，如果墓地遭到破坏，<quad name=HappinessPenalty><mark>幸福度</mark>则会大幅降低。尸体在墓地中过一段时间会自然<mark>腐烂</mark>。"
"#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。"
"#ELECTRICLAMPSMALL01","小型街灯"
"#DESC_ELECTRICLAMPSMALL01","朴素的小型电灯柱。"
"#ELECTRICLAMPLARGE01","大型街灯"
"#DESC_ELECTRICLAMPLARGE01","高大的四面灯柱，可照亮一大片区域。"
"#ELECTRICLAMPMEDIUM01","中型街灯"
"#DESC_ELECTRICLAMPMEDIUM01","中等大小的灯柱，适合放置在道路或建筑旁边。"
"#OUTPOST_DEPOT","前哨仓库"
"#DESC_OUTPOST_DEPOT","可以在<mark>世界地图</mark>上设立<mark>前哨</mark>。\n\n前哨可用来收集<mark>科学点数、寻找新的幸存者、生产资源，或将资源快速转移</mark>至聚居地。\n\n-必须有<mark>专家</mark>才能设立前哨"
"#LARGE_BATTERY","大型电池架"
"#DESC_LARGE_BATTERY","存储大量过剩<quad name=Energy><mark>能源</mark>。\n\n当消耗量超过生产量时，则使用存储的能源。"
"#LIGHTNING_ROD","避雷针"
"#DESC_LIGHTNING_ROD","保护<quad name=Energy><mark>能源</mark>建筑。\n\n创建一片保护区域，引导雷击通过避雷针流向地面，从而避免伤害。承受几次雷击后容易损坏。<mark>磁暴</mark>时非常有用。"
"#SAUNA","桑拿"
"#DESC_SAUNA","清洁建筑。\n\n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。\n\n-需要连接<quad name=Water><mark>水塔</mark>\n-会造成<quad name=Pollution><mark>污染</mark>"
"#LUMBER_YARD","伐木场"
"#DESC_LUMBER_YARD","<mark>伐木场</mark>中的工人砍伐指定区域的<mark>树木</mark>，并将其加工为<quad name=Plank><mark>木材</mark>。\n\n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","清洁建筑。\n\n基本<mark>卫生</mark>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。使厕所远离其他建筑，避免污染。\n\n-会造成<quad name=Pollution><mark>污染</mark>。"
"#CAMPSITE","营地"
"#DESC_CAMPSITE","新聚居地的第一座建筑，<mark>侦察</mark>能力有限，<mark>资源和水储量</mark>较小。\n\n-发射信号弹即可吸引第一批居民\n-基础聚居地地图侦察能力"
"#GUNSMITH","枪械工匠"
"#DESC_GUNSMITH","<mark>枪械工匠</mark>制造<quad name=Guard_Rifle><mark>武器</mark>。\n\n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。"
"#HEATER","火炉"
"#DESC_HEATER","在<mark>冬季风暴</mark>期间加热建筑。\n\n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-需要<quad name=Firewood><mark>木材</mark>"
"#ENERGYHEATER","暖气片"
"#DESC_ENERGYHEATER","在<mark>冬季风暴</mark>期间为建筑供暖。\n\n一种消耗<quad name=Energy><mark>能源</mark>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。"
"#GARAGE","车库"
"#DESC_GARAGE","<mark>车库</mark>是聚居地中修理和停放<mark>车辆</mark>的地方。\n\n也可以用来把专家团队集结到一辆车上，然后送往<mark>世界地图</mark>。"
"#COMMAND_CENTER","总部"
"#DESC_COMMAND_CENTER","主要管理建筑。\n\n配备快速、远距离<mark>侦察</mark>能力，还有巨大<mark>储存</mark>空间，这座行政大楼足以支持一座大型聚居地。\n\n-完整聚居地地图侦察能力"
"#MISSION_CONTROL","聚居地中心"
"#DESC_MISSION_CONTROL","主要管理建筑，用于替代临时营地。\n\n<mark>侦察</mark>速度和范围都大于营地。\n-中等聚居地地图侦察能力"
"#TRANSFORMER_LARGE","大型变压器"
"#DESC_TRANSFORMER_LARGE","由<mark>变压器</mark>升级而来。\n\n能将<quad name=Energy><mark>能源</mark>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<mark>火炉</mark>升级而来。\n\n能够燃烧更多<quad name=Firewood><mark>木柴</mark>，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。"
"#ENERGYHEATER_LVL2","工业用取暖器"
"#DESC_ENERGYHEATER_LVL2","由<mark>取暖器</mark>升级而来。\n\n能够远距离传输热量，但同时也会消耗更多<quad name=Energy><mark>能量</mark>。"
"#LIGHTNING_ROD_LVL2","避雷塔"
"#DESC_LIGHTNING_ROD_LVL2","由<mark>避雷针</mark>升级而来。\n\n防护范围更广，可保护<quad name=Energy><mark>能源</mark>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。"
"#SAUNA_UPGRADE","蒸汽桑拿"
"#DESC_SAUNA_UPGRADE","由<mark>桑拿</mark>升级而来。\n\n<mark>卫生</mark>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<mark>冬季风暴</mark>，因为温暖的蒸汽可以暂时让居民不被冻僵。\n\n-需要连接<quad name=Water><mark>水塔</mark>。"
"#OUTHOUSE_UPGRADE","厕所"
"#DESC_OUTHOUSE_UPGRADE","由<mark>厕所</mark>升级而来。\n\n<mark>卫生</mark>是健康聚居地的必要条件。让居民能够清理自己身上的污染物，并处理自然排泄物。\n\n-需要连接<quad name=Water><mark>水塔</mark>"
"#RECYCLER_UPGRADE","高级回收站"
"#DESC_RECYCLER_UPGRADE","由<mark>回收站</mark>升级而来。\n\n从塑料堆积物搜寻<quad name=Plastic><mark>塑料</mark>比从基础建筑中搜寻更快更有效。\n\n塑料是基础建筑材料。"
"#SCAVENGER_UPGRADE","高级废料站"
"#DESC_SCAVENGER_UPGRADE","由<mark>废料站</mark>升级而来。\n\n从金属堆积物搜寻<quad name=Metal><mark>金属</mark>和<quad name=Scrap><mark>废旧物</mark>，比从基础建筑中搜寻更快更有效。\n\n金属是主要建筑材料，两者都可进一步回收成为宝贵的物品。"
"#WELL_UPGRADE","钻井"
"#DESC_WELL_UPGRADE","由<mark>水井</mark>升级而来。\n\n一处稳定的<quad name=Water><mark>水源</mark>。比普通<mark>水井</mark>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"
"#TOOLSHOP_UPGRADE","大型工具间"
"#DESC_TOOLSHOP_UPGRADE","由<mark>工具间</mark>升级而来。\n\n用优质材料制造的<quad name=Tools_2>工具。\n\n制造新工具，帮助居民更<mark>高效</mark>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","由<mark>制衣坊</mark>升级而来。\n\n使用优质材料制作<quad name=Cloth_2><mark>衣物</mark>。\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","由<mark>枪械工匠</mark>升级而来。\n\n枪械工坊可为守卫制造强力<quad name=Guard_Rifle_2><mark>武器</mark>。制造可靠的枪械费时费力，成本也不低。"
"#INFO_PRODUCTION_CHECK_PREREQUISITES","检查生产要求"
"#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"
"#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}"
"#CATEGORY_SECURITY","探索"
"#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"
"#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"
"#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。首领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。"
"#PAUSE_BUILDING_TITLE","暂停建造"
"#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}"
"#INFO_TREATMENT_TREATING","正在处理"
"#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","娱乐"
"#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<quad name=Energy><mark>能源</mark>。\n\n来自外太空的未来设计！"
"#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"
"#INFO_BUILDING_WAITING_REPAIRS","等待维修"
"#INFO_NO_RESOURCES_REQUIRED","不需要建筑资源。"
"#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"
"#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"
"#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"
"#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。"
"#TOPIC_POLLUTION_SHIELDING_LEVEL","污染防护{0}"
"#TOPIC_SPLIT_ANIMALS","分配至新农场"
"#TOPIC_BUTCHER_ANIMALS","屠宰"
"#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"
"#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，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<quad name=Energy><mark>能源</mark>从一个地方转移到另一个地方的设备。变压器会在其<mark>有效区域</mark>内分配能源，有效区域可以互相串联。"
"#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"
"#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..."
"#BUILDING_STATUS_DISABLED_BY_EFFICIENCY","效率过低，建筑暂停运作"
"#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"
"#INFO_CONSTRUCTION_RESOURCES_COMING","资源正在路上"
"#INFO_CONSTRUCTION_NO_CARRIER_ASSIGNED","等待空闲搬运工"
"#INFO_CONSTRUCTION_NO_BUILDER_ASSIGNED","等待空闲建筑工人"
"#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_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"
"#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。"
"#MAGNETIC_SEPARATOR","磁力分离器"
"#DESC_MAGNETIC_SEPARATOR","<mark>磁力分离器</mark>从地下堆积物中提取资源，并将<quad name=Rare><mark>稀有</mark>金属分离出来，供生产高级产品使用。\n\n-会造成<mark>污染</mark>"
"#BOTANICAL_GARDEN_NEW","植物园"
"#DESC_BOTANICAL_GARDEN_NEW","这些植物园是为居民提供宁静放松的<quad name=EntertainmentBonus><mark>娱乐</mark>而建造的，其中生长着许多无法在户外生存的美丽植物品种。但这座建筑物无法用于种植粮食。\n\n-必须在<mark>冬季风暴</mark>期间加热升温。"
"#DESC_SHRINE_NEW","一座舒适宁静的房屋。居民可以摆放祭品，表达他们的愿望并默默祈祷。这个令人精神平静的地方为聚居地的人民提供了<quad name=EntertainmentBonus><mark>娱乐</mark>。\n\n-必须在<mark>冬季风暴</mark>期间加热升温。"
"#DESC_PUBLIC_HOUSE_NEW","在合适的地方花时间与其他居民一起社交会更舒服。在这里居民可以为自己准备饮料，也可以交流近况，这为整个聚居地提供了<quad name=EntertainmentBonus><mark>娱乐</mark>。\n\n-必须在<mark>冬季风暴</mark>期间加热升温。"
"#DESC_STORM_DOME_NEW","这座竞技场令人印象深刻，居民们可以在此领略残酷而难忘的战斗。暴力场面确实是令人激动的<quad name=EntertainmentBonus><mark>娱乐</mark>。凡是不能毁灭你的，只会让你更强大。"
"#DESC_MEMORIAL_NEW","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<quad name=EntertainmentBonus><mark>娱乐</mark>，并让生者明白坚持下去的意义。"
"#DESC_LIBRARY_NEW","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获得<quad name=EntertainmentBonus><mark>娱乐</mark>。\n\n-必须在<mark>冬季风暴</mark>期间加热升温。"
"#DESC_GAME_ARCADE_NEW","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舒缓。建造成本非常高，但鉴于它提供的<quad name=EntertainmentBonus><mark>娱乐</mark>，这笔投资绝对值得。"
"#DESC_MOVIE_THEATRE_NEW","存放着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。当大家看到片尾的演职人员表时，一定能获得<quad name=EntertainmentBonus><mark>娱乐</mark>。"
"#DESC_FIGHTINGPIT_NEW","一种原始的<quad name=EntertainmentBonus><mark>娱乐</mark>形式，可帮助居民在受控环境中发泄压抑的沮丧情绪。"
"#DESC_WIND_GENERATOR_NEW","全天候生产<quad name=Energy><mark>能源</mark>。\n\n比<mark>太阳能电池板</mark>更有效、更可靠，但所需维修次数较多。\n\n-在<mark>磁暴</mark>期间停止工作。\n-必须在<mark>冬季风暴</mark>期间加热升温。"
"#DESC_SOLAR_GENERATOR_NEW","经济实惠的<quad name=Energy><mark>能源</mark>生产方式，能小规模生产可再生能源。\n\n-仅在<mark>白天</mark>工作。\n-在<mark>磁暴</mark>期间停止工作。"
"#DESC_WIND_TURBINE_NEW","生产大量<quad name=Energy><mark>能源</mark>。\n\n比<mark>风力发电机</mark>更有效，而且能在<mark>冬季风暴</mark>期间工作，但所需维修次数较多。\n\n-在<mark>磁暴</mark>期间停止工作。"
"#DESC_LARGE_SOLAR_PANEL_NEW","<mark>太阳能电池板</mark>的改良版，效率更高。使用可伸缩面板，受灾难影响较小。\n\n-仅在<mark>白天</mark>工作。\n-在<mark>磁暴</mark>期间停止工作。"
"#STORM_DOME_NEW","风暴穹顶"
"#MEMORIAL_NEW","纪念碑"
"#LIBRARY_NEW","图书馆"
"#GAME_ARCADE_NEW","游戏室"
"#MOVIE_THEATRE_NEW","电影院"
"#FIGHTINGPIT_NEW","格斗场"
"#SHRINE_NEW","纪念祠"
"#PUBLIC_HOUSE_NEW","酒吧"
"#WATER_PUMP_NEW","水泵"
"#WIND_GENERATOR_NEW","风力涡轮机"
"#SOLAR_GENERATOR_NEW","太阳能电池板"
"#WIND_TURBINE_NEW","大型风力涡轮机"
"#LARGE_SOLAR_PANEL_NEW","大型太阳能电池板"
"#GATE3","堡垒大门"
"#DESC_GATE3","最安全的大门，守卫空位数量可达最大值。可抵御多数试图突破聚居地防御工事的敌人。"
"#TITLE_CREATE_SETTLER_NEW","创建开拓者"
"#DELUXE_WIND_GENERATOR","火星风力涡轮机"
"#DESC_DELUXE_WIND_GENERATOR","生产<quad name=Energy><mark>能源</mark>。\n\n设计兼具未来感和耐用性，专为稀薄大气和极端条件建造。相比于普通涡轮机，火星风力涡轮机维修成本更低，可承受的伤害更多，在冬季风暴时期也能运转。\n\nUltimate Colony版本任务奖励。\n\n-在<mark>磁暴</mark>期间停止工作。"
"#DELUXE_RADIO_TOWER","广播塔"
"#DESC_DELUXE_RADIO_TOWER","自给自足的无线电塔，用来发送和接收远距离无线电广播。\n\n开始Ultimate Colony版本任务线“命中注定”。"
"#TOPIC_CREATE_ENGINEER","创建工程师"
"#DESC_CREATE_ENGINEER","选定的专家将永久转换为工程师。"
"#ENGINEER_DESC","在世界地图上建造先进的工程师小站，帮助修建末日地堡。工程师无法战斗或收集资源。"
"#TOPIC_CREATE_ENGINEER_SELECTED_SPECIALIST","选中的专家"
"#INFO_BUILDING_CONDITION_GATE_LOCKED","大门已封锁：战斗正在进行中"
"#INFO_BUILDING_STATUS_MAX_CAP","已达最大容量"
"#TOOLTIP_GATE_DEFENCE_CONTENT","防御值取决于大门当前的耐久度和守卫的数量。升级大门可提升其防御值上限，以便抵御战斗力日益强大的土匪。"
"#OUTPOST_DEPOT_LEVEL2_NAME","工程师小站"
"#DESC_OUTPOST_DEPOT_LEVEL2_NAME","集结区可以收集资源并将专家转换为<mark>工程师</mark>。工程师创建完成后，集结区就会被拆除。\n\n工程师可建造专门用途的前哨，从世界地图上收集知识和必要的部件，以协助建造末日地堡。"
"#ENDGAME_VAULT_LEVEL_1","末日地堡第1阶段"
"#DESC_ENDGAME_VAULT_LEVEL_1","末日地堡的建筑工地。这个保护聚居地及其居民免受灾难的大型工程目前处于第一阶段。\n\n要完成末日地堡的建造，需要修建<mark>工程师前哨</mark>，并完成<mark>明日计划</mark>任务线中的所有环节。"
"#ENDGAME_VAULT_LEVEL_2","末日地堡第2阶段"
"#DESC_ENDGAME_VAULT_LEVEL_2","末日地堡的建筑工地。这个保护聚居地及其居民免受灾难的大型工程目前处于第二阶段。\n\n要完成末日地堡的建造，需要修建<mark>工程师前哨</mark>，并完成<mark>明日计划</mark>任务线中的所有环节。"
"#ENDGAME_VAULT_LEVEL_3","末日地堡第3阶段"
"#DESC_ENDGAME_VAULT_LEVEL_3","末日地堡接近完工。这个保护聚居地及其居民免受灾难的大型工程目前处于第三阶段。\n\n要完成末日地堡的建造，需要修建<mark>工程师前哨</mark>，并完成<mark>明日计划</mark>任务线中的所有环节。"
"#ENDGAME_VAULT_LEVEL_4","末日地堡"
"#DESC_ENDGAME_VAULT_LEVEL_4","随着末日地堡的落成，<mark>明日计划</mark>也进入尾声。聚居地和这里的居民现在终于可以不用受<mark>自然灾害</mark>之苦，但是敌人和季节性的冬季风暴依然像以前一样威胁着聚居地。"
"#INFO_VEHICLES_STORED","{0}辆车辆已停驻"
"#INFO_VEHICLES_STORED_LONG","{0}辆车辆已停驻，建造车库进行维修"
"#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","好吧，那真的很痛。"
"#COLONIST_COMMENT_INJURED_08","我胳膊不应该弯成那样的，对吗？"
"#COLONIST_COMMENT_INJURED_09","我流血了......我在流血！"
"#COLONIST_COMMENT_INJURED_10","我胳膊动不了了......"
"#COLONIST_COMMENT_INJURED_11","我想我撞到了头......"
"#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","辐射会永远毒害人类！"
"#COLONIST_COMMENT_RADIATION_SICKNESS_11","为什么没人清理废料？！"
"#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","一直......咳个......不停......"
"#COLONIST_COMMENT_INFECTION_10","发烧了？可我现在不能生病！"
"#COLONIST_COMMENT_INFECTION_11","我感觉浑身无力......"
"#COLONIST_COMMENT_FULLY_HEALED_07","我感到神清气爽！"
"#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","现在我浑身舒畅，多亏有你。"
"#COLONIST_COMMENT_FULLY_HEALED_11","居然一点儿也不痛了！"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_07","我想是时候吃树皮了。"
"#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","你长大后会非常强壮的。"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_07","去大门口！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_08","别让他们跑了！"
"#COLONIST_COMMENT_GATE_COMBAT_STARTED_09","为自己而战，为聚居地而战！"
"#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","撕心裂肺......"
"#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。"
"#PERSON_STATE_SOCIAL_INTERACTION","玩乐中"
"#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_NAME_DEFAULT_ADULT","成年人"
"#PERSON_BACKGROUND_NAME_DEFAULT_CHILD","儿童"
"#TOPIC_AGE_GROUP_ELDER","老人"
"#TOPIC_AGE_GROUP_ADULT","成年人"
"#TOPIC_AGE_GROUP_CHILD","儿童"
"#TOPIC_ELDER","老人"
"#TOPIC_AGE","年龄"
"#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_CONDITIONS","条件"
"#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_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_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没有那么容易，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_NAME_DEFAULT_SURVIVOR","任意幸存者"
"#PERSON_BACKGROUND_DESC_DEFAULT_SURVIVOR","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","目睹过不可思议的事情，并不总能躲过厄运。熬过了精神低谷，但肉体不堪重负。"
"#PERSON_BACKGROUND_DESC_PIONEER","经验丰富的工兵，并参加过多次战斗，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。总在寻找更强大的武器。"
"#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","不是社群里最聪明的人，却是使用刀具和其他餐具的专家。绝对可以照顾自己和他人。"
"#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，并随时准备拳脚相向。拒绝先倒下。"
"#PERSON_BACKGROUND_DESC_BRUTE","天生魁梧壮硕，并充分利用这一特点。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","不能低估星空下的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简陋的茅草屋，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"
"#DEATH_MUTATION","变异"
"#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"
"#EDUCATION_LEVEL_INSCHOOL","在校就读"
"#EDUCATION_LEVEL_UNEDUCATED","未教育"
"#EDUCATION_LEVEL_EDUCATED","已教育"
"#TOPIC_COLONIST","基本信息"
"#TOPIC_TRAITS_NEEDS","详细信息"
"#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","在灾难期间充满决心。"
"#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，一定能被她触发。"
"#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","过往的罪孽造就了眼前这名衣衫褴褛的流浪者"
"#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_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。"
"#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","看似精力无限，实则很难集中精力做事。"
"#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，导致行动不便。"
"#PERSON_TRAIT_DESC_REFLUX","辐射中毒，导致进食时出现阵阵恶心。"
"#PERSON_TRAIT_DESC_FROSTBITTEN","在寒冷的夜晚湿着脚睡觉，代价是失去五根脚趾和半只脚。"
"#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。在灾难期间会更有效率。"
"#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、魁梧的身躯。"
"#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","希望在聚居地有个车库。"
"#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","想看到提取机。"
"#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。"
"#TOPIC_PERSON_ACTIVITY","活动"
"#PERSON_STATE_TREATED","正在接受治疗"
"#PERSON_TRAIT_EFFECT_FOOTLESS","<color=red>生产速度 -5%</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=grey>无效果</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>灾难效率+10%</color>"
"#PERSON_TRAIT_EFFECT_MASOCHIST","<color=red>最大健康 -20%</color>"
"#PERSON_TRAIT_EFFECT_DRIVEN","<color=green>生产速度 +10%</color>"
"#PERSON_TRAIT_EFFECT_BROKEN_KNUCKLES","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_HORRORS_PAST","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_HAEMOPHOBIC","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_BULLET_SPONGE","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_MINE_SWEEPER","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_PARANOID","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_WANDERER","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_DAYDREAMER","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_OBSESSED","<color=green>伤愈速度加快</color>"
"#PERSON_TRAIT_EFFECT_GLUTTON","<color=red>饥饿感翻倍</color>"
"#PERSON_STATE_SANITIZING","洗干净"
"#PERSON_TRAIT_EFFECT_POET","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_HEDONIST","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_SPIRITUAL","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_AUTHORITARIAN","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_HARD_WORKER","<color=green>生产速度 +10%</color>"
"#PERSON_TRAIT_EFFECT_SLOTH","<color=red>休息速度 -20%</color>"
"#PERSON_TRAIT_EFFECT_CAMEL","<color=red>耗水量增加</color>"
"#PERSON_TRAIT_EFFECT_RECKLESS","<color=grey>无效果</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=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_GREEN_THUMB","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_FANATIC","<color=green>疲劳速度降低</color>"
"#PERSON_TRAIT_EFFECT_OPTIMIST","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_PESSIMIST","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_ATHLETIC","<color=green>健康+20%</color>"
"#PERSON_TRAIT_EFFECT_INTROVERT","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_EXTROVERT","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_WORKAHOLIC","<color=green>疲劳速度降低</color>"
"#PERSON_TRAIT_EFFECT_LUDDITE","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_COMPETITIVE","<color=green>生产速度 +10%</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=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_FASTING","<color=green>饥饿速度降低</color>"
"#PERSON_TRAIT_EFFECT_A_D_H_D","<color=green>疲劳速度降低</color>"
"#PERSON_TRAIT_EFFECT_FAST_LEARNER","<color=green>疲劳速度降低</color>"
"#PERSON_TRAIT_EFFECT_STRONG_KID","<color=green>任务效率+15%</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=grey>无效果</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>灾难效率+15%</color>"
"#PERSON_TRAIT_EFFECT_WASHED_UP","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_FORMER_HUNTER","<color=red>最大健康 -20%</color>"
"#PERSON_TRAIT_EFFECT_FEARFUL","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_STRESS_EATER","<color=red>饥饿感翻倍</color>"
"#PERSON_TRAIT_EFFECT_OBSESSIVE","<color=red>生产速度 -5%</color>"
"#PERSON_TRAIT_EFFECT_BOSSY","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_COMFORT_SEEKER","<color=grey>无效果</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>生产速度 +10%</color>"
"#PERSON_TRAIT_EFFECT_SUSPICIOUS","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_PEOPLE_PERSON","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_FARMHAND","<color=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_LOITERER","<color=red>行走速度 -25%</color>"
"#PERSON_TRAIT_EFFECT_PICTURE_OF_HEALTH","<color=green>最大健康 +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=grey>无效果</color>"
"#PERSON_TRAIT_EFFECT_RESIGNED","<color=red>生产速度 -15%</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","因有新人到来而焦虑"
"#PERSON_TRAIT_NEED_INTROVERT_INACTIVE","因没有新人到来而开心"
"#PERSON_TRAIT_NEED_FIGHT_FAN","渴望暴力娱乐。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_ACTIVE","风暴穹顶已建造。"
"#PERSON_TRAIT_NEED_FIGHT_FAN_INACTIVE","风暴穹顶未建造。"
"#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。"
"#DEATH_COLDNESS","寒冷"
"#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"
"#TOPIC_AGE_GROUP_TEENAGER","青少年"
"#TOPIC_AGE_GROUP_INFANT","婴儿"
"#TOPIC_DEATH_REASON","死亡原因"
"#PERSON_CONDITION_COLD_DESC","由于缺少合适的衣物、庇护所而感到寒冷，尤其是遇到低温天气。\n\n可能导致体温过低。"
"#PERSON_CONDITION_HYPOTHERMIC_DESC","长时间暴露在严寒的天气中会导致居民出现体温过低。体温过低的居民会快速损失健康值，直到再次恢复体温。需要提供温暖的庇护所为其加热取暖。"
"#GENDER_FEMALE","女"
"#GENDER_MALE","男"
"#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","缺乏饮用水而导致的严重症状，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","居民经过一天的劳作会感到疲惫。确保庇护所数量充足，以便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","长途步行引起的长期睡眠不足正影响居民的工作能力。在开始其他工作前必须休息。"
"#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_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。绝望的居民不愿再发展聚居地，并且拒绝为之工作。如果情况没有改善，他们可能会放弃聚居地。"
"#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_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","当居民的饮食严重缺乏时，就会引发严重的营养不良。基本食物能让你饱腹，但却缺乏营养。每个居民也需要注意肉食和蔬菜的摄入量。吃这两种食物可以让居民保持健康。从营养不良状态恢复可能是一个缓慢的过程，而且要求聚居地中保持肉和蔬菜的储备充足。"
"#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","缺乏合适的衣服会导致一些更严重的问题，比如辐射病和体温过低。请制造或搜寻更多衣物。"
"#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_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_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。"
"#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_EVENT_NEED_CORPSE_DECAYED_NAME","见证腐朽"
"#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","埋葬坑被摧毁"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_DESC","因埋葬坑被摧毁和亵渎而愤怒"
"#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 +30%</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_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","营养"
"#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_EVENT_NEED_WELL_NOURISHED","营养良好"
"#PERSON_EVENT_NEED_WELL_NOURISHED_DESC","食物品种丰富，肉类和蔬菜均衡。健康饮食让人们心情愉悦。"
"#PERSON_STATE_LEAVE_COLONY","离开"
"#COLONIST_COMMENT_GAME_START_01","是时候卷起袖子开始搞建设了！"
"#COLONIST_COMMENT_GAME_START_02","把营地打理好，方便更多居民入住！"
"#COLONIST_COMMENT_GAME_START_03","开始为其他人布置营地吧！"
"#COLONIST_COMMENT_GAME_START_04","我们首先需要的是水、食物和庇护所。"
"#COLONIST_COMMENT_GAME_START_05","其他人马上就要到了，我们先把营地运转起来！"
"#COLONIST_COMMENT_GAME_START_06","好的，那我们就先解决必需品的问题，然后再发射信号弹！"
"#COLONIST_COMMENT_GAME_START_07","大家一起布置好营地，然后开始搜寻！"
"#COLONIST_COMMENT_GAME_START_08","人们会需要水、食物和庇护所，所以赶快行动起来！"
"#COLONIST_COMMENT_GAME_START_09","记得在一切准备就绪之后立即发射信号弹！"
"#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","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_RADIATION_POISONING_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","<color=grey>无效果</color>"
"#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","易受感染"
"#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","受污染的食物、某些灾难和环境造成的污染。在先进的卫生设施中，这种影响可以降低。高污染水平会导致辐射病。"
"#PERSON_VALUE_MALNUTRITION_DESC","营养不良。肉类和蔬菜类食物之间的营养平衡。两者都能预防营养不良。"
"#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_NEEDS_AND_CONDITIONS_TITLE","条件和需求"
"#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"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_NAME","警报状态"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_DESC","因聚居地警报而不开心"
"#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。"
"#PROFESSION_UNASSIGNED","搬运工"
"#PROFESSION_ASSIGNED","已指派"
"#PROFESSION_WORKER","工人"
"#PROFESSION_UNASSIGNED_PLURAL","工人"
"#PROFESSION_ASSIGNED_PLURAL","已指派"
"#PROFESSION_WORKER_PLURAL","工人"
"#PERSON_EVENT_NEED_COMFORT_NAME","已娱乐"
"#PERSON_EVENT_NEED_DISCOMFORT_NAME","焦虑"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_NAME","疲惫"
"#EVENT_NEED_COMFORT","已娱乐"
"#EVENT_NEED_DISCOMFORT","焦虑"
"#EVENT_NEED_MINOR_DISCOMFORT","疲惫"
"#PERSON_EVENT_NEED_COMFORT_DESC","人口规模和娱乐地点的数量处于平衡状态，居民感觉与聚居地融为一体。\n\n最近进行了娱乐。"
"#PERSON_EVENT_NEED_DISCOMFORT_DESC","居民由于聚居地过大而感到极度焦虑。\n\n该聚居地明显需要建造更多娱乐建筑。"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_DESC","居民由于聚居地过大而感到坐立不安。\n\n该聚居地需要建造更多娱乐建筑。"
"#PERSON_HAPPINESS_LEVEL_0_DESC","绝望的居民失去了活下去的意志。如果不能给他们的生活中增添一些幸福度，他们可能会采取极端措施。\n\n处理好居民的状况和需求，以提升幸福度。"
"#PERSON_HAPPINESS_LEVEL_1_DESC","不满现状，不愿按常规速度工作。\n\n处理好居民的状况和需求，以提升幸福度。"
"#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。"
"#COLONY_HAPPINESS_LEVEL_0_DESC","福利和舒适影响聚居地幸福度。居民们满怀悲痛，伤心欲绝。需尽快提升幸福度。"
"#COLONY_HAPPINESS_LEVEL_1_DESC","福利和舒适影响聚居地幸福度。居民对自己的处境感到不满。生育率低。"
"#COLONY_HAPPINESS_LEVEL_2_DESC","福利和舒适感可影响聚居地的幸福度。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","福利和舒适影响聚居地幸福度。人们都乐观积极，心情舒畅。生育率高。"
"#COLONY_HAPPINESS_LEVEL_4_DESC","福利和舒适影响聚居地幸福度。居民们欣喜若狂，精神焕发。生育率极高。"
"#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"
"#PERSON_STATE_ENTERTAINED","享受娱乐"
"#PERSON_STATE_ENTERING","使用一扇门"
"#PERSON_EVENT_NEED_GROUND_RESTED_NAME","睡在地上"
"#PERSON_EVENT_NEED_GROUND_RESTED_DESC","由于缺少庇护所不得不睡在户外。"
"#PERSON_EVENT_NEED_POOR_RESTED_NAME","差劲的庇护所"
"#PERSON_EVENT_NEED_POOR_RESTED_DESC","在差劲的庇护所睡得不舒服。"
"#PERSON_EVENT_NEED_POORLY_RESTED_NAME","糟糕的庇护所"
"#PERSON_EVENT_NEED_POORLY_RESTED_DESC","在简陋的庇护所里睡不好觉。"
"#PERSON_EVENT_NEED_RESTED_NAME","差强人意的庇护所"
"#PERSON_EVENT_NEED_RESTED_DESC","在差强人意的庇护所休息。"
"#PERSON_EVENT_NEED_NORMAL_RESTED_NAME","良好的庇护所"
"#PERSON_EVENT_NEED_NORMAL_RESTED_DESC","在舒适的庇护所里睡得很好"
"#PERSON_EVENT_NEED_WELL_RESTED_NAME","舒适的庇护所"
"#PERSON_EVENT_NEED_WELL_RESTED_DESC","在舒适的家中睡了个好觉。"
"#PERSON_EVENT_NEED_HOUSING_DEATH_NAME","近期死亡"
"#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_WELL_FED_NAME","营养充足"
"#PERSON_EVENT_NEED_WELL_FED_NAME_DESC","吃了一顿大餐。"
"#COLONIST_COMMENT_DISCOURAGED_01","我现在需要一些娱乐。"
"#COLONIST_COMMENT_DISCOURAGED_02","这里除了工作......几乎没什么事可以做。"
"#COLONIST_COMMENT_DISCOURAGED_03","这些陌生人让我感到不安。"
"#COLONIST_COMMENT_DISCOURAGED_04","这里人太多了！"
"#COLONIST_COMMENT_ENTERTAINED_01","我可以习惯这种放松的方式。"
"#COLONIST_COMMENT_ENTERTAINED_02","现在这就是娱乐！"
"#COLONIST_COMMENT_ENTERTAINED_03","我已经差不多忘了什么是快乐。"
"#COLONIST_COMMENT_ENTERTAINED_04","我是不是刚交了个新朋友？"
"#COLONIST_COMMENT_HAPPY_01","人生曾是这么美好的吗？"
"#COLONIST_COMMENT_HAPPY_02","我自豪的称呼这里为“我家”。"
"#COLONIST_COMMENT_HAPPY_03","太阳都晒到屁股了！该干活了。"
"#COLONIST_COMMENT_HAPPY_04","好日子还在后头呢。"
"#COLONIST_COMMENT_UNHAPPY_01","我撑不了多久了......"
"#COLONIST_COMMENT_UNHAPPY_02","我感觉好累，一直都好累。"
"#COLONIST_COMMENT_UNHAPPY_03","为什么要起床？"
"#COLONIST_COMMENT_UNHAPPY_04","外面一定有更好的地方......"
"#COLONIST_COMMENT_STAY_01","我很高兴我们能得到重视。"
"#COLONIST_COMMENT_STAY_02","下次就没这么简单了。"
"#COLONIST_COMMENT_STAY_03","我觉得我还能再试一次。"
"#COLONIST_COMMENT_STAY_4","我可能有点反应过度了......"
"#PERSON_EVENT_NEED_COMFORT_SHORT_DESC","放松"
"#PERSON_EVENT_NEED_DISCOMFORT_SHORT_DESC","需要娱乐"
"#PERSON_EVENT_NEED_MINOR_DISCOMFORT_SHORT_DESC","需要娱乐"
"#PERSON_EVENT_NEED_GROUND_RESTED_SHORT_DESC","没有住所"
"#PERSON_EVENT_NEED_WELL_RESTED_SHORT_DESC","休息充分"
"#PERSON_EVENT_NEED_POORLY_RESTED_SHORT_DESC","睡眠糟糕"
"#PERSON_EVENT_NEED_POOR_RESTED_SHORT_DESC","睡得不好"
"#PERSON_EVENT_NEED_NORMAL_RESTED_SHORT_DESC","睡得不错"
"#PERSON_EVENT_NEED_RESTED_SHORT_DESC","睡得还行"
"#PERSON_EVENT_NEED_DECLINE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_AGREE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_CORPSE_DECAYED_SHORT_DESC","哀悼"
"#PERSON_EVENT_NEED_LUCK_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BIRTH_SHORT_DESC","充满希望"
"#PERSON_EVENT_NEED_HOUSING_DEATH_SHORT_DESC","哀悼"
"#PERSON_EVENT_NEED_INDECISION_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_FEAST_SHORT_DESC","近期事件"
"#PERSON_VALUE_ACTION_POINTS","行动点数"
"#PERSON_EVENT_NEED_ALARM_HAPPINESS_PENALTY_SHORT_DESC","害怕"
"#PERSON_EVENT_NEED_HOSTILITIES_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_HUNT_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_TRIP_SUCCESS_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS1_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS2_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BANDITS3_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_DISAGREE_SHORT_DESC","近期事件"
"#PERSON_EVENT_NEED_BURIAL_SITE_DESTRUCTION_SHORT_DESC","愤怒"
"#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_HOME_DESTROYED_SHORT_DESC","已毁坏"
"#PERSON_EVENT_NEED_WELL_NOURISHED_SHORT_DESC","健康"
"#PERSON_EVENT_NEED_WELL_FED_SHORT_DESC","吃饱喝足"
"#PERSON_CONDITION_POORLY_NOURISHED_SHORT_DESC","需要更加多样化的食物"
"#PERSON_CONDITION_COLD_SHORT_DESC","需要取暖"
"#PERSON_CONDITION_HYPOTHERMIC_SHORT_DESC","需要取暖"
"#PERSON_WORK_CAPABILITY_NORMAL","正常"
"#PERSON_WORK_CAPABILITY_SICK","患病"
"#PERSON_WORK_CAPABILITY_LEAVING","罢工"
"#TOOLTIP_PERSON_STATUS","居民状态表示他们是否能按预期工作。没有状态效果的居民会按照任务有规律地工作。\n\n某些状况和强烈的不满会导致居民拒绝工作。"
"#PERSON_WORK_CAPABILITY_NORMAL_DESC","正常。居民会按照分配的岗位工作。"
"#PERSON_WORK_CAPABILITY_SICK_DESC","患病。居民受伤严重或是劳累过度，无法帮助聚居地。他们需要休息一些时间，可能需要用到医疗设施。"
"#PERSON_WORK_CAPABILITY_LEAVING_DESC","罢工。居民拒绝工作，威胁要离开聚居地。如果他们的幸福度有所提升，他们可能会决定留下。"
"#DEATH_LEFT_COLONY","N/A"
"#PERSON_EVENT_NEED_GENERIC_NEGATIVE_CATASTROPHE_SHORT_DESC","无影响"
"#PERSON_EVENT_NEED_ENTERTAINMENT_NAME","放松"
"#PERSON_EVENT_NEED_ENTERTAINMENT_DESC","目前正在娱乐建筑里减少压力。"
"#PERSON_EVENT_NEED_ENTERTAINMENT_SHORT_DESC","无影响"
"#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。"
"#NOTIFICATION_PERSON_MUTATED","一位居民已变异"
"#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。尽管不清楚她单目失明的原因，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“仅侦察”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，他认为阴谋论十分有趣并沉迷其中。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侦查员。"
"#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","贫穷、战争、疾病和死亡，她见证并度过了这一切的困境。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。死亡对她而言只不过是位老朋友，一位还不至于试着伤害她的朋友。"
"#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","她的第一个女儿出生于浩劫之后，之后数年里她又生了几个儿子，但这丝毫没有给她带来牵绊。如果有什么不同的话，那便是她更甘冒生命危险，在需要时勇于迎难而上。“如果不是为他们，我还能为谁而勇敢？”她说。"
"#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曾经的社会，并为可能不再存在的国家效力。尽管他的从军经历让他成为了优秀的侦查员，但有些人担心他仍然在逃避现实。"
"#SPECIALIST_DESCRIPTION_SPECIALIST21","他对于安全地与病人待在一起感到愧疚，因为他的妻子正在远方执行搜寻任务。不过，看到妻子平安归来时感到的快乐几乎能够弥补她离开时的悲伤。如果他们的孩子还在他身边，他会感到更轻松，但毕竟，让他们待在某个安全的地方更好。"
"#SPECIALIST_DESCRIPTION_SPECIALIST24","灾难过后，他知道过去的生活已一去不复返。“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。但是，他决定继续做自己擅长的事情 — 贸易，这更多是出于泄恨而非任何其他目的。"
"#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","甚至连其他侦查员都很尊敬他。他每晚只需睡几个小时便已足矣，白天从来不需要放慢脚步。更令人困惑的是，在残酷的荒地中徒步穿梭时，他似乎很享受这些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,因为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，在各处为博物馆和私人收藏家寻找、买卖珍贵的工艺品。如今，她买卖各种珍宝。虽然仍然运用相同的交易原则，但讲述几个过去的精彩故事，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，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选择行医，但是她从未停止唱歌，甚至在做手术时也要哼唱。"
"#SPECIALIST_DESCRIPTION_SPECIALIST60","世界上仍然有未知的新大陆在天边之外等待发现，因为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，但是这样做买卖会简单得多。记住，无论你出价多少，你都不用担心伤害她的感情，因为她对你的感情也不怎么在乎。"
"#SPECIALIST_DESCRIPTION_SPECIALIST62","他更喜欢自称为“贸易专家”，而不是纯粹的商人。他在生活的各个方面都保持着这种高人一等的态度。虽然他自命不凡，但仍是个合格的商人，而且可能更坚持于尽可能获得最佳交易条件。"
"#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","她以前是当地的综合格斗冠军，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。有一点是，她现在开始会下黑手了。"
"#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","她一辈子都被周围的人贬低，她的父母、老师及合作伙伴等都瞧不起她，但她自己从来没有看不起自己。如果不达到自己的最好成绩，无论经历多少困难，她都不会接受。决不放弃，只为证明他们是错的。"
"#SPECIALIST_DESCRIPTION_SPECIALIST67","善于应对水域是她有别于其他侦察员的特点。其他人将河流与湖泊视为障碍，而她却将它们看作是一种优势。无论是有船还是需要制造一艘船，只要找到水路，她便能非常快速地到达目的地。"
"#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。在长时间的侦察任务中生存下来对他而言是件轻而易举的事，因为他很乐意在需要时寻觅食物。必要时他会和其他人待一起，但是没人能让他一直保持兴趣。"
"#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","如果法律书籍里有个带着海军训练手册的小孩，那一定是他。他做事既高效又直击要害，领导能力极强，且统治公正，因此备受称赞。尽管弱者在争取完美的路上会遭人践踏，但多亏了他，那些成功坚持下来的人能够真正展翅翱翔。"
"#SPECIALIST_DESCRIPTION_SPECIALIST80","难以想象，像她这样外表粗鲁的人，在管理人这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，用自己的方式解决人际交往、后勤和管理方面的问题。"
"#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。"
"#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。她在治病救人方面的经验无比宝贵，在拯救生命时，她有时会发现自己内心深藏的善良品质。"
"#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，脸上洋溢着灿烂的笑容，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_DESCRIPTION_SPECIALIST11","他是个极端的家伙。尽管不可能与他认为“不够格”的人合作，但毫无疑问，他拥有聪明的头脑，让他认为自己永远是正确的一方。"
"#SPECIALIST_DESCRIPTION_SPECIALIST20","很久以前，她毕业后的第一份工作是从她家乡的废墟中拯救同胞。她生命中唯一的火花是她的伴侣，但后来在伟大的继承战争中死去。"
"#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。这样的性格帮助她撑过了最令人沮丧的复杂研究，也让她能够忍受手中简陋的仪器。"
"#SPECIALIST_DESCRIPTION_SPECIALIST23","他喜欢通过实验找到解决方案。解决方案并不总是最优雅或最安全的方案，结果才是最重要的。"
"#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_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，这两种性格都是为世界重新带来欢乐与幸福的方式。"
"#SPECIALIST_DESCRIPTION_SPECIALIST34","在第一次核辐射尘降物袭击他的家乡后不久，他就受到了大量的辐射。虽然他活了下来，但这件事在身体上和精神上都留下了永久的印记。现在他的人生使命就是保护其他人不遭受同样的痛苦。"
"#SPECIALIST_DESCRIPTION_SPECIALIST37","后世界末日的现实和所有可怕的现实狠狠地打击了她。她知道生存不仅关乎体力，更关乎精神力量。这帮助她接受了挑战，即使事情比她习惯的要复杂得多。"
"#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_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，能代他完成工作的人已经所剩无几，仍然能够发挥自身专业所长的就更少了。到了早晨，想要放弃的冲动感十分强烈，但如果他不完成工作......又由谁来完成呢？"
"#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比大多数同行都更专业。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_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。给他一间房，还有一些过得去的工具，他就很满足了。"
"#SPECIALIST_DESCRIPTION_SPECIALIST54","他已经离开战区，但仍然经营旧业，以前是在帐篷里进行急诊手术，辐射后，他经营诊所，诊治贫穷和无家可归之人。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_DESCRIPTION_SPECIALIST55","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_DESCRIPTION_SPECIALIST56","他态度温和，只有少数人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。即使是那些骂骂咧咧、不愿配合的病人，也能得到他温暖宽慰的微笑。"
"#SPECIALIST_DESCRIPTION_SPECIALIST58","他的世界随着周围的社会一起崩塌。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_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，她对植物的研究会起到很大的作用。她和别人在一起时会很紧张，为了消除紧张，她会开许多玩笑，甚至会不合时宜地使用黑色幽默。"
"#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_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_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_NAME_SPECIALIST10","Mike"
"#SPECIALIST_ARCHETYPE_SPECIALIST10","科学家"
"#SPECIALIST_NAME_SPECIALIST11","Linnaeus"
"#SPECIALIST_ARCHETYPE_SPECIALIST11","科学家"
"#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_NAME_SPECIALIST21","Aramis"
"#SPECIALIST_ARCHETYPE_SPECIALIST21","侦察"
"#SPECIALIST_NAME_SPECIALIST22","Lovelace"
"#SPECIALIST_ARCHETYPE_SPECIALIST22","科学家"
"#SPECIALIST_NAME_SPECIALIST23","Turbine"
"#SPECIALIST_ARCHETYPE_SPECIALIST23","科学家"
"#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_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_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_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_NAME_SPECIALIST38","Leena"
"#SPECIALIST_ARCHETYPE_SPECIALIST38","科学家"
"#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_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_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_NAME_SPECIALIST54","Bishop"
"#SPECIALIST_ARCHETYPE_SPECIALIST54","科学家"
"#SPECIALIST_NAME_SPECIALIST55","Erykah"
"#SPECIALIST_ARCHETYPE_SPECIALIST55","科学家"
"#SPECIALIST_NAME_SPECIALIST56","Mishka"
"#SPECIALIST_ARCHETYPE_SPECIALIST56","领导者"
"#SPECIALIST_NAME_SPECIALIST57","Domino"
"#SPECIALIST_ARCHETYPE_SPECIALIST57","搜寻员"
"#SPECIALIST_NAME_SPECIALIST58","Rocketman"
"#SPECIALIST_ARCHETYPE_SPECIALIST58","科学家"
"#SPECIALIST_NAME_SPECIALIST59","Ivy"
"#SPECIALIST_ARCHETYPE_SPECIALIST59","科学家"
"#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_NAME_MARTIAN","Marsonaut"
"#SPECIALIST_ARCHETYPE_MARTIAN","科学家"
"#SPECIALIST_NAME_SKYLINER","Skyliner"
"#SPECIALIST_ARCHETYPE_SKYLINER","侦察"
"#SPECIALIST_NAME_PLATYPUS","剑尾鱼"
"#SPECIALIST_ARCHETYPE_PLATYPUS","搜寻员"
"#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_NAME_SPECIALIST79","元帅"
"#SPECIALIST_ARCHETYPE_SPECIALIST79","领导者"
"#SPECIALIST_NAME_SPECIALIST80","夫人"
"#SPECIALIST_ARCHETYPE_SPECIALIST80","领导者"
"#SPECIALIST_NAME_SPECIALIST81","巴伦"
"#SPECIALIST_ARCHETYPE_SPECIALIST81","战士"
"#LEAVE_COLONY","送往世界地图"
"#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","探索"
"#SPECIALIST_SKILL_COMBAT","战力"
"#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"
"#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"
"#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"
"#TIME_TO_AP_REFILL","次日恢复时间："
"#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"
"#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。"
"#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。探索：行动点数。战力：基础攻击伤害。贸易：与社团贸易的熟练度。研究：每次行动的科学点收集率。搜寻：每次行动的资源搜寻率。医疗：医药包治愈效果。恢复：聚居地治愈速度。"
"#SPECIALIST_STATUS_IDLE","闲置"
"#SPECIALIST_STATUS_MOVING","移动中"
"#SPECIALIST_STATUS_RESEARCH","研究中"
"#SPECIALIST_STATUS_SCAVENGE","搜寻中"
"#SPECIALIST_STATUS_COMBAT","战斗中"
"#SPECIALIST_STATUS_DEAD","死亡"
"#SPECIALIST_STATUS_BUILD","建造中"
"#SPECIALIST_STATUS_REST","休息中"
"#TOPIC_SPECIALIST_SKILL_HEALTH_VALUE","{0}HP"
"#HIRE_SPECIALIST_TOOLTIP_HEADER","招募一位专家"
"#HIRE_SPECIALIST_STATUS_AVAILABLE","可用"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_COOLDOWN","冷却：{0}"
"#HIRE_SPECIALIST_TOOLTIP_STATUS_UNAVAILABLE","不可用"
"#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}SP/12小时"
"#TOPIC_SPECIALIST_SKILL_SCAVENGE_VALUE","{0}%"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE","{0}HP/12小时"
"#TOOLTIP_SPECIALIST_SELECTION_ON_THE_WM","世界地图"
"#TOOLTIP_SPECIALIST_SELECTION_AT_THE_COLONY","聚居地"
"#SPECIALIST_INFO_SKILL_EXPLORATION_DESC","行动点数"
"#SPECIALIST_INFO_SKILL_ATTACK_DESC","基础伤害"
"#SPECIALIST_INFO_SKILL_RESEARCH_DESC","研究效率"
"#SPECIALIST_INFO_SKILL_SCAVENGE_DESC","资源倍数（搜寻任务）"
"#SPECIALIST_INFO_SKILL_RECOVERY_DESC","治疗速度"
"#SPECIALIST_INFO_SKILL_DEFENCE_DESC","基础防御"
"#SPECIALIST_SKILL_DEFENCE","防御"
"#SPECIALIST_SKILL_SCAVENGE","搜寻"
"#SPECIALIST_SKILL_RESEARCH","研究"
"#SPECIALIST_DIED","专家离世"
"#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"
"#SPECIALIST_STATUS_HEAL","治疗中"
"#SPECIALIST_INFO_SKILL_HEALTH_DESC","专家健康"
"#SPECIALIST_NAME_DELUXE","Nelson"
"#SPECIALIST_ARCHETYPE_DELUXE","科学家"
"#SPECIALIST_DESCRIPTION_DELUXE","他参与了外太空秘密任务，并在太空目睹了浩劫发生。他在绕地轨道漂泊了数年，一度放弃生还希望，但最后他奇迹般地回到了地球。作为一名宇航员，在浩劫过后的世界中，他极强的适应能力和超群的智慧显然是宝贵的财富。Ultimate Colony版本任务线奖励。"
"#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......一群野兽吞噬了一个个营地。"
"#POPUP_SURVIVOR_GROUP_FLAVOR6","我给你跪下了，真诚地恳求你。我们拥有善良的灵魂，你肯定能看出来？求求你，可怜可怜你的同胞。"
"#POPUP_SURVIVOR_GROUP_FLAVOR7","嘿，你在浪费时间。我听说巨型风暴席卷了大半个大陆，等风暴来临时，我们都将不复存在。"
"#POPUP_SURVIVOR_GROUP_FLAVOR8","如今这世道，能够在树底下睡觉就该知足了。虽然睡得不舒服，但这栖身之地一位难求啊。"
"#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","我们走了好几个月才到这。我的脚每周都会磨破，但看到这些，我想一切都是值得的。"
"#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","这里有乐手吗？我很久都没有听到歌声了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR13","能让我们进去吗？我们不会伤害你。我们保证。拜托，别害羞。"
"#POPUP_SURVIVOR_GROUP_FLAVOR14","你们听到好消息没有？南方有人终于搞清楚怎么制作苏打水了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR15","那是最悲哀的事，我不得不埋葬我的儿子。我尽量挖得深......我很庆幸，他不用再忍受辐射。"
"#POPUP_SURVIVOR_GROUP_FLAVOR16","你知道真相吗？它就在外面的某个角落中。你真应该亲自到荒野中去找寻真相。"
"#POPUP_SURVIVOR_GROUP_FLAVOR17","一个月前我们食物耗尽，我们本以为死定了。结果来了一群人，给我们的包里填满了肉，然后什么也没说就走了。"
"#POPUP_SURVIVOR_GROUP_FLAVOR18","我们来自附近的一座农场，那里有我们需要的一切。但后来野猪闯入。我们唯独没有子弹。"
"#POPUP_SURVIVOR_GROUP_FLAVOR19","那些土匪，要我说就是一群可怜的耗子。它们不断扑向我们，现在我身上还残留着血迹。有什么建议吗？"
"#POPUP_SURVIVOR_GROUP_FLAVOR20","我没想到能在这里找到这些。感觉就像一个征兆。也许我们就应该来到这里。也许这就是大灾难的旨意。"
"#POPUP_SURVIVOR_GROUP_FLAVOR21","开门，否则我就把它拆了！你以为我拆不了？好吧，可能确实如此。那么，拜托了？"
"#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","人们一直在摆弄汽车，但那不解决问题。关键是火车。想象一下，如果能让一辆火车开动起来，那么一切都将不同。"
"#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，我们永远都离不开它。"
"#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","人可以很伟大，我们遇到一群人，他们在树上建立了营地。虽然有些不方便，但易于防御。"
"#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，但你可能会惊讶于放声大笑带来的好处。"
"#POPUP_SURVIVOR_GROUP_FLAVOR35","真希望我以前是农民。我听说现在他们被像先知一样供奉着。"
"#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","很高兴仍能看到大家齐心协力。全国上下都有这种情况。"
"#POPUP_SURVIVOR_GROUP_FLAVOR39","有些人说他们看到辐射区里有鹿来回游荡。我觉得纯属胡说。"
"#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","我们来这的途中迷路了。那里的杂草是如此之茂密，我本以为没人会找到我们的尸体。"
"#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","我认为会是辐射将我们带走。不管遇到什么，我们都能活下去，但我们自己制造的毒药却不行。"
"#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","据说，外面有些小孩已经不知道过去是什么样子了。他们只见过这个悲惨、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","我们听说山上真的有野人。或许还有一整个野人种群！"
"#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","结果不可避免，这只是延长了过程。我们需要制定方案，建造船只，跨过海洋。不可能所有地方都像这样。"
"#POPUP_SURVIVOR_GROUP_FLAVOR58","我终于发现了真相：一切都是故意为之。世界嫉妒我们，所以他们试图消灭我们，但我们还在这。"
"#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，这是我头一次遇上这样的地方。你们知道自己有多了不起么？"
"#POPUP_SURVIVOR_GROUP_FLAVOR71","这样的地方太过美好，让人不敢相信是真的。你们有什么隐瞒？没关系，我理解，现在规矩变了。"
"#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群。但没有存活下来，因为我们缺乏资源，最后人们开始互相争斗。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覆盖。如果人们在户外超过一小时，就会冻僵。"
"#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","荒野里有着令人难以想象的野兽。我们曾看到巨大的爪印，第一眼看到时，甚至会让人误以为是挖土机造成的。但一旁的人体遗骸证明并非如此。"
"#POPUP_SURVIVOR_GROUP_FLAVOR83","这个世界一直在改变着我们。我们被一群人伏击，他们不说话，只通过手势交流。我们都没听到他们靠近。"
"#POPUP_SURVIVOR_GROUP_FLAVOR84","嘿，有没有想过搬到海边？我们有一次捕到一条像奶牛一样大的鱼。只是没法再分辨那是什么品种。"
"#POPUP_SURVIVOR_GROUP_FLAVOR85","你不知道这里的条件有多好。我曾经见过......大火，漫天遍野。到了早上，只剩无尽的黑色灰烬。"
"#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","我听说有个社群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","来这里的路上遇到几辆大篷车。一群怪家伙，有说有笑。他们说自己的一生中，从没像现在这般自由。"
"#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","几位居民来找你，请你允许打开大门。他们听到不远处有动物的声响，想去打猎。这非常危险，人们可能会受伤或更糟，但这可能会带来食物。"
"#HUNTING_GO","允许几位去打猎"
"#HUNTING_STAY","拒绝请求，太危险"
"#EVENT_HUNTING_01_MEAT_NAME","打猎机会"
"#EVENT_HUNTING_01_MEAT_DESC","猎人带回肉！大门外的确有群动物在草场上吃草。猎人们粗糙的战术成功了，聚居地获得一大块肉。"
"#EVENT_HUNTING_01_BERRIES_NAME","打猎机会"
"#EVENT_HUNTING_01_BERRIES_DESC","猎人神情凝重，来到大门旁。猎物不是早就离去，就是压根没来。一些人在回来的路上采摘了一些野生浆果，以免空手而归。"
"#EVENT_HUNTING_01_FAIL_NAME","打猎机会"
"#EVENT_HUNTING_01_FAIL_DESC","猎人来到大门下，似乎在抱怨着什么。因为看不到肉，打猎显然并不顺利，但没人愿意承担责任。"
"#EVENT_HUNTING_01_STAY_NAME","打猎机会"
"#EVENT_HUNTING_01_STAY_DESC","你的答复招致一些嘀咕和小声抗议。打猎未遂的猎人们回到聚居地，似乎决心过几天再次试图说服你。"
"#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","一群居民跟你说，不到一小时之前，他们看到一头年迈的熊路过营地。熊走得很慢，好像受伤了，但是可能还剩不少力气。如果捕获，这头熊能为聚居地带来数量可观的肉。"
"#HUNTING_02_GO","让他们尝试猎捕那头熊"
"#HUNTING_02_STAY","让他们放过那头熊"
"#EVENT_HUNTING_02_MEAT_NAME","打猎机会"
"#EVENT_HUNTING_02_MEAT_DESC","猎人们带回一头熊，那头熊很大，5个成年人才勉强背回来。从伤口判断，那头熊明显之前已经受伤。今天幸运眷顾了勇者，肉够大家吃好几天。"
"#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浆果，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","猎人们争论了几句，但最后还是接受了你的决定。没人想受伤，但一整天，他们满脑子想的都是潜在的食物。"
"#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","允许外出"
"#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，身上的野味最多够两个人吃。"
"#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","几人本因能帮到聚居地而兴奋，现在看来有些失望。他们不情愿地接受了你的决定，但回到岗位的途中，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","让他们去试试"
"#HUNTING_04_STAY","让他们别找麻烦"
"#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鱼，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，居民没能取回装备。听到附近的树林中传来声响，他们决定逃离，而不是潜入水中取回沉没的船只。"
"#EVENT_HUNTING_04_STAY_NAME","顺流而下"
"#EVENT_HUNTING_04_STAY_DESC","小队看起来非常失落，但你解释了自己为何做出这种决定，他们也因此冷静下来。虽然河里可能有些好东西，但也潜藏着许多危险。你决定最好还是徒步出行，至少暂时如此。"
"#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","一大队装备精良的强盗气势汹汹地靠近大门。几位随从开着载满俘虏的卡车，头领跟你说。“门后面那个，快点滚下来！我带来一批急着想工作的奴隶，无论你那里有什么活，他们都抢着干。当然，价格也很合理，”他吼道。"
"#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","居民有话说"
"#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","两位居民来找你，眼里放着光。不远处发现一座过去的垃圾填埋场，可能是闻到了里面的恶臭。那里当然臭气熏天，但恶臭可能让搜寻员避而远之，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。多一层衣物和一套工具就能极大地保障居民安全和高效。"
"#EVENT_DUMPSTER_GO_KITTED","允许并给予装备"
"#EVENT_DUMPSTER_GO_BARE","允许"
"#EVENT_DUMPSTER_STAY","拒绝请求"
"#EVENT_DUMPSTER_01_SUCCESS_DESC","不等你看到是什么，你先闻到刺鼻的气味。一个人形垃圾堆靠近大门，喊道“非常成功！”垃圾填埋场确实不曾有人动过，这次行动的战利品一场丰厚，但还需先把它们清洗干净。"
"#EVENT_DUMPSTER_01_PARTIAL_DESC","两位居民回来了，身上的气味比你想象的还难闻。行动途中遇到几个困难，不出所料，其中一人还染上疾病。他们并未一无所获，但明显对收获不太满意。"
"#EVENT_DUMPSTER_01_FAILURE_DESC","明显出了什么问题。两人面色惨白，咳嗽严重。两人都没有携带任何战利品，两人互相依偎着，勉强保持站立。需要立刻给他们医疗救助，才能确保他们活下去。"
"#EVENT_DUMPSTER_01_DECLINE_DESC","虽然让他们跳进垃圾堆听起来很诱人，但让你不同意他们冒着生病和其他风险，追寻可能并不存在的东西。两人不情不愿地同意。"
"#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","一位愤怒的居民在不停踱步，脸色由于高声喊叫而通红，双眼发疯似地搜寻储备区周边。“我肯定就放在这里了。就是这里！”他指着说。你问他出什么事了，他说他把一个装满食物的板条箱放在地上后，起身去找些喝的。等他回来，板条箱就不见了。"
"#EVENT_CRATE_01_SOMEONE","告诉他可能有人把箱子拿到仓库了"
"#EVENT_CRATE_01_SEARCH","组织搜索失踪的板条箱"
"#EVENT_CRATE_01_ACCUSE","指责他随意放置贵重物品"
"#EVENT_CRATE_01_SOMEONE_DESC","“肯定是有人看到板条箱乱放在地上，然后把它放到仓库里了，”你告诉那个面红耳赤的人。别担心，回去干活吧。经过这样一番解释，那个人舒了一口气，冷静了下来。"
"#EVENT_CRATE_01_SEARCH_DESC","你叫几个居民放下手头的工作，去寻找失踪的板条箱。搜索似乎毫无进展，其中一人突然大喊，带着大家来到旁边的一棵树。你找到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。部分食物还能吃，被送回了仓库。"
"#EVENT_CRATE_01_ACCUSE_DESC","“要么就是你偷了，要么就是你弄丢了，所以你不是个小偷，就是个傻瓜。”你喊道。“不管是怎么回事，不能再有下一次了。”旁边的居民似乎很满意这种结果。"
"#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","你听到建筑工人那里传来一声响亮的“叮”。一位居民在建造庇护所时，无意间把铲子打到了一堆埋在土里的资源上。他想用一些资源改善自己的新房，并拿出一半捐献给聚居地当作建筑材料。"
"#EVENT_DIGGING_01_METAL","收下金属"
"#EVENT_DIGGING_01_PLASTIC","收下塑料"
"#EVENT_DIGGING_01_BOTH","两个都要"
"#EVENT_DIGGING_01_METAL_DESC","你大方地接受居民捐献的金属箔片。这位居民转而回到自己简陋的帐篷中，开始修建过分精致的塑料排水系统。"
"#EVENT_DIGGING_01_PLASTIC_DESC","你感谢居民捐献的塑料片。他满怀憧憬，计划着用金属加固自己寒酸的帐篷，以抵御自然灾害，你祝他好运。"
"#EVENT_DIGGING_01_BOTH_DESC","“相对于个人而言，聚居地更需要这些材料，”你解释道。一番讨价还价后，他妥协了，交出了金属和塑料。围观的人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","一位女士找到你"
"#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，一位此前你从未注意过的女士找到你。她说她需要在森林里检查一些重要的东西，但却无法解释到底是什么。那东西与菌类和药品有关，但她说得断断续续，找不到确切的词语表达。"
"#HUNTING_05_GO","允许她外出"
"#HUNTING_05_STAY","让她留下"
"#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。”看来一直以来你身边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。过了很久你才看见她拖着步子穿过大门，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。”她似乎向别人隐瞒了自己的科学才能，显然她想进一步追求事业。"
"#EVENT_HUNTING_05_FAIL_NAME","新发现"
"#EVENT_HUNTING_05_FAIL_DESC","她收拾好行囊走进森林。你一直在等她，直到夜幕降临，然而第二天早上她依然没有回来。一个救援队被派去营救，发现她躺在一些菌菇旁边，显然是病了。她手上的伤口没有包扎，某种感染已经从伤口处扩散开来。"
"#EVENT_HUNTING_05_STAY_NAME","你不能冒险"
"#EVENT_HUNTING_05_STAY_DESC","你告诉她不能冒险让她一个人去，尤其是因为她无法解释到底在寻找什么。她努力想找合适的词，一句话几乎说了好几遍，最终她点头了，不再来找你。"
"#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找到你。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","拒绝她"
"#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她的任何消息，直到她突然冲进门，一边惊呼：“我找到了，我终于找到了！”一边径直掠过你，冲进了她的实验室。"
"#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。你没想到很快就能获得她的消息，但确实才过了一个小时她就一瘸一拐回来了。她喃喃到：“野猪......我差点没能逃脱。”"
"#EVENT_HUNTING_06_STAY_NAME","心平气和"
"#EVENT_HUNTING_06_STAY_DESC","你告诉她，仅仅为了转换心情不值得冒险在外游荡。有那么一秒钟，她看起来快崩溃了。她回答道：“好吧，只是别指望最近能有什么突破。”然后回到了实验室。"
"#EVENT_LOST_01_NOTIFICATION_HEADER","一个小朋友失踪了"
"#EVENT_LOST_01_NOTIFICATION_DESC","你能把他们带回家吗？"
"#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，鼻子下面挂着一条鼻涕。她声音嘶哑，哀求着，“我找不到我的猫了！求求你，她一定跑掉了！没有她我睡不着，她让我感到安全！”你可以派人搜索附近的树林，但这真的值吗？"
"#EVENT_LOST_01_PARTY","派一支搜索队"
"#EVENT_LOST_01_REFUSE","拒绝女孩的请求"
"#EVENT_LOST_01_PARTY_SUCCESS_NAME","不复天真"
"#EVENT_LOST_01_PARTY_SUCCESS_DESC","几个居民冒险外出找猫。女孩开始很高兴，但你知道并不一定能找得到。但是，小队很快带着一只巨大的白猫回来了，通过小队一起带回来的鱼判断，她应该是去河边狩猎了。“Fuzzywhiskers 夫人！”女孩尖叫着抱住猫，猫立刻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","几个居民冒险外出找猫。女孩开始很高兴，但你知道并不一定能找得到。但是，小队很快带着一只巨大的白猫回来了，通过他们身上的伤口判断，她对陌生人并不怎么友好。“Fuzzywhiskers 夫人！”女孩尖叫着抱住猫，猫立刻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","你可以看到女孩在你面前心都碎了。“但是......但是......”她抽泣着，然后大哭着跑远了。她又哭了一会儿，你可以肯定，其他居民也都听见了。"
"#EVENT_KIDS_01_NOTIFICATION_HEADER","有人一直在偷木材"
"#EVENT_KIDS_01_NOTIFICATION_DESC","你最好查个水落石出"
"#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木材。你命令几个居民调查，出乎意料的是，他们带回了一群吵闹的孩子，每只胳膊下面都夹着一个。很明显，这群孩子在附近的森林里用木材给自己建了个树堡。"
"#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","你决定让孩子们享受自己的乐趣。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得以保留，高兴得眉飞色舞，一再感谢你。第二天你在门阶下发现了一张粗糙但却非常五彩斑斓的感谢卡，用可能是手指画的东西装饰着。"
"#EVENT_KIDS_01_DISMANTLE_NAME","合适的堡垒"
"#EVENT_KIDS_01_DISMANTLE_DESC","你告诉孩子们，聚居地的宝贵资源不能浪费在可笑的树堡上。孩子们哭喊起来，但你仍坚定自己的立场。第二天早上你回到工作岗位后，发现门上写着一条消息，你认为这是句脏话“脑子有坑”。"
"#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，神情非常紧张。她说可以给聚居地提供一些衣物。在她还是个孩子的时候，她的祖母教过她，她貌似......相当自信还记得怎么做。问题是，你能相信她的技能吗？"
"#EVENT_HANDCRAFT_01_APPROVE","给她布料"
"#EVENT_HANDCRAFT_01_REFUSE","拒绝她的请求"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_SUCCESS_DESC","你给了她一些布料，她似乎很感激你的信任。不出所料，这工作花了一些时间，但最终她带着一些绝对令人惊叹的传统服装回来了。你可以肯定，这些衣服不但保暖，穿上还可以惊艳众人。"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_APPROVE_FAIL_DESC","你给了她一些布料，她似乎很感激你的信任。有一段时间没听说她的消息，你决定登门拜访。没被毁的那点布料被做成了一件满是补丁、做工极差的大衣，肯定连最小的水滴都挡不住。“对不起，我真的尽力了”，女人说道，不敢与你对视。"
"#EVENT_HANDCRAFT_01_REFUSE_NAME","不仅仅是一点羊毛"
"#EVENT_HANDCRAFT_01_REFUSE_DESC","鉴于这个女人对自己好像并没有那么自信，你决定不予理会。她看起来很失望，但却无从争辩。她说，“好吧，我只是觉得可能帮得上忙，没问题。”然后离开了。"
"#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","一辆款式老旧的破车缓慢地接近聚居地，车身上覆盖着一层层的泥土和铁锈。你注视着它，并让出一段距离。一名男子钻出车，向你挥挥手。他穿着破破烂烂的衣服，留着令人艳羡的胡子。“大家好呀！你们能不能发发善心帮我一把，修一修这辆生锈的破玩意？”"
"#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","你召集了一帮最善长修理机械的居民，来到男子面前。“太感谢你们啦！我不知道它怎么了，过一阵子就会熄火，不过一旦我加满油，它就又能动了。”"
"#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","你开始摆弄点火装置，一点点地将它拆开，并检查每一个零件。但重新组装好之后，车却无法发动了。“哎！好吧，谢谢你们帮忙。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，或者随便怎么处理。”男人叹气道。他收拾好自己的随身物品，向你告别，然后一步一步地往荒野走去。"
"#EVENT_CAR_FIX_01_ENGINE_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_ENGINE_DESC","你开始摆弄引擎，一点点地将它拆开，并检查每一个零件。但重新组装好之后，车仍然无法发动。“哎！好吧，谢谢你们帮忙。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，或者随便怎么处理。”男人叹气道。他收拾好自己的随身物品，向你告别，然后一步一步地往荒野走去。"
"#EVENT_CAR_FIX_01_FUEL_TANK_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_FUEL_TANK_DESC","你开始摆弄油箱，一点点地将它拆开，并检查每一个零件。结果发现油箱确实有问题，汽油消耗到一定程度之后，油箱就无法继续将汽油送往引擎。你手下的机械师使尽浑身解数，将油箱修缮一新，汽车立即恢复了活力。“太棒啦！太谢谢你们了，你们都是受祝福的人，每个人都是！”男子惊叹不已。男人交给你一些私人物品以表达谢意，然后脚踩油门驾车离去。"
"#EVENT_CAR_FIX_01_DECLINE_NAME","身边的机械师"
"#EVENT_CAR_FIX_01_DECLINE_DESC","你告诉男子，如果用聚居地的起重机把车吊起来，车会不会散架都成问题。“哦，真是让人蒙羞，”男子说道：“好吧，我想反正是时候摆脱这堆垃圾了。”男人将随身物品装进背包里，向你挥手告别，然后徒步离开，将破车置之脑后。你觉得这玩意有些碍眼，最好赶紧把它拆了。"
"#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。"
"#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","你听到一个帐篷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木材，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_DESPERATE_02_NOTIFICATION_HEADER","有人在大门前"
"#EVENT_DESPERATE_02_NOTIFICATION_DESC","一个人求你拯救他的弟弟"
"#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。“我们需要药品！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，”他说着递上一小包种子。"
"#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，但却不会有人来埋葬我。”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。“你们有没有药品？”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，里面装满种子。"
"#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药品吗？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昆虫卵。"
"#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_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。他们专心搜寻部件时遭到了攻击。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零件就遭到了攻击。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_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。这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：我出生时高，去世时矮，我是什么？”"
"#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。这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：“穷人拥有它，富人需要它，吃了就会死。它是什么？”"
"#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。这位老妇人咯咯笑着：“有兴趣猜谜吗？回答这个谜题：“我越大，你拥有的就越少。我是什么？”"
"#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_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<mark>草药</mark>的篮子。然后她转过身子，慢慢地朝森林走去。"
"#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_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_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_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_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_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_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里全面发展的，快乐的成员。"
"#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任何决断，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，人们的信仰是你绝不会干涉的问题。"
"#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大门。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，只求一些药品或庇护所”。"
"#LASTHOPE_IN","欢迎小队进入并呼叫医生"
"#LASTHOPE_AID","给小队药品并祝他们好运"
"#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，根本不够宝贵药品的价值。"
"#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_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，流浪者冲向最近的食物储藏点。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，你真的应该更小心谨慎些的”。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，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_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_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","有一台提取机出了点问题。它完全停止了工作，偶尔还会出现尖厉的噪声和抽动。经过仔细检查，原来是齿轮间用螺栓连接的金属片出现了松动。一位居民表示自己愿意把松动的废铁拔出来，以避免造成进一步的损伤。"
"#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","大家脑海中浮现出一幅画面：一只手在机器里被压得粉碎，这让所有人都起了鸡皮疙瘩。居民的提议没有得到认可，相反，大家将按钮关闭，并开始拆卸机器，直到刚好能够取出卡住的劣质废铁。提取机需要大修一下，但至少没有人的手臂被压成肉泥。"
"#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","一个单身汉将自己绑在<mark>锯木厂</mark>的机器上。他手里拿着一把大铁铲，伸伸手就能把铁铲插进旋转的锯片。看起来他随时准备将铲子塞进去。“我受够了整天工作但却一无所获的日子！我理应得到工作报酬，就像过去一样！”他大吼道。"
"#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","其他居民极不情愿地凑出些钱给这名男子，他们认为锯木厂能够正常运转要比几个小钱更为重要。男子接过这笔钱，看上去颇为震惊，没想到竟有人会满足他的无理要求。锯木厂恢复正常运转，但是没人能够保证这是个一劳永逸的解决方案。"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_ATTACK_SUCCESS_DESC","几位居民制定了一个计划。一个人去吸引他的注意力，剩下的人绕到锯木厂后方，从男子身后紧紧抱住他。他还没反应过来，居民就将男子擒住，把他从机器上拉开。“好啦，好啦，我会工作的！我刚刚只是有点沮丧，就这样吧！”他恳求道。"
"#EVENT_NEGOTIATION_03_EXTRA_WORK","惩罚男子"
"#EVENT_NEGOTIATION_03_FORGIVE","放过他"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_EXTRA_WORK_DESC","居民告诉男子，为了惩罚他的所作所为，他需要完成额外的工作。男子狠狠地瞪着眼前的居民，摆出一副臭脸，但除了他以外，聚居地内所有人都对这一决议感到相当满意。"
"#EVENT_NEGOTIATION_03_FORGIVE_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_FORGIVE_DESC","男子被无罪释放，但居民严厉地警告他，再有下次他就不会这么走运了。每个人都在努力生存，现在不是只考虑自己的时候。男子看上去如释重负，他是真心悔悟了。"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_ATTACK_FAIL_DESC","几位居民制定了一个计划。一个人去吸引他的注意力，剩下的人绕到锯木厂后方，从男子身后紧紧抱住他。不过他们还没来得及靠近，男子就注意到了他们的到来，随即将铁铲插进机器中，锯条被死死卡住，发出了一阵可怕的尖利响声。“看看你们逼我做了什么？”男子在被拖走时大喊道。"
"#EVENT_NEGOTIATION_03_DECLINE_NAME","争取工人权益"
"#EVENT_NEGOTIATION_03_DECLINE_DESC","居民无法忍受男子的敲诈勒索。每个人都在努力工作，聚居地也尽其所能地为大家提供所需的一切。男子静静地听着，手中紧握着铁铲，不过他没有将铲子插进机器，而是长叹一口气，把铲子扔到了一边。“我只是太累了，仅此而已。”男子沮丧地说道，随后便走开了。"
"#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","孰对孰错？"
"#EVENT_NEIGHBORS_01_MAN_NAME","共同资金"
"#EVENT_NEIGHBORS_01_MAN_DESC","有人询问男子他是怎样找到盒子的，他解释说：“我们本来是在周围搜寻，想要寻找任何能够食用的动物或植物。不过在穿过一片灌木丛时，我发现有个地方异常干净，没有长任何植被，经过一番挖掘之后我发现地底埋着一个箱子。如果不是因为我，我们根本不会拿到这些硬币，所以我想我应该得到其中80%的硬币。”"
"#EVENT_NEIGHBORS_01_WOMAN_NAME","共同资金"
"#EVENT_NEIGHBORS_01_WOMAN_DESC","有人询问女人她是怎样设法打开盒子的，她说：“哎呀，他一直又砸又敲，但是看起来丝毫没有进展，而我倒是擅长使用工具。一开始需要一些耐心和注意力，但等到熟悉它的构造之后，我就成功打开了锁。如果没有我，我们能拿到的不过只是一个生锈的盒子，所以我想我至少应该得到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","居民们同意男子的说法，并指出如果不是男子先找到硬币，也根本就没有分硬币这一说。女人显得十分沮丧，但还是拿走了属于她的那份。问题似乎已经得到解决。"
"#EVENT_NEIGHBORS_01_4060_NAME","共同资金"
"#EVENT_NEIGHBORS_01_4060_DESC","如果没有女人的帮助，这些硬币仍旧紧锁在箱子里，居民们认为她应该保留40%的硬币。男子显得十分沮丧，但还是拿走了属于他的那份。目前问题似乎已经得到解决。"
"#EVENT_NEIGHBORS_01_TAX33_NAME","共同资金"
"#EVENT_NEIGHBORS_01_TAX33_DESC","有位外交经验丰富的居民站了出来，他建议将三分之一的硬币捐赠给聚居地，然后剩下的硬币两人平分。大家纷纷表示支持这一提议，两位邻居对此稍有抱怨，但总体上还是对能找出解决方案而感到满意。"
"#EVENT_NEIGHBORS_01_TAX100_NAME","共同资金"
"#EVENT_NEIGHBORS_01_TAX100_DESC","一位彪悍的居民抓起硬币，大声宣布这些硬币都应该捐给聚居地，用于发展公共事业。这位居民不仅体格高大，而且在聚居地内享有一定的威望，两位居民听到这番话后停止了争吵，尽管他的话语听上去很崇高，但这两位居民也并没有完全赞同他的滑稽之举。在接下来的一小段时间里，聚居地内时而鸦雀无声，时而又充斥着恼怒的喃喃自语，不过这件事总算是得到了解决。"
"#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","这天非常忙碌，工作和职责压得人喘不过气。可一位居民竟然无所事事，显得十分奇怪。他仰面躺着，眼睛直愣愣地盯着开阔的天空。有人问他在干什么，他咧开嘴笑了笑，露出残缺不齐的牙齿，接着叹了口气：“在经历这一切之后，我们重获了新生。那么为什么不躺下来好好享受人生呢？”"
"#EVENT_LAZY_01_SCOLD","让他打起精神"
"#EVENT_LAZY_01_CHILL","加入居民"
"#EVENT_LAZY_01_SCOLD_NAME","解决怠惰"
"#EVENT_LAZY_01_SCOLD_DESC","居民严令男子不要偷懒，站起身来。他得意地笑了笑，但还是站了起来，继续履行他的职责。“生活就在于那些点点滴滴的小事，你终究会明白的。”说完便步履蹒跚地走开了。聚居地似乎对他能够履行职责而颇为满意。"
"#EVENT_LAZY_01_CHILL_NAME","解决怠惰"
"#EVENT_LAZY_01_CHILL_DESC","几位居民也跟着躺了下来，意识到他们已经很久没有这样享受过了。他们漫不经心地谈论着往事，心平气和地看着云朵从头顶飘过。男子从兜里掏出一个木盒子，将其递给居民：“带点快乐回来。”与此同时，其他居民可没这么开心，他们不得不收拾这些“赏云者”留下来的烂摊子。"
"#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","一队居民在附近的森林里发现了一些“不同寻常”的东西。他们向大家展示了一件美轮美奂的圣物，圣物在阳光的映衬下闪着金色光芒。居民们相信这是好运的象征，并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","其他居民认为接纳这件圣物根本就不会造成什么危害。大家在聚居地边上举行了一场小型仪式，居民们拿出祭品，唱起了记忆中残存的几首歌曲。尽管这个地方很快就被野猪占领，逐渐为人们所遗忘，但居民对未来的希望又多了一分。"
"#EVENT_RELIGION_01_FIGHT_NAME","站在我们面前的男人"
"#EVENT_RELIGION_01_FIGHT_DESC","其他大部分居民认为接纳这件圣物根本就不会造成什么危害，因此大家将圣物带进了聚居地。然而这一举措并没有征得所有人的同意，一场争吵瞬间爆发，大家就举行仪式浪费资源的问题吵得不可开交。有些人不能理解，大家那么辛苦地劳作，最后居然把资源白白浪费在这样的事情上。居民拳脚相加，拿起手边的东西就往人身上砸，其间还夹杂着同样凶狠的咒骂。在一场恶斗之后，人们将神像熔化成了金属资源。"
"#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必然会带来危害。此时此刻资源显然更为重要。令所有人感到惊讶的是，神像熔化后并没有成为黄金，空气中反倒弥漫着油漆和塑料燃烧后散发的恶臭味。居民咳嗽不已，紧紧捂住鼻子，焦黑残缺的神像也被遗留在原地。"
"#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维艰，慢慢地来到大门前。她总是紧张地抬头望着大门。“看到我妈妈了吗？她怎么还没回来，我都快饿死了......”"
"#EVENT_CHILD_02_REJECT","让她离开"
"#EVENT_CHILD_02_WELCOME","收留小孩"
"#EVENT_CHILD_02_REJECT_NAME","孤单的小孩"
"#EVENT_CHILD_02_REJECT_DESC","居民告诉小孩没见过他妈妈，但也许她应该去其他社群问问。突然她脸色大变，皱着眉头，朝大门吐了一口唾沫。“无所谓，笨蛋！”她一边跑开一边大喊着。居民看着这一幕目瞪口呆，随后回到了日常工作中，但他们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","你打开大门，突然间小孩冲进了聚居地，开始往自己口袋里塞食物，还不忘拿走其他物资。正当居民准备上前阻止这一行径，突然一群土匪从敞开的大门驱车直入。小孩跳着跑出了聚居地，还转过头对着目瞪口呆的居民得意地笑。尽管一头雾水，不过聚居地已做好战斗准备。"
"#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。工人蜷缩在机器前，显得十分痛苦。“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","居民将机器大卸八块，以便确定问题所在。人们很快便发现问题出在核心，看上去似乎有一大团用作临时粘合剂的塑料碎片卡在机器中央，其中部分塑料碎片已经融化了，看起来很恶心。工人脸涨的通红，默默递出一些<mark>零件</mark>，并要求不再讨论此事。"
"#EVENT_JAMMED_02_SUCCESS_NAME","机器故障"
"#EVENT_JAMMED_02_SUCCESS_DESC","一位居民大步向前，自信中带着些许傲慢，他用拳头狠狠地砸了一下机器。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。工人高兴地拍了拍居民的背，很快回到了工作之中。"
"#EVENT_JAMMED_02_FAILURE_NAME","机器故障"
"#EVENT_JAMMED_02_FAILURE_DESC","一位居民大步向前，自信中带着些许傲慢，他用拳头狠狠地砸了一下机器。一瞬间，机器彻底失控，冒出的浓烟充斥着整个房间，不一会儿机器就自己燃烧了起来。居民们四散而逃，想知道本来是不是有更好的办法来解决这个问题。"
"#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","有人提来一桶水，并将箱子完全浸泡在水里。箱子一下子爆开并炸坏了水桶，喷出的恶臭气体迅速弥漫在空气中，箱子里的东西也被炸的粉碎。在逃跑的过程中，几位居民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，上面赫然写着“傻子”两个大字。"
"#EVENT_LOCKED_01_FIRE_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FIRE_DESC","大家把箱子放进了火箱里，同时点燃火焰。在高温之下，箱子弹开并露出了里面的东西，居民连忙将箱子从火苗上拿走。居民满心欢喜地收集了箱子里的战利品，包括一堆银币和一张独特的手写纸条。“恭喜你！你通过了我的终极挑战，我的遗产都归你了。”"
"#EVENT_LOCKED_01_FOOD_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FOOD_DESC","居民试图向箱子里投喂食物，但什么事也没有发生。有人尝试把土豆从盖子缝隙中塞进去，这时箱子突然弹开，向四周喷射出难闻的恶臭气体。箱子里装的东西已经完全被臭气给腐蚀掉了，只留下一些碎片和一块半边损毁的金属牌，上面赫然写着“傻子”两个大字。"
"#EVENT_LOCKED_01_HAMMER_NAME","从里面锁上了"
"#EVENT_LOCKED_01_HAMMER_DESC","猎人抡起一把巨大的铁锤，狠狠地朝箱子砸去。箱子突然弹开，释放出一阵难闻的气体，弥漫在空气中。箱子里的东西早已被气体给腐蚀掉了。在逃跑的过程中，几位居民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，上面赫然写着“傻子”两个大字。"
"#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","<mark>农场</mark>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。虽说现在火势不大，但很快就可能演变为熊熊大火。"
"#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。大家合力扑灭了大火，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","居民对农场的现状感到不满。动物能够轻易地冲出劣质的木制畜栏，在农场里工作根本就不安全。他们想要加固畜栏。"
"#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","居民决定只解决农场内最严重的问题。这下动物再也跑不出畜栏了。但畜栏依旧是用劣质材料制成的，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","农场内部构造应该彻底重新规划一番。居民修理了农场，对于目前可维持数年的安全工作环境，他们显得十分感激。"
"#EVENT_RANCH_DAMAGE_01_IGNORE_NAME","强制维修"
"#EVENT_RANCH_DAMAGE_01_IGNORE_DESC","聚居地的原则是，东西只要还能用就不用换。现在农场还能够正常运转，没必要把宝贵的资源花费在翻修农场上。居民极不情愿地回到工作中，在照看牲畜时他们还必须时刻保持警惕。"
"#EVENT_RANCH_DISEASE_01_NOTIFICATION_HEADER","农场中病毒肆掠"
"#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","一种严重的传染病正在农场中蔓延，牲畜因此而遭殃。如果不接受治疗的话，牲畜有可能会得病死掉，甚至还会将病症传染给居民。"
"#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","有人给牲畜注射了抗生素，希望能驱除感染。果然抗生素在治疗这种疾病方面相当有效，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","居民接受采访，一位老农场主回忆说过去发生过类似的事情。如果他没记错的话，出现这种病症的原因是病毒会导致牲畜严重缺铁。如果提供药物和营养充足的餐食，并让它们好好休息，牲畜就能完全恢复健康。但在此之前，一些居民从牲畜身上感染了这种疾病。"
"#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。居民想知道是否应该尽早解决这个问题，以避免局面失控或发生流血事件。"
"#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。当猪群进入居民的视线时，他们奋起袭击。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旁。当野猪群再次绕到聚居地附近时，它们注意到了食物，于是跟随食物走进了森林深处，以便寻找更多的食物。"
"#EVENT_ANIMALS_01_IGNORE_NAME","饥饿难耐"
"#EVENT_ANIMALS_01_IGNORE_DESC","聚居地的防御工事足够强大，几只发育过度的小猪应该不是什么问题。居民决定不理会野猪。片刻以后，成群野猪破门而入，聚居地内回荡着阵阵哭喊声。目前野猪正在聚居地内闲逛，在这之前它们已经弄伤了好几位居民。"
"#EVENT_ANIMALS_02_NOTIFICATION_HEADER","老鼠正在啃食作物"
"#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","讨厌的老鼠喜欢啃食作物，它们可以轻而易举地吃掉一大片作物。居民看见老鼠在空树干周围寻觅，推测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，用一小块布料裹住干草，并将其点燃丢进了空树干里，然后连连后退。很快老鼠就从树干中冲了出来，跑进了森林深处。问题似乎已成功得到解决。"
"#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，诱饵是一些吃剩下的食物。一段时间后老鼠才会闻到食物的香气，可一旦它们对食物产生兴趣，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，随时都可以用它们来做成美味的老鼠汉堡。"
"#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","一群居民拖着一个大块头，它不仅有皮毛，还长有爪子和牙齿。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。我们可以试着驯服它，让它成为我们的战熊！”居民说道，他们的眼中洋溢着孩子般的喜悦。"
"#EVENT_ANIMALS_03_KILL","杀了它"
"#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","其他居民认为这种危险的想法十分愚蠢。他们不仅没有驯服大熊，而是将其残忍杀害，用作食材。那群将熊带回的居民显得异常伤心，嘴唇不住地颤抖，但是他们也没敢与其他居民作对。"
"#EVENT_ANIMALS_03_FREE_NAME","多多包涵？"
"#EVENT_ANIMALS_03_FREE_DESC","其他居民联合起来对付这群人，他们将这群人往森林里推，还朝着他们大喊大叫，让他们把野兽带回找到的地方。这群人试图争辩，但根本没人理会他们的抗议。他们将熊拖回了森林中，大熊肯定会更喜欢这样的生活环境。"
"#EVENT_ANIMALS_03_WAIT_NAME","多多包涵？"
"#EVENT_ANIMALS_03_WAIT_DESC","其他居民感到十分好奇，他们围成一堆，想要观察熊醒后会有什么反应。大熊苏醒，睁眼后发现自己陷入重重包围，于是它挣脱束缚，纵身一跃，露出满嘴的尖牙，从喉咙里发出一阵低沉的怒吼声。"
"#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","一位居民正在被邻居们严厉指责，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。他们成功把火给扑灭了，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_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_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。一位身着奇装异服的商人下车，打开了后备箱，里面装了不少商品。“不用紧张，今天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，能给我妈妈一些药品吗？”，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，小手捧着一把种子。"
"#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_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","问他是否有更“刺激”的东西可以交易"
"#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！”人群没有等到判决，显然有些不满，但纷纷回到自己的工作中。"
"#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_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","一个老夫人缓缓走来，她头上有几缕白色和粉色的头发，腰间两个玻璃药瓶叮当作响，发出有节奏的声音。曾经洁白的实验服现在已经破旧不堪，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_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，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_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，然后看向满脸惊恐的居民，思索后恶狠狠道，“我这次就放过你们这群可怜虫！下次就没有这么好运了！”雇佣兵拿起箱子，驾车驶向荒野。"
"#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","“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。”没想到你们还有两把刷子。“头领心中恼怒，但又对聚居地有所忌惮。“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_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。你找到他问他出了什么事。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_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_HIRE_NAME","招募一位专家"
"#EVENT_HIRE_01_DESC","一位专家走近大门。“嘿！我听说你们在找专业人士是吗？。”\n\n聚居地可以<mark>招募这名专家</mark>加入他们的工作。"
"#EVENT_HIRE_02_DESC","一位专家扛着一个背包走近大门。“你们好！小鸟告诉我这一带有个不错的聚居地，我来对地方了吗？”\n\n聚居地可以<mark>招募这名专家</mark>加入他们的工作。"
"#EVENT_HIRE_03_DESC","一位专家走近大门，马上开始做自我介绍。“我正在找工作，而你们看起来需要帮助。”\n\n聚居地可以<mark>招募这名专家</mark>加入他们的工作。"
"#EVENT_HIRE_NOTIFICATION_HEADER","专家可用"
"#EVENT_HIRE_NOTIFICATION_DESC","他们在大门前等待"
"#EVENT_HIRE_ACCEPT","招募"
"#EVENT_HIRE_DECLINE","拒绝"
"#EVENT_HIRE_RESULT_ACCEPT_DESC","“谢谢你的报酬，你不会后悔的！”专家抓起自己的装备，走进大门。"
"#EVENT_HIRE_RESULT_DECLINE_DESC","“真遗憾。也许我们还会再见面。”专家带着自己的装备返回荒原。"
"#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。"
"#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","血迹斑斑的商品"
"#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","血迹斑斑的商品"
"#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","血迹斑斑的商品"
"#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：“今天算你走运！”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_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，找到森林里面的一个老家伙，你可以得到我留下的东西。”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_BEAST_02_NOTIFICATION_HEADER","树林中发现了奇怪的东西"
"#EVENT_BEAST_02_NOTIFICATION_DESC","是有什么东西在森林里出没吗？"
"#EVENT_BEAST_02_NAME","潜伏的野兽"
"#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","加强聚居地的防御"
"#EVENT_BEAST_02_SEARCH_NAME","潜伏的野兽"
"#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","潜伏的野兽"
"#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_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","给她最好的装备，让她踏上旅途并祝她好运"
"#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_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","让她试试"
"#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_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，他们打着拥有同样装饰的大伞。头顶的兜帽将他们的神情遮挡得严严实实。最前面的男人对你说：“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","一群人正爬向聚居地，四肢着地，浑身脏兮兮的，真是令人大开眼界。他们是从森林的方向来的，身上的衣物全是由皮毛制成。他们不会说话，嘴里发出嗯嗯啊啊的喊叫，显然是在跟聚居地要食物。"
"#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，头上长着枝杈丛生的角，身上的毛皮一片漆黑，似乎没有受辐射影响。但居民们看来并不像鹿一样，有些人已经显露出放射性损伤的迹象。"
"#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_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_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_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。"
"#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_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，��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_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_SOCIETY_03_NOTIFICATION_HEADER","一个社群前来谈判"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","听听他们能提供什么"
"#EVENT_SOCIETY_03_NAME","友好的社群"
"#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","友好的社群"
"#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","友好的社群"
"#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","友好的社群"
"#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_05_NOTIFICATION_HEADER","你有来自附近社群的访客"
"#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群。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。我们的社群遭到了土匪的袭击，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群所在地。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群所在地。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_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_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_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_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，和入少量食物中。食用后，居民立刻感到剧烈的腹痛，且消化不良。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_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！我们要以女神的名义将你们消灭！”"
"#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","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","为首的女人思考了片刻，勉为其难地收下了。她咯咯笑道：“看在你们如此识趣的份上，今天就这么算了。”说完，这伙人迅速地消失在荒野中。"
"#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","献上的资源成功地让土匪们安静下来。他们嗜血如命，但看到眼前的资源，决定见好就收。最后，他们拿走资源，边走边喊口号前往下一个聚居地。"
"#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：“去死！去死！去死！”"
"#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，他走上前说道：“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_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_SOCIETY_01_NOTIFICATION_HEADER","社群武装正在接近"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","最好做好防御准备"
"#EVENT_SOCIETY_01_NAME","敌对社群"
"#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","敌对社群"
"#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","敌对社群"
"#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","敌对社群"
"#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","另一个社群小队即将到来"
"#EVENT_SOCIETY_02_NOTIFICATION_DESC","看起来不像是社交访问"
"#EVENT_SOCIETY_02_NAME","不安的社群"
"#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","不安的社群"
"#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","不安的社群"
"#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","不安的社群"
"#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。”"
"#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： | 成年人： | 小孩："
"#EVENT_DONE","完成"
"#EVENT_DEBUG_SKIP","跳过事件结果"
"#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"
"#EVENT_BUILDING_START","完成建造"
"#EVENT_PERSON_GAINED_CONDITION","获得"
"#EVENT_PERSON_LOST_CONDITION","失去"
"#EVENT_RESULT_MODIFY_HAPPINESS","幸福度"
"#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}"
"#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。重建社群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。通过移动专家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","你附近的人们正眼巴巴地盯着天空，等待着你的信号。他们又冷又饿，需要人照顾，而他们也只能由你来照顾。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要是你觉得已经准备就绪，就可以从<mark>营地</mark>发射信号弹，邀请<mark>居民</mark>进入聚居地。"
"#EVENT_APOTHECARYBIG_01_NAME","大包药品"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_HEADER","一群土匪悄悄逼近聚居地"
"#EVENT_BANDIT_ATTACK_NEW_01_NOTIFICATION_DESC","肯定没好事"
"#EVENT_BANDIT_ATTACK_NEW_01_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_DESC","一群土匪突然出现在门口。几个精心伪装、装备精良的人蠢蠢欲动，准备进入聚居地大肆破坏。消灭他们有困难，但并非不可能。其中一人靠近大门：“只给你们一次机会，交出货物，否则我们就要进攻了！”"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE1","试着贿赂他们"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE2","试着贿赂他们"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY","让他们放马过来"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_BRIBE_DESC","领头的停下来思考自己的选择。她看了看面前的贡品，终于示意一个手下去拿。“你做了一个明智的决定，”说着土匪退回荒地。"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_NAME","荒地征服者"
"#EVENT_BANDIT_ATTACK_NEW_01_DENY_DESC","聚居地的轻蔑态度让首领露出了凶恶的笑容，她举起武器，与其他土匪一起开火，攻击大门和大门上的守卫。"
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_HEADER","你看到土匪逼近大门"
"#EVENT_BANDIT_ATTACK_NEW_02_NOTIFICATION_DESC","他们......似乎在喊着什么口号"
"#EVENT_BANDIT_ATTACK_NEW_02_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_NEW_02_DESC","一群异常凶残的土匪向大门走来。他们的口号充满杀戮的欲望，在很远的地方都能听到。他们看起来很凶悍，与他们较量充满风险。献上贡品可能会暂时安抚他们。"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE","奉上物资"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT","威胁他们"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE","开始战斗"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_NEW_02_BRIBE_DESC","贡品让他们停下了前进的脚步。他们显然渴望鲜血，但不费吹灰之力就能得到战利品，也不免让他们心动。最终，他们的首领决定拿着贡品离开，可能是朝着另一个聚居地走去了，一边走一边还喊着口号。"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_NEW_02_THREAT_DESC","威胁只让这群人更加疯狂，他们那令人不寒而栗的呼号也愈演愈烈。他们用武器捶打自己的胸膛，誓要血流成河。别无他法，只能准备应战。"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_NAME","死亡之荣耀"
"#EVENT_BANDIT_ATTACK_NEW_02_PREPARE_DESC","他们想要血流成河，那就让他们血流成河。聚居地开始为即将到来的大战做准备，决心不让自己的家园遭到洗劫。"
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_HEADER","一群恶棍正在靠近"
"#EVENT_BANDIT_ATTACK_NEW_03_NOTIFICATION_DESC","他们是来挑衅的吗？"
"#EVENT_BANDIT_ATTACK_NEW_03_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_NEW_03_DESC","一群土匪聚集在大门口，乱作一团。他们的目光让人感到不安，他们没人说话，只是嘴里语无伦次地叫喊着。目前还不清楚是什么让他们如此疯狂，但必须要做些什么，而且要快。"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE","与他们谈判"
"#EVENT_BANDIT_ATTACK_NEW_03_THREAT","威胁他们"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT","试着引开他们"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_NEW_03_PREPARE_DESC","任何试图唤起仁慈或理性的言辞都被他们置若罔闻。显然，跟这些人讲道理没有意义，他们已经彻底陷入癫狂。最好做好战斗准备。"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_NAME","超越常理"
"#EVENT_BANDIT_ATTACK_NEW_03_DISTRACT_DESC","无论是金钱引诱，还是谎称援军即将到来，对这些无赖都毫无作用。他们已经无可救药，直白或含蓄的各种威逼利诱都没用。最好让这些愤怒的人摆脱痛苦。"
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_HEADER","你看到一群土匪正在逼近"
"#EVENT_BANDIT_ATTACK_NEW_04_NOTIFICATION_DESC","肯定没好事"
"#EVENT_BANDIT_ATTACK_NEW_04_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_NEW_04_DESC","土匪来到了大门前。他们看起来实力有限，但要拿下他们也并非易事。领头的随意地踢了踢大门。“听着，我们没有那么多时间。我们需要补给品。是乖乖交出来，还是亲眼看着自己的聚居地被付之一炬？”"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE1","给他们足够的食物"
"#EVENT_BANDIT_ATTACK_NEW_04_BRIBE2","给予少量食物"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY","告诉他们自己来拿"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_NEW_04_FAIL_DESC","首领看了一眼面前少得可怜的贡品，似乎有些不悦。“你觉得这就够了吗？我看不行。”说完便命令土匪发起攻击。"
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_NEW_04_SUCCESS_DESC","“我知道你们是通情达理的人。”看着眼前成堆的物资，首领咧嘴笑着说。他的手下快速打包好地上的物资，然后一脸得意地退入了荒地之中。"
"#EVENT_BANDIT_ATTACK_NEW_04_DENY_NAME","艰难谈判"
"#EVENT_BANDIT_ATTACK_NEW_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_GROUP_ATTACK_NEW_01_NOTIFICATION_HEADER","一群衣衫褴褛的人在大门外聚集"
"#EVENT_GROUP_ATTACK_NEW_01_NOTIFICATION_DESC","他们无比绝望，为了摆脱困境什么都愿意做......"
"#EVENT_GROUP_ATTACK_NEW_01_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_NEW_01_DESC","这些人显然饱经风霜。他们看起来很虚弱，似乎一根手指都能把他们推倒，但他们脸上的表情清楚地表明，他们已经走投无路，随时准备放手一搏。人群前面，一位憔悴的女人大声说：“求求你们，我们就要撑不住了。能施舍食物吗？”"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA","给予大量食物"
"#EVENT_GROUP_ATTACK_NEW_01_LITTLE","给予少量食物"
"#EVENT_GROUP_ATTACK_NEW_01_DENY","我们什么都给不了"
"#EVENT_GROUP_ATTACK_NEW_01_EXTRA_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_NEW_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_NEW_01_LITTLE_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_NEW_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_NEW_01_DENY_NAME","绝望时刻"
"#EVENT_GROUP_ATTACK_NEW_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_NEW_02_NOTIFICATION_HEADER","一群暴怒的人走向聚居地"
"#EVENT_GROUP_ATTACK_NEW_02_NOTIFICATION_DESC","来者不善"
"#EVENT_GROUP_ATTACK_NEW_02_NAME","致命错误"
"#EVENT_GROUP_ATTACK_NEW_02_DESC","一群穿着朴素的幸存者冲到门口，他们显得异常愤怒，坚称一位居民偷走了他们的贵重物品，他们还要求进入聚居地取回属于自己的东西。他们看起来装备精良，要击退他们可能很有挑战性。"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE","放他们进来"
"#EVENT_GROUP_ATTACK_NEW_02_DETER","询问这起所谓盗窃案的详细情况"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK","笑着请他们试试看"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_NAME","致命错误"
"#EVENT_GROUP_ATTACK_NEW_02_MISTAKE_DESC","大门一打开，这群人立马原形毕露，冲进聚居地开始分头行动，很明显他们是来抢劫的。立刻行动起来，抵抗这群乔装打扮的土匪。"
"#EVENT_GROUP_ATTACK_NEW_02_DETER_NAME","致命错误"
"#EVENT_GROUP_ATTACK_NEW_02_DETER_DESC","听到你的问题后，首领哼了一声，摸了摸手中的武器。“好吧，刚才是唬你们呢。”土匪们迅速冲进大门，从两个不同的方向发起进攻。"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_NAME","致命错误"
"#EVENT_GROUP_ATTACK_NEW_02_MOCK_DESC","嘲弄似乎击中了要害。土匪们突然原形毕露，冲进了大门。他们分头行动，从侧翼突袭聚居地，想要抢劫尽可能多的物资。"
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_HEADER","疲倦的旅行者们正在门外聚集"
"#EVENT_GROUP_ATTACK_NEW_03_NOTIFICATION_DESC","他们眼中满是绝望"
"#EVENT_GROUP_ATTACK_NEW_03_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_DESC","一大群难民们集结在大门前。他们看起来极度营养不良，眼神中也流露出一股淡淡的绝望。“我们被土匪们抓去做人质。他们叫我们出来收集资源，如果我们空手回去的话，他们就会杀了我们的家人。求求你们了。”其中一人哀求道。他们人数众多，而击退他们将会是一件难事。"
"#EVENT_GROUP_ATTACK_NEW_03_FOOD","给他们食物"
"#EVENT_GROUP_ATTACK_NEW_03_TECH","给他们药品"
"#EVENT_GROUP_ATTACK_NEW_03_DENY","我什么都给不了"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_GIVE_DESC","这群人长舒一口气。“谢谢你！我们不想开战。这肯定能帮到我们。”这群人拿着资源匆匆离开，好用物资交换他们的家人。"
"#EVENT_GROUP_ATTACK_NEW_03_DENY_NAME","身不由己"
"#EVENT_GROUP_ATTACK_NEW_03_DENY_DESC","这群人看看彼此，一开始犹豫不决，然后又下定决心。他们握紧手中的武器，“抱歉，我们必须带点东西回去。”其中一人懊恼地说，其他人则已准备好发起攻击。"
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_HEADER","一群奇怪的人正在接近聚居地"
"#EVENT_RELIGION_ATTACK_NEW_01_NOTIFICATION_DESC","他们带着武器"
"#EVENT_RELIGION_ATTACK_NEW_01_NAME","天谴"
"#EVENT_RELIGION_ATTACK_NEW_01_DESC","现在的世道上，邪教并不罕见，他们靠着恐惧和人们在混乱中对意义的追求而生。眼下，一支貌似邪教的团体抵达门前。他们的首领敲响钟声，朝着聚居地喊道：“听我说，没有信仰的人们。献出所有便可得到救赎！打开门，交出我们想要的东西。”他们看起来很虚弱，而且武力有限。"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL","赠与大量资源"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME","赠与部分资源"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY","让他们离开"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_NAME","天谴"
"#EVENT_RELIGION_ATTACK_NEW_01_ALL_DESC","你把物资搬运到他们面前。首领仔细看了看眼前的资源，然后点点头，庄严地敲响了大钟。“这样就可以了。希望你们有一天能够彻底顿悟，跟我们一起寻求救赎。”说完便与人群一起离开了。"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_NAME","天谴"
"#EVENT_RELIGION_ATTACK_NEW_01_SOME_DESC","少量的贡品不仅没有安抚这群人，反而激怒了他们。“这远远不够。如果你不愿意交出贡品，那我们就自己动手拿。给我进攻！”"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_NAME","天谴"
"#EVENT_RELIGION_ATTACK_NEW_01_DENY_DESC","首领点点头。“好吧，你们这是自讨苦吃。”说着便准备好武器，开始冲锋。"
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_HEADER","狂热分子朝聚居地进军"
"#EVENT_RELIGION_ATTACK_NEW_02_NOTIFICATION_DESC","他们的吟唱令人不寒而栗"
"#EVENT_RELIGION_ATTACK_NEW_02_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_NEW_02_DESC","浩劫过后，末日邪教的信仰得到了印证，他们也像野火一样在荒地上蔓延。这群人看起来很凶狠，而且全副武装。他们站在大门后，领头的用枪托敲打着围墙。“大清洗来了！证明你的价值，否则就受死吧！”"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES","说他们是疯子"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT","激怒狂热份子，让他们发起进攻"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK","侮辱他们的“化装舞会”"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_NEW_02_RESOURCES_DESC","“你们必将见证自己错误行径的代价。我们已经看到你们的未来，那是用鲜血书写的未来。”信徒们在怒火中一起向大门发起了攻击。"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_NEW_02_THREAT_DESC","嘲弄只会让信徒们更加兴奋。许多人抓着武器，看着疲惫的守卫们大笑。领头的笑了笑，深吸一口气，和其他人一起向大门冲去。"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_NAME","大清洗"
"#EVENT_RELIGION_ATTACK_NEW_02_MOCK_DESC","信徒们被嘲笑激怒了。一些人蠢蠢欲动，另一些人明显气得发抖，向居民挥舞着武器。“够了！是可忍熟不可忍！”首领怒不可遏，下令开始进攻。"
"#EVENT_HOSTILE_FORCE","敌对："
"#EVENT_NOTIFICATION_PREPARE_DEFENCES","谈判或准备防御"
"#EVENT_HIRE_DISMISS","遣散这位专家"
"#EVENT_HIRE_WAIT","让他们等着"
"#EVENT_BANDIT_ATTACK_NOTIFICATION_DESC","在进攻前谈判或准备防御！"
"#EVENT_BACK","返回聚居地视角"
"#EVENT_HIRE_QUEUE_NAME","专家已返回"
"#EVENT_HIRE_QUEUE_NOTIFICATION_HEADER","一个熟悉的面孔逐渐接近聚居地"
"#EVENT_HIRE_QUEUE_NOTIFICATION_DESC","他们想要工作"
"#EVENT_HIRE_QUEUE_DESC","一位专家站在门口，想要为你效力。“上次没成功，现在我能派上用场吗？”\n\n是否招募专家？"
"#EVENT_HIRE_QUEUE_ACCEPT","招募"
"#EVENT_HIRE_QUEUE_DECLINE","拒绝"
"#EVENT_HIRE_QUEUE_RESULT_ACCEPT_DESC","“好极了！”专家走了进来，准备尽全力为聚居地提供帮助。"
"#EVENT_HIRE_QUEUE_RESULT_DECLINE_DESC","“好吧。也许下次吧。随时跟我联系！”专家挥挥手，退入荒地。"
"#EVENT_DELUXERADIO_NAME","内陆无线电"
"#EVENT_DELUXERADIO_DESC","保持警惕，时刻留意荒地动向，为潜在的威胁做好准备，这至关重要。探索途中，一名侦察员发现远处似乎有一座废弃的无线电塔。无线电通讯在这几片地区极为罕见，远距离通讯更是几乎闻所未闻，所以绝对值得派遣一支探险队去看看有什么东西可以搜集。"
"#EVENT_DELUXERADIO_NOTIFICATION_HEADER","探险队准备就绪"
"#EVENT_DELUXERADIO_NOTIFICATION_DESC","发现了有趣的东西"
"#EVENT_DELUXERADIO_ACCEPT","让居民前去查看"
"#EVENT_DELUXERADIO_ACCEPT_DESC","无线电塔残破不堪，而且体积太大，无法运输。不过，无线电装置仍然可以工作，居民决定把它带回来。现在大家可以向其他聚居地、甚至更远的地方发送和接收信号，这让居民们感到很兴奋。\n\n<mark>建造一座无线电塔开始Ultimate Colony版本任务“命中注定”。</mark>"
"#EVENT_HIRE_WAIT_GATE","让他们在大门处等待"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_LOT","赠与大量银币"
"#EVENT_RELIGION_ATTACK_NEW_01_SILVER_SOME","赠与一些银币"
"#EVENT_GROUP_ATTACK_NEW_03_SILVER","赠与银币"
"#MISSION_START_SCOUTING","侦察"
"#LOCATION_HOSPITAL","医院"
"#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_UNKNOWN","未探索区域"
"#LOCATION_SUBURB_1","坍塌的房屋"
"#LOCATION_SUBURB_2","坍塌的房屋"
"#LOCATION_SUBURB_3","坍塌的房屋"
"#LOCATION_SUBURB_4","腐烂的房屋"
"#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"
"#TOOLTIP_BIOME_LAKE","湖泊"
"#SECTOR_FRIENDLY","友好"
"#SECTOR_NEUTRAL","中立"
"#SECTOR_HOSTILE","敌对"
"#OUTPOST_SCIENCE","研究前哨"
"#OUTPOST_RESOURCES","搜寻员前哨"
"#OUTPOST_MEDICAL","医疗前哨"
"#OUTPOST_COLONISTS","幸存者前哨"
"#OUTPOST_TRANSPORT","运输站"
"#OUTPOST_SCIENCE_DESC","研究前哨可以从普通专家无法研究的地点收集科学点数。"
"#OUTPOST_RESOURCES_DESC","搜寻员前哨以稳定的速度搜寻并向聚居地运送物资。这些前哨可以开拓普通专家无法进入的地点。"
"#OUTPOST_MEDICAL_DESC","医疗前哨允许专家在不返回聚居地的情况下治愈伤口。"
"#OUTPOST_COLONISTS_DESC","幸存者前哨搜索各区的幸存者并将他们送回聚居地。幸存者通常在市区和气候温和地区数量较多，在恶劣环境中更为稀少。"
"#OUTPOST_TRANSPORT_DESC","世界地图上已搜集资源的集散点。专家们可以把收集到的任何资源放在这个站点，这些资源将被自动送回聚居地。"
"#TOPIC_COLONY_SECTOR","聚居地"
"#TOPIC_SOCIETY_SECTOR","社团"
"#TOPIC_BANDITS_SECTOR","土匪"
"#TOPIC_OUTPOST_SECTOR","前哨"
"#TOPIC_EMPTY","无"
"#BUTTON_DEMOLISH_OUTPOST","拆除"
"#TOPIC_DEMOLISH_OUTPOST","拆除前哨"
"#SETTLER_DESC","开拓者在世界地图上建造前哨。他们无法战斗或是搜寻资源。"
"#SETTLER","开拓者"
"#TOPIC_COLONY_FULL","无法容纳更多幸存者"
"#TOPIC_SECTOR_OCCUPIER","受控"
"#TOPIC_SECTOR_HOSTILITY","敌对"
"#TOPIC_LOCATION_WARNING","该区域无生产"
"#TOPIC_LOCATION_SCIENCE_PRODUCTION","通过研究该地点可以获得有用的知识。\n\n在该地区建造一个<mark>研究前哨</mark>以获取其知识。"
"#TOPIC_LOCATION_COLONIST_PRODUCTION","一个让路过幸存者休息的地方。建造一个<mark>幸存者前哨</mark>，邀请幸存者到你的聚居地。"
"#TOPIC_LOCATION_RESOURCE_PRODUCTION","只有在该地区建造一个<mark>搜寻员前哨</mark>才可以收集这里的资源。"
"#TOPIC_BANDIT_LOCATION_INFO","击败土匪以接近该地区并获得其资源。"
"#MISSION_RESOURCES_SCAVENGE","已收集资源："
"#MISSION_EMPTY_SCAVENGE","没有收集资源"
"#MISSION_TIME_SPENT","在{0}回合后"
"#MISSION_COMPLETE_SCAVENGE","完成任务"
"#TOPIC_WM_MISSION_DURATION","时间"
"#OUTPOST_COLONISTS_SHORT_DESC","搜索区域内的幸存者并邀请他们加入聚居地。"
"#OUTPOST_SCIENCE_SHORT_DESC","通过从旧世界的历史中回收失落的知识来生成科学点数。"
"#OUTPOST_TRANSPORT_SHORT_DESC","将回收的资源运回聚居地的集散点。"
"#OUTPOST_RESOURCES_SHORT_DESC","从普通专家无法访问的位置搜寻和运输资源。"
"#OUTPOST_MEDICAL_SHORT_DESC","治疗场上受伤的专家。"
"#TOPIC_SECTOR_INFO","区域信息"
"#REPUTATION_VERY_NEGATIVE","敌对"
"#REPUTATION_NEGATIVE","不友好"
"#REPUTATION_NEUTRAL","谨慎"
"#REPUTATION_POSITIVE","积极"
"#REPUTATION_VERY_POSITIVE","友好"
"#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"
"#TOPIC_BIOME","生物群体：{0}"
"#TOPIC_BANDIT_INFO","击败土匪，使该区域可以进入。这将显示其位置，并使穿越该区域成为可能。"
"#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_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"
"#TRADE_TOPIC_REPUTATION","声誉"
"#TRADE_TOPIC_INSTRUCTION","在交易菜单中查看目前的交易选项"
"#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"
"#LOCATION_PLAYER","你的聚居地"
"#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。"
"#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。"
"#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","Modoc"
"#TITLE_SOCIETY_NAME_8B","Little Anvil"
"#TITLE_SOCIETY_NAME_9B","Exandria"
"#TITLE_SOCIETY_NAME_10B","Alameda"
"#TITLE_SOCIETY_NAME_11B","Hospitalia"
"#TITLE_SOCIETY_NAME_12B","Hedonia"
"#TITLE_SOCIETY_NAME_13B","Chemville"
"#TITLE_SOCIETY_NAME_14B","Lushton"
"#DESC_SOCIETY_1B","这个社团位于一个巨大的旧垃圾场旁边，遍地皆是五金店和锻坊。他们以加工金属的技能而闻名，这个社会让人想起工业革命开始的时候。这个城镇的许多防御设施看起来都很强大，拼凑出来的弩机和火焰墙守卫着各个方向。"
"#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。所有墙壁上都刻满了用未知语言写下的文字。这里的居民喜欢用厚实的头巾遮住头，并尽量避免说话。一切来访者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","社团的常规和秩序控制着人们的日常生活。居民们始终纪律严明，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。"
"#DESC_SOCIETY_4B","繁荣的社会中居住着一群友善的居民，他们不会对外过多透露他们自己或他们的日常生活。放牧、钓鱼和其他生产肉类的方式是他们的专长，但这个地方给人一种不祥的感觉。许多人失去了身体的一部分，有传言说，他们的富裕生活并不仅仅来自于传统的牧场生活方式。"
"#DESC_SOCIETY_5B","虽然他们在聚居地有一个发言人，但对于一个局外人来说，这个社团可能会出现几乎无政府状态，因为墙内似乎没有一个单一的统治机构，而是一些团体松散地一起工作。市民们和以前一样喜欢社交，不幸的是，在这里隐私的概念似乎已经完全被遗忘。他们的行为是完全公开的，比如抢劫、掠夺、交易、饮酒和走私。"
"#DESC_SOCIETY_6B","这个社团通常不会在不同社会之间的争斗中选择一方。事实上，他们的教义把所有的问题都归咎于极端主义。他们仍然尊重古老的战争法则，为受伤的敌人提供治疗。这里的人不愿意向外人说出自己的想法。他们会和你交易，但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，这里的居民公开携带武器。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，他们鼓励这样的仪式，以便在定居点中推行其统治。"
"#DESC_SOCIETY_8B","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团之一。他们是知识的保存者，保存那些灾变之后其他地方失传的科技。每个人都多少了解一点关于他们地底地堡的传闻，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，他们的敌人将切切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有什么价值，并将决死捍卫家园。他们对让外人进入购物中心谨慎到偏执的程度。"
"#DESC_SOCIETY_11B","社团建立于一座老旧的中心医院里，有厚而高的混凝土墙，周边环境易守难攻。这样的地方吸引了各种各样的人，其坚固的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，但你必须遵守他们的规则，进去之后就永远没法再出来。"
"#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","此地的精炼厂正在运转，远远就能看到排出的滚滚浓烟。但是，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，但居民对外来人却出乎意料的友善。他们会热情地向你推荐他们“口味独特”的本地昆虫大餐。"
"#DESC_SOCIETY_14B","这个定居点是使农业再次成为可持续生活方式的先驱。小镇居民对社区外的世界的看法可能有些古怪，但他们对自己的世界非常忠诚。他们不会拒绝游客，但人们不应该冒犯他们的生活方式或文化，因为他们对这些事情有良好和长久的记忆。"
"#DESC_SOCIETY_1B_SHORT","他们以加工金属的技能而闻名，这个社会让人想起工业革命开始的时候。这个城镇的许多防御设施看起来都很强大，拼凑出来的弩机和火焰墙守卫着各个方向。"
"#DESC_SOCIETY_2B_SHORT","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。这里的居民喜欢用厚实的头巾遮住头，并尽量避免说话。访客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_SHORT","这里的居民们纪律严明，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。"
"#DESC_SOCIETY_4B_SHORT","放牧、钓鱼和其他生产肉类的方式是他们的专长，但这个地方给人一种不祥的感觉。许多人失去了身体的一部分，有传言说，他们的富裕生活并不仅仅来自于传统的牧场生活方式。"
"#DESC_SOCIETY_5B_SHORT","对于一个局外人来说，这个社群可能会出现几乎无政府状态，因为墙内似乎没有一个单一的统治机构，而是一些团体松散地一起工作。市民们和以前一样喜欢社交，不幸的是，在这里隐私的概念似乎已经完全被遗忘。他们的行为是完全公开的，比如抢劫、掠夺、交易、饮酒和走私。"
"#DESC_SOCIETY_6B_SHORT","这个社群通常不会在不同社团之间的争斗中选择一方。事实上，他们的教义把所有的问题都归咎于极端主义。他们仍然尊重古老的战争法则，为敌人提供治疗。这里的人不愿意向外人说出自己的想法。"
"#DESC_SOCIETY_7B_SHORT","这个社群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，对自己的技艺充满自豪。"
"#DESC_SOCIETY_9B_SHORT","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。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","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。居民很清楚他们手中拥有什么，并将决死捍卫家园。他们非常谨慎，会对进入此地的外人进行层层检查。"
"#DESC_SOCIETY_11B_SHORT","社群建立于一座老旧的中心医院里，有厚厚的混凝土墙，周边环境易守难攻。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","根据各人的品味，这地方既可以是满是罪恶的魔窟，也可以是享受血腥时光的好地方。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。"
"#DESC_SOCIETY_13B_SHORT","此地的精炼厂正在运转，远远就能看到排出的滚滚浓烟。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，但居民对外来人却出乎意料的友善。"
"#DESC_SOCIETY_14B_SHORT","他们是使农业再次成为可持续生活方式的先驱。小镇居民对社群外的世界的看法可能有些古怪，但他们对自己的世界非常忠诚。人们不应该冒犯他们，因为他们对这类事情记性很好。"
"#GREETING_LEADER_NAME","嘿，陌生人。人们称我为{0}。"
"#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","有什么好东西给我？"
"#GREETING_LEADER2_NEGATIVE1","退后！我没东西给你。"
"#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","这里不欢迎你。"
"#GREETING_LEADER4_POSITIVE1","又有客人了！庆祝起来！"
"#GREETING_LEADER4_NEUTRAL1","很高兴见到一张友好的脸！"
"#GREETING_LEADER4_NEGATIVE1","人们通常对我微笑，但你......我不喜欢你。"
"#GREETING_LEADER5_POSITIVE1","放轻松，说出你的想法。"
"#GREETING_LEADER5_NEUTRAL1","有事找我？"
"#GREETING_LEADER5_NEGATIVE1","你最好学会排队。"
"#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。"
"#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","来谈生意？"
"#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","朋友，欢迎欢迎！"
"#GREETING_LEADER10_NEUTRAL1","也许我们可以在这里互相帮助？"
"#GREETING_LEADER10_NEGATIVE1","感谢我发过的誓言吧，我非常擅长治疗伤痛。"
"#GREETING_LEADER11_POSITIVE1","今天对我们俩来说都是好日子。"
"#GREETING_LEADER11_NEUTRAL1","让我们来谈点生意。"
"#GREETING_LEADER11_NEGATIVE1","别动！别逼我扣动扳机。"
"#GREETING_LEADER12_POSITIVE1","我能为你做点什么？"
"#GREETING_LEADER12_NEUTRAL1","快说，要不就走。"
"#GREETING_LEADER12_NEGATIVE1","我可以让你知道什么是真正的痛苦。"
"#GREETING_LEADER13_POSITIVE1","我喜欢你的态度，我们谈谈。"
"#GREETING_LEADER13_NEUTRAL1","过来吧。"
"#GREETING_LEADER13_NEGATIVE1","老实点，陌生人。"
"#GREETING_LEADER14_POSITIVE1","为你服务。"
"#GREETING_LEADER14_NEUTRAL1","我们还是能用这个做点什么的。"
"#GREETING_LEADER14_NEGATIVE1","我很乐意看到你趁现在离开。"
"#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","我们赶紧把这事做完吧。"
"#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。"
"#TRADE_CONFIRM_LEADER3_POSITIVE1","很高兴跟你做生意。"
"#TRADE_CONFIRM_LEADER3_NEUTRAL1","所以你会接受这笔买卖？"
"#TRADE_CONFIRM_LEADER3_NEGATIVE1","很高兴我们需要这些。"
"#TRADE_CONFIRM_LEADER4_POSITIVE1","看起来对我有利。"
"#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","可以接受。"
"#TRADE_CONFIRM_LEADER5_NEUTRAL1","好吧，我们扯平了？"
"#TRADE_CONFIRM_LEADER5_NEGATIVE1","根本就是浪费时间。"
"#TRADE_CONFIRM_LEADER6_POSITIVE1","棒，太棒了。"
"#TRADE_CONFIRM_LEADER6_NEUTRAL1","这是个不错的折衷方案，你说呢？"
"#TRADE_CONFIRM_LEADER6_NEGATIVE1","收拾收拾东西走吧。"
"#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","拿着，拿去就行。"
"#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，然后走远点。"
"#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","为了人民的利益，我们会接受的。"
"#TRADE_CONFIRM_LEADER11_NEGATIVE1","接受吧，别反抗了。"
"#TRADE_CONFIRM_LEADER12_POSITIVE1","感觉我们不亏。"
"#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。"
"#TRADE_DONE_LEADER1_POSITIVE1","这是最好的结果了。"
"#TRADE_DONE_LEADER1_NEUTRAL1","就目前而言，这已经足够了。"
"#TRADE_DONE_LEADER1_NEGATIVE1","现在给我消失，从我身边滚开。"
"#TRADE_DONE_LEADER2_POSITIVE1","就知道我们能达成协议。"
"#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","祝你心情愉快。"
"#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","看到满意的顾客总是令人高兴。"
"#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","搞定了。现在回到我们的本职工作上来吧。"
"#TRADE_DONE_LEADER5_NEUTRAL1","你可以走了，交易完成。"
"#TRADE_DONE_LEADER5_NEGATIVE1","现在，滚开。"
"#TRADE_DONE_LEADER6_POSITIVE1","谢谢你能抽出时间。"
"#TRADE_DONE_LEADER6_NEUTRAL1","我们下次再来吧。"
"#TRADE_DONE_LEADER6_NEGATIVE1","付完钱就快走。"
"#TRADE_DONE_LEADER7_POSITIVE1","太棒了！"
"#TRADE_DONE_LEADER7_NEUTRAL1","交易很公平，伙计。"
"#TRADE_DONE_LEADER7_NEGATIVE1","别烦我赶紧走吧。"
"#TRADE_DONE_LEADER8_POSITIVE1","好极了！很高兴再次与你交易，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","很高兴与志同道合的人一起工作。"
"#TRADE_DONE_LEADER9_NEUTRAL1","搞定了。"
"#TRADE_DONE_LEADER9_NEGATIVE1","走开，别逼我动手。"
"#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","真让人高兴。"
"#TRADE_DONE_LEADER14_NEUTRAL1","尘埃落定。"
"#TRADE_DONE_LEADER14_NEGATIVE1","快走远点，不然我会把你扔进缸里。"
"#BANDIT_VARIANT_DEAD_RATS","弱小的土匪"
"#BANDIT_VARIANT_DEAD_RATS_MANY","弱小的土匪"
"#BANDIT_VARIANT_DEAD_RATS_FEW","弱小的土匪"
"#BANDIT_VARIANT_RIPPERS","弱小的暴徒"
"#BANDIT_VARIANT_RIPPERS_MANY","弱小的暴徒"
"#BANDIT_VARIANT_WOLFGANG","强壮的伏击者"
"#BANDIT_VARIANT_WOLFGANG_MANY","强壮的伏击者"
"#BANDIT_VARIANT_FRONTIER_NOMADS","强壮的突袭者"
"#BANDIT_VARIANT_FRONTIER_NOMADS_MANY","强壮的突袭者"
"#BANDIT_VARIANT_TRIBUNAL","致命的狂热分子"
"#BANDIT_VARIANT_TRIBUNAL_MANY","致命的狂热分子"
"#BANDIT_VARIANT_TRIBUNAL_FEW","致命的狂热分子"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA","致命的武装分子"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_MANY","致命的武装分子"
"#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"
"#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"
"#COMBAT_RESULT_BANDIT_WIN","强盗胜利"
"#COMBAT_RESULT_SPECIALISTS_WIN","专家胜利"
"#TOPIC_WM_LOCATION_TYPE_RESEARCH","研究地点"
"#TOPIC_WM_LOCATION_TYPE_SCAVENGE","可搜寻地点"
"#TOPIC_WM_QUEST_LOCATION","任务地点"
"#TOPIC_SOCIETIES","社群"
"#NO_SOCIETIES_FOUND_DESC","未发现社群。探索世界地图以寻找其他社群。"
"#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群进行贸易。"
"#TEAM_NAME_ENDING","{0}"
"#TOPIC_HAZARD_TITLE","危险"
"#TOPIC_DANGER_TITLE","危险"
"#TOPIC_BANDIT_TYPE","强盗"
"#TOPIC_OWNERSHIP","所有权"
"#TOPIC_FIREPOWER","战力"
"#TOPIC_DEFENCE","防御"
"#TOPIC_PROBABILITY","可能性"
"#TOPIC_EFFECTS","效果"
"#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_HAZARD_LEVEL_TITLE","危险"
"#TOPIC_DANGER_LEVEL_TITLE","危险等级"
"#TOPIC_WM_SCAVENGE_INFO_RESOURCES_PER_DAY","速率"
"#TITLE_SCAVENGE_COMPLETE","搜寻完毕"
"#TITLE_SCAVENGE_RESULT","结果"
"#TITLE_SCAVENGE_MANUALLY_STOPPED","搜寻已取消"
"#TITLE_MISSION_ABORT","是否中止？"
"#DESC_LOCATION_SCAVENGE","<color=#E8CF45>{0}</color>已搜寻完毕！"
"#TOPIC_CURRENCY_FOUND","发现的通货"
"#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"
"#SPECIALIST_LOW_HP_WARNING_TITLE","专家岌岌可危！"
"#SPECIALIST_LOW_HP_WARNING_DESCRIPTION","专家濒临死亡"
"#MISSION_CANCEL_SCAVENGE","取消任务"
"#TOPIC_WM_SCAVENGE_INFO_SCAVENGE_TIME","搜寻时间"
"#MISSION_CANCEL_SCOUT","取消任务"
"#WORLD_MAP_BALANCE_OF_POWER","势均力敌"
"#TOPIC_RETREAT","是否撤退？"
"#DESC_RETREAT_FREE","专家尚未与敌人交战，可以撤退。"
"#WORLD_MAP_COMBAT_GROUP_HEALTH","群体健康"
"#WORLD_MAP_COMBAT_ATTACK_PER_BANDIT","攻击力/土匪"
"#WORLD_MAP_COMBAT_HEALTH_PER_BANDIT","生命值/土匪"
"#COMBAT_PREDICTION_CLEAR_VICTORY","专家统治战场"
"#COMBAT_PREDICTION_VICTORY","专家胜利"
"#COMBAT_PREDICTION_CLEAR_DEFEAT","土匪统治战场"
"#COMBAT_PREDICTION_DEFEAT","土匪胜利"
"#COMBAT_PREDICTION_EVEN","势均力敌"
"#DESC_RETREAT_DAMAGE","撤退会影响力量的平衡，使专家受到额外伤害。"
"#DESC_RETREAT_PREDICTION","战斗预测：{0}->{1}"
"#MISSION_CANCEL_COMBAT","撤退"
"#WITHDRAW_FROM_COMBAT","撤离战斗"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_TITLE","敌人被击败！"
"#NOTIFICATION_WORLDMAP_COMBAT_WON_DESC","世界地图上的战斗已获胜"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_TITLE","专家被击败！"
"#NOTIFICATION_WORLDMAP_COMBAT_LOST_DESC","世界地图上的战斗已失败"
"#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"
"#SPECIALIST_DEAD","专家<color=#E8CF45>{0}</color>在行动中被击杀"
"#BUTTON_CYCLE_SPECIALISTS","更换专家"
"#MISSION_START_CONSTRUCT_OUTPOST","建造前哨"
"#OUTPOST_PLACEMENT_OCCUPIED_PLAYER","不能在聚居地区域内建造！"
"#TOPIC_OUTPOST_CONSTRUCTION_ALLOWED","合适地点"
"#OUTPOST_PLACEMENT_OCCUPIED_TERRITORY","不能在被占领的区域建造！"
"#OUTPOST_PLACEMENT_HOSTILE_SECTOR","不能在敌对区域建造！"
"#OUTPOST_PLACEMENT_OCCUPIED_OUTPOST","该区域不能建造更多前哨！"
"#TOPIC_INVALID_REASON","这里不能建造前哨"
"#TOPIC_BUILDING_OUTPOST","建造时间：{0}"
"#DESC_CONVOY","用于将资源和幸存者从前哨运回聚居地的车队。"
"#TOPIC_PREPARING_CONVOY","车队准备中......"
"#TOPIC_CURRENT_CONVOYS","当前车队：{0}"
"#TOPIC_SCIENCE","科学"
"#TOPIC_SURVIVORS","幸存者"
"#TOPIC_SECTOR","区域"
"#OUTPOST_POPULATION_CAP_REACHED","聚居地人口已达上限"
"#OUTPOST_BLOCKED_LOCATION","不能在此建造"
"#TOPIC_CONVOY","车队"
"#DESC_DEMOLISH_OUTPOST","确定要拆除前哨吗？这样会损失前哨内的资源和开拓者。\n\n此操作无法恢复。"
"#DESC_DEMOLISH_OUTPOST_SETTLER","确定要拆除前哨吗？这样会损失前哨内的资源。\n\n此操作无法恢复。"
"#BUTTON_SEND_COLONISTS","带走幸存者"
"#TOPIC_SEND_COLONIST","邀请幸存者"
"#DESC_SEND_COLONISTS","准备好邀请前哨的幸存者加入聚居地了吗？抵达后他们将成为聚居地的居民。"
"#TOPIC_SCIENCE_PRODUCTION","科学生产"
"#TOPIC_SECTOR_POTENTIAL","前哨资源"
"#TOPIC_UNPASSAPBLE","无法进入"
"#TOPIC_PASSAPBLE","可进入"
"#TOPIC_BUILDING_ENABLED","可建造"
"#TOPIC_BUILDING_BLOCKED","已封锁"
"#TOPIC_YES","是"
"#TOPIC_NO","否"
"#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","社群信息"
"#TOPIC_RESOURCES","资源"
"#TOPIC_SOCIETY_DISTANCE","距离"
"#TOPIC_VEHICLE_ENTER","上车"
"#VEHICLE_ENTER_DESC","使用行动点数进入车辆。"
"#TOPIC_VEHICLE_EXIT","下车"
"#VEHICLE_EXIT_DESC","使用行动点数离开车辆。"
"#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","离开车辆去"
"#TOPIC_ABANDONED_VEHICLE","废弃的车辆"
"#TEAM_ABANDONED_VEHICLE","废弃的{0}"
"#VEHICLE_SEDAN_DESC","传统的乘用车，可用于一般用途。\n\n乘客：3\n\n耐久度：低"
"#VEHICLE_HATCHBACK","掀背车"
"#VEHICLE_HATCHBACK_DESC","速度快，但行驶距离有限的小型车辆。\n\n乘客：2\n\n耐用性：低"
"#VEHICLE_VAN","货车"
"#VEHICLE_VAN_DESC","性能平衡的车辆，行动范围有所增加。\n\n乘客：2\n\n耐久度：中"
"#VEHICLE_STATIONWAGON","旅行车"
"#VEHICLE_STATIONWAGON_DESC","耐用的车辆，可容纳多名乘客并具有更大的行动范围。\n\n乘客：4\n\n耐久：中"
"#VEHICLE_SEDAN","轿车"
"#VEHICLE_HEAVYOFFROADER","越野车"
"#VEHICLE_HEAVYOFFROADER_DESC","高行动范围以及充足的乘客空间。\n\n乘客：4\n\n耐久度：高"
"#TOPIC_VEHICLE_RETURN_TO_COLONY","返回聚居地"
"#SPECIALIST_STATUS_SCOUT","侦察中"
"#TOPIC_SPECIALIST_SKILL_RESEARCH_VALUE_HALF_DAY","{0}SP/12小时"
"#TOPIC_SPECIALIST_SKILL_RECOVERY_VALUE_HALF_DAY","{0}HP/12小时"
"#TOPIC_PER_DAY_SHORT","{0}/天"
"#TOPIC_PER_HALF_DAY","{0}/12小时"
"#TOPIC_PER_HALF_DAY_SHORT","{0}/12小时"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_HALF_DAY","{0}伤害/12小时"
"#TOPIC_WM_HAZARD_INFO_MAX_DAMAGE_TAKEN_PER_DAY","最多{0}伤害/12小时"
"#TOPIC_WM_HAZARD_INFO_DAMAGE_TAKEN_PER_DAY","{0}伤害/12小时"
"#BANDIT_VARIANT_RIPPERS_LEADER","开膛手首领"
"#BANDIT_VARIANT_WOLFGANG_LEADER","狼群首领"
"#BANDIT_VARIANT_FRONTIER_NOMADS_LEADER","游民武器大师"
"#BANDIT_VARIANT_DOOMSDAY_MILITIA_LEADER","末日民兵队长"
"#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"
"#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"
"#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。"
"#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。"
"#TOPIC_BANDIT_CAMP_INFO","摧毁土匪营地以显示该区域的位置"
"#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"
"#OPPONENT_DEFEATED","击败敌对势力"
"#COMBAT_DAMAGE","造成伤害{0}，承受伤害{1}"
"#MISSION_COMPLETE_COMBAT","结束战斗"
"#TOPIC_SCAVENGE","搜寻"
"#TOPIC_ATTACK","战力"
"#TOPIC_CHANCE_TITLE","机遇"
"#TOPIC_SUMMARY_DISCOVERED_LOCATIONS","已发现的位置"
"#TOPIC_COMBAT","战力"
"#TOPIC_TEAMUPDOWN","选择小队"
"#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"
"#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。"
"#TOPIC_PER_MULTIPLE_DAY","在12小时内{0}"
"#TOPIC_PER_MULTIPLE_24h","在24小时内{0}"
"#NOTIFICATION_SPECIALIST_DIED_DESC","{0}人在战斗中死亡"
"#NOTIFICATION_SPECIALIST_DIED_SCAVENGE_DESC","{0}人在搜寻时死亡"
"#NOTIFICATION_SPECIALIST_DIED_COMBAT_DESC","{0}人在战斗中被杀"
"#TOPIC_VEHICLE_RETURN_TO_COLONY_DESC","返回聚居地。"
"#TOPIC_SALVAGE_VEHICLE","回收车辆"
"#TOPIC_COLONIST_AMOUNT","前哨中的幸存者"
"#TOPIC_COMBAT_STATUS","战斗报告"
"#LEGEND_OCCUPIED_SECTOR","已占领区域"
"#LEGEND_RESTRICTED_SECTOR","受限区域"
"#LEGEND_TITLE_SECTOR","区域覆盖图"
"#LEGEND_OUTPOST_SECTOR","前哨"
"#TOPIC_WM_INFO_RESEARCHING_LOCATION","在某个地点进行研究"
"#TOPIC_WM_INFO_SCAVENGING_LOCATION","搜寻地点"
"#TEAM_ABANDONED_VEHICLE_DESC","专家车辆"
"#TEAM_ABANDONED_VEHICLE_STATUS","等待恢复"
"#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_SCAVENGED_IN","每24小时{0}"
"#TOPIC_PER_DAY","{0}/24小时"
"#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"
"#TOPIC_SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_ASSIGN","指派"
"#SPECIALIST_TEAM_VEHICLE","车辆"
"#VEHICLE_BUS","巴士"
"#VEHICLE_BUS_DESC","又大又宽敞，但是速度非常慢。"
"#TOPIC_RESOURCES_LEFT","资源在运输中"
"#TOPIC_RESOURCES_DROPPED","资源运输准备中"
"#QUEST_ESCAPEPOD","着陆点"
"#BANDIT_UNKNOWN","未知敌人"
"#BANDIT_UNKNOWN_CONTENT","一群未知敌对团伙，不知道他们来自何方，也不知道他们有何计划。"
"#BANDIT_VARIANT_UNKNOWN_SCOUT","未知侦查员"
"#BANDIT_VARIANT_UNKNOWN_RAIDER","未知突袭者"
"#BANDIT_VARIANT_UNKNOWN_COMMANDER","未知指挥官"
"#BANDIT_CAMP_UNKNOWN_TITLE","未知据点"
"#ALL_SOCIETIES","全体社群"
"#TITLE_ALL_SOCIETIES","全体社群"
"#SETTLER_LEVEL2","工程师"
"#TOPIC_LOCATION_QUEST_ELIGIBLE","建造后开始收集知识"
"#DESC_DEMOLISH_ENGINEER_OUTPOST","确定要拆除前哨吗？这样会损失工程师。\n\n此操作无法恢复。"
"#OUTPOST_ENDGAME_INTENSITY","知识强度"
"#ENDGAME_KNOWLEDGE","知识"
"#OUTPOST_ENDGAME_1","生命支持前哨"
"#OUTPOST_ENDGAME_1_DESC","该前哨建立的目的是研究如何让<mark>末日地堡</mark>的生命支持系统平稳运转，从容应对各种情况。\n\n为完成<mark>明日计划</mark>的<mark>生命支持</mark>目标生成点数。"
"#OUTPOST_ENDGAME_1_SHORT_DESC","为完成<mark>明日计划</mark>的<mark>生命支持</mark>目标生成点数。"
"#OUTPOST_ENDGAME_2","医疗前哨"
"#OUTPOST_ENDGAME_2_DESC","收集医疗设备和技能，使<mark>末日地堡</mark>内的医疗设施达到标准。\n\n为完成<mark>明日计划</mark>的<mark>医疗</mark>目标生成点数。"
"#OUTPOST_ENDGAME_2_SHORT_DESC","为完成<mark>明日计划</mark>的<mark>医疗</mark>目标生成点数。"
"#OUTPOST_ENDGAME_3","防御前哨"
"#OUTPOST_ENDGAME_3_DESC","搜寻最坚固的材料和最实用的方法，建造坚不可摧的<mark>末日地堡</mark>。\n\n为完成<mark>明日计划</mark>的<mark>防御</mark>目标生成点数。"
"#OUTPOST_ENDGAME_3_SHORT_DESC","为完成<mark>明日计划</mark>的<mark>防御</mark>目标生成点数。"
"#OUTPOST_ENDGAME_4","生态系统前哨"
"#OUTPOST_ENDGAME_4_DESC","研究不同的生物群体，帮助<mark>末日地堡</mark>抵御极端天气条件。为完成<mark>明日计划</mark>的<mark>生态系统</mark>目标生成点数。"
"#OUTPOST_ENDGAME_4_SHORT_DESC","为完成<mark>明日计划</mark>的<mark>生态系统</mark>目标生成点数。"
"#TOPIC_SEND_COLONIST_ALL","邀请每个前哨中的幸存者"
"#TUTORIAL_NOTIFICATIO_BUILD_MESSAGE","按此学习如何操作。"
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","调整工作区"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","任务：移动任意工作区"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","设定工作区"
"#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","任务：提高食物产量"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<quad name=Food><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_SETTIME_HEADLINE","游戏速度"
"#TUTORIAL_NOTIFICATION_SETTIME_MESSAGE","任务：调整游戏速度"
"#TUTORIAL_DIALOG_SETTIME_HEADLINE","游戏速度"
"#TUTORIAL_DIALOG_SETTIME_MESSAGE","左下角可以调整速度，看到了吗？试着调整一下，选择最适合自己的速度。"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_HEADLINE","调整工人空位"
"#TUTORIAL_NOTIFICATION_CHANGEWORKSLOTS_MESSAGE","任务：分配工人"
"#TUTORIAL_DIALOG_CHANGEWORKSLOTS_HEADLINE","调整工人空位"
"#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请选中一座建筑并点击其中一个<mark>工作位置</mark>，尝试添加或移除建筑中的居民。"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_NOTIFICATION_DEAD_COLONISTS_MESSAGE","任务：建造埋葬坑"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_HEADLINE","死亡居民"
"#TUTORIAL_DIALOG_DEAD_COLONISTS_MESSAGE","你的一位居民不幸死亡！建一个<mark>埋葬坑</mark>，避免尸体腐烂散布疾病。"
"#TUTORIAL_NOTIFICATION_CONDITIONS_HEADLINE","受伤和其他病症"
"#TUTORIAL_NOTIFICATION_CONDITIONS_MESSAGE","任务：建造医疗帐篷"
"#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_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_NOTIFICATION_WATER_HEADLINE","建造水源"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","任务：增加产水量"
"#TUTORIAL_DIALOG_WATER_HEADLINE","水源"
"#TUTORIAL_DIALOG_WATER_MESSAGE","你的居民需要<quad name=Water><mark>水</mark>才能生存。否则会<mark>脱水</mark>直至死亡。打开建造菜单，然后选择你的第一个水源。\n\n<mark>水井</mark>在肥沃的土壤表现最好，而<mark>集水器</mark>需要放置在靠近湖泊的位置。"
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","任务：建造庇护所"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","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_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","任务：收割作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","作物承受能力有限。<mark>热浪</mark>或<mark>核放射尘</mark>等灾难会让作物枯萎，受到污染或经历<mark>鼠群</mark>事件也会让作物受损。保护作物的最好方式就是，在为时已晚之前收获作物。"
"#TUTORIAL_NOTIFICATION_HYGIENE_HEADLINE","居民卫生"
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","任务：建造厕所"
"#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。通过建造<mark>厕所</mark>来帮助他们！\n\n不过，厕所会<quad name=Pollution><mark>污染</mark>周边区域，选择位置时请考虑到这一点。"
"#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。桑拿房及其升级建筑可以从<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_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","任务：设定生产上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","你可以为生产建筑生产的资源设置<mark>生产上限</mark>。你可以设置上限来节约储存空间，或是解放居民，让他们去做一些更为重要的工作。"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_HEADLINE","资源收集"
"#TUTORIAL_NOTIFICATION_COLONIST_GATHERING_MESSAGE","任务：建造基础仓库"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_HEADLINE","资源收集"
"#TUTORIAL_DIALOG_COLONIST_GATHERING_MESSAGE","要让居民收集资源，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<quad name=Berries><mark>浆果</mark>之类的食物。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_TEMPERATURE_HEADLINE","温度"
"#TUTORIAL_NOTIFICATION_TEMPERATURE_MESSAGE","任务：建造火炉"
"#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>和工作场所附近建造如<mark>火炉</mark>一类的加热方案为其供暖。\n\n火炉内半径覆盖范围可以为居民和建筑提供足够的热量，而外半径覆盖范围则只能提供轻微的温度增益。没有热量，建筑会结冰，而居民会<mark>体温过低</mark>。\n\n搬运工可将<quad name=Firewood><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_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按钮</mark>移动选中的专家。"
"##TUTORIAL_DIALOG_ACTION_POINTS_MESSAGE","世界地图上的行动消耗<mark>行动点数 (AP)</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>交叉键</mark>移动选中的专家。"
"##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>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>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>十字键</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_PS","可使用<mark>左右方向键</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，专家们每回合都会向聚居地移动，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如果你碰巧找不到自己的聚居地，可以按下键盘上的<mark>“C”</mark>键轻松返回。"
"##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，直到抵达聚居地。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按钮</mark><mark>选择</mark>或确认，按<mark>B按钮</mark><mark>取消选择</mark>或返回。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE","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<mark>使用WASD键</mark>滑动视野，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键</mark><mark>选择</mark>或确认，按<mark>B键</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>左操作杆</mark><mark>滑动视野</mark>，按下<mark>交叉键</mark><mark>选择</mark>或确认，按下<mark>圆圈键</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>右操作杆</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>，命令居民采集新的堆积物。\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>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，所以一定要打开建筑信息面板，并选择<mark>移动工作区</mark>，命令居民采集新的堆积物。\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>调整区域大小</mark>。居民现在将从堆积物中搜寻材料直至堆积物枯竭。建筑采集了工作区内的所有资源后，会向你发送通知，这样你就能将工作区移动至新位置。你可以将鼠标放在工作区标志或建筑上，可以看到还剩余多少资源。"
"##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>，命令居民采集新的堆积物。\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按键</mark>来<mark>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>，命令居民采集新的堆积物。\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及R2键</mark>来<mark>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_NOTIFICATION_HAPPINESS_HEADLINE","聚居地幸福度"
"#TUTORIAL_NOTIFICATION_HAPPINESS_MESSAGE","任务：建造一座娱乐建筑"
"#TUTORIAL_DIALOG_HAPPINESS_HEADLINE","幸福度"
"#TUTORIAL_DIALOG_HAPPINESS_MESSAGE","疾病、需求和事件都会影响殖民者的心理状态。快乐的殖民者是可以依赖的高效工人，而当他们不开心时，他们可能会陷入<mark>绝望</mark>，并威胁<mark>永久离开</mark>。\n\n可以通过提高殖民者的庇护所质量、照顾可能发生的疾病并尽可能满足居民需求以及建造<mark>科技树</mark>中的<mark>娱乐建筑</mark>来提高聚居地的幸福度。\n\n随着聚居地的发展和获得更多的殖民者，照顾娱乐变得至关重要。"
"#TUTORIAL_CODEX_HAPPINESS_HEADLINE","娱乐"
"#TUTORIAL_CODEX_HAPPINESS","<mark>娱乐建筑</mark>产生<mark>娱乐</mark>。这是居民保持快乐和高效的基础。\n\n随着聚居地增长，社区中个体间的纽带开始减弱。人们变得<mark>疲惫</mark>，甚至<mark>焦虑</mark>。当聚居地的娱乐建筑与人口比例过低时，居民就有娱乐的需求。\n\n娱乐建筑需要<quad name=Entertainment><mark>娱乐箱</mark>，一种通过世界地图上特定地点的<mark>前哨</mark>生产的资源。一些社团会将娱乐箱作为<mark>交易</mark>选项，但通常需要高昂的价格。\n\n研究激励居民的新方法是有回报的，因为居民喜欢沉迷于多种不同的休闲活动，聚居地中每有一种新的幸福度建筑都会获得<mark>多样化加成</mark>。"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","任务：收集浆果"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_HEADLINE","收集食物"
"#TUTORIAL_DIALOG_FOOD_STORAGE_BERRIES_MESSAGE","居民们很饥饿！野生<quad name=Berries><mark>浆果</mark>是最方便的食物来源。移动<mark>食物仓房</mark>的工作区收集浆果。"
"#TUTORIAL_NOTIFICATION_WM_ACTION_HEADLINE","搜寻"
"#TUTORIAL_NOTIFICATION_WM_ACTION_MESSAGE","任务：搜寻地点"
"#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。命令一名专家移动至目标地点并开始<mark>搜寻</mark>其中资源。\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<mark>取消</mark>搜寻。\n\n不过有些地方已经遭到污染，可能存在其他<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。\n\n注意，有些地点不能被直接搜寻，而是需要一个特殊的<mark>哨站</mark>来获得货物。"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_HEADLINE","行动点数"
"#TUTORIAL_NOTIFICATION_ACTION_POINTS_MESSAGE","任务：移动专家"
"#TUTORIAL_DIALOG_ACTION_POINTS_HEADLINE","行动点数"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_HEADLINE","返回聚居地"
"#TUTORIAL_NOTIFICATION_RETURN_RESOURCES_MESSAGE","任务：返回聚居地"
"#TUTORIAL_DIALOG_RETURN_RESOURCES_HEADLINE","返回聚居地"
"#TUTORIAL_NOTIFICATION_PLASTIC_HEADLINE","收集塑料"
"#TUTORIAL_NOTIFICATION_PLASTIC_MESSAGE","任务：开始资源生产"
"#TUTORIAL_DIALOG_PLASTIC_HEADLINE","生产资源"
"#TUTORIAL_DIALOG_PLASTIC_MESSAGE","您需要收集基本资源以继续建造建筑物。 <mark>回收器</mark>从散落在聚居地周围的垃圾堆中收集<quad name=Plastic> <mark>塑料</mark>。现在上述工作场所之一建造一个。\n\n其他建筑物稍后将允许搜集<quad name=Metal><mark>金属</mark>和<quad name=Concrete><mark>混凝土</mark>。"
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","设立前哨"
"#TUTORIAL_CODEX_OUTPOSTS","要建立哨站，首先要在聚居地建立<mark>前哨仓库</mark>。建成后，选择一名可用的专家进行培训，然后从建筑的信息面板中按<mark>创建开拓者</mark>。<mark>请注意，您将失去所选专家，此操作不可撤销！</mark>\n\n确认后，新的开拓者单位被送往世界地图，并可以被命令寻找合适的位置。前哨可以建在任何<mark>中立区块</mark>上，这意味着该区块<mark>没有另一个哨站</mark>、<mark>强盗营地</mark>或<mark>社团</mark>。\n\n-<mark>研究前哨</mark>：这些前哨每回合收集一定数量的科学点数。数量因每个区块的位置而异。抢到占领的地点不会产生科学点数。\n-<mark>幸存者前哨</mark>：可以招募漫无目的地流浪的幸存者加入聚居地。它们在城市和温带地区最容易找到，而在沙漠和苔原等生物群落中则不太可能找到。\n-<mark>运输前哨</mark>：将专家转移到前哨站可以准备一支他们携带的资源车队，并自动将其送回聚居地。\n-<mark>医疗前哨</mark>：专家可以在旅途中通过访问这些站点来获得治疗。医疗前哨几乎可以设置在地图上的任何地方。\n-<mark>搜寻前哨</mark>：生产原本无法从该区块搜集到的资源。在每个周期结束时，资源会自动发送到聚居地。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_HEADLINE","你的专家"
"#TUTORIAL_NOTIFICATION_SPECIALIST_CONTROLS_MESSAGE","任务：选择专家"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_HEADLINE","专家"
"#TUTORIAL_DIALOG_SPECIALIST_CONTROLS_MESSAGE","<mark>专家</mark>是可以保护聚居地或探索世界地图的专业人员。<mark>大门</mark>建成后，专家就可以从他们的信息面板被<mark>派遣到世界地图</mark>。\n\n专家可以在直接命令时收集一些基本资源，例如<quad name=Berries><mark>浆果</mark>和<quad name=Plank><mark>木材</mark>。您可以通过上面的<mark>专家菜单</mark>轻松找到您的专家，并通过在聚居地地图中按住并拖动光标来选择多个单位"
"#TUTORIAL_NOTIFICATION_ATTACK_HEADLINE","强盗"
"#TUTORIAL_NOTIFICATION_ATTACK_MESSAGE","任务：击败一个土匪"
"#TUTORIAL_DIALOG_ATTACK_HEADLINE","土匪"
"#TUTORIAL_DIALOG_ATTACK_MESSAGE","你遭遇了一群<mark>土匪</mark>，他们已占据该位置。要想<mark>搜寻</mark>该位置，专家必须首先击败土匪。有些群体可能比其他群体更强大，需要多个专家来击败。"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_HEADLINE","土匪营地"
"#TUTORIAL_NOTIFICATION_BANDIT_CAMP_MESSAGE","任务：击败土匪营地"
"#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_CODEX_SHELTER_HEADLINE","庇护所"
"#TUTORIAL_CODEX_SHELTER","虽然居民在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。庇护所不仅能提升居民的<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<mark>帐篷</mark>，也有比肩现代居所的舒适<mark>房屋</mark>。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。"
"#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<mark>暂停</mark>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<quad name=Energy><mark>能源</mark>或<quad name=Water><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>建筑覆盖图</mark>查看建筑分布情况。"
"#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<mark>脱水</mark>、<mark>伤势</mark>未经治疗，遭受敌人连续击打或被坠落物多次击中，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，就是被幸存的同伴就地掩埋。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_DIALOG_EXPLORE_MESSAGE","周边区域笼罩在神秘的迷雾之中，可通过建造<mark>哨塔</mark>来探索未知区域。哨塔可用于逐渐揭开迷雾，而且相较于<mark>营地</mark>而言，哨塔可以更加迅速、更大幅度地拓宽聚居地的边界。"
"#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，选择专家，并使用鼠标右键或控制器A键，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_DIALOG_UPGRADING_MESSAGE","随着技术发展，某些建筑可进一步升级。解锁升级技术可实现这一功能，但升级过程不会自动完成。\n\n选择受影响的建筑，然后在其信息面板中按下<mark>升级</mark>按钮。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_OUTPOSTS_MESSAGE","<mark>前哨</mark>可扩大聚居地在世界地图新探索区域的影响。前哨可用于收集资源、寻找幸存者、治疗专家，或作为资源掉落点。\n\n你可以训练专家建造前哨，并派他们<mark>驻扎</mark>在<mark>前哨仓库</mark>中。"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_HEADLINE","你的居民"
"#TUTORIAL_NOTIFICATION_PERSONSTATES_MESSAGE","任务：选择专家"
"#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。可在<mark>营地</mark>设置搬运工最低人数。\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_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_NOTIFICATION_COLONY_SETUP_MESSAGE","任务：建造营地"
"#TUTORIAL_DIALOG_COLONY_SETUP_HEADLINE","布置聚居地"
"#TUTORIAL_DIALOG_COLONY_SETUP_MESSAGE","是时候为定居做准备了。通过<mark>建造菜单</mark>放置<mark>营地</mark>！\n\n营地可以增加聚居地对周边环境的了解，还能充当临时资源仓库。"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_HEADLINE","邀请居民"
"#TUTORIAL_NOTIFICATION_INVITE_COLONISTS_MESSAGE","任务：发射信号弹"
"#TUTORIAL_CODEX_INVITE_COLONISTS_HEADLINE","首批居民"
"#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。按下<mark>营地</mark>，选择<mark>“邀请居民”</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。"
"#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_NOTIFICATION_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_NOTIFICATION_PREPARE_COLONY_MESSAGE","任务：打开建造菜单"
"#TUTORIAL_DIALOG_PREPARE_COLONY_HEADLINE","开展聚居地的准备工作"
"#TUTORIAL_DIALOG_PREPARE_COLONY_MESSAGE","干得好，你已经向建造崭新聚居地迈出了第一步。新<mark>建筑</mark>已解锁，这片土地不再只是一片荒芜。\n\n<mark>一些建筑已经准备就绪，你可以免费建造</mark>。可以在<mark>建筑菜单</mark>中找到这些<mark>预制建筑</mark>。\n\n现在先在这片区域建造建筑，然后再邀请<mark>居民</mark>前来。"
"#TUTORIAL_NOTIFICATION_SCOUT_HEADLINE","侦查区域"
"#TUTORIAL_NOTIFICATION_SCOUT_MESSAGE","任务：侦察一片区域"
"#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<mark>行动点数</mark>，因此请合理规划路线。\n\n在<mark>区域信息</mark>中可以快速查看关于新地区的信息，如<mark>生物群体</mark>、敌对势力、<mark>幸存者和科学潜力</mark>。之后可以通过<mark>前哨</mark>利用这种潜力。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_HEADLINE","专家受伤"
"#TUTORIAL_NOTIFICATION_SPECIALIST_RECOVERY_MESSAGE","任务：治疗专家"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_HEADLINE","治疗专家"
"#TUTORIAL_DIALOG_SPECIALIST_RECOVERY_MESSAGE","专家并非无敌。他们可能会在<mark>战斗</mark>中受伤，也会在搜寻和研究时因遇到<mark>危险</mark>而受伤。\n\n要恢复健康，请命令专家回到<mark>聚居地</mark>或建造<mark>医疗前哨</mark>。在<mark>科技树中的前哨仓库</mark>中解锁后，可在<mark>开拓者</mark>的帮助下在地图上建造医疗前哨。"
"#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。低端材料收集量大于<quad name=Medicine><mark>药品</mark>等物品，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<quad name=Component><mark>部件</mark>和<quad name=Parts><mark>零件</mark>，以确保<quad name=Energy><mark>能源生产</mark>不中断。\n\n一些位置已被<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，如果不及时处理伤口，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。\n\n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，才能进入其他地点。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。"
"#TUTORIAL_NOTIFICATION_TECH_TREE_HEADLINE","获得科学点数"
"#TUTORIAL_NOTIFICATION_TECH_TREE_MESSAGE","任务：打开科技树"
"#TUTORIAL_DIALOG_TECH_TREE_HEADLINE","科技树"
"#TUTORIAL_DIALOG_TECH_TREE_MESSAGE","你已经收集了第一个<quad name=Research><mark>科学点数</mark>！现在打开<mark>科技树</mark>，选择要研究的第一个科技。请注意，解锁科技需要消耗科学点数和时间。\n\n<mark>队列</mark>系统可以连续研究同一类别的多个科技。如果科学点数不足，选中队列中的科技会在获得科学点数后自动继续研究。\n\n科学点数可通过多种方式获取，包括与社群<mark>贸易</mark>，以及研究所需的科技后，在世界地图中建造<mark>研究前哨</mark>。"
"#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，这些碎片有助于聚居地的发展。可在藏有宝贵知识的位置搜索<quad name=Research><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，科技树分为几个类型。\n\n对某一科技领域的研究越深入，继续研究的成本就越高，所以在探索世界地图时，一定要留意有价值的地点。在一些具有高科学潜力的地区可建立<mark>研究前哨</mark>，从而提供稳定的科学点数来源。\n\n科学能让你的聚居地不止勉强度日，还能找回失落的技术。"
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS_HEADLINE","专家基础技能"
"#TUTORIAL_CODEX_SPECIALIST_CONTROLS","专家有五种不同的能力。\n\n<mark>速度</mark>：在世界地图上的行动点数。\n<mark>战力</mark>：基础攻击伤害。\n<mark>研究</mark>：每次行动的科学点收集率。\n<mark>搜寻</mark>：每回合的资源搜寻率。\n<mark>恢复</mark>：在聚居地的痊愈速度。"
"#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，其中侦查员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、战斗、搜寻也会在几回合内耗尽行动点数。"
"#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、战斗和搜寻等行动也会消耗剩余的行动点数。"
"#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、打击土匪。专家根据各自的强项分为四类：<mark>战士、搜寻员、侦查员、科学家</mark>。战士战力高，搜寻员单次外出能够收集到的资源最多，侦查员行动点数最多，科学家擅长在研究型地点工作。"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_HEADLINE","贸易"
"#TUTORIAL_NOTIFICATION_TRADE_WITH_SOCIETY_MESSAGE","任务：打开贸易菜单"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_HEADLINE","交易中"
"#TUTORIAL_DIALOG_TRADE_WITH_SOCIETY_MESSAGE","和其他社群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>社群</mark>。"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY_HEADLINE","贸易政策"
"#TUTORIAL_CODEX_TRADE_WITH_SOCIETY","<quad name=Currency><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。\n\n成交后，资源就开始朝你的聚居地移动。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","发现汽车"
"#TUTORIAL_NOTIFICATION_CARS_MESSAGE","任务：进入车辆"
"#TUTORIAL_DIALOG_CARS_HEADLINE","车辆"
"#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。"
"#TUTORIAL_CODEX_CARS_HEADLINE","汽车类型"
"#TUTORIAL_CODEX_CARS","游戏中有几种不同的汽车类型，各有优缺点。\n—<mark>掀背车</mark>：速度快但容量有限。\n—<mark>轿车</mark>：掀背车的改良版，可以搭乘更多专家。\n—<mark>旅行车</mark>：拥有最大的容量，代价是速度最慢。\n—<mark>越野车</mark>：坚固可靠，能跨越任何地形。\n—<mark>货车</mark>：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。\n\n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。"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_HEADLINE","修理汽车"
"#TUTORIAL_NOTIFICATION_REPAIRING_CARS_MESSAGE","任务：维修车辆"
"#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","<quad name=Fuel><mark>燃料</mark>可以用来修理车辆并维持其运行。可以在世界地图上找到燃料，也可以从特定社团交易得到燃料或在聚居地制造燃料。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<quad name=Oil><mark>油料</mark>，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","任务：建造车库"
"#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","任务：创建团队"
"#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，选中汽车和专家创建<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中，进行修理的专家将被自动分配为车辆的指定司机。\n\n分配给这辆车的所有专家都会和车一起移动，直至被要求离开车辆为止。\n\n专家上车后，会把资源存放在车上。这样的话，即使你的专家在与土匪的战斗中死亡，你的资源仍然会安全地留在车上。车和资源可以稍后由他人取回。"
"#TUTORIAL_NOTIFICATION_BUILDGATE_HEADLINE","大门"
"#TUTORIAL_NOTIFICATION_BUILDGATE_MESSAGE","任务：建造大门"
"#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。\n\n大门建造成本高于普通建筑，所以请继续生产材料！"
"#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。你有充足的机会去<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大门可作为防御建筑抵御外部入侵。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_NOTIFICATION_WORLDMAP_HEADLINE","进入世界地图"
"#TUTORIAL_NOTIFICATION_WORLDMAP_MESSAGE","任务：将专家送往世界地图"
"#TUTORIAL_DIALOG_WORLDMAP_HEADLINE","世界地图"
"#TUTORIAL_DIALOG_WORLDMAP_MESSAGE","世界地图现已开放，其他<mark>幸存者和专家</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。\n\n现在点击右下方的“世界地图”按钮，看看外面的世界。"
"#TUTORIAL_CODEX_WORLDMAP_HEADLINE","聚居地之外"
"#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>社群</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<quad name=Research><mark>科学点数</mark>，选择合适的专家能够都加速任务进度。"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","大门战斗"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","任务：准备战斗"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪突袭"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>土匪</mark>和其他敌对团伙偶尔会来到你的聚居地，双方的冲突很可能会升级为枪火大战。召集专家和守卫，加强大门防御，或是贿赂土匪来争取时间。\n\n战斗一旦爆发，可设置进入<mark>警报状态</mark>，以保证居民在战斗期间的安全。"
"#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","聚居地内的敌人"
"#TUTORIAL_CODEX_GATE_COMBAT","聚居地战斗分为<mark>谈判、城门战斗和聚居地战斗</mark>。\n\n有时土匪会在进攻前提出条件，满足他们的要求可能使你免于麻烦，但前提是你愿意支付赎金。\n\n某些情况下战斗不可避免，进而引发城门战斗。为增加获胜几率，随时维修大门，分配居民担任大门守卫提升防御水平。升级大门可提高大门在抵御入侵土匪团体时的效率。如果大门被攻破，战斗就会在聚居地内展开。土匪会攻击建筑和居民，还会<mark>抢劫</mark>你的资源。专家和守卫会抵抗敌人进攻，但难免出现伤亡事件。"
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","任务：击败敌人"
"#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。解锁并建造<mark>守卫塔</mark>部署守卫，招募<mark>枪械工匠</mark>制造足够的<quad name=Guard_Rifle><mark>武器</mark>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。<quad name=Guard_Rifle><mark>武器</mark>使用一段时间后会损坏，请保证产量。"
"#TUTORIAL_NOTIFICATION_HUNTING_HEADLINE","狩猎中"
"#TUTORIAL_NOTIFICATION_HUNTING_MESSAGE","任务：打开生物覆盖图"
"#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。<mark>专家和守卫</mark>可以狩猎当地的野生动物，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>，轻松识别敌人、守卫和专家。"
"#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。肉种类：<quad name=Venison><mark>野味</mark>。\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。肉种类：<quad name=Venison><mark>野味</mark>。\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。肉种类：<quad name=Cockroaches><mark>蟑螂</mark>。\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！肉种类：<quad name=PrimeMeat><mark>主要肉食</mark>。\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。肉种类：<quad name=PrimeMeat><mark>主要肉食</mark>\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。肉种类：<quad name=Mealworms><mark>面包虫</mark>。"
"#TUTORIAL_NOTIFICATION_RANCH_HEADLINE","农场动物"
"#TUTORIAL_NOTIFICATION_RANCH_MESSAGE","任务：建造农场"
"#TUTORIAL_DIALOG_RANCH_HEADLINE","农场动物"
"#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>农场</mark>。农场可饲养四种人类的老朋友：<mark>牛、羊、猪、鸡</mark>。\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<quad name=Water><mark>水</mark>，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<quad name=Meat><mark>肉类</mark>，可<mark>屠宰</mark>成年牲畜获取肉食。"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","建筑需要用水"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","任务：打开水资源覆盖图"
"#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_ENERGY_HEADLINE","建筑需要能源"
"#TUTORIAL_NOTIFICATION_ENERGY_MESSAGE","任务：为建筑连接能源"
"#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在覆盖菜单中选择<mark>能源</mark>，快速查看能源建筑运作情况。"
"#TUTORIAL_NOTIFICATION_UPGRADING_HEADLINE","升级建筑"
"#TUTORIAL_NOTIFICATION_UPGRADING_MESSAGE","任务：升级建筑"
"#TUTORIAL_DIALOG_UPGRADING_HEADLINE","建筑升级"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_HEADLINE","正在拆除建筑"
"#TUTORIAL_NOTIFICATION_SALVAGE_STARTING_BUILDING_MESSAGE","任务：拆除建筑"
"#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。\n\n你也可以拆除废墟或功能建筑，但请注意，只有拆除完好无损状态下的建筑才能回收大部分初始建造成本。\n\n<mark>回收仓储</mark>建筑后，储存的物品将倾倒在地上，居民会捡起物品并将其运送至合适的新仓房（如有）。"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","污染沉积物"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","任务：打开污染覆盖图"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","污染"
"#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<quad name=Pollution><mark>污染</mark>周围建筑，引发<mark>辐射病</mark>。\n\n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<quad name=Food><mark>食物</mark>在体内积聚污染。\n\n科技进步后可清除污染物。通过<mark>污染覆盖图</mark>查看所在区域的污染情况。"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","在<mark>污染沉积物</mark>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研究并建造<mark>环境站</mark>，以便安全清除污染沉积物。收集到的<quad name=Pollution><mark>污染物</mark>需小心地存放在<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_NOTIFICATION_STORAGES_HEADLINE","仓储类型"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","任务：建造仓库"
"#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<quad name=Plank><mark>木材</mark>和<quad name=Plastic><mark>塑料</mark>\n-<mark>食物仓房</mark>：可储备所有类型的<quad name=Food><mark>食物</mark>\n-<mark>仓库</mark>：可储备精加工物品，如优质的<quad name=Tools><mark>工具</mark>和<quad name=Medicine><mark>药品</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_NOTIFICATION_REPAIR_HEADLINE","受损建筑"
"#TUTORIAL_NOTIFICATION_REPAIR_MESSAGE","任务：维修建筑"
"#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>建筑耐久度覆盖图</mark>快速查看建筑状态。"
"#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研究相应的科技后，可以建造<mark>维修站</mark>来自动完成维修任务。"
"#CODEX_STATIC_WORK_AREAS_HEADLINE","有效区域"
"#CODEX_STATIC_WORK_AREAS","<mark>水井</mark>和<mark>捕鱼小屋</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_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_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","<mark>资源</mark>是聚居地内一切事物的原材料，可用来修建建筑或加工为高级产品。\n\n在<mark>顶部工具条</mark>中可快速查看当前资源储备量，打开<mark>统计菜单</mark>可查看资源详情。"
"#TUTORIAL_CODEX_WORKAREA_HEADLINE","调整工作区"
"#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。寒冷或肮脏的居民更容易感染，而高污染水平会导致辐射病。如果不加以治疗，这可能会导致<mark>变异</mark>形成，需要更长的时间来治疗。\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。疲惫会增加受伤几率。"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工"
"#TUTORIAL_CODEX_PLASTIC","基础资源被用作建筑材料和其他产品的原料。<quad name=Metal><mark>金属</mark>、<quad name=Fiber><mark>布料</mark>和<quad name=Scrap><mark>废物</mark>可以进一步提炼成物品。<mark>工具车间</mark>可以将金属变成<mark>工具</mark>，<mark>裁缝铺</mark>可以将布料变成<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<mark>武器</mark>。\n\n-<quad name=Tools><mark>工具</mark>：合适的工具能加快聚居地里的工作。\n-<quad name=Cloth><mark>衣物</mark>：衣物可以防止辐射和抵御寒冷天气。-<quad name=Guard_Rifle><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，需要建造提取机。在地下你会发现同样的矿藏，但数量要大得多。通过世界地图上的<mark>前哨</mark>，你可以获取<quad name=Rare><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>和<quad name=Electronics><mark>电子元件</mark>。"
"#TUTORIAL_NOTIFICATION_EXPLORE_HEADLINE","在周围探索"
"#TUTORIAL_NOTIFICATION_EXPLORE_MESSAGE","任务：建造侦察塔"
"#TUTORIAL_DIALOG_EXPLORE_HEADLINE","探索"
"#TUTORIAL_DIALOG_EXPLORE_MESSAGE_2","周边区域笼罩在神秘的迷雾之中，可通过建造<mark>侦察塔</mark>来探索未知区域。侦察塔可用于逐渐揭开迷雾，而且相较于<mark>营地</mark>而言，侦察塔可以更加迅速、更大幅度地拓宽聚居地的边界。"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_HEADLINE","前哨"
"#TUTORIAL_NOTIFICATION_OUTPOSTS_MESSAGE","任务：创建开拓者"
"#TUTORIAL_DIALOG_OUTPOSTS_HEADLINE","前哨"
"#TUTORIAL_NOTIFICATION_CONTROLS_HEADLINE","基础控制"
"#TUTORIAL_NOTIFICATION_CONTROLS_MESSAGE","任务：移动镜头"
"#TUTORIAL_DIALOG_CONTROLS_HEADLINE","基础控制"
"#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<mark>农田</mark>获得最大产量，也让<mark>水井</mark>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<quad name=Water><mark>水源</mark>。\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。<mark>狩猎屋</mark>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。"
"#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","作物适应能力"
"#TUTORIAL_CODEX_DAMAGED_CROPS","作物适应能力各不相同。<quad name=Corn><mark>玉米</mark>很容易受感染，而<quad name=Potato><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！"
"#TUTORIAL_NOTIFICATION_PLANTING_HEADLINE","种植作物"
"#TUTORIAL_NOTIFICATION_PLANTING_MESSAGE","任务：选择种子"
"#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>。<quad name=Flax><mark>亚麻</mark>不能食用，但可以用来制作衣物。\n\n按下<mark>选择下一个</mark>进行选择。"
"#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_NOTIFICATION_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","任务：建造伙房"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","居民需要摄入多种食物，包括<quad name=Cabbage><mark>蔬菜</mark>和<quad name=Meat><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。\n\n<quad name=Meal><mark>餐食</mark>营养含量远高于生的食物。餐食可以在<mark>伙房</mark>烹制，需在<mark>科技树</mark>中解锁。"
"#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","营养"
"#TUTORIAL_CODEX_MALNUTRITION","蔬菜和肉食对于保持居民健康同等重要。肉食包括<quad name=Venison><mark>野味</mark>、<quad name=Fish><mark>鱼肉</mark>和部分<quad name=Insect><mark>昆虫</mark>。蔬菜包括<quad name=Berries><mark>浆果</mark>和大部分<mark>农田</mark>中收获的庄稼，比如<quad name=Corn><mark>玉米</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<quad name=Meal><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。"
"#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<quad name=Food><mark>食物</mark>。请注意，单一食品供给可能会引发<mark>营养不良</mark>和过度<quad name=Pollution><mark>污染摄入</mark>。你可以在<mark>统计菜单</mark>中查看所有的食物及其营养价值。\n\n可以建造<mark>狩猎屋</mark>和<mark>捕鱼小屋</mark>获取肉类。它们分别能够稳定提供<quad name=Venison><mark>野味</mark>和<quad name=Fish><mark>鱼肉</mark>，但难以满足大型聚居地的需求。\n\n此时你需要<mark>农田</mark>。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<quad name=Corn><mark>玉米</mark>、<quad name=Potato><mark>土豆</mark>，还是<quad name=Cabbage><mark>卷心菜</mark>，取决于你拥有的<mark>种子</mark>。某些作物生长较快，或者产量较高，请随时留意新的<mark>种子</mark>。\n\n高级食物生产场地有<mark>牧场</mark>和<mark>昆虫农场</mark>。前者为聚居地提供肉类，后者拥有狩猎屋的稳定产出，同时也有类似于农田的产量。\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。"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","供养居民"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES","生产食物最简单的方法是命令居民收集起始位置附近的<quad name=Berries><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。较为长期的解决方案是建造<mark>狩猎屋</mark>，如果附近有湖泊，还能建造<mark>捕鱼小屋</mark>。\n\n你还能从<mark>世界地图</mark>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。"
"#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-赶在作物凋零前收割<mark>农田</mark>上的庄稼。\n-储备<quad name=Iodine><mark>碘丸</mark>快速治疗<mark>辐射病</mark>\n-建造更多医疗设施加，或指派更多人前往现有医疗帐篷以帮助患者。"
"#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-<quad name=Energy><mark>能源</mark>生产关闭。\n-生产或消耗能源的建筑可能遭到破坏。\n-<mark>辐射病</mark>状况略微加剧。\n-建造<mark>电池架</mark>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<mark>避雷针</mark>，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，<mark>感染</mark>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<quad name=Water><mark>耗水量</mark>。\n-建造足够的医疗设施治疗感染患者。\n-收集<quad name=Antibiotics><mark>抗生素</mark>加速治疗过程。"
"#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<mark>建筑和人</mark>造成损伤。\n-储备充足建筑材料用于<mark>维修</mark>。\n-储备<mark>搬运工</mark>进行维修。\n-建造更好的<mark>庇护所</mark>保护居民安全。"
"#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<quad name=Water><mark>饮水</mark>量是平时的两倍\n-<mark>农田</mark>作物产量下降\n-建造<mark>水储备</mark>并蓄满水，同时储存<quad name=Food><mark>食物</mark>以继续生存。\n-居民出汗频繁，导致<mark>卫生</mark>水平下降速度加快。"
"#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，由最初的些微凉意变成了刺骨严寒，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-储存<quad name=Firewood><mark>木柴</mark>维持<mark>火炉</mark>燃烧。\n-没有庇护所的居民将会感冒。\n-持续性的感冒会演变为<mark>体温过低</mark>，导致生命值降低。\n-<quad name=Cloth><mark>衣服</mark>可以减缓寒冷的侵蚀速度。\n-请储存<quad name=Food><mark>食物</mark>，因为作物和湖泊最终都会结冰，停止生产。\n-<mark>牧场</mark>里的动物在没有加热器供暖的情况下会死去。"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_HEADLINE","灾难"
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","按此了解详情"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","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。\n\n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","加热器：<mark>火炉和取暖器</mark>，可在<mark>冬季风暴</mark>时期为庇护所和工作区升温，从而温暖整个聚居地。在冬季风暴期间，居民需要在屋内取暖，否则就会挨冻致死。\n\n<mark>医疗建筑</mark>：<mark>医疗帐篷</mark>及更为先进的<mark>战地医院</mark>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<quad name=Water><mark>水</mark>需求，因此储备水源至关重要。饮用水可以储存在<mark>净水储备</mark>中，建筑用水则会储存在<mark>水塔</mark>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<quad name=Energy><mark>能源</mark>的建筑，防范<mark>磁暴</mark>。磁暴靠近时，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_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<mark>火炉和取暖器</mark>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。<mark>牧场</mark>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<quad name=Cloth><mark>衣服</mark>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，<mark>农田</mark>中的作物会减产。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<quad name=Water><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。"
"#TUTORIAL_CODEX_SETTIME_HEADLINE","游戏速度"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_HEADLINE","前哨位置"
"#TUTORIAL_NOTIFICATION_OUTPOST_WM_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_OUTPOST_WM_HEADLINE","前哨位置"
"#TUTORIAL_DIALOGOUTPOST_WM_MESSAGE","地图上某些位置不能被直接搜寻，需要<mark>前哨</mark>进行处理。只要前哨存在，这些位置就会以稳定的速度生产资源。\n\n要建造前哨，必须先从<mark>科技树</mark>中解锁<mark>前哨仓库</mark>。"
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_HEADLINE","前哨建造中"
"#TUTORIAL_NOTIFICATION_BUILD_OUTPOST_MESSAGE","任务：建造前哨"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_HEADLINE","前哨建造中"
"#TUTORIAL_DIALOG_BUILD_OUTPOST_MESSAGE","前哨可用来收集宝贵的<mark>资源</mark>或<mark>科学点数</mark>，还能<mark>治疗专家</mark>及将资源<mark>运输</mark>回聚居地。一位开拓者可以建造一个前哨。\n\n前哨可以放置在中立区域内的任何空闲地块上。但并非所有区域都能产出所有资源，可在<mark>区域信息</mark>查看区域内可用资源及其储量。最后，每个区域内仅能建造<mark>一个</mark>前哨。"
"#TUTORIAL_NOTIFICATION_ENGINEERS_HEADLINE","工程师前哨"
"#TUTORIAL_NOTIFICATION_ENGINEERS_MESSAGE","任务：建造工程师小站"
"#TUTORIAL_DIALOG_ENGINEERS_HEADLINE","工程师前哨"
"#TUTORIAL_DIALOG_ENGINEERS_MESSAGE","为完成修建<mark>末日地堡</mark>，聚居地必须建造<mark>工程师小站</mark>并训练<mark>工程师</mark>。\n\n工程师可以在<mark>世界地图</mark>上收集资源、关键部件和知识。建造地堡需要的四种类别是<mark>生命支持</mark>、<mark>药品供应</mark>、<mark>防御</mark>和<mark>生态系统</mark>。这四个类别及其进度在顶部栏的下面用四个图标表示。世界地图的各个区域上也会显示各个图标，将指针悬停在各个图标上时，与特定目标相关的区域会高亮显示。每个类别都同样重要，但可以按任意顺序收集。"
"#TUTORIAL_NOTIFICATION_VAULT_HEADLINE","开始建造末日地堡"
"#TUTORIAL_NOTIFICATION_VAULT_MESSAGE","任务：放置末日地堡"
"#TUTORIAL_DIALOG_VAULT_HEADLINE","地堡"
"#TUTORIAL_DIALOG_VAULT_MESSAGE","建造<mark>末日地堡</mark>是一项历经多个阶段的浩大工程。完成地堡是游戏的主要目标，它需要的不仅仅是时间和资源。当地堡最终建成并实现目标时，聚居地即可不受灾害侵袭。只有在建成末日地堡后，聚居地才有机会开启一个更加繁荣的新时代。\n\n选择在殖民地建造末日地堡的位置，开始朝最终目标努力吧。"
"#TUTORIAL_CODEX_ENGINEERS_HEADLINE","使用工程师"
"#TUTORIAL_CODEX_ENGINEERS","在世界地图上建造更多工程师小站，可以调整四个类别目标的达成速度。每个类别下建造的小站数量越多，达成相应目标的速度也就越快。\n\n建造小站需要花费一些资源。小站建成后，必须指派一名专家成为工程师。然而，小站只是工程师的集结区，工程师创建完成后，会带着所有资源移动到世界地图，工程师小站也会随之拆除。"
"##TUTORIAL_DIALOG_CONTROLS_MESSAGE_INVERTED_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>左操作杆</mark><mark>滑动视野</mark>，按下<mark>圆圈键</mark><mark>选择</mark>或确认，按下<mark>交叉键</mark><mark>取消选择</mark>或返回。"
"#TUTORIAL_NOTIFICATION_ROADS_HEADLINE","使用道路"
"#TUTORIAL_NOTIFICATION_ROADS_MESSAGE","任务：建造道路"
"#TUTORIAL_DIALOG_ROADS_HEADLINE","道路"
"#TUTORIAL_DIALOG_ROADS_MESSAGE","在聚居地建造<mark>道路</mark>可提升居民移动速度。\n\n道路可确保聚居地内资源的快速运输。居民长距离跋涉会产生<mark>疲劳</mark>，而道路可减缓疲劳积累。"
"#BUTTON_RESEARCH","研究"
"#TOPIC_TECH_TREE","科技树"
"#TOPIC_TECH_TREE_TITLE","科技树"
"#BUTTON_QUEUE_RESEARCH","研究队列"
"#BUTTON_RESET_RESEARCH_QUEUE","重置队列"
"#TECH_STATUS_QUEUED","队列中"
"#TECH_STATUS_AVAILABLE","可进行"
"#TECH_STATUS_RESEARCHING","研究中"
"#TECH_STATUS_RESEARCHED","已完成"
"#TECH_STATUS_UNAVAILABLE","不可进行"
"#TOPIC_RESEARCH_UNLOCK_COST","费用"
"#TOPIC_AVAILABLE_RESEARCH","科学点数"
"#TOPIC_RESEARCH_UNLOCKABLES","可解锁"
"#TOPIC_RESEARCH_COMMUNITY","社群"
"#TOPIC_RESEARCH_SAFETY","安全"
"#TOPIC_RESEARCH_PEOPLE","人员"
"#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_MAINTENANCE","维修"
"#TOPIC_WORKSLOTS","工作槽位"
"#TOPIC_INPUT","输入"
"#TOPIC_OUTPUT","输出"
"#TOPIC_CONSTRUCTION","建造"
"#TECH_BOTANICAL_GARDEN","植物园"
"#TECH_BOTANICAL_GARDEN_DESC","郁郁葱葱的植被所带来的宁静，是荒原无法企及的。<mark>植物园</mark>能够带来<quad name=EntertainmentBonus><mark>娱乐</mark>，在这里，居民能再次享受遗失的美好。"
"#TECH_PUBLIC_HOUSE","酒吧"
"#TECH_PUBLIC_HOUSE_DESC","<mark>酒吧</mark>是个好地方，这里可以提供<quad name=EntertainmentBonus><mark>娱乐</mark>、建立社交关系以及享用提神饮品，让居民不至于陷入绝望。"
"#TECH_SHRINE","纪念祠"
"#TECH_SHRINE_DESC","在不断的苦难中，人们需要一个地方停下来反思。当居民在生活中需要一些安慰和<mark>娱乐</mark>时，就可以到<quad name=EntertainmentBonus><mark>纪念祠</mark>来祈祷和锻炼他们的精神。"
"#TECH_RADIO_TOWER","广播塔"
"#TECH_RADIO_TOWER_DESC","在荒原联系熟练的<mark>专家</mark>的最好方法是拥有一个强大的发射器，并将其作为灯塔，为那些希望加入聚居地的人指路。"
"#TECH_METAL_SCAVENGING","金属搜寻"
"#TECH_METAL_SCAVENGING_DESC","解锁<mark>废料站</mark>建筑，允许从金属堆积物搜集<quad name=Scrap><mark>废料</mark>，并将其转化为有用的资源。"
"#TECH_CONCRETE_SCAVENGING","混凝土搜寻"
"#TECH_CONCRETE_SCAVENGING_DESC","解锁清除<mark>混凝土堆积物</mark>和生产<quad name=Concrete><mark>混凝土</mark>的能力，用以修建更高级的建筑。"
"#TECH_LUMBERJACKS","伐木工"
"#TECH_LUMBERJACKS_DESC","在任何<mark>锯木厂</mark>和<mark>伐木营地</mark>上，人手当然是越多越好。"
"#TECH_SLEDGEHAMMERS","大锤"
"#TECH_SLEDGEHAMMERS_DESC","坚固的大锤正是将<quad name=Concrete><mark>混凝土</mark>快速粉碎成易于处理的碎片的正确工具。"
"#TECH_PARTS_PRODUCTION","零件生产"
"#TECH_PARTS_PRODUCTION_DESC","<mark>修理厂</mark>使用<quad name=Energy><mark>能源</mark>将废料站的副产品<quad name=Scrap><mark>废旧物</mark>转化为机械<quad name=Parts><mark>零件</mark>，用于建造高级建筑和物品。"
"#TECH_SOLDERING","高级焊接"
"#TECH_SOLDERING_DESC","合适的烙铁可以促进<quad name=Component><mark>零部件</mark>以及<quad name=Electronics><mark>电子元件</mark>的制造。"
"#TECH_EFFICIENT_HEATING","高效供暖"
"#TECH_EFFICIENT_HEATING_DESC","从长远来看，添加恒温器调整<mark>暖气片</mark>能耗，能让其成本更低。"
"#TECH_FISH_FODDER","鱼饲料"
"#TECH_FISH_FODDER_DESC","将剩余的食物研磨成细碎的薄片并将其喂给<mark>水产养殖厂</mark>的<quad name=Fish><mark>鱼</mark>，帮助它们在一定的时间内长得鲜肥而富有营养。"
"#TECH_ALERTNESS","守卫亭"
"#TECH_ALERTNESS_DESC","为每个<mark>警卫厅</mark>增加<mark>额外的守卫槽</mark>，以便守卫能更快速地应对敌人的攻势。"
"#TECH_GUNSLINGERS","已校准的车床"
"#TECH_GUNSLINGERS_DESC","更精确和准确的机械和生产方法允许工人生产更多可用的<quad name=Guard_Rifle><mark>武器</mark>并更少地使用废料。"
"#TECH_WORKBENCHES","额外工作台"
"#TECH_WORKBENCHES_DESC","一座额外的工作台可以多容纳一名<mark>工人</mark>，提升生产效率。"
"#TECH_CLEANSED_INGREDIENTS","消毒剂"
"#TECH_CLEANSED_INGREDIENTS_DESC","使用工具和容器更精确地消毒使工人能够更快地生产<mark>药物</mark>，减少浪费批次。"
"#TECH_UPSCALED_TENTS","高档帐篷"
"#TECH_UPSCALED_TENTS_DESC","对帐篷屋顶、床上用品和照明进行一些小的改进，可以改善过度拥挤的庇护所中的一些问题，减少<quad name=HappinessPenalty><mark>幸福度</mark>惩罚。"
"#TECH_SOLID_FOUNDATIONS","坚固地基"
"#TECH_SOLID_FOUNDATIONS_DESC","加固地基和支撑结构可大幅提高房屋的耐久性。"
"#TECH_MASONRY","钢筋混凝土"
"#TECH_MASONRY_DESC","用金属支撑物加固混凝土增加了<mark>房屋</mark>的坚固性和耐久性。"
"#TECH_CONCRETE_WORKERS","混凝土工人"
"#TECH_CONCRETE_WORKERS_DESC","清除和搬运混凝土是一项艰苦的工作，但是更多的<mark>工人</mark>可以稍微减轻一些负担。"
"#TECH_BLOOD_SPORTS","血腥运动"
"#TECH_BLOOD_SPORTS_DESC","钢铁打造的终极格斗场，缔造传奇的地方。两位选手进入，只有一位能站着走出。残暴劫后世界的终极<quad name=EntertainmentBonus><mark>娱乐</mark>。"
"#TECH_HANDICRAFT","工艺品"
"#TECH_HANDICRAFT_DESC","用<mark>工具间</mark>和<mark>裁缝铺</mark>将搜寻到的资源制作为<quad name=Tools><mark>工具</mark>和<quad name=Cloth><mark>衣物</mark>。这些建筑可确保工人高效工作，同时避免自然环境的影响。"
"#NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","科学点数不足"
"#NO_SCIENCE_POINTS_DESC","在世界地图上赚取科学点数"
"#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_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_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}"
"#TOPIC_NOTIFICATION_NOT_ENOUGH_SCIENCE_POINTS","尚无足够的科学点数！"
"#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"
"#TOPIC_TECH_EFFECT","已解锁效果"
"#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_POLLUTION_CREATE","造成污染"
"#TECH_SPECIAL_EFFECTIVE_AREA","具备有效范围"
"#TECH_SPECIAL_RESTRICTED","放置受限"
"#TECH_SPECIAL_WORK_AREA","使用工作区"
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY_LONG","抗灾能力弱"
"#TECH_SPECIAL_DAYTIME","夜间禁用"
"#TECH_SPECIAL_ANIMALS","需要通过交易获得"
"#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。"
"#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"
"#BUILDING_UPGRADE_PREFIX","<mark>升级：</mark>"
"#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_CAT_DECORATIONS","装饰"
"#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_COMMUNAL_EATING","居民饮食"
"#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<quad name=Meal><mark>餐食</mark>，需要<quad name=Firewood><mark>木柴</mark>才能正常运转。"
"#TECH_PROTECTED_CROPS","受保护的作物"
"#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<quad name=Food><mark>食物</mark>产量。"
"#TECH_ALTERNATIVE_PROTEINS","替代蛋白质"
"#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<quad name=Food><mark>食物</mark>产量，而且能够替代肉类。\n\n寻找新型的<quad name=Insect><mark>虫卵</mark>进一步巩固产量。"
"#TECH_BORING_METHODS","深钻"
"#TECH_BORING_METHODS_DESC","获取清洁<quad name=Water><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","高级耕种"
"#TECH_ADVANCED_FARMING_DESC","让农业进入新阶段。<mark>中大型农田</mark>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","美味"
"#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","大厨培训"
"#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营养<quad name=Meal><mark>餐食</mark>。"
"#TECH_JUNK_RECYCLING","废旧物回收"
"#TECH_JUNK_RECYCLING_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_ENERGY_STORAGE1","能源储备"
"#TECH_ENERGY_STORAGE1_DESC","<quad name=Energy><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_INDUSTRIAL_MINING","工业开采"
"#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<quad name=Energy><mark>能源</mark>才能提取出<quad name=Metal><mark>金属</mark>、<quad name=Plastic><mark>塑料</mark>和<quad name=Concrete><mark>混凝土</mark>。"
"#TECH_MASS_PRODUCTION","大规模生产"
"#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>全自动提取机</mark>运转无需人员监管。\n\n然而，提取机需要大量<quad name=Energy><mark>能源</mark>才能为聚居地生产<quad name=Metal><mark>金属</mark>、<quad name=Plastic><mark>塑料</mark>和<quad name=Concrete><mark>混凝土</mark>。"
"#TECH_RARE_METALS","稀有金属"
"#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<quad name=Rare><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<quad name=Energy><mark>能源</mark>才能运转。"
"#TECH_COMMUNAL_LIVING","群体生活"
"#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","教育"
"#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","纪念"
"#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，纪念逝去的人们，为身处混乱中的人们带来一丝<quad name=EntertainmentBonus><mark>娱乐</mark>。"
"#TECH_COMFORTABLE_HOUSING","舒适房屋"
"#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>房屋</mark>为其中的居民提供优越的保护，还能增加<quad name=HappinessBonus><mark>幸福度</mark>，但需要花费巨资建造。"
"#TECH_AGGRESSION_RELEASE","侵略性释放"
"#TECH_AGGRESSION_RELEASE_DESC","对某些人来说，一拳打在别人脸上，或看其他人被打得晕头转向，就是最好的<quad name=EntertainmentBonus><mark>娱乐</mark>。<mark>格斗场</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。"
"#TECH_KNOWLEDGE_PRESERVATION","知识保护"
"#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。书籍不仅能提供过去的经验教训，其中精彩的故事也能让人暂时脱离残酷的现实，带来<quad name=EntertainmentBonus><mark>娱乐</mark>。"
"#TECH_COUCH_POTATO","电影"
"#TECH_COUCH_POTATO_DESC","<mark>电影院</mark>能够带来<quad name=EntertainmentBonus><mark>娱乐</mark>，让人们短暂逃离残酷的现实。惊险的西部动作电影，温暖的爱情电影和不可或缺的喜剧电影都很受欢迎。灾难片则不予考虑。"
"#TECH_SECURE_STORAGE","安全储备室"
"#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<mark>物品</mark>、<mark>食物</mark>和<mark>资源</mark>。"
"#TECH_HAZMAT_ENGINEERING","危险物料工程"
"#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","集中维修"
"#TECH_CENTRALIZED_REPAIRS_DESC","委托他人负责大型聚居地的维修工作让你能够专注于更为重要的事情。只需给<mark>维修厂</mark>配备足够的员工和补给，它就能自动修复工作区内的所有<mark>受损建筑</mark>并清除<mark>污染</mark>。"
"#TECH_REINFORCED_GATE","加强大门"
"#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群。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，有时盘问还能揭示团体状况的重要信息。\n\n在修缮良好、守卫配备齐全的情况下，能够抵御大多数普通土匪的攻击。"
"#TECH_MEDICAL_CENTER","医疗中心"
"#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>战地医院</mark>宽敞又高效，能够治疗各种病症。"
"#TECH_MEDICINE_PRODUCTION","药品生产"
"#TECH_MEDICINE_PRODUCTION_DESC","在荒地中搜寻可用<quad name=Medicine><mark>药品</mark>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_BARTERING","易货贸易"
"#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>贸易中心</mark>就能进行交易，与其他社群交换商品。"
"#TECH_DISASTER_FORECAST","灾难预报"
"#TECH_DISASTER_FORECAST_DESC","监控天气、无线电波和远方广播的<mark>雷达站</mark>可及时发现即将到来的<mark>灾难</mark>，提前发出预警，从而拯救无数生命。它无法阻止灾难发生，但能提供更多时间来应对灾难。"
"#TECH_SHARPER_SCYTHES","应急收割"
"#TECH_SHARPER_SCYTHES_DESC","锋利的镰刀可<mark>加快收割</mark>速度，让居民在灾难到来前收集更多作物，或者在极度饥饿的情况下快速获取粮食。"
"#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<mark>农田</mark>和<mark>温室</mark>。"
"#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","扩建的厨房"
"#TECH_ORGANIZED_KITCHEN_DESC","彻底地重新布置厨房，移除一切不必要的物品，这样就能腾出空间增加一位厨师，以更快的速度烹制更多<quad name=Meal><mark>餐食</mark>。"
"#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>自动提取机</mark>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。粗糙的内墙可给予夫妻必要的隐私和<quad name=HappinessBonus><mark>幸福度</mark>。婴儿更容易在<mark>改良版公寓</mark>中诞生。"
"#TECH_INDOOR_PLUMBING","改善居住环境"
"#TECH_INDOOR_PLUMBING_DESC","加固<mark>棚屋</mark>围墙，抵御大自然的侵袭和人类的愚蠢行为，这样就可以提供更多的<quad name=HappinessBonus><mark>幸福度</mark>，并减轻灾难的影响。通过翻修还可腾出更多的居住空间。"
"#TECH_RUBBER_SCRUBBERS","污染物处理"
"#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_BUNK_BEDS","高低床"
"#TECH_BUNK_BEDS_DESC","<mark>庇护所</mark>的空间弥足珍贵，为了安置更多人，在舒适度上做出一些让步也情有可原。生存才是首要法则，哪怕付出<quad name=HappinessPenalty><mark>幸福度</mark>的代价。"
"#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_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"
"#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","哪怕汽车再怎么残破不堪，也比步行要好。解锁<mark>车库</mark>和<mark>炼油厂</mark>，驾驶可靠的<mark>车辆</mark>探索旷野，但要保证<quad name=Fuel><mark>燃料</mark>充足。"
"#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<quad name=Fish><mark>鱼</mark>和狩猎<quad name=Venison><mark>野味</mark>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","更宽敞的码头可以容纳更多的渔民，更多的渔民可以为你的居民捕获更多的<quad name=Fish><mark>鱼</mark>。"
"#TECH_LINE_COOKS","分工烹饪"
"#TECH_LINE_COOKS_DESC","在满是尖锐器械和炽热物件的厨房里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，为饥饿的人们提供更多<quad name=Meal><mark>餐食</mark>。"
"#TECH_HEATED_HIVES","加盖蜂箱"
"#TECH_HEATED_HIVES_DESC","引导蜂箱中的热流而不是为整个建筑供暖，减少<quad name=Energy><mark>能源</mark>浪费。"
"#TECH_SCAVENGER_TEAMS","拾荒队"
"#TECH_SCAVENGER_TEAMS_DESC","众人拾柴火焰高，增加人手可以更快地收集埋藏的<quad name=Plastic><mark>塑料</mark>和<quad name=Metal><mark>金属</mark>。一群身手敏捷的搜寻员协同工作，可以更有效地将建筑资源带回聚居地。"
"#TECH_APPRENTICESHIP","学徒制"
"#TECH_APPRENTICESHIP_DESC","<mark>工人</mark>之间的良好关系意味着更多产品将从<mark>工具间</mark>和<mark>裁缝铺</mark>生产出来，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>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","小屋可能会变得有些拥挤，但额外的工人有助于每天充分发挥<mark>提取机</mark>的潜力。"
"#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<quad name=Water><mark>水</mark>源。"
"#TECH_CHANTS","厚葬"
"#TECH_CHANTS_DESC","重温熟悉的老歌，为逝者举行颇具仪式感的<mark>墓地</mark>葬礼。在追忆往昔的同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","在没有稳定的药品和医疗设备供应的情况下，即便只是用简单直接的方法来改善治疗方式，对<mark>医治</mark>居民也是非常有益的。"
"#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<mark>医疗帐篷</mark>中的患者才可以通过正确程序得到迅速治疗。"
"#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<mark>通用储藏室</mark>里尽可能多地塞入有价值的资源。人们常说，谁最后拥有最多物品，谁就能在这里称王。"
"#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。熟悉患者并与追踪其状况有助于<mark>更快治愈</mark>。"
"#TECH_BASIC_FARMING","基础耕种"
"#TECH_BASIC_FARMING_DESC","在土壤中种植<quad name=Vegetable><mark>蔬菜</mark>听起来非常简单，但很不幸，这种古老的知识早已在混乱的时代中消失。如果这些知识曾经帮助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，也许重新学习掌握这些知识也是值得的。"
"#TECH_SKINNING","剥皮"
"#TECH_SKINNING_DESC","让动物身上的每一点资源都物尽其用，不仅是对动物的尊重，也是明智之举。仔细地剥下和鞣制兽皮可以将其加工为宝贵的<quad name=Fiber><mark>布料</mark>。"
"#TECH_BIGGER_BARRELS","更大的桶"
"#TECH_BIGGER_BARRELS_DESC","制作结构合理、不漏水的大水桶出奇的困难。需要大量的试验、错误和漏水才能完善<mark>大型水塔</mark>。"
"#TECH_ROOF_SUPPORTS","屋顶支架"
"#TECH_ROOF_SUPPORTS_DESC","总的来说，居民们不会希望<mark>庇护所</mark>在他们睡着时砸在身上。合适的支架可以支撑屋顶，在一定程度上提升<mark>耐用性</mark>。"
"#TECH_WIND_POWER1","风力发电"
"#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<quad name=Energy><mark>能源</mark>。"
"#TECH_WIND_POWER2","大型转子"
"#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"
"#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<quad name=Energy><mark>能源</mark>的有效方式。"
"#TECH_SOLAR_POWER2","大型面板"
"#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","减少伐木场的繁重劳动力可升级<quad name=Plank><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，至少在<quad name=Energy><mark>能源</mark>耗尽之前可以。"
"#TECH_CEILINGS","高密度住房"
"#TECH_CEILINGS_DESC","建造成本低廉、坚固耐用的<mark>两层房屋</mark>并不像听起来那么简单。这些工程壮举为幸运的居民提供了充足的保护和<quad name=HappinessBonus><mark>幸福度</mark>。"
"#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，是因为<mark>游戏室</mark>里几台经典游戏机可以带来<quad name=EntertainmentBonus><mark>娱乐</mark>。"
"#TECH_PACK_TACTICS","狩猎小队"
"#TECH_PACK_TACTICS_DESC","由多名<mark>工人</mark>组成的狩猎小队可以在更大的区域范围内捕获更多猎物。"
"#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<quad name=Energy><mark>能源</mark>。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","<mark>风力发电机</mark>的滚珠轴承始终在运动，容易断裂或卡住，加固轴承有助于增加发电机的<mark>耐用性</mark>，应对极端情况。"
"#TECH_PANEL_COATING","电池板涂层"
"#TECH_PANEL_COATING_DESC","<mark>太阳能电池板</mark>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可增加<mark>耐用性</mark>，防止它们遭遇末日后种种意外破坏。"
"#TECH_HEAVY_TARPS","粗厚型帆布"
"#TECH_HEAVY_TARPS_DESC","在舒适性上无甚改善，但把<mark>帐篷</mark>中使用的帆布处理的更为坚硬有助于提升帐篷<mark>耐用性</mark>，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<quad name=Metal><mark>金属</mark>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_SOIL_STUDIES","土壤研究"
"#TECH_SOIL_STUDIES_DESC","有时学习需要亲力亲为。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_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。合理使用各种窍门节约<quad name=Energy><mark>能源</mark>，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_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。但忽视清洁，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_SWEET_PORCELAIN","改善居住环境"
"#TECH_SWEET_PORCELAIN_DESC","加固<mark>棚屋</mark>围墙，抵御大自然的侵袭和人类的愚蠢行为，可以提供更多的<quad name=HappinessBonus><mark>幸福度</mark>，并减轻灾难和辐射的影响。翻修还腾出更多的居住空间。"
"#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。\n\n在修缮良好、守卫配备齐全的情况下，能够抵御大多数强悍土匪的攻击。"
"#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，防范<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，同时探索周围环境，为扩张做好准备。"
"#TECH_AQUACULTURE","水产业"
"#TECH_AQUACULTURE_DESC","<mark>渔场</mark>能够培育并收获大量的<quad name=Fish><mark>鱼</mark>，产量大于仅仅依靠鱼竿凭运气钓鱼。"
"#TECH_SALVAGED_DRUMS","大鼓"
"#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<quad name=Water><mark>水</mark>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","浩劫之后，学会怎么组装精致的<quad name=Component><mark>部件</mark>和<quad name=Electronics><mark>电子元件</mark>不是件容易的事。<mark>电子厂</mark>是建成一个真正自给自足的聚居地的关键一步。"
"#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<quad name=Water><mark>水</mark>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<mark>水泵</mark>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<quad name=Meat><mark>肉</mark>和其他资源。"
"#TECH_MAKESHIFT_RADIATORS","临时取暖器"
"#TECH_MAKESHIFT_RADIATORS_DESC","投资合适的室内供暖系统，以<quad name=Energy><mark>能源</mark>为动力，要比依靠安装在户外的取暖器或火炉方便得多。<mark>有暖气的房子</mark>和<mark>有暖气的两层房屋</mark>是顶级奢华享受。"
"#TECH_POWERED_HEATERS","动能加热器"
"#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。改为消耗<quad name=Energy><mark>能源</mark>，用<mark>暖气片</mark>集中供暖，就可以解放居民，让他们在别的地方去完成更加重要的工作。"
"#TECH_THERMOSTATS","高级加热器"
"#TECH_THERMOSTATS_DESC","使用<mark>工业加热器</mark>提升热能产出，可以将更多<quad name=Energy><mark>能源</mark>转化为热量，而且覆盖半径远大于小型加热器。"
"#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<quad name=Firewood><mark>木柴</mark>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_AGRIBUSINESS","大型畜栏"
"#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<quad name=Water><mark>水</mark>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<mark>变压器</mark>的信号，由此形成更广的覆盖范围可使<quad name=Energy><mark>能源</mark>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<mark>避雷针</mark>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","就连<mark>冬季风暴</mark>也无法阻挡拥有一台螺旋钻、一件温暖的外套以及足够耐心的渔民。"
"#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","秩序和稳定的象征，<mark>聚居地中心</mark>能更快地<mark>侦察</mark>周围地区，比<mark>营地</mark>有更多的<mark>储存量</mark>。"
"#TECH_COMMAND_CENTER","管理中心"
"#TECH_COMMAND_CENTER_DESC","由聚居地中心升级而来。作为一种更稳固的建筑，可以监控整个聚居地，<mark>总部</mark>可以迅速<mark>侦察</mark>附近的大片区域。大型聚居地必不可少，<mark>储存量</mark>丰富，可储存大量水、食物和资源应急。"
"#TECH_STEELWORKING","工具制作"
"#TECH_STEELWORKING_DESC","高品质<quad name=Tools_2><mark>耐用工具</mark>，制作更加困难，但在恶劣环境下的寿命也更长。"
"#TECH_SPINDLE_SPINNING","缝纫机"
"#TECH_SPINDLE_SPINNING_DESC","学习如何使用缝纫机制作优质布料，让居民学会生产更具耐用性和舒适性的<quad name=Cloth_2><mark>结实衣物</mark>。"
"#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<quad name=Guard_Rifle_2><mark>武器</mark>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<mark>水塔</mark>将<quad name=Water><mark>水</mark>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<quad name=Water><mark>水</mark>冲掉粪便对大自然有益，也让居民在排便之后倍感舒畅。和<mark>厕所</mark>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<mark>蒸汽桑拿</mark>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。\n\n蒸汽桑拿需要<quad name=Energy><mark>能源</mark>和<quad name=Water><mark>水</mark>才能运转。"
"#TECH_UNLOCKABLE_SKILL_REPAIRING_CARS","解锁车辆维修"
"#TECH_LEGEND_PANEL_HIDE","隐藏按键"
"#TECH_LEGEND_PANEL_SHOW","显示按键"
"#TECH_EFFECT_REMOVE_HAPPINESS_PENALTY","降低幸福度惩罚"
"#TECH_BUILDING_UPGRADE_DESC","建筑升级"
"#TECH_BUILDING_UNLOCK_DESC","建筑解锁"
"#QUEST_ABANDON","放弃任务"
"#QUEST_ACCEPT","接受任务"
"#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��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","侦察员快速思考了一番，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。侦察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_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_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_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飘出，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、土壤和核废料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旧核电站，不过似乎如今已经破败不堪。因核辐射的缘故，很少有人敢冒险靠近这样的地方。居民说她靠近那座核电站后并没有出现什么症状。"
"#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","前往核电站"
"#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","找到博物馆"
"#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","飞来横祸"
"#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_01B_CHECK","检查背面"
"#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。侦察员认为，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_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_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","放弃任务"
"#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。保险起见还是不要去比较好。"
"#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，这些物资你们拿去吧。”"
"#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：“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_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_SCORCHEDEARTH_NAME","烧焦的土地"
"#QUEST_SCORCHEDEARTH_DESC","天空中突然升起一股浓烟。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","放弃任务"
"#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。“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","这个行动太危险了，不能保证会有收获。这事儿还是以后再说吧。"
"#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_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。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。“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。“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。“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。“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。"
"#QUEST_AVAILABLE","新的任务已开启"
"#QUEST_TASK_VISIT_LOCATION","探访地点"
"#QUEST_DELUXE_NAME","命中注定"
"#QUEST_DELUXE_DESC","无线电塔一建成，就开始收到信号。声音很微弱，而且杂音很重，只能听到部分重复的信息。\n\n<mark>“有人吗......呼叫地球......求救！”</mark>\n\n聚居地先是陷入一片沉寂，随后既迷惑又兴奋的人群爆发出一阵喧闹。无线电信号本就出乎意料，而信号来自外太空更是令人匪夷所思。信号一定要放大才行，附近的天文台可能会提供所需的技术。"
"#QUEST_DELUXE_GO","调查天文台"
"#QUEST_DELUXE_TASK_OBSERVATORY","找到天文台"
"#QUEST_DELUXE_PHASE_OBSERVATORY_DESC","天文台隐约出现在地平线上，在广阔的荒地上呈现出一幅可怕的景象。一座大型射电望远镜静静矗立在那里，谦卑地提醒人们，科学和创新的时代已经远去。进入天文台后，很快人们就发现所有值钱的东西早就被洗劫一空了。"
"#QUEST_DELUXE_PHASE_OBSERVATORY_ANY","四处查看"
"#QUEST_DELUXE_PHASE_OBSERVATORY_SCIENTIST","四处查看并查阅日志"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_DESC","搜寻花了很长时间，但最终人们在一间储藏室里找到了制造放大器的组件。找到放大器并安装到位后，重复的信息就变得清晰了。\n\n“有人吗？这是极光5号空间站。向地球求救。我们需要立即援助！”居民们好不容易回复了一条信号，过了一会儿，又接收到另一条信号。“什么......？这是真的吗？你们肯定想不要我们收到来自地球的消息有多高兴！我们的通讯在十年前就中断了，从那之后我们一直被困在那里。我们的物资已经快耗尽了。”"
"#QUEST_DELUXE_PHASE_OBSERVATORY2_CONTINUE","继续"
"#QUEST_DELUXE_PHASE_OBSERVATORY3_DESC","整个聚居地的居民都聚集在无线电台周围，聚精会神地听着失踪宇航员的故事。\n\n在冷战期间，他们奉命前去建立一座绝密空间站，研究在太空中长期定居的可行性。大灾变发生时，着陆信标遭到损坏，没有地面支援，因此他们一直被困在太空中。他们请求居民前往最近的指挥中心，帮助他们打开地面上的着陆信标，这样他们就可以重返地球。"
"#QUEST_DELUXE_PHASE_OBSERVATORY_SEND","前往指挥中心"
"#QUEST_DELUXE_TASK_CC","进入指挥中心"
"#QUEST_DELUXE_PHASE_CC_DESC","指挥中心守卫森严，一群土匪的老巢就设在中心大厅。清理掉盘踞的土匪后，居民进入内部查看，却证实了宇航员最害怕的事情。\n\n这座建筑早已被废弃，用于激活着陆信标的系统也已失效。宇航员们得知这一情况后，并不想轻易放弃。他们说所有的信标都可以手动激活，并让专家试着找到手册。"
"#QUEST_DELUXE_PHASE_CC_ANY","四处查看"
"#QUEST_DELUXE_PHASE_CC_SCOUT","彻底搜查建筑"
"#QUEST_DELUXE_PHASE_CC2_DESC","指挥室的书架上堆满了过去几十年的文件、机密和日志，但宇航员需要的不是这些。通过对讲机与聚居地进行通信，然后再将消息转发给宇航员需要花费大量时间，但最终，在宇航员的帮助下，居民们找到了所需的文件夹。\n\n手册看得人一头雾水，但宇航员向他们保证，实际操作比想象的要简单得多。信标点分散在指挥中心周围，但手动激活似乎可以实现。"
"#QUEST_DELUXE_PHASE_CC2_GO","激活信标"
"#QUEST_DELUXE_TASK_BEACONS","激活信标"
"#QUEST_DELUXE_PHASE_BEACON_01_DESC","第一个信标位于一个偏远、无人值守的站点，站点所处位置环境恶劣、辐射严重。信标站的墙上贴满了旧世界的科幻电影海报，底部有备用电池为信标供电。正如宇航员所说，激活信标远没有手册描述的那么复杂。信标激活后，对讲机中传来居民们的欢呼声，因为现在每个人都很关心如何让漂泊的宇航员回家。"
"#QUEST_DELUXE_PHASE_BEACON_01_GO","继续前往下一个信标点"
"#QUEST_DELUXE_PHASE_BEACON_02_DESC","第二个信标位于一个偏远的山谷中。这个站点的内部颇有些诡异，陈设似乎没人动过，富有生活气息。桌上放着一个废弃的咖啡杯，旁边放着一本打开的日志，上面记录着几十年前的日常维护工作。这个站点有两块备用电池，其中一块显然已经失效。心灵手巧的人或许能从里面回收一些零件。"
"#QUEST_DELUXE_PHASE_BEACON_02_ANY","继续前往最后一个信标"
"#QUEST_DELUXE_PHASE_BEACON_02_SCAVENGER","搜寻备用电池，然后继续前进"
"#QUEST_DELUXE_PHASE_BEACON_03_DESC","拉动操纵杆，最后一个信标开始运行。当宇航员听到这个消息时，他们爆发出欢呼声。“我们将启动着陆程序。我们必须先让货舱着陆，所以请密切关注天空，”其中一名宇航员警告说，然后哽咽着继续说道：“我们永远不会忘记你们为我们所做的一切。我们终于可以回家了。”\n\n短暂的平静之后，天空中开始传来一声巨响，久久萦绕不去。飞船进入视野，其后留下一串长长的烟雾。两个货舱的降落地点相对较近。货舱肯定放不了多久，因为烟雾会引来土匪和幸存者。"
"#QUEST_DELUXE_PHASE_BEACON_03_RISK","前去收集货舱中的物品"
"#QUEST_DELUXE_PHASE_BEACON_03_SAFE","直接前往着陆点"
"#QUEST_DELUXE_TASK_PODS","找到货舱"
"#QUEST_DELUXE_TASK_LANDING","找到着陆点"
"#QUEST_DELUXE_PHASE_LANDING_SAFE_DESC","宇航员们显然遇到了麻烦，因为烟雾引来一群土匪，他们要求进入宇宙飞船。直接前来给予帮助显然是正确的选择，也完全避免了出现伤亡。赶走土匪后，宇航员们终于看到了久违的地球。他们激动得满眼泪光，有些人不得不努力噙住泪水。\n\n“我们在上面看到了灾害。我们知道情况很早，但没想到......竟如此严重，”其中一人平静而悲痛地说道。"
"#QUEST_DELUXE_PHASE_LANDING_TALK","跟宇航员交谈"
"#QUEST_DELUXE_PHASE_POD_01_DESC","第一个货舱降落在一条废弃的道路中间。里面物品种类比较多，但并不像预期的那么丰富。另一个货舱就在不远处。前往着陆点之前，先去收集物资肯定没什么坏处。"
"#QUEST_DELUXE_PHASE_POD_01_GO","继续前往下一个地点"
"#QUEST_DELUXE_PHASE_POD_02_DESC","第二个地点很容易找，而且货舱里的货物更多。拿到货物后，大家又环顾四周，确认没有其他的货舱降落。是时候去找宇航员了。"
"#QUEST_DELUXE_PHASE_POD_02_GO","前往着陆点"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_TASK","跟宇航员汇合"
"#QUEST_DELUXE_PHASE_LANDING_DETOUR_DESC","从很远的地方就能听到战斗的声音。很明显，宇航员着陆后遇到了大麻烦。一群土匪循着烟雾的踪迹袭击了他们，抢走了他们的物资。有几个宇航员已经在战斗中牺牲了。\n\n赶走土匪后，幸存的宇航员匆忙查看倒下的同志，却悲痛地发现他们已经死去。宇航员眼望着荒凉的地球，其中一人低声说道：“我们知道情况很糟，但没想到这么糟。”另有几个人的泪水在眼眶中打转，强忍住才没哭出声来。"
"#QUEST_DELUXE_PHASE_FINALE_DESC","宇航员们看着自己的救星，尽管还没从震惊中缓过神来，但他们还是勉强挤出微笑，“我都不知道该怎样谢你才好。没有你，我们就完了。”他们提供了一些资源，还有他们长期以来使用的能源技术。宇航员们开始考虑下一步行动，其中一名宇航员把专家拉到一边，表示愿意为聚居地效力。其余宇航员决定动身寻找自己的家人。他们踏上征程，期望自己明天的经历会好过昨天的遭遇。\n\n<mark>火星风力涡轮机已解锁。Nelson专家已解锁。如果专家空位已满，可随后使用专家雇佣按钮进行招募。</mark>"
"#QUEST_DELUXE_PHASE_FINALE_ACCEPT","完成"
"#QUEST_DELUXE_RETURN","稍后再来"
"#QUEST_DELUXE_ABANDON","放弃任务"
"#QUEST_DELUXE_ABANDON_PROMPT","确定吗？"
"#QUEST_DELUXE_ABANDON_PROMPT_DESC","确定要放弃<mark>Ultimate Colony版本任务吗？</mark>日后任务可能会再次出现，但我们无法对此做出保证。"
"#QUEST_DELUXE_ABANDON_DESC","虽然不情愿，但居民们决定不再继续追踪无线电信号。一种失望和内疚的感觉在折磨着他们，因为他们抛弃了那些似乎需要帮助的人，也抛弃了一个千载难逢的发现。\n\n注意！作出此选择后，即已放弃<mark>Ultimate Colony版本任务</mark>“命中注定”。"
"#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."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS11_1","扩建聚居地"
"#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。"
"#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."
"#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."
"#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."
"#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_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."
"#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."
"#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."
"#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."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP3","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_TITLE","Foundation"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DESC","This patch is the first major improvement to take the game towards a direction where construction, not micromanagement, is the key to success. Improvements in the game's balance are many including more optimized production and consumption of resources, reductions in colonist's downtime and changed eating habits. New buildings include a Cemetery and a Medical Lab, but also upgrades to existing buildings. In addition the world map combat has been changed to time based allowing several specialists fight bandits simultaneously. The ""negative resource"" bug has also been fixed."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_SUBTITLE","Building and Production"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDER_TEXT","Challenges in Surviving the Aftermath should be overcome on a higher level by constructing buildings and finding resources instead of micromanaging individual colonists. Alongside with the downtime changes resource production have been increased and construction requirements increased respectively."
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_SUBTITLE","Downtime reduction"
"#ANNOUNCEMENT_PATCHNOTES_EP3_DOWNTIME_TEXT","Previously colonists spent a large chunk of their day sleeping, washing up and in entertainment buildings. These activities are now completed quicker, and as a result, production should now be more consistent. People will still need their basic needs met, so you can't forgo building shelters, outhouses and arenas."
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_SUBTITLE","Medical Lab and Cemetery"
"#ANNOUNCEMENT_PATCHNOTES_EP3_BUILDINGS_TEXT","The highly requested Medical Lab has arrived! After unlocking it from the Tech Tree, this late game building starts manufacturing different kinds of medicine if you have the Medicinal Herbs and other resources readily available. The new Cemetery, on the other hand, is a bigger and non-polluting option for the Burial Pit."
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_SUBTITLE","Building upgrades"
"#ANNOUNCEMENT_PATCHNOTES_EP3_UPGRADES_TEXT","You will now need to upgrade your Toolshops, Tailors and Gunsmiths to access higher-grade Tools, Clothes and Weapons. Their visuals will also improve to reflect their more advanced status."
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP3_CHANGES_TEXT","Other improvements include sortable Statistics, performance fixes, and a multi-turn combat akin to other World Map missions. You can command your Specialist to attack a bandit and return later to see the results. You can also attack a location with multiple Specialists for added effect."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP4","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_TITLE","Prestige and Performance"
"#ANNOUNCEMENT_PATCHNOTES_EP4_DESC","This update improves performance and AI in many ways, but also adds a new feature called milestones. The milestone system adds a new layer of goals for you to strive for and gain prestige while doing so."
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_SUBTITLE","Milestones and Prestige"
"#ANNOUNCEMENT_PATCHNOTES_EP4_MILESTONES_TEXT","Milestones act as goals on the road towards a self-sufficient colony with each rewarding the player with Prestige points. Higher difficulty and faster completion 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."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP5","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_DESC","This update adds support for mods via Steam Workshop, improves colony terrain generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements, and a slight increase to max population limit."
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_SUBTITLE","Steam Workshop"
"#ANNOUNCEMENT_PATCHNOTES_EP5_WORKSHOP_TEXT","The Steam Workshop support allows players to easily add, manage and download modifications and extra content for the game. Existing mods need to be updated before using them in the Workshop."
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_SUBTITLE","Colony Map Generation"
"#ANNOUNCEMENT_PATCHNOTES_EP5_SOIL_TEXT","Soil and deposit generation has been reworked for more varied post-apocalyptic scenery and gameplay. Soil areas are bigger and large deposits spawn into concentrated clusters. This makes progression more interesting when deciding where to expand your colony or its production."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_SUBTITLE","Outposts and Settlers"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OUTPOST_TEXT","The renewal of the Outpost system starts in this update. From now on outposts are built by a new unit type by converting a Specialist into a Settler at the Outpost Depot. This unit then heads to World Map to build our current resource transport outpost on a free sector. We'll be introducing more outpost features in future updates."
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_SUBTITLE","AI and Quality of Life"
"#ANNOUNCEMENT_PATCHNOTES_EP5_AI_TEXT","The new ""Build Next"" system allows setting one building as priority and replaces the old priority system that created a lot of issues. Colonists also prioritize carrying resources in danger of decaying and stock up buildings like Burners more evenly. Several advanced utility buildings like the Large Transformer can now be built straight from the Build Menu once researched. AI has been improved also regarding colonist's eating habits."
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP5_CHANGES_TEXT","Resources dropped at the colony are now clearly visible next to the Gate. Construction zone info panels have been updated to show more accurate information. Bandit camps have more health but less damage to reduce the number of trips back home to heal. Mess Hall is now the only place to make Mixed or Insect Meals, but also produces them faster. Nuclear Fallout will now irradiate less people."
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_TITLE","Remnants"
"#ANNOUNCEMENT_PATCHNOTES_EP5_OTHER_DESC","This update improves colony terrain and deposit generation and overhauls Outposts while preparing the foundation for the future. It also includes AI and quality of life improvements with a slight increase to max population limit."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP6","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_TITLE","Trailblazers"
"#ANNOUNCEMENT_PATCHNOTES_EP6_DESC","This time we focused on adding depth to existing features and revamping some of the old ones, especially on the world map. Outposts are expanded further, combat involves multiple bandits and scouting the colony has been streamlined."
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_SUBTITLE","Outposts"
"#ANNOUNCEMENT_PATCHNOTES_EP6_OUTPOSTS_TEXT","The outpost system from the previous update has been expanded with two new outpost types that allow exploiting sectors on the world map in a completely new way. Research outposts produce science points from new types of science locations and survivor outposts find wandering survivors from the wasteland to request them to join your colony."
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_SUBTITLE","World Map Combat"
"#ANNOUNCEMENT_PATCHNOTES_EP6_WMCOMBAT_TEXT","New rules of engagement change how damage is divided between attackers and defenders. This adds larger bandit groups on the map which require the player to use different tactics with a varied number of specialists. This new system includes a new combat UI with a balance of power indicator to help assess the threat better and track how well you're doing, or how reinforcements or retreats affect the battle."
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_SUBTITLE","Colony Exploration"
"#ANNOUNCEMENT_PATCHNOTES_EP6_SCOUTING_TEXT","In our efforts to reduce micromanagement, all scouting efforts are now handled by the Campsite and the new Scout Towers, which slowly reveal the area around them automatically. Both can also be upgraded further. The final Command Center upgrade is able to reveal the entire colony map almost instantly."
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_SUBTITLE","Prefab Buildings"
"#ANNOUNCEMENT_PATCHNOTES_EP6_PREFABS_TEXT","Prefabricated or ""prefab"" buildings have been added to the start of the game to help with the very first stages. They are free to place and require no builders but function like any other building of the same type once completed. This is the first version of the feature which will be expanded upon later."
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_SUBTITLE","Research Queue"
"#ANNOUNCEMENT_PATCHNOTES_EP6_QUEUE_TEXT","Technologies can be now queued within a single category. Once a tech has been researched, your colonists will automatically start with the next one in the queue. Just set a target tech you want to aim at and go back to managing the colony as research continues in the background."
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP6_CHANGES_TEXT","You can now set a minimum carrier count from the Campsite to help avoid accidentally assigning all your carriers into other tasks, hindering both the logistics and construction in the colony. Colonists pick up and drop resource boxes faster. Guards and specialists are more responsive when engaging hostiles inside the colony. Numerous balance changes and bug fixes."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP7","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_TITLE","Control"
"#ANNOUNCEMENT_PATCHNOTES_EP7_DESC","This update focuses on improving our existing features. This includes more accurate information for buildings and battles with bandits, combat balance changes, a more proactive way of acquiring new specialists and a colony-wide alarm system."
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_SUBTITLE","Colony alarm"
"#ANNOUNCEMENT_PATCHNOTES_EP7_ALARM_TEXT","The new Alarm button in the main UI calls all your colonists to take shelter inside their homes while guards and specialists attack possible threats more aggressively. Also the colony combat has been  rebalanced to give players more time to react to threats."
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_SUBTITLE","Specialist Acquisition"
"#ANNOUNCEMENT_PATCHNOTES_EP7_SPECS_TEXT","The new ""Recruit a specialist"" button in the specialist menu allows you to send a word out that you’re looking for help. This summons a specialist at the gate who you can then hire or decline."
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_SUBTITLE","Building info"
"#ANNOUNCEMENT_PATCHNOTES_EP7_BUILDING_TEXT","Building info panel has been revamped to give more accurate information about various states and issues. Inaccurate information has been removed to reduce confusion and various status messages help you understand why a building is having production problems."
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_SUBTITLE","Medical Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP7_HEALING_TEXT","The outpost system has been expanded with the requested Medical Outpost. Once built on the world map by a settler, it allows specialists to patch themselves up without having to return to the colony."
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_SUBTITLE","World Map UI"
"#ANNOUNCEMENT_PATCHNOTES_EP7_WMUI_TEXT","Several improvements have been done to provide a smoother user experience on the world map. A floater showing current state of the combat has been added on combat locations, floaters above scavenge and research sites have been simplified and a new context-sensitive command menu makes giving commands to specialists and outposts more straightforward."
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_SUBTITLE","Other improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP7_CHANGES_TEXT","Balance and visualization changes to colony scouting to make ranges clearer, new hostile unit variant, balance changes to world map bandits, ability to use multiple food types in the events. Finally, population cap has been increased."
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_EP8","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TITLE","Prosperity"
"#ANNOUNCEMENT_PATCHNOTES_EP8_DESC","This is the biggest update to date and it contains several reworks to core systems, including production chains, resource requirements, tech tree and a new happiness system. On top of that there are a lot of quality of life changes, rewritten stories that shed light to events and peoples' fates after the apocalypse, new buildings and much more. Unfortunately due to scope of these changes the old saves are also incompatible with the Prosperity update."
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_SUBTITLE","Vision"
"#ANNOUNCEMENT_PATCHNOTES_EP8_VISION_TEXT","Surviving the Aftermath was always a game of building the colony and managing the needs and production chains of the entire colony. With this update we are closer to that vision than ever before as challenges are often overcome through construction, exploration and decisions on a larger scale. Now it is time to build the first great colony into the wasteland, a beacon of hope for anyone looking for a place to call home."
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_SUBTITLE","Resource Overhaul"
"#ANNOUNCEMENT_PATCHNOTES_EP8_RESOURCES_TEXT","Construction materials and buildings are introduced in phases, meaning early game (wood and plastic), mid-game (metal and components) and late-game (concrete and electronics). Gathering Concrete is now done with the new Concrete Scavenger and some of the most advanced resources can be scavenged only from the world map. "
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_SUBTITLE","Scavenger Outpost"
"#ANNOUNCEMENT_PATCHNOTES_EP8_OUTPOST_TEXT","The new outpost type scavenges the resources from the world map and sends them automatically back to the colony. These items include top-tier clothing, tools and weapons in addition to fun boxes and more. Once built, the resource outpost requires no additional maintenance or workforce."
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_SUBTITLE","Tech Tree Rework"
"#ANNOUNCEMENT_PATCHNOTES_EP8_TECH_TEXT","Tech tree branches are reorganized into five categories - Food, Resources, Infrastructure, Community and Safety. Their more linear nature ensures you won't miss critical tech like metal or concrete scavenging. Ideology themes were also improved and clarified."
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_SUBTITLE","New Happiness System"
"#ANNOUNCEMENT_PATCHNOTES_EP8_HAPPINESS_TEXT","The happiness system is remade. As the colony grows the colonists want to have something more than just mere survival. Taking care of their mental wellbeing and keeping them happy with the new entertainment buildings keeps them happy and willing to stay in the growing colony."
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_SUBTITLE","Other Improvements"
"#ANNOUNCEMENT_PATCHNOTES_EP8_CHANGES_TEXT","See the full changelog of all the changes, but to mention a few here are some examples. Sector scouting times are now based on your specialist max APs and Specialist max health now depends on their archetype. They're also now selected with a single press and focused on with a double-press. The game start has a shorter preparation phase before colonists and specialists arrive. Events and quests have been mostly rewritten. A new scaffolding animation tells better when a building is about to be constructed and when it's done."
"#DEPOSIT_RICHNESS_DESC_NEW","堆积物<mark>丰度</mark>决定着提取机开采资源的效率。丰度越高，<mark>效率</mark>也越高。"
"#DEPOSIT_RICHNESS_NEW","丰度"
"#NOTIFICATION_TRADE_COMPLETE_DESC_NEW","资源存储于贸易中心"
"#ANIMAL_NONE_DESC_NEW","未选择动物。\n\n说明：\n\n<mark>生长速度</mark>：长成所需时间\n<mark>空间</mark>：所需农场空间\n<mark>繁殖速度</mark>：一对成年动物繁殖后代的速度\n<mark>每只动物的肉</mark>：屠宰所得肉的数量\n<mark>耗水量</mark>：每只动物的恒定用水量\n<mark>副产品</mark>：饲养所得的附加产品"
"#NOTIFICATION_TRADE_COMPLETE_MANY_DESC_NEW","资源存储于贸易中心"
"#PERSON_VALUE_NUTRITION","营养"
"#NOTIFICATION_PERSON_MUTATED_NEW","居民{0}变异"
"#NOTIFICATION_PERSON_MUTATED_MANY_NEW","{0}名居民变异"
"#PLACEHOLDER3","1"
"#EVENT_WIZARD_01_RESULT_CURED_DESC_NEW","居民喝下味道难闻的药水。起初什么都没发生。几秒钟过后，他们突然摔倒在地，浑身抽搐。虽然最初的情况看似不妙，但令人意想不到的是，几分钟后，抽搐停止，居民们缓缓起身，虽然病情没有痊愈，但似乎也不再继续恶化。男人若有所知地点了点头：“跟预想的一样。”他草草记下几笔，便转身离开，一旁的居民茫然不知所措。人们在大门旁找到男人落下的挎包，里面装满各种他在实验中用到的旧世界药品。"
"#TECH_OUTPOST_UPGRADE","Improved Outposts"
"#TECH_OUTPOST_UPGRADE_DESC","Focused preparation and superior equipment will help the colony's operations in the world map with the <mark>Outpost Center</mark>."
"#TECH_SPECIAL_CATASTROPHE_SENSITIVITY","受灾难影响程度"
"#TECH_SPECIAL_POLLUTION_IMMUNE","不受污染影响"
"#QUEST_ENDGAME_NAME","明天过后"
"#QUEST_ENDGAME_DESC","那场浩劫使世界陷入毁灭，到现在已经过去二十多年。灾难不断肆虐大地，破坏已成常态，人们内心充满恐惧，开始新生活已成奢望。\n\n许多人相信那句老话：汲取过去的经验教训，才能创造更加美好的未来。这里究竟发生了什么，如何保护聚居地免受灾难侵袭，答案恐怕只能在荒地中找寻。\n\n<mark>开始主线任务。</mark>"
"#QUEST_ENDGAME_GO","继续"
"#QUEST_ENDGAME_TASK0","开始主线任务"
"#QUEST_ENDGAME_PHASE_00_DESC","一场起源于宇宙的自然灾难，最终导致现代文明分崩离析。国家纷纷沦陷，残存的派系为争夺权力和资源大打出手，军队也在混战中消失殆尽。\n\n随着人们对未来的恐惧与日俱增，许多人分享了他们的恐怖经历。如果类似事件再次爆发，这里的人几乎没有办法保护自己。外面的世界变幻莫测，眼前的出路只有深入荒原。这一次要做好万全准备，比以往任何时候都要充分。"
"#QUEST_ENDGAME_PHASE_00_GO","安排探险"
"#QUEST_ENDGAME_TASK0A","调查地点"
"#QUEST_ENDGAME_PHASE_00A_DESC","专家们绕过陨石坑，走过满是辐射的鬼城，穿越死气沉沉的森林，最终来到荒原深处。这里的一切事物似乎都受到了影响。\n\n偶尔还能看到几幢高大的建筑物巍然矗立。这座塔看起来很坚固，可以从顶部更好地观察周围地区。不久后，大雾消散，在远处的森林中可以看到一个巨物，似乎有一个大型建筑的屋顶在树梢上若隐若现。"
"#QUEST_ENDGAME_PHASE_00A_GO","调查"
"#QUEST_ENDGAME_TASK0B","调查建筑"
"#QUEST_ENDGAME_PHASE_00B_DESC","专家到达空地后，发现眼前的这栋建筑尚未完工。建筑工人的遗骸被太阳炙烤得焦黑，横七竖八地躺在废墟周围。目前还不清楚这是什么建筑，但建筑的地基很深，其规模之大令人惊叹。\n\n不明建筑的消息传到了聚居地，引发了居民们的激烈讨论，大家争相表达自己对建筑用途的看法。目前得到的信息无法对建筑的用途下定论，专家应该密切关注更多不寻常的建筑结构。"
"#QUEST_ENDGAME_PHASE_00B_GO","继续"
"#QUEST_ENDGAME_TASK1","前往聚居地大门"
"#QUEST_ENDGAME_PHASE_01_DESC","大灾变之前，人们建造了各种各样的建筑。但这座建筑非常奇特，那些旧时代来的人也不曾见到过。建筑选址偏僻，表明建造者不想让普通民众知道。\n\n设备上的标记依稀可辨。一些偏远地区的建筑物和废墟上也出现过类似的标记。如今大家都有了明确的目标，所以应该很容易发现类似的地点。"
"#QUEST_ENDGAME_PHASE_01_GO","调查世界地图上的地点"
"#QUEST_ENDGAME_TASK1A","调查地点1/3"
"#QUEST_ENDGAME_PHASE_01A_DESC","第一个地点远离城市。这里的建筑比之前的还要破败。\n\n建筑物的支柱有一部分已经熔化。到处都是断壁残垣，凹陷的弹坑随处可见，无不诉说着接二连三的战争如何让这里走向衰败。政府倒台后，这里陷入无休止的战争。\n\n这座建筑似乎主要由高级材料建造，表明项目出资人资金雄厚。"
"#QUEST_ENDGAME_PHASE_01A_GO","前往下一个地点"
"#QUEST_ENDGAME_TASK1B","调查地点2/3"
"#QUEST_ENDGAME_PHASE_01B_DESC","映入眼帘的是一个巨型圆顶建筑。厚重的铁门上布满深深的划痕，在外力作用下，门被推开一条缝。要想进入穹顶，需要花费一些时间和不小的力气。穹顶是建筑的外层，安置了一些维护设施，其间还有一个可以通往地底深处的陡峭楼梯。\n\n沿着楼梯一路下行，也不知道走了多久，专家终于来到了更大的入口处。走进入口，黑暗的房间里堆满了干尸。一具小孩子的尸体旁有一本日记，潦草的笔迹描绘出一幅可怕的画面：“爸爸今天早上不动了。我的头发在脱落。大人们说这只是污染，我们很快就可以回去了。”"
"#QUEST_ENDGAME_PHASE_01B_GO","继续"
"#QUEST_ENDGAME_TASK1C","调查地点3/3"
"#QUEST_ENDGAME_PHASE_01C_DESC","最后一个建筑的损毁程度似乎没那么严重，但建筑材料粗制滥造，地下部分也较为狭窄，种种迹象表明这座建筑可能是在大灾变之后一段时间建造的。\n\n浩劫之后灾害频发，这座地堡似乎就是为了抵御灾害而建。然而，地堡抵御人为破坏的能力显然不够完善。建筑大门敞开，显然是被强行撞开的，地堡内部已经被洗劫一空。袭击者没有留下任何蛛丝马迹，但显然他们非常强大。\n\n发现了这些建筑的存在，意识到建筑存在背后的原因，继而幡然醒悟：殖民地需要建造<mark>末日地堡</mark>。但过程不容有失。"
"#QUEST_ENDGAME_PHASE_01C_GO","开始建造末日地堡"
"#QUEST_ENDGAME_PHASE2_NAME","明日计划"
"#QUEST_ENDGAME_TASK2","继续建造地堡"
"#QUEST_ENDGAME_PHASE_02_DESC","当人们逐渐意识到计划规模之大，项目很快便面临重重困难。项目需要的不单单是建筑材料和大量繁琐的工作。有能力建造如此规模建筑的人已消失殆尽，随之而去的还有他们所掌握的知识和技能。现在骑虎难下，已经不能放弃，而如今的荒地，求助往往被认为是绝望和虚弱的象征。\n\n虽然风险很大，但事实已经显而易见，没有外界帮助，地堡无法完成。在激烈的讨论过后，居民最终达成一致，送信者奉命前往其他有声望的社群，邀请他们前来商讨。\n\n时间一点点过去，送信者却杳无音信。看到远方升起一股浓烟，人们已经开始做最坏的打算。"
"#QUEST_ENDGAME_PHASE_02_GO","调查"
"#QUEST_ENDGAME_TASK2A","调查远处升腾的烟雾"
"#QUEST_ENDGAME_PHASE_02A_DESC","经过调查发现，浓烟来自一辆损毁的汽车。受伤的人们惊恐地从车中爬出，祈求你去拯救他们的社群。这群人在搜寻物资的归途中遭到一大群土匪围攻。他们死伤惨重，只有几个人突出重围，侥幸逃生。\n\n这群人还提到，他们外出之前，社群里来了一些新面孔。你下意识觉得这些新面孔是土匪派来的奸细，但随着对话进展，这几位访客听起来似乎十分耳熟，他们肯定是失踪的送信者，现在还被困在社群里！"
"#QUEST_ENDGAME_PHASE_02A_GO","解放社群"
"#QUEST_ENDGAME_TASK2B","清理土匪营地"
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_DESC","土匪经常侵扰社群和聚居地，但这帮土匪组织严密、准备充分，情况十分罕见。土匪武器精良，补给充足，最令人疑惑的是他们的物品干净整洁，怎么会有人的东西看起来跟新的一样？\n\n社群附近还有两个营地。被围困的人们肯定很快就会弹尽粮绝、失去希望。但他们不知道援军正在赶来。情况紧急，救援行动刻不容缓。"
"#QUEST_ENDGAME_SOCIETY_ATTACKED1_GO","击败下一个营地"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_DESC","社群没能等来其他援军。眼下的世道，合作近乎绝迹，乐于助人更是闻所未闻，除非双方各取所需。\n\n从装备和战术来看，这伙人和上一伙人来自同一个派系。其中一些人佩戴着破碎月球图案的徽章。他们到底想要什么？被围困的社群应该没有什么东西值得如此兴师动众吧？"
"#QUEST_ENDGAME_SOCIETY_ATTACKED2_GO","击败最后一个营地"
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_DESC","最后一个土匪前哨被攻陷。困在社群里的送信者毫发无损。人们喜出望外，没想到会有人来帮助他们。\n\n送信者没找到具备建造地堡所需知识和技能的人才。但他们得知所需的一切都可以在荒地中找到，前提是有明确的目标。这就是他们来到这里的原因。社群的人显然已经有所发现，而且他们把自己的发现绘制成一张粗略的地图。\n\n现在社群欠下人情，他们很乐意把自己绘制的地图分享给救命恩人。显然这份地图价值不可限量，尽管还有很多工作要做，但前进的道路已经明晰。"
"#QUEST_ENDGAME_SOCIETY_ATTACKED3_GO","开始收集知识"
"#QUEST_ENDGAME_PHASE_02B_DESC","由于获取知识所需的工具已经触手可及，计划再度踏上了正轨。人们暗暗下定决心，他们迫切想要证明自己的努力并非徒劳。\n\n有四大问题亟待解决。在对之前发现的地堡进行分析后，人们发现所有地堡都有一个或多个方面的不足。<mark>生命支持</mark>负责提供能源、水、空气，以及地堡中的宜居环境。<mark>医疗</mark>是保证人们健康生活的全套设施和系统。<mark>防御</mark>可保护地堡不受内外部所有威胁的侵袭。最后是用于维护<mark>生态系统</mark>的设施，从而使地堡能够通过自产食物实现自给自足。\n\n<mark>使用新发现的情报，在世界地图上寻找合适的区域，建造工程师前哨并开始收集知识。</mark>"
"#QUEST_ENDGAME_PHASE_02B_GO","收集知识"
"#QUEST_ENDGAME_TASK3","建造工程师前哨收集知识"
"#QUEST_ENDGAME_PHASE_03_DESC","大灾变期间，地球脆弱的生态系统遭受了前所未有的打击，其影响波及全球，延续至今。\n\n荒地生物群体曾经历黑暗岁月，即使在今天，这对幸存者来说也意义重大。这里残酷的环境就是人类自相残杀的恶果。受连年战火摧残，荒地污染严重，当时的军队不择手段，不惜动用大规模杀伤性武器，转眼之间，成片土地都被夷为平地。\n\n了解这些情况对于继续建造末日地堡至关重要。这意味着必须深入荒地，在往日的战场上收集知识。"
"#QUEST_ENDGAME_PHASE_03_GO","在荒地生态群体建造任意工程师前哨"
"#QUEST_ENDGAME_TASK3A","在荒地生态群体建造任意工程师前哨"
"#QUEST_ENDGAME_PHASE_03A_DESC","踏上探索荒地的旅途，眼前的凄凉环境不断地提醒着人们，当行为道德不再受法律或交战规则限制时，人类能有多肆意妄为。在大灾变发生后的最初几年里，各地的核战争和化学战争不断爆发，土壤受到了严重污染。\n\n几十年过去了，这里依然是一片不毛之地。残存的生物也饱受自然环境、毒素和强辐射的摧残。为了弄清楚战争对环境的影响，需要将观察结果与其他地方的类似样本进行比较。\n\n最好的方法是前往另一个战场，从那里收集材料，以了解每种材料在这类环境中的表现。可以用来做对比的东西并不多，从斑驳的残片、骸骨和建筑废墟开始是个不错的选择。"
"#QUEST_ENDGAME_PHASE_03A_GO","探访战场"
"#QUEST_ENDGAME_TASK3B","探访战场"
"#QUEST_ENDGAME_PHASE_03B_DESC","泥土下方掩埋着陈旧的残骸和战争武器。战场周围寸草不生，遍地都是被沙尘掩埋的白骨和头盔，几乎每走几步就会被绊倒。\n\n这里应该可以采集到足够的样本。将样本带回荒地前哨，研究环境如何对完好无损的材料造成影响，将有助于解决目前关于末日地堡的许多工程问题。\n\n需要收集的样本很多，而有些物品也有助于其他领域的研究。可以将其中一些进展与其他社群共享。向邻邦伸出援手或许会得到回报，但这可能会阻碍聚居地自身的研究进度。"
"#QUEST_ENDGAME_PHASE_03B_ALL","帮助其他社群"
"#QUEST_ENDGAME_PHASE_03B_SOME","保留所有样品"
"#QUEST_ENDGAME_PHASE_03C_DESC","在工程师的努力下，地堡建设得以继续。\n\n探险队还发现了前人留下的新情报。旧地图上的标注显示，在大灾变发生之初，首都地区遭到严重冲击。没有在战场的遗骸身上发现任何官方标志。这些战斗发生的时期，正是在发现第一批彗星的几年之后。\n\n可以推测出这个国家在短期内就土崩瓦解，陷入混战的各个派系迅速填补了权力真空。他们都已不复存在，但现存的一些派系也许与这几只军队有关联。"
"#QUEST_ENDGAME_PHASE_03C","继续建造地堡"
"#QUEST_ENDGAME_TASK3C","升级地堡"
"#QUEST_ENDGAME_TASK4","继续收集知识"
"#QUEST_ENDGAME_PHASE_04_DESC","获取医疗救助已成奢望，因而流行病总是反复出现，但现在一种新的疾病已经出现前哨中，这种疾病引发的病症更为严重。前往战场调查的工程师开始生疮。\n\n病情已蔓延至大多数工程师前哨。一些工程师病得很重。高烧不止，鲜血直流，血液也几乎变成黑色。其他人也开始出现类似症状。幸运的是，至少到目前为止，只有工程师前哨受到影响。聚居地似乎暂时安全，但收集知识的行动已经陷入停滞。只有确定感染源，找到治疗方法之后，收集行动才有可能恢复。"
"#QUEST_ENDGAME_PHASE_04_GO","调查疾病"
"#QUEST_ENDGAME_TASK4A","调查疾病"
"#QUEST_ENDGAME_PHASE_04A_DESC","大灾变之后的几年里，荒地上的医院遭到废弃，显得破败不堪。书架上原封不动地立着一堆书籍，简单翻阅之后，人们突然意识到这种疾病的恐怖之处。\n\n其症状与炭疽相吻合，这是一种可以在土壤中存活数十年的高度武器化细菌。人们很可能在生物战争的古老战场上感染了这种病菌。\n\n幸运的是，强效抗生素可以用来治疗感染，销毁受污染的装备和食物足以防止病菌继续传播。很难决定是否要将这些发现分享给其它社群，虽然这可以帮助到大家，但难免有人会把它用作武器。"
"#QUEST_ENDGAME_PHASE_04A_REFUSE","不分享消息"
"#QUEST_ENDGAME_PHASE_04A_HELP","分享消息"
"#QUEST_ENDGAME_TASK4B_REFUSE","为聚居地接种疫苗"
"#QUEST_ENDGAME_PHASE_04B_REFUSE_DESC","这个世界终究还是各自为战。虽然患难与共是个美丽的理想，但在实践中，人必定会将自己的生存放在首位。\n\n从医院中找到的抗生素已经分发给各个前哨。聚居地和前哨的全体人员都清楚自己所面临的新威胁，因此未来有望避免类似情况再次出现。为了解决这个问题，聚居地近期活动频繁，这也没能逃过其他社群的眼睛。他们感觉被蒙在鼓里，渐渐起了疑心，对这种秘而不宣的行为也感到十分不满。"
"#QUEST_ENDGAME_PHASE_04B_REFUSE_GO","继续收集知识"
"#QUEST_ENDGAME_PHASE_04B_HELP_DESC","为了人类能有一线生机，大家需要共同努力。自私自利导致旧世界分崩离析，重蹈覆辙实属愚蠢。\n\n你将疾病来源和治疗方法等信息散布到各个社群。善举很快便得到回报，一个社群自己手中持有疫苗。但在开始大规模生产疫苗之前，他们需要一份最近的病菌样本，问你能否送一份样本过去。"
"#QUEST_ENDGAME_PHASE_04B_HELP_GO","运送样本"
"#QUEST_ENDGAME_TASK4B","运送样本"
"#QUEST_ENDGAME_PHASE_04B_DESC","为了人类能有一线生机，大家需要共同努力。自私自利导致旧世界分崩离析，重蹈覆辙实属愚蠢。\n\n你将疾病来源和治疗方法等信息散布到各个社群。善举很快便得到回报，一个社群自己手中持有疫苗。但在开始大规模生产疫苗之前，他们需要一份最近的病菌样本，问你能否送一份样本过去。"
"#QUEST_ENDGAME_PHASE_04B_GO","运送样本"
"#QUEST_ENDGAME_TASK4C","运送样本"
"#QUEST_ENDGAME_PHASE_04C_DESC","随着各个社群陆续接种疫苗，老旧的生物武器构成的威胁没有能够大肆扩散。殖民地表现出的无私在荒原上点燃了一股新的希望之风，许多人相信，最终人类可以团结起来，共同面对时代的变化。\n\n赢得信任可以称得上是里程碑事件，大家终于可以在危急时刻展开合作，但此举也引来了一些不必要的关注。"
"#QUEST_ENDGAME_PHASE_04C_GO","继续收集知识"
"#QUEST_ENDGAME_TASK5","前往地堡建筑工地"
"#QUEST_ENDGAME_PHASE_05_DESC","组织有序的大规模土匪袭击十分罕见，因为大多数土匪团伙不仅与社群发生冲突，彼此之间也会互相争斗，导致每个团伙人数都不多。近期这一情况发生显著变化，聚居地周围频繁出现大规模攻击行为。\n\n这种情况的早期征兆是某个社群被一大群土匪围困。自那之后，其他社群与这伙土匪也偶有遭遇，但对方有意避开正面冲突，不过最近情况有所改变。\n\n聚居地收到情报，得知这位宿敌再次大规模出击，所有社群都成了他们的盘中餐。情况十分危急，末日地堡尚未完工，前哨肯定会面临威胁。有消息邀请你前往偏远位置参加会议，共同商讨这一事宜。"
"#QUEST_ENDGAME_PHASE_05_GO","参加会议"
"#QUEST_ENDGAME_TASK5A","前去参会"
"#QUEST_ENDGAME_PHASE_05A_DESC","气氛骤然紧张。周边大多社群决定参加会议，即便商讨不出什么结果，也要盯紧其他社群的动向。\n\n似乎一个新派系正在大举进攻。一个社群甚至试图追踪他们的活动基地，但在那里却发现了一些别的东西。为了获取情报，他们的侦查员付出了惨重代价。他们发现敌对派系正在区域内一个旧核电站集结，似乎正在装配某种大型设备。\n\n这一消息立即在人群中引起骚动。敌人可能在组装脏弹。他们对劫掠社群不感兴趣，而是想要彻底毁灭社群。他们要实施焦土政策！其他每个社群都损失惨重，已经无力组织抵抗。眼下只有一条路可走。"
"#QUEST_ENDGAME_PHASE_05A_GO","击败盘踞在核电站的敌人"
"#QUEST_ENDGAME_TASK5B","击败盘踞在核电站的敌人"
"#QUEST_ENDGAME_PHASE_05B_DESC","土匪终于被击溃了，但他们肯定还有同党。这个派系装备精良、战术先进，而且人多势众，与以往的劫匪截然不同，而且更为危险。\n\n恐惧感消散后，人们总算松了一口气。这时他们才意识到刚刚发生了什么，心里不免感到一阵后怕。他们的全部心血险些毁于一旦。土匪团伙的动机仍然是未解之谜，而且没有俘虏可以审问。现在该举行庆祝和......\n\n聚居地有紧急情况，一大群敌人正在发动进攻，而且已经攻破大门！<mark>保护聚居地！</mark>"
"#QUEST_ENDGAME_PHASE_05B_POS","前往聚居地"
"#QUEST_ENDGAME_TASK6","前往地堡建筑工地"
"#QUEST_ENDGAME_PHASE_06_DESC","大灾变发生后，荒漠地区受到的冲击最严重。整座城市被夷为平地，只留下残垣断壁。广阔的平原上寸草不生，孤独的流浪者不仅要面对缺水带来的威胁，还要提防恃强凌弱的土匪。\n\n这里严酷的环境最适合学习如何在炙热的环境下生存。身处沙漠，工程师们可以计算出地堡需要什么样的冷却系统，以及如何实现所需效果。即便外界温度长期居高不下，地下居住环境也要保持适宜温度。\n\n<mark>在沙漠生物群体建造任意两座工程师前哨。</mark>"
"#QUEST_ENDGAME_PHASE_06A_GO","建造前哨"
"#QUEST_ENDGAME_TASK6B","在沙漠生物群体建造两座工程师前哨"
"#QUEST_ENDGAME_PHASE_06B_DESC","这里干旱贫瘠，气候炎热，就连呼吸都变得困难，但同样的知识在其他地方是收集不到的。\n\n沙漠上布满了陨石坑。通过观察陨石坑的形状和大小，就能推测出它是在哪种天体撞击下产生的。这些陨石坑较小，不可能是彗星形成的。根据陨石坑规模来看，应该是一颗中等大小的小行星所致，类似于月球破碎后产生的碎片。看起来地球其实并没有被最大的星体击中。\n\n在灾难开始后的头几周，无数人失去了生命。在接下来的几年里，更多的人接连死去，但不是因为灾难。而是因为人们失去了同理心。"
"#QUEST_ENDGAME_PHASE_06B_GO","继续努力"
"#QUEST_ENDGAME_TASK7","继续收集知识"
"#QUEST_ENDGAME_PHASE_07_DESC","聚居地上次遭受袭击的场景还历历在目，许多人担心袭击者再度归来。敌方伤亡惨重，到目前为止还没有活动，不知道他们是否还会再度袭来。\n\n末日地堡已经完工。这对不久前还住在帐篷里，通过捡拾残羹剩饭来填饱肚子的人们来说是一项重大成就。也许这样一切就说得通了。敌对派系担心荒地上有新的势力崛起，自己的地位会受到威胁。他们的担心并非多余。\n\n<mark>启动地堡后，除冬季以外的所有灾难都将永久性消失。</mark>"
"#QUEST_ENDGAME_PHASE_07_GO","启用地堡"
"#ENDGAME_END_TITLE","新的开始"
"#ENDGAME_END_DESC","开启末日地堡大门象征着一个新的开始。实现这一成就必须做出许多牺牲，但即使在最黑暗的时期，对美好明天的向往仍在推动着每个人不断前行。\n\n现在地堡终于完工，震耳欲聋的欢呼声响彻聚居地。家长抱起自己的孩子，一想到大家终于能够平安生活，不再受到灾难侵袭，都激动得说不出话来。这是迈向美好未来的第一步，但地堡的影响甚至已经延伸到了荒地的边缘。这一次，未来似乎充满了光明。\n\n恭喜！你已经完成了主线任务，聚居地现在可以抵御大多数灾难。你可以继续建设聚居地，或者选择回到主菜单。想要继续游戏吗？"
"#QUEST_ABANDON_02","放弃任务"
"#QUEST_ENDGAME_WAIT","继续生存"
"#QUEST_ENDGAME_PHASE_05C_POS","继续建造末日地堡"
"#QUEST_ENDGAME_PHASE_05C_DESC","最重要的是继续建造末日地堡，我们必须抓紧时间。"
"#QUEST_ENDGAME_PHASE_01_VAULT_DESC","漫长而艰辛的末日地堡建造之旅开始了。从动土开工的那一刻起，凡是能帮上忙的居民都要参与进来。地堡需要深厚而坚固的地基，以及大量的建筑材料才能建成。\n\n有些居民仍然对项目持怀疑态度，认为这是浪费时间和资源。然而在当下这个世界，除了每天忙着生存，这还是第一次大家有了共同的目标，有了奋斗的方向，去重拾遗失已久的希望。"
"#QUEST_ENDGAME_TASK1_VAULT","前往地堡建筑工地"
"#QUEST_ENDGAME_PHASE_03_VAULT_DESC","聚居地继续日以继夜地工作。灾难造成的伤亡越来越多，大多数人都把地堡当作希望的灯塔，以此慰藉自己失去一切的伤痛。随着建设进程缓慢推进，努力终将得到回报。\n\n项目远未完工。工程师们必须继续努力，寻找更多的知识和关键部件来推进工程进度。正如上次探险所发现的那样，如果太阳系外围天体再次撞击地球，人们几乎没有时间做出反应。彗星和小行星以宇宙速度移动，即便是发生轻微碰撞，由此造成的破坏也不亚于核武器。"
"#QUEST_ENDGAME_TASK3_VAULT","前往地堡建筑工地"
"#QUEST_ENDGAME_PHASE_06_VAULT_DESC","获得新知识后，也算是迈过了最后一道门槛，建设得以继续推进。希望每个人都能继续坚持。\n\n费尽周折才来到这一步，这项工程不仅给聚居地人民带来了希望，还让他们真正有了家的感觉。这里不再是幸存者的聚居地，而是边境上的一个小镇。希望有一天，这将成为荒地上的第一座城市。"
"#QUEST_ENDGAME_TASK6_VAULT","前往地堡建筑工地"
"#QUEST_ENDGAME_PHASE_03_VAULT","继续收集知识"
