Commit 6f56cc2b authored by w4t's avatar w4t

Surviving The Aftermath 1.8.0.6839 2020.06.18

parent 090f7288
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...@@ -27,7 +27,7 @@ ...@@ -27,7 +27,7 @@
"#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_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_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_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_4","建立大门,让世界都看到你的聚居地,所以做好有请求或要求的游客到来的准备"
"#LOADING_HINT_5","在接纳新的幸存者之前,请确保你的聚居地可以提供足够的帮助" "#LOADING_HINT_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_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_7","不要仅依赖一种形式的食物生产"
...@@ -35,7 +35,7 @@ ...@@ -35,7 +35,7 @@
"#WIP_LOADING_HINT_9","探索时,多留意各个专家的健康状况,有的人处境更恶劣,生死垂危" "#WIP_LOADING_HINT_9","探索时,多留意各个专家的健康状况,有的人处境更恶劣,生死垂危"
"#WIP_LOADING_HINT_10","社团是不可多得的盟友、贸易伙伴和信息来源" "#WIP_LOADING_HINT_10","社团是不可多得的盟友、贸易伙伴和信息来源"
"#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_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_12","充足的食物和医疗品储备能帮助聚居地从灾难中存活"
"#WIP_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" "#WIP_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_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_15","儿童发育较慢,因此不能仅依靠儿童来扩建聚居地"
...@@ -55,14 +55,14 @@ ...@@ -55,14 +55,14 @@
"#WIP_LOADING_HINT_29","心情愉快的居民能增加你的声望值,并增加前往大门的幸存者" "#WIP_LOADING_HINT_29","心情愉快的居民能增加你的声望值,并增加前往大门的幸存者"
"#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_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_31","环境站能改善污染区域,解放更多土地来进行建造"
"#WIP_LOADING_HINT_32","居民死亡后,将其埋葬才是正确的又明智的做法,谁都不想让尸体传播疾病,并造成居民心情不愉快" "#LOADING_HINT_32","居民死亡后,将其埋葬才是正确的又明智的做法,谁都不想让尸体传播疾病,并造成居民心情不愉快"
"#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","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_34","所有专家任务都需要行动点 (AP) 才能执行"
"#WIP_LOADING_HINT_35","房屋受损后,其保护能力会降低,因此请尽快维修" "#WIP_LOADING_HINT_35","房屋受损后,其保护能力会降低,因此请尽快维修"
"#LOADING_HINT_36","保证部分建筑材料储备充足,以便进行维修" "#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_37","以物换物的贸易方式取代了大多数货币贸易,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_38","偶尔让专家们回到聚居地或前哨,以便在聚居地留下行动成果"
"#WIP_LOADING_HINT_39","车辆能大幅提高专家在世界地图上的移动速度" "#LOADING_HINT_39","车辆能大幅提高专家在世界地图上的移动速度"
"#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_40","储备区储藏材料,而仓库用于存放更为贵重的物品"
"#FEEDBACK_TOPIC_1","漏洞" "#FEEDBACK_TOPIC_1","漏洞"
"#FEEDBACK_TOPIC_2","性能" "#FEEDBACK_TOPIC_2","性能"
...@@ -310,6 +310,7 @@ ...@@ -310,6 +310,7 @@
"#TOPIC_READ_MORE","阅读更多" "#TOPIC_READ_MORE","阅读更多"
"#BUTTON_FILTER_CATEGORIES","资源筛选" "#BUTTON_FILTER_CATEGORIES","资源筛选"
"#BUTTON_CYCLE_PANELS","更改面板" "#BUTTON_CYCLE_PANELS","更改面板"
"#SAVE_BLOCK_REASON_EVENT_ACTIVE","在事件期间无法保存"
"#MENU_START","开始" "#MENU_START","开始"
"#MENU_NEW_GAME","新游戏" "#MENU_NEW_GAME","新游戏"
"#MENU_LOAD","加载" "#MENU_LOAD","加载"
...@@ -950,7 +951,7 @@ ...@@ -950,7 +951,7 @@
"#ANNOUNCEMENT_PATCHNOTES_MS13_SPECIALISTS_SUBTITLE","Specialists" "#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 by just 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_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 by just 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_SUBTITLE","Twitch Support"
"#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_TEXT","One last thing. From now on you can let your voice be heard when selecting one of the options during events, or change the direction where the game is heading while choosing which catastrophe strikes the colony the next time. " "#ANNOUNCEMENT_PATCHNOTES_MS13_TWITCH_TEXT","One last thing. From now on you can let your voice be heard when selecting one of the options during events, or change the direction where the game is heading while choosing which catastrophe strikes the colony the next time."
"#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch 投票倒计时" "#SETTINGS_TWITCH_VOTING_COUNTDOWN","Twitch 投票倒计时"
"#SETTINGS_TWITCH_CHANNEL_NAME","Twitch 频道" "#SETTINGS_TWITCH_CHANNEL_NAME","Twitch 频道"
"#SETTINGS_TWITCH_INTEGRATION_ENABLED","已启用 Twitch 集成" "#SETTINGS_TWITCH_INTEGRATION_ENABLED","已启用 Twitch 集成"
...@@ -966,6 +967,7 @@ ...@@ -966,6 +967,7 @@
"#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_SUBTITLE","Other improvements" "#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." "#ANNOUNCEMENT_PATCHNOTES_MS14_IMPROVEMENTS_TEXT","Other notable changes include more fluid and expanded use of vehicles, tooltips for stored Resources, automatic return to Colony for Specialists, big Plank deposits to compensate for Sawmill now unlocking later, reducing Soybean yield slightly and setting early Catastrophe warning without Radar to one day."
"#PREGAME_IDEOLOGY_TITLE","意识形态" "#PREGAME_IDEOLOGY_TITLE","意识形态"
"#PREGAME_IDEOLOGY_DESCRIPTION","对于像这样的后末日故事,没有生存指南。关于怎样生存,每个人都有自己的想法,无法评价他们的想法是好还是坏。在科技树解锁更多选项。你是怎样一位首领?"
"#PREGAME_IDEOLOGY_HEADER","意识形态" "#PREGAME_IDEOLOGY_HEADER","意识形态"
"#PREGAME_IDEOLOGY_OPTION_0","生存主义者" "#PREGAME_IDEOLOGY_OPTION_0","生存主义者"
"#PREGAME_IDEOLOGY_OPTION_1","聚居地视角" "#PREGAME_IDEOLOGY_OPTION_1","聚居地视角"
...@@ -1014,6 +1016,21 @@ ...@@ -1014,6 +1016,21 @@
"#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_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_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." "#ANNOUNCEMENT_PATCHNOTES_MS17_CHANGES_TEXT","Hostile units should overlap less during combat, wild animal visibility has been improved, colonist suffer injuries from engaging in combat and roads have gotten a visual overhaul with Dirt Roads becoming combinable into larger areas similar to Paved ones."
"#SETTINGS_KEY_BINDING_HIGHLIGHT_ENTITIES","突出生命体"
"#SETTINGS_KEY_BINDING_TOGGLE_POLLUTION_MAP","切换污染地图"
"#BUTTON_ANNOUNCEMENT_PATCHNOTES_MS18_1","Tainted Earth"
"#ANNOUNCEMENT_PATCHNOTES_MS18_TITLE","Tainted Earth"
"#ANNOUNCEMENT_PATCHNOTES_MS18_DESC","Our biggest update yet adds 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 is 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 do this, too, 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."
"#POPULATION","人口" "#POPULATION","人口"
"#RESOURCE_WOOD","原木" "#RESOURCE_WOOD","原木"
"#RESOURCE_PLANK","木材" "#RESOURCE_PLANK","木材"
...@@ -1024,11 +1041,11 @@ ...@@ -1024,11 +1041,11 @@
"#RESOURCE_METAL","金属" "#RESOURCE_METAL","金属"
"#RESOURCE_SCRAP","废旧物" "#RESOURCE_SCRAP","废旧物"
"#RESOURCE_PARTS","零件" "#RESOURCE_PARTS","零件"
"#RESOURCE_TOOLS","工具" "#RESOURCE_TOOLS","基础工具"
"#RESOURCE_WATER","水" "#RESOURCE_WATER","水"
"#RESOURCE_WATER_STORAGE","水储备" "#RESOURCE_WATER_STORAGE","水储备"
"#RESOURCE_WATER_BALANCE","水净产量" "#RESOURCE_WATER_BALANCE","水净产量"
"#RESOURCE_CLOTH","衣物" "#RESOURCE_CLOTH","基本衣物"
"#RESOURCE_FIBER","布料" "#RESOURCE_FIBER","布料"
"#RESOURCE_DEBRIS","废料" "#RESOURCE_DEBRIS","废料"
"#RESOURCE_TRASH","垃圾" "#RESOURCE_TRASH","垃圾"
...@@ -1109,7 +1126,7 @@ ...@@ -1109,7 +1126,7 @@
"#DEPOSIT_FOOD_SMALL","浆果" "#DEPOSIT_FOOD_SMALL","浆果"
"#DEPOSIT_TRASH","塑料" "#DEPOSIT_TRASH","塑料"
"#DEPOSIT_WOOD","原木" "#DEPOSIT_WOOD","原木"
"#DEPOSIT_POLLUTION","核废料" "#DEPOSIT_POLLUTION","污染"
"#DESC_DEPOSIT_PLANK","可随时搜集的木材堆。" "#DESC_DEPOSIT_PLANK","可随时搜集的木材堆。"
"#DESC_DEPOSIT_CONRETE_LARGE","大型废墟,其中堆积大量可搜寻的混凝土块。" "#DESC_DEPOSIT_CONRETE_LARGE","大型废墟,其中堆积大量可搜寻的混凝土块。"
"#DESC_DEPOSIT_CONRETE_SMALL","可搜寻的一小堆混凝土。" "#DESC_DEPOSIT_CONRETE_SMALL","可搜寻的一小堆混凝土。"
...@@ -1218,7 +1235,7 @@ ...@@ -1218,7 +1235,7 @@
"#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED","专家可开始行动" "#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" "#NOTIFICATION_WORLD_MAP_TEAM_AP_REFILLED_DESC","进入世界地图"
"#DISASTER_TITLE_FALLOUT","核放射尘" "#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征兆。\n\n强烈的辐射是一种持续的威胁,居民和作物都将在核放射尘中凋零、死亡。放射尘消散前,无法播种新作物。严重的辐射病和口渴威胁着每一个人。\n\n- 赶在作物凋零前进行收割\n- 在世界地图中收集碘丸快速治疗辐射病\n- 建造更多医疗帐篷,或指派更多工人到现有的帐篷中帮助有需要的人。" "#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强烈的辐射是一种持续的威胁,居民和作物都将在核放射尘中凋零、死亡。放射尘消散前,无法播种新作物。严重的辐射病、口渴和疲惫威胁着每一个人。\n\n- 赶在作物凋零前进行收割\n- 储备碘丸快速治疗辐射病\n- 建造更多医疗帐篷加,或指派更多人前往现有医疗帐篷以帮助患者。\n- 解锁并建造桑拿房以减少居民患病人数。"
"#DISASTER_TITLE_MAGNETIC_STORM","磁暴" "#DISASTER_TITLE_MAGNETIC_STORM","磁暴"
"#DISASTER_INFO_MAGNETIC_STORM","空气中弥漫着淡淡的臭氧味。设备自行关断,发电厂一个接一个地停止运转。聚居地周围短路的部件开始引发电气火灾。\n\n- 能源生产关闭。\n- 生产或消耗能源的建筑可能遭到破坏。\n- 建造电池架并将电池充满电,以保证聚居地平稳运转,度过风暴。" "#DISASTER_INFO_MAGNETIC_STORM","空气中弥漫着淡淡的臭氧味。设备自行关断,发电厂一个接一个地停止运转。聚居地周围短路的部件开始引发电气火灾。\n\n- 能源生产关闭。\n- 生产或消耗能源的建筑可能遭到破坏。\n- 建造电池架并将电池充满电,以保证聚居地平稳运转,度过风暴。"
"#DISASTER_TITLE_PANDEMIC","流行病" "#DISASTER_TITLE_PANDEMIC","流行病"
...@@ -1677,8 +1694,9 @@ ...@@ -1677,8 +1694,9 @@
"#RECIPE_MEAL_INSECTMEAL_DESC","昆虫餐是用所有可获得的昆虫制成的独特炖菜。昆虫是肉类的优质替代品。\n营养:中" "#RECIPE_MEAL_INSECTMEAL_DESC","昆虫餐是用所有可获得的昆虫制成的独特炖菜。昆虫是肉类的优质替代品。\n营养:中"
"#RESOURCE_MEALINSECT","昆虫餐" "#RESOURCE_MEALINSECT","昆虫餐"
"#RESOURCE_MEALINSECT_DESC","肉类膳食的替代品。" "#RESOURCE_MEALINSECT_DESC","肉类膳食的替代品。"
"#RESOURCE_TOOLS_2_DESC","耐用工具" "#RESOURCE_TOOLS_2","耐用工具"
"#RESOURCE_CLOTH_2","防护衣物" "#RESOURCE_TOOLS_2_DESC","没有工具的居民工作效率较低。耐用工具稍微比基础工具更有效,且具备更高的耐久度。"
"#RESOURCE_CLOTH_2","结实衣物"
"#RESOURCE_CLOTH_2_DESC","居民物品。\n\n一套改良衣物,耐久度更高,防护严寒和辐射的能力更强。" "#RESOURCE_CLOTH_2_DESC","居民物品。\n\n一套改良衣物,耐久度更高,防护严寒和辐射的能力更强。"
"#RESOURCE_MEDICINE_DESC","一小批医疗补给,可以加快普通伤势的愈合速度。" "#RESOURCE_MEDICINE_DESC","一小批医疗补给,可以加快普通伤势的愈合速度。"
"#NOTIFICATION_WATER_SHORTAGE_INFO","增加产水量" "#NOTIFICATION_WATER_SHORTAGE_INFO","增加产水量"
...@@ -1812,7 +1830,7 @@ ...@@ -1812,7 +1830,7 @@
"#TOPIC_SUMMARY_AVERAGE_DAILY_CONSUMPTION","日常消耗量" "#TOPIC_SUMMARY_AVERAGE_DAILY_CONSUMPTION","日常消耗量"
"#TOPIC_SUMMARY_AVERAGE_DAILY_PRODUCTION","日常产量" "#TOPIC_SUMMARY_AVERAGE_DAILY_PRODUCTION","日常产量"
"#TOPIC_SUMMARY_PER_DAY","{0}/天" "#TOPIC_SUMMARY_PER_DAY","{0}/天"
"#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","建造额外的{0}" "#NOTIFICATION_NO_STORAGE_FOR_RESOURCE","制作新的{0}"
"#NOTIFICATION_PERSON_MUTATED_MANY","{0} 位居民身患严重变异" "#NOTIFICATION_PERSON_MUTATED_MANY","{0} 位居民身患严重变异"
"#RESOURCE_RESEARCH","科学点数" "#RESOURCE_RESEARCH","科学点数"
"#RESOURCE_FLAX","亚麻" "#RESOURCE_FLAX","亚麻"
...@@ -2068,9 +2086,73 @@ ...@@ -2068,9 +2086,73 @@
"#NOTIFICATION_PERSON_MALNOURISHED_MANY_DESC","你的居民急需更有营养的食物!" "#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","报告错误"
"#TOOLTIP_GIVE_FEEDBACK_CONTENT","提供反馈或报告错误。" "#TOOLTIP_GIVE_FEEDBACK_CONTENT","提供反馈或报告错误。"
"#NOTIFICATION_BUILDING_UNDER_ATTACK","建筑遭到攻击" "#NOTIFICATION_BUILDING_UNDER_ATTACK","建筑遭到攻击"
"#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0}遭到攻击" "#NOTIFICATION_SPECIFIC_BUILDING_UNDER_ATTACK","{0}遭到攻击"
"#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者" "#NOTIFICATION_BUILDING_UNDER_ATTACK_DESC","使用守卫或专家击败攻击者"
"#ITEM_WEAPONS_2","散弹枪"
"#ITEM_WEAPONS_2_DESC","简单的散弹枪,伤害中等,射速慢。"
"#RESOURCE_CLOTH_3","高级衣物"
"#RESOURCE_CLOTH_3_DESC","居民物品。\n\n耐用的隔离服,提供高级的辐射和自然环境防护。"
"#RESOURCE_TOOLS_3","高级工具"
"#RESOURCE_TOOLS_3_DESC","居民物品。\n\n用于挖掘、切割的工具,能够显著提升工作效率。非常有效和耐用。"
"#RESOURCE_GUARD_PISTOL","手枪"
"#RESOURCE_GUARD_PISTOL_DESC","简单的手枪,守卫可用它保护聚居地。易于损坏。"
"#RESOURCE_GUARD_SHOTGUN","散弹枪"
"#RESOURCE_GUARD_SHOTGUN_DESC","守卫的有效武器。易于损坏。"
"#RESOURCE_GUARD_AR","自动步枪"
"#RESOURCE_GUARD_AR_DESC","能提供高级火力防护的高级步枪。易于损坏。"
"#RESOURCE_RARE","稀有金属"
"#RESOURCE_RARE_DESC","用于生产高级部件和电子产品的材料,很有价值但是很难找到。"
"#BUILDING_CONSUMPTION","建筑消耗"
"#DISTRIBUTION_STORAGE","建筑储备"
"#RECIPE_TOOLS_1_NAME","基础工具"
"#RECIPE_TOOLS_1_DESC","居民物品。\n\n用于挖掘、切割的工具,能够提升工作效率。\n\n效率:普通\n\n耐久度:普通"
"#RECIPE_TOOLS_2_NAME","耐用工具"
"#RECIPE_TOOLS_2_DESC","居民物品。\n\n用于挖掘、切割的工具,能够显著提升工作效率。\n\n效率:普通\n\n耐久度:高"
"#RECIPE_CLOTH_1_NAME","基本衣物"
"#RECIPE_CLOTH_1_DESC","居民物品。\n\n多层衣物,能够提供少量保护,抵御不利的自然环境、防止体温过低和防辐射。\n\n防护等级:低\n\n耐久度:低"
"#RECIPE_CLOTH_2_NAME","结实衣物"
"#RECIPE_CLOTH_2_DESC","居民物品。\n\n一套改良衣物,耐久度更高,防护严寒和辐射的能力更强。\n\n防护等级:普通\n\n耐久度:普通"
"#RECIPE_WEAPON_1_NAME","猎枪"
"#RECIPE_WEAPON_1_DESC","守卫物品。\n\n简单的猎枪,伤害中等,射速慢。易于损坏。\n\n伤害:低\n\n耐久度:普通"
"#RECIPE_WEAPON_2_NAME","散弹枪"
"#RECIPE_WEAPON_2_DESC","守卫物品。\n\n在聚居地防御中一把可靠的霰弹枪,高伤害低射速。易于损坏。\n\n伤害:中等\n\n耐久度:普通"
"#ITEM_WEAPON_2","散弹枪"
"#ITEM_WEAPON_2_DESC","一把可靠的霰弹枪,高伤害低射速。"
"#RESOURCE_GUARD_RIFLE_2","散弹枪"
"#RESOURCE_GUARD_RIFLE_2_DESC","在聚居地防御中一把可靠的霰弹枪,高伤害低射速。易于损坏。"
"#TOPIC_ERA_GATE_BUILT","走进新世界"
"#CONTENT_ERA_GATE_BUILT","恭喜你,你已经成功重建了大门,并可以访问<mark>世界地图</mark>!\n\n现在<mark>大门</mark>敞开,广阔的世界等待着你的<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各种各样的人。一部分人是好的,另一部分是绝望的,一些人是骗子,还有人只想看到你被毁灭。\n\n用居民来武装大门或者让专家靠近大门,在遭遇不可避免的<mark>袭击</mark>时保护自己。"
"#DRINKING_STORAGE","饮水储备"
"#INFO_ACTIVATE_DEPOSIT_UNDERGROUND_RARE","建造磁力分离器来提取稀有金属。"
"#DEPOSIT_RICHNESS_LOW","丰度:低"
"#DEPOSIT_RICHNESS_MEDIUM","丰度:中"
"#DEPOSIT_RICHNESS_HIGH","丰度:高"
"#DEPOSIT_RICHNESS","丰度{0}"
"#TOOLTIP_POLLUTION_MAP","污染地图"
"#TOPIC_SELECT_BLUEPRINT","选择蓝图"
"#TOPIC_SELECT_BLUEPRINT_TITLE","选择蓝图"
"#TOOLTIP_SEND_TO_WM_NO_GATE","需要大门"
"#TOOLTIP_SEND_TO_WM_NO_GATE_CONTENT","建造大门来将专家送往世界地图。"
"#RECIPE_TOOLS_3_NAME","高级工具"
"#RECIPE_TOOLS_3_DESC","居民物品。\n\n用于挖掘、切割的工具,能够显著提升工作效率。\n\n效率:高\n\n耐久度:高"
"#RECIPE_CLOTH_3_NAME","防护衣物"
"#RECIPE_CLOTH_3_DESC","居民物品。\n\n合适的绝缘服,提供高级的抗寒和抗辐射防护。\n\n防护等级:高\n\n耐久度:普通"
"#RECIPE_WEAPON_3_NAME","自动步枪"
"#RECIPE_WEAPON_3_DESC","守卫物品。\n\n提供高级火力防护的高级步枪。易于损坏。\n\n伤害:高\n\n耐久度:普通"
"#NOTIFICATION_BUILDING_POLLUTED","{0}被污染"
"#NOTIFICATION_BUILDING_POLLUTED_DESC","命令你的居民去清除建筑污染。"
"#NOTIFICATION_BUILDING_POLLUTED_MANY","{0}建筑被污染"
"#NOTIFICATION_BUILDING_POLLUTED_MANY_DESC","清除建筑污染来使其运作。"
"#BUILDING_STATUS_POLLUTED","建筑受到污染,必须有人来清除"
"#POLLUTION_LEVEL_X","污染等级{0}"
"#POLLUTION_LEVEL_1","1级污染"
"#POLLUTION_LEVEL_2","2级污染"
"#POLLUTION_LEVEL_3","3级污染"
"#POLLUTION_LEVEL_4","4级污染"
"#TOPIC_LOW","低"
"#TOPIC_HIGH","高"
"#TOPIC_LETHAL","致死"
"#CATEGORY_HOUSING","庇护所" "#CATEGORY_HOUSING","庇护所"
"#CATEGORY_STORAGE","仓储" "#CATEGORY_STORAGE","仓储"
"#CATEGORY_FOOD","食物" "#CATEGORY_FOOD","食物"
...@@ -2185,7 +2267,7 @@ ...@@ -2185,7 +2267,7 @@
"#DESC_MISSION_CONTROL","能够创建专家团队。专家位于聚居地时,用于其准备和恢复。团队在聚居地外执行任务时,成为支持性建筑。" "#DESC_MISSION_CONTROL","能够创建专家团队。专家位于聚居地时,用于其准备和恢复。团队在聚居地外执行任务时,成为支持性建筑。"
"#DESC_SCAVENGER","从金属堆积物搜寻金属和废旧物。\n\n金属是主要建筑材料,而废旧物可进一步回收成为宝贵的零件。" "#DESC_SCAVENGER","从金属堆积物搜寻金属和废旧物。\n\n金属是主要建筑材料,而废旧物可进一步回收成为宝贵的零件。"
"#DESC_WATER_PURIFIER","增加水井的产水量。\n\n净化受污染的水,从而提高来自受污染水源的当前产水率。\n通过搜寻世界地图上的各个地点来获取部件。" "#DESC_WATER_PURIFIER","增加水井的产水量。\n\n净化受污染的水,从而提高来自受污染水源的当前产水率。\n通过搜寻世界地图上的各个地点来获取部件。"
"#DESC_WATER_TOWER","储存水源。重要建筑,以防消耗量突然超过产量。" "#DESC_WATER_TOWER","在小范围内为建筑物储存和分配水。"
"#DESC_WATER_TOWER_LVL2","储存大量水源。重要建筑,以防消耗量突然超过产量。" "#DESC_WATER_TOWER_LVL2","储存大量水源。重要建筑,以防消耗量突然超过产量。"
"#DESC_WIND_GENERATOR","生产能源。\n\n比太阳能电池板更有效、更可靠,但所需维修次数较多。" "#DESC_WIND_GENERATOR","生产能源。\n\n比太阳能电池板更有效、更可靠,但所需维修次数较多。"
"#DESC_WIND_TURBINE","生产大量能源。\n\n比太阳能电池板更有效、更可靠,但所需维修次数较多。" "#DESC_WIND_TURBINE","生产大量能源。\n\n比太阳能电池板更有效、更可靠,但所需维修次数较多。"
...@@ -2210,7 +2292,7 @@ ...@@ -2210,7 +2292,7 @@
"#DESC_FIELD_MEDIUM","食物生长速度缓慢,但产量较大。\n\n可在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收,并在事件期间无法耕种。\n\n产量是小型农田的两倍,但面积也翻倍,而且需要两位居民才能高效运作。" "#DESC_FIELD_MEDIUM","食物生长速度缓慢,但产量较大。\n\n可在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收,并在事件期间无法耕种。\n\n产量是小型农田的两倍,但面积也翻倍,而且需要两位居民才能高效运作。"
"#DESC_FIELD_LARGE","食物生长速度缓慢,但产量较大。\n\n可在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收,并在事件期间无法耕种。\n\n产量是小型农田的四倍,但面积也是四倍,而且需要三位居民才能高效运作。" "#DESC_FIELD_LARGE","食物生长速度缓慢,但产量较大。\n\n可在户外生长的作物可作为食物来源。某些灾难会让农田颗粒无收,并在事件期间无法耕种。\n\n产量是小型农田的四倍,但面积也是四倍,而且需要三位居民才能高效运作。"
"#DESC_STORM_DOME","闲暇时,居民会来到竞技场找乐子。痛打别人,或者看别人被痛打,不仅能够释放压力,还能显著提升幸福感,效果无可比拟。那些杀不死你的,会让你变得更强大。" "#DESC_STORM_DOME","闲暇时,居民会来到竞技场找乐子。痛打别人,或者看别人被痛打,不仅能够释放压力,还能显著提升幸福感,效果无可比拟。那些杀不死你的,会让你变得更强大。"
"#DESC_GREENHOUSE","生产食物更为高效、可靠的方式。温室可在灾难期间生产食物,而灾难可使农田毁于一旦。温室还能种植露天农田中无法种植的、更为娇嫩的作物。" "#DESC_GREENHOUSE","更为有效和可靠的方式来种植食物。即使在灾难期间,在温室里种植食物也能免疫污染。需要能源和靠近水塔。"
"#DESC_ROAD","简易的土路,让居民在聚居地内移动更快、更容易。" "#DESC_ROAD","简易的土路,让居民在聚居地内移动更快、更容易。"
"#DESC_BUSH1","大型装饰绿色灌木,用于聚居地美化。" "#DESC_BUSH1","大型装饰绿色灌木,用于聚居地美化。"
"#DESC_BUSH2","大型装饰黄色灌木,用于聚居地美化。" "#DESC_BUSH2","大型装饰黄色灌木,用于聚居地美化。"
...@@ -2229,20 +2311,20 @@ ...@@ -2229,20 +2311,20 @@
"#DESC_DECORATION5","空塑料瓶的底部粘了一些吸管,像一个花坛。" "#DESC_DECORATION5","空塑料瓶的底部粘了一些吸管,像一个花坛。"
"#DESC_DECORATION6","五颜六色的纸折成的可爱小风车。" "#DESC_DECORATION6","五颜六色的纸折成的可爱小风车。"
"#DESC_TRADE_CENTER","允许与已发现的社群进行贸易。使用贸易菜单或在地图上选择社群来发起“帮助”。单个工人每次只能处理一项“帮助”任务;委派更多的工人,以便同时处理多项贸易。" "#DESC_TRADE_CENTER","允许与已发现的社群进行贸易。使用贸易菜单或在地图上选择社群来发起“帮助”。单个工人每次只能处理一项“帮助”任务;委派更多的工人,以便同时处理多项贸易。"
"#DESC_ENVIRONMENTAL_STATION","从污染堆积物中收集受污染的土壤,将其进行安全净化,并储存在核废料储存仓中,从而让生活环境更安全舒适。" "#DESC_ENVIRONMENTAL_STATION","从污染堆积物中收集受污染的土壤,将其进行安全净化,并储存在废料箱中,从而让生活环境更安全舒适。"
"#DESC_LOGGING_CAMP","在指定区域伐木并将其锯成柴火。" "#DESC_LOGGING_CAMP","在指定区域伐木并将其锯成柴火。"
"#DESC_THE_PIT","朴素的埋葬坑,用于埋葬结束了尘世挣扎的居民。给死者一个体面的安息之所,能够让生者获得些许宽慰。毁掉埋葬坑会降低整个聚居地的幸福感。尸体会在一周后腐烂,给那些新到的死者清理出位置吧。" "#DESC_THE_PIT","朴素的埋葬坑,用于埋葬结束了尘世挣扎的居民。给死者一个体面的安息之所,能够让生者获得些许宽慰。毁掉埋葬坑会降低整个聚居地的幸福感。尸体会在一周后腐烂,给那些新到的死者清理出位置吧。"
"#DESC_SECURE_STORAGE","储存电子元件和娱乐箱。\n\n为武器、电子元件和药品等高价值物品建造的存放空间,配备装甲和护卫人员。" "#DESC_SECURE_STORAGE","储存电子元件和娱乐箱。\n\n为武器、电子元件和药品等高价值物品建造的存放空间,配备装甲和护卫人员。"
"#DESC_COOKHOUSE","用基本的食材烹制温暖的饭菜。餐食不仅能提供多种营养,还能让聚居地的生活更舒适。" "#DESC_COOKHOUSE","用基本的食材烹制温暖的饭菜。餐食不仅能提供多种营养,还能让聚居地的生活更舒适。"
"#DESC_MESS_HALL","与伙房相比,食堂可以更快、更高效地用基本的食材烹制温暖的饭菜。餐食不仅能提供多种营养,还能让聚居地的生活更舒适。" "#DESC_MESS_HALL","与伙房相比,食堂可以更快、更高效地用基本的食材烹制温暖的饭菜。餐食不仅能提供营养食物,还能让生活更舒适。需要靠近水塔。"
"#DESC_BORE_WELL","钻井挖得非常深,提供稳定的水源。不受土壤限制,可放置于任何土壤上。" "#DESC_BORE_WELL","钻井挖得非常深,提供稳定的水源。不受土壤限制,可放置于任何土壤上。"
"#DESC_FIELD_HOSPITAL","高级大容量医疗建筑,能够以比医疗帐篷更快的速度治疗多名居民。使用恰当的药品可更快治愈多种疾病。病症包括受伤、感染、辐射病,甚至变异。绝望等精神疾病无法在医疗设施中治愈。" "#DESC_FIELD_HOSPITAL","高级大容量医疗建筑,能够以比医疗帐篷更快的速度治疗多名居民。使用恰当的药品可更快治愈疾病。病症包括受伤、感染、辐射病,甚至变异。需要能源和靠近水塔。"
"#DESC_MAINTENANCE_DEPOT","自动执行修理工作。分配至维修厂的居民会自动标记并修理工作区内严重受损的建筑。" "#DESC_MAINTENANCE_DEPOT","自动执行修理工作。分配至维修厂的居民会自动标记并修理工作区内严重受损的建筑。"
"#DESC_MEMORIAL","居民可在这座纪念祠祭奠大灾变及其后的余波中失去生命的人们。纪念祠并不能使逝者复生,但能带来幸福感,并给生者以坚持下去的意义。" "#DESC_MEMORIAL","居民可在这座纪念祠祭奠大灾变及其后的余波中失去生命的人们。纪念祠并不能使逝者复生,但能带来幸福感,并给生者以坚持下去的意义。"
"#DESC_LARGE_SOLAR_PANEL","太阳能电池板的改良版,效率更高。可伸缩面板使其不那么易受灾难影响。仅在白天工作。" "#DESC_LARGE_SOLAR_PANEL","太阳能电池板的改良版,效率更高。可伸缩面板使其不那么易受灾难影响。仅在白天工作。"
"#DESC_RADAR","提前发出灾难预警。灾害来临时,每一刻都很宝贵。这个先进的侦测系统能让聚居地赢得先机,准备应对即将来临的灾难。" "#DESC_RADAR","提前发出灾难预警。灾害来临时,每一刻都很宝贵。这个先进的侦测系统能让聚居地赢得先机,准备应对即将来临的灾难。"
"#DESC_INSECT_FARM","昆虫营养丰富,能够替代肉食。挑剔的食客在大灾变后没有多少选择,所以与其整日啃食蔬菜,不如也尝尝鲜嫩多汁的昆虫。与温室工作方式相同。" "#DESC_INSECT_FARM","昆虫营养丰富,能够替代肉食。挑剔的食客在大灾变后没有多少选择,所以与其整日啃食蔬菜,不如也尝尝鲜嫩多汁的昆虫。与温室工作方式相同。"
"#DESC_BAKERY","烘焙面包是奢侈品,制作过程比其他食物类型更繁琐,但能为吃得起面包的人带来幸福感。" "#DESC_BAKERY","新鲜的面包是奢侈品,制作过程比其他食物类型更繁琐,但能提供相当于一顿餐食的营养。需要靠近水塔。"
"#DESC_MILL","烘焙过程的关键环节。磨坊将小麦粒磨成细面粉,以便在面包房中使用。" "#DESC_MILL","烘焙过程的关键环节。磨坊将小麦粒磨成细面粉,以便在面包房中使用。"
"#DESC_MED_LAB","医学实验室虽然采用搜寻来的各种资源建造而成,但却称得上一件令人赞叹的工程作品,医学实验室能为居民生产重要药品。" "#DESC_MED_LAB","医学实验室虽然采用搜寻来的各种资源建造而成,但却称得上一件令人赞叹的工程作品,医学实验室能为居民生产重要药品。"
"#DESC_LIBRARY","互联网不复存在,所以使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,出来后他们会感到更加幸福。" "#DESC_LIBRARY","互联网不复存在,所以使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,出来后他们会感到更加幸福。"
...@@ -2458,8 +2540,8 @@ ...@@ -2458,8 +2540,8 @@
"#TOPIC_DEMOLISH_BUILDING","回收" "#TOPIC_DEMOLISH_BUILDING","回收"
"#TOPIC_WORK_AREA_EFFICIENCY_CURRENT","当前效率" "#TOPIC_WORK_AREA_EFFICIENCY_CURRENT","当前效率"
"#TOPIC_WORK_AREA_EFFICIENCY_NEW","新效率" "#TOPIC_WORK_AREA_EFFICIENCY_NEW","新效率"
"#NUCLEAR_STORAGE","核废料储存仓" "#NUCLEAR_STORAGE","废料箱"
"#DESC_NUCLEAR_STORAGE","有害核废料过于危险,不能放置于地上不处理。核废料储存仓将遭受辐射的废料储存于看不见且相对安全的地方。" "#DESC_NUCLEAR_STORAGE","有害污染物过于危险,不能放置于地上不处理。废料箱将受污染的物料储存于看不见且相对安全的地方。"
"#RESIZE_WORK_AREA_CONSOLE","重新划定工作区范围" "#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" "#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" "#INFO_ONLY_PLACEMENT_BARREN","必须建造在贫瘠的土地上"
...@@ -2476,7 +2558,7 @@ ...@@ -2476,7 +2558,7 @@
"#BUTTON_BUILD_MULTIPLE_PC","按住 Shift 以建造多个" "#BUTTON_BUILD_MULTIPLE_PC","按住 Shift 以建造多个"
"#BUTTON_ROTATE_PC","按住 R 旋转" "#BUTTON_ROTATE_PC","按住 R 旋转"
"#BUTTON_ROTATE_PC_BINDABLE","按住 {0} 旋转" "#BUTTON_ROTATE_PC_BINDABLE","按住 {0} 旋转"
"#TOPIC_BUILDING_REPAIRINFO","维修情况" "#TOPIC_BUILDING_REPAIRINFO","维修情况"
"#TOPIC_ASSIGN_SPECIALIST","指派专家" "#TOPIC_ASSIGN_SPECIALIST","指派专家"
"#TOPIC_BUILDING_SELECT_SPECIALIST","选择专家" "#TOPIC_BUILDING_SELECT_SPECIALIST","选择专家"
"#STATUS_SPECIALIST_NOT_ASSIGNED","专家未指派" "#STATUS_SPECIALIST_NOT_ASSIGNED","专家未指派"
...@@ -2516,6 +2598,30 @@ ...@@ -2516,6 +2598,30 @@
"#GUNSMITH","枪械工匠" "#GUNSMITH","枪械工匠"
"#DESC_GUNSMITH","枪械工匠制造武器,这样居民就不用手持刀具参加枪战。制造可靠的枪械费时费力,成本也不低。" "#DESC_GUNSMITH","枪械工匠制造武器,这样居民就不用手持刀具参加枪战。制造可靠的枪械费时费力,成本也不低。"
"#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","等待战斗结束以开始维修" "#INFO_GATE_WAIT_COMBAT_END_TO_REPAIR","等待战斗结束以开始维修"
"#TOPIC_BUILDING_POLLUTION_TITLE","污染"
"#TOPIC_BUILDING_POLLUTION","污染"
"#TOPIC_DECONTAMINATE","去污染"
"#TOPIC_PRODUCTION_LIMIT","生产上限"
"#TOPIC_SET_PRODUCTION_LIMIT","设置生产上限"
"#TOPIC_SET_PRODUCTION_LIMIT_DESC","生产最多这一数量的储存物品(0代表无限)。"
"#INFO_PRODUCTION_OUTPUT_LIMIT_MET","生产受限"
"#TOPIC_WORK_AREA","工作区"
"#WORK_AREA_NO_DEPOSITS_DESC","没有塑料堆积物"
"#WATER_COLLECTOR","集水箱"
"#DESC_WATER_COLLECTOR","生产少量的水。需要工人从当地池塘或是湖泊中收集水。必须建在岸上。在热浪和辐射期间停止工作。"
"#WATER_PUMP","水泵"
"#DESC_WATER_PUMP","生产大量水的有效途径。必须建在岸上。在热浪和辐射期间停止工作。"
"#WATER_STORAGE_LARGE","大型净水储备"
"#DESC_WATER_STORAGE_LARGE","在两个巨大的水箱里为居民储备大量干净的饮用水。"
"#WATER_STORAGE_SMALL","净水储备"
"#DESC_WATER_STORAGE_SMALL","为居民储备适量干净的饮用水。"
"#AQUA_FARM","水农场"
"#DESC_AQUA_FARM","水产业的早期形式,能为聚居地提供大量的鱼,但会在周围造成污染。必须建在岸上。"
"#DESC_VEHICLE_STORAGE_EMPTY","车辆能大幅提高专家在世界地图上的移动速度"
"#INFO_FIELD_INFERTILE_SOIL","在贫瘠的土地上不会生产。"
"#WATER_TOWER_LARGE","大型水塔"
"#DESC_WATER_TOWER_LARGE","在大范围内为建筑物储存和分配大量的水。"
"#TOPIC_POLLUTION_SHIELDING_LEVEL","污染防护{0}"
"#PERSON_CONDITION_TITLE","条件" "#PERSON_CONDITION_TITLE","条件"
"#PERSON_STATE_IDLE","闲置" "#PERSON_STATE_IDLE","闲置"
"#PERSON_STATE_WALKING","行走中" "#PERSON_STATE_WALKING","行走中"
...@@ -3225,6 +3331,57 @@ ...@@ -3225,6 +3331,57 @@
"#PERSON_CONDITION_NORMAL_NOURISHED_DESC","食物中含有充足的营养,而且食物种类也较为丰富,足以维持健康。" "#PERSON_CONDITION_NORMAL_NOURISHED_DESC","食物中含有充足的营养,而且食物种类也较为丰富,足以维持健康。"
"#PERSON_CONDITION_WELL_NOURISHED","营养良好" "#PERSON_CONDITION_WELL_NOURISHED","营养良好"
"#PERSON_CONDITION_WELL_NOURISHED_DESC","食物品种丰富,肉类和蔬菜均衡。食物质量良好。健康饮食让人们心情愉悦。" "#PERSON_CONDITION_WELL_NOURISHED_DESC","食物品种丰富,肉类和蔬菜均衡。食物质量良好。健康饮食让人们心情愉悦。"
"#COLONIST_COMMENT_INJURED_04","只是擦伤……我没事!"
"#COLONIST_COMMENT_INJURED_05","我走的时候有点痛。"
"#COLONIST_COMMENT_INJURED_06","啊……对,那很痛好吧。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_04","我想我要吐了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_05","我有点头晕,吃不下了。"
"#COLONIST_COMMENT_RADIATION_SICKNESS_06","那东西毕竟是有辐射的对吧?"
"#COLONIST_COMMENT_INFECTION_04","我浑身是汗,口干舌燥。"
"#COLONIST_COMMENT_INFECTION_05","有东西在我脑袋里敲打。"
"#COLONIST_COMMENT_INFECTION_06","为什么我还这么累?我几乎不能清楚地思考了。"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_04","有人能停一下它吗,我想让它停下!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_05","没用,没用的,这世界就是个噩梦!"
"#COLONIST_COMMENT_MENTAL_BREAKDOWN_06","每天……又发生了……明天也是……"
"#COLONIST_COMMENT_FULLY_HEALED_04","我终于完全康复了。"
"#COLONIST_COMMENT_FULLY_HEALED_05","我现在很健康,对吗?"
"#COLONIST_COMMENT_FULLY_HEALED_06","我们的医生一定知道他们在干什么。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_04","不客气,地球母亲!"
"#COLONIST_COMMENT_POLLUTION_CLEARED_05","带着废物出去,带着进步回来。"
"#COLONIST_COMMENT_POLLUTION_CLEARED_06","清理我们自己的脏乱感觉不错"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_HUNGRY_04","我们现在要去吃什么,污物吗?"
"#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","欢迎大家,请坐一会儿。"
"#COLONIST_COMMENT_SURVIVORS_ACCEPTED_06","多多益善!"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_04","这个也是,我们受的苦还不够吗?"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_05","请让我们活下去……"
"#COLONIST_COMMENT_CATASTROPHE_STARTED_06","要是我们被清除了呢?"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_04","我还以为我们一定完蛋了。"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_05","做的不错,大自然母亲,祝你下次好运!"
"#COLONIST_COMMENT_CATASTROPHE_ENDED_06","只是天气不好,没什么好担心的。"
"#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!我们有希望了!"
"#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","保护你自己和聚居地!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_04","我们胜利了!"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_05","下次别管我们。"
"#COLONIST_COMMENT_COLONY_COMBAT_WON_06","鲜血换来的胜利。"
"#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","终于来了些新物资。"
"#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","看!科学!"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_05","你绝不应该怀疑人类的聪明才智。"
"#COLONIST_COMMENT_RESEARCH_COMPLETED_06","理论付诸实践!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_09","有他们在身边,我感到更安全了。"
"#COLONIST_COMMENT_SPECIALIST_JOINED_10","一位新专家?幸运的一天!"
"#COLONIST_COMMENT_SPECIALIST_JOINED_11","我们需要所有我们能得到的专业知识。"
"#SPECIALIST_NAME_SPECIALIST1","Rose" "#SPECIALIST_NAME_SPECIALIST1","Rose"
"#SPECIALIST_ARCHETYPE_SPECIALIST1","搜寻员" "#SPECIALIST_ARCHETYPE_SPECIALIST1","搜寻员"
"#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_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。"
...@@ -3724,7 +3881,7 @@ ...@@ -3724,7 +3881,7 @@
"#BRAWL_IGNORE","让他们继续打" "#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_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_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_HEAL_DESC","“处理一下伤口,回去工作!”你吼道。“我们需要所有人齐心协力,所以冷静一下!”看来人群对你处理方式很满意,纷纷散去,尽管有人希望你能惩罚得更严厉一些。"
"#EVENT_BRAWL_RESULT_IGNORE_DESC","你让两位斗殴者自己解决,目前还有更重要的事情需要处理。看到你不愿指责某一方,人群显然有些不快。" "#EVENT_BRAWL_RESULT_IGNORE_DESC","你让两位斗殴者自己解决,目前还有更重要的事情需要处理。看到你不愿指责某一方,人群显然有些不快。"
"#EVENT_BRAWL_02_NOTIFICATION_HEADER","一对夫妇正在吵架" "#EVENT_BRAWL_02_NOTIFICATION_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_NOTIFICATION_DESC","他们吵架声音很大"
...@@ -4431,7 +4588,7 @@ ...@@ -4431,7 +4588,7 @@
"#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_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_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_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_EQUIP","给她装备并祝她好运"
"#EVENT_DEPARTURE_01_GUILT_NAME","伟大的未知" "#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_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_NAME","伟大的未知"
...@@ -4673,7 +4830,7 @@ ...@@ -4673,7 +4830,7 @@
"#EVENT_EXPERIMENT_01_NOTIFICATION_DESC","你敢来挑战吗?" "#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_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_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","提供所有资源" "#EVENT_EXPERIMENT_01_RESOURCES1","给予大量资源"
"#EVENT_EXPERIMENT_01_RESOURCES2","提供部分资源" "#EVENT_EXPERIMENT_01_RESOURCES2","提供部分资源"
"#EVENT_EXPERIMENT_01_DENY","置之不顾" "#EVENT_EXPERIMENT_01_DENY","置之不顾"
"#EVENT_EXPERIMENT_01_SUCCESS_NAME","令人着迷的真菌" "#EVENT_EXPERIMENT_01_SUCCESS_NAME","令人着迷的真菌"
...@@ -5086,6 +5243,186 @@ ...@@ -5086,6 +5243,186 @@
"#EVENT_RESULT_INCREASE_REPUTATION","通过{0}获得{1}声誉" "#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_DECREASE_REPUTATION","通过{0}损失{1}声誉"
"#EVENT_RESULT_SET_REPUTATION","{0}声誉设为{1}" "#EVENT_RESULT_SET_REPUTATION","{0}声誉设为{1}"
"#EVENT_CHILD_02_NOTIFICATION_HEADER","一个孩子来到大门"
"#EVENT_CHILD_02_NOTIFICATION_DESC","他一个人在这里干什么?"
"#EVENT_CHILD_02_NAME","孤单的小孩"
"#EVENT_CHILD_02_DESC","一个孤单的小孩步履艰难,慢慢地来到大门前。他神色慌张,时而抬头看着大门,时而扭头看向自己身后。“看到我妈妈了吗?她还没回来,我饿了……”"
"#EVENT_CHILD_02_REJECT","让他们离开"
"#EVENT_CHILD_02_WELCOME","收留小孩"
"#EVENT_CHILD_02_REJECT_NAME","孤单的小孩"
"#EVENT_CHILD_02_REJECT_DESC","你告诉小孩你没见过他妈妈,但也许他应该去其他村庄问问。你注意到他立即换了一副面孔,皱着眉头,向着大门吐起了口水。“无所谓,笨蛋!”,他一边跑开一边大喊着。你看着这一幕目瞪口呆,随后回到了日常工作中,但你仍能听到远处汽车开走的声音。"
"#EVENT_CHILD_02_WELCOME_NAME","孤单的小孩"
"#EVENT_CHILD_02_WELCOME_DESC","你打开了大门,突然间小孩冲进了聚居地,开始往自己口袋里塞食物和其他物资。正当你准备上去阻止这一行径,一群土匪从敞开的大门驱车直入。汽车转向开出了聚居地,可还有一名强盗转过头对着你得意地笑。居民们一头雾水,并准备战斗。"
"#EVENT_JAMMED_02_NOTIFICATION_HEADER","臭烟弥漫在空气中"
"#EVENT_JAMMED_02_NOTIFICATION_DESC","这一天就这样被毁了!"
"#EVENT_JAMMED_02_NAME","机器故障"
"#EVENT_JAMMED_02_DESC","来自<mark>修理厂</mark>的恶臭烟味传遍了整个聚居地。当你来到机械车间时,你看到工人痛苦地蜷缩在机器前。“我不知道发生了什么!它刚刚……坏掉了。”"
"#EVENT_JAMMED_02_FIX","维修机器"
"#EVENT_JAMMED_02_HIT","敲打机器"
"#EVENT_JAMMED_02_FIX_NAME","机器故障"
"#EVENT_JAMMED_02_FIX_DESC","你决定把机器零件拆开来确定问题所在。唉,你发现问题出在核心,那里看起来像是有一大团勉强能吃的口香糖片,它们有一部分已经融化了,看起来很恶心。工人脸涨的通红,坚持要你拿走一些<mark>零件</mark>,并让你不再讨论此事。"
"#EVENT_JAMMED_02_SUCCESS_NAME","机器故障"
"#EVENT_JAMMED_02_SUCCESS_DESC","你试着敲了下机器,因为你好像记得这是处理故障机器的正确方式。就像咳嗽一样,机器吐出了一些<mark>垃圾<mark>,并立即恢复了规律的平静吐息。工人高兴地拍了拍你的背,很快回到了工作之中。"
"#EVENT_JAMMED_02_FAILURE_NAME","机器故障"
"#EVENT_JAMMED_02_FAILURE_DESC","你试着敲了下机器,因为你好像记得这是处理故障机器的正确方式。工人往后退了几步,因为机器好像已经完全失控。烟雾开始弥漫整个房间,没过一会儿机器就自己着火了。你跑了出来,并在想要是刚才没敲机器,还有没有更好的解决办法。"
"#EVENT_FARMER_01_NOTIFICATION_HEADER","一位农民正在做一些不寻常的事情"
"#EVENT_FARMER_01_NOTIFICATION_DESC","一些有创意的事"
"#EVENT_FARMER_01_NAME","农民的想法"
"#EVENT_FARMER_01_DESC","你走过一片<mark>田野</mark>,看见一位农民背着一件大型喷雾器,里面装着奇怪的液体。他自称是化学家,并告诉你他发明了一种有效的新型杀虫剂,可能会让收成翻倍。他相信这种混合液很有效,但它满是泡泡,看起来一点也不可靠。"
"#EVENT_FARMER_01_USE","允许使用杀虫剂"
"#EVENT_FARMER_01_DECLINE","太冒险了"
"#EVENT_FARMER_01_SUCCESS_NAME","农民的想法"
"#EVENT_FARMER_01_SUCCESS_DESC","农民显得很高兴,一时间好像一切都如他所说的一样顺利。但很快事情就明显出现了问题。农民开始咳嗽和喘气,植物也出现了腐烂的迹象。其他人迅速带着农民去呼吸新鲜空气,但对于枯萎的植物,他们也无能为力。"
"#EVENT_FARMER_01_FAILURE_NAME","农民的想法"
"#EVENT_FARMER_01_FAILURE_DESC","农民显得很高兴,很快就回到了田野之中。他仔细地用杀虫剂把庄稼喷了个遍,一切都如他所说的一样顺利。庄稼立刻就显示出复苏的迹象,叶子绽放出明亮的色彩。农民感到很骄傲并且给了你一批货物,据说这些是他以前成功实验的成果。"
"#EVENT_FARMER_01_DECLINE_NAME","农民的想法"
"#EVENT_FARMER_01_DECLINE_DESC","你极力阻止农民使用这种混合液。你责怪农民,说他是在拿所有人的健康来冒险,并警告他不要再独自工作。农民很生气,可是你还能看到他眼中泛着希望。“下一次,我将提供一桩你无法拒绝的交易。”"
"#EVENT_LOCKED_01_NOTIFICATION_HEADER","一个神秘的箱子出现了"
"#EVENT_LOCKED_01_NOTIFICATION_DESC","但要怎么打开呢?"
"#EVENT_LOCKED_01_NAME","从里面锁上了"
"#EVENT_LOCKED_01_DESC","猎人在森林里发现了一个有趣的东西。一个古怪的旧箱子,里面传来咔嗒咔嗒的响声。箱子没有上锁,从居民淤紫的指尖来看,蛮力是打不开箱子的。箱子的一侧还刻着一行字:“投放钥匙,我将分享我的秘密”。怎样才能打开箱子?"
"#EVENT_LOCKED_01_WATER","泡在冷水里"
"#EVENT_LOCKED_01_FIRE","点火"
"#EVENT_LOCKED_01_FOOD","提供食物"
"#EVENT_LOCKED_01_HAMMER","用锤子砸碎"
"#EVENT_LOCKED_01_WATER_NAME","从里面锁上了"
"#EVENT_LOCKED_01_WATER_DESC","你提来一桶水,并将箱子完全浸泡在水里。箱子一下子爆开并炸坏了木桶,喷出的恶臭气体迅速弥漫在空气中。在逃跑中,你努力瞥了一眼箱子的残骸,只看到熔化的碎片和一块半边损毁的金属牌,上面仅写着两个字:“傻子”。"
"#EVENT_LOCKED_01_FIRE_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FIRE_DESC","你把箱子放进了火箱里,慢慢地把火烧旺。在高温之下,箱子弹开并露出了里面的物品。你收集了箱子里的战利品,包括一堆银色硬币和一张奇怪的手写纸条:“孩子,恭喜你!你完成了我的最终挑战并赢得了我的遗产。”"
"#EVENT_LOCKED_01_FOOD_NAME","从里面锁上了"
"#EVENT_LOCKED_01_FOOD_DESC","你带了一些食物到箱子旁,但什么都没发生。在你试图把土豆塞进箱子的某个裂缝时,箱子突然弹开并四处喷射恶臭气体。在逃跑中,你努力瞥了一眼箱子的残骸,只看到熔化的碎片和一块半边损毁的金属牌,上面仅写着两个字:“傻子”。"
"#EVENT_LOCKED_01_HAMMER_NAME","从里面锁上了"
"#EVENT_LOCKED_01_HAMMER_DESC","你给猎人一把大锤并告诉他狠狠地砸。他正抡动大锤的时候箱子突然弹开,喷出的恶臭气体弥漫在空气中。在逃跑中,你努力瞥了一眼箱子的残骸,只看到熔化的碎片和一块半边损毁的金属牌,上面仅写着两个字:“傻子”。"
"#EVENT_VISION_01_NOTIFICATION_HEADER","一位居民看见了幻象"
"#EVENT_VISION_01_NOTIFICATION_DESC","他能预知未来吗?"
"#EVENT_VISION_01_NAME","阴暗幻象"
"#EVENT_VISION_01_DESC","一位年长的居民声称有大新闻要告诉你。他浑身发抖,显得十分沮丧。“我看见……一道毁天灭地的亮光……它今晚就会袭来……”你想进一步询问此事,但居民因为压力过大晕了过去。该怎样处理此事,决定权在你手上。"
"#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","你据此认为该幻象预示着灾难性的辐射即将到来。你把居民们召集到安全的地方,并开始加固建筑。在还没有完全动工之前,你看到<mark>应急避难所</mark>燃起了大火,冒着黑烟。看来你错误地解读了这种天兆。"
"#EVENT_VISION_01_FIRE_NAME","阴暗幻象"
"#EVENT_VISION_01_FIRE_DESC","你相信该幻象预示着灾难性的大火即将到来。你让所有居民检查他们的房屋,以防火灾。猜猜发生了什么,你听说一位居民的壁炉过热,差点就把整个聚居地都点着了。看来你也有“预见火灾”的天赋。"
"#EVENT_VISION_01_METEOR_NAME","阴暗幻象"
"#EVENT_VISION_01_METEOR_DESC","你相信该幻象预示着灾难性的流星即将袭来。你把居民们召集到安全的地方,并开始加固大家的天花板。在还没有完全动工之前,你看到远处地面冒起大团黑烟。看来你错误地解读了这种天兆。"
"#EVENT_VISION_01_IGNORE_NAME","阴暗幻象"
"#EVENT_VISION_01_IGNORE_DESC","你看不出有什么理由来相信这个老头,很明显他疯掉了。你决定像平常一样度过一天。你离开了这位可怜的老头,回到工作中,却看到空中一个燃烧的物体正向聚居地猛冲而来。看来你错误地解读了这种天兆。"
"#EVENT_LOVE_01_NOTIFICATION_HEADER","空气里有什么东西"
"#EVENT_LOVE_01_NOTIFICATION_DESC","会是……爱吗?"
"#EVENT_LOVE_01_NAME","爱的传统"
"#EVENT_LOVE_01_DESC","一位年轻女子正向你寻求建议。她头上插着新鲜的野花,笑容甜蜜而狡黠。她指着一位居民叹了口气,那人浑身是泥,身上的汗臭味甚至可以传遍方圆几里。“那就是我的梦中情人。告诉我,传统的求爱方式是什么?”"
"#EVENT_LOVE_01_FLOWERS","野花花冠"
"#EVENT_LOVE_01_FOOD","烤野猪"
"#EVENT_LOVE_01_PENDANT","脚趾甲坠饰"
"#EVENT_LOVE_01_FORGET","算了吧"
"#EVENT_LOVE_01_FLOWERS_NAME","爱的传统"
"#EVENT_LOVE_01_FLOWERS_DESC","你告诉她,求爱最重要的一点就是要亲力亲为。温柔的话和野花花冠一定会吸引他。“是的,就是这个了!”她大叫道,随后便跑开为爱人准备礼物去了。"
"#EVENT_LOVE_01_FOOD_NAME","爱的传统"
"#EVENT_LOVE_01_FOOD_DESC","你想起了一句关于爱情和食欲的老话。你建议她给他做一顿家常菜,最好用自己打猎而来的肉。“是的,就是这个了!”她大叫道,随后便跑开为爱人准备礼物去了。"
"#EVENT_LOVE_01_PENDANT_NAME","爱的传统"
"#EVENT_LOVE_01_PENDANT_DESC","你告诉女孩,越是粗粝的礼物就越合适,这样可以显示他们两个在同一频道上。“是的,就是这个了!”她大叫道,随后便跑开为爱人准备礼物去了。"
"#EVENT_LOVE_01_FORGET_NAME","爱的传统"
"#EVENT_LOVE_01_FORGET_DESC","“那些传统的方式都已经消逝了。此外,很明显他对你不感兴趣。”在聚居地里,你需要的是强壮的工人,而不是浪费时间互相追求的人。她十分震惊,同时也备受打击。她耷拉着脑袋,沉默地离开了,任由野花从她的头上掉落到漆黑的道路上。"
"#EVENT_LOVE_02A_NOTIFICATION_HEADER","一位居民很伤心"
"#EVENT_LOVE_02A_NOTIFICATION_DESC","你让她情绪低落"
"#EVENT_LOVE_02A_NAME","伤心难愈"
"#EVENT_LOVE_02A_DESC","一位眼熟的年轻女子向你走了过来,你之前给过她建议。“你故意的,”她小声地说,“在收到……东西之后,他说他更多的是把我当成朋友……反正我也不在乎。”尽管她说的时候很生气,但当她跺着脚离开的时候,你看到她泪流不止。"
"#EVENT_LOVE_02B_NOTIFICATION_HEADER","一对夫妇正打算结婚"
"#EVENT_LOVE_02B_NOTIFICATION_DESC","他们把你当什么人了,婚礼协调员吗?"
"#EVENT_LOVE_02B_NAME","更多爱的传统"
"#EVENT_LOVE_02B_DESC","你感到一股熟悉的汗味伴随着野花芳香扑面而来。是你之前给过建议那对夫妇,他们紧紧相拥。“你的建议相当成功!我们想尽快结婚,但要怎样举行婚礼才合适呢?”"
"#EVENT_LOVE_02B_GRAND","盛大的庆典"
"#EVENT_LOVE_02B_SMALL","在家举办婚礼"
"#EVENT_LOVE_02B_MINIMAL","简单的仪式"
"#EVENT_LOVE_02B_GRAND_NAME","更多爱的传统"
"#EVENT_LOVE_02B_GRAND_DESC","你决定让聚居地里的每个人都庆祝一下。这是一场罕见的盛典,整个聚居地欢聚一堂,共同庆贺。夫妇互道甜言蜜语,居民们吃着东西跳起了舞。在所有人中,这对新婚夫妇笑的最开心。"
"#EVENT_LOVE_02B_SMALL_NAME","更多爱的传统"
"#EVENT_LOVE_02B_SMALL_DESC","婚礼迅速准备就绪,请的都是朋友和家里人,可气氛却平淡至极。一位客人决定用她自己制作且“绝对安全”的荧光棒装饰这个平平无奇的地方。婚礼很成功,每个人都很开心,可是荧光棒的放射性毒液漏了出来,把婚礼场地搞得一团糟。"
"#EVENT_LOVE_02B_MINIMAL_NAME","更多爱的传统"
"#EVENT_LOVE_02B_MINIMAL_DESC","你想起一个适合这个新世界的古老仪式。你一边解释该传统,一边将一把老旧的钉耙放在地上。这对夫妇迟疑了片刻,跳到了钉耙的另一边,成为了新婚夫妇。正当他们奔走庆祝的时候,一对好奇的目击者路过,并为这对夫妇鼓掌欢呼。"
"#EVENT_SOCIETY_01_NOTIFICATION_HEADER","社团武装正在接近"
"#EVENT_SOCIETY_01_NOTIFICATION_DESC","最好做好防御准备"
"#EVENT_SOCIETY_01_NAME","敌对社团"
"#EVENT_SOCIETY_01_DESC","来自[SOCIETY_NAME]的军队就停驻在你的大门外。他们从头到脚全副武装,没有一丝破绽,他们是来战斗的。有一个人死死地盯着你:“恐怕我们不能再忍受这些侮辱了,你的聚居地……今天就会遭殃。”"
"#EVENT_SOCIETY_01_BRIBE","交出资源平息此事"
"#EVENT_SOCIETY_01_SURRENDER","向他们投降"
"#EVENT_SOCIETY_01_THREATEN","说你要杀光他们"
"#EVENT_SOCIETY_01_BRIBE_NAME","敌对社团"
"#EVENT_SOCIETY_01_BRIBE_DESC","他们失望地看着你:“这并不是资源的问题。你知道关键是什么,在这个世界上我们不能示弱。”"
"#EVENT_SOCIETY_01_SURRENDER_NAME","敌对社团"
"#EVENT_SOCIETY_01_SURRENDER_DESC","这个人重重地叹了口气:“值得钦佩,但那毫无作用。我们要用鲜血染红这里,让你们为以前的侮辱行为付出代价。所以准备战斗吧!”"
"#EVENT_SOCIETY_01_THREATEN_NAME","敌对社团"
"#EVENT_SOCIETY_01_THREATEN_DESC","进攻者的脸上没有一丝犹豫:“或许吧,又或许我们会宰了你,一决胜负吧。”"
"#EVENT_SOCIETY_02_NOTIFICATION_HEADER","另一个社团小队即将到来"
"#EVENT_SOCIETY_02_NOTIFICATION_DESC","看起来不像是社交访问"
"#EVENT_SOCIETY_02_NAME","不安的社团"
"#EVENT_SOCIETY_02_DESC","[SOCIETY_NAME]的军队在你的大门前整齐列队,只要一声令下,他们就会立马进攻。“你们无法再阻挡我们前进的步伐,是时候让你们出局了!”"
"#EVENT_SOCIETY_02_INVITE","来啊,放马过来"
"#EVENT_SOCIETY_02_BRIBE1","也许我们还能对你有所帮助?"
"#EVENT_SOCIETY_02_BRIBE2","道个歉怎么样?"
"#EVENT_SOCIETY_02_THREATEN","冒这个险真的值吗?"
"#EVENT_SOCIETY_02_INVITE_NAME","不安的社团"
"#EVENT_SOCIETY_02_INVITE_DESC","首领举起一只手,然后狠狠地往下一挥。军队备好了武器。“我们当然会来。”"
"#EVENT_SOCIETY_02_BRIBE_NAME","不安的社团"
"#EVENT_SOCIETY_02_BRIBE_DESC","首领面无表情,沉默半晌:“这会是一场……公平的交易,用一点货物来争取一些额外时间。”"
"#EVENT_SOCIETY_02_THREATEN_NAME","不安的社团"
"#EVENT_SOCIETY_02_THREATEN_DESC","首领扫视着你的守卫和防御工事。你只能猜到他在审时度势。“嗯,看来还不是时候。但下次我们就会有所准备。”"
"#EVENT_SOCIETY_03_NOTIFICATION_HEADER","一个社团前来谈判"
"#EVENT_SOCIETY_03_NOTIFICATION_DESC","听听他们能提供什么"
"#EVENT_SOCIETY_03_NAME","友好的社团"
"#EVENT_SOCIETY_03_DESC","[SOCIETY_NAME]的男男女女们带着沉甸甸的箱子,看来他们准备和你交易。“你好!我有笔生意想跟你谈谈。我们缺少某些物资,要是你愿意和我们交易的话,我们将不胜感激。”"
"#EVENT_SOCIETY_03_GENEROUS","给他们优惠价"
"#EVENT_SOCIETY_03_FAIR","公平交易"
"#EVENT_SOCIETY_03_BAD","力争高价"
"#EVENT_SOCIETY_03_REFUSE","拒绝进行交易"
"#EVENT_SOCIETY_03_GENEROUS_NAME","友好的社团"
"#EVENT_SOCIETY_03_GENEROUS_DESC","首领无疑很吃惊:“你真是太慷慨了!谢谢你,希望以后我们可以用这个来进行建设。”"
"#EVENT_SOCIETY_03_FAIR_NAME","后现代外交"
"#EVENT_SOCIETY_03_FAIR_DESC","首领点了点头:“公平,很公平。那就这么说定了,我相信这是一场让双方都开心的交易。”"
"#EVENT_SOCIETY_03_BAD_NAME","友好的社团"
"#EVENT_SOCIETY_03_BAD_DESC","首领考虑了一会儿要价:“价格很高……但我想我也只能接受。没想到你是这样一个冷酷无情的谈判者。”"
"#EVENT_SOCIETY_03_REFUSE_NAME","友好的社团"
"#EVENT_SOCIETY_03_REFUSE_DESC","这群人互相看了看,大费周章却一无所获,大家都显得有点困惑和失望。“我知道了,那我们只好去别处交易了。有点可惜,但无能为力。”"
"#EVENT_SOCIETY_04_NOTIFICATION_HEADER","另一个社团的队伍来到了这里"
"#EVENT_SOCIETY_04_NOTIFICATION_DESC","他们好像需要帮助"
"#EVENT_SOCIETY_04_NAME","伸出援手"
"#EVENT_SOCIETY_04_DESC","[SOCIETY_NAME]小队的首领向你走近,他举着双手张开五指,看起来没有带武器。“你好,恐怕我们需要一些帮助。一场事故毁坏了我们的聚居地,我们需要额外的人力来修理它。你能借我们一些吗?”"
"#EVENT_SOCIETY_04_COLONISTS","借一些居民"
"#EVENT_SOCIETY_04_REFUSE","拒绝请求"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_NAME","伸出援手"
"#EVENT_SOCIETY_04_COLONISTS_SUCCESS_DESC","你召集了几位志愿者,他们打包好自己的装备,跟着使者返回了社团所在地。后来他们回来了,浑身都是泥和汗。但对于自己能够帮得上忙,他们感到十分满意。更重要的是,他们还因努力工作收到了一些感谢礼。"
"#EVENT_SOCIETY_04_COLONISTS_FAIL_NAME","伸出援手"
"#EVENT_SOCIETY_04_COLONISTS_FAIL_DESC","你召集了几位志愿者,他们打包好自己的装备,跟着使者返回了社团所在地。后来他们精疲力尽地回来了,满身都是污物。其中有几个人走路一瘸一拐的,很明显工地上发生了事故。不过,社团送给了他们一些感谢礼。"
"#EVENT_SOCIETY_04_REFUSE_NAME","伸出援手"
"#EVENT_SOCIETY_04_REFUSE_DESC","特使满脸失望地看着你:“我们本以为能指望你的,这些话我们可不是逢人就说。那好吧,你说了算。我们会想办法自己解决的。”"
"#EVENT_SOCIETY_05_NOTIFICATION_HEADER","你有来自附近社团的访客"
"#EVENT_SOCIETY_05_NOTIFICATION_DESC","他们要给你一些东西"
"#EVENT_SOCIETY_05_NAME","友谊果实"
"#EVENT_SOCIETY_05_DESC","来自[SOCIETY_NAME]的小商队拖来一辆看起来装得满满当当的小车。首领笑着拉起你的手,热情地和你握手:“朋友,感谢你对我们的种种善举。请收下我们的礼物,并记住我们之间的这些纽带弥足珍贵。”"
"#EVENT_SOCIETY_05_ACCEPT","接受礼物"
"#EVENT_SOCIETY_05_REFUSE","拒绝礼物"
"#EVENT_SOCIETY_05_ACCEPT_NAME","友谊果实"
"#EVENT_SOCIETY_05_ACCEPT_DESC","商队将货物搬了进来。两边的成员彼此亲切地微笑着,互相正式地问候,还开着一些友好的玩笑。在这个世界上,有盟友可以信任是件不错的事。"
"#EVENT_SOCIETY_05_REFUSE_NAME","友谊果实"
"#EVENT_SOCIETY_05_REFUSE_DESC","他们显得很困惑,但最终也安然接受了。“你太客气了。好吧,如果你不需要这些,那我们将用它们来加强我们的社团。不过请记住,如果你需要帮助的话随时可以找我们。”"
"#EVENT_SOCIETY_06_NOTIFICATION_HEADER","来自另一个聚居地的访客来到这里"
"#EVENT_SOCIETY_06_NOTIFICATION_DESC","似乎出了什么问题"
"#EVENT_SOCIETY_06_NAME","紧要关头"
"#EVENT_SOCIETY_06_DESC","来自[SOCIETY_NAME]的小队来到你的大门。“你好朋友,我们不想麻烦你,但我们需要你的帮助。我们的社团遭到了土匪的袭击,快撑不住了。我们需要装备和一些额外人力来赶走他们。”"
"#EVENT_SOCIETY_06_ALL","给他们装备和人力"
"#EVENT_SOCIETY_06_EQUIPMENT","给他们装备"
"#EVENT_SOCIETY_06_COLONISTS","派一些居民"
"#EVENT_SOCIETY_06_REFUSE","拒绝这个请求"
"#EVENT_SOCIETY_06_ALL_NAME","紧要关头"
"#EVENT_SOCIETY_06_ALL_DESC","你立刻看到他们脸上表情舒缓了下来。“谢谢,谢谢你。拜托了,我们必须快点。”你的一些居民跟随小队匆忙赶回了他们的社团所在地。幸运的是,你的居民全都活着回来了,但都受了伤。土匪被击退后,你的盟友又一次获得了安全。"
"#EVENT_SOCIETY_06_COLONISTS_NAME","紧要关头"
"#EVENT_SOCIETY_06_COLONISTS_DESC","你立刻看到他们脸上表情舒缓了下来。“谢谢,谢谢你。拜托了,我们必须快点。”居民集结完毕,准备好物资,跟随小队匆忙赶回了他们的社团所在地。幸运的是,你的居民全都活着回来了,尽管有的人已经奄奄一息。土匪被击退后,你的盟友又一次获得了安全。"
"#EVENT_SOCIETY_06_EQUIPMENT_NAME","紧要关头"
"#EVENT_SOCIETY_06_EQUIPMENT_DESC","小队对于你的回答反应不一。一些人松了一口气,另一些人则难以置信地盯着你。“那好吧,我们本期望得到更多的……但我想这就行了。祝我们好运,祈祷我们能活下来。”"
"#EVENT_SOCIETY_06_REFUSE_NAME","紧要关头"
"#EVENT_SOCIETY_06_REFUSE_DESC","你立刻发现你的话深深地刺痛了他们,就像一把小刀插进了他们的背里。“真的吗?我还以为我们……行吧,我想这个世界上再也没有真正的友谊了。就这样吧,我们要么靠自己活下来,要么在斗争中死去。”"
"#LOCATION_PLAYER","你的聚居地" "#LOCATION_PLAYER","你的聚居地"
"#LOCATION_HOSPITAL","医院" "#LOCATION_HOSPITAL","医院"
"#LOCATION_WATER","水" "#LOCATION_WATER","水"
...@@ -5570,10 +5907,10 @@ ...@@ -5570,10 +5907,10 @@
"#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","设定工作区" "#TUTORIAL_NOTIFICATION_WORKAREA_HEADLINE","设定工作区"
"#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_WORKAREA_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WORKAREA_HEADLINE","设定工作区" "#TUTORIAL_DIALOG_WORKAREA_HEADLINE","设定工作区"
"#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>储备区</mark>收集并储存聚居地周边的基本材料。试着从建筑信息中选择<mark>移动工作区</mark>,搜寻附近的<quad name=Plank><mark>木材</mark>和<quad name=Concrete><mark>混凝土块</mark>。" "#TUTORIAL_DIALOG_WORKAREA_MESSAGE","<mark>储备区</mark>和<mark>食物储备室</mark>收集并储存聚居地周边的材料。试着从建筑菜单中选择他们的<mark>移动工作区</mark>,搜寻附近的<quad name=Plank><mark>木材<quad name=Berries><mark>和<quad name=Concrete><mark>混凝土块</mark>或<quad name=Berries><mark>浆果</mark>,或是直接拖动<mark>工作区标志</mark>。"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","食物生产" "#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_FOOD_PRODUCTION_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物" "#TUTORIAL_DIALOG_FOOD_PRODUCTION_HEADLINE","食物生产"
"#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<mark>食物</mark>才能生存。没有食物的居民将逐渐死亡。打开建造菜单并修建一座<mark>狩猎屋</mark>或<mark>捕鱼小屋</mark>。" "#TUTORIAL_DIALOG_FOOD_PRODUCTION_MESSAGE","居民需要<mark>食物</mark>才能生存。没有食物的居民将逐渐死亡。打开建造菜单并修建一座<mark>狩猎屋</mark>或<mark>捕鱼小屋</mark>。"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物" "#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_HEADLINE","居民需要食物"
"#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_FOOD_STORAGE_BERRIES_MESSAGE","按此了解详情。"
...@@ -5658,9 +5995,9 @@ ...@@ -5658,9 +5995,9 @@
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","污染沉积物" "#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_HEADLINE","污染沉积物"
"#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_POLLUTION_DEPOSITS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","污染沉积物" "#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_HEADLINE","污染沉积物"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","这些<mark>污染</mark>意味着伤害。它们偶尔会喷出有毒化学物质,在有办法将其清理之前,请尽量让居民和建筑远离这些堆积物。" "#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE","依然能从世界末日后的景象中看到灾难后的疮痍。<mark>污染沉积物</mark>会扩散污染并<mark>污染</mark>周围建筑,引发<mark>辐射病</mark>。使用<mark>污染透膜</mark>来查看受影响区域。"
"#TUTORIAL_CODEX_WATER_HEADLINE","水" "#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,如果不建造更多水井,很快就会导致死亡。\n\n常规<mark>水井</mark>必须放置于普通或肥沃的土壤之上,但肥沃地形能提供最大产水量。而且水井不能紧挨着建造。\n\n而<mark>钻井</mark>没有此方面限制,因为它可以从深处抽取水源,但必须首先从科技树解锁。新幸存者加入聚居地后,水源需求将急剧上涨,储存水源能缓解这种局面。" "#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器,因为他们能采集到更深的水,但首先它们需要在<mark>科技树</mark>里解锁。"
"#TUTORIAL_CODEX_SHELTER_HEADLINE","庇护所" "#TUTORIAL_CODEX_SHELTER_HEADLINE","庇护所"
"#TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶会出现标记。其他潜在的危险情况也以相同方式显示。\n\n虽然居民不得已时也会席地而睡,然而拥有充足的庇护所是第一要务。帐篷和房屋不仅能提升他们的<mark>幸福度</mark>,还能保护他们免遭恶劣天气影响。没有可供休息的床铺,居民会感到疲劳,并最终由于缺乏睡眠而衰竭。他们还可能患病,从而需要医疗看护。\n\n庇护所多种多样,既有简单的帐篷,也有比肩现代居所的舒适房屋。升级房屋,使其坚固舒适,能够提升人们的幸福度,并能提供更好的保护,免遭恶劣环境——甚至<mark>灾难</mark>的影响。身处舒适的房屋,居民会感到安全和私密,从而提升生育意愿。居民喜欢选择在距离工作场所较近的庇护所生活,因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用左右保险键或“R”键旋转建筑。" "#TUTORIAL_CODEX_SHELTER","所有<mark>无家可归</mark>的居民头顶会出现标记。其他潜在的危险情况也以相同方式显示。\n\n虽然居民不得已时也会席地而睡,然而拥有充足的庇护所是第一要务。帐篷和房屋不仅能提升他们的<mark>幸福度</mark>,还能保护他们免遭恶劣天气影响。没有可供休息的床铺,居民会感到疲劳,并最终由于缺乏睡眠而衰竭。他们还可能患病,从而需要医疗看护。\n\n庇护所多种多样,既有简单的帐篷,也有比肩现代居所的舒适房屋。升级房屋,使其坚固舒适,能够提升人们的幸福度,并能提供更好的保护,免遭恶劣环境——甚至<mark>灾难</mark>的影响。身处舒适的房屋,居民会感到安全和私密,从而提升生育意愿。居民喜欢选择在距离工作场所较近的庇护所生活,因此分散居住区能减少居民的往返时间。\n\n可在建造模式中使用左右保险键或“R”键旋转建筑。"
"#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","食物" "#TUTORIAL_CODEX_FOOD_PRODUCTION_HEADLINE","食物"
...@@ -5702,7 +6039,7 @@ ...@@ -5702,7 +6039,7 @@
"#TUTORIAL_NOTIFICATION_WATER_HEADLINE","建造水源" "#TUTORIAL_NOTIFICATION_WATER_HEADLINE","建造水源"
"#TUTORIAL_NOTIFICATION_WATER_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_WATER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_WATER_HEADLINE","建造水源" "#TUTORIAL_DIALOG_WATER_HEADLINE","建造水源"
"#TUTORIAL_DIALOG_WATER_MESSAGE","你的居民需要<quad name=Water><mark>水</mark>才能生存。否则会脱水而死。打开建造菜单,然后选择<mark>水井</mark>。注意水井不能建造在<mark>贫瘠的土壤</mark>上。" "#TUTORIAL_DIALOG_WATER_MESSAGE","你的居民需要<quad name=Water><mark>水</mark>才能生存。否则会脱水而死。打开<mark>建造菜单</mark>,然后选择你的第一个水源。"
"#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇护所" "#TUTORIAL_NOTIFICATION_SHELTER_HEADLINE","建造庇护所"
"#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_SHELTER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SHELTER_HEADLINE","建造庇护所" "#TUTORIAL_DIALOG_SHELTER_HEADLINE","建造庇护所"
...@@ -5730,7 +6067,7 @@ ...@@ -5730,7 +6067,7 @@
"#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","仓储类型" "#TUTORIAL_NOTIFICATION_STORAGES_HEADLINE","仓储类型"
"#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_STORAGES_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_STORAGES_HEADLINE","仓储类型" "#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建筑中。部分资源妥善储存后才能使用。\n\n- <mark>储备区</mark>:建筑材料,如木材和金属。\n- <mark>食物仓房</mark>:所有食物类型。\n- <mark>仓库</mark>:精加工物品,如工具和药品。" "#TUTORIAL_DIALOG_STORAGES_MESSAGE","各种不同的资源根据其类型储存于不同的储存建筑中。妥善储存资源能保证其可用性和安全性,也能防止食物类物品<mark>腐坏</mark>。\n\n- <mark>储备区</mark>:建筑材料,如木材和金属。\n- <mark>食物仓房</mark>:所有食物类型。\n- <mark>仓库</mark>:精加工物品,如工具和药品"
"#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","浩劫后的世界还残留着灾难带来的伤疤。必须先将这些污染物清理干净,居民才能在上面行走或建造建筑。科技树<mark>安全</mark>分支中的<mark>危险物料工程</mark>可解锁<mark>环境站</mark>,专门用于此目的。" "#TUTORIAL_DIALOG_POLLUTION_DEPOSITS_MESSAGE_UPDATE","浩劫后的世界还残留着灾难带来的伤疤。必须先将这些污染物清理干净,居民才能在上面行走或建造建筑。科技树<mark>安全</mark>分支中的<mark>危险物料工程</mark>可解锁<mark>环境站</mark>,专门用于此目的。"
"#CODEX_SOIL_TYPES_HEADLINE","土壤类型" "#CODEX_SOIL_TYPES_HEADLINE","土壤类型"
"#CODEX_SOIL_TYPES","土地分为三种主要土壤类型,会影响不同建筑的建造、产量和效率。\n\n<mark>- 肥沃:</mark>湿润茂盛的土壤类型,让农田获得最大产量,也让水井获得最大产水量。\n- <mark>普通:</mark>不太肥沃的浅绿色土壤,但还是修建农田和水井的良好选择。\n- <mark>贫瘠</mark>:环境恶劣干燥,该土壤无法承载任何普通农田。此处的水源特别深,普通水井无法获取。\n- <mark>森林:</mark>树木可以在任何类型的土壤上栽种,但它们对某些建筑有独特影响。狩猎屋在茂密的森林里效率更高。\n\n干燥的初始条件会改变土壤类型及其视觉效果,但你还是能够在那里找到肥沃区域。" "#CODEX_SOIL_TYPES","土地分为三种主要土壤类型,会影响不同建筑的建造、产量和效率。\n\n<mark>- 肥沃:</mark>湿润茂盛的土壤类型,让农田获得最大产量,也让水井获得最大产水量。\n- <mark>普通:</mark>不太肥沃的浅绿色土壤,但还是修建农田和水井的良好选择。\n- <mark>贫瘠</mark>:环境恶劣干燥,该土壤无法承载任何普通农田。此处的水源特别深,普通水井无法获取。\n- <mark>森林:</mark>树木可以在任何类型的土壤上栽种,但它们对某些建筑有独特影响。狩猎屋在茂密的森林里效率更高。\n\n干燥的初始条件会改变土壤类型及其视觉效果,但你还是能够在那里找到肥沃区域。"
...@@ -5776,14 +6113,14 @@ ...@@ -5776,14 +6113,14 @@
"#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_PREPARE_FOR_A_DISASTER_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","准备好应对灾难" "#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_HEADLINE","准备好应对灾难"
"#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","灾难即将来临,你需要做好准备。即将到来的灾难的具体信息可在“灾难通知”中查看。建造<mark>避雷针</mark>保障电气建筑安全,或建造<mark>厕所</mark>和<mark>桑拿房</mark>消灭居民身上的致病源,灾难结束后也不应松懈。" "#TUTORIAL_DIALOG_PREPARE_FOR_A_DISASTER_MESSAGE","灾难即将来临,你需要做好准备。即将到来的灾难的具体信息可在“灾难通知”中查看。建造<mark>避雷针</mark>保障电气建筑安全,或建造<mark>厕所</mark>和<mark>桑拿房</mark>消灭居民身上的致病源,灾难结束后也不应松懈。"
"#CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","抗灾建筑" "#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER_HEADLINE","抗灾建筑"
"#CODEX_PREPARE_FOR_A_DISASTER","<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<mark>核辐射</mark>和<mark>大流行病</mark>期间,避免疾病大规模扩散的最简单的方法。\n\n一些抗灾建筑必须使用<mark>科学点数</mark>从科技树中解锁。你可通过探索世界地图获得科学点数。\n\n<mark>桑拿房</mark>:是厕所的更高效版本,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>避雷针</mark>:解锁并建造避雷针以保护生产和使用能源的建筑免遭雷暴损毁。这根高大威严的导线保护建筑免遭电击损坏。在能源建筑附近建造避雷针,能在恶劣雷暴天气中保障建筑安全。唯一的缺点是避雷针需要频繁维修,因为它们很容易过载。" "#TUTORIAL_CODEX_PREPARE_FOR_A_DISASTER","<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<mark>核辐射</mark>和<mark>大流行病</mark>期间,避免疾病大规模扩散的最简单的方法。\n\n一些抗灾建筑必须使用<mark>科学点数</mark>从科技树中解锁。你可通过探索世界地图获得科学点数。\n\n<mark>桑拿房</mark>:是厕所的更高效版本,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>避雷针</mark>:解锁并建造避雷针以保护生产和使用能源的建筑免遭雷暴损毁。这根高大威严的导线保护建筑免遭电击损坏。在能源建筑附近建造避雷针,能在恶劣雷暴天气中保障建筑安全。唯一的缺点是避雷针需要频繁维修,因为它们很容易过载。"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","受损作物" "#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_DAMAGED_CROPS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","受损作物" "#TUTORIAL_DIALOG_DAMAGED_CROPS_HEADLINE","受损作物"
"#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","作物承受能力有限。热浪或核放射尘等灾难会让作物枯萎,鼠群也会让作物受损。保护作物避免其死亡,或赶在一切都太迟之前收获作物。" "#TUTORIAL_DIALOG_DAMAGED_CROPS_MESSAGE","作物承受能力有限。热浪或核放射尘等灾难会让作物枯萎,鼠群也会让作物受损。保护作物避免其死亡,或赶在一切都太迟之前收获作物。"
"#CODEX_DAMAGED_CROPS_HEADLINE","作物适应能力" "#TUTORIAL_CODEX_DAMAGED_CROPS_HEADLINE","作物适应能力"
"#CODEX_DAMAGED_CROPS","作物<mark>适应能力</mark>各不相同。<mark>玉米</mark>很容易受感染,而<mark>土豆</mark>可在非理想环境中存活的更久。所有作物的抗性等级均可在种子选择菜单中看到。\n\n记得时常查看自己的作物,看它们是否如期茁壮生长!" "#TUTORIAL_CODEX_DAMAGED_CROPS","作物<mark>适应能力</mark>各不相同。<mark>玉米</mark>很容易受感染,而<mark>土豆</mark>可在非理想环境中存活的更久。所有作物的抗性等级均可在种子选择菜单中看到。\n\n记得时常查看自己的作物,看它们是否如期茁壮生长!"
"#CODEX_HEAT_WAVE_HEADLINE","热浪" "#CODEX_HEAT_WAVE_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,植物枯萎。\n\n- 居民饮水量是平时的两倍\n- 农田作物产量下降\n- 建造水塔并蓄满水,同时储存食物以继续生存" "#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,植物枯萎。\n\n- 居民饮水量是平时的两倍\n- 农田作物产量下降\n- 建造水塔并蓄满水,同时储存食物以继续生存"
"#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","供养居民" "#TUTORIAL_CODEX_FOOD_STORAGE_BERRIES_HEADLINE","供养居民"
...@@ -5803,11 +6140,11 @@ ...@@ -5803,11 +6140,11 @@
"#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","效能" "#TUTORIAL_CODEX_STATIC_WORK_AREAS_HEADLINE","效能"
"#TUTORIAL_CODEX_STATIC_WORK_AREAS","建筑放置过程中,建造效率会显示在<mark>建筑信息</mark>面板。\n\n其中一些建筑,如水井,无法建造在彼此的有效区域内。将它们隔开并监控效率表,以获取全部收益。" "#TUTORIAL_CODEX_STATIC_WORK_AREAS","建筑放置过程中,建造效率会显示在<mark>建筑信息</mark>面板。\n\n其中一些建筑,如水井,无法建造在彼此的有效区域内。将它们隔开并监控效率表,以获取全部收益。"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染" "#TUTORIAL_CODEX_POLLUTION_DEPOSITS_HEADLINE","消除污染"
"#TUTORIAL_CODEX_POLLUTION_DEPOSITS","在污染沉积物周围放置建筑有一定的风险。但是污染沉积物可以被清除,废弃物可以安全地储存在远离聚居地的地方。\n\n为了净化环境,解锁<mark>科技树</mark>中的<mark>危险物料工程</mark>。这能解锁<mark>环境站</mark>和<mark>核废料储存仓</mark>建筑。" "#TUTORIAL_CODEX_POLLUTION_DEPOSITS","在污染沉积物附近的建筑是有风险的。因为这些沉积物会不断地扩散污染,偶尔还会释放有毒的化学物质,所以最好尽可能避开它们。\n\n研究<mark>危险物料工程</mark>来建造<mark>环境站</mark>,以便安全清除污染沉积物。你需要将收集到的<quad name=Pollution><mark>污染物</mark>小心地存放在<mark>废料箱</mark>里,否则废料箱就极有可能泄漏,甚至是爆炸!\n\n接触过多污染物的建筑最终会被<mark>污染</mark>。你需要用居民去清理被污染的建筑,这样它们才能再次正常运作。"
"#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工" "#TUTORIAL_CODEX_PLASTIC_HEADLINE","加工"
"#TUTORIAL_CODEX_PLASTIC","塑料和金属用作建筑材料和其他产品。布料和废旧物可以加工成物品,布料可加工成<quad name=Cloth><mark>服装</mark>,废旧物可加工成<quad name=Parts><mark>零件</mark>。\n\n一旦地面上的矿藏用尽,就要研究“工业开采”以建造搜寻器。" "#TUTORIAL_CODEX_PLASTIC","塑料和金属被用作建筑材料和其他产品。金属、纤维和废物可以进一步提炼成物品。<mark>工具车间</mark>可以将金属变成<quad name=Tools> <mark>工具</mark>,<mark>裁缝铺</mark>可以将纤维变成<quad name=Cloth> <mark>衣物</mark>,<mark>机械车间</mark>可以将废物变成<quad name=Parts> <mark>零件</mark> 。可以在<mark>枪匠</mark>处用金属和零件制造<quad name=Rifle>武器</mark>。\n\n-<mark>工具<mark>:合适的工具能加快聚居地里的工作。\n- <mark>衣物</mark>:衣物可以防止辐射和寒冷天气。\n- <mark>武器</mark>:守卫和居民可以用它来对抗动物和其他入侵者。\n\n所有物品在使用中都会损坏,需要及时更换。一些配方能制作出更耐久的产品,但同时也会花费更多的材料。\n\n一旦地表矿藏枯竭,研究“工业采矿”来建造提取器。在地下你会发现同样的矿藏,但数量要大得多。同时该科技能让你得到<mark>稀有金属</mark>,</mark>电子厂<mark>能提炼稀有金属,并用其制作最有价值的资源——<quad name=Component><mark>部件</mark>。"
"#TUTORIAL_CODEX_STORAGES_HEADLINE","高级仓储" "#TUTORIAL_CODEX_STORAGES_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>:大型加工品和食物\n- <mark>核废料储存仓<mark>:储存来自环境站的危险核废料。" "#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>:大型加工品和食物\n- <mark>核废料储存仓:储存来自环境站的危险核废料。"
"#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","设立前哨" "#TUTORIAL_CODEX_OUTPOSTS_HEADLINE","设立前哨"
"#TUTORIAL_CODEX_OUTPOSTS","要设立前哨,首先要研究探索类别下的<mark>边境前哨</mark>科技,并在聚居地建造<mark>前哨仓库</mark>。建好后,选择仓库菜单下的<mark>建造前哨</mark>。然后你会被送往世界地图选择合适的位置。前哨可以建造在所有<mark>中立区域</mark>,也就是<mark>没有</mark><mark>强盗营地</mark>或<mark>社团</mark>的区域。建好后,将专家移到该前哨,即可将他们收集的资源自动送回聚居地中的仓库。如果聚居地中的仓库被毁,与之相连的前哨也会消失。" "#TUTORIAL_CODEX_OUTPOSTS","要设立前哨,首先要研究探索类别下的<mark>边境前哨</mark>科技,并在聚居地建造<mark>前哨仓库</mark>。建好后,选择仓库菜单下的<mark>建造前哨</mark>。然后你会被送往世界地图选择合适的位置。前哨可以建造在所有<mark>中立区域</mark>,也就是<mark>没有</mark><mark>强盗营地</mark>或<mark>社团</mark>的区域。建好后,将专家移到该前哨,即可将他们收集的资源自动送回聚居地中的仓库。如果聚居地中的仓库被毁,与之相连的前哨也会消失。"
"#TUTORIAL_CODEX_SPECIALIST_RECOVERY_HEADLINE","治疗专家" "#TUTORIAL_CODEX_SPECIALIST_RECOVERY_HEADLINE","治疗专家"
...@@ -5820,14 +6157,14 @@ ...@@ -5820,14 +6157,14 @@
"#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_COLONY_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","聚居地内专家" "#TUTORIAL_DIALOG_COLONY_COMBAT_HEADLINE","聚居地内专家"
"#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","可以命令聚居地内的<mark>专家</mark><mark>移动</mark>或<mark>攻击</mark>敌人,方法是首先选中专家,然后指向目标并下达移动或攻击的命令。专家可保护居民免受<mark>野生动物</mark>伤害及其他伤害,在这方面发挥着至关重要的作用。" "#TUTORIAL_DIALOG_COLONY_COMBAT_MESSAGE","可以命令聚居地内的<mark>专家</mark><mark>移动</mark>或<mark>攻击</mark>敌人,方法是首先选中专家,然后指向目标并下达移动或攻击的命令。专家可保护居民免受<mark>野生动物</mark>伤害及其他伤害,在这方面发挥着至关重要的作用。"
"#CODEX_COLONY_COMBAT_HEADLINE","动物" "#TUTORIAL_CODEX_COLONY_COMBAT_HEADLINE","动物"
"#CODEX_COLONY_COMBAT","聚居地附近有各种各样的物种四处游荡。这些动物的力量各不相同,在设置建筑物或命令居民在其领土附近收集资源时,应时刻保持小心谨慎。\n\n<mark>威武雄鹿</mark>:非侵略性物种,即使受到激怒也只会保护自己。\n\n<mark>鼠甲虫</mark>:这些生物看上去很无辜,一旦成群出现,能够迅速让粗心大意的居民措手不及。在夜间,它们很容易被发现,因为它们的眼睛在黑暗中发着红光!\n\n<mark>野猪</mark>:野猪的背上有尖刺,长相令人恐惧。对这些轻度变异的猪不可掉以轻心。\n\n<mark>杀人棕熊</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,也很难干掉哪怕一只棕熊。\n\n<mark>沙虫</mark>:沙虫是最可怕的动物,具有躲藏在地下并突袭居民和专家的能力。它们有巨大的力量,因此请尽可能留意,看看它们是否在偷偷窥视着地面。" "#TUTORIAL_CODEX_COLONY_COMBAT","聚居地附近有各种各样的物种四处游荡。这些动物的力量各不相同,在设置建筑物或命令居民在其领土附近收集资源时,应时刻保持小心谨慎。\n\n<mark>威武雄鹿</mark>:非侵略性物种,即使受到激怒也只会保护自己。\n\n<mark>鼠甲虫</mark>:这些生物看上去很无辜,一旦成群出现,能够迅速让粗心大意的居民措手不及。在夜间,它们很容易被发现,因为它们的眼睛在黑暗中发着红光!\n\n<mark>野猪</mark>:野猪的背上有尖刺,长相令人恐惧。对这些轻度变异的猪不可掉以轻心。\n\n<mark>杀人棕熊</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,也很难干掉哪怕一只棕熊。\n\n<mark>沙虫</mark>:沙虫是最可怕的动物,具有躲藏在地下并突袭居民和专家的能力。它们有巨大的力量,因此请尽可能留意,看看它们是否在偷偷窥视着地面。"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","大门战斗" "#TUTORIAL_NOTIFICATION_GATE_COMBAT_HEADLINE","大门战斗"
"#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_GATE_COMBAT_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪突袭" "#TUTORIAL_DIALOG_GATE_COMBAT_HEADLINE","土匪突袭"
"#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>土匪</mark>已经来到大门前,冲突很可能升级为交战。将<mark>专家</mark>召回,并升级<mark>大门</mark>的防御,以抵御袭击者。祝你好运!" "#TUTORIAL_DIALOG_GATE_COMBAT_MESSAGE","<mark>土匪</mark>已经来到大门前,冲突很可能升级为交战。将<mark>专家</mark>召回,并升级<mark>大门</mark>的防御,以抵御袭击者。祝你好运!"
"#CODEX_GATE_COMBAT_HEADLINE","聚居地内的敌人" "#TUTORIAL_CODEX_GATE_COMBAT_HEADLINE","聚居地内的敌人"
"#CODEX_GATE_COMBAT","聚居地战斗分为三个阶段:<mark>谈判</mark>、<mark>大门处的战斗</mark>,以及<mark>聚居地内的战斗</mark>(如果事态严重)。\n\n有时,土匪会提出一项交易,这可能会给你争取一些时间,而明智的行为可以缓解局势。要想避免作战,多半需要消耗资源,因此应当保留各种资源以备不时之需。\n\n然而,某些情况下战斗不可避免。升级后的大门可以使土匪们忙活得更久,甚至成功防止他们<mark>攻破</mark>。\n\n如果大门被攻破,战斗将进入最后阶段,在聚居地城墙内部开打。专家和居民都将设法抵御袭击者,但难免会出现伤亡。" "#TUTORIAL_CODEX_GATE_COMBAT","聚居地战斗分为三个阶段:<mark>谈判</mark>、<mark>大门处的战斗</mark>,以及<mark>聚居地内的战斗</mark>(如果事态严重)。\n\n有时,土匪会提出一项交易,这可能会给你争取一些时间,而明智的行为可以缓解局势。要想避免作战,多半需要消耗资源,因此应当保留各种资源以备不时之需。\n\n然而,某些情况下战斗不可避免。升级后的大门可以使土匪们忙活得更久,甚至成功防止他们<mark>攻破</mark>。\n\n如果大门被攻破,战斗将进入最后阶段,在聚居地城墙内部开打。专家和居民都将设法抵御袭击者,但难免会出现伤亡。"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图" "#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图"
"#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","按此学习如何操作。" "#TUTORIAL_NOTIFICATION_SPECIALIST_TO_WM_MESSAGE","按此学习如何操作。"
"#TUTORIAL_DIALOG_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图" "#TUTORIAL_DIALOG_SPECIALIST_TO_WM_HEADLINE","将专家送往世界地图"
...@@ -5836,19 +6173,28 @@ ...@@ -5836,19 +6173,28 @@
"#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_HYGIENE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HYGIENE_HEADLINE","居民卫生" "#TUTORIAL_DIALOG_HYGIENE_HEADLINE","居民卫生"
"#TUTORIAL_DIALOG_HYGIENE_MESSAGE","在这片荒原上,居民可能很难顾及自己的<mark>卫生</mark>。肮脏的居民会很快变得不满,也更容易感染各种疾病。通过在建造菜单中建造<mark>厕所</mark>,来帮助他们!" "#TUTORIAL_DIALOG_HYGIENE_MESSAGE","在这片荒原上,居民可能很难顾及自己的<mark>卫生</mark>。肮脏的居民会很快变得不满,也更容易感染各种疾病。通过在建造菜单中建造<mark>厕所</mark>,来帮助他们!"
"#CODEX_HYGIENE_HEADLINE","卫生" "#TUTORIAL_CODEX_HYGIENE_HEADLINE","卫生"
"#CODEX_HYGIENE","如果居民无法利用合适的建筑来改善个人卫生,将会变得<mark>肮脏</mark>。这些建筑包括<mark>厕所</mark>,可用于适当处理排泄物,以及<mark>桑拿房</mark>,能更有效地清除皮肤上的污染和其他碎屑。桑拿房可以从<mark>科技树</mark>解锁。\n\n请记住,每新增一位居民,卫生维护的需求也会随之增加,因此请持续为他们提供所需的清洁设施。" "#TUTORIAL_CODEX_HYGIENE","如果居民无法利用合适的建筑来改善个人卫生,将会变得<mark>肮脏</mark>。这些建筑包括<mark>厕所</mark>,可用于适当处理排泄物,以及<mark>桑拿房</mark>,能更有效地清除皮肤上的污染和其他碎屑。桑拿房可以从<mark>科技树</mark>解锁。\n\n请记住,每新增一位居民,卫生维护的需求也会随之增加,因此请持续为他们提供所需的清洁设施。"
"#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敌对居民" "#TUTORIAL_NOTIFICATION_HOSTILE_HEADLINE","敌对居民"
"#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_HOSTILE_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_HOSTILE_HEADLINE","敌对居民" "#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。他们会伤害其他居民、毁坏建筑,造成严重混乱。建造<mark>守卫亭</mark>部署守卫,招募<mark>枪械工匠</mark>制造武器以保护聚居地。" "#TUTORIAL_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。他们会伤害其他居民、毁坏建筑,造成严重混乱。建造<mark>守卫亭</mark>部署守卫,招募<mark>枪械工匠</mark>制造武器以保护聚居地。"
"#CODEX_HOSTILE_HEADLINE","聚居地安全" "#TUTORIAL_CODEX_HOSTILE_HEADLINE","聚居地安全"
"#CODEX_HOSTILE","<mark>敌对</mark>居民不再工作,还会破坏聚居地。因此应将其视为入侵的<mark>土匪</mark>。\n\n居民越<mark>不幸福</mark>就越可能变得敌对。应当提供<mark>营养丰富的食物</mark>、<mark>卫生设施</mark>,改善<mark>居住环境</mark>,以提高其生活质量。你还需要考虑哪些人可以进入<mark>大门</mark>。\n\n<mark>守卫亭</mark>可迅速、高效应对任何敌对居民。可指派工人担任<mark>守卫</mark>,保障聚居地安全。\n\n<mark>枪械工匠</mark>提供高级武器,可用于武装守卫。武器使用一段时间后会损坏,请保证产量。" "#TUTORIAL_CODEX_HOSTILE","<mark>敌对</mark>居民不再工作,还会破坏聚居地。因此应将其视为入侵的<mark>土匪</mark>。\n\n居民越<mark>不幸福</mark>就越可能变得敌对。应当提供<mark>营养丰富的食物</mark>、<mark>卫生设施</mark>,改善<mark>居住环境</mark>,以提高其生活质量。你还需要考虑哪些人可以进入<mark>大门</mark>。\n\n<mark>守卫亭</mark>可迅速、高效应对任何敌对居民。可指派工人担任<mark>守卫</mark>,保障聚居地安全。\n\n<mark>枪械工匠</mark>提供高级武器,可用于武装守卫。武器使用一段时间后会损坏,请保证产量。"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","按此了解详情。" "#TUTORIAL_NOTIFICATION_MALNUTRITION_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","营养不良" "#TUTORIAL_DIALOG_MALNUTRITION_HEADLINE","营养不良"
"#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","居民需要摄入多种食物,包括<mark>蔬菜</mark>和<mark>肉食</mark>,所以请确保提供充足的各类食物。<mark>营养不良</mark>非常严重,长期持续会导致死亡。" "#TUTORIAL_DIALOG_MALNUTRITION_MESSAGE","居民需要摄入多种食物,包括<mark>蔬菜</mark>和<mark>肉食</mark>,所以请确保提供充足的各类食物。<mark>营养不良</mark>非常严重,长期持续会导致死亡。"
"#CODEX_MALNUTRITION_HEADLINE","营养" "#TUTORIAL_CODEX_MALNUTRITION_HEADLINE","营养"
"#CODEX_MALNUTRITION","居民需要稳定的<mark>肉食</mark>和<mark>蔬菜</mark>来源。肉食包括<mark>野味</mark>、<mark>鱼肉</mark>和部分昆虫。蔬菜包括<mark>浆果</mark>和大部分<mark>农田</mark>中收获的庄稼,比如<mark>玉米</mark>和<mark>土豆</mark>。\n\n部分食物仅能果腹,但无法支撑居民长期生存。\n\n<mark>营养充足的</mark>居民摄入肉类、蔬菜等多种食物。祝你早日达到这种状态!\n\n<mark>营养摄入不足的</mark>居民没有获取足够的营养。你是否为居民提供了足够的餐食?还是他们只能吃到生的食物?可在<mark>伙房</mark>和<mark>食堂</mark>中准备餐食。\n\n<mark>营养不良的</mark>居民食谱严重缺乏某一种或多种食物。" "#TUTORIAL_CODEX_MALNUTRITION","居民需要稳定的<mark>肉食</mark>和<mark>蔬菜</mark>来源。肉食包括<mark>野味</mark>、<mark>鱼肉</mark>和部分昆虫。蔬菜包括<mark>浆果</mark>和大部分<mark>农田</mark>中收获的庄稼,比如<mark>玉米</mark>和<mark>土豆</mark>。\n\n部分食物仅能果腹,但无法支撑居民长期生存。\n\n<mark>营养充足的</mark>居民摄入肉类、蔬菜等多种食物。祝你早日达到这种状态!\n\n<mark>营养摄入不足的</mark>居民没有获取足够的营养。你是否为居民提供了足够的餐食?还是他们只能吃到生的食物?可在<mark>伙房</mark>和<mark>食堂</mark>中准备餐食。\n\n<mark>营养不良的</mark>居民食谱严重缺乏某一种或多种食物。"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_NOTIFICATION_PRODUCTION_LIMITS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_HEADLINE","生产上限"
"#TUTORIAL_DIALOG_PRODUCTION_LIMITS_MESSAGE","你可以为<mark>裁缝铺</mark>这样生产建筑生产的资源设置<mark>生产上限</mark>。你可以设置上限来节约储存空间,同时解放居民,让他们去做一些更重要的工作。"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_HEADLINE","建筑需要资源"
"#TUTORIAL_NOTIFICATION_BUILDING_NEEDS_MESSAGE","按此了解详情。"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_HEADLINE","建筑需求"
"#TUTORIAL_DIALOG_BUILDING_NEEDS_MESSAGE","建筑需要不同资源来正常运作,其中最重要的是<quad name=Energy><mark>能源<mark>和<quad name=Water><mark>水<mark>。在聚居地的任何地方都可以使用能源,同时<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。"
"#TOPIC_RESEARCH_FOOD","食物" "#TOPIC_RESEARCH_FOOD","食物"
"#TOPIC_RESEARCH_PRODUCTION","生产" "#TOPIC_RESEARCH_PRODUCTION","生产"
"#TOPIC_RESEARCH_COLONY","聚居地" "#TOPIC_RESEARCH_COLONY","聚居地"
...@@ -5867,12 +6213,12 @@ ...@@ -5867,12 +6213,12 @@
"#TECH_ADVANCED_FARMING","高级耕种" "#TECH_ADVANCED_FARMING","高级耕种"
"#TECH_DELICACIES","美味" "#TECH_DELICACIES","美味"
"#TECH_CHEF_TRAINING","大厨培训" "#TECH_CHEF_TRAINING","大厨培训"
"#TECH_COMMUNAL_EATING_DESC","我们需要采取更加集中化的解决方案来越来越多嗷嗷待喂的嘴巴。而温暖的饭食不仅仅能够驱赶饥饿,还能够让每个人挂上快乐的笑脸,为每个人的食物中多掺入一点爱心无伤大雅。\n\n伙房将食物原材料加工分配为营养<mark>餐食</mark>。\n\n伐木蓬生产伙房运转需要的木柴。" "#TECH_COMMUNAL_EATING_DESC","我们需要采取更加集中化的解决方案来用温暖和营养餐食来驱赶饥饿。\n\n<mark>伙房</mark>将食物原材料加工为<mark>餐食</mark>。\n\n<mark>伐木蓬</mark>生产伙房运转需要的<quad name=Firewood><mark>木柴</mark>。需要靠近水塔。"
"#TECH_PROTECTED_CROPS_DESC","<mark>温室</mark>能保护作物免遭环境侵袭,甚至能抵御<mark>核放射尘</mark>。即使在很恶劣的情况下,它也能提供稳定的食物产量。" "#TECH_PROTECTED_CROPS_DESC","<mark>温室</mark>能保护作物免遭环境侵袭,甚至能在灾难期间运作。即使在很恶劣的情况下,它也能提供稳定的食物产量。温室需要靠近水塔。"
"#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>与<mark>农田</mark>运作方式类似,但能提供更加稳定的<mark>食物</mark>产量,而且能够替代肉类。\n\n寻找新型的虫卵进一步巩固产量。" "#TECH_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>与<mark>农田</mark>运作方式类似,但能提供更加稳定的<mark>食物</mark>产量,而且能够替代肉类。\n\n寻找新型的虫卵进一步巩固产量。"
"#TECH_BORING_METHODS_DESC","获取清洁<mark>水源</mark>非常困难,在干旱气候下尤其如此。<mark>钻井</mark>挖得很深,可以获取地下水资源。因此钻井可放置在任何位置。" "#TECH_BORING_METHODS_DESC","获取清洁<mark>水源</mark>非常困难,在干旱气候下尤其如此。<mark>钻井</mark>挖得很深,可以获取地下水资源。因此钻井可放置在任何位置。"
"#TECH_ADVANCED_FARMING_DESC","让农业进入新阶段。中大型农田提供更为丰厚的收成,能够养活大型聚居地。将农田放置于<mark>肥沃</mark>的土壤之上,可以带来额外产量加成。" "#TECH_ADVANCED_FARMING_DESC","让农业进入新阶段。中大型农田提供更为丰厚的收成,能够养活大型聚居地。将农田放置于<mark>肥沃</mark>的土壤之上,可以带来额外产量加成。"
"#TECH_DELICACIES_DESC","即使经历了浩劫,人们还是渴望奢侈一点的生活。新鲜烘焙的<mark>面包</mark>散发出香气,对于士气的提振效果,往往令人惊讶。\n\n<mark>磨坊</mark>将<mark>小麦</mark>磨成<mark>面粉</mark>,然后在<mark>面包房</mark>制成面包。" "#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。面包房需要靠近水塔。"
"#TECH_CHEF_TRAINING_DESC","要喂饱一大群人需要纪律和组织。大厨培训可以解锁<mark>食堂</mark>,厨师们可以在那里为饥饿的居民们准备大量的<mark>餐食</mark>。" "#TECH_CHEF_TRAINING_DESC","要喂饱一大群人需要纪律和组织。大厨培训可以解锁<mark>食堂</mark>,厨师们可以在那里为饥饿的居民们准备大量的<mark>餐食</mark>。"
"#TECH_ENERGY_PRODUCTION_ONE","能源生产量一" "#TECH_ENERGY_PRODUCTION_ONE","能源生产量一"
"#TECH_JUNK_RECYCLING","废旧物回收" "#TECH_JUNK_RECYCLING","废旧物回收"
...@@ -5911,7 +6257,7 @@ ...@@ -5911,7 +6257,7 @@
"#TECH_MEDICAL_CENTER","医疗中心" "#TECH_MEDICAL_CENTER","医疗中心"
"#TECH_MEDICINE_PRODUCTION","药品生产" "#TECH_MEDICINE_PRODUCTION","药品生产"
"#TECH_SECURE_STORAGE_DESC","贵重物品需要储存在合适的地点。<mark>通用储备室</mark>是经过改造和强化的船运集装箱,能够抵御恶劣环境和盗贼。\n\n储存能够存放于<mark>食物仓房</mark>或<mark>仓库</mark>的任何资源。" "#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储存能够存放于<mark>食物仓房</mark>或<mark>仓库</mark>的任何资源。"
"#TECH_HAZMAT_ENGINEERING_DESC","清理严重污染的土壤而没有合适的装备,相当于死刑判决。<mark>环境站</mark>即能提供清理<mark>污染堆积物</mark>的方法,还能将废弃物储存在<mark>核废料储存仓</mark>中。" "#TECH_HAZMAT_ENGINEERING_DESC","清理严重污染的土壤而没有合适的装备,相当于死刑判决。<mark>环境站</mark>即能提供清理<quad name=Pollution><mark>污染堆积物</mark>的方法,还能将废弃物储存在<mark>核废料储存仓</mark>中。"
"#TECH_CENTRALIZED_REPAIRS_DESC","实时追踪大型聚居地中的所有维修活动十分繁琐。只需给<mark>维修厂</mark>配备足够的员工和补给,它就能自动修复工作半径内所有的受损建筑。" "#TECH_CENTRALIZED_REPAIRS_DESC","实时追踪大型聚居地中的所有维修活动十分繁琐。只需给<mark>维修厂</mark>配备足够的员工和补给,它就能自动修复工作半径内所有的受损建筑。"
"#TECH_REINFORCED_GATE_DESC","加强大门能让靠近者更加敬畏住在后面的社团。可更详细地盘问<mark>幸存者团体</mark>,然后再考虑是否让其进入。有时盘问能揭示团体状况的重要信息。\n\n立刻免费升级现有大门。" "#TECH_REINFORCED_GATE_DESC","加强大门能让靠近者更加敬畏住在后面的社团。可更详细地盘问<mark>幸存者团体</mark>,然后再考虑是否让其进入。有时盘问能揭示团体状况的重要信息。\n\n立刻免费升级现有大门。"
"#TECH_MEDICAL_CENTER_DESC","简易的<mark>医疗帐篷</mark>无法保障大型聚居地的健康。管理完善的<mark>野外医院</mark>宽敞又高效,能够治疗各种病症。" "#TECH_MEDICAL_CENTER_DESC","简易的<mark>医疗帐篷</mark>无法保障大型聚居地的健康。管理完善的<mark>野外医院</mark>宽敞又高效,能够治疗各种病症。"
...@@ -5947,7 +6293,7 @@ ...@@ -5947,7 +6293,7 @@
"#TECH_NEODYMIUM_MAGNETS","钕磁铁" "#TECH_NEODYMIUM_MAGNETS","钕磁铁"
"#TECH_NEODYMIUM_MAGNETS_DESC","普通磁铁虽好,但稀土钕磁铁则妙不可言。它强大的吸力能够瞬间分离出所需物质,提升磁力分离器的生产速度。" "#TECH_NEODYMIUM_MAGNETS_DESC","普通磁铁虽好,但稀土钕磁铁则妙不可言。它强大的吸力能够瞬间分离出所需物质,提升磁力分离器的生产速度。"
"#TECH_INTERIOR_WALLS","内墙" "#TECH_INTERIOR_WALLS","内墙"
"#TECH_INTERIOR_WALLS_DESC","众多居民共享大型开放空间不会诱发亲密行为。粗糙的内墙给夫妻必要的隐私。婴儿更容易在公寓和应急庇护所中诞生。" "#TECH_INTERIOR_WALLS_DESC","众多居民共享大型开放空间不会诱发亲密行为。粗糙的内墙给夫妻必要的隐私。婴儿更容易在<mark>公寓</mark>和<mark>应急庇护所</mark>中诞生。"
"#TECH_PICTURE_BOOKS","画书" "#TECH_PICTURE_BOOKS","画书"
"#TECH_PICTURE_BOOKS_DESC","小孩子读不懂文字。五颜六色、内容丰富的画书能够极大促进儿童早期学习过程。" "#TECH_PICTURE_BOOKS_DESC","小孩子读不懂文字。五颜六色、内容丰富的画书能够极大促进儿童早期学习过程。"
"#TECH_INDOOR_PLUMBING","甜蜜陶瓷" "#TECH_INDOOR_PLUMBING","甜蜜陶瓷"
...@@ -6039,7 +6385,7 @@ ...@@ -6039,7 +6385,7 @@
"#TECH_DURABLE_COMPONENTS","耐用组件" "#TECH_DURABLE_COMPONENTS","耐用组件"
"#TECH_DURABLE_COMPONENTS_DESC","加固使用过的组件可以减少情况不利时它们发生自毁的可能。" "#TECH_DURABLE_COMPONENTS_DESC","加固使用过的组件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","初级工程师"
"#TECH_JUNIOR_ENGINEERS_DESC","棚屋间或变得有些拥挤,但额外的工人有助于使珍贵的提取机更长久地一天天运作。" "#TECH_JUNIOR_ENGINEERS_DESC","棚屋间或变得有些拥挤,但额外的工人有助于使珍贵的<mark>提取机</mark>更长久地一天天运作。"
"#TECH_RATIONING","定量配给" "#TECH_RATIONING","定量配给"
"#TECH_RATIONING_DESC","教那些最为死脑筋又饥肠辘辘的人们学会定量配给绝非易事,但这样做肯定是值得的,毕竟这附近可没有超市。" "#TECH_RATIONING_DESC","教那些最为死脑筋又饥肠辘辘的人们学会定量配给绝非易事,但这样做肯定是值得的,毕竟这附近可没有超市。"
"#TECH_DRILLED_WELLS","钻井" "#TECH_DRILLED_WELLS","钻井"
...@@ -6077,7 +6423,7 @@ ...@@ -6077,7 +6423,7 @@
"#TECH_BASIC_FARMING","基础耕种" "#TECH_BASIC_FARMING","基础耕种"
"#TECH_BASIC_FARMING_DESC","在土壤中种植某种东西听起来非常简单,但是当大多数人口搬到大城市时,这种古老的知识就消失了。如果这些知识曾经帮助了渔猎部落成长为伟大的文明,那么对于一个经历了世界末日的社群来说,也可能值得一学。" "#TECH_BASIC_FARMING_DESC","在土壤中种植某种东西听起来非常简单,但是当大多数人口搬到大城市时,这种古老的知识就消失了。如果这些知识曾经帮助了渔猎部落成长为伟大的文明,那么对于一个经历了世界末日的社群来说,也可能值得一学。"
"#TECH_SKINNING","剥皮" "#TECH_SKINNING","剥皮"
"#TECH_SKINNING_DESC","充分利用动物身上的每一处不仅值得肯定,而且是非常聪明的行为。通过合理地处理动物尸体,不仅可以获得可食用的肉类,还可以将毛皮变成纤维 <quad name=Fiber> 以供使用。" "#TECH_SKINNING_DESC","充分利用动物身上的每一处不仅值得肯定,而且是非常聪明的行为。通过合理地处理动物尸体,不仅可以获得可食用的肉类,还可以将毛皮变成<quad name=Fiber><mark>纤维</mark>以供使用。"
"#TECH_CHEAPER_MEALS","廉价餐食" "#TECH_CHEAPER_MEALS","廉价餐食"
"#TECH_CHEAPER_MEALS_DESC","即使做出来的食物没有那么美味,有些烹饪方法也能更有效地利用相同的食材。好消息是,居民们只要有东西吃就很高兴了。" "#TECH_CHEAPER_MEALS_DESC","即使做出来的食物没有那么美味,有些烹饪方法也能更有效地利用相同的食材。好消息是,居民们只要有东西吃就很高兴了。"
"#TECH_BIGGER_BARRELS","更大的桶" "#TECH_BIGGER_BARRELS","更大的桶"
...@@ -6115,7 +6461,7 @@ ...@@ -6115,7 +6461,7 @@
"#TECH_PACK_TACTICS","狼群战术" "#TECH_PACK_TACTICS","狼群战术"
"#TECH_PACK_TACTICS_DESC","一队像样的猎人能比一只独狼更快地发现、包围和捕捉猎物。" "#TECH_PACK_TACTICS_DESC","一队像样的猎人能比一只独狼更快地发现、包围和捕捉猎物。"
"#TECH_LARGER_LARDER","大型储藏室" "#TECH_LARGER_LARDER","大型储藏室"
"#TECH_LARGER_LARDER_DESC","在庆幸自己有这么多的食物后储藏就成了一个问题。但俗话说,有条理的食品储藏室才是好的食品储藏室,不仅好,而且更宽敞。" "#TECH_LARGER_LARDER_DESC","在庆幸自己有这么多的食物后储藏就成了一个问题。但俗话说,有条理的<mark>食品储藏室</mark>才是好的食品储藏室,不仅好,而且更宽敞。"
"#TECH_INSULATION","隔热" "#TECH_INSULATION","隔热"
"#TECH_INSULATION_DESC","更厚的墙壁和更紧密的接缝保持室内潮湿和温暖,节省了一大笔能源。不要在家里尝试,除非你喜欢霉菌!" "#TECH_INSULATION_DESC","更厚的墙壁和更紧密的接缝保持室内潮湿和温暖,节省了一大笔能源。不要在家里尝试,除非你喜欢霉菌!"
"#TECH_TOUGH_BEARINGS","坚固轴承" "#TECH_TOUGH_BEARINGS","坚固轴承"
...@@ -6165,7 +6511,7 @@ ...@@ -6165,7 +6511,7 @@
"#TECH_LOGISTICS","物流" "#TECH_LOGISTICS","物流"
"#TECH_LOGISTICS_DESC","合理有效的打包方式并非自然产生,必须有人创造。采用基础的物流方法后,同一个空间容量明显增加,看起来就像魔法。" "#TECH_LOGISTICS_DESC","合理有效的打包方式并非自然产生,必须有人创造。采用基础的物流方法后,同一个空间容量明显增加,看起来就像魔法。"
"#TECH_INVENTORY","库存" "#TECH_INVENTORY","库存"
"#TECH_INVENTORY_DESC","仓库库存清晰分类各种物品。不仅能最大化空间利用率,还有助于居民寻找所需物品。" "#TECH_INVENTORY_DESC","<mark>仓库</mark>库存清晰分类各种物品。不仅能最大化空间利用率,还有助于居民寻找所需物品。"
"#TECH_JUNKER","垃圾加工器" "#TECH_JUNKER","垃圾加工器"
"#TECH_JUNKER_DESC","垃圾加工器可以显著延长垃圾使用寿命。大灾变后,物尽其用意义重大。" "#TECH_JUNKER_DESC","垃圾加工器可以显著延长垃圾使用寿命。大灾变后,物尽其用意义重大。"
"#TECH_CIRCUIT_BREAKERS","断路器" "#TECH_CIRCUIT_BREAKERS","断路器"
...@@ -6181,7 +6527,7 @@ ...@@ -6181,7 +6527,7 @@
"#TECH_SWEET_PORCELAIN","甜蜜陶瓷" "#TECH_SWEET_PORCELAIN","甜蜜陶瓷"
"#TECH_SWEET_PORCELAIN_DESC","浩劫之后,瓷器顺滑的质感绝对是一种奢侈。装有室内马桶的棚屋深受住户喜爱,也饱受邻居羡慕。" "#TECH_SWEET_PORCELAIN_DESC","浩劫之后,瓷器顺滑的质感绝对是一种奢侈。装有室内马桶的棚屋深受住户喜爱,也饱受邻居羡慕。"
"#TECH_FORTRESS","堡垒" "#TECH_FORTRESS","堡垒"
"#TECH_FORTRESS_DESC","一个繁荣的聚居地会引起各种各样的关注。把大门打造得又高又坚固,像一座堡垒一样,就可以避免讨厌的访客和土匪的骚扰。" "#TECH_FORTRESS_DESC","一个繁荣的聚居地会引起各种各样的关注。把<mark>大门</mark>打造得又高又坚固,像一座堡垒一样,就可以避免讨厌的访客和土匪的骚扰。"
"#TOPIC_TECH_CAT_BUILDING","建筑解锁" "#TOPIC_TECH_CAT_BUILDING","建筑解锁"
"#TOPIC_TECH_CAT_BUILDING_DESC","解锁一座新建筑" "#TOPIC_TECH_CAT_BUILDING_DESC","解锁一座新建筑"
"#TOPIC_TECH_CAT_EFFICIENCY","效率" "#TOPIC_TECH_CAT_EFFICIENCY","效率"
...@@ -6196,4 +6542,16 @@ ...@@ -6196,4 +6542,16 @@
"#TECH_WEAPON_CRAFTING","武器制造" "#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。枪械工匠能提供合适的武器,供守卫保护聚居地。" "#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。枪械工匠能提供合适的武器,供守卫保护聚居地。"
"#TECH_GUARDIANS","守卫" "#TECH_GUARDIANS","守卫"
"#TECH_GUARDIANS_DESC","守卫是保护聚居地免遭敌对动物和人群袭击的主力军。指派居民前往守卫亭,他们会穿好装备,专心保护自己聚居地的同胞。" "#TECH_GUARDIANS_DESC","守卫是保护聚居地免遭<mark>敌对</mark>动物和人群袭击的主力军。指派居民前往<mark>守卫亭</mark>,他们会穿好装备,专心保护自己聚居地的同胞。"
"#TECH_AQUACULTURE","水产业"
"#TECH_AQUACULTURE_DESC","谁说你不能养鱼?运转良好的水产业能为聚居地提供大量的鱼,来补充其他以蔬菜为基础的种植业。"
"#TECH_SALVAGED_DRUMS","抢救圆桶"
"#TECH_SALVAGED_DRUMS_DESC","谈到饮用水,你最好做好充分的准备。巨大水箱里干净的饮用水可以让你的居民熬过任何干旱或热浪。"
"#TECH_ASSEMBLY","电路组装"
"#TECH_ASSEMBLY_DESC","在世界末日之后,学会怎么组装精致的部件不是件容易的事。电子厂是建成一个真正自给自足的聚居地中关键的一步。"
"#TECH_REINFORCED_TANKS","加强大门"
"#TECH_REINFORCED_TANKS_DESC","水箱里装满水是幸运的事,可失去这些水就是灾难。加固这些生命之箱,帮助它们度过最恶劣的情况。"
"#TECH_AXIAL_FLOW","轴向流动"
"#TECH_AXIAL_FLOW_DESC","一些机巧的工程能让水泵使液体在轴向路径中循环,减少运行水泵所需的能源。"
"#TECH_SUBMERGED_PUMPING","水下泵送"
"#TECH_SUBMERGED_PUMPING_DESC","虽然用水桶取水很可爱,但是对大型聚居地来说,需要更大的解决方案来生产大量的水。岸边的高科技水泵就能提供大量的水。"
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