example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "受け入れる"; setting for disabling sudden lightning flashes setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "稲光描写を無効"; title of accessibility settings (disable flashes, etc.) title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "ユーザー補助機能"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "アクティブなモニターの設定"; could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "AdditionError__CollisionWith" = "{0}と衝突する"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "地形に阻まれている為、配置出来ません"; {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water {0} is a name of product, for instance injection pump can't be placed on the ground as there is some existing deposit of oil or water "AdditionError__HasDeposit" = "({0})と既存の資源は重ねる事は出来ない"; could not place entity due to invalid height, {0} and {1} are integers specifying min and max height could not place entity due to invalid height, {0} and {1} are integers specifying min and max height "AdditionError__InvalidHeight" = "無効な配置(高さ)です。高さ{0}と{1} (を含む) の範囲内に配置する必要があります。"; could not place a building as some part needs to be in the ocean (e.g. ship depot) could not place a building as some part needs to be in the ocean (e.g. ship depot) "AdditionError__NeedsOcean" = "特定の部分が海中にある必要があります"; {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "AdditionError__NoDeposit" = "ここには{0}の資源はありません"; could not place a farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "耕作出来ない地形が含まれている為、農場を配置出来ませんでした"; could not place a tree as the terrain is not fertile could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "肥沃でない地形が含まれています"; could not place a building outside a predefined slot (e.g. shipyard module) could not place a building outside a predefined slot (e.g. shipyard module) "AdditionError__NotInSlot" = "ハイライトされた領域に配置する必要があります"; could not place a building because the terrain is not stable enough (for example landfill) could not place a building because the terrain is not stable enough (for example landfill) "AdditionError__NotStable" = "不安定な地形が含まれています"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "海洋へのアクセスが遮断されています"; could not place entity due blocked ocean access by an entity, {0} is entity name could not place entity due blocked ocean access by an entity, {0} is entity name "AdditionError__OceanBlockedBy" = "「{0}」や地形によって海へのアクセスが遮断されている。"; could not place entity due blocked ocean access by terrain, {0} a positive integer could not place entity due blocked ocean access by terrain, {0} a positive integer "AdditionError__OceanBlockedByTerrain" = "{0} 地点で地形により海へのアクセスが遮断された為、復旧作業をもう一度行う必要があります。"; could not place a building as it can't be placed in the ocean could not place a building as it can't be placed in the ocean "AdditionError__OceanNotAllowed" = "海上に配置する事は出来ません"; could not place a building as it is outside of buildable area of the game (outside of the map) could not place a building as something was in the way (building, tree) "AdditionError__OutsideOfMap" = "建設可能な領域から外れています"; could not place a building as something was in the way (building, tree) could not place a building as something was in the way (building, tree) "AdditionError__SomethingInWay" = "建設を阻害している物体があります"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "地形が高すぎます"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "地形が低すぎます"; shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness shown when player is trying to build a pump on top of a deposit, {0} is a thickness of a deposit required to place it (how deep it has to go), {1} is the current thickness "AdditionError__ThinDeposit" = "少なくとも地面に{0}の高さが必要です。現在の高さ:{1}"; could not place a tree as it is too close to another could not place a tree as it is too close to another "AdditionError__TooCloseToOtherTree" = "木に近すぎます"; could not place a building because it already exists and only one is allowed in the game could not place a building because it already exists and only one is allowed in the game "AdditionError__Unique" = "固有の建物で既に存在します"; title of a window that enables to install a new ship part title of a window that enables to install a new ship part "AddNewShipPart" = "新装備の搭載"; title of a panel that enables to adopt population from a village, the adopted population will join player's island title of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Title" = "人々を採用する"; tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island tooltip of a panel that enables to adopt population from a village, the adopted population will join player's island "AdoptPops__Tooltip" = "集落にいる、あなたの島に参加する意思のある人たち。この数は、制限に達するまで、時間の経過とともに自然に補充されます。定員と補充率は、あなたの評判に影響されます。また、一部の集落ではこのオプションが無い場合があります。"; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "{0}人を受け入れる"; short description of a machine short description of a machine "AirSeparator__desc" = "-200℃という極低温での蒸留加工により、大気をその主要成分である酸素と窒素に分離する。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "空気分離装置"; Map description Map description "AlphaStaticIslandMap__desc" = "アルファ版からのマップ。新規プレイヤーやカジュアルプレイヤーに最適なバランスの取れたマップです。一番低いプラットフォームからスタートし、必要なスタート資源をすべて手に入れる事が出来ます。最初のエリアは、すべての貨物搬送設備を配置するのに十分なスペースがあります。その後、他の2つのプラットフォームへのランプを建設して、工場や採掘の規模をさらに拡大する価値があります。"; Map name Map name "AlphaStaticIslandMap__name" = "ニューヘイブン"; represents number of people in a settlement, example '2 pops' (keep it short) represents number of people in a settlement, example '2 pops' (keep it short) "AmountOfPops" = "{0}人"; people who work somewhere. example: '1 worker', '2 workers' - keep it short! people who work somewhere. example: '1 worker', '2 workers' - keep it short! "AmountOfWorkers" = "{0}労働者"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "微生物が嫌気的発酵により有機物を分解し、燃料と肥料を生産する。"; name of a machine name of a machine "AnaerobicDigester__name" = "嫌気性分解施設"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_AddAnimals_Tooltip" = "他の養鶏場からこの養鶏場に動物を再配置する"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "成長の一時停止"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "この牧場の動物の自然な増加を止める。"; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "全て削除"; tooltip for a button that enables to move animals between farms tooltip for a button that enables to move animals between farms "AnimalFarm_RemoveAnimals_Tooltip" = "この養鶏場にいる動物を他の養鶏場に再配置する"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "動物達"; "AnimalFarm_TitleTooltip" = "この牧場で飼われている家畜。世界の村々と交易する事で、新たな家畜を手に入れる事が出来ます。家畜は、自然に増えます。家畜は餌と水が無いと死んでしまいます。"; notification notification "AnimalFarmMissingFood__name" = "{entity}: 食べ物が足りない"; notification notification "AnimalFarmMissingWater__name" = "{entity}: 水が足りない"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "屠殺(とさつ)を有効にする"; "AnimalSlaughtering__Tooltip" = "有効にすると、赤いスライダーが表示されます。この養鶏場の動物の総数が赤いスライダーを上回ると、余分な数が食肉などの製品として屠殺されます。スライダーがフル稼働に設定された場合、牧場に入りきらない余分な動物が生まれた場合のみ屠殺されます。屠殺が無効の場合、肉は生産されません。"; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "マルチサンプルアンチエイリアシング(MSAA){0}"; rendering setting name rendering setting name "AntiAliasingRenderingSetting__Name" = "アンチエイリアス"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "サブピクセルモルフォロジカルアンチエイリアシング(SMAA)"; button to apply changes "ApplyChanges" = "変更を適用する"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "設定を適用します"; short description of a machine short description of a machine "ArcFurnace__desc" = "強力な電気アークで金属を溶かす。アークは黒鉛陽極を使用して展開され、高熱の為加工中に一部が消費される。この炉はかなりの電力を消費するので注意が必要です。電源を入れる前に、最寄りの発電所に連絡するのを勧めます。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "電気炉"; short description of a machine short description of a machine "ArcFurnace2__desc" = "この炉は、より高い動作温度に安全に到達する為の冷却システムを備えています。これにより、処理能力が向上し、余分な熱の一部を再利用する機会が得られます。電力要件も増加します。"; name of a machine name of a machine "ArcFurnace2__name" = "電気炉 II"; notification notification "AreasWithoutForestryTowers__name" = "森林塔エリア以外にも森林指定が複数あります"; notification notification "AreasWithoutTowers__name" = "採掘管制塔の領域外の採掘指定があります"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "装甲"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "装甲強化"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "装甲強化 II"; description of a machine description of a machine "AssemblyElectrified__desc" = "より高速に、より高度な製品を生産出来る電動の組立ライン。"; name of a machine name of a machine "AssemblyElectrified__name" = "組立工場(電動)"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "組立工場(電動) II"; short description of a machine short description of a machine "AssemblyManual__desc" = "基本的な製品を生産する手動の組立ライン。"; name of a machine name of a machine "AssemblyManual__name" = "組立工場(手動)"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "ロボットによる組み立てにより、より高速に、より高度な製品を生産出来る組立工場。"; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT1__name" = "組立工場 (ロボット)"; name of a machine name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "組立工場(ロボット) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains what excavators do when assigned to a mine tower "AssignedExcavators__MineTower_Title" = "割り当てられたショベルカーは、採掘管制塔で管理されているすべての採掘指定を自動的に採掘します。ショベルカーがショベルを降ろせる様に、トラックも何台か割り当てる事を忘れないで下さい。"; title of a panel that enables to assign excavators to a building title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "割り当てられたショベルカー"; shown when they are no routes assigned shown when they are no routes assigned "AssignedForLogistics__Empty" = "輸送経路はありません"; "AssignedForLogistics__ExportTooltipForestryTower" = "この塔に配置された伐採機が伐採した木の丸太を搬出するための貯蔵施設を割り当てられるようにします。少なくとも1つの貯蔵施設が割り当てられている場合、木材は割り当てられた貯蔵施設にのみ配送され、それ以外の場所には搬送されません。"; "AssignedForLogistics__ExportTooltipFuelStation" = "この給油所の給油車を個々の採掘管制塔に割り当てる事が可能です。"; "AssignedForLogistics__ExportTooltipGeneral" = "トラック専用の輸出経路を設定します。この貯蔵施設が他の貯蔵施設 (B)に搬出する様に設定されると、トラックはその貯蔵施設 (B)にのみ製品を搬出する様になります。他の未割り当ての貯蔵施設や機械は、この貯蔵から搬出する事が出来ません。これは搬入には影響しません。ルートの割り当ては、接続されているコンベアやパイプには影響しません。貯蔵施設は、鉱山管制塔に割り当てる事も可能です。"; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "トラック専用の搬出経路を設定します。例えば、ここで採掘された材料を特定の貯蔵施設に配送したい場合、この {0} を選択した貯蔵施設に割り当てる事が出来ます。また、別の {0} を割り当てて、そちらを廃棄指定に使用する事も出来ます。"; "AssignedForLogistics__ImportTooltipForestryTower" = "トラック専用の輸送経路を設定します。 また、給油所を割り当てて、そのトラックに植林機や木材伐採機に軽油燃料を補給させる事も出来ます。"; "AssignedForLogistics__ImportTooltipGeneral" = "トラック専用の輸送経路を設定します。この貯蔵施設が他の貯蔵施設(B)から搬出する様に設定されると、トラックはその貯蔵施設(B)からのみ製品を搬出します。他の未割り当ての貯蔵施設や機械は、この貯蔵施設に搬入する事が出来なくなります。これは搬出には影響しません。経路の割り当ては、接続されているコンベアやパイプには影響しません。貯蔵施設は、鉱山の管制塔に割り当てる事も出来ます。"; "AssignedForLogistics__ImportTooltipMineTower" = "トラック専用の搬入経路を設定します。例えば、ある貯蔵施設の資材をここに捨て、他の場所には捨てない様にしたい場合、この{0}を選択した貯蔵施設に割り当てる事が出来ます。また、燃料ステーションを割り当てて、そのトラックがこの場所でショベルに燃料を補給する様にする事も出来ます。"; example: 'assigned to Tree harvesting' example: 'assigned to Tree harvesting' "AssignedTo" = "{0}に割り当てられた"; tooltip that explains what tree harvesters do when assigned to a forestry tower tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "割り当てられた植林機は、森林管制塔が管理するすべての森林指定の木を自動的に収穫します。 割り当てられていない樹木伐採機は割り当てられていない限り、ここで動作します。"; title of a panel that enables to assign tree planters to a building title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "割り当てられた樹木伐採機"; tooltip that explains what tree planters do when assigned to a forestry tower tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "割り当てられた植林機は、この塔が管理するすべての森林指定地に自動的に苗木を植えます。 植林機が割り当てられていない限り、未割り当ての植林機はここで作業します。"; title of a panel that enables to assign tree planters to a building title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "植林機"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) tooltip that explains what trucks do when assigned to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "割り当てられた車両は、この建物専用に貨物を転送する様に割り当てられています。割り当てられた車両が配送を行う場合、この建物を配送元または配送先とする必要があります。経路の割り当てと組み合わせて、専用の供給経路を形成する事も出来ます。"; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains what trucks do when assigned to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "割り当てられたトラックは、近くにあるすべてのショベルカーや木材収穫機に自動的に燃料を補給します。"; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains what trucks do when assigned to a mine tower "AssignedTrucks__MineTower_Tooltip" = "割り当てられたトラックは、この採掘管制塔に割り当てられたすべてのショベルカーに自動的にサービスを提供します。"; title of a panel that enables to assign trucks to a building title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "割り当てられたトラック"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains what trucks do when assigned to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "この木材伐採機に、割り当てられたトラックが木材を積んでついてくる。トラックは木材を工場に届け、木材伐採機に戻ります。"; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucksEnforce__Title" = "割り当てられた物のみ受理"; "AssignedTrucksEnforce__Tooltip" = "有効にすると、以下の割り当てられた車両のみがここで集荷や配達を行う事が出来る様になります。"; tooltip tooltip "AssignVehicleBtn__NotAvailable" = "この種類の利用可能な車両はありません"; tooltip tooltip "AssignVehicleBtn__Tooltip" = "クリックしてこの種類の車両を割り当てます"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "環境音 (天候など)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "SE音量"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "エンティティ (例:機械、車両)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "エフェクトの音量"; label for music volume slider label for music volume slider "AudioEffectsVolume__Music" = "BGM音量"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "ユーザーインターフェース"; title of audio settings title of audio settings "AudioSettings_Title" = "サウンド"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "オートセーブの間隔"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "{0}分ごとに"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "割り当て可能"; label of a panel that shows an average monthly production (keep it short) label of a panel that shows an average monthly production (keep it short) "AverageProduction" = "平均生産"; average damage average damage "AvgDamage" = "平均ダメージ"; rendering setting name rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "バックグラウンドでのFPS制限"; short description of a machine short description of a machine "BakingUnit__desc" = "パンなどのオーガニック製品を焼く。"; name of a machine name of a machine "BakingUnit__name" = "製パン施設"; title of a panel that configures in / out priorities for a balancer title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Title" = "優先順位"; "BalancerPrioritization__Tooltip" = "優先するポートを選択出来ます。出力の優先順位付けを有効にすると、いずれの入力口からのすべての製品が最初に優先順位付けされたポートを介して出力を試みます。そのポートがそれ以上製品を受け入れる事が出来ない場合、他の優先されていないポートが使用されます。入力の優先順位付けも同様に機能します。"; "BalancerRatios__Inputs" = "入力を均等にする"; "BalancerRatios__Outputs" = "出力を均等にする"; title for balancer ratios configuration title for balancer ratios configuration "BalancerRatios__Title" = "平準I/O比率"; "BalancerRatios__Tooltip" = "製品の入出力比率を強制的に均等にするかどうかを選択出来ます。厳密な出力比率を有効にした場合、製品は両方の出力ポートに均等に出力されます。もしポートがこれ以上製品を受け入れない場合は、ポートが解放されるまで出力が一時停止します。入力の厳密な比率も同じ様に機能します。"; name name "BarrierCorner__name" = "バリケード (角)"; name name "BarrierCross__name" = "バリケード (十字)"; name name "BarrierEnd__name" = "バリケード (終端)"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "車両の進入を妨げるバリケード。"; name name "BarrierStraight1__name" = "バリケード (直線)"; name name "BarrierTee__name" = "バリケード (T字)"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "簡易的な軽油燃料の蒸留が可能だが、効率が悪く、廃棄物も多く出る。"; name of a machine name of a machine "BasicDieselDistiller__name" = "基本蒸留器"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "基本的なラック"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "与えたダメージ {0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "敗北!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "我々の船"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "勝利だ!"; abstract value that helps to determine how capable a ship is in a battle abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "バトルスコア"; Map description Map description "BeachStaticIslandMap__desc" = "砂浜からスタートする為、工場を建てるスペースは十分にありますが、砂の上に農場を建てる事は出来ない為、その配置に制約があるのが難点です。また、貨物搬送設備を作るスペースがあまりなく、本島は周囲に高い山がある為、人口浜を作るか、離れた場所にスペースを確保する必要があるのも難点です。"; Map name Map name "BeachStaticIslandMap__name" = "海岸"; short description short description "Beacon__desc" = "強い光は、他の難民があなたの島を見つけ、仲間になるのを助けます。これにより、より多くの労働者と、より多くの開始時の戦利品を得る事が出来ます。"; building or machine building or machine "Beacon__name" = "灯台"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "これ以上難民は利用出来ません!"; "Beacon__Notice" = "注意:灯台が停止されると、活動状況が初期化されます"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "難民{0}人が到着するまであと:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} は、より多くの人を自分の島に呼び寄せ、より多くの労働者を得る事が出来るようになります。 {1} から一定の電力を供給する必要があります。 そして、{0} を実行するには {2} が必要です。{0} で見つけた難民は、追加で資源も持ってきてくれます。また、路上生活者は {2} に悪影響を及ぼす可能性があるので、新しい難民の為に十分な住居を確保して下さい。"; name name "BirthRateCategoryCat_Base__name" = "拠点"; name name "BirthRateCategoryCat_Disease__name" = "病気"; name name "BirthRateCategoryCat_Edicts__name" = "布告"; name name "BirthRateCategoryCat_Health__name" = "健康"; name name "BirthRateCategoryCat_Radiation__name" = "放射線"; name name "BirthRateCategoryCat_Starvation__name" = "飢え"; tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file tooltip to inform the player that there are backup files of the blueprint library located in the same folder as the main file "Blueprint__NumberOfBackups" = "同じディレクトリにある{0}個のバックアップファイル"; tooltip of a button that allows to export a blueprint tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "現在選択されているブループリントまたはフォルダを文字列としてクリップボードに出力します。"; tooltip for a button that allows to add a new blueprint via selection tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "既存の構造物の領域を選択し、新しいブループリントを作成します。"; tooltip for a button that allows to add a new blueprint via string tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "クリップボードからテキストを貼り付けて、新しいブループリントを追加します。"; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "現在のブループリントをワールド内に設置します。"; tooltip explaining that some content in the currently selected blueprint is not available. tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "一部のアイテムを読み込む事が出来ませんでした。ブループリントが古すぎるか、現在存在しないMODで作成された可能性があります。"; title that is followed by a list of content that is missing in the current blueprint title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "内容が不足している:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "削除"; confirmation text of a dialog to delete a blueprint confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "本当に'{0}'を削除してもよろしいですか?元に戻す事は出来ません。"; tooltip of a button that deletes a blueprint or folder tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "選択した項目を削除します。"; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "バックアップ失敗"; tooltip for blueprint library backup save failure tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "ライブラリは保存されましたが、バックアップファイルの作成に問題がありました(ゲームにファイルアクセス権限があることを確認してください)。"; status explaining that the blueprint library failed to load (keep short) status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "読み込みに失敗した"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "不正確なフォーマットの為、ライブラリの読み込みに失敗しました。新たに変更すると上書きされます。"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "ファイルへのアクセスが拒否された為、ライブラリの読み込みに失敗しました。"; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "保存失敗"; tooltip for blueprint library save failure tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "ライブラリの保存に失敗しました(ファイルアクセス権を確認して下さい)。"; status explaining that the blueprint library was saved / loaded successfully (keep short) status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "同期完了"; "BlueprintProtosLocked__CanDowngrade" = "以下の設備は未対応の為、配置時にダウングレードされます:"; "BlueprintProtosLocked__NotAvailable" = "以下の項目は、まだ未対応です:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "ブループリント"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "{0}が利用出来ない為、ブループリントは使用出来ません"; short description of a machine short description of a machine "BoilerCoal__desc" = "石炭などのバラ積み製品を燃やして水を沸騰させ、高圧の蒸気を発生させる。"; name of a machine name of a machine "BoilerCoal__name" = "蒸気発生施設"; short description of a machine short description of a machine "BoilerElectric__desc" = "水を沸騰させる事で高圧の蒸気を発生させる。基本的には巨大なやかん。しかし、お茶の準備にはお勧め出来ません。"; name of a machine name of a machine "BoilerElectric__name" = "蒸気発生施設(電気)"; short description of a machine short description of a machine "BoilerGas__desc" = "ガスを燃焼させ、高圧の蒸気を発生させる。"; name of a machine name of a machine "BoilerGas__name" = "蒸気発生施設(ガス)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "ブースト解除"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "ブースト"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "ユニティを消費しながらスループットを2倍に。電力消費も無視出来る"; short description of a machine short description of a machine "BricksMaker__desc" = "土から粘土を抽出し、レンガを製造する。"; name of a machine name of a machine "BricksMaker__name" = "レンガ工場"; name name "BridgeT1__name" = "船橋"; short description short description "BridgeT2__desc" = "高度なレーダー機能を提供します。"; name name "BridgeT2__name" = "船橋 II"; short description short description "BridgeT3__desc" = "高度なレーダー機能を提供します。"; name name "BridgeT3__name" = "船橋 III"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "{0} を建設し、{1} が {2} に配送されるようにする"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "建物"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "建物 (車両用)"; category for key bindings used during build mode (when players builds / places stuff on the ground) category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "建設"; short description of a machine short description of a machine "Burner__desc" = "固形廃棄物を焼却処分する"; name of a machine name of a machine "Burner__name" = "焼却炉 (固体)"; category for key bindings affecting camera category for key bindings affecting camera "Camera" = "カメラ"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "キャンセル"; notification notification "CannotDeliverFromMineTower__name" = "{entity}: 積荷を捨てる場所が無い"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "船長室は利用出来ません"; name name "CaptainOfficeT1__name" = "船長室 I"; name name "CaptainOfficeT2__name" = "船長室 II"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "このトラックから貨物を即座に(利用可能な貯蔵施設または造船所に)移動します"; cargo depot description cargo depot description "CargoDepotBase__desc" = "一度建造すると、修理した貨物船はここに停泊し、付属の貨物搬送設備を使って貨物を搬送する事が出来る。"; notification notification "CargoDepotHasNoModule__name" = "貨物搬送設備に使用可能な設備はありません"; notification notification "CargoDepotHasNoShip__name" = "貨物搬送設備に貨物船が無い"; notification notification "CargoDepotModuleContractNotMatching__name" = "貨物搬送設備が割り当てられた契約と合ってない"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT1__name" = "流体搬送用設備 (小)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT2__name" = "流体搬送用設備 (中)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of gas and liquid products from a cargo ship. "CargoDepotModuleFluidT3__name" = "流体搬送用設備 (大)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "バラ荷搬送用設備 (小)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "バラ荷搬送用設備 (中)"; building or machine building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "バラ荷搬送用設備 (大)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "搬送設備に割り当てられた製品はありません"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "箱積め搬送用設備 (小)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "箱積め搬送用設備 (中)"; building or machine building or machine "CargoDepotModuleUnitT3__name" = "箱積め搬送用設備 (大)"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "貨物搬送設備"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "製品を搬入"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "搬入する製品"; building or machine building or machine "CargoDepotT1__name" = "貨物搬送設備 (2)"; building or machine building or machine "CargoDepotT2__name" = "貨物搬送設備 (4)"; building or machine building or machine "CargoDepotT3__name" = "貨物搬送設備 (6)"; building or machine building or machine "CargoDepotT4__name" = "貨物搬送設備 (8)"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "契約書の発行"; title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) title of a button to assign the currently selected cargo depot with a product to import (will open a product picker UI after click) "CargoDepotWizard__ImportProducts" = "鉱山・石油採掘場からの搬入"; title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract "CargoDepotWizard__Title" = "この設備をどの様に使いたいですか?"; tooltip of a selection dialog where player decides how their cargo depot should operate. tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "貨物搬送設備は、鉱山や石油採掘場から製品を搬入したり、契約を行う為に使用する事が出来ます。貨物搬送設備は1つの契約にのみ割り当てる事が出来、一度割り当てられると、正しい設備と正しい製品が割り当てられている限り、その船は自動的に割り当てられた契約を実行する様になります。貨物搬送設備は1つの契約にのみ割り当てられ、一度割り当てられると、鉱山や石油採掘場からの製品の輸入など、他の任務は行えなくなります。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "流体物質 (オイルなど) を移送する為の貨物搬送設備。貨物搬送設備の空いているスロットに組み込む事が出来る。基本設備に比べ、貨物の積み下ろしが {0}早くなる。"; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "流体物質 (オイルなど) を移送する為の貨物搬送設備。貨物搬送設備の空きスロットに組み込む事が出来る。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "ボーキサイトなどのバラ荷を輸送する為の貨物搬送設備。貨物搬送設備の任意の空きスロットに構築する事が出来る。基本設備に比べ、貨物を{0}個多く積み下ろし出来る。"; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "石炭などのバラ荷を輸送する為の貨物搬送設備。貨物搬送設備の空きスロットであれば、どこでも建設可能。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "製品 (建設部品など) の単位を移動させる為の貨物搬送設備です。貨物搬送設備の任意の空きスロットに構築する事が出来る。基本設備に比べ、貨物{0}の積み下ろしが早くなります。"; cargo depot module description cargo depot module description "CargoModuleUnitCommon__desc" = "製品 (建設部品など) の単位を移動させる為の貨物搬送設備です。貨物搬送設備の任意の空きスロットに構築する事が出来る。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "貨物搬送設備を作らない。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "積み込み出来る貨物が十分に蓄積されるまで待機中。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "拾うものがない。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "船は荷揚げ中です。"; toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip toggle to enable fuel saving option for current cargo ship, more info in CargoShip_FuelSaver__Tooltip "CargoShip_FuelSaver__Toggle" = "船速の減速・燃費の節約"; {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% {0} is replace with e.g. 50%, {1} is replaced with e.g. 30% "CargoShip_FuelSaver__Tooltip" = "船速を{0}減速して、燃料消費量を{1}削減する。"; title of a panel that enables to configure journey parameters for current cargo ship title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "航路選択"; prefix for view that shows how long it takes for a cargo ship to go for cargo and come back prefix for view that shows how long it takes for a cargo ship to go for cargo and come back "CargoShip_TripDuration" = "往復所要時間"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "島での搬入・搬出に要する時間は含まれません。"; reason why 'ship depart now' action is not available - general category, specific reason was not given reason why 'ship depart now' action is not available - general category, specific reason was not given "CargoShipCannotDepartNow__General" = "使用出来ない"; reason why 'ship depart now' action is not available reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "すでに依頼済み"; notification notification "CargoShipContractLacksUpoints__name" = "割り当てられた契約を履行する為の十分なユニティが無い"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "今すぐ出発する"; tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded tooltip for button that enables the player to send cargo ship for products now instead of waiting once ship can arrive fully loaded "CargoShipDepartNow__Tooltip" = "待ち時間を短縮する為に、すぐに出航するよう指示する"; notification notification "CargoShipMissingFuel__name" = "{entity} の燃料が少なくなった"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "利用可能な船舶数 (修理済み) /発見された船舶数。"; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "貨物船は、ワールドマップ上に集めるべき十分な貨物があると自動的に出発する。船の各旅行には、船の大きさに応じた固定燃料費が掛かります。大きな船ほど燃料消費が効率的です (貨物搬送設備のアップグレードで自動的にアップグレードされます) 。船は個々の鉱山/石油掘削施設に割り当てられる必要が無く、自動的に貨物を集めます。同時に複数の種類の製品を輸送する事が出来、すべての製品が供給される様にします (いずれかの製品を輸送する必要がある場合はいつでも出発します) 。"; ship name ship name "CargoShipT1__name" = "貨物船"; ship name ship name "CargoShipT2__name" = "貨物船"; ship name ship name "CargoShipT3__name" = "貨物船"; ship name ship name "CargoShipT4__name" = "貨物船"; name name "CargoShipWreckCost1__name" = "損傷した貨物船"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "貨物"; description of a machine short description of a machine "Caster__desc" = "溶融した材料を金属板に圧延する。"; name of a machine name of a machine "Caster__name" = "金属鋳造設備"; description of a machine short description of a machine "CasterCooled__desc" = "溶融した材料を金属板に圧延する。こちらも冷却に水を利用し、スピードアップを図っている。"; name of a machine name of a machine "CasterCooled__name" = "冷間圧延設備"; name of a machine name of a machine "CasterCooledT2__name" = "冷間圧延設備 II"; name of a machine name of a machine "CasterT2__name" = "金属鋳造設備 II"; shows number of characters in a string, e.g. '1254 chars' shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0}文字"; short description of a machine short description of a machine "CharcoalMaker__desc" = "木材を消費し木炭 (石炭) を作成します。ただし、効率はかなり悪いものです。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "炭窯"; description of a machine short description of a machine "ChemicalPlant__desc" = "液体精製とその梱包を含めた、さまざまな化学品の製造を行います。"; name of a machine name of a machine "ChemicalPlant__name" = "化学工場"; name of a machine name of a machine "ChemicalPlant2__name" = "化学工場 II"; short description short description "ChickenFarm__desc" = "卵や肉用のニワトリを飼育する事が出来ます。ニワトリには、水と家畜飼料の供給が必要です。ニワトリを手に入れるには、ワールドマップ上の村と交換する必要があります。"; name name "ChickenFarm__name" = "養鶏場"; tooltip explaining that click opens a tutorial, example use: alt + click to learn more tooltip explaining that click opens a tutorial, example use: alt + click to learn more "ClickToLearnMore" = "{0}で詳細を確認出来ます"; title of a tool that is used to copy settings from one machine to another. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CloneTool" = "設定コピー"; button to close a dialog button to close a dialog "Close" = "閉じる"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "曇り"; name name "CoalMine__name" = "炭鉱"; "Cold__desc" = "この病気は自然に起こるもので、完全に避ける事は出来ません。しかし、医療用品を備えた病院を設置する事により、その影響を大幅に軽減する事が出来ます。"; name name "Cold__name" = "風邪"; Action to collect / claim a reward. Keep short Action to collect / claim a reward. Keep short "Collect" = "受け取る"; label of a panel showing how much waste was collected from the attached settlement so far label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "回収済"; short description of a machine short description of a machine "Compactor__desc" = "バラ積み製品をコンパクトに梱包し、搬送しやすくします。 細断設備を使えば、梱包された製品を梱包されていない状態に戻す事が出来ます。"; name of a machine name of a machine "Compactor__name" = "梱包圧縮機"; Computing power in peta-flops Computing power in peta-flops "Computing__PFlop" = "{0} PFlops"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this "Computing__PFlop_short" = "{0} PF"; Computing power in terra-flops Computing power in terra-flops "Computing__TFlop" = "{0} TFlops"; super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this "Computing__TFlop_short" = "{0} TF"; explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. "ComputingDisplayTooltip" = "現在の需要量/現在の生産量|最大生産能力"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "コンピュータ能力統計"; short description of a machine short description of a machine "ConcreteMixer__desc" = "コンクリートを作る高出力の混合機です。"; name of a machine name of a machine "ConcreteMixer__name" = "コンクリート混合機"; description of a machine description of a machine "ConcreteMixerT2__desc" = "コンクリートを作る高出力の混合機です。コンクリートの代替製造法も実施可能です。"; name of a machine name of a machine "ConcreteMixerT2__name" = "コンクリート混合機 II"; name of a machine name of a machine "ConcreteMixerT3__name" = "コンクリート混合機 III"; used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load used as: '[wrench icon] Mods', keep it short! button to load the game from the currently selected save file while also selecting which mods to load "ConfigureMods_Action" = "MOD"; button used to confirm great news (like discovery of something) button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "万歳!"; title of a panel showing a construction progress title of a panel showing a construction progress "ConstrType_Constructing" = "建設中"; title of a panel showing a construction progress that is paused title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "建設休止中"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "解体中"; title of a panel showing a deconstruction progress that is paused title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "解体休止中"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "アップグレード準備中"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "アップグレード中"; label for construction cost of buildings, after it there are product icons with numbers showing the cost label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "費用:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "稼働中"; status of construction progress - construction was paused status of construction progress - construction was paused "ConstructionState__Paused" = "建設休止中"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "準備完了"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "材料搬入待ち"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "材料搬出待ち"; "ConsumedLastMonth" = "先月の消費量"; "ConsumedThisMonth" = "今月の消費量"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "ConsumerElectronicsConsumptionIncrease__desc" = "家庭用電子機器の消費量が {0} 増加するが、獲得するユニティが {1} 増加する"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "ConsumerElectronicsConsumptionIncrease__name" = "追加の家庭用電子機器"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "家庭用電子機器"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "余剰電力をのみ使用する"; option for electricity consumption for machines and buildings option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "有効にすると、この消費先は余剰消費設備となり、余剰消費設備への供給が可能な発電機(ソーラーパネルなど)で作られた電力のみを使用するようになります。余剰電力は、予備発電機としてマークされた発電機から供給されます。また、これを有効にした場合、電力不足が問題として報告されることはありません。"; "Consumption" = "消費"; button to request to continue some operation button to request to continue some operation "Continue" = "続ける"; {0} will be replaced with the title of a button that provides mods configuration {0} will be replaced with the title of a button that provides mods configuration "ContinueDisabled__NeedsModConfig" = "選択されたセーブファイルには、利用できないMODが要求されています。ロードメニューから'{0}'ボタンをクリックすると、詳細を確認出来ます。"; button to assign a contract to a specific cargo depot button to assign a contract to a specific cargo depot "Contract__Assign" = "割り当て"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "確立する"; tooltip explaining a button that establishes a new contract tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "表示されているユニティコストを支払い、あなたの貨物船で実行出来る様にこの契約を確立します。"; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "為替レート"; Used in statistics to denote monthly Unity fees for contracts Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "月額費用"; button to unassign a contract from a cargo depot button to unassign a contract from a cargo depot "Contract__Unassign" = "割り当て解除"; Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. Shown when player tries to assign a contract to a depot that has a module with product stored that is not compatible with the contract. "ContractAssignCheck__IncompatibleProduct" = "一部のモジュールには適合しない製品を含んでいます。 - {0}"; Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract Shown when player tries to assign a contract to a depot that has some modules built that are not compatible with that contract "ContractAssignCheck__ModuleNotSupported" = "一部のモジュールに対応していない - {0}"; title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) title of a panel showing the currently assigned contract to a selected cargo depot module (do not mix with established contracts) "ContractAssigned__Title" = "契約内容"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "現在割り当てられている契約を表示します。左側が輸出 (販売) する商品、右側が輸入される商品です。表示される取引量は、対応する製品に割り当てられた全ての貨物搬送設備に基づいて計算されます。もし、両方の製品に対応する貨物搬送設備の設備が無い場合、見積もりにはクエスチョンマークが表示されます。"; tooltip explaining why the current contract cannot be canceled tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "現在、少なくとも1つの貨物搬送設備に割り当てられている為、キャンセルする事とは出来ません"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "一部未調査の商品あり"; "Contracts__NoneEstablished" = "契約が成立していない。契約書を作成し、貨物搬送設備の1つに割り当てる事が出来る。"; prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> prefix for a dropdown that enables to select the size of a cargo ship, by size we mean the number of cargo modules it has. Example usage: Ship size: <4 modules> "Contracts__ShipSize" = "船のサイズ:"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> "Contracts__ShipSizeModules" = "{0} 設備"; title of a panel listing contracts that are available - either globally or in a settlement. title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "契約内容"; tooltip for contracts tooltip for contracts "Contracts__Tooltip" = "利用可能なすべての契約を一覧表示します。左側が輸出 (販売) する製品、右側が輸入される製品です。契約は、より永続的に使用される事を意図しています (短期取引と比較した場合) 。契約は貨物搬送設備に割り当てる必要があります (短期取引の様に交易港に割り当てるのではありません) 。契約は貨物搬送設備に割り当てる必要があり、その際にユニティコストがかかります。また、貨物を交換するたびにユニティを支払う必要があります (交換量に依存) 。1回の船旅で輸送出来る最大量を確認するには、ドロップダウンで使用する船の大きさを選択します。より複雑な製品の場合、黄色の「ダイヤモンド」アイコンにカーソルを合わせると、その生産額を確認する事が出来ます。契約は一般的に有利ですが (特に複雑な製品を輸出する場合) 、工場の効率に大きく依存する為、一般的に上級の工場に推奨されます。"; title of controls (key-bindings & mouse) settings title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "コントロール"; description of a machine description of a machine "CoolingTowerT1__desc" = "蒸気の一部を水に戻す事で、発電所の水効率を向上させる事が出来ます。"; name of a machine name of a machine "CoolingTowerT1__name" = "冷却塔"; name of a machine name of a machine "CoolingTowerT2__name" = "冷却塔 (大)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "電解精製により銅を純度99.95%以上に精製。"; name of a machine name of a machine "CopperElectrolysis__name" = "銅電解精錬施設"; tooltip tooltip "CopySettings__Tooltip" = "設備をクリックするとその設定がコピーされ、再度クリックすると設定が貼り付けされます。また、複数の設備の上にカーソルをドラッグすると、一度に設定を適用する事が出来ます。"; title of a button to copy string into the clipboard title of a button to copy string into the clipboard "CopyString__Action" = "コピー"; text shown after a string was successfully copied to the clipboard text shown after a string was successfully copied to the clipboard "CopyString__Success" = "クリップボードにコピーしました!"; tooltip tooltip "CopyString__Tooltip" = "クリックすると、コピー元の文字列がクリップボードにコピーされる。"; title of a tool that is used to copy already existing buildings and machines. Please keep this short! title of a tool that is used to copy already existing buildings and machines. Please keep this very short! "CopyTool" = "コピー"; tooltip tooltip "CopyTool__NoCopyTooltip" = "ショートカットキーを押しながら新しい設備を配置すると、元の構成がコピーされない様にする事が出来ます"; tooltip tooltip "CopyTool__Tooltip" = "設備の上でクリックまたはドラッグすると、設備がコピーされます。"; Map description Map description "CraterStaticIslandMap__desc" = "このクレーターは自然にできたものではなく、長い間放置されていたウラン鉱山であるという噂がある。ウランは無くなってしまったが、まだ多くの貴重な資源が露出している。外周を破壊すると、火口全体が海水に浸かってしまうので注意が必要だ!"; Map name Map name "CraterStaticIslandMap__name" = "クレーター"; button to open credits of the game button to open credits of the game "Credits" = "クレジット"; name name "Crop_Canola__name" = "セイヨウアブラナ"; name name "Crop_Corn__name" = "トウモロコシ"; shows estimated harvest for a farm, example use: 'Estimate: 28 in 4 months', {0} is an integer specifying product quantity, and {1} is number of months like '4 months' shows how many months is left to harvest the current crop "Crop_DurationLeft" = "見積もり:{1} 後に {0}"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "この作物を収穫出来るまでの残り期間です。水が不足すれば、収穫の遅れが生じます。"; name name "Crop_Flowers__name" = "花"; name name "Crop_Fruits__name" = "果実"; name name "Crop_GreenManure__name" = "緑肥"; name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months name: title of an item in the crop rotation schedule where actually no crop gets planted but instead the field is left to rest for few months "Crop_NoCrop__name" = "収穫無し"; name name "Crop_Poppy__name" = "芥子(けし)"; name name "Crop_Potato__name" = "ジャガイモ"; name name "Crop_Soybeans__name" = "大豆"; name name "Crop_SugarCane__name" = "サトウキビ"; name name "Crop_TreeSapling__name" = "木の苗木"; name name "Crop_Vegetables__name" = "野菜"; name name "Crop_Wheat__name" = "小麦"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropCouldNotBeStored__name" = "農場: 収穫後、すべての{0}を貯蔵出来ません"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropDiedNoFertility__name" = "農場 {0} 肥沃不足で枯れた"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "農場 {0}労働者不足による損失"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "農場 水不足により{0}損失"; button to harvests the current crop ASAP instead of waiting for harvest time button to harvests the current crop ASAP instead of waiting for harvest time "CropHarvestNow__Action" = "即座に収穫"; tooltip tooltip "CropHarvestNow__Tooltip" = "現在の作物を早々に収穫する事になる。推定収穫量です。{0}"; button that opens a window with statistics from the last crop harvest, keep it short! button that opens a window with statistics from the last crop harvest, keep it short! "CropHarvestStats__Open" = "収穫統計データ"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "過去の収穫統計データ"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "農場 {0}労働者が不足している"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. crop is delayed (did not have enough water to grow), {0} is always >= 2 "CropOverdue" = "水不足で{0} ヶ月経過、作物は{1} ヶ月生き延びる事が出来る"; tooltip tooltip "CropOverdue__Tooltip" = "この作物が水不足で育たなかった累積遅延時間の合計。これは通常、早場所や水への感度が低い作物では問題ない。しかし、より敏感な作物は乾燥する可能性があります。"; error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm error message shown when player tries to plant a crop that requires greenhouse in order to grow but player has just an ordinary farm "CropRequiresGreenhouse" = "温室が必要"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "栽培計画"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "各農場は、最大4シーズンまでの輪作スケジュールを設定する事が出来ます。作物は左から右の順番で栽培され、不足する作物は自動的にスキップされます。例えば、二期作を設定する場合は、スケジュールで二種類の作物を選択し、それ以外は空白にします。輪作は農場の肥沃度を高める為に重要です。"; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "クリックすると栽培計画を次のスケジュールに進めます。現在の栽培の進捗はすべて失われます。"; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "枯死: 肥沃度不足"; crop died out due to lack of workers - no one cared about the crop crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoMaintenance" = "枯死: 労働者無し"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "枯死: 水不足"; crop is being removed so it can be replaced with a different one crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "変更の為削除"; item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. item in crop harvest stats explaining that harvest was delayed due to lack of water, {0} is replaced with string like '4 months'. "CropStats__DelayedDueToWater" = "水不足により {0} 遅れ"; item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) item in crop harvest stats explaining that farm produced {0} less quantity due to premature harvest (as requested by the player) "CropStats__LessDueEarlyHarvest" = "{0} 早期収穫により収穫量が減少"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility item in crop harvest stats explaining that farm produced {0} less quantity due to lack of fertility "CropStats__LessDueToFertility" = "{0} 肥沃度不足により収穫量が減少"; item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water item in crop harvest stats explaining that farm produced {0} less quantity due to lack of water "CropStats__LessDueToWater" = "{0} 水不足により収穫量が減少"; item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. item in crop harvest stats showing the total duration without the crop was without water, {0} is replaced with string like '4 months'. "CropStats__MonthsWithoutWater" = "{0}水不足だった"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra bonus "CropStats__MoreDueToBonus" = "{0} 布告などのボーナスにより収穫量が増加"; item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility item in crop harvest stats explaining that farm produced {0} more quantity thanks to extra fertility "CropStats__MoreDueToFertility" = "{0} 肥沃化により収穫量が増加"; explaining that crop is not planted yet as the farm has low fertility explaining that crop is not planted yet as the farm has low fertility "CropWaiting__Fertility" = "豊穣になるのを待つ"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "起動出来ません、待機中です"; explaining that crop is not planted yet as the farm's soil is dry and needs water explaining that crop is not planted yet as the farm's soil is dry and needs water "CropWaiting__Water" = "水や雨を待っている"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "農場:{0}は水不足で乾燥します"; short description of a machine short description of a machine "Crusher__desc" = "鉱石をより細かい粒子に砕き、高度な加工に使える様にする。"; name of a machine name of a machine "Crusher__name" = "粉砕機"; short description of a machine short description of a machine "CrusherLarge__desc" = "大型破砕機による効率化と処理能力の向上。"; name of a machine name of a machine "CrusherLarge__name" = "粉砕機 (大)"; Map description Map description "CurlandMap__desc" = "天然資源に恵まれた美しい島だが、湾曲している為、大きな工場を建てるのは難しい。両端を繋げて円形にする事も出来ますよ!"; map name, this name is join of curly + island, this island is a curly line in a shape of letter G map name, this name is join of curly + island, this isliand is a curly line in a shape of letter G "CurlandMap__name" = "カーランド"; info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' info text showing that there is an active disease in the settlement and its properties. Example use: 'Months left: 4 | Mortality: 1.5%' "CurrentDisease__Info" = "残り月数 :{0} | 健康 :{1} | 死亡率:{2}"; explaining that there is no disease active explaining that there is no disease active "CurrentDisease__NoDisease" = "感染性の病気は無い"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "現在の病気"; tooltip tooltip "CurrentDisease__Tooltip" = "あなたの集落では、ときどき病気が発生する事があります。ある病気は、あなたの集落に設備が無い為に発生します。また、季節性の病気で、あまり影響を受けないものもあります。また、船が探検に出かけると、その乗組員が季節性の病気を持ち帰る事があります。"; title of a panel that shows current research that is in progress title of a panel that shows current research that is in progress "CurrentResearch" = "現在の研究内容"; title of a tool that is used to cut & paste already existing buildings and machines. Please keep this short! title of a tool that is used to cut & paste already existing buildings and machines. Please keep this very short! "CutTool" = "切り取り"; tooltip tooltip "CutTool__Tooltip" = "非構造物の領域上でクリックまたはドラッグすると、非構造物が切断され、新たに配置出来る様になる"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0} (破損)"; short description short description "DataCenter__desc" = "データセンターは、あなたが追加するサーバーを設置する為に使用されます。追加されたサーバーは、あなたの島で使用出来る資源として演算処理を提供します。演算処理は、ロボットの組み立てやマイクロチップの製造など、高度な生産機械で使われます。注目すべきは、それぞれのサーバーに電力や冷却、保守点検が必要な事です。しかし、猫の写真やミームの膨大なコレクションから、しつこく検索するだけだという人もいます。これを論破する事は出来ませんでした。"; building or machine building or machine "DataCenter__name" = "データセンター"; description of research that increases how much material the player gets back after building deconstruction description of research that increases how much material the player gets back after building deconstruction "DeconstructionRatioIncrease" = "分解効率+{0}%"; tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. tooltip for a button that decreases priority for the current recipe by moving it lower in the list. Keep short. "DecreasePriority" = "優先順位を下げる"; button to delete the currently selected save file button to delete the currently selected save file "DeleteSave__Action" = "削除"; {0} is name of the file to be deleted {0} is name of the file to be deleted "DeleteSave__ConfirmQuestion" = "本当に{0}を削除しますか?元に戻せなくなりますよ。"; {0} is name of the file that could not be deleted {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "おっと! {0}の削除に失敗しました!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "セーブファイル{0}を削除しました。"; tooltip tooltip "DeleteTool__EntireTransport" = "解体中に、ショートカットキーを押しながら、ベルトコンベアやパイプもまとめて解体する"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "ショートカットキーを押したまま解体すると、ユニティを消費して、解体と同時に全ての素材を除去する事が出来ます"; tooltip tooltip "DeleteTool__Tooltip" = "設備がある場所をクリックまたはドラッグすると、その設備を取り壊す事が出来ます"; "Demand" = "需要"; title of a tool that is used to mark buildings and machines for removal. Please keep this short! title of a tool that is used to mark buildings and machines for removal. Please keep this very short! "Demolish" = "取り壊す"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "廃棄指定"; title/tooltip of a button that opens forestry designation tool title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "林業指定"; title/tooltip of a button that opens leveling designation tool title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "水平指定"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "採掘指定"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "木材指定"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "無効な位置です。"; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "右クリック&ドラッグで既存の指定を削除"; category for key bindings affecting designations category for key bindings affecting designations "Designations" = "指定項目"; shown when dumping designation is not yet mineable due to its edges being too deep shown when dumping designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartDumping" = "端が地形より高すぎて、まだ廃棄を開始出来ません。"; shown when forestry designation is usable due to terrain not being fertile shown when forestry designation is usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "地盤が悪いので、まだ林業を始められない。"; shown when leveling designation is not yet usable due to its edges being too high/deep shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "すべての端が地形より低すぎたり高すぎたりする為、まだここで地形の平坦化を開始することは出来ません。"; shown when mining designation is not yet mineable due to its edges being too deep shown when mining designation is not yet mineable due to its edges being too deep "DesignationWarning__CannotStartMining" = "地形が深すぎて、まだ採掘出来ません。"; shown when forestry designation is not contained by any forestry tower area and cannot be forested. shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "森林管理塔区域で管理する必要があります。"; shown when mining designation is not contained by any mine tower area and cannot be mined. shown when mining designation is not contained by any mine tower area and cannot be mined. "DesignationWarning__NoTower" = "採掘管制塔範囲で管理する必要があります。"; short description short description "DieselGenerator__desc" = "軽油燃料を燃やして電気を作る。"; name name "DieselGenerator__name" = "軽油燃料発電機"; short description short description "DieselGeneratorT2__desc" = "より強力な発電機。電源予備としても使える。"; name name "DieselGeneratorT2__name" = "軽油燃料発電機 II"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "難易度 :{0}"; {0} = Dirt {0} = Dirt "DigDirtTip" = "万が一、足りない場合は専用の{0}鉱山を設定する事が出来ます。"; used when some option is disabled used when some option is disabled "Disabled" = "使用不可"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "全て破棄する"; {0} - title of a product to discard, e.g. Coal {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "ここに保存されている全ての {0} を永久に破棄しても良いでしょうか?"; "DiscardAllProducts__NotSupported" = "この製品は廃棄出来ません。"; button to discard changes "DiscardChanges" = "破棄"; description of a button that opens game's discord, keep short! description of a button that opens game's discord, keep short! "Discord__Desc" = "コミュニティでゲームについて話し合おう!"; explains the player what they need to do in order to get access to some technology explains the player what they need to do in order to get access to some technology "DiscoverOnWorldMap__desc" = "世界中を探索して発見する必要がある"; disease name "Disease1__name" = "インフルエンザ"; disease severity, this is the lowest severity 1/5, {0} is disease name disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "{0} (軽度)"; disease severity, this is second lowest severity 2/5, {0} is disease name disease severity, this is second lowest severity 2/5, {0} is disease name "DiseaseSeverity__2" = "{0} (中程度)"; disease severity, this is third lowest severity, 3/5, {0} is disease name disease severity, this is third lowest severity, 3/5, {0} is disease name "DiseaseSeverity__3" = "{0} ( 重症 )"; disease severity, this is second highest severity 4/5, {0} is disease name disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "{0} ( 重篤 )"; disease severity, this is the highest severity 5/5, {0} is disease name disease severity, this is the highest severity 5/5, {0} is disease name "DiseaseSeverity__5" = "{0} ( 致命的)"; button to dismiss a dialog button to dismiss a dialog "Dismiss" = "閉じる"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "原油の高度処理の入り口となる。原油を2つの成分に分離し、さらに有用な資源に加工する。"; name of a machine name of a machine "DistillationTowerT1__name" = "蒸留塔 (ステージI)"; description of a distillation tower description of a distillation tower "DistillationTowerT2__desc" = "蒸留工程を追加し、石油加工の用途を拡大する。"; name of a machine name of a machine "DistillationTowerT2__name" = "蒸留塔 (ステージII)"; name of a machine name of a machine "DistillationTowerT3__name" = "蒸留塔 (ステージIII)"; name: toolbar category name name: toolbar category name "docksCategory__name" = "貨物搬送設備"; label for a checkbox to toggle to avoid seeing some dialog again label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "再度表示しない"; tooltip explaining dumping height selection tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "廃棄される山の最大高さを、堆積機に対して割り当てする設定です。"; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "ここでは何も捨てられない"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain dumping designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Title" = "ここに捨てられる物"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilter__Tooltip" = "ここで管理されている指定場所への廃棄を許可する材料を設定します。"; title of a panel that configures what products are allowed to be dumped by trucks onto the terrain title of a panel that configures what products are allowed to be dumped by trucks onto the terrain "DumpingFilterGlobal__Title" = "トラックから廃棄出来る物"; tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area tooltip of a panel that configures what products are allowed to be dumped by trucks onto the terrain designations managed by a mine tower area "DumpingFilterGlobal__Tooltip" = "自分の島の廃棄指定にトラックによる廃棄を許可する製品を設定します。各マインタワーには独自のフィルターがあり、管理するエリアで廃棄出来るものを上書きして細かく設定する事が出来ます。"; shown next to a material that can be dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. shown next to a material that can de dumped only on designations that are managed by mine control tower that has such a product allowed for dumping in its dumping filter. Other option is to change the global dumping filter. "DumpInMineTowerOnly" = "廃棄フィルターが設定された採掘指示塔のエリアのみ、または全体的廃棄フィルターで本製品を有効にする事で廃棄が可能です。"; title of a panel that enabled to configure the depth offset a stacker should dump to title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "廃棄指定"; name name "EdictCategory_Industry__name" = "産業令"; name name "EdictCategory_Population__name" = "人口統計"; Explanation shown when some edict could not be activated due to low health Explanation shown when some edict could not be activated due to low health "EdictReason__HealthLow" = "健康状態が悪すぎます(不足:{0}, 必須:{1})"; Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) Explanation shown when some edict could not be activated due to full housing (e.g. makes no sense to increase pop growth when housing is full) "EdictReason__HousingFull" = "住宅は満室です"; shown when edict cannot be activated as it requires more advanced captain office shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "先進的な船長室が必要です"; Electricity in giga-watts Electricity in giga-watts "Electricity__Gw" = "{0} GW"; Electricity in kilo-watts Electricity in kilo-watts "Electricity__Kw" = "{0} KW"; Electricity in mega-watts Electricity in mega-watts "Electricity__Mw" = "{0} MW"; explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. "ElectricityDisplayTooltip" = "現在の需要量/現在の生産量|総生産能力"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "電力統計"; description of a machine short description of a machine "Electrolyzer__desc" = "製品に電流を流し、より単純な物質に分解する。"; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "電解槽"; name of a machine name of a machine "ElectrolyzerT2__name" = "電解槽 II"; shown when entity has no products (e.g. when transport is empty) shown when entity has no products (e.g. when transport is empty) "Empty" = "空"; used when some option is enabled used when some option is enabled "Enabled" = "有効"; title for enabling mods (mod is a game extension provided by community) title for enabling mods (mod is a game extension provided by community) "EnableMods__Title" = "MOD"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "MODを有効にする (要再起動)"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "警告 MODは任意のコードを実行したり、あなたのマシン上の任意のファイルにアクセスしたり、インターネットに接続する事さえ可能です。信頼出来るMODのみを使用してください。MODの使用は自己責任で行ってください。"; enemy ship(s) enemy ship(s) "Enemy" = "敵"; name name "EngineT1__name" = "船舶用発動機"; short description short description "EngineT2__desc" = "船舶の速度と航続距離が伸びる。"; name name "EngineT2__name" = "船舶用発動機 II"; short description short description "EngineT3__desc" = "船舶の速度と航続距離が伸びる。"; name name "EngineT3__name" = "船舶用発動機 III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "故障の可能性 :{0}"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector. "EntityComputingConsumptionTooltip" = "運用時に消費される演算処理"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "現在、消費されている演算処理"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "稼働時に消費する演算処理(現在は消費していない)"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "動作に必要な演算処理(現状では十分ではない)"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "運用時に発生する演算処理"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "稼働時の電力消費量"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "現在消費している電力"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "稼働時の電力消費量(現在は消費していない)"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "動作に必要な電力(現在は不足している)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "最大発電量"; notification notification "EntityMayCollapseUnevenTerrain__name" = "建物{entity}が凹凸により倒壊する可能性があります"; tooltip that explains the panel that shows monthly unity consumed in a machine / building tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip" = "毎月のユニティ消費量"; tooltip that explains quick repair action tooltip that explains quick repair action "EntityRepair__Tooltip" = "ユニティを使用する緊急の応急修理"; title of a panel that shows the current status of a vehicle, ship or machine title of a panel that shows the current status of a vehicle, ship or machine "EntityStatus" = "ステータス"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "異常加熱(オーバーヒート)"; animal farm has no animals, so it's empty has nothing to do animal farm has no animals, so it's empty has nothing to do "EntityStatus__AnimalFarm_NoAnimals" = "動物がいない"; animal farm is missing food to feed its animals animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "食品なし"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "壊れている"; something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) something is being cleared out (e.g. dry crop) - status of a selected entity (keep it short!) "EntityStatus__Clearing" = "クリアリング"; status of a datacenter, can't work as player did not add any servers into it (keep it short!) status of a datacenter, can't work as player did not add any servers into it (keep it short!) "EntityStatus__Datacenter_NoServers" = "サーバー無し"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "成長中"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "不毛"; farm has no crop selected, so it can't work (keep it short!) farm has no crop selected, so it can't work (keep it short!) "EntityStatus__Farm_NoCrop" = "作物選択無し"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "水不足"; blocked as output is full - status of a selected entity (keep it short!) blocked as output is full - status of a selected entity (keep it short!) "EntityStatus__FullOutput" = "出力が満杯"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "貯蔵施設が満杯"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "アイドル"; status of a machine that cannot continue because its placement is invalid (keep it short!) status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "配置が無効"; not enough electricity - status of a selected entity (keep it short!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "低電力"; status of a selected data center when it lacks coolant (keep it short!) status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "冷却水の不足"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "入力の不足"; selected entity can't work as it is lacking fuel (keep it short!) selected entity can't work as it is lacking fuel (keep it short!) "EntityStatus__NeedsFuel" = "燃料が必要"; not enough computing from datacenter - status of a selected entity (keep it short!) not enough computing from datacenter - status of a selected entity (keep it short!) "EntityStatus__NoComputing" = "演算能力無し"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "仕事無し"; machine can't work as no recipe is selected - status of a selected entity (keep it short!) machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__NoRecipe" = "レシピ無し"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "軸経由で接続されてない"; transport is not connected - status of a selected entity (keep it short!) transport is not connected - status of a selected entity (keep it short!) "EntityStatus__NotConnected" = "接続されていません"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "ユニティ不足"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "労働者無し"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Paused" = "一時停止"; status of a research lab when the current research is too advanced and the lab can't research it (keep it short!) status of a research lab when the current research is too advanced and the lab can't reseacrh it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "研究出来ない"; shown when entity such as mine has run out of a deposit to mine shown when entity such as mine has run out of a deposit to mine "EntityStatus__ResourceDepleted" = "資源枯渇"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "到着"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "出発"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "停泊中"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "探索中"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "戦闘中"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "移動中"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "命令無し"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "製品待ちの状態"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "製品の不足"; all cool! - Status of a selected entity (keep it short!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "作業中"; {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) {0} is utilization, example: 'Working (20%)' - status of a selected entity (keep it short!) "EntityStatus__WorkingPartially" = "作業中 ({0})"; button that toggles navigation overlay, keep short button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "道順の表示"; explanation of what navigation overlay toggle does explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "この車両が走行可能な場所と不可能な場所をオーバーレイで表示します。"; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip" = "必要な作業員数"; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "現在の割り当て人数"; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "稼働時に必要な人数(現時点では配置されていない)"; title for setting that configures error reporting title for setting that configures error reporting "ErrorReporting__Title" = "エラー報告"; name of a toggle button that turns on / off the error reporting name of a toggle button that turns on / off the error reporting "ErrorReporting__ToggleLabel" = "エラー報告の送信"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "ゲームプレイ中に発生したエラーについて、匿名でレポートを送信出来る様になります。これにより、問題を迅速に発見し、ゲームをより良い物にする事が出来ます。"; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "契約が成立していない 新しい契約を締結する時期?"; title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. title of a panel listing all the contracts that player established. Established in this context means that player has ongoing trade deals / trade routes for these contracts that cost monthly unity. So it has a stronger meaning then just having them unlocked. "EstablishedContracts__Title" = "契約締結"; tooltip for EstablishedContracts__Title tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "確立された全ての契約をリストアップします。これらの契約は、毎月のユニティコストが掛る場合があります。契約は、どの貨物搬送設備にも割り当てられていない場合のみ、キャンセルする事が出来ます。"; title of a panel showing an estimate of water yield for rainwater harvester title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "平均取水量"; short description of a machine short description of a machine "EvaporationPond__desc" = "塩水から残留水分を蒸発させ、塩を生産する。"; name of a machine name of a machine "EvaporationPond__name" = "蒸発池"; short description of a machine short description of a machine "EvaporationPondHeated__desc" = "塩水から残留水分を蒸発させ、塩を製造する。電熱機で加熱する。"; name of a machine name of a machine "EvaporationPondHeated__name" = "蒸発池 (加熱式)"; notification notification "ExcavatorHasNoValidTruck__name" = "{entity}に対応するトラックが無い"; vehicle description, for instance {0}=6 vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "最大バケット容量が{0}であらゆる地形の採掘に適しています。背が高いので搬送用設備の下を通れないので、車両用傾斜路を使って渡る。"; vehicle vehicle "ExcavatorT1__name" = "小型油圧ショベルカー"; vehicle description, for instance {0}=18 vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "最大バケット容量が{0}の本格的なショベルカーです! 背が高いので搬送用設備の下を通れないので、車両用傾斜路を使って渡ってください。"; vehicle vehicle "ExcavatorT2__name" = "油圧ショベルカー"; vehicle description, for instance {0}=60 vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "どんな地形でも楽に採掘出来る超大型油圧ショベルカー。バケット容量は{0}です。その大きさゆえに搬送用設備の下を通る事は出来ないので、車両用傾斜路を使って横断する。"; vehicle vehicle "ExcavatorT3__name" = "超大型油圧ショベルカー"; {0} is a number, used like for instance '75%' {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "高温の排気ガスから有用な資源を取り出し、汚染物質の{0}%をろ過する。"; name of a machine name of a machine "ExhaustScrubber__name" = "排気濾過施設"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "メインメニューに戻る"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "我が船は{0}を発見した!"; "ExplorationResult__Loot" = "戦利品発見!"; "ExplorationResult__Nothing" = "何も見つかりません!"; "ExplorationResult__Title" = "エリア発見!"; title of a dialog that allows to export blueprint into a string title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "文字列への書き出し"; title of a panel that configures truck's export priority - keep it short! title of a panel that configures truck's export priority - keep it short! "ExportPriority" = "搬出"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "貯蔵燃料の撤去はトラック優先。"; tooltip for export of cargo stored in shipyard tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "保管されている貨物の搬出には、トラック優先。"; tooltip tooltip "ExportPriority__StorageTooltip" = "保管されている製品の取り出しは、トラック優先です。"; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "搬出経路"; title of a panel showing the currently planted crop (can be only one per farm). title of a panel showing the currently planted crop (can be only one per farm). "Farm_PlantedCrop" = "作付けされた作物"; tooltip explaining average farm production rate tooltip "FarmAvgProduction__Tooltip" = "現在の肥沃度を基にした1ヶ月あたりの平均生産量の推定値。水不足による遅れはこの試算に含まれない。しかし、肥沃度の為に追加された作物によって発生した余分な時間は含まれています。どれくらいの食料が必要かは、食料市場消費レポートをご覧ください。"; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "作物の選択"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "肥沃度"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "肥沃度の均衡 {0}"; describes fertility equilibrium describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "肥沃度平衡は、現在の作付予定に対して土壌肥沃度が自然に収束する値である。平衡状態では、作物の肥沃度消費量は自然補充量と等しくなる。輪作で複数の作物が設定されている場合、それぞれの作物が異なる平衡値を持つ可能性がある為、この値はあくまで概算である。なお、平衡では肥料は考慮されていない。"; describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) describes percentage with which farm's fertility gets naturally replenished (without fertilizer or other player's actions) "FarmFertility__NaturalReplenish" = "自然回復"; describes natural fertility replenish rate display describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "地力が自然に (肥料を使わずに) 補充される月々の割合の事で、肥沃度の低い土壌ほど補充率は高くなります。土壌の肥沃度が100%以上の場合、自然回復はマイナスとなり、肥沃度は徐々に低下していきます。"; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "必要な肥沃度 {0}"; tooltip explaining farm fertility need display tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "目標肥沃度に到達する為に、平均的に必要な余剰肥沃度 (現在の輪作作物の場合) 。この余分な肥沃度は、肥料で供給される必要がある。"; target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. target fertilization on farm, example use: 'TARGET: 120%'. Please keep capitalized if you can and keep this super short. "FarmFertility__Target" = "ターゲット:{0}"; tooltip explaining farm fertility tooltip explaining farm fertility "FarmFertility__Tooltip" = "作物によっては、収穫のたびに農場の肥沃度を下げる物があります。肥沃度とは、最終的に収穫される作物に適用される割合で、その収穫量を決定する。つまり、50%の肥沃度では50%しか収穫出来ない。肥沃度は、緑肥や肥料を与える事によって補充する事が出来る。同じ作物を続けて栽培すると、肥沃度の消費量が増える。従って、輪作をするのが得策です。"; explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) explains to the fertility consumed by currently planted crop is increased because player is not rotating crops (is planting the same crop multiple times) "FarmFertilityPenaltyNoRotation" = "輪作を行っていない為、肥沃度の消費が増加している。"; title for farm fertility panel title for farm fertility panel "FarmFertilityTitle" = "土壌の肥沃度"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1 肥料→{0}"; describes fertilizer to fertility conversion describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "貯蔵された肥料1単位あたり、どれだけの土壌の肥沃度をもたらすか。"; describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' describes maximum achievable fertilization of current fertilizer, example use: 'Max fertilization: 100%' "FarmFertilizer__MaxFertility" = "最大肥沃度:{0}"; describes maximum fertilization target describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "現在貯蔵している肥料で達成可能な最大施肥目標値。"; title for farm's stored fertilizer title for farm's stored fertilizer "FarmFertilizer__Title" = "貯蔵された肥料"; describes fertilizers function and storage describes fertilizers function and storage "FarmFertilizer__Tooltip" = "肥料は、人為的に土壌の肥沃度を自然の平衡状態よりも高める事が出来ます。一部の肥料は、土壌の肥沃度を100%以上に高める事が出来ます。緑色のスライダーを使用して、希望する肥沃度の目標を設定します。肥料は配管で送らなければなりません。異なる種類の肥料が送られると、それぞれの性質が比例して混合されます。"; button to open overview window of all the existing fertilizers, keep short button to open overview window of all the existing fertilizers, keep short "FarmFertilizersOverview__Open" = "肥料の概要"; title of a window showing overview of all the existing fertilizers title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "肥料の概要"; title for farm irrigation tank title for farm irrigation tank "FarmIrrigation__Title" = "灌漑用貯水槽"; tooltip explaining farm irrigation tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "灌漑に適した貯水量。土壌の水位が低くなると、自動的に灌漑を開始します。雨天時は常に灌漑を停止します。"; info text that points the player to click the plus button to plant new crop and start growing something in the farm info text that points the player to click the plus button to plant new crop and start growing something in the farm "FarmPlantCropHelp" = "'+' をクリックすると、栽培を開始します"; short description short description "FarmT1__desc" = "様々な作物の栽培が可能。食料生産に利用出来る。この農場は雨にしか頼れない。外部から水を供給する為には、改良が必要です。"; name name "FarmT1__name" = "農場"; short description short description "FarmT2__desc" = "水源や肥料を繋げる事が出来る灌漑農地。それは便利かも。"; name name "FarmT2__name" = "灌漑農場"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "基本的な農場と比較して、{0}作物の収穫量が増加しています。また、作物は{1}余分な水と肥沃度を必要とします。"; name name "FarmT3__name" = "温室"; name name "FarmT4__name" = "温室 II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "平均必要量"; title of a panel showing the current soil water level (how well is the farm watered) title of a panel showing the current soil water level (how well is the farm watered) "FarmWater__Title" = "土壌水分量"; tooltip explaining how water works on farms tooltip explaining how water works on farms "FarmWater__Tooltip" = "すべての作物は、その水分の必要量に基づき、生育の為に水を必要とします。水が不足すると、作物は成長を止め、枯れ始めます。長期にわたって水が供給されないと、作物は乾燥し、早すぎる収穫を余儀なくされる事もあります。水は雨が降ると補充されます。その後、農場はいつでも水を供給出来る灌漑システムにアップグレードする事が出来ます。農場に何も生えていない時は、水はゆっくりと蒸発していきます。土に水があるときだけ、作物は育ち始めるのです。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "農作物の収穫量が{0}増加するが、必要な水も{1}増加する"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "FarmYieldIncrease__name" = "農作物の増加"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "高速増殖炉は、高速中性子によって核分裂連鎖反応を持続させる原子炉である。このプロセスには高濃縮燃料が必要で、大量の熱を発生する。濃縮燃料を含む炉心は、核分裂性物質のブランケットで囲まれており、高速中性子を浴びて核分裂性燃料に変化する。このプロセスにより、通常は数千年かけて崩壊する超ウラン元素を燃焼させることもできます。この原子炉は固体燃料棒を使用せず、燃料を溶融塩に溶かして使用します。800℃の超高圧蒸気を発生させるため、より高い運転温度で運転される。炉心が過熱し、緊急冷却ができない場合、原子炉から溶融燃料を排出して自動的に停止し、すべての燃料が失われ、原子炉が損傷します。このプラントは、フルパワーで稼働した場合、最大{0}MWの電力を効率的に供給するように設定する事が出来ます。"; name name "FastBreederReactor__name" = "高速増殖炉"; short description of a machine short description of a machine "FermentationTank__desc" = "糖類をエタノールなどの有用物質に変換する為に、微生物を利用する。ここで採用された微生物は給料を貰っていない (彼らはただ糖が好きなだけ) 。"; name of a machine name of a machine "FermentationTank__name" = "醗酵槽"; shows a location of a file, {0} is replaced with the location shows a location of a file, {0} is replaced with the location "FileLocation" = "場所:{0}"; "FirTree__desc" = "モミの木"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "可燃性の液体やガスを燃やす事が出来るが、公害を発生させる。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "余剰燃焼ガス焼却塔"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "箱詰め製品を輸送する。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "箱詰め製品を輸送する。 処理能力は前段と比較して{0}倍となる。"; short description: small machine that allows sorting of products short description When there are multiple different products on a transport, this machine can filter some of them to its dedicated output port. "FlatConveyorSorter__desc" = "製品のソートを可能にする。"; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "平型ソーター"; name name "FlatConveyorT1__name" = "平型コンベア"; name name "FlatConveyorT2__name" = "平型コンベア II"; name name "FlatConveyorT3__name" = "平型コンベア III"; name: default name of the main ship name "Fleet__name" = "船"; tooltip tooltip "FlipShortcut__Tooltip" = "ショートカットキーを押して反転"; description of flywheel, {0} = '120 MW-seconds' description of flywheel, {0} = '80 MW-seconds' "Flywheel__desc" = "弾み車は、回転する質量の慣性力として{0}分の機械的動力を蓄える事が出来ます。同じ軸にある他の全ての発動機がアイドル状態 (機械的動力を消費または生成していない) である場合、ゆっくりと動力を失います。"; name name "Flywheel__name" = "弾み車"; tooltip for a button that enables vehicle camera following {0} = Esc "FollowVehicleTooltip" = "この車両にカメラを追従させます。カメラを移動するか、このボタンを押すとキャンセルされます。"; title of a panel showing information about food in a settlement title of a panel showing information about food in a settlement "Food" = "食品"; number of food categories satisfied, example use: '2 categories' number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0}のカテゴリを満たす"; name name "FoodCategory_Carbs__name" = "炭水化物"; name name "FoodCategory_Protein__name" = "蛋白質"; name name "FoodCategory_Treats__name" = "お菓子"; name name "FoodCategory_Vitamins__name" = "ビタミン"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionIncrease__desc" = "食品消費量が{0}増加する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionIncrease__name" = "豊富な食料"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FoodConsumptionReduction__desc" = "食品消費量を{0}削減する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionReduction__name" = "食料節約"; used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' used as information for a food item, example use: '1 [icon of food] feeds 14 people / month' "FoodFeedInfo" = "食料 {0} 人口"; tooltip for a food category that informs that players might receive health bonus for it, if they provide it tooltip for a food category that informs that players might receive health bonus for it, if they provide it "FoodHealth__CategoryTooltip" = "提供された場合、健康割増が付く食品カテゴリーです。"; title of a panel showing information about health bonus from the food provided to the settlement title of a panel showing information about health bonus from the food provided to the settlement "FoodHealth__Title" = "健康ボーナス"; tooltip tooltip "FoodHealth__Tooltip" = "複数のカテゴリの食品を提供する事で、住民の健康状態を向上させる事が出来ます。食品カテゴリの隣に健康アイコンがある食品が提供されると、健康ボーナスを得る事が出来ます。ボーナスを得るには、少なくとも2種類のカテゴリーが満たされている必要があります。"; title of a panel showing information about food in the currently selected settlement title of a panel showing information about food in the currently selected settlement "FoodInSettlement__Title" = "居住地での食事"; tooltip tooltip "FoodInSettlement__Tooltip" = "居住区で入手出来る全ての食品を、消費とユニティに関する情報とともに表示します。食品はカテゴリー毎に分けられ、複数のカテゴリーから食品を提供する事で、健康ボーナスを得る事が出来ます。様々な種類の食べ物を提供すれば、消費量は提供された全ての種類の食べ物に分散されます。また、様々な食品を提供する事は、ユニティの大きな源となります。"; tooltip tooltip "FoodLeftMainPanel__Tooltip" = "現在の食料供給がどれくらい続くかを表示します。集落に付属する食料市場に貯蔵されている食料のみカウントされます。"; short description of a machine short description of a machine "FoodMill__desc" = "オーガニック製品を微粉末やオイルに加工する。"; name of a machine name of a machine "FoodMill__name" = "製造所"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "FoodNeed__name" = "食料"; short description of a machine short description of a machine "FoodProcessor__desc" = "与えられた材料からさまざまな種類の食品を作る事が出来る。"; name of a machine name of a machine "FoodProcessor__name" = "食品加工施設"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "食糧供給"; this tooltip is for a panel that shows food supply in a single settlement this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "この集落で手に入る食糧の事。付属の食糧市場に保管されている食糧の合計をもとに算出。"; Description of forestry tower. Description of forestry tower. "ForestryTower__desc" = "塔の効果範囲内で指定された植林地に植林機や収穫機を配置する事が出来ます。"; name name "ForestryTower__name" = "森林管制塔"; option for GameFpsLimitRenderingSetting__Name, {0} is FPS number, e.g '30' option for GameFpsLimitRenderingSetting__Name, {0} is FPS number, e.g '30' "FpsLimitRenderingSetting__LimitFps" = "{0}FPS制限"; option for GameFpsLimitRenderingSetting__Name option for GameFpsLimitRenderingSetting__Name "FpsLimitRenderingSetting__NoLimit" = "制限なし(GSync/FreeSync対応モニタ専用)"; option for GameFpsLimitRenderingSetting__Name option for GameFpsLimitRenderingSetting__Name "FpsLimitRenderingSetting__VSync1" = "画面のリフレッシュレート同期(VSync)"; option for GameFpsLimitRenderingSetting__Name option for GameFpsLimitRenderingSetting__Name "FpsLimitRenderingSetting__VSync2" = "1フレームおきに画面と同期(VSync x2)"; title for fuel information (keep it general, no diesel references) title for fuel information (keep it general, no diesel references) "Fuel" = "燃料"; title of a panel that shows amount of stored fuel (keep it as general fuel) title of a panel that shows amount of stored fuel (keep it as general fuel) "FuelAvailable" = "燃料使用可能"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "船舶用燃料"; "FuelForShip__Tooltip" = "左の緑のスライダーを右に動かすと、この建物が貯蔵している燃料を船に移し替える様になります。また、この建物または貯蔵施設は。トラックを要請して貯蔵施設を緑色のマーカーまで満タンにしておきます。"; how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' how much a cargo ship consumes per single journey for cargo. used as '10 / per a single journey' "FuelPerJourneySuffix" = "一回の輸送"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "車両の燃料消費が{0}低下する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "FuelReduction__name" = "車両燃料節約"; notification notification "FuelStationNotConnected__name" = "{entity}には燃料配管が接続していない"; notification notification "FuelStationOutOfFuel__name" = "{entity}の燃料が不足"; short description "FuelStationT1__desc" = "割り当てられたトラックは、採掘現場で自動的にショベルカーに給油するので、採掘時間の無駄がありません。"; building or machine building or machine "FuelStationT1__name" = "給油所"; advanced fuel station description "FuelStationT2__desc" = "割り当てられたトラックは、採掘現場で自動的にショベルカーに給油するので、採掘時間の無駄がありません。前Tierに比べ、貯蔵量と給油量を増加させます。"; building or machine building or machine "FuelStationT2__name" = "給油所 II"; building or machine building or machine "FuelStationT3__name" = "給油所 III"; title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) title of a panel that shows the state of a fuel tank of vehicle or ship (keep it as general fuel) "FuelTank_Title" = "燃料槽"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "追加燃料槽"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "基礎体力"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__BaseHealthDiff_Tooltip" = "集団の基本的な健康状態に影響を及ぼす。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "建設費"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "機械、建物、車両などの建設費に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraContractsProfit" = "契約の収益性"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "契約による取引時に受領する追加の無料製品。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ExtraStartingMaterial" = "スタートアップの追加素材"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraStartingMaterial_Tooltip" = "開始時の素材と、廃墟となった建物を解体する際に得られる素材が増加する。また、島の原油の埋蔵量も増加する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "農作物の収穫量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "すべての農場、温室の収量に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FuelConsumptionDiff" = "燃料消費量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FuelConsumptionDiff_Tooltip" = "自動車や貨物船の燃費に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__MaintenanceDiff" = "保守点検の消費量"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerProductionDiff" = "電力生産量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PowerProductionDiff_Tooltip" = "発電機の出力に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "コンベア & 貯蔵施設の電源"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "コンベア & 貯蔵施設が電力を消費するかどうか、また、どのように消費するかを決定します。電源が「{0}」に設定されている場合、電力がないときにコンベア & 貯蔵施設は動作しません。 「{1}」に設定すると、電力は最優先で消費されますが、コンベア & 貯蔵施設は電力がない状態でも動作します。最後に、コンベア & 貯蔵施設の電力消費を完全に無効にする事が出来ます。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickRepair" = "即時修理"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "降水量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__RainYieldDiff_Tooltip" = "降水量に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResourceMiningDiff" = "鉱石採掘量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResourceMiningDiff_Tooltip" = "鉱石と砂の採掘量を増減させます。増加させた場合、ショベルカーは同じ大きさの鉱床から、標準設定での採掘量に比べ、より多くの鉱石を採掘する事になります。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SettlementConsumptionDiff" = "居住区の資源消費量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "人口が消費する食料、サービス、商品の量に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "樹木の成長速度"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "樹木の成長速度に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__UnityProductionDiff" = "ユニティの産出量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__UnityProductionDiff_Tooltip" = "集落でのユニティの生産量に影響する。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WeatherDifficulty" = "天気"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "世界の鉱山埋蔵量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "世界の鉱山 (石英鉱山や石油掘削装置など) の鉱床の大きさに影響する。"; cool/artistic description of difficulty setting (this is hard difficulty), in this case the phrase is suggesting a choice between two bad outcomes, this does not need to be translated literally cool description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDesc" = "悪魔と紺碧の海に挟まれて"; clear description of difficulty setting (this is hard difficulty) clear description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "経験者限定"; title of game difficulty setting (this is hard difficulty) title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "提督"; title of a custom game difficulty setting, in this setting the player can customize many game settings individually title of a custom game difficulty setting "GameDifficulty__CustomTitle" = "カスタム"; cool/artistic description of game difficulty setting (this is easy difficulty), in this case the phrase has nautical origin and means 'to learn new skill', in the past new recruits on ships had to learn how to tie knots and manipulate the ropes that moved the sails cool / artistic description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDesc" = "ノウハウを学ぶ"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "スムーズな船出を望む新規プレイヤー向け"; title of game difficulty setting (this is easy difficulty) title of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyTitle" = "船員"; cool/artistic description of game difficulty setting (this is standard difficulty), this phrase suggests that the player will have some difficulties but they will learn a lot, the 'storm' term also fits into the nautical atmosphere if difficulty descriptions. cool description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDesc" = "嵐を乗り切ったあなたは、昨日まで航海してきたあなたとは別人の様になるだろう"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "冒険を求める新規・既存プレイヤー向け"; title of game difficulty setting (this is standard difficulty) title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "キャプテン"; rendering setting name rendering setting name "GameFpsLimitRenderingSetting__Name" = "ゲーム内のFPS制限"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "誠に申し訳ございませんが、ゲームの初期化に失敗しましたので、詳細を添えてご報告をおねがいします。"; title of the game over message title of the game over message "GameOver__Message" = "終わったんだ。この島にはもう誰もいない。どうすればよかったんだろう...。"; title of the game over message title of the game over message "GameOver__Title" = "もう終わり!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "ロード出来ません"; message when game failed to load due to missing save file message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "指定された保存ファイルを読み込む事が出来ませんでした。{0}."; message when game failed to load due to missing mod message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "MOD '{0}' (バージョン {1}、タイプ '{2}') がない為、指定されたセーブ ファイルをロード出来ませんでした。"; explains to the player how they can get older version of this game to load an older save file. explains to the player how they can get older version of this game to load an older save file. "GameSaveLoad__SwitchSteamVersion" = "このセーブファイルをまだロードしたい場合は、ゲームを終了し、Steam > プロパティ > ベータに移動し、ドロップダウンで {0} バージョンを選択します。 その後、Steam で古いゲーム バージョンをダウンロードします。 このバージョンに追加された機能は、以前のバージョンでは使用できなくなります。"; message when game failed to load due to save version being too new message when game failed to load due to save version being too new "GameSaveLoad__VersionTooHigh" = "このセーブファイルは、現在サポートされているゲーム バージョン ({1}) よりも新しいゲーム バージョン ({0}) のものです。 古い Steamゲームファイルを使用していませんか?"; message when game failed to load due to save version being too old message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "このセーブファイルは古いゲーム バージョン ({0}) のものであり、このバージョンのゲームではサポートされていません。"; label for game seed, see https://en.wikipedia.org/wiki/Random_seed label for game seed, see https://en.wikipedia.org/wiki/Random_seed "GameSeed" = "シード値"; tooltip explaining how is seed used in the game tooltip explaining how is seed used in the game "GameSeed__Tooltip" = "天候の生成やワールドマップのレイアウトなどの場所で使用されるランダム化に影響します。マップ生成には影響しません"; category for key bindings affecting game speed category for key bindings affecting game speed "GameSpeed" = "ゲーム速度"; short description of a machine short description of a machine "GasInjectionPump__desc" = "二酸化炭素などのガスを液体に溶かし、地中に高圧で注入する事で永続的に処理する。公害の心配はない。石灰岩の地層の上にのみ構築出来る。"; pump name pump name "GasInjectionPump__name" = "炭酸ガス注入施設"; title of a panel showing general information about a settlement, things like services, number of occupants, etc. title of a panel showing general information about a settlement, things like services, number of occupants, etc. "General" = "全般"; category for general key bindings category for general key bindings "GeneralShortcuts" = "概要"; short description of a machine short description of a machine "GlassMakerT1__desc" = "溶融したガラスをガラス板に鋳造する"; name of a machine name of a machine "GlassMakerT1__name" = "ガラス生産施設"; short description of a machine short description of a machine "GlassMakerT2__desc" = "溶融したガラスをガラス板に鋳造し、より高い効率を実現する"; name of a machine name of a machine "GlassMakerT2__name" = "ガラス生産施設 II"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "全体的保守点検の状況"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "全体的な保守点検の状態を表示します。過剰な保守点検、全体的バッファに保存されます。全体的バッファが満杯の場合、保守点検施設は進行を一時停止します。バッファが空の場合は、通常、保守点検が不足している事を意味します。"; used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' used to show stats of the global maintenance need, e.g. 'Global need: 40 / month' "GlobalNeedPrefix" = "全体的なニーズ:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "{1}の{0}布告を有効にします"; title for set of goals title for set of goals "Goal__AdvancedDiesel__name" = "高度な石油処理"; goal text, {0} = assembly, {1} = construction parts goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "さらに {0} を建てて {1}を生産する"; goal text, {0} - (0/2), {1} - Tree harvester goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "トラック{0}を{1}に割り当てる"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "{1}に{0}を割り当てると、すべてのショベルカーに自動的に燃料を補給する事が出来ます"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__Build" = "{0}を建設する"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__BuildAndConnect" = "{0}を建設して接続する"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "{0}を建設し、{1}に接続する"; text for a goal, {0}, {1}, {2} - machine / building names text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "{0}を建設し、{1}と{2}に接続する"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "{0}を建設し、{1}と配管で接続する"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "{0} を建設し、{1}が{2}から搬送されるようにする"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "{0}をもう一つ建設する"; title for set of goals title for set of goals "Goal__BuildCaptainOffice__name" = "船長室"; goal text, {0} - cargo dock, {1} - fluid module goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "{0} を研究・建設し、{1}に取り付ける"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "{0}を建設し、{1}で割り当て、{3}で{2}と接続します"; goal text, {0} - storage, {1} - diesel, {2} - distiller goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "{1}の為に{0}を建設し、{2}に接続する"; goal text, {0} - farm goal text, {0} - farm "Goal__BuildFarm" = "肥沃な土地(草)に{0}を建設する"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "{0}を建設し、{2}で{1}に接続する"; text for a goal, {0} replaced with the name of a housing unit text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "既存の居住区に併設された建設物{0}を建設する"; goal text, {0} - waste dump, {1} - waste water goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "海岸近くに{0}を建設し、{1}を廃棄するレシピを設定する"; goal text, {0} oil pump, {1} basic distiller goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "油田に {0} を建設し、 {1}と接続する"; goal text goal text "Goal__BuildPowerGenerator" = "{0}の設備で発電を開始する"; title for set of goals title for set of goals "Goal__BuildResearchLab2__name" = "先進的な研究"; title for set of goals title for set of goals "Goal__BuildSlagStorage__name" = "スラグ搬出の効率向上"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "設備{0}を作成し、{2}を使用して既存の{1}に接続して{3}を搬出します"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "{0}を建設して{1}を接続、{3}から{2}の配管を接続します"; goal text, {0} - storage, {1} - product name goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "{0} を建設し、{1}に割り当てる"; goal text goal text "Goal__BuildWasteCollection" = "居住区に併設された建設物{0}について"; text for a goal, example use: 'Construct new Excavator' text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "新しい{0}を構築する"; title for set of goals title for set of goals "Goal__ConveyorBelts__name" = "コンベアの設置"; goal text goal text "Goal__Conveyors" = "コンベアを使って複数の設備を接続する"; title for set of goals title for set of goals "Goal__CopperProduction__name" = "銅の生産"; title for set of goals title for set of goals "Goal__CpIProduction__name" = "建設部品"; title for set of goals title for set of goals "Goal__CrudeOilImport__name" = "原油の輸入自動化"; text for a goal, {0} replaced with name of product (e.g. slag) text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "{0}の廃棄区域を指定する"; goal text, {0} - diesel goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "新しい {0} 貯蔵施設に対するトラックの搬入を無効にする"; title for set of goals title for set of goals "Goal__DiscoverOilRig__name" = "石油掘削装置を探す"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "{0}を廃棄する"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "{0}を廃棄する"; goal text, {0} replaced with ore name such as limestone or iron ore goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "{0}の鉱山塔を建設し、{0}の採掘を開始する"; goal text goal text "Goal__ExploreWithShip" = "船でワールドマップの最初の地点を探検する"; title for set of goals title for set of goals "Goal__ExploreWithShip__name" = "造船所を修理して出港"; goal text, {0} - name of storage, {1} - slag goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "{0} に{1}を割り当て、右(赤)のスライダーを左にドラッグして搬出/廃棄する"; goal text, {0} - product name, {1} - storage goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "{0}を{1}に格納する。 "; goal text, {0} - Light oil, {1} - Flare goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "余分な{0}を{1}で焼却する"; title for set of goals title for set of goals "Goal__FoodProduction__name" = "食料生産"; title for set of goals title for set of goals "Goal__FoodProduction2__name" = "食料生産 Ⅱ"; text for a goal, example with replacements: 'Build a Mine control tower near iron ore deposit, assign Excavator and Pickup to it and set up mining designations.' text for a goal, example with replacements: 'Build a Mine control tower near iron ore deposit, assign Excavator and Pickup to it and set up mining designations.' "Goal__ForTower" = "{1} の鉱床の近くに{0}を建設し、{2}と{3}を割り当て、採掘指定を設定する。"; title for set of goals title for set of goals "Goal__FuelStation__name" = "給油所"; goal text goal text "Goal__GrowPotatoes" = "じゃがいもの初収穫を待つ"; goal text goal text "Goal__HarvestTrees" = "木の伐採を開始する"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "{2}から{0} に{1}を搬入させる"; goal text, {0} - storage name, {1} - coal goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "{0}の左/緑のスライダーを右にドラッグして、積極的に{1}を要求するようにします"; title for set of goals title for set of goals "Goal__IronOreMining__name" = "鉄鉱石の採掘"; title for set of goals title for set of goals "Goal__IronProduction__name" = "鉄の生産"; goal text goal text "Goal__LoadCrew" = "船員を船に乗せる"; title for set of goals title for set of goals "Goal__Maintenance__name" = "保守点検"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Mine" = "{0}を採掘する"; title for set of goals title for set of goals "Goal__MineCoal__name" = "石炭の採掘"; goal text, {0} - beacon goal text, {0} - beacon "Goal__PauseBeacon" = "{0}を一時停止して、難民の受入ペースを抑える"; title for set of goals title for set of goals "Goal__PauseBeacon__name" = "難民受入れの抑制"; goal text, {0} - coal maker, {1} - wood goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "{0} を一時停止して {1} の消費を抑える"; title for set of goals title for set of goals "Goal__PopulationGrowth__name" = "人口増加"; title for set of goals title for set of goals "Goal__PowerFromCoal__name" = "石炭発電施設"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Process" = "{0}を加工する"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "{1}と{2}で{0}を建設し、銅鉱石加工の為のレシピを有効にする"; goal text goal text "Goal__ProcessIron" = "{1}で{0}を使用する鉄のレシピを有効化する"; title for set of goals title for set of goals "Goal__ProcessIronOre__name" = "鉄鉱石の加工"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Produce" = "{0}を生産する"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "新しい {0} を建設し、{1} を生産する"; goal text, {0} - lab equipment, {1} - assembly goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "{1}で{0}を出力する"; text for a goal, {0} - iron scrap, {1} - radio station text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "{1}の再利用を始めて、若干の{0}を得る"; goal text, {0} replaced with fuel name - diesel goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "船を{0}で満杯にする"; goal text, {0} - cargo ship goal text, {0} - cargo ship "Goal__RepairCargoShip" = "ワールドマップで{0}を発見し、自船で修理する"; goal text, {0} - oil rig goal text, {0} - oil rig "Goal__RepairOilRig" = "補修 {0}"; goal text goal text "Goal__RepairShip" = "船を修理する"; goal text, {0} replaced with Shipyard goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "補修 {0}"; text for a goal, {0} replaced with title of a node to research text for a goal, {0} replaced with title of a node to research "Goal__Research" = "{0}を研究する"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndBuild" = "{0}を研究して建設する"; text for a goal, {0} replaced with title of a building / machine text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "研究・改修 {0}"; title for set of goals title for set of goals "Goal__RubberProduction__name" = "ゴムの生産"; goal text, {0} - assembly, {1} - construction parts goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "{0}でレシピを選択し、{1}を生産する"; title for set of goals title for set of goals "Goal__SettlementWater__name" = "居住区の生活用水"; title for set of goals title for set of goals "Goal__SetupBricks__name" = "レンガの生産"; title for set of goals title for set of goals "Goal__SetupCp2__name" = "レンガの生産 Ⅱ"; title for set of goals title for set of goals "Goal__SetupDiesel__name" = "軽油燃料の生産"; title for set of goals title for set of goals "Goal__SetupTradings__name" = "取引について"; title for set of goals title for set of goals "Goal__SetupVehicleParts__name" = "車両部品"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "生産開始 {0}"; title for set of goals title for set of goals "Goal__StockpileDiesel__name" = "軽油燃料の備蓄"; title for set of goals title for set of goals "Goal__StockpileProducts__name" = "製品の備蓄"; goal text, {0} - bricks, {1} - wood goal text, {0} - bricks, {1} - wood "Goal__Trade" = "ワールドマップの集落から{0}を{1}で購入する"; goal text, {0} - Diesel, {1} - Medium oil goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "{1}を分留して{0}を生産する"; text for a goal text for a goal "Goal__WaitForRefugees" = "難民の到着を待つ"; title for set of goals title for set of goals "Goal__WasteDumping__name" = "廃棄物の廃棄"; goal text, {0} - oil rig goal text, {0} - oil rig "Goal__WorldMine" = "船で探検して{0}を発見する"; tooltip explaining that the current goal is long-term tooltip explaining that the current goal is long-term "Goal_TakeTime" = "この目標を急ぐ必要はありません。じっくりと時間をかけて、あなたの産業の別の分野も発展させるようにしましょう。"; title of a button that shows / hides goals that are already completed title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "完了した項目を表示"; title of a button that shows / hides goals that are locked (not available yet) title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "ロックされた項目を表示"; title of a button that enables to skip the current goal / objective title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "この目標を放棄"; confirmation text of a dialog to skip a goal confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "本当にこの目標を放棄するのですか?達成時に得られるはずの報酬を受け取れなくなります。"; {0} = Maintenance depot {0} = Maintenance depot "GoalTip__Maintenance" = "設備や 車両は定期的なメンテナンスが必要な物がほとんどです。出来るだけ早く{0}を研究・建設する必要があり、そうしないと設備が壊れ始めます。"; "GoalTip_ActivateRecipe" = "設備をクリックしてからレシピをクリックし、アクティブにします。アクティブなレシピは、周囲に緑の枠が表示されます。複数のレシピを選択する事も可能で、その場合、優先順位は並び順で決まります。"; "GoalTip_BeltsMotivation" = "コンベアで機械を繋ぐ事で、トラックへの負担を軽減します。"; "GoalTip_BuildMore" = "生産を加速させる為に、さらに多くの設備を建設する事はいつでも出来ます。"; "GoalTip_BuildNearShore" = "原油を船で簡単に搬入する為に、海岸近くに高度な石油処理施設を建設する。"; {0} = liquid dump, {1} = distiller {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "{0}と{1}が近くにあれば、パイプを建設して繋ぐ事も出来ます。"; {0} = storage, {1} = off, {2} = vehicle import {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "トラックからの積み出しを無効にするには、 {0} を選択し、'{2}' 項目の {1} をクリックします。"; {0} = Shipyard {0} = Shipyard "GoalTip_RefuelShip" = "燃料を補給するには、{0}を選択し、緑の燃料スライダーを右にドラッグして下さい。"; {0} = iron ore {0} = iron ore "GoalTip_ReorderRecipes" = "レシピリストで{0}レシピを上位に移動する事で、{0}制作を優先する事が出来ます。レシピ実行の優先順位は、その順番に基づきます。また、もう一つ炉を建設して、生産規模を拡大する事も可能です。"; button to go back (e.g. to close a window) button to go back (e.g. to close a window) "GoBack" = "戻る"; Map description Map description "GoldenPeakStaticIslandMap__desc" = "中央の高い山は金鉱石で出来ています。このマップは、中央の高い山が、高さの違うたくさんのプラットフォームになっていて、それを傾斜で繋げないと行けないという、ちょっとやっかいなマップです。山を採掘したり、海に石を捨てたりして、建設可能な土地を広げていく事が重要な戦略です。"; Map name Map name "GoldenPeakStaticIslandMap__name" = "ゴールデン・ピーク"; name of a machine name of a machine "GoldFurnace__name" = "金溶鉱炉"; tooltip of a button that allows the player to manually order vehicle to go somewhere tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "特定の場所をクリックすると、その場所を走る様に手動で命令する事が出来ます"; button that takes player a window that shows contracts overview button that takes player a window that shows contracts overview "GoToContracts" = "契約書へ移動"; option in GraphicsQuality__Title setting. Fantastic is the best quality option in GraphicsQuality__Title setting. Fantastic is the best quality "GraphicsQuality__Option_Fantastic" = "最高画質"; option in GraphicsQuality__Title setting. Fast is the lowest quality but best for performance option in GraphicsQuality__Title setting. Fast is the lowest quality but best for performance "GraphicsQuality__Option_Fast" = "速い"; option in GraphicsQuality__Title setting. Great is a medium quality option in GraphicsQuality__Title setting. Great is a medium quality "GraphicsQuality__Option_Great" = "高画質"; title for graphics quality setting (values like: Fast, Great, Fantastic) title for graphics quality setting (values like: Fast, Great, Fantastic) "GraphicsQuality__Title" = "グラフィックの品質"; tooltip tooltip "GroundReserveTooltip__Groundwater" = "地下水の貯留状況全般を表示します。地下水は、雨が降ると補充されますが、汲み上げすぎると一時的に枯渇する事があります。"; tooltip tooltip "GroundReserveTooltip__Oil" = "この鉱床の原油の地下埋蔵量の全体的な状況を示しています。これは限られた資源です。枯渇する前に新しい物を見つけなければならない。長期的な原油の供給源の確保が必要である事をワールドマップに示した。"; policy / edict which can enabled by the player in their Captain's office. short description: policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "人口の自然増加を抑制する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "成長休止"; name: ship part upgrade name: ship part upgrade "Gun0__name" = "大砲 (基本)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "大砲 I (前部砲塔)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "大砲 I (後部砲塔)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "大砲 II (前部砲塔)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "大砲 II (後部砲塔)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "大砲 III (前部砲塔)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "大砲 III (後部砲塔)"; short description "HeadquartersT1__desc" = "島の人口や産業に大きな影響を与える布告を発令出来る様になります。布告の中には、あなたに利益をもたらす物もありますが、毎月のユニティを消費する物もあります。その他の布告は、毎月のユニティを生成する事が出来ますが、通常、見返りに何かを提供する必要があります。布告はいつでも切り替える事が出来ます。"; example use 'Also adds +100% increase in quick trade volume' example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "また、短期契約の量を{0}増加させます。"; title of a panel showing health overview or statistics of people on the island title of a panel showing health overview or statistics of people on the island "Health" = "健康"; tooltip tooltip "Health__Tooltip" = "人々の健康は、以下の表にあるような多くの要因によって影響を受ける事があります。健康状態が良ければ、ユニティが高まり、人口が増加します。一方、健康状態が悪いと、ユニティが低下し、人口が減少します。このような綺麗な水、医療、または食品の種類の様に、あなたの人口の健康を増加させる為に役立つ事が出来る決済サービスがあります。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "より厳格な安全対策を設ける事により、さらに+{0}の健康ポイントを得る。"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HealthBonus__name" = "健康促進"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HealthCareNeed__name" = "病院"; name name "HealthPointsCat_AirPollution__name" = "大気汚染"; name name "HealthPointsCat_Base__name" = "拠点"; name name "HealthPointsCat_Disease__name" = "病気"; name name "HealthPointsCat_Edicts__name" = "布告"; name name "HealthPointsCat_Food__name" = "食品"; name name "HealthPointsCat_Healthcare__name" = "医療"; name name "HealthPointsCat_LandfillPollution__name" = "埋立地汚染"; name name "HealthPointsCat_WasteInSettlement__name" = "廃棄物"; name name "HealthPointsCat_WaterPollution__name" = "水質汚染"; name: describes the current weather name: describes the current weather "HeavyRainWeather__name" = "豪雨"; amount of hit points amount of hit points "HitPoints" = "ヒットポイント"; notification notification "Homeless__name" = "住宅が足りない、居住区が過密になっている"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "HomelessLeft__name" = "{0}の路上生活者が食料不足の為、島を去った。"; short description short description "Hospital__desc" = "医療を提供する事で、住民の全体的な健康を増進し、追加のユニティをもたらし、また病気の悪影響を軽減する事が出来ます。この建物が機能する為には、医療用品を提供する必要があります。"; name name "Hospital__name" = "診療所"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "この診療所が付属の居住区にサービスを提供する為には、医療用品を提供する必要があります。医療の質は供給される物資に依存する。島で病気が流行した場合、医療品の消費量が一時的に増加する可能性があります。"; shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' shows a mortality reduction provided by a hospital, example use: 'Morality reduction: 1.5%' "Hospital_MortalityReduction" = "死亡率低下"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "進行中の病気の死亡率を低下させる。例えば、死亡率3%の病気に対して、2%の軽減をした場合、最終的な死亡率は1%になります。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "家庭用電化製品の消費が{0}増加するが、獲得するユニティが{1}増加する"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "追加の家庭用電化製品"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "家庭用電化製品"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "家庭用品の消費量が{0}増加するが、獲得するユニティが{1}増加する"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "追加の家庭用品"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "家庭用品"; housing description, for instance {0}=60 housing description, for instance {0}=60 "Housing__desc" = "輸送用コンテナで作られた{0}人の為の簡易住宅。"; building or machine building or machine "Housing__name" = "住宅"; explaining how settlement housing can be placed explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "住居は、既存の居住区に取り付けてその一部とする事も出来きます。(食事など既に提供されているサービスの恩恵を受ける事が出来ます)。また、独立して新しい居住区として設置する事も可能ですが、その場合は別途付帯設備が必要です。"; label of a chart showing total housing capacity label of a chart showing total housing capacity "HousingCap" = "全容量"; name: toolbar category name name: toolbar category name "housingCategory__name" = "住宅・サービス"; title of a panel that lists all the increases of settlement services demands title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "需要の増加"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "宅は通常の消費に加え、需要が増えています。これは、より高度な階層の住宅に典型的なものです。"; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "より快適な生活を提供する{0}人用の先進的な住宅です。また、必要なサービスが提供される住宅であれば、毎月のUnityを増やす事も可能です。"; building or machine building or machine "HousingT2__name" = "住宅 II"; building or machine building or machine "HousingT3__name" = "住宅 III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "ユニティボーナス"; tooltip tooltip "HousingUnityBonus__Tooltip" = "以下のニーズをすべて満たすと、このハウジングは、通常のユニティに加え、ユニティボーナスを提供します。"; short description of a machine short description of a machine "HydroCrackerT1__desc" = "異なる種類の燃料を相互に変換し、消費のアンバランスを改善します。"; name of a machine name of a machine "HydroCrackerT1__name" = "電気分解設備"; name of a machine name of a machine "HydrogenReformer__name" = "水素改質施設"; "ImportantAnnouncementTitle" = "重要なお知らせ"; message shown when blueprint string failed to import message shown when blueprint string failed to import "ImportBlueprint__Fail" = "指定された文字列のインポートに失敗しました。"; message shown when blueprint was successfully imported message shown when blueprint was successfully imported "ImportBlueprint__Success" = "新しいブループリントを追加しました!"; title of a dialog that allows to import blueprint from a string title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "文字列から取り込む"; title of a panel that configures truck's import priority - keep it short! title of a panel that configures truck's import priority - keep it short! "ImportPriority" = "搬入"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "船への積み込みを依頼された資材の配送をトラック優先で行う。"; tooltip tooltip "ImportPriority__ShipFuelTooltip" = "燃料の配送はトラック優先。"; tooltip tooltip "ImportPriority__ShipRepairTooltip" = "船舶の修理や改造に必要な資材をトラックで優先的に配送しています。"; tooltip tooltip "ImportPriority__StorageTooltip" = "担当する製品の配送を優先的にトラックで行います。"; toggle button title, more info in ImportRoutesEnforce__Tooltip toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "割り当てられた物のみ受け付け"; tooltip tooltip "ImportRoutesEnforce__Tooltip" = "割り当てられた経路経由でのみ貨物の搬入を受け入れる(これはデフォルトで設定されています)。これを無効にすると、貨物はどこからでも配送出来る様になります(つまり、搬入経路は無視されます)。"; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "搬入経路"; short description of a machine short description of a machine "IncinerationPlant__desc" = "基本的な焼却炉よりもはるかに優れた効率で廃棄物を燃やします。この処理はエネルギー的にプラスであり、蒸気を発生させます。"; name of a machine name of a machine "IncinerationPlant__name" = "焼却炉"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "優先度"; tooltip tooltip "IncreasedPriority__ConstructionTooltip" = "トラックはこの作業を優先し、出来るだけ早く終了させます"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "優先順位を上げる"; tooltip tooltip "IndividualFoodSupply__Tooltip" = "現在の供給量で居住区を養える期間の見積もりです。居住区に他の種類の食料がある場合は、この推定値が増加します。"; description of a machine short description of a machine "IndustrialMixer__desc" = "一般的な原料の混合に適した高出力混合機。"; name of a machine name of a machine "IndustrialMixer__name" = "混合機"; name of a machine name of a machine "IndustrialMixerT2__name" = "混合機 II"; short description short description "InfectionDisease__desc" = "今後、この病気を防ぐ為に、居住区に廃棄物が貯まらない様にしましょう。"; name name "InfectionDisease__name" = "感染症"; explains that settlement has the current disease because its waste collection is poor explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "廃棄物だらけの居住区"; allows trucks to deliver materials allows trucks to deliver materials "Input__Enable" = "搬入再開"; temporarily disables any material deliveries temporarily disables any material deliveries "Input__Pause" = "搬入一時停止"; title of a panel listing all the inputs of some machine / building title of a panel listing all the inputs of some machine / building "InputsTitle" = "入力"; Map description Map description "InsulaMortis__desc" = "資源が豊富な美しい島々。近くの島へアクセスするには、海へ資材を廃棄して陸橋を作らなければならない。この島は呪われているという噂があるが、我々の調査団はその証拠を見つけられなかったので、おそらく単なる伝説であろう。"; map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this "InsulaMortis__name" = "死の島"; notification "InvalidExportRoute__name" = "{entity}: 割り当てられた経路が無効です。"; "InvalidExportRouteSuffix" = "貯蔵施設に搬出経路があるが、'{0}'スライダーが設定されているか、トラックの搬出がオフになっている場合、これらのモードは使用する事が出来ません。"; notification "InvalidImportRoute__name" = "{entity}: 割り当てられた経路が無効です。"; "InvalidImportRouteSuffix" = "貯蔵施設に搬入経路があるが、'{0}'スライダーが設定されているか、トラックの搬入がオフになっている場合、これらのモードは使用する事が出来ません。"; Short label for input, keep it short! Short label for input, keep it short! "IoLabel__IN" = "イン"; Short label for output, keep it short! Short label for output, keep it short! "IoLabel__OUT" = "アウト"; Shows the total flat area of an island. Flat are considered areas that have no cliffs or mountains and can be used for construction. Example of use: 'Flat area: 2.1 km²' Shows the total flat area of an island. Flat are considered areas that have no cliffs or mountains and can be used for construction. Example of use: 'Flat area: 2.1km²' "IslandArea__Flat" = "土地面積 {0}km²"; Shows the total area of an island (excluding ocean). Example of use: 'Island area: 2.1 km²' Shows the total area of an island (excluding ocean). You don't need to put word 'area' here as this string is placed right after 'IslandArea__Flat' which already has area word in it. Example of use: 'Total: 2.1km²' "IslandArea__Total" = "合計:{0}km²"; label explaining how difficult a selected island map is (this is the easiest one) label explaining how difficult a selected island map is (this is the easiest one) "IslandMapDifficulty__Easy" = "標準"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "バランスの良いマップ。初心者やカジュアルなプレイヤーに最適です。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "難しい"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "すでにある程度ゲームを経験している熟練者向け。計画性とトレードオフを必要とする。"; label explaining how difficult a selected island map is (this is the hardest one) label explaining how difficult a selected island map is (this is the hardest one) "IslandMapDifficulty__Insane" = "挑戦的"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "失敗を恐れず、自分の限界に挑戦するのが好きなプレーヤーに。成功する事を当たり前と思わないでください。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "やや難しい"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "少し高度な地図で、特別な計画が必要かもしれません。"; label for a key-binding label for a key-binding "Kb_ClearDesignation__label" = "消去指定"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration label for a key-binding "Kb_CopyExcludingSettings__label" = "設定無しでコピーする"; tooltip for a key-binding: Copy without configuration tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "設備のコピー中に押したままにしておくと、設備の設定をコピーしなくなる"; label for a key-binding label for a key-binding "Kb_DecreaseGameSpeed__label" = "速度を落とす"; label for a key-binding label for a key-binding "Kb_DeleteEntireTransport__label" = "輸送機器を全て解体する"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "簡易取り出し可能 (Unity使用)"; label for a key-binding label for a key-binding "Kb_Flip__label" = "傾斜/水平切り替え"; label for a key-binding label for a key-binding "Kb_FreeLookMode__label" = "自由視点モード"; label for a key-binding label for a key-binding "Kb_IncreaseGameSpeed__label" = "速度を上げる"; label for a key-binding label for a key-binding "Kb_LowerDown__label" = "高さを下げる"; label for a key-binding label for a key-binding "Kb_MoveDown__label" = "下に移動"; label for a key-binding label for a key-binding "Kb_MoveLeft__label" = "左に移動"; label for a key-binding label for a key-binding "Kb_MoveRight__label" = "右に移動"; label for a key-binding label for a key-binding "Kb_MoveUp__label" = "上に移動"; label for a key-binding label for a key-binding "Kb_PanCamera__label" = "カメラ移動 (固定)"; label for a key-binding label for a key-binding "Kb_PanSpeedBoost__label" = "移動速度の向上"; label for a key-binding label for a key-binding "Kb_PauseGame__label" = "一時停止の切り替え"; label for a key-binding that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. label for a key-binding "Kb_PauseMore__label" = "設備の建築・生産の一時停止のみ"; tooltip for a key-binding: Pause only tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "一時停止ツールで自動的に一時停止を切り替えるのではなく、押したままにすると一時停止する。"; label for a key-binding label for a key-binding "Kb_PhotoModeRotation__label" = "カメラの自動回転"; label for a key-binding that does: Taken screenshots will be saved in your documents in Captain Of Industry/Screenshots. label for a key-binding "Kb_PhotoModeTakePicture__label" = "スクリーンショットを撮影する"; tooltip for a key-binding: Take screenshot tooltip for a key-binding: Take screenshot "Kb_PhotoModeTakePicture__tooltip" = "撮影したスクリーンショットは、「Captain Of Industry/Screenshots」にあるあなたのドキュメントに保存されます。"; label for a key-binding label for a key-binding "Kb_PlaceMultiple__label" = "複数配置する"; label for a key-binding label for a key-binding "Kb_PrimaryAction__label" = "主な動作・選択"; label for a key-binding label for a key-binding "Kb_RaiseUp__label" = "上昇させる"; label for a key-binding label for a key-binding "Kb_Rotate__label" = "回転させる"; label for a key-binding "Kb_RotateClockwise__label" = "時計回りに回転"; label for a key-binding "Kb_RotateCounterClockwise__label" = "反時計回りに回転"; label for a key-binding label for a key-binding "Kb_Search__label" = "検索"; label for a key-binding label for a key-binding "Kb_SecondaryAction__label" = "選択操作/選択解除"; label for a key-binding label for a key-binding "Kb_ToggleBlueprints__label" = "ブループリント"; label for a key-binding label for a key-binding "Kb_ToggleCloneConfigTool__label" = "設定の複製"; label for a key-binding label for a key-binding "Kb_ToggleConsole__label" = "コンソール"; label for a key-binding label for a key-binding "Kb_ToggleCopyTool__label" = "コピー"; label for a key-binding label for a key-binding "Kb_ToggleCutTool__label" = "切り取り"; label for a key-binding label for a key-binding "Kb_ToggleDeleteTool__label" = "解体 / 撤去"; label for a key-binding label for a key-binding "Kb_ToggleDumpingTool__label" = "廃棄指定"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity label for a key-binding "Kb_ToggleInstaCopyTool__label" = "コピー (簡易コピー )"; tooltip for a key-binding: Copy (insta-copy) tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "エンティティにカーソルを合わせた状態で押すと、即座にコピーされます"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity label for a key-binding "Kb_ToggleInstaCutTool__label" = "切り取り ( 簡易切り取り )"; tooltip for a key-binding: Cut (insta-cut) tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "エンティティにカーソルを合わせているときに押すと、瞬時に切断されます"; label for a key-binding label for a key-binding "Kb_ToggleLevelingTool__label" = "水平の指定"; label for a key-binding label for a key-binding "Kb_ToggleMap__label" = "ワールドマップ"; label for a key-binding label for a key-binding "Kb_ToggleMiningTool__label" = "採掘指定"; label for a key-binding label for a key-binding "Kb_TogglePauseTool__label" = "建設停止・再開ツール"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). Auto-rotation speed controls: [, ], and \ label for a key-binding "Kb_TogglePhotoMode__label" = "撮影モードの切り替え"; tooltip for a key-binding: Toggle photo mode tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "フォトモードでは、高画質のスクリーンショットを撮影可能(既定のスクリーンキャプチャより高画質)。自動回転の速度を調整可能。自動回転速度調整:[, ], and \"; label for a key-binding label for a key-binding "Kb_TogglePlanningMode__label" = "計画モードの切り替え"; label for a key-binding label for a key-binding "Kb_TogglePricePopup__label" = "建設コストの表示切替"; label for a key-binding label for a key-binding "Kb_ToggleRecipesBook__label" = "レシピ集"; label for a key-binding label for a key-binding "Kb_ToggleResearchWindow__label" = "研究"; label for a key-binding label for a key-binding "Kb_ToggleResVis__label" = "資源の可視化"; label for a key-binding label for a key-binding "Kb_ToggleStats__label" = "統計"; label for a key-binding label for a key-binding "Kb_ToggleTradePanel__label" = "取引"; label for a key-binding label for a key-binding "Kb_ToggleTransportMenu__label" = "輸送用設備"; label for a key-binding label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "木材指定"; label for a key-binding label for a key-binding "Kb_ToggleTutorials__label" = "チュートリアル"; label for a key-binding label for a key-binding "Kb_ToggleUnityTool__label" = "ユニティツール"; label for a key-binding label for a key-binding "Kb_ToggleUpgradeTool__label" = "アップグレードツール"; label for a key-binding label for a key-binding "Kb_TransportNoTurn__label" = "転回を許可しない"; label for a key-binding label for a key-binding "Kb_TransportPortsBlocking__label" = "入出力経路の切り替え"; label for a key-binding label for a key-binding "Kb_TransportSnapping__label" = "自動曲がりの切り替え"; label for a key-binding label for a key-binding "Kb_TransportTieBreak__label" = "別の輸送経路を使用する"; label for a key-binding label for a key-binding "Kb_ZoomIn__label" = "拡大表示"; label for a key-binding label for a key-binding "Kb_ZoomOut__label" = "縮小表示"; shown when there is no key assigned to a key binding - empty text box shown when there is no key assigned to a key binding - empty text box "KeybindingEmpty" = "未設定"; notification notification "LabCannotResearchHigherTech__name" = "現在の研究は、私たちの研究施設にとっては先進的すぎる"; notification notification "LabMissingInputProducts__name" = "この研究施設では、研究開発には研究用機器の消費が必要です"; research lab is missing input products "LabStatus__MissingInput" = "搬入される資材がありません"; name: toolbar category name name: toolbar category name "landmarksCategory__name" = "ランドマークと装飾"; description of ground water pump description of ground water pump "LandWaterPump__desc" = "雨の時に補充される地下の堆積物から水を汲み上げる。地下水脈の上に作らなければならない。"; pump name pump name "LandWaterPump__name" = "地下水揚水機"; label for a dropdown that provides language setting for the game label for a dropdown that provides language setting for the game "Language" = "言語"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "先月の推移:{0}"; title of a table. Example: 'LAST MODIFIED 8:32PM - 6/28/2050' title of a table. Example: 'LAST MODIFIED 8:32PM - 6/28/2050' "LastModified_Title" = "最終更新日"; "LastMonthUnityChanges__Title" = "先月の推移"; "LastMonthUnityChanges__Tooltip" = "先月から継続しているユニティの利益と支出のまとめ。一時的なアクションや決済サービスによる収入は含まれていません。"; title of a buffer showing the state of fuel in launchpad's attached rocket title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "ロケットの燃料"; option to toggle to launch rockets automatically when they are ready option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "準備完了後、自動起動"; Shown at then end of countdown when rocket lifts off Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "リフトオフ!"; starts countdown and launches the current rocket starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "打ち上げのカウントダウン開始!"; title of a panel to control rocket launch title of a panel to control rocket launch "LaunchPad_Launch__Title" = "打ち上げ制御"; title of a panel showing unity given per rocket launch title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "打ち上げ毎のユニティ"; title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. "LaunchPad_WaterBufferTitle" = "衝撃波制御"; title of an overview that shows resources layers on top of the island terrain. Please keep this very short! title of an overview that shows resources layers on top of the island terrain. Please keep this very short! "Layers" = "資源レイヤー"; name name "LimestoneMine__name" = "石灰石採掘場"; button to load the game from the currently selected save file button to load the game from the currently selected save file "Load_Action" = "ロード"; title of a window that that enables to load existing save files title of a window that that enables to load existing save files "Load_Title" = "ゲームのロード"; tooltip tooltip "LoadDisabled__Error" = "セーブファイルを開いて、そのメタデータを読み込む際にエラーが発生しました。ゲームを再起動してください。問題が解決しない場合は、ログを確認してください。"; tooltip tooltip "LoadDisabled__ModsMissing" = "現在のセーブファイルで必要なMODが1つ以上がインストールされていません。不足しているMODをインストールするか、MODを無効にして、MOD無しでゲームを動かしてみて下さい。"; {0} will be replaced with 'Settings' (Settings_Title) {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "MODの読み込みが無効になっています。{0}でMODを有効にするか、このセーブファイルで必要なすべてのMODを無効にする必要があります。"; {0} will be replaced with the title of a button that provides mods configuration {0} will be replaced with the title of a button that provides mods configuration "LoadDisabled__NeedsModConfig" = "選択されたセーブファイルには、使用できないMODが要求されています。 '{0}'ボタンをクリックすると、詳細が表示されます。"; status explaining that something is just being loaded (e.g. blueprint library) status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "ロード中 ..."; Example use: 350 km away from our Island Example use: 350 km away from our Island "Location_Distance" = "私たちの島から{0}km離れた場所"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "{0} 隻のバトルスコア:"; Example use: This location has Oil rig Example use: This location has Oil rig "Location_HasEntity" = "この場所には {0} があります"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "船が向かっている"; shown in a detail of a research that is currently not available (locked behind other ones) shown in a detail of a research that is currently not available (locked behind other ones) "Locked" = "ロック状態"; rendering setting name rendering setting name "LodBiasRenderingSetting__Name" = "詳細レベル(LOD)"; keep it short, there is more info in the tooltip for player to understand automatic mode, more info in the tooltip. note: keep it short! "LogisticsControl__Auto" = "自動"; "LogisticsControl__Auto_InputTooltip" = "トラックは製品の配送を許可されます。しかし、コンベア/パイプを経由して製品が正常に受信されると、トラックは製品を配送する事ができなくなります。その後、コンベヤー/パイプが切断されると、トラックによる配送が復活します。"; "LogisticsControl__Auto_OutputTooltip" = "トラックは製品を回収する事が出来ます。しかし、製品がコンベア/パイプを介して正常に出荷されると、トラックはそれを収集する事ができなくなります。その後、コンベア/パイプが切断されると、トラックによる集荷は復活します。"; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "トラックでの搬入"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "トラックが製品を搬入可能かどうかを設定します"; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__Off" = "オフ"; "LogisticsControl__Off_InputTooltip" = "トラックによる荷物の搬入は出来ません。"; "LogisticsControl__Off_OutputTooltip" = "トラックによる荷物の引き取りは禁止されています。"; keep it short, there is more info in the tooltip for player to understand more info in the tooltip, note: keep it short! "LogisticsControl__On" = "オン"; "LogisticsControl__On_InputTooltip" = "トラックは可能な限りここで荷物の受け渡しが出来る様にします。"; "LogisticsControl__On_OutputTooltip" = "トラックは可能な限りここで貨物を受け取る事が出来る様になります。"; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "トラックで搬出"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "トラックが製品を搬出可能かどうかを設定します"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "負荷あり"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "非常に高負荷"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "安定"; tooltip tooltip "LogisticsStatus__Tooltip" = "トラックの混み具合を表示します(採掘作業は含まれません)。クリックすると詳細が表示されます。"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "高負荷"; description of transport description of transport "LooseConveyorFormattedFirst__desc" = "バラ荷製品を輸送する。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "バラ積みされた製品を搬送する設備です。処理能力は前のティアと比較して{0}倍になった。"; short description: small machine that allows sorting of products short description "LooseConveyorSorter__desc" = "商品の並べ替えを可能にする。"; name: small machine that allows sorting of products building or machine "LooseConveyorSorter__name" = "U字型ソーター"; name name "LooseMaterialConveyor__name" = "U字型コンベア"; name name "LooseMaterialConveyorT2__name" = "U字型コンベア II"; name name "LooseMaterialConveyorT3__name" = "U字型コンベア III"; title of panel that lists all the loot received by getting new refugees title of panel that lists all the loot received by getting new refugees "LootReceived" = "戦利品"; notification notification "LowFarmFertility__name" = "農地の肥沃度が低すぎる"; notification notification "LowFoodSupply__name" = "食料供給が少ない!"; notification notification "LowGroundwater__name" = "地下水位が低い"; notification notification "MachineIsBroken__name" = "保守点検不足で機械が壊れた"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "製造設備"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "発電"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "食料生産"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "冶金・精錬"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "原油精製"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "水の抽出・加工"; example: 'Made in version: 1.0.0' example: 'Made in version: 1.0.0' "MadeInVersion" = "作成されたバージョン:{0}"; button to subscribe for our updates button to subscribe for our updates "MailingList" = "メーリング・リスト"; short description short description "Mainframe__desc" = "島で使える資源として演算処理を提供します。演算処理は、ロボット組み立て機やマイクロチップ製造機などの高度な機械で使用されます。効率の悪い初期の技術です。"; name name "Mainframe__name" = "メインフレーム・コンピューター"; title of player's main ship title of player's main ship "MainShipTitle" = "船舶"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else "Maintenance" = "保守点検"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "このエンティティが機能する為には、定期的な保守点検が必要です。詳しくは保守点検施設をご覧ください。"; name name "MaintenanceDepotT0__name" = "保守点検施設 (基本)"; description of a maintenance depot description of a maintenance depot "MaintenanceDepotT1__desc" = "製品を保守点検部品に変換し、保守点検が必要な機械や建物、車などに行き渡らせる。保守点検が不足すると、一時的にクルマや機械が故障する事がある為、重要です。"; name name "MaintenanceDepotT1__name" = "保守点検施設"; name name "MaintenanceDepotT2__name" = "保守点検施設 Ⅱ"; name name "MaintenanceDepotT3__name" = "保守点検施設 III"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "保守点検の消費を{0}削減する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "MaintenanceReduction__name" = "保守点検用変換機"; button that sets the current priority as the default one. IMPORTANT: Keep it very short!! button that sets the current priority as the default one. IMPORTANT: Keep it very short!! "MakeDefault" = "デフォルトに戻す"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "この優先順位を、すべての建設とアップグレードのデフォルトの優先順位に設定します。"; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "この優先順位を、すべての分解におけるデフォルトの優先順位に設定します。"; button to click on to change the area that is managed by the selected tower button to click on to change the area that is managed by the selected mining tower "ManagedArea__EditAction" = "領域編集"; size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' size of the area managed by the selected mining tower, example 'Managed area: 132m x 142m' "ManagedArea__Info" = "管理エリア:{0}"; button to click on to change the designation that is managed by the selected forestry tower button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "指定編集"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "保存中…"; Title of a setting that configures the island map generator. For instance 'forest size'. Check '_Tooltip' for more details explanation. Title of a setting that configures the island map generator. For instance 'forest size'. Check '_Tooltip' for more details explanation. "MapDiff__CellHeightsBias" = "崖の高さ"; Setting that configures the island map generator. For instance 'forest size' Setting that configures the island map generator. For instance 'forest size' "MapDiff__CellHeightsBias_Tooltip" = "マップ上の崖の高さを設定します。高くすると、プラットフォームが高くなり、アクセスしづらくなります。"; Title of a setting that configures the island map generator. For instance 'forest size'. Check '_Tooltip' for more details explanation. Title of a setting that configures the island map generator. For instance 'forest size'. Check '_Tooltip' for more details explanation. "MapDiff__MineableResourceSizeBonus" = "資源規模"; Setting that configures the island map generator. For instance 'forest size' Setting that configures the island map generator. For instance 'forest size' "MapDiff__MineableResourceSizeBonus_Tooltip" = "すべての採掘可能な資源 (鉱石、石炭、石灰石など) の大きさを増加/減少させます。これは、採掘出来る材料が増える/減る事を意味します。マップのいくつかのセクションは、設計上の理由でこのプロパティを無視する事が出来ます。"; shows map area, e.g. 'Map size: 1.2 × 1.4 km', use the × character, not a letter x. shows map area, e.g. 'Map size: 1.2 x 1.4 km' "MapSize" = "マップサイズ:{0} × {1}km"; text showing how many matches were found for a search query text showing how many matches were found for a search query "MatchesFound" = "{0} 件該当"; describes a chart that visualizes maximal production capacity, e.g. for electricity or computing describes a chart that visualizes maximal production capacity, e.g. for electricity or computing "MaxCapacity" = "最大容量"; max. fire range from all the weapons available max. fire range from all the weapons available "MaxWeaponRange" = "最大射程距離"; label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power label for auto-balance toggle to shut off steam turbine when there is an excess of mechanical power "MechPowerGenerator__AutoBalance" = "自動調整"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "有効にすると、弾み車がほぼフル回転になった時点で軸流回転原動機が自動的に一時停止し、入力された動力が無駄にならない様に保存されます。弾み車の回転が低くなると、生産が再開されます。軸流回転原動機が始動すると、最高出力になるまでに時間がかかる事に留意して下さい。"; efficiency title for mech power generators efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "効率"; efficiency tooltip for mech power generators efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "効率とは、使用される入力に対する生産される動力の比率である。入力された製品がどれだけ効率よく機械的なパワーに変換されたかを表しています。軸に過負荷がかかると、生産された電力が無駄になり、それに応じて効率も下がります。また、機械が起動するときにも効率の損失があります。起動時の損失を避ける為に、このマシンは中断する事なく連続的に実行する必要があります。"; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "続き"; button to open a window that enables to choose a saved game and load it button to open a window that enables to choose a saved game and load it "Menu__Load" = "ロード"; button to start a new game button to start a new game "Menu__NewGame" = "新しいゲーム"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "設定"; button to open a window that enables to save the current game progress button to open a window that enables to save the current game progress "Menu__Save" = "セーブ"; rendering setting name rendering setting name "MenusFpsLimitRenderingSetting__Name" = "メニューのFPS制限"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "メッセージ"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "メッセージセンター"; name of tutorial group about food production name of tutorial group about food production "MessageGroupFoodProduction__name" = "食料の生産"; name of tutorial group about general topics name of tutorial group about general topics "MessageGroupGeneral__name" = "全般"; name of tutorial group for initial tutorials name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "はじめに"; name of tutorial group about logistics (truck, belts, ships) name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "物流"; name of tutorial group about settlements name of tutorial group about settlements "MessageGroupSettlement__name" = "居住区"; name of tutorial group about terraforming (mining, dumping) name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "地形改変"; name of tutorial group about game tools (copy, paste, pause) name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "ツール"; name of messages group for warnings name of messages group for warnings "MessageGroupWarnings__name" = "警告"; name of tutorial group about world map (world settlements, exploration, ships) name of tutorial group about world map (world settlements, exploration, ships) "MessageGroupWorld__name" = "ワールド"; victory message (part 1) victory message (part 1) "MessageOnVictory__part1" = "おめでとう、キャプテン! どんな困難にも負けず、あなたは繁栄する産業帝国を築き上げ、ロケットを宇宙へ打ち上げたのです!"; victory message (part 2) victory message (part 2) "MessageOnVictory__part2" = "このアーリーアクセス版「 Captain of Industry」のコンテンツはこれで終了ですが、まだまだ探検するものがたくさんありますよ。このマップで好きなだけ遊ぶ事も出来ますし、別のマップや高難易度設定に挑戦する事も出来ます。"; victory message (part 3) victory message (part 3) "MessageOnVictory__part3" = "フィードバックがありましたら、DiscordサーバーまたはSteamフォーラムでご連絡ください!"; victory message caption victory message caption "MessageOnVictory__title" = "おめでとうございます!"; title of message or tutorial name: message for player "MessageWelcome__name" = "ようこそキャプテン!"; "MessageWelcome__part1" = "船長、探していた島を見つけました!地図には載っていない島です。我々の船は大きな損傷を受け、再び航行する為には大規模な修理が必要ですが、ここは安全なはずです。"; {0} = Construction parts {0} = Construction parts "MessageWelcome__part2V2" = "最初の供給物資以外は、私たちはゼロから再建します。私たちは{0}の製造を開始して、インフラを建設し、食料を生産し人々に食料を供給し、車両の為の燃料を作る方法を見つける必要があります。"; "MessageWelcome__part3V2" = "周辺には廃墟もあるので、解体するでスクラップにする事も出来ます。"; {0} = Research Lab {0} = Research Lab "MessageWelcome__part4V2" = "また、{0}を準備して、私たちが長い間当たり前だと思っていた全技術を再発明する必要があります。"; {0} = Trading Dock {0} = Trading Dock "MessageWelcome__part5" = "何か不足した時の為に、近くに交易出来る集落がある事を発見しました。{0}になったら商品を届けてくれるそうです。"; "MessageWelcome__part6" = "今まで一緒に乗り越えてきた仲間全員が、あなたを頼りにしています。幸運を!"; description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s description of a machine. For the curious ones :) => https://www.youtube.com/watch?v=g8Qav3vIv9s "MicrochipMachine__desc" = "単結晶の薄いウェハーがゆっくりと集積回路のマトリックスに変化していく最も高度な製造工程。回路は多くの層から構成され、各層はナノメートルの精度で配置されなければならない。この工程は、光に反応する物質を用いて層を形成する紫外線技術を用いた特殊なチャンバーで行われます。集積回路は通常、洗浄やコーティングなど多くの工程を経て作られます。小さく始めて、大きくしていくのがいいと思います。小さなセットアップは、ソーターとループ状に接続する事が出来ます。"; name of a machine name of a machine "MicrochipMachine__name" = "集積回路加工施設"; name of a machine name of a machine "MicrochipMachineT2__name" = "集積回路加工施設 II"; short description short description "MineTower__desc" = "指定された鉱山にショベルカーやトラックを配置する事が可能です。採掘管制塔の影響範囲内で指定された採掘エリアのみ採掘が可能です。"; building or machine building or machine "MineTower__name" = "採掘管制塔"; explains that there are currently no products selected in the notification filter explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "通知を設定しない"; title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification title of a panel that configures notification filter. If a truck has a product which is in this filter and cannot deliver it, we show a notification "MineTowerNotifyFilter__Title" = "廃棄出来ない場合は通知する"; tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification tooltip of a panel that configures notification filter. If a truck has product in this filter assigned and cannot deliver it, we show a notification "MineTowerNotifyFilter__Tooltip" = "ここに割り当てられたトラックで処理出来ない場合、どの材料について通知を受けたいかを設定します。例としては、ゴミ捨て場の指定が無くなり、採掘トラックが土を捨てられなくなった場合です。"; title of a panel that sets what material should be prioritized by an excavator when mining title of a panel that sets what material should be prioritized by an excavator when mining "MiningPriority__Title" = "採掘優先順位"; tooltip tooltip "MiningPriority__Tooltip" = "製品を選択すると、選択した製品を含む鉱区を優先的に掘削します。"; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "コネクター"; title of other / misc settings title of other / misc settings "MiscellaneousSettings_Title" = "その他"; suffix added after mod title to indicate that it is missing, example of use: 'SomeFancyMod (not installed)' suffix added after mod title to indicate that it is missing, example of use: 'SomeFancyMod (not installed)' "ModNotInstalledSuffix" = "(インストールされていません)"; title of a panel showing list of available mods that are not yet used in the current save file title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "Modが利用可能"; tooltip tooltip "ModsAvailable__Tooltip" = "MODは、インストールされているが、現在のセーブファイルでは使用されていないものです。以下のMODを選択する事で、セーブファイルを読み込む際にそのMODを含める事が出来ます。一部のMODにのみ効果があります。"; title of a panel showing list of mods used in the current save file title of a panel showing list of mods used in the current save file "ModsInSave__Title" = "セーブファイル内のMOD"; tooltip tooltip "ModsInSave__Tooltip" = "現在のセーブファイルで使用されているMOD。MODの選択を解除する事で、そのMOD無しでのゲームロードを試す事が出来ます。新しいコンテンツを提供しているMODを削除しても上手くいかない場合があるので注意して下さい。"; shown when there are no mods available shown when there are no mods available "ModsToInclude__NA" = "Modが無効、または使用出来ない"; title of a panel that enables to select mods for a new game title of a panel that enables to select mods for a new game "ModsToInclude__Title" = "対応するMods"; tooltip tooltip "ModsToInclude__Tooltip" = "どのMODを新しいゲームに含めるか指定します。デフォルトでは、選択されたすべてのMODが含まれます。プレイ中に後からMODを追加・削除する事も可能です。ただし、これはMODの実装に依存する為、一部のMODにのみ有効です。"; description of transport description of transport "MoltenConveyorFormattedFirst__desc" = "溶融製品を輸送する。"; name name "MoltenMetalChannel__name" = "溶融池"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "1ヶ月={0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW秒"; tooltip suffix that explains that player can navigate through all the results by pressing {0} key tooltip suffix that explains that player can navigate through all the results by pressing {0} key "NavigateTo__KeyHint" = "{0} キーを押すと、すべての結果が繰り返されます"; tooltip for button that navigates to the next search result tooltip for button that navigates to the next search result "NavigateTo__Next" = "次の候補に移動"; tooltip for button that navigates to the previous search result tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "前の候補に移動"; e.g. 'Needs: 40 / month' e.g. 'Needs: 40 / month' "Needs" = "ニーズ:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "この{0}を使う前に修理が必要です。"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity}は{0}を搬送する為に輸送が必要"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "ブループリント"; title of a panel showing new discovery, e.g. a new technology title of a panel showing new discovery, e.g. a new technology "NewDiscovery" = "新発見!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "エラー:{0}"; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "NewFolder__Tooltip" = "新しいフォルダーを作成する。"; placeholder for a title when a new folder is created, e.g. 'New folder #2' placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "新しいフォルダー"; In new game wizard. Title of a panel that enables to configure game difficulty In new game wizard. Title of a panel that enables to configure game difficulty "NewGameWizard__Difficulty" = "ゲームの難易度"; Button that launches a new game Button that launches a new game "NewGameWizard__Launch" = "新規ゲームの起動"; In new game wizard. Title of a panel that enables to pick a map and configure it In new game wizard. Title of a panel that enables to pick a map and configure it "NewGameWizard__MapSelection" = "マップの選択"; Title of window that enables the player to configure and start a new game. Contains several configuration panels. Title of window that enables the player to configure and start a new game. Contains several configuration panels. "NewGameWizard__Title" = "新しいゲーム"; "NewRefugees" = "人口が増えた!"; "NewRefugees__Beacon" = "難民が私たちの島に到着しました!グッジョブだ、灯台!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "{entity}のエリアで採掘可能な採掘指定が無い"; notification notification "NoCropToGrow__name" = "農作物の割り当てが無し"; notification notification "NoForestryDesignInTowerArea__name" = "{entity}は、そのエリアに林業指定がない"; status shown when there is a research in progress but no lab is available (keep it short!) status shown when there is a research in progress but no lab is available (keep it short!) "NoLabAvailable" = "研究施設はありません"; notification notification "NoMineDesignInTowerArea__name" = "{entity}のエリアに採掘指定が無い"; used for items in a list that have no value, often used to unset something used for items in a list that have no value, often used to unset something "None" = "無し"; notification notification "NoProductAssignedToEntity__name" = "{entity} に割り当てられた製品は有りません"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity}でレシピが選択されてない"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "研究開発無し"; example: 'Groundwater pump has no resource to extract' example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity}は抽出する資源を持っていない"; notification notification "NotEnoughFuelToRefuel__name" = "燃料が足りない"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Not enough Maintenance I" or "Not enough Maintenance II" "NotEnoughMaintenance__name" = "{0}が足りない"; notification notification "NotEnoughPower__name" = "電力が足りない"; notification notification This is displayed when the accumulated unity that the player has gets to 0 but there are some demands for it on regular basis (e.g. active oil rig that needs 1 every month). "NotEnoughUpoints__name" = "ユニティが足りない"; notification notification "NotEnoughUpointsForEntity__name" = "{entity}はユニティが足りない"; notification notification "NotEnoughWorkers__name" = "労働者が足りない"; shown when nothing is found for a search query. shown when nothing is found for a search query. "NothingFound" = "該当なし"; shown when nothing is found for a given search query where {0} is the search query. shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "'{0}'にあたる物が見つかりませんでした"; notification text when new world map location is explored notification text when new world map location is explored "Notification__LocationExplored" = "探索地"; notification text when refugees arrive to the island notification text when refugees arrive to the island "Notification__NewRefugees" = "新たな難民"; notification text when research is completed, {0} is research name notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "完了:{0}"; notification text when player's ship gets into a battle (with pirates ships) notification text when player's ship gets into a battle (with pirates ships) "Notification__ShipInBattle" = "船が戦闘に入った"; mute notifications audio "Notifications__Mute" = "通知をミュート"; explains that there are no new notifications "Notifications__NoNew" = "新しい通知無し"; unmute notifications audio "Notifications__Unmute" = "通知のミュートを解除"; Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. Toggles whether the player should get notified in case the farm has no space in its output to store harvested crop and has to throw it away. "NotifyIfFarmBufferFull" = "保存出来ない場合は通知する"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "残量が少なくなったら通知する"; notification notification "NoTreeSaplingsForPlanter__name" = "{entity}には、木を植える為の苗木がない"; notification notification "NoTreesToHarvest__name" = "{entity}には伐採出来る木が無い"; notification notification "NoTruckAssignedToTreeHarvester__name" = "{entity}にトラックが割り当てられていない"; "NoVehicleDepotAvailable" = "このタイプの車両を受け入れる事が出来る車両基地がありません"; shown in a vehicle assignment panel in case there are no vehicles assigned shown in a vehicle assignment panel in case there are no vehicles assigned "NoVehiclesAssigned" = "割り当てられた車両はありません"; short description short description "NoWaterDisease__desc" = "汚染された水を介して細菌性の病気が広がります。今後、この病気を防ぐ為に、あなたの居住区にきれいな水を安定的に供給する様にしましょう。"; name name "NoWaterDisease__name" = "コレラ"; explains that settlement has the current disease due to its low water supply explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "水不足"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "自動制御を有効"; "NuclearReactor__AutoThrottle_Tooltip" = "有効にすると、核分裂反応炉は熱需要に基づき目標電力を調整します。自動調節は、目標電力レベル(上のスライダーで選択)より上に行くことはありません。また、最初のレベルを下回ることもありません(核分裂反応炉を停止させる)。自動制御は冷却装置に依存しており、冷却装置がなければ核分裂反応炉の熱量が急激に変動し、炉心溶融に至る可能性があります。この規制を運用する為には、演算処理が必要です。"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "濃縮ウラン棒を使い、核分裂連鎖反応を維持する核分裂反応炉。この反応により、大量のエネルギーが放出され、蒸気発生に利用される。最大出力で稼働させれば、最大{0}MWの電力を効率的に供給出来るようになる。使用済み燃料は放射性物質であり、専門施設に保管しないと住民に危害を与える可能性があるので注意が必要。"; tooltip explaining that a reactor can't be upgraded while it's running tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "アップグレードの前に核分裂反応炉を停止させる必要があります"; title of a panel that shows status of emergency cooling buffers, see tooltip to get better context title of a panel that shows status of emergency cooling buffers, see tooltip to get better context "NuclearReactor__EmergencyCoolingTitle" = "冷却装置"; "NuclearReactor__EmergencyCoolingTooltip" = "冷却は、核分裂反応炉が異常加熱し始めた場合に使用されます。これは通常、水が蒸気に変換されるのに十分な量の水が供給されない(または蒸気出力が滞る)場合に起こります。自動出力制御を使用しない場合は、冷却は必須ではありません。しかし、追加の防護策を提供し、潜在的な異常加熱を回避するのに役立つ為、冷却を行うことを強く推奨します。"; title of panel showing info about fuel enrichment in nuclear reactor title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "強化"; title of panel showing info about fuel enrichment in nuclear reactor title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "入力があれば、核分裂性燃料に濃縮されます。濃縮プロセスはオプションであり、核分裂反応炉の燃費に影響を与えることはない。濃縮出力バッファを満タンに保つことは、核分裂反応炉の運転に影響しない。"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "この核分裂反応炉は、過熱しても放射線が漏れない高度な安全機能を備えていますが、燃料は失われてしまいます。"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "また、異常加熱すると、周辺に大きな放射線が漏れることになります。"; title of a section that shows reactor heat, see tooltip to get better context title of a section that shows reactor heat, see tooltip to get better context "NuclearReactor__HeatLevelTitle" = "炉心熱"; "NuclearReactor__HeatLevelTooltip" = "核分裂反応炉内に蓄積された現在の熱。熱は、蒸気軸回転原動機を動かす為の蒸気を作るのに必要である。熱の発生ペースは、現在の核分裂反応炉の出力レベルによって異なります。熱量が赤のマーカー以上になると、緊急冷却により核分裂反応炉内の余分な熱を減らそうとします。熱量がヒートバー最大値を超えると、核分裂反応炉は危機的に過熱し、核分裂反応炉が損傷し、放射線が周辺に放出されます。"; name name "NuclearReactor__name" = "核分裂反応炉"; explanation of nuclear reactor state when it has low maintenance explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "核分裂反応炉は保守点検が十分でないと起動しません。安全に始動させる為に、保守点検の数を増やしてください。"; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "核分裂反応炉が臨界異常加熱し、停止しています。重大度によっては、装荷燃料の喪失、建屋の損傷 (保守点検不能) 、放射能漏れを引き起こす可能性があります。"; title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context title of a slider that shows power level setting of nuclear reactor, see tooltip to get better context "NuclearReactor__PowerLevelTitle" = "電力レベル"; "NuclearReactor__PowerLevelTooltip" = "オレンジ色のスライダーを右にドラッグする事で、反応炉で維持する出力レベルを定義する事が出来ます。これは、核分裂反応炉が生成する蒸気の量と、燃料を燃焼させる速度に影響します。発生した熱はすべて使用する必要があります。余分な熱は徐々に蓄積され、最終的には核分裂反応炉の異常加熱につながる可能性がある。基本的な核分裂反応炉には自動出力調整機能がない為、熱出力は一定である。"; notification notification "NuclearReactorInMeltdown__name" = "核分裂反応炉が臨界温度に達し、停止している!"; shows the minimum number of fuel required in the reactor in order for it to work, used like this: 'At least 16 units of fuel required to operate' shows the minimum number of rods required in the reactor in order for it to work, used like this: 'minimum of 16 rods required' "NuclearReactorRods__MinRequired" = "動作に最低{0}個の燃料棒を必要"; used like this: 'Rods in input storage: 10 / 40', these are rods that are in the input storage, meaning these are not yet loaded into the reactor used like this: 'Rods in input storage: 10 / 40', these are rods that are in the input storage, meaning these are not yet loaded into the reactor "NuclearReactorRods__RodsInStorage" = "貯蔵中の燃料棒"; title of a panel that shows status of fuel stored in the reactor title of a panel that shows status of rods stored in the reactor "NuclearReactorRods__StatusTitle" = "核分裂反応炉内燃料"; tooltip explaining how fuel works in a reactor tooltip explaining how the fuel rods work in the reactor "NuclearReactorRods__Tooltip" = "核分裂反応炉は、下記の最小限の燃料棒が供給されている限り運転されます。核分裂反応炉が満杯になると、消費量は通常の速度に戻ります(レシピの概要に記載)。燃料棒が消費すると、新しい物と交換され、使用済み核燃料やその他製品は排出されます。"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "効率的な処理能力を実現する先進の核分裂反応炉。MOX燃料の利用も可能です。また、(演算処理があれば)出力レベルを自動的に調整することも可能です。この発電所は、フルパワーで稼働した場合、最大{0}MWの電力を効率的に供給するように設定する事が出来る。"; name name "NuclearReactorT2__name" = "核分裂反応炉 II"; short description of a machine short description of a machine "NuclearReprocessingPlant__desc" = "核分裂生成物(核分裂性を失い、核分裂反応炉内に放置すると反応が遅くなる物質)を分離することにより、放射性物質を再処理する複合施設のこと。分離された廃棄物は崩壊が早く、合理的な期間で処分する事が出来る。分離された廃棄物は、保管しやすいように溶融ガラスで固形化されます。"; name of a machine name of a machine "NuclearReprocessingPlant__name" = "核再処理工場"; short description short description "NuclearWasteStorage__desc" = "島民に危険を及ぼす事なく、あらゆる放射性廃棄物を安全に管理出来る特別な地下貯蔵施設です。次の世代に負の遺産を残す。"; name name "NuclearWasteStorage__name" = "核廃棄物貯蔵施設"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0} ヶ月"; e.g. 1 settlement, 2 settlements e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} 居住区"; example: '1 year', '2 years' example: '1 year', '2 years' "NumberOfYears" = "{0}年"; title of a panel showing the current population size on the island or in a settlement and amount of housing available. title of a panel showing the current population size on the island or in a settlement and amount of housing available. "Occupants__Title" = "入居者"; this tooltip is for a panel showing occupants on the whole island this tooltip is for a panel showing occupants on the whole island "Occupants__TooltipForIsland" = "島内の全集落の現在の人口と、その居住可能なキャパシティを表示します。定員を超えると過密な島となり、毎月のユニティペナルティが発生します。"; this tooltip is for a panel showing occupants in a single settlement this tooltip is for a panel showing occupants in a single settlement "Occupants__TooltipForSettlement" = "この居住区の現在の人口規模と収容可能な住宅数。島全体の人口を見るには、島の概要へ。"; notification notification "OceanAccessBlocked__name" = "海へのアクセスが遮蔽"; title for ocean quality setting title for ocean quality setting "OceanRenderingQuality" = "海洋の水質"; short description: {0} is an integer specifying max height such as '10' short description of a machine "OceanWaterPumpLarge__desc" = "海面から{0}の高さまで揚水出来る大型揚水機、運転にはより多くの電力を必要。"; name name of a machine "OceanWaterPumpLarge__name" = "海水揚水機 (大)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "海から水を汲み上げる。海面から最大で{0}の高さまで動作する。"; name name of a machine "OceanWaterPumpT1__name" = "海水揚水機"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "オフ"; short description of a machine short description of a machine "OilPump__desc" = "地下から原油を汲み上げる。"; pump name pump name "OilPump__name" = "石油揚油機"; short description short description "OilRigCost1__desc" = "この石油掘削装置は、人員が配置されると原油が出る。"; name name "OilRigCost1__name" = "石油掘削装置"; used as for instance: / month used as for instance: / month "OneMonth" = "月"; button to click on to open a research window, shown when some research is in progress button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "研究パネル"; Button to open statistics for a particular product Button to open statistics for a particular product "OpenStats" = "公開統計情報"; action to open a window with a tutorial (shown as a tooltip of an icon button) action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "チュートリアルを開く"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "どの車両もここで給油出来る様にする"; configuration option that sets something to be unlimited (e.g. oil reserve). configuration option that sets something to be unlimited (e.g. oil reserve). "Option_Unlimited" = "無制限"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "オプション"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "{0} 増加"; example usages: '-4 meters' or '+1 meter' example usages: '-4 meters' or '+1 meter' "OptionValMeters" = "{0} m"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "{0} 減少"; used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' used as value in configuration. Config can be -10% or +20% but if it is +0% we use 'Standard'. Example: 'Fuel consumption: Standard' "OptionValStandard" = "標準"; title for a panel that can order a vehicle to do something (scrap, assign) title for a panel that can order a vehicle to do something (scrap, assign) "Orders" = "受注状況"; title of a panel listing all the outputs of some machine / building title of a panel listing all the outputs of some machine / building "OutputsTitle" = "出力"; more information in OutputThisProductOnly__Tooltip more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "この製品のみ出力する"; tooltip tooltip "OutputThisProductOnly__Tooltip" = "有効な場合、このストレージの出力口は、この製品のみを搬出します。"; toggles visibility of mining & dumping designations toggles visibility of mining & dumping designations "Overlays__Designations" = "採掘・廃棄"; toggles visibility of grid on terrain toggles visibility of grid on terrain "Overlays__Grid" = "地形格子"; title to panel that highlights individual resources like coal, iron ore. title fo panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "資源量"; title for window that shows overlays like resources, designations. title for window that shows overlays like resources, designations. "Overlays__Title" = "オーバーレイ"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "木の伐採"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "上書き"; {0} is name of the file to overwrite {0} is name of the file to overwrite "OverwriteSave__ConfirmQuestion" = "本当に{0}を上書きしますか?"; title of panel that shows all the owned vehicles title of panel that shows all the owned vehicles "OwnedVehicles" = "所有"; description of a machine short description of a machine "OxygenFurnace__desc" = "溶けた鉄に高圧で酸素を吹き込み、炭素を減らす事で鋼鉄を作る。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "酸素供給式溶鉱炉"; name of a machine name of a machine "OxygenFurnaceT2__name" = "酸素供給式溶鉱炉 II"; explained in PartialTrucksToggle__Tooltip explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "トラックの部分的な積載を許可する"; tooltip tooltip "PartialTrucksToggle__Tooltip" = "この機能を有効にすると、キューにジョブがない場合、トラックは必ずしも貨物容量を完全に利用しない配送ジョブ (例:貨物利用率50%) を割り当てられる様になります。これにより、島の初期段階において、ロジスティクスの応答性が高まります。しかし、後期には、燃料費を節約する為にこれを無効にするのが合理的です。"; title of a button to paste string from the clipboard title of a button to paste string from the clipboard "PasteString__Action" = "貼り付け"; tooltip tooltip "PasteString__Tooltip" = "クリックすると、クリップボードから文字列を貼り付ける事が出来る。"; button to open patch notes and title of a window with patch notes as well button to open patch notes and title of a window with patch notes as well "PatchNotes" = "パッチノート"; title of a window that shows new patch notes since the last time the player played the game title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "前回プレイ時からの新しい変更点"; button to request to pause some operation (not the game itself) button to request to pause some operation (not the game itself) "Pause" = "一時停止"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "一時停止"; title of a tool that is used to pause / unpause machines and vehicle title of a tool that is used to pause / unpause machines and vehicle "PauseTool" = "建設停止・再開ツール"; tooltip tooltip "PauseTool__PauseOnlyTooltip" = "このショートカットキーを押している間は、一時停止のみが適用されます。一時停止解除は無効になります。"; tooltip tooltip "PauseTool__Tooltip" = "設備や車両の上でクリックやドラッグをすると、一時停止や解除が出来ます"; category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) "PhotoMode" = "撮影モード"; description of transport description of transport "PipeFormattedFirst__desc" = "液体やガスを輸送する。配管は、同時に複数の種類の製品を輸送する事は出来ません。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "液体や気体を搬送する設備。処理能力は前Tierの{0}倍。"; name name "PipeT1__name" = "配管"; name name "PipeT2__name" = "配管 II"; name name "PipeT3__name" = "配管 III"; tooltip tooltip "PlaceMultipleTooltip" = "ショートカットキーを押しながら、選択した設備を複数個配置する事が出来ます"; title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) title of a button that enabled or disables a planning mode (mode in which buildings are not built immediately) "PlanningMode" = "計画モード"; label showing that planning mode is currently enabled, should be reasonably short label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "計画モードオン"; tooltip tooltip "PlanningModeActive__Tooltip" = "計画モードがオンになると、新規建設が一時停止されます(トラックによる配送が行われなくなります)。クリックすると、計画モードがオフになります。"; title for pollution title for pollution "Pollution" = "環境汚染"; name of a machine name of a machine "PolymerizationPlant__name" = "樹脂合成設備"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "人口増加"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "人口の自然増加が{0}増加する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsBoostT1__name" = "成長促進"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsEviction__desc" = "毎月、人口の{0}人が荷造りして島を離れなければならなくなる"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "立ち退き"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "全作業員のうち{0}人を隔離し、現在進行中の病気の影響を{1}だけ軽減する。"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "PopsQuarantine__name" = "検疫"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "{0}の市民が餓死した!"; notification notification "PopsStarving__name" = "人々は飢えている!"; tooltip explaining that people can't be adopted from the world settlement because there are no people available tooltip explaining that people can't be adopted from the world settlement because there are no people available "PopsToAdoptNotAvailable" = "採用する人がいない"; title for population title for population "Population" = "人口"; title of a panel showing statistics for population increase / decrease and diseases. title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "成長"; "PopulationGrowth__Tooltip" = "人口は、良い条件と十分な住宅があれば、大きく成長する事が出来る。病気や公害によって成長が抑えられる事もある。"; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "人口の概要を開く"; title of a window that shows the global population overview title of a window that shows the global population overview "PopulationOverview__Title" = "人口の概要"; tooltip explaining how power production priority assignment works tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "発電の優先順位。余剰電力がある場合、優先順位が高い (数字が小さい) 発電機が発電し、優先順位が低いものは待機する。"; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "発電量は現在の需要に応じて自動的に調整されます。不要な電気は発電されません。ただし、発電機が100%稼働していない場合は、発電効率が低下する場合があります。"; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "利用する:{0}"; short description short description "PowerGeneratorT1__desc" = "機械的な力を電気に変換する。回転が遅いほど効率は悪くなる。"; name name "PowerGeneratorT1__name" = "発電機"; short description short description "PowerGeneratorT2__desc" = "摩擦が少なく、効率の良い発電機に最適化。回転が遅いほど効率は落ちます。"; name name "PowerGeneratorT2__name" = "発電機(大型)"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "電気"; if set, belts will always require power otherwise won't work if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "常時消費する"; if set, belts will consume power if available if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "可能なら消費する"; if set, belts will never consumer power if set, belts will never consumer power "PowerSetting__DoNotConsume" = "消費しない"; title of a panel that enabled to configure a priority or title of a button that toggle priority title of a panel that enabled to configure a priority "Priority" = "優先度"; tooltip tooltip "Priority__ConstructionTooltip" = "この工事に必要な資材を優先的に納品する。"; tooltip tooltip "Priority__DeconstructionTooltip" = "今回の解体で返却された資材の撤去の優先順位。"; suffix added into each priority tooltip suffix added into each priority tooltip "Priority__OrderingExplanation" = "数字が小さいほど優先度が高い。"; tooltip tooltip "PriorityGeneral__Tooltip" = "作業員配置、電気、保守点検、ユニティ消費の一般的な優先順位。"; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "作業員配置、電気、保守点検、ユニティ消費の一般的な優先順位。また、トラック使用時の製品搬入・搬出の優先順位も決定します。"; "ProducedLastMonth" = "先月の排出量"; "ProducedThisMonth" = "今月制作したもの"; fluid product fluid product "Product_Acid__name" = "酸"; fluid product fluid product "Product_Ammonia__name" = "アンモニア"; name: unit product unit product "Product_Anesthetics__name" = "麻酔薬"; name: loose product loose product "Product_AnimalFeed__name" = "家畜飼料"; name: unit product unit product "Product_Antibiotics__name" = "抗生物質"; name: loose product loose product "Product_Biomass__name" = "バイオマス"; liquid content to be enriched in a fast breeder reactor, placed to wrap the reactor core as blanket, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts liquid content to be enriched in a fast breeder reactor, placed to wrap the reactor core as blanket, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_BlanketFuel__name" = "ブランケット燃料"; see more in Product_BlanketFuel see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "ブランケット燃料 (濃縮)"; name: unit product unit product "Product_Bread__name" = "パン"; name: unit product unit product "Product_Bricks__name" = "レンガ"; fluid product fluid product "Product_Brine__name" = "塩水"; name: loose product loose product "Product_BrokenGlass__name" = "ガラス屑"; name: unit product unit product "Product_Cake__name" = "ケーキ"; name: loose product loose product "Product_Canola__name" = "セイヨウアブラナ"; fluid product fluid product "Product_CarbonDioxide__name" = "二酸化炭素"; name: virtual product name: virtual product "Product_CargoShip__name" = "貨物船"; name: unit product unit product "Product_Cement__name" = "セメント"; name: virtual product name: virtual product "Product_Chicken__name" = "鶏(ニワトリ)"; name: a chicken body with removed limbs and feathers, ready to be butchered unit product "Product_ChickenCarcass__name" = "鶏肉"; fluid product fluid product "Product_ChilledWater__name" = "冷却水"; fluid product fluid product "Product_Chlorine__name" = "塩素"; name: loose product loose product "Product_Coal__name" = "石炭"; name: loose product loose product "Product_Compost__name" = "堆肥"; name: unit product unit product "Product_ConcreteSlab__name" = "コンクリート床板"; name: unit product unit product "Product_ConstructionParts__name" = "建設関連部品"; name: unit product unit product "Product_ConstructionParts2__name" = "建設関連部品 II"; name: unit product unit product "Product_ConstructionParts3__name" = "建設関連部品 III"; name: unit product unit product "Product_ConstructionParts4__name" = "建設関連部品 IV"; name: unit product unit product "Product_ConsumerElectronics__name" = "家庭用電子機器"; fluid product fluid product "Product_CookingOil__name" = "食用油"; name: unit product unit product "Product_Copper__name" = "銅"; name: loose product loose product "Product_CopperOre__name" = "銅鉱石"; name: loose product loose product "Product_CopperOreCrushed__name" = "破砕銅鉱石"; name: loose product loose product "Product_CopperScrap__name" = "銅屑"; name: unit product name: unit product "Product_CopperScrapPressed__name" = "圧縮した銅屑"; liquid fuel for a fast breeder reactor that goes into its core, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts liquid fuel for a fast breeder reactor that goes into its core, see https://en.wikipedia.org/wiki/Breeder_reactor#Breeder_reactor_concepts "Product_CoreFuel__name" = "炉心燃料"; result of Product_CoreFuel after it was used in nuclear reactor, but this still gets filtered and reprocessed back to some Product_CoreFuel, so it is not entirely spent yet result of Product_CoreFuel after it was used in nuclear reactor, but this still gets filtered and reprocessed back to some Product_CoreFuel, so it is not entirely spent yet "Product_CoreFuelDirty__name" = "炉心燃料 (使用済み)"; name: loose product loose product "Product_Corn__name" = "トウモロコシ"; fluid product fluid product "Product_CornMash__name" = "トウモロコシペースト"; fluid product fluid product "Product_CrudeOil__name" = "原油"; fluid product fluid product "Product_Diesel__name" = "軽油燃料"; name: loose product loose product "Product_Dirt__name" = "土"; name: unit product unit product "Product_Disinfectant__name" = "消毒液"; name: unit product unit product "Product_Eggs__name" = "卵"; name: unit product unit product "Product_Electronics__name" = "電子機器"; name: unit product unit product "Product_Electronics2__name" = "電子機器 II"; name: unit product unit product "Product_Electronics3__name" = "電子機器 III"; fluid product fluid product "Product_Ethanol__name" = "エタノール"; fluid product fluid product "Product_Exhaust__name" = "排気ガス"; fluid product fluid product "Product_Fertilizer__name" = "肥料 I"; fluid product fluid product "Product_Fertilizer2__name" = "肥料 II"; fluid product fluid product "Product_FertilizerOrganic__name" = "肥料 (有機)"; name: loose product loose product "Product_FilterMedia__name" = "濾過材"; name: waste from nuclear fission name: waste from nuclear fission "Product_FissionProduct__name" = "核分裂性廃棄物"; name: unit product unit product "Product_Flour__name" = "小麦粉"; name: unit product unit product "Product_Flowers__name" = "花"; name: unit product unit product "Product_FoodPack__name" = "包装食品"; name: unit product unit product "Product_Fruit__name" = "果物"; fluid product fluid product "Product_FuelGas__name" = "燃料ガス"; name: unit product unit product "Product_Glass__name" = "ガラス"; name: loose product loose product "Product_GlassMix__name" = "ガラス原料"; name: unit product unit product "Product_Gold__name" = "金"; name: loose product loose product "Product_GoldOre__name" = "金鉱石"; name: loose product loose product "Product_GoldOreConcentrate__name" = "金鉱石濃縮物"; name: loose product loose product "Product_GoldOreCrushed__name" = "破砕金鉱石"; name: loose product loose product "Product_GoldOrePowder__name" = "金鉱石粉末"; name: loose product loose product "Product_GoldScrap__name" = "金屑"; name: unit product name: unit product "Product_GoldScrapPressed__name" = "圧縮した金屑"; name: unit product unit product "Product_Graphite__name" = "黒鉛"; name: loose product loose product "Product_Gravel__name" = "砂利"; fluid product fluid product "Product_HeavyOil__name" = "重質原油"; name: unit product unit product "Product_HouseholdAppliances__name" = "家庭用電化製品"; name: unit product unit product "Product_HouseholdGoods__name" = "家庭用品"; fluid product fluid product "Product_Hydrogen__name" = "水素"; fluid product fluid product "Product_HydrogenFluoride__name" = "フッ化水素"; name: unit product unit product "Product_ImpureCopper__name" = "粗銅"; name: unit product unit product "Product_Iron__name" = "鉄"; name: loose product loose product "Product_IronOre__name" = "鉄鉱石"; name: loose product loose product "Product_IronOreCrushed__name" = "破砕鉄鉱石"; name: loose product loose product "Product_IronScrap__name" = "鉄屑"; name: unit product name: unit product "Product_IronScrapPressed__name" = "圧縮した鉄屑"; name: unit product unit product "Product_LabEquipment__name" = "研究用機器"; name: unit product unit product "Product_LabEquipment2__name" = "研究用機器 II"; name: unit product unit product "Product_LabEquipment3__name" = "研究用機器 III"; name: unit product unit product "Product_LabEquipment4__name" = "研究用機器 Ⅳ"; fluid product fluid product "Product_LightOil__name" = "軽質原油"; name: loose product loose product "Product_Limestone__name" = "石灰石"; name: loose product name: loose product "Product_ManufacturedSand__name" = "人工砂"; name: unit product unit product "Product_Meat__name" = "肉"; name: loose product loose product "Product_MeatTrimmings__name" = "肉の切り落とし"; name: unit product unit product "Product_MechanicalParts__name" = "機械部品"; name: unit product unit product "Product_MedicalEquipment__name" = "医療機器"; name: unit product unit product "Product_MedicalSupplies__name" = "医療用具"; name: unit product unit product "Product_MedicalSupplies2__name" = "医療用具 II"; name: unit product unit product "Product_MedicalSupplies3__name" = "医療用品 III"; fluid product fluid product "Product_MediumOil__name" = "中質原油"; name: unit product unit product "Product_Microchips__name" = "集積回路"; name: unit product unit product "Product_MicrochipsStage1A__name" = "集積回路 ステージ 1 a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "集積回路 ステージ 1 b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "集積回路 ステージ 1 c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "集積回路 ステージ 2 a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "集積回路 ステージ 2 b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "集積回路 ステージ 2 c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "集積回路 ステージ 3 a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "集積回路 ステージ 3 b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "集積回路 ステージ 3 c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "集積回路 ステージ 4 a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "集積回路 ステージ 4 b"; molten product molten product "Product_MoltenCopper__name" = "溶融銅"; molten product molten product "Product_MoltenGlass__name" = "溶融ガラス"; molten product molten product "Product_MoltenIron__name" = "溶融鉄"; molten product molten product "Product_MoltenSilicon__name" = "溶融シリコン"; molten product molten product "Product_MoltenSteel__name" = "溶融鋼"; name: unit product unit product "Product_Morphine__name" = "モルヒネ"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "MOX 燃料棒"; fluid product fluid product "Product_Naphtha__name" = "ナフサ"; fluid product fluid product "Product_Nitrogen__name" = "窒素"; fluid product fluid product "Product_Oxygen__name" = "酸素"; name: unit product name: unit product "Product_Paper__name" = "紙"; name: unit product unit product "Product_PCB__name" = "PCB"; name: unit product unit product "Product_Plastic__name" = "合成樹脂"; name: unit product name: unit product "Product_Plutonium__name" = "プルトニウム"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "シリコン (多結晶)"; name: loose product loose product "Product_Poppy__name" = "芥子(けし)"; name: loose product loose product "Product_Potato__name" = "じゃがいも"; name: loose product loose product "Product_Quartz__name" = "水晶"; name: loose product name: loose product "Product_QuartzCrushed__name" = "破砕石英"; name: loose product loose product "Product_Recyclables__name" = "再生利用品"; name: unit product name: unit product "Product_RecyclablesPressed__name" = "圧縮した再生利用品"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "安定した核廃棄物"; name: loose product loose product "Product_Rock__name" = "岩"; name: unit product unit product "Product_Rubber__name" = "ゴム"; name: loose product loose product "Product_Salt__name" = "塩"; name: loose product loose product "Product_Sand__name" = "砂"; name: unit product unit product "Product_Sausage__name" = "ソーセージ"; fluid product fluid product "Product_Seawater__name" = "海水"; name: unit product unit product "Product_Server__name" = "サーバー"; name: unit product unit product "Product_SiliconWafer__name" = "シリコンウェハー"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "スラグ"; name: loose product loose product "Product_SlagCrushed__name" = "破砕スラグ"; name: loose product loose product "Product_Sludge__name" = "汚泥"; name: unit product unit product "Product_Snack__name" = "スナック"; name: unit product unit product "Product_SolarCell__name" = "太陽電池(多結晶)"; name: unit product unit product "Product_SolarCellMono__name" = "太陽電池(単結晶)"; fluid product fluid product "Product_SourWater__name" = "酸性水"; name: loose product loose product "Product_Soybean__name" = "大豆"; name: spent nuclear fuel, radioactive, keep short unit product "Product_SpentFuel__name" = "使用済核燃料"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "使用済み MOX"; fluid product fluid product This is a steam that has such a low pressure that it is consider depleted (no longer useful). So this is a product, it's not a notification that some machine ran out of steam. It goes like this steam hi > steam lo > steam depleted "Product_SteamDepleted__name" = "蒸気 (無圧)"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "蒸気 (高圧)"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "蒸気 (低圧)"; super pressure steam (more pressure than high press steam), keep short! super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "蒸気 (超高圧)"; name: unit product unit product "Product_Steel__name" = "鋼材"; name: loose product unit product "Product_Sugar__name" = "砂糖"; name: loose product loose product "Product_SugarCane__name" = "サトウキビ"; name: loose product loose product "Product_Sulfur__name" = "硫黄"; name: unit product unit product "Product_Tofu__name" = "豆腐"; fluid product fluid product "Product_ToxicSlurry__name" = "有毒懸濁液"; name: unit product name: unit product "Product_TreeSapling__name" = "木の苗木"; name: loose product name: loose product "Product_UraniumDepleted__name" = "劣化ウラン"; name: unit product name: unit product "Product_UraniumEnriched__name" = "濃縮ウラン (4%)"; name: unit product name: unit product "Product_UraniumEnriched20__name" = "濃縮ウラン (20%)"; name: loose product loose product "Product_UraniumOre__name" = "ウラン鉱石"; name: loose product loose product "Product_UraniumOreCrushed__name" = "破砕ウラン鉱石"; name: Recycled uranium created from partially spent fuel name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "再処理済みウラン (1%)"; name: unit product unit product "Product_UraniumRod__name" = "ウラン燃料棒"; name: unit product unit product "Product_Vegetables__name" = "野菜"; name: unit product unit product "Product_VehicleParts__name" = "車両部品"; name: unit product unit product "Product_VehicleParts2__name" = "車両部品 II"; name: unit product unit product "Product_VehicleParts3__name" = "車両部品 III"; name: virtual product name: virtual product "Product_Virtual_Computing__name" = "演算処理"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "電気"; name name "Product_Virtual_Groundwater__name" = "地下水"; name: virtual product name: virtual product "Product_Virtual_Heat__name" = "熱"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "保守点検 I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "保守点検 II"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT3__name" = "保守点検 III"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "機械力"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "大気汚染"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "水質汚染"; abstract points that player gains for taking good care of people and making sure they are well, people unite and pull together, and player gains unity, 'togetherness' virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Product_Virtual_Upoints__name" = "ユニティ"; name: loose product loose product "Product_Waste__name" = "廃棄物"; name: unit product name: unit product "Product_WastePressed__name" = "圧縮した廃棄物"; fluid product fluid product "Product_WasteWater__name" = "廃液"; fluid product fluid product "Product_Water__name" = "水"; name: loose product loose product "Product_Wheat__name" = "小麦"; name: unit product unit product "Product_Wood__name" = "木"; name: loose product name: loose product "Product_Woodchips__name" = "木材チップ"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "イエローケーキ"; "Production" = "生産"; title of a panel showing estimates of quantities required to produce some quantity of a product title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "製造原価の見積り"; list of products list of products "Products" = "製品"; title of a window that enables to select a product from multiple ones title of a window that enables to select a product from multiple ones "ProductSelectorTitle" = "製品を選択"; lists products that are filtered in the sorter into its special output port lists products that are filtered in the sorter into its special output port "ProductsToFilter" = "製品をフィルタリングする"; "ProductsToFilter__None" = "フィルタリングする製品が設定されていません"; example usage: 'Provides ' - means this entity provides coal. example usage: 'Provides ' - means this entity provides coal. "Provides" = "生産"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ProvideSurplusPower__Toggle" = "余剰電力を余剰電力設備へ供給する"; option for electricity consumption for machines and buildings option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "有効化すると、ここで発電した電力は、余剰電力のみを消費するように設定された設備でも使用することができます。余剰モードは、未使用の電力が無駄になってしまう発電機(ソーラーパネルなど)に有効で、代わりに余剰消費先に提供する事が出来ます。余剰発電機は、常に非余剰発電機よりも優先的に発電する事が出来ます。"; rendering preset name for 2nd best option rendering preset name for 2nd best option "QualityPreset__HighQuality" = "高画質"; rendering preset name for the worst quality but highest performance rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "性能重視"; rendering preset name for the 2nd worst quality but balanced performance rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "推奨画質"; rendering preset name for best rendering option rendering preset name for best rendering option "QualityPreset__UltraQuality" = "超高画質"; shows some quantity per month, e.g. '4 / month' shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / 月"; name name "QuartzMine__name" = "石英鉱山"; button to instantly deliver some materials for unity button to instantly deliver something for unity "QuickBuild__Action" = "即時納品"; tooltip that explains quick deliver for unity tooltip that explains quick deliver for unity "QuickBuild__Tooltip" = "不足している資材を、トラックを待たずに瞬時に配達する事で、現在の工事をスピードアップします。配送する資材は、貯蔵施設や造船所にある事が条件となります。"; button to instantly remove some materials something for unity button to instantly remove some materials something for unity "QuickRemove__Action" = "即時除去"; tooltip that explains quick remove for unity tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "すべての材料を即座に除去する事で、現在の解体をスピードアップします。除去された材料は貯蔵施設や造船所に移されます。"; exits the game entirely (back to windows) exits the game entirely (back to windows) "QuitGame" = "終了"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "本当に終了しますか?保存されていないデータは失われます。"; range of a ship radar range of a ship radar "RadarRange" = "レーダー範囲"; tooltip tooltip "RadiationLevel__Tooltip" = "放射線のレベル。数値が高いほど、(燃料が安全に保管されていない限り)放射線がその地域に放出されることになります。"; short description short description "RainwaterHarvester__desc" = "雨天時に雨水を貯留。小型水槽を内蔵しています。"; building or machine building or machine "RainwaterHarvester__name" = "雨水貯留施設"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "雨天"; title that is displayed above a list of recipes (a recipe is what a machine performs) title that is displayed above a list of recipes (a recipe is what a machine performs) "Recipes" = "製造工程"; title that is displayed above a list of new recipes in a research node title that is displayed above a list of new recipes in a research node "Recipes__New" = "新しいレシピ"; "RecipesBook__OpenHint" = "ヒント:ゲーム内のどのレシピでも、製品アイコンを右クリックすると、この概要にジャンプ出来ます"; Title of a window that shows all the recipes in the game. Recipes are used in machines for production. Title of a window that shows all the recipes in the game. Recipes are used in machines for production. "RecipesBook__Title" = "製造工程"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "回復"; vehicle recovery button tooltip vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "車両は最寄りの車両生産工場で分解・組立を行います。"; shows recycling efficiency, more details on this in tooltip shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "再生利用効率"; "RecyclingEfficiency__Tooltip" = "これは、この処理工場の効率とは関係なく、保守点検施設や集落などで、廃棄物をどれだけ効率よく再生利用に回す事が出来るかを示すものです。例えば、効率40%というのは、保守点検で使われる鉄の40%が再生利用品になるという事です。再生利用品に変換されなかった物は、廃棄物になります。再生利用品の変換は、再生利用品を作る時に行われるのであって、選別する時に行われるわけではないので、将来の効率アップを期待して、再生利用品の処理を先延ばしにしても意味が無い事に注意しましょう。効率は、研究と布告によって向上させる事が出来ます。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "RecyclingIncrease__desc" = "リサイクル効率が{0}向上"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "RecyclingIncrease__name" = "再生利用率向上"; description of research that increases recycling efficiency by {0} percent description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "+{0}% 再生利用率向上"; trying to remove a building that is not allowed to be removed (e.g. shipyard) trying to remove a building that is not allowed to be removed (e.g. shipyard) "RemovalError__CannotRemove" = "除去不可"; could not demolish a cargo depot as it is transferring cargo right now could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "荷物の移送中"; could not demolish an animal farm as it has animals could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "牧場には動物がいる"; could not demolish a cargo depot / unassign its product as it has some products stored could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "保管されている製品を先に空にする必要がある"; trying to remove a shipyard that can't be removed as it has the ship assigned trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "削除出来ない - 所属船の割り当てがあります"; could not remove a housing or square as it has a service module attached could not remove a housing as it has a service module attached "RemovalError__HousingHasModuleAttached" = "一部の公共施設が併設されている居住区を削除出来ない。"; could not remove a housing as it would split the settlement into two individual ones could not remove a housing as it would split the settlement into two individual ones "RemovalError__NotContiguous" = "居住地が隣接している必要がある"; could not demolish a depot as its modules need to be removed first could not demolish a depot as its modules need to be removed first "RemovalError__RemoveModulesFirst" = "施設を先に取り外す必要があります"; could not demolish an abandoned building, it needs to be scrapped for parts could not demolish an abandoned building, it needs to be scrapped for parts "RemovalError__ScrapItFirst" = "廃棄する必要がある"; could not demolish a cargo depot as its ship still has some cargo to unload could not demolish a cargo depot as its ship still has some cargo to unload "RemovalError__ShipHasCargo" = "船は貨物を持っています"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "除去"; button to stop products removal from a conveyor belt button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "除去をキャンセルする"; tooltip tooltip "RemoveProducts__Tooltip" = "この輸送から製品を取り出すよう、トラックに要請する。"; tooltip for a button that allows to remove products from machine's buffers tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "このレシピで使用されている入力および出力バッファに保管されている製品を即座に削除します。製品は任意の貯蔵施設や造船所に移動されます。"; option for rendering quality setting for the high quality option for rendering quality setting for the highest quality "RenderingQuality__High" = "高画質"; option for rendering quality setting for low quality option for rendering quality setting for low quality "RenderingQuality__Low" = "低画質"; option for rendering quality setting for medium quality option for rendering quality setting for medium quality "RenderingQuality__Medium" = "中画質"; option for rendering quality setting, used when the feature is turned off option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "オフ"; option for rendering quality setting for the very high quality option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "超高画質"; note added to rendering quality options that are not supported on current hardware note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "{0}(このハードウェアでは使用できない)"; title for rendering settings title for rendering settings "RenderingSetting_Title" = "レンダリング"; button to request to repair something button to request to repair something "Repair" = "修理"; title of a window that enables to replace an existing ship part with a different one title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "装備の交換"; tooltip tooltip "ReplaceVehicle__MainTooltip" = "この車両を交換(アップグレード)出来る様にします。要求された代替車両は、近くの車両基地で組み立てが予約されます。代替車両が組み立てられると、その車両は車両生産工場に向かい、解体され交換される。その間、この車両は通常通り動作します。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "選択された代替車両を製造出来る対応する車両生産工場が存在しない。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "代替の為の車両を選択していない。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "車両は入れ替えの為車両生産工場に向かいます。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "車両生産工場で車両の生産を待っています。"; button to open a page to report game issue / bug button to open a page to report game issue / bug "ReportIssue" = "報告事項"; button to donate products to a settlement to increase player's reputation, will be deliver by ship button to donate products to a settlement to increase player's reputation, will be deliver by ship "ReputationIncrease__DonateAction" = "寄付"; title of a panel providing an option to increase player's reputation in the current world map settlement title of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Title" = "評判の上昇"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "製品を寄付する事で、この居住区での評判を上げる事が出来ます。評判が良ければ良いほど、より多くの取引の提案を受ける事が出来ます。また、評判が上がると、一度に多くの人々を採用する事が出来ます。商品はあなたの船で届けなければなりません。"; text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' text of a panel that enables to donate products to a world map settlement to increase player's reputation, example use 'Increase our reputation to 4' "ReputationIncreaseTitle" = "信用度{0}増加"; title of a panel that lists requirements of something (e.g. research) title of a panel that lists requirements of something (e.g. research) "Requires" = "要求"; title or tooltip of a button that opens research tree title or tooltip of a button that opens research tree "Research" = "研究"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "物流と廃棄の特別な管理を提供します。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "高度な物流管理"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "破砕した鉱石に対して、より高い処理能力と効率の良い製錬を提供します。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "先進的な製錬"; title of a research node in the research tree title of a research node in the research tree "ResearchArcFurnace2__name" = "電気炉 II"; title of a research node in the research tree title of a research node in the research tree "ResearchAssembler3__name" = "組立工場 (ロボット) II"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicComputing__name" = "基本的な演算処理"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicDiesel__desc" = "島の限られた石油を汲み上げ、軽油燃料に変換する事が出来る。あまり効率的では無い。"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "基本的な軽油燃料処理"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "ジャガイモの基本的な栽培方法。 (雨が降る事を祈ります) 。"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "基礎農業"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "灯台"; title of a research node in the research tree title of a research node in the research tree "ResearchBioDiesel__name" = "有機(バイオ)燃料"; title of a research node in the research tree title of a research node in the research tree "ResearchBiofuel__name" = "有機(バイオ)燃料"; title of a research node in the research tree title of a research node in the research tree "ResearchBlueprints__name" = "ブループリント"; title of a research node in the research tree title of a research node in the research tree "ResearchBoilerElectric__name" = "電気蒸気発生施設"; title of a research node in the research tree title of a research node in the research tree "ResearchBricksProduction__name" = "レンガ生産"; title of a research node in the research tree title of a research node in the research tree "ResearchBurner__name" = "燃焼器(バーナー)"; title of a research node in the research tree title of a research node in the research tree "ResearchCanola__name" = "セイヨウアブラナ"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice__desc" = "自分だけのオフィス 重要な決断はすべてここで行われます。"; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "船長室"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "もう少し広々とした執務室。先進的な布告にアクセスでき、迅速な取引量を受動的に増やす事が出来る様になります。"; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice2__name" = "船長室 II"; title of a research node in the research tree title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "CO2の再生利用"; description of a research node in the research tree description of a research node in the research tree "ResearchCargoDepot__desc" = "島外にある資源 (例えば、原油) の輸送経路を自動化する事が可能です。"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot__name" = "貨物搬送設備"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot2__name" = "貨物搬送設備 II"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot3__name" = "貨物搬送設備 III"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot4__name" = "貨物搬送設備 Ⅳ"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant__name" = "化学工場・製紙"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant2__name" = "化学工場 II"; title of a research node in the research tree title of a research node in the research tree "ResearchChickenFarm__name" = "養鶏場"; title of a research node in the research tree title of a research node in the research tree "ResearchCompactor__name" = "梱包圧縮機"; title of a research node in the research tree title of a research node in the research tree "ResearchConcreteAdvanced__name" = "コンクリート生産"; title of a research node in the research tree title of a research node in the research tree "ResearchConsumerElectronics__name" = "家庭用電子機器"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "機械に直接接続する事で、スムーズな連続運転が可能になります。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "コンベアベルト"; description of a research that provides advanced conveyor belts description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "処理能力を向上させたコンベアベルト。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "コンベアベルト II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "コンベアベルト III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "コンベア経路の最適化"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "銅の電気分解によって、純度99%の銅に到達する事が出来ます。こうする事で、その特性を最大限に活用する事が出来るのです。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "銅の精製"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "酸を用いた銅の精製をより効率的に行う加工。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "銅の精錬 II"; description of a research node in the research tree description of a research node in the research tree "ResearchCornCrop__desc" = "農場でトウモロコシを栽培し、収穫出来る様になります。"; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "トウモロコシの栽培"; description of a research that provides advanced construction parts description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "先進的な建設部品の生産。"; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "建設 II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "建設 III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "建設 IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "建築用基礎部品の生産。"; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "建設"; title of a research node in the research tree title of a research node in the research tree "ResearchCropRotation__name" = "輪作"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "軽油燃料製造の先進加工など。"; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "先進の軽油燃料処理"; title of a research node in the research tree title of a research node in the research tree "ResearchCrusherLarge__name" = "粉砕機 (大)"; title of a research node in the research tree title of a research node in the research tree "ResearchDatacenter__name" = "データセンター"; {0}=10 {0}=10 "ResearchDeconstructionRatioIncrease__desc" = "分解すると+{0}%の製品が戻ってくる(車両の分解も含む)。"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "分解効率"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "分解効率 II"; title of a research node in the research tree title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "大型発電機"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts1__desc" = "あなたのオフィスでも応用出来る、本当に役に立つ格言があります。"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "布告"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "もうひとつ、便利な布告があります。"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "布告 II"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts3__name" = "布告 III"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts4__name" = "布告 Ⅳ"; title of a research node in the research tree title of a research node in the research tree "ResearchElectrolysis__name" = "電気分解"; title of a research node in the research tree title of a research node in the research tree "ResearchElectrolysis2__name" = "電解槽 II"; description of a research of a ship engine upgrade description of a research of a ship engine upgrade "ResearchEngine2__desc" = "装着すると、より遠くまで移動出来る様になります。"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "船舶用機関 II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "船舶用機関 III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "排気濾過施設"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "灌漑農場"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "温室"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "温室 II"; title of a research node in the research tree title of a research node in the research tree "ResearchFermentation__name" = "発酵"; description of a research node in the research tree description of a research node in the research tree "ResearchFertilizers__desc" = "化学肥料の工業生産。"; title of a research node in the research tree title of a research node in the research tree "ResearchFertilizers__name" = "肥料"; title of a research node in the research tree title of a research node in the research tree "ResearchFoodMarket2__name" = "食料品市場 II"; description of a research node in the research tree description of a research node in the research tree "ResearchFoodPacking__desc" = "食品を包装し、契約により販売する事が可能です。"; title of a research node in the research tree title of a research node in the research tree "ResearchFoodPacking__name" = "包装食品"; description of a research node in the research tree description of a research node in the research tree "ResearchFruit__desc" = "温室での果物の栽培・収穫をする事が出来ます。"; title of a research node in the research tree title of a research node in the research tree "ResearchFruit__name" = "果物"; description of a research node in the research tree description of a research node in the research tree "ResearchFuelStation__desc" = "ショベルカーが燃料を補給する為に何度も往復するのにうんざりしていませんか?このステーションを建設して、いくつかのトラックを割り当てましょう。"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "給油所"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "給油所 II"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation3__name" = "給油所 III"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "燃料ガス(液体・ガス)燃焼式"; description of a research node in the research tree description of a research node in the research tree "ResearchGlassSmelting__desc" = "ガラスの製造方法と家庭用品での使用方法を紹介。"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "ガラス製造"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "ガラス製造 II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "金製錬"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "重質原油分解"; title of a research node in the research tree title of a research node in the research tree "ResearchHospital__name" = "病院"; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdAppliances__name" = "家庭用電化製品"; description of a research node in the research tree description of a research node in the research tree "ResearchHouseholdGoods__desc" = "決済の為の家財道具、提供すると追加でユニティが発生する。"; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdGoods__name" = "家庭用品"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing2__name" = "住宅 II"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing3__name" = "住宅 III"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "水素製造"; title of a research node in the research tree title of a research node in the research tree "ResearchIncinerationPlant__name" = "焼却施設"; title of a research node in the research tree title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "混合機 II"; description of a research node in the research tree description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "金属屑から鉄を製造。"; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "鉄の製錬 (鉄屑からの製錬)"; short description short description "ResearchLab1__desc" = "研究を行う。研究施設が多いほど、研究の速度も速くなる。"; building or machine building or machine "ResearchLab1__name" = "研究施設"; description of a research lab short description "ResearchLab2__desc" = "より上位の研究を可能にする。重要: この研究施設は、稼働する為に研究用機器を必要とする。研究施設が多いほど、研究の速度も速くなる。再生利用の技術がアンロックされた後は、消費した研究用機器を再生利用品の形で出力する。 "; building or machine building or machine "ResearchLab2__name" = "研究施設 II"; building or machine building or machine "ResearchLab3__name" = "研究施設 III"; building or machine building or machine "ResearchLab4__name" = "研究施設 IV"; building or machine building or machine "ResearchLab5__name" = "研究施設 V"; {0} = Unity {0} = Unity "ResearchLabTip" = "研究の加速が必要な場合は、研究所の建設数を増やす事が出来ます。しかし、それらを運営するには{0}のコストがかかる事を忘れないで下さい。{0}は、人々が元気で幸せな時には居住区で自然に発生しますが、彼らの要求が満たされていない時には減少する場合があります。詳しくは居住区に足を運んでみてください。"; tooltip for a product & quantity that player needs to produce per lifetime tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "この研究を行うのに十分な経験を得る為に達成すべき生涯生産量の累計を表示します。"; title of a research node in the research tree title of a research node in the research tree "ResearchMaintenanceDepot__name" = "保守点検施設 II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "機械的な電力貯蔵と蒸気軸回転原動機のオートバランス機能を提供します。"; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "機械式電力貯蔵施設 (機械式バッテリー)"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies2__name" = "医療用医薬品 II"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies3__name" = "医療用品 III"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction__name" = "集積回路製造"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction2__name" = "集積回路製造 II"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaProcessing__name" = "ナフサ加工"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaReforming__name" = "改質・分解"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "核分裂反応炉"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor2__name" = "核分裂反応炉 II"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor3__name" = "高速増殖炉"; title of a research node in the research tree title of a research node in the research tree "ResearchOrganicFertilizer__name" = "有機肥料"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransports__desc" = "配管は偉大。それを全てトラックで運ぶ事を想像してみてください?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "配管"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "配管の直径を長くすれば流量も大きくなるって事がわかった。"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "配管 II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "さらにスループットが向上しました。"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "配管 III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "合成樹脂"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "シリコン&エレクトロニクス II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "発電・保守点検"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "石炭による発電を解禁する。"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "発電 II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "発電 III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "発電 IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "キューに追加する"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "キューから削除する"; shows what place in the queue a research node has, e.g. 'in queue (3)' shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "待機状態 ({0})"; title of a research node in the research tree title of a research node in the research tree "ResearchRecycling__name" = "再生利用"; research node description research node description "ResearchRecyclingEdict__desc" = "島全体の再生利用効率を上げる為に有効な布告。"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict__name" = "再生利用布告"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict2__name" = "再生利用布告 II"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "居住区内再生利用"; {0}=10 {0}=10 "ResearchRecyclingIncrease__desc" = "全体の再利用効率を{0}%追加で改善します。"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingIncrease__name" = "再生利用率向上"; description of a research node in the research tree description of a research node in the research tree "ResearchRepairDock__desc" = "船のドックを修理出来る様になり、船の修理に取り掛かれる様になる。"; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "船舶用ドック修理"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "研究施設 II"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "研究施設 III"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "研究施設 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "研究施設 V"; title of a research node in the research tree title of a research node in the research tree "ResearchRetainingWalls__name" = "保持用壁"; title of a research node in the research tree title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "ロケットの組み立て・打ち上げ"; title of a research node in the research tree title of a research node in the research tree "ResearchRotaryKilnGas__name" = "回転窯(ガス)"; title of a research node in the research tree title of a research node in the research tree "ResearchRubberProduction__name" = "合成ゴム"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "製塩"; title of a research node in the research tree title of a research node in the research tree "ResearchSausageProduction__name" = "ソーセージの生産"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementDecorations__name" = "居住区の装飾"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementPower__name" = "変圧設備"; description of a research node in the research tree description of a research node in the research tree "ResearchSettlementWaste__desc" = "集落からの廃棄物の基本的な回収・処理。"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWaste__name" = "廃棄物"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWater__name" = "水浄化"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "敵の大砲をより多く受ける事が出来る。我々のクルーはこのテストを楽しみにしているんだ。?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "船体装甲"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "船体装甲 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "燃料槽の改良"; description of a research of a ship bridge upgrade description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "進化した船橋。また、エリア探査の為のレーダーも改良されている。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "船橋 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "船橋 III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "船に装着すれば、いよいよ戦いのたびに逃げ回る事も無くなります。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "船舶用兵器"; description of ship weapons description of ship weapons "ResearchShipWeapons2__desc" = "射程距離とダメージが増加する艦砲。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "船舶用兵器 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "船舶用兵器 III"; title of a research node in the research tree title of a research node in the research tree "ResearchSnacksProduction__name" = "スナック菓子の製造"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "太陽光発電施設"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels2__name" = "太陽光発電施設 II"; title of a research node in the research tree title of a research node in the research tree "ResearchSoybeanCrop__name" = "大豆栽培"; title of a panel that shows current research speed of a research lab title of a panel that shows current research speed of a research lab "ResearchSpeed__Title" = "研究速度"; title of a research node in the research tree title of a research node in the research tree "ResearchStacker__name" = "堆積機"; title of a research node in the research tree title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "保守点検の像"; description of a research node in the research tree description of a research node in the research tree "ResearchSteelSmelting__desc" = "鉄をより耐久性の高い鋼に変える工程。"; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "鉄鋼製錬"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage2__name" = "貯蔵施設 II"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage3__name" = "貯蔵施設 (大) I"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage4__name" = "貯蔵施設 (大) II"; title of a research node in the research tree title of a research node in the research tree "ResearchStoragesT1__name" = "貯蔵施設"; title of a research node in the research tree title of a research node in the research tree "ResearchSugarCane__name" = "サトウキビ"; title of a research node in the research tree title of a research node in the research tree "ResearchSulfurProcessing__name" = "硫黄処理"; description of a research node in the research tree description of a research node in the research tree "ResearchSuperPressSteam__desc" = "800℃に加熱された超高圧水蒸気。電気分解よりも効率の良い硫黄-ヨウ素サイクルによる水素製造に活用できる。"; title of a research node in the research tree title of a research node in the research tree "ResearchSuperPressSteam__name" = "超高温蒸気"; title of a research node in the research tree title of a research node in the research tree "ResearchTerrainLeveling__name" = "地形の平坦化"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalination__name" = "熱脱塩処理"; description of a research node in the research tree description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "基本的な蒸留器を淡水化用に再利用する事が可能です。効率はあまり良くありません。"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "基本的な淡水化"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalStorage__name" = "蓄熱施設"; title of a research node in the research tree title of a research node in the research tree "ResearchTombOfCaptains__name" = "船長の墓"; description of a research node in the research tree description of a research node in the research tree "ResearchTools__desc" = "計画と管理を容易にする為の高度なツールを提供します。"; title of a research node in the research tree title of a research node in the research tree "ResearchTools__name" = "ツール"; explains that shipyard cannot be repaired until the player researches how to do it. explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "これを修理する為には、技術の研究が必要です。"; title of a research node in the research tree title of a research node in the research tree "ResearchTradeDock__name" = "交易港"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "輸送経路の分割/結合はすでに可能です。しかし、これは入力/出力の優先順位と比率を設定する機能を提供します。"; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "物流効率化"; title of a research node in the research tree title of a research node in the research tree "ResearchTreeHarvester__name" = "木材伐採機 II"; title of a research node in the research tree title of a research node in the research tree "ResearchTreePlanting__name" = "植林"; title of a research node in the research tree title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "トラックの過積載に関する布告"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "地下水揚水機"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "{0}のロックを解除しました!"; label of a panel showing icons of all the new buildings and machines that player unlocked label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "新しい建築物:"; label of a panel showing icons of all the new products that player unlocked label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "新しい製品:"; title of a research node in the research tree title of a research node in the research tree "ResearchUraniumEnrichment__name" = "ウラン濃縮"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "排出された蒸気を海水淡水化に利用する事が可能です。"; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "真空脱塩施設"; description of a research node in the research tree description of a research node in the research tree "ResearchVegetables__desc" = "農場で野菜を栽培し、収穫する事が出来ます。"; title of a research node in the research tree title of a research node in the research tree "ResearchVegetables__name" = "野菜栽培"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAndMining__desc" = "原材料の採掘を可能にするショベルカーと採掘管制塔。そして、物流を強化する為のトラックの増車。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "車両・鉱業"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "採掘や物流を大規模に行う為の大型車両。その生産にはガラスが必要で、自分で生産する方法を研究するまでは、他の入植地から速やかに貿易で入手する必要が有ります。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "大型車両"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly3__name" = "巨大車両"; {0}=25 {0}=25 "ResearchVehicleCapIncrease__desc" = "車両限界値を{0}増加させる。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "車両管理"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "車両管理 II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "車両管理 III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "車両管理 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "車両管理 V"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "車両管理 VI"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleRamps__name" = "車両用傾斜路"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "水回収"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "排水処理"; description of a research node in the research tree description of a research node in the research tree "ResearchWaterTreatment2__desc" = "より効率的な廃水処理加工。また、廃棄物の一部は、燃料や肥料の原料として再利用する事が出来ます。"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "排水処理 II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "小麦の栽培・加工"; title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) title of a panel that shows how much is left of a ground deposit resource (oil, groundwater) "ReserveStatus" = "埋蔵量"; title for screen resolution setting title for screen resolution setting "Resolution" = "解像度"; example: 'Groundwater resource is getting low' example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} 資源が少なくなっている"; used with a setting that requires restart. Example: 'Scale (restart required)' used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (再起動が必要)"; button to restore defaults "RestoreDefaults" = "デフォルトに戻す"; name name "RetainingWallCorner__name" = "擁壁 (コーナー)"; name name "RetainingWallCross__name" = "擁壁 (十字)"; Plural title of a structure that holds terrain in place to prevent it from a collapse Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "擁壁"; description of retaining wall description of retaining wall "RetainingWallStraight1__desc" = "地形の崩落を防ぐ。採掘時の地形崩れを防ぐ為に地表より下に設置したり、廃棄作業の補助として地表より上に設置する事が可能です。配置の高さは調整可能です。擁壁は{0}ユニット以上の高さを超えるか、過剰に埋められると崩壊します。"; name name "RetainingWallStraight1__name" = "擁壁 (短)"; name name "RetainingWallStraight4__name" = "擁壁 (長)"; name name "RetainingWallTee__name" = "擁壁(T 字形)"; informs how much time is left until the current radioactive waste gets converted into nonradioactive waste. Example use: 'Next disposal in: 40 years' informs how much time is left until the current radioactive waste gets converted into nonradioactive waste. Example use: 'Next disposal in: 40 years' "RetiredWaste__NextDisposal" = "次の廃棄場所:{0}"; tooltip tooltip "RetiredWaste__Tooltip" = "現在貯蔵されている廃棄物が、もはや放射性でなくなった後になる製品。この方法で廃棄出来る廃棄物は一部のみです(詳細はレシピブックを参照)。"; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "右クリックで削除"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "{0}は中に停まっていない。"; short description: rocket assembly building description, {0} is launch pad short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "宇宙ロケットを製造し、専用の搬送用設備で最寄りの{0}まで搬送します。搬送用設備は大型で不整地は走れないので、{0}がこの設備と同じ高さのレベルにある事を確認する事。"; name name "RocketAssemblyDepot__name" = "ロケット組立工場"; short description short description "RocketLaunchPad__desc" = "宇宙へのロケット打ち上げが可能に ロケットが運ばれてきて、ロケット発射台にしっかりと固定されると、ロケットの種類に応じた燃料が充填されます。これは、このロケット発射台に接続されている燃料と一致しなければならない。安全の為、ロケット発射台で燃料を保管する事はありません。また、打ち上げの際には、ロケットの排気の衝撃波を和らげる為に大量の水が必要になる為、水も接続する必要がある。"; name name "RocketLaunchPad__name" = "ロケット発射台"; name name "RockMine__name" = "岩山"; description of a machine short description of a machine "RotaryKiln__desc" = "高温で焼成処理を行う。セメント製造に使用される。"; name of a machine name of a machine "RotaryKiln__name" = "回転窯"; name of a machine name of a machine "RotaryKilnGas__name" = "回転窯(ガス)"; tooltip tooltip "RotateShortcut__Tooltip" = "ショートカットキーを押すと、時計回りに回転します"; short description short description "Ruins__desc" = "長い間放置され、使い物に成らなくなってしまった建物の様です。この建物を解体して、コンクリートや金属スクラップとして、我々の工場で加工する事が出来ます。"; building or machine building or machine "Ruins__name" = "廃墟となった通信局"; starts recycling a building for metal scraps starts recycling a building for metal scraps "RuinsRecycle__Action" = "再生利用を開始する"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "この建物を再利用すると、有用な材料が得られ、必要な場所に自動的にトラックで輸送されます。(例:{0}は{1}に配送される)。"; {0} is name of the file that was saved {0} is name of the file that was saved "Save__SuccessMessage" = "ファイル{0}が保存されました!"; button to save the game after the player clicks it button to save the game after the player clicks it "Save_Action" = "保存する"; title of a window that that enables to save the current game progress title of a window that that enables to save the current game progress "Save_Title" = "ゲームの保存"; a message shown on the screen when save or auto-save is in progress a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "保存しています。"; note about blueprints note about blueprints "SaveMigration__BlueprintsNote" = "ブループリントは互換性がある為、古いゲームバージョンに戻って、ブループリントを文字列にエクスポートし、新しいバージョンにインポート出来ることに注意してください。"; {0} - Update 1, {1} - branch name {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "{0}へようこそ!残念ながら、以前のゲームバージョンからのセーブには互換性がありません。しかし、新しいバージョンには新しいエキサイティングなコンテンツが豊富に含まれている為、新たに開始することをお勧めします。\n\n古いセーブデータをプレイし続ける事は可能です! Steamに移動して、次に示すように、古いバージョン'{1}'に切り替えてください。Steamで自動的に変更します。{0}に戻る準備ができたら、「なし」に設定してbetaブランチを削除してください。\n"; placeholder displayed in the text field into which the player types the name of a new save file placeholder displayed in the text field into which the player types the name of a new save file "SaveName_Placeholder" = "名前を保存する ..."; button to click on to create a new save file (shows a new text field where player can type name of the save file) button to click on to create a new save file (shows a new text field where player can type name of the save file) "SaveNew" = "+ 新規保存"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "解像度"; button to send the current vehicle to a depot to have it scrapped for parts button to send the current vehicle to a depot to have it scrapped for parts "ScrapVehicle__Action" = "解体"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__InProgress" = "車両は車両生産工場で解体される為に向かっている"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "車両を車両生産工場に送り、部品取り用として廃車にする"; title of graphical settings (resolution, quality, etc.) title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "画面表示"; placeholder used in a search text box placeholder used in a search text box "Search" = "検索"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "新しい種を発見するには、船舶で世界中を探索します。"; title of a panel that allows to select a vehicle from multiple vehicle types title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "車両を選択"; title of a panel that enables to manage server racks in data center title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "サーバー"; tooltip in data center tooltip in data center "ServerRacks__Tooltip" = "データセンターには、サーバーが設置されています。サーバーを追加するごとに、演算出力は増加するが、電力や冷却などの需要も増加する。サーバーは、下に自由に追加・削除する事が出来ます。"; title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip title of a panel showing limit of population this building can serve, more details in ServiceLimit__Tooltip "ServiceLimit__Title" = "サービス上限"; "ServiceLimit__Tooltip" = "この居住区設備には、提供出来る人数の上限があります。付属の居住区の総人口がこの制限を超える場合、さらに設備を建設する必要があります。"; title of the settings window title of the settings window "Settings_Title" = "設定"; short description short description "SettlementBiomassModule__desc" = "有機廃棄物 (一般的には食べ物の残り) を回収します。この設備が無い居住区では、有機廃棄物は全て一般廃棄物になってしまう。"; name name "SettlementBiomassModule__name" = "有機性廃棄物回収施設"; short description short description "SettlementConsumerElectronicsModule__desc" = "付属する居住区に家庭用電子機器を提供し、追加のユニティを生み出す。"; building or machine building or machine "SettlementConsumerElectronicsModule__name" = "家庭用電子機器店"; short description short description "SettlementFoodModule__desc" = "付属の居住区に食料を供給します。居住区には少なくとも1つの食料市場が付属している必要があり、そうでない場合はその居住区の住民は飢えてしまいます。"; name building or machine "SettlementFoodModule__name" = "食品市場"; short description short description "SettlementFoodModuleT2__desc" = "付属の居住区に食料を提供する。こちらは複数種類の保存が可能。"; name name "SettlementFoodModuleT2__name" = "食品市場 II"; name name "SettlementFountain__name" = "噴水がある広場"; notification notification "SettlementFullOfLandfill__name" = "廃棄物だらけの居住区"; notification notification "SettlementHasNoFoodModule__name" = "居住区には食品市場がない!"; short description short description "SettlementHouseholdAppliancesModule__desc" = "付属居住区に家庭用電化製品を提供し、追加のユニティを生み出す。"; building or machine building or machine "SettlementHouseholdAppliancesModule__name" = "家電庭用電化製品店"; short description short description "SettlementHouseholdGoodsModule__desc" = "付属居住区に家庭用品を提供し、追加のユニティを生み出す。"; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "家庭用品店"; notification notification "SettlementIsStarving__name" = "居住者が飢餓状態に!"; short description short description "SettlementLandfillModule__desc" = "接続先の居住区から一般廃棄物を回収し、廃棄物が居住区に溜まって健康被害が出ない様にする。"; name name "SettlementLandfillModule__name" = "廃棄物回収施設"; name name "SettlementPillar__name" = "広場 (記念碑)"; short description short description "SettlementPowerModule__desc" = "付属の居住区に電気を供給します。居住区に電気を供給する事で、余分なユニティが発生する。"; building or machine building or machine "SettlementPowerModule__name" = "変圧器"; {0} can be household goods for instance {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "併設された居住区から再利用品を回収します。再利用可能なものは、集落に提供する製品(例:{0})からのみ発生します。居住区にこのモジュールが建設されていない場合、再利用可能なものはすべて一般廃棄物になります。"; name name "SettlementRecyclablesModule__name" = "再生利用品回収施設"; title of a panel showing status of all the services in the settlement or globally title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "サービス"; tooltip of a panel that shows status of all the services in the selected settlement tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "この決済に提供したサービスの状況。"; name name "SettlementSmall1__name" = "居住区"; name name "SettlementSquare1__name" = "広場 (ライト)"; name name "SettlementSquare2__name" = "広場 (ダーク)"; title of a window showing individual settlement information title of a window showing individual settlement information "SettlementTitle" = "居住区"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "{0} (評判{1})"; title of a panel showing amount of waste accumulated in a settlement title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "廃棄物発生量"; tooltip tooltip "SettlementWaste__Tooltip" = "居住区の人々は廃棄物を発生させる。廃棄物の量は、その居住区に提供される製品の量に依存する。しかし、居住区は常にある程度の基本的な量の廃棄物を発生させます。居住区の廃棄物が限度を超えると、健康に悪い影響を与えるので、専用の廃棄物設備で廃棄物を回収する事が重要です。廃棄物は地面に捨てる事も出来ます。しかし、研究によって廃棄物を処理する新しい方法が見つかるかもしれません。"; short description short description "SettlementWaterModule__desc" = "付属の居住区に新鮮な水を供給し、処分が必要な排水は返却する。居住区に新鮮な水を供給する事で、余分なユニティを生み出し、健康リスクを低減する。"; building or machine building or machine "SettlementWaterModule__name" = "水処理施設"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "沈殿槽"; rendering setting name rendering setting name "ShadowsQualityRenderingSetting__Name" = "影の品質"; name name "Shaft__name" = "軸"; shaft status, currently showing maximum output percentage shaft status, currently showing maximum output percentage "Shaft__Status" = "最大出力 {0}%"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "連結軸"; tooltip explaining shafts, {0} = throughput in MW tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "この設備は、機械的な動力の伝達を可能にする軸に接続されています。1つの軸に接続されているすべての設備は、その慣性力(蓄積された機械的な力)に寄与しています。シャフトの回転速度が遅すぎる場合、設備はその動力を使用出来ないので(赤いマーカーで示される)、最初に蓄える必要がある。慣性力が小さいと、最大出力が制限され、接続された設備が必要な電力をすべて得られない可能性があります。同様に、慣性力が大きすぎると、軸への最大入力が制限され、接続された設備が生産された動力をすべて軸に供給できない可能性があります。軸の最大処理能力は{0}です。"; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0} 交代"; used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. used as: '[checkbox] Auto-repair'. When enabled ship will automatically request its repairs. "ShipAutoRepair__Toggle" = "自動修理"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "船がダメージを受けると、自動的に修理が依頼されます。"; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "自動で帰還する"; tooltip for ShipAutoReturn__Toggle tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "探索可能な場所が無い場合、船は自動的にワールドマップから戻ってきます。"; displayed when the ship has cargo but can't unload it displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "貨物を降ろす事が出来ません!波止場は満杯です。"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "船の改造中"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingRepaired" = "船の改造中"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "船の損傷が激しい"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "船がドックに到着します。"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "船舶はアクセス不可"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "クルーの数が少ない"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "燃料が足りない"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "この場所を訪問する為に私たちの船を派遣する"; reason why the action to visit a location by the ship is not available reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "すでにこの場所にいるか、もしくは向かっています"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "納入された貨物を{0}に出荷した"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "{0}の貨物積み込み完了"; ship crew label ship crew label "ShipCrew" = "船員"; button to request to load a crew onto the ship button to request to load a crew onto the ship "ShipCrew__Load" = "船員を載せる"; ship crew tooltip ship crew tooltip "ShipCrew__Tooltip" = "船が航行するには船員が必要です。船が破損した場合、船員は乗船出来ません。"; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "船員を降ろす"; title of a window that provides ship modifications & upgrades title of a window that provides ship modifications & upgrades "ShipDesigner" = "船舶設計"; shown when modifications cannot proceed because the ship is being repaired shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "船は修理中です!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "船は修理しなければならない!"; title of a panel that shows button to confirm current modifications of the ship title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "改修を行いますか?"; title of a panel that shows costs & confirmation of pending ship modifications title of a panel that shows costs & confirmation of pending ship modifications "ShipDesignerConfirmation__Title" = "行おうとしている改修"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "ShipFuelReduction__desc" = "貨物船の燃料消費量が{0}減少"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "船舶燃料節約"; title of a button that unloads fuel from the ship title of a button that unloads fuel from the ship "ShipFuelUnload" = "燃料の積み下ろし"; tooltip of a button that performs this action tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "船から燃料を降ろして波止場に戻す。"; "ShipHealth__Title" = "船舶の強度・修理"; "ShipHealth__Tooltip" = "船の現在の修理状況です。この値が緑色のマークを下回っている場合は、新たな冒険に出発する為に修理が必要である事を意味します。"; requests to start loading material onto the ship requests to start loading material onto the ship "ShipLoading__Action" = "船への積み込みを開始する"; "ShipLoading__CancelProject" = "この計画を一旦中止する(いつでも再開可能)"; tooltip tooltip "ShipLoading__Desc" = "修理やアップグレードが予定されているワールドマップの全拠点をリストアップ。資材の積み込みを依頼すると、トラックで必要な製品を造船所まで運んできてくれ、造船所が船に積み込んでくれます。必要な資材がすべて積み込まれたら、船を出して貨物をその場所に届ける事で、建設が開始されます。"; "ShipLoading__Done" = "必要な貨物をすべて積み込みました。 船を走らせる事が出来ます。"; "ShipLoading__InProgress" = "必要な資材を積み込み中 ..."; "ShipLoading__NotStarted" = "クリックすると、必要な資材を船に積み込む事が出来ます。"; lists all the world map repairs and upgrades in progress lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "ワールドマップの施設の修理とアップグレード"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "船舶の改修が完了"; notification notification "ShipRepaired__name" = "船舶の修理がすべて完了"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "装甲"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "橋"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "発動機"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "燃料槽"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "大砲 (前部砲塔)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "大砲 (後部砲塔)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "船の情報"; modifications are being performed modifications are being performed "ShipUpgrade_Performing" = "改修を実行中"; tooltip - modifications are being performed tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "改修を行っています"; modifications are being prepared (e.g. materials are being loaded to the shipyard) modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing" = "改修の準備中"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "改修の準備中も、船の運航は可能です"; modifications are ready but ship needs to come back so they can be applied modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "船の到着を待機中"; tooltip - modifications are ready but ship needs to come back so they can be applied tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "改修の準備が完了しました、船への適用を待機しています"; short description short description "Shipyard__desc" = "この造船所は損傷しており、我々の船を修理出来る様にする為に修理する必要があります。"; name name "Shipyard__name" = "造船所 (損傷)"; short description short description "Shipyard2__desc" = "船舶の給油、修理、改造を行う。また、船の荷物の積み下ろしも行います。他では受け渡し出来ないような荷物がある場合は、ここで受け渡しをします。"; name name "Shipyard2__name" = "造船所"; tooltip of a panel showing all the cargo stored in a shipyard tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "造船所に一時的に保管されているすべての貨物の事です。造船所が満杯になると、船からさらに貨物を降ろす事が出来なくなる。トラックは、どこかに空きがあると、常に積極的に造船所から製品 を運び出す。"; shown when the shipyard has too much cargo that it can't keep unloading the ship shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "造船所は貨物で溢れかえっている!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "造船所では、まず貨物の一部を取り除かなければ、船から貨物を降ろす事は出来ません。その為には、ここに保管されている製品の為の外部貯蔵施設を建設する事が出来ます。"; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "空にする"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "ここに保管されているすべての貨物を優先的に降ろすよう、トラックに要請する。"; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "優先させる"; tooltip tooltip "ShipyardMakePrimary__Tooltip" = "ここに停泊する船を指定する(使用していない造船所を削除する事が可能)"; tooltip tooltip "ShipyardMakePrimary__TooltipInProgress" = "この造船所は、現在再配置中です"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "最初に造船所の修復が必要"; tooltip explaining what ShipyardRecoverOceanAccess__Button does tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "重要:この操作を複数回行う必要がある場合があります。"; button that allows recovering ocean access by digging ground button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "海へのアクセスを回復させる"; title for a panel providing option to recover access to shipyard's docking area title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "造船所の復旧"; tooltip explaining what ShipyardRecoverOceanAccess__Button does tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "接岸領域が塞がれ、船の運航が出来なくなる。下のボタンを使用すると、誤って堆積した資材を自動的に取り除く事が出来ます。この操作はユニティを消費し、複数回実行する必要がある場合があります。貨物搬送設備や揚水機など、他の構造物で塞がれている場合は、ご自身で撤去してください。"; button to open current directory in OS explorer "ShowInExplorer" = "フォルダで表示する"; example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). example: 'show / 60 [clock icon]', when this is on, recipes durations are normalized to some duration (e.g. 60). "ShowPerDuration" = "生産量"; short description of a machine short description of a machine "Shredder__desc" = "製品を原材料に分解します。"; name of a machine name of a machine "Shredder__name" = "梱包破砕機"; short description of a machine short description of a machine "SiliconCrystallizer__desc" = "単結晶シリコンを製造する。種結晶を付けた棒を溶けたシリコンの中に浸し、ゆっくりと上に引き上げると同時に回転させる。最終的にできたインゴットをスライスしてウエハーにする。"; name of a machine name of a machine "SiliconCrystallizer__name" = "シリコン結晶化施設"; short description of a machine short description of a machine "SiliconReactor__desc" = "水素でシリコンを精製。処理されたシリコンは電子機器に使用出来る。"; name of a machine name of a machine "SiliconReactor__name" = "シリコン焼成炉"; Action to skip something (e.g. skip a task) Action to skip something (e.g. skip a task) "Skip" = "スキップ"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "鉄や銅など、さまざまな材料を製錬する。溶融した材料は、溶融池などで鋳造機に送られ、さらに加工される。溶融した材料は、トラックで運ぶ事が出来ない。"; name of a machine name of a machine "SmeltingFurnaceT1__name" = "溶鉱炉"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "鉄や銅など、さまざまな材料を製錬する。溶融した材料は、溶融池などで鋳造機に送られ、さらに加工される。溶融した材料は、トラックで運ぶ事が出来ない。"; name of a machine name of a machine "SmeltingFurnaceT2__name" = "溶鉱炉 II"; description of a smoke stack short description of a machine "SmokeStack__desc" = "大気中へのガスの放出を可能にする。排気ガスなど一部のガスは公害の原因になる。"; name of a machine name of a machine "SmokeStack__name" = "煙突"; name of a machine name of a machine "SmokeStackLarge__name" = "煙突 (大)"; short description short description "SolarPanel__desc" = "太陽光を電気に変換。残念な事に、その効率は晴天率に左右される。"; name name "SolarPanel__name" = "太陽光発電施設"; solar panel description, example use of {0}: 'they provide 25% more energy' solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "単結晶シリコンで作られた太陽光パネル。その為、製造コストは高くなりますが、エネルギー供給量は{0}%多くなります。"; name name "SolarPanelMono__name" = "太陽光発電施設 (単結晶)"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "太陽電池パネルの清掃を行い、発電量を{0}増加させる作業方法です。"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "SolarPowerIncrease__name" = "太陽光パネルの清掃"; short description of a machine short description of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__desc" = "アンモニアと硫黄を抽出して酸性の水を有用なものにします。硫黄は酸に変換され、例えば銅の製造に使用されます"; name of a machine name of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "酸洗設備"; "SpruceTree__desc" = "トウヒの木"; short description short description "Stacker__desc" = "連結されたコンベアから直接素材を投棄します。"; name name "Stacker__name" = "堆積機"; title of a panel that shows what products are dumped by the stacker title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "廃棄品"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "{0} (ステージ{1})"; button to click on to open a research window to pick a new research, shown when no research is in progress button to click on to open a research window to pick a new research "StartNewResearch_Action" = "新しい研究を開始する"; requests to start repairs requests to start repairs "StartRepairs" = "修理を開始する"; tooltip tooltip "StartRepairs__Tooltip" = "必要な資材をすべて船に積み込み、この場所にすべての資材を届けるよう依頼する必要があります。"; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "研究を始める"; title of a window containing statistics title of a window containing statistics "Statistics" = "統計"; shown when statistics have no data yet shown when statistics have no data yet "Stats_NoDataYet" = "まだデータはありません"; statistics category referring to usage of fuel in cargo ships statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "貨物船"; statistics category referring to usage of fuel in the main player's ship statistics category referring to usage of fuel in the main player's ship "StatsCat__MainShip" = "主な船"; statistics category referring to usage of products in power production statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "発電量"; statistics category referring to usage of fuel in vehicles statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "車両"; label of a chart showing consumption of a product via costs in construction label of a chart showing consumption of a product via costs in construction "StatsEntry__Construction" = "建設"; label of a chart showing production of a product by getting it back via deconstruction label of a chart showing production of a product by getting it back via deconstruction "StatsEntry__Deconstruction" = "解体"; label of a chart showing consumption of a product by dumping it (on terrain or into ocean) or disposing it (burning it) label of a chart showing consumption of a product by dumping it (on terrain or into ocean) "StatsEntry__Dumping" = "廃棄・処分"; label of a chart showing consumption of a product by exporting it into the world label of a chart showing consumption of a product by exporting it into the world "StatsEntry__Export" = "輸出"; label of a chart showing consumption of a product via farming (e.g. by irrigation) label of a chart showing consumption of a product via farming (e.g. by irrigation) "StatsEntry__Farming" = "農業"; label of a chart showing production of a product by importing it from world map label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "輸入"; label of a chart showing production of a product by mining label of a chart showing production of a product by mining "StatsEntry__Mining" = "採掘"; label of a chart showing production of a product by recycling it label of a chart showing production of a product by recycling it "StatsEntry__Recycling" = "再生利用施設"; label of a chart showing total consumption of a product label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "消費量"; label of a chart showing total production of a product label of a chart showing total production of a product "StatsEntry__TotalProduction" = "生産量"; title of a chart that shows total global quantity of a product in factory / island over time. title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "総量"; statistics category referring to people born on the island statistics category referring to people born on the island "StatsPops__Born" = "誕生"; statistics category referring to people lost (people who died / left the island) statistics category referring to people lost (people who died / left the island) "StatsPops__Lost" = "紛失"; statistics category referring to people that joined they island as refuges or the player adopted them statistics category referring to people that joined they island as refugess or the player adopted them "StatsPops__Refugees" = "難民・養子縁組"; title of a chart that shows quantity statistics of a product over time. title of a chart that shows quantity statistics of a product over time. "StatsProduct_Quantity" = "数量"; shows stats for the last {0} day shows stats for the last {0} day "StatsRange__Days" = "直近の{0}日"; title of a column showing sum of data from previous year title of a column showing sum of data from previous year "StatsRange__LastYear" = "昨年度"; title of a column showing sum of lifetime data - sum of data for the whole gameplay duration title of a column showing sum of lifetime data - sum of data for the whole gameplay duration "StatsRange__Lifetime" = "寿命"; shows max range of statistics chart shows max range of statistics chart "StatsRange__Max" = "最大"; shows stats for the last {0} month shows stats for the last {0} month "StatsRange__Months" = "過去{0}ヶ月"; title of a column showing sum of data from this year title of a column showing sum of data from this year "StatsRange__ThisYear" = "今年度"; shows stats for the last {0} years shows stats for the last {0} years "StatsRange__Years" = "過去 {0} 年間"; title of a tab that shows breakdown data for some statistics (keep short) title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "分解"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "概要図"; e.g. {0} - '5%', {1} - 'Fuel gas' e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "島の豊かさを示すだけでなく、産業の成功を祝う為の像です。この像は人口にプラスの効果を与え、島の保守点検費用を{0}減らす事が出来ます。ボーナスを得る為には、この像に「{1}」を継続的に供給する必要があります。しかし、彫像を維持しなければマイナスの効果を得る事になります。なぜなら、壊れた保守点検の像を見る事ほど、作業員の保守点検を行う意欲を削ぐものはないからです。この像は、あなたの財力が許す限り、複数回建設する事が出来ますが、建設する度にその効果は半減します。"; name name "StatueOfMaintenance__name" = "保守点検の像"; name name "StatueOfMaintenanceGolden__name" = "保守点検の像 (金色)"; label of a panel showing current entity status label of a panel showing current entity status "Status" = "ステータス"; Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 Some feature or trade in a settlement isn't available because player has a low reputation. An example use: Requires reputation to be at least 1 "Status_LowReputation" = "評価値が少なくとも{0}である必要があります"; title of a button that opens a panel with storage alerts setup title of a button that opens a panel with storage alerts setup "StorageAlert__BtnTitle" = "警報"; used in the following context '[checkbox] notify if Empty' used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "空"; used in the following context '[checkbox] notify if Full' used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "満杯"; used in the following context '[checkbox] notify if Empty / Full' used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "通知する"; building or machine building or machine "StorageFluid__name" = "流体貯蔵施設"; description for storage description for storage "StorageFluidFormattedBase__desc" = "液体・気体など、最大{0}個の製品を格納する。"; building or machine building or machine "StorageFluidT2__name" = "流体貯蔵施設 II"; building or machine building or machine "StorageFluidT3__name" = "流体貯蔵施設 III"; building or machine building or machine "StorageFluidT4__name" = "流体貯蔵施設 Ⅳ"; building or machine building or machine "StorageLoose__name" = "バラ荷用貯蔵施設"; description for storage description for storage "StorageLooseFormattedBase__desc" = "バラ積み製品を最大{0}個まで格納する。"; building or machine building or machine "StorageLooseT2__name" = "バラ荷用貯蔵施設 II"; building or machine building or machine "StorageLooseT3__name" = "バラ荷用貯蔵施設 III"; building or machine building or machine "StorageLooseT4__name" = "バラ荷用貯蔵施設 Ⅳ"; appended at the end of a description to explain that a storage consumes power appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "入出力口を使用して製品を搬送する際に電力を消費します。"; name: toolbar category name name: toolbar category name "storagesCategory__name" = "貯蔵施設"; description for storage description for storage "StorageSolidFormattedBase__desc" = "固体品を{0}個まで格納する。"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooHigh__name" = "警告:{entity}は{0}の供給量が多い"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "警告:{entity}は{0}の供給量が少ない"; building or machine building or machine "StorageUnit__name" = "箱積め貯蔵施設"; building or machine building or machine "StorageUnitT2__name" = "箱積め貯蔵施設 II"; building or machine building or machine "StorageUnitT3__name" = "箱積め貯蔵施設 III"; building or machine building or machine "StorageUnitT4__name" = "箱積め貯蔵施設 Ⅳ"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "熱伝達の為の製品が選択されていません"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "蓄熱"; tooltip for a heat bar in a thermal storage tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "利用可能な熱はこの貯蔵施設に蓄積されます。貯蔵施設が機能している限り、熱は減衰しません。"; tooltip tooltip "StoredProduct__Clear_Tooltip" = "クリックすると、現在割り当てられている商品が削除されます。貯蔵施設が空でない場合、残りの商品をすべて撤去するようトラックに依頼します。"; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "貯蔵施設をトラックを使って空にしています。"; note: keep this short!! - label of a slider that requires the storage to be empty note: keep this short!! - label of a slider that requires the storage to be empty "StoredProduct__KeepEmpty" = "空"; note: keep this short!! - label of a slider that requires the storage to be full note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "満杯にする"; explains that no product was assigned to a storage so far explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "製品名未設定"; Title of a panel that shows product that is stored in a some entity Title of a panel that shows product that is stored in a some entity "StoredProduct__Title" = "保管されている製品"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "緑のスライダー (左) を右に動かすと、貯蔵施設が緑のスライダーまで埋まる様に、トラックが優先的に配送するよう通知されます。これは、貯蔵施設が製品を必要とする機械に接続されている場合に有効です。赤のスライダー (右) を左に動かすと、貯蔵施設の荷物が赤のマーカー以下になるまで、積極的に貯蔵施設から製品を取り除くようトラックに要求します。これは、貯蔵施設を空にする必要がある場合や、地形に廃棄する必要があるスラグなど、一時的な貯蔵施設として使用する場合に便利です。"; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "この採掘場に保管されている製品。これを島に運ぶには、船を送って荷物の積み込みを依頼するか、専用の貨物船を用意して自動化する必要がある。"; button to open a page for posting suggestions button to open a page for posting suggestions "Suggestions" = "提案"; name name "SulfurMine__name" = "硫黄鉱脈"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "晴天"; title of a panel that shows products support by a given storage or transport title of a panel that shows products support by a given storage or transport "SupportedProducts" = "対応製品"; title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. title of a panel showing icons of trucks that are supported by this vehicle / compatible with this vehicle. E.g. trucks that are supported by an excavator. As some excavators require small trucks and some require bigger trucks. "SupportedTrucks__Title" = "適合するトラック"; short description short description "TechnologyBlueprints__desc" = "ブループリントの作成、インポート、利用が可能になります。"; name name "TechnologyBlueprints__name" = "ブループリント"; name name "TechnologyCanolaSeeds__name" = "セイヨウアブラナの種"; short description short description "TechnologyCargoShip__desc" = "この建物の設計方法を理解する為には、ワールドマップの中に貨物船を発見する必要があります。"; name name "TechnologyCargoShip__name" = "貨物船の技術"; name name "TechnologyCornSeeds__name" = "トウモロコシの種"; short description short description "TechnologyCropRotation__desc" = "農作物の輪作を設定する事が出来ます。農作物の収穫量を増やす事が出来ます。"; name name "TechnologyCropRotation__name" = "輪作"; {0}=list of buildings {0}=list of buildings "TechnologyCustomRoutes__desc" = "トラックが通る経路を設定する為に、設備同士を手動で割り当てる事が出来ます。貯蔵施設、{0}で指定します。また、個々の貯蔵施設にトラックを割り当てる事も可能です。"; name name "TechnologyCustomRoutes__name" = "個別経路"; name name "TechnologyElectronics2__name" = "電子技術 II"; name name "TechnologyFruitSeeds__name" = "果実の種"; short description short description "TechnologyMechPowerAutoBalance__desc" = "蒸気回転式原動機に手動で設定すると、軸の機械的動力が過剰になった場合に自動的に回転式原動機を停止し、蒸気の浪費を防止します。軸の動力が低下すると回転式原動機は再始動します。しかし、再稼働は即座に出来ない為、安定したエネルギー供給を実現する為には、軸に機械的な動力貯蔵施設を併設する事が必要です。"; name name "TechnologyMechPowerAutoBalance__name" = "タービン制御"; name name "TechnologyMicrochip__name" = "マイクロチップ技術"; name name "TechnologyNuclearPower__name" = "核分裂エネルギー"; short description short description "TechnologyOilDrilling__desc" = "この技術を手に入れる為には、ワールドマップの中から石油掘削基地を発見する必要があるのです。"; name name "TechnologyOilDrilling__name" = "海洋掘削技術"; name name "TechnologyPoppySeeds__name" = "芥子(けし)の種"; short description short description "TechnologyRecycling__desc" = "研究施設などで出た再生利用品の再生利用を可能にする。"; name name "TechnologyRecycling__name" = "再生利用施設"; name name "TechnologyShipRadar__name" = "電波探知装置"; name name "TechnologyShipRadarT2__name" = "電波探知装置 II"; name name "TechnologySoybeansSeeds__name" = "大豆の種"; name name "TechnologySugarCaneSeeds__name" = "サトウキビの種"; short description short description "TechnologyTerrainLeveling__desc" = "採掘と廃棄の指定を1つに結合します。地形の平坦化または傾斜路の設定に役立ちます。地形の一部が指定より下にある場合、トラックはそこに廃棄します。地形の一部が指定より上にある場合、掘削機によって採掘されます。採掘が機能する為には、指定は採掘塔の領域内にある必要があります。"; name name "TechnologyTerrainLeveling__name" = "地形の平坦化"; name name "TechnologyWheatSeeds__name" = "小麦の種"; rendering setting name rendering distance for terrain details "TerrainDetailsRenderDistance" = "地形の草の表示品質"; rendering setting name rendering setting name "TerrainQuality" = "地形表示の品質"; short description: rocket description, {0} is fuel like 'hydrogen' short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "宇宙への進出が可能である事を証明する実験用ロケット! 燃料は{0}を使用。"; name name "TestingRocketT0__name" = "実験用ロケット"; short description of a machine short description of a machine "ThermalDesalinator__desc" = "塩水を加熱して水蒸気にし、きれいな水として回収する。副産物として食塩水を生産する。効率は悪いが、仕事は出来る。"; name of a machine name of a machine "ThermalDesalinator__name" = "加熱式脱塩施設"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "蓄熱"; description of a thermal storage description of a thermal storage "ThermalStorage__desc" = "蓄熱施設は、溶融塩のタンクを加熱する為に水蒸気を使用して熱エネルギーを貯蔵し、蓄積されたエネルギーは、入ってくる水を沸騰させて水蒸気に戻す為に使用する事が出来る。変換プロセスには損失があるが、蓄積された熱を維持することは、貯蔵施設が作動している間に減衰しない。"; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "放電工程"; name name "ThermalStorage__name" = "蓄熱施設"; "ThisVehicleCannotDriveUnderTransports" = "注意、この車両はベルトコンベアやパイプの下は走れません。"; throughput of something, e.g. 'Throughput: 20%' throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "処理能力:{0}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "採掘したものを処理する機械を鉱山の近くに設置し、トラックの燃料を節約する。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "物流網に負荷がかかっている場合は、トラックを増車したり、機械をベルトコンベアーで繋いだりして緩和する。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "軽油燃料の量に目を配る。足りなくなると、トラックやショベルカーが動かなくなります。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "常に十分な食料を確保しておかなければ、市民が飢えてしまいます。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "自分の島の原油が足りなくなったら、船で遠隔地の石油採掘基地を探せばいい。"; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "ヒント #{0}:{1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "輸送経路を構築する際、「SHIFT」キーを押しながらだと直進のみ、「CTRL」キーを押しながらだと別経路での輸送経路が可能になります。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "輸送船を建造する際、メニューから特定の輸送船を選択するのではなく、港湾施設や他の輸送船にカーソルを合わせてクリックするだけで輸送船の建造を開始する事が出来る様になりました。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "人々が元気で幸せであれば、集落にはユニティが生まれます。多くの重要な場所で使用されていますが、緊急事態の為に余分に持っておく事は賢明な考えです。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "保守点検用の部品が全く無い場合でも、ユニティを使用する事で迅速な修理が可能です。"; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "方向を切り換える"; a description of tomb of captains a description of tomb of captains "TombOfCaptainsStage1__desc" = "船長の墓は、この島の人々を率いた代々の船長を最後に休ませる場所です。完成した暁には、常に火を灯し、墓を花で飾り、眠っている船長たちに敬意を表するべきです。"; name of a building name of a building "TombOfCaptainsStageFinal__name" = "船長の墓"; tooltip tooltip "Toolbox__HideCosts" = "このショートカットキーを押す事で、建設コストの表示/非表示を切り替える事が出来ます。"; title of a menu containing editing tools such as copy paste or delete. title of a menu containing editing tools such as copy paste or delete. "ToolsTitle" = "ツール"; title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' title of a last row in a table that serves as a sum, e.g. 'Total 2 Unity' "Total" = "合計"; label of a chart showing total population label of a chart showing total population "TotalPopulation" = "総人口"; tooltip shown when player has homeless people on the island tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "あなたの島には路上生活者がいます。住宅を建設するか、勅令で追い出すか、新しい人口を減らすかしてください。なお、路上生活者の人たちはあなたの為に働いてはくれません。"; tooltip explaining total population view tooltip explaining total population view "TotalPopulation__Tooltip" = "総人口/総住宅収容人数。"; used like this 'Total settlement need: 40 / month' used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "総定住必要量"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "総定住排出量"; could not place a transport as it the other being connected to it is being destroyed could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "解体中"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "{0}に邪魔されています"; could not place reverse a transport could not place reverse a transport "TrAdditionError__CannotReverse" = "逆戻り出来ない"; could not place a transport as its direction could not be resolved could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "出力と出力、入力と入力を接続する"; could not place a transport due to incompatible port at transport end could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "終端が接続出来ない場所に接続されています"; could not place a transport due to incompatible port at transport start could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "先端が接続出来ない場所に接続されています"; could not connect a transport could not connect a transport "TrAdditionError__InvalidConnection" = "接続が無効です"; generic message for invalid transport generic message for invalid transport "TrAdditionError__InvalidTransport" = "輸送経路が無効です"; generic message for invalid transport split position generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "輸送経路が無効です"; could not place a transport because its start and end are connected to the same transport could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "開始と終了が同じ輸送経路に接続されている"; transport of this type cannot be split/merged transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "分割・統合は出来ません"; could not place a transport because of no valid pillars (supports) placement could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "支柱を配置出来る場所が無い部分があります"; could not merge a transport due to not being flat could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "フラットでない場合は、接続出来ません"; could not find a valid transport to selected position could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "選択した位置への輸送経路が見つかりませんでした。"; could not place a transport because it is self-colliding could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "自己衝突"; could not place a transport because of collision with terrain could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "地形と衝突しています"; could not create a connector because it is too close to other connector, {0} is translated name of the connector could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "近すぎる{0}"; could not connect a transport to another one as they don't match could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "非対応型"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "貿易"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "売り切れ"; short description short description "TradeDock__desc" = "ワールドマップ上の村々と様々な品物を交換する事が出来ます。交易した商品は、すべて交易港に納品されます。また、貿易は重要な商品が不足した時の救世主にもなるので、常に交易港を用意しておく事をお勧めします。"; name name "TradeDock__name" = "交易港"; tooltip of a panel showing all the cargo stored in a trade dock tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "交易で得た商品は、すべてここで納品されます。"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "商品があなたの交易港に届きました!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "あなたの養鶏場に動物が届けられた!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "新しい貨物船が使える様になりました!"; title of a panel that shows trade offer from a world map settlement title of a panel that show trade offer from a world map settlement "TradeOffers" = "短期取引の提案"; title of a panel that shows trade offer from a world map settlement title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "交易を行うには、交易港が必要です。輸出する製品は貯蔵施設から取り出され、輸入された製品は交易港に表示されます。左側が輸出 (販売) する商品で、右側が輸入される商品です。この交易は数量が多いほど高額になり、一般的に契約と比較すると収益性は低くなります。"; player can't afford the current trade as it requires more products than they have player can't afford the current trade as it requires more products than they have "TradeStatus__CantAfford" = "取引する商品が足りない"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "製品はすぐにお客様の交易港に配送されます"; tooltip explaining how buying animals works tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "動物たちは、すぐにあなたの養鶏場に運ばれます"; tooltip explaining how buying cargo ships works tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "購入後、すぐに船は使える様になる"; player can't trade an animal (e.g. chicken) as they have no farm where they could place it into, note: players confuse regular farm with animal farm, try to make it clear player can't trade an animal (e.g. chicken) as they have no farm where they could place it into "TradeStatus__NoSpaceInFarm" = "牧場のスペースが足りない、または牧場を作らない"; player can't trade as they are missing a trade dock building that enables them to trade player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "まずは交易港を作る必要がある"; player lack unity to afford the current trade or feature player lack unity to afford the current trade "TradeStatus__NoUnity" = "ユニティが足りない"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "完売 - 後日入荷予定"; player can't trade as their trade dock is not operational player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "貿易ドックが稼働状態でない、または船舶のアクセスが遮断されている"; title of a window that provides overview on trading - buying, selling products title of a window that provides overview on trading - buying, selling products "TradeTitle" = "貿易"; Button that takes player to a world so they can trade with some village they'd like Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "集落と交易する"; title of a panel showing all the products transported by a selected transport title of a panel showing all the products transported by a selected transport "TransportedProducts" = "輸送される製品"; height of the current transport that is being build - e.g. 'Height: 2' height of the current transport that is being build - e.g. 'Height: 2' "TransportHeightTooltip" = "高さ:{0}"; category for key bindings used during transport build / editing (when players builds / places transports) category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "搬送用設備"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "搬送用設備"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "コンベアとパイプのスナップはオフです"; tooltip, be consistent with TransportTool__PortSnapTooltip tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "コンベアとパイプのスナップを無効にしました。これは、コンベアとパイプを互いに重ね合わせるときに便利ですが、通常の建物には適していません。{0}キーを押すことで無効化できます。"; short description short description "TransportsPillar__desc" = "輸送を支える柱。"; name name "TransportsPillar__name" = "支柱"; tooltip tooltip "TransportTool__NoTurnTooltip" = "このショートカットキーを押す事で、ベルトやパイプを曲げずに真っ直ぐ伸ばす事が出来ます。"; tooltip tooltip "TransportTool__PortBlockTooltip" = "ショートカットキーを押すと、入出力口の回避が切り替わります。デフォルトでは、ベルト&パイプは既存の入出力口を塞がない様に設置されます。これを有効にすると、入出力口は無視され、ベルト&パイプはその近くでも配置出来る様になります。"; tooltip tooltip "TransportTool__PortSnapTooltip" = "ショートカットキーを押すと、自動スナップが切り替わります。ベルトやパイプを重ねる時に、スナップを無効にしておくと便利です。"; tooltip tooltip "TransportTool__TieBreakTooltip" = "同じコストで別の配置ルートがある場合、このショートカットキーを押す事でルートを変更する事が出来ます。"; explanation how to make transport shorter explanation how to make transport shorter "TransportTooLong__HowToResolve" = "搬送時間を短くする為に、コネクターや調整器で分割する事も可能です。"; notification notification "TransportTooLong__name" = "{entity} が長すぎる"; could not cut transport as it is already being constructed could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "すでに施工済み"; short description short description "TreeHarvesterT1__desc" = "木材を伐採する為の機械。必ず輸送トラックを配置して使用する。"; name name "TreeHarvesterT1__name" = "木材伐採機"; short description short description "TreeHarvesterT2__desc" = "この機械ほど早く木材を収穫出来る物はありません。伐採した木の量に負けない様に、沢山のサービストラックを配置して下さい。"; name name "TreeHarvesterT2__name" = "大型木材伐採機"; {0} = 'key binding that open the tool' {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "伐採する木を指定するには、木材伐採機指定ツール({0}キー)を選択し(1)、カーソルを木の上でドラッグします(2)。"; {0} = 'Tree harvester' {0} = 'Tree harvester' "TreeHarvesting__part2" = "{0}は自動的に指定された木の伐採を開始します。{0}をクリックし、最低1台のトラックを割り当て、伐採した木材を降ろす事が出来るようにします。"; "TreeHarvesting__part3" = "トラックに木材を積み込んだら、近くの倉庫や木材を必要とする設備へ配送する。"; short description short description "TreePlanterT1__desc" = "木を植える為の機械。苗木にアクセス出来ることを確認する。 搬送経路の下を通ることは出来ません。"; name name "TreePlanterT1__name" = "植樹機"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "後で切り取り"; Title of a panel that allows to configure when trees are harvested Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "収穫の設定"; tooltip tooltip "Trees__HarvestingOptionsTooltip" = "木を切断する大きさを指定出来ます。これは、木材の収量と苗木の消費に影響します。下の表は、1本の木あたりの木材生産量を示しています。"; Used to signify trees should not be cut. Tooltip. Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "切り取りなし"; description of tree in a build menu description of tree in a build menu "TreesInMenuDescription" = "森林管制塔を使わずに手動で配置出来る木。それを植えるには、苗木と植林機が必要です。"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "{entity}は{0}を配送出来ません。有効な目的地がありません"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "TruckCapacityIncrease__desc" = "トラックの積載量が{0}増加するが、保守点検が{1}増加する"; policy / edict which can enabled by the player in their Captain's office. name: policy / edict which can enabled by the player in their Captain's office. "TruckCapacityIncrease__name" = "過積載のトラック"; notification notification "TruckHasNoValidExcavator__name" = "{entity}には対応する油圧ショベルカーが無い"; Tab that contains more insights into jobs done by vehicles and the cargo they exchanged Tab that contains more insights into jobs done by vehicles and the cargo they exchanged "TrucksAnalytics__Title" = "分析"; number of jobs done by a vehicle, example use: '1 job', '2 jobs' number of jobs done by a vehicle, example use: '1 job', '2 jobs' "TrucksStats__JobsCnt" = "{0} の要求"; "TrucksStats__OptionGeneral" = "一般職を含む"; "TrucksStats__OptionGeneralTooltip" = "以下の選択肢に含まれない、トラックによる一般的な作業すべてを含む。例:貯蔵施設間や機械間の荷物の移動、貯蔵施設からの廃棄など。給油作業は含まれません。"; "TrucksStats__OptionMining" = "採掘用トラックを含む"; "TrucksStats__OptionMiningTooltip" = "ショベルカーや木材収穫機に割り当てられたトラックによる作業も含む。"; "TrucksStats__OptionRefueling" = "給油用トラックも含む"; "TrucksStats__OptionRefuelingTooltip" = "ショベルカーなど他の車両に給油する為に割り当てられたトラックによる作業も含む。"; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "トラックの貨物履歴"; truck description, for instance {0}=20,{1}=2 truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "最大積載量{0}のトラック。高さ{1}以上の搬送用設備の下に潜り込む事が出来る。"; vehicle vehicle "TruckT1__name" = "トラック"; vehicle description, for instance {0}=20,{1}=2 vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "最大積載量{0}の大型産業用トラック。高さが{1}以上であれば、搬送用設備の下を通る事が出来る。"; vehicle vehicle "TruckT2__name" = "大型トラック"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "最大積載量{0}の大型トラック。このタイプは液体または気体製品のみを搬送する事が出来ます。輸送用設備の下を通る事は出来ません。"; vehicle vehicle "TruckT3Fluid__name" = "超大型タンクローリー"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "最大容量{0}の大型運搬トラック。このタイプはバラ荷の製品(例えば石炭)だけを搬送する事が出来ます。搬送用設備の下を通る事は出来ません。"; vehicle vehicle "TruckT3Loose__name" = "超大型ダンプ"; description of a high pressure turbine description of a high pressure turbine "TurbineHighPress__desc" = "高圧の蒸気を利用して機械的な力を生み出す。"; name name "TurbineHighPress__name" = "高圧タービン"; name name "TurbineHighPressT2__name" = "高圧タービン II"; description of a low pressure turbine description of a low pressure turbine "TurbineLowPress__desc" = "低圧蒸気を再利用して機械的動力を生み出す事で、発電効率を向上させる。"; name name "TurbineLowPress__name" = "低圧タービン"; name name "TurbineLowPressT2__name" = "低圧タービン II"; description of a super pressure turbine description of a super pressure turbine "TurbineSuperPress__desc" = "超高圧蒸気を使用して機械的な力を生み出します。"; name name "TurbineSuperPress__name" = "超高圧タービン"; title of message or tutorial name: message for player "TutorialOnAdvancedLogistics__name" = "個別経路"; title of message or tutorial name: message for player "TutorialOnCargoShip__name" = "貨物船"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part1" = "貨物船は、世界の鉱山や石油採掘場からの製品輸送を自動化する為のものです。この船はワールドマップ上で発見、修理、購入する必要があり、自分の島で直接製造する事は出来ません。貨物船を手に入れたら、自分の島に{0}を建設すると、自動的にそこに停泊する様になります。"; "TutorialOnCargoShip__part2" = "上部のステータスバーには、利用可能な艦船 (修理済み) の数と発見された艦船数が表示されます。"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part3a" = "{0}は、ワールドマップ上で最初の貨物船を発見した時のみ研究する事が出来ます。搬送用設備は自分の島の海岸に建設する事が出来ます。{0}を置くと、海に向かって縞模様が広がっており、船の出入りを示しています。このとき、少なくとも1カ所は船が停泊出来る場所である事を示す緑色になっている必要があります。このとき、他の基地や海洋ポンプなどの設備で塞がないように注意して下さい。"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part3b" = "{0}は、製品を保管・移送する為に搬送用設備が必要です。搬送用設備は製品の種類ごとにあり、1つの貨物搬送設備で混在させる事が出来ます。これらのモジュールは、あなたの船が輸入または輸出する製品の種類を決定します、あなたはこの製品を手動で割り当てる必要があります。また、搬送用設備には入力と出力ポートがあり、コンベアなどを接続する事が出来ます。"; "TutorialOnCargoShip__part4Heading" = "船舶の物流"; "TutorialOnCargoShip__part4V2" = "貨物船は、ワールドマップ上に船が満杯になるほどの貨物があると、自動的に出港します (1) 。船は、ワールドマップ上のどの地点からでも 貨物を積み込む事が出来ます。船の移動には、船の大きさに応じた固定燃料費がかかります(2)。 "; "TutorialOnCargoShip__part5V2" = "貨物搬送設備をアップグレードすると、付随する船もアップグレードされます。これにより、スロット数が拡大し、輸送出来る資材の量が増えます。大型の船は燃費効率が良い。"; title of message or tutorial title of message or tutorial "TutorialOnCoalPower__name" = "石炭発電設備"; "TutorialOnCoalPower__part1" = "軽油燃料発電機と比較して、より効率的に発電出来るのが石炭発電設備である。石炭を蒸気発生施設で燃やし、水を蒸気に変える(1)。この蒸気で回転式原動機(2)を回し、軸にかかる回転力を付属の発電機(3)に伝え、電気を発生させる。"; "TutorialOnCoalPower__part2" = "回転式原動機と発電機は、どのような順番で並べても、1つの軸上にあれば連動して動きます。"; {0} = Flywheel {0} = Flywheel "TutorialOnCoalPower__part3" = "発電機は、必要の無い時は電気を作らず、機械軸のエネルギーを無駄にします。しかし、回転式原動機は軸がフルパワーで回転していても停止せず、代わりに蒸気を通過させるので、エネルギーが失われる事になります。この対策として、機械軸に{0}を取り付けると、機械的エネルギーを慣性として蓄積し、電力が必要な時にそれを戻す、電池のような働きをする機能が得られます。"; {0} = Flywheel {0} = Flywheel "TutorialOnCoalPower__part4" = "{0}は、軸流原動機の「自動調整」トグルと組み合わせて使用する事が出来ます。有効にすると、接続された軸の慣性力が最大になった時に、軸流原動機は自動的にオフになり、慣性力が低くなった時にオンに戻ります。{0} は、軸の合計慣性力を増加させ、このシステムをより効率的にし、軸流原動機の起動遅延による電力損失を防止するのに役立ちます。"; title of message or tutorial title of message or tutorial "TutorialOnContracts__name" = "契約内容"; {0} = Cargo ship {0} = Cargo ship "TutorialOnContracts__part1" = "集落と契約を結んで、定期的に商品を取引する事が出来ます。契約は通常、迅速な取引よりもはるかに有利ですが、ユニティの費用がかかり、専用の{0}が必要です。"; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "契約を成立させたら、その契約に合ったモジュールを装着した{0}と{1}が必要になります。例えば、{2}と{3}を取引する場合、{1}に搬送用設備({2})と液体搬送用設備({3})の双方が取り付けられている必要があります(1)。どちらかの搬送用設備を選択し、「契約を割り当てる」(2)をクリックして、開始したい契約を割り当てます(3)。なお、他の搬送用設備は、契約と一致する場合、適切な種類の材料に自動で割り当てられます。"; {0} = Cargo Ship, {1} = Cargo depot {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "{1} の搬送用設備に必要な物資を適切な量で供給すると、{0}が自動的に居住区に移動して物資をやり取りします。契約により、期間制限なく好きなだけ取引可能"; "TutorialOnCopySettings__part1" = "このツールを使うと、ある設備から別の設備へ設定をコピーする事が出来ます。複数の設備の上にドラッグして、選択した設定を一括適用する事も可能です。"; {0} = shortcut key {0} = shortcut key "TutorialOnCopySettings__part2" = "このツールは、{0}を押すか、ツールバーのアイコンをクリックする事で起動します(1)。次に、設定をコピーしたい建物をクリックします(2)。最後に、同じような設備をクリックまたはドラッグして、それらの設定を貼り付けます(3)。"; "TutorialOnCopyTool__part1" = "このツールでは、1つまたは複数の設備を選択して、コピーして別の場所に配置する事が出来ます。これにより、既存の工場設計を簡単にコピーして、生産規模を拡大する事が出来ます。"; {0}, {1} = shortcut keys {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "複数の建物を一度にコピーするには、{0}を押すか、ツールバーのアイコンをクリックして(1)、コピーを選択し、目的の建物(2)のツール上をクリック&ドラッグしてください。マウスボタンを離し、コピーした設備を配置したい場所までドラッグし、一度左クリックすると配置されます(3)。1つの設備をコピーするにカーソルを合わせて{1}を押すと、その設備をコピーする事が出来ます。"; {0} shortcut key {0} shortcut key "TutorialOnCopyTool__part3" = "このツールは、デフォルトで建築物の構成をコピーします。 {0} を押しながら建物を配置すると、設備がコピーされないようにする事が出来ます。コピーされた設備は、新しい設備として建設されます。 "; title of message or tutorial title of message "TutorialOnCrisis__name" = "危機管理"; "TutorialOnCrisis__part1" = "燃料危機、停電、保守点検不足など、あなたの島が危機に陥る事は時々あります。もちろん、それは決してあなたの責任ではありません。原因はいつも、島の人たちが間違った仕事をしているからです。しかし、早い段階で問題のいくつかを回避する方法はあります。"; "TutorialOnCrisis__part2" = "右側のパネルで、モニターしたい製品をピン留め/ピン留め解除する事が出来ます。このパネルをクリックすると、グローバル統計が表示され、あなたの島全体の在庫が表示されます。ピンのアイコンをクリックすると、その製品を常時表示する事が出来ます。"; "TutorialOnCrisis__part2Heading" = "大切な製品をピン留めする"; "TutorialOnCrisis__part3" = "{0}のような製品や、保守点検や燃料など重要な製品については、貯蔵施設警報を設定する事をお勧めします。早い段階で通知を受ける事で、対応する時間を確保する事が出来ます。また、専用の貯蔵施設を設置し、緊急物資を充填し、トラックの輸出を停止させる事も可能です。こうする事で、必要な時に緊急物資を確保する事が出来ます。"; "TutorialOnCrisis__part3Heading" = "貯蔵施設の警告"; "TutorialOnCrisis__part4" = "ほとんどの設備には優先順位が設定されています。数字が小さいほど優先度が高く、電力、結束、作業員、保守点検などを受けられる可能性が高くなります。ですから、最も重要なインフラを優先度を上げておく事は、非常に有効な方法です。"; "TutorialOnCrisis__part4Heading" = "優先順位の決定基準"; "TutorialOnCrisis__part5" = "電力不足は大変な事ですが、それを回避する方法は幾つかあります。例えば、発電機の蒸気を作る蒸気発生施設に供給する石炭や水の貯蔵設備に警報を設定する事です。そうすれば、電力供給が完全に停止する前に、石炭や水の残量が少なくなっている事を把握出来ます。"; "TutorialOnCrisis__part5Heading" = "電力危機対策"; {0} - keep full {0} - keep full "TutorialOnCrisis__part6V2" = "また、発電所に供給する貯蔵施設の優先度を高くする事も出来ます。まず{0}スライダ(1)を既定の場所から移動する必要があります。そうしないと優先選択画面(2)が表示されません。 "; "TutorialOnCrisis__part7a" = "最も堅牢だがコストもかかるのは、現実の世界と同じように予備電源を用意する事である。例えば、電力が低下した時にすぐに使えるように、ディーゼル発電機を何台も並べるといった方法です。"; {0} - Diesel generator {0} - Diesel generator "TutorialOnCrisis__part7b" = "{0}は軸流原動機に接続された標準的な発電機よりも発電優先度が低いので、これはデフォルトで機能します。発電機の発電優先度は自分で再設定する事が出来ます。なお、設備はアイドル状態の方が保守点検の使用量が少なくなります。"; {0} - Unity {0} - Unity "TutorialOnCrisis__part8V2" = "{0}は軸流原動機に接続された標準的な発電機よりも発電優先度が低いので、これはデフォルトで機能します。発電機の発電優先度は自分で再設定する事が出来ます。なお、設備はアイドル状態の方が保守点検の使用量が少なくなります。"; "TutorialOnCutTool__part1" = "このツールはコピーツールと似ていますが、コピーされた建物を削除するツールです。まだ建設が開始されていないゴースト設備にのみ有効です。"; {0}, {1} = shortcut keys {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "{0} を押すか、ツールバーのアイコンをクリックする事でツールを起動出来ます(1)。また、設備にカーソルを合わせた状態で{1}を押すと、即座に切断されるので、急な修正にも便利です。"; title of message or tutorial name: message for player "TutorialOnDiesel__name" = "軽油燃料生産"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "{2}の内部で{1}を蒸留すると{0}が生成されます。{1}を取り出すには、石油貯留設備の上に{3}を建設します。{3}を選択して建設すると、石油貯蔵庫の位置が黒いバーで表示されます。"; "TutorialOnDiesel2__part2" = "資源レイヤーは、左下のパネルのトグルでいつでも表示させる事が出来ます。"; {0} = oil pump, {1} = basic distiller {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "生産設備を選択すると、接続口の上に入出力製品のアイコンが表示されるので、どこに何を入れるか・出すかを確認する事が出来ます。 {0}と{1} を配管で3本繋ぐ必要があります。"; {0} = crude oil {0} = crude oil "TutorialOnDiesel2__part4" = "島の地下にある{0}の資源は限られています。ゲーム後半になると、ワールドマップ上でさらに{0}資源を見つける事が出来るようになります。それらを見つけるには、船を使い、周囲を探索する必要があります。"; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "軽油燃料の製造は清浄な 処理ではなく、{0}{1}が生成されます。{1}は{2}で放出し、{0}は{3}で海に廃棄する事が出来ます。なお、汚染物質を環境に放出する事は、大量に行われた場合、住民に悪影響を与える事になります。"; "TutorialOnDiesel2__part5Heading" = "廃棄物"; title of message or tutorial title of message "TutorialOnDumping__name" = "廃棄"; title of message or tutorial title of message or tutorial "TutorialOnFarmFertility__name" = "農場の肥沃度"; title of message or tutorial title of message "TutorialOnFarming__name" = "農業"; "TutorialOnFarming__part2" = "農場は作物を育て、農産物は様々な場所で使う事が出来ますが、主に市民を養う為に使われます。しかし、作物は勝手に育つわけではなく、肥料を消費します。"; "TutorialOnFarming__water" = "土壌の地下水位は雨によって補充され、水需要の少ない作物(ジャガイモなど)にはこれで十分な場合がほとんどである。しかし、雨は安定した水源ではない為、水不足になると作物の収穫量が減ったり、乾燥して枯れたりする場合もある。"; "TutorialOnFarming__water2" = "灌漑農場では、土壌が乾燥した時だけ水を消費するので、外部から供給された水を無駄にする事はないのです。"; "TutorialOnFarming__waterHeading" = "土壌水分量"; "TutorialOnFertility__fertilizers1" = "農場経営にとって一番の夢は肥料である。肥料は土壌の肥沃度を自然の平衡値よりも高める事ができ、中には100%を超えるものもあります!"; "TutorialOnFertility__fertilizers2" = "肥料を効かせるには、肥料の流れるパイプを農場に繋ぎ(1)、肥沃度目標スライダー(2)をドラッグして希望のレベルにする必要があります。 農場は、選択されたレベルまで自動的に土壌に肥料を与えます。各肥料の種類には、肥料の概要UIに表示される独自の最大施肥目標値がある事に注意して下さい。"; "TutorialOnFertility__fertilizers3" = "肥沃度が高いと補充量が少なくなる事に注意して下さい。また、肥沃度が100%を超えると、自然補充がマイナスになり、それを維持する為にさらに肥料が必要になります。"; "TutorialOnFertility__fertilizersHeading" = "肥料"; "TutorialOnFertility__part1" = "作物の収穫量は土壌肥沃度 に基づいています。もし農場の土壌の肥沃度が50%であれば、生産物の収穫量は50%にしかなりません。作物は成長するにつれて肥沃度を消費しますが、肥沃度は時間とともに自然に回復します(空の農場はいずれ肥沃度100%になります)。"; "TutorialOnFertility__part2" = "土壌の肥沃度は、作物の水消費量や生育期間には影響しない事に注意して下さい。つまり、肥沃な土壌で育った作物は、収穫量が多いだけでなく、水効率も高くなる(同じ水量でより多くの収穫が得られる)。"; fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently fertility equilibrium is an established term in the game, e.g. in FarmFertility__Equilibrium, please make sure to use it consistently "TutorialOnFertility__part3" = "時間の経過とともに、作物の肥沃度消費と自然補充は、肥沃度平衡と呼ばれる値で安定する。この値は、現在の生育予定に基づく平均的な土壌肥沃度の推定値を表している。作物肥沃度の消費量は一定だが、土壌肥沃度が低くなると自然補給の速度が速くなる為、この均衡が存在するのです。"; {0} - replaced with percentage (e.g. 50%), {1} - green manure {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "同じ作物を2回以上続けて栽培すると、{0}ペナルティーが肥沃度に課されます。これは、栽培計画で異なる作物を植える事で回避する事が出来ます。{1} は有用な生産物は得られませんが、土壌の肥沃度を再生するのに役立ち、他の作物の間に植える事で、同じ作物の肥沃度のペナルティを無くす事が出来ます。"; "TutorialOnFertility__rotation2" = "また、作物を植えずに畑を空にする事も可能です。これは土壌が自然に肥沃度を再生する時間を与えますが、それだけでは同一作物肥沃度ペナルティを解消する事は出来ません。"; "TutorialOnFertility__rotationHeading" = "輪作"; title of message or tutorial name: message for player "TutorialOnFurnace__name" = "鉄の製錬"; title of message or tutorial title of message "TutorialOnHealth__name" = "健康・公害"; "TutorialOnHealth__part1" = "住民には健康があります。健康がプラスであれば、あなたの集落の人口は増加し、追加のユニティを提供します。 健康がマイナスになると、人口が減少し始めます。"; "TutorialOnHealth__part2" = "豊富な種類の食料や、水、医療を提供する事で、住民の健康を高める事が出来ます。"; "TutorialOnHealth__part2Heading" = "好ましい効果"; "TutorialOnHealth__part3" = "大気や水などの汚染を引き起こすと、住民の健康状態が低下します。汚染は島の全体に及ぶ為、煙突を居住区から遠ざけても意味はありません。自分がどれだけ公害を出しているのか、常に確認しておくとよいでしょう。"; "TutorialOnHealth__part3Heading" = "負の影響"; "TutorialOnHealth__part4" = "汚染度が発生すると、レシピUIの右側に以下のように表示されます。"; "TutorialOnHealth__part5a" = "あなたの市民は、病気にかかる事があります。ただ現れては消える病気もあり、それを完全に防ぐ事は出来ません。医療を提供する事で、その悪影響を大きく軽減する事が出来ます。"; "TutorialOnHealth__part5b" = "また、居住区にきれいな水が無い、ゴミが多いなどの悪条件で発生する病気もあります。公害は直接的に健康被害を与えるので、公害による病気はありません。"; "TutorialOnHealth__part5Heading" = "病気"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "{0} は、両方のレシピを切り替える事で、{1} と {2} の両方を処理する事が出来ます。これを行うには、{1}レシピをクリックしてオンにします。"; {0} = iron ore, {1} = iron scrap {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "レシピの実行の優先順位は、左の矢印で変更する事が出来ます(1)。{0}の処理を{1}より優先したい場合は、{0}レシピ上矢印をクリックすると{1}レシピの上に移動します。"; {0} = iron ore, {1} = slag, {2} = Blast furnace {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "{0} が錬成されている状態で、{2}は{1}を生成します。{1}は廃棄指定を行えば、島のどこにでも廃棄可能です(グローバル廃棄フィルターを変更して{1}の廃棄を防がない限り)。トラックは常に{1}や他の材料を捨てる前に必要な場所に優先的に届けます(例:コンクリート製造)。{1}を捨てる事は重要です。通常、製錬産業は使用出来る量よりもはるかに多くの{1}を生産するからです。それを捨てても汚染される事はありません。"; title of message or tutorial title of message or tutorial "TutorialOnIronOreSmelting__name" = "鉄鉱石の製錬"; title of message or tutorial title of message or tutorial "TutorialOnMaintenance__name" = "保守点検"; {0} = Unity {0} = Unity "TutorialOnMaintenance__part1" = "保守点検は、車両や設備が稼働し続ける為に必要な、故障して動かなくなるまでの重要な経営資源です。個々の設備の保守点検レベルは、そのウィンドウの下部に表示されます(1)。緊急時には、壊れた設備を{0}で即座に修理する事が可能です(2)。"; {0} = Maintenance depot {0} = Maintenance depot "TutorialOnMaintenance__part2" = "保守点検を行うには、{0}を建設し、必要な設備を供給する必要があります。"; "TutorialOnMaintenance__part3" = "画面右側で現在の保守点検量を確認する事が出来ます(1)。また、統計画面では、保守点検の生産量と消費量を時系列で見る事が出来ます(2)。"; title of message or tutorial name: message for player "TutorialOnMineTower__name" = "採掘"; "TutorialOnMining__part1" = "地形から任意の資源をショベルカーで採掘して、トラックで搬送して資源を回収する事が出来ます。"; "TutorialOnMining__part10" = "以下は、表面レベルから始まる採掘指定が、表面に触れている場合のみ到達可能である例です。一番上は、黄色で示されるように、到達可能です。下は地表から1段下がった場所であり、オレンジ色と赤色の枠で示されているように、到達する事は出来ません。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part11" = "{0} キーで傾斜路モードに切り替えます。すると、以前の平面指定にスナップして、そこから傾斜路を延長する事が出来ます。"; "TutorialOnMining__part11Header" = "傾斜路の作成"; "TutorialOnMining__part12" = "各指定マスは、一度に1台の掘削機のみで掘削可能です。複数の掘削機を持っている場合は、利用可能な指定マスが十分にある事を確認してください。"; "TutorialOnMining__part13" = "画面左のオーバーレイを切り替える事で、利用可能な資源を確認する事が出来ます。"; "TutorialOnMining__part13Header" = "資源レイヤー"; {0} = Mine control tower, {1} = Edit area {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "廃棄指定は島のどこにでも設置可能ですが、採掘指定は{0}管理区域内である必要があります。鉱山管理塔を選択した状態で、{1}ボタンをクリックすると、新しいエリアの輪郭が描かれます。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnMining__part3" = "トラックとショベルカーは、採掘を開始する為に{0}に割り当てられる必要があります。ショベルカーは指定された地形を採掘し、トラックはショベルカーから採掘された材料を設備や 貯蔵施設、または利用可能な廃棄場所に搬送します。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part4" = "地形を採掘するには、下のツールバーから採掘指定ツール {0}を選択し(1)、地形上をクリック&ドラッグして採掘範囲を指定します(2)。"; "TutorialOnMining__part4Header" = "採掘指定"; "TutorialOnMining__part5" = "採掘後の地形がどのようになるかを示す表示です。"; {0} = shortcut key, {1} = shortcut key {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "このツールは、廃棄指定ツールと同じ動作になります。{0} で平坦または 傾斜路 の指定が切り替わります。 {1}を押すと、他の指定の横に置く時、ランプの方向がのどちらかに切り替わります。"; {0} = shortcut key, {1} = shortcut key {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "それぞれ{0}、{1}で高さを上下に移動します。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part8" = "{0}で傾斜方向を回転させる。"; "TutorialOnMining__part9" = "採掘指定は地形から始まる必要があり、そうでなければショベルカーが到達する事は出来ない。 指定した端に到達出来ない場合、赤い線が表示されます。指定した領域の周囲に赤い線がある場合は、採掘不可能な領域である事を意味します。"; "TutorialOnPathing__part1" = "有効な経路が無い為に車両が目標に到達出来ない場合、道順の表示 切り替えを押して状況を調査する事が出来ます。建設資材を運ぶトラックは距離の制約がありますが、通常の業務を行う車両は目標物の近くを走行する必要があります。"; "TutorialOnPathing__part3" = "車が立ち往生する事もあります。回復ボタンを使用して、いつでも車を復旧する事が出来ます。このような状況を避ける為に、採掘中は広い傾斜路と擁壁を使用して地形の崩壊を防ぎます。"; "TutorialOnPathing__part4" = "地形や他の建物などの障害物の為に、トラックが特定の建物にアクセス出来ない事があります。車両に対応する為に工場の一部を再構築する代わりに、問題のある建物で「トラックで搬入」または「トラックで搬出」をオフにして、車両がアクセスしようとするのを防ぐ事が出来ます。"; "TutorialOnPauseTool__part1" = "このツールを使用すると、機械や車両などの個々の設備を一時停止および一時停止解除出来ます。また、領域上をドラッグして、一時停止/一時停止解除を一括で行う事も出来ます。"; {0} = key shortcut {0} = key shortcut "TutorialOnPauseTool__part2" = "このツールは{0}を押すか、ツールバーのアイコンをクリックする事で起動します(1)。建設されていない設備があるエリア上でドラッグすると建設一時停止が、そうでない場合は通常の一時停止が切り替わります。選択範囲内の設備が一時停止している場合は、選択されているすべての設備を一時停止解除し、そうでない場合は、選択されているすべての設備を一時停止します。"; "TutorialOnPlanning__part1" = "計画モードは切り替え可能なモードで、配置されたすべての建物を最初に一時停止します。左下隅のツールバーにある「計画モード」ボタンをクリックすると、計画モードのオンとオフを切り替える事が出来ます。一時停止した建物は、次のように色グレー で表示されます。"; {0} - Planning tool, {1} - Planning mode {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "配置された建物の一時停止を解除するには、{0}(1)を使用します。また、{1}に配置された建物を選択し、設備監視画面の一時停止ボタンをクリックして一時停止を解除する事も出来ます(2)。"; "TutorialOnPlanning__part5Heading" = "建設時の色別状況"; "TutorialOnPlanning__part6" = "設備を配置する際、工事状況によって建設ホログラム自体の色が変わる。"; "TutorialOnPlanning__part7" = "色の設備は建設が計画されており、現在は中断されています。色の設備は現在建設中です。 色の設備は現在解体中です。"; title of message or tutorial title of message or tutorial "TutorialOnPopsAndUnity__name" = "人口とユニティ"; "TutorialOnPopsAndUnity__part1" = "人口は経済の最も重要な柱の1つです。あなたはあなたの人々に住宅、食料、その他のサービスを提供する必要があり、その見返りとして彼らはあなたの為に働きます。"; "TutorialOnPopsAndUnity__part2" = "人は居住地に住んでいる。1つの居住地は、1つ以上の付属する住宅ユニットとサービス設備で構成される事がある。複数の居住地を持つ事も出来るが、それぞれに独自のサービスが必要である。"; "TutorialOnPopsAndUnity__part3" = "収容能力以上の人がいると路上生活者になる人もいます。路上生活者たちの人たちはとても不幸なので、あなたの為に働く事はありません。"; {0} = Captain’s office {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "人口は、人々が健康で住宅があれば、時間の経過とともに自然に増加します。{0}の勅令を使って成長率をコントロールする事が出来ます。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part5" = "{0}は、人々が元気で幸せな時に発生する仮想資源です。サービスや快適さを提供すればするほど、彼らは結束を感じ、その見返りとしてより多くのユニティを生み出します。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part6" = "{0}は研究、貿易、離れた鉱山での作業、車両回収などの特別な作業に費やす事が出来ます。ユニティを必要とする操作は、通常紫色で表示されます。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part7" = "{0}は緊急時に非常に役に立ちます。例えば、{0}アクションによって建設用の製品を即座に提供したり、選択した設備の生産量を増加させたりする事が出来ます。{0}が最も必要とされる時の為に、未使用の{0}を常に持っておく事をお勧めします。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part8" = "{0}の増減の概要は、人口概要ウィンドウで確認する事が出来ます。蓄積出来る{0}の最大量は、住宅の量と質によって決定されます。現在のユニティの増減は、月単位で計算されます。"; "TutorialOnRoutes__part1V2" = "トラックは、搬送元と搬送先の建物の優先度設定に基づいて自動的に貨物を搬送します。搬送元/搬送先またはサービス車両をより詳細に制御したい場合があります。個別経路はこの制御を提供し、物流の効率性と信頼性を向上させる事が出来ます。"; {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) {0} = Mine control tower, {1} = +/-, name of the button, {2} - export routes (ExportRoutesTitle) "TutorialOnRoutes__part2V2" = "{0}は、採掘された製品を特定の貯蔵施設に搬出する為に割り当てる事が出来ます。これを行うには、{0}(1)を選択し、{2}(2)の下の{1}ボタンをクリックして、目的の貯蔵施設をクリックします。 "; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "割り当てられた貯蔵施設は{0}に表示され、アイコンを右クリックするとルートが削除されます。ルートは{1}ボタンをもう一度クリックし、以前に割り当てられた貯蔵施設をクリックして削除する事も出来ます。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnRoutes__part4V2" = "{0}にある貯蔵施設に特定の商品の搬出経路が設定されている場合、トラックはその商品を指定された貯蔵施設にのみ配送し、それ以外の場所には配送しません。"; {0} = Fuel station, {1} = Mine control tower {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "個別経路を使用して{0}を{1}に割り当て、トラックおよびショベルの燃料供給優先順位を指定する事も出来ます。"; "TutorialOnRoutes__part8" = "個別経路を賢明に利用し、最も役に立つ場所に配置する事をお勧めします。すべての貯蔵施設を個別経路で細かく管理すると、物流システムが不必要に複雑になり、将来の工場拡張時に問題が発生する可能性があります。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "以下のように、運用をさらに最適化する為に、貯蔵施設間で個別経路を設定する事も可能です。行き先の貯蔵施設に {0} スライダーが設定されている事を確認してください (1)。オプションで、この供給ラインのみにサービスを提供する為に、受け取り側の貯蔵施設にトラックを割り当てる事が出来ます (2)。また、2つのトグル(3)があり、接続された貯蔵施設と割り当てられたトラックのみを受け入れるように貯蔵施設を制限する事が出来ます。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "次の例は、コンベアと個別経路を組み合わせる事で、余分な採掘物を捨てながら、トラックの移動を減らす事が出来る事を示しています。まず、{0}を近くの貯蔵施設(1)に割り当てます。この貯蔵施設は長いコンベア(2)で別の貯蔵施設に接続されています。2番目の貯蔵施設は、廃棄用にマークされた領域を持つ近くの塔(3)に出力するように設定されています。"; title of message or tutorial name: message for player "TutorialOnShipRepair__name" = "世界の探検"; "TutorialOnShipRepair__part1" = "船を使ってワールドマップを探検する事が出来ます。島に持ち帰る物資、貿易相手の他の入植地、採掘する世界の鉱山などを見つける事が出来ます。"; {0} -> key-binding that opens the map, {1} = 'Explore' {0} = key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "探索を開始するには、ワールドマップ({0}キー)を開き、目的地(1)を選択し、{1}(2)をクリックします。船が到着すると、探索が開始されます。探索には時間がかかり、完了すると通知されます。"; "TutorialOnShipRepair__part2Heading" = "探検"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "船が運ぶすべてのアイテムは{0}に自動搬出されます。{0}に十分な空き容量がある事を確認してください。{1}をオンにすると、降ろす場所がある場合にすべての貨物を格納可能にするようトラックに指示出来ます。"; "TutorialOnShipRepair__part4Heading" = "船の航続距離と燃料"; {0} = Shipyard {0} = Shipyard "TutorialOnShipRepair__part4V2" = "船は移動する為に燃料が必要で、新しい場所を探索すると追加で必要になります。船に燃料を積むには、{0}を選択し、燃料バッファの緑色のスライドを右へドラッグします。燃料はトラックやパイプで運ばれてきます。"; "TutorialOnShipRepair__part5" = "一部のエリアは、敵や海賊に占拠されている場合があります。海賊を倒してからでないと、これらのエリアを通過したり、探索したりする事は出来ません。自船に武器が装備されていない場合は自動的に脱出を試み、そうでない場合は戦闘が始まります。"; "TutorialOnShipRepair__part5Heading" = "敵・海賊"; {0} - Shipyard {0} - Shipyard "TutorialOnShipRepair__part6" = "艦船の多くの部品は、追加や 改修が可能です。 改修は{0}で行われます。{0}は船の有無に関係なく、必要な部品を準備します。 改修が準備されると、船が到着したときに自動的に適用されます。"; "TutorialOnShipRepair__part6Heading" = "船のアップグレードと武器"; {0} = Blast furnace, {1} = Metal caster {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "{0}を使用すると、鉱石やスクラップなどの製品を溶融材料に製錬出来ます。{1}を使用すると、溶融材料を平板に鋳造出来ます。"; {0} = Iron scrap, {1} = Iron ore {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "鉄板を生産する為に、近くの放棄された設備から集められた{0}を使用する事が出来ます。後で、{1}を直接精錬する為の採掘作業を設定する事が出来ます。"; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "{0}と2x{1}を構築します。{2}を使用してそれらを接続します。溶けた鉄はトラックで輸送するには熱すぎるので、溶融池が必要です。"; {0} = Smoke stack, {1} = Blast furnace {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "{0} を建設し、{1}に直接またはパイプ(搬送用設備カテゴリで見つける事が出来ます)を介して取り付けます。"; {0} = start recycling (title of a button) {0} = start recycling (title of a button) "TutorialOnSmelting__part5" = "任意の廃墟(1)をクリックし、{0}をクリックします。トラックは、工場内の他の場所で必要になった後、回収された材料を引き取りに来ます。"; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "まだ石炭採掘が出来ないので、木材から石炭を生産する{0}を建設して下さい。{1}も忘れずに付けてください。{2}に使っている同じ{1}を共有する事も出来ます。木材の入手方法については、{3}のチュートリアルをお読みください。"; {0} = Iron scrap, {1} = Metal caster {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "トラックで自動的に{0}と石炭を供給しながら、進行中の炉のレシピを見る事が出来ます。 {1} で生産された鉄片は、トラックが配達する場所を見つけるまで、そこに保管されます。その後、コンベアをアンロックして建設し、生産設備や倉庫に直接、鉄を運ぶ事が出来るようになります。"; "TutorialOnStorage__part1" = "生産設備から倉庫への輸送はコンベアやパイプで行い、倉庫間の在庫はトラックでバランスよく運ぶのが効果的です。これにより、トラックは常にフルロードで走行出来る為、稼働率を高く保つ事が出来ます。また、機械に入出力のバッファを持たせる事で、途切れる事なく稼働させる事が出来ます。"; {0} = blast furnace, {1} = iron ore, {2} = coal {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "例えば、{0}は{1}と{2}の貯蔵施設をコンベアで接続する事で 恩恵が得られます。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "貯蔵施設は、デフォルトではトラックからの製品要求を積極的に行いません。これを変更するには、{0}と表示されている緑色のスライダーを右側にドラッグします。これにより、貯蔵施設は緑のスライダーまで一杯になるまで製品を要求するようになります。"; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "満杯にしたくない貯蔵施設(下の写真の{0}など)については、{1}スライダーを使って、車両が自動的に材料を回収して他の利用可能な貯蔵施設に保管する基準値を設定する事が出来ます。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "赤/緑のスライダは接続された搬送用設備には影響しない事に注意してください。例えば、貯蔵施設を{0}に設定しても、その貯蔵施設に設定されたルールは無視され、接続された搬送用設備を経由して製品を出力し続けます。"; "TutorialOnStorage__part6" = "また、警報を設定して、貯蔵施設がいっぱいになったり空になったりして、接続している設備が正しく動作しなくなった場合に通知されるようにする事も可能です。これは、発電所への石炭など、貯蔵施設を提供する重要な材料が少なくなってきた場合に警告を出すのに最適です。"; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "設備が輸送で接続され、最初の製品が配送/受領されると、トラックはその種類の製品の配送/受領を試行しなくなります。この動作は、各設備の{0}と{1}のパネルにある物流パネルから手動で変更する事が出来ます。"; title of message or tutorial title of message or tutorial "TutorialOnStoragesAndTransports__name" = "貯蔵施設の輸送関係"; "TutorialOnTerDumping__colorsDesc1" = "指定マスに色が付いているので、いろいろな事が判断出来ます。"; "TutorialOnTerDumping__colorsDesc2" = "薄緑の四角:アクセス可能で、使用予定"; "TutorialOnTerDumping__colorsDesc3" = "黄緑色の四角形に赤い輪郭:まだアクセス不可"; "TutorialOnTerDumping__colorsDesc4" = "濃緑の四角:既に達成"; "TutorialOnTerDumping__colorsDesc5" = "指定の数字は、地形レベルの高さを表しています。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part1" = "地形に材料を廃棄するには、下部のツールバー(1)で廃棄指定ツール {0}を選択します。 地形にカーソルを合わせると、ツールの開始方向と標高が表示されます(2)。左クリックでドラッグすると、廃棄指定が出来ます(3)。重要なのは、廃棄指定は地形より低い位置から始めなければならず、そうでなければトラックで移動する事はできないという事です。"; {0} = Mine control tower, {1} - waste {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "{0} には、その管理エリア内で廃棄出来る製品を制限するオプションがあります。この管理エリアは、廃棄出来る材料を制限するのに最適なグローバル廃棄フィルタを無視します。例えば、{1}を廃棄可能な製品として{0}ウィンドウに追加し、グローバル廃棄フィルタから削除する事で、特定のエリアでのみ廃棄を許可する事が出来ます。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "{0} 廃棄フィルター"; "TutorialOnTerDumping__part2" = "廃棄指定は、完成した時地形の様子を示すものです。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part3" = "{0}キーを押すと、地形を上り坂/下り坂に配置する為の傾斜指定(1)と、平坦指定(2)が切り替わります。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part4" = "{0}キー(1)は傾斜路の指定を時計回りに回転し、傾斜の向きを選択します。他の指定に合わせると、{0}キーは傾斜を切り替えるだけです(2)。"; {0} = key shortcut, {1} = key shortcut {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "{0}と{1}キーを押すと上昇(2)と下降(3)するので、ターゲットの高さをコントロールする事が出来ます。端が地形より高い位置にある廃棄指定は、車両では入れないので覚えておきましょう。"; "TutorialOnTerDumping__part7" = "トラックは自動的に製品を廃棄します。廃棄しなければならない製品があり、それを受け入れる機械や貯蔵施設が無い場合、トラックは自動的に最寄りの指定場所に移動し、廃棄する事が出来ます。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part8" = "廃棄可能な製品はいろいろあります。廃棄可能かどうか気になる場合は、右下のアイコンをクリックして製造工程{0}を開き(1)、その製品に移動して(2)、廃棄可能かどうかを確認しながらご使用ください(3)。"; "TutorialOnTerDumping__part8Heading" = "廃棄出来る物"; {0} = Dirt, {1} = Rock {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "グローバル廃棄フィルターは、デフォルトで島中の指定された場所に廃棄出来る製品を選択します。例えば、{0}と{1}だけを廃棄物として使用したい場合、その2つ以外の製品を削除する事が出来ます。"; "TutorialOnTerDumping__part9Heading" = "グローバル廃棄フィルター"; title of message or tutorial name: message for player "TutorialOnTransports__name" = "パイプ&コンベア"; {0} = 2, {1} = Ramp {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "トラックは高さ{0}以上のコンベアやパイプの下に入る事が出来ます。しかし、ショベルカーなどの背の高い車両は、それらの下を通る事が出来ません。背の高い車両を通過させる為には、{1}を建設する必要があります。"; "TutorialOnTransports2__part1" = "搬送用設備(パイプ、ベルトコンベア)は、工場内の製品搬送の代替手段です。トラック輸送の負担を軽減し、安定した製品供給を実現します。"; {0} = analytics (TrucksAnalytics__Title) {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "どの製品がトラックを最も混雑させているかは、{0}タブで確認する事が出来ます。"; {0} = technology title {0} = technology title "TutorialOnTransports2__part3" = "接続するだけで、搬送用設備を分割・統合出来ます。優先順位や比率のコントロールが必要な場合は、{0}を研究して高度な機能を持つ調整器を手に入れましょう。"; "TutorialOnTransports2__part4" = "また、施工メニューを開いた状態で、設備/搬送口の横にある赤/緑の矢印にカーソルを合わせると、搬送用設備の施工を開始する事が出来ます。"; {0} = molten channel, {1} = key-bindings, e.g. E/Q {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "ほとんどの搬送用設備({0}を除く)は、設計中に{1}キーを押す事で上/下に移動する事が出来ます。これは、車両が潜る為のスペースを作ろうとするときに便利です。"; {0} = key-binding {0} = key-binding "TutorialOnTransports2__part7" = "輸送設備は重ねて建設する事が出来ます。より簡単にする為に、既存のものにスナップするのを防ぐ為に、搬送用設備を配置している間に {0} キーを押してください。"; title of message or tutorial title of message or tutorial "TutorialOnTreesPlanting__name" = "植林"; "TutorialOnTreesPlanting__part1" = "植林は再生可能な木材源を提供します。まず、農場で育てることによって木の苗木を得る必要があります。"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "植樹範囲を指定するには{0}が必要です。これには、割り当てられた車両が運転する作業スペースであるエリアがあります。これは{2}と同様に変更出来ます。樹木を植えて収穫するには、{1}をクリックしてエリア内に森林指定を配置する必要があります。"; {0} - Tree planter, {1} - Forestry Control Tower {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "また、{0}という車両を製造して{1}に割り当てる必要があります。木の苗木を生産すると、{0}は自動的にそれらを回収して指定の場所に植えます。"; "TutorialOnTreesPlanting__part4" = "樹木収穫機は、樹木が管制塔の指定された位置にある限り、成木を自動的に伐採します。"; {0} - Tree planter {0} - Tree planter "TutorialOnTreesPlanting__part5" = "木を手動で配置して、好きな場所に植えることも出来ます。使用可能な木の種類は、建設メニューにあります。手動で配置された木も{0}によって植えられます。"; title of message or tutorial title of message or tutorial "TutorialOnTrucks__name" = "トラック"; "TutorialOnTrucks__part1" = "トラックは、島内の製品の搬送用設備として最も汎用性の高い選択肢です。溶融物や蒸気などの高温のガスを除き、ほぼすべての製品を搬送する事が出来ます。"; "TutorialOnTrucks__part2" = "製品を必要とする設備があれば、トラックはその調達先を探し、届けようとする。建設の現場も同じです。"; "TutorialOnTrucks__part3" = "トラックは、たくさんの仕事があるととても忙しくなります。現在の負荷は、画面左上の概要パネルで確認出来ます。負荷が高い場合は、トラックを増車したり、製品配送のパイプや コンベアなどで自動化する事を検討してください。"; "TutorialOnTrucks__part4" = "トラックが混雑すると、工場にとって重要な納品が間に合わなくなる可能性があります。そこで、製品が最も必要とされる場所に優先順位を設定する事が出来ます。数字が小さいほど優先度が高くなります。"; {0} = Allow partially loaded trucks (PartialTrucksToggle) {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "トラックは通常、輸送に見合うだけの貨物が揃うまで待ちます。もし、トラックが常に満載で走行する事を好み、さらに輸送を最適化したい場合は、{0}を無効にする事が出来ます。"; "TutorialOnTrucks__part6" = "また、トラックには燃料や 保守点検が必要であり、これらを怠ると物流が滞り、トラブルの原因になる事も忘れてはなりません。"; "TutorialOnUnityTool__part1" = "工事を早く終わらせる為に、ユニティを使って工事に必要な製品を瞬時に搬入/搬出する事が出来ます。"; "TutorialOnUnityTool__part2" = "このツールを使用する場合、エリア内をドラッグすると、選択したすべての建築物に対して迅速な配送/撤去を指示する事が出来ます。製品配送が不可能な場合、このツールは強制建設として機能します。"; {0} = shortcut key {0} = shortcut key "TutorialOnUnityTool__part3" = "このツールは、{0}を押すか、ツールバーのアイコンをクリックする事で起動します(1)。次に、目的の設備をクリックしドラッグします(2)。"; title of message or tutorial title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "車両の操作"; "TutorialOnWalls__part1" = "建物の下を掘った時や 土砂崩れで建物が埋まった時、建物の倒壊の引き金になる事があります。その場合、建物は失われ、さらに地滑りや倒壊を誘発する可能性があります。また、より深い鉱山を採掘する場合、地形が崩れて車両の出入りができなくなる事があります。"; "TutorialOnWalls__part2" = "どの程度の急な傾きなら崩壊しないのか、素材ごとに異なる性質を持つ。"; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "地形が崩壊するのを防ぐ為に{0}を建設する事が出来ます。これらは地形を固定する為のものです。最大で{1}タイルの高さの地形を支える事が出来ます。"; {0} = shortcut, {1} = shortcut {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "擁壁は採掘・廃棄の前に建設するのがベストです。また、事前に指定された採掘・廃棄場所の上に建設する事は出来ません。 {0} と{1}キーで壁を上下させる事が出来ます。"; {0} = number (e.g. 5) {0} = number (e.g. 5) "TutorialOnWalls__part5" = "擁壁の横に{0}より高い地形や低い地形があると、擁壁が崩れます。"; {0} = Retaining walls (RetainingWallsTitle) {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "{0}は、廃棄物置き場として不適切な場所でも、廃棄物置き場を設置する事が出来ます。"; title of message or tutorial title of message or tutorial "TutorialOnWasteDumping__name" = "廃棄物の廃棄"; "TutorialOnWasteDumping__part1" = "居住区を健康な状態に保つ為には、住民から出る廃棄物を回収する必要があります。"; {0} = waste module {0} = waste module "TutorialOnWasteDumping__part2" = "{0} を建設し、居住区に設置します。居住区の人口から発生する廃棄物を自動的に貯める事が出来ます。"; {0} = key shortcut {0} = key shortcut "TutorialOnWasteDumping__part3a" = "島内の任意の場所に廃棄場所({0})を設定します。"; {0} = waste module, {1} = dumping tutorial name {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "トラックは自動的に{0}から廃棄物を回収し、地面に廃棄します。廃棄の詳細については、{1} チュートリアルを参照してください"; "TutorialOnWasteDumping__part4" = "なお、あなたの住民が出す一般廃棄物の量は、供給量とリサイクルの有無に依存します。一般廃棄物を完全に無くす事は出来ませんが、後々、廃棄物を処理する方法をより多く研究する事が出来るようになります。"; title of message or tutorial title of message or tutorial "TutorialOnWorldEntities__name" = "ワールドの構成"; {0} = Start repairs (StartRepairs), {1} = Shipyard {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "ワールド鉱山を最初に発見したときは、それを利用する前に修理する必要があります。これは、マップ上の構造物アイコンを選択し、{0}をクリックする事で行います(1)。これで{1}はその構造物の修理に必要な物資を積み込む事が出来るようになります(2)。積み込んだら、本船で運んで修理を開始する必要があります。"; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "ワールド上の構築物は{0} (1)で選択すると設定ウィンドウが表示されます。 {1} (2)を選択すると生産率が決まりますが、そこで働く為に必要な労働者の数やそれに伴う{2}コストにも影響します(3)。構造物をアップグレードする事で最大{1}を増やす事が出来ます(4)。緊急時には、貨物があれば船に積み込む事が出来ます(5)。"; {0} = Cargo Ship (name of the tutorial) {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "貨物船と貨物搬送設備を使ってこれらの物資の収集を自動化する方法については、{0}チュートリアルを参照してください。"; button to reset tutorial progress, more info in TutorialReset__Tooltip button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "進捗状況のリセット"; text displayed after tutorial progress gets reset, keep short! text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "リセット完了!"; title for a button that enables to reset tutorial progress title for a button that enables to reset tutorial progress "TutorialReset__Title" = "チュートリアルの進行状況"; tooltip tooltip "TutorialReset__Tooltip" = "チュートリアルの進行状況をリセットし、以前に見た事のある新しいチュートリアルがあれば通知されるようにします。"; checkbox to enable tutorials, having them enabled is highly recommended checkbox to enable tutorials, having them enabled is highly recommended "Tutorials__Enable" = "チュートリアル目標を有効にする(推奨)"; title of message or tutorial title of message or tutorial "TutorialTreeHarvesting__name" = "木の伐採"; title for user interface settings title for user interface settings "UiSettings_Title" = "ユーザーインターフェイス"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "割り当て解除"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "現在の割り当てから車両を削除します。"; virtual & abstract currency expressing how people 'pull together' to achieve higher goals virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "研究施設や石油採掘場、布告などの運営にはユニティが重要です。ユニティは、集落に良いサービスを提供したり、より良い住居を建設する事で増やす事が出来ます。集落からのユニティは、月単位で生成されます。"; title of a panel showing the current global Unity capacity title of a panel showing the current global Unity capacity "UnityCap__Title" = "ユニティの上限"; "UnityCap__Tooltip" = "ユニティが蓄積される最大量。通常、住宅量とその品質によって増加する。"; example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract example of use: '2.2 Unity / ship', used to denote how much Unity player pays per one full cargo ship to participate in a contract "UnityPerShip" = "船"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' example: '1 Unity' "UnityStr_Format" = "{0} ユニティ"; title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this short! title of a tool that is used to spent unity for things such as quick boost or quick delivery. Please keep this very short! "UnityTool" = "ユニティツール"; tooltip tooltip "UnityTool__Tooltip" = "設備のあるエリアをクリックまたはドラッグすると、このツールが適用されます。簡易建設、簡易撤去、生産ブーストの切り替えが出来ます。"; title of a panel that lists all the things that player unlocks by a research title of a panel that lists all the things that player unlocks by a research "Unlocks" = "ロック解除"; "Update1__BlueprintsCopied" = "設計図は以下の新しい場所にコピーされました。"; "Update1__LocationChange" = "また、セーブファイルの保存フォルダは新しい場所を使用するようになりました。"; shows new blueprint files location shows new blueprint files location "Update1__NewBlueprintsLocation" = "新しい設計図の場所:"; shows new save files location shows new save files location "Update1__NewSaveLocation" = "新しい場所:"; "Update1__OldLocationStillExists" = "注意:古いフォルダはまだ存在しており、Update 1以前のゲームバージョンのデータが含まれています。"; shows old save files location shows old save files location "Update1__OldSaveLocation" = "古い場所:"; placeholder of a text area for description input placeholder of a text area for description input "UpdateDescription__Placeholder" = "種類の説明"; title of a dialog to update description of a blueprint or blueprint folder title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "更新内容"; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "このアイテムの説明を更新します。"; button to upgrade something button to upgrade something "Upgrade" = "性能強化"; explains that upgrade is currently being in progress explains that upgrade is currently being in progress "UpgradeInProgress" = "性能強化中"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "アップグレード"; tooltip tooltip "UpgradeTool__CancelTooltip" = "構造物の領域上で右クリックまたはドラッグすると、進行中のアップグレードをキャンセルする事が出来ます"; tooltip tooltip "UpgradeTool__Tooltip" = "構造物の領域上でクリックまたはドラッグすると、構造物がアップグレードされます"; name name "UpointsCat_Boost__name" = "ブースト"; name name "UpointsCat_Contract__name" = "契約内容"; name name "UpointsCat_ContractEstablish__name" = "契約成立"; name name "UpointsCat_Decorations__name" = "決済品質"; name name "UpointsCat_Edict__name" = "布告"; name name "UpointsCat_FreeUnity__name" = "自由"; name name "UpointsCat_Health__name" = "健康"; name name "UpointsCat_Homeless__name" = "路上生活者"; name name "UpointsCat_IslandBuildings__name" = "島の建物"; name name "UpointsCat_OneTimeActions__name" = "1回限りの行動"; name name "UpointsCat_OtherDecorations__name" = "その他の内装"; name name "UpointsCat_PopsAdoption__name" = "住人採用"; name name "UpointsCat_QuickBuild__name" = "即時建設"; name name "UpointsCat_QuickRemove__name" = "即時除去"; name name "UpointsCat_QuickRepair__name" = "即時修理"; name name "UpointsCat_QuickTrade__name" = "即時取引"; name name "UpointsCat_Rockets__name" = "ロケット打ち上げ"; name name "UpointsCat_VehicleRecovery__name" = "車両回収"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "装飾"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "装飾によるボーナス"; name name "UpointsStatsCat_Services__name" = "サービス"; name name "UpointsStatsCat_WorldMapMines__name" = "ワールドマップの鉱山"; short description of a machine short description of a machine "UraniumEnrichmentPlant__desc" = "天然ウランからウラン235の同位体を取り出す為に、大型の遠心分離機を使用します(同位体分離と呼ばれる工程)。その結果、核分裂性ウランが得られ、核分裂反応炉で連鎖反応を起こす事が出来る様になります。"; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "濃縮工場"; name name "UraniumMine__name" = "ウラン鉱脈"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "合成ゴムを生産する。"; name of a machine name of a machine "VacuumDistillationTower__name" = "ゴム製造設備"; notification "VehicleGoalStruggling__name" = "{entity}は、到達できる目的地を見つけるのに手こずっている。"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "{entity}は、到達できる目的地を見つけるのに手こずっ ている。"; notification notification "VehicleGoalUnreachable__name" = "{entity} は宛先に到達出来ません。"; notification "VehicleGoalUnreachableCannotGoUnder__name" = "{entity} は目的地に到達出来ません。"; notification notification "VehicleIsBroken__name" = "保守点検が行き届いていない為、車両が壊れている"; truck job status message truck job status message "VehicleJob__DrivingToGoal" = "目的地まで運転する"; truck job status message when a job is in invalid state truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "無効な状態です"; truck job status message truck job status message "VehicleJob__Loading" = "貨物の積み込み"; truck job status message truck job status message "VehicleJob__SearchingForDesignation" = "有効な地形指定を調べる"; truck job status message truck job status message "VehicleJob__Unloading" = "貨物の荷降ろし"; vehicles cap increase increase, all caps vehicles cap increase increase, all caps Example: 15 vehicle cap. Meaning: this will increase the global limit of vehicles that the player can have. "VehicleLimitIncrease" = "+{0} 車両容量"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "車両制限に達した!"; notification notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} は燃料が無い"; notification notification "VehicleNoReachableDesignations__name" = "{entity} には到達可能な地形指定が無い"; description for vehicle ramps short description "VehicleRamp__desc" = "搬送用設備などの障害物を横切る事を可能にする。"; name name "VehicleRamp__name" = "車両用傾斜路 (小)"; name name "VehicleRamp2__name" = "車両用傾斜路 (中)"; name name "VehicleRamp3__name" = "車両用傾斜路 (大)"; vehicle role which means the vehicle will harvest trees vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "木材収穫機"; list of vehicles assigned to buildings - fuel station, storage list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "設備への割り当て"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "採掘作業への配属"; list of vehicles assigned to tree harvesting list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "木材収穫機に割り当て"; description of a machine short description "VehiclesDepot__desc" = "トラックやショベルカーなどの車両を作る事が出来る。"; building or machine building or machine "VehiclesDepot__name" = "車両生産工場"; building or machine building or machine "VehiclesDepotT2__name" = "車両生産工場 II"; building or machine building or machine "VehiclesDepotT3__name" = "車両生産工場 III"; tooltip tooltip "VehiclesLimit__Tooltip" = "保有台数/保有台数の上限。研究により上限を増やす事が出来る。"; window that provides management & overview of all the vehicles window that provides management & overview of all the vehicles "VehiclesManagement" = "車両管理"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} 運転手"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "待機:{0}"; example: 'Version: alpha 1.0.0' example: 'Version: alpha 1.0.0' "Version" = "バージョン {0}"; title of video settings title of video settings "VideoSettings_Title" = "動画"; shown when the UI is waiting for the player to press a key to assign a key-binding shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "待機"; title of message or tutorial name: message for player "WarningLowDiesel__name" = "軽油燃料が不足している!"; "WarningLowDiesel__part1" = "全体の軽油燃料の供給が危機的状況です! あなたは、軽油燃料が枯渇する高いリスクにさらされています。すべての軽油燃料の供給が枯渇すると、すべての車両と軽油燃料発動機が動かなくなります。物流や発電が機能しなければ、あなたの経済は止まってしまいます。"; {0} = Oil Pump {0} = Oil Pump "WarningLowDiesel__part2" = "十分な軽油燃料を生産し、十分な原油を採取している事を確認します。{0} をユニティで増強すると、速度が上がるだけでなく、電気を使わなくても動くようになります。"; title of message or tutorial name: message for player "WarningLowMaintenanceNoDepot__name" = "保守点検が足りない!"; "WarningLowMaintenanceNoDepot__part1" = "一部のエンティティは保守点検の不足で、近々故障し始めるかもしれません。"; {0} = Maintenance depot {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "より多くの保守点検を受ける為には、{0}を優先的に研究・建設する必要があります。運用が開始されたら、製品を供給する必要があり、すべての設備や乗り物の整備を開始します。"; "WarningLowMaintenanceNoDepot__part3" = "それまでは、即時修理を使用する事で、ユニティを消費して、最も必要とされている機械や乗り物を修理する事が出来ます。"; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "労働者がいない!"; "WarningNoWorkersNoBeacon__part1" = "この島にはもう利用可能な労働者がいません。みんなすでに忙しく働いています。一部の設備や乗り物が動かせなくなります。"; {0} = Beacon {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "より多くの人を集める為には、{0}を優先的に研究・建設する必要があります。より多くの難民を自分の島に呼び寄せる事ができ、労働者を増やすだけでなく、彼らから追加の資材も得る事が出来ます。電波塔の効果は時間の経過とともに低下していきます。その為、を優先的に修理して、より多くの人と資源を島に呼び寄せるようにしましょう。"; "WarningNoWorkersNoBeacon__part3" = "それまでは、一番必要ない建物を一時停止して、労働力を確保する事が出来ます。"; "WarningPrefix" = "警告:"; name: toolbar category name name: toolbar category name "wasteCategory__name" = "廃棄物処理"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "液体を海に捨てる。一部の液体は水質汚染を引き起こし、人々の健康や幸福に影響を与える可能性があります。海面からの最大高さ{0}で動作します。"; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "排水口"; "WasteSortingOutputs__Tooltip" = "個々の生産品の比率は、投入された再利用資源がどこから来たか (例えば、どこで生産されたか、どの製品から来たか) に依存します。つまり、これらの比率は、使用される生産プロセスによって変化する可能性があります。"; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "再生利用する事で、入植、整備、研究など様々な分野で原料の一部を回収する事が出き、島の経済を大きく変貌させる事が出来ます。再生利用する事で、原料鉱物の採取の必要性が減り、その結果、鉱床の寿命も延びます。再生利用を利用している場所では、「{0}」が返されます。この製品は、廃棄物選別施設でスクラップ (鉄や銅の屑など) に分離され、任意の炉に送って製錬する事が出来ます。再生利用される割合は「{1}」を基準としており、詳しくは廃棄物選別施設で説明します。"; name name "WasteSortingPlant__name" = "廃棄物選別施設"; name of a machine name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "水冷却施設"; title of a panel that shows the amount of water collected in a rainwater harvester title of a panel that shows the amount of water collected in a rainwater harvester "WaterCollected" = "採取した水"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "WaterConsumptionReduction__desc" = "居住区や農場で消費される水を{0}削減します"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "節水"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "WaterNeed__name" = "水"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "美味しくない水を美味しい水に変える。ただ、これを飲む人には内緒です。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "排水処理施設"; short description short description "WaterWell__desc" = "淡水を取り出す事が出来る設備です。"; name name "WaterWell__name" = "地下水用井戸"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "乾燥"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "湿潤"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "仮想フルスクリーン"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "フルスクリーン"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "ウインドウ"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "ウインドウモード"; category for key bindings to open different windows like research, world-map, etc. category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "Windowsのショートカット"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "使用可能"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "必要"; tooltip tooltip "WorkersAvailable__Tooltip" = "利用可能な労働者の数です。より多くの労働者を得るには、人口を増やします。灯台を建てたり、ワールドマップを探検したり、布告をしたりする事で、増やす事が出来ます。"; label of a chart showing total workers demand - number of workers needed over time label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "労働者の必要数"; title of a panel showing quantities available to pick up by a cargo ship in the world title of a panel showing quantities available to pick up by a cargo ship in the world "WorldCargo__Title" = "受け取り可能"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0}は完全に修復されました"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "探検中!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "この場所はすでに探索済みです。"; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "全容解明"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "ここが私たちの故郷の島だ!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "ホームアイランド"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "この場所の探索に向かいましょう!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "未知の場所"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "我々の船は、この場所の探索に向かっています!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "倒すべき敵がいる!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "敵のいる場所"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "我々の船は戦場へ向かっている!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "敵を発見"; title for ship orders title for ship orders "WorldLocation_Orders" = "出荷指示"; button to request ship to enter a battle for a location button to request ship to enter a battle for a location "WorldLocation_Orders__Battle" = "戦闘"; button to request ship to deliver cargo to the selected location button to request ship to deliver cargo to the selected location "WorldLocation_Orders__DeliverCargo" = "貨物を運ぶ"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "探検"; button to request ship to return back to the home island button to request ship to return back to the home island "WorldLocation_Orders__GoHome" = "帰還"; button to request ship to load cargo at the selected location button to request ship to load cargo at the selected location "WorldLocation_Orders__LoadCargo" = "貨物を積む"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "派遣"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "建造物発見"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "ワールドマップ"; description of a world mine, example use: This site mines Coal when assigned with workers. description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "この場所は、労働者が割り当てられると{0}を採掘します。"; provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' provides estimate on how many years is left to mine in current mine or oil rig, example use 'Years left: 3.5 (estimate)' "WorldMine_ReserveEstimate" = "残り年数 {0} (推定)"; tooltip tooltip "WorldMine_ReserveEstimate__Tooltip" = "この概算は、現在の生産量に基づくものです。アイドルタイム (フル出力など) は考慮されておらず、その場合、残り時間はより長くなる可能性があります。"; tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. tooltip for a bar that displays the total reserve left in a deposit. For instance how much uranium is left to extract in a uranium mine. "WorldMine_ReserveTooltip" = "この鉱床で利用可能な埋蔵量の全体的な状況を表示します。これは限られた資源である。"; example use: {0} = Oil rig | Mine example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "この{0}を使うには修理が必要です。"; example use: {0} = Oil rig example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "この{0}は私たちに資源を提供してくれます。資源を島に届けるには、船を出して取りに行く必要があります。または、専用の貨物船を見つけて修理し、貨物搬送設備を建設して、輸送を自動化します。"; production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip production / mining level of an oil rig / mine - more details explained in WorldMineProductionLvl__Tooltip "WorldMineProductionLvl__Title" = "生産能力"; station can represent an oil rig, mine or forestry station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "生産レベルは、このステーションの生産量を決定しますが、同時に作業員、保守点検、ユニティへの要求も増加します。ステーションはアップグレードする事で、さらに高い生産レベルを実現する事が出来ます。"; shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' shows the current title of a world map mine ({0}) and the level the mine has, example use: 'Oil rig (Level 4)' "WorldMineTitleWithLevel" = "{0} (レベル{1})"; describes a settlement in the world map describes a settlement in the world map "WorldSettlement_NeutralDesc" = "ここは平和的な集落であり、彼らと貿易を行う事が出来ます。また、彼らに寄付をする事で、我々の評判を上げ、彼らの何人かを我々の島に参加させたり、より多くの貿易取引の提供を促しましょう。"; Map description Map description "YouShallNotPassStaticIslandMap__desc" = "あなたの腕を試す実験的なマップです。スタート地点は非常に狭く制約の多い谷間です。膨大な資源はありますが、石炭や木材が尽きる前に頂上の台地に到達する必要があります。頂上に到達した後は、広大な工場を建設する為の巨大な敷地が手に入り、利用可能な資源をすべて活用する事が出来る様になります。このマップは上級者向けです。"; Map name Map name "YouShallNotPassStaticIslandMap__name" = "とおせんぼ"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__desc" = "2つずつある入力と出力ポートを使って、製品の分配や優先順位付けを行う事が出来ます。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "平型調整器"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__desc" = "2つずつある入力と出力ポートを使って、製品の分配や優先順位付けを行う事が出来ます。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_LooseMaterialConveyor__name" = "U字型調整器"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__desc" = "2つずつある入力と出力ポートを使って、製品の分配や優先順位付けを行う事が出来ます。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "溶融調整器"; short description: small machine that allows splitting and merging of transports short description: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__desc" = "2つずつある入力と出力ポートを使って、製品の分配や優先順位付けを行う事が出来ます。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "配管調整器";