example usage: 'Accepts ' - means this entity accepts waste water. example usage: 'Accepts ' - means this entity accepts waste water. "Accepts" = "接受"; setting for disabling sudden lightning flashes "AccessibilitySetting__Flashes" = "禁止闪烁(如:闪电)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "辅助功能"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "当前显示器"; Tooltip on "Mods available" label file shown in the details panel of the load & save window Tooltip on "Mods available" label file shown in the details panel of the load & save window "AddableMods__Tooltip" = "检查这些模组以添加到你的存档文件中。"; 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" = "与{0}位置重叠"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "与地形规划(挖掘/倾倒)重合"; {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" = "不能放置于现有的储备 ({0})上"; 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" = "放置高度无效,必须放置在高度 {0} 至 {1}(含)内。"; 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" = "部分区域需要放置在海洋中"; {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" = "此地没有{0}储备"; could not place a paint / decal as the terrain does not contain a surface that can be painted could not place a paint / decal as the terrain does not contain a surface that can be painted "AdditionError__NotASurface" = "需要一个硬质表面(例如混凝土)"; could not place a farm as the terrain is not farmable could not place a farm as the terrain is not farmable "AdditionError__NotFarmable" = "当前区域部分位置无法耕种"; could not place a tree as the terrain is not fertile could not place a tree as the terrain is not fertile "AdditionError__NotFertile" = "部分土地肥力不足"; 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" = "必须放置在高亮区域"; 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" = "部分地面不稳固"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "海上通道受阻"; 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" = "海洋通道被“{0}”或地形阻断。"; 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} 个位置的地形阻碍了出海通道,您可能需要重复恢复操作。"; 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" = "不能放置在海里"; 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" = "超出可建造区域"; 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" = "被物体阻挡"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "地形过高"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "地形过低"; 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" = "当前建筑建造所需地层厚度至少为:{0},当前厚度:{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" = "与另外一棵树过近"; 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" = "此建筑物仅能建造一个"; Warning that a lift's port may be too high to connect to a transport. Warning that a lift's port may be too high to connect to a transport. "AdditionWarning__HighLift" = "警告:一个端口高于运输装置支撑高度。可能无法实现连接。"; 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" = "添加新的部件"; 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" = "接纳人口"; 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" = "定居点中愿意加入您的岛屿的人。这个数字会随着时间的推移自然补充,直到达到限制。容量和补货率受您的声誉影响。此外,一些定居点可能没有此选项。"; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "接纳 {0} 人"; short description of a machine name of a machine "AirSeparator__desc" = "通过低温蒸馏工艺,在-200℃下分离出大气的主要成分:氧气与氮气。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "空气分离装置"; Map description Map description "AlphaStaticIslandMap__desc" = "一张平衡的地图,非常适合新手或休闲玩家。起始位置可以轻松获取所有资源,并有足够的空间来建造大型工厂。随后,修建通向更高平台的坡道,以扩大工业和采矿作业规模。\n\n这是《工业队长》中第一张也是最古老的地图。它于 2021 年 10 月首次在封闭 Alpha 版本中推出。当时,它是游戏中唯一可玩的地图。\n"; Map name Map name "AlphaStaticIslandMap__name" = "新天堂"; 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} 名工人"; short description of a machine short description of a machine "AnaerobicDigester__desc" = "执行一个过程,在这个过程中,微生物在没有氧气的情况下分解可生物降解的材料以生产燃料和肥料。"; name of a machine name of a machine "AnaerobicDigester__name" = "厌氧消化池"; 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" = "重新分配其他农场的动物到该农场"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "暂停繁育"; tooltip tooltip "AnimalFarm_PauseGrowth__Tooltip" = "停止该农场中动物的自然繁殖。"; 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" = "全部移除"; 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" = "将该农场中的动物重新分配到其他农场"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "动物"; "AnimalFarm_TitleTooltip" = "在这个农场饲养的动物。您可以通过与世界村庄交易来获得新的动物。一旦有一些动物,它们的数量就会自然增加。需要为动物提供食物和水,否则它们会死亡。"; notification notification "AnimalFarmMissingFood__name" = "{entity}: 食物不够"; notification notification "AnimalFarmMissingWater__name" = "动物缺水"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "启用屠宰"; "AnimalSlaughtering__Tooltip" = "启用后会出现一个红色滑块。如果这个农场的动物总数超过红色滑块,那么多余的动物将被屠宰,用于生产肉类等产品。如果滑块设置为满负荷,它只会屠宰那些不适合农场的多余出生的动物。如果禁用屠宰,则农场停止生产肉类。"; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "多重采样抗锯齿 (MSAA) {0}"; anti-aliasing mode, {0} is number of samples, for example 'x8' anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__MsaaShort" = "MSAA {0}"; rendering setting name rendering setting name "AntiAliasingRenderingSetting__Name" = "抗锯齿"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "亚像素形态抗锯齿"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "SMAA"; button to apply changes "ApplyChanges" = "应用更改"; confirmation shown when applying keybinding changes when conflicts are present confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "忽略冲突并应用更改?"; 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" = "接受设置"; short description of a machine name of a machine "ArcFurnace__desc" = "用强大的电弧来熔化金属。使用石墨阳极部署电弧,由于高热量, 部分阳极在该过程中有所损耗。请注意,熔炉会消耗大量电力。在打开它之前通知当地的发电厂会比较有礼貌。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "电弧炉"; short description of a machine name of a machine "ArcFurnace2__desc" = "该炉有一个冷却系统,可以安全地达到更高的工作温度。这增加了吞吐量, 也提供了再利用一些多余热量的机会。功率的要求也增加了。"; name of a machine name of a machine "ArcFurnace2__name" = "电弧炉 II"; Formats a numerical land area value of an island. Example of use: '2.1 km²' Formats a numerical land area value of an island. Example of use: '2.1 km²' "Area_Value" = "{0} 平方公里"; notification notification "AreasWithoutForestryTowers__name" = "采伐区部分规划超出林业塔管理范围"; notification notification "AreasWithoutTowers__name" = "有些采矿区域在采矿控制塔范围外"; Map description Map description "ArmageddonMap__desc" = "欢迎来到“末日审判”,这是一个被废墟覆盖的历史遗迹。产生中央陨石坑的撞击将宝贵的资源分散到所有岛屿上,为雄心勃勃的矿工和企业家提供了有利可图的机会。我只是庆幸我当时没有住在这里!那一定是一个巨大的爆炸。\n\n这个岛屿的土地面积比我们勘察过的其他三个岛屿加起来还要大,因此有很大的发展空间。有四个起始位置,每个位置都有不同的难度级别,这个地图既适合寻求适度挑战的新玩家,也适合经验丰富的老玩家来测试他们工厂建造的技能。\n\n这张地图是为庆祝更新 2 的地图编辑器而创建的,它展示了使用地图编辑器可以实现什么。\n"; Map name Map name "ArmageddonMap__name" = "末日审判"; 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" = "装甲板"; name: ship part upgrade name: ship part upgrade "ArmorT2__name" = "装甲板II"; description of a machine name of a machine "AssemblyElectrified__desc" = "电动的装配机,不仅速度更快,还能生产更先进的产品。"; name of a machine name of a machine "AssemblyElectrified__name" = "装配机II"; name of a machine name of a machine "AssemblyElectrifiedT2__name" = "装配机 III"; short description of a machine name of a machine "AssemblyManual__desc" = "生产基本产品的装配线。"; name of a machine name of a machine "AssemblyManual__name" = "装配机 I"; description of a machine description of a machine "AssemblyRoboticT1__desc" = "自动化装配车间,速度更快,可以生产更先进的产品。"; 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" = "组装车间(自动)"; 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" = "组装车间(自动)II"; tooltip that explains what excavators do when assigned to a mine tower PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedExcavators__MineTower_Title" = "被分配的挖掘机将在这个采矿控制塔管理的采矿区域内自动采矿。别忘了分配一些卡车来运载挖掘机的产出。"; title of a panel that enables to assign excavators to a building PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedExcavators__Title" = "被分配的挖掘机"; shown when they are no routes assigned "AssignedForLogistics__Empty" = "尚未分配路线"; "AssignedForLogistics__ExportTooltipForestryTower" = "允许分配存储单元,作为运送木材的目的地。这些木材是由分配给该塔的伐木机砍伐的。如果至少分配了一个存储单元,木材将仅运送到指定的单元,而不是其他地方。"; "AssignedForLogistics__ExportTooltipFuelStation" = "可将此站的加油卡车分配给各个矿塔。"; "AssignedForLogistics__ExportTooltipGeneral" = "为卡车配置专用输出路线。一旦将此仓库设置为输出到另一个仓库 (B),那么卡车就只会将产品运到那个仓库 (B)。不能从该仓库输出产品到未分配的仓库或机器。这个设置不影响输入。路线分配不影响任何连接的传送带或管道。仓库也可以分配给矿山控制塔。"; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "为卡车配置专用的输出路线。例如,如果您想将在此处开采的材料运到特定的仓库,而不是其他地方,您可以将此 {0} 分配给所选的仓库。您还可以将其分配给另一个 {0},用于倾倒。"; "AssignedForLogistics__ImportTooltipForestryTower" = "为卡车配置专用输入路线。你也可以配置一个加油站,让卡车在这里为植树机和伐木机加油。"; "AssignedForLogistics__ImportTooltipGeneral" = "为卡车配置专用输入路线。一旦将此仓库设置为从另一个仓库 (B)输入,那么卡车就只会从那个仓库 (B)输入产品。未分配的仓库或机器不能从该仓库输入产品。这个设置不影响输出。路线分配不影响任何连接的传送带或管道。仓库也可以分配给矿山控制塔。"; "AssignedForLogistics__ImportTooltipMineTower" = "为卡车配置专用的输入路线。例如,如果您想将某个仓库的材料倾倒在此处而非其他地方,则可以将此 {0} 分配给所选的仓库。 你也可以指定一个加油站,让它的卡车在此处为挖掘机加油。"; example: 'assigned to Tree harvesting' example: 'assigned to Tree harvesting' "AssignedTo" = "指定{0}"; 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" = "已分配的伐木机可以自动采伐该塔管辖的林区中的树木。未分配的伐木机会在这里持续工作,直到有伐木机被分配。"; 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" = "已分配的伐木机"; 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" = "已分配的植树机将自动在该塔管理的所有林业指定地种植树苗。未分配的植树机会在这里持续工作,直到有植树机被分配。"; 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" = "被分配的植树机"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) tooltip that explains trucks assignment to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "被分配的车辆将只为这栋建筑转运货物。这意味着被分配的车辆只在这栋建筑是出发地或目的地时才进行运送。这与路线分配功能相结合就可以设置专用的物流线路。"; tooltip that explains what trucks do when assigned to a fuel station tooltip that explains trucks assignment to a general building (e.g. storage) "AssignedTrucks__FuelStation_Tooltip" = "分配的卡车将自动为附近的所有挖掘机和伐木机加油。"; tooltip that explains what trucks do when assigned to a mine tower tooltip that explains trucks assignment to a general building (e.g. storage) "AssignedTrucks__MineTower_Tooltip" = "分配的卡车将自动为分配给该塔的所有挖掘机服务。"; title of a panel that enables to assign trucks to a building PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucks__Title" = "分配的卡车"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle tooltip that explains trucks assignment to a general building (e.g. storage) "AssignedTrucks__TreeHarvester_Tooltip" = "分配的卡车会跟随这台伐木机,并装载木材。卡车会将木材运送到工厂,然后返回此伐木机。"; 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" = "只接受被分配的车辆"; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucksEnforce__Tooltip" = "启用后,仅允许以下被分配的车辆在此处启运或卸货。"; tooltip tooltip "AssignVehicleBtn__NotAvailable" = "无可用此类型车辆"; tooltip tooltip "AssignVehicleBtn__Tooltip" = "点击以分派此类型车辆"; label for ambient sounds volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Ambient" = "环境声(例如: 天气)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "音效音量"; label for entities volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__Entities" = "物体(例如: 机器, 车辆)"; label for master volume of the game something is turned off - e.g. autosave: off "AudioEffectsVolume__Master" = "主音量"; label for music volume slider "AudioEffectsVolume__Music" = "音乐音量"; label for user interface volume slider used with a setting that requires restart. Example: 'Scale (restart required)' "AudioEffectsVolume__UI" = "用户界面"; title of audio settings title of audio settings "AudioSettings_Title" = "声音"; 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" = "自动保存间隔"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "每{0}分钟"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "可被分配"; 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" = "平均产能"; average damage average damage "AvgDamage" = "平均伤害"; rendering setting name rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "后台FPS限制"; short description of a machine short description of a machine "BakingUnit__desc" = "烘焙有机产品,比如面包。"; name of a machine name of a machine "BakingUnit__name" = "烘焙单元"; title for a table showing latest transactions for a loan balance title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "最新交易"; 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" = "优先级"; title of a panel that configures in / out priorities for a balancer "BalancerPrioritization__Tooltip" = "您可以选择要优先尝试的端口。如果启用了输出优先级设置,来自任意输入的所有产品将首先尝试从设置为优先的端口输出。如果该端口不能接受任何产品,则会使用其他非优先端口。输入优先级的工作方式与此类似。"; "BalancerRatios__Inputs" = "严格保持均匀的输入"; "BalancerRatios__Outputs" = "严格保持均匀的输出"; title for balancer ratios configuration title for balancer ratios configuration "BalancerRatios__Title" = "均匀的输入/输出比例"; title for balancer ratios configuration "BalancerRatios__Tooltip" = "您可以强制系统严格保持均匀的输入输出比。如果启用了严格的输出比率,产品将均匀地输出到所有输出端口。如果端口不能接受更多产品,输出将暂停,直到端口被释放。输入严格比率的工作方式类似。"; name name "BarrierCorner__name" = "路障(角)"; name name "BarrierCross__name" = "屏障(交叉)"; name name "BarrierEnd__name" = "屏障(结束)"; description of barrier wall description of barrier wall "BarrierStraight1__desc" = "阻挡车辆通行的屏障。"; name name "BarrierStraight1__name" = "屏障(直)"; name name "BarrierTee__name" = "路障(三通)"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "允许蒸馏低品质的柴油,但是效率很差而且会产生很多的废弃物。"; name of a machine name of a machine "BasicDieselDistiller__name" = "初级蒸馏塔"; 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" = "基础机架"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "造成的损坏:{0}"; title showing that the player was defeated in a battle title showing that the player was defeated in a battle "BattleResult__Defeat" = "被击败!"; title of player's ship in battle stats title of player's ship in battle stats "BattleResult__ShipTitle" = "我们的船只"; title showing that the player won a battle title showing that the player won a battle "BattleResult__Victory" = "胜利!"; 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" = "战斗得分"; Map description Map description "BeachStaticIslandMap__desc" = "一场沙滩假期正在等着你!因为,当然,所有最棒的假期都伴随着采矿、重工业和工厂自动化。在这片沙滩上,农业和木材业的挑战等着你,但丰富的原油将维持你的基础设施,就像阳光维持着你的工人一样。"; Map name Map name "BeachStaticIslandMap__name" = "沙滩"; short description short description "Beacon__desc" = "灯塔发出的强光可以帮助其他难民找到你们的岛屿并加入你们。这可以帮助您获得更多的工人和一些额外的起始战利品。"; building or machine building or machine "Beacon__name" = "灯塔"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "没有更多的难民了!"; short description "Beacon__Notice" = "注意:如果灯塔信号被中断,正在进行的进度将被重置"; example: 'Expecting 12 refugees in less than: 2 months' example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "预计 {0} 难民会在小于这段时间到达:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} 能将更多人带到您的岛上并让你获得更多工人。它需要来自 {1} 的持续供电。运行 {0} 需要 {2}。通过 {0} 找到您的难民也会带来额外的资源。您还要确保有足够的住房来容纳新难民,因为无家可归者 会对 {2} 产生负面影响。"; disclaimer explaining localization is performed by the community and may not be complete disclaimer explaining localization is performed by the community and may not be complete "BestEffortLocalized" = "目前的本地化工作由我们的社区完成,我们将尽最大努力提供这些服务。"; "BirchTree__desc" = "白桦树"; "BirchTreeDry__desc" = "白桦树(干)"; name name "BirthRateCategoryCat_Base__name" = "基础"; name name "BirthRateCategoryCat_Disease__name" = "疾病"; name name "BirthRateCategoryCat_Edicts__name" = "法令"; name name "BirthRateCategoryCat_Health__name" = "健康"; name name "BirthRateCategoryCat_Radiation__name" = "辐射"; name name "BirthRateCategoryCat_Starvation__name" = "饥荒"; 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" = "相同目录下有{0}个备份文件"; tooltip of a button that allows to export a blueprint tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "将当前选定的蓝图或文件夹作为字符串导出到剪贴板。"; 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" = "通过选择现有结构的区域来创建新蓝图。"; 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" = "通过从剪贴板粘贴文本来添加新蓝图。"; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "将当前蓝图放入世界。"; 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" = "无法加载某些项目。蓝图太旧或者创建的时候使用了当前不存在的模组。"; 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" = "缺少内容:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "删除"; confirmation text of a dialog to delete a blueprint confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "您确定要删除“{0}”吗?此操作不能被撤消。"; tooltip of a button that deletes a blueprint or folder tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "删除所选项目。"; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "备份失败"; tooltip for blueprint library backup save failure tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "库已保存,但创建备份文件失败(检查游戏是否有文件访问权限)。"; status explaining that the blueprint library failed to load (keep short) status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "加载失败"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "由于格式不正确,无法加载库。任何新的更改都会覆盖它。"; tooltip explaining that the blueprint library failed to load tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "由于访问文件被拒,无法加载库。"; status explaining that the blueprint library failed to save (keep short) status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "保存失败"; tooltip for blueprint library save failure tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "保存库失败(检查游戏是否有文件访问权限)。"; 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" = "已同步"; "BlueprintProtosLocked__CanDowngrade" = "由于尚不可用,以下物体放置时会被降级:"; "BlueprintProtosLocked__NotAvailable" = "以下物体尚不可用:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "蓝图"; 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" = "蓝图不可用,因为 {0} 未投入使用"; short description of a machine short description of a machine "BoilerCoal__desc" = "通过燃烧松散的产品(比如煤)来烧开水,从而产生高压蒸汽。"; name of a machine name of a machine "BoilerCoal__name" = "锅炉"; short description of a machine short description of a machine "BoilerElectric__desc" = "一个巨大的烧水壶,将水煮沸来产生高压蒸汽。但一般不推荐用来泡茶。"; name of a machine name of a machine "BoilerElectric__name" = "锅炉(电)"; short description of a machine short description of a machine "BoilerGas__desc" = "通过燃烧气来产生高压蒸汽。"; name of a machine name of a machine "BoilerGas__name" = "锅炉 (气)"; removes current active unity boost applied to a machine' button that enables continuous machine boost that costs "BoostMachine__Disable" = "取消增强"; button that enables continuous machine boost that costs button that enables continuous machine boost that costs "BoostMachine__Enable" = "增强"; tooltip that explains what machine unity boost does' tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "消耗凝聚力使得生产力翻倍,并使其在电力不够时也可工作"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "砖面"; short description of a machine short description of a machine "BricksMaker__desc" = "从泥土中提取粘土并生产砖块。"; name of a machine name of a machine "BricksMaker__name" = "砖厂"; name name "BridgeT1__name" = "舰桥"; short description short description "BridgeT2__desc" = "提供高级雷达功能。"; name name "BridgeT2__name" = "舰桥II"; short description short description "BridgeT3__desc" = "提供高级雷达功能。"; name name "BridgeT3__name" = "舰桥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" = "构建 {0} 并确保将 {1} 交付给 {2}"; name: toolbar category name name: toolbar category name "buildingsCategory__name" = "建筑"; name: toolbar category name name: toolbar category name "buildingsForVehiclesCategory__name" = "建筑 (车辆)"; 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" = "建造"; short description of a machine short description of a machine "Burner__desc" = "通过燃烧处理固体废弃物"; name of a machine name of a machine "Burner__name" = "焚化炉(固体)"; category for key bindings affecting camera "Camera" = "视角"; title for vertical field of view title for vertical field of view "CameraSettings__Fov" = "垂直视野"; title for camera settings title for camera settings "CameraSettings__Title" = "相机"; button to cancel something in the progress (construction for instance) button to cancel something in the progress (construction for instance) "Cancel" = "取消"; notification notification "CannotDeliverFromMineTower__name" = "{entity}: 没有可用位置倾倒产物"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "船长办公室不可用"; name name "CaptainOfficeT1__name" = "船长办公室 1"; name name "CaptainOfficeT2__name" = "船长办公室 2"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "立即卸下这辆卡车上的货物(进入任何可用的仓库或码头)"; cargo depot description cargo depot description "CargoDepotBase__desc" = "建成后,被修好的货船可在此停泊并通过相连的货运港模块转运货物。"; notification notification "CargoDepotHasNoModule__name" = "该货运港没有可用的模块"; notification notification "CargoDepotHasNoShip__name" = "该货运港没有相关联的货船"; notification notification "CargoDepotModuleContractNotMatching__name" = "货运港模块与指定合同不兼容"; 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" = "流体模块(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" = "流体模块 (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" = "流体模块(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" = "散装货模块(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" = "散装货模块(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" = "散装货模块(大)"; notification building or machine "CargoDepotModuleNoProductAssigned__name" = "还没有为货物模块分配产品"; building or machine building or machine "CargoDepotModuleUnitT1__name" = "单位模块 (小)"; building or machine building or machine "CargoDepotModuleUnitT2__name" = "单位模块 (中)"; building or machine building or machine "CargoDepotModuleUnitT3__name" = "单元模块 (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" = "货运港"; 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" = "出口产品"; 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" = "进口产品"; building or machine building or machine "CargoDepotT1__name" = "货运港(2)"; building or machine building or machine "CargoDepotT2__name" = "货运港(4)"; building or machine building or machine "CargoDepotT3__name" = "货运港 (6)"; building or machine building or machine "CargoDepotT4__name" = "货运港(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" = "分配合同"; 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" = "从矿山/石油钻井平台进口"; 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" = "你想如何使用这个仓库?"; 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" = "货运港可用于从您的矿山和石油钻井平台进口产品或履行合同。货运港只能分配给一个合同,一旦分配,如果分配了正确的模块和产品,其船舶将自动执行分配的合同。当货运港被分配合同时,它不能履行任何其他职责,例如从矿山和石油钻井平台进口产品。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "用于输送流体物料(如油)的货运港模块。它可以在货运港的任何闲置的空间中建造。与基本模块相比,可以更快的卸载货物 {0} 。"; cargo depot module description building or machine "CargoModuleFluidCommon__desc" = "用于输送流体物料(如油)的货运港模块。可在货运港任何一个闲置的空间中建造。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "用于运输松散物料(例如铝土矿)的货运港模块。可在货运港任何一个闲置的空间中建造。与基本模块相比,可更快速的卸载货物{0}。"; cargo depot module description building or machine "CargoModuleLooseCommon__desc" = "用于运输松散物料(例如煤)的货运港模块。可在货运港任何一个闲置的空间中建造。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "用于转移产品单元(如建筑零件)的货运港模块。可以建在货运港的任何闲置的空间中。与基本模块相比,卸载货物 {0} 的速度更快。"; cargo depot module description cargo depot module description "CargoModuleUnitCommon__desc" = "用于转移产品单元(如建筑零件)的货运港模块。可以建在货运港的任何闲置的空间中。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "没有建好的货运港模块。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "等待有足够的货物可供装载。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "没有货物可供装载。"; cargo ship status explaining why it is docked notification "CargoShip__ShipIsBeingUnloaded" = "货船正在卸载。"; 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" = "降低船速并节省燃料"; {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" = "将船速降低 {0} 从而将总体燃料消耗降低 {1}。"; 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" = "旅程选项"; 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" = "往返时长"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "不包括在您的岛上装载(卸载)货物所需的时间。"; 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" = "不可用"; reason why 'ship depart now' action is not available reason why 'ship depart now' action is not available "CargoShipCannotDepartNow__WasRequested" = "已请求"; notification notification "CargoShipContractLacksUpoints__name" = "没有足够的凝聚力来执行指定的合同"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "现在出发"; 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" = "请求该货船立刻出发"; notification notification "CargoShipMissingFuel__name" = "{entity} 燃料不足"; explains what something like this '1/2' means explains what something like this '1/2' means "CargoShipsLimitTooltip" = "可用(已维修)的货船/已发现的货船。"; description of a cargo ship description of a cargo ship "CargoShipT1__desc" = "当世界地图上有足够的货物可以收集时,货船会自动离开。船只的每次旅程都有固定的燃料成本,该成本基于船的大小。较大的船在燃料消耗方面更有效(它们会随着货运港升级而自动升级)。这艘船不需要分配到单独的矿山/石油钻井平台,它会自动收集货物。它可以同时运输多种类型的产品,并确保所有产品都有供应(任何时候有产品需要运输时船只会自动离开)。"; ship name ship name "CargoShipT1__name" = "货船"; ship name ship name "CargoShipT2__name" = "货船"; ship name ship name "CargoShipT3__name" = "货船"; ship name ship name "CargoShipT4__name" = "货船"; name name "CargoShipWreckCost1__name" = "损坏的货船"; title for panel that shows cargo stored / transported title for panel that shows cargo stored / transported "CargoTitle" = "货物"; description of a machine short description of a machine "Caster__desc" = "将熔化的材料浇筑成板坯。"; name of a machine name of a machine "Caster__name" = "金属铸造机"; description of a machine short description of a machine "CasterCooled__desc" = "将熔化的材料浇铸成板坯。同时也利用水进行冷却。"; name of a machine short description of a machine "CasterCooled__name" = "冷却的铸造机"; name of a machine name of a machine "CasterCooledT2__name" = "冷却铸造机 II"; name of a machine name of a machine "CasterT2__name" = "金属铸造机 II"; Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" Confirmation prompt shown when saving difficulty changes. {0} will be a time duration, such as "10 years" "ChangeHistory__ConfirmPrompt" = "一旦应用,在{0}内(游戏中)你将无法再次更改这些选项:"; Title of the confirmation dialog shown when saving difficulty changes Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "你确定吗?"; Label shown on the change history tab of the difficulty settings window when no changes have yet been made Label shown on the change history tab of the difficulty settings window when no changes have yet been made "ChangeHistory__EmptyLabel" = "未发现更改了难度设置"; Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present Label for the change history tab of the difficulty settings window, {0} is the integer number of changes present "ChangeHistory__Title" = "更改历史记录({0})"; shows number of characters in a string, e.g. '1254 chars' shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0}个字符"; short description of a machine short description of a machine "CharcoalMaker__desc" = "使用木材来制造煤炭,但效率很低。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "木炭炉"; description of a machine short description of a machine "ChemicalPlant__desc" = "执行各种化学配方,包括处理流体及其包装。"; name of a machine name of a machine "ChemicalPlant__name" = "化工厂"; name of a machine name of a machine "ChemicalPlant2__name" = "化工厂 II"; short description short description "ChickenFarm__desc" = "可以养鸡吃鸡蛋和肉。需要为鸡提供水和动物饲料。你可以与世界地图上的一个村庄进行交易, 来获得一些鸡。"; name name "ChickenFarm__name" = "养鸡场"; more info in ClearSurface__Tooltip more info in ClearSurface__Tooltip "ClearSurface__Title" = "移除表面"; "ClearSurface__Tooltip" = "指定一个区域的表面由卡车清除。"; 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} 以了解更多信息"; 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" = "复制设置"; button to close a dialog button to close a dialog "Close" = "关闭"; name: describes the current weather name: describes the current weather "CloudyWeather__name" = "多云"; name name "CoalMine__name" = "煤矿"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "鹅卵石"; button to view the captain of industry community site button to view the captain of industry community site "COIHub" = "社区中心"; "Cold__desc" = "这种疾病是自然发生的,无法完全避免。通过给居民点建设医院并提供医疗用品,疾病的影响可以被大幅削弱。"; name name "Cold__name" = "感冒"; Action to collect / claim a reward. Keep short Action to collect / claim a reward. Keep short "Collect" = "收集"; label of a panel showing how much waste was collected from the attached settlement so far "Collected" = "已收集"; short description of a machine short description of a machine "Compactor__desc" = "将松散的物品压成缩紧凑的单元,以便于运输。粉碎机可以将压缩过的产品恢复到未压缩的状态。"; name of a machine name of a machine "Compactor__name" = "压实机"; 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" = "当前需求/当前产量 ||最大生产能力"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "计算统计数据"; short description of a machine short description of a machine "ConcreteMixer__desc" = "制造混凝土的大功率搅拌机。"; name of a machine name of a machine "ConcreteMixer__name" = "混凝土搅拌机"; description of a machine short description "ConcreteMixerT2__desc" = "制造混凝土的大功率搅拌机。同时提供其他混凝土配方。"; name of a machine name of a machine "ConcreteMixerT2__name" = "混凝土搅拌机 II"; name of a machine name "ConcreteMixerT3__name" = "混凝土搅拌机 III"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "强化表面"; 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" = "模组"; Warning shown above the enable mod checkboxes in the new load nad save window Warning shown above the enable mod checkboxes in the new load nad save window "ConfigureMods_Warning" = "警告:从保存中添加或删除模组可能不起作用,并可能导致游戏加载失败。"; button used to confirm great news (like discovery of something) button used to confirm great news (like discovery of something) "ConfirmGreatNews" = "太棒了!"; used in a tooltip to list all the other key-bindings that conflict with the hovered one used in a tooltip to list all the other key-bindings that conflict with the hovered one "ConflictsWith" = "与以下内容冲突:"; name name "ConiferForest__name" = "针叶林"; title of a panel showing a construction progress title of a panel showing a construction progress "ConstrType_Constructing" = "建造中"; title of a panel showing a construction progress that is paused title of a panel showing a construction progress that is paused "ConstrType_ConstructionPaused" = "施工暂停"; title of a panel showing a deconstruction progress title of a panel showing a deconstruction progress "ConstrType_Deconstructing" = "拆除中"; title of a panel showing a deconstruction progress that is paused title of a panel showing a deconstruction progress that is paused "ConstrType_DeconstructionPaused" = "解构暂停"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "准备升级"; title of a panel showing an upgrade progress title of a panel showing an upgrade progress "ConstrType_Upgrading" = "升级中"; 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" = "费用:"; status of construction progress - construction is going fine status of construction progress - construction is going fine "ConstructionState__InProgress" = "工作中"; status of construction progress - construction was paused status of a selected entity (keep it short!) "ConstructionState__Paused" = "暂停"; status of construction progress - construction is ready status of construction progress - construction is ready "ConstructionState__Ready" = "准备就绪"; status of construction progress - blocked until more materials is delivered status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "等待材料送达"; status of deconstruction progress - blocked until material is removed status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "等待材料移除"; "ConsumedLastMonth" = "上个月消耗"; "ConsumedThisMonth" = "这个月消耗"; 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" = "电子产品消费增加 {0},赋予的凝聚力增加 {1}"; 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" = "更多消费电子产品"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "消费电子产品"; 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" = "仅使用剩余电力"; option for electricity consumption for machines and buildings option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "启用后,该建筑物将成为剩余电力消耗者,只会使用剩余电力。剩余电力由可以为剩余电力消耗者提供电力的发电机(例如太阳能电池板)提供。此外,启用此功能后,不会将电量不足报告为问题。"; "Consumption" = "消耗"; button to request to continue some operation button to request to continue some operation "Continue" = "继续"; {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" = "所选的存档需要当前未启用的模组。转到加载菜单并单击“{0}”按钮以了解更多信息。"; button to assign a contract to a specific cargo depot button to assign a contract to a specific cargo depot "Contract__Assign" = "分配"; 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" = "建立"; tooltip explaining a button that establishes a new contract tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "将支付所示的凝聚力费用并建立此合同,以便你的货船可以执行。"; 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" = "兑换成本"; Used in statistics to denote monthly Unity fees for contracts Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "每月费用"; button to unassign a contract from a cargo depot button to unassign a contract from a cargo depot "Contract__Unassign" = "取消分配"; 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" = "某些模块包含不兼容的产品 - {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" = "不支持某些模块 - {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" = "分配的合同"; 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" = "显示当前分配的合同。左侧的产品是您正在出口(销售)的产品,右侧的产品是正在进口的产品。显示的交易量是根据分配了相应产品的所有货运港模块计算得出的。如果两种产品都没有任何对应的货运港模块,估计值将显示一个问号。"; tooltip explaining why the current contract cannot be canceled tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "无法取消,因为它目前已分配到至少一个货运港"; 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" = "部分交易产品尚未被研究"; "Contracts__NoneEstablished" = "没有建立任何合同。您可以建立一个,然后将其分配给您的一个货仓。"; 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" = "船只大小:"; 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} 个模块"; 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" = "合同"; tooltip for contracts tooltip for contracts "Contracts__Tooltip" = "列出所有可用的合同。左侧的产品是您正在出口(销售)的产品,右侧的产品是正在进口的产品。合同旨在更永久地使用(与快速交易相比)。必须将合同分配给您的货运港(而不是像快速交易那样分配给贸易码头)。为了分配合同,必须首先建立具有一次性凝聚力成本的合同。已建立的合同每月还需要支付较少的凝聚力费用,并且您还会为每笔交换的货物支付凝聚力费用(取决于交换的金额)。要查看一次航行中可以转移的最大数量,请使用下拉菜单选择您要使用的船只大小。如果产品更复杂,您可以将鼠标悬停在黄色的“钻石”图标上以查看其产值。合同通常是有利可图的(尤其是当您出口复杂产品时),但这在很大程度上取决于您的工厂的效率——因此通常建议高级工厂使用合同。"; title of controls (key-bindings & mouse) settings title of audio settings "ControlsSettings_Title" = "控件设置"; description of a machine description of a machine "CoolingTowerT1__desc" = "通过将一些蒸汽回收到水中来提高发电厂的用水效率。"; 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" = "通过电解精炼将铜提纯到 99.95% 以上的纯度。"; name of a machine name of a machine "CopperElectrolysis__name" = "铜电解"; tooltip tooltip "CopySettings__Tooltip" = "点击一个建筑物来复制它的配置,再次点击将配置应用在其他建筑物上。您还可以圈选多个建筑物来批量应用配置。"; title of a button to copy string into the clipboard title of a button to copy string into the clipboard "CopyString__Action" = "拷贝"; text shown after a string was successfully copied to the clipboard text shown after a string was successfully copied to the clipboard "CopyString__Success" = "拷贝至剪切板!"; tooltip tooltip "CopyString__Tooltip" = "单击将源字符串复制到剪贴板。"; 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" = "复制"; tooltip tooltip "CopyTool__NoCopyTooltip" = "按住快捷键来避免在放置新建筑时复制原始设置"; tooltip tooltip "CopyTool__Tooltip" = "单击或框选建筑来进行复制。"; title of settings affecting costs (construction, research), consumption of resources, etc. title of settings affecting costs, consumption of resources, etc. "Costs" = "成本"; Map description Map description "CraterStaticIslandMap__desc" = "一次巨大的陨石撞击所留下的残骸形成了陨石坑,挖掘出了宝贵的自然资源。但要小心:环绕的山脉是你的工厂和水边之间唯一的屏障。它们是诱人的挖掘和扩建目标,因此建议进行谨慎的规划和准备。嘿,如果我们在水问题上遇到麻烦,我提议让吉米修筑一道防洪堤 - 他一直在寻找一些事情来分散他对“死亡之岛”的注意力。\n\n这个独特的地图是支持者版的一部分,感谢您的慷慨支持,船长。\n"; Map name Map name "CraterStaticIslandMap__name" = "火山口"; button to open credits of the game button to open credits of the game "Credits" = "制作人员名单"; name name "Crop_Canola__name" = "油菜"; name name "Crop_Corn__name" = "玉米"; 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" = "预估:{1}个月后收成{0}"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "在有足够水的情况下收获这种作物的剩余时间。否则会出现延误。"; name name "Crop_Flowers__name" = "花"; name name "Crop_Fruits__name" = "水果"; name name "Crop_GreenManure__name" = "绿肥"; 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" = "没有作物"; name name "Crop_Poppy__name" = "罂粟"; name name "Crop_Potato__name" = "土豆"; name name "Crop_Soybeans__name" = "大豆"; name name "Crop_SugarCane__name" = "甘蔗"; name name "Crop_TreeSapling__name" = "树木幼苗"; name name "Crop_Vegetables__name" = "蔬菜"; 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" = "农场:收成后无法存储所有 {0}"; 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" = "农场:{0} 因缺乏肥力而死亡"; 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" = "农场:因为缺少工人,{0}丢失"; 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" = "农场:因为缺水,{0}死亡"; 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" = "现在收割"; tooltip tooltip "CropHarvestNow__Tooltip" = "将过早收割当前作物。预计产量:{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" = "收成统计"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "上一个收成统计"; 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" = "农场:{0} 缺少工人"; 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" = "{0}没有水。作物可存活长达 {1}"; tooltip crop is delayed (did not have enough water to grow), {0} is always >= 2 "CropOverdue__Tooltip" = "由于缺水,该作物无法生长的总累积延迟。这对于早期的农场和水敏感性低的作物来说通常无妨。然而,更敏感的作物可能会变干。"; 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" = "需要温室"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "作物时间表"; tooltip explaining crop schedule title for farm's crop schedule "CropSchedule__Tooltip" = "每个农场都可以设置长达 4 个季节的轮作计划。作物将按从左到右的顺序种植,任何没有种植作物的农田将被自动跳过。例如,要设置两次作物轮作,请在计划中选择两种作物并将其他所有内容留空。轮作对于农场的肥力很重要。"; tooltip explaining what a skip button in crop schedule does title for farm's crop schedule "CropScheduleSkip__Tooltip" = "单击以强制切换到农场轮作时间表中的下一个位置;当前作物的进展将丢失。"; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "死亡:低肥力"; 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" = "死亡: 缺工人"; crop died out due to lack of water crop died out due to lack of workers - no one cared about the crop "CropState__DeadNoWater" = "死亡:缺水"; crop is being removed so it can be replaced with a different one crop died out due to lack of workers - no one cared about the crop "CropState__RemovedForChange" = "已移除,可种新作物"; 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" = "由于缺水,延迟了 {0}"; 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} 因过早收获而导致产量减少"; 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} 由于低肥力而减产"; 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} 因缺水而减产"; 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}没有水"; 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} 多亏了法令等奖励从而增产"; 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} 多亏了肥力等奖励从而增产"; 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" = "等待更好的肥力"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "无法开始, 等待"; 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" = "等待水或雨"; notification, any strings in curly braces { } must be preserved and non-translated name of a machine Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "农场:{0} 即将因缺水而枯萎"; short description of a machine short description of a machine "Crusher__desc" = "将矿石粉碎成更细颗粒度的材料,以便用于高级加工。"; name of a machine name of a machine "Crusher__name" = "粉碎机"; short description of a machine short description of a machine "CrusherLarge__desc" = "大型粉碎机可以提升效率和吞吐率。"; name of a machine name of a machine "CrusherLarge__name" = "粉碎机(大型)"; Map description Map description "CurlandMap__desc" = "欢迎来到卷卷岛,这座细长的岛屿充满了空间和自然资源。它蜷曲的形状给建造庞大工厂增添了令人愉悦的挑战 - 准备好建立一个强大的物流网络,能够沿着它的优雅蜷曲穿越漫长的距离。对于冒险者来说,可以考虑连接两端以建立一个循环物流环,将岛屿的弱点转化为战略优势。关于一处大规模原油矿藏的传闻四处流传,但矿藏尚未被发现。"; 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" = "卷卷岛"; 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" = "还剩几个月:{0} |健康率:{1} |死亡率:{2}"; explaining that there is no disease active explaining that there is no disease active "CurrentDisease__NoDisease" = "无活动性疾病"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "当前疾病"; tooltip tooltip "CurrentDisease__Tooltip" = "您的定居点不时出现疾病。某些疾病是由于您的定居点缺乏设施而发生的。有些只是季节性疾病,不会受到太大影响。当你的船去探险时,船员可以将更严重的季节性疾病带回岛上。"; 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" = "目前进行的研究"; Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "您可以进一步微调下面的所有设置。这些设置在游戏中也可以找到。"; Title above non-core maps on the map selection tab of the new game window Title above non-core maps on the map selection tab of the new game window "CustomMaps__Title" = "自定义地图"; 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" = "剪切"; tooltip tooltip "CutTool__Tooltip" = "单击或框选未建造完成的建筑区域进行剪切操作,使其可放置于新的位置"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0} (已损坏)"; short description short description "DataCenter__desc" = "数据中心用于托管您添加到其中的服务器机架。它拥有高度的可扩展性,能够使计算力更为经济。需要注意的是,每个服务器机架都有电源、冷却和维护的需求。然而,有些人说它只是用于巨量小猫图和梗图的存储和搜索——我们无法反驳这一观点。"; building or machine building or machine "DataCenter__name" = "数据中心"; {0} will be an integer year number {0} will be an integer year number "DateYear__Label" = "{0}年"; opens a panel that allows to paint decals onto surfaces opens a panel that allows to paint decals onto surfaces "Decals_Paint" = "涂画"; 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" = "降低优先级"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "DefaultConcrete_TerrainSurface__name" = "混凝土表面"; Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted Confirmation button shown under the delete save button on press, {0} is name of the file to be deleted "DeleteSave__Confirm" = "你确定要删除{0}吗?"; {0} is name of the file that could not be deleted {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "啊!无法删除 {0}!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "保存的文件 {0} 已删除。"; tooltip tooltip "DeleteTool__EntireTransport" = "按住快捷键(在拆除模式下)以移除整个传送带或管道"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "按住快捷键(当摧毁建筑时)来使用凝聚力快速移除所有材料"; tooltip tooltip "DeleteTool__Tooltip" = "单击或框选一片需要摧毁的建筑区域"; "Demand" = "需求"; 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" = "拆除"; title/tooltip of a button that opens dumping designation tool title/tooltip of a button that opens dumping designation tool "Designation__Dumping" = "倾倒指定"; title/tooltip of a button that opens forestry designation tool title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "林业指定区域"; title/tooltip of a button that opens leveling designation tool title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "调平地形指定"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "采矿指定"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "采伐机指定"; shown when designation is at invalid position could not place a building outside a predefined slot (e.g. shipyard module) "DesignationError__Invalid" = "位置无效。"; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "右键单击并拖动以删除现有的指定区域"; category for key bindings affecting designations "Designations" = "规划"; shown when player is trying to paint lines outside of hard surface area shown when player is trying to paint lines outside of hard surface area "DesignationWarning__CannotPlaceDecal" = "无法在地形上涂画。"; 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" = "还不能在这里开始倾倒,所有边缘都高于这个地域。"; shown when forestry designation is not usable due to terrain not being fertile shown when forestry designation is usable due to terrain not being fertile "DesignationWarning__CannotStartForestry" = "尚不能在此处开始林业,土地并不肥沃。"; 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" = "不能在此处调平地面的高度,所有边缘均高/低于地面太多。"; 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" = "还不能在这里开始挖掘,所有的边缘都在此片地下太深了。"; 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" = "必须置于一座林业塔范围之内。"; 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" = "必须由矿塔区管理。"; short description short description of a machine "DieselGenerator__desc" = "燃烧柴油来发电。"; name name of a machine "DieselGenerator__name" = "柴油发电机"; short description short description "DieselGeneratorT2__desc" = "更强大的发电机。也可以作为备用电力。"; name name "DieselGeneratorT2__name" = "柴油发电机 2"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "难度: {0}"; Difficulty impact on construction Difficulty impact on construction "DifficultyConstruction__Easy" = "标准建设成本"; Difficulty impact on construction Difficulty impact on construction "DifficultyConstruction__Hard" = "增多的建筑成本"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "利润更高的合同和更便宜的贷款"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "标准合同和更昂贵的贷款"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "标准合同和贷款"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Easy" = "较轻的疾病"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Hard" = "较重的疾病"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Normal" = "标准的疾病严重程度"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Easy" = "定居点资源消耗减少"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Hard" = "定居点的资源消耗增加"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Normal" = "标准的定居点资源消耗"; Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "车辆和货船的燃料消耗减少"; Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "车辆和货船的燃料消耗增加"; Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "标准的车辆和货船的燃料消耗"; Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "作物和树木生长得更快"; Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "作物和树木生长得更慢"; Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "标准的作物和树木生长速度"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "减少维护消耗"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "增加维护消耗"; Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "标准的维护消耗"; Difficulty impact on mining "DifficultyMining__Easy" = "提高采矿产量"; Difficulty impact on mining "DifficultyMining__Hard" = "减少采矿产量"; Difficulty impact on mining "DifficultyMining__Normal" = "标准的采矿产量"; Difficulty impact on pollution "DifficultyPollution__Easy" = "减少污染的影响并提高基础人口的健康水平"; Difficulty impact on pollution "DifficultyPollution__Hard" = "增加污染的影响"; Difficulty impact on pollution "DifficultyPollution__Normal" = "标准的污染影响"; Difficulty impact on rainfall "DifficultyRainfall__Easy" = "增加降雨量和集水量"; Difficulty impact on rainfall "DifficultyRainfall__Hard" = "减少降雨量和集水量"; Difficulty impact on rainfall "DifficultyRainfall__Normal" = "标准的降雨量和集水量"; Difficulty impact on research "DifficultyResearch__Easy" = "降低研究成本"; Difficulty impact on mining "DifficultyResearch__Hard" = "增加研究成本"; Difficulty impact on mining "DifficultyResearch__Normal" = "标准的研究成本"; Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "难度设置已保存!"; Difficulty impact on unity generation "DifficultyUnity__Easy" = "增加凝聚力的生成"; Difficulty impact on unity generation "DifficultyUnity__Hard" = "增加凝聚力的生成。 某些生成凝聚力的方式更加昂贵。"; Difficulty impact on unity generation "DifficultyUnity__Normal" = "标准的凝聚力生成"; a difficulty option where machines / vehicles slow down and after a while stop instead of stopping abruptly when they run out of something (power) "DiffOption__GraduallyStops" = "逐渐停止"; a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "靠凝聚力工作"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "慢下来"; a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "停止工作"; {0} = Dirt {0} = Dirt "DigDirtTip" = "如果{0}用完,您可以标记一个专用的矿场进行采集。"; used when some option is disabled used when some option is disabled "Disabled" = "未启用"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "丢弃所有"; {0} - title of a product to discard, e.g. Coal {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "你确定你想要永久丢弃存储在这里的所有的 {0} 吗?"; "DiscardAllProducts__NotSupported" = "这个产品无法被丢弃。"; button to discard changes "DiscardChanges" = "丢弃"; 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" = "必须通过探索世界地图来发现"; disease name "Disease1__name" = "流感"; 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} (轻度)"; 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}(严重)"; 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}(非常严重)"; 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)"; button to dismiss a dialog button to dismiss a dialog "Dismiss" = "关闭对话框"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "高级原油加工的切入点。将石油分成两部分,以便进一步加工成有用的资源。"; name of a machine name of a machine "DistillationTowerT1__name" = "蒸馏(阶段 I)"; description of a distillation tower description of a distillation tower "DistillationTowerT2__desc" = "引入额外的蒸馏步骤以扩大石油加工能力。"; name of a machine name of a machine "DistillationTowerT2__name" = "蒸馏(阶段 II)"; name of a machine name of a machine "DistillationTowerT3__name" = "蒸馏 (阶段 III)"; Downloadable content label shown in the details panel of the load & save window "Dlc__Detail" = "DLC"; name: toolbar category name name: toolbar category name "docksCategory__name" = "货运港"; 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" = "不再显示"; tooltip explaining dumping height selection tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "设置倾倒堆的最大高度相对于堆垛机顶端的偏移量。"; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "不允许倾倒任何东西"; 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" = "可以倾倒的物品"; 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 that explains quick repair action "DumpingFilter__Tooltip" = "在此处管理的指定地点上设置允许卡车倾倒的材料。"; 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" = "卡车可以倾倒什么"; 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" = "设置在岛上允许由您的卡车倾倒哪些产品。每个矿塔都有过滤器来覆盖和微调倾倒在其管理区域内的物品。"; 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" = "只有当矿山控制塔的倾倒筛选器上允许此产品倾倒或者在全局倾倒筛选器上启用此产品,才能倾倒在矿山控制塔的区域。"; 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" = "倾倒高度相对于堆垛机顶端的偏移量"; title of settings affecting economy - loans, contracts "Economy" = "经济活动"; name name "EdictCategory_Industry__name" = "工业法令"; name name "EdictCategory_Population__name" = "人口法令"; 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" = "健康水平太低(是:{0},必需:{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" = "住处已满"; 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" = "需要更高级的船长办公室"; Electricity in giga-watts Electricity in giga-watts "Electricity__Gw" = "{0}千兆瓦"; Electricity in kilo-watts Electricity in kilo-watts "Electricity__Kw" = "{0}千瓦"; Electricity in mega-watts Electricity in mega-watts "Electricity__Mw" = "{0}兆瓦"; 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" = "当前需求/当前产量 |总产能"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "电力统计数据"; description of a machine short description of a machine "Electrolyzer__desc" = "通过电流将产品分解成更简单的物质。"; name of a machine short description of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "电解槽"; name of a machine name of a machine "ElectrolyzerT2__name" = "电解槽 2"; 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" = "启用"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "允许 mods(需重启)"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "警告:Mods可以执行任意代码并访问您机器上的任何文件,甚至可以连接到互联网。只使用您信任的mods。使用mods的风险由您自己承担。"; enemy ship(s) enemy ship(s) "Enemy" = "敌人"; name name "EngineT1__name" = "船舰引擎"; short description short description "EngineT2__desc" = "增加船的速度和航程。"; name name "EngineT2__name" = "船舰引擎 II"; short description short description "EngineT3__desc" = "增加船的速度和航程。"; name name "EngineT3__name" = "船舰引擎 III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "故障概率 :{0}"; notification "EntityCannotBeReached__name" = "车辆不能到达{entity}。"; "EntityCannotBeReachedDesc" = "部分或全部车辆无法达到该目标,请确保存在可达路径,或禁用目标的物流请求。"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector. "EntityComputingConsumptionTooltip" = "运行时消耗的计算量"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "当前消耗的计算量"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "运行时消耗的计算量(当前不消耗)"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "运行时需要的计算量(当前不足)"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "运行时生产的计算量"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine inspector "EntityElectricityConsumptionTooltip" = "运行时消耗的电量"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "当前消耗电量"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "运行时消耗电量(当前未消耗)"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "运行时需要的电量(当前不足)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "产生的最大电力输出"; notification notification "EntityMayCollapseUnevenTerrain__name" = "由于地形不平坦,建筑物 {entity} 可能会倒塌"; 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" = "每月消耗的凝聚力"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__Consuming" = "每月的凝聚力消耗"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "运行时每月消耗的凝聚力(目前未消耗)"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "每月运行所需的凝聚力(目前不足)"; tooltip that explains quick repair action tooltip that explains quick repair action "EntityRepair__Tooltip" = "紧急快速修复"; 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" = "状况"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "过热"; 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" = "没有动物"; animal farm is missing food to feed its animals animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "没有食物"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Broken" = "故障"; 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" = "清除中"; 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" = "没有服务器"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "生长中"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "贫瘠"; 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" = "没有作物被选择"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "没有水"; 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" = "输出已满"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "仓库已满"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "闲置"; 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" = "放置无效"; not enough electricity - status of a selected entity (keep it short!) not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "低电量"; 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" = "缺少制冷机"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "缺失输入"; 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" = "需要燃料"; 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" = "计算量不足"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "无任务"; 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" = "没有配方"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "没有通过轴承链接"; 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" = "没有连接"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "无凝聚力"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "无工人"; status for ore sorter when it got stuck with some products but still can sort others (keep it short!) "EntityStatus__PartiallyStuck" = "EntityStatus__PartiallyStuck"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Paused" = "暂停"; 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" = "不能开展研究"; shown when entity such as mine has run out of a deposit to mine machine can't work as no recipe is selected - status of a selected entity (keep it short!) "EntityStatus__ResourceDepleted" = "资源耗尽"; ship is arriving from the world (keep it short!) ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "到达"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "出发"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "停靠"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "探索"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "战斗中"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "行驶中"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "无命令"; 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" = "等待产品输入"; 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" = "缺少的产品"; all cool! - Status of a selected entity (keep it short!) all cool! - Status of a selected entity (keep it short!) "EntityStatus__Working" = "工作中"; {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" = "工作中({0})"; button that toggles navigation overlay, keep short button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "导航叠加层"; explanation of what navigation overlay toggle does explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "显示解释此车辆可以或不可以在哪里行驶的叠加层。"; tooltip that explains the panel that shows the number of required workers in a machine / building' tooltip that explains quick repair action "EntityWorkersNeededTooltip" = "需要的工人数"; 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_Assigned" = "当前已分配工人"; 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" = "运行时需要的工人数量(当前未分配工人)"; Label for a button to copy an error message "Error__Copy" = "拷贝错误"; Label for a button shown on error notifications to view more details "Error__View" = "查看错误"; name of a toggle button that turns on / off the error reporting "ErrorReporting__Title" = "发送错误报告"; tooltip that explains what is error reporting tooltip that explains quick repair action "ErrorReporting__Tooltip" = "允许我们发送您在玩游戏的过程中出现的错误的匿名报告。这有助于我们快速发现问题,让每个人都能更好地体验游戏。"; 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" = "没有既定的合同。是时候完成新交易了吗?"; 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" = "已订立的合同"; tooltip for EstablishedContracts__Title tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "列出所有已建立的合同。这些合同可能每月会花费凝聚力。只有在没有分配到任何货运港的情况下,才能取消已建立的合同。"; 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" = "平均集水量"; short description of a machine name of a machine "EvaporationPond__desc" = "通过蒸发盐水中的残留水来生产盐。"; name of a machine name of a machine "EvaporationPond__name" = "蒸发池"; short description of a machine name of a machine "EvaporationPondHeated__desc" = "通过蒸发盐水中的残留水来生产盐。使用一组电加热器可使该过程加速。"; name of a machine name of a machine "EvaporationPondHeated__name" = "蒸发池(加热)"; notification notification "ExcavatorHasNoValidTruck__name" = "{entity} 没有匹配的卡车"; vehicle description, for instance {0}=6 vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "适用于挖掘最大铲斗容量为 {0} 的任何地形。它太高了,不能通过运输带,要使用坡道穿过它们。"; vehicle vehicle "ExcavatorT1__name" = "小型挖掘机"; vehicle description, for instance {0}=18 vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "这是一台最大桶容量为 {0} 的大矿机!它太高了,不能通过运输装置,要使用坡道穿过它们。"; vehicle vehicle "ExcavatorT2__name" = "挖掘机"; vehicle "ExcavatorT2H__name" = "挖掘机"; vehicle description, for instance {0}=60 vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "可以轻松挖掘任何地形的超大型挖掘机。它的存储桶容量为 {0}。由于它的大小,它不能通过运输装置,要使用坡道穿过它们。"; vehicle vehicle "ExcavatorT3__name" = "大型挖掘机"; vehicle "ExcavatorT3H__name" = "超大型挖掘机"; {0} is a number, used like for instance '75%' {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "通过提取有用资源,从热废气中过滤 {0}% 的污染物。"; name of a machine name of a machine "ExhaustScrubber__name" = "尾气洗涤器"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "退出到主菜单"; example: 'Our ship has discovered Settlement!' example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "我们的船发现了{0}!"; "ExplorationResult__Loot" = "发现了一些战利品!"; "ExplorationResult__Nothing" = "没有任何发现!"; "ExplorationResult__Title" = "已探索的区域!"; 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" = "导出为字符串"; 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" = "输出"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "卡车清除储存的燃料的优先级。"; tooltip for export of cargo stored in shipyard tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "卡车移除储存的货物的优先级。"; tooltip tooltip "ExportPriority__StorageTooltip" = "卡车移除储存的产品的优先级。"; title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "输出路线"; title of settings affecting game failures, outages "FailureOutages" = "故障和停机"; 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" = "已种植的作物"; tooltip explaining average farm production rate tooltip for the computing production status in machine inspector "FarmAvgProduction__Tooltip" = "计划中所有作物的每月平均产量估计值。该估计基于作物生长时间和土壤肥力平衡(或基于下面的滑块设置的目标肥力)。由于缺乏肥力或缺水而造成的损失不包括在此估计中。但是,包括没有收益的插槽所产生的额外时间。如果要知道需要多少食物,请查看您的食品市场消费报告。"; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "作物选择"; shorter version of FarmFertilityTitle used in recipes that affect fertility title for farm fertility panel "FarmFertility" = "肥力"; more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' more info in FarmFertility__EquilibriumTooltip, example use: 'Fertility equilibrium: 40%' "FarmFertility__Equilibrium" = "肥力平衡: {0}"; describes fertility equilibrium describes fertility equilibrium "FarmFertility__EquilibriumTooltip" = "肥力平衡是土壤肥力在当前作物计划中自然收敛的值。当处于平衡态时,作物肥力消耗等于自然补充率。如果在轮作中设置了多个作物,则该值仅是近似值,因为每种作物可能具有不同的平衡值。请注意,肥力平衡不考虑肥料。"; 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" = "自然补充"; describes natural fertility replenish rate display describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "每月土壤肥力自然补充率(不施肥)。土壤越肥沃,补充率越高。当土壤肥力在100%以上时,自然补给为负,肥力缓慢下降。"; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "需要肥力:{0}"; tooltip explaining farm fertility need display tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "为了达到目标肥力水平,平均需要的额外肥力(当前轮作)。这种额外的肥力需要由肥料提供。"; 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" = "目标: {0}"; tooltip explaining farm fertility tooltip that explains quick repair action "FarmFertility__Tooltip" = "土壤肥力影响作物产量,60% 的肥力将只有 60% 的产量。大多数作物通过生长消耗肥力。f肥力低于 100% 时会自然补充,或者可以通过种植提供肥力的作物或使用化肥来增加肥力。一个接一个地种植相同的作物会增加它们的肥力消耗。因此,轮作不同的作物是有利的。"; 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" = "由于缺乏轮作,肥力消耗增加。"; title for farm fertility panel title for farm fertility panel "FarmFertilityTitle" = "土壤肥力"; describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' describes fertilizer to fertility conversion, example use: '1 fertilizer -> 1%' "FarmFertilizer__FertilizerConversion" = "1肥力->{0}"; describes fertilizer to fertility conversion describes fertilizer to fertility conversion "FarmFertilizer__FertilizerConversionTooltip" = "每单位储存的肥料提供多少土壤肥力。"; 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" = "最大肥力: {0}"; describes maximum fertilization target describes maximum fertilization target "FarmFertilizer__MaxFertilityTooltip" = "使用当前储存的肥料可实现的最大施肥目标。"; title for farm's stored fertilizer title for farm's stored fertilizer "FarmFertilizer__Title" = "存储的肥料"; describes fertilizers function and storage describes fertilizers function and storage "FarmFertilizer__Tooltip" = "肥料可用于人为地将土壤肥力提高到其自然平衡之上。有些肥料甚至可以将土壤肥力提高到 100% 以上。使用绿色滑块设置所需的施肥目标。肥料必须通过管道输送。当交付不同类型的肥料时,它们的特性将按比例混合。"; 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" = "肥料概述"; title of a window showing overview of all the existing fertilizers title of a window showing overview of all the existing fertilizers "FarmFertilizersOverview__Title" = "肥料概述"; title for farm irrigation tank title for farm irrigation tank "FarmIrrigation__Title" = "灌溉水箱"; tooltip explaining farm irrigation tooltip explaining farm irrigation "FarmIrrigation__Tooltip" = "准备灌溉的储存水量。当土壤水位低时,农场将自动开始灌溉。下雨时灌溉将关闭。"; 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" = "点击“+”开始生长"; short description short description of a machine "FarmT1__desc" = "允许种植各种作物。可用于食品生产。这个农场只依赖雨水。如果想要从外部供水的话, 那么需要给它升级。"; name name: ship part upgrade "FarmT1__name" = "农场"; short description short description "FarmT2__desc" = "可以连接到水源或肥料的灌溉农场。"; name name: ship part upgrade "FarmT2__name" = "灌溉农场"; example values: {0}=30%, {1}=15% short description "FarmT3__desc" = "与基本农场相比增加了{0}作物产量。作物还需要{1}额外的水和肥力。"; name name: ship part upgrade "FarmT3__name" = "温室"; name name: ship part upgrade "FarmT4__name" = "温室 II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "平均需要"; 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" = "土壤水位"; tooltip explaining how water works on farms tooltip explaining how water works on farms "FarmWater__Tooltip" = "每种作物都需要根据其对水的需求来生长。如果没有足够的水,作物将停止生长并开始枯萎。如果长时间不供水,作物可能会变干,从而需要过早收割。下雨时会补水。然后,农场可以升级为可以随时供水的灌溉系统。当农场里没有作物生长时,水会慢慢蒸发。只有当土壤有一些水分时,作物才能开始生长。"; 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" = "农场产量增加 {0},需水量增加 {1}"; 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" = "农业提振"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "快中子增殖反应堆是一种由快中子维持裂变链式反应的核反应堆。这个过程需要高度浓缩的燃料并产生大量热量。含有浓缩燃料的核心被一层可裂变材料包围,可裂变材料被快中子轰击并转化为裂变燃料。这个过程还允许燃烧通常需要数千年才能衰变的超铀同位素。该反应堆不使用固体燃料棒,而是将燃料溶解在熔盐中。它在更高的工作温度下运行以产生超高压蒸汽 (800 °C)。如果堆芯过热,且没有可用的紧急冷却机制,通过将熔融燃料排出反应堆,反应堆将自动关闭,所有燃料都将丢失,反应堆将被损坏。该电厂可以设置为在全功率运行时有效地提供高达 {0} MW 的电力。"; name name "FastBreederReactor__name" = "快中子增殖反应堆"; short description of a machine short description of a machine "FermentationTank__desc" = "利用微生物将糖转化为其他有用的物质,例如乙醇。这里使用的微生物没有任何薪水(他们只是喜欢糖)。"; name of a machine name of a machine "FermentationTank__name" = "发酵罐"; 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" = "位置:{0}"; caption for a table header displaying file sizes "FileSize_Title" = "文件大小"; "FirTree__desc" = "冷杉"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "能燃烧可燃液体和气体,但会产生污染。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "火炬"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "运输单位固体产品。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "运输单位固体产品。与前一等级的相比,其吞吐量增加了 {0} 倍。"; 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" = "允许对产品进行分类。"; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "平板分拣器"; name building or machine "FlatConveyorT1__name" = "平板传送带"; name building or machine "FlatConveyorT2__name" = "平板传送带 II"; name building or machine "FlatConveyorT3__name" = "平板传送带 III"; name: default name of the main ship name of a machine "Fleet__name" = "船"; tooltip tooltip "FlipShortcut__Tooltip" = "按下快捷键来镜面翻转"; description of flywheel, {0} = '120 MW-seconds' description of flywheel, {0} = '80 MW-seconds' "Flywheel__desc" = "飞轮能够将 {0} 的机械动力存储为旋转质量的惯性。只有当同一轴上的所有其他实体都闲置(不消耗或产生机械动力)时,它才会慢慢失去动力。"; name name of a machine "Flywheel__name" = "飞轮"; tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "锁定摄像头追踪这辆车。平移摄像头或单击此按键取消。"; title of a panel showing information about food in a settlement title of a panel showing information about food in a settlement "Food" = "食物"; number of food categories satisfied, example use: '2 categories' number of food categories satisfied, example use: '2 categories' "FoodCategoriesSatisfied" = "{0} 个种类满足"; name name "FoodCategory_Carbs__name" = "碳水化合物"; name name "FoodCategory_Protein__name" = "蛋白质"; name name "FoodCategory_Treats__name" = "点心"; name name "FoodCategory_Vitamins__name" = "维生素"; 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" = "食物消耗量增加了 {0}"; 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" = "食物充沛"; 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" = "食物消耗量减少了 {0}"; 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" = "节省食物"; 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" = "为{0}人提供食物"; 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" = "此食品类别将参与健康奖励如果提供的话。"; 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" = "健康奖励"; tooltip tooltip "FoodHealth__Tooltip" = "提供多种类别的食物可以提高人口健康水平。如果食物类别的旁边有健康图标,则可以参与健康奖励。在提供奖励之前,至少有两个类别需要被满足。"; 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" = "定居点的食物"; tooltip tooltip "FoodInSettlement__Tooltip" = "显示定居点中所有可用的食物以及有关消费和福利的信息。食物分门别类,提供多类食物可以提供健康福利。如果您提供多种食物,则总消费量分布在所提供的全部类型的食物中。提供各种食物也是凝聚力 的重要来源。"; tooltip "FoodLeftMainPanel__Tooltip" = "显示目前的食物供应能维持多久。只计算在定居点附属的食品市场中的食物供给。"; short description of a machine short description of a machine "FoodMill__desc" = "将有机产品研磨成细粉或油。"; name of a machine name of a machine "FoodMill__name" = "磨"; name: name of a settlement service provided to pops name of a machine "FoodNeed__name" = "食物"; short description of a machine short description of a machine "FoodProcessor__desc" = "可以用给定的原料生产不同的食物。"; name of a machine name of a machine "FoodProcessor__name" = "食品加工机"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "食物供给"; 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" = "该定居点中可用的食物供给。根据附属食品市场储存的所有食品的总和。"; Description of forestry tower. Description of forestry tower. "ForestryTower__desc" = "允许将植树机和伐木机分配到指定的林区。只适用于塔影响范围内的指定林区。"; name name "ForestryTower__name" = "林业控制塔"; option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "无限制"; option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "垂直同步"; tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "与屏幕刷新率同步"; option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "垂直同步 x2"; tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "每隔一帧,与屏幕刷新同步"; 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" = "可用燃料"; keep it as general fuel keep it as general fuel "FuelForShip__Title" = "给船只的燃料"; "FuelForShip__Tooltip" = "将左边的绿色滑块向右移动,使得该建筑物将储存的燃料转移到船上。该建筑还将要求卡车将其存储空间填满至绿色标记处。"; 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" = "每单程"; 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" = "车辆油耗降低 {0}"; policy / edict which can enabled by the player in their Captain's office. building or machine "FuelReduction__name" = "节省车辆燃料"; building or machine "FuelStationHydrogenT1__name" = "氢燃料站"; notification notification "FuelStationNotConnected__name" = "{entity} 没有连接燃油管"; notification notification "FuelStationOutOfFuel__name" = "{entity} 燃料耗尽"; short description "FuelStationT1__desc" = "分配到加油站的卡车将在其工作地点自动为挖掘机和树木收割机加油,这样他们就不会浪费时间自己去加油。"; building or machine building or machine "FuelStationT1__name" = "加油站"; advanced fuel station description short description "FuelStationT2__desc" = "与前一等级相比,提供更高的存储和加油率。"; building or machine building or machine "FuelStationT2__name" = "加油站 II"; building or machine building or machine "FuelStationT3__name" = "加油站 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" = "油箱"; name: ship part upgrade building or machine "FuelTankT1__name" = "额外的油箱"; Label above the game name column in the load & save; game is a set of save files in one session / folder "Game__Title" = "游戏"; 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" = "基础健康"; 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" = "影响人口的基准健康。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ComputingLow" = "消耗者没有计算资源"; 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" = "建设成本"; 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" = "影响机器、建筑、车辆等实体的建设成本。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConsumerBroken" = "消耗者没有维护"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DeconstructionRefund" = "解构退款"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "影响解构建筑物、机器和车辆时返回的材料量。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__DiseaseMortalityDiff" = "疾病死亡率"; 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" = "合同盈利度"; 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__ExtraContractsProfit_Tooltip" = "通过合同交易获得的额外免费商品。"; 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" = "额外的起始材料"; 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" = "有额外的起始材料,当报废毁坏的建筑物时也有额外的返回材料。岛上也会有额外的原油储量。"; 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__FarmsYieldDiff" = "农场产量"; 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" = "影响所有农场和温室的产量。"; 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__FuelConsumptionDiff" = "燃油消耗"; 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" = "影响车辆和货船的油耗。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__GroundwaterPumpLow" = "水泵无水"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__LoansDifficulty" = "贷款条件"; 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" = "维护消耗"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__OreSorting" = "混合矿石分类"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__OreSorting_Tooltip" = "如果启用,卡车中开采的混合材料必须在专用分拣设施中进行处理"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "污染影响"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__PollutionDiff_Tooltip" = "影响污染强度。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerLow" = "消耗者断电"; 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" = "传送带和仓储所需电力"; 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" = "设置传送带和仓储是否消耗电力以及消耗多少。如果电源设置为“{0}”,则传送带和仓储在缺乏电力的时候不会工作。如果设置为“{1}”,则以最高优先级消耗电力,但传送带和仓储在缺乏电力的情况下仍然可以正常工作。最后,可以完全禁用皮带和存储的电力消耗。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__QuickActionsCostDiff" = "快速行动成本"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__QuickActionsCostDiff_Tooltip" = "调整快速行动(例如快速送货)的凝聚力成本"; 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" = "快速修复"; 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" = "雨水产量"; 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" = "影响雨水产生的水量。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ResearchCostDiff" = "研究成本"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "调整每个研究任务所需的时间和资源。"; 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" = "矿石开采量"; 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" = "增加或减少矿石和沙子的开采量。如果增加,相比于标准设置, 挖掘机将从相同规模的矿床中开采更多的矿石。"; 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" = "定居点消费"; 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" = "影响您的民众消费多少食物、服务和商品。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "船只燃料耗尽"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__SolarPowerDiff" = "太阳能发电"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SolarPowerDiff_Tooltip" = "影响太阳能电池板产生的电量"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__Starvation" = "饥饿的影响"; 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" = "树木生长速度"; 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" = "影响树木生长速度。"; 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" = "凝聚力生成"; 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" = "影响在定居点中产生多少凝聚力。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "车辆燃料耗尽"; 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" = "天气"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesNoUnity" = "世界矿物资源枯竭"; 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" = "世界矿藏"; 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" = "影响世界矿山(例如石英矿或石油钻井平台)中矿床的大小。"; description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "对于经验丰富的船长来说,这是一个艰巨的挑战,有着严苛的机制"; clear description of difficulty setting (this is hard difficulty) clear description of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "仅限有经验的玩家"; title of game difficulty setting (this is hard difficulty) title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "上将"; 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" = "自定义"; description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "因为额外的奖金和机制,强烈推荐难度设置给新玩家"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "新手上路"; title of game difficulty setting (this is easy difficulty) title of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyTitle" = "水手"; description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "平衡消费与生产的体验,迎接更多挑战"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "适合寻求冒险的新玩家或回归的玩家"; title of game difficulty setting (this is standard difficulty) title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "船长"; rendering setting name rendering setting name "GameFpsLimitRenderingSetting__Name" = "游戏中的FPS限制"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "游戏初始化失败。请向我们发送详细报告。"; message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "游戏可能由于模组而无法初始化,请查阅日志以获取更多信息。"; message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "由于系统内存不足,游戏无法初始化。尝试关闭其他程序以释放内存。"; Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "开始"; Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "挑战"; Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "现实主义"; title of the game over message title of the game over message "GameOver__Message" = "结束了。这岛上已经没有人了。我想知道我能做些什么来防止这种情况发生......"; title of the game over message title of the game over message "GameOver__Title" = "游戏结束了!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "不能载入"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "无法将保存数据写入到'{0}':{1}\n\n请确保游戏有权限访问保存目录,并且驱动器上有足够的可用空间。访问可能会被防病毒软件或Windows功能中的'受控文件访问'阻止。\n"; shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile_Crash" = "GameSaveLoad__CannotSaveFile_Crash"; message when game failed to load due to missing save file message when game failed to load due to missing save file "GameSaveLoad__MissingFile" = "无法加载给定的存档,文件为空或不存在:{0}。"; message when game failed to load due to missing mod message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "无法加载给定的保存文件,因为它缺少 mod“{0}”(版本 {1},类型“{2}”)。"; 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" = "如果您仍想加载此存档文件,请退出游戏,转到 Steam > 属性 > Betas 并在下拉列表中选择 {0} 版本。 Steam 随后会为您下载之前的游戏版本。旧版本游戏不会含有最新版本新增的功能和特性。"; 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" = "此存档来自比当前支持的版本 ({1}) 更新的游戏版本 ({0})。您在旧的 Steam 分支上吗?"; 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" = "此存档来自较旧的游戏版本 ({0}),该版本的游戏不支持。"; 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" = "游戏种子"; tooltip explaining how is seed used in the game tooltip that explains what mods do and their potential danger "GameSeed__Tooltip" = "会影响在诸如天气生成或世界地图布局中使用的随机化技术。不影响地图生成"; category for key bindings affecting game speed "GameSpeed" = "游戏速度"; short description of a machine short description of a machine "GasInjectionPump__desc" = "通过将二氧化碳等气体溶解在液体中并在压力下将其注入地下,从而永久的处理二氧化碳等气体。不会有污染。只能建在石灰石矿床上。"; pump name pump name "GasInjectionPump__name" = "气体喷射泵"; Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "游戏时间"; 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" = "一般信息"; category for general key bindings "GeneralShortcuts" = "通用"; short description of a machine short description of a machine "GlassMakerT1__desc" = "将熔融玻璃浇铸成玻璃板"; name of a machine name of a machine "GlassMakerT1__name" = "玻璃制造机"; short description of a machine short description of a machine "GlassMakerT2__desc" = "将熔融玻璃浇铸成玻璃板,效率更高"; name of a machine name of a machine "GlassMakerT2__name" = "玻璃制造机 II"; title of a panel that shows global maintenance status title for balancer ratios configuration "GlobalMaintenanceStatus__Title" = "全局维护状态"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "显示全局维护状态。任何过多的维护都存储在全局缓冲区中。如果全局缓冲区已满,维护站将暂停其进度。如果缓冲区为空,通常意味着缺乏维护。"; 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" = "全球需求:"; 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" = "在你的{1}激活{0}命令"; title for set of goals title for set of goals "Goal__AdvancedDiesel__name" = "高级石油加工"; goal text, {0} = assembly, {1} = construction parts goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "建造另一个 {0} 以生成 {1}"; goal text, {0} - (0/2), {1} - Tree harvester goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "分配{0}卡车到{1}"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "将 {0} 分配给 {1},让它自动为您的所有挖掘机加油"; 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" = "建造 {0}"; 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" = "建造并连接 {0}"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "建造 {0} 并将其连接到 {1}"; text for a goal, {0}, {1}, {2} - machine / building names text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "建造 {0} 并将其连接到 {1}和 {2}"; text for a goal, {0}, {1} - machine / building names text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "建造 {0} 并使用 管道 将其连接到 {1}"; 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" = "建造 {0} 并确保 {1} 从 {2} 交付"; 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" = "建造另一个 {0}"; title for set of goals title for set of goals "Goal__BuildCaptainOffice__name" = "船长办公室"; goal text, {0} - cargo dock, {1} - fluid module goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "研究和建造 {0} 并附加 {1}"; 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" = "建造 {0},为它分配 {1} 并使用 {3} 将它连接到 {2}"; goal text, {0} - storage, {1} - diesel, {2} - distiller goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "为 {1} 建造 {0} 并将其连接到 {2}"; goal text, {0} - farm goal text, {0} - farm "Goal__BuildFarm" = "在肥沃的土地(草地)上建造{0}"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__BuildFuelStation" = "建造 {0} 并使用 {2} 将其连接到 {1}"; 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" = "建造{0},与现有定居点相连"; goal text, {0} - waste dump, {1} - waste water goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "在海岸附近建造 {0} 并启用配方来倾倒 {1}"; goal text, {0} oil pump, {1} basic distiller goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "在石油矿藏上建造{0}并将它们连接到{1}"; goal text goal text "Goal__BuildPowerGenerator" = "建造{0}开始发电"; title for set of goals title for set of goals "Goal__BuildResearchLab2__name" = "高级研究"; title for set of goals title for set of goals "Goal__BuildSlagStorage__name" = "提高炉渣输出"; 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" = "建造{0},然后用{2}把它连接到已有的{1}以输出{3}"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "建造 {0} ,将 {1} 附加到它,并连接来自 {3} 的 {2} 管道"; goal text, {0} - storage, {1} - product name goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "建造 {0} 并分配给它 {1}"; goal text goal text "Goal__BuildWasteCollection" = "建造附属于定居点的 {0}"; text for a goal, example use: 'Construct new Excavator' text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "建造新的 {0}"; title for set of goals title for set of goals "Goal__ConveyorBelts__name" = "设置传送带"; goal text goal text "Goal__Conveyors" = "使用传送带连接多台机器"; title for set of goals title for set of goals "Goal__CopperProduction__name" = "铜生产"; title for set of goals title for set of goals "Goal__CpIProduction__name" = "建筑零件"; title for set of goals title for set of goals "Goal__CrudeOilImport__name" = "自动化原油进口"; 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" = "为 {0} 指定倾倒区"; goal text, {0} - diesel goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "为新的 {0} 存储禁用卡车输入"; title for set of goals title for set of goals "Goal__DiscoverOilRig__name" = "寻找石油钻井平台"; 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" = "倾倒 {0}"; 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" = "倾倒 {0}"; 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" = "建立{0}矿场并开始开采{0}"; goal text goal text "Goal__ExploreWithShip" = "使用船只探索世界地图上的第一个位置"; title for set of goals title for set of goals "Goal__ExploreWithShip__name" = "修理码头并起航"; goal text, {0} - name of storage, {1} - slag goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "给{0} 分配 {1} 并将右侧(红色)滑块向左拖动以输出/倾倒"; goal text, {0} - product name, {1} - storage goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "将 {0} 存储在 {1} 中 "; goal text, {0} - Light oil, {1} - Flare goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "在 {1} 中燃烧多余的 {0}"; title for set of goals title for set of goals "Goal__FoodProduction__name" = "食品生产"; title for set of goals title for set of goals "Goal__FoodProduction2__name" = "食品生产 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" = "在 {1} 矿床附近建造一个 {0},将 {2} 和 {3} 分配给它并设置采矿指定。"; title for set of goals title for set of goals "Goal__FuelStation__name" = "加油站"; goal text goal text "Goal__GrowPotatoes" = "等待第一次收获土豆"; goal text goal text "Goal__HarvestTrees" = "开始砍伐树木"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "让您的 {0} 从 {2} 进口 {1}"; goal text, {0} - storage name, {1} - coal goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "将 {0} 中的左/绿色滑块向右拖动,使其主动请求 {1}"; title for set of goals title for set of goals "Goal__IronOreMining__name" = "铁矿石开采"; title for set of goals title for set of goals "Goal__IronProduction__name" = "铁生产"; goal text goal text "Goal__LoadCrew" = "将船员装载到船上"; title for set of goals title for set of goals "Goal__Maintenance__name" = "维护"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Mine" = "开采 {0}"; title for set of goals title for set of goals "Goal__MineCoal__name" = "煤矿"; goal text, {0} - beacon goal text, {0} - beacon "Goal__PauseBeacon" = "暂停 {0} 以降低难民入境率"; title for set of goals title for set of goals "Goal__PauseBeacon__name" = "减少入境难民"; goal text, {0} - coal maker, {1} - wood goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "暂停 {0} 以节省 {1}"; title for set of goals title for set of goals "Goal__PopulationGrowth__name" = "人口增长"; title for set of goals title for set of goals "Goal__PowerFromCoal__name" = "燃煤电厂"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Process" = "处理{0}"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "使用 {1} 和 {2} 建造{0} 并启用铜矿石加工配方"; goal text goal text "Goal__ProcessIron" = "启用在 {1} 中使用 {0} 的 铁配方"; title for set of goals title for set of goals "Goal__ProcessIronOre__name" = "加工铁矿石"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__Produce" = "生产{0}"; 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" = "建造 {0} 并生产 {1}"; goal text, {0} - lab equipment, {1} - assembly goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "在 {1} 中生产 {0}"; text for a goal, {0} - iron scrap, {1} - radio station text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "开始回收{1}以获得一些{0}"; goal text, {0} replaced with fuel name - diesel goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "把船装满{0}"; goal text, {0} - cargo ship goal text, {0} - cargo ship "Goal__RepairCargoShip" = "在世界地图上发现 {0} 并使用您的主舰修理它"; goal text, {0} - oil rig goal text, {0} - oil rig "Goal__RepairOilRig" = "修理{0}"; goal text goal text "Goal__RepairShip" = "修船"; goal text, {0} replaced with Shipyard goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "修理 {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" = "研究 {0}"; 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" = "研究并建造 {0}"; 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" = "研究并升级到 {0}"; title for set of goals title for set of goals "Goal__RubberProduction__name" = "合成橡胶"; goal text, {0} - assembly, {1} - construction parts goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "在{0}中选择配方来生产{1}"; title for set of goals title for set of goals "Goal__SettlementWater__name" = "居住用水"; title for set of goals title for set of goals "Goal__SetupBricks__name" = "砖生产"; title for set of goals title for set of goals "Goal__SetupCp2__name" = "建造 II"; title for set of goals title for set of goals "Goal__SetupDiesel__name" = "柴油生产"; title for set of goals title for set of goals "Goal__SetupTradings__name" = "贸易"; title for set of goals title for set of goals "Goal__SetupVehicleParts__name" = "车辆零件"; text for a goal, {0} replaced with title of a product text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "开始生产{0}"; title for set of goals title for set of goals "Goal__StockpileDiesel__name" = "库存柴油"; title for set of goals title for set of goals "Goal__StockpileProducts__name" = "库存产品"; goal text, {0} - bricks, {1} - iron goal text, {0} - bricks, {1} - wood "Goal__Trade" = "从世界地图上的村庄以 {1} 的价格购买 {0}"; goal text, {0} - Diesel, {1} - Medium oil goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "通过转换 {1} 生成 {0}"; text for a goal text for a goal "Goal__WaitForRefugees" = "等待第一批难民的到来"; title for set of goals title for set of goals "Goal__WasteDumping__name" = "垃圾倾倒"; goal text, {0} - oil rig goal text, {0} - oil rig "Goal__WorldMine" = "通过驾船探索来发现{0}"; tooltip explaining that the current goal is long-term tooltip explaining that the current goal is long-term "Goal_TakeTime" = "不需要急于达到这个目标。慢慢来,确保你的行业的其他部分也得到发展。"; 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" = "显示已完成的项目"; 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" = "显示锁定的项目"; 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" = "跳过这个目标"; confirmation text of a dialog to skip a goal confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "您确定要跳过此目标吗?您将错过通常在完成时获得的任何奖励。"; {0} = Maintenance depot {0} = Maintenance depot "GoalTip__Maintenance" = "大多数机器和车辆需要定期维护。您应该尽快研究并建造 {0},否则您的设备将开始损坏。"; "GoalTip_ActivateRecipe" = "单击机器,然后单击配方将其激活。激活的配方周围标有绿色边框。您可以选择多个配方,在这种情况下,它们的优先级由它们的顺序决定。"; "GoalTip_BeltsMotivation" = "将您的机器与传送带连接可以减少对卡车的需求。"; "GoalTip_BuildMore" = "你总是可以建造更多的机器来加速你的生产。"; "GoalTip_BuildNearShore" = "在靠近海岸的地方建造先进的石油加工设施,以便通过船舶轻松进口原油。"; {0} = liquid dump, {1} = distiller {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "您可以建造一条管道将 {0} 连接到 {1}如果他们离的比较近。"; {0} = storage, {1} = off, {2} = vehicle import {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "要禁用从卡车输入,请选择 {0} 并单击“{2}”下的 {1}。"; {0} = Shipyard {0} = Shipyard "GoalTip_RefuelShip" = "要为您的船只加油,请选择您的 {0} 并将绿色燃料滑块拖动到右侧。"; {0} = iron ore {0} = iron ore "GoalTip_ReorderRecipes" = "您可以通过将 {0} 配方移到配方列表中更高的位置来优先生产 {0}。配方执行优先级基于它们的顺序。您还可以建造另一个带有金属脚轮的熔炉来扩大您的生产规模。"; button to go back (e.g. to close a window) button to go back (e.g. to close a window) "GoBack" = "返回"; name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "金色表面"; Map description Map description "GoldenPeakStaticIslandMap__desc" = "瞧,金峰—一座被金光闪闪的雄伟山峰遮蔽的小岛!这张地图因其设置在不同高度的众多平台而带来了独特的挑战,需要策略性的土地开发来解锁新的工厂位置。为了进一步扩建你的可建造领地,挖掘山脉和高原来扩大你的基地,并将尾矿倾倒入海洋来扩大你的岛屿!"; Map name Map name "GoldenPeakStaticIslandMap__name" = "金峰"; name of a machine name of a machine "GoldFurnace__name" = "金炉"; Button to advance to the next step or tab in a wizard "GoNext" = "下一步"; 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" = "可以让该车辆驶向您单击指定的地点"; button that takes player a window that shows contracts overview button that takes player a window that shows contracts overview "GoToContracts" = "前往合同"; tooltip tooltip "GroundReserveTooltip__Groundwater" = "显示地下水储量的总体状况。地下水在下雨时得到补充,如果抽水过多,地下水可能会暂时耗尽。"; tooltip tooltip "GroundReserveTooltip__Oil" = "显示了该矿床原油地面储量的总体状况。这是有限的资源。我们需要在耗尽之前找到一个新的。需要在世界地图上找到原油的长期来源。"; 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" = "禁用自然人口增长"; 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" = "暂停增长"; name: ship part upgrade building or machine "Gun0__name" = "船舰机枪 (基础)"; name: ship part upgrade name "Gun1__name" = "船舰机枪 I (前)"; name: ship part upgrade name of a machine "Gun1Rear__name" = "船舰机枪 I (后)"; name: ship part upgrade name "Gun2__name" = "船舰机枪 II (前)"; name: ship part upgrade name of a machine "Gun2Rear__name" = "船舰机枪 II (后)"; name: ship part upgrade name "Gun3__name" = "船舰机枪 III(前)"; name: ship part upgrade name of a machine "Gun3Rear__name" = "船舰机枪 III (后)"; short description "HeadquartersT1__desc" = "使您能够宣布可以显著影响岛上人口和工业的法令。一些法令可以为您带来好处,但可能会让您每月花费凝聚力。其他法令可以每月生成凝聚力,但这些通常需要您提供一些东西作为回报。法令可以随时切换。"; example use 'Also adds +100% increase in quick trade volume' example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "同时增加{0} 快速交易额。"; 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" = "您岛上的人口健康可能会受到许多因素的影响,这些因素将列在下表中。积极的健康会产生凝聚力,也会导致人口增长。另一方面,负面健康会惩罚凝聚力并导致人口减少。有一些定居点的服务可以帮助提高人口的健康水平,例如清洁水、医疗保健或多种食品。"; 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% "HealthBonus__desc" = "加强安全以获得额外的 +{0} 健康积点。"; 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" = "健康增强"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HealthCareNeed__name" = "医院"; name name "HealthPointsCat_AirPollution__name" = "空气污染"; name "HealthPointsCat_AirPollutionShips__name" = "船舶污染"; name "HealthPointsCat_AirPollutionVehicles__name" = "车辆污染"; name name "HealthPointsCat_Base__name" = "基地"; name name "HealthPointsCat_Disease__name" = "疾病"; name name "HealthPointsCat_Edicts__name" = "法令"; name name "HealthPointsCat_Food__name" = "食物"; name name "HealthPointsCat_Healthcare__name" = "医疗保健"; name name "HealthPointsCat_LandfillPollution__name" = "垃圾填埋场污染"; name name "HealthPointsCat_WasteInSettlement__name" = "定居点垃圾"; name name "HealthPointsCat_WaterPollution__name" = "水污染"; name: describes the current weather name: describes the current weather "HeavyRainWeather__name" = "大雨"; amount of hit points amount of hit points "HitPoints" = "生命值"; notification name of a machine "Homeless__name" = "没有足够的住房,定居点人满为患"; notification, any strings in curly braces { } must be preserved and non-translated name of a machine "HomelessLeft__name" = "由于缺乏食物,{0} 无家可归者离开了该岛。"; short description short description "Hospital__desc" = "提供医疗保健,提高人口的整体健康,提供额外的凝聚力并减少疾病的负面影响。这座大楼需要配备医疗用品才能工作。"; name name "Hospital__name" = "诊所"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "该诊所需要提供医疗用品,以便为附属定居点提供服务。医疗保健的质量取决于所提供的用品。如果岛上有活跃的疾病,供应的消耗可能会暂时增加。"; 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" = "死亡率降低"; tooltip for Hospital_MortalityReduction tooltip for Hospital_MortalityReduction "Hospital_MortalityReductionTooltip" = "降低任何持续疾病的死亡率。例如,如果一种疾病的死亡率为 3%,而减少率为 2%,则最终死亡率将为 1%。"; 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" = "家电消费增加 {0},凝聚力增加 {1}"; 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" = "更多家电"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "家用设备"; 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" = "家居用品消费增加 {0},给定的凝聚力增加 {1}"; 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" = "更多家居用品"; 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" = "用集装箱建造的 供{0} 人居住的原始住房。"; building or machine name of a machine "Housing__name" = "住房"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "住房可以附属于现有的定居点,成为其一部分(并使用所有已经提供的服务,如食物)。或者可以将它独立放置,使其成为一个新定居点,在这种情况下,您需要用服务模块和它连接。"; label of a chart showing total housing capacity label of a chart showing total housing capacity "HousingCap" = "总容量"; name: toolbar category name name: toolbar category name "housingCategory__name" = "住房 & 服务"; 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" = "增加的需求"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "住房除了正常消费外,还增加了需求。这对于更高级的住房来很典型。"; housing description, for instance {0}=120 housing description, for instance {0}=120 "HousingT2__desc" = "为 {0} 人提供更舒适的高级住房。如果为住房提供所需的服务,它还可以提供每月凝聚力的增长。"; building or machine name "HousingT2__name" = "住房 II"; building or machine name "HousingT3__name" = "住房 III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "凝聚力奖励"; tooltip tooltip "HousingUnityBonus__Tooltip" = "如果下面列出的所有需求都得到满足,该房屋将在从提供给它的所有服务中生成的常规凝聚力之上提供凝聚力 奖励。"; short description of a machine short description of a machine "HydroCrackerT1__desc" = "在彼此之间转换不同的燃料类型,以帮助解决消耗不平衡问题。"; name of a machine name: ship part upgrade "HydroCrackerT1__name" = "裂解装置"; name of a machine name of a machine "HydrogenReformer__name" = "氢重整器"; "ImportantAnnouncementTitle" = "重要声明"; message shown when blueprint string failed to import message shown when blueprint string failed to import "ImportBlueprint__Fail" = "无法导入给定的字符串。"; message shown when blueprint was successfully imported message shown when blueprint was successfully imported "ImportBlueprint__Success" = "添加了新的蓝图!"; 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" = "从字符串导入"; 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" = "输入"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "卡车运送要求装载到船上的材料的优先级。"; tooltip tooltip "ImportPriority__ShipFuelTooltip" = "卡车运送燃料的优先级。"; tooltip tooltip that explains quick repair action "ImportPriority__ShipRepairTooltip" = "卡车运送船舶修理和改装所需材料的优先级。"; tooltip tooltip "ImportPriority__StorageTooltip" = "卡车运输指定产品的优先级。"; toggle button title, more info in ImportRoutesEnforce__Tooltip toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "只接受已分配车辆"; tooltip tooltip "ImportRoutesEnforce__Tooltip" = "仅通过指定的路线接受货物输入(默认设置)。如果禁用此功能,则货物可以从任何地方运送(意味着忽略输入路线)。"; title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "输入路线"; short description of a machine short description of a machine "IncinerationPlant__desc" = "燃烧垃圾的效率远高于基本燃烧器。该过程产生能量和蒸汽。"; name of a machine name of a machine "IncinerationPlant__name" = "垃圾焚烧厂"; 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" = "优先级"; tooltip tooltip for the electricity consumption status in machine inspector "IncreasedPriority__ConstructionTooltip" = "卡车将优先执行此操作以尽快完成"; 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" = "提高优先级"; tooltip tooltip "IndividualFoodSupply__Tooltip" = "估计当前供应可以满足定居点多长时间。如果定居点中还有其他类型的食物可用,则该估计值会增加。"; description of a machine short description of a machine "IndustrialMixer__desc" = "卡车将优先执行此操作以使其尽快完成将熔化的材料浇筑成板坯。"; name of a machine name of a machine "IndustrialMixer__name" = "搅拌机"; name of a machine name of a machine "IndustrialMixerT2__name" = "搅拌机 2"; short description short description "InfectionDisease__desc" = "为了防止将来发生这种疾病,请防止垃圾在您的定居点堆积。"; name name "InfectionDisease__name" = "感染"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "堆满垃圾的定居点"; allows trucks to deliver materials allows trucks to deliver materials "Input__Enable" = "启用输入"; temporarily disables any material deliveries temporarily disables any material deliveries "Input__Pause" = "暂停输入"; 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" = "输入"; Map description Map description "InsulaMortis__desc" = "探索神秘的死之群岛,这是一个充满传奇和神秘的岛屿群。要打开通往邻近岛屿的通道,需要翻山越岭采矿并通过将材料倾倒到海洋中来建造陆桥。\n\n尽管自然资源丰富,但有个传说说这个地方受到了诅咒。鲜有返回的侦察员提过诅咒,所以可能只是无稽之谈。好吧,除了吉米——在我们给他注射镇静剂之前,他可能已经因为死树而尖叫了。不过如果你想亲自看看的话,我相信你会没事的。\n"; 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" = "骷髅岛"; notification "InvalidExportRoute__name" = "{entity}:分配的路径无效。"; "InvalidExportRouteSuffix" = "仓库有输出路线但也设置了'{0}'滑块或关闭了卡车输出,这些设置不兼容。"; notification "InvalidImportRoute__name" = "{entity}:分配的路径无效。"; "InvalidImportRouteSuffix" = "仓库有输入路线但也设置了'{0}'滑块或关闭了卡车输入,这些设置不兼容。"; Short label for input, keep it short! Short label for input, keep it short! "IoLabel__IN" = "输入"; Short label for output, keep it short! Short label for output, keep it short! "IoLabel__OUT" = "输出"; 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" = "标准"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "一个均衡的地图。非常适合初学者或休闲玩家。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "难"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "适合已经有一些游戏经验的熟练玩家。需要计划和权衡。"; 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" = "有挑战的"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "适合于准备好失败并喜欢挑战极限的玩家。不要把成功视为理所当然。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "高级"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "一张稍微高级一点的地图,可能需要一些额外的规划。"; label for a key-binding "Kb_ApplyChanges__label" = "应用更改"; label for a key-binding "Kb_ClearDesignation__label" = "取消选择"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration label for a key-binding "Kb_CopyExcludingSettings__label" = "不保留设置的复制"; tooltip for a key-binding: Copy without configuration tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "复制建筑时按住以避免复制其配置"; label for a key-binding "Kb_DecreaseGameSpeed__label" = "减速"; label for a key-binding "Kb_DeleteEntireTransport__label" = "拆除整条输送装置"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "快速移除(使用凝聚力)"; label for a key-binding "Kb_Flip__label" = "翻转/切换 模式"; label for a key-binding "Kb_FreeLookMode__label" = "自由视角模式"; label for a key-binding "Kb_IncreaseGameSpeed__label" = "加速"; label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "跳转到已保存的相机位置 {0}"; label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "跳转到已保存的相机位置 {0}"; label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "跳转到已保存的相机位置 {0}"; label for a key-binding "Kb_LiftSnapping__label" = "切换吸附"; label for a key-binding "Kb_LowerDown__label" = "降低高度"; label for a key-binding "Kb_MoveDown__label" = "向下移动"; label for a key-binding "Kb_MoveLeft__label" = "向左移动"; label for a key-binding "Kb_MoveRight__label" = "向右移动"; label for a key-binding "Kb_MoveUp__label" = "向上移动"; label for a key-binding "Kb_PanCamera__label" = "移动视角(按住)"; label for a key-binding "Kb_PanSpeedBoost__label" = "增加移动速度"; label for a key-binding "Kb_PauseGame__label" = "暂停"; 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" = "只暂停"; tooltip for a key-binding: Pause only tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "按住使得暂停工具强制暂停而不是自动切换暂停。"; label for a key-binding "Kb_PhotoModeRotation__label" = "视角自动旋转"; label for a key-binding "Kb_PhotoModeTakePicture__label" = "屏幕截图"; label for a key-binding "Kb_PlaceMultiple__label" = "放置多个"; label for a key-binding "Kb_PrimaryAction__label" = "主操作 / 选择"; label for a key-binding "Kb_RaiseUp__label" = "提升高度"; label for a key-binding "Kb_Redo__label" = "重做"; label for a key-binding "Kb_Rotate__label" = "旋转"; label for a key-binding "Kb_RotateClockwise__label" = "顺时针旋转"; label for a key-binding "Kb_RotateCounterClockwise__label" = "逆时针旋转"; label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "保存相机位置 {0}"; label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "保存相机位置 {0}"; label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "保存相机位置 {0}"; label for a key-binding "Kb_Search__label" = "搜索"; label for a key-binding "Kb_SecondaryAction__label" = "替代操作/取消选择"; label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "将游戏速度设置为 {0}倍"; label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "将游戏速度设置为 {0}倍"; label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "将游戏速度设置为 {0}倍"; label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "将游戏速度设置为 {0}倍"; label for a key-binding label for a key-binding "Kb_ToggleBlueprints__label" = "蓝图"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "船长办公室 (若建造)"; label for a key-binding "Kb_ToggleCloneConfigTool__label" = "复制"; label for a key-binding "Kb_ToggleConsole__label" = "控制台"; label for a key-binding "Kb_ToggleCopyTool__label" = "复制"; label for a key-binding "Kb_ToggleCutTool__label" = "剪切"; label for a key-binding "Kb_ToggleDeleteTool__label" = "拆除/移除"; label for a key-binding "Kb_ToggleDumpingTool__label" = "指定倾倒区域"; 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" = "复制(即时复制)"; tooltip for a key-binding: Copy (insta-copy) tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "当你将鼠标悬停在一个实体上时,也会在按下时即时复制"; 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" = "剪切(即时剪切)"; tooltip for a key-binding: Cut (insta-cut) tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "当你将鼠标悬停在一个实体上时,也会在按下时进行即时剪切"; label for a key-binding label for a key-binding "Kb_ToggleLevelingTool__label" = "调平地形指定"; label for a key-binding "Kb_ToggleMap__label" = "世界地图"; label for a key-binding "Kb_ToggleMiningTool__label" = "指定采矿区域"; label for a key-binding "Kb_TogglePauseTool__label" = "暂停工具"; label for a key-binding that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). label for a key-binding "Kb_TogglePhotoMode__label" = "切换照相模式"; tooltip for a key-binding: Toggle photo mode tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "照片模式允许拍摄高质量的屏幕截图(比默认屏幕抓取质量更好)。"; label for a key-binding "Kb_TogglePlanningMode__label" = "切换规划模式"; label for a key-binding label for a key-binding "Kb_TogglePricePopup__label" = "显示或隐藏价格弹出窗口"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "碎片清理工具"; label for a key-binding "Kb_ToggleRecipesBook__label" = "配方表"; label for a key-binding "Kb_ToggleResearchWindow__label" = "研究"; label for a key-binding "Kb_ToggleResVis__label" = "资源可视化"; label for a key-binding "Kb_ToggleStats__label" = "统计数据"; label for a key-binding "Kb_ToggleSurfacingTool__label" = "表面指定"; label for a key-binding "Kb_ToggleTradePanel__label" = "贸易界面"; label for a key-binding "Kb_ToggleTransportMenu__label" = "运输界面"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "指定采伐区域"; label for a key-binding "Kb_ToggleTutorials__label" = "教程"; label for a key-binding "Kb_ToggleUnityTool__label" = "凝聚力工具"; label for a key-binding label for a key-binding "Kb_ToggleUpgradeTool__label" = "升级工具"; label for a key-binding "Kb_TransportNoTurn__label" = "保持直线"; label for a key-binding "Kb_TransportPortsBlocking__label" = "启用或关闭避开出入口"; label for a key-binding "Kb_TransportSnapping__label" = "吸附"; label for a key-binding "Kb_TransportTieBreak__label" = "使用另外的路径"; label for a key-binding "Kb_Undo__label" = "撤销"; label for a key-binding "Kb_ZoomIn__label" = "放大"; label for a key-binding "Kb_ZoomOut__label" = "缩小"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "清除"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "编辑"; notification notification "LabCannotResearchHigherTech__name" = "目前的研究对我们的实验室来说太先进了"; notification notification "LabMissingInputProducts__name" = "此实验室需要输入消耗性产品才能工作"; research lab is missing input products "LabStatus__MissingInput" = "缺少输入产品"; name: toolbar category name name: toolbar category name "landmarksCategory__name" = "地标和装饰"; description of ground water pump short description of a machine "LandWaterPump__desc" = "从地面沉积物中抽取水,在下雨时补充。必须建在地下水沉积之上。"; pump name name of a machine "LandWaterPump__name" = "地下水泵"; label for a dropdown that provides language setting for the game label for a dropdown that provides language setting for the game "Language" = "语言"; 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" = "上个月的变化:{0}"; "LastMonthUnityChanges__Title" = "上个月的变化"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "LastMonthUnityChanges__Tooltip" = "上个月 凝聚力持续收益和支出的总结。这不包含一次性行动或居住服务收入。"; Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "发射数"; 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" = "火箭燃料"; 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" = "准备就绪时自动发射"; Shown at then end of countdown when rocket lifts off Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "升空!"; starts countdown and launches the current rocket starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "开始发射倒计时!"; title of a panel to control rocket launch title of a panel to control rocket launch "LaunchPad_Launch__Title" = "发射控制"; title of a panel showing unity given per rocket launch title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "每次发射给予的凝聚力"; 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" = "声音抑制"; 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" = "资源层"; small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "允许垂直升高或降低固体产品单元。"; small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "平板升降机"; small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "允许垂直升高或降低散装产品。"; small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "散装产品升降机"; name name "LimestoneMine__name" = "石灰石采石场"; button to load the game from the currently selected save file button to load the game from the currently selected save file "Load_Action" = "载入"; title of a window that that enables to load existing save files title for panel that shows cargo stored / transported "Load_Title" = "加载游戏"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "此文件不可读!"; tooltip tooltip "LoadDisabled__Error" = "打开保存文件并读取其元数据时出错。尝试重启游戏。如果问题仍然存在,请检查日志以获取更多信息。"; tooltip tooltip "LoadDisabled__ModsMissing" = "至少一个当前保存文件所需的模组未安装。安装缺少的模组或禁用它,尝试在没有它的情况下运行游戏。"; {0} will be replaced with 'Settings' (Settings_Title) {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "模组加载已禁用,您需要在 {0} 中启用模组或禁用此保存文件所需的所有模组。"; 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" = "加载中..."; Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "借贷"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "点击以接受此贷款。"; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "借贷"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "信用分"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "显示你的还款情况。分数越高意味着你可以获得更好的贷款交易。按时还款会提高你的分数,但逾期还款会降低分数,使以后获得新贷款变得更加困难。"; how much player owes, used as: 'debt: 100' how much player owes, used as: 'dept: 100' "Loan_Debt" = "债务"; Tooltip for loan duration "Loan_DurationTooltip" = "借贷期限确定了你的最低年度支付额。你随时可以提前还清借贷。"; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "费用"; Tooltip for loan fee "Loan_Fee__Tooltip" = "每笔新贷款都收取的一次性费用。"; Loan interest rate "Loan_InterestRate" = "利率"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "新贷款适用的年利率。利率随你的信用评分而变化。"; Total interest paid on the current loan so far plus extra interest added to the existing debt (used as label to show the quantity). "Loan_InterestSoFar" = "至今累计利息"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "终生利息"; Maximum number of loans, keep short, please :) keep short, please :) "Loan_MaxLoans" = "最高贷款"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "确定您可以同时拥有的活跃贷款数量。"; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "您可以借款的最高限额取决于你过去的生产绩效和信用评分。"; Loan volume multiplier, keep short, please :) keep short, please :) "Loan_Multiplier" = "借贷额乘数"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "影响您可以借款的数额,根据您的信用评分进行调整。"; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "新的贷款"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "下一个支付"; tooltip explaining how payments are being paid tooltip "Loan_NextPayment__Tooltip" = "付款将自动从你的交易码头中扣除。请确保有足够的数量可用。"; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "后"; "Loan_NotAvailable__LowProduction" = "你的生产历史记录不符合借用该产品的最低标准。"; "Loan_NotAvailable__MaxLoans" = "你已达到一次性借贷限额。"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "你不能借超过 {0}"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "你不能借低于 {0}"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "逾期了!"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "缓冲区关闭"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "还贷缓冲区在每次还贷前打开 {0}。这一片将于 {1} 打开。"; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "设置车辆将产品运送到此缓冲区的优先级。数字越小表示优先级越高。"; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "贷款支付"; "Loan_PaymentBuffers__Tooltip" = "对于每笔活跃借贷,该码头都有一个产品缓冲区。当借贷支付到期时, 产品将从缓冲区中扣除以支付款项。卡车应定期将支付产品运送至码头。这些交付的访问权限在每个到期日前几个月开放。重建码头不会影响支付能力。"; see Loan_PayPerYear__part2, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' see Loan_PayPerYear__part2, used like this: 'Pay [X icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part1" = "支付"; see Loan_PayPerYear__part1, used like this: 'Pay [X product_icon] each year for the duration of: [number of years dropdown]' see Loan_PayPerYear__part1, used like this: 'Pay [X icon] each year for the duration of: [number of years dropdown]' "Loan_PayPerYear__part2" = "每年在这段时间期间:"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "产品将被送到你的交易码头。"; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "剩余利息"; button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "偿还"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "您需要输入一个有效的数量"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "库存产品不足,无法支付。"; tooltip "Loan_Repay__Tooltip" = "直接从你的存储仓偿还借贷,以减少你的债务。"; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "开始日期"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "开始的借贷"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "还剩"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "借贷支付已逾期 ({0})"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "未能收取借贷支付 ({0})"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "活跃借贷"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "可供出借的产品"; title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "借贷"; "Loans_Title__Tooltip" = "允许你从世界地图上的其他定居点借用产品。借用的产品将送至你的交易码头。您必须按年分期还清借用数量以及利息。支付将从您的交易码头中扣除,因此请确保卡车定期向码头供应产品。"; a difficulty option for loans, this is the easiest a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "宽松"; a difficulty option for loans, this is the hardest (although not really severe) a difficulty option for loans, this is the hardest (although not really severe) "LoansSetting__Hard" = "严格"; Example use: 350 km away from our Island Example use: 350 km away from our Island "Location_Distance" = "距我们的岛屿 {0} 公里"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "{0} 战舰得分:"; Example use: This location has Oil rig Example use: This location has Oil rig "Location_HasEntity" = "此位置有 {0}"; shown in a location and explains that player's ship is on its way there "Location_ShipOnWay" = "船只在途中"; 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" = "锁定"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "锁定 {0}"; rendering setting name rendering setting name "LodBiasRenderingSetting__Name" = "细节等级(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" = "自动"; "LogisticsControl__Auto_InputTooltip" = "卡车将被允许运送产品。但是一旦产品通过传送带/管道成功接收,卡车将不再被允许运送。如果传送带/管道随后断开连接,卡车交付将恢复。"; "LogisticsControl__Auto_OutputTooltip" = "卡车将被允许收集产品。但是一旦产品通过传送带/管道成功发送,卡车将不再被允许收集。如果传送带/管道随后断开连接,卡车收集将恢复。"; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "卡车输入"; 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" = "配置卡车是否可以 输入 产品"; 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" = "关闭"; "LogisticsControl__Off_InputTooltip" = "卡车将不被允许运输货物到此处。"; "LogisticsControl__Off_OutputTooltip" = "卡车将不被允许在此收取货物。"; 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" = "开启"; "LogisticsControl__On_InputTooltip" = "如果可能,卡车将被允许这里交付货物。"; "LogisticsControl__On_OutputTooltip" = "如果可能,卡车将被允许在这里提取货物。"; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "卡车输出"; 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" = "配置卡车是否可以 输出 产品"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "忙碌"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "极度忙碌"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "稳定"; tooltip "LogisticsStatus__Tooltip" = "显示您的卡车有多忙碌(不包括采矿作业区域)。点击了解更多详情。"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "非常忙碌"; description of transport description of transport "LooseConveyorFormattedFirst__desc" = "运输松散的产品。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "运输松散的产品。与前一等级相比,其吞吐量增加了 {0} 倍。"; short description: small machine that allows sorting of products short description "LooseConveyorSorter__desc" = "允许对产品进行分类。"; name: small machine that allows sorting of products building or machine "LooseConveyorSorter__name" = "U型分拣机"; name building or machine "LooseMaterialConveyor__name" = "U型传送带"; name name "LooseMaterialConveyorT2__name" = "U型传送带 II"; name name "LooseMaterialConveyorT3__name" = "U型传送带 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" = "收到战利品"; notification notification "LowFarmFertility__name" = "农场肥力太低"; notification notification "LowFoodSupply__name" = "粮食供应不足!"; notification name: describes the current weather "LowGroundwater__name" = "地下水位低"; notification notification "MachineIsBroken__name" = "由于缺乏维护机器坏了"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "通用机器"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "电力生产"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "食物生产"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "冶金冶炼"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "原油精炼"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "水提取和处理"; example: 'Made in version: 1.0.0' example: 'Made in version: 1.0.0' "MadeInVersion" = "为游戏版本:{0} 制作"; button to subscribe for our updates button to subscribe for our updates "MailingList" = "邮件列表"; short description short description "Mainframe__desc" = "为岛上提供算力资源。算力会用于机器人装配机和芯片制造机等高级机器的正常运行。这是低效的早期技术。"; name name "Mainframe__name" = "大型机"; title of player's main ship title of player's main ship "MainShipTitle" = "船舰"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else "Maintenance" = "维护"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "该实体需要定期维护才能运行。有关详细信息,请参阅维修站。"; name notification, any strings in curly braces { } must be preserved and non-translated "MaintenanceDepotT0__name" = "维修站 (基础)"; description of a maintenance depot description of a maintenance depot "MaintenanceDepotT1__desc" = "将产品转化为维护,分发给所有有需要的机器、建筑物和车辆。重要的是,如果没有足够的维护,车辆和机器可能会暂时发生故障。"; name notification, any strings in curly braces { } must be preserved and non-translated "MaintenanceDepotT1__name" = "维修站"; name notification, any strings in curly braces { } must be preserved and non-translated "MaintenanceDepotT2__name" = "维修站 II"; name name "MaintenanceDepotT3__name" = "维修 III 仓库"; 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" = "维护减少了 {0}"; policy / edict which can enabled by the player in their Captain's office. notification, any strings in curly braces { } must be preserved and non-translated "MaintenanceReduction__name" = "减少维护"; 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" = "默认"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "将此优先级设置为所有建筑和升级的默认优先级。"; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "对所有的解构的优先级设置为缺省。"; 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" = "编辑区"; 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" = "受管理区: {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" = "编辑指定"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "保存中..."; To show the island map name, used like this: 'Map New Haven To show the island map name, used like this: 'Map New Haven "Map" = "地图"; 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 2.1 km²' "MapArea__Flat" = "平坦区域"; Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' Shows the total area of an island (excluding ocean). Example of use: 'Land area 2.1 km²' "MapArea__Land" = "土地面积"; Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value Dimensions of the entire map (including ocean), shown next to "{x} x {y} km" value "MapArea__Total" = "地图大小"; shown when the current map file is probably corrupted. shown when the current map file is probably corrupted. "MapInvalid" = "地图未选或文件损坏。"; "MapleTree__desc" = "枫树"; "MapleTreeDry__desc" = "枫树(干)"; Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. Tooltip explaining resources toggle in the map selection screen, {0} replaced with number. "MapResources_EasyToReach_Tooltip" = "启用时,显示易达的资源:那些未淹没在海洋之下且在地面以下{0} 个单位内的资源。"; Label for a checkbox in the "Map resources" section of the map selection tab of the new game wizard that toggles preview of resource locations on the map Label for a checkbox in the "Map resources" section of the map selection tab of the new game wizard that toggles preview of resource locations on the map "MapResources_ShowPins" = "在地图上显示"; Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map Label for a checkbox on the fullscreen map view that toggles preview of resource locations on the map "MapResources_ShowPinsTooltip" = "在地图上显示资源"; Title shown above the map's resources in the map selection tab of the new game flow Title shown above the map's resources in the map selection tab of the new game flow "MapResources_Title" = "地图上的资源"; shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. shows map area, e.g. '1.2 × 1.4 km', use the × character, not a letter x. "MapSize_XY" = "{0} × {1} 公里"; text showing how many matches were found for a search query text showing how many matches were found for a search query "MatchesFound" = "{0} 个匹配项"; 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" = "最大火力范围"; item of a game mechanic item of a game mechanic "Mechanic_Casual__InfiniteMines" = "电力和计算中断造成的影响减少"; item of a game mechanic item of a game mechanic "Mechanic_Casual__LogisticsPower" = "传送带和储存单元不需要电力"; title of a game mechanic title of a game mechanic "Mechanic_Casual__Title" = "休闲模式"; item of a game mechanic item of a game mechanic "Mechanic_Casual__WorldMines" = "当凝聚力低时,世界矿山会减少资源产量,而不是完全停止"; item of a game mechanic item of a game mechanic "Mechanic_OreSorting__OreSorting" = "卡车上挖掘的混合材料必须在专用的分拣设施进行加工"; title of a game mechanic title of a game mechanic "Mechanic_OreSorting__Title" = "矿石分拣"; item of a game mechanic item of a game mechanic "Mechanic_Realism__Pumps" = "如果地下水被抽干,泵将停止工作"; item of a game mechanic item of a game mechanic "Mechanic_Realism__ShipsFuel" = "没有燃料船只将无法移动,也不能使用凝聚力作为补救"; item of a game mechanic item of a game mechanic "Mechanic_Realism__Starvation" = "人们会因饥饿而死亡"; title of a game mechanic title of a game mechanic "Mechanic_Realism__Title" = "现实模式"; item of a game mechanic item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "车辆没有燃料无法移动"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "机器和其他维护消耗者在损坏时停止工作"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "传送带和储存单元需要电力才能正常运行,不然会停止工作"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "快速修复操作不可用"; title of a game mechanic title of a game mechanic "Mechanic_RealismPlus__Title" = "现实模式++"; title of a game mechanic title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "世界矿山减少"; item of a game mechanic item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "世界矿山的储量减少"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "额外的起始资源"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "无限世界矿山"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "完全拆除退还"; title of a game mechanic title of a game mechanic "Mechanic_ResourcesBoost__Title" = "资源提升"; title for difficulty settings affecting game mechanics title for difficulty settings affecting game mechanics "Mechanics" = "机制"; 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" = "自动平衡"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "启用后,一旦轴几乎充满电,涡轮机将自动暂停,以免浪费输入产品。一旦轴的电量变低,生产将恢复。请记住,当涡轮机启动时,需要一些时间才能达到最大功率。"; efficiency title for mech power generators efficiency title for mech power generators "MechPowerGenerator__EfficiencyTitle" = "效率"; efficiency tooltip for mech power generators efficiency tooltip for mech power generators "MechPowerGenerator__EfficiencyTooltip" = "效率是产生的功率与输入的比率。它表示输入产品转换为机械能的效率。如果轴过载,会浪费一些产生的动力,效率也会相应下降。机器启动时也会损失效率。为避免启动损失,本机应不间断地连续运行。"; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "继续"; button to edit advanced game difficulty settings in-game button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "自定义难度"; Label for a button that opens game's discord, keep short! Label for a button that opens game's discord, keep short! "Menu__Discord" = "Discord"; 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" = "加载"; button to click on to open a map editor button to click on to open a map editor "Menu__MapEditor" = "地图编辑器"; button to start a new game button to start a new game "Menu__NewGame" = "新游戏"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "设置"; 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" = "保存"; rendering setting name rendering setting name "MenusFpsLimitRenderingSetting__Name" = "菜单FPS限制"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "消息"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "消息中心"; name of tutorial group about food production name of tutorial group about food production "MessageGroupFoodProduction__name" = "食品生产"; name of tutorial group about general topics name of tutorial group about general topics "MessageGroupGeneral__name" = "通用"; name of tutorial group for initial tutorials name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "入门"; 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" = "定居点"; name of tutorial group about terraforming (mining, dumping) name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "地形改造"; name of tutorial group about game tools (copy, paste, pause) name of tutorial group about game tools (copy, paste, pause) "MessageGroupTools__name" = "工具"; 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" = "世界"; victory message (part 1) victory message (part 1) "MessageOnVictory__part1" = "恭喜了,船长!你们克服了所有困难,建立了一个蓬勃发展的工业帝国,而且还往太空发射了火箭!"; victory message (part 2) victory message (part 2) "MessageOnVictory__part2" = "工业队长抢先体验版的内容到此结束,之后还有很多东西需要探索!你可以在这张地图上继续玩,也可以尝试不同的地图和更高的难度设置。"; victory message (part 3) victory message (part 3) "MessageOnVictory__part3" = "如果您有任何反馈,请通过我们的 Discord 服务器或 Steam 论坛与我们联系,我们很乐意听取您的意见!"; victory message caption victory message caption "MessageOnVictory__title" = "恭喜!"; title of message or tutorial building or machine "MessageWelcome__name" = "欢迎船长!"; "MessageWelcome__part1" = "船长,我们找到了一直在寻找的岛屿,它不在地图上!我们的船损坏严重,需要大修才能再次航行,不过我们在这里应该很安全。"; {0} = Construction parts {0} = Construction parts "MessageWelcome__part2V2" = "除了最初的补给,我们从零开始。我们应该开始制造{0},从而建造我们的基础设施,种植粮食来养活我们的人民,并找到一种方法来为我们的车辆制造燃料。"; "MessageWelcome__part3V2" = "这个岛看起来被遗弃了,但它有很多我们可以利用的自然资源。周围甚至还有一些废弃的建筑物,我们可以拆卸它们作为废料。"; {0} = Research Lab {0} = Research Lab "MessageWelcome__part4V2" = "此外,我们还应该建造一个 {0},这样我们就可以重新发明我们长期以来认为理所当然的所有技术。"; {0} = Trading Dock {0} = Trading Dock "MessageWelcome__part5" = "我们发现附近有一个定居点,我们可以与之交易,以防一些东西用完。一旦我们有了 {0},他们就可以将货物交付给我们。"; "MessageWelcome__part6" = "在我们一起经历了这一切之后,全体成员都指望着你。祝你好运!"; Surface that can be placed on the ground outside. Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "金属表面"; 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" = "这里有最复杂的制造工艺,将薄的单晶硅片慢慢转变为微芯片矩阵。芯片由许多层构成,每一层都必须以纳米级精度放置。制造流程在一个特殊的腔室中进行的,该腔室采用紫外线技术——物质与光反应形成各个层。微芯片的制造通常会经历很多阶段,包括清洗和涂层。最好从小处着手,然后扩大。小型装置可以通过分拣机以循环的形式连接起来。"; name of a machine notification "MicrochipMachine__name" = "微芯片机"; name of a machine name of a machine "MicrochipMachineT2__name" = "微芯片机 II"; short description short description "MineTower__desc" = "允许将挖掘机和卡车分配到指定的矿区。只有在塔影响范围内的指定矿区才能被开采。"; building or machine name of a machine "MineTower__name" = "矿山控制塔"; 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" = "未设置通知"; 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" = "无法处理时通知"; 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" = "配置您希望收到通知的材料,以防此处分配的卡车无法处理掉它们。示例就是您的倾倒指定地点用完了,并且采矿卡车无法清除泥土。"; title of a panel that sets what material should be prioritized by an excavator when mining title of a panel that configures in / out priorities for a balancer "MiningPriority__Title" = "挖矿优先级"; tooltip tooltip "MiningPriority__Tooltip" = "选择产品后,挖掘机将优先考虑包含所选产品的采矿指定区域。"; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "连接器"; title of other / misc settings title of audio settings "MiscellaneousSettings_Title" = "其他设置"; Tooltip shown for missing mods in the details panel of the load & save window Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "该模组未安装或版本不正确。"; 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" = "可用模组"; tooltip tooltip "ModsAvailable__Tooltip" = "已安装但未在当前保存文件中使用的模组。您可以选择下面的模组以在加载保存文件时包含它们。这仅适用于某些模组。"; List of mods required to load the selected save file shown in the details panel of the load & save window List of mods required to load the selected save file shown in the details panel of the load & save window "ModsInSave__Detail" = "需要的模组"; tooltip tooltip "ModsInSave__Tooltip" = "当前保存文件使用的模组。您可以取消选择模组以尝试在没有它的情况下加载游戏。请注意,删除提供新游戏内容的模组可能并不总是有效。"; description of transport description of transport "MoltenConveyorFormattedFirst__desc" = "运输熔融产品。"; name name "MoltenMetalChannel__name" = "熔火通道"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "一个月 = {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} 兆瓦-秒"; title of settings affecting nature - trees, crops growth title of settings affecting nature - trees, crops growth "Nature" = "自然"; 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" = "按下{0}键来循环查看所有结果"; tooltip for button that navigates to the next search result tooltip for button that navigates to the next search result "NavigateTo__Next" = "查看下一个结果"; tooltip for button that navigates to the previous search result tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "查看前一个结果"; e.g. 'Needs: 40 / month' e.g. 'Needs: 40 / month' "Needs" = "需要:"; {0} = damaged cargo ship {0} = damaged cargo ship "NeedsRepairsDesc__Parametrized" = "此 {0} 需要修复才能使用。"; notification, any strings in curly braces { } must be preserved and non-translated name of a machine Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} 需要传输装置才能输出 {0}"; 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" = "蓝图"; 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" = "新发现!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "错误: {0}"; tooltip of a button that creates a new folder tooltip of a button that creates a new folder "NewFolder__Tooltip" = "新建一个文件夹。"; 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" = "新文件夹"; In new game wizard. Title of the tab where you configure game options In new game wizard. Title of the tab where you configure game options "NewGameWizard__Customization" = "自定义"; 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" = "游戏难度"; In new game wizard. Label for the game name entry field In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "给你的游戏起名"; Shown when we fail to write a testing save file to a save folder before starting the new game "NewGameWizard__GameName__FailedToWrite" = "NewGameWizard__GameName__FailedToWrite"; In new game wizard. Warning shown next to the game name entry field when the name is already used In new game wizard. Warning shown next to the game name entry field when the name is already used "NewGameWizard__GameName__InUse" = "这个游戏名称已经被使用了"; In new game wizard. Warning shown next to the game name entry field when the name contains invalid characters. "NewGameWizard__GameName__InvalidChars" = "NewGameWizard__GameName__InvalidChars"; Button that launches a new game Button that launches a new game "NewGameWizard__Launch" = "启动游戏"; 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" = "选择地图"; In new game wizard. Title of the tab where you configure optional game meachanics In new game wizard. Title of the tab where you configure optional game meachanics "NewGameWizard__Mechanics" = "机制"; 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" = "新游戏"; "NewRefugees" = "人口增加!"; "NewRefugees__Beacon" = "难民加入了我们的岛屿!干得好,灯塔!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "{entity} 在其区域内没有指定的开采区"; notification name "NoCropToGrow__name" = "农场没有分配作物"; notification notification "NoForestryDesignInTowerArea__name" = "{entity} 范围内未划定林业区域"; 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" = "没有可用的实验室"; notification name of a machine "NoMineDesignInTowerArea__name" = "{entity} 在其区域内没有指定的开采区"; 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" = "无"; Message shown in empty dropdowns Message shown in empty dropdowns "NoOptions" = "未找到选项"; notification notification "NoProductAssignedToEntity__name" = "{entity} 没有被分配产品"; notification name of a machine Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} 没有选择配方"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "没有研究活动"; example: 'Groundwater pump has no resource to extract' example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} 没有可提取的资源"; notification notification "NotEnoughFuelToRefuel__name" = "没有足够的燃料为车辆加油"; 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" = "没有足够的 {0}"; notification name of a machine "NotEnoughPower__name" = "没有足够电力"; notification name 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" = "没有足够凝聚力"; notification notification "NotEnoughUpointsForEntity__name" = "{entity} 没有足够凝聚力"; notification name of a machine "NotEnoughWorkers__name" = "没有足够工人"; shown when nothing is found for a search query. shown when nothing is found for a search query. "NothingFound" = "没有找到结果"; 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" = "未找到关于“{0}”的任何内容"; notification text when new world map location is explored notification text when new world map location is explored "Notification__LocationExplored" = "探索过的地方"; notification text when refugees arrive to the island notification text when refugees arrive to the island "Notification__NewRefugees" = "新难民"; notification text when research is completed, {0} is research name notification text when research is completed, {0} is research name "Notification__ResearchComplete" = "完成: {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" = "船舰在战斗中"; mute notifications audio "Notifications__Mute" = "通知静音"; explains that there are no new notifications "Notifications__NoNew" = "无新通知"; unmute notifications audio "Notifications__Unmute" = "通知静音取消"; 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" = "如果无法存储更多的话,发通知"; 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" = "当库存低时发出通知"; notification notification "NoTreeSaplingsForPlanter__name" = "没有树苗可供{entity}种植"; notification notification "NoTreesToHarvest__name" = "{entity} 没有可采伐的树木"; notification notification "NoTruckAssignedToTreeHarvester__name" = "{entity}没有被分配卡车"; "NoVehicleDepotAvailable" = "没有接受此类车辆的可运营的车厂"; 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" = "未分配车辆"; short description short description "NoWaterDisease__desc" = "细菌性疾病通过受污染的水传播。为了预防这种疾病,请确保您的住区有稳定的清洁水供应。"; name name "NoWaterDisease__name" = "霍乱"; explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "供水不足"; 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" = "开启自动调节"; "NuclearReactor__AutoThrottle_Tooltip" = "若启用,反应堆将根据热量需求调节目标功率。自动调节永远不会超过目标功率等级(在上面的滑块上设置),也不能低于第一级(会导致反应堆关闭)。自动调整通过冷却循环实现;没有它,热量的快速变化可能会导致反应堆的熔毁。该调节功能需要消耗算力。"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "维持来自浓缩铀棒的核链式反应的热核反应堆。该反应释放出大量用于产生蒸汽的能量。该工厂可以设置成在全功率运行时能有效提供高达 {0} MW 的电力。请注意,乏燃料具有放射性,如果不储存在专门的设备中,会对人造成伤害。"; 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" = "反应堆升级前需要先关闭"; 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"; "NuclearReactor__EmergencyCoolingTooltip" = "冷却一般会在反应堆开始过热时使用,这通常发生在供水不够快, 无法转化为蒸汽的情况下(或者蒸汽输出堵住了)。当你没有使用自动能量调节时,冷却不是强制性的。但强烈建议在该情况下开启,因为它可以提供额外的保护,有助于避免任何潜在的过热。"; title of panel showing info about fuel enrichment in nuclear reactor title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "浓缩"; title of panel showing info about fuel enrichment in nuclear reactor title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "如果提供输入,它将被浓缩成裂变燃料。浓缩过程是可选的,不会影响反应堆的燃料效率。裂变燃料缓存达上限并不会影响反应堆的运行。"; 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" = "该反应堆具有高级的安全特性,可防止过热时的辐射泄漏,但会损失全部燃料。"; 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" = "过热还会导致大量辐射泄漏到该区域。"; 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" = "反应堆热量"; "NuclearReactor__HeatLevelTooltip" = "当前在反应堆中积聚的热量。热量是产生蒸汽来运行涡轮机所必需的。热量产生的速度取决于反应堆的当前功率水平。当热量达到红色标记以上时,紧急冷却将会减少反应堆中的多余热量。如果热量水平超过加热棒的最大值,反应堆将会严重过热,损坏反应堆并向该区域释放辐射。"; name vehicle "NuclearReactor__name" = "核反应堆"; explanation of nuclear reactor state when it has low maintenance explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "如果维护不当,核反应堆将无法启动。增加维护以安全启动。"; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "核反应堆严重过热,正在关闭。根据严重程度,可能会导致装载的燃料损失、建筑物损坏(维护损失)和放射性泄漏。"; 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" = "功率水平"; "NuclearReactor__PowerLevelTooltip" = "通过向右拖动橙色滑块,你可以定义反应堆需要保持的功率水平。这会影响反应堆产生的蒸汽量以及它燃烧燃料的速度。所有产生的热量都需要被使用。任何一点额外的热量都会慢慢积聚,最终导致反应堆过热。基本反应堆没有自动功率调节的功能,这使得它们的热量输出是固定的。"; notification notification "NuclearReactorInMeltdown__name" = "核反应堆达到临界温度,正在关闭!"; 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" = "至少需要 {0}单位燃料"; 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" = "反应堆中的燃料"; tooltip explaining how fuel works in a reactor tooltip explaining how the fuel rods work in the reactor "NuclearReactorRods__Tooltip" = "只要提供如下所示的最少数量的燃料,反应堆就会运行。当燃料耗尽时,它将被新的替换,乏燃料或其他对应产品将被返还。"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "提供更高吞吐量的高级热反应堆。该反应堆还能够使用 MOX 燃料。它还可以自动调节其功率水平(如果提供算力)。该电厂可以设置为在全功率运行时有效地提供高达 {0} MW 的电力。"; name name "NuclearReactorT2__name" = "核反应堆 2"; short description of a machine short description of a machine "NuclearReprocessingPlant__desc" = "一种复杂的设施,通过分离裂变产物(不再裂变的材料,如果留在反应堆中会减慢反应速度)来再处理放射性物质。孤立的废料衰变得更快,可以在合理的时间内处理掉。使用熔融玻璃将分离出的废料玻璃化成固体形式,以便于储存。"; name of a machine name of a machine "NuclearReprocessingPlant__name" = "核后处理厂"; short description vehicle description, for instance {0}=18 "NuclearWasteStorage__desc" = "一种特殊的地下储存设备,可以安全地管理任何放射性废料而不会对岛上的居民造成任何危险。为子孙后代留下一份遗产。"; name name of a machine "NuclearWasteStorage__name" = "核废料储存"; example: '1 day', '2 days' example: '1 day', '2 days' "NumberOfDays" = "{0}天"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0}个月"; e.g. 1 settlement, 2 settlements e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} 处定居点"; example: '1 year', '2 years' example: '1 year', '2 years' "NumberOfYears" = "{0} 年"; "OakTree__desc" = "橡树"; "OakTreeDry__desc" = "橡树(干)"; 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" = "人口"; 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" = "岛上所有定居点的当前人口规模及其可用的住房容量。超出容量会导致岛上人满为患,并且每个月都会受到对凝聚力的惩罚。"; 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" = "该定居点的当前人口规模及其可用的住房容量。要查看整个岛屿的人口,请转到岛屿概览。"; notification notification "OceanAccessBlocked__name" = "海洋通道受阻"; title for ocean quality setting title for ocean quality setting "OceanRenderingQuality" = "海洋渲染质量"; short description: {0} is an integer specifying max height such as '10' short description of a machine "OceanWaterPumpLarge__desc" = "更大的泵,可以放置在最高距离海平面 {0} 的高度。但需要更多的动力。"; name name of a machine "OceanWaterPumpLarge__name" = "海水泵 (高)"; short description: {0} is an integer specifying max height such as '5' short description of a machine "OceanWaterPumpT1__desc" = "从海洋中抽水。工作高度最高为水平面高度{0}。"; name name of a machine "OceanWaterPumpT1__name" = "海水泵"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "关闭"; short description of a machine vehicle description, for instance {0}=20,{1}=2 "OilPump__desc" = "从地下抽原油。"; pump name vehicle "OilPump__name" = "油泵"; short description short description of a machine "OilRigCost1__desc" = "该站在有工人分配给它时提供原油。"; name name of a machine "OilRigCost1__name" = "石油钻机"; used as for instance: / month used as for instance: / month "OneMonth" = "月"; In new game wizard. Label on a button to open the CoI Hub community website In new game wizard. Label on a button to open the CoI Hub community website "OpenCoIHub" = "浏览社区地图"; 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" = "打开研究界面"; Button to open statistics for a particular product Button to open statistics for a particular product "OpenStats" = "打开统计数据"; 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" = "打开教程"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "允许任何车辆在此加油"; a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely a difficulty option where pumps reduce their throughput when out of groundwater instead of stopping entirely "Option_ReducesThroughput" = "降低吞吐量"; 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" = "无限"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "选项"; used as value in configuration, example usage: 'Fuel consumption: 20% increased' used as value in configuration, example usage: 'Fuel consumption: 20% increased' "OptionValIncreased" = "增加 {0}"; example usages: '-4 meters' or '+1 meter' example usages: '-4 meters' or '+1 meter' "OptionValMeters" = "{0} 米"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "减少 {0}"; 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" = "标准"; 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" = "命令"; more info in OreSorting_AllowedProducts__Tooltip more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "待分拣的产品"; {0} - replaced with mine tower {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "选择可以在此设施中分拣的产品。只有在这里选择了所有产品后,卡车才会运送混合货物。卡车总是更喜欢分拣设施而不是倾倒在地面上。但是,如果您为矿山分配了管理倾倒指定的 {0},则这些指定将优先于分选设施。此设置使您能够跳过对仅包含不需要产品的货物进行的分拣。"; tooltip for toggle in ore sorting plant to set to notify if plant can't no longer work due to its output being blocked tooltip for toggle in ore sorting plant to set to notify if plant can't no longer work due to its output being blocked "OreSorter_BlockedAlert__Tooltip" = "如果启用,当该产品阻塞输出时,您将收到通知。"; title of a container showing all the mixed input products waiting to be sorted in the sorting plant title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "未分拣的输入"; note: this will never be used in singular form, usually number will be around 8 products note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "单个设施无法分拣超过 {0} 种不同的产品"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "拒绝单一产品装载"; tooltip for toggle in ore sorting plant tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "仅运载一种类型产品的卡车将被拒绝。"; tooltip "OreSorter_ProductBlocked__Tooltip" = "OreSorter_ProductBlocked__Tooltip"; Call to action for player to select products to sort in ore sorting plant Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "选择要进行分拣的产品"; short description short description "OreSortingPlantT1__desc" = "该设施负责对挖掘机装载到卡车上的混合材料进行分拣。这是必要的,因为卡车不能直接将混合货物送到储存单元或建筑物中。"; name name "OreSortingPlantT1__name" = "矿石分拣设施"; tooltip for a dropdown that allows to select machine's output port for a particular product tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "输出此产品的端口的ID"; 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" = "输出"; more information in OutputThisProductOnly__Tooltip more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "只输出这个产品"; tooltip tooltip "OutputThisProductOnly__Tooltip" = "如果启用,此存储的输出端口将仅输出此产品。"; toggles visibility of mining & dumping designations toggles visibility of mining & dumping designations "Overlays__Designations" = "采矿和倾倒"; toggles visibility of grid on terrain toggles visibility of grid on terrain "Overlays__Grid" = "地形网格"; title to panel that highlights individual resources like coal, iron ore. title fo panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "资源"; title for window that shows overlays like resources, designations. title for balancer ratios configuration "Overlays__Title" = "叠加"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "树木收割"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "覆盖"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "您确定要覆盖 {0} 吗?"; title of panel that shows all the owned vehicles title of panel that shows all the owned vehicles "OwnedVehicles" = "拥有车辆"; description of a machine short description of a machine "OxygenFurnace__desc" = "通过在高压下将纯氧吹入铁水,降低其碳含量来制造钢。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "氧气炉"; name of a machine name of a machine "OxygenFurnaceT2__name" = "氧气炉Ⅱ"; "PalmTree__desc" = "棕榈树"; explained in PartialTrucksToggle__Tooltip explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "允许卡车不满载"; tooltip tooltip "PartialTrucksToggle__Tooltip" = "如果启用此功能并且队列中没有作业,则可以为卡车分配不一定充分利用其货物容量的送货任务(例如 50% 的货物利用率)。这使得物流在您岛屿的早期阶段更能快速的响应。但是之后,禁用此功能就可以节省燃料成本。"; title for particle quality setting title for particle quality setting "ParticlesRenderingQuality" = "粒子质量"; title of a button to paste string from the clipboard title of a button to paste string from the clipboard "PasteString__Action" = "粘贴"; tooltip tooltip "PasteString__Tooltip" = "单击从剪贴板粘贴字符串。"; 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" = "补丁说明"; 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" = "您上次玩游戏后的游戏更新"; button to request to pause some operation (not the game itself) button to request to pause some operation (not the game itself) "Pause" = "暂停"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "暂停"; 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" = "暂停工具"; tooltip tooltip "PauseTool__PauseOnlyTooltip" = "按住快捷键来实现只暂停功能,这会禁用重新开始的功能。"; tooltip tooltip "PauseTool__Tooltip" = "按住并拖动一片区域来暂停或重新启动建筑物与车辆"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "旅程"; 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" = "拍照模式"; description of transport description of transport "PipeFormattedFirst__desc" = "输送液体和气体。管道一次不能运输一种以上的产品类型。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "运送液体和气体。与前一等级相比,其吞吐量增加了 {0} 倍。"; name name "PipeT1__name" = "管道"; name name "PipeT2__name" = "管道 II"; name name "PipeT3__name" = "管道 III"; tooltip tooltip "PlaceMultipleTooltip" = "按住快捷键来多次放置选中的建筑物"; "PlaceSurface__Tooltip" = "为卡车指定一个表面放置区域。"; 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" = "规划模式"; 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" = "规划模式开启"; tooltip tooltip "PlanningModeActive__Tooltip" = "启用规划模式,这意味着任何新的建造都将暂停(阻止卡车送货)。可以在屏幕左侧的工具菜单中关闭此模式。"; title for pollution title for pollution "Pollution" = "污染"; name of a machine name of a machine "PolymerizationPlant__name" = "聚合装置"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "人口增长"; 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" = "人口增长了 {0}"; policy / edict which can enabled by the player in their Captain's office. building or machine "PopsBoostT1__name" = "增长推助"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "隔离中"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "挨饿中"; title to explain that some people can't work, followed by a list of reasons with number of people title to explain that some people can't work, followed by a list of reasons with number of people "PopsCannotWorkTitle" = "有些人不能工作"; 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" = "每个月,{0}的人口会提桶跑路"; 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" = "驱逐"; 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" = "隔离总劳动力的 {0},使得任何持续疾病的影响降低 {1}。"; 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" = "隔离"; 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} 个人饿死了!"; notification notification "PopsStarving__name" = "人们在挨饿!"; 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" = "没有人可接管"; title for population title for population "Population" = "人口"; title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "增长"; "PopulationGrowth__Tooltip" = "如果有良好的条件和足够的住房,人口会增长。疾病和污染会减缓增长。"; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "打开人口概览"; title of a window that shows the global population overview "PopulationOverview__Title" = "人口概览"; title of settings affecting electricity title of settings affecting electricity "Power" = "电力"; tooltip explaining how power production priority assignment works tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "发电优先级。如果电力有冗余,优先级高(数字小)的发电机将发电,而优先级低的发电机将处于待机状态。"; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "电力生产根据当前需求自动调整。不会产生不需要的电力。请注意,若发电机未以 100% 的载荷运行时,生产效率可能会降低。"; example: 'Utilization: 20%' example: 'Utilization: 20%' "PowerGenerator__Utilization" = "利用率: {0}"; short description short description "PowerGeneratorT1__desc" = "将机械能转化为电能。旋转的越慢,效率就越低。"; name name of a machine "PowerGeneratorT1__name" = "发电机"; short description short description "PowerGeneratorT2__desc" = "优化的发电机,摩擦更少,效率更高。它旋转得越慢,效率就越低。"; name name of a machine "PowerGeneratorT2__name" = "发电机(大)"; name: name of a settlement service provided to pops name of a machine "PowerNeed__name" = "电"; if set, belts will always require power otherwise won't work if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "需要一直用电"; if set, belts will consume power if available if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "有电的时候用电"; if set, belts will never consumer power if set, belts will never consumer power "PowerSetting__DoNotConsume" = "从不用电"; 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" = "优先级"; tooltip tooltip for the electricity consumption status in machine inspector "Priority__ConstructionTooltip" = "“交付本次施工所需材料”的优先级。"; tooltip tooltip for the electricity production status in power generator inspector "Priority__DeconstructionTooltip" = "“移除从这次解构中返回的材料”的优先级。"; suffix added into each priority tooltip suffix added into each priority tooltip "Priority__OrderingExplanation" = "数字越小,优先级越高。"; tooltip tooltip that explains quick repair action "PriorityGeneral__Tooltip" = "工人分配、电力、维护和 凝聚力消耗的一般优先级。"; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "工人分配、电力、维护和凝聚力消耗的一般优先级。同时确定使用卡车时产品交付和移除的优先级。"; "ProducedLastMonth" = "上个月生产的"; "ProducedThisMonth" = "这个月生产的"; fluid product fluid product "Product_Acid__name" = "酸"; fluid product fluid product "Product_Ammonia__name" = "氨"; name: unit product unit product "Product_Anesthetics__name" = "麻醉剂"; name: loose product loose product "Product_AnimalFeed__name" = "动物饲料"; name: unit product unit product "Product_Antibiotics__name" = "抗生素"; name: loose product loose product "Product_Biomass__name" = "生物质"; 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" = "毯式燃料"; see more in Product_BlanketFuel see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "毯式燃料(浓缩)"; name: unit product unit product "Product_Bread__name" = "面包"; name: unit product unit product "Product_Bricks__name" = "砖块"; fluid product name of a machine "Product_Brine__name" = "盐水"; name: loose product loose product "Product_BrokenGlass__name" = "碎玻璃"; name: unit product unit product "Product_Cake__name" = "蛋糕"; name: loose product loose product "Product_Canola__name" = "油菜"; fluid product fluid product "Product_CarbonDioxide__name" = "二氧化碳"; name: virtual product name: virtual product "Product_CargoShip__name" = "货船"; name: unit product building or machine "Product_Cement__name" = "水泥"; name: virtual product name: virtual product "Product_Chicken__name" = "鸡肉"; name: a chicken body with removed limbs and feathers, ready to be butchered unit product "Product_ChickenCarcass__name" = "鸡骨架"; fluid product name: describes the current weather "Product_ChilledWater__name" = "冷冻水"; fluid product fluid product "Product_Chlorine__name" = "氯"; name: loose product loose product "Product_Coal__name" = "煤"; name: loose product loose product "Product_Compost__name" = "堆肥"; name: unit product unit product "Product_ConcreteSlab__name" = "混凝土楼板"; name: unit product unit product "Product_ConstructionParts__name" = "结构件"; name: unit product unit product "Product_ConstructionParts2__name" = "结构件 II"; name: unit product unit product "Product_ConstructionParts3__name" = "结构件 III"; name: unit product unit product "Product_ConstructionParts4__name" = "结构件 IV"; name: unit product unit product "Product_ConsumerElectronics__name" = "消费类电子产品"; fluid product fluid product "Product_CookingOil__name" = "食用油"; name: unit product name of a machine "Product_Copper__name" = "铜"; name: loose product loose product "Product_CopperOre__name" = "铜矿石"; name: loose product loose product "Product_CopperOreCrushed__name" = "碎铜矿石"; name: loose product loose product "Product_CopperScrap__name" = "铜废料"; name: unit product name: unit product "Product_CopperScrapPressed__name" = "压铜废料"; 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" = "核心燃料"; 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" = "核心燃料(用过)"; name: loose product loose product "Product_Corn__name" = "玉米"; fluid product fluid product "Product_CornMash__name" = "玉米泥"; fluid product fluid product "Product_CrudeOil__name" = "原油"; fluid product name of a machine "Product_Diesel__name" = "柴油"; name: loose product name of a machine "Product_Dirt__name" = "土"; name: unit product unit product "Product_Disinfectant__name" = "消毒剂"; name: unit product unit product "Product_Eggs__name" = "鸡蛋"; name: unit product name of a machine "Product_Electronics__name" = "电子产品"; name: unit product name of a machine "Product_Electronics2__name" = "电子产品 II"; name: unit product unit product "Product_Electronics3__name" = "电子产品 III"; fluid product fluid product "Product_Ethanol__name" = "乙醇"; fluid product fluid product "Product_Exhaust__name" = "尾气"; fluid product name of a machine "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 (有机)"; name: loose product loose product "Product_FilterMedia__name" = "过滤介质"; name: waste from nuclear fission name: waste from nuclear fission "Product_FissionProduct__name" = "裂变产物"; name: unit product unit product "Product_Flour__name" = "面粉"; name: unit product unit product "Product_Flowers__name" = "花"; name: unit product unit product "Product_FoodPack__name" = "食品包"; name: unit product unit product "Product_Fruit__name" = "水果"; fluid product fluid product "Product_FuelGas__name" = "燃气"; name: unit product unit product "Product_Glass__name" = "玻璃"; name: loose product loose product "Product_GlassMix__name" = "玻璃混合物"; name: unit product unit product "Product_Gold__name" = "金"; name: loose product loose product "Product_GoldOre__name" = "金矿石"; name: loose product loose product "Product_GoldOreConcentrate__name" = "金精矿"; name: loose product loose product "Product_GoldOreCrushed__name" = "碎金矿石"; name: loose product loose product "Product_GoldOrePowder__name" = "金矿粉"; name: loose product loose product "Product_GoldScrap__name" = "金废料"; name: unit product name: unit product "Product_GoldScrapPressed__name" = "压金废料"; name: unit product unit product "Product_Graphite__name" = "石墨"; name: loose product name of a machine "Product_Gravel__name" = "碎石"; fluid product fluid product "Product_HeavyOil__name" = "重油"; name: unit product unit product "Product_HouseholdAppliances__name" = "家用设备"; name: unit product unit product "Product_HouseholdGoods__name" = "家庭用品"; fluid product fluid product "Product_Hydrogen__name" = "氢"; fluid product fluid product "Product_HydrogenFluoride__name" = "氟化氢"; name: unit product unit product "Product_ImpureCopper__name" = "不纯铜"; name: unit product building or machine "Product_Iron__name" = "铁"; name: loose product loose product "Product_IronOre__name" = "铁矿石"; name: loose product loose product "Product_IronOreCrushed__name" = "碎铁矿石"; name: loose product loose product "Product_IronScrap__name" = "铁废料"; name: unit product name: unit product "Product_IronScrapPressed__name" = "压铁废料"; name: unit product unit product "Product_LabEquipment__name" = "实验室设备"; name: unit product unit product "Product_LabEquipment2__name" = "实验室设备 II"; name: unit product unit product "Product_LabEquipment3__name" = "实验室设备 III"; name: unit product unit product "Product_LabEquipment4__name" = "实验室设备 IV"; fluid product fluid product "Product_LightOil__name" = "轻油"; name: loose product loose product "Product_Limestone__name" = "石灰石"; name: loose product name: loose product "Product_ManufacturedSand__name" = "机制砂"; name: unit product unit product "Product_Meat__name" = "肉"; name: loose product loose product "Product_MeatTrimmings__name" = "碎肉"; name: unit product unit product "Product_MechanicalParts__name" = "机械零件"; name: unit product unit product "Product_MedicalEquipment__name" = "医用器材"; name: unit product unit product "Product_MedicalSupplies__name" = "医疗用品"; name: unit product unit product "Product_MedicalSupplies2__name" = "医疗用品 II"; name: unit product unit product "Product_MedicalSupplies3__name" = "医疗用品 III"; fluid product fluid product "Product_MediumOil__name" = "中油"; name: unit product unit product "Product_Microchips__name" = "微芯片"; name: unit product unit product "Product_MicrochipsStage1A__name" = "微芯片 阶段 1 a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "微芯片 阶段 1 b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "微芯片 阶段 1 c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "微芯片 阶段 2 a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "微芯片 阶段 2 b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "微芯片 阶段 2 c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "微芯片 阶段 3 a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "微芯片 阶段 3 b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "微芯片 阶段 3 c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "微芯片 阶段 4 a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "微芯片 阶段 4 b"; molten product molten product "Product_MoltenCopper__name" = "熔融铜"; molten product molten product "Product_MoltenGlass__name" = "熔融玻璃"; molten product molten product "Product_MoltenIron__name" = "铁水"; molten product molten product "Product_MoltenSilicon__name" = "熔融硅"; molten product molten product "Product_MoltenSteel__name" = "钢水"; name: unit product unit product "Product_Morphine__name" = "吗啡"; 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棒"; fluid product fluid product "Product_Naphtha__name" = "石脑油"; fluid product notification "Product_Nitrogen__name" = "氮"; fluid product fluid product "Product_Oxygen__name" = "氧"; name: unit product name: unit product "Product_Paper__name" = "纸"; name: unit product unit product "Product_PCB__name" = "印刷电路板"; name: unit product unit product "Product_Plastic__name" = "塑料"; name: unit product name: unit product "Product_Plutonium__name" = "钚"; name: high purity polycrystalline form of silicon, keep short unit product "Product_PolySilicon__name" = "硅(聚)"; name: loose product loose product "Product_Poppy__name" = "罂粟"; name: loose product loose product "Product_Potato__name" = "土豆"; name: loose product loose product "Product_Quartz__name" = "石英"; name: loose product name: loose product "Product_QuartzCrushed__name" = "石英碎"; name: loose product loose product "Product_Recyclables__name" = "可回收物"; name: unit product name: unit product "Product_RecyclablesPressed__name" = "压实的可回收物"; 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" = "可回收的核废料"; name: loose product vehicle "Product_Rock__name" = "岩石"; name: unit product name of a machine "Product_Rubber__name" = "橡胶"; name: loose product vehicle "Product_Salt__name" = "盐"; name: loose product loose product "Product_Sand__name" = "沙"; name: unit product unit product "Product_Sausage__name" = "香肠"; fluid product name of a machine "Product_Seawater__name" = "海水"; name: unit product unit product "Product_Server__name" = "服务器"; name: unit product unit product "Product_SiliconWafer__name" = "硅片"; name: by-product of smelting ores in furnace loose product "Product_Slag__name" = "矿渣"; name: loose product name of a machine "Product_SlagCrushed__name" = "碎矿渣"; name: loose product loose product "Product_Sludge__name" = "污泥"; name: unit product unit product "Product_Snack__name" = "零食"; name: unit product vehicle "Product_SolarCell__name" = "太阳能电池"; name: unit product unit product "Product_SolarCellMono__name" = "太阳能电池单体"; fluid product name: describes the current weather "Product_SourWater__name" = "酸水"; name: loose product loose product "Product_Soybean__name" = "大豆"; name: spent nuclear fuel, radioactive, keep short notification "Product_SpentFuel__name" = "乏燃料"; 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" = "用过的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" = "乏气"; high pressure steam, keep short! fluid product High pressure steam. "Product_SteamHi__name" = "蒸汽(高压)"; low pressure steam, keep short! fluid product Low pressure steam. "Product_SteamLP__name" = "蒸汽(低压)"; 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" = "蒸汽(超高压)"; name: unit product unit product "Product_Steel__name" = "钢"; name: loose product unit product "Product_Sugar__name" = "糖"; name: loose product loose product "Product_SugarCane__name" = "甘蔗"; name: loose product loose product "Product_Sulfur__name" = "硫"; name: unit product unit product "Product_Tofu__name" = "豆腐"; fluid product fluid product "Product_ToxicSlurry__name" = "有毒浆液"; name: unit product name: unit product "Product_TreeSapling__name" = "树苗"; name: loose product name: loose product "Product_UraniumDepleted__name" = "贫铀"; name: unit product name: unit product "Product_UraniumEnriched__name" = "浓缩铀 (4%)"; name: unit product name: unit product "Product_UraniumEnriched20__name" = "浓缩铀 (20%)"; name: loose product loose product "Product_UraniumOre__name" = "铀矿石"; name: loose product loose product "Product_UraniumOreCrushed__name" = "碎铀矿石"; name: Recycled uranium created from partially spent fuel name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "再加工铀 (1%)"; name: unit product unit product "Product_UraniumRod__name" = "铀棒"; name: unit product unit product "Product_Vegetables__name" = "蔬菜"; name: unit product unit product "Product_VehicleParts__name" = "车辆零件"; name: unit product unit product "Product_VehicleParts2__name" = "车辆零件 II"; name: unit product unit product "Product_VehicleParts3__name" = "车辆零件 III"; name: virtual product name: virtual product "Product_Virtual_Computing__name" = "算力"; name: virtual product name of a machine "Product_Virtual_Electricity__name" = "电"; name name "Product_Virtual_Groundwater__name" = "地下水"; name: virtual product name: virtual product "Product_Virtual_Heat__name" = "热"; name: virtual product notification, any strings in curly braces { } must be preserved and non-translated "Product_Virtual_MaintenanceT1__name" = "维护 I"; name: virtual product notification, any strings in curly braces { } must be preserved and non-translated "Product_Virtual_MaintenanceT2__name" = "维护 II"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT3__name" = "维护 III"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "机械动力"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "空气污染"; name: virtual product name: virtual product "Product_Virtual_PollutedWater__name" = "水污染"; 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" = "凝聚力"; name: loose product loose product "Product_Waste__name" = "垃圾"; name: unit product name: unit product "Product_WastePressed__name" = "压缩的垃圾"; fluid product name: describes the current weather "Product_WasteWater__name" = "废水"; fluid product name: describes the current weather "Product_Water__name" = "水"; name: loose product loose product "Product_Wheat__name" = "小麦"; name: unit product unit product "Product_Wood__name" = "木材"; name: loose product name: loose product "Product_Woodchips__name" = "木屑"; 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" = "黄饼"; label of a panel that shows an average monthly production (keep it short) "Production" = "产能"; 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" = "生产成本估计值"; list of products list of products "Products" = "产品"; 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" = "选择一个产品"; 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" = "被过滤的产品"; "ProductsToFilter__None" = "没有产品设置为被过滤"; title of a tool that is used to remove debris such as stone, bushes and stumps. title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "清除碎片"; tooltip tooltip "PropsRemovalTool__Tooltip" = "点击或拖动鼠标至碎片(石头,灌木,树桩)区域以清除它们。此操作会消耗凝聚力。"; example usage: 'Provides ' - means this entity provides coal. example usage: 'Provides ' - means this entity provides coal. "Provides" = "提供"; 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" = "允许为消耗剩余电力的消耗者供电"; option for electricity consumption for machines and buildings option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "启用后,此处产生的电力也可供设置为仅消耗剩余电力的机器和建筑物使用。剩余模式对于任何未使用的电力都会被浪费的发电机(例如太阳能电池板)很有用,并且可以提供给剩余电力的消耗者, 剩余发电机总是优先于非剩余发电机发电。"; rendering preset name for 2nd best option rendering preset name for 2nd best option "QualityPreset__HighQuality" = "高质量"; rendering preset name for the worst quality but highest performance rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "高性能"; rendering preset name for the 2nd worst quality but balanced performance rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "平衡的"; rendering preset name for best rendering option rendering preset name for best rendering option "QualityPreset__UltraQuality" = "超高质量"; 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" = "石英矿"; button to instantly deliver some materials for unity button to instantly deliver something for unity "QuickBuild__Action" = "快速交付"; error popup shown when quick delivery is not allowed "QuickBuild__NotAllowed" = "QuickBuild__NotAllowed"; tooltip that explains quick deliver for unity tooltip that explains trucks assignment to a general building (e.g. storage) "QuickBuild__Tooltip" = "为了加快当前的施工速度,可以立即运送缺少的材料而无需等待卡车来运送它们。在仓库或造船厂必须要有可用的要交付的材料。"; button to instantly remove some materials something for unity button to instantly remove some materials something for unity "QuickRemove__Action" = "快速移除"; tooltip that explains quick remove for unity tooltip that explains quick remove for unity "QuickRemove__Tooltip" = "通过立即移除所有材料来加速当前的解构。移除的材料将被转移到仓库或码头。"; exits the game entirely (back to windows) exits the game entirely (back to windows) "QuitGame" = "退出游戏"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "你确定要退出游戏吗? 未保存的进度会丢失。"; range of a ship radar range of a ship radar "RadarRange" = "雷达范围"; tooltip tooltip "RadiationLevel__Tooltip" = "辐射水平。数字越高,释放到该区域的辐射就越多(除非燃料已安全储存)。"; short description short description of a machine "RainwaterHarvester__desc" = "下雨时收集雨水。有内置小水箱。"; building or machine building or machine "RainwaterHarvester__name" = "雨水收集器"; name: describes the current weather name: describes the current weather "RainyWeather__name" = "下雨"; 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" = "配方"; 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" = "新配方"; "RecipesBook__OpenHint" = "提示:您可以右键单击游戏中任何配方中的产品图标以跳转到该产品的概览"; 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" = "配方"; button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "恢复"; vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "这辆车将被拆卸并在最近的车厂重新组装。"; shows recycling efficiency, more details on this in tooltip shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "回收效率"; "RecyclingEfficiency__Tooltip" = "这与该分拣设备的效率无关。相反,它定义了您的岛屿在维修站和定居点等地方将废料转化为可回收物的效率。因此,例如 40% 的效率意味着 40% 用于维护的铁最终成为可回收材料。没有转化为可回收物的东西会被浪费掉。请注意,由于对未来效率提高的预期而推迟可回收物的处理将无济于事,因为转换是在创建可回收物时完成的,而不是在分类时完成的。通过研究和法令可以提高效率。"; 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" = "回收效率提高了 {0}"; 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" = "增加回收"; description of research that increases recycling efficiency by {0} percent description of research that increases recycling efficiency by {0} percent "RecyclingRatioIncrease" = "回收效率增加 +{0}%"; a difficulty option where player gets a full (100%) refund when deconstructing something a difficulty option where player gets a full (100%) refund when deconstructing something "RefundOption__Full" = "全额退还"; a difficulty option where player gets only a partial refund when deconstructing something a difficulty option where player gets only a partial refund when deconstructing something "RefundOption__Partial" = "部分退还"; Relative times shown in the load & save windows Relative times shown in the load & save windows "RelativeTime_Days" = "{0} 天前"; Relative times shown in the load & save windows Relative times shown in the load & save windows "RelativeTime_Hours" = "{0} 小时前"; Relative times shown in the load & save windows. {0} is a positive integer Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "{0}分钟前"; Relative times shown in the load & save windows. {0} is a positive integer Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "{0}秒钟前"; 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" = "不能被移走"; 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" = "货物正在转运"; could not demolish an animal farm as it has animals could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "农场中有动物"; 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" = "储存的产品需要先清空"; 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" = "无法被移除—已被分配船只"; 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" = "无法移除附有一些服务建筑的定居点的一部分。"; 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" = "定居点必须保持连续"; 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" = "需要先移除的模块"; 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" = "需要报废"; 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" = "船上有货物"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport "RemoveProducts" = "清除"; button to stop products removal from a conveyor belt button to stop products removal from a conveyor belt "RemoveProducts__Stop" = "停止移除"; tooltip tooltip that explains what mods do and their potential danger "RemoveProducts__Tooltip" = "要求卡车从该运输装置中移除产品。"; 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" = "立即移除存储在此配方使用的内部输入和输出缓冲区中的产品。这些产品将被转移到任何可用的仓库或码头。"; option for rendering quality setting for the high quality option for rendering quality setting for the high quality "RenderingQuality__High" = "高"; option for rendering quality setting for low quality option for rendering quality setting for low quality "RenderingQuality__Low" = "低"; option for rendering quality setting for medium quality option for rendering quality setting for medium quality "RenderingQuality__Medium" = "中"; 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" = "关闭"; option for rendering quality setting for the very high quality option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "很高"; 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" = "此硬件不支持{0}"; title for rendering settings title for rendering settings "RenderingSetting_Title" = "渲染"; Label for the rendering quality preset buttons in the settings window Label for the rendering quality preset buttons in the settings window "RenderingSettingPreset_Label" = "预设"; 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 install a new ship part "ReplaceShipPart" = "更换零件"; tooltip tooltip "ReplaceVehicle__MainTooltip" = "允许更换(升级)这辆车。请求的更换将安排在附近的车厂进行组装。更换完成后,车辆将前往维修站进行报废和更换。与此同时,车辆将照常运行。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "没有兼容的车厂可以建造选定的替代品。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "没有选择要更换的车辆。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "车辆正前往车厂进行更换。"; tooltip combined with ReplaceVehicle__MainTooltip tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "车辆正在等待车厂建造它的替代品。"; button to open a page to report game issue / bug button to open a page to report game issue / bug "ReportIssue" = "报告问题"; 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" = "捐献"; 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" = "声望提升"; 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" = "您可以捐赠一些产品来增加您在此定居点的声誉。您拥有的声誉越高,您获得的交易报价就越多。声誉也会影响人口的接管。产品必须由您的船交付。"; 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" = "将我们的声誉提高到 {0}"; 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" = "需要"; title or tooltip of a button that opens research tree title or tooltip of a button that opens research tree "Research" = "研究"; ex: 14 / 98, research progress in the details panel of the load & save window ex: 14 / 98, research progress in the details panel of the load & save window "Research__Detail" = "研究"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedLogisticsControl__desc" = "提供额外的物流和倾倒的管理。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "高级物流控制"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "为熔炼提供了更高的产量, 也提高了碎矿石的熔炼效率。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "高级冶炼"; title of a research node in the research tree "ResearchArcFurnace2__name" = "电弧炉Ⅱ"; title of a research node in the research tree name of a machine "ResearchAssembler3__name" = "装配机(机器人) II"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicComputing__name" = "基本计算"; description of a research node in the research tree short description of a machine "ResearchBasicDiesel__desc" = "能够泵出岛上有限的石油储备并将其转换为柴油。效率不高。"; title of a research node in the research tree name of a machine "ResearchBasicDiesel__name" = "基础柴油"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "马铃薯的初级种植。我们只需要希望会下雨。"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "初级农业"; title of a research node in the research tree building or machine "ResearchBeacon__name" = "灯塔"; title of a research node in the research tree title of a research node in the research tree "ResearchBioDiesel__name" = "生物柴油"; title of a research node in the research tree building or machine "ResearchBiofuel__name" = "生物燃料"; title of a research node in the research tree title of a research node in the research tree "ResearchBlueprints__name" = "蓝图"; title of a research node in the research tree name of a machine "ResearchBoilerElectric__name" = "电热锅炉"; title of a research node in the research tree title of a research node in the research tree "ResearchBricksProduction__name" = "砖生产"; title of a research node in the research tree title of a research node in the research tree "ResearchBurner__name" = "焚化炉"; title of a research node in the research tree title of a research node in the research tree "ResearchCanola__name" = "油菜"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice__desc" = "你自己的办公室!所有重要的决定都是在这里做出的。"; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "船长办公室"; description of a research node in the research tree description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "更宽敞一点的办公室。它提供了对高级法令的访问并被动增加了快速交易量。"; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice2__name" = "船长办公室 2"; title of a research node in the research tree title of a research node in the research tree "ResearchCarbonDioxideRecycling__name" = "二氧化碳回收"; description of a research node in the research tree cargo depot description "ResearchCargoDepot__desc" = "使岛外资源(例如原油)的运输过程自动化。"; title of a research node in the research tree building or machine "ResearchCargoDepot__name" = "货运港"; title of a research node in the research tree building or machine "ResearchCargoDepot2__name" = "货运港 II"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot3__name" = "货运港 III"; title of a research node in the research tree title of a research node in the research tree "ResearchCargoDepot4__name" = "货运港 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant__name" = "化工厂和纸品"; title of a research node in the research tree title of a research node in the research tree "ResearchChemicalPlant2__name" = "化工厂 II"; title of a research node in the research tree title of a research node in the research tree "ResearchChickenFarm__name" = "养鸡场"; title of a research node in the research tree title of a research node in the research tree "ResearchCompactor__name" = "压实机"; title of a research node in the research tree title of a research node in the research tree "ResearchConcreteAdvanced__name" = "混凝土生产"; title of a research node in the research tree title of a research node in the research tree "ResearchConsumerElectronics__name" = "消费类电子产品"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "直接连接机器,以提供平稳和连续的操作。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "传送带"; description of a research that provides advanced conveyor belts description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "具有更高吞吐量的传送带。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "传送带 II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "传送带 III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "智能传送带路由"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "铜电解使我们能够达到 99% 的纯铜。这样我们就可以最大限度地利用它的属性。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "铜精炼"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "使用酸来进行的更有效的铜精炼过程。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "铜精炼Ⅱ"; description of a research node in the research tree short description "ResearchCornCrop__desc" = "能够在农场种植和收获玉米。"; title of a research node in the research tree name "ResearchCornCrop__name" = "玉米种植"; description of a research that provides advanced construction parts description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "生产先进的建筑零件。"; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "施工 II"; title of a research node in the research tree title of a research node in the research tree "ResearchCp3Packing__name" = "施工 III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "施工 IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "生产基础结构件。"; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "施工"; title of a research node in the research tree title of a research node in the research tree "ResearchCropRotation__name" = "轮作"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "柴油生产的先进工艺等等。"; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "高级柴油"; title of a research node in the research tree title of a research node in the research tree "ResearchCrusherLarge__name" = "破碎机(大)"; title of a research node in the research tree title of a research node in the research tree "ResearchCustomSurfaces__name" = "自定义表面"; title of a research node in the research tree title of a research node in the research tree "ResearchDatacenter__name" = "数据中心"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "解构效率"; title of a research node in the research tree title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "解构效率 II"; title of a research node in the research tree title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "大型发电机"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts1__desc" = "您可以在办公室应用一些非常有用的法令。"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts1__name" = "法令"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts2__desc" = "另一套有用的法令。"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts2__name" = "法令 II"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts3__name" = "法令 II"; title of a research node in the research tree title of a research node in the research tree "ResearchEdicts4__name" = "法令 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchElectricity__name" = "电力"; title of a research node in the research tree name of a machine "ResearchElectrolysis__name" = "电解"; title of a research node in the research tree title of a research node in the research tree "ResearchElectrolysis2__name" = "电解槽 2"; description of a research of a ship engine upgrade short description "ResearchEngine2__desc" = "安装后,该船将能够行驶更远。"; title of a research node in the research tree name "ResearchEngine2__name" = "船舰引擎 II"; title of a research node in the research tree name "ResearchEngine3__name" = "船舰引擎 III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "排气过滤"; title of a research node in the research tree ship name "ResearchFarmingT2__name" = "灌溉农场"; 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" = "发酵"; description of a research node in the research tree description of a research node in the research tree "ResearchFertilizers__desc" = "提供化肥工业化生产。"; title of a research node in the research tree title of a research node in the research tree "ResearchFertilizers__name" = "化肥"; title of a research node in the research tree title of a research node in the research tree "ResearchFoodMarket2__name" = "食品市场 II"; description of a research node in the research tree description of a research node in the research tree "ResearchFoodPacking__desc" = "允许包装食物,以便通过合同出售。"; title of a research node in the research tree title of a research node in the research tree "ResearchFoodPacking__name" = "食物包装"; description of a research node in the research tree description of a research node in the research tree "ResearchFruit__desc" = "能够在温室中种植和收获水果。"; title of a research node in the research tree title of a research node in the research tree "ResearchFruit__name" = "水果"; description of a research node in the research tree description of a research node in the research tree "ResearchFuelStation__desc" = "厌倦了挖掘机来回加油?建造这个车站并为其分配一些卡车。"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation__name" = "加油站"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation2__name" = "加油站 II"; title of a research node in the research tree title of a research node in the research tree "ResearchFuelStation3__name" = "加油站 III"; title of a research node in the research tree title of a research node in the research tree "ResearchGasCombustion__name" = "气体燃烧"; description of a research node in the research tree description of a research node in the research tree "ResearchGlassSmelting__desc" = "提供玻璃的生产。"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmelting__name" = "玻璃制造"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "玻璃制造 II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "黄金冶炼"; title of a research node in the research tree title of a research node in the research tree "ResearchHeavyOilCracking__name" = "重油裂解"; title of a research node in the research tree title of a research node in the research tree "ResearchHospital__name" = "医院"; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdAppliances__name" = "家用设备"; description of a research node in the research tree description of a research node in the research tree "ResearchHouseholdGoods__desc" = "用于定居点的家居用品,在提供时会产生额外的凝聚力。"; 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 building or machine "ResearchHousing2__name" = "住房 II"; title of a research node in the research tree building or machine "ResearchHousing3__name" = "住房 III"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenCell__name" = "氢电池"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "制氢"; title of a research node in the research tree title of a research node in the research tree "ResearchIncinerationPlant__name" = "焚烧厂"; title of a research node in the research tree title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "搅拌机 2"; description of a research node in the research tree description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "用金属废料生产铁。"; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "炼铁(来自废料)"; short description short description of a machine "ResearchLab1__desc" = "提供研究。研究室越多,研究的速度越快。"; building or machine name of a machine "ResearchLab1__name" = "研究实验室"; description of a research lab short description of a machine "ResearchLab2__desc" = "研究更先进的技术。重要提示:必须持续提供实验室设备,该实验室才能正常工作。您拥有的实验室越多,您的研究速度就越快。如果回收技术被解锁,实验室能够以可回收物的形式退回消耗的材料。 "; building or machine name of a machine "ResearchLab2__name" = "研究实验室 II"; building or machine name of a machine "ResearchLab3__name" = "研究实验室 III"; building or machine name of a machine "ResearchLab4__name" = "研究实验室 IV"; building or machine name of a machine "ResearchLab5__name" = "研究实验室 V"; {0} = Unity {0} = Unity "ResearchLabTip" = "如果你需要加快你的研究,你可以建立更多的研究实验室。但不要忘记运行它们需要 {0}。人们安康和快乐时 {0} 在定居点中自然产生,但在他们的需求得不到满足时会减少。您可以访问定居点以查看详细信息。"; 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" = "显示为了获得足够的经验来执行此研究,您需要达到的生命周期累积生产的产品数。"; title of a research node in the research tree notification, any strings in curly braces { } must be preserved and non-translated "ResearchMaintenanceDepot__name" = "维修站 II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "提供机械储能和涡轮机自平衡能力。"; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "机械储能"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies2__name" = "医疗用品 II"; title of a research node in the research tree title of a research node in the research tree "ResearchMedicalSupplies3__name" = "医疗用品 III"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction__name" = "微芯片生产"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction2__name" = "微芯片生产 II"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaProcessing__name" = "石脑油加工"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaReforming__name" = "重整和裂解"; title of a research node in the research tree name of a machine "ResearchNuclearReactor__name" = "核反应堆"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor2__name" = "核反应堆 2"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor3__name" = "快中子增殖反应堆"; title of a research node in the research tree title of a research node in the research tree "ResearchOrganicFertilizer__name" = "有机肥料"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransports__desc" = "这管道妙用无穷。想象一下只能用卡车运送所有这些货物?"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransports__name" = "管道"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT2__desc" = "事实证明,如果我们增加管道直径,它会具有更高的吞吐量。"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT2__name" = "管道 II"; description of a research node in the research tree description of a research node in the research tree "ResearchPipeTransportsT3__desc" = "吞吐量的另一次增加。"; title of a research node in the research tree title of a research node in the research tree "ResearchPipeTransportsT3__name" = "管道 III"; title of a research node in the research tree title of a research node in the research tree "ResearchPlasticProduction__name" = "塑料"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "硅和电子 2"; title of a research node in the research tree notification, any strings in curly braces { } must be preserved and non-translated "ResearchPowerAndMaintenance__name" = "维护"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "解锁煤炭发电。"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "发电 II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "发电 III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "发电 IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "加入队列"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "从队列中移除"; 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" = "在队列中 ({0})"; title of a research node in the research tree title of a research node in the research tree "ResearchRecycling__name" = "回收"; research node description research node description "ResearchRecyclingEdict__desc" = "可以启用从而提高岛屿整体回收效率的法令。"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict__name" = "回收法令"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingEdict2__name" = "回收法令 II"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "定居点回收"; {0}=10 {0}=10 "ResearchRecyclingIncrease__desc" = "将整体回收效率额外提高 {0}%。"; title of a research node in the research tree title of a research node in the research tree "ResearchRecyclingIncrease__name" = "增加回收"; description of a research node in the research tree description of a research node in the research tree "ResearchRepairDock__desc" = "可以修理船坞了,这样我们就可以开始修理船舰了。"; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "船坞修理"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab2__name" = "研究实验室 II"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab3__name" = "研究实验室 III"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab4__name" = "研究实验室 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchResearchLab5__name" = "研究实验室 V"; title of a research node in the research tree title of a research node in the research tree "ResearchRetainingWalls__name" = "挡土墙"; title of a research node in the research tree title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "火箭组装和发射"; title of a research node in the research tree title of a research node in the research tree "ResearchRotaryKilnGas__name" = "回转窑(气)"; title of a research node in the research tree title of a research node in the research tree "ResearchRubberProduction__name" = "合成橡胶"; title of a research node in the research tree title of a research node in the research tree "ResearchSaltProduction__name" = "盐生产"; title of a research node in the research tree title of a research node in the research tree "ResearchSausageProduction__name" = "香肠生产"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementDecorations__name" = "定居点装饰"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementPower__name" = "定居点供电"; description of a research node in the research tree description of a research node in the research tree "ResearchSettlementWaste__desc" = "定居点垃圾的基本收集和处理。"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWaste__name" = "定居点垃圾"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWater__name" = "定居点供水"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "我们的船将受到敌人更多的炮火攻击。我们的船员已经做好准备迎接挑战了,对吧?"; title of a research node in the research tree name: ship part upgrade "ResearchShipArmor__name" = "船舰装甲"; title of a research node in the research tree name: ship part upgrade "ResearchShipArmor2__name" = "船舰装甲 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "油箱升级"; description of a research of a ship bridge upgrade description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "先进的舰桥。还含有用于区域探索的先进雷达。"; title of a research node in the research tree ship name "ResearchShipRadar__name" = "舰桥 II"; title of a research node in the research tree ship name "ResearchShipRadar2__name" = "舰桥 III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "一旦安装在船上,我们就可以不用再逃避每场战斗。"; title of a research node in the research tree name "ResearchShipWeapons__name" = "船舰武器"; description of ship weapons description of ship weapons "ResearchShipWeapons2__desc" = "提供更大射程和摧毁力的舰炮。"; title of a research node in the research tree name "ResearchShipWeapons2__name" = "船舰武器 II"; title of a research node in the research tree name "ResearchShipWeapons3__name" = "船舰武器 III"; title of a research node in the research tree title of a research node in the research tree "ResearchSnacksProduction__name" = "零食生产"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "太阳能板"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels2__name" = "太阳能板 II"; title of a research node in the research tree title of a research node in the research tree "ResearchSoybeanCrop__name" = "大豆种植"; 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" = "堆垛机"; title of a research node in the research tree title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "维护雕像"; description of a research node in the research tree description of a research node in the research tree "ResearchSteelSmelting__desc" = "将铁转化为更耐用的钢的过程。"; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "钢铁冶炼"; title of a research node in the research tree name of a machine "ResearchStorage2__name" = "仓库 II"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage3__name" = "仓库(大)I"; title of a research node in the research tree title of a research node in the research tree "ResearchStorage4__name" = "仓库(大)II"; title of a research node in the research tree title of a research node in the research tree "ResearchStoragesT1__name" = "仓库"; title of a research node in the research tree title of a research node in the research tree "ResearchSugarCane__name" = "甘蔗"; title of a research node in the research tree title of a research node in the research tree "ResearchSulfurProcessing__name" = "硫磺加工"; description of a research node in the research tree description of a research node in the research tree "ResearchSuperPressSteam__desc" = "加热至800℃的超高压蒸汽。可以利用比电解更有效的硫碘循环来生产氢气。"; title of a research node in the research tree title of a research node in the research tree "ResearchSuperPressSteam__name" = "过热蒸汽"; title of a research node in the research tree title of a research node in the research tree "ResearchTerrainLeveling__name" = "调平地形高度"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalination__name" = "热脱盐"; description of a research node in the research tree description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "能够将基本蒸馏器重新用于海水淡化。这不是很有效。"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "基本脱盐"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalStorage__name" = "热能存储"; title of a research node in the research tree title of a research node in the research tree "ResearchTombOfCaptains__name" = "队长之墓"; description of a research node in the research tree description of a research node in the research tree "ResearchTools__desc" = "提供高级工具以简化规划和管理。"; title of a research node in the research tree title of a research node in the research tree "ResearchTools__name" = "工具"; explains that shipyard cannot be repaired until the player researches how to do it. "ResearchToRepair__Tooltip" = "你需要研究相应科技以完成修复。"; title of a research node in the research tree "ResearchTradeDock__name" = "交易码头"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "您已经可以拆分/合并传输工具。但这使您能够设置输入/输出优先级和比率。"; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsBalancing__name" = "运输平衡"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsLifts__desc" = "允许你在紧凑的占地空间中提高或降低运输装置。"; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsLifts__name" = "传送带升降机"; title of a research node in the research tree title of a research node in the research tree "ResearchTreeHarvester__name" = "伐木机 II"; title of a research node in the research tree title of a research node in the research tree "ResearchTreePlanting__name" = "植树"; title of a research node in the research tree title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "卡车超载法令"; title of a research node in the research tree title of a research node in the research tree "ResearchUndergroundWater__name" = "地下水泵"; shows that a new research was unlocked, example: 'Efficient concrete unlocked!' shows that a new research was unlocked, example: 'Efficient concrete unlocked!' "ResearchUnlocked" = "{0}已解锁!"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "新建筑物:"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "新产品:"; title of a research node in the research tree title of a research node in the research tree "ResearchUraniumEnrichment__name" = "铀浓缩"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "能够利用枯竭的蒸汽进行海水淡化。"; title of a research node in the research tree title of a research node in the research tree "ResearchVacuumDesalination__name" = "真空脱盐"; description of a research node in the research tree description of a research node in the research tree "ResearchVegetables__desc" = "能够在农场种植和收获蔬菜。"; title of a research node in the research tree title of a research node in the research tree "ResearchVegetables__name" = "蔬菜种植"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAndMining__desc" = "用于开采原材料的挖掘机和采矿塔。还有更多的卡车来加强我们的物流。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "车辆和采矿"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "大型车辆可扩展您的采矿和物流业务。它们的生产需要玻璃,这些玻璃需要通过快速贸易从其他定居点获得,直到您研究出如何自己生产玻璃。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "大型车辆"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly3__name" = "巨型车辆"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "氢能巨型车辆"; {0}=25 {0}=25 "ResearchVehicleCapIncrease__desc" = "将车辆上限增加 {0}。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "车辆管理"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "车辆管理 II"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "车辆管理 III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "车辆管理 IV"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "车辆管理 V"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "车辆管理 VI"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleRamps__name" = "车辆坡道"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterRecovery__name" = "水回收"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment__name" = "废水处理"; description of a research node in the research tree description of a research node in the research tree "ResearchWaterTreatment2__desc" = "更高效的废水处理工艺。"; title of a research node in the research tree title of a research node in the research tree "ResearchWaterTreatment2__name" = "废水处理 II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "小麦种植&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" = "预约状态"; title for screen resolution setting title for screen resolution setting "Resolution" = "分辨率"; example: 'Groundwater resource is getting low' example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} 资源越来越少"; title of settings affecting resources - mining, starting resources title of settings affecting resources - mining, starting resources "Resources" = "资源"; used with a setting that requires restart. Example: 'Scale (restart required)' used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (需要重启)"; button to restore defaults "RestoreDefaults" = "恢复默认设置"; name name "RetainingWallCorner__name" = "挡土墙(角)"; name name "RetainingWallCross__name" = "挡土墙(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" = "挡土墙"; description of retaining wall description of retaining wall "RetainingWallStraight1__desc" = "防止地形坍塌。可以将墙壁放置在地表下方以防止采矿期间的地形坍塌,或放置在地形上方以帮助倾倒。放置高度是可调的。如果墙的高度超过 {0} 个单位或被填满,墙就会倒塌。"; name name "RetainingWallStraight1__name" = "挡土墙(短)"; name name "RetainingWallStraight4__name" = "挡土墙(长)"; name name "RetainingWallTee__name" = "挡土墙(三通)"; 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" = "至下一次处理的时间:{0}"; tooltip tooltip "RetiredWaste__Tooltip" = "当前储存的废料不再具有放射性后转变成的产品。只有一些废料可以通过这种方式回收(更多信息可以在配方中找到)。"; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "右键单击以清除"; 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} 没有停在里面。"; short description: rocket assembly building description, {0} is launch pad short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "制造太空火箭并使用专门的运输工具将它们运送到最近的 {0}。运输车是大型车辆,不能在不平坦的地面上行驶,因此请确保 {0} 与该建筑物处于同一高度。"; name name of a machine "RocketAssemblyDepot__name" = "火箭组装站"; short description short description "RocketLaunchPad__desc" = "可以将火箭发射到太空!火箭交付并牢固地连接到塔后,将根据火箭类型填充燃料。这燃料必须与连接到该塔的燃料相匹配。出于安全原因,燃料从不储存在发射台上。水也需要连接,因为发射过程需要大量的水来抑制火箭排气冲击波。"; name name "RocketLaunchPad__name" = "火箭发射台"; name name "RockMine__name" = "岩矿"; description of a machine short description of a machine "RotaryKiln__desc" = "在高温下进行煅烧。用于生产水泥。"; name of a machine name of a machine "RotaryKiln__name" = "回转窑"; name of a machine name of a machine "RotaryKilnGas__name" = "回转窑(燃气)"; tooltip tooltip "RotateShortcut__Tooltip" = "按住快捷键来顺时针旋转"; short description short description "Ruins__desc" = "似乎是一座废弃了很长时间,不再有用的建筑。我们可以将其拆解,来获取可以在我们的工厂加工的有用材料。"; building or machine name of a machine "Ruins__name" = "废弃的通讯站"; starts recycling a building for metal scraps starts recycling a building for metal scraps "RuinsRecycle__Action" = "开始回收"; 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" = "回收此建筑物可为您提供有用的材料,这些材料将由卡车自动运送到需要的地方(例如,{0} 将被运送到 {1})。"; title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. title of a button that allows to spend Unity when a ship is out of fuel. More info in RunOnLowFuel__Tooltip. "RunOnLowFuel__Action" = "低燃料运行"; tooltip for a button tooltip for a button "RunOnLowFuel__Tooltip" = "即使燃料不足,该船也会出发,但旅程会更耗时并花费凝聚力。"; Message shown when a save is unsuccessful Message shown when a save is unsuccessful "Save__FailureMessage" = "游戏保存失败!"; {0} is name of the file that was saved {0} is name of the file that was saved "Save__SuccessMessage" = "文件{0} 已保存!"; Label above the save name column in the load & save windows Label above the save name column in the load & save windows "Save__Title" = "保存"; button to save the game after the player clicks it button to save the game after the player clicks it "Save_Action" = "保存"; title of a window that that enables to save the current game progress title for panel that shows cargo stored / transported "Save_Title" = "保存游戏"; Label for the date of the save in the details panels of the load & save windows Label for the date of the save in the details panels of the load & save windows "Saved__Detail" = "已保存"; 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..."; note about blueprints note about blueprints "SaveMigration__BlueprintsNote" = "请注意,蓝图保持兼容,因此您可以返回旧游戏版本,将蓝图导出为字符串,然后将它们导入新版本。"; {0} - Update 1, {1} - branch name {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "欢迎来到{0}!抱歉游戏之前版本的存档不兼容。不过,新版本充满了令人兴奋的新内容,希望您不介意有个新的开始。\n\n如果您想继续玩旧的存档,是可以的!只需转到 Steam 并切换到旧版本“{1}”,如下所示。然后 Steam 会自动为您下载。每当您准备返回 {0} 时,只需将测试版分支设置为“无”即可将其删除。\n"; Label next to the save name entry box in the save window Label next to the save name entry box in the save window "SaveName__Label" = "命名你的存档"; 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" = "+ 新的保存文件"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "缩放"; 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" = "废料"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__InProgress" = "车辆正前往车厂报废"; vehicle scrap button tooltip tooltip that explains what machine unity boost does' "ScrapVehicle__Tooltip" = "将车辆送到车厂进行报废拆解"; title of graphical settings (resolution, quality, etc.) title of audio settings "ScreenSetting_Title" = "屏幕"; placeholder used in a search text box placeholder used in a search text box "Search" = "搜索"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "请用你的船来探索世界地图以发现新的种子。"; title of a panel that allows to select a fuel type for a consumer like a ship for instance title of a panel that allows to select a fuel type for a consumer like a ship for instance "SelectFuel_Title" = "选择燃料"; Title on the "Select mods" tab of the new game window Title on the "Select mods" tab of the new game window "SelectMods_Title" = "选择要包含在游戏中的模组"; Message shown in dropdown buttons when no value is selected Message shown in dropdown buttons when no value is selected "SelectOption" = "选择..."; 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" = "选择车辆"; 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" = "服务器机架"; tooltip in data center tooltip in data center "ServerRacks__Tooltip" = "数据中心托管服务器机架。每增加一个服务器机架都会增加计算输出,但也会增加对电源、冷却等方面的需求。服务器机架可以在下方自由添加和移除。"; 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" = "服务限制"; "ServiceLimit__Tooltip" = "这个定居点模块可以服务的人数有限制。如果附属定居点的总人口超过此限制,您就需要建造更多的模块。"; title of the settings window title of audio settings "Settings_Title" = "设置"; short description short description "SettlementBiomassModule__desc" = "收集有机垃圾(通常是食物残渣)。如果定居点没有建造这个模块,所有的有机垃圾最终都会变成一般垃圾。"; name name "SettlementBiomassModule__name" = "生物质收集"; short description short description "SettlementConsumerElectronicsModule__desc" = "为附加的定居点提供消费电子产品,从而产生额外的凝聚力。"; building or machine building or machine "SettlementConsumerElectronicsModule__name" = "消费电子模块"; short description short description "SettlementFoodModule__desc" = "为附属定居点提供食物。一个定居点需要至少有一个食品市场,否则人们会挨饿。"; name building or machine "SettlementFoodModule__name" = "食品超市"; short description short description "SettlementFoodModuleT2__desc" = "为附属定居点提供食物。可以存储多种类型的产品。"; name name "SettlementFoodModuleT2__name" = "食品市场 II"; name name "SettlementFountain__name" = "有喷泉的广场"; notification notification "SettlementFullOfLandfill__name" = "定居点到处都是垃圾"; notification notification "SettlementHasNoFoodModule__name" = "定居点没有食品超市!"; short description short description "SettlementHouseholdAppliancesModule__desc" = "为附属的定居点提供电器电子产品,从而产生额外的凝聚力。"; building or machine building or machine "SettlementHouseholdAppliancesModule__name" = "家电模块"; short description short description "SettlementHouseholdGoodsModule__desc" = "为附属定居点提供家居用品,从而产生额外的的凝聚力。"; building or machine building or machine "SettlementHouseholdGoodsModule__name" = "家居用品模块"; notification notification "SettlementIsStarving__name" = "定居点的人们饿了!"; short description short description "SettlementLandfillModule__desc" = "从附属定居点收集一般垃圾,以防止其在定居点堆积并引起健康问题。"; name name "SettlementLandfillModule__name" = "垃圾收集"; name name "SettlementPillar__name" = "有支柱的广场"; short description short description "SettlementPowerModule__desc" = "为附属定居点供电,产生额外的凝聚力。"; name building or machine "SettlementPowerModule__name" = "变压器"; {0} can be household goods for instance {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "从附属的定居点收集可回收物。可回收物仅由您提供给定居点的产品(例如 {0})产生。如果定居点没有建造此模块,所有可回收物最终都会成为普通垃圾。"; name name "SettlementRecyclablesModule__name" = "可回收物收集"; 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" = "服务"; 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" = "向该定居点提供的服务的状态。"; name name "SettlementSmall1__name" = "定居点"; name name "SettlementSquare1__name" = "广场 (亮)"; name name "SettlementSquare2__name" = "广场 (暗)"; title of a window showing individual settlement information title of a window showing individual settlement information "SettlementTitle" = "定居点"; 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}(声誉 {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" = "定居点的垃圾"; tooltip tooltip "SettlementWaste__Tooltip" = "定居点的人口产生垃圾。产生的垃圾量取决于提供给定居点的产品数量。然而,定居点总是会产生一定数量的垃圾。当定居点的垃圾超过限制时,会对健康产生负面影响,因此通过专用的垃圾模块收集垃圾很重要。垃圾可以倾倒在地上。但是通过研究可能会找到处理垃圾的新方法。"; short description short description "SettlementWaterModule__desc" = "为附属定居点提供淡水,并返回需要处理的废水。为定居点提供淡水会产生额外的凝聚力, 也会降低健康风险。"; building or machine building or machine "SettlementWaterModule__name" = "供水设施"; name of a machine name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "沉淀池"; rendering setting name rendering setting name "ShadowsQualityRenderingSetting__Name" = "阴影质量"; name name of a machine "Shaft__name" = "轴"; shaft status, currently showing maximum output percentage shaft status, currently showing maximum output percentage "Shaft__Status" = "最大输出: {0}%"; title for section that shows connected shaft overview title for section that shows connected shaft overview "ShaftOverview" = "连接轴"; tooltip explaining shafts, {0} = throughput in MW tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "这台机器连接到一个允许机械动力交换的轴上。连接到一根轴的所有机器都会为其惯性贡献 - 存储的机械动力。当轴转动过慢时,机器无法使用其动力(用红色标记表示),需要先充电。当惯性低时,最大输出受到限制,连接的机器可能无法获得所需的全部功率。同样,当惯性太大时,轴的最大输入受到限制,连接的机器可能无法将所有产生的动力传递到轴。轴的最大吞吐量为 {0}。"; 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} 轮班"; 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" = "自动修复"; 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" = "每当船损坏时,将自动请求维修。"; 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" = "自动回航"; tooltip for ShipAutoReturn__Toggle tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "如果没有可供探索的地方,船只将自动从世界地图返回。"; displayed when the ship has cargo but can't unload it displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "不能卸货!码头已满。"; 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" = "船只正在改装"; 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" = "船只正在改装"; 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" = "船只已损坏"; 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" = "船正在抵达码头。"; 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" = "船只无权访问"; 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" = "船员不够"; 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" = "燃料不够"; 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" = "要求我们的船只行驶到这个位置"; 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" = "已到达或在途中"; 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__TooFar" = "位置太远"; notification, any strings in curly braces { } must be preserved and non-translated building or machine Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "船只运输货物到 {0}"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "完成装载要运至{0}的货物"; ship crew label ship crew label "ShipCrew" = "船员"; button to request to load a crew onto the ship button to request to load a crew onto the ship "ShipCrew__Load" = "装载船员"; ship crew tooltip tooltip that explains quick repair action "ShipCrew__Tooltip" = "船只需要船员才能操作。如果船损坏,船员就无法登船。"; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "卸载船员"; title of a window that provides ship modifications & upgrades title of a window that provides ship modifications & upgrades "ShipDesigner" = "船舶设计师"; shown when modifications cannot proceed because the ship is being repaired shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "船正在维修中!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "船需要修理!"; 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" = "继续修改?"; 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" = "待修改"; 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" = "货船油耗减少 {0}"; 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" = "节省船舶油耗"; ship's fuel replacement is in progress ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "正在进行燃料替换。点击以取消。"; can't switch fuel type for ship as the selected fuel is already in use can't switch fuel type for ship as the selected fuel is already in use "ShipFuelSwitch__InUse" = "所选燃料已在使用中。"; "ShipFuelSwitch__MissingMaterials" = "此修改所需的材料不可用"; can't switch fuel for ship as the ship is busy can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "由于船只当前正忙,不能替换燃料。"; "ShipFuelSwitch__Tooltip" = "允许切换船只的燃料类型。改用某些燃料是免费的,而其他的则需要重建船只,耗费材料。如果存在某些成本,将在下方显示。"; title of a button that unloads fuel from the ship title of a button that unloads fuel from the ship "ShipFuelUnload" = "卸载燃料"; tooltip of a button that performs this action tooltip that explains what mods do and their potential danger "ShipFuelUnload__Tooltip" = "将船上的燃料卸回码头。"; "ShipHealth__Title" = "船只健康与维修"; tooltip that explains quick repair action "ShipHealth__Tooltip" = "船只维修现状。如果该值低于绿色标记,表示需要对其进行修复才能启程进行新的冒险。"; requests to start loading material onto the ship requests to start loading material onto the ship "ShipLoading__Action" = "开始装载船只"; "ShipLoading__CancelProject" = "暂时放弃这个工程(可随时重启)"; tooltip tooltip "ShipLoading__Desc" = "计划进行维修或升级的所有世界地图位置的列表。在你要求装载材料后,卡车将把所有需要的产品运到码头,然后装上船。装载所有必需的材料后,你可以派船将货物运送到该位置,以便开始施工。"; "ShipLoading__Done" = "所有必需的货物已装载!我们可以让船上路了。"; "ShipLoading__InProgress" = "装载需要的材料 ..."; "ShipLoading__NotStarted" = "单击以将所需材料取到船上。"; lists all the world map repairs and upgrades in progress lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "世界地图维修和升级"; notification notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "船只改装完成"; notification name of a machine "ShipRepaired__name" = "船只已完全修好"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "护甲"; name: title of ship upgrade slot name "ShipSlotGroupBridge__name" = "桥"; name: title of ship upgrade slot name "ShipSlotGroupEngine__name" = "引擎"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "油箱"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "机枪 (前)"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "机枪 (后)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "船只状态"; modifications are being performed modifications are being performed "ShipUpgrade_Performing" = "执行改装"; tooltip - modifications are being performed tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "改装正在进行"; 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" = "准备改装"; 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" = "在准备改装期间,该船仍可运行"; 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" = "等待船只"; 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" = "改装准备就绪,等待船只用上"; short description short description of a machine "Shipyard__desc" = "这个码头损坏了,需要修理好才能修理我们的船。"; name ship name "Shipyard__name" = "码头(损坏)"; short description short description "Shipyard2__desc" = "用于加油、修理和改装我们的船。也为船只装卸货物。如果一辆卡车碰巧有一些货物无法运到其他地方,则可以运到这里。"; name ship name "Shipyard2__name" = "码头"; tooltip of a panel showing all the cargo stored in a shipyard tooltip that explains quick repair action "ShipyardCargo__Tooltip" = "临时存放在码头的所有货物。当码头太满时,它无法从船上卸下更多的货物。每当其他地方有空间时,卡车总是会主动将产品从码头运走。"; 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" = "码头上的货物超载!"; tooltip explaining full shipyard tooltip "ShipyardFullMessage__Tooltip" = "除非先卸下一些货物,否则码头不会从船上卸下货物。这可以通过为存储在这里的货物建造外部存储来实现。"; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "留空"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "要求卡车优先卸载存放在这里的所有货物。"; 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" = "设置为最优先"; tooltip tooltip "ShipyardMakePrimary__Tooltip" = "请求船只停靠在这里(可以移除任何未使用的码头)"; tooltip tooltip "ShipyardMakePrimary__TooltipInProgress" = "这个码头正在被重新指定"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "必须先修复码头"; tooltip explaining what ShipyardRecoverOceanAccess__Button does tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "重要提示:可能需要多次执行此操作。"; button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "恢复航道"; 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" = "区域恢复"; tooltip explaining what ShipyardRecoverOceanAccess__Button does tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "停靠区被封锁,阻止船舶运行。您可以使用下面的按钮自动清除意外的沉积。此操作会消耗凝聚力,并且可能需要执行多次。如果该区域被码头或水泵等其他结构挡住,您需要自行拆除。"; button to open current directory in OS explorer "ShowInExplorer" = "显示在文件夹中"; 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" = "显示"; short description of a machine short description of a machine "Shredder__desc" = "将产品分解成松散的形式。"; name of a machine name of a machine "Shredder__name" = "破碎机"; short description of a machine short description of a machine "SiliconCrystallizer__desc" = "生产单晶硅。将带有晶种的棒浸入熔融硅中,然后将其缓慢向上拉并同时旋转。然后将最终的锭切成晶片。"; name of a machine name of a machine "SiliconCrystallizer__name" = "硅结晶器"; short description of a machine short description of a machine "SiliconReactor__desc" = "使用氢净化硅。加工后的硅可用于电子产品。"; name of a machine name: toolbar category name "SiliconReactor__name" = "硅反应器"; Action to skip something (e.g. skip a task) Action to skip something (e.g. skip a task) "Skip" = "跳过"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "熔炼各种材料,如铁或铜。输出的是一种熔融材料,需要通过熔融通道运输,进入铸机进行进一步加工。熔融材料不能通过卡车运输。"; name of a machine name of a machine "SmeltingFurnaceT1__name" = "高炉"; short description of a machine short description "SmeltingFurnaceT2__desc" = "熔炼各种材料,如铁或铜。输出的是一种熔融材料,需要通过熔融通道运输,进入铸机进行进一步加工。熔融材料不能用卡车运输。"; name of a machine name of a machine "SmeltingFurnaceT2__name" = "高炉 II"; description of a smoke stack short description "SmokeStack__desc" = "允许将气体释放到大气中。一些气体如废气会造成污染。"; name of a machine building or machine "SmokeStack__name" = "烟囱"; name of a machine name of a machine "SmokeStackLarge__name" = "烟囱(大)"; short description short description of a machine "SolarPanel__desc" = "将阳光转化为电。令人惊讶的是,效率取决于天气的晴朗程度。"; name name of a machine "SolarPanel__name" = "太阳能板"; 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" = "由单晶硅制成的太阳能电池板。它们的生产成本更高,但提供的能量却增加了 {0}%。"; name name "SolarPanelMono__name" = "太阳能电池板(单晶)"; 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" = "太阳能电池板严格的清洁程序,将其功率输出提高 {0}。"; 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" = "清洁面板"; notification notification "SortingPlantBlockedOutput__name" = "{entity}: 由于输出已满而被阻塞"; notification notification "SortingPlantNoProductSet__name" = "需要为{entity}分配要分拣的产品"; 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" = "通过提取氨和硫磺,使酸水再利用。硫磺可以转化成酸,同时也有直接价值,比如应用在生产铜的过程中"; name of a machine name: describes the current weather https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "酸水汽提器"; example replacements: {0} => 50% example replacements: {0} => 50% "SpeedReduced__Machine" = "由于以下因素,速度降低到{0}:"; example replacements: {0} => 50% example replacements: {0} => 50% "SpeedReduced__Vehicle" = "由于以下因素,速度降低到{0}:"; "SpruceTree__desc" = "云杉树"; short description short description "Stacker__desc" = "将连接的传送带上的物料直接倾倒在地面。"; name name "Stacker__name" = "堆垛机"; 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" = "什么会被倾倒在此"; 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}(阶段 {1})"; Title shown above the starting location description in the map selection tab of the new game flow Title shown above the starting location description in the map selection tab of the new game flow "StartingLocation_Title" = "起始位置"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "一个平衡的地图。非常适合初学者或休闲玩家。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "适合已经有一些游戏经验的熟练玩家。需要规划和权衡。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "适合准备好接受失败并喜欢挑战极限的玩家。不要认为成功是理所当然的。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "一个稍微高级的地图,可能需要一些额外的规划。"; 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) "StartingLocationDifficulty_Easy" = "简单"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "难"; 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) "StartingLocationDifficulty_Insane" = "疯狂的难度"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "StartingLocationDifficulty_Medium" = "中等"; 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" = "开始新的研究"; requests to start repairs requests to start repairs "StartRepairs" = "开始修理"; tooltip tooltip that explains quick repair action "StartRepairs__Tooltip" = "我们需要将所有需要的材料装载到我们的船上,并要求它将所有材料运送到这个位置。"; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "开始研究"; "StarvationMode__Death" = "饿死"; "StarvationMode__ReducedWorkers" = "劳动力减少"; title of a window containing statistics title of a window containing statistics "Statistics" = "统计数据"; shown when statistics have no data yet shown when statistics have no data yet "Stats_NoDataYet" = "还没有数据"; statistics category referring to usage of fuel in cargo ships statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "货船"; 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" = "主船"; statistics category referring to usage of products in power production statistics category referring to usage of products in power production "StatsCat__PowerProduction" = "电力生产"; statistics category referring to usage of fuel in vehicles statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "车辆"; 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" = "建造"; 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" = "解构"; 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" = "倾倒/处置"; 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" = "出口"; 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" = "农业"; 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" = "进口"; label of a chart showing production of a product by mining label of a chart showing production of a product by mining "StatsEntry__Mining" = "矿业"; 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" = "回收"; label of a chart showing total consumption of a product label of a chart showing total consumption of a product "StatsEntry__TotalConsumption" = "总消耗量"; label of a chart showing total production of a product label of a chart showing total production of a product "StatsEntry__TotalProduction" = "总产量"; 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" = "总量"; statistics category referring to people born on the island statistics category referring to people born on the island "StatsPops__Born" = "出生"; 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" = "失去人口"; 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" = "难民&接管人口"; 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" = "过去{0} 天"; title of a column showing sum of data from previous year title of a column showing sum of data from previous year "StatsRange__LastYear" = "去年"; 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" = "生命周期"; 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" = "上{0} 个月"; 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"; shows stats for the last {0} years shows stats for the last {0} years "StatsRange__Years" = "过去 {0} 年"; 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" = "统计图表"; e.g. {0} - '5%', {1} - 'Fuel gas' e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "雕像不仅展示了您岛屿的财富,也庆祝着您在工业界的成功。它对您的人口产生了如此积极的影响,以至于您的岛屿的维护需求减少了 {0}。为了获得奖励,雕像需要连续提供“{1}”。如果您不好好维护雕像,就会有负面影响。因为没有什么比看到损坏的代表维修的雕像更能打击工人们做维修工作的积极性了。如果您的财富允许,您可以多次建造它,但每增加一个雕像,效果就会减半。"; name name "StatueOfMaintenance__name" = "维护雕像"; name name "StatueOfMaintenanceGolden__name" = "维护雕像(金)"; label of a panel showing current entity status "Status" = "状态"; 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" = "要求声誉至少为 {0}"; Surface that can be placed on the ground outside. Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "石面"; 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" = "警报"; 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" = "满了"; used in the following context '[checkbox] notify if Empty / Full' used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "通知如果"; building or machine building or machine "StorageFluid__name" = "流体储罐"; description for storage description for storage "StorageFluidFormattedBase__desc" = "最多可存储 {0} 个单位的液体或气体产品。"; building or machine building or machine "StorageFluidT2__name" = "流体储罐 II"; building or machine building or machine "StorageFluidT3__name" = "流体储罐 III"; building or machine building or machine "StorageFluidT4__name" = "流体储罐 IV"; building or machine name of a machine "StorageLoose__name" = "散装物存储"; description for storage description for storage "StorageLooseFormattedBase__desc" = "最多可存储 {0} 个单位的散装产品。"; building or machine building or machine "StorageLooseT2__name" = "散装物存储 II"; building or machine building or machine "StorageLooseT3__name" = "散装物存储 III"; building or machine building or machine "StorageLooseT4__name" = "散装物存储 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" = "通过其端口发送或接收产品时消耗电力。"; name: toolbar category name name: toolbar category name "storagesCategory__name" = "存储设施"; description for storage description for storage "StorageSolidFormattedBase__desc" = "最多可存储 {0} 个单位的固体产品。"; 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" = "警报:{entity}的{0}供应量过高"; 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" = "警报:{entity}的{0}供应量不足"; building or machine building or machine "StorageUnit__name" = "单位存储"; building or machine name "StorageUnitT2__name" = "单位存储 II"; building or machine building or machine "StorageUnitT3__name" = "单位存储 III"; building or machine building or machine "StorageUnitT4__name" = "单位存储 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" = "没有选择传热产品"; 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" = "储热量"; tooltip for a heat bar in a thermal storage tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "此存储中积累的可用热量。只要存储保持运行,热量就不会衰减。"; tooltip tooltip "StoredProduct__Clear_Tooltip" = "单击以移除当前分配的产品。如果仓库不是空的,这将要求卡车移除所有剩余的产品。"; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "仓库现在正被卡车清空。"; 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" = "保持满仓"; explains that no product was assigned to a storage so far explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "没有产品被分配"; 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" = "存储的产品"; storage tooltip storage tooltip "StoredProduct__Tooltip" = "将绿色滑块(左)向右移动将通知卡车优先运输,以使存储空间填满绿色滑块, 可用于当存储连接到需要产品的机器的时候。将红色滑块(右)向左移动将要求卡车主动从仓库中取出产品,直到其货物低于红色标记。可用于当存储需要清空或用作临时存储的时候,例如需要倾倒在地域上的炉渣。"; world mine tooltip world mine tooltip "StoredProduct__WorldMapTooltip" = "存储在此采矿站点上的产品。要将这些运到岛上,我们需要派遣我们的船并要求它装载货物,或通过一些专用货船将其自动化。"; button to open a page for posting suggestions button to open a page for posting suggestions "Suggestions" = "建议"; name name "SulfurMine__name" = "硫磺矿"; name: describes the current weather name: describes the current weather "SunnyWeather__name" = "晴"; 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" = "支持的产品"; 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" = "兼容的卡车"; Title above maps from the supporter's edition of the game Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "支持者版地图"; name: toolbar category name name: toolbar category name "surfaceCategory__name" = "表面"; name: Title for category of decals - lines & symbols pained on surfaces name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "区域与边界"; name: Title for category of decals - lines & symbols pained on surfaces Contains letters and numbers. "SurfaceDecalsCat_Characters__name" = "SurfaceDecalsCat_Characters__name"; name: Title for category of decals - lines & symbols pained on surfaces name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Hazard__name" = "危险"; name: Title for category of decals - lines & symbols pained on surfaces name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "线条与箭头"; name: Title for category of decals - lines & symbols pained on surfaces name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "双线"; name: Title for category of decals - lines & symbols pained on surfaces name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "符号"; short description short description "TechnologyBlueprints__desc" = "允许创建、导入和使用蓝图。"; name name "TechnologyBlueprints__name" = "蓝图"; name name "TechnologyCanolaSeeds__name" = "油菜籽"; short description short description "TechnologyCargoShip__desc" = "我们需要在世界地图中发现一艘货船,来了解如何设计这座建筑。"; name ship name "TechnologyCargoShip__name" = "货船技术"; name name "TechnologyCornSeeds__name" = "玉米种子"; short description short description "TechnologyCropRotation__desc" = "允许为农场设置轮作。可增加农场的产量。"; name name "TechnologyCropRotation__name" = "作物轮作"; {0}=list of buildings {0}=list of buildings "TechnologyCustomRoutes__desc" = "允许手动将建筑物相互分配以设置卡车将要遵循的路线。受存储支持,{0}。还可以将卡车分配到各个仓库。"; name name "TechnologyCustomRoutes__name" = "定制路线"; short description short description "TechnologyCustomSurfaces__desc" = "允许在地面上铺设自定义表面,例如混凝土。˙这些表面可以让开过它们的车辆减少维护需求。"; name name "TechnologyCustomSurfaces__name" = "自定义表面"; name name "TechnologyElectronics2__name" = "电子 2 技术"; name name "TechnologyFruitSeeds__name" = "水果种子"; name name "TechnologyHydrogenCargoShip__name" = "氢能货船"; short description short description "TechnologyMechPowerAutoBalance__desc" = "一旦手动启用蒸汽轮机,会通过自动关闭蒸汽轮机来防止其浪费蒸汽,以防轴上存在大量多余的机械功率。一旦轴上的功率变低,涡轮机就会重新启动。但是重新启动不是瞬间的,所以轴应该伴随着机械储能以实现能量的稳定供应。"; name name "TechnologyMechPowerAutoBalance__name" = "涡轮控制"; name name "TechnologyMicrochip__name" = "微芯片技术"; name name "TechnologyNuclearPower__name" = "核能"; short description short description "TechnologyOilDrilling__desc" = "我们需要在世界地图上发现一个石油钻井平台才能获得这项技术。"; name name "TechnologyOilDrilling__name" = "大洋钻探技术"; name name "TechnologyPoppySeeds__name" = "罂粟种子"; short description short description "TechnologyRecycling__desc" = "可以在研究实验室等地方回收产品。"; name name "TechnologyRecycling__name" = "回收"; name name "TechnologyShipRadar__name" = "雷达系统"; name name "TechnologyShipRadarT2__name" = "雷达系统 II"; name name "TechnologySoybeansSeeds__name" = "大豆种子"; name name "TechnologySugarCaneSeeds__name" = "甘蔗种子"; short description short description "TechnologyTerrainLeveling__desc" = "将采矿和倾倒指定合二为一。对于地形变平或坡道设置很有用。如果部分地形低于指定区域,卡车将在那里倾倒。如果部分地形高于指定地区,则将使用挖掘机进行开采。为了让采矿正常进行,指定必须在矿塔区域内。"; name name "TechnologyTerrainLeveling__name" = "调平地形高度"; name name "TechnologyWheatSeeds__name" = "小麦种子"; rendering setting name rendering setting name "TerrainDetailsRenderDistance" = "草的渲染质量"; rendering setting name rendering setting name "TerrainQuality" = "地形渲染质量"; short description: rocket description, {0} is fuel like 'hydrogen' short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "测试火箭,以展示到达太空的能力!它使用 {0} 作为燃料。"; name name "TestingRocketT0__name" = "测试火箭"; short description of a machine short description of a machine "ThermalDesalinator__desc" = "将盐水加热成蒸气,将其收集为干净的水。生产盐水作为副产品。"; name of a machine name of a machine "ThermalDesalinator__name" = "热脱盐器"; 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" = "加热过程"; description of a thermal storage description of a thermal storage "ThermalStorage__desc" = "蓄热器使用蒸汽加热其熔盐罐以储存热能。然后可以使用积累的能量将进入的水煮沸回蒸汽。转换过程有损失,但在蓄热器运行时保持积累的热量不会衰减。"; 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" = "放热过程"; name name "ThermalStorage__name" = "蓄热器"; "ThisVehicleCannotDriveUnderTransports" = "注意,这种车不能在传送带和管道下方行驶。"; throughput of something, e.g. 'Throughput: 20%' throughput of something, e.g. 'Throughput: 20%' "ThroughputWithParam" = "吞吐量: {0}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildClose" = "建造在离矿山更近的地方处理开采材料的机器,以节省卡车的燃料。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__BuildTransports" = "如果您的物流网络不堪重负,请建造更多卡车或将机器与传送带连接以缓解压力。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Diesel" = "留意柴油的量。如果你用完了,你的卡车和挖掘机将停止工作。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "确保你总是有足够的食物,否则你的民众会饿死。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "如果你岛上的原油即将用完,可以用你的船探索远程石油钻井平台。"; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "建议 #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "建造运输工具时,按住 SHIFT 只允许直线运输,按住 CTRL 可选择替代路线。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportUX" = "建造运输装置时,你无需从菜单中选择特定的运输装置,只需悬停并单击端口箭头或其他运输装置即可启动构建。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "当人们健康快乐时,定居点就会产生凝聚力。它可用于许多重要的地方,但为紧急情况保留一些额外的凝聚力是一个好主意。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "凝聚力还可用于实体的快速修复,即使在维护部件完全丢失的时候也是如此。"; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "切换方向"; a description of tomb of captains a description of tomb of captains "TombOfCaptainsStage1__desc" = "船长墓为领导这个岛上人民的几代船长提供了最后的安息之地。完成后,火应始终燃烧着,墓有鲜花装饰着,来向安息的船长们致敬。"; name of a building name of a building "TombOfCaptainsStageFinal__name" = "船长之墓"; tooltip tooltip "Toolbox__HideCosts" = "按下快捷键以切换价格显示。"; 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" = "工具"; 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" = "总"; label of a chart showing total population label of a chart showing total population "TotalPopulation" = "总人口"; tooltip shown when player has homeless people on the island tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "您的岛上有无家可归的人。建造更多住房,使用法令驱逐他们,或减少新人口的输入。请注意,无家可归的人不会为您工作。"; tooltip explaining total population view tooltip explaining total population view "TotalPopulation__Tooltip" = "总人口/总住房容量。"; used like this 'Total settlement need: 40 / month' used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "定居点总需求"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "定居点总需求"; could not place a transport as it the other being connected to it is being destroyed {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "TrAdditionError__BeingDestroyed" = "处于解构中"; 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" = "被 {0} 挡住"; could not place reverse a transport could not place a building as some part needs to be in the ocean (e.g. ship depot) "TrAdditionError__CannotReverse" = "不可逆转"; could not place a transport as its direction could not be resolved could not place a farm as the terrain is not farmable "TrAdditionError__IncompatibleDirection" = "正连接输出和输出或者输入和输入"; could not place a transport due to incompatible port at transport end could not place a farm as the terrain is not farmable "TrAdditionError__IncompatiblePortAtEnd" = "终点不兼容"; could not place a transport due to incompatible port at transport start could not place a farm as the terrain is not farmable "TrAdditionError__IncompatiblePortAtStart" = "起始点不兼容"; could not connect a transport could not place a building outside a predefined slot (e.g. shipyard module) "TrAdditionError__InvalidConnection" = "无效连接"; generic message for invalid transport could not place a building outside a predefined slot (e.g. shipyard module) "TrAdditionError__InvalidTransport" = "无效的运输装置"; generic message for invalid transport split position generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "运输装置不能在此拆分"; could not place a transport because its start and end are connected to the same transport {0} is a name of product, for instance oil pump can't be placed on the ground as there is no deposit of oil "TrAdditionError__Loop" = "起始点和终点连接在同一个运输装置上"; transport of this type cannot be split/merged could not place a building because it already exists and only one is allowed in the game "TrAdditionError__NoMiniZipper" = "不能拆分或合并"; could not place a transport because of no valid pillars (supports) placement could not place a farm as the terrain is not farmable "TrAdditionError__NoPillars" = "找不到有效的位置放置支柱"; could not merge a transport due to not being flat could not place a building as the ground is not flat enough "TrAdditionError__NotFlat" = "若地面不平,无法并入"; could not find a valid transport to selected position could not place a building as the ground is not flat enough "TrAdditionError__PathNotFound" = "无法找到通往已选的位置的路径来建造运输装置。"; could not place a transport because it is self-colliding could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "TrAdditionError__SelfColliding" = "位置自相重叠"; could not place a transport because of collision with terrain could not place a building / machine as it collides with another one called {0}, example: 'Collision with shipyard' "TrAdditionError__TerrainCollision" = "与地域位置重叠"; 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" = "与{0}太过靠近"; could not connect a transport to another one as they don't match could not place a building as the ground is not flat enough "TrAdditionError__TypesNoMatch" = "类型不匹配"; performs a trade with another settlement performs a trade with another settlement "Trade__Action" = "交易"; displayed when trade action is no longer available displayed when trade action is no longer available "Trade__SoldOut" = "售磬"; short description "TradeDock__desc" = "允许与世界地图上的村庄交易各种商品。您交易的所有产品都会运输到交易码头。此外,如果您遇到关键产品的短缺,交易可以成为救命稻草,因此建议始终有可用的交易平台。"; name "TradeDock__name" = "交易平台"; tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "从交易中获得的所有产品都会运输到这里。"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "产品已送达您的交易码头!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "动物被送到你的农场!"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "您的新货船已准备好, 可以使用了!"; 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" = "快速交易报价"; 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" = "交易报价需要一个交易码头。这些交易会立即执行——要出口的产品会从您的仓库中移除,而进口的产品将出现在您的交易平台中。左侧的产品是您正在出口(销售)的产品,右侧的产品是正在进口的产品。与合约相比,这些交易随着交易量的增加而变得昂贵,而且通常利润较低。"; 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" = "你没有足够的产品进行交易"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "产品将立即送到您的交易码头"; tooltip explaining how buying animals works tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "动物将立即被运送到您的农场"; tooltip explaining how buying cargo ships works tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "该船将在购买后马上可以使用"; 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" = "养殖场没有足够的空间或还没有建造养殖场"; player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "你需要先建造一个交易码头"; player lack unity to afford the current trade or feature not enough Unity to run this entity (keep it short!) "TradeStatus__NoUnity" = "凝聚力不够"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "售磬 - 稍后再来"; player can't trade as their trade dock is not operational player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "交易码头未处于运行状态或船舶通道受阻"; 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" = "贸易"; Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "和其它村庄展开贸易"; 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" = "运输的产品"; 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" = "高度: {0}"; category for key bindings used during transport build / editing (when players builds / places transports) "TransportMode" = "建造运输设施"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "运输装置"; 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" = "皮带和管道卡扣已禁用"; tooltip, be consistent with TransportTool__PortSnapTooltip tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "您已禁用皮带和管道的卡扣。卡扣在将它们堆叠在一起时很有用,但不适合常规建造。您可以通过按 {0} 键来禁用它。"; short description short description "TransportsPillar__desc" = "支撑运输的支柱。"; name name "TransportsPillar__name" = "支柱"; tooltip tooltip "TransportTool__NoTurnTooltip" = "按住快捷键来强制传送带或管道以直线放置。"; tooltip tooltip "TransportTool__PortBlockTooltip" = "按住快捷键来切换端口回避。默认情况下,传送带和管道会避免阻塞任何现有端口。启用此功能后,端口将被忽略,可以将传送带和管道放置在它们附近的任何位置。"; tooltip tooltip "TransportTool__PortSnapTooltip" = "按住快捷键来切换自动连接,这在建造不同高度的管道或传送带时很有用。"; tooltip tooltip "TransportTool__TieBreakTooltip" = "如果有多个相同成本的建筑,按住快捷键来切换替代方案。"; explanation how to make transport shorter explanation how to make transport shorter "TransportTooLong__HowToResolve" = "为了让运输装置更短 ,您可以用连接器或平衡器来将其拆分。"; notification notification "TransportTooLong__name" = "{entity}过长"; could not cut transport as it is already being constructed could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "建造已经开始"; short description short description "TreeHarvesterT1__desc" = "一种采伐树木的机器。确保给他分配服务卡车。它不能通过运输装置。"; name name "TreeHarvesterT1__name" = "伐木机"; short description "TreeHarvesterT2__desc" = "没有什么能比这台机器更快地采伐树木了。确保为它分配大量服务卡车,以跟上采伐木材的数量。"; name name "TreeHarvesterT2__name" = "大型伐木机"; name name "TreeHarvesterT2H__name" = "大型伐木机器"; {0} = 'key binding that open the tool' {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "要指定要采伐的树木,请选择树木指定工具({0} 键)(1) 并将光标拖到森林上 (2)。"; {0} = 'Tree harvester' {0} = 'Tree harvester' "TreeHarvesting__part2" = "{0} 将自动开始采伐任何指定的树木。点击 {0} 并为其指定至少一辆卡车,以便它可以卸载采伐的木材。"; "TreeHarvesting__part3" = "卡车装满木材后,它们会将其运送到附近的仓库或者任何需要木材的机器。"; short description "TreePlanterT1__desc" = "植树的机器。确保它可以访问树苗。它不能通过运输装置。"; name name "TreePlanterT1__name" = "植树机"; name name "TreePlanterT1H__name" = "植树机"; 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" = "至被采伐"; 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" = "采伐选项"; tooltip tooltip "Trees__HarvestingOptionsTooltip" = "允许选择应砍伐树木的大小的百分比。这会影响木材的产量和树苗的消耗。下表显示了每棵树生产的木材量。"; Used to signify trees should not be cut. Tooltip. Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "不能砍伐"; description of tree in a build menu description of tree in a build menu "TreesInMenuDescription" = "无需使用林业塔即可手动种植的树木。种植它需要树苗和植树机。"; notification, any strings in curly braces { } must be preserved and non-translated name of a machine Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "{entity}无法运送 {0}。没有有效的目的地"; notification notification "TruckCannotDeliverMixedCargo__name" = "{entity} 没有与混合货物兼容的分拣设施"; 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" = "卡车可能会超载 {0},但它们需要额外 {1} 的维护"; 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" = "超载的卡车"; notification notification "TruckHasNoValidExcavator__name" = "{entity}没有兼容的挖掘机"; 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} 作业"; "TrucksStats__OptionGeneral" = "包括一般工作"; "TrucksStats__OptionGeneralTooltip" = "含以下选项中未包括的由卡车执行的所有一般工作。此类工作的例子包括:在仓库或机器之间移动货物,从仓库倾倒。不包括卡车自行加油的工作。"; "TrucksStats__OptionMining" = "包括矿车"; "TrucksStats__OptionMiningTooltip" = "包括被分配去采矿和采伐树木的卡车完成的工作。"; "TrucksStats__OptionRefueling" = "包括加油车"; "TrucksStats__OptionRefuelingTooltip" = "包括被分配给其他车辆(如挖掘机)加油的卡车完成的工作。"; 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" = "卡车货运历史"; truck description, for instance {0}=20,{1}=2 truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "最大容量为 {0} 的重型皮卡。它可以通过高度为 {1} 或更高的运输装置。"; vehicle vehicle "TruckT1__name" = "皮卡"; vehicle description, for instance {0}=20,{1}=2 vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "最大容量为 {0} 的大型工业卡车。如果它们的高度为 {1} 或更高,就可以通过运输装置。"; vehicle vehicle "TruckT2__name" = "卡车"; vehicle vehicle "TruckT2H__name" = "卡车"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "最大容量为 {0} 的大型运输卡车。这种类型只能运输液体或气体产品。它不能通过运输装置。"; vehicle vehicle "TruckT3Fluid__name" = "运输卡车(液体)"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "大型矿用卡车,最大载重量为{0}。此类车辆只能运输液体或气体产品。它不能从运输装置下方通过。"; vehicle vehicle "TruckT3FluidH__name" = "矿用卡车(罐装)"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "最大容量为 {0} 的大型运输卡车。这种类型只能运输松散的产品(例如煤炭)。它不能通过运输装置。"; vehicle vehicle "TruckT3Loose__name" = "运输卡车(散装物)"; vehicle description, for instance {0}=150 vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "大型矿用卡车,最大载重量为{0}。此类车辆只能运输散装产品(例如煤炭)。它不能从运输装置下面通过。"; vehicle vehicle "TruckT3LooseH__name" = "矿用卡车(倾倒)"; description of a high pressure turbine description of a high pressure turbine "TurbineHighPress__desc" = "使用高压蒸汽产生机械动力。"; name name "TurbineHighPress__name" = "高压涡轮"; name name "TurbineHighPressT2__name" = "高压涡轮 II"; description of a low pressure turbine description of a low pressure turbine "TurbineLowPress__desc" = "通过重复使用低压蒸汽产生机械动力来提高发电效率。"; name name "TurbineLowPress__name" = "低压涡轮"; name name: ship part upgrade "TurbineLowPressT2__name" = "低压涡轮 II"; description of a super pressure turbine description of a super pressure turbine "TurbineSuperPress__desc" = "使用超高压蒸汽产生机械动力。"; name name "TurbineSuperPress__name" = "超高压汽轮机"; title of message or tutorial name: message for player "TutorialOnAdvancedLogistics__name" = "自定义路线"; title of message or tutorial ship name "TutorialOnCargoShip__name" = "货船"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part1" = "货船允许自动从世界矿山和石油钻井平台运输产品。这艘船必须在世界地图上被发现、修理或购买,不能直接在你的岛上建造。获得货船后,您可以在岛上建造 {0},货船将自动停靠在那里。"; "TutorialOnCargoShip__part2" = "可用(已修复)的船只数量和发现的船只数量显示界面顶部。"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part3a" = "只有在世界地图上发现第一艘货船后才能研究 {0}。站点可以建在岛的岸边。放置 {0} 时,您会看到延伸到海中的条纹图案,表示船只可以进入。您必须确保至少有一个区域是绿色的,表示一艘船将能靠岸。注意不要用其他建筑物(例如其他站点或海洋泵)阻挡这些区域。"; {0} = Cargo depot {0} = Cargo depot "TutorialOnCargoShip__part3b" = "{0} 需要模块才能存储和运输产品。每种类型的产品都有模块,您可以在一个货运港中混合搭配它们。这些模块决定了您的船只将进口或出口什么类型的产品,您需要手动分配该产品。模块还有输入和输出端口供您连接运输装置。"; "TutorialOnCargoShip__part4Heading" = "船舶物流"; "TutorialOnCargoShip__part4V2" = "当有足够的货物装满世界地图 (1) 上的船时,货船将自动离开。一艘船可以从世界地图上的任何实体接载货物。船舶的每次航行都有固定的基于船大小 (2) 的燃料成本。 "; "TutorialOnCargoShip__part5V2" = "升级货运港也会升级附属的船只。这增加了空间的数量,从而增加了运输材料的数量。更大的船只在燃料消耗方面更有效率。"; title of message or tutorial title of message or tutorial "TutorialOnCoalPower__name" = "燃煤电厂"; "TutorialOnCoalPower__part1" = "与柴油发电机相比,一种更有效的发电方式是燃煤发电厂。锅炉中燃烧的煤将水变成蒸汽 (1)。然后,该蒸汽使涡轮机 (2) 旋转并通过轴将机械力传到连接的发电机 (3) 中,发电机从中发电。"; "TutorialOnCoalPower__part2" = "无论您以何种顺序放置涡轮机和发电机,只要它们都安装在一根轴上,就能协同工作。"; {0} = Flywheel {0} = Flywheel "TutorialOnCoalPower__part3" = "发电机在不需要时不会发电,并且会忽略来自机械轴的能量。然而,当轴以全功率旋转时,涡轮机不会停止,相反,它们会让蒸汽通过,这意味着一些能量会损失。为了解决这个问题,您可以使用连接到机械轴的 {0},它将机械能作为惯性存储并在需要电时返回,就像电池一样。"; {0} = Flywheel {0} = Flywheel "TutorialOnCoalPower__part4" = "{0} 可以与涡轮机上的“自动平衡”开关结合使用。一旦启用,涡轮机将在连接轴具有最大惯性时自动关闭,并在惯性较低时重新启动。 {0} 有助于增加轴的总惯性,使该系统更加高效,并防止由于涡轮机启动缓慢而造成的功率损失。"; title of message or tutorial title of message or tutorial "TutorialOnContracts__name" = "合约"; {0} = Cargo ship {0} = Cargo ship "TutorialOnContracts__part1" = "您可以和定居点签订合同来定期交换商品。合同通常比快速交易更有利可图,但这会花费凝聚力并需要专用的 {0}。"; {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" = "建立合同后,您需要 {0} 和 有符合合同模块的{1} 。例如,如果您用 {2} 换取 {3},您需要将一个单元模块 ({2}) 和一个流体模块 ({3}) 连接到 {1} (1)。选择任一模块,单击“分配合同”(2),然后分配您希望开始的合同 (3)。请注意,如果与合同兼容,任何其他模块将自动分配给适配类型的材料。"; {0} = Cargo Ship, {1} = Cargo depot {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "一旦您的 {1} 模块提供了正确数量的所需商品,{0} 将自动前往定居点以交换商品。合约使您可以不受时间限制地进行任意数量的交易"; "TutorialOnCopySettings__part1" = "该工具使您能够将配置从一个建筑物复制到另一个建筑物。您甚至可以在多个建筑物上拖动以批量应用选定的配置。"; {0} = shortcut key {0} = shortcut key "TutorialOnCopySettings__part2" = "可以通过按 {0} 或单击工具栏 (1) 中的图标来激活此工具。然后单击要从 (2) 复制设置的建筑物。最后单击或拖动尽可能多的其他类似的建筑物以粘贴这些设置。"; "TutorialOnCopyTool__part1" = "此工具允许您选择一个或多个建筑物,复制并放置在其他地方。这使您可以毫不费力地复制现有的工厂设计以扩大生产规模。"; {0}, {1} = shortcut keys {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "要一次复制多个建筑物,请按 {0} 或点击工具栏中的图标 (1) 选择复制工具,然后点击并拖动所需建筑物 (2) 工具。松开鼠标按钮并拖动到要放置复制建筑物的位置,然后左键单击一次以放置 (3)。您可以通过将鼠标悬停在建筑物上并按 {1} 来复制单个建筑物。"; {0} shortcut key {0} shortcut key "TutorialOnCopyTool__part3" = "默认情况下,此工具会复制建筑物的配置。您可以在放置建筑物时按住 {0} 以防止其复制配置。副本建筑物将被建造为新建筑物。 "; title of message or tutorial title of message "TutorialOnCrisis__name" = "危机管理"; "TutorialOnCrisis__part1" = "时不时地,您的岛屿可能会陷入危机——燃料耗尽、电力短缺、缺少维护等等。显然,这绝不是您的错。它总是由岛上的人做的不好造成的。但是,总有办法可以在早期避免一些问题的发生。"; "TutorialOnCrisis__part2" = "您可以将要监控的产品固定/取消固定到右侧面板。通过点击此面板,它将打开您的全球统计信息,其中显示了整个岛屿的库存。单击图钉图标以始终显示此产品。"; "TutorialOnCrisis__part2Heading" = "固定重要产品"; "TutorialOnCrisis__part3" = "建议为 {0} 或对维护或定居点服务至关重要的产品设置存储警报。尽早收到通知让您有时间做出反应。您还可以设置专用仓库,用应急物资装满它们并禁用卡车输出。这样,您就可以在需要时随时获得应急物资。"; "TutorialOnCrisis__part3Heading" = "储量警报"; "TutorialOnCrisis__part4" = "您的大多数机器和建筑物都被分配了优先级。数字越小,优先级越高,它们就越有可能获得电力、凝聚力、工人、维护零件和其他资源。所以将最关键的基础设施放在更高的优先级上是一个好办法。"; "TutorialOnCrisis__part4Heading" = "优先级系统"; "TutorialOnCrisis__part5" = "没电可不是好玩的,有几种方法可以避免这种情况的发生。第一步是为发电设备的存储系统设置警报,例如为发电机提供蒸汽的锅炉所需要的煤和水的存储系统。这样,您就可以知道在电力供应完全停止之前煤或水的含量越来越低了。"; "TutorialOnCrisis__part5Heading" = "电力危机管理"; {0} - keep full {0} - keep full "TutorialOnCrisis__part6V2" = "您还可以提高为发电厂提供供给的存储的优先级。您必须先将 {0} 滑块 (1) 从默认位置移开,否则您将看不到优先级选择屏幕 (2)。 "; "TutorialOnCrisis__part7a" = "最稳健但最昂贵的设置是像现实世界一样拥有备用工厂。例如,这可以是一系列柴油发电机,它们可以在电力下降时随时启动。"; {0} - Diesel generator {0} - Diesel generator "TutorialOnCrisis__part7b" = "这在默认情况下有效,因为 {0} 的生产优先级低于连接到涡轮机的标准发电机。您可以自行为任何发电机重新配置发电优先级。请注意,机器在闲置时消耗的维护较少。"; {0} - Unity {0} - Unity "TutorialOnCrisis__part8V2" = "在最严重的紧急情况下,您还可以助推下机器。 助推使机器能够以每月 {0} 的成本在没有电源的情况下工作。"; "TutorialOnCutTool__part1" = "此工具类似于复制工具,但它会删除复制的建筑物。它仅适用于尚未开始建造的幽灵建筑。"; {0}, {1} = shortcut keys {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "可以按 {0} 或单击工具栏 (1) 中的图标来激活该工具。您也可以在将光标悬停在建筑物上按 {1} 将其立即剪切,这在快速调整时非常方便。"; title of message or tutorial name: message for player "TutorialOnDiesel__name" = "柴油生产"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "{0} 可以通过在 {2} 中蒸馏 {1} 来生成 。要提取 {1},请在油藏顶部建造一个 {3}。当一个{3} 被选中用于建造时,您会看到黑条显示油藏的位置。"; "TutorialOnDiesel2__part2" = "资源叠加层也可以随时通过在左下方面板中切换来显示。"; {0} = oil pump, {1} = basic distiller {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "选择生产建筑后,显示输入和输出产品的图标将显示在连接端口上方,您就可以确定所有东西的进出位置。使用管道将 3x {0} 连接到 {1}。"; {0} = crude oil {0} = crude oil "TutorialOnDiesel2__part4" = "岛上 {0} 的地下供应有限。在游戏后期,您会在世界地图上找到额外的 {0}。为了找到它们,您将需要驾船来探索周围的环境。"; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "柴油生产不是一个清洁的过程,它会产生 {0}{1}。 {1} 可以通过 {2} 释放,{0} 可以通过 {3} 倾倒到海洋中。请注意,大量排放污染物到环境中会对人口产生负面影响。"; "TutorialOnDiesel2__part5Heading" = "废产品"; title of message or tutorial title of message "TutorialOnDumping__name" = "倾倒"; title of message or tutorial title of message or tutorial "TutorialOnFarmFertility__name" = "农场肥力"; title of message or tutorial title of message "TutorialOnFarming__name" = "农业"; "TutorialOnFarming__part2" = "农场种植农作物,农作物 有不同的作用,但主要是为了给您的民众提供食物。但农作物不是免费生长的,它们消耗土壤肥力 。"; "TutorialOnFarming__water" = "土壤水位由雨水补充,这对于需水量低的作物(如马铃薯)来说基本够了。然而,雨水并不是可靠的水源,如果没有足够的水,农作物会减产甚至枯死。"; "TutorialOnFarming__water2" = "拥有外部水源对于可靠的农业生产至关重要。这需要以灌溉系统升级农场(通过研究解锁)。 灌溉农场仅在土壤变干时才消耗水,因此不会浪费外部供应的水。"; "TutorialOnFarming__waterHeading" = "土壤水位"; "TutorialOnFertility__fertilizers1" = "农民最大的梦想是化肥。它们可以使土壤肥力超过自然平衡值,有的甚至超过100%!"; "TutorialOnFertility__fertilizers2" = "要使肥料起作用,您需要将一个装有肥料的管道连接到农场 (1) 并将肥力目标滑块 (2) 拖动到所需的水平。农场会自动为土壤施肥至选定的水平。请注意,每种肥料类型都有自己的最高施肥目标,该目标显示在肥料概览 UI 中。"; "TutorialOnFertility__fertilizers3" = "请注意,您的土壤施肥目标越高,自然补给量就越低。一旦肥力攀升至 100% 以上,自然补给将变为负值,这将需要更多的肥料来维持。"; "TutorialOnFertility__fertilizersHeading" = "肥料"; "TutorialOnFertility__part1" = "作物产量取决于土壤肥力。如果一个农场的土壤肥力为 50%,那么它的产量将只有 50%。农作物在生长过程中会消耗肥力,但肥力也会随着时间的推移自然得到补充(空置的农场最终会达到 100% 的肥力)。"; "TutorialOnFertility__part2" = "请注意,土壤肥力不影响作物耗水量或生长持续时间。这意味着在更肥沃的土壤上生长的作物不仅产量更高,而且用水效率更高(相同水量下的产量更高)。"; 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" = "随着时间的推移,作物肥力消耗和自然补充将稳定在一个称为肥力平衡的值。该值是个基于当前生长计划的平均土壤肥力的估计值。这个平衡的存在是因为作物肥力消耗是恒定的,但随着土壤肥力的降低,自然补充就加快了。"; {0} - replaced with percentage (e.g. 50%), {1} - green manure {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "连续多次种植同一种作物会让肥力有{0}损失。这可以通过在作物轮作计划中种植不同的作物来避免。您可以种植 {1},它不会产生任何有用的产品,但有助于恢复土壤肥力,而且把它种植在其他作物之间时,可以消除种植同一作物的肥力损失。"; "TutorialOnFertility__rotation2" = "您也可以让土地空着,不种庄稼。这让土壤有时间自然地恢复肥力,但它不会自行消除种植同种作物的肥力损失。"; "TutorialOnFertility__rotationHeading" = "轮作"; title of message or tutorial name of a machine "TutorialOnFurnace__name" = "废铁冶炼"; title of message or tutorial title of message "TutorialOnHealth__name" = "健康和污染"; "TutorialOnHealth__part1" = "你的人口会有健康水平的指标。如果健康水平是正的,你的人口就会增长,并为你提供额外的凝聚力。如果健康水平是负的,您的人口就会开始下降。"; "TutorialOnHealth__part2" = "您可以通过为民众提供各种食物、水和医疗保健来提高他们的健康水平。"; "TutorialOnHealth__part2Heading" = "积极影响"; "TutorialOnHealth__part3" = "如果您排放污染物(空气或水),民众的健康水平就会下降。您岛上的污染是全球性的,因此将烟囱移离您的定居点将无济于事。密切关注您排放的污染量是一个好主意。"; "TutorialOnHealth__part3Heading" = "负面影响"; "TutorialOnHealth__part4" = "当某物排放污染时,它会显示在配方 UI 的右侧,如下所示。"; "TutorialOnHealth__part5a" = "您的人口可能患有疾病。有些疾病来来去去,不可能完全阻止它们的发生。提供医疗保健可以显著的减少它们的负面影响。"; "TutorialOnHealth__part5b" = "也有一些疾病的发生可能是由于居住地条件恶劣,例如缺乏干净的水或垃圾过多。污染不会导致疾病,它会直接损害健康。"; "TutorialOnHealth__part5Heading" = "疾病"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "{0} 可以通过打开两个配方来处理 {1} 和 {2}。请点击 {1} 配方将其打开。"; {0} = iron ore, {1} = iron scrap {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "配方执行的优先级取决于它们的顺序,可以使用左侧的箭头 (1) 更改顺序。如果您想优先处理 {0} 而不是 {1},请点击 {0} 配方 上的向上箭头,使其移动到 {1} 配方上方。"; {0} = iron ore, {1} = slag, {2} = Blast furnace {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "熔炼 {0} 后,{2} 会产生 {1}。放置倾倒指定可以让 {1} 在岛上的任何地方倾倒(除非您更改全局倾倒筛选器 来阻止 {1} 的倾倒)。卡车将始终优先将 {1} 和其他材料运送到需要的地方,然后再将其倾倒(例如混凝土生产)。倾倒 {1} 很重要,因为通常您的冶炼行业生产的 {1} 远远超过您的使用量。倾倒它不会产生污染。"; title of message or tutorial title of message or tutorial "TutorialOnIronOreSmelting__name" = "铁矿石冶炼"; title of message or tutorial title of message or tutorial "TutorialOnMaintenance__name" = "维护"; {0} = Unity {0} = Unity "TutorialOnMaintenance__part1" = "维护是车辆和建筑物保持运行所需的重要的全球资源,否则它们会发生故障并停止工作。每个实体的维护级别都可以在其窗口 (1) 的底部看到。在紧急情况下,损坏的实体可以使用 {0} (2) 立即修复。"; {0} = Maintenance depot {0} = Maintenance depot "TutorialOnMaintenance__part2" = "为了进行维护,您需要建造一个 {0} 并为其提供必要的材料。"; "TutorialOnMaintenance__part3" = "您可以在屏幕 (1) 的右侧看到当前的维护量。您还可以在统计屏幕 (2) 中查看一段时间内维护的生产和消耗。"; title of message or tutorial name of a machine "TutorialOnMineTower__name" = "采矿"; "TutorialOnMining__part1" = "您可以使用挖掘机从地形中挖掘并移除任何材料,并通过卡车倾倒来添加材料。"; "TutorialOnMining__part10" = "下面是一个示例,说明从地表开始的采矿指定如何仅在接触地表时才可达。顶部指定可达,如黄色所示。底部从表面以下一层开始,无法到达,用带有红色边框的橙色表示。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part11" = "使用 {0} 键切换到 坡道 模式。然后您可以附到前一个平地指定并从那里延伸出一个坡道。"; "TutorialOnMining__part11Header" = "创建坡道"; "TutorialOnMining__part12" = "一次只能用一台挖掘机开采每个指定方块。如果您有多台挖掘机,请确保有足够的指定方块。"; "TutorialOnMining__part13" = "您可以通过切换屏幕左下角的资源叠加层来查看可用资源。"; "TutorialOnMining__part13Header" = "资源层"; {0} = Mine control tower, {1} = Edit area {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "虽然倾倒指定可以放置在岛上的任何地方,但采矿指定必须在 {0} 管理区域内。选择采矿控制塔后,单击 {1} 按钮划出一个新区域。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnMining__part3" = "必须将卡车和挖掘机分配给{0}后才能开始采矿。挖掘机在指定的地形上开采,而卡车将开采出来的材料从挖掘机运输到机器、仓库或任何可用的倾倒区。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part4" = "要开采地形,请从底部工具栏 (1) 中选择采矿指定工具 {0},然后在地形上单击并拖动以指定您的采矿区域 (2)。"; "TutorialOnMining__part4Header" = "采矿指定"; "TutorialOnMining__part5" = "指定的形状代表采矿后地形的形状。"; {0} = shortcut key, {1} = shortcut key {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "此工具类似于倾倒指定工具 。 {0} 将在平坦斜坡 指定之间切换。当放置在另一个指定旁边时,按 {1} 将在向上向下之间切换斜坡方向。"; {0} = shortcut key, {1} = shortcut key {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "分别使用 {0} 和 {1} 向上或向下移动高度。"; {0} = shortcut key {0} = shortcut key "TutorialOnMining__part8" = "使用 {0} 旋转斜坡方向。"; "TutorialOnMining__part9" = "采矿指定必须从地形或地形上方开始,否则,您的挖掘机将无法到达。如果无法到达指定的边缘,则会显示一条红线。如果指定区域周围全是红线,则表示无法开采。"; "TutorialOnPathing__part1" = "您的车辆如果没有有效路径而无法到达目标,您可以通过切换其导航叠加层来调查这种情况。每种类型的车辆都有自己的覆盖层。运送建筑材料的卡车有一定的距离容差,但执行常规任务的车辆需要能够在目标附近行驶。"; "TutorialOnPathing__part3" = "有时,车辆可能会卡住。您可以使用恢复操作来恢复车辆。为避免出现这种情况,请在采矿期间使用宽坡道和挡土墙,以防止地形坍塌。"; "TutorialOnPathing__part4" = "有时,由于地形或其他建筑物等的阻挡,卡车无法进入某些建筑物。您可以关闭有问题的建筑物的输入输出,以防止车辆试图访问,而不是为了容纳车辆重建工厂的某些部分。"; "TutorialOnPauseTool__part1" = "此工具支持暂停和取消暂停单个实体,比如机器或车辆。也可以通过在一个区域上拖动来支持批量暂停/取消暂停。"; {0} = key shortcut {0} = key shortcut "TutorialOnPauseTool__part2" = "可以通过按 {0} 或单击工具栏 (1) 中的图标来激活该工具。当你拖过一个有未建造建筑的区域时,它会切换建造暂停,否则,它会切换常规暂停。如果选择中的任何实体被暂停,它会取消暂停所有选定的内容,否则,它会暂停所有选定的内容。"; "TutorialOnPlanning__part1" = "规划模式是一种可切换模式,可让放置的任何建筑物最初是暂停的。您可以通过单击左下角工具栏中的规划模式按钮来打开和关闭规划模式。如下所示,暂停施工的建筑物的颜色为灰色。"; {0} - Planning tool, {1} - Planning mode {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "关闭规划模式不会取消暂停当规划模式打开时放置的建筑物。要取消暂停放置的建筑物,请使用 {0} (1)。您还可以选择放置在 {1} 中的建筑物,然后单击 Construction Inspector 窗口 (2) 上的暂停按钮来取消暂停。"; "TutorialOnPlanning__part5Heading" = "施工颜色状态"; "TutorialOnPlanning__part6" = "放置建筑物时,建筑物幽灵本身的颜色会根据其建造状态而变化。"; "TutorialOnPlanning__part7" = "白色的建筑物计划建造,目前已暂停。 蓝色 建筑物正在建造中。 红色 色建筑物正在拆除中。"; title of message or tutorial title of message or tutorial "TutorialOnPopsAndUnity__name" = "人口与凝聚力"; "TutorialOnPopsAndUnity__part1" = "人口是您的岛屿经济最重要的支柱之一。您需要为您的员工提供住房、食物和其他服务,作为回报,他们将为您工作。"; "TutorialOnPopsAndUnity__part2" = "人们住在定居点。一个定居点可以由一个或多个附属的住房单元和服务大楼组成。您可以有多个定居点,但每个定居点都需要自己的服务。"; "TutorialOnPopsAndUnity__part3" = "如果人多于住房容量,一些人就会无家可归。无家可归的人会非常不开心,他们不会为你工作。"; {0} = Captain’s office {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "如果人们身体健康并且有住房,人口自然会随着时间的推移而增加。您可以使用 {0} 中的法令控制增长率。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part5" = "{0} 是一种虚拟资源,在人们幸福快乐时生成。您提供的服务和安慰越多,他们就会感到越团结,并产生更多的凝聚力作为回报。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part6" = "{0} 可用于特殊任务,例如研究、贸易、偏远矿山工作或车辆回收。需要凝聚力的行动通常用紫色表示。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part7" = "{0} 在紧急情况下非常有用。例如,{0} 操作允许立即交付用于建造的产品或提高所选机器的产量。建议始终保留一些未使用的 {0} 以备不时之需。"; {0} = Unity {0} = Unity "TutorialOnPopsAndUnity__part8" = "{0} 收益/损失的概览可以在总体概览窗口中查看。可累积的 {0} 的最大数量取决于住房的数量和质量。凝聚力收益/损失按月计算。"; "TutorialOnRoutes__part1V2" = "卡车根据源建筑和目标建筑的优先级设置自动运送货物。有时您可能希望更好地控制交付源/目的地或服务车辆。自定义路线提供了这种控制,可以提高物流的效率和可靠性。"; {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" = "可以让 {0} 把开采的产品输出到特定的仓库。为此,请选择 {0} (1),点击 {2} (2) 下的 {1} 按钮,然后点击所需的仓库。 "; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "分配好的仓库可以在 {0} 中看到,右键单击它们的图标将删除路线。也可以通过再次单击 {1} 按钮并单击先前分配的仓库来删除路线。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnRoutes__part4V2" = "当 {0} 的输出路线设置为某些产品的仓库时,卡车将仅仅把这些产品运送到指定好的仓库,而不会运送到其他任何地方。"; {0} = Fuel station, {1} = Mine control tower {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "自定义路线也可用于将 {0} 分配给 {1},来反映卡车和挖掘机的加油偏好。"; "TutorialOnRoutes__part8" = "我们建议灵活使用自定义路线并将它们使用在最合适的地方。使用自定义路线对每个仓库进行微观管理可能会给您的物流系统带来不必要的复杂性,并可能在您未来的工厂扩张过程中造成麻烦。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "还可以在仓库之间设置自定义路线,来进一步优化您的操作,如下所示。只需确保目标仓库设置了 {0} 滑块 (1)。您可以选择将卡车分配给收货仓库,专门为这条供应线 (2) 提供服务。还有两个开关 (3),可限制仓库仅接受连接的仓库和分配的卡车。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "以下示例显示了传送带和自定义路线如何在倾倒多余的开采材料的同时减少卡车行程。首先,将 {0} 分配给附近的仓库 (1)。仓库通过长传送带 (2) 连接到另一个仓库。第二个仓库设置为输出到附近的塔 (3),该塔有一个标记为倾倒的区域。"; title of message or tutorial name: message for player "TutorialOnShipRepair__name" = "世界探索"; "TutorialOnShipRepair__part1" = "您可以使用您的船探索世界地图。您可以找到可以带回您的岛屿的补给品,可以与之贸易的其他定居点,可以开采的世界矿山等等。"; {0} -> key-binding that opens the map, {1} = 'Explore' {0} = key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "如果要开始探索,请打开世界地图 ({0}键),选择目的地 (1),然后点击 {1} (2)。一旦船到达,它将开始探索。探索需要一些时间,完成后会通知您。"; "TutorialOnShipRepair__part2Heading" = "探索"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "您的船带来的所有物品都将自动卸载到 {0}。只需确保 {0} 有足够的可用空间。您可以打开 {1},让您的卡车在有可用存储空间的情况下卸载所有货物。"; "TutorialOnShipRepair__part4Heading" = "船只航程和燃料"; {0} = Shipyard {0} = Shipyard "TutorialOnShipRepair__part4V2" = "船只需要燃料才能航行,探索新地点需要额外的燃料。要为船只装载燃料,请选择 {0} 并将燃料缓冲区的绿色滑块拖动到右侧。燃料可以通过卡车或管道运输。"; "TutorialOnShipRepair__part5" = "有些地区可能被敌人或海盗占领。除非您先击败海盗,否则您无法穿过这些区域或探索它们。如果你的船没有装备武器,它会自动尝试逃跑,否则,就会开始战斗。"; "TutorialOnShipRepair__part5Heading" = "敌人和海盗"; {0} - Shipyard {0} - Shipyard "TutorialOnShipRepair__part6" = "船的许多部件都可以添加或升级。升级在 {0} 中进行。无论船只是否在场,{0} 都会准备好必需的组件。准备好后,船只到达时会自动升级。"; "TutorialOnShipRepair__part6Heading" = "船舶升级和武器"; {0} = Blast furnace, {1} = Metal caster {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "{0} 可以将矿石和废料等产品熔炼成熔融材料。 {1} 可将熔融材料浇铸成板坯。"; {0} = Iron scrap, {1} = Iron ore {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "为了生产铁板,您可以使用从附近废弃建筑物中收集的{0}。之后您将能够设置采矿操作来直接冶炼 {1}。"; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "建造一个 {0} 和 2x {1}。使用 {2} 将它们连接在一起。由于铁水太热无法用卡车运输,因此需要熔融通道。"; {0} = Smoke stack, {1} = Blast furnace {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "直接或通过管道(可在运输装置 中找到)建造 {0} 并将其附加到 {1}。"; {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" = "由于您还没有煤矿开采权,请建造一个 {0} 以用木材生产。别忘记为它加一个 {1}。甚至可以共享 {2} 的 {1}。要了解如何获得木材,请阅读 {3} 的教程。"; {0} = Iron scrap, {1} = Metal caster {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "观看正在进行的熔炉配方,同时卡车自动为其提供 {0} 和煤炭。在 {1} 中生产的铁板将存放在那里,直到卡车找到要运送它们去的地方。稍后,您将能够解锁并建造传送带,将铁直接运送到您的生产建筑或者仓库。"; "TutorialOnStorage__part1" = "用传送带和管道将货物从生产建筑运输到仓库并让卡车平衡仓库之间的库存是有益的。这有助于保持卡车的高利用率,因为它们始终可以满载行驶。这还为机器提供了额外的输入和输出缓冲,让它们可以不间断运行。"; {0} = blast furnace, {1} = iron ore, {2} = coal {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "例如,用传送带连接 {1} 和 {2} 的存储筒仓可以让{0}受益。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "默认情况下,存储单元不会主动向卡车请求产品。若要更改此设置,请将标记为 {0} 的绿色滑块拖动到右侧。这使得仓库会持续请求产品,直到绿色滑块被填满—。"; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "对于您不想填满的仓库(例如 {0},如下图所示),您可以使用 {1} 滑块来设置一个阈值,根据它, 车辆会自动提取材料并将其放在另一个可用的仓库中。"; {0} = Keep full (StoredProduct__KeepFull) {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "请注意,红色/绿色滑块对连接的运输装置没有影响。例如,设置为 {0} 的仓库仍将继续通过连接的运输装置输出产品,会忽略为它设置的任何规则。"; "TutorialOnStorage__part6" = "您还可以设置警报,如果仓库变得太满或太空,会阻止连接的机器正常运行, 这时您会收到通知。这提醒对您而言很有必要,如果关键材料(例如发电厂的煤炭)即将耗尽。"; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "一旦机器通过运输装置连接起来并且交付/接收了第一个产品,卡车将不再尝试交付/接收该类型的产品。您可以通过 {0} 和 {1} 面板中每台机器的物流面板手动覆盖此行为。"; title of message or tutorial title of message or tutorial "TutorialOnStoragesAndTransports__name" = "带有相连的运输装置的仓储"; "TutorialOnTerDumping__colorsDesc1" = "指定方块上带颜色的边框可以让您决定很多事情。"; "TutorialOnTerDumping__colorsDesc2" = "浅绿色方块:可访问且将被使用"; "TutorialOnTerDumping__colorsDesc3" = "带红色边框的黄绿色方块:尚不可访问"; "TutorialOnTerDumping__colorsDesc4" = "深绿色方块:已经完成,将被忽略"; "TutorialOnTerDumping__colorsDesc5" = "指定上的数字代表地形高度。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part1" = "要在地形上倾倒材料,请选择底部工具栏 (1) 中的倾倒指定工具 {0}。将鼠标悬停在地形上以查看工具 (2) 的起始方向和高度。左键单击并拖动以创建倾倒指定 (3)。重要的是,倾倒指定应从地形或地形以下开始,否则卡车将无法访问。"; {0} = Mine control tower, {1} - waste {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "{0}可以选择哪些产品可以倾倒在其管理区内。该管理区忽略了全局筛选器,该筛选器是限制可倾倒材料的理想选择。例如,您允许只能在特定区域中倾倒{1},方法是将其从全局倾倒筛选器中删除,然后将其添加到{0}窗口中的可倾倒产品中。"; {0} = Mine control tower {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "{0}倾倒过滤器"; "TutorialOnTerDumping__part2" = "倾倒指定显示倾倒完成后地形的样子。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part3" = "{0} 键将在地形放置的指定工具中, 在上升/下降坡道的斜坡指定 (1) 和平地指定 (2) 之间切换。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part4" = "{0} 键 (1) 将顺时针旋转坡道指定来选择坡度的方向。当附到另一个指定时,{0} 键只是切换向上或者向下的坡度 (2)。"; {0} = key shortcut, {1} = key shortcut {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "{0} 和 {1} 键将分别升高 (1) 和降低 (2) 指定高度,使您可以控制目标高度。请记住,卡车无法访问所有边缘都高于地形的倾倒指定。"; "TutorialOnTerDumping__part7" = "卡车自动倾倒产品。如果有需要处理的可倾倒产品,但没有机器或仓储接受它,卡车将自动开到最近的指定点进行倾倒。"; {0} = key shortcut {0} = key shortcut "TutorialOnTerDumping__part8" = "有很多产品可以倾倒。如果您对某种产品是否可以倾倒感到好奇,请点击右下角的图标 (1) 打开配方 {0},找到该产品 (2),然后检查倾倒是否可选(3)。"; "TutorialOnTerDumping__part8Heading" = "什么可被倾倒"; {0} = Dirt, {1} = Rock {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "全局倾倒筛选器默认选择哪些产品可以倾倒在岛上的指定区域。例如,如果您只想将 {0} 和 {1} 倾倒,则可以删掉除这两个之外的任何其他产品。"; "TutorialOnTerDumping__part9Heading" = "全局倾倒筛选器"; title of message or tutorial name: message for player "TutorialOnTransports__name" = "管道和传送带"; {0} = 2, {1} = Ramp {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "卡车可以在高度为 {0} 或更高的传送带或管道下方行驶。但是,挖掘机等较高的车辆无法在其下方行驶。为了让更高的车辆通过,您必须建造一个 {1}。"; "TutorialOnTransports2__part1" = "运输装置(管道和传送带)是在工厂周围运输产品的另一种方式。它们减少了对卡车物流的需求,并使产品交付更加稳定。"; {0} = analytics (TrucksAnalytics__Title) {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "您可以在 {0} 标签中查看哪些产品使卡车最繁忙。"; {0} = technology title {0} = technology title "TutorialOnTransports2__part3" = "可以简单地将运输装置拆分,合并来互相连接。如果您需要控制优先级和比率,请研究 {0} 以获得有高级功能的平衡器。"; "TutorialOnTransports2__part4" = "当建造菜单打开时,您还可以将鼠标悬停在建筑物/运输港口旁边的红色/绿色箭头上,来开始建造运输装置。"; {0} = molten channel, {1} = key-bindings, e.g. E/Q {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "大多数运输装置({0} 除外)可以通过在设计过程中按 {1} 键来上/下移动。这可以给车辆从运输装置下方通过腾出空间。"; {0} = key-binding {0} = key-binding "TutorialOnTransports2__part7" = "您可以建造运输装置让他们彼此堆叠。方便起见,在放置运输装置时切换 {0} 键以防止它吸附到任何现有的运输装置上。"; title of message or tutorial title of message or tutorial "TutorialOnTreesPlanting__name" = "植树"; "TutorialOnTreesPlanting__part1" = "植树提供了可再生的木材来源。首先,您需要在农场种植树苗。"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "需要 {0} 来指定树木补植区。它有一个区域,是分配的车辆将要工作的空间。它可以像 {2} 中那样进行更改。要种植和采伐树木,您需要先单击 {1} 在该区域内放置林业指定。"; {0} - Tree planter, {1} - Forestry Control Tower {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "您还需要制造一辆名为 {0} 的车辆并将其分配给 {1}。一旦树苗可用,{0} 会自动将它们捡起来并将它们种植到指定位置上。"; "TutorialOnTreesPlanting__part4" = "只要树木位于塔的林业指定上,伐木机就会自动砍伐完全成熟的树木。"; {0} - Tree planter {0} - Tree planter "TutorialOnTreesPlanting__part5" = "您也可以手动放置树木,将它们准确地种植在您想要的地方。可以在构建菜单中找到可用的树的种类。手动放置的树木也由 {0} 种植。"; title of message or tutorial title of message or tutorial "TutorialOnTrucks__name" = "卡车"; "TutorialOnTrucks__part1" = "卡车是在岛上运输产品最通用的选择。它们几乎可以运输除熔融材料或热气体(如蒸汽)之外的所有产品。"; "TutorialOnTrucks__part2" = "任何时候但凡有机器需要产品时,卡车都会尝试寻找货源并运送。建造也是如此。"; "TutorialOnTrucks__part3" = "如果有很多工作要做,卡车就会变得非常繁忙。您可以在屏幕左上角的概览面板中查看当前负载。如果负载很高,请考虑建造更多的卡车或者管道和传送带来自动化产品交付。"; "TutorialOnTrucks__part4" = "当卡车太繁忙时,对工厂运营至关重要的交付可能无法按时完成。为此,您可以在最需要产品的地方设置更高的优先级。数字越小,优先级越高。"; {0} = Allow partially loaded trucks (PartialTrucksToggle) {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "卡车一般会等到有足够的货物需要运输时才跑一趟。如果您希望进一步优化卡车行程, 让其始终都满载行驶,您可以禁用 {0}。"; "TutorialOnTrucks__part6" = "不要忘记给卡车提供燃料和维护,不然可能会使您的物流陷入停顿并引发问题。"; "TutorialOnUnityTool__part1" = "您可以使用凝聚力将产品立即运送到建筑中/从建筑中移除,从而快速完成建筑项目。"; "TutorialOnUnityTool__part2" = "此工具能够使您拖过一个区域,为所有选定的建筑物要求快速的交付/移除。如果无法交付产品,此工具将切换助推。"; {0} = shortcut key {0} = shortcut key "TutorialOnUnityTool__part3" = "可以通过按 {0} 或单击工具栏 (1) 中的图标来激活该工具。然后单击并拖过所需的建筑物 (2)。"; title of message or tutorial title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "车辆可达性"; "TutorialOnWalls__part1" = "当从建筑物下方挖出一些土地或因山体滑坡掩埋建筑物时,可能会引发建筑物倒塌。在那种情况下,建筑物会消失,并可能引发进一步的山体滑坡和倒塌。当开采更深的矿井时,地形也可能会坍塌,导致车辆无法进出矿井。"; "TutorialOnWalls__part2" = "每种材料都有自己的特性,即它在坍塌之前可以保持多陡的角度。"; {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) {0} = Retaining walls (RetainingWallsTitle), {1} = number (e.g. 5) "TutorialOnWalls__part3" = "您可以建造 {0} 以防止地形不受控的坍塌。这些被设计成用于固定地形。它们最多可以容纳 {1} 块地形。"; {0} = shortcut, {1} = shortcut {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "挡土墙最好在采矿/倾倒之前建造。它们也不能建在任何先前指定的采矿/倾倒区之上。使用 {0} 和 {1} 键升高或降低它们。"; {0} = number (e.g. 5) {0} = number (e.g. 5) "TutorialOnWalls__part5" = "挡土墙旁边任何高于或低于 {0} 的地形都会导致它倒塌。"; {0} = Retaining walls (RetainingWallsTitle) {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "{0} 也可用于建造一个封闭的地方,虽然在不合适的地方, 但也可以倾倒。"; title of message or tutorial title of message or tutorial "TutorialOnWasteDumping__name" = "倾倒垃圾"; "TutorialOnWasteDumping__part1" = "您的民众会制造垃圾,为了维护定居点人民的健康, 需要收集这些垃圾。"; {0} = waste module {0} = waste module "TutorialOnWasteDumping__part2" = "建造 {0} 并将其附加到您的定居点。它将自动存储定居点产生的垃圾。"; {0} = key shortcut {0} = key shortcut "TutorialOnWasteDumping__part3a" = "在您岛上的任何地方设置倾倒点 ({0})。"; {0} = waste module, {1} = dumping tutorial name {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "您的卡车会自动从{0}取走垃圾并将其倾倒在地上。要了解更多关于倾倒的信息,请参阅 {1} 教程"; "TutorialOnWasteDumping__part4" = "请注意,您的人口产生的普通垃圾量取决于他们获得的供给量以及他们是否回收。普通垃圾不可能完全清除,但以后你可以研究更多处理垃圾的方法。"; title of message or tutorial title of message or tutorial "TutorialOnWorldEntities__name" = "世界地图上的设施"; {0} = Start repairs (StartRepairs), {1} = Shipyard {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "当你第一次发现世界矿山时,你必须先修复它才能开采它。你可以选择地图上的结构图标并单击 {0} (1) 来完成。 {1} 现在可以选择装载修复该结构 (2) 所需的物资。装载后,它们必须由您的主船运送才能开始维修。"; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "在 {0} (1) 上选择时,世界地图上的设施有一个配置窗口。您可以选择确定生产率的 {1} (2),但它也会影响需要在那里工作的工人数量和与之相关的 {2} 成本 (3)。您可以通过升级设施(4) 来增加最大 {1}。在紧急情况下,您可以在船上装载货物 (5)。"; {0} = Cargo Ship (name of the tutorial) {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "要了解更多有关使用货船和货运港自动收集这些供给的信息,请阅读 {0} 教程。"; button to reset tutorial progress, more info in TutorialReset__Tooltip button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "重置进度"; text displayed after tutorial progress gets reset, keep short! text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "重置完成!"; title for a button that enables to reset tutorial progress title for a button that enables to reset tutorial progress "TutorialReset__Title" = "教程进度"; tooltip tooltip "TutorialReset__Tooltip" = "重置您的教程进度,使得您之前已经看过的教程又变成新教程,当有可用的新教程时,你也会得到通知。"; Description of the tutorials mechanic in the new game flow Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "启用在完成后给予奖励的教程和目标"; Title of the tutorials mechanic in the new game flow Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "教程(推荐)"; title of message or tutorial title of message or tutorial "TutorialTreeHarvesting__name" = "树木采伐"; title for user interface settings title of audio settings "UiSettings_Title" = "用户界面"; 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" = "取消分配"; tooltip explaining what unassign does tooltip explaining what unassign does "Unassign__VehicleTooltip" = "从当前分配中移除车辆。"; 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" = "凝聚力对于运行研究实验室、石油钻井平台或法令等事务非常重要。可以通过为您的定居点提供更好的服务或建造更好的住房来增强凝聚力。来自定居点的凝聚力按月生成。"; title of a panel showing the current global Unity capacity title of a panel showing the current global Unity capacity "UnityCap__Title" = "凝聚力容量"; tooltip that explains quick repair action "UnityCap__Tooltip" = "可以累积的最高的凝聚力数值。通常随着住房数量及其质量增加而增加。"; 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" = "船舰"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, example: '1 Unity' example: '1 Unity' "UnityStr_Format" = "{0} 凝聚力"; 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" = "凝聚力工具"; tooltip tooltip "UnityTool__Tooltip" = "单击或拖动建筑区域以应用此工具。它根据情况来快速构建、快速移除或切换生产提升。"; 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" = "解锁"; Group heading for all saves with no game name shown in the game column of the load & save window Group heading for all saves with no game name shown in the game column of the load & save window "UnsortedSaves__Title" = "未分类的存档"; "Update1__BlueprintsCopied" = "您的蓝图已复制到如下所示的新位置。"; "Update1__LocationChange" = "游戏还使用了新的文件夹位置来存您的存档文件。"; shows new blueprint files location shows new blueprint files location "Update1__NewBlueprintsLocation" = "新蓝图位置:"; shows new save files location shows new save files location "Update1__NewSaveLocation" = "新位置:"; "Update1__OldLocationStillExists" = "注意:旧文件夹仍然存在,并且包含 Update 1 之前游戏版本的数据。"; shows old save files location shows old save files location "Update1__OldSaveLocation" = "旧的存档位置:"; placeholder of a text area for description input placeholder of a text area for description input "UpdateDescription__Placeholder" = "键入描述。"; 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" = "更新描述。"; 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" = "更新此项目的描述。"; button to upgrade something button to upgrade something "Upgrade" = "升级"; explains that upgrade is currently being in progress explains that upgrade is currently being in progress "UpgradeInProgress" = "升级中"; 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" = "升级"; tooltip tooltip "UpgradeTool__CancelTooltip" = "右键单击或拖动一个建筑区域,来取消任何正在进行的升级"; tooltip tooltip "UpgradeTool__Tooltip" = "单击或拖动一个建筑区域来升级它们"; name name "UpointsCat_Boost__name" = "增强"; name name "UpointsCat_Contract__name" = "合约"; name name "UpointsCat_ContractEstablish__name" = "合约建立"; name name "UpointsCat_Decorations__name" = "定居点质量"; name name "UpointsCat_Edict__name" = "法令"; name name "UpointsCat_FreeUnity__name" = "免费"; name name "UpointsCat_Health__name" = "健康"; name name "UpointsCat_Homeless__name" = "无家可归"; name name "UpointsCat_IslandBuildings__name" = "岛屿建筑"; name name "UpointsCat_OneTimeActions__name" = "一次性行动"; name name "UpointsCat_OtherDecorations__name" = "其他装饰"; name name "UpointsCat_PopsAdoption__name" = "人口接管"; name name "UpointsCat_QuickBuild__name" = "快速建造"; name name "UpointsCat_QuickRemove__name" = "快速移除"; name name "UpointsCat_QuickRepair__name" = "快速维修"; name name "UpointsCat_QuickTrade__name" = "快速交易"; name name "UpointsCat_Rockets__name" = "火箭发射"; name name "UpointsCat_ShipFuel__name" = "船舶燃料"; name name "UpointsCat_Starvation__name" = "饥饿"; name name "UpointsCat_VehicleRecovery__name" = "车辆恢复"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "装点"; title of category that shows unity given for settlements decorations title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "装点的奖励"; name name "UpointsStatsCat_Services__name" = "服务"; name name "UpointsStatsCat_WorldMapMines__name" = "世界地图矿山"; short description of a machine short description of a machine "UraniumEnrichmentPlant__desc" = "利用大量离心机从天然铀中浓缩铀 235 同位素(这一过程称为同位素分离)。由此产生的产品是裂变铀,之后会在核反应堆中进行链式反应。"; name of a machine name of a machine "UraniumEnrichmentPlant__name" = "铀浓缩工厂"; name name "UraniumMine__name" = "铀矿"; short description of a machine short description of a machine "VacuumDistillationTower__desc" = "生产合成橡胶。"; name of a machine name of a machine "VacuumDistillationTower__name" = "橡胶制造机"; notification "VehicleGoalStruggling__name" = "{entity}正在努力寻找它可以到达的目的地。"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "{entity}正在努力寻找一个能够抵达的目的地。"; notification "VehicleGoalUnreachable__name" = "{entity} 无法到达目的地。"; notification "VehicleGoalUnreachableCannotGoUnder__name" = "{entity}无法到达目的地。"; notification notification "VehicleIsBroken__name" = "车辆因缺乏维护而发生故障"; truck job status message truck job status message "VehicleJob__DrivingToGoal" = "正在前往目的地"; truck job status message when a job is in invalid state truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "出错状态"; truck job status message truck job status message "VehicleJob__Loading" = "装载货物中"; vehicle job status message, vehicle is searching for a path to its destination vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "导航"; truck status when truck is adding / removing a ground surface (e.g. concrete) truck status when truck is adding / removing a ground surface (e.g. concrete) "VehicleJob__ProcessingSurface" = "处理表面中"; truck job status message truck job status message "VehicleJob__SearchingForDesignation" = "正在寻找可用的地形区域"; truck job status message truck job status message "VehicleJob__Unloading" = "卸载货物中"; 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} 车辆上限"; 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" = "达到车辆数量限制!"; notification notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} 没有燃料"; notification notification "VehicleNoReachableDesignations__name" = "{entity} 没有可到达的地形指定"; description for vehicle ramps short description of a machine "VehicleRamp__desc" = "允许车辆穿越低障碍物比如运输装置。"; name name of a machine "VehicleRamp__name" = "车辆坡道 (小)"; name name "VehicleRamp2__name" = "车辆坡道 (中)"; name name "VehicleRamp3__name" = "车辆坡道 (大)"; vehicle role which means the vehicle will harvest trees vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "树木采伐"; list of vehicles assigned to buildings - fuel station, storage list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "分配给建筑物"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "分配给采矿作业"; list of vehicles assigned to tree harvesting list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "分配给伐木机"; description of a machine short description "VehiclesDepot__desc" = "可以建造车辆,如卡车和挖掘机。"; building or machine building or machine "VehiclesDepot__name" = "车库"; building or machine building or machine "VehiclesDepotT2__name" = "车库 II"; building or machine building or machine "VehiclesDepotT3__name" = "车库 III"; tooltip "VehiclesLimit__Tooltip" = "车辆拥有数量/限制数量。可以通过研究提高限额。"; example use: 'vehicles maintenance: -20%' example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "车辆维护"; window that provides management & overview of all the vehicles window that provides management & overview of all the vehicles "VehiclesManagement" = "车辆管理"; 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} 个司机"; 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" = "闲置:{0}"; example: 'Version: alpha 1.0.0' example: 'Version: alpha 1.0.0' "Version" = "版本:{0}"; title of video settings title of audio settings "VideoSettings_Title" = "视频"; shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "立即按下"; title of message or tutorial name of a machine "WarningLowDiesel__name" = "低柴油!"; "WarningLowDiesel__part1" = "柴油的全球供应量极低!您面临柴油耗尽的高风险。当您所有的柴油耗尽时,所有车辆和柴油发电机将停止工作。如果没有正常的物流和发电,您的经济活动将停止。"; {0} = Oil Pump {0} = Oil Pump "WarningLowDiesel__part2" = "确保您有足够的柴油产量并且您正在提取足够的原油。您可以使用 Unity提升 {0},这不仅会加快速度,而且无需电力即可工作。"; title of message or tutorial notification, any strings in curly braces { } must be preserved and non-translated "WarningLowMaintenanceNoDepot__name" = "低维护!"; "WarningLowMaintenanceNoDepot__part1" = "一些实体的维护工作快停止了,它们可能很快就会开始出现故障。"; {0} = Maintenance depot {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "为了获得更多维护,您应该优先研究和构建 {0}。一旦投入运营,您将需要为其提供产品,并开始维护您所有的机器和车辆。"; "WarningLowMaintenanceNoDepot__part3" = "同时,您可以使用 凝聚力进行快速修复,以修复最需要的机器或车辆。"; title of message or tutorial name: message for player "WarningNoWorkersNoBeacon__name" = "没有工人!"; "WarningNoWorkersNoBeacon__part1" = "您的岛上没有更多的自由工人了。大家已经都在忙着工作了。一些建筑物或车辆将无法运行。"; {0} = Beacon {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "为了吸引更多人,您应该优先研究和建造{0}。这将有助于吸引更多难民到您的岛上,您不仅会获得更多的工人,还会从他们那里获得一些额外的材料。灯塔的有效性会随着时间的推移而下降。所以你应该优先修理,从而为岛上带来更多的人和资源。"; "WarningNoWorkersNoBeacon__part3" = "与此同时,你可以暂停一些你最不需要的建筑物的建造或者产品生产来释放一些工人。"; "WarningPrefix" = "警告:"; name: toolbar category name "wasteCategory__name" = "废弃物管理"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "倾倒液体入海洋。一些液体会造成水污染,影响人们的健康和幸福。在距海平面 {0} 的最大高度处工作。"; name name of a machine Dumps liquids into the ocean. "WasteDump__name" = "液体倾倒"; "WasteSortingOutputs__Tooltip" = "单个输出产品的比率取决于输入可回收材料的来源(例如,它们是在哪里生产的以及来自哪些产品)。这意味着这些比率可能会根据所使用的生产工艺而变化。"; {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" = "回收可以显著改变您岛上的经济,因为它可以从各种来源(如定居、维修或研究)中回收部分原材料。回收减少了对原始矿物提取的需求,因此也延长了矿床的寿命。支持回收的地方将返回“{0}”。该产品可通过垃圾分选设备分离成废料(如铁或铜废料),然后送到任何熔炉进行冶炼。回收材料的比例基于“{1}”,更多相关内容在垃圾分类工厂中进行了解释。"; name name "WasteSortingPlant__name" = "垃圾分类工厂"; name of a machine name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "水冷装置"; 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" = "收集的水"; 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" = "将定居点和农场的用水量减少 {0}"; 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" = "节水器"; name: name of a settlement service provided to pops name of a machine "WaterNeed__name" = "水"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "将不太好的水转换为好水。不要告诉喝水的人。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "废水处理"; short description short description of a machine "WaterWell__desc" = "此站可以提取淡水。"; name name of a machine "WaterWell__name" = "地下水井"; sets weather configuration to be dry sets weather configuration to be dry "WeatherOption_Dry" = "干"; sets weather configuration to be less dry than it normally is sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "少干"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "无边框窗口"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "全屏"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Windowed" = "窗口模式"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for enabling mods (mod is a game extension provided by community) "WindowMode__Title" = "视窗模式"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "窗口快捷键"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "可用"; used like this '4 workers needed' used like this '4 workers needed' "Workers__Needed" = "需要"; tooltip "WorkersAvailable__Tooltip" = "可用工人的数量。您可以通过建立灯塔,探索世界地图或颁布法令来提供人口从而得到更多工人。"; 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" = "工人要求"; 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" = "可提取"; notification, any strings in curly braces { } must be preserved and non-translated notification Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0} 完全修好了"; title of a location in the world map title of a location in the world map "WorldLocation__BeingExplored_Title" = "正在探索中!"; description of a location in the world map description of a location in the world map "WorldLocation__Explored_Desc" = "此处已探索过了。"; title of a location in the world map title of a location in the world map "WorldLocation__Explored_Title" = "完全探索过"; description of a location in the world map description of a location in the world map "WorldLocation__Home_Desc" = "这是我们的家园岛!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "家园岛"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "我们需要探索这个地方!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "未知位置"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "我们的船只正在去探索此处的路上!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "有一个敌人需要我们去打败!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "敌人的位置"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "我们的船正在前往战斗的路上!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "发现敌人"; title for ship orders title for ship orders "WorldLocation_Orders" = "船只命令"; 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" = "战斗"; 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" = "运输货物"; button to request ship to explore a selected location button to request ship to explore a selected location "WorldLocation_Orders__Explore" = "探索"; 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" = "回航"; 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" = "装载货物"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "到访"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "发现建筑物"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "世界地图"; 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" = "此站点被分配工作人员后, 会挖掘 {0}。"; shown when e.g. an oil rig has a production penalty (the output is not just reduced, the non-mined product also gets wasted), example substitutes: {0} => 20% {1} => 12 shown when e.g. an oil rig has a production penalty (the output is not just reduced, the non-mined product also gets wasted), example substitutes: {0} => 20% {1} => 12 "WorldMine_ReducedOutput" = "警告:由于缺乏凝聚力,当前 {0} 的生产物品正在被浪费,导致实际产出为 {1}。这种惩罚可能会随时间而增加。"; 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" = "剩余年限:{0}(估计)"; tooltip tooltip "WorldMine_ReserveEstimate__Tooltip" = "这个粗略的估计是基于当前的生产水平。不考虑空闲时间(例如因为输出已满),在这种情况下剩余的持续时间可能会更长。"; 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" = "显示此堆积物中可用储备的总体状态。这是有限的资源。"; example use: {0} = Oil rig | Mine example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "此 {0} 需要修复后才能使用。"; example use: {0} = Oil rig example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "这个 {0} 为我们提供了资源。为了将资源运送到我们的岛屿,我们需要派船去取它。或者找到并修理专门的货船并建立一个货运港来自动化这个过程。"; 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" = "生产水平"; station can represent an oil rig, mine or forestry station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "生产水平决定了该站的产量,但也增加了对工人、维修和凝聚力的要求。可以升级工作站以提供更高的生产水平。"; 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}(第 {1} 级)"; describes a settlement in the world map describes a settlement in the world map "WorldSettlement_NeutralDesc" = "这是我们可以与之交易的定居点。我们还可以向他们捐款以提高我们的声誉,并激励他们的一些人加入我们的岛屿或为我们提供更多的贸易协议。"; Map description Map description "YouShallNotPassStaticIslandMap__desc" = "准备迎接 《你不能通过》 的终极挑战,这是一张旨在将你的技能推向极限的实验地图!起点是一个小山谷,空间有限,但资源丰富。你的任务?在空间(和煤炭)耗尽之前登上顶部高原。一旦到达山顶,你将获得一块平坦的区域来建造一座大型工厂,以便利用所有可用的资源。\n\n您的挖掘机会赢得与时间的竞赛,还是你的工厂会随着资源耗尽而失控?只有拥有最稳健计划(和裤子)的船长才能征服这座痛苦之岛。\n\n该地图仅供专家使用。\n"; Map name Map name "YouShallNotPassStaticIslandMap__name" = "您无法通过"; 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" = "允许使用其输入和输出端口中的任何一个来分配和优先化产品。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "平板平衡器"; 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" = "允许使用其两个输入和输出端口中的任何一个分配和优先化产品。"; 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型平衡器"; 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" = "允许使用其两个输入和输出端口中的任何一个分配和优先化产品。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "熔体平衡器"; 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" = "允许使用其两个输入和输出端口中的任何一个分配和优先化产品。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "管道均衡器";