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" = "禁用閃光(例如:閃電)"; title of accessibility settings (disable flashes, etc.) "AccessibilitySetting__Title" = "輔助功能"; title of a setting to change currently active display title of a setting to change currently active display display means monitor essentially "ActiveDisplay_Setting" = "目前的顯示器"; 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" = "檢查這些模組並添加到您的存檔中。"; 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" = "與 {0} 位置重疊"; could not place entity due overlap with a terrain designation could not place entity due overlap with a terrain designation "AdditionError__DesignationOverlap" = "與地形規劃重疊"; {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" = "無法放置在既有的礦床 {0} 之上"; 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" = "無效的位置高度,高度須介於 {0} 和 {1} 之間。"; 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" = "建築某部分必須在海裡"; {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" = "這裡沒有{0}蘊藏"; 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" = "需要硬質表面(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" = "有無法耕作的地面"; 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" = "必須放置在指定空格中"; 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" = "部分地面不穩定"; could not place a building as it has ocean access blocked could not place a building as it has ocean access blocked "AdditionError__OceanBlocked" = "無法通往海洋"; 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" = "通往海洋的路航線受「{0}」或者地形阻擋。"; 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" = "在 {0} 位置地形阻擋了通往海洋的航線,您可能需要重複恢復操作。"; 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" = "不能放置在海中"; 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" = "在可建築範圍之外"; 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" = "有物體阻擋"; could not place entity due terrain being too high could not place entity due terrain being too high "AdditionError__TerrainTooHigh" = "地勢太高"; could not place entity due terrain being too low could not place entity due terrain being too low "AdditionError__TerrainTooLow" = "地勢過低"; 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" = "需要至少厚{0}的地面厚度,目前的厚度:{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" = "離其他樹太近"; 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" = "這個建築物只能建造一棟"; 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:有連接口高於輸送帶支撐高度, 可能無法連接。"; 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" = "增加新的部件"; 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" = "接納移民"; 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" = "殖民地中願意加入您的島嶼的居民。這個人數會隨著時間的推移自然地補充到滿。招募上限和增長速率受您的聲譽等級影響。此外,一些殖民地可能沒有此選項。"; button to adopt population from a village, example: 'Adopt 10 pops' button to adopt population from a village, example: 'Adopt 10 pops' "AdoptPopsAction" = "招募 {0} 位移民"; short description of a machine short description of a machine "AirSeparator__desc" = "在-200 °C將大氣進行低溫蒸餾分離出其主要成分:氮氣與氧氣。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Air_separation "AirSeparator__name" = "空氣分離裝置"; Map description "AlphaStaticIslandMap__desc" = "一張對新手或休閒玩家來說非常友好的平衡地圖。起始位置可以輕鬆抵達所有資源,也有建造大型工廠的充足位置。之後,也可以修建通往更高平台的坡道來擴展您的工廠和採礦業務。\n\n這是Captain of Industry中第一張、也是最古老的地圖。它在 2021 年 10 月的 closed-alpha 版本中推出。當時,它是遊戲中唯一的可玩地圖。\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} 居民"; 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" = "使微生物在無氧狀態下將可生物分解材料分解成燃料與肥料。"; name of a machine "AnaerobicDigester__name" = "厭氧消化器"; 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" = "將其他農場的動物重新分配到此農場"; button to pause natural increase of animals in this farm button to pause natural increase of animals in this farm "AnimalFarm_PauseGrowth__Title" = "暫停增長"; tooltip "AnimalFarm_PauseGrowth__Tooltip" = "暫停農場裡動物在數量上的自然增長。"; title of a button that enables to remove animals from a farm (by moving them into another farm, not killing) "AnimalFarm_RemoveAllAnimals" = "全部移出"; 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" = "將此農場中的動物重新分配到其他農場"; title of a panel showing animals in this farm title of a panel showing animals in this farm "AnimalFarm_Title" = "動物"; "AnimalFarm_TitleTooltip" = "飼養在這個農場的動物。新的動物可與島外殖民地交易換取。只要有一定數量,牠們就會開始自然增加。記得為動物提供食物和水,否則牠們會死亡。"; notification notification "AnimalFarmMissingFood__name" = "{entity}: 糧食不足"; notification notification "AnimalFarmMissingWater__name" = "{entity}: 水源不足"; see more details in AnimalSlaughtering__Tooltip see more details in AnimalSlaughtering__Tooltip "AnimalSlaughtering__Title" = "允許宰殺"; "AnimalSlaughtering__Tooltip" = "啟用後會顯示一個紅色滑塊。如果此農場中的動物總數超過紅色滑塊,則多餘的動物將被屠宰以生產肉類等產品。如果滑塊設置為滿容量,它只會屠宰超過農場容量的多餘動物。如果禁用屠宰,就不會生產肉類。"; anti-aliasing mode, {0} is number of samples, for example 'x8' "AntiAliasingRenderingSetting__Msaa" = "多重採樣抗鋸齒 (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 "AntiAliasingRenderingSetting__Name" = "抗鋸齒"; anti-aliasing mode "AntiAliasingRenderingSetting__Smaa" = "次像素型態反鋸齒 (SMAA)"; anti-aliasing mode anti-aliasing mode "AntiAliasingRenderingSetting__SmaaShort" = "SMAA"; button to apply changes "ApplyChanges" = "套用更改"; confirmation shown when applying keybinding changes when conflicts are present confirmation shown when applying keybinding changes when conflicts are present "ApplyChangesConflictPrompt" = "忽略衝突並應用變更?"; text shown next to an entity that is used as a source of a configuration to be copied. Keep short. "ApplySettingsFrom" = "複製設定從"; short description of a machine short description of a machine "ArcFurnace__desc" = "使用強大電弧來熔化金屬。電弧使用的石墨陽極在過程中會因高溫而耗損。請注意在熔融過程中會使用大量電力,在使用前請通知當地發電廠。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Electric_arc_furnace "ArcFurnace__name" = "電弧爐"; short description of a machine "ArcFurnace2__desc" = "這個熔爐配備有冷卻系統,可以安全地達到更高操作溫度。這增加了生產量還可以回收更多廢熱,當然耗能也會增加。"; name of a machine "ArcFurnace2__name" = "電弧爐 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} km²"; notification "AreasWithoutForestryTowers__name" = "部分造林規劃範圍位於造林塔範圍外"; notification notification "AreasWithoutTowers__name" = "部分採礦規劃範圍位於採礦塔範圍外"; Map description Map description "ArmageddonMap__desc" = "歡迎來到末日戰場,這是一場曾經發生的大災難留下的破碎殘骸。造成中心坑洞的那次撞擊,將珍貴資源散布在所有島嶼上,為有野心的礦工和企業家提供了豐厚的機會。我只是很高興那時候我不在這裡!那一定是相當驚人的爆炸。\n\n這個島嶼的陸地面積比我們偵查過的其他三個島嶼都要大,因此有充足的成長空間。地圖上有四個起始位置,每個位置都提供不同難度等級,這張地圖既適合尋找可控挑戰的新手玩家,也適合尋求測試他們建造工廠技能的資深玩家。\n\n這張地圖是為了慶祝Update 2的地圖編輯器而創作的,因為它展示了使用它能達到的成果。\n"; Map name Map name "ArmageddonMap__name" = "末日戰場"; value of armor, e.g. `armor: 40` value of armor, e.g. `armor: 40` "Armor" = "裝甲"; name: ship part upgrade name: ship part upgrade "ArmorT1__name" = "裝甲板"; name: ship part upgrade "ArmorT2__name" = "二級裝甲板"; description of a machine "AssemblyElectrified__desc" = "可以更快速且生產更先進產品的裝配廠。"; name of a machine "AssemblyElectrified__name" = "裝配廠 II"; name of a machine "AssemblyElectrifiedT2__name" = "裝配廠 III"; short description of a machine "AssemblyManual__desc" = "僅能生產基礎產品的裝配廠。"; name of a machine name of a machine "AssemblyManual__name" = "裝配廠 I"; description of a machine "AssemblyRoboticT1__desc" = "機器人裝配廠,速度更快,還能生產更先進的產品。"; 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" = "裝配廠(機器人)"; name of a machine it's an Assembler that uses Robotic Machinery to assemble things (upgrade from electric version) "AssemblyRoboticT2__name" = "裝配廠(機器人) II"; tooltip that explains what excavators do when assigned to a mine tower tooltip that explains what excavators do when assigned to a mine tower "AssignedExcavators__MineTower_Title" = "被分配的挖土機會自動到該塔的控制範圍內採礦。別忘了分配幾台卡車把挖土機挖的土運走。"; title of a panel that enables to assign excavators to a building "AssignedExcavators__Title" = "已分配的挖土機"; shown when they are no routes assigned "AssignedForLogistics__Empty" = "尚未分配路線"; "AssignedForLogistics__ExportTooltipForestryTower" = "允許指派分配到這座塔的伐木機砍的木材用於出口的儲存單位。如果有最少一個儲存單位被指派,則木材只會運送到被指派的單位,而不會運送到其他地方。"; "AssignedForLogistics__ExportTooltipFuelStation" = "派遣到該加油站的加油卡車可以分配給每個單獨的採礦控制塔。"; "AssignedForLogistics__ExportTooltipGeneral" = "為卡車配置專用輸出路線。一旦將此倉庫設置為輸出到另一個倉庫 (B),那麼卡車就只會將產品運到那個倉庫 (B)。不能從該倉庫輸出產品到未分配的倉庫或機器。這個設置不影響輸入。路線分配不影響任何連接的輸送帶或管道。倉庫也可以分配給礦區管制塔。"; {0} - mine control tower {0} - mine control tower "AssignedForLogistics__ExportTooltipMineTower" = "為卡車配置專用的輸出供應鏈。比如說您想將在此處開採的材料運到特定的倉庫(距離較近),而不是塞滿全部倉庫,您可以將此 {0} 輸出分配給所選的倉庫。您還可以將其分配給另一個 {0},用於分配傾卸區域。"; "AssignedForLogistics__ImportTooltipForestryTower" = "為卡車配置專用輸入路線。你也可以指定加油站,使其所屬的卡車為此區域內的植樹機與伐木機加油。"; "AssignedForLogistics__ImportTooltipGeneral" = "為卡車配置輸入供應鏈。一旦將此倉庫設置為從另一個倉庫 (B)輸入,那麼卡車就只會從那個倉庫 (B)拿取貨物。該倉庫之後不會從未分配的倉庫或工廠拿取任何貨物。此設定不影響該倉庫的輸出鏈。供應鏈分配不影響任何連接的輸送帶或管道。倉庫也可以設定從礦區管制塔輸入。"; "AssignedForLogistics__ImportTooltipMineTower" = "為卡車設定專用的輸入供應鏈。比如說您想將某個倉庫的材料傾倒在此處而非其他地方,可將此 {0} 設定給所選的倉庫。你也可以指定加油站的卡車為此處的挖土機加油。"; example: 'assigned to Tree harvesting' "AssignedTo" = "分配到 {0}"; tooltip that explains what tree harvesters do when assigned to a forestry tower "AssignedTreeHarvesters__ForestryTower_Title" = "指派的伐木機會自動收穫此塔控制的造林規劃範圍內的樹木。如果沒有指派伐木機,則由未指派的伐木機負責。"; title of a panel that enables to assign tree planters to a building "AssignedTreeHarvesters__Title" = "指派伐木機"; tooltip that explains what tree planters do when assigned to a forestry tower "AssignedTreePlanters__ForestryTower_Title" = "指派的植樹機會自動在此塔控制的造林規畫範圍內種植樹苗。如果沒有指派植樹機,則由未指派的植樹機負責。"; title of a panel that enables to assign tree planters to a building "AssignedTreePlanters__Title" = "指派植樹機"; tooltip that explains what trucks do when assigned to a general building (e.g. storage) "AssignedTrucks__Building_Tooltip" = "指派交通工具會排除這棟建築物的轉送貨物。這表示無論何時指派交通工具到這棟建築,它要不是貨物的來源,不然就是目的地。這可以結合路線指定,以形成補給線。"; tooltip that explains what trucks do when assigned to a fuel station "AssignedTrucks__FuelStation_Tooltip" = "被指派的卡車會自動為鄰近的挖掘機與鋸木機加油。"; tooltip that explains what trucks do when assigned to a mine tower "AssignedTrucks__MineTower_Tooltip" = "被指派的卡車會自動為同樣在這座塔的挖土機運貨。"; title of a panel that enables to assign trucks to a building "AssignedTrucks__Title" = "被指派的卡車"; tooltip that explains what trucks do when assigned to a tree harvesting vehicle "AssignedTrucks__TreeHarvester_Tooltip" = "被指派的卡車會跟隨這台伐木機並等它上料。卡車會運送這些木頭到工廠或倉庫,並回到伐木機這邊。"; PLEASE keep very short (not longer than English is). More info in AssignedTrucksEnforce__Tooltip "AssignedTrucksEnforce__Title" = "只准許已指派的車輛"; "AssignedTrucksEnforce__Tooltip" = "當勾選之後,只有已指派的交通工具可以收集或運送這裡的貨物。"; tooltip "AssignVehicleBtn__NotAvailable" = "該車輛類型沒有未指派的車輛可以指派"; tooltip "AssignVehicleBtn__Tooltip" = "點擊以指派此類型車輛"; label for ambient sounds volume slider "AudioEffectsVolume__Ambient" = "環境音(例如天氣)"; label for a volume slider that controls a group of effects volumes such as user interface, entities, etc. "AudioEffectsVolume__EffectsGroup" = "效果音音量"; label for entities volume slider "AudioEffectsVolume__Entities" = "整體音量(例如機具、交通工具等等)"; label for master volume of the game "AudioEffectsVolume__Master" = "主音量"; label for music volume slider "AudioEffectsVolume__Music" = "音樂音量"; label for user interface volume slider "AudioEffectsVolume__UI" = "使用者介面"; title of audio settings "AudioSettings_Title" = "音效"; title for autosave interval (how often should we autosave the game for the player - e.g. 'every 10 minutes' "Autosave__Interval" = "自動存檔頻率"; how often should we autosave, example: 'Every 10 minutes' how often should we autosave, example: 'Every 10 minutes' "Autosave__Interval_Minutes" = "每 {0} 分鐘"; list of vehicles that available to be assigned to some buildings list of vehicles that available to be assigned to some buildings "AvailableToAssign" = "可指派"; 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" = "平均產量"; average damage average damage "AvgDamage" = "平均傷害"; rendering setting name "BackgroundFpsLimitRenderingSetting__Name" = "背景運行時FPS限制"; short description of a machine short description of a machine "BakingUnit__desc" = "烘焙有機產品,例如麵包。"; name of a machine name of a machine "BakingUnit__name" = "烘焙裝置"; title for a table showing latest transactions for a loan balance title for a table showing latest transactions for a loan balance "Balance_LatestTransactions" = "最近交易"; 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" = "優先等級"; "BalancerPrioritization__Tooltip" = "你可以選擇哪個接口優先。如果你開啟某處「輸出」優先,所有輸入的產品都會往該處輸出。如果該出口滿載,剩餘的輸入才會從其他輸出口出去,「輸入優先」也是類似的邏輯。"; "BalancerRatios__Inputs" = "保持嚴格平均輸入"; "BalancerRatios__Outputs" = "保持嚴格平均輸出"; title for balancer ratios configuration "BalancerRatios__Title" = "進/出口比例"; "BalancerRatios__Tooltip" = "你可以選擇強制保持嚴格平均輸入/輸出產品比例。如果你設定保持嚴格平均輸出比例,產品會平均地輸出到兩個出口港。如果某個港口無法接受更多產品,輸出會暫停,直到港口有空間為止。嚴格平均輸入比例也是類似的方式。"; name "BarrierCorner__name" = "護欄(拐角)"; name "BarrierCross__name" = "護欄(交叉)"; name "BarrierEnd__name" = "護欄(末端)"; description of barrier wall "BarrierStraight1__desc" = "阻擋車輛通行的屏障。"; name "BarrierStraight1__name" = "護欄(平直)"; name "BarrierTee__name" = "護欄(T型)"; short description of a machine short description of a machine "BasicDieselDistiller__desc" = "允許蒸餾低級汽油,但這很沒效率,而且會產生大量廢棄物。"; name of a machine "BasicDieselDistiller__name" = "基礎蒸餾器"; name: title of a server rack in a datacenter (rack is just a set of servers assembled together). "BasicServerRack__name" = "基本機櫃"; amount of damage the player / enemy did to enemy / player amount of damage the player / enemy did to enemy / player "BattleResult__DamageDone" = "已造成傷害:{0}"; title showing that the player was defeated in a battle "BattleResult__Defeat" = "戰敗!"; title of player's ship in battle stats "BattleResult__ShipTitle" = "我們的船"; title showing that the player won a battle "BattleResult__Victory" = "勝利!"; abstract value that helps to determine how capable a ship is in a battle "BattleScore" = "戰鬥得分"; Map description "BeachStaticIslandMap__desc" = "一個沙灘假期在等著你!因為想當然,所有最好的假期都是伴隨著採礦、重工業和自動化工廠的。這些沙灘會面臨農業和木材業的挑戰,但是豐富的原油會支撐著你的設施,正如陽光會滋潤著你的工人一樣。"; Map name "BeachStaticIslandMap__name" = "海灘"; short description "Beacon__desc" = "燈塔發出的強光能讓難民找到島嶼並加入殖民地,提供更多工人與一些資源。"; building or machine "Beacon__name" = "燈塔"; displayed in beacon when there is no more refugees available displayed in beacon when there is no more refugees available "Beacon__NoMoreRefugees" = "沒有更多的難民了!"; "Beacon__Notice" = "注意:如果關閉燈塔會重置難民加入的倒數時間"; example: 'Expecting 12 refugees in less than: 2 months' "Beacon__Status" = "預估{0}難民會在該時間之內到達:"; {0} = Beacon, {1} = Power generator, {2} - Unity {0} = Beacon, {1} = Power generator, {2} - Unity "BeaconTip" = "{0} 可讓你將更多人帶到你的島嶼,並獲得更多工人。它需要從 {1} 中持續供電。運行 {0} 需要 {2}。通過 {0} 找到你的難民還將帶來額外資源。同時,也請確保有足夠的住房供新難民使用,因為無家可歸會對 {2} 造成負面影響。"; 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" = "請注意,目前的本地化翻譯工作是由我們出色的社群完成,我們會盡最大努力提供這些本地化服務。"; "BirchTree__desc" = "樺樹"; "BirchTreeDry__desc" = "樺樹(枯萎)"; name name "BirthRateCategoryCat_Base__name" = "基本"; name "BirthRateCategoryCat_Disease__name" = "疾病"; name "BirthRateCategoryCat_Edicts__name" = "法令"; name "BirthRateCategoryCat_Health__name" = "健康度"; name "BirthRateCategoryCat_Radiation__name" = "輻射"; name "BirthRateCategoryCat_Starvation__name" = "飢餓"; 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" = "{0} 藍圖備份檔案位於相同的資料夾中"; tooltip of a button that allows to export a blueprint "Blueprint_ExportToStringTooltip" = "將當前選定的藍圖或資料夾作為字串匯出到剪貼簿。"; tooltip for a button that allows to add a new blueprint via selection "Blueprint_NewFromSelectionTooltip" = "選擇既有結構的區域來建立新藍圖。"; tooltip for a button that allows to add a new blueprint via string "Blueprint_NewFromStringTooltip" = "從剪貼簿貼上文字來新增藍圖。"; tooltip of a button that creates a new folder "Blueprint_PlaceItTooltip" = "把現在這份藍圖放進世界。"; tooltip explaining that some content in the currently selected blueprint is not available. "BlueprintContentMissing__Info" = "無法載入某些項目。藍圖太舊或者建立的時候使用了當前不存在的模組。"; title that is followed by a list of content that is missing in the current blueprint "BlueprintContentMissing__ListTitle" = "缺少下列內容:"; title of a button that deletes a blueprint or folder title of a button that deletes a blueprint or folder "BlueprintDelete__Action" = "刪除"; confirmation text of a dialog to delete a blueprint "BlueprintDelete__Confirmation" = "您確定要刪除 '{0}'嗎?此操作無法復原。"; tooltip of a button that deletes a blueprint or folder "BlueprintDelete__Tooltip" = "刪除所選項目。"; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToBackup" = "備份失敗"; tooltip for blueprint library backup save failure "BlueprintLibStatus__FailedToBackupTooltip" = "成功儲存藍圖資料庫但生成備份檔案時發生問題(請確定遊戲有檔案存取權限)。"; status explaining that the blueprint library failed to load (keep short) "BlueprintLibStatus__FailedToLoad" = "載入失敗"; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnFormat" = "由於格式不正確,無法載入資料庫。任何新的更改都會覆蓋它。"; tooltip explaining that the blueprint library failed to load "BlueprintLibStatus__FailedToLoadOnPermission" = "由於讀取檔案被拒,無法載入資料庫。"; status explaining that the blueprint library failed to save (keep short) "BlueprintLibStatus__FailedToSave" = "存檔失敗"; tooltip for blueprint library save failure "BlueprintLibStatus__FailedToSaveTooltip" = "資料庫存檔失敗(檢查遊戲是否擁有檔案存取權)。"; status explaining that the blueprint library was saved / loaded successfully (keep short) "BlueprintLibStatus__Synchronized" = "已同步"; "BlueprintProtosLocked__CanDowngrade" = "以下物件因尚未解鎖而將在放置時被降級:"; "BlueprintProtosLocked__NotAvailable" = "以下物件尚未解鎖:"; title of a window containing blueprints title of a window containing blueprints "Blueprints" = "藍圖"; message explaining there needs to be a building operational in order to use blueprints. The building name is provided via '{0}'. "Blueprints_BuildingRequired" = "藍圖無法使用,因為 {0} 未投入使用"; short description of a machine "BoilerCoal__desc" = "燃燒散料(如煤炭)煮沸水製造高壓蒸汽。"; name of a machine "BoilerCoal__name" = "鍋爐"; short description of a machine "BoilerElectric__desc" = "煮沸水以製造高壓蒸氣。基本上就是個巨釜,但不建議用於泡茶。"; name of a machine "BoilerElectric__name" = "鍋爐(電)"; short description of a machine "BoilerGas__desc" = "燃燒天然氣以製造高壓蒸氣。"; name of a machine "BoilerGas__name" = "鍋爐(天然氣)"; removes current active unity boost applied to a machine' removes current active unity boost applied to a machine' "BoostMachine__Disable" = "移除加速器"; button that enables continuous machine boost that costs "BoostMachine__Enable" = "加速器"; tooltip that explains what machine unity boost does' "BoostMachine__Tooltip" = "消耗凝聚力以加倍生產速度,並忽略電力需求"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "Bricks_TerrainSurface__name" = "磚質表面"; short description of a machine short description of a machine "BricksMaker__desc" = "從泥土中提取黏土,並生產磚塊。"; name of a machine name of a machine "BricksMaker__name" = "磚廠"; name name "BridgeT1__name" = "艦橋"; short description short description "BridgeT2__desc" = "提供先進的雷達能力。"; name name "BridgeT2__name" = "艦橋 II"; short description short description "BridgeT3__desc" = "提供先進的雷達能力。"; name name "BridgeT3__name" = "艦橋 III"; text for a goal, {0} and {2} are machine/building names, {1} is a product text for a goal, {0} and {2} are machine/building names, {1} is a product "buildAndEnsureDeliveriesTo" = "建造 {0} 並確保 {1} 運送到 {2}"; name: toolbar category name "buildingsCategory__name" = "建築物"; name: toolbar category name "buildingsForVehiclesCategory__name" = "建築(車輛)"; category for key bindings used during build mode (when players builds / places stuff on the ground) "BuildMode" = "建造"; short description of a machine "Burner__desc" = "利用燃燒處理固體廢物"; name of a machine "Burner__name" = "焚化爐(固體廢物)"; category for key bindings affecting camera "Camera" = "鏡頭"; title for vertical field of view title for vertical field of view "CameraSettings__Fov" = "垂直可視範圍"; title for camera settings title for camera settings "CameraSettings__Title" = "鏡頭"; button to cancel something in the progress (construction for instance) "Cancel" = "取消"; notification "CannotDeliverFromMineTower__name" = "沒有地方傾倒成品"; shown when edict cannot be activated because captain office is not working - lack of employees or power or something "CaptainOfficeNotAvailable" = "船長辦公室無法使用"; name "CaptainOfficeT1__name" = "船長辦公室 I"; name "CaptainOfficeT2__name" = "船長辦公室 II"; tooltip for a button that allows to discard truck's cargo "Cargo__DiscardTooltip" = "立刻卸下這個卡車上的貨物(進入任何可用的倉庫或碼頭)"; cargo depot description "CargoDepotBase__desc" = "一旦建設完成,已修復的貨船可以在此停泊,並從貨物倉模組轉移貨物。"; notification "CargoDepotHasNoModule__name" = "碼頭無可用的貨倉模組"; notification "CargoDepotHasNoShip__name" = "碼頭沒有貨輪停靠"; notification "CargoDepotModuleContractNotMatching__name" = "貨艙模組與指定的合約不相容"; 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" = "液態倉儲(小)"; 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" = "液態倉儲模組(中)"; 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" = "液態倉儲模組(大)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT1__name" = "散貨倉儲模組(小)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT2__name" = "散貨倉儲模組(中)"; building or machine A module that is attached to cargo depot to facilitate unloading of loose products from a cargo ship. "CargoDepotModuleLooseT3__name" = "散貨倉儲模組(大)"; notification notification "CargoDepotModuleNoProductAssigned__name" = "倉儲模組沒有指定產品種類"; building or machine "CargoDepotModuleUnitT1__name" = "單位倉儲模組(小)"; building or machine "CargoDepotModuleUnitT2__name" = "單位倉儲模組(中)"; building or machine "CargoDepotModuleUnitT3__name" = "單位倉儲模組(大)"; general name for cargo depot, should match to names in CargoDepotT1 and CargoDepotT2 "CargoDepotName" = "貨運港"; title of a panel showing current exported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ExportTitle" = "出口產品"; title of a panel showing current imported product icon & its quantity stored in a cargo depot module "CargoDepotProduct__ImportTitle" = "進口產品"; building or machine "CargoDepotT1__name" = "貨運港 (2)"; building or machine "CargoDepotT2__name" = "貨運港 (4)"; building or machine "CargoDepotT3__name" = "貨運港 (6)"; building or machine "CargoDepotT4__name" = "貨運港 (8)"; title of a button to assign the currently selected cargo depot with a contract (will open a contract picker UI after click) "CargoDepotWizard__AssignContract" = "指派合約"; 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" = "從礦場/油井輸入"; title of a selection dialog where player decides how their cargo depot should operate. Used as this: How would you like to use this depot? Button1: Import product | Button2: Assign a contract "CargoDepotWizard__Title" = "你要如何使用這個倉儲模組?"; tooltip of a selection dialog where player decides how their cargo depot should operate. "CargoDepotWizard__Tooltip" = "倉儲模組可從您的礦山和石油鑽井平台進口產品或履行合約。一個碼頭只能分配給一個合約,一旦分配之後,如果已有正確的模組和產品,其船舶將自動執行分配的合約。當碼頭已分配合約,它就不能執行任何其它工作,例如從礦山或石油鑽井平台進口產品。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleFluid__descUpgraded" = "用來輸送液體物質(例如油)的貨艙模組。它可以在貨運站中任何閒置空位建造。卸載貨物的速度比基本模組快{0}倍。"; cargo depot module description cargo depot module description "CargoModuleFluidCommon__desc" = "用來輸送液體物質(例如油)的貨艙模組。它可以在碼頭中任何空位建造。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleLoose__descUpgraded" = "用於轉移散裝物質(如煤)的貨運港模組。它可以建在貨運港的任何空位中。與基本模組相比,卸貨速度加快 {0} 。"; cargo depot module description cargo depot module description "CargoModuleLooseCommon__desc" = "用來轉移貨物(例如煤)的貨運港模組。它可以建於貨運港中的任何空格。"; cargo depot module description, {0} is e.g. '50%' cargo depot module description, {0} is e.g. '50%' "CargoModuleUnit__descUpgraded" = "用於輸送固體產品(如建築零件)的貨運港模組。它可以建在貨運港的任何空位中。與基本模組相比,卸貨速度加快 {0} 。"; cargo depot module description cargo depot module description "CargoModuleUnitCommon__desc" = "用於輸送單位(如建築零件)的倉儲模組。可以建在碼頭的任何空位中。"; cargo ship status explaining why it is docked cargo ship status explaining why it is docked "CargoShip__NoModulesBuilt" = "尚未建造任何倉儲模組。"; cargo ship status explaining why it is docked "CargoShip__NotEnoughToPickUp" = "等待有充足的貨物可供取貨。"; cargo ship status explaining why it is docked "CargoShip__NothingToPickUp" = "沒有貨物可供取貨。"; cargo ship status explaining why it is docked "CargoShip__ShipIsBeingUnloaded" = "船隻正在卸貨。"; 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" = "降低船速並節省燃料"; {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" = "降低 {0} 船速以節省 {1} 整體燃料消耗。"; title of a panel that enables to configure journey parameters for current cargo ship title of a panel that enables to configure journey parameters for current cargo ship "CargoShip_JourneyOptions" = "航程選項"; 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" = "往返航行時間"; tooltip for CargoShip_TripDuration tooltip for CargoShip_TripDuration "CargoShip_TripDuration__Tooltip" = "不包括在你的島嶼上裝(卸)載貨所需的時間。"; 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" = "已請求"; notification "CargoShipContractLacksUpoints__name" = "凝聚力不足以執行指定的合約"; more info on this in CargoShipDepartNow__Tooltip more info on this in CargoShipDepartNow__Tooltip "CargoShipDepartNow__Action" = "立刻出發"; 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" = "請求船隻立即出發以避免繼續等待"; notification "CargoShipMissingFuel__name" = "{entity} 燃料不足"; explains what something like this '1/2' means "CargoShipsLimitTooltip" = "可供使用(已修復)的船隻數量/已發現的船隻數量。"; description of a cargo ship "CargoShipT1__desc" = "當世界地圖有已有足夠的貨物可供收集時,貨輪就會自動離港。船隻的每一趟旅程都需要定量的燃料,取決於船隻的大小。較大的船隻燃料消耗效率較高(當貨運站升級時船隻也會自動獲得升級)。船隻不需要指派至個別的礦場/鑽油平台,它會自動收集貨物。船隻可以同時運輸多種貨物,並確保所有貨物的供給(無論何時,只要有產品需要運輸,船隻就會離港)。"; ship name "CargoShipT1__name" = "貨輪"; ship name "CargoShipT2__name" = "貨輪"; ship name "CargoShipT3__name" = "貨船"; ship name "CargoShipT4__name" = "貨船"; name "CargoShipWreckCost1__name" = "受損的貨輪"; title for panel that shows cargo stored / transported "CargoTitle" = "貨物"; description of a machine description of a machine "Caster__desc" = "將熔融的材料鑄造成板狀。"; name of a machine "Caster__name" = "金屬鑄模"; description of a machine description of a machine "CasterCooled__desc" = "將熔融材料鑄造成板狀。使用水來冷卻。"; name of a machine name of a machine "CasterCooled__name" = "金屬鑄模(水冷)"; name of a machine "CasterCooledT2__name" = "金屬鑄模(水冷) II"; name of a machine name of a machine "CasterT2__name" = "金屬鑄模 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" = "套用後,您在(遊戲的) {0} 内將無法再次變更這些選項:"; Title of the confirmation dialog shown when saving difficulty changes Title of the confirmation dialog shown when saving difficulty changes "ChangeHistory__ConfirmTitle" = "你確定嗎?"; 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" = "沒有發現難易度設定更改"; 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" = "更改歷史記錄 ({0})"; shows number of characters in a string, e.g. '1254 chars' "CharactersCount" = "{0}個字元"; short description of a machine short description of a machine "CharcoalMaker__desc" = "使用木頭以製造煤炭,但效率很低。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Charcoal_burner "CharcoalMaker__name" = "木炭爐"; description of a machine description of a machine "ChemicalPlant__desc" = "調理各種化學配方,調製液體並處理外在包裝。"; name of a machine name of a machine "ChemicalPlant__name" = "化工廠"; name of a machine "ChemicalPlant2__name" = "化工廠 II"; short description "ChickenFarm__desc" = "可以養雞以取得雞蛋和肉。需要為雞提供水和動物飼料。你可以與世界地圖上的某個村莊進行交易, 來獲得一些雞。"; name "ChickenFarm__name" = "養雞場"; more info in ClearSurface__Tooltip more info in ClearSurface__Tooltip "ClearSurface__Title" = "移除表面"; "ClearSurface__Tooltip" = "指定需由卡車移除的表面區域。"; 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} 以了解更多訊息"; 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 settings from one machine to another. Please keep this short! "CloneTool" = "複製設定"; button to close a dialog "Close" = "關閉"; name: describes the current weather "CloudyWeather__name" = "多雲"; name "CoalMine__name" = "煤礦"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "Cobblestone_TerrainSurface__name" = "鵝卵石"; button to view the captain of industry community site button to view the captain of industry community site "COIHub" = "社群中心"; "Cold__desc" = "這種疾病是自然發生的,無法完全避免。不過可以透過建造醫院並提供醫療用品以顯著地降低其影響。"; name "Cold__name" = "冷"; 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 "Compactor__desc" = "將散料壓縮成緊密塊狀以便運輸。可以使用破碎機將壓塊恢復為原本的散料狀態。"; name of a machine "Compactor__name" = "壓塊機"; Computing power in peta-flops Computing power in peta-flops "Computing__PFlop" = "{0}PFlops"; super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this super short suffix used for PFlops (peta flops), example use: '24 PF', please keep short like this "Computing__PFlop_short" = "{0} PF"; Computing power in terra-flops Computing power in terra-flops "Computing__TFlop" = "{0}TFlops"; super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this super short suffix used for TFlops (terra flops), example use: '24 TF', please keep short like this "Computing__TFlop_short" = "{0} TF"; explains what something like '5 / 10 TFlops | 24' means, so it explains that 5 is the total demand for computing, 10 is the current production and 20 is the maximal theoretical production capacity. "ComputingDisplayTooltip" = "目前算力需求/目前可用算力|總裝置算力"; title of a window that shows computing production & demands title of a window that shows computing production & demands "ComputingStats" = "算力統計數據"; short description of a machine short description of a machine "ConcreteMixer__desc" = "用以製造混凝土的高功率攪拌機。"; name of a machine "ConcreteMixer__name" = "混凝土攪拌機"; description of a machine description of a machine "ConcreteMixerT2__desc" = "用以製造水泥的高速攪拌器。也提供水泥的替代配方。"; name of a machine "ConcreteMixerT2__name" = "水泥攪拌器 II"; name of a machine "ConcreteMixerT3__name" = "水泥攪拌器 III"; name: Surface that can be placed on the ground outside. name: Surface that can be placed on the ground outside. "ConcreteReinforced_TerrainSurface__name" = "加固表面"; 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" = "MOD"; 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:對存檔添加或移除模組可能無法正常運作,且可能導致遊戲加載失敗。"; 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" = "與以下內容發生衝突:"; name name "ConiferForest__name" = "針葉林"; 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" = "施工暫停中"; 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" = "拆除暫停中"; title of a panel showing an upgrade progress "ConstrType_PreparingUpgrade" = "準備升級"; title of a panel showing an upgrade progress "ConstrType_Upgrading" = "升級中"; label for construction cost of buildings, after it there are product icons with numbers showing the cost "ConstructionCost" = "所需成本:"; status of construction progress - construction is going fine "ConstructionState__InProgress" = "建造中"; status of construction progress - construction was paused "ConstructionState__Paused" = "已暫停"; status of construction progress - construction is ready "ConstructionState__Ready" = "已備妥"; status of construction progress - blocked until more materials is delivered "ConstructionState__WaitingForDelivery" = "等待原料送達"; status of deconstruction progress - blocked until material is removed "ConstructionState__WaitingForRemoval" = "等待原料移除"; "ConsumedLastMonth" = "上個月消耗"; "ConsumedThisMonth" = "本月消耗"; 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" = "消費性電子產品消費增加 {0},提供的凝聚力增加 {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" = "更多消費性電子產品"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "ConsumerElectronicsNeed__name" = "消費性電子產品"; text for a checkbox, keep short. More info on this in ConsumeSurplusPower__Tooltip "ConsumeSurplusPower__Toggle" = "只使用冗餘電力"; option for electricity consumption for machines and buildings "ConsumeSurplusPower__Tooltip" = "開啟這個選項時,此用電設備將變為一個冗餘用電戶,只使用那些可以供應冗餘用電戶的發電設備(例如:太陽能板)所產生的電力。此外,如果這個功能被開啟,此設備電力不足時將不會被報告為問題。"; "Consumption" = "消耗"; button to request to continue some operation "Continue" = "繼續"; {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" = "所選的存檔需要的模組無法使用。前往載入選單並單擊“{0}”按鈕以瞭解更多資訊。"; button to assign a contract to a specific cargo depot "Contract__Assign" = "指派"; button to establish a contract (make it active), something like opening a trade route. Important, keep it short! "Contract__Establish" = "簽署"; tooltip explaining a button that establishes a new contract "Contract__EstablishTooltip" = "將支付顯示的凝聚力並建立此合約,以便你的貨船可以執行。"; Used in statistics to denote Unity fees for contracts that are calculated from products that were exchanged "Contract__ExchangeCost" = "交換成本"; Used in statistics to denote monthly Unity fees for contracts "Contract__MonthlyCost" = "每月成本"; button to unassign a contract from a cargo depot "Contract__Unassign" = "解除指派"; 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" = "某些模組含有不相容的產品 - {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" = "不支援某些模組 - {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" = "已指派的合約"; tooltip of a panel showing the currently assigned contract to a selected cargo depot module "ContractAssigned__Tooltip" = "顯示當前分配的合約。左側的產品是您正在出口(銷售)的產品,右側的產品是正在進口的產品。顯示的交易量是根據分配對應產品的所有貨運站模組計算得出的。如果兩種產品都沒有任何對應的貨運站模組,估計值將顯示一個問號。"; tooltip explaining why the current contract cannot be canceled "ContractCancelStatus__IsAssigned" = "因為它目前已分配到至少一個貨運港,所以無法取消"; tooltip explaining why the current contract cannot be established - because some of its traded products is not researched yet "ContractCancelStatus__ProductNotResearched" = "部分交易產品尚未研究出來"; "Contracts__NoneEstablished" = "沒有簽署的合約,您可以簽署一個,再將其指派給您其中一個貨運港。"; 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" = "船隻大小:"; used as an item in a dropdown list to select the number of cargo modules a ship has. Example usage: Ship size: <4 modules> "Contracts__ShipSizeModules" = "{0} 個模組"; title of a panel listing contracts that are available - either globally or in a settlement. "Contracts__Title" = "合約"; tooltip for contracts "Contracts__Tooltip" = "列出所有可用的合約。左側的產品是您正在出口(銷售)的產品,右側的產品是正在進口的產品。合約旨在更永久地使用(與快速交易相比)。必須將合約分配給您的貨運站(而不是像快速交易那樣分配給貿易碼頭)。為了分配合約,必須首先建立具有一次性凝聚力成本的合約。已建立的合約每月還需要支付較少的凝聚力,並且您還會為每筆交換的貨物支付凝聚力(取決於交換的金額)。要查看一次航行中可以轉移的最大數量,請使用下拉選單選擇您要使用的船隻大小。如果產品更複雜,您可以將滑鼠移到黃色的「鑽石」圖示上以查看其產值。合約通常是有利可圖的(尤其是當您出口複雜產品時),但這在絕大部份上取決於您的工廠效率——因此通常建議高級工廠使用合約。"; title of controls (key-bindings & mouse) settings "ControlsSettings_Title" = "操控設定"; description of a machine "CoolingTowerT1__desc" = "將蒸汽回收為液態水,以提高發電廠的用水效率。"; name of a machine "CoolingTowerT1__name" = "冷卻塔"; name of a machine "CoolingTowerT2__name" = "冷卻塔(大)"; short description of a machine short description of a machine "CopperElectrolysis__desc" = "經由電解純化提鍊銅純度到達99.95%以上。"; name of a machine "CopperElectrolysis__name" = "銅電解"; tooltip "CopySettings__Tooltip" = "點擊一個結構以複製其配置,然後再點擊一次以套用至其他結構。您也可以拖曳鼠標至多個結構上方以一次套用配置。"; title of a button to copy string into the clipboard "CopyString__Action" = "複製"; text shown after a string was successfully copied to the clipboard "CopyString__Success" = "複製到剪貼簿!"; tooltip "CopyString__Tooltip" = "點擊將來源字串複製到剪貼簿。"; 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" = "複製"; tooltip "CopyTool__NoCopyTooltip" = "按住快速鍵以避免在放置新建築時複製原始設定"; tooltip "CopyTool__Tooltip" = "點擊或拖曳圈選要複製建築的區域。"; title of settings affecting costs (construction, research), consumption of resources, etc. title of settings affecting costs (construction, research), consumption of resources, etc. "Costs" = "成本"; Map description "CraterStaticIslandMap__desc" = "巨大隕石撞擊的殘骸孕育了這個坑洞,揭露了豐富的珍貴自然資源。但要小心:環形的山脈是你的工廠與工廠被洪水毀滅之間的唯一防線。它們是開採和擴展的誘人目標,因此建議仔細規劃和準備。嘿,如果我們遇到水的問題,我推舉讓吉米去建造堤防——他一直在尋找一些事情來轉移對死亡之島的思念。\n\n這張獨特地圖是Supporter edition的一部分,感謝您的慷慨支持,船長!\n"; Map name "CraterStaticIslandMap__name" = "隕石坑"; button to open credits of the game button to open credits of the game "Credits" = "製作人員名單"; name "Crop_Canola__name" = "油菜"; 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 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' "Crop_DurationLeft" = "預估收成{0} 在 {1}之後"; tooltip tooltip "Crop_DurationLeft__Tooltip" = "在水資源充足的情況下,收成所需時間。水資源不足則將延遲採收。"; name "Crop_Flowers__name" = "花朵"; name "Crop_Fruits__name" = "水果"; name name "Crop_GreenManure__name" = "綠肥"; 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" = "沒有作物"; name name "Crop_Poppy__name" = "罌粟"; name name "Crop_Potato__name" = "馬鈴薯"; name name "Crop_Soybeans__name" = "黄豆"; name name "Crop_SugarCane__name" = "甘蔗"; name "Crop_TreeSapling__name" = "樹苗"; name name "Crop_Vegetables__name" = "蔬菜"; name name "Crop_Wheat__name" = "小麥"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "CropCouldNotBeStored__name" = "農場:收成後無法儲存所有{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" = "農場:{0} 因缺乏肥力而枯死"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lost due to lack of workers" "CropDiedNoMaintenance__name" = "農場:{0}因人工不足而耕作失敗"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example "Farm: Corn lost due to lack of water" "CropDiedNoWater__name" = "農場:{0}因水不足而耕作失敗"; 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" = "立即收成"; tooltip "CropHarvestNow__Tooltip" = "將提早收成現有作物。預估產量:{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" = "收成統計"; title of a window with statistics from the last crop harvest title of a window with statistics from the last crop harvest "CropHarvestStats__Title" = "前次收成統計"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn lacks workers" "CropLacksMaintenance__name" = "農場:{0}缺乏工人"; example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. example use: '1 month without water. Crop will survive up to 2 months', {0} and {1} are for example '1 month', '2 months', etc. "CropOverdue" = "已{0} 沒有水. 作物只能再撐 {1}"; tooltip tooltip "CropOverdue__Tooltip" = "由於缺水,此作物總計累積延遲時間。對於早期的農場與耐旱作物來說這通常沒什麼大不了的,但非耐旱作物則會枯死。"; 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" = "需要溫室"; title for farm's crop schedule title for farm's crop schedule "CropSchedule" = "作物輪種表"; tooltip explaining crop schedule tooltip explaining crop schedule "CropSchedule__Tooltip" = "每座農場都可設置長達 4 個季節的輪種計劃。作物將由左至右的順序種植,任何沒有種植作物的農田將自動跳過。例如,要設置兩次作物輪種,請在計劃中選擇兩種作物並清空其他內容。輪種對於保持農場的肥力很重要。"; tooltip explaining what a skip button in crop schedule does tooltip explaining what a skip button in crop schedule does "CropScheduleSkip__Tooltip" = "可直接切換至下一種作物,但目前作物的進度會立刻消失。"; crop died out due to lack of fertility crop died out due to lack of fertility "CropState__DeadNoFertility" = "枯死: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:缺少工人"; crop died out due to lack of water crop died out due to lack of water "CropState__DeadNoWater" = "死亡:缺水"; crop is being removed so it can be replaced with a different one crop is being removed so it can be replaced with a different one "CropState__RemovedForChange" = "為更新作物而移除"; 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" = "因為缺水,將延遲{0}收成"; 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" = "因為提早收成,將減少{0}收成量"; 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" = "因缺乏肥力,將減少{0}收成量"; 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" = "因為缺水,將減少{0}收成量"; 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" = "已缺水{0}"; 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" = "因法令等加成可提高{0}收成量"; 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" = "因肥力加成可提高{0}收成量"; 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" = "等待肥力提升"; explaining that crop is not planted yet but reason is unknown explaining that crop is not planted yet but reason is unknown "CropWaiting__NoReason" = "無法開始種植,等待中"; 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" = "等待澆水或降雨"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Farm: Corn will dry out due to lack of water" "CropWillDrySoon__name" = "農場:{0}將因缺水而枯死"; short description of a machine short description of a machine "Crusher__desc" = "將礦石碾碎成更細的顆粒,以作為進一步製程之用。"; name of a machine "Crusher__name" = "碎石機"; short description of a machine "CrusherLarge__desc" = "有較佳效率與更高產量的大型碎石機。"; name of a machine "CrusherLarge__name" = "碎石機 (大型)"; Map description "CurlandMap__desc" = "歡迎來到卷曲島,這個狹長而擁有豐富空間和自然資源的島嶼。其捲曲的形狀為建造大型工廠增添了迷人的挑戰——準備建立一個堅固的物流網絡,能夠穿越島嶼優雅的捲曲長度。對於愛冒險的人來說,可以考慮連接兩端,建立一個循環物流迴路,將島嶼的弱點轉化為戰略優勢。有傳言稱島上有大量的原油儲藏,但尚未被發現。"; 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" = "卷曲島"; 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" = "所剩月數:{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" = "無流行疾病、很健康"; title of a panel showing current disease (sickness) in the settlement title of a panel showing current disease (sickness) in the settlement "CurrentDisease__Title" = "當前疾病"; tooltip tooltip "CurrentDisease__Tooltip" = "您的定居點不時出現疾病。某些疾病是由於您的定居點缺乏設施而發生的。有些只是季節性疾病,不會受到太大影響。當您的船去探險時,船員可能將更嚴重的季節性疾病帶回島上。"; title of a panel that shows current research that is in progress "CurrentResearch" = "進行中的研究"; Label shown instead of configuration options in the new game flow indicating the step is optional Label shown instead of configuration options in the new game flow indicating the step is optional "CustomizeDifficulty__Description" = "您可以按下下面的按鈕進一步微調所有設置。這些設置也可以在實際遊玩遊戲時調整。"; 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" = "自訂地圖"; 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 short! "CutTool" = "剪下"; tooltip tooltip "CutTool__Tooltip" = "點擊或拖曳來剪下一塊未建造完成的建築區域,並放在新的地方"; example: The ship (damaged) example: The ship (damaged) "DamagedSuffix" = "{0}(已受損)"; short description short description "DataCenter__desc" = "資料中心是用於設置您所添加的伺服器的建築,它具有強大的擴增能力並使運算能力更容易負擔。每個添加的伺服器機櫃都會消耗一定電力、冷卻能力與維護需求。然而,有人說它唯一在做的是努力不懈的蒐集大量的貓和迷因圖片——我們無法駁斥這點。"; building or machine building or machine "DataCenter__name" = "資料中心"; {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" = "繪製表面"; 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" = "降低優先度"; 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" = "您確定要刪除 {0} 嗎?"; {0} is name of the file that could not be deleted {0} is name of the file that could not be deleted "DeleteSave__FailMessage" = "噢!無法刪除{0}!"; {0} is name of the file that was deleted {0} is name of the file that was deleted "DeleteSave__SuccessMessage" = "存檔{0}已刪除。"; tooltip "DeleteTool__EntireTransport" = "按住快速鍵(當你要摧毀時)以移除整個輸送帶或輸送管線"; tooltip tooltip "DeleteTool__QuickRemoveTooltip" = "按住快速鍵(當摧毀建築時)來使用凝聚力快速移除所有材料"; tooltip tooltip "DeleteTool__Tooltip" = "點擊或拖曳來圈選一塊需要摧毀的建築區域"; "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" = "傾卸規劃區"; title/tooltip of a button that opens forestry designation tool "Designation__Forestry" = "造林規劃"; title/tooltip of a button that opens leveling designation tool "Designation__Leveling" = "整平規劃"; title/tooltip of a button that opens mining designation tool title/tooltip of a button that opens mining designation tool "Designation__Mining" = "採礦規劃"; title/tooltip of a button that opens tree harvesting designation tool title/tooltip of a button that opens tree harvesting designation tool "Designation__TreeHarvesting" = "伐木規劃"; shown when designation is at invalid position shown when designation is at invalid position "DesignationError__Invalid" = "位置不符。"; player can click & drag with their mouse to removes existing designation player can click & drag with their mouse to removes existing designation "DesignationRemovalTooltip" = "按右鍵並拖曳以移除既有的指定區域"; category for key bindings affecting designations "Designations" = "規劃範圍"; 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" = "無法在此地形上繪畫。"; 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" = "無法在此開始傾倒,所有邊界都高於此地。"; 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" = "土地肥力不足無法開始造林。"; shown when leveling designation is not yet usable due to its edges being too high/deep "DesignationWarning__CannotStartLeveling" = "無法在此開始整平,所有邊界都高於/低於此地。"; 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" = "無法在此開始採掘,所有邊界都低於此地。"; shown when forestry designation is not contained by any forestry tower area and cannot be forested. "DesignationWarning__NoForestryTower" = "必須由造林塔區域管理。"; 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" = "需要採礦控制塔以開始採礦。"; short description short description "DieselGenerator__desc" = "燃燒柴油來發電。"; name name "DieselGenerator__name" = "柴油發電機"; short description "DieselGeneratorT2__desc" = "更強大的發電機。可以當成後備電源使用。"; name "DieselGeneratorT2__name" = "柴油發電機 II"; example: 'Difficulty: Hard' example: 'Difficulty: Hard' "Difficulty" = "難度:{0}"; Difficulty impact on construction Difficulty impact on construction "DifficultyConstruction__Easy" = "標準建造成本"; Difficulty impact on construction Difficulty impact on construction "DifficultyConstruction__Hard" = "增加的建造成本"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Easy" = "更有利可圖的合約與更便宜的貸款"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Hard" = "標準合約與較昂貴的貸款"; Difficulty impact on contracts & loans Difficulty impact on contracts & loans "DifficultyContracts__Normal" = "標準合約與貸款"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Easy" = "較輕微疾病"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Hard" = "較嚴重疾病"; Difficulty impact on disease Difficulty impact on disease "DifficultyDisease__Normal" = "標準疾病嚴重程度"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Easy" = "定居點降低資源消耗"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Hard" = "定居點增加資源消耗"; Difficulty impact on food consumption Difficulty impact on food consumption "DifficultyFood__Normal" = "定居點標準資源消耗"; Difficulty impact on fuel consumption Difficulty impact on fuel consumption "DifficultyFuel__Easy" = "車輛和貨船降低燃料消耗"; Difficulty impact on fuel consumption Difficulty impact on fuel consumption "DifficultyFuel__Hard" = "車輛和貨船增加燃料消耗"; Difficulty impact on fuel consumption Difficulty impact on fuel consumption "DifficultyFuel__Normal" = "車輛和貨船標準燃料消耗"; Difficulty impact on aggreculture Difficulty impact on aggreculture "DifficultyGrowth__Easy" = "作物和樹木生長速度加快"; Difficulty impact on aggreculture Difficulty impact on aggreculture "DifficultyGrowth__Hard" = "作物和樹木生長速度減慢"; Difficulty impact on aggreculture Difficulty impact on aggreculture "DifficultyGrowth__Normal" = "標準的作物和樹木生長速度"; Difficulty impact on maintenance consumption Difficulty impact on maintenance consumption "DifficultyMaintenance__Easy" = "減少維護消耗"; Difficulty impact on maintenance consumption Difficulty impact on maintenance consumption "DifficultyMaintenance__Hard" = "增加維護消耗"; Difficulty impact on maintenance consumption Difficulty impact on maintenance consumption "DifficultyMaintenance__Normal" = "標準的維護消耗"; Difficulty impact on mining Difficulty impact on mining "DifficultyMining__Easy" = "增加採礦產量"; Difficulty impact on mining Difficulty impact on mining "DifficultyMining__Hard" = "減少採礦產量"; Difficulty impact on mining Difficulty impact on mining "DifficultyMining__Normal" = "標準的採礦產量"; Difficulty impact on pollution Difficulty impact on pollution "DifficultyPollution__Easy" = "污染影響降低且基礎人口健康提升"; Difficulty impact on pollution Difficulty impact on pollution "DifficultyPollution__Hard" = "污染影響增加"; Difficulty impact on pollution Difficulty impact on pollution "DifficultyPollution__Normal" = "標準污染影響"; Difficulty impact on rainfall Difficulty impact on rainfall "DifficultyRainfall__Easy" = "增加降雨量和集水量"; Difficulty impact on rainfall Difficulty impact on rainfall "DifficultyRainfall__Hard" = "降低降雨量和集水量"; Difficulty impact on rainfall Difficulty impact on rainfall "DifficultyRainfall__Normal" = "標準降雨量和集水量"; Difficulty impact on research Difficulty impact on research "DifficultyResearch__Easy" = "降低研究成本"; Difficulty impact on mining Difficulty impact on mining "DifficultyResearch__Hard" = "增加研究成本"; Difficulty impact on mining Difficulty impact on mining "DifficultyResearch__Normal" = "標準研究成本"; Notification shown on successful save of game difficulty settings Notification shown on successful save of game difficulty settings "DifficultySettingsSaved" = "難度設置已儲存!"; Difficulty impact on unity generation Difficulty impact on unity generation "DifficultyUnity__Easy" = "提高凝聚力生成"; Difficulty impact on unity generation Difficulty impact on unity generation "DifficultyUnity__Hard" = "提高凝聚力生成。某些凝聚力行動成本更高。"; Difficulty impact on unity generation Difficulty impact on unity generation "DifficultyUnity__Normal" = "標準凝聚力生成"; a difficulty option where machines / vehicles slow down and after a while stop instead of stopping abruptly when they run out of something (power) 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" = "逐漸停止"; a difficulty option where ships can run on unity if out of fuel a difficulty option where ships can run on unity if out of fuel "DiffOption__RunsOnUnity" = "以凝聚力運作"; a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) a difficulty option where machines / vehicles slow down instead of stopping when out of something (power, fuel) "DiffOption__SlowsDown" = "減速"; a difficulty option where machines / vehicles stop when out of something (power, fuel) a difficulty option where machines / vehicles stop when out of something (power, fuel) "DiffOption__StopsWorking" = "停止運作"; {0} = Dirt "DigDirtTip" = "如果{0}用完,您可以標記一個專用的礦場進行採集。"; used when some option is disabled used when some option is disabled "Disabled" = "未啟用"; button to discard / destroy all products button to discard / destroy all products "DiscardAllProducts__Action" = "全部放棄"; {0} - title of a product to discard, e.g. Coal "DiscardAllProducts__Confirmation" = "你確定你想要永久拋棄儲存在這裡的所有 {0} 嗎?"; "DiscardAllProducts__NotSupported" = "此產品無法移除。"; button to discard changes button to discard changes "DiscardChanges" = "放棄"; 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" = "必須通過探索世界地圖來發現"; disease name "Disease1__name" = "流行性感冒"; disease severity, this is the lowest severity 1/5, {0} is disease name "DiseaseSeverity__1" = "{0} (輕度)"; 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 "DiseaseSeverity__3" = "{0}(嚴重)"; disease severity, this is second highest severity 4/5, {0} is disease name "DiseaseSeverity__4" = "{0}(非常嚴重)"; 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" = "關閉"; short description of a machine short description of a machine "DistillationTowerT1__desc" = "高級原油加工程序的切入點。將石油分成兩部分,以便進一步加工成有用的資源。"; name of a machine name of a machine "DistillationTowerT1__name" = "蒸餾(第一階段)"; description of a distillation tower description of a distillation tower "DistillationTowerT2__desc" = "導入額外的蒸餾步驟以擴大石油加工能力。"; name of a machine name of a machine "DistillationTowerT2__name" = "蒸餾(階段 II)"; name of a machine name of a machine "DistillationTowerT3__name" = "蒸餾(階段 III)"; Downloadable content label shown in the details panel of the load & save window 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" = "貨運港"; label for a checkbox to toggle to avoid seeing some dialog again "DoNotShowAgain" = "不再顯示"; tooltip explaining dumping height selection "DropDepth__OrderingExplanation" = "將傾倒場高度偏移設定到堆積輸送帶的最高高度。"; explains that there are currently no products selected for dumping explains that there are currently no products selected for dumping "DumpingFilter__Empty" = "未選定傾卸的產品"; 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 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 "DumpingFilter__Title" = "可以傾卸的物品"; 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 "DumpingFilter__Tooltip" = "設定由此處管理的指定地點可以用卡車傾卸哪些材料。"; 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" = "卡車可以傾卸什麼"; 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" = "設定您島上的卡車可在傾卸規劃區傾倒的產品。每個礦區控制塔都可以無視這個設定並獨自調節控制塔影響範圍內可以傾倒的產品。"; 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 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. "DumpInMineTowerOnly" = "只能傾倒在帶有傾倒過濾器組的礦區管制塔區域,或在全體傾倒過濾器中啟用此產品。"; title of a panel that enabled to configure the depth offset a stacker should dump to "DumpOffset" = "傾倒偏移"; title of settings affecting economy - loans, contracts "Economy" = "Economy"; name name "EdictCategory_Industry__name" = "工業法令"; 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" = "健康度太低 (目前: {0}, 需求: {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" = "居住區已滿"; shown when edict cannot be activated as it requires more advanced captain office "EdictRequiresAdvancedOffice" = "需要更高級的船長辦公室"; Electricity in giga-watts "Electricity__Gw" = "{0} GW"; Electricity in kilo-watts "Electricity__Kw" = "{0} KW"; Electricity in mega-watts "Electricity__Mw" = "{0} MW"; explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. explains what something like '5 / 10 Kw | 20 kw' means, so it explains that 5 is the total demand for power, 10 is the current production and 20 is the maximum power output that can be produced if needed. "ElectricityDisplayTooltip" = "當前需求/當前產量|總產能"; title of a window that shows electricity production & demands title of a window that shows electricity production & demands "ElectricityStats" = "電力統計數據"; description of a machine short description of a machine "Electrolyzer__desc" = "將電流通過其中,將產品分解成更簡單的物質。"; name of a machine name of a machine Performer water electrolysis to split it to oxygen and hydrogen. "Electrolyzer__name" = "電解槽"; name of a machine "ElectrolyzerT2__name" = "電解槽 II"; shown when entity has no products (e.g. when transport is empty) shown when entity has no products (e.g. when transport is empty) "Empty" = "空"; used when some option is enabled used when some option is enabled "Enabled" = "啟用"; name of a toggle button that turns on/off mods name of a toggle button that turns on/off mods "EnableMods__ToggleLabel" = "啟用Mod(需重啟)"; tooltip that explains what mods do and their potential danger tooltip that explains what mods do and their potential danger "EnableMods__Tooltip" = "警告:Mod可以執行任意代碼並存取您機器上的任何文件,甚至可以連上網路。所以請只使用您信任的Mod。使用Mod的風險由您自己承擔。"; enemy ship(s) enemy ship(s) "Enemy" = "敵方"; name name "EngineT1__name" = "船艦引擎"; short description short description "EngineT2__desc" = "增加船隻的速度和航程。"; name name "EngineT2__name" = "船艦引擎 II"; short description short description "EngineT3__desc" = "增加船隻的速度和航程。"; name name "EngineT3__name" = "船艦引擎 III"; example: 'breakdown chance: 20%' example: 'breakdown chance: 20%' "EntityBreakdownChance" = "故障機率:{0}"; notification "EntityCannotBeReached__name" = "EntityCannotBeReached__name"; "EntityCannotBeReachedDesc" = "EntityCannotBeReachedDesc"; tooltip for the computing consumption status in machine / building inspector tooltip for the computing consumption status in machine inspector "EntityComputingConsumptionTooltip" = "運行時的消耗"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__Consuming" = "目前需求的計算力"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotConsuming" = "工作需求的計算力 (現在未需要)"; tooltip for the computing consumption status in machine / building inspector "EntityComputingConsumptionTooltip__NotEnough" = "計算力需求(目前仍不足)"; tooltip for the computing production status in machine / building inspector tooltip for the computing production status in machine inspector "EntityComputingProductionTooltip" = "運轉中可產生的計算力"; tooltip for the electricity consumption status in machine / building inspector tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip" = "運轉中消耗的電力"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__Consuming" = "正在消耗的電力"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotConsuming" = "運轉中消耗的電力 (現在未消耗)"; tooltip for the electricity consumption status in machine / building inspector "EntityElectricityConsumptionTooltip__NotEnough" = "運轉所需要的電力 (現在不足夠)"; tooltip for the electricity production status in power generator inspector tooltip for the electricity production status in power generator inspector "EntityElectricityProductionTooltip" = "最大電力輸出"; notification notification "EntityMayCollapseUnevenTerrain__name" = "由於地形不平坦,建築物 {entity} 可能會倒塌"; 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" = "EntityMonthlyUnitTooltip__Consuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotConsuming" = "EntityMonthlyUnitTooltip__NotConsuming"; tooltip that explains the panel that shows monthly unity consumed in a machine / building "EntityMonthlyUnitTooltip__NotEnough" = "EntityMonthlyUnitTooltip__NotEnough"; tooltip that explains quick repair action tooltip that explains quick repair action "EntityRepair__Tooltip" = "消耗凝聚力緊急快速修復"; 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" = "狀態"; status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) status of a nuclear reactor (temperature exceeded operational threshold) (keep it short!) "EntityStatus___NuclearReactor_Overheated" = "過熱"; 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" = "沒有動物"; animal farm is missing food to feed its animals "EntityStatus__AnimalFarm_NoFood" = "沒有飼料"; 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!) "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" = "沒有伺服器"; farm is doing fine and growing something (keep it short!) farm is doing fine and growing something (keep it short!) "EntityStatus__Farm_Growing" = "生長中"; farm's fertility is too low (keep it short!) farm's fertility is too low (keep it short!) "EntityStatus__Farm_LowFertility" = "肥力過低"; 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" = "未選擇作物"; farm lack water so can't work (keep it short!) farm lack water so can't work (keep it short!) "EntityStatus__Farm_NoWater" = "缺水"; 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" = "輸出已滿"; storage is full - status of a selected entity (keep it short!) storage is full - status of a selected entity (keep it short!) "EntityStatus__FullStorage" = "儲存已滿"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__Idle" = "閒置"; status of a machine that cannot continue because its placement is invalid (keep it short!) "EntityStatus__InvalidPlacement" = "無效放置"; not enough electricity - status of a selected entity (keep it short!) "EntityStatus__LowPower" = "電力不足"; status of a selected data center when it lacks coolant (keep it short!) "EntityStatus__MissingCoolant" = "缺乏水冷"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__MissingInput" = "沒有輸入"; 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" = "計算力不足"; means that vehicle has no jobs to do means that vehicle has no jobs to do "EntityStatus__NoJobs" = "沒有任務"; 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" = "沒有配方"; not connected to mechanical shaft (keep it short!) not connected to mechanical shaft (keep it short!) "EntityStatus__NoShaft" = "發電軸未連結"; 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" = "未連結"; not enough Unity to run this entity (keep it short!) not enough Unity to run this entity (keep it short!) "EntityStatus__NoUnity" = "缺乏凝聚力"; status of a selected entity (keep it short!) status of a selected entity (keep it short!) "EntityStatus__NoWorkers" = "沒有工人"; 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!) "EntityStatus__Paused" = "暫停中"; 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 research it (keep it short!) "EntityStatus__ResearchTooAdvanced" = "無法研究"; shown when entity such as mine has run out of a deposit to mine shown when entity such as mine has run out of a deposit to mine "EntityStatus__ResourceDepleted" = "資源耗竭"; ship is arriving from the world (keep it short!) "EntityStatus__Ship_Arriving" = "到達"; ship is departing to the world (keep it short!) ship is departing to the world (keep it short!) "EntityStatus__Ship_Departing" = "出發"; ship is docked at the shipyard (keep it short!) ship is docked at the shipyard (keep it short!) "EntityStatus__Ship_Docked" = "停泊"; ship is exploring a location (keep it short!) ship is exploring a location (keep it short!) "EntityStatus__Ship_Exploring" = "探索中"; ship is in battle (keep it short!) ship is in battle (keep it short!) "EntityStatus__Ship_InBattle" = "戰鬥中"; ship is traveling somewhere (keep it short!) ship is traveling somewhere (keep it short!) "EntityStatus__Ship_Moving" = "航行中"; ship is waiting for orders (keep it short!) ship is waiting for orders (keep it short!) "EntityStatus__Ship_NoOrders" = "無指令"; status of a selected entity, means that it is waiting to more input products in order to work (keep it short!) "EntityStatus__WaitingForProducts" = "等待產品中"; prefix for list of products missing in a machine, used like this: 'Products missing: iron ore, coal' "EntityStatus__WaitingForProductsTooltip" = "缺少產品"; 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!) "EntityStatus__WorkingPartially" = "工作中({0})"; button that toggles navigation overlay, keep short "EntityToggleNavigationOverlay" = "切換導航圖層"; explanation of what navigation overlay toggle does "EntityToggleNavigationOverlay__Tooltip" = "顯示該種車輛可行駛的圖層。"; 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" = "需要的工人數量"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_Assigned" = "目前已指派的工人"; tooltip that explains the panel that shows the number of required workers in a machine / building' "EntityWorkersNeededTooltip_NotAssigned" = "運作時需要的工人數量 (現在沒有工人指派到此)"; Label for a button to copy an error message "Error__Copy" = "Error__Copy"; Label for a button shown on error notifications to view more details "Error__View" = "Error__View"; name of a toggle button that turns on / off the error reporting title for setting that configures error reporting "ErrorReporting__Title" = "傳送錯誤報告"; tooltip that explains what is error reporting tooltip that explains what is error reporting "ErrorReporting__Tooltip" = "讓您把遊戲中遭遇的錯誤傳送匿名報告給我們。這能幫助我們快速發現問題,並且使遊戲體驗更佳。"; text explaining that there are no contracts established currently and that the player might want to establish some, followed by GoToContracts button "EstablishedContracts__NoneInfo" = "沒有已設定的合約。是時候談些新交易了?"; 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" = "已訂定的合約"; tooltip for EstablishedContracts__Title tooltip for EstablishedContracts__Title "EstablishedContracts__Tooltip" = "列出所有已建立的合約。這些合約每月會消耗固定的凝聚力。只有未分配到任何貨運站的情況下,才能取消已建立的合約。"; title of a panel showing an estimate of water yield for rainwater harvester "EstimatedWaterYieldTitle" = "平均集水量"; short description of a machine short description of a machine "EvaporationPond__desc" = "將鹽水蒸發去除殘餘水分以製造鹽。"; name of a machine name of a machine "EvaporationPond__name" = "蒸發池"; short description of a machine short description of a machine "EvaporationPondHeated__desc" = "將鹽水蒸發去除殘餘水分以製造鹽,額外多了電熱器能讓整個過程加快。"; name of a machine name of a machine "EvaporationPondHeated__name" = "蒸發池(加熱)"; notification "ExcavatorHasNoValidTruck__name" = "{entity} 沒有適合的卡車"; vehicle description, for instance {0}=6 "ExcavatorT1__desc" = "適用於挖掘最大鏟斗容量為 {0} 的任何地形。它太高了,不能從輸送帶下方通過,要使用坡道越過。"; vehicle vehicle "ExcavatorT1__name" = "小型挖掘機"; vehicle description, for instance {0}=18 "ExcavatorT2__desc" = "這是一台最大容量為 {0} 的挖礦機!它太高了,不能送輸送帶下方通過,要使用坡道越過。"; vehicle "ExcavatorT2__name" = "挖掘機"; vehicle "ExcavatorT2H__name" = "ExcavatorT2H__name"; vehicle description, for instance {0}=60 "ExcavatorT3__desc" = "這是一台可以在任何地形挖掘的超大型挖礦機,最大容量為 {0} 。它的體積龐大不能送輸送帶下方通過,要使用坡道越過。"; vehicle vehicle "ExcavatorT3__name" = "巨型挖掘機"; vehicle vehicle "ExcavatorT3H__name" = "巨型挖掘機"; {0} is a number, used like for instance '75%' "ExhaustScrubber__desc" = "通過提取有用資源,從熱廢氣中過濾掉 {0}% 的污染物。"; name of a machine name of a machine "ExhaustScrubber__name" = "廢氣洗滌器"; exits the current gameplay session back to game's main menu exits the current gameplay session back to game's main menu "ExitToMainMenu" = "退出到主選單"; example: 'Our ship has discovered Settlement!' "ExplorationResult__Entity" = "我們的船發現了{0}!"; "ExplorationResult__Loot" = "發現了一些戰利品!"; "ExplorationResult__Nothing" = "沒有任何東西!"; "ExplorationResult__Title" = "已探索的區域!"; title of a dialog that allows to export blueprint into a string "ExportBlueprint__Title" = "匯出成字串"; 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" = "輸出"; tooltip tooltip "ExportPriority__ShipFuelTooltip" = "卡車運走燃料的優先程度。"; tooltip for export of cargo stored in shipyard tooltip for export of cargo stored in shipyard "ExportPriority__ShipyardCargo" = "卡車運走貨物的優先程度。"; tooltip tooltip "ExportPriority__StorageTooltip" = "卡車運走儲存物資的優先程度。"; title of a panel configuring custom export routes for trucks title of a panel configuring custom export routes for trucks "ExportRoutesTitle" = "自訂輸出路線"; title of settings affecting game failures, outages title of settings affecting game failures, outages "FailureOutages" = "失效與停擺"; 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" = "已種植的作物"; tooltip explaining average farm production rate tooltip explaining average farm production rate "FarmAvgProduction__Tooltip" = "根據當前的肥力估算的每月平均產量。因缺水造成的延誤不列入計算,但是為了增加作物而讓土壤更加肥沃所產生的額外時間則列入計算。如果要瞭解需要多少食物,請查看您的食品市場消費報告。"; title of a window providing farm crop selection title of a window providing farm crop selection "FarmCropSelector" = "選擇作物"; shorter version of FarmFertilityTitle used in recipes that affect fertility shorter version of FarmFertilityTitle used in recipes that affect fertility "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當前作物計劃中自然收斂的值。當處於平衡狀態時,作物肥力消耗等於自然補充率。如果在輪作中設置了多種作物,則該值僅是近似值,因為每種作物可能具有不同的平衡值。請注意,肥力平衡不考慮肥料。"; 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" = "自然恢復"; describes natural fertility replenish rate display describes natural fertility replenish rate display "FarmFertility__NaturalReplenishTooltip" = "土壤肥力無施肥之下的每月自然恢復率。土壤越肥沃,恢復率越高。當土壤肥力在100%以上時,自然恢復率變負,肥力將緩慢下降。"; more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' more info in FarmFertility__NeedTooltip, example use: 'Fertility needed: 4% / 60' "FarmFertility__Need" = "所需肥力:{0}"; tooltip explaining farm fertility need display tooltip explaining farm fertility need display "FarmFertility__NeedTooltip" = "為了達到目標肥力水平,平均需要的額外肥力(當前輪作)。這種額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" = "目標: {0}"; tooltip explaining farm fertility tooltip explaining farm fertility "FarmFertility__Tooltip" = "有些作物在每次收穫後都會降低農場的肥力。肥力會用於計算最終作物產量百分比。因此,在 50% 的肥力下,只有 50% 的產量。肥力可以通過種植綠肥或提供肥料來補充。連種植相同的作物會消耗更多肥力。因此,輪種是有利的。"; 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" = "由於沒有輪作,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" = "每單位儲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" = "使用當前儲存的肥料可實現的最大肥力目標。"; title for farm's stored fertilizer title for farm's stored fertilizer "FarmFertilizer__Title" = "儲存的肥料"; describes fertilizers function and storage describes fertilizers function and storage "FarmFertilizer__Tooltip" = "肥料可以人為地將土壤肥力提高到其自然平衡之上。有些肥料甚至可以將土壤肥力提高到 100% 以上。使用綠色游標設置所需的施肥目標。肥料必須通過管道輸送。使用不同類型的肥料時,它們的特性將按比例混合。"; 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" = "準備灌溉的儲存水量。當土壤水位低時,農場將自動開始灌溉。下雨時則關閉灌溉。"; 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" = "按“+”開始種植"; short description short description "FarmT1__desc" = "允許種植各種作物。可用於生產食品。這個農場只依賴雨水。如果想要從外部供水的話,就需要升級農場。"; name name "FarmT1__name" = "農場"; short description short description "FarmT2__desc" = "可以連接到水源或肥料來源的灌溉農場。那很有用。"; name name "FarmT2__name" = "灌溉農場"; example values: {0}=30%, {1}=15% example values: {0}=30%, {1}=15% "FarmT3__desc" = "與基本農場相比,作物產量提高了 {0}。作物還需要額外 {1} 的水和肥力。"; name name "FarmT3__name" = "溫室"; name name "FarmT4__name" = "溫室 II"; title showing average water need of the farm title showing average water need of the farm "FarmWater__AvgNeed" = "平均所需"; 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" = "每種作物都需要有符合的需水量才能生長。如果沒有足夠的水,作物將停止生長並開始枯萎。如果長時間不供水,作物可能會變乾,因而需要提早收割。下雨時會補水。之後,農場可以升級為可以隨時供水的灌溉系統。當農場裡沒有作物生長時,水會慢慢蒸發。只有當土壤有一些水分時,作物才能開始生長。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FarmYieldIncrease__desc" = "農場產量增加 {0},耗水量增加 {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" = "提振農業"; example usage of {0}: 'provide up to 12 MW of electricity' "FastBreederReactor__desc" = "快中子增殖反應爐是一種使用快中子來維持連鎖反應的核反應爐,反應過程需要高度濃縮的燃料且會產生大量的熱。作為核心的濃縮燃料被一層可孕的圍包材料包圍,在被快中子轟擊後圍包材料會嬗變為可分裂核種,且可轉化半衰期長達數十萬年的超鈾元素嬗變為半衰期數十年的中等壽命分裂產物。這種反應爐不使用固態燃料棒,而是將燃料溶解在熔融鹽類中,並運作在更高的的溫度下以生產高壓蒸氣(800°C)。當反應爐核心過熱且無法緊急冷卻時,反應爐會自動將熔融的燃料排出並自動關閉,所有的燃料將會損失且反應爐將會受損。有效提供{0}百萬瓦的電力。"; name name "FastBreederReactor__name" = "快中子滋生式反應器"; short description of a machine short description of a machine "FermentationTank__desc" = "利用微生物將糖轉化為其他有用的物質,例如乙醇。這裡使用的微生物沒有任何薪水(他們只是喜歡糖)。"; name of a machine name of a machine "FermentationTank__name" = "發酵槽"; shows a location of a file, {0} is replaced with the location shows a location of a file, {0} is replaced with the location "FileLocation" = "位置:{0}"; caption for a table header displaying file sizes caption for a table header displaying file sizes "FileSize_Title" = "檔案大小"; "FirTree__desc" = "冷杉"; short description of a machine short description of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__desc" = "能燃燒可燃液體和氣體,但會產生污染。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Gas_flare "Flare__name" = "燃燒塔"; description of transport description of transport "FlatConveyorFormattedFirst__desc" = "運輸固體產品。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "FlatConveyorFormattedNext__desc" = "運輸固體產品。與前一等級相比,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" = "允許對產品進行分類。"; name: small machine that allows sorting of products building or machine "FlatConveyorSorter__name" = "平面分類器"; name name "FlatConveyorT1__name" = "平面輸送帶"; name name "FlatConveyorT2__name" = "平面輸送帶 II"; name name "FlatConveyorT3__name" = "平面輸送帶 III"; name: default name of the main ship name: default name of the main ship "Fleet__name" = "艦隊"; tooltip tooltip "FlipShortcut__Tooltip" = "按下快速鍵來鏡面翻轉"; description of flywheel, {0} = '120 MW-seconds' "Flywheel__desc" = "飛輪能夠將 {0} 的機械動力儲存為旋轉物質的慣性。只有當同一軸上的所有其他實體都閒置(不消耗或產生機械動力)時,它才會慢慢失去動力。"; name name "Flywheel__name" = "飛輪"; tooltip for a button that enables vehicle camera following tooltip for a button that enables vehicle camera following "FollowVehicleTooltip" = "鎖定攝影鏡頭追蹤這輛車。平移攝影鏡頭或點擊此按鍵取消。"; 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} 項種類滿足"; name name "FoodCategory_Carbs__name" = "碳水化合物"; name name "FoodCategory_Protein__name" = "蛋白質"; name name "FoodCategory_Treats__name" = "點心"; name "FoodCategory_Vitamins__name" = "維生素"; 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. 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" = "食物充裕"; 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" = "食物消耗量減少了 {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. This is a policy / edict which can enabled by the player in their Captain's office. "FoodConsumptionReduction__name" = "節省食物"; 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" = "為{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" = "如果有的話,此食品類別將提供健康獎勵。"; 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" = "健康獎勵"; tooltip tooltip "FoodHealth__Tooltip" = "提供多種類別的食物可以提高人口健康水平。如果食物類別旁有健康圖標,則可以提供健康獎勵。至少要滿足兩種類別的食物,才會提供獎勵。"; 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" = "定居點的食物"; tooltip tooltip "FoodInSettlement__Tooltip" = "顯示定居點中所有可用的食物,以及有關消費和獎勵的信息。食物分門別類,提供多種食物可以提供健康獎勵。如果您提供多種食物,則總消費量會平均分散消費所提供的各類食物。提供多種食物也是凝聚力的重要來源。"; tooltip tooltip "FoodLeftMainPanel__Tooltip" = "顯示目前的食物供應能維持多久。只計算在定居點附屬的食品市場中的食物供給。"; short description of a machine short description of a machine "FoodMill__desc" = "將有機產品研磨成細粉或油。"; name of a machine name of a machine "FoodMill__name" = "磨"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "FoodNeed__name" = "食物"; short description of a machine short description of a machine "FoodProcessor__desc" = "可以用提供的原料生產不同種類的食物。"; name of a machine name of a machine "FoodProcessor__name" = "食品加工設施"; title of a panel displaying a food supply (keep it short) title of a panel displaying a food supply (keep it short) "FoodSupplyTitle" = "食物供給"; this tooltip is for a panel that shows food supply in a single settlement this tooltip is for a panel that shows food supply in a single settlement "FoodSupplyTitle__TooltipForSettlement" = "該開拓地中可用的食物供給量。根據附屬食品市場儲存的所有食品總和。"; Description of forestry tower. "ForestryTower__desc" = "使植樹機和伐木機可以被指派到指定的林業區域。只有在塔的影響範圍內的指定林業區域才能被使用。"; name "ForestryTower__name" = "林務管制塔"; option for FpsLimitOption__NoLimit option for FpsLimitOption__NoLimit "FpsLimitOption__NoLimit" = "無限制"; option for FpsLimitOption__VSync1 option for FpsLimitOption__VSync1 "FpsLimitOption__VSync1" = "垂直同步(VSync)"; tooltip for FpsLimitOption__VSync1Tooltip tooltip for FpsLimitOption__VSync1Tooltip "FpsLimitOption__VSync1Tooltip" = "與螢幕刷新率同步"; option for FpsLimitOption__VSync2 option for FpsLimitOption__VSync2 "FpsLimitOption__VSync2" = "垂直同步(VSync) x2"; tooltip for FpsLimitOption__VSync2Tooltip tooltip for FpsLimitOption__VSync2Tooltip "FpsLimitOption__VSync2Tooltip" = "每隔一格畫面與螢幕同步"; 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" = "船艦用燃料"; "FuelForShip__Tooltip" = "將左邊的綠色滑動條移到右邊,使該建築物將儲存的燃料轉移到船上。該建築物還將使卡車把儲存空間填滿至綠色標記處。"; 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" = "每趟"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "FuelReduction__desc" = "車輛燃料消耗降低 {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. "FuelReduction__name" = "節省燃料"; building or machine building or machine "FuelStationHydrogenT1__name" = "加氫站"; notification notification "FuelStationNotConnected__name" = "{entity} 沒有連接燃料管線"; notification notification "FuelStationOutOfFuel__name" = "{entity} 燃料耗盡"; "FuelStationT1__desc" = "指派在加油站的卡車將自動為挖掘機和伐木機在它們的工作區加油,這樣就不會浪費它們自己去加油的時間。"; building or machine building or machine "FuelStationT1__name" = "加油站"; advanced fuel station description advanced fuel station description "FuelStationT2__desc" = "指定的卡車將在採礦現場自動為挖掘機加油因此不會浪費時間。與前一階級相比可以提供更高的存量與加油效率。"; 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) "FuelTank_Title" = "燃料槽"; name: ship part upgrade name: ship part upgrade "FuelTankT1__name" = "額外的燃料槽"; Label above the game name column in the load & save; game is a set of save files in one session / folder Label above the game name column in the load & save; game is a set of save files in one session / folder "Game__Title" = "遊戲"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__BaseHealthDiff" = "基礎健康"; 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" = "影響人口的健康基準值。"; 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__ComputingLow" = "設備算力不足"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ConstructionCostsDiff" = "建設成本"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ConstructionCostsDiff_Tooltip" = "影響機器、建築、車輛等實體的建設成本。"; 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__ConsumerBroken" = "設備維護不足"; 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__DeconstructionRefund" = "拆解退還"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__DeconstructionRefund_Tooltip" = "GameDiff__DeconstructionRefund_Tooltip"; 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__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. "GameDiff__ExtraContractsProfit" = "合約利潤度"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ExtraContractsProfit_Tooltip" = "透過合約進行交易時獲得了額外的產品。"; 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" = "額外的起始材料"; 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" = "回收已毀壞的建築物時,提供的額外起始材料和額外材料。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__FarmsYieldDiff" = "農場產量"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__FarmsYieldDiff_Tooltip" = "影響所有農場和溫室的產量。"; 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" = "燃料消耗"; 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" = "影響車輛和貨輪的燃料消耗。"; 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__GroundwaterPumpLow" = "水泵缺水"; 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__LoansDifficulty" = "貸款條件"; 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" = "維修消耗"; 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__OreSorting" = "混合礦石分揀"; 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__OreSorting_Tooltip" = "啟用後,在卡車上的開採混合物必須在專用的分揀設施進行處理"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PollutionDiff" = "污染影響"; 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__PollutionDiff_Tooltip" = "影響污染強度。"; 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__PowerLow" = "設備電力不足"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__PowerSetting" = "傳送帶與儲倉的電力消耗"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. {0} - PowerSetting__ConsumeAlways, {1} - PowerSetting__ConsumeIfCan "GameDiff__PowerSetting_Tooltip" = "決定傳送帶和儲存設施是否消耗電力以及如何消耗。 如果設定為「{0}」,當電力不足時傳送帶和儲存設施將無法運作。 如果設定為「{1}」,傳送帶和儲存設施會以最高優先順序消耗電力,但是沒有電力時仍可正常運作。 最後,傳送帶和儲存設施的電力消耗也可以完全禁用。"; 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__QuickActionsCostDiff" = "快速動作成本"; 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__QuickActionsCostDiff_Tooltip" = "調整快速動作(例如快速交付)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" = "快速修復"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__RainYieldDiff" = "降雨量"; 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" = "影響降雨所產生的水量。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. 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'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__ResearchCostDiff_Tooltip" = "調整每項研究任務所需的時間和資源量。"; 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__ResourceMiningDiff" = "礦石開採量"; 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" = "增加或減少礦石和沙子的開採量。如果增加,相较於標準設定, 挖掘機將從相同規模的礦床中開採出更多的礦石。"; 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" = "定居點消費"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__SettlementConsumptionDiff_Tooltip" = "影響您的民眾消耗多少食物、服務和商品。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__ShipsNoFuel" = "船隻燃料耗盡"; 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__SolarPowerDiff" = "太陽能發電量"; 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__SolarPowerDiff_Tooltip" = "影響太陽能板的發電量"; 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__Starvation" = "飢餓時影響"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__TreesGrowthDiff" = "樹木生長速度"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__TreesGrowthDiff_Tooltip" = "影響樹木的生長速度。"; 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" = "影響在定居點中產生多少凝聚力。"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__VehiclesNoFuel" = "車輛燃料耗盡"; 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" = "天氣"; 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__WorldMinesNoUnity" = "凝聚力不足時的世界地圖礦脈"; Title of a setting that affects a new game difficulty. For instance 'amount of starting resources'. Check '_Tooltip' for more details explanation. "GameDiff__WorldMinesReservesDiff" = "世界地圖礦產的礦藏"; Setting that affects a new game difficulty. For instance 'amount of starting resources'. "GameDiff__WorldMinesReservesDiff_Tooltip" = "影響世界地圖的礦脈(例如石英礦或石油井)中資源的多少。"; description of difficulty setting (this is hard difficulty) description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralDescription" = "針對經驗豐富的船長而設的艱鉅挑戰,擁有無情的機制"; clear description of difficulty setting (this is hard difficulty) clear description of difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralExplanation" = "只適合有經驗的玩家"; title of game difficulty setting (this is hard difficulty) title of game difficulty setting (this is hard difficulty) "GameDifficulty__AdmiralTitle" = "上將"; 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, in this setting the player can customize many game settings individually "GameDifficulty__CustomTitle" = "自訂"; description of game difficulty setting (this is easy difficulty) description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyDescription" = "額外的獎勵和機制讓這個選項非常適合新玩家"; clear description of game difficulty setting (this is easy difficulty) clear description of game difficulty setting (this is easy difficulty) "GameDifficulty__EasyExplanation" = "適合希望一帆風順的玩家"; 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) description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalDescription" = "一個平衡消耗與生產的體驗,帶來更多挑戰"; clear description of game difficulty setting (this is standard difficulty) clear description of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalExplanation" = "適合尋求冒險的玩家"; title of game difficulty setting (this is standard difficulty) title of game difficulty setting (this is standard difficulty) "GameDifficulty__NormalTitle" = "船長"; rendering setting name "GameFpsLimitRenderingSetting__Name" = "遊戲中FPS限制"; message when game initialization failed on generic failure message when game initialization failed on generic failure "GameInitFail" = "游戲啟動失敗,如果這狀況持續發生,請將錯誤報告發送給我們。"; message when game initialization failed likely due to an installed mod message when game initialization failed likely due to an installed mod "GameInitFail__Mod" = "游戲啟動失敗,可能是由於模組引起,請查看日誌獲取更多資訊。"; message when game initialization failed doe to out-of-memory error message when game initialization failed doe to out-of-memory error "GameInitFail__OutOrMemory" = "游戲啟動失敗,原因是系統記憶體不足。嘗試關閉其他程序以釋放記憶體。"; Title for group of related game mechanics in the new game flow Title for group of related game mechanics in the new game flow "GameMechanic__Casual" = "小試牛刀"; Title for the challenge group of game mechanics in the new game flow Title for the challenge group of game mechanics in the new game flow "GameMechanic__Challenges" = "挑戰"; Title for group of related game mechanics in the new game flow Title for group of related game mechanics in the new game flow "GameMechanic__Realism" = "寫實化"; title of the game over message title of the game over message "GameOver__Message" = "結束了。這座島上已經沒有人了。我想知道要怎麼做才能防止這種情況發生......"; title of the game over message "GameOver__Title" = "遊戲結束了!"; shown when save file cannot be loaded. Example: 'Cannot load someFile' "GameSaveLoad__CannotLoadFile" = "載入失敗"; shown when save file cannot be created. {0} is file path, {1} is error message shown when save file cannot be created. {0} is file path, {1} is error message "GameSaveLoad__CannotSaveFile" = "無法將存檔數據寫入 '{0}': {1}\n\n請確保遊戲對存檔目錄具有訪問權限,並且硬碟上有足夠的可用空間。防毒軟件或Windows的「受控資料夾存取權」功能可能會阻止訪問。\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 "GameSaveLoad__MissingFile" = "無法載入指定的存檔,檔案內容是空的或檔案不存在:{0}。"; message when game failed to load due to missing mod message when game failed to load due to missing mod "GameSaveLoad__MissingMod" = "無法載入選定的存檔,因為它缺少 mod「{0}」(版本 {1},類型「{2}」)。"; explains to the player how they can get older version of this game to load an older save file. "GameSaveLoad__SwitchSteamVersion" = "如果您仍希望載入此存檔,請退出遊戲,進入 Steam > 屬性 > 測試版,然後在下拉選單中選擇 {0} 版本。Steam 將會為您下載較早的遊戲版本。在先前的版本中將無法使用此版本中新增的任何功能。"; 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" = "無法載入選定的存檔,因為它是來自較目前支援版本 ({0}) 還要新的遊戲版本 ({1}) 。您是在舊版本的 Steam 分支上嗎?"; message when game failed to load due to save version being too old "GameSaveLoad__VersionTooLow" = "無法載入指定的存檔,因為它屬於不再受支援的舊遊戲版本 ({0}) 。"; 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" = "游戲種子"; tooltip explaining how is seed used in the game tooltip explaining how is seed used in the game "GameSeed__Tooltip" = "會影響諸如天氣生成或世界地圖佈局中使用的隨機化技術。不影響地圖生成"; category for key bindings affecting game speed category for key bindings affecting game speed "GameSpeed" = "遊戲速度"; short description of a machine "GasInjectionPump__desc" = "將二氧化碳等氣體溶解在液體中並用壓力將其注入地下,永久性地處理二氧化碳等氣體。不會有污染。只能建在石灰石礦床上。"; pump name pump name "GasInjectionPump__name" = "氣體注入泵"; Time in a game shown in the details panel of the load & save window Time in a game shown in the details panel of the load & save window "GateTime__Detail" = "遊戲時間"; 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" = "一般資訊"; category for general key bindings category for general key bindings "GeneralShortcuts" = "概要"; short description of a machine short description of a machine "GlassMakerT1__desc" = "將熔融玻璃澆鑄成平板玻璃"; name of a machine name of a machine "GlassMakerT1__name" = "玻璃製造機"; short description of a machine short description of a machine "GlassMakerT2__desc" = "將熔融玻璃澆鑄成平板玻璃,效率更高"; name of a machine name of a machine "GlassMakerT2__name" = "玻璃製造機 II"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Title" = "整體維護狀態"; title of a panel that shows global maintenance status title of a panel that shows global maintenance status "GlobalMaintenanceStatus__Tooltip" = "顯示整體維護狀態。任何過多的維護都存儲在整體緩衝區中。如果整體緩衝區已滿,維修站將會暫停運作。如果緩衝區是空的,通常意味著缺乏維護。"; 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" = "全球需求量:"; goal text, {0} - name of edict (e.g. fuel saver), {1} - Captain office "Goal__ActivateEdict" = "在您的{1}中執行{0}法令"; title for set of goals "Goal__AdvancedDiesel__name" = "進階石油加工"; goal text, {0} = assembly, {1} = construction parts "Goal__AnotherCpAssembly" = "建造另一個 {0} 以製造 {1}"; goal text, {0} - (0/2), {1} - Tree harvester "Goal__AssignTrucksToTreeHarvester" = "將卡車{0}分配給{1}"; goal text, {0} - fuel station, {1} - name of storage, {2} - diesel "Goal__AssignTruckToFuelStation" = "將 {0} 指定給 {1},讓它自動為你的所有挖土機加油"; 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 "Goal__BuildAndConnect" = "建造並連接 {0}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnect2" = "建造 {0} 並將其連接到 {1}"; text for a goal, {0}, {1}, {2} - machine / building names "Goal__BuildAndConnect3" = "建造 {0} 並將其連接到 {1}和 {2}"; text for a goal, {0}, {1} - machine / building names "Goal__BuildAndConnectViaPipe" = "建造 {0} 並使用 管線 將其連接到 {1}"; text for a goal, {0} and {2} are machine/building names, {1} is a product "Goal__BuildAndEnsureDeliveriesFrom" = "建造 {0} 並確保從 {2} 交付{1}"; text for a goal, {0} replaced with title of a building / machine "Goal__BuildAnother" = "建造另一個 {0}"; title for set of goals "Goal__BuildCaptainOffice__name" = "船長辦公室"; goal text, {0} - cargo dock, {1} - fluid module "Goal__BuildCargoDock" = "研究並建造 {0} 再附加 {1}"; goal text, {0} - storage name, {1} - coal, {2} - boiler, {3} - conveyor belt "Goal__BuildCoalStorage" = "建造 {0},為它分配 {1} 並使用 {3} 將它連接到 {2}"; goal text, {0} - storage, {1} - diesel, {2} - distiller "Goal__BuildDieselStorage" = "為 {1} 建造 {0} 並將其連接到 {2}"; 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__BuildFuelStation" = "建造 {0} 並使用 {2} 將其連接到 {1}"; text for a goal, {0} replaced with the name of a housing unit "Goal__BuildHousing" = "建造{0}並與現有定居點相連"; goal text, {0} - waste dump, {1} - waste water "Goal__BuildLiquidDump" = "在海岸附近建造 {0} 並啟用配方來傾倒 {1}"; goal text, {0} oil pump, {1} basic distiller "Goal__BuildOilPump" = "在石油礦藏上建造{0}並將它們連接到{1}"; goal text "Goal__BuildPowerGenerator" = "建造{0}開始發電"; title for set of goals "Goal__BuildResearchLab2__name" = "高級研究"; title for set of goals "Goal__BuildSlagStorage__name" = "增加爐渣輸出"; goal text, {0} - name of storage, {1} - blast furnace, {2} - conveyor belt, {3} - name of product "Goal__BuildSlagStorage2" = "建造{0}並使用{2}將其連接到現有的{1},以輸出{3}"; goal text, {0} - turbine, {1} - power generator, {2} - steam, {3} - boiler "Goal__BuildSteamTurbine" = "建造 {0} ,將 {1} 附加上去,並連接來自 {3} 的 {2} 管線"; goal text, {0} - storage, {1} - product name "Goal__BuildStorage" = "建造 {0} 並分配給它 {1}"; goal text "Goal__BuildWasteCollection" = "建造附屬於定居點的 {0}"; text for a goal, example use: 'Construct new Excavator' "Goal__ConstructVehicle" = "建造新的 {0}"; title for set of goals "Goal__ConveyorBelts__name" = "設置輸送帶"; goal text "Goal__Conveyors" = "使用輸送帶連接多台機器"; title for set of goals "Goal__CopperProduction__name" = "銅生產"; title for set of goals "Goal__CpIProduction__name" = "建築零件"; title for set of goals "Goal__CrudeOilImport__name" = "原油自動進口"; text for a goal, {0} replaced with name of product (e.g. slag) "Goal__DesignateDumping" = "為 {0} 指定傾倒區"; goal text, {0} - diesel "Goal__DisableImportToDieselStorage" = "為新的 {0} 儲槽停用卡車輸入"; title for set of goals "Goal__DiscoverOilRig__name" = "尋找鑽油平台"; text for a goal to dump a loose product (on the ground), {0} replaced with title of a product "Goal__Dump" = "傾倒 {0}"; text for a goal to dump a liquid product (into ocean), {0} replaced with title of a product "Goal__DumpLiquid" = "傾倒 {0}"; goal text, {0} replaced with ore name such as limestone or iron ore "Goal__EstablishMine" = "建立{0}礦場並開始開採{0}"; goal text "Goal__ExploreWithShip" = "使用船隻探索世界地圖上的第一個位置"; title for set of goals "Goal__ExploreWithShip__name" = "修理碼頭並起航"; goal text, {0} - name of storage, {1} - slag "Goal__ExportFromSlagStorage" = "給{0} 分配 {1} 並將右側(紅色)滑動桿向左拖動以輸出/傾倒"; goal text, {0} - product name, {1} - storage "Goal__FillStorage" = "將 {0} 儲存在 {1} 中 "; goal text, {0} - Light oil, {1} - Flare "Goal__FlareOff" = "在 {1} 中燃燒多餘的 {0}"; title for set of goals "Goal__FoodProduction__name" = "糧食生產"; title for set of goals "Goal__FoodProduction2__name" = "糧食生產 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.' "Goal__ForTower" = "在 {1} 礦床附近建造一個 {0},將 {2} 和 {3} 分配給它並指定採礦目標。"; title for set of goals "Goal__FuelStation__name" = "加油站"; goal text "Goal__GrowPotatoes" = "等待第一次收穫土豆"; goal text "Goal__HarvestTrees" = "開始砍伐樹木"; goal text, {0} - cargo ship, {1} - oil, {2} - oil rig "Goal__ImportCrudeOil" = "讓您的 {0} 從 {2} 進口 {1}"; goal text, {0} - storage name, {1} - coal "Goal__ImportToCoalStorage" = "將 {0} 中的左邊/綠色滑動桿向右拖動,使其主動請求 {1}"; title for set of goals "Goal__IronOreMining__name" = "鐵礦石開採"; title for set of goals "Goal__IronProduction__name" = "鐵生產"; goal text "Goal__LoadCrew" = "將船員裝載到船上"; title for set of goals "Goal__Maintenance__name" = "維護"; text for a goal, {0} replaced with title of a product "Goal__Mine" = "開採 {0}"; title for set of goals "Goal__MineCoal__name" = "開採煤礦"; goal text, {0} - beacon "Goal__PauseBeacon" = "暫停 {0} 以降低難民入境率"; title for set of goals "Goal__PauseBeacon__name" = "減少入境難民"; goal text, {0} - coal maker, {1} - wood "Goal__PauseCoalMaker" = "暫停 {0} 以節省 {1}"; title for set of goals "Goal__PopulationGrowth__name" = "人口增長"; title for set of goals "Goal__PowerFromCoal__name" = "燃煤電廠"; text for a goal, {0} replaced with title of a product "Goal__Process" = "處理{0}"; goal text, {0} - blast furnace, {1} - metal caster, {2} smoke stack "Goal__ProcessCopperOre" = "使用 {1} 和 {2} 建造{0} 並啟用銅礦石加工配方"; goal text "Goal__ProcessIron" = "啟用在 {1} 中使用 {0} 的 鐵配方"; title for set of goals "Goal__ProcessIronOre__name" = "加工鐵礦石"; text for a goal, {0} replaced with title of a product "Goal__Produce" = "生產{0}"; goal text, {0}, {1} - name of assembly, {2} - name of construction parts II "Goal__ProduceCp2" = "建造 {0} 並生產 {1}"; goal text, {0} - lab equipment, {1} - assembly "Goal__ProduceLabEquipment" = "在 {1} 中生產 {0}"; text for a goal, {0} - iron scrap, {1} - radio station "Goal__ProduceScrap" = "開始回收{1}以獲得一些{0}"; goal text, {0} replaced with fuel name - diesel "Goal__RefuelShip" = "把船裝滿{0}"; goal text, {0} - cargo ship "Goal__RepairCargoShip" = "在世界地圖上發現 {0} 並使用您的主艦修理它"; goal text, {0} - oil rig "Goal__RepairOilRig" = "修理{0}"; goal text "Goal__RepairShip" = "修船"; goal text, {0} replaced with Shipyard "Goal__RepairShipyard" = "修理 {0}"; 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 "Goal__ResearchAndBuild" = "研究並建造 {0}"; text for a goal, {0} replaced with title of a building / machine "Goal__ResearchAndUpgrade" = "研究並升級到 {0}"; title for set of goals "Goal__RubberProduction__name" = "合成橡膠"; goal text, {0} - assembly, {1} - construction parts "Goal__SelectCpRecipe" = "在{0}中選擇配方來生產{1}"; title for set of goals "Goal__SettlementWater__name" = "居住用水"; title for set of goals "Goal__SetupBricks__name" = "生產磚"; title for set of goals "Goal__SetupCp2__name" = "建造 II"; title for set of goals "Goal__SetupDiesel__name" = "柴油生產"; title for set of goals "Goal__SetupTradings__name" = "貿易"; title for set of goals "Goal__SetupVehicleParts__name" = "車輛零件"; text for a goal, {0} replaced with title of a product "Goal__StartProducing" = "開始生產{0}"; title for set of goals "Goal__StockpileDiesel__name" = "庫存柴油"; title for set of goals "Goal__StockpileProducts__name" = "庫存產品"; goal text, {0} - bricks, {1} - iron goal text, {0} - bricks, {1} - wood "Goal__Trade" = "從世界地圖上的村莊用 {1} 購買 {0}"; goal text, {0} - Diesel, {1} - Medium oil "Goal__UseMediumOil" = "通過轉換 {1} 生成 {0}"; text for a goal "Goal__WaitForRefugees" = "等待第一批難民的到來"; title for set of goals "Goal__WasteDumping__name" = "垃圾傾倒"; goal text, {0} - oil rig "Goal__WorldMine" = "通過船隻探索來發現{0}"; tooltip explaining that the current goal is long-term "Goal_TakeTime" = "不需要急於達成目標。慢慢來,確保你的其他工業也獲得良好發展。"; title of a button that shows / hides goals that are already completed "GoalShowCompleted__Action" = "顯示已完成的項目"; title of a button that shows / hides goals that are locked (not available yet) "GoalShowLocked__Action" = "顯示鎖定的項目"; title of a button that enables to skip the current goal / objective "GoalSkip__Action" = "跳過這個目標"; confirmation text of a dialog to skip a goal "GoalSkip__Confirmation" = "您確定要跳過此目標嗎?您將錯過在完成時通常能獲得的獎勵。"; {0} = Maintenance depot "GoalTip__Maintenance" = "大多數機器和車輛需要定期維護。您應該盡快研究並建造 {0},否則您的裝置將開始故障。"; "GoalTip_ActivateRecipe" = "點選機器,然後點選配方將其啟動。啟動的配方周圍標有綠色邊框。您可以選擇多個配方,在這種情況下,優先度將由它們的順序決定。"; "GoalTip_BeltsMotivation" = "將您的機器與輸送帶連接可以減少對卡車的需求。"; "GoalTip_BuildMore" = "你總是可以建造更多機器來加速你的生產。"; "GoalTip_BuildNearShore" = "在靠近海岸的地方建造先進石油加工設施,以便通過船舶輕鬆進口原油。"; {0} = liquid dump, {1} = distiller "GoalTip_ConnectWasteWithPipe" = "您可以建造一條管線將 {0} 連接到 {1}如果它們離得比較近。"; {0} = storage, {1} = off, {2} = vehicle import "GoalTip_DisableTruckImport" = "要停用卡車輸入,請選擇 {0} 並點選“{2}”下的 {1}。"; {0} = Shipyard "GoalTip_RefuelShip" = "要為您的船隻加油,請選擇您的 {0} 並將綠色燃料滑動桿拖動到右側。"; {0} = iron ore "GoalTip_ReorderRecipes" = "您可以將 {0} 配方移到配方列表中更高的位置來優先生產 {0}。配方執行優先程度由上下順序決定。您還可以建造另一個帶有金屬腳輪的熔爐來擴大您的生產規模。"; 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. name: Surface that can be placed on the ground outside. "Gold_TerrainSurface__name" = "金質表面"; Map description Map description "GoldenPeakStaticIslandMap__desc" = "看,是金峰——一座被燦爛金色山峰蔭覆的緊湊小島!這幅地圖因其設有不同高度的眾多平台而呈現獨特的挑戰,需要策略性地進行土木工程來開闢通往新工廠地點的通道。為了進一步擴展你的可建造領域,挖掘山脈和更高的高原以擴展你的基礎,並將採礦剩餘物倒入海中以擴張你的島嶼!"; Map name "GoldenPeakStaticIslandMap__name" = "金峰"; name of a machine name of a machine "GoldFurnace__name" = "金熔爐"; Button to advance to the next step or tab in a wizard Button to advance to the next step or tab in a wizard "GoNext" = "下一頁"; tooltip of a button that allows the player to manually order vehicle to go somewhere "GoTo__Tooltip" = "讓你可以手動命令該車輛駛向您點擊指定的地點"; button that takes player a window that shows contracts overview "GoToContracts" = "前往合約"; tooltip tooltip "GroundReserveTooltip__Groundwater" = "顯示地下水儲量。地下水會經由降雨補充,如果抽水過多也可能暫時耗竭。"; tooltip tooltip "GroundReserveTooltip__Oil" = "顯示該礦床的原油儲量。這是一個有限資源,我們需要在用完之前找到一個新的。需要在世界地圖上尋找長期的原油來源。"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__desc" = "禁止人口自然增長"; policy / edict which can enabled by the player in their Captain's office. "GrowthPause__name" = "停止成長"; name: ship part upgrade name: ship part upgrade "Gun0__name" = "船艦機槍(基礎)"; name: ship part upgrade name: ship part upgrade "Gun1__name" = "船艦機槍I(前)"; name: ship part upgrade name: ship part upgrade "Gun1Rear__name" = "船艦機槍I(後)"; name: ship part upgrade name: ship part upgrade "Gun2__name" = "船艦機槍II(前)"; name: ship part upgrade name: ship part upgrade "Gun2Rear__name" = "船艦機槍II(後)"; name: ship part upgrade name: ship part upgrade "Gun3__name" = "船艦機槍III(前)"; name: ship part upgrade name: ship part upgrade "Gun3Rear__name" = "船艦機槍III(後)"; "HeadquartersT1__desc" = "使您能夠宣佈可以顯著影響島上人口和工業的法令。一些法令可以為您帶來好處,但可能會讓您每月花費凝聚力。其他法令則可以每月生成凝聚力,但通常需要您提供一些東西作為回報。法令可以隨時切換。"; example use 'Also adds +100% increase in quick trade volume' "HeadquartersT1__QuickTrade__desc" = "同時增加 {0} 的快速交易量。"; 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" = "您島上的人民健康可能會受到許多因素影響,這些因素將列在下表中。健康保持正值會產生凝聚力,也會導致人口增長。另一方面,健康負值會有凝聚力負面影響並導致人口減少。有一些定居點的服務可以幫助提高人口的健康水平,例如潔淨水源、醫療保健或食物多樣化。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HealthBonus__desc" = "加強安全以獲得額外的 +{0} 健康積點。"; 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" = "健康增強"; name: name of a settlement service provided to pops "HealthCareNeed__name" = "醫院"; name name "HealthPointsCat_AirPollution__name" = "空氣污染"; name "HealthPointsCat_AirPollutionShips__name" = "HealthPointsCat_AirPollutionShips__name"; name "HealthPointsCat_AirPollutionVehicles__name" = "HealthPointsCat_AirPollutionVehicles__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" = "醫療保健"; name "HealthPointsCat_LandfillPollution__name" = "垃圾填埋場污染"; name name "HealthPointsCat_WasteInSettlement__name" = "定居點垃圾"; 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 notification "Homeless__name" = "沒有足夠的居住空間,殖民地已人滿為患"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated "HomelessLeft__name" = "由於缺乏食物,{0}個無家可歸者已經離開了島嶼。"; short description "Hospital__desc" = "提供醫療保健以提高民眾的整體健康,並可提供額外的凝聚力並減少疾病的負面影響。這棟大樓需要配備醫療用品才能運作。"; name name "Hospital__name" = "診所"; tooltip for Hospital_MortalityReduction "Hospital_InputsTooltip" = "該診所需要配備醫療用品,以便為所屬定居點提供服務。醫療保健的品質取決於所提供的醫療用品。如果島上有疾病肆虐,醫療用品的消耗可能會暫時增加。"; 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 "Hospital_MortalityReductionTooltip" = "降低任何發生中疾病的死亡率。例如,若某種疾病的死亡率為 3%,而降低了 2%,則最終死亡率將為 1%。"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdAppliancesConsumptionIncrease__desc" = "家電消費增加 {0},凝聚力增加 {1}"; policy / edict which can enabled by the player in their Captain's office. "HouseholdAppliancesConsumptionIncrease__name" = "更多家電"; name: name of a settlement service provided to pops "HouseholdAppliancesNeed__name" = "家電設備"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "HouseholdGoodsConsumptionIncrease__desc" = "居家用品消費增加 {0},所提供的凝聚力增加 {1}"; policy / edict which can enabled by the player in their Captain's office. "HouseholdGoodsConsumptionIncrease__name" = "更多居家用品"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "HouseholdGoodsNeed__name" = "居家用品"; housing description, for instance {0}=60 "Housing__desc" = "用集裝箱建造的 供{0} 人居住的原始住房。"; building or machine building or machine "Housing__name" = "居住空間"; explaining how settlement housing can be placed "Housing_AttachmentDesc__desc" = "住房可以連結到現有的定居點,成為其一部分(並使用所有已經提供的服務,如食物等)。或者可以將它獨立放置,使 它成為一個新定居點,在這種情況下,您需要將服務模組與它連接。"; label of a chart showing total housing capacity label of a chart showing total housing capacity "HousingCap" = "總容量"; name: toolbar category name name: toolbar category name "housingCategory__name" = "居住空間與服務"; title of a panel that lists all the increases of settlement services demands title of a panel that lists all the increases of settlement services demands "HousingDemandIncrease" = "需求增加"; tooltip tooltip "HousingDemandIncrease__Tooltip" = "居住空間除了其正常的消費以外還增加了需求。這對於更高等級的居住空間來說很典型。"; housing description, for instance {0}=120 "HousingT2__desc" = "為 {0} 人提供更舒適的高級住房。如果為住房提供所需的服務,它還可以每月提供更多凝聚力。"; building or machine building or machine "HousingT2__name" = "居住空間 II"; building or machine building or machine "HousingT3__name" = "居住空間 III"; title of a panel listing unity bonus of a housing title of a panel listing unity bonus of a housing "HousingUnityBonus" = "凝聚力獎勵"; tooltip tooltip "HousingUnityBonus__Tooltip" = "如果以下列出的所有需求都得到滿足,該住宅將從提供給它的所有服務所產生的常規凝聚力以外再提供凝聚力獎勵。"; short description of a machine short description of a machine "HydroCrackerT1__desc" = "在不同的燃料類型之間互相轉換,以幫助解決消耗不平衡問題。"; name of a machine name of a machine "HydroCrackerT1__name" = "裂解裝置"; name of a machine name of a machine "HydrogenReformer__name" = "氫重組器"; "ImportantAnnouncementTitle" = "重要通知"; message shown when blueprint string failed to import "ImportBlueprint__Fail" = "提供的文字串導入失敗。"; message shown when blueprint was successfully imported "ImportBlueprint__Success" = "增加了新的藍圖!"; title of a dialog that allows to import blueprint from a string "ImportBlueprint__Title" = "使用文字串導入"; 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" = "進口"; tooltip tooltip "ImportPriority__ShipCargoTooltip" = "要求將材料裝上卡車運到船上的優先等級。"; tooltip tooltip "ImportPriority__ShipFuelTooltip" = "卡車運送燃料的優先等級。"; tooltip tooltip "ImportPriority__ShipRepairTooltip" = "卡車運送船艦修理和改裝所需材料的優先等級。"; tooltip tooltip "ImportPriority__StorageTooltip" = "卡車運輸指定產品的優先等級。"; toggle button title, more info in ImportRoutesEnforce__Tooltip "ImportRoutesEnforce__Title" = "只接受已分配車輛"; tooltip "ImportRoutesEnforce__Tooltip" = "僅通過指定的路線接受貨物進口(預設設定)。如果停用此功能,則可以從任何地方接收貨物(意味著忽略進口路線)。"; title of a panel configuring custom import routes for trucks title of a panel configuring custom import routes for trucks "ImportRoutesTitle" = "自訂輸入路線"; short description of a machine "IncinerationPlant__desc" = "比基本燃燒器更高效地燃燒垃圾。該過程能源回報率正向,並產生蒸汽。"; name of a machine "IncinerationPlant__name" = "焚化爐"; button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short button that prioritizes actions for a selected entity (e.g. prioritize construction) - keep it short "IncreasedPriority__Action" = "優先度"; tooltip tooltip "IncreasedPriority__ConstructionTooltip" = "卡車將優先執行此操作以儘快完成"; tooltip for a button that increases priority for the current recipe by moving it higher in the list. Keep short. "IncreasePriority" = "提高優先度"; tooltip "IndividualFoodSupply__Tooltip" = "估計當前補給品可以供應定居點多長時間。如果定居點中還有其他類型的食物可用,則該估計值會增加。"; description of a machine short description of a machine "IndustrialMixer__desc" = "一般材料混合用的高速攪拌機。"; name of a machine "IndustrialMixer__name" = "攪拌機"; name of a machine "IndustrialMixerT2__name" = "攪拌機 II"; short description short description "InfectionDisease__desc" = "為了防止將來發生這種疾病,請避免在您的定居點堆積垃圾。"; name name "InfectionDisease__name" = "傳染"; explains that settlement has the current disease because its waste collection is poor "InfectionDisease_Reason" = "定居點堆滿垃圾"; allows trucks to deliver materials "Input__Enable" = "啟用輸入"; temporarily disables any material deliveries "Input__Pause" = "暫停輸入"; title of a panel listing all the inputs of some machine / building "InputsTitle" = "輸入"; Map description "InsulaMortis__desc" = "探索神秘的死亡之島,這是被傳說和陰謀所籠罩的島嶼群。解鎖通往鄰近島嶼的途徑需要挖掘山脈並建造陸橋,這是通過將材料傾倒入海中達成的。\n\n儘管這裡擁有豐富的自然資源,但有個傳說說這個地方是受詛咒的。然而,少數幾個能夠返回的偵察員中沒有人提到詛咒的事情,所以這可能沒什麼。嗯,除了吉米——在我們給他注射鎮定劑之前,他可能尖叫了些什麼關於枯死的樹。不過,如果你想親自去看看,我相信你會沒事的。\n"; map name, this name means 'Island of death' in latin. If your language uses similar alphabet to latin, no need to translate this "InsulaMortis__name" = "死亡之島"; notification notification "InvalidExportRoute__name" = "{entity}:分配的路徑無效。"; "InvalidExportRouteSuffix" = "倉庫有輸出路線,但也設定了'{0}'滑塊或關閉了卡車輸出,這些設定不相容。"; notification "InvalidImportRoute__name" = "{entity}:分配的路徑無效。"; "InvalidImportRouteSuffix" = "倉庫有輸入路線但也設定了'{0}'滑塊或關閉了卡車輸入,這些設定不相容。"; Short label for input, keep it short! Short label for input, keep it short! "IoLabel__IN" = "進"; Short label for output, keep it short! Short label for output, keep it short! "IoLabel__OUT" = "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" = "標準"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__EasyTooltip" = "一個平衡的地圖。非常適合初學者或休閒玩家。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Hard" = "困難"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__HardTooltip" = "適合已經有一些游戲經驗的熟練玩家。需要計劃和權衡。"; 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" = "有挑戰性"; tooltip explaining how difficult a selected island map is "IslandMapDifficulty__InsaneTooltip" = "適合於準備好失敗並喜歡挑戰極限的玩家。不要把成功視為理所當然。"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "IslandMapDifficulty__Medium" = "進階"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "IslandMapDifficulty__MediumTooltip" = "一張稍微高階一點的地圖,可能需要一些額外的規劃。"; label for a key-binding "Kb_ApplyChanges__label" = "Kb_ApplyChanges__label"; label for a key-binding "Kb_ClearDesignation__label" = "取消指定"; label for a key-binding that does: Hold while copying structures to exclude copying their configuration "Kb_CopyExcludingSettings__label" = "不保留設定的複製"; tooltip for a key-binding: Copy without configuration "Kb_CopyExcludingSettings__tooltip" = "複製建築時按住以避免複製其組態"; label for a key-binding label for a key-binding "Kb_DecreaseGameSpeed__label" = "減速"; label for a key-binding "Kb_DeleteEntireTransport__label" = "拆除整條輸送裝置"; label for a key-binding "Kb_DeleteWithQuickRemove__label" = "可快速移除(使用凝聚力)"; label for a key-binding "Kb_Flip__label" = "翻轉/切換模式"; label for a key-binding "Kb_FreeLookMode__label" = "自由視角模式"; label for a key-binding label for a key-binding "Kb_IncreaseGameSpeed__label" = "加速"; label for a key-binding that does: label for a key-binding that does: "Kb_JumpToCameraPosition1__label" = "跳至鏡頭位置 {0}"; label for a key-binding that does: label for a key-binding that does: "Kb_JumpToCameraPosition2__label" = "跳至鏡頭位置 {0}"; label for a key-binding that does: label for a key-binding that does: "Kb_JumpToCameraPosition3__label" = "跳至鏡頭位置 {0}"; label for a key-binding "Kb_LiftSnapping__label" = "Kb_LiftSnapping__label"; label for a key-binding "Kb_LowerDown__label" = "降低高度"; label for a key-binding "Kb_MoveDown__label" = "向下移動"; label for a key-binding "Kb_MoveLeft__label" = "向左移動"; label for a key-binding "Kb_MoveRight__label" = "向右移動"; label for a key-binding label for a key-binding "Kb_MoveUp__label" = "向上移動"; label for a key-binding "Kb_PanCamera__label" = "移動鏡頭(按住)"; label for a key-binding label for a key-binding "Kb_PanSpeedBoost__label" = "增加移動速度"; label for a key-binding "Kb_PauseGame__label" = "暫停"; 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 that does: Hold to make the pause tool to only pause things instead of automatically toggling pause. "Kb_PauseMore__label" = "大量暫停"; tooltip for a key-binding: Pause only "Kb_PauseMore__tooltip" = "按住使得暫停工具強制暫停而不是自動切換暫停。"; label for a key-binding label for a key-binding "Kb_PhotoModeRotation__label" = "鏡頭自動旋轉"; label for a key-binding label for a key-binding that does: Taken screenshots will be saved in your documents in Captain Of Industry/Screenshots. "Kb_PhotoModeTakePicture__label" = "截圖"; label for a key-binding label for a key-binding "Kb_PlaceMultiple__label" = "放置多個"; label for a key-binding "Kb_PrimaryAction__label" = "主要動作 / 選擇"; label for a key-binding "Kb_RaiseUp__label" = "提升高度"; label for a key-binding "Kb_Redo__label" = "Kb_Redo__label"; label for a key-binding label for a key-binding "Kb_Rotate__label" = "旋轉"; label for a key-binding label for a key-binding "Kb_RotateClockwise__label" = "順時針旋轉"; label for a key-binding "Kb_RotateCounterClockwise__label" = "逆時針旋轉"; label for a key-binding that does: label for a key-binding that does: "Kb_SaveCameraPosition1__label" = "保存鏡頭位置 {0}"; label for a key-binding that does: label for a key-binding that does: "Kb_SaveCameraPosition2__label" = "保存鏡頭位置 {0}"; label for a key-binding that does: label for a key-binding that does: "Kb_SaveCameraPosition3__label" = "保存鏡頭位置 {0}"; label for a key-binding label for a key-binding "Kb_Search__label" = "搜尋"; label for a key-binding "Kb_SecondaryAction__label" = "次要動作/取消選擇"; label for a key-binding that does: label for a key-binding that does: "Kb_SetGameSpeedTo0__label" = "設置遊戲速度為 {0}x"; label for a key-binding that does: label for a key-binding that does: "Kb_SetGameSpeedTo1__label" = "設置遊戲速度為 {0}x"; label for a key-binding that does: label for a key-binding that does: "Kb_SetGameSpeedTo2__label" = "設置遊戲速度為 {0}x"; label for a key-binding that does: label for a key-binding that does: "Kb_SetGameSpeedTo3__label" = "設置遊戲速度為 {0}x"; label for a key-binding "Kb_ToggleBlueprints__label" = "藍圖"; label for a key-binding "Kb_ToggleCaptainsOffice__label" = "Kb_ToggleCaptainsOffice__label"; label for a key-binding label for a key-binding "Kb_ToggleCloneConfigTool__label" = "複製"; label for a key-binding label for a key-binding "Kb_ToggleConsole__label" = "控制台"; label for a key-binding label for a key-binding "Kb_ToggleCopyTool__label" = "複製"; label for a key-binding label for a key-binding "Kb_ToggleCutTool__label" = "剪下"; label for a key-binding label for a key-binding "Kb_ToggleDeleteTool__label" = "拆除/移除"; label for a key-binding "Kb_ToggleDumpingTool__label" = "指定傾倒區域"; label for a key-binding that does: Will also insta-copy on press while you are hovering over an entity "Kb_ToggleInstaCopyTool__label" = "複製 (立即複製)"; tooltip for a key-binding: Copy (insta-copy) "Kb_ToggleInstaCopyTool__tooltip" = "當你將滑鼠停在一個實體上時,也會在按下時即時複製"; label for a key-binding that does: Will also insta-cut on press while you are hovering over an entity "Kb_ToggleInstaCutTool__label" = "剪下(立即剪下)"; tooltip for a key-binding: Cut (insta-cut) "Kb_ToggleInstaCutTool__tooltip" = "當你將滑鼠停在一個實體上時,也會在按下時進行即時剪下"; label for a key-binding "Kb_ToggleLevelingTool__label" = "整平範圍"; label for a key-binding label for a key-binding "Kb_ToggleMap__label" = "世界地圖"; label for a key-binding label for a key-binding "Kb_ToggleMiningTool__label" = "指定採礦區域"; label for a key-binding "Kb_TogglePauseTool__label" = "暫停工具"; 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 that does: Photo mode allows taking high-quality screenshots (better quality than default screen-grab). Auto-rotation speed controls: [, ], and \ "Kb_TogglePhotoMode__label" = "切換照相模式"; tooltip for a key-binding: Toggle photo mode "Kb_TogglePhotoMode__tooltip" = "照片模式允許截取高品質的螢幕截圖(比默認螢幕截取品質更好)。"; label for a key-binding "Kb_TogglePlanningMode__label" = "切換規劃模式"; label for a key-binding "Kb_TogglePricePopup__label" = "啟用價格彈出"; label for a key-binding "Kb_TogglePropsRemovalTool__label" = "Kb_TogglePropsRemovalTool__label"; label for a key-binding "Kb_ToggleRecipesBook__label" = "配方表"; label for a key-binding label for a key-binding "Kb_ToggleResearchWindow__label" = "研究"; label for a key-binding "Kb_ToggleResVis__label" = "資源可視化"; label for a key-binding label for a key-binding "Kb_ToggleStats__label" = "統計數據"; label for a key-binding label for a key-binding "Kb_ToggleSurfacingTool__label" = "表面指定"; label for a key-binding label for a key-binding "Kb_ToggleTradePanel__label" = "貿易界面"; label for a key-binding label for a key-binding "Kb_ToggleTransportMenu__label" = "運輸界面"; label for a key-binding "Kb_ToggleTreeHarvestingTool__label" = "指定砍伐區域"; label for a key-binding label for a key-binding "Kb_ToggleTutorials__label" = "教學模式"; label for a key-binding label for a key-binding "Kb_ToggleUnityTool__label" = "凝聚力工具"; label for a key-binding "Kb_ToggleUpgradeTool__label" = "升級工具"; label for a key-binding "Kb_TransportNoTurn__label" = "保持直線"; label for a key-binding "Kb_TransportPortsBlocking__label" = "輸入輸出路徑切換"; label for a key-binding "Kb_TransportSnapping__label" = "開關吸附"; label for a key-binding "Kb_TransportTieBreak__label" = "使用替代路徑"; label for a key-binding "Kb_Undo__label" = "Kb_Undo__label"; label for a key-binding "Kb_ZoomIn__label" = "拉近鏡頭"; label for a key-binding "Kb_ZoomOut__label" = "拉遠鏡頭"; shown next to right click icon to indicate how to edit keybindings "KeybindingHowToClear" = "KeybindingHowToClear"; shown next to left click icon to indicate how to edit keybindings "KeybindingHowToEdit" = "KeybindingHowToEdit"; notification notification "LabCannotResearchHigherTech__name" = "目前的研究對我們的實驗室來說太先進了"; notification "LabMissingInputProducts__name" = "這個實驗室需要一個可消耗的輸入產品才能運作"; research lab is missing input products "LabStatus__MissingInput" = "缺乏輸入產品"; name: toolbar category name "landmarksCategory__name" = "地標及裝飾"; description of ground water pump description of ground water pump "LandWaterPump__desc" = "從地下水層中抽水,地下水層會在下雨時補充水量。必須建在地下水層之上。"; pump name pump name "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" = "語言"; used to show what was the difference of maintenance in last month, e.g. 'Last month change: +20' "LastDelta" = "上個月的變化:{0}"; "LastMonthUnityChanges__Title" = "上個月的變化"; "LastMonthUnityChanges__Tooltip" = "上個月的凝聚力的持續收益和支出總結。這不包含一次性行動或居住服務收入。"; Number of rocket launches shown in the details panel of the load & save window Number of rocket launches shown in the details panel of the load & save window "Launches__Detail" = "發射"; title of a buffer showing the state of fuel in launchpad's attached rocket "LaunchPad_FuelTitle" = "火箭上的燃料"; option to toggle to launch rockets automatically when they are ready "LaunchPad_Launch__AutoStart" = "準備完成時自動發射"; Shown at then end of countdown when rocket lifts off "LaunchPad_Launch__LiftOff" = "升空!"; starts countdown and launches the current rocket "LaunchPad_Launch__Start" = "開始發射倒數計時!"; title of a panel to control rocket launch "LaunchPad_Launch__Title" = "發射控制"; title of a panel showing unity given per rocket launch "LaunchPad_UnityPerLaunch" = "每次發射給予的凝聚力"; title of a water storage buffer in a launch pad, this water is used during launch to suppress vibrations and strong sound waves. "LaunchPad_WaterBufferTitle" = "噪音抑制"; 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" = "資源層"; small machine connected to transport belts that allows moving products vertically small machine connected to transport belts that allows moving products vertically "LiftFlat__desc" = "可以將固體產品垂直升降。"; small machine that allows raising / lowering units of solid products vertically small machine that allows raising / lowering units of solid products vertically "LiftFlat__name" = "平面貨品升降機"; small machine connected to transport belts that allows moving products vertically small machine connected to transport belts that allows moving products vertically "LiftLoose__desc" = "可以將散料垂直升降。"; small machine that allows raising / lowering loose products vertically small machine that allows raising / lowering loose products vertically "LiftLoose__name" = "U型貨品升降機"; name "LimestoneMine__name" = "石灰石採石場"; button to load the game from the currently selected save file button to load the game from the currently selected save file "Load_Action" = "載入存檔"; title of a window that that enables to load existing save files title of a window that that enables to load existing save files "Load_Title" = "載入存檔"; Error shown for corrupt or invalid files "LoadDisabled__Corrupted" = "LoadDisabled__Corrupted"; tooltip "LoadDisabled__Error" = "打開存檔並讀取其中繼資料時出錯。嘗試重啟遊戲。如果問題仍然存在,請檢查日誌以獲取更多資訊。"; tooltip "LoadDisabled__ModsMissing" = "至少一個當前存檔所需的模組未安裝。安裝缺少的模組或停用它,嘗試在沒有該模組的情況下運行遊戲。"; {0} will be replaced with 'Settings' (Settings_Title) "LoadDisabled__ModsNotEnabled" = "模組載入已停用,您需要在 {0} 中啟用模組或停用此存檔所需的所有模組。"; status explaining that something is just being loaded (e.g. blueprint library) "LoadInProgress" = "加載中 ..."; Button that allows player to borrow products via loan. Button that allows player to borrow products via loan. "Loan_Borrow__Action" = "借貸"; Tooltip for a button that accepts a loan "Loan_Borrow__Tooltip" = "Loan_Borrow__Tooltip"; used as 'Borrow: [text field to type how much quantity]' "Loan_BorrowFieldLabel" = "Loan_BorrowFieldLabel"; Arbitrary sore showing trust worthiness of the player with regards to loans "Loan_CreditScore" = "Loan_CreditScore"; Tooltip for loans credit score "Loan_CreditScore__Tooltip" = "Loan_CreditScore__Tooltip"; how much player owes, used as: 'debt: 100' "Loan_Debt" = "Loan_Debt"; Tooltip for loan duration "Loan_DurationTooltip" = "Loan_DurationTooltip"; Loan fee, how much extra needs to be paid when taking a loan "Loan_Fee" = "Loan_Fee"; Tooltip for loan fee "Loan_Fee__Tooltip" = "Loan_Fee__Tooltip"; Loan interest rate "Loan_InterestRate" = "Loan_InterestRate"; Tooltip for loan interest rate "Loan_InterestRate__Tooltip" = "Loan_InterestRate__Tooltip"; 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" = "Loan_InterestSoFar"; total lifetime interest player might pay for the current loan "Loan_LifetimeInterest" = "Loan_LifetimeInterest"; Maximum number of loans, keep short, please :) "Loan_MaxLoans" = "Loan_MaxLoans"; Tooltip for maximum number of loans "Loan_MaxLoans__Tooltip" = "Loan_MaxLoans__Tooltip"; Tooltip for maximum borrowable amount "Loan_MaxToBorrowTooltip" = "Loan_MaxToBorrowTooltip"; Loan volume multiplier, keep short, please :) "Loan_Multiplier" = "Loan_Multiplier"; Tooltip for loan volume multiplier "Loan_Multiplier__Tooltip" = "Loan_Multiplier__Tooltip"; Title of a panel showing the option to take a new loan. "Loan_NewLoan" = "Loan_NewLoan"; used as: 'Next payment: [date]', keep short. Note: Player pays in products not in money. "Loan_NextPayment" = "Loan_NextPayment"; tooltip explaining how payments are being paid "Loan_NextPayment__Tooltip" = "Loan_NextPayment__Tooltip"; preposition indicating a duration within which an action occurs. used as: 'Loan_NextPayment: [X product_icon] in [20 days]'. "Loan_NextPaymentIn" = "Loan_NextPaymentIn"; "Loan_NotAvailable__LowProduction" = "Loan_NotAvailable__LowProduction"; "Loan_NotAvailable__MaxLoans" = "Loan_NotAvailable__MaxLoans"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityHigh" = "Loan_NotAvailable__QuantityHigh"; {0} is replaced with quantity value (number) "Loan_NotAvailable__QuantityLow" = "Loan_NotAvailable__QuantityLow"; Shown next to a loan that is overdue (player is behind with payments) "Loan_Overdue" = "Loan_Overdue"; Shown when a product buffer is not accepting any products at the moment. "Loan_PaymentBuffer__Closed" = "Loan_PaymentBuffer__Closed"; example use: 'Repayment buffer opens 6 months before each payment. This one opens in 30 days.' "Loan_PaymentBuffer__ClosedTooltip" = "Loan_PaymentBuffer__ClosedTooltip"; tooltip for payment buffer import priority "Loan_PaymentBuffer__PriorityToggle" = "Loan_PaymentBuffer__PriorityToggle"; title of panel showing list of active loan payments buffer in trade dock, more context in Loan_PaymentBuffers__Tooltip "Loan_PaymentBuffers__Title" = "Loan_PaymentBuffers__Title"; "Loan_PaymentBuffers__Tooltip" = "Loan_PaymentBuffers__Tooltip"; 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]' "Loan_PayPerYear__part2" = "Loan_PayPerYear__part2"; Tooltip explaining where lent products will end up "Loan_ProductsDeliveryTooltip" = "產品會送至您的貿易碼頭。"; The remaining lifetime interest to be paid on a loan (used as label to show the quantity). "Loan_RemainingInterest" = "Loan_RemainingInterest"; button to repay part of a loan (player pays with products, not with money) button to repay part of a loan (player pays with products, not with money) "Loan_Repay__Action" = "還款"; tooltip shown when player does not enter a valid number "Loan_Repay__InvalidQuantity" = "Loan_Repay__InvalidQuantity"; tooltip explaining that player does not have enough of products to make a loan payment "Loan_Repay__LackOfProducts" = "Loan_Repay__LackOfProducts"; tooltip "Loan_Repay__Tooltip" = "Loan_Repay__Tooltip"; the date this loan started, used as 'start date: [date]' "Loan_StartDate" = "Loan_StartDate"; The starting balance of this loan, used as 'Starting loan: 500' "Loan_StartingLoan" = "Loan_StartingLoan"; used as: '10 Years | Left', to explain how many years until loan is repaid. "Loan_TimeLeft" = "Loan_TimeLeft"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentDelayed__name" = "LoanPaymentDelayed__name"; notification, any strings in curly braces { } must be preserved and non-translated "LoanPaymentFailed__name" = "LoanPaymentFailed__name"; title of a panel showing currently active loans (loans that player has to pay) "Loans_Active" = "Loans_Active"; title of a panel listing all the products the player can borrow from the currently selected world map settlement "Loans_ProductsToLend" = "Loans_ProductsToLend"; title of a window that provides loans to the player (player can borrow products from other settlements) title of a window that provides loans to the player (player can borrow products from other settlements) "Loans_Title" = "借貸"; "Loans_Title__Tooltip" = "允許您從世界地圖上的其他定居點借用產品。借來的產品會被運送到您的貿易碼頭。您必須按年度分期還款,包括借用數量加上利息。款項將從您的貿易碼頭扣除,因此請確保卡車定期供應碼頭。"; a difficulty option for loans, this is the easiest a difficulty option for loans, this is the easiest "LoansSetting__Easy" = "寬鬆"; 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" = "嚴格"; Example use: 350 km away from our Island "Location_Distance" = "距我們的島嶼 {0} 公里"; example usage: 2 ships with battle score: 280 "Location_EnemyScore" = "{0} 艘船艦戰鬥得分:"; 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" = "艦船在途中"; 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" = "鎖定"; Amount of time a difficulty setting is locked for, {0} will be a string like "2 years" or "4 months" "LockedFor__Tooltip" = "LockedFor__Tooltip"; rendering setting name "LodBiasRenderingSetting__Name" = "細節等級(LOD)"; keep it short, there is more info in the tooltip for player to understand automatic mode, more info in the tooltip. note: keep it short! "LogisticsControl__Auto" = "自動"; "LogisticsControl__Auto_InputTooltip" = "將允許卡車運輸產品。不過一旦產品通過輸送帶/管道成功接收,將不再允許卡車運輸。如果輸送帶/管道之後斷線,則將恢復卡車運輸。"; "LogisticsControl__Auto_OutputTooltip" = "將允許卡車收集產品。不過一旦產品通過輸送帶/管道成功處理,將不再允許卡車收集 。如果輸送帶/管道之後斷線,則將恢復卡車收集。"; title of a panel allowing to configure truck import title of a panel allowing to configure truck import "LogisticsControl__InputTitle" = "卡車進口"; tooltip of a panel allowing to configure if trucks can import into the selected machine / building "LogisticsControl__InputTooltip" = "配置是否允許卡車進口產品"; 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" = "關閉"; "LogisticsControl__Off_InputTooltip" = "將不允許卡車運輸貨物到此處。"; "LogisticsControl__Off_OutputTooltip" = "將不允許卡車在此收取貨物。"; 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" = "開啟"; "LogisticsControl__On_InputTooltip" = "如果可能,將允許卡車在此交付貨物。"; "LogisticsControl__On_OutputTooltip" = "如果可能,將允許卡車在此提取貨物。"; title of a panel allowing to configure truck export title of a panel allowing to configure truck export "LogisticsControl__OutputTitle" = "卡車出口"; tooltip of a panel allowing to configure if trucks can export from the selected machine / building "LogisticsControl__OutputTooltip" = "配置是否允許卡車出口產品"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Busy" = "忙碌"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__ExtremelyBusy" = "極為忙碌"; shows how busy vehicles are. This status means that logistics is totally fine. More info can be found in LogisticsStatus__Tooltip "LogisticsStatus__Stable" = "穩定"; tooltip tooltip "LogisticsStatus__Tooltip" = "顯示您的卡車有多忙碌(不包括採礦作業區域)。點擊瞭解更多詳情。"; shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip shows how busy vehicles are, more info can be found in LogisticsStatus__Tooltip "LogisticsStatus__VeryBusy" = "非常忙碌"; description of transport description of transport "LooseConveyorFormattedFirst__desc" = "運輸鬆散的產品。"; description of transport, '{0} times' used as '2 times' for instance. description of transport, '{0} times' used as '2 times' for instance. "LooseConveyorFormattedNext__desc" = "運輸鬆散的產品。與前一等級相比,其吞吐量增加了 {0} 倍。"; short description: small machine that allows sorting of products "LooseConveyorSorter__desc" = "允許對產品進行分類。"; name: small machine that allows sorting of products building or machine "LooseConveyorSorter__name" = "U型分類器"; name name "LooseMaterialConveyor__name" = "U型輸送帶"; name name "LooseMaterialConveyorT2__name" = "U型輸送帶 II"; name name "LooseMaterialConveyorT3__name" = "U型輸送帶 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" = "收到戰利品"; notification notification "LowFarmFertility__name" = "農場肥力太低"; notification "LowFoodSupply__name" = "糧食供應不足!"; notification notification "LowGroundwater__name" = "地下水位低"; notification notification "MachineIsBroken__name" = "因缺乏維護導致機器故障"; name: toolbar category name name: toolbar category name "machinesCategory__name" = "通用機器"; name: toolbar category name name: toolbar category name "machinesElectricityCategory__name" = "電力生產"; name: toolbar category name name: toolbar category name "machinesFoodCategory__name" = "食物生產"; name: toolbar category name name: toolbar category name "machinesMetallurgyCategory__name" = "冶金與冶煉"; name: toolbar category name name: toolbar category name "machinesOilCategory__name" = "原油提煉"; name: toolbar category name name: toolbar category name "machinesWaterCategory__name" = "抽水和處理"; example: 'Made in version: 1.0.0' "MadeInVersion" = "建立時的遊戲版本:{0}"; button to subscribe for our updates button to subscribe for our updates "MailingList" = "訂閱郵件列表"; short description "Mainframe__desc" = "提供計算力作為一種資源,可以在您的島上使用。計算力用於高級機器如機器人組裝機或微晶片製造機。這是效率較低的早期技術。"; name "Mainframe__name" = "大型主機伺服器"; title of player's main ship title of player's main ship "MainShipTitle" = "船艦"; represents general maintenance for machine, vehicle or anything else represents general maintenance for machine, vehicle or anything else "Maintenance" = "維護"; tooltip explaining why entity needs to be maintained tooltip explaining why entity needs to be maintained "Maintenance__EntityTooltip" = "該實體需要定期維護才能保持功能正常。詳情請參閱維修站。"; name name "MaintenanceDepotT0__name" = "維修站 (基礎)"; description of a maintenance depot description of a maintenance depot "MaintenanceDepotT1__desc" = "將產品轉化為維護,分發給所有需要的機器、建築物和車輛。重要的是,如果沒有足夠的維護,車輛和機器可能會暫時發生故障。"; name name "MaintenanceDepotT1__name" = "維修站"; name name "MaintenanceDepotT2__name" = "維修站 II"; name "MaintenanceDepotT3__name" = "維修站 III"; policy / edict which can enabled by the player in their Captain's office. {0}=15% policy / edict which can enabled by the player in their Captain's office. {0}=15% "MaintenanceReduction__desc" = "維護減少了 {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. "MaintenanceReduction__name" = "減少維護"; 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" = "設為默認"; tooltip tooltip "MakeDefault__ConstructionTooltip" = "將此優先等級設為所有建築和升級的預設優先等級。"; tooltip tooltip "MakeDefault__DeconstructionTooltip" = "將此優先等級設為所有拆卸的預設優先等級。"; 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 tower "ManagedArea__EditAction" = "編輯區域"; 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" = "受管制區: {0}"; button to click on to change the designation that is managed by the selected forestry tower "ManagedDesignation__EditAction" = "變更規劃範圍"; Informs the player that game is being saved (as player requested) "ManualSaveInProgress" = "存檔中…"; 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" = "地圖"; 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" = "平地面積"; 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" = "陸地面積"; 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" = "地圖大小"; shown when the current map file is probably corrupted. shown when the current map file is probably corrupted. "MapInvalid" = "尚未選擇地圖或檔案已損毀。"; "MapleTree__desc" = "楓樹"; "MapleTreeDry__desc" = "楓樹(枯萎)"; 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" = "開啟時,僅顯示易於抵達的資源:那些沒有被海洋淹沒,且在深度{0}格內的資源。"; 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" = "在地圖上顯示"; 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" = "在地圖上顯示資源"; 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" = "地圖資源"; 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} km"; text showing how many matches were found for a search query "MatchesFound" = "{0} 項符合"; 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" = "最大武器射程"; item of a game mechanic item of a game mechanic "Mechanic_Casual__InfiniteMines" = "電力和算力中斷時的影響降低"; item of a game mechanic item of a game mechanic "Mechanic_Casual__LogisticsPower" = "傳送帶和儲存設備不需要電力"; title of a game mechanic title of a game mechanic "Mechanic_Casual__Title" = "休閒模式"; item of a game mechanic item of a game mechanic "Mechanic_Casual__WorldMines" = "當凝聚力不足時,世界地圖的礦脈不會完全停產,而是減少資源產量"; item of a game mechanic item of a game mechanic "Mechanic_OreSorting__OreSorting" = "在卡車上的開採混合物必須在專用的分揀設施進行處理"; title of a game mechanic title of a game mechanic "Mechanic_OreSorting__Title" = "礦石分揀"; item of a game mechanic item of a game mechanic "Mechanic_Realism__Pumps" = "水泵會在地下水被抽乾時停止運作"; item of a game mechanic item of a game mechanic "Mechanic_Realism__ShipsFuel" = "船隻沒有燃料時就無法移動,而且不能使用凝聚力補救"; item of a game mechanic item of a game mechanic "Mechanic_Realism__Starvation" = "人挨餓就會死"; title of a game mechanic title of a game mechanic "Mechanic_Realism__Title" = "真實感增強"; item of a game mechanic item of a game mechanic "Mechanic_Realism__VehiclesFuel" = "車輛沒有燃料就無法移動"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__BrokenConsumers" = "機器及其他有維護需求的設備在損壞時將停止工作"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__LogisticsPower" = "傳送帶和存儲裝置需要電力驅動,而且無電時將停止運作"; item of a game mechanic item of a game mechanic "Mechanic_RealismPlus__QuickRepair" = "快速修復動作無法使用"; title of a game mechanic title of a game mechanic "Mechanic_RealismPlus__Title" = "真實感增強++"; title of a game mechanic title of a game mechanic "Mechanic_ReducedWorldMines__Title" = "減少的世界礦脈"; item of a game mechanic item of a game mechanic "Mechanic_ReducedWorldMines__WorldMines" = "世界地圖的礦脈擁有的礦藏減少"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__ExtraMaterials" = "額外的起始資源"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__InfiniteMines" = "無限的世界地圖礦脈礦藏"; item of a game mechanic item of a game mechanic "Mechanic_ResourcesBoost__Refund" = "拆解時退還所有資源"; title of a game mechanic title of a game mechanic "Mechanic_ResourcesBoost__Title" = "資源增強"; title for difficulty settings affecting game mechanics title for difficulty settings affecting game mechanics "Mechanics" = "機制"; 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" = "自動平衡"; tooltip explaining auto-balancing toggle tooltip explaining auto-balancing toggle "MechPowerGenerator__AutoBalanceTooltip" = "啟用後,一旦傳動軸幾乎飽和,渦輪機將自動暫停,以免浪費輸入產品。一旦傳動軸的負荷變低,將恢復生產。請記住,當渦輪機啟動時,需要一些時間才能達到最大功率。"; 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" = "效率是產生能量與輸入能量的比值。它代表輸入的物資(蒸氣)轉化為機械動能的效率如何。如果總動能超載,將會浪費多餘所產生的能量,相對效率就變低了。機械重新啟動時效率會較低。為了避免啟動損耗,這部機械應連續運轉。"; button to leave the menu and continue playing button to leave the menu and continue playing "Menu__Continue" = "繼續"; button to edit advanced game difficulty settings in-game button to edit advanced game difficulty settings in-game "Menu__DifficultySettings" = "自訂難易度"; 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" = "載入存檔"; button to click on to open a map editor button to click on to open a map editor "Menu__MapEditor" = "地圖編輯器"; button to start a new game button to start a new game "Menu__NewGame" = "新遊戲"; button to click on to open a settings window button to click on to open a settings window "Menu__OpenSettings" = "設定"; button to open a window that enables to save the current game progress button to open a window that enables to save the current game progress "Menu__Save" = "存檔"; rendering setting name "MenusFpsLimitRenderingSetting__Name" = "選單FPS限制"; title of column showing a list of all messages title of column showing a list of all messages "MessageCenter__MessagesTitle" = "訊息"; title of a window containing messages to the player title of a window containing messages to the player "MessageCenter__Title" = "訊息中心"; name of tutorial group about food production "MessageGroupFoodProduction__name" = "糧食生產"; name of tutorial group about general topics "MessageGroupGeneral__name" = "通用"; name of tutorial group for initial tutorials "MessageGroupGettingStarted__name" = "入門"; name of tutorial group about logistics (truck, belts, ships) "MessageGroupLogistics__name" = "物流"; name of tutorial group about settlements "MessageGroupSettlement__name" = "定居點"; name of tutorial group about terraforming (mining, dumping) "MessageGroupTerraforming__name" = "地形改造"; 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) "MessageGroupWorld__name" = "世界"; victory message (part 1) "MessageOnVictory__part1" = "恭喜你,船長!你克服所有困難,建立了一個蓬勃發展的工業帝國,而且還往太空發射了火箭!"; victory message (part 2) "MessageOnVictory__part2" = "Captain of Industry搶先體驗版的內容到此結束,不過還有很多東西可供探索!你可以繼續玩這張地圖,也可以嘗試不同的地圖或更高難度。"; victory message (part 3) "MessageOnVictory__part3" = "如果您有任何意見反映,請通過我們的 Discord 服務器或 Steam 論壇與我們聯系,我們很樂意聽取您的意見!"; victory message caption victory message caption "MessageOnVictory__title" = "恭喜!"; title of message or tutorial title of message "MessageWelcome__name" = "歡迎船長!"; "MessageWelcome__part1" = "船長, 我們發現了正在尋找的那座不在地圖上的島嶼了!我們的船隻受損嚴重需要大修,才能再次揚帆。我們在這兒應該是安全的。"; {0} = Construction parts "MessageWelcome__part2V2" = "除了最初的補給之外,我們從零開始。我們應該開始製造{0},才能建造我們的基礎設施,種植糧食來養活我們的居民,並找到方法來為我們的車輛製造燃料。"; "MessageWelcome__part3V2" = "這個島看起來被遺棄了,但它有很多我們可以利用的自然資源。周圍甚至還有一些廢棄的建築物,我們可以拆卸它們作為廢料。"; {0} = Research Lab "MessageWelcome__part4V2" = "此外,我們還應該建造一個 {0},這樣我們就可以重新發明我們長期以來認為理所當然的所有技術。"; {0} = Trading Dock "MessageWelcome__part5" = "我們發現附近有一個定居點,我們可以跟他交易,以防一些東西用完。一旦我們有了 {0},他們就可以將貨物交付給我們。"; "MessageWelcome__part6" = "在我們一起經歷了這一切之後,全體成員都指望著你。祝你好運!"; Surface that can be placed on the ground outside. Surface that can be placed on the ground outside. "Metal_TerrainSurface" = "金屬表面"; 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" = "最精密的製造工藝,可將單晶矽晶圓薄片緩慢地製成微晶片的矩陣。晶片由許多層構成,每一層都必須以奈米級的精度放置。而這是在運用紫外線技術的特殊設備內進行的——讓材料對光發生化學反應後成形。微晶片通常要經歷很多次步驟,包括中間的清洗和塗層。最好先從小規模著手,然後再擴展開來。小型配置可以通過分類器以循環的方式連接。"; name of a machine name of a machine "MicrochipMachine__name" = "微晶片機"; name of a machine "MicrochipMachineT2__name" = "微晶片機 II"; short description short description "MineTower__desc" = "允許將挖掘機和卡車分配到指定的礦區。只有在塔影響范圍內的指定礦區才能開採。"; building or machine building or machine "MineTower__name" = "礦區管制塔"; explains that there are currently no products selected in the notification filter explains that there are currently no products selected in the notification filter "MineTowerNotifyFilter__Empty" = "未設置通知"; 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" = "無法處理時通知"; 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" = "設置您希望收到通知的材料,以防此處分配的卡車無法處理掉它們。例如您的傾倒指定地點滿了,因而採礦卡車無法清除泥土。"; title of a panel that sets what material should be prioritized by an excavator when mining title of a panel that sets what material should be prioritized by an excavator when mining "MiningPriority__Title" = "挖礦優先等級"; tooltip tooltip "MiningPriority__Tooltip" = "選擇產品後,挖掘機將優先考慮包含所選產品的採礦指定區域。"; small box that allows splitting and merging of transports small box that allows splitting and merging of transports "MiniZip_all" = "連接器"; title of other / misc settings "MiscellaneousSettings_Title" = "雜項設定"; Tooltip shown for missing mods in the details panel of the load & save window "ModMissing__Tooltip" = "ModMissing__Tooltip"; title of a panel showing list of available mods that are not yet used in the current save file "ModsAvailable__Title" = "可用模組"; tooltip "ModsAvailable__Tooltip" = "已安裝但未在當前存檔中使用的模組。您可以選擇下面的模組以在載入存檔時包含它們。這僅適用於某些模組。"; 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" = "缺少模组"; tooltip "ModsInSave__Tooltip" = "當前存檔使用的模組。您可以取消選擇模組以嘗試在沒有它的情況下載入遊戲。請注意,刪除提供新遊戲內容的模組可能會無法運作。"; description of transport description of transport "MoltenConveyorFormattedFirst__desc" = "運輸熔融產品。"; name name "MoltenMetalChannel__name" = "熔融通道"; explains how long is 1 month. E.g. '*1 months = 60' explains how long is 1 month. E.g. '*1 months = 60' "MonthDurationLegend" = "一個月 = {0}"; Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. Power (electric or mechanical) in mega-watt-seconds. Similar unit to kWh (kilo-watt-hour) but larger. "MwSec__Unit" = "{0} MW-秒"; title of settings affecting nature - trees, crops growth "Nature" = "Nature"; tooltip suffix that explains that player can navigate through all the results by pressing {0} key "NavigateTo__KeyHint" = "按下{0}鍵來循環查看所有結果"; tooltip for button that navigates to the next search result "NavigateTo__Next" = "查看下一個結果"; tooltip for button that navigates to the previous search result "NavigateTo__Previous" = "查看前一個結果"; 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} 需要修復才能使用。"; notification, any strings in curly braces { } must be preserved and non-translated notification, any strings in curly braces { } must be preserved and non-translated Example: "Blast furnace needs a transport to output exhaust" "NeedsTransportConnected__name" = "{entity} 需要輸送裝置才能輸出 {0}"; placeholder for a title when a new blueprint is created, e.g. 'Blueprint #2' "NewBlueprintTitlePlaceholder" = "藍圖"; 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" = "新發現!"; notification, any strings in curly braces { } must be preserved and non-translated notification "NewErrorOccurred__name" = "錯誤: {0}"; tooltip of a button that creates a new folder "NewFolder__Tooltip" = "創建一個新資料夾。"; placeholder for a title when a new folder is created, e.g. 'New folder #2' "NewFolderTitlePlaceholder" = "新資料夾"; 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" = "自定義"; 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" = "遊戲難度"; In new game wizard. Label for the game name entry field In new game wizard. Label for the game name entry field "NewGameWizard__GameName" = "命名您的遊戲"; 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" = "這個遊戲名稱已經被使用了"; 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" = "開始遊戲"; 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" = "選擇地圖"; 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" = "遊戲機制"; 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" = "新遊戲"; "NewRefugees" = "人口增加!"; "NewRefugees__Beacon" = "難民加入了我們的島嶼!幹得好,燈塔!"; notification notification "NoAvailableMineDesignInTowerArea__name" = "在 {entity} 沒有可供開採的指定區"; notification notification "NoCropToGrow__name" = "農場沒有指定作物"; notification "NoForestryDesignInTowerArea__name" = "{entity}在其區域內沒有林業指定"; 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" = "沒有可用的實驗室"; notification notification "NoMineDesignInTowerArea__name" = "{entity} 無採礦目標"; used for items in a list that have no value, often used to unset something used for items in a list that have no value, often used to unset something "None" = "無"; Message shown in empty dropdowns "NoOptions" = "NoOptions"; notification "NoProductAssignedToEntity__name" = "{entity} 沒有分配產品"; notification notification Example: Blast furnace has no recipe selected "NoRecipeSelected__name" = "{entity} 沒有選擇配方"; status shown when there is no research active (keep it short!) status shown when there is no research active (keep it short!) "NoResearchSelected" = "沒有選擇研究"; example: 'Groundwater pump has no resource to extract' example: 'Groundwater pump has no resource to extract' "NoResourceToExtract__name" = "{entity} 沒有可開採的資源"; notification notification "NotEnoughFuelToRefuel__name" = "沒有足夠的燃料為車輛加油"; 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" = "{0}不足"; notification notification "NotEnoughPower__name" = "電力不足"; notification notification This is displayed when the accumulated unity that the player has gets to 0 but there are some demands for it on regular basis (e.g. active oil rig that needs 1 every month). "NotEnoughUpoints__name" = "凝聚力不足"; notification notification "NotEnoughUpointsForEntity__name" = "{entity} 凝聚力不足"; notification notification "NotEnoughWorkers__name" = "工人不足"; shown when nothing is found for a search query. "NothingFound" = "無結果"; shown when nothing is found for a given search query where {0} is the search query. "NothingFoundFor" = "未找到關於「{0}」的任何內容"; notification text when new world map location is explored "Notification__LocationExplored" = "地點已探索"; notification text when refugees arrive to the island notification text when refugees arrive to the island "Notification__NewRefugees" = "新難民"; 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" = "船艦在戰鬥中"; mute notifications audio "Notifications__Mute" = "通知靜音"; explains that there are no new notifications "Notifications__NoNew" = "無新通知"; unmute notifications audio unmute notifications audio "Notifications__Unmute" = "取消通知靜音"; 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" = "如果無法儲存更多的話就發通知"; text of a toggle button for a low reserve notification on a ground water pump or oil pump. "NotifyOnLowReserve" = "當庫存量低時發出通知"; notification "NoTreeSaplingsForPlanter__name" = "{entity}沒有樹苗可用於種樹"; notification notification "NoTreesToHarvest__name" = "{entity} 沒有可砍伐的樹木"; notification "NoTruckAssignedToTreeHarvester__name" = "{entity}沒有分配卡車"; "NoVehicleDepotAvailable" = "沒有可接受此類車輛的營運中的車廠"; 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" = "未分配車輛"; short description "NoWaterDisease__desc" = "細菌性疾病通過受污染的水傳播。為了預防這種疾病,請確保您的住區有穩定的清潔水源供應。"; name name "NoWaterDisease__name" = "霍亂"; explains that settlement has the current disease due to its low water supply explains that settlement has the current disease due to its low water supply "NoWaterDisease_Reason" = "供水不足"; title of a checkbox that enables auto regulation of nuclear reactor, more explained in NuclearReactor__AutoThrottle_Tooltip "NuclearReactor__AutoThrottle" = "啟用自動調節"; "NuclearReactor__AutoThrottle_Tooltip" = "如果啟用,反應爐將根據熱需求調節目標功率。自動調節永遠不會超過目標功率水平(在上方的滑塊上選擇)。它也不能低於第一級(關閉反應爐)。自動化依賴冷卻迴路;如果沒有它,反應爐熱量的快速變化可能導致熔毀。該調節需要計算力來運作。"; example usage of {0}: 'provide up to 12 MW of electricity' example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactor__desc" = "維持來自濃縮鈾棒的核連鎖反應。該反應釋放出大量用於產生蒸汽的能量。此工廠可以設定成在全功率執行,能有效提供高達 {0} MW 的電力。請注意,用過的燃料具有放射性,如果不儲存在專門的裝置中,會對人造成傷害。"; tooltip explaining that a reactor can't be upgraded while it's running "NuclearReactor__DisableBeforeUpgrade" = "在升級之前需要關閉反應爐"; 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" = "冷卻"; "NuclearReactor__EmergencyCoolingTooltip" = "在反應器開始過熱的情況下使用緊急冷卻,這通常是因為供水不夠快,無法轉化蒸汽。緊急冷卻不是強制性的,但強烈建議在該情況下使用,因為它提供額外的保護並有助於避免任何潛在的過熱。"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTitle" = "濃縮"; title of panel showing info about fuel enrichment in nuclear reactor "NuclearReactor__EnrichmentTooltip" = "如果提供了輸入,它將被濃縮成核分裂燃料。濃縮過程是可選的,並不影響反應爐的燃料經濟性。保持濃縮輸出緩衝區充滿不會影響反應爐的運行。"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelNoRadiationSuffix" = "這個反應爐具有先進的安全功能,可以在過熱時防止輻射洩漏,但其燃料內容將會損失。"; suffix for NuclearReactor__HeatLevelTooltip in case the current reactor releases radiation on meltdown "NuclearReactor__HeatLevelRadiationSuffix" = "過熱也會導致大量輻射洩漏到周圍區域。"; 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" = "反應器熱量"; "NuclearReactor__HeatLevelTooltip" = "當前在反應器中蓄積的熱量。熱量是產生蒸汽運行渦輪機所必需的。熱量產生的速度取決於反應器的當前功率水平。當熱量達到紅色標記以上時,緊急冷卻將會減少反應器中多餘的熱量。如果熱量水平超過加熱棒的最大值,反應器將嚴重過熱,損壞反應器並向該區域釋放輻射。"; name name "NuclearReactor__name" = "核反應爐"; explanation of nuclear reactor state when it has low maintenance explanation of nuclear reactor state when it has low maintenance "NuclearReactor__NotEnoughMaintenance" = "警告:如果維護不當,核反應器將無法啟動。增加維護以安全啟動。"; explanation of nuclear reactor overheating state explanation of nuclear reactor overheating state "NuclearReactor__Overheated" = "核反應器嚴重過熱,正在關閉。根據嚴重程度,可能會導致裝載的燃料損失、建築物損壞(維護損失)和放射性洩漏。"; 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" = "向右拖動橙色滑動條,你可以設定反應器應保持的功率水平。這會影響反應器產生的蒸汽量以及它消耗燃料的速度。所有產生的熱量都要使用掉。任何一點額外的熱量都會慢慢積聚,最終導致反應器過熱。基礎反應器沒有自動調節功率的功能,因此它們的熱量輸出是固定的。"; notification notification "NuclearReactorInMeltdown__name" = "核反應器到達臨界溫度,正在關閉!"; 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' "NuclearReactorRods__MinRequired" = "至少需要 {0} 根燃料棒"; title of a panel that shows status of fuel stored in the reactor "NuclearReactorRods__StatusTitle" = "燃料棒狀態"; tooltip explaining how fuel works in a reactor "NuclearReactorRods__Tooltip" = "只要提供如下所示的最少量燃料棒,反應器就會運行。只有當功率為正時,燃料棒才會被裝入反應器。當一根燃料棒耗盡時,將用一根新的替換,用過的燃料將被送回去。"; example usage of {0}: 'provide up to 12 MW of electricity' "NuclearReactorT2__desc" = "這是一個提供增加通量的先進熱能反應爐。該反應爐還能夠利用MOX燃料。它也可以自動調節功率水平(如果提供計算力)。在全功率運行時,這個電廠可以有效地提供多達{0}百萬瓦的電力。"; name "NuclearReactorT2__name" = "核反應爐 II"; short description of a machine "NuclearReprocessingPlant__desc" = "這是一個通過隔離裂變產物(不再可裂變並且留在反應爐中會減緩反應)來重新處理放射性材料的複雜設施。隔離的廢料衰變速度更快,使其可以在合理的時間範圍內處理掉。隔離的廢料使用熔融玻璃將其固化成固體形式,以便更容易存儲。"; name of a machine "NuclearReprocessingPlant__name" = "核廢再處理廠"; short description short description "NuclearWasteStorage__desc" = "一種特殊的地下儲存設備,可以安全地管理任何放射性廢物而不會對島上的居民造成任何危險。為子孫後代留下一份遺產。"; name name "NuclearWasteStorage__name" = "用過的核燃料儲存"; example: '1 day', '2 days' "NumberOfDays" = "NumberOfDays"; example: '1 month', '2 months' example: '1 month', '2 months' "NumberOfMonths" = "{0} 個月"; e.g. 1 settlement, 2 settlements e.g. 1 settlement, 2 settlements "NumberOfSettlements" = "{0} 處定居點"; example: '1 year', '2 years' "NumberOfYears" = "{0}年"; "OakTree__desc" = "橡樹"; "OakTreeDry__desc" = "橡樹(枯萎)"; 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" = "島上所有定居點的當前人口規模及其可用的住宅容量。超出容量會導致島上過於擁擠,並且每個月都會受到凝聚力的損失。"; 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" = "該定居點的當前人口規模及其可用的住宅容量。要查看整個島嶼的人口,請轉到島嶼概覽。"; notification "OceanAccessBlocked__name" = "海洋通道被封鎖"; title for ocean quality setting "OceanRenderingQuality" = "海洋品質"; short description: {0} is an integer specifying max height such as '10' "OceanWaterPumpLarge__desc" = "可以放置在比海平面再高 {0} 的大型水泵。運作時需要更多的電力。"; name name "OceanWaterPumpLarge__name" = "海水泵 (大)"; short description: {0} is an integer specifying max height such as '5' "OceanWaterPumpT1__desc" = "從海洋抽水。可在高於海平面 {0} 之內運作。"; name name "OceanWaterPumpT1__name" = "海水泵"; something is turned off - e.g. autosave: off something is turned off - e.g. autosave: off "Off_Option" = "關"; short description of a machine short description of a machine "OilPump__desc" = "從地下抽取原油。"; pump name pump name "OilPump__name" = "油泵"; short description short description "OilRigCost1__desc" = "當分配工人時,該站提供油。"; name name "OilRigCost1__name" = "鑽油機"; 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" = "瀏覽社群地圖"; button to click on to open a research window, shown when some research is in progress "OpenResearch_Action" = "打開研究面板"; Button to open statistics for a particular product "OpenStats" = "打開統計數據"; action to open a window with a tutorial (shown as a tooltip of an icon button) "OpenTutorial" = "打開教學"; checkbox to enable vehicles to refuel at this building checkbox to enable vehicles to refuel at this building "Option_AllowRefuelInEntity" = "允許任何車輛在此加油"; 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" = "降低產量"; 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" = "無限制"; title for options (to configure machine or building) title for options (to configure machine or building) "Options" = "選項"; 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} 公尺"; used as value in configuration, example usage: 'Fuel consumption: 20% reduced' "OptionValReduced" = "減少 {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" = "基準值"; 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" = "指令"; more info in OreSorting_AllowedProducts__Tooltip "OreSorter_AllowedProducts__Title" = "OreSorter_AllowedProducts__Title"; {0} - replaced with mine tower "OreSorter_AllowedProducts__Tooltip" = "OreSorter_AllowedProducts__Tooltip"; 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" = "OreSorter_BlockedAlert__Tooltip"; title of a container showing all the mixed input products waiting to be sorted in the sorting plant "OreSorter_InputTitle" = "OreSorter_InputTitle"; note: this will never be used in singular form, usually number will be around 8 products "OreSorter_LimitReached" = "OreSorter_LimitReached"; toggle in ore sorting plant, more info in OreSorter_NoSingleLoad__Tooltip "OreSorter_NoSingleLoad__Toggle" = "OreSorter_NoSingleLoad__Toggle"; tooltip for toggle in ore sorting plant "OreSorter_NoSingleLoad__Tooltip" = "OreSorter_NoSingleLoad__Tooltip"; tooltip "OreSorter_ProductBlocked__Tooltip" = "OreSorter_ProductBlocked__Tooltip"; Call to action for player to select products to sort in ore sorting plant "OreSorter_SelectProducts" = "OreSorter_SelectProducts"; short description "OreSortingPlantT1__desc" = "OreSortingPlantT1__desc"; name "OreSortingPlantT1__name" = "OreSortingPlantT1__name"; tooltip for a dropdown that allows to select machine's output port for a particular product "OutputPort__Tooltip" = "OutputPort__Tooltip"; 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" = "產出"; more information in OutputThisProductOnly__Tooltip "OutputThisProductOnly" = "只輸出這種產品"; tooltip "OutputThisProductOnly__Tooltip" = "如果啟用,這個儲存設施的輸出口將僅輸出這個產品。"; toggles visibility of mining & dumping designations toggles visibility of mining & dumping designations "Overlays__Designations" = "採礦與傾倒"; toggles visibility of grid on terrain "Overlays__Grid" = "地形網格"; title to panel that highlights individual resources like coal, iron ore. title to panel that highlights individual resources like coal, iron ore. "Overlays__Resources" = "資源"; title for window that shows overlays like resources, designations. title for window that shows overlays like resources, designations. "Overlays__Title" = "重疊"; highlights trees that are prioritized for harvest highlights trees that are prioritized for harvest "Overlays__Trees" = "伐木"; button to overwrite an already existing save file button to overwrite an already existing save file "OverwriteSave__Action" = "覆寫"; Confirm prompt to overwrite an existing save file, {0} is name of the file to overwrite "OverwriteSave__ConfirmPrompt" = "OverwriteSave__ConfirmPrompt"; title of panel that shows all the owned vehicles title of panel that shows all the owned vehicles "OwnedVehicles" = "已擁有"; description of a machine description of a machine "OxygenFurnace__desc" = "以高壓將純氧噴入鐵水,降低其碳含量來製造鋼。"; name of a machine name of a machine https://en.wikipedia.org/wiki/Basic_oxygen_steelmaking "OxygenFurnace__name" = "氧氣爐"; name of a machine name of a machine "OxygenFurnaceT2__name" = "氧氣爐 II"; "PalmTree__desc" = "棕櫚樹"; explained in PartialTrucksToggle__Tooltip "PartialTrucksToggle" = "允許卡車部分裝載"; tooltip "PartialTrucksToggle__Tooltip" = "如果啟用此功能且隊列中沒有作業,則可以為卡車分配未充分利用其貨物容量的送貨任務(例如 50% 的裝載率)。這使得物流在您島嶼的早期階段更能快速的回應。但是之後,禁用此功能就可以節省燃料成本。"; title for particle quality setting title for particle quality setting "ParticlesRenderingQuality" = "顆粒品質"; title of a button to paste string from the clipboard "PasteString__Action" = "貼上"; tooltip "PasteString__Tooltip" = "點擊從剪貼簿貼上文字串。"; 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" = "更新事項說明"; title of a window that shows new patch notes since the last time the player played the game "PatchNotes__New" = "您上次玩遊戲後的遊戲更新"; button to request to pause some operation (not the game itself) button to request to pause some operation (not the game itself) "Pause" = "暫停"; displayed on the screen when the game is paused displayed on the screen when the game is paused "Paused" = "已暫停"; 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" = "暫停工具"; tooltip "PauseTool__PauseOnlyTooltip" = "只能按住快速鍵來暫停,這會停用取消暫停的功能。"; tooltip "PauseTool__Tooltip" = "點擊或在一片區域拖曳以暫停或啟動結構或車輛"; used to show how much something costs per a single ship's journey, used like this for instance: 2 Unity / journey. "PerJourneySuffix" = "PerJourneySuffix"; category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) category for key-bindings used in photo-mode (photo mode allows players to control the camera in a different way and to take nice screenshots) "PhotoMode" = "照相模式"; description of transport description of transport "PipeFormattedFirst__desc" = "運輸液體和氣體。管道無法一次運輸超過一種產品。"; description of transport, '{0} times' used as '2 times' for instance. "PipeFormattedNext__desc" = "運送液體和氣體。與前一等級相比,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 "PlaceMultipleTooltip" = "按住熱鍵以重複放置選定的結構"; "PlaceSurface__Tooltip" = "指定卡車鋪設表面的區域。"; 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" = "規劃模式"; label showing that planning mode is currently enabled, should be reasonably short "PlanningModeActive__Title" = "開啟規劃模式"; tooltip "PlanningModeActive__Tooltip" = "啟用規劃模式,這意味著任何新的建造都將暫停(阻止卡車進行交付)。可以在螢幕左側的工具菜單中關閉此模式。"; title for pollution title for pollution "Pollution" = "污染"; name of a machine name of a machine "PolymerizationPlant__name" = "聚合裝置"; title for population growth information / stats title for population growth information / stats "PopGrowth" = "人口增長"; policy / edict which can enabled by the player in their Captain's office. {0}=1.5% "PopsBoostT1__desc" = "人口增長了 {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. "PopsBoostT1__name" = "增長加速"; used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle used like this: In quarantine: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Quarantine" = "隔離中"; used like this: Starving: 20 pops, shown below PopsCannotWorkTitle used like this: Starving: 20 pops, shown below PopsCannotWorkTitle "PopsCannotWork__Starving" = "飢餓中"; 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% "PopsEviction__desc" = "每個月,{0}的居民必須收拾行李離開島嶼"; policy / edict which can enabled by the player in their Captain's office. "PopsEviction__name" = "驅逐"; policy / edict which can enabled by the player in their Captain's office. example values: {0}=15%, {1}=20% "PopsQuarantine__desc" = "隔離總勞動力的 {0},使得任何傳染中疾病的影響降低 {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" = "隔離"; notification, any strings in curly braces { } must be preserved and non-translated "PopsStarvedToDeath__name" = "{0} 個人死於飢餓!"; notification "PopsStarving__name" = "人們在挨餓!"; 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" = "無人可以接管"; title for population title for population "Population" = "人口"; title of a panel showing statistics for population increase / decrease and diseases. title of a panel showing statistics for population increase / decrease and diseases. "PopulationGrowth__Title" = "增長"; "PopulationGrowth__Tooltip" = "如果有良好的條件和足夠的住宅,人口會增長;而疾病和污染會減緩增長。"; button that opens a window that shows the global population overview button that opens a window that shows the global population overview "PopulationOverview__OpenAction" = "打開人口概覽"; title of a window that shows the global population overview title of a window that shows the global population overview "PopulationOverview__Title" = "人口概覽"; title of settings affecting electricity "Power" = "Power"; tooltip explaining how power production priority assignment works tooltip explaining how power production priority assignment works "PowerGenerationPriorityTooltip" = "發電優先等級。如果電力過剩,優先等級高(數字小)的發電機將發電,而優先等級低的發電機將處於待機狀態。"; tooltip describing how electricity generation works tooltip describing how electricity generation works "PowerGenerator__AutoScalingTooltip" = "電力生產根據當前需求自動調整。不會產生不需要的電力。請注意,若發電機未以 100% 的載荷運行時,生產效率可能會降低。"; example: 'Utilization: 20%' "PowerGenerator__Utilization" = "利用率: {0}"; short description "PowerGeneratorT1__desc" = "將機械動能轉化為電力。旋轉得越慢,效率就越低。"; name name "PowerGeneratorT1__name" = "發電機"; short description "PowerGeneratorT2__desc" = "最佳化的發電機,摩擦更少,效率更高。轉速越低效率越低。"; name "PowerGeneratorT2__name" = "發電機 (大)"; name: name of a settlement service provided to pops name: name of a settlement service provided to pops "PowerNeed__name" = "電力"; if set, belts will always require power otherwise won't work "PowerSetting__ConsumeAlways" = "總是消耗"; if set, belts will consume power if available "PowerSetting__ConsumeIfCan" = "如果可以的話就消耗"; if set, belts will never consumer power "PowerSetting__DoNotConsume" = "永不消耗"; 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 or title of a button that toggle priority "Priority" = "優先等級"; tooltip tooltip "Priority__ConstructionTooltip" = "交付本次施工所需材料的優先等級。"; tooltip tooltip "Priority__DeconstructionTooltip" = "從這次拆解中移除回收材料的優先等級。"; suffix added into each priority tooltip suffix added into each priority tooltip "Priority__OrderingExplanation" = "數字越小,優先等級越高。"; tooltip tooltip "PriorityGeneral__Tooltip" = "工人分配、電力、維護和凝聚力消耗的一般優先等級。"; tooltip tooltip "PriorityGeneral__TooltipWithCargo" = "工人分配、電力、維護和凝聚力消耗的一般優先等級。同時確定使用卡車時產品交付和移除的優先級。"; "ProducedLastMonth" = "上個月生產的"; "ProducedThisMonth" = "這個月生產的"; fluid product fluid product "Product_Acid__name" = "酸"; fluid product fluid product "Product_Ammonia__name" = "氨"; name: unit product unit product "Product_Anesthetics__name" = "麻醉劑"; name: loose product name: loose product "Product_AnimalFeed__name" = "動物飼料"; name: unit product unit product "Product_Antibiotics__name" = "抗生素"; name: loose product name: loose product "Product_Biomass__name" = "生質能"; 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" = "圍包燃料"; see more in Product_BlanketFuel "Product_BlanketFuelEnriched__name" = "圍包燃料(濃縮)"; name: unit product name: unit product "Product_Bread__name" = "麵包"; name: unit product name: unit product "Product_Bricks__name" = "磚塊"; fluid product fluid product "Product_Brine__name" = "鹽水"; name: loose product name "Product_BrokenGlass__name" = "玻璃碎"; name: unit product name: unit product "Product_Cake__name" = "蛋糕"; name: loose product name "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" = "貨輪"; name: unit product name: unit product "Product_Cement__name" = "水泥"; name: virtual product name: virtual product "Product_Chicken__name" = "雞"; name: a chicken body with removed limbs and feathers, ready to be butchered name: a chicken body with removed limbs and feathers, ready to be butchered "Product_ChickenCarcass__name" = "雞胴體"; fluid product fluid product "Product_ChilledWater__name" = "冷卻水"; fluid product fluid product "Product_Chlorine__name" = "氯"; name: loose product name: loose product "Product_Coal__name" = "煤"; name: loose product name: loose product "Product_Compost__name" = "堆肥"; name: unit product name: unit product "Product_ConcreteSlab__name" = "混凝土平板"; name: unit product unit product "Product_ConstructionParts__name" = "建築零件"; name: unit product name: unit product "Product_ConstructionParts2__name" = "建築零件 II"; name: unit product "Product_ConstructionParts3__name" = "建築零件 III"; name: unit product name: unit product "Product_ConstructionParts4__name" = "建築零件 IV"; name: unit product unit product "Product_ConsumerElectronics__name" = "消費性電子產品"; fluid product fluid product "Product_CookingOil__name" = "食用油"; name: unit product unit product "Product_Copper__name" = "銅"; name: loose product name "Product_CopperOre__name" = "銅礦石"; name: loose product name: loose product "Product_CopperOreCrushed__name" = "碎銅礦石"; name: loose product name: loose product "Product_CopperScrap__name" = "銅碎屑"; name: unit product "Product_CopperScrapPressed__name" = "壓縮銅碎屑"; 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" = "爐心燃料"; 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 "Product_CoreFuelDirty__name" = "爐心燃料 (耗盡)"; name: loose product name: loose product "Product_Corn__name" = "玉米"; fluid product fluid product "Product_CornMash__name" = "玉米糊"; fluid product fluid product "Product_CrudeOil__name" = "原油"; fluid product fluid product "Product_Diesel__name" = "柴油"; name: loose product name "Product_Dirt__name" = "土"; name: unit product unit product "Product_Disinfectant__name" = "消毒劑"; name: unit product unit product "Product_Eggs__name" = "蛋"; name: unit product unit product "Product_Electronics__name" = "電子產品"; name: unit product unit product "Product_Electronics2__name" = "電子產品 II"; name: unit product name: unit product "Product_Electronics3__name" = "電子產品 III"; fluid product fluid product "Product_Ethanol__name" = "乙醇"; fluid product fluid product "Product_Exhaust__name" = "廢氣"; fluid product "Product_Fertilizer__name" = "肥料 I"; fluid product "Product_Fertilizer2__name" = "肥料 II"; fluid product "Product_FertilizerOrganic__name" = "肥料 (有機)"; name: loose product name "Product_FilterMedia__name" = "濾材"; name: waste from nuclear fission "Product_FissionProduct__name" = "核分裂產物"; name: unit product name: unit product "Product_Flour__name" = "麵粉"; name: unit product unit product "Product_Flowers__name" = "花"; name: unit product "Product_FoodPack__name" = "包裝食品"; name: unit product name: unit product "Product_Fruit__name" = "水果"; fluid product fluid product "Product_FuelGas__name" = "燃氣"; name: unit product unit product "Product_Glass__name" = "玻璃"; name: loose product name "Product_GlassMix__name" = "玻璃混合物"; name: unit product unit product "Product_Gold__name" = "黃金"; name: loose product name "Product_GoldOre__name" = "金礦石"; name: loose product name "Product_GoldOreConcentrate__name" = "濃縮金礦石"; name: loose product loose product "Product_GoldOreCrushed__name" = "碎金礦石"; name: loose product name "Product_GoldOrePowder__name" = "金礦粉"; name: loose product "Product_GoldScrap__name" = "金碎屑"; name: unit product "Product_GoldScrapPressed__name" = "壓縮金碎屑"; name: unit product unit product "Product_Graphite__name" = "石墨"; name: loose product name "Product_Gravel__name" = "碎石"; fluid product fluid product "Product_HeavyOil__name" = "重油"; name: unit product "Product_HouseholdAppliances__name" = "家電設備"; name: unit product unit product "Product_HouseholdGoods__name" = "居家用品"; fluid product fluid product "Product_Hydrogen__name" = "氫"; fluid product "Product_HydrogenFluoride__name" = "氟化氢"; name: unit product unit product "Product_ImpureCopper__name" = "不純銅"; name: unit product unit product "Product_Iron__name" = "鐵"; name: loose product name "Product_IronOre__name" = "鐵礦石"; name: loose product loose product "Product_IronOreCrushed__name" = "碎鐵礦石"; name: loose product "Product_IronScrap__name" = "鐵碎屑"; name: unit product "Product_IronScrapPressed__name" = "壓縮鐵碎屑"; name: unit product name: unit product "Product_LabEquipment__name" = "實驗室設備"; name: unit product "Product_LabEquipment2__name" = "實驗室設備 II"; name: unit product "Product_LabEquipment3__name" = "實驗室設備 III"; name: unit product unit product "Product_LabEquipment4__name" = "實驗室設備 IV"; fluid product fluid product "Product_LightOil__name" = "輕油"; name: loose product name "Product_Limestone__name" = "石灰石"; name: loose product "Product_ManufacturedSand__name" = "人造砂"; name: unit product unit product "Product_Meat__name" = "肉"; name: loose product "Product_MeatTrimmings__name" = "碎肉"; name: unit product "Product_MechanicalParts__name" = "機械零件"; name: unit product "Product_MedicalEquipment__name" = "醫療用品"; name: unit product "Product_MedicalSupplies__name" = "醫療用品"; name: unit product "Product_MedicalSupplies2__name" = "醫療用品 II"; name: unit product "Product_MedicalSupplies3__name" = "醫療用品 III"; fluid product fluid product "Product_MediumOil__name" = "中油"; name: unit product unit product "Product_Microchips__name" = "微晶片"; name: unit product unit product "Product_MicrochipsStage1A__name" = "微晶片 階段 1a"; name: unit product unit product "Product_MicrochipsStage1B__name" = "微晶片 階段 1b"; name: unit product unit product "Product_MicrochipsStage1C__name" = "微晶片 階段 1c"; name: unit product unit product "Product_MicrochipsStage2A__name" = "微晶片 階段 2a"; name: unit product unit product "Product_MicrochipsStage2B__name" = "微晶片 階段 2b"; name: unit product unit product "Product_MicrochipsStage2C__name" = "微晶片 階段 2c"; name: unit product unit product "Product_MicrochipsStage3A__name" = "微晶片 階段 3a"; name: unit product unit product "Product_MicrochipsStage3B__name" = "微晶片 階段 3b"; name: unit product unit product "Product_MicrochipsStage3C__name" = "微晶片 階段 3c"; name: unit product unit product "Product_MicrochipsStage4A__name" = "微晶片 階段 4a"; name: unit product unit product "Product_MicrochipsStage4B__name" = "微晶片 階段 4b"; molten product molten product "Product_MoltenCopper__name" = "熔融銅"; molten product molten product "Product_MoltenGlass__name" = "熔融玻璃"; molten product molten product "Product_MoltenIron__name" = "熔融鐵"; molten product molten product "Product_MoltenSilicon__name" = "熔融矽"; molten product molten product "Product_MoltenSteel__name" = "熔融鋼"; name: unit product name: unit product "Product_Morphine__name" = "嗎啡"; name: special type of fuel for nuclear reactor called MOX, https://en.wikipedia.org/wiki/MOX_fuel "Product_MoxRod__name" = "MOX燃料棒"; fluid product fluid product "Product_Naphtha__name" = "石腦油"; fluid product fluid product "Product_Nitrogen__name" = "氮"; fluid product fluid product "Product_Oxygen__name" = "氧"; name: unit product "Product_Paper__name" = "紙"; name: unit product unit product "Product_PCB__name" = "印刷電路板"; name: unit product name: unit product "Product_Plastic__name" = "塑膠"; name: unit product "Product_Plutonium__name" = "鈽"; name: high purity polycrystalline form of silicon, keep short name: high purity polycrystalline form of silicon, keep short "Product_PolySilicon__name" = "多晶矽"; name: loose product name: loose product "Product_Poppy__name" = "罌粟"; name: loose product name "Product_Potato__name" = "馬鈴薯"; name: loose product name "Product_Quartz__name" = "石英"; name: loose product "Product_QuartzCrushed__name" = "碎石英"; name: loose product name: loose product "Product_Recyclables__name" = "回收物"; name: unit product "Product_RecyclablesPressed__name" = "壓縮回收物"; name: nuclear waste that is no longer radioactive (was retired and can be recycled) "Product_RetiredWaste__name" = "退役廢棄物"; name: loose product name "Product_Rock__name" = "岩石"; name: unit product name: unit product "Product_Rubber__name" = "橡膠"; name: loose product name: loose product "Product_Salt__name" = "鹽"; name: loose product loose product "Product_Sand__name" = "砂"; name: unit product name: unit product "Product_Sausage__name" = "香腸"; fluid product fluid product "Product_Seawater__name" = "海水"; name: unit product "Product_Server__name" = "伺服器"; name: unit product name: unit product "Product_SiliconWafer__name" = "矽晶圓"; name: by-product of smelting ores in furnace name "Product_Slag__name" = "礦渣"; name: loose product name: loose product "Product_SlagCrushed__name" = "碎礦渣"; name: loose product name: loose product "Product_Sludge__name" = "污泥"; name: unit product name: unit product "Product_Snack__name" = "零食"; name: unit product name: unit product "Product_SolarCell__name" = "太陽能電池 (多晶矽)"; name: unit product "Product_SolarCellMono__name" = "太陽能電池 (單晶矽)"; fluid product fluid product "Product_SourWater__name" = "酸水"; name: loose product name: loose product "Product_Soybean__name" = "黃豆"; name: spent nuclear fuel, radioactive, keep short name: spent nuclear fuel, radioactive, keep short "Product_SpentFuel__name" = "用過的核燃料"; name: spent nuclear fuel called MOX, radioactive, https://en.wikipedia.org/wiki/MOX_fuel "Product_SpentMox__name" = "用過的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" = "蒸汽 (無壓)"; high pressure steam, keep short! high pressure steam, keep short! High pressure steam. "Product_SteamHi__name" = "蒸汽 (高壓)"; low pressure steam, keep short! low pressure steam, keep short! Low pressure steam. "Product_SteamLP__name" = "蒸汽 (低壓)"; super pressure steam (more pressure than high press steam), keep short! "Product_SteamSp__name" = "蒸汽 (超高壓)"; name: unit product name: unit product "Product_Steel__name" = "鋼"; name: loose product name "Product_Sugar__name" = "糖"; name: loose product name "Product_SugarCane__name" = "甘蔗"; name: loose product name: loose product "Product_Sulfur__name" = "硫"; name: unit product name: unit product "Product_Tofu__name" = "豆腐"; fluid product fluid product "Product_ToxicSlurry__name" = "有毒漿液"; name: unit product "Product_TreeSapling__name" = "樹苗"; name: loose product "Product_UraniumDepleted__name" = "貧化鈾"; name: unit product "Product_UraniumEnriched__name" = "濃縮鈾(4%)"; name: unit product "Product_UraniumEnriched20__name" = "濃縮鈾(20%)"; name: loose product name: loose product "Product_UraniumOre__name" = "鈾礦石"; name: loose product name: loose product "Product_UraniumOreCrushed__name" = "碎鈾礦石"; name: Recycled uranium created from partially spent fuel "Product_UraniumReprocessed__name" = "再處理鈾(1%)"; name: unit product unit product "Product_UraniumRod__name" = "鈾棒"; name: unit product name: unit product "Product_Vegetables__name" = "蔬菜"; name: unit product name: unit product "Product_VehicleParts__name" = "車輛零件"; name: unit product name: unit product "Product_VehicleParts2__name" = "車輛零件 II"; name: unit product name: unit product "Product_VehicleParts3__name" = "車輛零件 III"; name: virtual product name: virtual product "Product_Virtual_Computing__name" = "算力"; name: virtual product name: virtual product "Product_Virtual_Electricity__name" = "電力"; name name "Product_Virtual_Groundwater__name" = "地下水"; name: virtual product "Product_Virtual_Heat__name" = "熱"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT1__name" = "維修 I"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT2__name" = "維修 II"; name: virtual product name: virtual product "Product_Virtual_MaintenanceT3__name" = "維護 III"; name: virtual product name: virtual product "Product_Virtual_MechPower__name" = "機械動能"; name: virtual product name: virtual product "Product_Virtual_PollutedAir__name" = "空氣污染"; 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 name: loose product "Product_Waste__name" = "垃圾"; name: unit product "Product_WastePressed__name" = "壓縮垃圾"; fluid product fluid product "Product_WasteWater__name" = "廢水"; fluid product fluid product "Product_Water__name" = "水"; name: loose product name: loose product "Product_Wheat__name" = "小麥"; name: unit product unit product "Product_Wood__name" = "木材"; name: loose product "Product_Woodchips__name" = "木屑"; name: uranium concentrate powder (U3O8), yellow color, https://en.wikipedia.org/wiki/Yellowcake "Product_Yellowcake__name" = "黃餅"; "Production" = "產能"; title of a panel showing estimates of quantities required to produce some quantity of a product "ProductionCostEstimate" = "預估生產成本"; list of products list of products "Products" = "產品"; 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" = "選定的產品"; 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" = "篩選出的產品"; "ProductsToFilter__None" = "沒有產品設為被篩選"; title of a tool that is used to remove debris such as stone, bushes and stumps. "PropsRemovalTool" = "PropsRemovalTool"; tooltip "PropsRemovalTool__Tooltip" = "PropsRemovalTool__Tooltip"; 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 "ProvideSurplusPower__Toggle" = "允許向冗餘用電戶供應電力"; option for electricity consumption for machines and buildings "ProvideSurplusPower__Tooltip" = "開啟這個選項時,此處產生的電力也能供設定為僅使用冗餘電力的電力用戶使用。冗餘模式對於任何未利用就會浪費的電力的發電設備(例如:太陽能板)很有幫助,因為這些未被利用的電力可以提供給那些消耗冗餘電力的電力用戶。在產生電力時,冗餘發電機總是優先於非冗餘發電機發電。"; rendering preset name for 2nd best option "QualityPreset__HighQuality" = "高品質"; rendering preset name for the worst quality but highest performance "QualityPreset__LowQuality" = "高效能"; rendering preset name for the 2nd worst quality but balanced performance "QualityPreset__MediumQuality" = "平衡"; rendering preset name for best rendering option "QualityPreset__UltraQuality" = "超高品質"; shows some quantity per month, e.g. '4 / month' shows some quantity per month, e.g. '4 / month' "QuantityPerMonth" = "{0} / 月"; name name "QuartzMine__name" = "石英礦"; button to instantly deliver some materials for unity button to instantly deliver some materials 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 quick deliver for unity "QuickBuild__Tooltip" = "不待貨車直接快速交付所需的材料以加速目前的建築項目。這些材料必須在儲倉或船塢中有存貨才行。"; 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" = "不待貨車直接快速移除所有拆解產生的材料以加速目前的拆解項目。這些回收材料將會運輸到儲倉或船塢中。"; exits the game entirely (back to windows) "QuitGame" = "退出遊戲"; shown when player click a button to quit the game shown when player click a button to quit the game "QuitGame__ConfirmationQuestion" = "你確定要退出嗎? 未保存的進度將會遺失。"; range of a ship radar range of a ship radar "RadarRange" = "雷達範圍"; tooltip "RadiationLevel__Tooltip" = "輻射水平。數字越高,輻射釋放到區域中的量就越多(除非燃料被安全儲存)。"; short description short description "RainwaterHarvester__desc" = "下雨時收集雨水。有內建小水箱。"; 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:右鍵點擊遊戲中任何配方內的產品圖標可以跳轉到該產品的概覽介面"; 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 button to recover stuck vehicle, see 'RecoverVehicle__Tooltip' for more details on what this does "RecoverVehicle__Action" = "恢復"; vehicle recovery button tooltip "RecoverVehicle__Tooltip" = "將這輛車拆解並在最近的維修站重新組裝。"; shows recycling efficiency, more details on this in tooltip shows recycling efficiency, more details on this in tooltip "RecyclingEfficiency__Title" = "回收率"; "RecyclingEfficiency__Tooltip" = "這與該分選裝置的效率無關。相反,它定義了您的島嶼在維修站和定居點等地方將廢物轉化為可回收物的效率。因此,例如40%的效率意味著40%用於維護的鐵最終成為可回收材料。沒有轉化為可回收材料的物品會被浪費掉。請注意,預期未來的回收效率提高而延遲處理可回收物是沒用的,因為在製造可回收物時就完成轉化了,而不是在分選時完成的。通過研究和法令可以提高回收效率。"; 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" = "增加+{0}%回收率"; 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" = "退還所有資源"; 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" = "退還部分資源"; Relative times shown in the load & save windows "RelativeTime_Days" = "RelativeTime_Days"; Relative times shown in the load & save windows "RelativeTime_Hours" = "RelativeTime_Hours"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Minutes" = "RelativeTime_Minutes"; Relative times shown in the load & save windows. {0} is a positive integer "RelativeTime_Seconds" = "RelativeTime_Seconds"; 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" = "無法移除"; could not demolish a cargo depot as it is transferring cargo right now "RemovalError__DepotMovingCargo" = "正在運輸貨物"; could not demolish an animal farm as it has animals "RemovalError__FarmHasAnimals" = "尚有動物在牧場裡"; could not demolish a cargo depot / unassign its product as it has some products stored "RemovalError__HasProductsStored" = "儲存的產品需要先清空"; trying to remove a shipyard that can't be removed as it has the ship assigned "RemovalError__HasShipAssigned" = "無法移除—已分配船隻"; could not remove a housing or square as it has a service module attached could not remove a housing or square as it has a service module attached "RemovalError__HousingHasModuleAttached" = "無法移除附有服務建築的定居點住宅。"; 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" = "定居點必須保持相鄰"; 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" = "要先移除模組"; 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" = "要先拆解"; 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" = "船上有貨物"; button to request products removal from a transport (comes with a trash icon as well) button to request products removal from a transport (comes with a trash icon as well) "RemoveProducts" = "移除產品"; 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 "RemoveProducts__Tooltip" = "要求卡車從該運輸工具中移除產品。"; tooltip for a button that allows to remove products from machine's buffers "RemoveProductsInBuffers__Tooltip" = "立即移除儲存在此配方使用的內部輸入和輸出緩衝區中的產品。這些產品將轉移到任何可用的倉庫或碼頭。"; option for rendering quality setting for the high quality "RenderingQuality__High" = "高"; option for rendering quality setting for low quality "RenderingQuality__Low" = "低"; option for rendering quality setting for medium quality "RenderingQuality__Medium" = "中"; option for rendering quality setting, used when the feature is turned off "RenderingQuality__Off" = "關閉"; option for rendering quality setting for the very high quality "RenderingQuality__VeryHigh" = "超高"; note added to rendering quality options that are not supported on current hardware "RenderingSetting_NotSupported" = "在此硬體上不支援 {0}"; 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" = "預設定"; button to request to repair something button to request to repair something "Repair" = "維修"; title of a window that enables to replace an existing ship part with a different one title of a window that enables to replace an existing ship part with a different one "ReplaceShipPart" = "更換零件"; tooltip "ReplaceVehicle__MainTooltip" = "允許替換(升級)這輛車輛。所請求的替換將安排在附近的車輛倉庫進行組裝。一旦替換車輛建造完成,該車輛將前往倉庫進行報廢和替換。與此同時,車輛將繼續正常運行。"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoDepot" = "沒有相容的車輛倉庫能夠建造所選的替換車輛。"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__NoVehicleSelected" = "未選擇要替換的車輛。"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__OnItsWay" = "車輛正前往車輛倉庫進行替換。"; tooltip combined with ReplaceVehicle__MainTooltip "ReplaceVehicle__WaitingForReplace" = "車輛正在等待車輛倉庫建造替換車輛。"; button to open a page to report game issue / bug button to open a page to report game issue / bug "ReportIssue" = "報告問題"; 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" = "捐獻"; 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" = "聲望提升"; tooltip of a panel providing an option to increase player's reputation in the current world map settlement "ReputationIncrease__Tooltip" = "您可以捐獻一些產品來增加您在此聚落的聲望。您擁有的聲望越高,您獲得的交易選項就會增加。聲望亦會影響願意移民的人口數。捐獻的產品必須由您的船親自交付。"; 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' "ReputationIncreaseTitle" = "將我們的聲譽提高到 {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" = "需求"; 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" = "針對物流和傾倒提供額外管理。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedLogisticsControl__name" = "高級物流控制"; description of a research node in the research tree description of a research node in the research tree "ResearchAdvancedSmelting__desc" = "為熔煉提高更高的吞吐量以及碎礦石的效率。"; title of a research node in the research tree title of a research node in the research tree "ResearchAdvancedSmelting__name" = "高級冶煉"; title of a research node in the research tree title of a research node in the research tree "ResearchArcFurnace2__name" = "電弧爐Ⅱ"; title of a research node in the research tree "ResearchAssembler3__name" = "裝配機(機器人) II"; title of a research node in the research tree "ResearchBasicComputing__name" = "基礎計算"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicDiesel__desc" = "能夠將島上有限的石油泵出並且轉換為柴油。效率並沒有很好。"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicDiesel__name" = "基礎柴油"; description of a research node in the research tree description of a research node in the research tree "ResearchBasicFarming__desc" = "基礎的馬鈴薯種植。我們只希望會下雨。"; title of a research node in the research tree title of a research node in the research tree "ResearchBasicFarming__name" = "基礎農業"; title of a research node in the research tree title of a research node in the research tree "ResearchBeacon__name" = "燈塔"; title of a research node in the research tree title of a research node in the research tree "ResearchBioDiesel__name" = "生質柴油"; title of a research node in the research tree title of a research node in the research tree "ResearchBiofuel__name" = "生質燃料"; title of a research node in the research tree "ResearchBlueprints__name" = "藍圖"; title of a research node in the research tree title of a research node in the research tree "ResearchBoilerElectric__name" = "電熱鍋爐"; title of a research node in the research tree "ResearchBricksProduction__name" = "生產磚"; title of a research node in the research tree title of a research node in the research tree "ResearchBurner__name" = "焚化爐"; 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" = "你自己的辦公室!所有重要的決策都是在這裡做出來的。"; title of a research node in the research tree title of a research node in the research tree "ResearchCaptainsOffice__name" = "船長的辦公室"; description of a research node in the research tree "ResearchCaptainsOffice2__desc" = "更寬敞的辦公室。它提供使用高級法令的權限,並被動增加快速貿易量。"; title of a research node in the research tree "ResearchCaptainsOffice2__name" = "船長辦公室 II"; 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 description of a research node in the research tree "ResearchCargoDepot__desc" = "使島外資源(如原油)運輸自動化。"; title of a research node in the research tree "ResearchCargoDepot__name" = "貨運港"; title of a research node in the research tree "ResearchCargoDepot2__name" = "貨運港 II"; title of a research node in the research tree "ResearchCargoDepot3__name" = "貨運港 III"; title of a research node in the research tree "ResearchCargoDepot4__name" = "貨運港 IV"; title of a research node in the research tree "ResearchChemicalPlant__name" = "化學工廠 & 紙品"; title of a research node in the research tree "ResearchChemicalPlant2__name" = "化工廠 II"; title of a research node in the research tree "ResearchChickenFarm__name" = "養雞場"; title of a research node in the research tree "ResearchCompactor__name" = "壓塊機"; title of a research node in the research tree title of a research node in the research tree "ResearchConcreteAdvanced__name" = "高效混凝土"; title of a research node in the research tree title of a research node in the research tree "ResearchConsumerElectronics__name" = "消費性電子產品"; description of a research node in the research tree description of a research node in the research tree "ResearchConveyorBelts__desc" = "直接連接機器,以提供平穩和連續的操作。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBelts__name" = "輸送帶"; description of a research that provides advanced conveyor belts description of a research that provides advanced conveyor belts "ResearchConveyorBeltsT2__desc" = "具有更高吞吐量的輸送帶。"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT2__name" = "輸送帶 II"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorBeltsT3__name" = "輸送帶 III"; title of a research node in the research tree title of a research node in the research tree "ResearchConveyorRouting__name" = "智慧安排輸送帶"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement__desc" = "銅電解使我們能夠獲得 99% 的純銅。這樣我們就可以最大限度地利用它的屬性。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement__name" = "銅精煉"; description of a research node in the research tree description of a research node in the research tree "ResearchCopperRefinement2__desc" = "使用酸來使銅精煉過程更有效率。"; title of a research node in the research tree title of a research node in the research tree "ResearchCopperRefinement2__name" = "銅精煉Ⅱ"; description of a research node in the research tree description of a research node in the research tree "ResearchCornCrop__desc" = "能夠在農場種植並收穫玉米。"; title of a research node in the research tree title of a research node in the research tree "ResearchCornCrop__name" = "玉米種植"; description of a research that provides advanced construction parts description of a research that provides advanced construction parts "ResearchCp2Packing__desc" = "生產先進的建築零件。"; title of a research node in the research tree title of a research node in the research tree "ResearchCp2Packing__name" = "建築工程 II"; title of a research node in the research tree "ResearchCp3Packing__name" = "建築工程 III"; title of a research node in the research tree title of a research node in the research tree "ResearchCp4Packing__name" = "建築工程 IV"; description of a research node in the research tree description of a research node in the research tree "ResearchCpPacking__desc" = "生產基礎建築零件。"; title of a research node in the research tree title of a research node in the research tree "ResearchCpPacking__name" = "建築工程"; title of a research node in the research tree "ResearchCropRotation__name" = "輪耕"; description of a research node in the research tree description of a research node in the research tree "ResearchCrudeOilDistillation__desc" = "先進的柴油生產工藝等等。"; title of a research node in the research tree title of a research node in the research tree "ResearchCrudeOilDistillation__name" = "高級柴油"; title of a research node in the research tree "ResearchCrusherLarge__name" = "碎石機 (大型)"; title of a research node in the research tree title of a research node in the research tree "ResearchCustomSurfaces__name" = "自定表面"; title of a research node in the research tree "ResearchDatacenter__name" = "資料中心"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease__name" = "拆解效率"; title of a research node in the research tree "ResearchDeconstructionRatioIncrease2__name" = "拆除效率 II"; title of a research node in the research tree "ResearchDieselGeneratorLarge__name" = "大型發電機"; description of a research node in the research tree description of a research node in the research tree "ResearchEdicts1__desc" = "您可以在辦公室應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 "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 "ResearchElectricity__name" = "ResearchElectricity__name"; title of a research node in the research tree title of a research node in the research tree "ResearchElectrolysis__name" = "電解"; title of a research node in the research tree "ResearchElectrolysis2__name" = "電解槽 II"; description of a research of a ship engine upgrade description of a research of a ship engine upgrade "ResearchEngine2__desc" = "安裝後,該船將能夠行駛得更遠。"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine2__name" = "船艦引擎 II"; title of a research node in the research tree title of a research node in the research tree "ResearchEngine3__name" = "船艦引擎 III"; title of a research node in the research tree title of a research node in the research tree "ResearchExhaustFiltration__name" = "廢氣過濾"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT2__name" = "灌溉農場"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT3__name" = "溫室"; title of a research node in the research tree title of a research node in the research tree "ResearchFarmingT4__name" = "溫室 II"; title of a research node in the research tree title of a research node in the research tree "ResearchFermentation__name" = "發酵"; description of a research node in the research tree "ResearchFertilizers__desc" = "提供化肥的工業化生產。"; 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" = "食品市場 II"; description of a research node in the research tree "ResearchFoodPacking__desc" = "允許包裝食物,以便通過合約出售。"; title of a research node in the research tree "ResearchFoodPacking__name" = "食物包裝"; description of a research node in the research tree "ResearchFruit__desc" = "能夠在溫室中種植和收穫水果。"; 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" = "厭倦了挖掘機來回加油?建造這座加油車站並為其分配一些卡車。"; 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 "ResearchFuelStation3__name" = "加油站 III"; title of a research node in the research tree "ResearchGasCombustion__name" = "燃燒氣體燃料"; description of a research node in the research tree "ResearchGlassSmelting__desc" = "提供玻璃生產。"; title of a research node in the research tree "ResearchGlassSmelting__name" = "玻璃製造"; title of a research node in the research tree title of a research node in the research tree "ResearchGlassSmeltingT2__name" = "玻璃製造 II"; title of a research node in the research tree title of a research node in the research tree "ResearchGoldSmelting__name" = "黃金冶煉"; 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" = "醫院"; title of a research node in the research tree "ResearchHouseholdAppliances__name" = "家電設備"; description of a research node in the research tree "ResearchHouseholdGoods__desc" = "用於定居點的家居用品,在提供時會產生額外的凝聚力。"; title of a research node in the research tree title of a research node in the research tree "ResearchHouseholdGoods__name" = "日用品"; title of a research node in the research tree title of a research node in the research tree "ResearchHousing2__name" = "住房 II"; title of a research node in the research tree title of a research node in the research tree "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" = "氫燃料電池"; title of a research node in the research tree title of a research node in the research tree "ResearchHydrogenReforming__name" = "氫氣製造"; title of a research node in the research tree "ResearchIncinerationPlant__name" = "焚化爐"; title of a research node in the research tree "ResearchIndustrialMixerT2__name" = "攪拌機 II"; description of a research node in the research tree "ResearchIronSmeltingScrap__desc" = "使用廢金屬提煉鐵。"; title of a research node in the research tree title of a research node in the research tree "ResearchIronSmeltingScrap__name" = "煉鐵(來自碎屑)"; short description short description "ResearchLab1__desc" = "提供研究。您擁有的實驗室越多,您研究的速度越快。"; building or machine building or machine "ResearchLab1__name" = "研發實驗室"; description of a research lab "ResearchLab2__desc" = "提供研究更高級技術的能力。重要:這個實驗室必須持續提供實驗室設備才能正常工作。您擁有的實驗室越多,研究就越快。如果解鎖了回收技術,用過的實驗室設備能以可回收物的形式退回。 "; building or machine building or machine "ResearchLab2__name" = "研發實驗室 II"; building or machine building or machine "ResearchLab3__name" = "研發實驗室 III"; building or machine building or machine "ResearchLab4__name" = "研發實驗室IV"; building or machine building or machine "ResearchLab5__name" = "研發實驗室 V"; {0} = Unity "ResearchLabTip" = "如果你需要加快研究,你可以建立更多的研究實驗室。但不要忘記運行它們需要 {0}。 {0} 會在定居點中的人們平安快樂時自然產生,但在需求得不到滿足時會減少。您可以訪問定居點以查看詳細資訊。"; tooltip for a product & quantity that player needs to produce per lifetime "ResearchLocked_LifetimeProduction" = "顯示您需要達到的總累積生產量,以獲得足夠的經驗進行此研究。"; title of a research node in the research tree title of a research node in the research tree "ResearchMaintenanceDepot__name" = "維修站 II"; description of a research node in the research tree description of a research node in the research tree "ResearchMechPowerStorage__desc" = "提供機械動力儲存和渦輪機的自動平衡能力。"; title of a research node in the research tree title of a research node in the research tree "ResearchMechPowerStorage__name" = "機械儲能"; title of a research node in the research tree "ResearchMedicalSupplies2__name" = "醫療用品 II"; title of a research node in the research tree "ResearchMedicalSupplies3__name" = "醫療用品 III"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction__name" = "微晶片製造"; title of a research node in the research tree title of a research node in the research tree "ResearchMicrochipProduction2__name" = "微晶片製造 II"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaProcessing__name" = "石腦油精煉"; title of a research node in the research tree title of a research node in the research tree "ResearchNaphthaReforming__name" = "重組與裂解"; title of a research node in the research tree title of a research node in the research tree "ResearchNuclearReactor__name" = "核反應爐"; title of a research node in the research tree "ResearchNuclearReactor2__name" = "核反應爐 II"; title of a research node in the research tree "ResearchNuclearReactor3__name" = "快中子增殖反應爐"; title of a research node in the research tree "ResearchOrganicFertilizer__name" = "有機肥料"; description of a research node in the research tree "ResearchPipeTransports__desc" = "管道很棒。想像一下如果都用卡車來運送的話會怎樣?"; 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" = "事實證明,如果我們增加管道直徑,它會具有更高的吞吐量。"; 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" = "再一次增加吞吐量。"; 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" = "塑膠"; title of a research node in the research tree title of a research node in the research tree "ResearchPolySiliconProduction__name" = "矽和電子 II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerAndMaintenance__name" = "維護"; description of a research node in the research tree description of a research node in the research tree "ResearchPowerGeneration2__desc" = "解鎖煤炭發電。"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration2__name" = "發電 II"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration3__name" = "發電 III"; title of a research node in the research tree title of a research node in the research tree "ResearchPowerGeneration4__name" = "發電 IV"; button to add the current research into the queue button to add the current research into the queue "ResearchQueue__Add" = "加入隊列"; button to remove the current research from the queue button to remove the current research from the queue "ResearchQueue__Remove" = "從隊列中移除"; shows what place in the queue a research node has, e.g. 'in queue (3)' "ResearchQueue__Status" = "在隊列中 ({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 "ResearchRecyclingEdict__desc" = "可以啟用以提高島嶼整體回收效率的法令。"; 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 "ResearchRecyclingEdict2__name" = "回收法令 II"; title of a research node in the research tree "ResearchRecyclingForSettlement__name" = "定居點回收"; {0}=10 "ResearchRecyclingIncrease__desc" = "將整體回收效率額外提高 {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" = "允許修理碼頭,這樣我們就可以開始修理船艦了。"; title of a research node in the research tree title of a research node in the research tree "ResearchRepairDock__name" = "船艦碼頭修理"; title of a research node in the research tree "ResearchResearchLab2__name" = "研發實驗室 II"; title of a research node in the research tree "ResearchResearchLab3__name" = "研發實驗室 III"; title of a research node in the research tree "ResearchResearchLab4__name" = "研發實驗室 IV"; title of a research node in the research tree "ResearchResearchLab5__name" = "研發實驗室 V"; title of a research node in the research tree "ResearchRetainingWalls__name" = "擋土牆"; title of a research node in the research tree title of a research node in the research tree "ResearchRocketAssemblyAndLaunch__name" = "火箭組裝和發射"; title of a research node in the research tree "ResearchRotaryKilnGas__name" = "旋轉窯 (燃氣)"; title of a research node in the research tree title of a research node in the research tree "ResearchRubberProduction__name" = "合成橡膠"; title of a research node in the research tree "ResearchSaltProduction__name" = "製鹽"; title of a research node in the research tree "ResearchSausageProduction__name" = "香腸生產"; title of a research node in the research tree "ResearchSettlementDecorations__name" = "定居點裝飾"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementPower__name" = "定居點供電"; description of a research node in the research tree "ResearchSettlementWaste__desc" = "定居點垃圾的基礎收集和處理。"; title of a research node in the research tree "ResearchSettlementWaste__name" = "定居點的垃圾"; title of a research node in the research tree title of a research node in the research tree "ResearchSettlementWater__name" = "定居點供水"; description of a research node in the research tree description of a research node in the research tree "ResearchShipArmor__desc" = "我們的船將能承受敵人更多炮火攻擊。我們的船員期待一試,是吧?"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor__name" = "船艦裝甲"; title of a research node in the research tree title of a research node in the research tree "ResearchShipArmor2__name" = "船艦裝甲 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipFuelTankUpgrade__name" = "油箱升級"; description of a research of a ship bridge upgrade description of a research of a ship bridge upgrade "ResearchShipRadar__desc" = "先進的艦橋。還包括用於區域探索的先進雷達。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar__name" = "艦橋 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipRadar2__name" = "艦橋 III"; description of a research node in the research tree description of a research node in the research tree "ResearchShipWeapons__desc" = "一旦安裝在船上,我們就可以不用每場戰鬥都逃跑。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons__name" = "船艦武器"; description of ship weapons description of ship weapons "ResearchShipWeapons2__desc" = "艦炮的射程更遠,攻擊力更強。"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons2__name" = "船艦武器 II"; title of a research node in the research tree title of a research node in the research tree "ResearchShipWeapons3__name" = "船艦武器 III"; title of a research node in the research tree "ResearchSnacksProduction__name" = "零食生產"; title of a research node in the research tree title of a research node in the research tree "ResearchSolarPanels__name" = "太陽能板"; title of a research node in the research tree "ResearchSolarPanels2__name" = "太陽能板 II"; title of a research node in the research tree "ResearchSoybeanCrop__name" = "黃豆種植"; 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 "ResearchStacker__name" = "堆疊輸送帶"; title of a research node in the research tree "ResearchStatueOfMaintenance__name" = "維護紀念雕像"; description of a research node in the research tree description of a research node in the research tree "ResearchSteelSmelting__desc" = "將鐵轉化為更耐用的鋼的程序。"; title of a research node in the research tree title of a research node in the research tree "ResearchSteelSmelting__name" = "鋼鐵冶煉"; title of a research node in the research tree "ResearchStorage2__name" = "倉庫 II"; title of a research node in the research tree "ResearchStorage3__name" = "倉庫(大)I"; title of a research node in the research tree "ResearchStorage4__name" = "倉庫(大)II"; title of a research node in the research tree title of a research node in the research tree "ResearchStoragesT1__name" = "倉庫"; 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 "ResearchSuperPressSteam__desc" = "將壓力超高的蒸汽加熱至800°C。可以利用這種蒸汽來使用硫碘循環生產氫氣,該方法比電解更高效。"; title of a research node in the research tree "ResearchSuperPressSteam__name" = "超高溫蒸汽"; title of a research node in the research tree "ResearchTerrainLeveling__name" = "地形整平"; title of a research node in the research tree title of a research node in the research tree "ResearchThermalDesalination__name" = "熱能海水淡化"; description of a research node in the research tree "ResearchThermalDesalinationBasic__desc" = "使基本蒸餾器可以進行海水淡化的再利用。但效率不高。"; title of a research node in the research tree "ResearchThermalDesalinationBasic__name" = "基本海水淡化"; title of a research node in the research tree "ResearchThermalStorage__name" = "熱能儲存"; title of a research node in the research tree "ResearchTombOfCaptains__name" = "船長陵墓"; description of a research node in the research tree "ResearchTools__desc" = "提供讓規劃和管理更簡單的進階工具。"; 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" = "你必須先研究對應之科技才能開始修復船塢。"; title of a research node in the research tree title of a research node in the research tree "ResearchTradeDock__name" = "貿易碼頭"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsBalancing__desc" = "您已可以拆分/合併運輸器。不過這允許您設定輸入/輸出優先度和比率。"; title of a research node in the research tree "ResearchTransportsBalancing__name" = "運輸平衡"; description of a research node in the research tree description of a research node in the research tree "ResearchTransportsLifts__desc" = "可以在緊湊空間中連接不同高度的運輸帶。"; title of a research node in the research tree title of a research node in the research tree "ResearchTransportsLifts__name" = "連續式升降機"; title of a research node in the research tree "ResearchTreeHarvester__name" = "伐木機 II"; title of a research node in the research tree "ResearchTreePlanting__name" = "植樹"; title of a research node in the research tree title of a research node in the research tree "ResearchTrucksCapacityEdict__name" = "卡車超載政策"; 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!' "ResearchUnlocked" = "{0}已解鎖!"; label of a panel showing icons of all the new buildings and machines that player unlocked "ResearchUnlocked__NewBuildings" = "新建築物:"; label of a panel showing icons of all the new products that player unlocked "ResearchUnlocked__NewProducts" = "新產品:"; title of a research node in the research tree title of a research node in the research tree "ResearchUraniumEnrichment__name" = "鈾濃縮"; description of a research node in the research tree description of a research node in the research tree "ResearchVacuumDesalination__desc" = "可將耗盡動能的蒸氣用於脫鹽。"; title of a research node in the research tree "ResearchVacuumDesalination__name" = "真空淡化"; description of a research node in the research tree "ResearchVegetables__desc" = "能夠在農場種植並收穫蔬菜。"; title of a research node in the research tree "ResearchVegetables__name" = "蔬菜種植"; description of a research node in the research tree description of a research node in the research tree "ResearchVehicleAndMining__desc" = "用於開採原物料的挖掘機和採礦塔。還有更多的卡車來加強我們的物流。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAndMining__name" = "車輛和採礦"; description of a research node in the research tree "ResearchVehicleAssembly2__desc" = "大型車輛可擴展您的採礦和物流業務。生產大型車輛需要玻璃,這些玻璃需要通過快速貿易從其他定居點獲得,直到您研究出如何自行生產玻璃。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly2__name" = "大型車輛"; title of a research node in the research tree "ResearchVehicleAssembly3__name" = "巨型機具"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleAssembly3H__name" = "氫燃料巨型機具"; {0}=25 "ResearchVehicleCapIncrease__desc" = "將車輛上限增加 {0}。"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease__name" = "車輛管理"; title of a research node in the research tree "ResearchVehicleCapIncrease2__name" = "車輛管理 II"; title of a research node in the research tree "ResearchVehicleCapIncrease3__name" = "車輛管理 III"; title of a research node in the research tree title of a research node in the research tree "ResearchVehicleCapIncrease4__name" = "車輛管理 IV"; title of a research node in the research tree "ResearchVehicleCapIncrease5__name" = "車輛管理 V"; title of a research node in the research tree "ResearchVehicleCapIncrease6__name" = "車輛管理 VI"; title of a research node in the research tree "ResearchVehicleRamps__name" = "車輛坡道"; 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" = "廢水處理"; description of a research node in the research tree description of a research node in the research tree "ResearchWaterTreatment2__desc" = "效率更高的廢水處理程序。一些廢棄物也可以作為燃料和肥料的來源加以再利用。"; title of a research node in the research tree "ResearchWaterTreatment2__name" = "廢水處理 II"; title of a research node in the research tree title of a research node in the research tree "ResearchWheatCrop__name" = "小麥種植與加工"; 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" = "剩餘儲量"; title for screen resolution setting "Resolution" = "解析度"; example: 'Groundwater resource is getting low' example: 'Groundwater resource is getting low' "ResourceIsLow__name" = "{0} 資源越來越少"; title of settings affecting resources - mining, starting resources title of settings affecting resources - mining, starting resources "Resources" = "資源"; used with a setting that requires restart. Example: 'Scale (restart required)' "RestartRequiredSuffix" = "{0} (需重啟)"; button to restore defaults "RestoreDefaults" = "恢復至預設值"; name "RetainingWallCorner__name" = "護土牆 (角)"; name name "RetainingWallCross__name" = "護土牆 (十字)"; Plural title of a structure that holds terrain in place to prevent it from a collapse "RetainingWallsTitle" = "擋土牆"; description of retaining wall "RetainingWallStraight1__desc" = "為防止地形坍塌。可以將牆壁放置在地表下方以防止採礦期間的地形坍塌,或放置在地形上方以利傾倒。放置高度是可調的。如果牆的高度超過 {0} 或被填滿,牆就會倒塌。"; name "RetainingWallStraight1__name" = "擋土牆 (短)"; name "RetainingWallStraight4__name" = "擋土牆 (長)"; name "RetainingWallTee__name" = "擋土牆(T型)"; 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" = "下次丟棄時間為:{0}"; tooltip "RetiredWaste__Tooltip" = "當存儲的廢物不再具有放射性後,它將轉化為的產品。只有某些廢物可以通過這種方式退役(詳細信息可在配方手冊中找到)。"; tooltip explaining that mouse right click remove the hovered element "RightClickToRemove" = "右鍵點選以清除"; error popup when player tried to destroy rocket assembly depot but the rocket transporter is not parked inside, {0} is 'rocket transporter' "RocketAssemblyDepot__CannotDestroy" = "{0} 沒有停放在裡面。"; short description: rocket assembly building description, {0} is launch pad "RocketAssemblyDepot__desc" = "製造太空火箭並使用專門的運輸工具將它們運送到最近的{0}。運輸車是大型車輛,不能在不平坦的地面上行駛,因此請確保{0}與該建築物位於同一高度。"; name name "RocketAssemblyDepot__name" = "火箭組裝工廠"; short description "RocketLaunchPad__desc" = "允許將火箭發射到太空!火箭交付並牢固地連接到發射塔後,將根據火箭類型填充燃料。這燃料必須與連接到該塔的燃料相匹配。出於安全原因,燃料從不儲存在發射台上。也需要連接水源,因為發射過程需要大量的水來抑制火箭排氣衝擊波。"; name "RocketLaunchPad__name" = "火箭發射台"; name "RockMine__name" = "岩石礦"; description of a machine description of a machine "RotaryKiln__desc" = "在高溫下進行鍛燒。用於生產水泥。"; name of a machine "RotaryKiln__name" = "旋轉窯"; name of a machine "RotaryKilnGas__name" = "旋轉窯(燃氣)"; tooltip "RotateShortcut__Tooltip" = "按下快速鍵來順時針旋轉"; short description "Ruins__desc" = "似乎是一座廢棄了很長時間,不再有用的建築。我們可以將其拆解,來獲取可以在我們工廠加工的有用材料。"; building or machine building or machine "Ruins__name" = "廢棄的通訊站"; starts recycling a building for metal scraps "RuinsRecycle__Action" = "開始回收"; tooltip that explains how building recycling works, {0} - iron scrap, {1} - blast furnace "RuinsRecycleFormatted__Tooltip" = "回收此建築物可為您提供有用的材料,這些材料將由卡車自動運送到需要的地方(例如,{0} 將被運送到 {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" = "低燃料運行"; tooltip for a button tooltip for a button "RunOnLowFuel__Tooltip" = "即使燃料不足,船隻仍將出發,但旅程將耗時更長,並消耗凝聚力。"; Message shown when a save is unsuccessful "Save__FailureMessage" = "Save__FailureMessage"; {0} is name of the file that was saved "Save__SuccessMessage" = "檔案{0} 已存檔!"; Label above the save name column in the load & save windows "Save__Title" = "Save__Title"; button to save the game after the player clicks it button to save the game after the player clicks it "Save_Action" = "存檔"; title of a window that that enables to save the current game progress title of a window that that enables to save the current game progress "Save_Title" = "保存遊戲"; 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" = "保存在"; a message shown on the screen when save or auto-save is in progress "SaveInProgress" = "存檔中 ......"; note about blueprints "SaveMigration__BlueprintsNote" = "請注意藍圖相容新版本,因此您可以回到舊的遊戲版本,將您的藍圖匯出為字串,然後導入到新版本中。"; {0} - Update 1, {1} - branch name "SaveMigration__Intro" = "歡迎來到 {0} !很遺憾, 舊遊戲版本的存檔不相容。 不過, 新版本中有許多令人興奮的新內容, 希望您不介意重新開始。\n\n如果您想繼續玩舊存檔也可以! 只需前往 Steam, 按照下面顯示的步驟切換到舊版本 '{1}'。 Steam 將自動為您下載舊版本。 當您準備好回到 {0} 時, 只需將測試版分支設置為「無」, 即可刪除它。\n"; Label next to the save name entry box in the save window "SaveName__Label" = "SaveName__Label"; 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" = "+ 新存檔"; UI scaling option. Example: 'Scale: 120%' UI scaling option. Example: 'Scale: 120%' "Scale" = "縮放"; 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" = "報廢"; vehicle scrap button tooltip "ScrapVehicle__InProgress" = "車輛正前往車輛倉庫進行報廢"; vehicle scrap button tooltip vehicle scrap button tooltip "ScrapVehicle__Tooltip" = "將車輛送到車輛維修站報廢回收零件"; title of graphical settings (resolution, quality, etc.) title of graphical settings (resolution, quality, etc.) "ScreenSetting_Title" = "螢幕"; placeholder used in a search text box placeholder used in a search text box "Search" = "搜尋"; explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. explains the player what they need to do in order to get access to seeds - wheat seeds, canola seeds etc. "SeedsTech_Description" = "如果想發現新的種子,你可以嘗試用你的船探索世界地圖。"; 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" = "選擇燃料"; Title on the "Select mods" tab of the new game window Title on the "Select mods" tab of the new game window "SelectMods_Title" = "選擇要包含在遊戲中的模組"; Message shown in dropdown buttons when no value is selected Message shown in dropdown buttons when no value is selected "SelectOption" = "選擇..."; title of a panel that allows to select a vehicle from multiple vehicle types "SelectVehicle_Title" = "選擇車輛"; title of a panel that enables to manage server racks in data center "ServerRacks__Title" = "伺服器機櫃"; tooltip in data center "ServerRacks__Tooltip" = "資料中心承載伺服器機櫃。每增加一個伺服器機櫃都會增加運算輸出,但也會增加對電源、冷卻等方面的需求。伺服器機櫃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" = "服務人口限制"; "ServiceLimit__Tooltip" = "這個定居點配件可以服務的人數有限制。如果附屬定居點的總人口超過此限制,你需要建造更多的配件。"; title of the settings window title of the settings window "Settings_Title" = "設定"; short description "SettlementBiomassModule__desc" = "收集有機垃圾(通常是食物殘渣)。如果定居點沒有建造這個模組,所有的有機垃圾最終都會變成一般垃圾。"; name name "SettlementBiomassModule__name" = "生質廢物收集"; short description short description "SettlementConsumerElectronicsModule__desc" = "為附加的定居點提供消費性電子產品,可以增加額外的凝聚力。"; building or machine building or machine "SettlementConsumerElectronicsModule__name" = "消費性電子產品模組"; short description "SettlementFoodModule__desc" = "為連結的定居點提供食物。一個定居點需要至少有一個食品市場,否則人們會挨餓。"; name "SettlementFoodModule__name" = "食品市場"; short description short description "SettlementFoodModuleT2__desc" = "為附屬的定居點提供食物。可以存放多種類型的產品。"; name name "SettlementFoodModuleT2__name" = "食品市場 II"; name "SettlementFountain__name" = "有噴泉的廣場"; notification notification "SettlementFullOfLandfill__name" = "定居點充滿了垃圾"; notification "SettlementHasNoFoodModule__name" = "定居點沒有食品市場!"; short description short description "SettlementHouseholdAppliancesModule__desc" = "為附屬的定居點提供家電產品,從而產生額外的凝聚力。"; building or machine "SettlementHouseholdAppliancesModule__name" = "家電模組"; short description "SettlementHouseholdGoodsModule__desc" = "為附屬定居點提供居家用品。向定居點提供居家用品會產生額外的凝聚力。"; building or machine "SettlementHouseholdGoodsModule__name" = "居家用品模組"; notification notification "SettlementIsStarving__name" = "定居點的人正在挨餓!"; short description "SettlementLandfillModule__desc" = "可以啟用提高島嶼整體回收效率的法令。"; name "SettlementLandfillModule__name" = "垃圾收集"; name "SettlementPillar__name" = "有圓柱的廣場"; short description "SettlementPowerModule__desc" = "為連接的定居點提供電力並生產額外的凝聚力。"; name building or machine "SettlementPowerModule__name" = "變壓器"; {0} can be household goods for instance "SettlementRecyclablesModule__descToFormat" = "從連接的定居點收集回收物。回收物僅由您提供給定居點的產品(例如 {0})產生。如果定居點沒有建造此模組,所有回收物最終都會成為普通垃圾。"; name "SettlementRecyclablesModule__name" = "可回收收藏品"; title of a panel showing status of all the services in the settlement or globally "SettlementServices" = "服務"; tooltip of a panel that shows status of all the services in the selected settlement "SettlementServices__Tooltip" = "向該定居點提供服務的狀態。"; name "SettlementSmall1__name" = "定居點"; name "SettlementSquare1__name" = "廣場 (亮)"; name "SettlementSquare2__name" = "廣場 (暗)"; title of a window showing individual settlement information "SettlementTitle" = "定居點"; shows the current title of a world map settlement ({0}) and the reputation the player has there, example use: 'Settlement (Reputation 4)' "SettlementTitleWithReputation" = "{0} (聲望 {1})"; title of a panel showing amount of waste accumulated in a settlement "SettlementWaste__Title" = "定居點的垃圾"; tooltip "SettlementWaste__Tooltip" = "定居點的居民會產生垃圾。產生的垃圾量取決於提供給居點的產品數量。然而,定居點總是會產生一定數量的垃圾。當定居點的垃圾超過一定量時,會對健康產生負面影響,因此用專門的垃圾模組收集垃圾很重要。垃圾可以傾倒在地上。但是通過研究可能會找到新方法來處理垃圾。"; short description "SettlementWaterModule__desc" = "為所連接的定居點提供淡水,並回收需要處理的廢水。為定居點提供淡水會產生額外的凝聚力, 也會降低健康風險。"; building or machine "SettlementWaterModule__name" = "供水設施"; name of a machine Used to extract gold ore concentrate from gold ore powder. "SettlingTank__name" = "沉澱池"; rendering setting name "ShadowsQualityRenderingSetting__Name" = "陰影品質"; name name "Shaft__name" = "軸"; shaft status, currently showing maximum output percentage "Shaft__Status" = "最大輸出:{0}%"; title for section that shows connected shaft overview "ShaftOverview" = "連接軸"; tooltip explaining shafts, {0} = throughput in MW "ShaftOverview__Tooltip" = "這台機器連接到一個允許機械動力交換的軸上。連接到同一根軸上的所有機器都會為其貢獻慣性—儲存的機械動力。當軸轉動過慢時,機器無法使用其動力(用紅色標記表示),需要先充能。當慣性低時,最大輸出受到限制,連接的機器可能無法獲得所需的全部功率。同樣,當慣性太大時,軸的最大輸入受到限制,連接的機器可能無法將所有產生的動力傳遞到軸。軸的最大容量為 {0}。"; describes the number of shifts per day that pops will work in a mine / oil rig, for instance: '2 shifts' "ShiftsCount" = "{0}輪班"; 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" = "自動修理"; tooltip for a checkbox that when enabled requests repairs of the ship anytime it is damaged "ShipAutoRepair__Tooltip" = "一旦船艦損毀,將自動開始維修作業。"; used as: '[checkbox] Automatically return home'. When enabled ship will automatically return home when there is nothing else to do. "ShipAutoReturn__Toggle" = "自動回航"; tooltip for ShipAutoReturn__Toggle "ShipAutoReturn__Tooltip" = "如果沒有可供探索的地方,船隻將自動從世界地圖返回。"; displayed when the ship has cargo but can't unload it displayed when the ship has cargo but can't unload it "ShipCannotUnload" = "不能卸貨!碼頭已滿。"; reason why the action to visit a location by the ship is not available "ShipCantVisit__BeingModified" = "船隻正在改裝"; 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" = "船隻正在改裝"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Damaged" = "船隻受損嚴重"; reason why the action to visit a location by the ship is not available "ShipCantVisit__MovingToDock" = "船正在抵達碼頭。"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoAccess" = "船隻未獲許可"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoCrew" = "船員不足"; reason why the action to visit a location by the ship is not available "ShipCantVisit__NoFuel" = "燃料不足"; reason why the action to visit a location by the ship is not available "ShipCantVisit__Ok" = "要求我們的船隻行駛到這個位置"; reason why the action to visit a location by the ship is not available "ShipCantVisit__OnWay" = "已到達或在途中"; reason why the action to visit a location by the ship is not available "ShipCantVisit__TooFar" = "ShipCantVisit__TooFar"; notification, any strings in curly braces { } must be preserved and non-translated Example: Ship delivered cargo to oil rig "ShipCargoDelivered__name" = "船隻運輸貨物到 {0}"; notification, any strings in curly braces { } must be preserved and non-translated Example: Done loading cargo for oil rig "ShipCargoLoaded__name" = "要運到{0}的貨物已裝載完成"; ship crew label ship crew label "ShipCrew" = "船員"; button to request to load a crew onto the ship "ShipCrew__Load" = "船員登船"; ship crew tooltip "ShipCrew__Tooltip" = "船隻需要船員才能運作。如果船隻受損船員無法登船。"; button to request to unload the crew from the ship button to request to unload the crew from the ship "ShipCrew__Unload" = "船員下船"; title of a window that provides ship modifications & upgrades "ShipDesigner" = "船艦設計"; shown when modifications cannot proceed because the ship is being repaired "ShipDesigner_ShipBeingRepaired" = "船隻正在維修中!"; shown when modifications cannot proceed because the ship needs repairs first shown when modifications cannot proceed because the ship needs repairs first "ShipDesigner_ShipNeedsRepairs" = "船隻需要修理!"; title of a panel that shows button to confirm current modifications of the ship "ShipDesignerConfirmation__Text" = "確定修改?"; 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% "ShipFuelReduction__desc" = "貨輪油耗減少 {0}"; policy / edict which can enabled by the player in their Captain's office. "ShipFuelReduction__name" = "節省船舶油耗"; ship's fuel replacement is in progress "ShipFuelSwitch__InProgress" = "ShipFuelSwitch__InProgress"; 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" = "已經在使用選擇的燃料。"; "ShipFuelSwitch__MissingMaterials" = "ShipFuelSwitch__MissingMaterials"; can't switch fuel for ship as the ship is busy "ShipFuelSwitch__ShipBusy" = "ShipFuelSwitch__ShipBusy"; "ShipFuelSwitch__Tooltip" = "允許切換船隻的燃料類型。轉換至某些燃料是免費的,而其他則需耗費材料重建船隻。若有任何成本,將在下方顯示。"; title of a button that unloads fuel from the ship "ShipFuelUnload" = "卸下燃料"; tooltip of a button that performs this action "ShipFuelUnload__Tooltip" = "將船上的燃料卸回船塢。"; "ShipHealth__Title" = "船隻健康與維修"; "ShipHealth__Tooltip" = "船隻維修現狀。如果該值低於綠色標記,表示需要進行修復才能啟程進行新的冒險。"; requests to start loading material onto the ship "ShipLoading__Action" = "船隻開始裝載"; "ShipLoading__CancelProject" = "暫時放棄這個計畫(可隨時重新開始)"; tooltip "ShipLoading__Desc" = "世界地圖上所有計劃進行維修或升級的位置列表。在你要求裝載材料後,卡車將把需要的所有產品運到碼頭,然後裝上船。裝載所有必需的材料後,你可以派船將貨物運輸到該位置,以便開始施工。"; "ShipLoading__Done" = "所需的貨物均已裝載!我們可以讓船上路了。"; "ShipLoading__InProgress" = "裝載需要的材料 ..."; "ShipLoading__NotStarted" = "點擊以將所需材料裝上船。"; lists all the world map repairs and upgrades in progress "ShipLoading__Title" = "維修和升級世界地圖"; notification Notification that the player gets after ship modifications are done. "ShipModified__name" = "船隻改裝完成"; notification notification "ShipRepaired__name" = "船隻已完全修復"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupArmor__name" = "裝甲"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupBridge__name" = "艦橋"; name: title of ship upgrade slot name: title of ship upgrade slot "ShipSlotGroupEngine__name" = "引擎"; name: title of ship upgrade slot "ShipSlotGroupFuelTank__name" = "燃料槽"; name: title of ship upgrade slot "ShipSlotGroupGunsFront__name" = "機槍 (前方)"; name: title of ship upgrade slot "ShipSlotGroupGunsRear__name" = "機槍 (後方)"; properties / stats of a ship properties / stats of a ship "ShipStats" = "船隻狀態"; modifications are being performed "ShipUpgrade_Performing" = "執行改裝"; tooltip - modifications are being performed "ShipUpgrade_Performing__Tooltip" = "改裝正在進行"; 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" = "準備改裝"; tooltip - modifications are being prepared (e.g. materials are being loaded to the shipyard) "ShipUpgrade_Preparing__Tooltip" = "在準備改裝期間,該船仍可運行"; modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting" = "等待船隻"; tooltip - modifications are ready but ship needs to come back so they can be applied "ShipUpgrade_ReadyWaiting__Tooltip" = "改裝準備就緒,等待船隻"; short description "Shipyard__desc" = "這個船塢損壞了,需要修復才能修理我們的船。"; name "Shipyard__name" = "船塢(受損)"; short description "Shipyard2__desc" = "用於加油、修理和改裝我們的船,也為船隻裝卸貨物。如果一輛卡車碰巧有一些貨物無法運到其他地方,也可以運到這裡。"; name name "Shipyard2__name" = "船塢"; tooltip of a panel showing all the cargo stored in a shipyard tooltip of a panel showing all the cargo stored in a shipyard "ShipyardCargo__Tooltip" = "臨時存放在船塢的所有貨物。當船塢太滿時,將無法從船上卸下更多的貨物。"; shown when the shipyard has too much cargo that it can't keep unloading the ship "ShipyardFullMessage" = "船塢的貨物已超載!"; tooltip explaining full shipyard "ShipyardFullMessage__Tooltip" = "除非先卸下一些貨物,否則船塢不會從船上卸下貨物。可以建造額外儲存空間來儲存貨物。"; truck will prioritize products remove to keep this building empty truck will prioritize products remove to keep this building empty "ShipyardKeepEmpty" = "保持騰空"; tooltip tooltip "ShipyardKeepEmpty__Tooltip" = "要求卡車優先卸載存放在這裡的所有貨物。"; button to set the current shipyard as primary, more is explained in ShipyardMakePrimary__Tooltip "ShipyardMakePrimary" = "設定為最優先"; tooltip "ShipyardMakePrimary__Tooltip" = "請求船隻停靠在這裡(可以移除任何未使用的碼頭)"; tooltip "ShipyardMakePrimary__TooltipInProgress" = "這個碼頭正在被重新指定"; explains that current action is not available until the shipyard is repaired "ShipyardNeedsRepairs" = "必須先修復船塢"; tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__BtnTooltip" = "重要提示:可能需要多次執行此操作。"; button that allows recovering ocean access by digging ground "ShipyardRecoverOceanAccess__Button" = "恢復航道"; title for a panel providing option to recover access to shipyard's docking area "ShipyardRecoverOceanAccess__Title" = "區域恢復"; tooltip explaining what ShipyardRecoverOceanAccess__Button does tooltip explaining what ShipyardRecoverOceanAccess__Button does "ShipyardRecoverOceanAccess__Tooltip" = "停靠區被封鎖,阻止船舶運行。您可以使用下面的按鈕自動清除意外的沉積物。此操作會消耗凝聚力,並且可能需要多次執行。如果該區域被碼頭或水泵等其他結構擋住,您需要自行拆除。"; button to open current directory in OS explorer "ShowInExplorer" = "在資料夾中顯示"; 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" = "顯示"; short description of a machine "Shredder__desc" = "將產品分解成散裝形式。"; name of a machine "Shredder__name" = "破碎機"; short description of a machine "SiliconCrystallizer__desc" = "生產單晶矽。將帶有晶種的棒浸入熔融硅中,然後將其緩慢向上拉並同時旋轉。然後將最終的矽錠切成矽晶片。"; name of a machine name of a machine "SiliconCrystallizer__name" = "矽結晶器"; short description of a machine short description of a machine "SiliconReactor__desc" = "使用氫氣精煉矽。加工後的矽可用於電子產品。"; name of a machine name of a machine "SiliconReactor__name" = "矽反應器"; Action to skip something (e.g. skip a task) Action to skip something (e.g. skip a task) "Skip" = "跳過"; short description of a machine short description of a machine "SmeltingFurnaceT1__desc" = "熔煉各種材料如鐵或銅。輸出的是一種熔融材料,需要經由熔融通道運輸,進入諸如鑄造機等機械進行進一步加工。熔融材料不能用卡車運輸。"; name of a machine name of a machine "SmeltingFurnaceT1__name" = "高爐"; short description of a machine short description of a machine "SmeltingFurnaceT2__desc" = "熔煉各種材料如鐵或銅。輸出的是一種熔融材料,需要經由熔融通道運輸,進入諸如鑄造機等機械進行進一步加工。熔融材料不能用卡車運輸。"; name of a machine name of a machine "SmeltingFurnaceT2__name" = "高爐 II"; description of a smoke stack description of a smoke stack "SmokeStack__desc" = "允許釋放氣體進入大氣,有些氣體像是廢氣,會造成污染。"; name of a machine name of a machine "SmokeStack__name" = "煙囪"; name of a machine "SmokeStackLarge__name" = "煙囪 (大)"; short description short description "SolarPanel__desc" = "將陽光轉化為電力。令人驚訝的是,效率取決於天氣的晴朗程度。"; name name "SolarPanel__name" = "太陽能板"; solar panel description, example use of {0}: 'they provide 25% more energy' "SolarPanelMono__desc" = "由單晶矽製成的太陽能電池板。它們的生產成本更高,但提供的能量卻增加了 {0}%。"; name "SolarPanelMono__name" = "太陽能板 (單晶)"; policy / edict which can enabled by the player in their Captain's office. {0}=15% "SolarPowerIncrease__desc" = "嚴格的太陽能板清潔程序,將提高其輸出功率 {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" = "清理面板"; notification "SortingPlantBlockedOutput__name" = "SortingPlantBlockedOutput__name"; notification "SortingPlantNoProductSet__name" = "SortingPlantNoProductSet__name"; 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" = "從酸水中提煉出氨及硫,使酸水變得有用。硫可轉化成硫酸並用於銅生產"; name of a machine name of a machine https://www.pall.co.uk/uk/en/oil-gas/refining/sour-water-stripping.html https://en.wikipedia.org/wiki/Steam_stripping "SourWaterStripper__name" = "酸水汽提器"; example replacements: {0} => 50% "SpeedReduced__Machine" = "SpeedReduced__Machine"; example replacements: {0} => 50% "SpeedReduced__Vehicle" = "SpeedReduced__Vehicle"; "SpruceTree__desc" = "雲杉樹"; short description "Stacker__desc" = "將連接的輸送帶上的物料直接傾倒到地面上。"; name "Stacker__name" = "堆疊輸送帶"; title of a panel that shows what products are dumped by the stacker "StackerProducts__Title" = "這裡可傾倒的物料"; shows stage of some building or process, {0} is building or process name, {1} is stage number like 1 or 2 "StageStr" = "{0} (第{1}階段)"; 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" = "初始位置"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__EasyTooltip" = "平衡地圖。非常適合初學者或休閒玩家。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__HardTooltip" = "適合已有遊戲經驗的熟練玩家。需要規劃和取捨。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__InsaneTooltip" = "適合準備好接受失敗、喜歡挑戰極限的玩家。成功不是理所當然的。"; tooltip explaining how difficult a selected island map is tooltip explaining how difficult a selected island map is "StartingLocationDifficulty__MediumTooltip" = "稍微進階的地圖,可能需要額外的規劃。"; 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" = "簡單"; label explaining how difficult a selected island map is label explaining how difficult a selected island map is "StartingLocationDifficulty_Hard" = "困難"; 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" = "瘋狂"; 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" = "開始新的研究"; requests to start repairs "StartRepairs" = "開始維修"; tooltip "StartRepairs__Tooltip" = "我們需要將所需的材料裝載到我們的船上,並要求它將所有材料運送到這個位置。"; button to start researching the currently selected research node button to start researching the currently selected research node "StartResearch_Action" = "開始研究"; "StarvationMode__Death" = "飢餓致死"; "StarvationMode__ReducedWorkers" = "降低勞動力"; title of a window containing statistics title of a window containing statistics "Statistics" = "統計數據"; shown when statistics have no data yet "Stats_NoDataYet" = "還沒有資料"; statistics category referring to usage of fuel in cargo ships "StatsCat__CargoShips" = "貨輪"; 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 "StatsCat__PowerProduction" = "電力生產"; statistics category referring to usage of fuel in vehicles statistics category referring to usage of fuel in vehicles "StatsCat__Vehicles" = "車輛"; 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" = "拆解"; label of a chart showing consumption of a product by dumping it (on terrain or into ocean) or disposing it (burning it) "StatsEntry__Dumping" = "傾倒"; 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" = "農業"; label of a chart showing production of a product by importing it from world map label of a chart showing production of a product by importing it from world map "StatsEntry__Import" = "進口"; label of a chart showing production of a product by mining label of a chart showing production of a product by mining "StatsEntry__Mining" = "採礦作業"; 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 "StatsEntry__TotalConsumption" = "總消耗量"; label of a chart showing total production of a product label of a chart showing total production of a product "StatsEntry__TotalProduction" = "總產量"; title of a chart that shows total global quantity of a product in factory / island over time. "StatsEntry__TotalQuantity" = "總量"; 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" = "失去的人口"; statistics category referring to people that joined they island as refuges or the player adopted them "StatsPops__Refugees" = "難民&接收人口"; 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" = "數量"; shows stats for the last {0} day "StatsRange__Days" = "{0} 天內"; 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" = "生命週期"; shows max range of statistics chart shows max range of statistics chart "StatsRange__Max" = "最大"; shows stats for the last {0} month "StatsRange__Months" = "過去{0} 個月"; title of a column showing sum of data from this year "StatsRange__ThisYear" = "今年"; shows stats for the last {0} years "StatsRange__Years" = "過去 {0} 年"; title of a tab that shows breakdown data for some statistics (keep short) "StatsTab__Breakdown" = "細項"; title of a tab that shows a summary chart for some statistics (e.g. power) (keep short) "StatsTab__Chart" = "統計圖表"; e.g. {0} - '5%', {1} - 'Fuel gas' "StatueOfMaintenance__desc" = "雕像不僅展示您島嶼的財富,也慶祝您在工業界的成功。它對您的人口產生如此積極的影響,以至於您島嶼的維護需求減少了 {0}。為了獲得獎勵,雕像需要連續提供“{1}”。如果您不好好維護雕像,就會有負面影響。因為沒有什麼比看到代表維修的雕像受損更能打擊工人們做維修工作的積極性了。如果您的財富允許,您可以多次建造雕像,但每增加一個雕像,效果就會減半。"; name "StatueOfMaintenance__name" = "維護雕像"; name "StatueOfMaintenanceGolden__name" = "黃金維修紀念雕像"; label of a panel showing current entity status label of a panel showing current entity status "Status" = "狀態"; 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" = "要求聲譽至少為 {0}"; Surface that can be placed on the ground outside. Surface that can be placed on the ground outside. "Stone_TerrainSurface" = "石質表面"; 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" = "警報"; used in the following context '[checkbox] notify if Empty' used in the following context '[checkbox] notify if Empty' "StorageAlert__Empty" = "清空"; used in the following context '[checkbox] notify if Full' "StorageAlert__Full" = "滿"; used in the following context '[checkbox] notify if Empty / Full' "StorageAlert__Prefix" = "如果…則通知"; building or machine "StorageFluid__name" = "液體儲存"; description for storage "StorageFluidFormattedBase__desc" = "最多可儲存 {0} 個單位的液體或氣體產品。"; building or machine "StorageFluidT2__name" = "液體儲存 II"; building or machine "StorageFluidT3__name" = "液體儲存 III"; building or machine "StorageFluidT4__name" = "液體儲存 IV"; building or machine "StorageLoose__name" = "散貨儲倉"; description for storage "StorageLooseFormattedBase__desc" = "最多可儲存 {0} 個單位的散貨產品。"; building or machine "StorageLooseT2__name" = "散貨儲倉 II"; building or machine "StorageLooseT3__name" = "散貨儲倉 III"; building or machine "StorageLooseT4__name" = "散貨儲倉 IV"; appended at the end of a description to explain that a storage consumes power "StoragePowerConsumptionSuffix" = "通過港口發送或接收產品時消耗電力。"; name: toolbar category name name: toolbar category name "storagesCategory__name" = "儲存設施"; description for storage "StorageSolidFormattedBase__desc" = "最多可儲存 {0} 個單位的固體產品。"; 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" = "警告:{entity} 的 {0} 供應量過高"; notification, any strings in curly braces { } must be preserved and non-translated "StorageSupplyTooLow__name" = "警告:{entity}的{0}供應量不足"; building or machine "StorageUnit__name" = "固體儲存"; building or machine "StorageUnitT2__name" = "固體儲存 II"; building or machine "StorageUnitT3__name" = "固體儲存 III"; building or machine "StorageUnitT4__name" = "固體儲存 IV"; explains that player needs to assign a product which they want to convert to heat and back by using a heat storage "StoredHeat__NoProductSelected" = "未選擇任何產品進行熱傳遞"; Title of a panel that shows total amount of heat in a thermal storage (imagine it as a heat battery) "StoredHeat__Title" = "儲存的熱能"; tooltip for a heat bar in a thermal storage "StoredHeat__Tooltip" = "此儲存裝置中累積的可用熱能。只要儲存裝置運作正常熱能並不會消散。"; tooltip "StoredProduct__Clear_Tooltip" = "點擊以移除當前分配的產品。如果倉庫裡有存貨,卡車將移除倉庫裡所有剩餘的產品。"; tooltip tooltip "StoredProduct__ClearActive_Tooltip" = "倉庫現在正被卡車清空。"; 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" = "清空"; note: keep this short!! - label of a slider that requires the storage to be full "StoredProduct__KeepFull" = "保持滿倉"; explains that no product was assigned to a storage so far "StoredProduct__NothingStored" = "未分配產品"; 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" = "已儲存的產品"; storage tooltip "StoredProduct__Tooltip" = "將綠色滑塊(左)向右移動將通知卡車優先運輸,以使儲倉填到綠色滑塊的位置, 可用於當儲倉連接到需要產品的機器之時。將紅色滑塊(右)向左移動將要求卡車主動從儲倉中取出產品,直到其貨物低於紅色標記。可用於當儲倉需要清空或用作臨時儲倉的時候,例如需要傾倒在某地區的爐渣。"; world mine tooltip "StoredProduct__WorldMapTooltip" = "儲存在此採礦站的產品。要將這些運到島上,我們需要派遣我們的船隻並要求它裝載貨物,或使用專用貨輪將程序自動化。"; button to open a page for posting suggestions button to open a page for posting suggestions "Suggestions" = "開發建議"; name "SulfurMine__name" = "硫磺礦"; 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 "SupportedProducts" = "可用的產品"; 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. "SupportedTrucks__Title" = "相容的卡車"; Title above maps from the supporter's edition of the game Title above maps from the supporter's edition of the game "SupporterMaps__Title" = "Supporter edition 地圖"; name: toolbar category name name: toolbar category name "surfaceCategory__name" = "表面"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Areas__name" = "SurfaceDecalsCat_Areas__name"; 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" = "災害"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Lines__name" = "SurfaceDecalsCat_Lines__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_LinesDouble__name" = "SurfaceDecalsCat_LinesDouble__name"; name: Title for category of decals - lines & symbols pained on surfaces "SurfaceDecalsCat_Symbols__name" = "SurfaceDecalsCat_Symbols__name"; short description "TechnologyBlueprints__desc" = "允許創建、匯入和使用藍圖。"; name "TechnologyBlueprints__name" = "藍圖"; name "TechnologyCanolaSeeds__name" = "油菜籽"; short description "TechnologyCargoShip__desc" = "我們需要在世界地圖中發現一艘貨輪,來瞭解如何設計這座建築。"; name name "TechnologyCargoShip__name" = "貨輪技術"; name "TechnologyCornSeeds__name" = "玉米種子"; short description "TechnologyCropRotation__desc" = "允許為農場設定輪作。可增加農場的產量。"; name "TechnologyCropRotation__name" = "作物輪耕"; {0}=list of buildings "TechnologyCustomRoutes__desc" = "允許手動將建築物相互分配以設定卡車要遵循的路線。受倉庫支援,{0}。還可以將卡車分配到各個倉庫。"; name name "TechnologyCustomRoutes__name" = "手動設定路線"; short description short description "TechnologyCustomSurfaces__desc" = "允許在地面上鋪設自定表面,如混凝土。表面可減少行駛其上車輛的維護需求。"; name name "TechnologyCustomSurfaces__name" = "自定表面"; name name "TechnologyElectronics2__name" = "電子學 II"; name name "TechnologyFruitSeeds__name" = "水果種子"; name name "TechnologyHydrogenCargoShip__name" = "氫燃料貨輪"; short description short description "TechnologyMechPowerAutoBalance__desc" = "一旦手動啟用蒸汽渦輪機,會自動關閉蒸汽渦輪機以防止其浪費蒸汽,以防傳動軸上存在大量多餘的機械動能。一旦傳動軸上的動能變低,渦輪機就會重新啟動。但是重新啟動不是瞬間的,所以傳動軸應該伴隨著機械儲能以實現能量的穩定供應。"; name name "TechnologyMechPowerAutoBalance__name" = "渦輪機控制"; name "TechnologyMicrochip__name" = "晶片科技"; name name "TechnologyNuclearPower__name" = "核能"; short description short description "TechnologyOilDrilling__desc" = "我們需要在世界地圖上發現一個鑽油平台才能獲得這項技術。"; name name "TechnologyOilDrilling__name" = "海洋鑽探技術"; name "TechnologyPoppySeeds__name" = "罌粟種子"; short description "TechnologyRecycling__desc" = "可以從實驗室等地方回收廢料。"; name name "TechnologyRecycling__name" = "回收"; name name "TechnologyShipRadar__name" = "雷達系統"; name name "TechnologyShipRadarT2__name" = "雷達系統 II"; name "TechnologySoybeansSeeds__name" = "大豆種子"; name "TechnologySugarCaneSeeds__name" = "甘蔗種子"; short description "TechnologyTerrainLeveling__desc" = "將挖掘和傾倒指示結合成一個指示,有助於地形平整或設置斜坡。如果部分地形在指示以下,卡車將在那裡傾倒。如果部分地形在指示以上,則會被挖掘機開採。為了使開採有效,指示必須位於採礦塔區域內。"; name "TechnologyTerrainLeveling__name" = "地形整平"; name "TechnologyWheatSeeds__name" = "小麥種子"; rendering setting name "TerrainDetailsRenderDistance" = "地形草皮品質"; rendering setting name "TerrainQuality" = "地形品質"; short description: rocket description, {0} is fuel like 'hydrogen' "TestingRocketT0__desc" = "展示到達太空能力的測試火箭!它使用 {0} 作為燃料。"; name "TestingRocketT0__name" = "測試火箭"; short description of a machine "ThermalDesalinator__desc" = "將海水加熱成蒸氣以收集淡水。產生鹽水作為副產品。"; name of a machine name of a machine "ThermalDesalinator__name" = "熱脫鹽器"; title of a panel with recipe that explains how a thermal storage is charged (with steam to store heat) "ThermalStorage__ChargingRecipeTitle" = "儲熱過程"; description of a thermal storage "ThermalStorage__desc" = "熱能儲艙使用蒸汽加熱其內部的熔融鹽槽以儲存熱能。累積的能量隨後可以用於將進入的水煮沸成蒸汽。這個轉換過程會有損耗,但只要儲存裝置運作正常,累積的熱能就不會衰減。"; title of a panel with recipe that explains how a thermal storage is discharged (by using its heat to create steam) "ThermalStorage__DischargingRecipeTitle" = "釋放熱能"; name "ThermalStorage__name" = "熱能儲存"; "ThisVehicleCannotDriveUnderTransports" = "注意,這種車不能在傳送帶和管道下行駛。"; 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" = "在礦山附近建造處理材料的機器,以節省卡車的燃料。"; tip displayed on the loading screen "TipOnLoad__BuildTransports" = "如果您的物流網絡不堪重負,請建造更多卡車或將機器與輸送帶連接以緩解壓力。"; 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,你的卡車和挖掘機將停止工作。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Food" = "確保你總是有充足的食物,否則你的民眾會餓死。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__OilRig" = "如果你島上的原油即將用完,可以用你的船探索遙遠的鑽油平台。"; tip displayed on the loading screen, example: 'Tip #2: have fun!' tip displayed on the loading screen, example: 'Tip #2: have fun!' "TipOnLoad__Prefix" = "建議 #{0}: {1}"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__TransportStraight" = "建造運輸工具時,按住 SHIFT 只允許直線運輸,按住 CTRL 可選擇替代路線。"; tip displayed on the loading screen "TipOnLoad__TransportUX" = "建造運輸工具時,你無需從選單中選擇特定的運輸工具,只需懸停並點擊端口箭頭或其他運輸工具即可啟動建造。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity" = "當人們健康快樂時,定居點就會產生凝聚力。它可用於許多重要的地方,但為緊急情況保留一些額外的凝聚力是個好主意。"; tip displayed on the loading screen tip displayed on the loading screen "TipOnLoad__Unity2" = "即使在完全缺少維修部件的情況下,凝聚力也能用來快速修復實體。"; button to flip transport - conveyor belt, pipe, etc. button to flip transport - conveyor belt, pipe, etc. "ToggleDirection" = "切換方向"; a description of tomb of captains "TombOfCaptainsStage1__desc" = "船長之墓為領導這個島上人民的歷代船長提供了最後的安息之地。完成後,火應始終燃燒著,墓有鮮花裝飾著,來向安息的船長們致敬。"; name of a building "TombOfCaptainsStageFinal__name" = "船長之墓"; tooltip "Toolbox__HideCosts" = "按住快速鍵來切換價格顯示。"; 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" = "建造工具"; 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" = "總共"; label of a chart showing total population "TotalPopulation" = "總人口"; tooltip shown when player has homeless people on the island "TotalPopulation__HomelessTooltip" = "您的島上有無家可歸的人。建造更多住房,使用法令驅逐他們,或減少新人口進入。請注意,無家可歸的人不會為您工作。"; tooltip explaining total population view "TotalPopulation__Tooltip" = "總人口/總住房容量。"; used like this 'Total settlement need: 40 / month' used like this 'Total settlement need: 40 / month' "TotalSettlementNeed" = "定居點總需求"; used like this 'Total settlement production: 40 / month' used like this 'Total settlement production: 40 / month' "TotalSettlementOutput" = "定居點總生產"; could not place a transport as it the other being connected to it is being destroyed could not place a transport as it the other being connected to it is being destroyed "TrAdditionError__BeingDestroyed" = "拆解中"; could not place an entity because it is blocked by other entity, {0} = name of blocked entity "TrAdditionError__Blocked" = "被 {0} 擋住"; could not place reverse a transport could not place reverse a transport "TrAdditionError__CannotReverse" = "不可逆向"; could not place a transport as its direction could not be resolved could not place a transport as its direction could not be resolved "TrAdditionError__IncompatibleDirection" = "輸出連接輸出或者輸入連接輸入"; could not place a transport due to incompatible port at transport end could not place a transport due to incompatible port at transport end "TrAdditionError__IncompatiblePortAtEnd" = "終點不符"; could not place a transport due to incompatible port at transport start could not place a transport due to incompatible port at transport start "TrAdditionError__IncompatiblePortAtStart" = "起點不符"; could not connect a transport could not connect a transport "TrAdditionError__InvalidConnection" = "無效連接"; generic message for invalid transport generic message for invalid transport "TrAdditionError__InvalidTransport" = "無效的運輸工具"; generic message for invalid transport split position "TrAdditionError__InvalidTransportCut" = "運輸裝置不能在此拆分"; could not place a transport because its start and end are connected to the same transport could not place a transport because its start and end are connected to the same transport "TrAdditionError__Loop" = "起點和終點連接在同一個運輸工具上"; transport of this type cannot be split/merged transport of this type cannot be split/merged "TrAdditionError__NoMiniZipper" = "不能拆分或合併"; could not place a transport because of no valid pillars (supports) placement could not place a transport because of no valid pillars (supports) placement "TrAdditionError__NoPillars" = "找不到有效的位置放置支柱"; could not merge a transport due to not being flat could not merge a transport due to not being flat "TrAdditionError__NotFlat" = "地面不平時無法併入"; could not find a valid transport to selected position "TrAdditionError__PathNotFound" = "運輸工具找不到通往選定位置的路徑。"; could not place a transport because it is self-colliding could not place a transport because it is self-colliding "TrAdditionError__SelfColliding" = "位置自相重疊"; could not place a transport because of collision with terrain could not place a transport because of collision with terrain "TrAdditionError__TerrainCollision" = "與地形重疊"; could not create a connector because it is too close to other connector, {0} is translated name of the connector "TrAdditionError__TooCloseToOtherMiniZipper" = "與{0}太過靠近"; could not connect a transport to another one as they don't match could not connect a transport to another one as they don't match "TrAdditionError__TypesNoMatch" = "類型不合"; 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" = "售完"; short description short description "TradeDock__desc" = "允許與世界地圖上的村莊交易各種商品。您交易的所有產品都會運輸到貿易碼頭。此外,如果您遇到關鍵產品短缺,交易可以成為救命稻草,因此建議您始終保持有可用的交易碼頭。"; name name "TradeDock__name" = "貿易碼頭"; tooltip of a panel showing all the cargo stored in a trade dock tooltip of a panel showing all the cargo stored in a trade dock "TradeDockCargo__Tooltip" = "從交易中獲得的所有產品都會運輸到這裡。"; shown after player makes a trade that the products were delivered shown after player makes a trade that the products were delivered "TradeOfferDelivered" = "產品已送達您的貿易碼頭!"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__Animal" = "動物將被送到你的牧場!"; shown after player makes a trade that the products were delivered "TradeOfferDelivered__CargoShip" = "您的新貨輪已經準備好可供使用了!"; 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" = "交易提議"; title of a panel that shows trade offer from a world map settlement "TradeOffers__Tooltip" = "進行交易需要一個貿易碼頭。這些交易會立即執行——要出口的產品會從您的庫存中移除,而進口的產品將出現在您的交易碼頭中。左側的產品是您正在出口(銷售)的產品,右側的產品是正在進口的產品。與合約相比,這些交易隨著交易量的增加而變得昂貴,並且通常利潤較低。"; 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" = "你沒有足夠的產品進行交易"; tooltip explaining how trade works tooltip explaining how trade works "TradeStatus__Info" = "產品將立即送到您的貿易碼頭"; tooltip explaining how buying animals works "TradeStatus__Info_Animal" = "動物將立即運送到您的牧場"; tooltip explaining how buying cargo ships works tooltip explaining how buying cargo ships works "TradeStatus__Info_CargoShip" = "該船將在購買後馬上投入營運"; 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 "TradeStatus__NoSpaceInFarm" = "牧場沒有足夠的空間或您還沒有建造牧場"; player can't trade as they are missing a trade dock building that enables them to trade "TradeStatus__NoTradeDock" = "您必須先建造貿易碼頭"; player lack unity to afford the current trade or feature player lack unity to afford the current trade or feature "TradeStatus__NoUnity" = "凝聚力不足"; trade is 'sold out' trade is 'sold out' "TradeStatus__SoldOut" = "售完 - 稍後再來"; player can't trade as their trade dock is not operational player can't trade as their trade dock is not operational "TradeStatus__TradeDockNotOperational" = "交易碼頭未處於運行狀態或船舶航道受阻"; 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" = "交易"; Button that takes player to a world so they can trade with some village they'd like "TradeWithVillage" = "和其他村莊進行貿易"; 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" = "運輸的產品"; 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" = "建造運輸工具"; name: toolbar category name name: toolbar category name "transportsCategory__name" = "運輸工具"; label showing that transport snapping is currently disabled (we show it as it can confuse players), please be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Title" = "傳送帶與管線吸附已關閉"; tooltip, be consistent with TransportTool__PortSnapTooltip "TransportSnappingOff__Tooltip" = "您已禁用了輸送帶和管道的對齊功能。這在嘗試將它們疊放在一起時很有用,但對於正常建造來說並不適用。您可以按下 {0} 鍵來禁用此功能。"; short description short description "TransportsPillar__desc" = "支撐運輸的支柱。"; name name "TransportsPillar__name" = "支柱"; tooltip "TransportTool__NoTurnTooltip" = "按住快速鍵來強制輸送帶或管線以直線放置。"; tooltip "TransportTool__PortBlockTooltip" = "按住快速鍵來切換連接埠迴避。預設情況下,輸送帶和管線會避免阻塞任何現有連接埠。啟用此功能後,連接埠將被忽略,可以將輸送帶和管線放置在它們附近的任何位置。"; tooltip "TransportTool__PortSnapTooltip" = "按住快速鍵來切換自動連接,這在建造不同高度的管線或輸送帶時很有用。"; tooltip "TransportTool__TieBreakTooltip" = "如果有多個相同成本的建築,按住快速鍵來切換替代方案。"; explanation how to make transport shorter "TransportTooLong__HowToResolve" = "為了使運輸機器變短,您可以使用連接器或平衡器分岔。"; notification "TransportTooLong__name" = "{entity}過長"; could not cut transport as it is already being constructed "TrCutError__ConstructionAlreadyStarted" = "已經開始建造"; short description "TreeHarvesterT1__desc" = "一種專門用於採伐樹木的機器。需要分配卡車來運輸樹木。它不能在傳輸工具下通過。"; name name "TreeHarvesterT1__name" = "伐木機"; short description "TreeHarvesterT2__desc" = "沒有什麼能比這台機器更快地採伐樹木了。確保為它分配大量運輸卡車,以跟上採伐木材的數量。"; name name "TreeHarvesterT2__name" = "大型伐木機"; name name "TreeHarvesterT2H__name" = "大型伐木機"; {0} = 'key binding that open the tool' "TreeHarvesting__part1" = "要指定要砍伐的樹木,請選擇伐木範圍工具({0} 鍵)(1) 並將游標拖到森林上 (2)。"; {0} = 'Tree harvester' "TreeHarvesting__part2" = "{0} 將自動開始砍伐任何指定的樹木。點選 {0} 並為其指定至少一輛卡車,以便它可以放下砍伐的木材。"; "TreeHarvesting__part3" = "卡車裝滿木材後,它們會將其運送到附近的倉庫或者任何需要木材的機器。"; short description "TreePlanterT1__desc" = "一台植樹機。請確保它能夠獲取到樹苗。它不能通過管線或傳送帶下方。"; name "TreePlanterT1__name" = "植樹機"; name name "TreePlanterT1H__name" = "植樹機"; explains when trees are going to be cut / harvested, example use: 'Cut after: 4 years' "Trees__CutAfter" = "砍伐時間"; Title of a panel that allows to configure when trees are harvested "Trees__HarvestingOptions" = "收穫選項"; tooltip "Trees__HarvestingOptionsTooltip" = "允許選擇在樹木何種大小的百分比時進行砍伐。這將影響木材的產量和樹苗的消耗。下表顯示了每棵樹所產生的木材數量。"; Used to signify trees should not be cut. Tooltip. "Trees__NoCut" = "不砍伐"; description of tree in a build menu "TreesInMenuDescription" = "一種可以手動定位而無需使用林業塔樓的樹木。種植它需要一個樹苗和一輛樹木種植車。"; notification, any strings in curly braces { } must be preserved and non-translated Example: "Truck cannot deliver coal. No valid destination" "TruckCannotDeliver__name" = "{entity}無法運送{0}。無有效目的地"; notification "TruckCannotDeliverMixedCargo__name" = "TruckCannotDeliverMixedCargo__name"; 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" = "卡車可以超載 {0},但它們需要額外 {1} 的維護"; 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. "TruckCapacityIncrease__name" = "超載的卡車"; notification "TruckHasNoValidExcavator__name" = "{entity} 沒有適合的挖掘機"; 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' "TrucksStats__JobsCnt" = "{0} 件任務"; "TrucksStats__OptionGeneral" = "包括一般工作"; "TrucksStats__OptionGeneralTooltip" = "包含以下選項中未由卡車執行的所有一般工作。此類工作例如:在倉庫或機器之間移動貨物,從倉庫傾倒。不包括卡車自行加油的工作。"; "TrucksStats__OptionMining" = "包括礦區卡車"; "TrucksStats__OptionMiningTooltip" = "包括被分配去採礦和採伐樹木的卡車所完成的工作。"; "TrucksStats__OptionRefueling" = "包括加油車"; "TrucksStats__OptionRefuelingTooltip" = "包括被分配給其他車輛(如挖土機)加油的卡車完成的工作。"; Title of a panel showing aggregated overview of products transported by trucks in some selected time period. "TrucksStats__Title" = "卡車貨運歷史"; truck description, for instance {0}=20,{1}=2 "TruckT1__desc" = "最大容量為 {0} 的重型皮卡。它可以從高度為 {1} 或更高的運輸裝置下方通過。"; vehicle "TruckT1__name" = "皮卡"; vehicle description, for instance {0}=20,{1}=2 "TruckT2__desc" = "最大容量為 {0} 的大型工業卡車。可以從高度為 {1} 或更高的運輸裝置下方通過。"; vehicle "TruckT2__name" = "卡車"; vehicle vehicle "TruckT2H__name" = "卡車"; vehicle description, for instance {0}=150 "TruckT3Fluid__desc" = "最大容量為 {0} 的大型運輸卡車。這類槽車只能運輸液體或氣體產品。它不能從運輸裝置下方通過。"; vehicle "TruckT3Fluid__name" = "巨型罐車"; vehicle description, for instance {0}=150 "TruckT3FluidH__desc" = "TruckT3FluidH__desc"; vehicle vehicle "TruckT3FluidH__name" = "巨型罐車"; vehicle description, for instance {0}=150 "TruckT3Loose__desc" = "最大容量為 {0} 的大型運輸卡車。這種類型只能運輸鬆散的產品(例如煤炭)。它不能從運輸裝置下方通過。"; vehicle "TruckT3Loose__name" = "巨型貨斗車"; vehicle description, for instance {0}=150 "TruckT3LooseH__desc" = "TruckT3LooseH__desc"; vehicle vehicle "TruckT3LooseH__name" = "巨型貨斗車"; description of a high pressure turbine description of a high pressure turbine "TurbineHighPress__desc" = "使用高壓蒸汽產生機械動能。"; name name "TurbineHighPress__name" = "高壓渦輪機"; name "TurbineHighPressT2__name" = "高壓渦輪機 II"; description of a low pressure turbine description of a low pressure turbine "TurbineLowPress__desc" = "將低壓蒸汽重覆使用產生機械動能以提高發電效率。"; name name "TurbineLowPress__name" = "低壓渦輪機"; name name "TurbineLowPressT2__name" = "低壓渦輪機 II"; description of a super pressure turbine "TurbineSuperPress__desc" = "使用超壓蒸汽產生機械動力。"; name "TurbineSuperPress__name" = "超壓渦輪"; title of message or tutorial title of message or tutorial "TutorialOnAdvancedLogistics__name" = "先進物流"; title of message or tutorial title of message or tutorial "TutorialOnCargoShip__name" = "貨輪"; {0} = Cargo depot "TutorialOnCargoShip__part1" = "允許貨輪自動從世界地圖的礦脈和鑽油平台運輸產品。這艘船必須在世界地圖上被發現、修理或購買,而不能直接在你的島上建造。獲得貨輪後,您可以在島上建造 {0},貨輪將自動停靠在那裡。"; "TutorialOnCargoShip__part2" = "可用(已修復)的船隻數量和已發現的船隻數量顯示在介面最上方。"; {0} = Cargo depot "TutorialOnCargoShip__part3a" = "只有在世界地圖上發現第一艘貨輪後才能研究 {0}。站點可以建在島的岸邊。放置 {0} 時,您會看到延伸到海中的條紋圖案,表示船隻可以進入。您必須確保至少有一個區域是綠色的,表示將能有一艘船靠岸。注意不要用其他建築物(例如其他站點或海水泵)阻擋這些區域。"; {0} = Cargo depot "TutorialOnCargoShip__part3b" = "{0} 需要模組才能儲存和運輸產品。每種類型的產品都有模組,您可以在一個貨運港中混合搭配它們。這些模組決定了您的船隻將進口或出口什麼類型的產品,您需要手動分配該產品。模組還有輸入和輸出連接埠供您連接運輸裝置。"; "TutorialOnCargoShip__part4Heading" = "船舶物流"; "TutorialOnCargoShip__part4V2" = "當有足夠的貨物裝滿世界地圖 (1) 上的船時,貨船將自動離開。一艘船可以從世界地圖上的任何實體接收貨物。船舶每次航行都有固定燃料成本,基於船隻大小 (2) 而定。 "; "TutorialOnCargoShip__part5V2" = "升級貨運港也會升級附屬的船隻。升級增加了空間,從而增加了運輸材料的數量。更大的船隻在燃料消耗方面更有效率。"; title of message or tutorial "TutorialOnCoalPower__name" = "燃煤電廠"; "TutorialOnCoalPower__part1" = "與柴油發電機相比,另一種更有效的發電方式是燃煤發電廠。煤在鍋爐中燃燒將水變成蒸汽 (1)。然後,該蒸汽使渦輪機 (2) 旋轉並通過軸將機械力傳到連接的發電機 (3) 中,使發電機發電。"; "TutorialOnCoalPower__part2" = "無論您以何種順序放置渦輪機和發電機,只要它們都安裝在同一根軸上,就能協同工作。"; {0} = Flywheel "TutorialOnCoalPower__part3" = "發電機在不需要時不會發電,並且會忽略來自機械軸的能量。然而,當軸以全功率旋轉時,渦輪機不會停止,相反,它們會讓蒸汽通過,這意味著會損失一些能量。為解決這個問題,您可以將{0}連接到機械軸上 ,它可以將機械能儲存為慣性,並在需要電時釋放出來,就像電池一樣。"; {0} = Flywheel "TutorialOnCoalPower__part4" = "{0} 可以與渦輪機上的“自動平衡”開關結合使用。一旦啟用,渦輪機將在連接軸具有最大慣性時自動關閉,並在慣性較低時重新啟動。 {0} 有助於增加軸的總慣性,使該系統效率更高,並防止因渦輪機啟動緩慢而造成功率損失。"; title of message or tutorial "TutorialOnContracts__name" = "合約"; {0} = Cargo ship "TutorialOnContracts__part1" = "您可以和定居點簽訂合約來定期交換商品。合約通常比快速交易更有利可圖,但這會花費凝聚力並需要專用的 {0}。"; {0} = Cargo ship, {1} = Cargo depot, {2} = Food Packs, {3} = Crude Oil "TutorialOnContracts__part2" = "建立合約後,您需要 {0} 與符合合約模組的{1} 。例如,如果您用 {2} 換取 {3},您需要將一個固體模組 ({2}) 和一個流體模組 ({3}) 連接到 {1} (1)。選擇任一模組,點選“分配合約”(2),然後分配您希望開始的合約 (3)。請注意,如果與合約相容,任何其他模組將自動分配合適類型的材料。"; {0} = Cargo Ship, {1} = Cargo depot "TutorialOnContracts__part3" = "一旦您的 {1} 模組提供了正確數量的所需商品,{0} 將自動前往定居點以交換商品。合約使您可以不受時間限制進行任意數量的交易"; "TutorialOnCopySettings__part1" = "該工具使您能夠將組態從一個建築物複製到另一個建築物。您甚至可以在多個建築物上拖動以批次應用選定的組態。"; {0} = shortcut key "TutorialOnCopySettings__part2" = "可以通過按 {0} 或點選工具列 (1) 中的圖示來啟動此工具。然後點選要從 (2) 複製設定的建築物。最後點選或拖動儘可能多的其他類似建築物以貼上這些設定。"; "TutorialOnCopyTool__part1" = "此工具允許您選擇一或多個建築物,複製並放置在其他地方。這使您可以毫不費力地複製現有的工廠設計以擴大生產規模。"; {0}, {1} = shortcut keys "TutorialOnCopyTool__part2" = "要一次複製多個建築物,請按 {0} 或點選工具列中的圖示 (1) 選擇複製工具,然後點選並拖動所需建築物 (2) 工具。鬆開滑鼠按鈕並拖動到要放置複製建築物的位置,然後左鍵點選一次以放置 (3)。您可以通過將滑鼠懸停在建築物上並按 {1} 來複製個別建築物。"; {0} shortcut key "TutorialOnCopyTool__part3" = "預設情況下,此工具會複製建築物的組態。您可以在放置建築物時按住 {0} 以防止其複製組態。複製建築物將被建造為新建築物。 "; title of message or tutorial title of message or tutorial "TutorialOnCrisis__name" = "危機管理"; "TutorialOnCrisis__part1" = "隨著遊戲的推進,你的島嶼可能會陷入危機──燃料耗盡、沒有電力、不足的維護等等。當然,這絕不是您的錯。這些問題都是島上的居民沒有做好他們的工作所造成的。然而,有些方法可以在預防一些問題發生。"; "TutorialOnCrisis__part2" = "您可以將要監控的產品固定/取消固定到右側面板。經由點選此面板,將打開您的全球統計資訊,其中顯示了整個島嶼的庫存。點選圖釘圖示以始終顯示此產品。"; "TutorialOnCrisis__part2Heading" = "固定重要產品"; "TutorialOnCrisis__part3" = "建議為 {0} 或對維護或定居點服務至關重要的產品設定存量警報。儘早收到通知讓您有時間做出反應。您還可以設定專用倉庫,用應急物資裝滿它們並停用卡車輸出。這樣,您就可以在需要時隨時獲得應急物資。"; "TutorialOnCrisis__part3Heading" = "存量警報"; "TutorialOnCrisis__part4" = "您的大多數機器和建築物都被分配了優先順序。數字越小,優先順序越高,他們獲得電力、凝聚力、工人、維護……等等的可能性就越大。所以將最關鍵的基礎設施放在更高的優先順序上是個好主意。"; "TutorialOnCrisis__part4Heading" = "優先順序系統"; "TutorialOnCrisis__part5" = "沒電可不是好玩的,有幾種方法可以避免這種情況的發生。第一步是為發電裝置的儲槽設定存量警報,例如為發電機提供蒸汽的鍋爐所需要的煤和水的儲槽。這樣,您就可以知道在電力供應完全停止之前煤或水的數量越來越少了。"; "TutorialOnCrisis__part5Heading" = "電力危機管理"; {0} - keep full "TutorialOnCrisis__part6V2" = "您還可以提高為發電廠提供供給的儲槽優先順序。您必須先將 {0} 滑塊 (1) 從預設位置移開,否則您將看不到優先順序選擇螢幕 (2)。 "; "TutorialOnCrisis__part7a" = "最穩健但最昂貴的設定是像現實世界一樣擁有備用工廠。例如,這可以是一系列柴油發電機,它們可以在電力不足時隨時啟動。"; {0} - Diesel generator "TutorialOnCrisis__part7b" = "這在預設情況下有效,因為 {0} 的生產優先順序低於連接到渦輪機的標準發電機。您可以自行為任何發電機重新設定發電優先順序。請注意,機器在閒置時消耗的維護較少。"; {0} - Unity "TutorialOnCrisis__part8V2" = "在最嚴重的緊急情況下,您還可以加速機器。 加速使機器能夠以每月 {0} 的成本在沒有電源的情況下工作。"; "TutorialOnCutTool__part1" = "此工具類似於複製工具,但它會刪除複製的建築物。它僅適用於尚未開始建造的建築投影。"; {0}, {1} = shortcut keys "TutorialOnCutTool__part2" = "可以按 {0} 或點選工具列 (1) 中的圖示來啟動該工具。您也可以在將游標懸停在建築物上按 {1} 將其立即剪下,這在快速調整時非常方便。"; title of message or tutorial title of message or tutorial "TutorialOnDiesel__name" = "生產柴油"; {0} = diesel, {1} = crude oil, {2} = basic distiller, {3} = oil pump "TutorialOnDiesel2__part1" = "{0} 可以通過在 {2} 中蒸餾 {1} 來製造。要提取 {1} ,請在油藏上面建造一個 {3} 。當選擇 {3} 進行建設時,您將看到黑色的條形圖,揭示出油藏的位置。"; "TutorialOnDiesel2__part2" = "您也可以隨時在左下角面板中切換顯示資源層。"; {0} = oil pump, {1} = basic distiller "TutorialOnDiesel2__part3" = "當選擇生產建築時,顯示輸入和輸出產品的圖標將會在連接端口上方顯示,這樣您可以確定所有物品將從哪裡進去和從哪裡出來。使用管道將 3x {0} 連接到一個 {1} 。"; {0} = crude oil "TutorialOnDiesel2__part4" = "島上的地下{0}供應有限。稍後在遊戲中,您將能夠在世界地圖上找到額外的{0}資源。為了找到它們,您需要使用您的船並探索周邊環境。"; {0} = waste water, {1} = exhaust, {2} = Smoke stack, {3} = Liquid dump "TutorialOnDiesel2__part5" = "柴油生產不是一個乾淨的過程,它會產生 {0}{1} 。{1} 可以通過 {2} 釋放,而 {0} 可以通過 {3} 倒進海洋。請注意,大量向環境釋放污染物將對您的人口產生負面影響。"; "TutorialOnDiesel2__part5Heading" = "廢棄物"; title of message or tutorial "TutorialOnDumping__name" = "傾倒"; title of message or tutorial title of message or tutorial "TutorialOnFarmFertility__name" = "農場肥力"; title of message or tutorial title of message or tutorial "TutorialOnFarming__name" = "農業"; "TutorialOnFarming__part2" = "農場可以種植作物,而作物可以用在許多地方,但最主要是用來餵飽您的人口。但是作物不會無緣無故就長出來的,它們需要消耗肥力。"; "TutorialOnFarming__water" = "土壤水位主要由降雨來補充,對於需水量較低的農作物(如馬鈴薯)來說這通常已足夠。然而,雨水不是一個穩定可靠的水源,當缺水時,農作物可能會減產,甚至乾涸而死。"; "TutorialOnFarming__water2" = "外部的水源對於穩定的農業生產是必要的。這要求升級農場並配備灌溉系統(經過研究解鎖)。灌溉農場只在土壤變乾時才使用水,所以外部提供的水不會白白浪費。"; "TutorialOnFarming__waterHeading" = "土壤水位"; "TutorialOnFertility__fertilizers1" = "農民最大的夢想是化肥。它們可以使土壤肥力超過自然平衡值,有的甚至超過100%!"; "TutorialOnFertility__fertilizers2" = "要使肥料起作用,您需要將一個裝有肥料的管道連接到農場 (1) 並將肥力目標滑動桿 (2) 拖動到所需的水平。農場會自動為土壤施肥至選定的水平。請注意,每種肥料類型都有自己的最高施肥目標,該目標顯示在肥料概覽介面 中。"; "TutorialOnFertility__fertilizers3" = "請注意,您的土壤施肥目標越高,自然補給量就越低。一旦肥力攀升至 100% 以上,自然補給將變為負值,這將需要更多的肥料來維持。"; "TutorialOnFertility__fertilizersHeading" = "肥料"; "TutorialOnFertility__part1" = "作物產量取決於土壤肥力。如果一個農場的土壤肥力為 50%,那麼它的產量將只有 50%。農作物在生長過程中會消耗肥力,但肥力也會隨著時間的推移自然得到補充(閒置的農場最終會達到 100% 的肥力)。"; "TutorialOnFertility__part2" = "請注意,土壤肥力不影響作物耗水量或生長持續時間。這意味著在更肥沃的土壤上生長的作物不僅產量更高,而且用水效率更高(相同水量下的產量更高)。"; 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" = "隨著時間的推移,作物肥力消耗和自然補充將穩定在一個稱為肥力平衡的值。該值是個基於當前生長計畫的平均土壤肥力的估計值。這個平衡的存在是因為作物肥力消耗是恆定的,但隨著土壤肥力的降低,自然補充就加快了。"; {0} - replaced with percentage (e.g. 50%), {1} - green manure {0} - replaced with percentage (e.g. 50%), {1} - green manure "TutorialOnFertility__rotation1" = "連續多次種植同一種作物會導致肥力{0}損失。這可以通過在作物輪作計畫中種植不同的作物來避免。您可以種植 {1},它不會產生任何有用的產品,但有助於恢復土壤肥力,而且把它種植在其他作物之間時,可以消除種植同一作物的肥力損失。"; "TutorialOnFertility__rotation2" = "您也可以讓土地空著,不種任何作物。這讓土壤有時間自然恢復肥力,但它不會消除連續種植同種作物的肥力損失。"; "TutorialOnFertility__rotationHeading" = "輪作"; title of message or tutorial "TutorialOnFurnace__name" = "碎屑冶煉"; title of message or tutorial "TutorialOnHealth__name" = "健康和污染"; "TutorialOnHealth__part1" = "你的人口有健康度。如果健康度是正數,您的人口會增加並帶給您更多的凝聚力。如果健康度變成負數,你的人口會開始減少。"; "TutorialOnHealth__part2" = "您可以通過為居民提供各種食物、水和醫療保健來提高他們的健康水平。"; "TutorialOnHealth__part2Heading" = "正面影響"; "TutorialOnHealth__part3" = "如果你排放空氣或水的污染,你的人口的健康會受到影響。你島上的污染是全球化的,所以將煙囪遷移至遠離你的定居點並不能解決問題。時刻關注你釋放的污染物量是一個好主意。"; "TutorialOnHealth__part3Heading" = "負面影響"; "TutorialOnHealth__part4" = "當某物釋放污染時,如下圖所示,將在配方介面的右側顯示。"; "TutorialOnHealth__part5a" = "你的人口可能會受到疾病的困擾。有些疾病會可能會來無影去無蹤,這種情況我們完全無法防範。然而,提供醫療服務可以大幅度減少它們的壞影響。"; "TutorialOnHealth__part5b" = "此外,有些疾病可能因你的定居地環境惡劣而發生,例如缺乏清潔的水或是垃圾過多。空氣污染雖不會直接導致疾病,但它會對健康產生負面影響。"; "TutorialOnHealth__part5Heading" = "疾病"; {0} = blast furnace, {1} = iron ore, {2} = iron scrap "TutorialOnIronOre__part1" = "{0} 可以通過打開兩個配方來處理 {1} 和 {2}。請點選 {1} 配方將其打開。"; {0} = iron ore, {1} = iron scrap "TutorialOnIronOre__part2" = "配方執行的優先度取決於它們的順序,可以使用左側的箭頭 (1) 更改順序。如果您想優先處理 {0} 而不是 {1},請點選 {0} 配方 上的向上箭頭,使其移動到 {1} 配方上方。"; {0} = iron ore, {1} = slag, {2} = Blast furnace "TutorialOnIronOre__part3" = "熔煉 {0} 後,{2} 會產生 {1}。指定傾倒區域可以在島上的任何地方傾倒 {1} (除非您更改全域傾倒篩選器 來阻止 {1} 的傾倒)。卡車將始終優先將 {1} 和其他材料運送到需要的地方,然後再將其傾倒(例如混凝土生產)。傾倒 {1} 很重要,因為通常您的冶煉行業生產的 {1} 遠遠超過您的使用量。傾倒它不會產生污染。"; title of message or tutorial "TutorialOnIronOreSmelting__name" = "鐵礦石冶煉"; title of message or tutorial "TutorialOnMaintenance__name" = "維護"; {0} = Unity "TutorialOnMaintenance__part1" = "維護是車輛和建築物保持運行所需的重要全球資源,否則它們會發生故障並停止運作。每個實體的維護等級都可以在其視窗 (1) 的底部看到。在緊急情況下,損壞的實體可以使用 {0} (2) 立即修復。"; {0} = Maintenance depot "TutorialOnMaintenance__part2" = "為了進行維護,您需要建造一個 {0} 並為其提供必要的材料。"; "TutorialOnMaintenance__part3" = "您可以在螢幕 (1) 的右側看到當前的維護量。您還可以在統計螢幕 (2) 中查看一段時間內維護的生產和消耗。"; title of message or tutorial title of message or tutorial "TutorialOnMineTower__name" = "挖掘"; "TutorialOnMining__part1" = "您能夠利用您的挖土機來開採地形中的任何物質,或者透過卡車將物質傾卸至地形上。"; "TutorialOnMining__part10" = "以下是一個範例,顯示一個從地表開始的採礦規劃區只有在接觸地面時才能被抵達。 上方的規劃區可以被抵達,所以表示為黃色。 下方的規劃區從地表的下一層開始,無法被抵達,以帶有紅色邊框的橙色表示。"; {0} = shortcut key "TutorialOnMining__part11" = "使用 {0} 鍵切換到 坡道 模式。然後您可以附加到前一個平坦規劃範圍,並從那裡延伸出一個坡道。"; "TutorialOnMining__part11Header" = "建立坡道"; "TutorialOnMining__part12" = "每個規劃區塊同時間只能由一台挖掘機挖掘。 如果您有多台挖掘機,請確保有足夠的規劃範圍。"; "TutorialOnMining__part13" = "您可以通過螢幕左下角切換資源疊加層來查看可用資源。"; "TutorialOnMining__part13Header" = "資源層"; {0} = Mine control tower, {1} = Edit area "TutorialOnMining__part2" = "儘管傾卸規劃區可以放置在島上的任何地方, 但是採礦規劃區必須在{0}的管理區域內。 選取一個礦區控制塔後,點擊{1}按鈕以劃出新的區域。"; {0} = Mine control tower "TutorialOnMining__part3" = "卡車和挖掘機必須被指派到一個{0}後,才可以進行挖掘工作。挖掘機會在指定區域挖掘,而卡車則將會將挖取的物質從挖掘機運送至機器、儲存設施或者任何可以傾卸的區域。"; {0} = shortcut key "TutorialOnMining__part4" = "要挖掘地形,請選擇底部工具列中的採礦規劃工具{0}(1), 並在地形上點擊並拖曳以指定您的挖掘區域(2)。"; "TutorialOnMining__part4Header" = "採礦規劃區"; "TutorialOnMining__part5" = "規劃範圍代表在挖掘後的地形形狀。"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part6" = "此工具類似於傾卸規劃工具 。 {0}可以在平地斜坡的規劃間切換。 當放置在另一個指定地旁邊時,按 {1} 將在向上向下之間切換斜坡方向。"; {0} = shortcut key, {1} = shortcut key "TutorialOnMining__part7" = "使用 {0} 和 {1} 來分別將高度提升或降低。"; {0} = shortcut key "TutorialOnMining__part8" = "使用 {0} 旋轉斜坡方向。"; "TutorialOnMining__part9" = "採礦規劃範圍地必須從地形或比地形更高的地方開始, 否則挖掘機將無法到達。 如果規劃範圍有無法到達的邊緣線,該邊緣線會顯示為紅色。如果規劃範圍的四邊都是紅線,那就表示該範圍無法進行挖掘。"; "TutorialOnPathing__part1" = "如果您的車輛沒有有效路徑而無法到達目標,您可以通過切換其導航圖層來調查這種情況。每種類型的車輛都有自己的圖層。運送建築材料的卡車有一定的容許誤差,但執行常規任務的車輛需要能夠在目標附近行駛。"; "TutorialOnPathing__part3" = "有時,車輛可能會卡住。您可以使用恢復操作來恢復車輛。為避免出現這種情況,請在採礦期間使用寬坡道和擋土牆,以防止地形坍塌。"; "TutorialOnPathing__part4" = "有時,由於地形或其他建築物等的阻擋,卡車無法進入某些建築物。您可以關閉有問題的建築物的輸入輸出,以防止車輛試圖進入,而不需為了車輛進出而重建工廠的某些部分。"; "TutorialOnPauseTool__part1" = "此工具支援暫停和取消暫停個別實體,比如機器或車輛。也可以在一個區域上拖動來支援批次暫停/取消暫停。"; {0} = key shortcut "TutorialOnPauseTool__part2" = "可以通過按 {0} 或點選工具列 (1) 中的圖示來啟動該工具。當你拖過一個有未建造建築的區域時,它會切換建造暫停,否則,它會切換常規暫停。如果選擇中的任何實體被暫停,它會取消暫停所有選定的內容,反之如果是未暫停的實體,它則會暫停所有選定的內容。"; "TutorialOnPlanning__part1" = "規劃模式是一種可切換模式,可讓放置的任何建築物最初是暫停的。您可以通過點選左下角工具列中的規劃模式按鈕來打開和關閉規劃模式。如下所示,暫停施工的建築物的顏色為灰色。"; {0} - Planning tool, {1} - Planning mode "TutorialOnPlanning__part3V2" = "關閉規劃模式不會取消暫停當規劃模式打開時放置的建築物。要取消暫停放置的建築物,請使用 {0} (1)。您還可以選擇放置在 {1} 中的建築物,然後點選「建築檢視」視窗 (2) 上的暫停按鈕來取消暫停。"; "TutorialOnPlanning__part5Heading" = "施工狀態顏色"; "TutorialOnPlanning__part6" = "放置建築物時,建築物投影本身的顏色會根據其建造狀態而變化。"; "TutorialOnPlanning__part7" = "白色的建築物表示目前正在規劃建造,但已暫停。而藍色的建築物則代表正在進行建設中。正在拆除的建築物將以紅色顯示。"; title of message or tutorial "TutorialOnPopsAndUnity__name" = "居民與凝聚力"; "TutorialOnPopsAndUnity__part1" = "居民是您的島嶼經濟最重要的支柱之一。您需要為您的人民提供住房、食物和其他服務,作為回報,他們將為您工作。"; "TutorialOnPopsAndUnity__part2" = "居民住在定居點。一個定居點可以由一個或多個附屬的住房單元和服務大樓組成。您可以有多個定居點,但每個定居點都需要有自己的服務設施。"; "TutorialOnPopsAndUnity__part3" = "如果人口多於住房容量,一些人就會無家可歸。無家可歸的人會非常不開心,他們不會為你工作。"; {0} = Captain’s office "TutorialOnPopsAndUnity__part4" = "如果居民身體健康並且有房可住,人口自然會隨著時間推移而增加。您可以使用 {0} 中的法令控制增長率。"; {0} = Unity "TutorialOnPopsAndUnity__part5" = "{0} 是一種虛擬資源,在人們幸福快樂時生成。您提供的服務和舒適越良好,他們就會感到越團結,並產生更多的凝聚力作為回報。"; {0} = Unity "TutorialOnPopsAndUnity__part6" = "{0} 可用於特殊任務,例如研究、貿易、偏遠礦山工作或車輛回收。需要凝聚力的行動通常用紫色表示。"; {0} = Unity "TutorialOnPopsAndUnity__part7" = "{0} 在緊急情況下非常有用。例如,{0} 操作允許立即交付建造中的產品或提高所選機器的產量。建議始終保留一些未使用的 {0} 以備不時之需。"; {0} = Unity "TutorialOnPopsAndUnity__part8" = "{0} 收益/損失的概覽可以在總體概覽視窗中查看。可累積的 {0} 的最大數量取決於住房的數量和質量。凝聚力收益/損失按月計算。"; "TutorialOnRoutes__part1V2" = "卡車根據來源建築和目標建築的優先順序設定自動運送貨物。有時您可能希望更好地控制來源/目的地或服務車輛。自訂路線提供了這種控制,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) "TutorialOnRoutes__part2V2" = "可以讓 {0} 把開採的產品輸出到特定的倉庫。為此,請選擇 {0} (1),點選 {2} (2) 下的 {1} 按鈕,然後點選所需的倉庫。 "; {0} - export routes (ExportRoutesTitle), {1} = +/-, name of the button "TutorialOnRoutes__part3V2" = "分配好的倉庫可以在 {0} 中看到,右鍵點選它們的圖示將刪除路線。也可以通過再次點選 {1} 按鈕並點選先前分配的倉庫來刪除路線。"; {0} = Mine control tower "TutorialOnRoutes__part4V2" = "當 {0} 的輸出路線設定為某些產品的倉庫時,卡車將僅僅把這些產品運送到指定好的倉庫,而不會運送到其他任何地方。"; {0} = Fuel station, {1} = Mine control tower "TutorialOnRoutes__part7V2" = "自訂路線也可用於將 {0} 分配給 {1},來反映卡車和挖土機的加油偏好。"; "TutorialOnRoutes__part8" = "我們建議靈活使用自訂路線並將它們使用在最合適的地方。使用自訂路線對每個倉庫進行微觀管理可能會給您的物流系統帶來不必要的複雜性,並可能在您未來的工廠擴張過程中造成麻煩。"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnRoutes2__part5V2" = "還可以在倉庫之間設定自訂路線,來進一步最佳化您的操作,如下所示。只需確保目標倉庫設定了 {0} 滑塊 (1)。您可以選擇將卡車分配給收貨倉庫,專門為這條供應線 (2) 提供服務。還有兩個開關 (3),可限制倉庫僅接受連接的倉庫和分配的卡車。"; {0} = Mine control tower "TutorialOnRoutes2__part6V2" = "以下範例顯示了輸送帶和自訂路線如何在傾倒多餘開採材料的同時減少卡車行程。首先,將 {0} 分配給附近的倉庫 (1)。倉庫通過長輸送帶 (2) 連接到另一個倉庫。第二個倉庫設定為輸出到附近的塔 (3),該塔有一個標記為傾倒的區域。"; title of message or tutorial "TutorialOnShipRepair__name" = "世界探索"; "TutorialOnShipRepair__part1" = "您可使用您的船隻探索世界地圖。您可以發現可以帶回你的島嶼的補給品、與其他定居點進行交易、開採世界地圖的礦脈,等等。"; {0} -> key-binding that opens the map, {1} = 'Explore' "TutorialOnShipRepair__part2" = "如果要開始探索,請打開世界地圖 ({0}鍵),選擇目的地 (1),然後點選 {1} (2)。一旦船到達,它將開始探索。探索需要一些時間,完成後會通知您。"; "TutorialOnShipRepair__part2Heading" = "探索"; {0} = Shipyard, {1} = Keep empty (ShipyardKeepEmpty) "TutorialOnShipRepair__part3V2" = "您的船帶來的所有物品都將自動卸貨到 {0}。只需確保 {0} 有足夠的可用空間。您可以打開 {1},讓您的卡車在有可用儲存空間的情況下將所有貨物卸下。"; "TutorialOnShipRepair__part4Heading" = "船隻航程和燃料"; {0} = Shipyard "TutorialOnShipRepair__part4V2" = "船隻需要燃料才能航行,探索新地點需要額外的燃料。要為船隻裝載燃料,請選擇 {0} 並將燃料緩衝區的綠色滑動桿拖動到右側。燃料可以通過卡車或管線運輸。"; "TutorialOnShipRepair__part5" = "有些地區可能被敵人或海盜佔領。除非您先擊敗海盜,否則您無法穿過這些區域或探索它們。如果你的船沒有裝備武器,它會自動嘗試逃跑,否則,就會開始戰鬥。"; "TutorialOnShipRepair__part5Heading" = "敵人與海盜"; {0} - Shipyard "TutorialOnShipRepair__part6" = "船的許多元件都可以新增或升級。升級在 {0} 中進行。無論船隻是否在場,{0} 都會準備好必需的元件。準備好後,船隻到達時會自動升級。"; "TutorialOnShipRepair__part6Heading" = "船艦升級和武器"; {0} = Blast furnace, {1} = Metal caster "TutorialOnSmelting__part1" = "{0} 可以將礦石和碎屑等產品熔煉成熔融材料。 {1} 可將熔融材料澆鑄成板坯。"; {0} = Iron scrap, {1} = Iron ore "TutorialOnSmelting__part2" = "為了生產鐵板,您可以使用從附近廢棄建築物中收集的{0}。之後您將能夠設定採礦操作來直接冶煉 {1}。"; {0} = Blast furnace, {1} = Metal caster, {2} - molten channel "TutorialOnSmelting__part3" = "建造一個 {0} 和 2x {1}。使用 {2} 將它們連接在一起。由於鐵水太熱無法用卡車運輸,因此需要熔融管溝。"; {0} = Smoke stack, {1} = Blast furnace "TutorialOnSmelting__part4" = "直接或通過管道(可在運輸裝置 中找到)建造 {0} 並將其附加到 {1}。"; {0} = Coal maker, {1} = Smoke stack, {2} = Blast furnace, {3} = Tree harvesting "TutorialOnSmelting__part6" = "由於您還沒有煤礦開採權,請建造一個 {0} 用木材生產煤炭。別忘記為它加一個 {1}。甚至可以共享 {2} 的 {1}。要瞭解如何獲得木材,請閱讀 {3} 的教學。"; {0} = Iron scrap, {1} = Metal caster "TutorialOnSmelting__part7" = "觀看正在進行的熔爐配方,同時卡車自動為其提供 {0} 和煤炭。在 {1} 中生產的鐵板將存放在那裡,直到卡車找到要運送它們去的地方。稍後,您將能夠解鎖並建造輸送帶,將鐵直接運送到您的生產建築或者倉庫。"; "TutorialOnStorage__part1" = "使用輸送帶和管道將商品從生產建築運到儲存設施,讓卡車在各個儲存設施之間調節存貨,是一個很好的方式。這不僅能讓卡車保持最高的利用率,因為它們總是能滿載而行,也能為機器提供一個額外的輸入和輸出緩衝,以確保其能夠無間斷地運行。"; {0} = blast furnace, {1} = iron ore, {2} = coal "TutorialOnStorage__part2" = "例如,用輸送帶連接 {1} 和 {2} 的儲存筒倉可以讓{0}受益。"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part3" = "儲存設施在預設狀況下並不會主動向卡車請求產品。如要變更此設定,請將標示為{0}的綠色滑動桿拉向右側。這使儲存設施會請求產品,直到填滿至綠色滑動桿所在的位置。"; {0} = Slag, {1} = Empty (StoredProduct__KeepEmpty) "TutorialOnStorage__part4" = "對於你不希望完全填滿的儲存設施(例如下方圖示的{0}),您可以使用{1}滑動桿設定車輛將自動取走材料並存放在其他可用儲存設施的閾值。"; {0} = Keep full (StoredProduct__KeepFull) "TutorialOnStorage__part5" = "需要注意的是,紅色/綠色滑動桿對連接的運輸並沒有影響。例如,設定為{0}的儲存設施仍將通過連接的運輸輸出產品,無視設定到儲存設施的任何規則。"; "TutorialOnStorage__part6" = "您還可以設定警報,以在儲存設施內的物品過多或過少,而影響到連接的機器正常運作時,獲得通知。當重要的儲存設施,例如供應電廠的煤炭儲存場所,儲量低迷時,這個功能將是一個理想的警報。"; {0} = Truck Import (LogisticsControl__InputTitle), {1} = Truck Export (LogisticsControl__OutputTitle) "TutorialOnStorage__part7" = "一旦機器通過運輸裝置連接起來,並且第一個產品被交付/接收,卡車就不會再嘗試交付/接收該類型的產品。你可以每台機器面板中的 {0} 和 {1} 欄位手動改變這個行為。"; title of message or tutorial "TutorialOnStoragesAndTransports__name" = "與運輸裝置相連的的倉儲"; "TutorialOnTerDumping__colorsDesc1" = "在規劃邊緣的顏色邊框可以讓您瞭解很多事情。"; "TutorialOnTerDumping__colorsDesc2" = "亮綠色方塊:可抵達並將被使用"; "TutorialOnTerDumping__colorsDesc3" = "帶紅色邊框的黃綠色方塊:暫時未能抵達"; "TutorialOnTerDumping__colorsDesc4" = "暗綠色方塊:已滿足規劃,將被忽略"; "TutorialOnTerDumping__colorsDesc5" = "規劃格子表面的數字代表地形高度。"; {0} = key shortcut "TutorialOnTerDumping__part1" = "要將物料倒在地面上,請在底部工具列中選取傾卸規劃工具{0}(1)。 將鼠標懸停在地形上,以查看工具的起始方向和高度(2)。 左鍵點擊並拖動以創建一個傾卸規劃區(3)。 需要注意的是傾卸規劃區應從目前地形或其以下的高度開始,否則卡車將會無法抵達。"; {0} = Mine control tower, {1} - waste "TutorialOnTerDumping__part10" = "{0}具有選擇其管理範圍內可以傾倒哪些產品的選項。此管理區域會忽略全局傾倒過濾器,該篩選器是限制可傾倒材料的理想方式。例如,你可以只允許在特定區域內傾倒{1},只需從全局傾倒篩選器中刪除它,並將其添加到{0}視窗中的可傾倒產品中。"; {0} = Mine control tower "TutorialOnTerDumping__part10Heading" = "{0}傾倒篩選器"; "TutorialOnTerDumping__part2" = "傾卸規劃區顯示當傾卸工作完成後地形將會是什麼樣子。"; {0} = key shortcut "TutorialOnTerDumping__part3" = "按{0}鍵可將規劃工具在斜坡規劃(1)(用於將地形設置為上升或者下降的斜坡)和平坦規劃(2)之間切換。"; {0} = key shortcut "TutorialOnTerDumping__part4" = "按{0}鍵(1)可使斜坡規劃順時針旋轉,以選擇斜坡的方向。 當附到另一個規劃時,按{0}鍵將只會切換斜坡的上下(2)。"; {0} = key shortcut, {1} = key shortcut "TutorialOnTerDumping__part5" = "按{0}鍵和{1}鍵(1)可分別提升(2)和降低(3)規劃的高低,這樣您就可以控制規劃範圍的目標高度。 請記住,邊緣全部高於地形的規劃範圍是無法被卡車抵達的。"; "TutorialOnTerDumping__part7" = "卡車會自動傾倒產品。如果有需要處理的可傾倒產品,並且沒有可以接收該產品的機器或儲存設施,卡車將自動導航至最近的規劃範圍進行傾倒。"; {0} = key shortcut "TutorialOnTerDumping__part8" = "有許多產品可以被傾倒。 如果您對某個產品是否可以傾倒有疑問, 只需點擊右下角的圖標打開配方{0}畫面(1), 找到該產品(2), 並檢查是否有傾倒作為消耗選項(3)。"; "TutorialOnTerDumping__part8Heading" = "什麼可以傾倒"; {0} = Dirt, {1} = Rock "TutorialOnTerDumping__part9" = "全局傾倒篩選器可選擇哪些產品可以預設傾倒在島上的傾卸規劃內。例如,如果你只想讓{0}和{1}被用作傾倒材料,你可以從列表中刪除其它的產品,只保留這兩種。"; "TutorialOnTerDumping__part9Heading" = "全域傾倒篩選器"; title of message or tutorial "TutorialOnTransports__name" = "管道和輸送帶"; {0} = 2, {1} = Ramp "TutorialOnTransports2__height" = "卡車可以在高度為 {0} 或更高的輸送帶或管道下方行駛。但是,挖土機等較高的車輛無法在其下方行駛。為了讓更高的車輛通過,您必須建造一個 {1}。"; "TutorialOnTransports2__part1" = "運輸裝置(管道和輸送帶)是在工廠周圍運輸產品的另一種方式。它們減少了對卡車物流的需求,並使產品交付更加穩定。"; {0} = analytics (TrucksAnalytics__Title) "TutorialOnTransports2__part2" = "您可以在 {0} 標籤中查看哪些產品使卡車最繁忙。"; {0} = technology title "TutorialOnTransports2__part3" = "可以簡單地將運輸裝置拆開、合併來互相連接。如果您需要控制優先順序和比率,請研究 {0} 以獲得有高級功能的平衡器。"; "TutorialOnTransports2__part4" = "當建造選單打開時,您還可以將游標懸停在建築物/運輸港口旁邊的紅色/綠色箭頭上,來開始建造運輸裝置。"; {0} = molten channel, {1} = key-bindings, e.g. E/Q "TutorialOnTransports2__part5" = "大多數運輸裝置({0} 除外)可以通過在設計過程中按 {1} 鍵來上/下移動。這可以騰出空間讓車輛從運輸裝置下方通過。"; {0} = key-binding "TutorialOnTransports2__part7" = "您可以建造運輸裝置讓他們彼此堆疊。為方便起見,在放置運輸裝置時切換 {0} 鍵以防止它吸附到任何現有的運輸裝置上。"; title of message or tutorial "TutorialOnTreesPlanting__name" = "植樹"; "TutorialOnTreesPlanting__part1" = "植樹提供可再生的木材資源。要開始種植,您需要透過在 農場上培育它們來獲取樹苗。"; {0} - Forestry Control Tower, {1} - Edit designation, {2} - Mine tower "TutorialOnTreesPlanting__part2" = "需要使用{0}來指定樹木重新種植區域。它具有工作空間,指定的車輛將在其中進行操作。您可以使用與{2}相似的方式進行更改。要種植和收穫樹木,請點擊{1}即可在該區域內設定伐木範圍。"; {0} - Tree planter, {1} - Forestry Control Tower "TutorialOnTreesPlanting__part3" = "您還需要建造一輛叫做{0}的載具,並將其分配給{1}。一旦樹苗可用,{0}將自動將其收集並種植在伐木區上。"; "TutorialOnTreesPlanting__part4" = "只要樹木位於林業塔的指定區域內,伐木機將自動砍伐已經長成的樹木。"; {0} - Tree planter "TutorialOnTreesPlanting__part5" = "您也可以手動放置樹木,使其在您希望的位置種植。可用的樹木類型可以在建造菜單中找到。手動放置的樹木也將由{0}進行種植。"; title of message or tutorial title of message or tutorial "TutorialOnTrucks__name" = "卡車"; "TutorialOnTrucks__part1" = "卡車是在島上運輸產品最通用的選擇。它們幾乎可以運輸除熔融材料或熱氣體(如蒸汽)之外的所有產品。"; "TutorialOnTrucks__part2" = "任何時候但凡有機器需要產品時,卡車都會嘗試尋找貨源並運送。建造時也是如此。"; "TutorialOnTrucks__part3" = "如果有很多工作要做,卡車就會變得非常繁忙。您可以在螢幕左上角的概覽面板中查看當前負荷。如果負荷很高,請考慮建造更多的卡車或者管道和輸送帶來自動化產品輸送。"; "TutorialOnTrucks__part4" = "當卡車太繁忙時,對工廠營運至關重要的運輸可能無法按時完成。為此,您可以在最需要產品的地方設定更高的優先順序。數字越小,優先順序越高。"; {0} = Allow partially loaded trucks (PartialTrucksToggle) "TutorialOnTrucks__part5" = "卡車一般會等到有足夠的貨物需要運輸時才會跑一趟。如果您希望進一步最佳化卡車行程, 讓其始終都滿載行駛,您可以停用 {0}。"; "TutorialOnTrucks__part6" = "不要忘記給卡車提供燃料和維護,不然可能會使您的物流陷入停頓並引發問題。"; "TutorialOnUnityTool__part1" = "您可以使用凝聚力將產品立即運送到建築中/從建築中移除,從而快速完成建築項目。"; "TutorialOnUnityTool__part2" = "此工具能夠使您拖過一個區域,為所有選定的建築物要求快速的交付/移除。如果無法交付產品,此工具將切換成加速。"; {0} = shortcut key "TutorialOnUnityTool__part3" = "可以通過按 {0} 或點選工具列 (1) 中的圖示來啟動該工具。然後點選並拖過所需的建築物 (2)。"; title of message or tutorial "TutorialOnVehiclesAccessibility__name" = "車輛可達性"; "TutorialOnWalls__part1" = "當從建築物下方挖出一些土方或因山體滑坡掩埋建築物時,可能會引發建築物倒塌。在那種情況下,建築物會消失,並可能引發進一步的山體滑坡和倒塌。當開採更深的礦井時,地形也可能會坍塌,導致車輛無法進出礦井。"; "TutorialOnWalls__part2" = "每種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) "TutorialOnWalls__part3" = "您可以建造 {0} 以防止地形不受控制地坍塌。這些被設計成用於固定地形。它們最多可以容納 {1} 塊地形。"; {0} = shortcut, {1} = shortcut "TutorialOnWalls__part4" = "擋土牆最好在採礦/傾倒之前建造。它們也不能建在任何先前指定的採礦/傾倒區之上。使用 {0} 和 {1} 鍵升高或降低它們。"; {0} = number (e.g. 5) "TutorialOnWalls__part5" = "擋土牆旁邊任何高於或低於 {0} 的地形都會導致它倒塌。"; {0} = Retaining walls (RetainingWallsTitle) "TutorialOnWalls__part6" = "{0} 也可用於在不適合傾倒的地方建造一個傾倒區。"; title of message or tutorial "TutorialOnWasteDumping__name" = "傾倒垃圾"; "TutorialOnWasteDumping__part1" = "你的居民會產生垃圾,為了保持你的定居點的健康狀態,這些垃圾需要被收集。"; {0} = waste module "TutorialOnWasteDumping__part2" = "建造 {0} 並將其連接到您的定居點。它將自動儲存定居點產生的垃圾。"; {0} = key shortcut "TutorialOnWasteDumping__part3a" = "在您島上的任何地方設定傾倒規劃範圍 ({0})。"; {0} = waste module, {1} = dumping tutorial name "TutorialOnWasteDumping__part3b" = "您的卡車會自動從{0}取走垃圾並將其傾倒在地上。要瞭解更多關於傾倒的資訊,請參閱 {1} 教學"; "TutorialOnWasteDumping__part4" = "請注意,您的居民產生的一般垃圾量取決於他們獲得的供給量以及他們是否回收。一般垃圾不可能完全消失,但以後你可以研究更多處理垃圾的方法。"; title of message or tutorial "TutorialOnWorldEntities__name" = "世界地圖上的設施"; {0} = Start repairs (StartRepairs), {1} = Shipyard "TutorialOnWorldEntities__part1" = "當你第一次世界地圖的礦脈時,你必須先修復它才能開採。你可以選擇地圖上的結構圖示並點選 {0} (1) 來完成。 {1} 現在可以選擇裝載修復該結構 (2) 所需的物資。裝載後,它們必須由您的主船運送抵達才能開始維修。"; {0} = World map (WorldMap), {1} = production level (WorldMineProductionLvl__Title), {2} = Unity "TutorialOnWorldEntities__part2" = "在 {0} (1) 上選擇時,世界地圖上的設施有一個設定視窗。您可以選擇確定生產率的 {1} (2),但它也會影響需要在那裡工作的工人數量和與之相關的 {2} 成本 (3)。您可以通過升級設施(4) 來增加最大 {1}。在緊急情況下,您可以在船上裝載貨物 (5)。"; {0} = Cargo Ship (name of the tutorial) "TutorialOnWorldEntities__part3" = "要瞭解更多有關使用貨輪和貨運港自動收集這些供給的資訊,請閱讀 {0} 教學。"; button to reset tutorial progress, more info in TutorialReset__Tooltip "TutorialReset__Action" = "重設進度"; text displayed after tutorial progress gets reset, keep short! "TutorialReset__ResetDone" = "重設完成!"; title for a button that enables to reset tutorial progress "TutorialReset__Title" = "教學進度"; tooltip "TutorialReset__Tooltip" = "重設您的教學進度,使得您之前已經看過的教學又變成新的,當有可用的新教學時,你也會得到通知。"; Description of the tutorials mechanic in the new game flow Description of the tutorials mechanic in the new game flow "Tutorials__Description" = "開啟教學和目標,完成後可獲得獎勵"; Title of the tutorials mechanic in the new game flow Title of the tutorials mechanic in the new game flow "Tutorials__Title" = "遊戲教學(推薦)"; title of message or tutorial "TutorialTreeHarvesting__name" = "樹木砍伐"; title for user interface settings "UiSettings_Title" = "使用者介面"; prefix of a button to unassign a vehicle, example: 'UNASSIGN Mine Tower' "Unassign" = "解除指派"; tooltip explaining what unassign does "Unassign__VehicleTooltip" = "從當前分配中移除車輛。"; virtual & abstract currency expressing how people 'pull together' to achieve higher goals "Unity__Tooltip" = "凝聚力對於運行研究實驗室、鑽油平台或法令等事務非常重要。可以通過為您的定居點提供更好的服務或建造更好的住房來增強凝聚力。來自定居點的凝聚力按月生成。"; title of a panel showing the current global Unity capacity "UnityCap__Title" = "凝聚力容量"; "UnityCap__Tooltip" = "凝聚力的累積上限。通常隨著住宅數量及品質而增加。"; 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 "UnityPerShip" = "船艦"; virtual & abstract 'currency' expressing how people 'pull together' to achieve higher goals, 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! "UnityTool" = "凝聚力工具"; tooltip "UnityTool__Tooltip" = "點選或拖曳建築區域以應用此工具。它根據情況來快速建造、快速移除或切換加速生產。"; 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" = "解鎖"; 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" = "未分類的存檔"; "Update1__BlueprintsCopied" = "您的藍圖已複製到下面所示的新位置。"; "Update1__LocationChange" = "遊戲還使用新的文件夾位置來存儲您的遊戲存檔文件。"; shows new blueprint files location "Update1__NewBlueprintsLocation" = "新的藍圖位置:"; shows new save files location "Update1__NewSaveLocation" = "新位置:"; "Update1__OldLocationStillExists" = "注:舊的文件夾仍然存在,其中有 Update 1 以前的遊戲版本的數據。"; shows old save files location "Update1__OldSaveLocation" = "舊位置:"; placeholder of a text area for description input "UpdateDescription__Placeholder" = "輸入說明。"; title of a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Title" = "更新說明。"; tooltip of a button to open a dialog to update description of a blueprint or blueprint folder "UpdateDescription__Tooltip" = "更新此項的說明。"; button to upgrade something button to upgrade something "Upgrade" = "升級"; explains that upgrade is currently being in progress "UpgradeInProgress" = "升級中"; title of a tool that is used to mass upgrade already existing buildings and machines. Please keep this short! "UpgradeTool" = "升級"; tooltip "UpgradeTool__CancelTooltip" = "右鍵點選或拖曳出一個區域來取消任何正在進行的升級"; tooltip "UpgradeTool__Tooltip" = "點選或拖曳出一個區域來升級它們"; name name "UpointsCat_Boost__name" = "增強"; name name "UpointsCat_Contract__name" = "合約"; name name "UpointsCat_ContractEstablish__name" = "合約成立"; name "UpointsCat_Decorations__name" = "定居點品質"; name "UpointsCat_Edict__name" = "法令"; name "UpointsCat_FreeUnity__name" = "免費"; name "UpointsCat_Health__name" = "健康"; name name "UpointsCat_Homeless__name" = "無家可歸"; name "UpointsCat_IslandBuildings__name" = "島嶼建築"; name "UpointsCat_OneTimeActions__name" = "一次性行動"; name "UpointsCat_OtherDecorations__name" = "其他裝飾"; name "UpointsCat_PopsAdoption__name" = "接收居民"; name "UpointsCat_QuickBuild__name" = "快速建造"; name "UpointsCat_QuickRemove__name" = "快速移除"; name "UpointsCat_QuickRepair__name" = "快速維修"; name name "UpointsCat_QuickTrade__name" = "快速交易"; name "UpointsCat_Rockets__name" = "火箭發射"; name name "UpointsCat_ShipFuel__name" = "船隻燃料"; name "UpointsCat_Starvation__name" = "UpointsCat_Starvation__name"; name "UpointsCat_VehicleRecovery__name" = "車輛恢復"; title of category that shows unity given for settlements decorations "UpointsCategory__Decorations" = "裝飾"; title of category that shows unity given for settlements decorations "UpointsCategory__DecorationsLong" = "裝飾所帶來的獎勵"; name "UpointsStatsCat_Services__name" = "服務"; name "UpointsStatsCat_WorldMapMines__name" = "世界地圖礦山"; short description of a machine "UraniumEnrichmentPlant__desc" = "利用大量離心機從天然鈾中濃縮鈾 235 同位素(這一過程稱為同位素分離)。由此產生的產品是裂變鈾,之後會在核反應器中進行連鎖反應。"; name of a machine "UraniumEnrichmentPlant__name" = "鈾濃縮廠"; name "UraniumMine__name" = "鈾礦"; short description of a machine "VacuumDistillationTower__desc" = "生產合成橡膠。"; name of a machine "VacuumDistillationTower__name" = "橡膠製造機"; notification "VehicleGoalStruggling__name" = "{entity} 正在努力尋找它可以到達的目的地。"; notification "VehicleGoalStrugglingCannotGoUnder__name" = "{entity} 正在努力尋找它可以到達的目的地。"; notification "VehicleGoalUnreachable__name" = "{entity} 無法到達目的地。"; notification "VehicleGoalUnreachableCannotGoUnder__name" = "{entity}無法到達目的地。"; notification "VehicleIsBroken__name" = "車輛因缺乏維護而發生故障"; truck job status message "VehicleJob__DrivingToGoal" = "正在前往目的地"; truck job status message when a job is in invalid state "VehicleJob__InvalidState" = "出錯狀態"; truck job status message "VehicleJob__Loading" = "裝載貨物中"; vehicle job status message, vehicle is searching for a path to its destination "VehicleJob__Navigating" = "VehicleJob__Navigating"; 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" = "處理表面中"; truck job status message "VehicleJob__SearchingForDesignation" = "正在尋找可用的地形區域"; truck job status message "VehicleJob__Unloading" = "卸貨中"; 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} 交通工具上限"; shown when max number of allowed vehicles was reached and thus a new vehicle can't be built "VehicleLimitReached" = "達到車輛數量上限!"; notification Example: "Truck has no fuel" "VehicleNoFuel__name" = "{entity} 沒有燃料"; notification "VehicleNoReachableDesignations__name" = "{entity} 沒有可到達的指定地形"; description for vehicle ramps "VehicleRamp__desc" = "允許車輛穿越低障礙物,例如運輸工具。"; name "VehicleRamp__name" = "車輛坡道 (小)"; name "VehicleRamp2__name" = "車輛坡道 (中)"; name "VehicleRamp3__name" = "車輛坡道 (大)"; vehicle role which means the vehicle will harvest trees "VehicleRole__TreeHarvesting" = "樹木砍伐"; list of vehicles assigned to buildings - fuel station, storage "VehiclesAssignedToBuildings" = "分配給建築物"; list of vehicles assigned to mining list of vehicles assigned to mining "VehiclesAssignedToMining" = "指定給採礦作業"; list of vehicles assigned to tree harvesting "VehiclesAssignedToTreeHarvesting" = "分配給伐木機"; description of a machine "VehiclesDepot__desc" = "可以建造車輛,如卡車和挖掘機。"; building or machine "VehiclesDepot__name" = "車庫"; building or machine "VehiclesDepotT2__name" = "車庫 II"; building or machine "VehiclesDepotT3__name" = "車庫 III"; tooltip tooltip "VehiclesLimit__Tooltip" = "車輛擁有數量/最大數量。可以通過研究提高數量限制。"; example use: 'vehicles maintenance: -20%' example use: 'vehicles maintenance: -20%' "VehiclesMaintenance" = "車輛維護"; window that provides management & overview of all the vehicles "VehiclesManagement" = "車輛管理"; shows how many drivers are in use for a group of vehicles, {0} = number, e.g. '2 drivers' "VehiclesManagement__Drivers" = "{0} 個司機"; shows how many vehicles are idle, {0} = number, e.g. 'idle: 5' "VehiclesManagement__IdleCount" = "閒置:{0}"; example: 'Version: alpha 1.0.0' "Version" = "版本:{0}"; title of video settings "VideoSettings_Title" = "影像"; shown when the UI is waiting for the player to press a key to assign a key-binding shown when the UI is waiting for the player to press a key to assign a key-binding "WaitingForKeyPress" = "請按下按鈕"; title of message or tutorial "WarningLowDiesel__name" = "柴油不足!"; "WarningLowDiesel__part1" = "柴油的全球供應量極低!您面臨柴油耗盡的高風險。當您所有的柴油耗盡時,所有車輛和柴油發電機將停止工作。如果沒有正常的物流和發電,您的經濟活動將停止。"; {0} = Oil Pump "WarningLowDiesel__part2" = "確保您有足夠的柴油產量並且您正在提取足夠的原油。您可以使用凝聚力提升 {0},這不僅會加快速度,而且無需電力即可工作。"; title of message or tutorial "WarningLowMaintenanceNoDepot__name" = "維護不足!"; "WarningLowMaintenanceNoDepot__part1" = "一些實體的維護點數快耗盡了,它們可能很快就會開始出現故障。"; {0} = Maintenance depot "WarningLowMaintenanceNoDepot__part2" = "為了獲得更多維護,您應該優先研究並建造 {0}。一旦投入運作,您將需要為其提供產品,並開始維護您所有的機器和車輛。"; "WarningLowMaintenanceNoDepot__part3" = "同時,您還可以使用凝聚力以快速修復最重要的機器和車輛。"; title of message or tutorial "WarningNoWorkersNoBeacon__name" = "沒有工人!"; "WarningNoWorkersNoBeacon__part1" = "您的島上沒有更多的空閒工人了。大家已經都在忙著工作了。一些建築物或車輛將無法運行。"; {0} = Beacon "WarningNoWorkersNoBeacon__part2" = "為了吸引更多人口,您應該優先研究和建造{0}。這將有助於吸引更多難民到您的島上,您不僅會獲得更多的工人,還會從他們那裡獲得一些額外的材料。燈塔的有效性會隨著時間的推移而下降。所以你應該優先修理,為島上帶來更多的人和資源。"; "WarningNoWorkersNoBeacon__part3" = "與此同時,你可以暫停一些你最不需要的建築物建造或產品生產程序,來使一些工人有空。"; "WarningPrefix" = "警告:"; name: toolbar category name "wasteCategory__name" = "廢棄物管理"; short description: {0} is an integer specifying max height such as '5' short description of a machine Dumps liquids into the ocean. "WasteDump__desc" = "將液體傾倒入海洋。某些液體會造成水污染,影響人們的健康和幸福。可在海平面之上 {0} 之內運作。"; name Dumps liquids into the ocean. "WasteDump__name" = "排水口"; "WasteSortingOutputs__Tooltip" = "單個輸出產品的比例取決於輸入可回收材料的來源(例如,它們是在哪裡生產的以及來自哪些產品)。這意味著這些比例可能會根據所使用的生產工藝而變化。"; {0} stands for recyclables product, {1} stands for recycling efficiency (RecyclingEfficiency__Title) "WasteSortingPlant__desc" = "透過回收,你可以顯著地改變你的島嶼經濟,因為它能從各種來源(如定居點、維修或研究)中回收部分原材料。回收的行為減少了對原始礦石的開採需求,也因此延長了礦藏的壽命。支援回收的地方會返回「{0}」。這種產品可以在垃圾分類工廠中被分解成碎屑(如鐵碎屑或銅碎屑),並可以被送往各個熔爐進行熔煉。回收材料的比例是基於「{1}」,在垃圾分類工廠有更詳細的說明。"; name "WasteSortingPlant__name" = "垃圾分類工廠"; name of a machine Keep datacenter cool by providing chilled water. "WaterChiller__name" = "水冷裝置"; 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% "WaterConsumptionReduction__desc" = "減少 {0} 定居點和農場的用水量"; policy / edict which can enabled by the player in their Captain's office. policy / edict which can enabled by the player in their Captain's office. "WaterConsumptionReduction__name" = "節水政策"; name: name of a settlement service provided to pops "WaterNeed__name" = "水"; short description of a machine short description of a machine "WaterTreatmentPlant__desc" = "將污水轉化為飲用水。不要告訴喝水的人。"; name of a machine https://en.wikipedia.org/wiki/Sewage_treatment "WaterTreatmentPlant__name" = "污水處理"; short description "WaterWell__desc" = "此站可以萃取淡水。"; name name "WaterWell__name" = "地下水井"; sets weather configuration to be dry "WeatherOption_Dry" = "乾燥"; sets weather configuration to be less dry than it normally is "WeatherOption_LessDry" = "較乾"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Borderless" = "無框"; option in WindowMode__Title setting option in WindowMode__Title setting "WindowMode__Option_Fullscreen" = "全螢幕"; option in WindowMode__Title setting "WindowMode__Option_Windowed" = "視窗模式"; title for window mode (options are: Fullscreen, Borderless, Windowed) title for window mode (options are: Fullscreen, Borderless, Windowed) "WindowMode__Title" = "視窗模式"; category for key bindings to open different windows like research, world-map, etc. "WindowsShortcuts" = "視窗快速鍵"; used like this '4 workers available' used like this '4 workers available' "Workers__Available" = "可用"; used like this '4 workers needed' "Workers__Needed" = "需要"; tooltip tooltip "WorkersAvailable__Tooltip" = "可用的工人數量。您可以通過建立燈塔,探索世界地圖或頒佈法令來增加人口而得到更多工人。"; label of a chart showing total workers demand - number of workers needed over time "WorkersDemand" = "工人需求"; 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, any strings in curly braces { } must be preserved and non-translated Example: "Oil rig was fully repaired" "WorldEntityRepaired__name" = "{0}已被完全修復"; title of a location in the world map "WorldLocation__BeingExplored_Title" = "正在探索中!"; description of a location in the world map "WorldLocation__Explored_Desc" = "此處已探索過了。"; title of a location in the world map "WorldLocation__Explored_Title" = "完數探索完畢"; description of a location in the world map "WorldLocation__Home_Desc" = "這是我們的家園島!"; title of a location in the world map title of a location in the world map "WorldLocation__Home_Title" = "主島嶼"; description of a location in the world map description of a location in the world map "WorldLocation__Unknown_Desc" = "您需要探索此地!"; title of a location in the world map title of a location in the world map "WorldLocation__Unknown_Title" = "未知地點"; description of a location in the world map description of a location in the world map "WorldLocation__UnknownOnWay_Desc" = "您的船隻正在探索此地的路程上!"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemy_Desc" = "您需要打敗那個敵人!"; title of a location in the world map title of a location in the world map "WorldLocation__WithEnemy_Title" = "敵人的位置"; description of a location in the world map description of a location in the world map "WorldLocation__WithEnemyOnWay_Desc" = "您的船隻正在前往戰鬥的路程上!"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_EnemyFound" = "找到敵人"; title for ship orders title for ship orders "WorldLocation_Orders" = "船隻指令"; 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" = "戰鬥"; 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" = "運送貨物"; 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" = "回家"; 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" = "裝載貨物"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_Orders__Visit" = "到訪"; button to request ship to visit an already explored location button to request ship to visit an already explored location "WorldLocation_StructureFound" = "找到設施"; title/tooltip of a button that opens the world map title/tooltip of a button that opens the world map "WorldMap" = "世界地圖"; description of a world mine, example use: This site mines Coal when assigned with workers. "WorldMine__Desc" = "此站點分配工人後, 會挖掘 {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 "WorldMine_ReducedOutput" = "WorldMine_ReducedOutput"; 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" = "剩餘年限:{0}(估計)"; tooltip tooltip "WorldMine_ReserveEstimate__Tooltip" = "此估計基於目前的生產速率。空閒時間(如當輸出已滿)並未被計入,因此年限可能更長。"; 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" = "顯示此礦藏中可用資源的整體狀況。這是有限的資源。"; example use: {0} = Oil rig | Mine "WorldMineInfo__NeedsRepair" = "此 {0} 需要修復後才能使用。"; example use: {0} = Oil rig "WorldMineInfo__ProvidesResources" = "這個 {0} 為我們提供了資源。為了將資源運送到我們的島嶼,我們需要派船去收取。或者找到並修理專門的貨輪並建立一個貨運港來自動化這個過程。"; 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" = "生產速率"; station can represent an oil rig, mine or forestry station can represent an oil rig, mine or forestry "WorldMineProductionLvl__Tooltip" = "生產倍率決定此站點的輸出速率,並增加對凝聚力、工人和維護的需求。站點可被升級以達到更高的生產倍率。"; 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}({1}級)"; describes a settlement in the world map "WorldSettlement_NeutralDesc" = "這是我們可以交易的定居點。我們還可以向他們捐獻以提高我們的聲譽,激勵他們的一些人加入我們的島嶼或為我們提供更多的貿易協議。"; Map description Map description "YouShallNotPassStaticIslandMap__desc" = "準備迎接終極挑戰吧,在這個名為「您無法通關」的實驗性地圖上,你的技能將被推向極限!起點是一個資源豐富卻空間有限的小山谷。你的任務?在空間(和煤炭)耗盡之前攀登到頂部高原。一旦到達頂部,你將得到一塊平坦的區域,可以建造一個廣闊的工廠,以利用所有可用資源。\n\n你的挖掘機會在時間賽跑中勝出,還是你的工廠因資源枯竭而失控?只有那些擁有最堅固計劃(和褲子)的船長,才能征服這座痛苦之島。\n\n此地圖只適合專家。\n"; Map name Map name "YouShallNotPassStaticIslandMap__name" = "您無法通關"; 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" = "具有兩個輸入和輸出端口,可使用任一個來對產品進行分配和優先排序。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_FlatConveyor__name" = "平面平衡器"; 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" = "具有兩個輸入和輸出端口,可使用任一個來對產品進行分配和優先排序。"; 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" = "具有兩個輸入和輸出端口,可使用任一個來對產品進行分配和優先排序。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_MoltenMetalChannel__name" = "熔體平衡器"; 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" = "具有兩個輸入和輸出端口,可使用任一個來對產品進行分配和優先排序。"; name: small machine that allows splitting and merging of transports name: small machine that allows splitting and merging of transports "Zipper_IoPortShape_Pipe__name" = "管道平衡器";