Translation

TutorialOnPopsAndUnity__part1
English
Context English Chinese (Simplified)
TutorialOnMining__part6 This tool behaves the same as the <b>dumping designating tool</b>. {0} will toggle between <b>flat</b> or <b>ramp</b> designations. Pressing {1} will toggle the ramp direction either <b>up</b> or <b>down</b> when placing beside another designation. 此工具类似于<b>倾倒指定工具</b> 。 {0} 将在<b>平坦</b> 或<b>斜坡</b> 指定之间切换。当放置在另一个指定旁边时,按 {1} 将在<b>向上</b>或<b>向下</b>之间切换斜坡方向。
TutorialOnMining__part7 Move the height up or down using {0} and {1} respectively. 分别使用 {0} 和 {1} 向上或向下移动高度。
TutorialOnMining__part8 Rotate the ramp direction using {0}. 使用 {0} 旋转斜坡方向。
TutorialOnMining__part9 Mining designations <b>have to start at or above the terrain</b>, otherwise, they won’t be reachable by your excavators. If an edge of designation is not reachable, a red line is displayed. If there are red lines all around a designated area, that means that it cannot be mined. 采矿指定<b>必须从地形或地形上方开始</b>,否则,您的挖掘机将无法到达。如果无法到达指定的边缘,则会显示一条红线。如果指定区域周围全是红线,则表示无法开采。
TutorialOnPathing__part1 If your vehicle has issues reaching its target because there is no valid path, you can investigate this situation by toggling its <b>navigation overlay</b>. Each type of vehicle has its own overlay. Trucks delivering construction materials have some distance tolerance but vehicles performing regular duties need to be able to navigate near their target. 您的车辆如果没有有效路径而无法到达目标,您可以通过切换其<b>导航叠加层</b>来调查这种情况。每种类型的车辆都有自己的覆盖层。运送建筑材料的卡车有一定的距离容差,但执行常规任务的车辆需要能够在目标附近行驶。
TutorialOnPathing__part3 Sometimes, vehicles can get stuck. You can always recover a vehicle using the <b>recovery action</b>. To avoid situations like this, use wide ramps and retaining walls during mining to prevent terrain collapse. 有时,车辆可能会卡住。您可以使用<b>恢复操作</b>来恢复车辆。为避免出现这种情况,请在采矿期间使用宽坡道和挡土墙,以防止地形坍塌。
TutorialOnPathing__part4 Sometimes, trucks can not access certain buildings due to obstacles such as terrain or other buildings. Instead of rebuilding parts of your factory to accommodate the vehicles, you can turn off import or export at the problematic building to prevent vehicles from trying to access it. 有时,由于地形或其他建筑物等的阻挡,卡车无法进入某些建筑物。您可以关闭有问题的建筑物的输入输出,以防止车辆试图访问,而不是为了容纳车辆重建工厂的某些部分。
TutorialOnPauseTool__part1 This tool enables pausing and unpausing individual entities such as machines or vehicles. It also supports mass pausing / unpausing by dragging over an area. 此工具支持暂停和取消暂停单个实体,比如机器或车辆。也可以通过在一个区域上拖动来支持批量暂停/取消暂停。
TutorialOnPauseTool__part2 The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). When you drag over an area with non-constructed buildings it will toggle the construction pause, otherwise, it will toggle the regular pause. If any entity in the selection is paused, it unpauses everything selected, otherwise, it pauses everything selected. 可以通过按 {0} 或单击工具栏 (1) 中的图标来激活该工具。当你拖过一个有未建造建筑的区域时,它会切换建造暂停,否则,它会切换常规暂停。如果选择中的任何实体被暂停,它会取消暂停所有选定的内容,否则,它会暂停所有选定的内容。
TutorialOnPlanning__part1 The Planning Mode is toggleable mode that makes any building placed to be initially paused. You can toggle Planning Mode on and off by clicking the Planning Mode button in the bottom left corner toolbar. Buildings with paused construction are colored <b>Gray</b> as shown below. 规划模式是一种可切换模式,可让放置的任何建筑物最初是暂停的。您可以通过单击左下角工具栏中的规划模式按钮来打开和关闭规划模式。如下所示,暂停施工的建筑物的颜色为<b>灰色</b>。
TutorialOnPlanning__part3V2 Turning off Planning Mode does not unpause buildings that were placed while it was on. To unpause buildings placed, use the {0} (1). You can also select a building that was placed in {1} and unpause it by clicking the pause button on the Construction Inspector window (2). 关闭规划模式不会取消暂停当规划模式打开时放置的建筑物。要取消暂停放置的建筑物,请使用 {0} (1)。您还可以选择放置在 {1} 中的建筑物,然后单击 Construction Inspector 窗口 (2) 上的暂停按钮来取消暂停。
TutorialOnPlanning__part5Heading Color Statuses of Construction 施工颜色状态
TutorialOnPlanning__part6 When placing buildings, the color of the building ghost itself will change depending on its <b>construction status</b>. 放置建筑物时,建筑物幽灵本身的颜色会根据其<b>建造状态</b>而变化。
TutorialOnPlanning__part7 Buildings colored <b>White</b> are planned for construction and are currently paused. <b>Blue</b> colored buildings are currently being constructed. <b>Red</b> colored buildings are currently being deconstructed. <b>白色</b>的建筑物计划建造,目前已暂停。 <b>蓝色</b> 建筑物正在建造中。 <b>红色</b> 色建筑物正在拆除中。
TutorialOnPopsAndUnity__name Population and Unity 人口与凝聚力
TutorialOnPopsAndUnity__part1 Population is one of the most important pillars of your economy. You need to <b>provide your people</b> with housing, food, and other services and in return they will work for you. 人口是您的岛屿经济最重要的支柱之一。您需要<b>为您的员工</b>提供住房、食物和其他服务,作为回报,他们将为您工作。
TutorialOnPopsAndUnity__part2 People live in <b>settlements</b>. One settlement can be composed of one or more attached housing units and service buildings. You can have more than one settlement, but each requires its own services. 人们住在<b>定居点</b>。一个定居点可以由一个或多个附属的住房单元和服务大楼组成。您可以有多个定居点,但每个定居点都需要自己的服务。
TutorialOnPopsAndUnity__part3 If there are more people than housing capacity, some will become <b>homeless</b>. Homeless people are very unhappy and they won’t work for you. 如果人多于住房容量,一些人就会<b>无家可归</b>。无家可归的人会非常不开心,他们不会为你工作。
TutorialOnPopsAndUnity__part4 Population will naturally increase over time if people are healthy and housing is available. You can control the growth rate using edicts in the {0}. 如果人们身体健康并且有住房,人口自然会随着时间的推移而增加。您可以使用 {0} 中的法令控制增长率。
TutorialOnPopsAndUnity__part5 {0} is a virtual resource that is generated when people are well and happy. The more services and comfort you provide, the more united they will feel, and generate more unity in return. {0} 是一种虚拟资源,在人们幸福快乐时生成。您提供的服务和安慰越多,他们就会感到越团结,并产生更多的凝聚力作为回报。
TutorialOnPopsAndUnity__part6 {0} can be spent on special tasks such as research, trade, work at remote mines, or vehicle recovery. Actions that require unity are usually denoted by purple color. {0} 可用于特殊任务,例如研究、贸易、偏远矿山工作或车辆回收。需要凝聚力的行动通常用紫色表示。
TutorialOnPopsAndUnity__part7 {0} can be extremely helpful in emergency situations. For example, {0} actions allow to instantly deliver products for construction or boost production of selected machines. It is advised to always keep some unspent {0} for when it is needed the most. {0} 在紧急情况下非常有用。例如,{0} 操作允许立即交付用于建造的产品或提高所选机器的产量。建议始终保留一些未使用的 {0} 以备不时之需。
TutorialOnPopsAndUnity__part8 An overview of {0} gain/loss can be seen in the population overview window. The maximum amount of {0} that can be accumulated is determined by the amount and quality of housing. Recurrent unity gain/loss is computed on a monthly basis. {0} 收益/损失的概览可以在总体概览窗口中查看。可累积的 {0} 的最大数量取决于住房的数量和质量。凝聚力收益/损失按月计算。
TutorialOnRoutes__part1V2 Trucks deliver cargo automatically based on the <b>priority</b> settings of source and destination building. Sometimes you may want to have a greater control over delivery source/destination or servicing vehicles. Custom routes offer this control and can increase efficiency and reliability of logistics. 卡车根据源建筑和目标建筑的<b>优先级</b>设置自动运送货物。有时您可能希望更好地控制交付源/目的地或服务车辆。自定义路线提供了这种控制,可以提高物流的效率和可靠性。
TutorialOnRoutes__part2V2 A {0} can be assigned to export mined products to specific storages. To do this, select a {0} (1) and then click the {1} button under {2} (2) then click on desired storages. 可以让 {0} 把开采的产品输出到特定的仓库。为此,请选择 {0} (1),点击 {2} (2) 下的 {1} 按钮,然后点击所需的仓库。
TutorialOnRoutes__part3V2 Assigned storages can be seen in the {0} and right-clicking on their icon will <b>delete the route</b>. The routes can be also removed by clicking on the {1} button again and clicking on previously assigned storages. 分配好的仓库可以在 {0} 中看到,右键单击它们的图标将<b>删除路线</b>。也可以通过再次单击 {1} 按钮并单击先前分配的仓库来删除路线。
TutorialOnRoutes__part4V2 When a {0} has export routes set up to storages with certain products, trucks will deliver these products only to the assigned storages and nowhere else. 当 {0} 的输出路线设置为某些产品的仓库时,卡车将仅仅把这些产品运送到指定好的仓库,而不会运送到其他任何地方。
TutorialOnRoutes__part7V2 Custom routes can be also used to assign a {0} to a {1} to specify fueling preferences for trucks and excavators. 自定义路线也可用于将 {0} 分配给 {1},来反映卡车和挖掘机的加油偏好。
TutorialOnRoutes__part8 It is recommended to use custom routes wisely and put them in places where it helps the most. Micromanaging every single storage with custom routes can lead to unnecessary complexity in your logistics system and can cause troubles during your future factory expansion. 我们建议灵活使用自定义路线并将它们使用在最合适的地方。使用自定义路线对每个仓库进行微观管理可能会给您的物流系统带来不必要的复杂性,并可能在您未来的工厂扩张过程中造成麻烦。
TutorialOnRoutes2__part5V2 Custom routes can be also <b>set up between storages</b> to further optimize your operations as shown below. Just make sure that the destination storage has the {0} slider set (1). You can optionally assign trucks to the receiving storage to solely service this supply line (2). There are also two toggles (3) that let you restrict the storage to only accept connected storages and assigned trucks. 还可以<b>在仓库之间设置自定义路线</b>,来进一步优化您的操作,如下所示。只需确保目标仓库设置了 {0} 滑块 (1)。您可以选择将卡车分配给收货仓库,专门为这条供应线 (2) 提供服务。还有两个开关 (3),可限制仓库仅接受连接的仓库和分配的卡车。
TutorialOnRoutes2__part6V2 Following example shows how a conveyor belt together with custom routes can reduce truck trips while dumping excess mined material. First, assign the {0} to a nearby storage (1). The storage is connected via a long conveyor belt (2) to another storage. The second storage is set to export to the nearby tower (3) which has an area marked for dumping. 以下示例显示了传送带和自定义路线如何在倾倒多余的开采材料的同时减少卡车行程。首先,将 {0} 分配给附近的仓库 (1)。仓库通过长传送带 (2) 连接到另一个仓库。第二个仓库设置为输出到附近的塔 (3),该塔有一个标记为倾倒的区域。
Context English Chinese (Simplified)
TutorialOnMining__part6 This tool behaves the same as the <b>dumping designating tool</b>. {0} will toggle between <b>flat</b> or <b>ramp</b> designations. Pressing {1} will toggle the ramp direction either <b>up</b> or <b>down</b> when placing beside another designation. 此工具类似于<b>倾倒指定工具</b> 。 {0} 将在<b>平坦</b> 或<b>斜坡</b> 指定之间切换。当放置在另一个指定旁边时,按 {1} 将在<b>向上</b>或<b>向下</b>之间切换斜坡方向。
TutorialOnMining__part7 Move the height up or down using {0} and {1} respectively. 分别使用 {0} 和 {1} 向上或向下移动高度。
TutorialOnMining__part8 Rotate the ramp direction using {0}. 使用 {0} 旋转斜坡方向。
TutorialOnMining__part9 Mining designations <b>have to start at or above the terrain</b>, otherwise, they won’t be reachable by your excavators. If an edge of designation is not reachable, a red line is displayed. If there are red lines all around a designated area, that means that it cannot be mined. 采矿指定<b>必须从地形或地形上方开始</b>,否则,您的挖掘机将无法到达。如果无法到达指定的边缘,则会显示一条红线。如果指定区域周围全是红线,则表示无法开采。
TutorialOnPathing__part1 If your vehicle has issues reaching its target because there is no valid path, you can investigate this situation by toggling its <b>navigation overlay</b>. Each type of vehicle has its own overlay. Trucks delivering construction materials have some distance tolerance but vehicles performing regular duties need to be able to navigate near their target. 您的车辆如果没有有效路径而无法到达目标,您可以通过切换其<b>导航叠加层</b>来调查这种情况。每种类型的车辆都有自己的覆盖层。运送建筑材料的卡车有一定的距离容差,但执行常规任务的车辆需要能够在目标附近行驶。
TutorialOnPathing__part3 Sometimes, vehicles can get stuck. You can always recover a vehicle using the <b>recovery action</b>. To avoid situations like this, use wide ramps and retaining walls during mining to prevent terrain collapse. 有时,车辆可能会卡住。您可以使用<b>恢复操作</b>来恢复车辆。为避免出现这种情况,请在采矿期间使用宽坡道和挡土墙,以防止地形坍塌。
TutorialOnPathing__part4 Sometimes, trucks can not access certain buildings due to obstacles such as terrain or other buildings. Instead of rebuilding parts of your factory to accommodate the vehicles, you can turn off import or export at the problematic building to prevent vehicles from trying to access it. 有时,由于地形或其他建筑物等的阻挡,卡车无法进入某些建筑物。您可以关闭有问题的建筑物的输入输出,以防止车辆试图访问,而不是为了容纳车辆重建工厂的某些部分。
TutorialOnPauseTool__part1 This tool enables pausing and unpausing individual entities such as machines or vehicles. It also supports mass pausing / unpausing by dragging over an area. 此工具支持暂停和取消暂停单个实体,比如机器或车辆。也可以通过在一个区域上拖动来支持批量暂停/取消暂停。
TutorialOnPauseTool__part2 The tool can be activated by pressing {0} or by clicking the icon in the toolbar (1). When you drag over an area with non-constructed buildings it will toggle the construction pause, otherwise, it will toggle the regular pause. If any entity in the selection is paused, it unpauses everything selected, otherwise, it pauses everything selected. 可以通过按 {0} 或单击工具栏 (1) 中的图标来激活该工具。当你拖过一个有未建造建筑的区域时,它会切换建造暂停,否则,它会切换常规暂停。如果选择中的任何实体被暂停,它会取消暂停所有选定的内容,否则,它会暂停所有选定的内容。
TutorialOnPlanning__part1 The Planning Mode is toggleable mode that makes any building placed to be initially paused. You can toggle Planning Mode on and off by clicking the Planning Mode button in the bottom left corner toolbar. Buildings with paused construction are colored <b>Gray</b> as shown below. 规划模式是一种可切换模式,可让放置的任何建筑物最初是暂停的。您可以通过单击左下角工具栏中的规划模式按钮来打开和关闭规划模式。如下所示,暂停施工的建筑物的颜色为<b>灰色</b>。
TutorialOnPlanning__part3V2 Turning off Planning Mode does not unpause buildings that were placed while it was on. To unpause buildings placed, use the {0} (1). You can also select a building that was placed in {1} and unpause it by clicking the pause button on the Construction Inspector window (2). 关闭规划模式不会取消暂停当规划模式打开时放置的建筑物。要取消暂停放置的建筑物,请使用 {0} (1)。您还可以选择放置在 {1} 中的建筑物,然后单击 Construction Inspector 窗口 (2) 上的暂停按钮来取消暂停。
TutorialOnPlanning__part5Heading Color Statuses of Construction 施工颜色状态
TutorialOnPlanning__part6 When placing buildings, the color of the building ghost itself will change depending on its <b>construction status</b>. 放置建筑物时,建筑物幽灵本身的颜色会根据其<b>建造状态</b>而变化。
TutorialOnPlanning__part7 Buildings colored <b>White</b> are planned for construction and are currently paused. <b>Blue</b> colored buildings are currently being constructed. <b>Red</b> colored buildings are currently being deconstructed. <b>白色</b>的建筑物计划建造,目前已暂停。 <b>蓝色</b> 建筑物正在建造中。 <b>红色</b> 色建筑物正在拆除中。
TutorialOnPopsAndUnity__name Population and Unity 人口与凝聚力
TutorialOnPopsAndUnity__part1 Population is one of the most important pillars of your economy. You need to <b>provide your people</b> with housing, food, and other services and in return they will work for you. 人口是您的岛屿经济最重要的支柱之一。您需要<b>为您的员工</b>提供住房、食物和其他服务,作为回报,他们将为您工作。
TutorialOnPopsAndUnity__part2 People live in <b>settlements</b>. One settlement can be composed of one or more attached housing units and service buildings. You can have more than one settlement, but each requires its own services. 人们住在<b>定居点</b>。一个定居点可以由一个或多个附属的住房单元和服务大楼组成。您可以有多个定居点,但每个定居点都需要自己的服务。
TutorialOnPopsAndUnity__part3 If there are more people than housing capacity, some will become <b>homeless</b>. Homeless people are very unhappy and they won’t work for you. 如果人多于住房容量,一些人就会<b>无家可归</b>。无家可归的人会非常不开心,他们不会为你工作。
TutorialOnPopsAndUnity__part4 Population will naturally increase over time if people are healthy and housing is available. You can control the growth rate using edicts in the {0}. 如果人们身体健康并且有住房,人口自然会随着时间的推移而增加。您可以使用 {0} 中的法令控制增长率。
TutorialOnPopsAndUnity__part5 {0} is a virtual resource that is generated when people are well and happy. The more services and comfort you provide, the more united they will feel, and generate more unity in return. {0} 是一种虚拟资源,在人们幸福快乐时生成。您提供的服务和安慰越多,他们就会感到越团结,并产生更多的凝聚力作为回报。
TutorialOnPopsAndUnity__part6 {0} can be spent on special tasks such as research, trade, work at remote mines, or vehicle recovery. Actions that require unity are usually denoted by purple color. {0} 可用于特殊任务,例如研究、贸易、偏远矿山工作或车辆回收。需要凝聚力的行动通常用紫色表示。
TutorialOnPopsAndUnity__part7 {0} can be extremely helpful in emergency situations. For example, {0} actions allow to instantly deliver products for construction or boost production of selected machines. It is advised to always keep some unspent {0} for when it is needed the most. {0} 在紧急情况下非常有用。例如,{0} 操作允许立即交付用于建造的产品或提高所选机器的产量。建议始终保留一些未使用的 {0} 以备不时之需。
TutorialOnPopsAndUnity__part8 An overview of {0} gain/loss can be seen in the population overview window. The maximum amount of {0} that can be accumulated is determined by the amount and quality of housing. Recurrent unity gain/loss is computed on a monthly basis. {0} 收益/损失的概览可以在总体概览窗口中查看。可累积的 {0} 的最大数量取决于住房的数量和质量。凝聚力收益/损失按月计算。
TutorialOnRoutes2__part5V2 Custom routes can be also <b>set up between storages</b> to further optimize your operations as shown below. Just make sure that the destination storage has the {0} slider set (1). You can optionally assign trucks to the receiving storage to solely service this supply line (2). There are also two toggles (3) that let you restrict the storage to only accept connected storages and assigned trucks. 还可以<b>在仓库之间设置自定义路线</b>,来进一步优化您的操作,如下所示。只需确保目标仓库设置了 {0} 滑块 (1)。您可以选择将卡车分配给收货仓库,专门为这条供应线 (2) 提供服务。还有两个开关 (3),可限制仓库仅接受连接的仓库和分配的卡车。
TutorialOnRoutes2__part6V2 Following example shows how a conveyor belt together with custom routes can reduce truck trips while dumping excess mined material. First, assign the {0} to a nearby storage (1). The storage is connected via a long conveyor belt (2) to another storage. The second storage is set to export to the nearby tower (3) which has an area marked for dumping. 以下示例显示了传送带和自定义路线如何在倾倒多余的开采材料的同时减少卡车行程。首先,将 {0} 分配给附近的仓库 (1)。仓库通过长传送带 (2) 连接到另一个仓库。第二个仓库设置为输出到附近的塔 (3),该塔有一个标记为倾倒的区域。
TutorialOnRoutes__part1V2 Trucks deliver cargo automatically based on the <b>priority</b> settings of source and destination building. Sometimes you may want to have a greater control over delivery source/destination or servicing vehicles. Custom routes offer this control and can increase efficiency and reliability of logistics. 卡车根据源建筑和目标建筑的<b>优先级</b>设置自动运送货物。有时您可能希望更好地控制交付源/目的地或服务车辆。自定义路线提供了这种控制,可以提高物流的效率和可靠性。
TutorialOnRoutes__part2V2 A {0} can be assigned to export mined products to specific storages. To do this, select a {0} (1) and then click the {1} button under {2} (2) then click on desired storages. 可以让 {0} 把开采的产品输出到特定的仓库。为此,请选择 {0} (1),点击 {2} (2) 下的 {1} 按钮,然后点击所需的仓库。
TutorialOnRoutes__part3V2 Assigned storages can be seen in the {0} and right-clicking on their icon will <b>delete the route</b>. The routes can be also removed by clicking on the {1} button again and clicking on previously assigned storages. 分配好的仓库可以在 {0} 中看到,右键单击它们的图标将<b>删除路线</b>。也可以通过再次单击 {1} 按钮并单击先前分配的仓库来删除路线。
TutorialOnRoutes__part4V2 When a {0} has export routes set up to storages with certain products, trucks will deliver these products only to the assigned storages and nowhere else. 当 {0} 的输出路线设置为某些产品的仓库时,卡车将仅仅把这些产品运送到指定好的仓库,而不会运送到其他任何地方。
TutorialOnRoutes__part7V2 Custom routes can be also used to assign a {0} to a {1} to specify fueling preferences for trucks and excavators. 自定义路线也可用于将 {0} 分配给 {1},来反映卡车和挖掘机的加油偏好。
Context English Chinese (Simplified)
TutorialOnPopsAndUnity__name Population and Unity 人口与凝聚力
TutorialOnPopsAndUnity__part1 Population is one of the most important pillars of your economy. You need to <b>provide your people</b> with housing, food, and other services and in return they will work for you. 人口是您的岛屿经济最重要的支柱之一。您需要<b>为您的员工</b>提供住房、食物和其他服务,作为回报,他们将为您工作。
TutorialOnPopsAndUnity__part2 People live in <b>settlements</b>. One settlement can be composed of one or more attached housing units and service buildings. You can have more than one settlement, but each requires its own services. 人们住在<b>定居点</b>。一个定居点可以由一个或多个附属的住房单元和服务大楼组成。您可以有多个定居点,但每个定居点都需要自己的服务。
TutorialOnPopsAndUnity__part3 If there are more people than housing capacity, some will become <b>homeless</b>. Homeless people are very unhappy and they won’t work for you. 如果人多于住房容量,一些人就会<b>无家可归</b>。无家可归的人会非常不开心,他们不会为你工作。
TutorialOnPopsAndUnity__part4 Population will naturally increase over time if people are healthy and housing is available. You can control the growth rate using edicts in the {0}. 如果人们身体健康并且有住房,人口自然会随着时间的推移而增加。您可以使用 {0} 中的法令控制增长率。
TutorialOnPopsAndUnity__part5 {0} is a virtual resource that is generated when people are well and happy. The more services and comfort you provide, the more united they will feel, and generate more unity in return. {0} 是一种虚拟资源,在人们幸福快乐时生成。您提供的服务和安慰越多,他们就会感到越团结,并产生更多的凝聚力作为回报。
TutorialOnPopsAndUnity__part6 {0} can be spent on special tasks such as research, trade, work at remote mines, or vehicle recovery. Actions that require unity are usually denoted by purple color. {0} 可用于特殊任务,例如研究、贸易、偏远矿山工作或车辆回收。需要凝聚力的行动通常用紫色表示。
TutorialOnPopsAndUnity__part7 {0} can be extremely helpful in emergency situations. For example, {0} actions allow to instantly deliver products for construction or boost production of selected machines. It is advised to always keep some unspent {0} for when it is needed the most. {0} 在紧急情况下非常有用。例如,{0} 操作允许立即交付用于建造的产品或提高所选机器的产量。建议始终保留一些未使用的 {0} 以备不时之需。
TutorialOnPopsAndUnity__part8 An overview of {0} gain/loss can be seen in the population overview window. The maximum amount of {0} that can be accumulated is determined by the amount and quality of housing. Recurrent unity gain/loss is computed on a monthly basis. {0} 收益/损失的概览可以在总体概览窗口中查看。可累积的 {0} 的最大数量取决于住房的数量和质量。凝聚力收益/损失按月计算。

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zh_Hans.po, string 2717