l_simp_chinese:
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 #Misc
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 TODO_CD: "§_TODO_CD§!" #debug string; no need to translate
 SEPARATOR: "---"
 PLUS: "+"
 COMMA_SEPARATOR: "， "
 t: "    " #single tab
 tt: "        " #double tab
 ttt: "            " #triple tab
 tttt: "                " #quadriple tab
 AND_SPACED: " 和 "
 AND_LIST_SPACED: "，和 "
 ADJ_WITH_THE: "$ADJ|Y$"
 OUR: "我们"
 string_a: "一个" #used in 'GetAAn' tags for English indefinite articles
 string_A_Upper: "一个" #used in 'GetAAn' tags for English indefinite articles
 string_an: "一个" #used in 'GetAAn' tags for English indefinite articles
 string_An_Upper: "一个" #used in 'GetAAn' tags for English indefinite articles
 MULT_NEG: "§Rx$VALUE$§!"
 MULT_POS: "§Gx$VALUE$§!"
 ETA: "预计抵达时间：$DATE|H$ §Y（$DAYS$ $DAY_OR_DAYS$）§!"
 ETA_DAY: "天"
 ETA_DAYS: "天"
 CLICK_TO_VIEW: "§G点击查看§!"
 ADDITIONALLY: "除此之外："
 TOPBAR_OWNED_SYSTEMS: "帝国星系"
 TOPBAR_OWNED_SYSTEMS_DESC: "我们拥有§Y$NUM_SYSTEMS$§!£system£恒星$SYSTEM_SYSTEMS$\n我们拥有§Y$NUM_COLONIZED_SYSTEMS$§!£planet£殖民$COLONIZED_SYSTEM_SYSTEMS$"
 RESOURCE_AI_VALUE: "AI数值：$VALUE$"
 PLAYER_EMPIRE_MP: "§Y$NAME$（玩家帝国）§!"
 PLAYER_EMPIRE_SP: "§Y玩家帝国§!"
 SHIP_SIZE_LIMIT_REACHED: "£trigger_no£ 我们的帝国只能支持$NUM|Y$ $SIZE$级的舰船。"
 FED_SHIP_SIZE_LIMIT_REACHED: "£trigger_no£ 我们的联邦仅能支持$NUM|Y$ $SIZE$级的舰船。"
 COMMUNITY_SHIP_SIZE_LIMIT_REACHED: "£trigger_no£星海共同体只能支持$NUM|Y$艘$SIZE$级别的舰船。"
 EMPIRE_SHIP_SIZE_LIMIT_REACHED: "£trigger_no£星海帝国只能支持$NUM|Y$艘$SIZE$级别的舰船。"
 SHIPS_NUM: "§H$NUM$×$CLASS$§!"
 SHIPS_WANTED: " §R（需要$NUM$）§!"
 SHIP_DESIGN_NAME_RANDOMIZE_TOOLTIP: "随机名称"
 CANNOT_RELEASE_CULTURE_SHOCK: "无法将正经历星际文化冲击的星球释放为附庸。"
 SYSTEM_RESTRICTED: "星系管制"
 SYSTEM_IS_RESTRICTED: "§R星系管制§!\n我们的舰队将避免穿越$SYSTEM|Y$。"
 SYSTEM_NOT_RESTRICTED: "§G非管制星系§!\n我们的舰队可以自由穿越$SYSTEM|Y$星系。"
 SYSTEM_RESTRICTION_TOOLTIP: "§E点击切换$SYSTEM|Y$星系的管制状态。我们的舰队将回避设为管制的恒星系。§!"
 fleet_force_disparity_effect: "战力差距"
 feature_war_doctrines: "战争学说"
 feature_war_doctrines_desc: "允许我们从§H政策§!页面选择一个§H战争学说§!。"
 piracy_risk: "海盗风险"
 PIRACY_LABEL: "$piracy_risk$："
 STATION: "空间站"
 TRIGGER_PASS: "£trigger_yes£ "
 TRIGGER_FAIL: "£trigger_no£ "
 ICON_COLOR_VALUE: "£$ICON$£ $VALUE|0$"
 ICON_VALUE_POSITIVE: "£$ICON$£ $VALUE|0+=$"
 ICON_VALUE_NEGATIVE: "£$ICON$£ $VALUE|0-$"
 land_appropriation: "土地征用"
 land_appropriation_desc: "拥有公民身份的移居者向这个星球的原住民征用土地以获取定居空间。\n\n§Y当此修正生效时，该星球上的非公民物种人口被禁止增长。§!"
 TRAIT_SYNCRETIC_PROLES_EFFECT: "§R不匹配此特质：§!§Y机械§!\n\n无法产生§Y领袖§!\n无法从事§Y$pop_cat_ruler$§!或§Y$pop_cat_specialist$§!岗位"
 TRAIT_NERVE_STAPLED_EFFECT: "无法产生§Y领袖§!\n无法从事§Y$pop_cat_ruler$§!或§Y$pop_cat_specialist$§!岗位"
 TRAIT_CHARISMATIC_EFFECT: "£job£岗位产出的£amenities£舒适度：§G+20%§!"
 TRAIT_DOMESTIC_PROTOCOLS_EFFECT: "如果§Y$ai_servitude_name$§!生效，可以从事£job_servant£ §Y$job_servant$§!岗位"
 TRAIT_REPUGNANT_EFFECT: "£job£岗位产出的£amenities£舒适度：§R-20%§!"
 TRAIT_EMOTION_EMULATORS_EFFECT: "£job£岗位产出的£amenities_no_happiness£舒适度：§G+20%§!"
 TRAIT_UNCANNY_EFFECT: "£job£岗位产出的£amenities_no_happiness£舒适度：§R-20%§!"
 TRAIT_LITHOID_EFFECT: "每$pop_group_unit$£pop£人口的$minerals_with_icon$维护费：§R+$@living_standard_energy_normal|*0$§!"
 trait_organic: "有机体"
 trait_organic_desc: "碳基生命需要固定的营养餐食来维持其生物功能。"
 TRAIT_ORGANIC_EFFECT: "每$pop_group_unit$£pop£人口的$food_with_icon$维护费：§R+$@living_standard_energy_normal|*0$§!"
 NO_SPECIES_CAN_INHABIT: "§R你的帝国里没有可在该类型的星球上定居的物种§!"
 POP_HABITABILITY_TOO_LOW: "§R人口的星球宜居性低于§R20%§!。§!"
 POP_MAY_NOT_LIVE_ON_PLANET: "§R人口的物种权利不允许其居住在此星球上。§!"
 CANNOT_ENLIGHTEN_FANATIC_XENOPHOBE: "不能对§H$ethic_fanatic_xenophobe$§!的前超光速文明进行技术启蒙。"
 FOOD_NO_NEED: "§Y我们没有需要食物来维持的人口。§!"
 FOOD_NO_PLANETS: "§Y我们没有需要食物来成长的星球。§!"
 FOOD_SURPLUS_STARVATION: "§R帝国正在处于饥荒，所有的£pop£§Y人口增长§!停止。§!"
 FOOD_SURPLUS_NONE: "§Y我们正在储存食物，在食物库存填满前不会获得£pop£§Y人口增长§!的加成。§!"
 FOOD_SURPLUS: "§G我们每个月的食物盈余会在$NUM|Y$个星球上带来§Y$AMT$%§!的£pop£§Y人口增长§!速度提升。§!"
 FROM_FOOD_SURPLUS: "食物盈余产生：$VALUE|Y=2$"
 SPECIES_LACKS_OPTION: "§R你所选物种的外观在此分类中没有次级选项。§!"
 POP_LOWERING_STABILITY: "该人口幸福度较低，减少§H$PLANET_STABILITY_TITLE$§!"
 STRATEGY_DATA: "战略数据"
 AI_STRATEGY_ENTRY: "$NAME|Y$（$VALUE$）"
 ALL: "全部"
 RT_CUSTODIAN: "监护者"
 RT_ERROR: "<错误>"
 TERRAFORMING_CANDIDATE_EFFECT: "当£society£ §H$tech_climate_restoration$§!科技研究成功后，§Y[From.GetName]§!就可以被环境改造。"
 gov_galactic_defense_unit: "最终防御单位"
 gov_galactic_defense_unit_desc: "这个人工智能监护矩阵已经激活了它的最终防御指令，并且投入所有资源去保护星系免受肃正协议的攻击。"
 gov_berserker_machine: "失控监护者"
 gov_berserker_machine_desc: "这个监护智能矩阵出现了异常状况，它陷入狂暴并开始攻击其周边的一切事物。"
 gov_custodian_matrix: "监护矩阵"
 gov_custodian_matrix_desc: "在严格监护协议下以不可思议复杂度运行的远古机械智能。"
 civic_awakened_machine: "重启的监护矩阵"
 civic_awakened_machine_desc: ""
 civic_malfunctioning_custodian: "崩坏的防御指令"
 civic_malfunctioning_custodian_desc: ""
 civic_final_defense_protocols: "最终防御指令"
 civic_final_defense_protocols_desc: ""
 civic_machine_remnants: "失落机械智能"
 civic_machine_remnants_desc: ""
 civic_custodian_directives: "监护矩阵"
 civic_custodian_directives_desc: ""
 FALLEN_EMPIRE_LETHARGY_1: "§E无法建造新的舰船。§!"
 FALLEN_EMPIRE_LETHARGY_2: "§E无法攻占或殖民星球。§!"
 CAN_NOT_EAT_MACHINES: "$TRIGGER_FAIL$非有机体不能进行§Y$purge_processing$§!。"
 CANNOT_NECROPHAGE_MACHINES: "$TRIGGER_FAIL$非有机体不能进行§Y$purge_necrophage$§!。"
 CANNOT_LIVESTOCK_MATRIX_MACHINES: "$TRIGGER_FAIL$非有机体不适用于此用途。"
 lonely_hive_mind_pops_kill_themselves_citizenship: "$TRIGGER_FAIL$这些无自主意识的子个体无法融入社会。"
 lonely_hive_mind_pops_kill_themselves_citizenship_assimilation: "$lonely_hive_mind_pops_kill_themselves_citizenship$\n需要['tradition:tr_genetics_creation']、['tradition:tr_purity_genotype_regeneration']、['tradition:tr_cloning_evolutionary_extrapolation']、['tradition:tr_mutation_planned_polymorphism']、['tradition:tr_cybernetics_transubstantiation_synthesis']或['tradition:tr_cybernetics_assimilator_inevitable_assimilation']传统之一。"
 disconnected_machine_pops_kill_themselves_citizenship: "$TRIGGER_FAIL$这些无自主意识的无人机在与§Y$auth_machine_intelligence$§!切断连接后立即发生了停摆。"
 too_alien: "$TRIGGER_FAIL$我们的帝国认为这些物种太过于异端。"
 no_service_no_citizenship: "$TRIGGER_FAIL$这个物种不享有§Y$military_service_full$§!的权利。"
 yes_service_yes_citizenship: "$TRIGGER_FAIL$享有§Y$military_service_full$§!的权利以保证该物种的§Y公民权§!。"
 not_organic: "$TRIGGER_FAIL$这个物种不是有机体。"
 pre_sapients_citizenship: "$TRIGGER_FAIL$这个物种未开智。"
 presapients_not_accepted_citizenship: "$TRIGGER_FAIL$我们的帝国不接受未开智物种。"
 presapients_allowed_citizenship: "$TRIGGER_FAIL$我们的帝国接受未开智物种。"
 presapients_purged_citizenship: "$TRIGGER_FAIL$未开智物种会被我们帝国净化。"
 presapients_not_purged_citizenship: "$TRIGGER_FAIL$未开智物种不会被我们帝国净化。"
 same_species_disallowed: "$TRIGGER_FAIL$这个物种是我们帝国的主体物种。"
 does_not_embrace_slavery: "$TRIGGER_FAIL$我们的帝国既不允许§Y$policy_slavery$§!也不会堕落至接受§Y$ethic_authoritarian$§!理念。"
 does_not_embrace_species_slavery: "$TRIGGER_FAIL$我们的帝国不允许§Y$policy_slavery$§!，亦或不接受§Y$ethic_authoritarian$§!，或者没有§Y$ethic_xenophobe$§!。"
 does_not_embrace_slavery_phobe: "$TRIGGER_FAIL$我们的帝国既不允许§Y$policy_slavery$§!也不会堕落至接受§Y$ethic_xenophobe$§!理念。"
 species_is_being_purged: "$TRIGGER_FAIL$这个物种正在遭受§Y$POP_ACTION_PURGE$§!。"
 species_has_military_slavery: "$TRIGGER_FAIL$这个物种由§Y$slavery_military$§!组成。"
 species_has_no_military_slavery: "$TRIGGER_FAIL$需要§Y$slavery_military$§!奴隶制度。"
 species_is_not_enslaved: "$TRIGGER_FAIL$这个物种没有§H被奴役§!。"
 species_is_machine_integrated: "$TRIGGER_FAIL$这个物种享有§Y$citizenship_full_machine$§!的权利。"
 species_is_not_organic: "$TRIGGER_FAIL$这个物种不是§Y有机体§!。"
 species_is_not_trophy: "$TRIGGER_FAIL$这个物种不是§Y$citizenship_organic_trophy$§!。"
 empire_not_materialist: "$TRIGGER_FAIL$我们的帝国不接受§Y$ethic_materialist$§!理念。"
 empire_not_egalitarian: "$TRIGGER_FAIL$我们的帝国不接受§Y$ethic_egalitarian$§!理念。"
 empire_not_pacifist: "$TRIGGER_FAIL$我们的帝国不接受需要的§Y$ethic_pacifist$§!理念。"
 empire_not_militarist: "$TRIGGER_FAIL$我们的帝国不接受需要的§Y$ethic_militarist$§!理念。"
 empire_not_spiritualist: "$TRIGGER_FAIL$我们的帝国不接受需要的§Y$ethic_spiritualist$§!理念。"
 empire_not_authoritarian: "$TRIGGER_FAIL$我们的帝国不接受需要的§Y$ethic_authoritarian$§!理念。"
 empire_not_xenophobe: "$TRIGGER_FAIL$我们的帝国不接受§Y$ethic_xenophobe$§!理念。"
 empire_not_xenophile: "$TRIGGER_FAIL$我们的帝国不接受§Y$ethic_xenophile$§!理念。"
 empire_is_xenophile: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_xenophile$§!理念。"
 empire_is_egalitarian: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_egalitarian$§!理念。"
 empire_is_militarist: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_militarist$§!理念。"
 empire_is_pacifist: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_pacifist$§!理念。"
 empire_is_xenophobe: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_xenophobe$§!理念。"
 empire_is_materialist: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_materialist$§!理念。"
 empire_is_spiritualist: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_spiritualist$§!理念。"
 empire_is_authoritarian: "$TRIGGER_FAIL$我们的帝国接受§Y$ethic_authoritarian$§!理念。"
 empire_is_dystopian_society: "$TRIGGER_FAIL$我们的帝国拥有§Y$civic_dystopian_society$§!国民理念。"
 lonely_hive_mind_pops_kill_themselves_purge_type: "$TRIGGER_FAIL$在脱离集体意识后，这个物种的人口很快灭亡了。"
 nerve_stapled_cannot_lead_armies: "$TRIGGER_FAIL$该物种没有足够的精神能力领导陆军和舰队。"
 NON_MACHINE_SPECIES_NEED_PREREQ_TECH: "$TRIGGER_FAIL$我们缺少可以使§Y机器人口§!作为士兵服役的科技。"
 HIVE_MIND_MAIN_SPECIES_ALWAYS_CITIZEN: "$TRIGGER_FAIL$我们为一体。集体对构成自己的各个部分一视同仁。"
 HIVE_MIND_SPECIES_CITIZENS_ONLY: "$TRIGGER_FAIL$我们不允许独立意识的存在。"
 WILDERNESS_SPECIES_CITIZENS_ONLY: "$TRIGGER_FAIL$未与我们协调一致"
 FANATIC_PURIFIERS_MUST_PURIFY: "$TRIGGER_FAIL$§Y种族洁癖§!无法容忍异星物种的存在。"
 SERVITORS_CANNOT_ENSLAVE: "$TRIGGER_FAIL$§Y失控机仆§!无法奴役物种。"
 SERVITORS_CANNOT_PURGE_BIOTROPHY: "$TRIGGER_FAIL$§Y失控机仆§!无法净化净化$pop_cat_bio_trophy_plural$。"
 ASSIMILATORS_CANNOT_ENSLAVE: "$TRIGGER_FAIL$§Y同化斗士§!无法奴役物种。"
 TERMINATORS_CANNOT_ENSLAVE: "$TRIGGER_FAIL$§Y铁心灭绝者§!只寻求灭绝，而非奴役。"
 DEVOURERS_CANNOT_ENSLAVE: "$TRIGGER_FAIL$§Y噬杀蜂群§!不能奴役食物。"
 CANNOT_DISPLACE_NON_SENTIENT_ROBOTS: "$TRIGGER_FAIL$无法驱逐没有情感能力的机器人。"
 CANNOT_NEUTER_NON_SENTIENT_ROBOTS: "$TRIGGER_FAIL$无法对没有情感能力的机器人进行绝育。"
 HIVE_MIND_PURGE_ALWAYS_PROCESSING: "$TRIGGER_FAIL$秀色，可餐！"
 MACHINE_ROBOTS_ONLY: "$TRIGGER_FAIL$§Y$auth_machine_intelligence$§!只能整合§Y$trait_mechanical$§!物种。"
 MACHINE_ASSIMILATOR_CYBORGS_ONLY: "$TRIGGER_FAIL$§Y$civic_machine_assimilator$§!只能授予§Y$trait_cybernetic$§!物种§Y$citizenship_limited$§!或者§Y$citizenship_caste_system_limited$§!。"
 MACHINE_NO_PURE_ORGANIC_SOLDIERS: "$TRIGGER_FAIL$§Y$auth_machine_intelligence$§!不能使用纯粹的有机生物士兵作战。"
 disconnected_machine_pops_collapse_citizenship: "$TRIGGER_FAIL$一旦它们同§Y$auth_machine_intelligence$§!中央的上行链路被被切断，机械体最终会无法运转。"
 MACHINE_SPECIES_MUST_BE_ORGANIC: "$TRIGGER_FAIL$只有完全的§Y有机体§!物种会被同化。"
 HIVE_SPECIES_MUST_BE_NON_HIVE: "$TRIGGER_FAIL$需要['tradition:tr_genetics_creation']、['tradition:tr_purity_genotype_regeneration']、['tradition:tr_cloning_evolutionary_extrapolation']、['tradition:tr_mutation_planned_polymorphism']、['tradition:tr_cybernetics_transubstantiation_synthesis']或['tradition:tr_cybernetics_assimilator_inevitable_assimilation']传统之一。只有有机非['trait:trait_hive_mind']物种能被同化。"
 HIVE_SPECIES_MUST_BE_ORGANIC: "$TRIGGER_FAIL$需要['tradition:tr_genetics_creation']、['tradition:tr_purity_genotype_regeneration']、['tradition:tr_cloning_evolutionary_extrapolation']、['tradition:tr_mutation_planned_polymorphism']、['tradition:tr_cybernetics_transubstantiation_synthesis']或['tradition:tr_cybernetics_assimilator_inevitable_assimilation']传统之一。只有有机非['trait:trait_wilderness']物种能被同化。"
 SYNTH_SPECIES_MUST_BE_ORGANIC: "$MACHINE_SPECIES_MUST_BE_ORGANIC$"
 CYBORG_SPECIES_MUST_BE_ORGANIC: "$MACHINE_SPECIES_MUST_BE_ORGANIC$"
 MACHINE_SPECIES_NOT_MACHINE: "$TRIGGER_FAIL$物种必须是§Y$trait_machine_unit$§!或者§Y$trait_mechanical$§!。"
 MACHINE_SPECIES_MACHINE: "$TRIGGER_FAIL$物种可以不是§Y$trait_machine_unit$§!或者§Y$trait_mechanical$§!。"
 ASSIMILATOR_SPECIES_NOT_CYBORG: "$TRIGGER_FAIL$物种必须是§Y$trait_machine_unit$§!，§Y$trait_mechanical$§!，或者§Y$trait_cybernetic$§!。"
 MUST_NOT_BE_DOMINANT_SPECIES: "$TRIGGER_FAIL$物种不能是帝国的主体物种。"
 SPECIES_MUST_BE_ASSIMILATING: "$TRIGGER_FAIL$物种必须有§Y$citizenship_assimilation$§!公民权。"
 SPECIES_MUST_NOT_BE_ASSIMILATING: "$TRIGGER_FAIL$物种必须没有§Y$citizenship_assimilation$§!公民权。"
 DEFAULT_SPECIES_MUST_BE_HIVE: "$TRIGGER_FAIL$需要['tradition:tr_genetics_creation']、['tradition:tr_purity_genotype_regeneration']、['tradition:tr_cloning_evolutionary_extrapolation']、['tradition:tr_mutation_planned_polymorphism']、['tradition:tr_cybernetics_transubstantiation_synthesis']或['tradition:tr_cybernetics_assimilator_inevitable_assimilation']传统之一。只有有机['trait:trait_hive_mind']物种能被去同化。"
 CAN_ONLY_ASSIMILATE_HIVES: "$TRIGGER_FAIL$只有有机§Y$trait_hive_mind$§!物种才能被去同化。"
 TRANSCENDING_SPECIES_MUST_BE_ORGANIC: "$TRIGGER_FAIL$只有有机物种才能发展灵能。"
 TRANSCENDING_SPECIES_IS_ALREADY_PSIONIC: "$TRIGGER_FAIL$该物种已拥有灵能。"
 TRANSCENDING_SPECIES_CANT_BE_HIVE: "$TRIGGER_FAIL$蜂巢思维无法发展灵能。"
 SPECIES_CAN_TRANSCEND: "同化该物种将使他们走上灵能飞升的道路。"
 ROBOTS_HAVE_RIGHTS: "$TRIGGER_FAIL$我们的§Y$policy_artificial_intelligence_policy$§!政策授予人工生命形式§Y公民权§!。"
 ROBOTS_ARE_OUTLAWED: "$TRIGGER_FAIL$我们的§Y$policy_artificial_intelligence_policy$§!政策§Y禁止§!人工生命形式。"
 ROBOTS_NO_RIGHTS: "$TRIGGER_FAIL$我们的§Y$policy_artificial_intelligence_policy$§!政策未授予人工生命形式§Y公民权§!。"
 PURGING_NOT_ALLOWED: "$TRIGGER_FAIL$我们的§Y$policy_purge$§!政策§R禁止§!如此。"
 ASSIMILATORS_ORGANIC_NO_ASSIMILATE: "$TRIGGER_FAIL$§Y有机物种§!将经历§H$living_standard_ego_assimilation$§!。"
 EMBRACE_FACTION_COOLDOWN: "我们不久前§Y接纳§!了某个派系。这一做法每隔§Y10§!年才能进行一次。"
 embraced_another_faction: "已接纳其他派系"
 embraced_faction: "派系受到接纳"
 embraced_faction_timer: "最近接纳的派系"
 embraced_faction_timer_desc: "我们不久前通过接纳一个派系转变了我们的主流思潮，短期内我们无法再次这样做。"
 suppressed_faction: "派系受到镇压"
 promoted_faction: "派系受到鼓励"
 suppressed_xenophobe: "排外主义受镇压"
 suppressed_xenophobe_desc: " §H排外主义§!思潮正在被政府镇压。"
 promoted_xenophobe: "排外主义受鼓励"
 promoted_xenophobe_desc: "§H排外主义§!思潮得到了政府的鼓励。"
 suppressed_xenophile: "亲外主义受镇压"
 suppressed_xenophile_desc: "§H亲外主义§!思潮正在被政府镇压。"
 promoted_xenophile: "亲外主义受鼓励"
 promoted_xenophile_desc: "§H亲外主义§!思潮得到了政府的鼓励。"
 suppressed_spiritualist: "唯心主义受镇压"
 suppressed_spiritualist_desc: "§H唯心主义§!正在被政府镇压。"
 promoted_spiritualist: "唯心主义受鼓励"
 promoted_spiritualist_desc: "§H唯心主义§!思潮得到了政府的鼓励。"
 suppressed_materialist: "唯物主义受镇压"
 suppressed_materialist_desc: "§H唯物主义§!思潮正在被政府镇压。"
 promoted_materialist: "唯物主义受鼓励"
 promoted_materialist_desc: "§H唯物主义§!思潮得到了政府的鼓励。"
 suppressed_authoritarian: "威权主义受镇压"
 suppressed_authoritarian_desc: "§H威权主义§!思潮正在被政府镇压。"
 promoted_authoritarian: "威权主义受鼓励"
 promoted_authoritarian_desc: "§H威权主义§!思潮得到了政府的鼓励。"
 suppressed_egalitarian: "平等主义受镇压"
 suppressed_egalitarian_desc: "§H平等主义§!思潮正在被政府镇压。"
 promoted_egalitarian: "平等主义受鼓励"
 promoted_egalitarian_desc: "§H平等主义§!思潮得到了政府的鼓励。"
 suppressed_militarist: "军国主义受镇压"
 suppressed_militarist_desc: "§H军国主义§!思潮正在被政府镇压。"
 promoted_militarist: "军国主义受鼓励"
 promoted_militarist_desc: "§H军国主义§!思潮得到了政府的鼓励。"
 suppressed_pacifist: "和平主义受镇压"
 suppressed_pacifist_desc: "§H和平主义§!思潮正在被政府镇压。"
 promoted_pacifist: "和平主义受鼓励"
 promoted_pacifist_desc: "§H和平主义§!思潮得到了政府的鼓励。"
 EMBRACE_FACTION: "接受派系"
 EMBRACE_FACTION_DESC: "接受§Y[Root.GetName]§!的价值观。§G永久改变我们的主流思潮§!并且会§R引发其他派系的不满§!。"
 PROMOTE_FACTION: "鼓励派系"
 PROMOTE_FACTION_DESC: "鼓励§Y[Root.GetName]§!的价值观。只要激活这项决议，他们的思潮对我们人民的吸引力就会提高。"
 SUPPRESS_FACTION: "镇压派系"
 SUPPRESS_FACTION_DESC: "镇压§Y[Root.GetName]§!的价值观。只要激活这项决议，他们的思潮对我们人民的吸引力就会降低。"
 CANCEL_PROMOTE_FACTION: "停止鼓励派系"
 CANCEL_PROMOTE_FACTION_DESC: "停止鼓励§Y[Root.GetName]§!和同类派系的政策和价值观。"
 CANCEL_SUPPRESS_FACTION: "停止镇压派系"
 CANCEL_SUPPRESS_FACTION_DESC: "停止镇压§Y[Root.GetName]§!和同类派系的政策和价值观。"
 EXTORT_FACTION: "压榨派系"
 EXTORT_FACTION_DESC: "要求§Y[Root.GetName]§!在睡眠循环中也产出资源。"
 CANCEL_EXTORT_FACTION: "停止派系压榨"
 CANCEL_EXTORT_FACTION_DESC: "不再要求这个派系在睡眠循环中产出资源。"
 ONLY_ONE_EXTORTED_FACTION_TT: "§R同时只能压榨一个派系。§!"
 TRAIT_REQUIRES_NO_ETHIC: "$TRAIT|H$ §R无法融入到任何主流思潮当中。§!"
 TRAIT_REQUIRES_ETHIC: "$TRAIT|H$§R需要下列主流思潮之一：§!"
 TRAIT_FORBIDS_ETHIC: "$TRAIT|H$§R无法与下列思潮相容：§!"
 TRAIT_REQUIRES_CLASS: "物种类型为："
 TRAIT_PICKABLE_CLASS: "有效物种种类："
 TRAIT_PICKABLE_CLASS_PLURAL: "有效物种种类："
 TRAIT_REQUIRES_SPECIES_CLASS: "物种类别为："
 TRAIT_PICKABLE_SPECIES_CLASS: "有效物种类别："
 TRAIT_PICKABLE_SPECIES_CLASS_PLURAL: "有效物种类别："
 TRAIT_REQUIRES_ORIGIN: "$TRAIT|H$§R需要下列起源之一：§!"
 TRAIT_FORBIDS_ORIGIN: "$TRAIT|H$§R无法与以下起源共存：§!"
 TRAIT_REQUIRES_CIVIC: "$TRAIT|H$§R需要下列国民理念之一：§!"
 TRAIT_FORBIDS_CIVIC: "$TRAIT|H$§R无法与以下国民理念共存：§!"
 RECENTLY_CHANGED_SPECIES_RIGHT: "§R我们最近更改了针对这个物种的政策，我们能够在$DATE|Y$后再次修改政策。§!"
 RECENTLY_CHANGED_SPECIES_RIGHTS_CANT_RESET: "§R我们不久前调整了物种政策。我们可以在$DATE|Y$再次重置所有的权利。§!"
 PLANNED_SECTOR_PROJECT_HEADER: "§E星域计划§!"
 PLANNED_SECTOR_PROJECT_ON_PLANET: "—计划在$PLANET|H$建造$PROJECT|Y$"
 PLANNED_SECTOR_PROJECT_AT_PLANET: "—计划在$PLANET|H$建造$PROJECT|Y$"
 PLANNED_SECTOR_PROJECT_IN_SYSTEM: "—计划在$SYSTEM|H$建造$PROJECT|Y$"
 PLANNED_SECTOR_PROJECT_TILE_BLOCKER: "—计划在$PLANET|H$清除一个§Y地块障碍§!"
 PLANNED_SECTOR_PROJECT_RESOURCES_ALLOCATED: " （$RESOURCES$已分配）"
 PLANNED_SECTOR_PROJECT_RESOURCE_ENTRY: "$RESOURCE$$AMOUNT|Y1$/$NEEDED|Y1$"
 SPACEPORT_MODULE: "太空港模块"
 TOTAL_SECTOR_BUILDING_PROJECTS: "-当前正在建造$NUM|Y$座建筑。"
 TOTAL_SECTOR_BLOCKER_PROJECTS: "-当前正在清除$NUM|Y$个地块障碍。"
 TOTAL_SECTOR_STATION_PROJECTS: "-当前正在建造$NUM|Y$座太空站。"
 TOTAL_SECTOR_POP_PROJECTS: "—当前正在建造$NUM|Y$人口。"
 TOTAL_SECTOR_SHIP_PROJECTS: "—当前正在建造$NUM|Y$艘舰船。"
 TOTAL_SECTOR_ARMY_PROJECTS: "-当前正在征召$NUM|Y$支陆军。"
 TOTAL_SECTOR_STARBASE_PROJECTS: "-当前正在$NUM|Y$个星系中开发恒星基地。"
 NO_SECTOR_PROJECTS: "-当前没有正在进行或已计划的项目"
 aura_category_offensive: "进攻性光环"
 aura_category_defensive: "防御性光环"
 aura_type_support: "支援"
 aura_type_debuff: "压制"
 aura_type_snare: "诱饵"
 aura_type_minefield: "布雷"
 CONTACT: "联络"
 newline: "\n"
 double_newline: "\n\n"
 h_line: "--------------\n"
 GAME_SETUP_GALAXY_PROPERTY_NOT_AVAILABLE: " - "
 CRISIS_FIGHTING_ALLIANCE: "泛星系防卫联盟"
 point_defence: "点防御"
 PEACE_AUTO_ACCEPTED: "§G自动§!"
 PEACE_AUTO_ACCEPTED_DESC: "§G他们会自动接受这项和平协议§!"
 HABITABILTIY_TOO_LOW: "§R物种的宜居性必须至少达到§Y$MIN|0$%§!才能殖民。§!"
 RESETTLE_HABITABILTIY_TOO_LOW: "§R迁移人口的宜居性至少需要§Y$MIN|0$%§!。§!"
 ROOM_BACKGROUND: "房间"
 #MAP_MODE_TOOLTIP variables: "FROM" source country, "TARGET" tooltipped country, "MAP_MODE_NAME" name of current map mode, "MAP_MODE_TIP" tip generated from map mode
 MAP_MODE_TOOLTIP: "$TARGET|H$\n$MAP_MODE_TIP$"
 MAP_MODE_BUTTON_TOOLTIP: "$MAP_MODE|H$\n$DESC$\n§G点击选择此地图模式§!"
 MAP_MODE_CLICK_TOOLTIP: "§G点击以此帝国的视角显示地图模式。§!"
 default_map_mode: "帝国地图模式"
 default_map_mode_desc: "帝国的疆界和帝国旗帜的主色是一致的。"
 union_map_mode: "联盟地图模式"
 union_map_mode_desc: "联盟地图模式以相同的地图颜色在星系地图显示诸如附庸和联邦之类的政治联盟。"
 diplomatic_map_mode: "外交地图模式"
 diplomatic_map_mode_desc: "帝国疆域的颜色依照其与所选择帝国的外交关系来显示。"
 opinion_map_mode: "评价地图模式"
 opinion_map_mode_desc: "帝国疆域的颜色依照其对所选择帝国的评价来显示。"
 attitude_map_mode: "电脑态度地图模式"
 attitude_map_mode_desc: "帝国疆域的颜色依照其对所选择帝国的电脑态度来显示。"
 neighbor_map_mode: "邻国地图模式"
 neighbor_map_mode_desc: "邻国地图模式会显示哪些帝国是你的邻居。"
 opinion_war_in_heaven_ally: "天堂之战中的盟友"
 opinion_war_in_heaven_enemy: "天堂之战中的敌人"
 opinion_war_in_heaven_winner: "天堂之战中的胜利者"
 opinion_non_aligned_league: "不结盟组织中的盟友"
 opinion_non_aligned_league_fe: "不结盟组织"
 opinion_crisis_fighter: "危机斗士"
 opinion_crisis_fighter_small: "危机斗士"
 opinion_non_aligned_league_declined: "拒绝让我们加入不结盟组织。"
 opinion_abducted_aliens: "绑架过外星人"
 opinion_cheat: "作弊"
 OPINION_MAP_MODE_TIP_SELF: "$WHO|H$"
 MAP_MODE_OBSERVER: "§H[This.GetName]§!\n没有可用信息。"
 DIPLOMATIC_MAP_MODE_SAME_EMPIRE: "§H[This.GetName]§!"
 DIPLOMATIC_MAP_MODE_WAR: "§H[This.GetName]§!\n与§H[From.GetName]§!处于战争状态"
 DIPLOMATIC_MAP_MODE_FEDERATION: "§H[This.GetName]§!\n与§H[From.GetName]§!处于同一联邦。"
 DIPLOMATIC_MAP_MODE_ALLIANCE: "§H[This.GetName]§!\n与§H[From.GetName]§!处于同一联盟。"
 DIPLOMATIC_MAP_MODE_SUBJECT: "§H[This.GetName]§!\n是§H[From.GetName]§!的附属"
 DIPLOMATIC_MAP_MODE_OVERLORD: "§H[This.GetName]§!\n是§H[From.GetName]§!的宗主"
 DIPLOMATIC_MAP_MODE_RIVAL: "§H[This.GetName]§!\n是§H[From.GetName]§!的宿敌"
 DIPLOMATIC_MAP_MODE_CLOSED_BORDERS: "§H[This.GetName]§!\n对§H[From.GetName]§!关闭了边境"
 DIPLOMATIC_MAP_MODE_NON_AGGRESSION_PACT: "§H[This.GetName]§!\n与§H[From.GetName]§!签署了互不侵犯条约"
 DIPLOMATIC_MAP_MODE_COMMERCIAL_PACT: "§H[This.GetName]§!\n与§H[From.GetName]§!签订了商业协议"
 DIPLOMATIC_MAP_MODE_RESEARCH_AGREEMENT: "§H[This.GetName]§!\n与§H[From.GetName]§!签订了科研协议"
 DIPLOMATIC_MAP_MODE_ASSOCIATION_STATUS: "§H[This.GetName]§!\n与§H[From.GetName]§!处于联邦合作国关系"
 DIPLOMATIC_MAP_MODE_DEFENSIVE_PACT: "§H[This.GetName]§!\n与§H[From.GetName]§!签署了防御条约"
 DIPLOMATIC_MAP_MODE_MIGRATION_PACT: "§H[This.GetName]§!\n与§H[From.GetName]§!签署了移民条约"
 MAP_MODE_NO_CONTACT: "§H[This.GetName]§!\n与§H[From.GetName]§!尚未建立通讯渠道"
 MAP_MODE_NEIGHBOR: "§H[From.GetName]§!被视为§H[This.GetName]§!的邻国。"
 MAP_MODE_NOT_NEIGHBOR: "§H[From.GetName]§!不被视为§H[This.GetName]§!的邻国。"
 aura_shield_recharger: "$aura_category_defensive$ - $aura_type_support$"
 aura_nanobot_cloud: "$aura_category_defensive$"
 aura_shield_dampener: "$aura_category_offensive$"
 aura_quantum_destabilizer: "$aura_category_offensive$"
 aura_ship_subspace_snare: "$aura_category_offensive$"
 aura_station_subspace_snare: "$aura_category_offensive$"
 aura_minefield: "$aura_category_offensive$ - $aura_type_minefield$"
 aura_inspiring_presence: "$aura_category_defensive$"
 aura_targeting_grid: "$aura_category_defensive$"
 NO_POPS_VALID_FOR_COLONIZATION: "该星球上没有可以用于殖民的人口。"
 EMPIRE_SPAWN_ALLOWED: "§H允许该帝国在游戏中出现§!"
 EMPIRE_SPAWN_DISALLOWED: "§H禁止该帝国在游戏中出现§!"
 EMPIRE_SPAWN_ALWAYS: "§H强制该帝国在游戏中出现§!"
 EMPIRE_SPAWN_ALLOWED_DESC: "允许$TEMPLATE$在正常游戏中替代一个随机生成的帝国。"
 EMPIRE_SPAWN_DISALLOWED_DESC: "禁止$TEMPLATE$在正常游戏中替代一个随机生成的帝国。"
 EMPIRE_SPAWN_ALWAYS_DESC: "$TEMPLATE$总会在正常游戏中替代一个随机生成的帝国。"
 EMPIRE_SPAWN_TOOLTIP_DELAYED: "§G改变该帝国模板的生成设置。§!"
 REQUIRES_SHIP: "§R需要一艘$SHIP$。§!"
 NOT_ENOUGH_INFLUENCE_TO_REVOKE_SECTOR: "我们没有$AMT|Y$£influence£ 将一个星系从该星域中移除。"
 NOT_ENOUGH_INFLUENCE_TO_DELETE_SECTOR: "我们的影响力不足$AMT|Y$£influence£，无法取缔该星域。"
 BUILD_STATION_TOO_CLOSE: "§R距其他空间站太近。§!"
 EMERGENCY_FTL_DAYS_LEFT: "§R紧急超光速充能还需$DAYS|Y$天。§!"
 COMPONENT_AURA_TOOLTIP: "$AURA_NAME|Y$\n$APPLY_ON$\n$MODIFIER$"
 COMPONENT_AURA_WITHOUT_MOD_TOOLTIP: "$AURA_NAME|Y$\n$APPLY_ON$"
 COMPONENT_AURA_DAMAGE_TOOLTIP: "舰船在该光环中每天有$ACCURACY|Y%0$可能受到§Y$MIN_DAMAGE|0$-$MAX_DAMAGE|0$§!伤害，无视$ARMOR_PENETRATION|Y%0$护甲。该伤害可以闪避。" #ACCURACY, MIN_DAMAGE, MAX_DAMAGE, AVG_DAMAGE, HULL_DAMAGE, SHIELD_DAMAGE, ARMOR_DAMAGE, SHIELD_PENETRATION, ARMOR_PENETRATION
 AURA_APPLY_ON_FRIENDLY: "对盟友舰船效果："
 AURA_APPLY_ON_FLEET: "对我方舰队效果："
 AURA_APPLY_ON_HOSTILE: "对敌方舰队的效果："
 ENERGY_COST: "£energy£ $VALUE|1Y$"
 INFLUENCE_COST: "£influence£ $VALUE|0Y$"
 INFLUENCE_COST_FRACTIONS: "£influence£ $VALUE|2Y$"
 UNITY_COST: "£unity£ $VALUE|0Y$"
 FTL_MAGNET: "超光速抑制器"
 COMPONENT_FTL_MAGNET_TIP: "\n§H超光速抑制器§!- 在途的敌舰队将被强制牵引至此空间站"
 TOOLTIP_SYSTEM_HAS_HOSTILE_FTL_MAGNET: "含有一个以上的超光速抑制器"
 TOOLTIP_FLEET_ICON_HAS_FTL_MAGNET: "敌方舰队一旦进入，将无法通过除进入航道以外的任何超空间航道驶离。"
 FLEET_UPGRADE_COST_TOOLTIP: "$SHIPS|Y$舰船升级需花费$COST|Y$"
 FLEET_UPGRADE_CANT_AFFORD_EVER_TOOLTIP: "§R相比总花费$COST|Y$，我们还缺少$MISSING_TREASURY|Y$。目前$INCOME|Y$的月度收入意味着我们无法支付。§!"
 FLEET_UPGRADE_CANT_AFFORD_NOW_TOOLTIP: "相比总花费$COST|Y$，我们还缺少$MISSING_TREASURY|R$。目前$INCOME$的月度收入意味着我们还需要$MONTHS|Y0$个月来积攒。"
 FLEET_UPGRADE_NO_COST_TOOLTIP: "$SHIPS|Y$不需要任何花费即可升级"
 STATION_UPGRADE_COST_TOOLTIP: "升级空间站需要花费$COST|Y$"
 PLATFORMS_UPGRADE_COST_TOOLTIP: "升级$PLATFORMS|Y$个平台需要花费$COST|Y$"
 PLATFORMS_NONE_TO_UPGRADE: "这个恒星基地没有防御平台"
 PLATFORM_UPGRADE_COST_TOOLTIP: "升级平台需要花费$COST|Y$"
 UPGRADING_BUILD_OBJECT: "升级$OBJECT|Y$" #Used in build queues when upgrading ships and defense platforms
 PLANET_CLASS_PREFERENCE_TRAITS: "行星偏好"
 OTHER: "其他"
 PRIMITIVES: "前超光速文明"
 PRIMITIVE_LIFEFORM: "此恒星系中拥有至少一个前超光速文明"
 AGGRESSIVE_STANCE: "侵略姿态"
 FLEET_IN_FTL: "舰队正在进行超光速航行"
 WEAPON_COMPONENT_TAGS: "类型：$TAGS$"
 WEAPON_COMPONENT_AI_TAGS: "电脑任务：$TAGS$"
 COMPONENT_SHIP_MODIFIER: "舰船修正：$MODIFIER$"
 TECH_AND_LEVEL_NAME: "$TECH$ $LEVEL$"
 EVENT_WINDOW_EVENT_CHAIN_INDICATOR: "事件链：$CHAIN$"
 EVENT_OPTION_TRIGGER_ICON_TIP: "$TRIGGER|T$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE: "$NAME$：$VALUE|Y0$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE: "$NAME$：$VALUE|+=0%$"
 #SHIP_STAT_CONTRIBUTION_ADDATIVE_hitpoints: "this is an example showing that you can override how certain stats are shown :)"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_maintenance: "$NAME$：$VALUE|2Y$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_maintenance: "$NAME$：$VALUE|-=0%$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_power: "$NAME$：$VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_evasion: "$NAME$：$VALUE|+=0$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_combat_speed: "$NAME$：$VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_damage: "$NAME$：$VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_build_time: "$NAME$：$VALUE|Y2$"
 SHIP_STAT_CONTRIBUTION_ADDATIVE_speed: "$NAME$：$VALUE|Y1$"
 SHIP_STAT_CONTRIBUTION_MULTIPLICATIVE_speed: "$NAME$：$VALUE|+=1%$"
 DAMAGE_REDUCTION: "伤害减免：$VALUE|Y0%$"
 SHIP_SPEED_DAMAGED_PENALTY: "由于船体损坏，$TYPE$将减少$VALUE|+=1%$"
 STAT_SOURCE_SECTION: "区块"
 STAT_SOURCE_WEAPON: "武器"
 STAT_SOURCE_UTILITY: "通用"
 STAT_SOURCE_STRIKE_CRAFT: "机库"
 STAT_SOURCE_EXCESS_POWER: "多余能量"
 SHIP_DESIGN_SPECIAL_VALUES: "£ship_stats_special£ 特殊点数：$COUNT$"
 SHIP_DESIGN_SPECIAL_VALUES_HEADER: "§H特殊值§!"
 SHIP_DESIGN_NO_SPECIAL_VALUES: "这艘舰船设计没有特殊点数"
 SHIP_DESIGN_RULER_SHIP: "$RULER$的宏伟$KEY$"
 CONFIRM: "确认"
 WHITE_PEACE: "无条件和平"
 STATUS_QUO: "维持现状"
 OPPONENTS: "反对者"
 POP_PRODUCES_TIP: "生产：$VALUE|Y$"
 POP_MAINTENANCE_TIP: "维护费：$VALUE|Y$"
 DETAIL_MAINT_POP: "$SPECIES$：$VALUE|Y$"
 ROBOT_POP_SPECIES_1: "机器人"
 ROBOT_POP_SPECIES_1_plural: "机器人"
 ROBOT_POP_SPECIES_1_adj: "机器人"
 ROBOT_POP_SPECIES_2: "智能人"
 ROBOT_POP_SPECIES_2_plural: "智能人"
 ROBOT_POP_SPECIES_2_adj: "智能人"
 ROBOT_POP_SPECIES_3: "合成人"
 ROBOT_POP_SPECIES_3_plural: "合成人"
 ROBOT_POP_SPECIES_3_adj: "合成人"
 ROBOT_POP_SPECIES_4: "新合成人"
 ROBOT_POP_SPECIES_4_plural: "新合成人"
 ROBOT_POP_SPECIES_4_adj: "新合成人"
 ROBOT_POP_SPECIES_1_AWOKEN: "觉醒者"
 ROBOT_POP_SPECIES_2_AWOKEN: "$ROBOT_POP_SPECIES_1_AWOKEN$"
 ROBOT_POP_SPECIES_3_AWOKEN: "$ROBOT_POP_SPECIES_1_AWOKEN$"
 ROBOT: "机械"
 PRESAPIENT: "未开智物种"
 BIOLOGICAL: "生物"
 MACHINE: "机械"
 POP_SPECIES_CANT_BE_ENSLAVED: "$SPECIES|Y$人口不能被奴役"
 FORCED_HAPPINESS: "$SOURCE$：$VALUE|+%0$"
 TRAIT_FORCED_HAPPINESS: "§Y不受幸福度影响§!"
 POP_HAS_NO_OWNER: "§R该人口不属于任何人§!"
 RETURNS_COLON: "返回"
 EXPANSION_COST: "扩张影响力花费"
 EXPANSION_COST_LABEL: "扩张花费："
 EXPANSION_DISTANCE_LABEL: "距离："
 CONSUMER_GOODS: "消费品"
 CONSUMER_GOODS_MAINT: "这些人口每个月需要$AMT|Y2$单位的§H$CONSUMER_GOODS$§!，总花费为£minerals£ $COST|2R$"
 CONSUMER_GOODS_COST: "这些人口的消费品花费收到以下修正："
 FLEET_MIA_DESCRIPTION_ORDER_STATUS: "在任务中失踪，最后出现于：$SYSTEM|Y$，将在$DAYS|Y0$天后返回"
 FLEET_MIA_DESCRIPTION: "[[$INDEX$]$FLEET_NAME$（$SYSTEM_NAME$星系），$DATE$抵达" #e.g. '[1] Primary Attack Swarm (Sol system), returns 2330.12.03'
 FLEET_MIA_DESCRIPTION_SHORT: "[[$INDEX$]$FLEET_NAME$（$SYSTEM_NAME$星系）" #e.g. '[1] Primary Attack Swarm (Sol system)'
 FLEET_CANNOT_FOLLOW_CHAIN_DETECTED: "§R该舰队正在跟随你§!"
 buildable_robot_pop_1: "$ROBOT_POP_SPECIES_1$"
 buildable_robot_pop_1_desc: "$trait_robotic_1_desc$"
 buildable_robot_pop_2: "$ROBOT_POP_SPECIES_2$"
 buildable_robot_pop_2_desc: "$trait_robotic_2_desc$"
 buildable_robot_pop_3: "$ROBOT_POP_SPECIES_3$"
 buildable_robot_pop_3_desc: "$trait_robotic_3_desc$"
 buildable_robot_pop_4: "$ROBOT_POP_SPECIES_4$"
 buildable_robot_pop_4_desc: "$trait_robotic_3_desc$"
 buildable_machine_pop: "$trait_machine_unit$"
 buildable_machine_pop_desc: "$trait_machine_unit_desc$"
 buildable_modded_robot_pop: "机械人口模板"
 buildable_modded_robot_pop_machine_intelligence: "机械体人口模板"
 buildable_modded_robot_pop_desc: "$trait_mechanical_desc$"
 buildable_modded_robot_pop_desc_machine_intelligence: "$trait_machine_unit_desc$"
 buildable_robot_pop_1_awoken: "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_1_awoken_desc: "一种科学又先进的真菌物种被限制在粗糙的机器人体内。"
 buildable_robot_pop_2_awoken: "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_2_awoken_desc: "这种早已消失的高科技真菌，当他们的神经系统被扫描上传到机器人身上时他们又复活了。"
 buildable_robot_pop_3_awoken: "$ROBOT_POP_SPECIES_1_AWOKEN$"
 buildable_robot_pop_3_awoken_desc: "$buildable_robot_pop_2_awoken_desc$"
 COUNT_POP_TOOLTIP: "$PLANET|Y$上有$COUNT|Y$个人口"
 COUNT_POP_TOOLTIP_CUTOFF: "…并在$PLANETS|Y$星球增加$POPS|Y$额外人口。"
 NOT_AFFECTED_BY_RADIATION: "不受辐射影响。"
 HEADER: "$KEY|1H$\n"
 SUB_HEADER: "$KEY|1E$\n"
 HIGHLT: "$KEY|H$"
 HIGHLIGHT: "$KEY|H$"
 LORE: "$KEY|L$"
 TOOLTIP_TEXT: "$KEY|T$"
 TEXT_COLOR: "§T"
 HEADER_COLOR: "§H"
 ENEMY_COLOR: "$KEY|R$"
 RED_COLOR: "$KEY|R$"
 GREEN_COLOR: "$KEY|G$"
 BLUE_COLOR: "$KEY|E$"
 ORANGE_COLOR: "$KEY|H$"
 YELLOW_COLOR: "$KEY|Y$"
 ENEMY: " （敌对）"
 BASE: "基础值"
 PERCENT: "$PERC|%0$"
 BASE_VALUE: "基础值：$VALUE|Y1$"
 BASE_VALUE_NEG: "基准：$VALUE|R1$"
 BASE_VALUE_NO_DECIMALS: "基础值：$VALUE|Y0$"
 BASE_VALUE_NO_COLOR: "基础值：$VALUE$"
 NAMED_VALUE_NEG: "$NAME$：$VALUE|R1$"
 EMPIRE_BASE_PRODUCTION: "帝国基础：§Y$PRODUCTION$§!"
 BASE_PERCENT: "基础值：$VALUE|0%Y$"
 POPS_VALUE: "人口产生：$VALUE$"
 START_NEW_GAME: "正在开始新游戏"
 PRESS: "按"
 TO_CONTINUE: "继续"
 DIALOG_AGREE: "同意"
 DIALOG_DECLINE: "拒绝"
 CANCEL: "取消"
 RELOAD: "重新载入"
 FINISHED: "完成"
 FINISH: "完成"
 ACCEPT: "接受"
 START: "开始"
 FILTER: "筛选"
 MESSAGE_OK: "确认"
 MESSAGE_GOTO: "显示"
 FRONT_START: "新游戏"
 FRONT_LOAD: "载入游戏"
 FRONT_CREDITS: "制作人员"
 FRONT_SETTINGS: "设置"
 FRONT_ADDITIONAL_CONTENT: "额外内容"
 FRONT_QUIT: "退出"
 FRONT_BACK: "返回"
 FRONT_SAVE_GAMES: "选择游戏存档"
 FRONT_LAUNCH: "启动"
 FRONT_MULTIPLAYER: "多人游戏"
 FRONT_MULTIPLAYER_DISABLED: "§GM§!多人游戏"
 FRONT_COOP: "合作"
 FRONT_COOP_DISABLED: "§G合作§!"
 LOAD_SAVE_GAME: "正在载入存档"
 CALCULATING_CACHE: "正在准备游戏"
 LOGIN_REQUIRED: "需要登录"
 LINK_ACCOUNTS_TITLE: "关联账户"
 LINK_ACCOUNTS: "您好！我们注意到您通过steam平台来玩我们的游戏，如果您将您的steam账户与您的Paradox账户关联，您将可以在每次进行游戏时自动登录至你的Paradox账户。"
 LINK_ACCOUNTS_DONT_REMIND: "不要再提醒我\n(您仍然可以在Paradox网站中连接您的账户。)"
 SKIP_LINK_ACCOUNTS: "跳过连接"
 AGREE_LINK_ACCOUNTS: "关联账户"
 CREATE_PROFILE_TITLE: "选择一个用户名"
 CREATE_PROFILE_DESCRIPTION: "每一位宇宙传奇都应该有一个属于自己的名字。确定后，此用户名将被用于以后的所有Paradox的游戏和线上服务，且无法更改\n\n请做出明智的选择！"
 CREATE_PROFILE_USERNAME: "用户名"
 CREATE_PROFILE_CONFIRM: "确认"
 LOAD_GAME_SELECTED_SAVES: "存档："
 LOAD_GAME_NO_FILES: "没有存档可以读取！"
 LOAD_GAME_UNSORTED: "§G存档未排序§!"
 INTERNET_BROWSER: "浏览器"
 AT_WAR: "战争状态："
 ALLIES_LIST: "$ALLIES$："
 ALLIES: "盟友"
 LOAD_MAP_GFX: "读取地图"
 LOAD: "读取"
 LOAD_SELECTED_SAVE: "读取存档"
 CLOSE: "关闭"
 ON: "开"
 OFF: "关"
 ENABLED: "启用"
 DISABLED: "关闭"
 START_GAME: "开始游戏"
 SHIP_DESIGNER: "舰船设计器"
 FLEETDESIGNER: "舰队设计器"
 SAVING: "存储中"
 OPEN: "打开"
 SAVED_GAMES: "存档"
 LOAD_LAST_SAVED: "读取最新存档"
 PLANET: "行星"
 STAR: "恒星"
 PLANET_CAP: "行星"
 MOON: "卫星"
 MOON_CAP: "卫星"
 TYPE: "类型"
 ASSIGNMENT: "任务"
 SKILL: "技能"
 AGE: "年龄"
 CHAR_OPINION_OF_CHAR: "§H$FIRST$§!对§H$SECOND$§!的评价：$OPINION$"
 CHAR_OPINION_OF_CHAR_WE_FIRST: "我们对§H$SECOND$§!的评价：$OPINION$"
 CHAR_OPINION_OF_CHAR_WE_SECOND: "§H$FIRST$§!对我们的评价：$OPINION$"
 OPINION_OF_CHAR: "对§H$EMPIRE$§!的评价：$OPINION$"
 CUSTOM: "自定义"
 POP_GROWTH_TITLE: "每月人口增长"
 POP_GROWTH: "每月人口增长：$VALUE|Y$"
 POP_GROWTH_LAST_MONTH: "上月人口变化：$VALUE|Y$"
 POP_GROWTH_CATEGORY_LAST_MONTH: "$CATEGORY$上个月：$VALUE|Y$"
 POP_GROWTH_NEXT_MONTH: "下月预计增长：$VALUE|2Y$"
 POP_ASSEMBLY_NEXT_MONTH: "下月预计组装：$VALUE|2Y$"
 POP_DECLINE_NEXT_MONTH: "预计下月减少：$VALUE|2R$"
 POP_NAME: "$PLANET$拥有$SPECIES$的人口"
 POP_GROUP_NAME: "$SPECIES$$CATEGORY$"
 POP_MAX_GROWTH: "食物需求：$VALUE|1Y$"
 POP_MAX_GROWTH_BASE: "基础值：$VALUE|1Y$"
 POP_MAX_GROWTH_POPS: "$POPS|Y$已有人口：$VALUE|1=-$"
 POP_MAX_GROWTH_HABITABILITY: "宜居性：$VALUE|0=-%$"
 POP_MAX_GROWTH_HELP: "§E一个人口需要度过一定的生长才能成年。所需的进度将会随着星球上人口增长而增长。§H食物盈余§!，§H$MOD_LOGISTIC_GROWTH_MULT$§E和§H$HABITABILITY$§E影响产生新人口的时间。§!§!§!§!§!"
 GROWTH_CAT_ENTRY: "$CATEGORY$：$VALUE|+=0*$"
 GROWTH_CAT_OTHER: "事件及其他原因"
 GROWTH_CAT_FACTION: "派系变化"
 GROWTH_CAT_RESETTLE: "强制迁移"
 GROWTH_CAT_SLAVES_PURCHASED: "添购"
 GROWTH_CAT_PROMOTION: "社会阶层变化"
 GROWTH_CAT_COLLAPSE: "人口组合并"
 GROWTH_CAT_SPECIES: "物种更改"
 GROWTH_CAT_ETHICS: "思潮变化"
 GROWTH_CAT_MIGRATION: "移民"
 GROWTH_CAT_EMIGRATION: "移出国境"
 GROWTH_CAT_IMMIGRATION: "移入国境"
 GROWTH_CAT_SPECIES_MOD: "物种改造"
 GROWTH_CAT_BOMBARDMENT: "轰炸"
 GROWTH_CAT_ABDUCTION: "绑架"
 GROWTH_CAT_GROWTH: "增长"
 GROWTH_CAT_ASSEMBLY: "集合"
 GROWTH_CAT_DECLINE: "拒绝"
 GROWTH_CAT_COLONIZATION: "殖民"
 POPULATION: "人口"
 GAME: "游戏"
 YES: "是"
 NO: "否"
 DISMISS: "忽略"
 UNDECIDED: "未决定"
 NAME: "名称"
 CATEGORY: "分类"
 HEALTH: "生命值"
 PERC: "§Y$VALUE|%0$§!"
 PERC_WHITE: "$VALUE|%0$"
 DAMAGE_MIN_MAX: "§Y$MIN$ - $MAX$§!"
 ARMY_NO_POP_LIMIT: "不受人口限制"
 ARMY_NO_MORALE: "不受士气损伤影响"
 AVERAGE_DAMAGE: "平均伤害"
 MORALE_DAMAGE: "士气伤害：§Y$MIN$-$MAX$§!"
 COLLATERAL_DAMAGE: "连带伤害：$AMOUNT|%0Y$"
 DEFENDER: "防御方"
 ATTACKER: "进攻方"
 ENABLED_DLC_DESC: "$DLC|Y$已启用。"
 EDIT: "编辑"
 PREV: "上一页"
 NEXT: "下一页"
 EXIT: "退出"
 RANDOM: "随机"
 RANDOM_RULER: "随机统治者"
 AND: "和"
 SI_NUMBER: "$VALUE|1*$"
 SI_NUMBER_0: "$VALUE|0*$"
 MIL_FLEET_NAME: "$COUNTRY$第$NUMBER$舰队"
 TRANS_FLEET_NAME: "第$NUMBER$运输舰队"
 INTEL_LEVEL_NONE: "未探索"
 INTEL_LEVEL_LOW: "§R低§!"
 INTEL_LEVEL_MEDIUM: "§Y中§!"
 INTEL_LEVEL_HIGH: "§E高§!"
 INTEL_LEVEL_FULL: "§G完全§!"
 SENSOR_RANGE: "探测范围"
 INTEL_LEVEL_VALUE: "情报等级：$LEVEL|H$"
 INTEL_LEVEL_DESC: "§G完备§!：该星系的舰队活动和行星类型完全知晓。\n§G高§!：星系中的舰队活动知晓。\n§Y中等§!：星系中的行星类型知晓\n§R低§!：星系中行星数量知晓。"
 INTEL_LEVEL_NOT_TRIGGER: "$SYSTEM$的情报等级不$OPERATOR$$LEVEL|Y$"
 INTEL_LEVEL_TRIGGER: "$SYSTEM$的情报等级$OPERATOR$$LEVEL|Y$"
 MISSING_WORMHOLE_STATION: "超出距离！我们需要在该星系附近建立更多的虫洞站。"
 FLEET_JUGGERNAUT_REPAIR: "§R这艘舰船无法送去修理。§!"
 FLEET_NO_PATH: "所选中的舰队没有到达此恒星系的路径。"
 COPY_TEMPLATE: "复制模板"
 FLEET_MANAGER_COPY_TEMPLATE: "§H复制模板§!\n§G点击复制该舰队组成§!"
 FLEET_CHANGE_COMPOSITION_NOT_OWNER: "$BUILD_ORDER_NOT_OWNER$"
 FLEET_NO_PATH_RESTRICTED: "星系被设置为受管制的，所以我们的舰队不能进入。"
 FLEET_NO_PATH_DESTINATION_CLOSED: "无法到达目的地。"
 FLEET_NO_PATH_PASSIVE_STANCE: "正在使用回避姿态躲避敌人。"
 NO_PATH_NO_FTL: "所选中的船只没有超光速引擎，所以无法到达此星系。"
 FLEET_NO_PATH_MUST_EXPLORE: "我们需要一艘指派有科学官的科研船或一支指派有指挥官的军用舰队来探索未知的星系。"
 DONE: "完成"
 FRIENDLY_FLEETS: "我方舰队"
 NEUTRAL_FLEETS: "中立舰队"
 HOSTILE_FLEETS: "敌方舰队"
 ALLIANCE_FLEETS: "友方舰队"
 INTEL_HOSTILE: "敌方情报"
 INFLUENCE: "影响力"
 INTEL_HOSTILE_DESC: "我们先前在这星系遭遇过敌对势力。"
 INTEL_HOSTILE_NAME_POWER: "§R$NAME$ $MILITARY_POWER$§!"
 FLEET_UNCONTACTED: "$FLEET|Y$£ship_stats_hitpoints£$HP$"
 FLEET_MILITARY_POWER: "£military_ship£$FLEET|R$£military_power£$VALUE|0Y$£ship_stats_hitpoints£$HP$"
 FLEET_TOTAL_MILITARY_POWER: "£military_power£ $VALUE|0Y$"
 FLEET_MILITARY_POWER_BOSS: "£military_ship£$FLEET|R$£military_power_boss£ £ship_stats_hitpoints£$HP$"
 FLEET_NO_MILITARY_POWER: "$FLEET$"
 FLEET_NO_MILITARY_POWER_SCIENCE: "£science_ship£$FLEET|B$£ship_stats_hitpoints£$HP$"
 FLEET_NO_MILITARY_POWER_CONSTRUCTION: "£construction_ship£$FLEET|H$£ship_stats_hitpoints£$HP$"
 FLEET_NO_MILITARY_POWER_COLONY: "£colony_ship£$FLEET|E$£ship_stats_hitpoints£$HP$"
 FLEET_NO_MILITARY_POWER_ARMY: "£army_ship£$FLEET|G$£ship_stats_hitpoints£$HP$"
 MILITARY_POWER: "£military_power£ $VALUE|*0$"
 MILITARY_POWER_1: "£military_power£ $VALUE|*1$"
 ARMY_HEALTH: "£ship_stats_hitpoints£ $VALUE$"
 ARMY_POWER: "£army_power£ $VALUE|*0$"
 ARMY_POWER_YELLOW: "£army_power£ $VALUE|Y*0$"
 ARMY_POWER_1: "£army_power£ $VALUE|*1$"
 MILITARY_POWER_BOSS: "£military_power_boss£ "
 MILITARY_POWER_ULTRA_BOSS: "£military_power_ultra_boss£"
 SCREENSHOT_TAKEN: "已截图！"
 LONG_SHIPCLASS_NAME: "$NAME$级$SIZE$"
 SELECT_COMPONENT: "增加部件"
 SELECT_CORE_COMPONENT: "增加核心部件"
 SELECT_COMPONENT_EMPTY: "没有合适的部件槽位可供选择。"
 SELECT_COMPONENT_DESC: "选择一个部件，将其放入可用的槽位。"
 SHIP_NAME_STATS: "详细介绍"
 SHIP_NAME_LABEL: "设计名称"
 SHIPCLASS_NAME: "$NAME$级"
 NEBULA_DESC: "星云会屏蔽进出该恒星系的传感器信号。"
 MODIFY: "修饰"
 MORALE: "士气"
 MIGRATING: "移民"
 SECTOR_FOCUS_PREFERENCE: "选择星域焦点"
 CLICK_TO_TRANSFER_RESOURCES: "点击以转移资源"
 ENVIRONMENTAL_EFFECTS: "§H环境影响§!"
 ENVIRONMENTAL_HAZARDS: "§H环境危害§!"
 ENVIRONMENTAL_EFFECTS_DELAYED: "§E环境影响和危害会影响星系内所有的舰队。它们通常都是源于星系中的§H恒星§!或是因为星系在§H星云§!或§H宇宙风暴§!的内部。§!"
 EFFECTS_ON_SYSTEM: "§H对恒星系的影响：§!"
 MIGRATING_DESC: "正在向$PLANET|H$移民：剩余$REMAINING|Y$月"
 HAPPINESS_LABEL: "幸福度："
 UNHAPPINESS: "不满"
 FERTILITY_LABEL: "生育能力："
 ASSIMILATED: "同化"
 ASSIMILATED_DESC: "这个物种正在被同化。每月将会转化§Y100§!£pop£§H人口§!以更好地匹配我们帝国的主体物种。\n\n每个月同化的£pop£§H人口§!数量可以通过£pop£每月优化人口数修正来提升。"
 ENSLAVED: "被奴役"
 ENSLAVED_DESC: "这些人是奴隶。"
 LIVESTOCK: "牲口"
 LIVESTOCK_DESC: "这一族群被当作供养其它族群的牲口。"
 MATRIX_LIVESTOCK: "融合"
 MATRIX_LIVESTOCK_DESC: "这一族群被融合进行星的能量网络。"
 PURGING: "正在净化"
 PURGING_DESC: "该人口正被系统性清除。这一过程需要一些时间。"
 DISPLACING: "强迫迁移"
 DISPLACING_DESC: "这个人口因为驱逐而被强制迁移出这个星球。迁移程序可能需要花费一些时间。"
 DISPLACING_DESC_2: "这个人口因为帝国政策或是低适应性而被强制迁移出这个星球。迁移程序可能需要花费一些时间。"
 EMIGRATING: "正在迁出"
 EMIGRATING_DESC: "该人口正在迁出该星球。"
 PURGING_ROBOT: "正在拆解"
 PURGING_DESC_ROBOT: "该人口正在被拆解。这一过程需要一些时间。"
 WORMHOLE_INCOMING_DESC: "§H虫洞出口§!\n 一个虫洞已经打开，有什么东西正从里面出来……"
 WORMHOLE_INCOMING_KNOWN_DESC: "§H来自$SYSTEM|Y$§!的虫洞出口\n进度：$CUR|Y$/$MAX|Y$（$DAYS|Y$天）\n在途舰队：$FLEET|Y$。"
 WORMHOLE_OUTGOING_DESC: "§H虫洞入口§!\n虫洞已开启，可以向其他星系运送舰船。"
 WORMHOLE_OUTGOING_KNOWN_DESC: "§H通往$SYSTEM|Y$§!的虫洞入口\n进度：$CUR|Y0$/$MAX|Y0$（$DAYS|Y$天）\n在途舰队：$FLEET|Y$。"
 GREATER_THAN: "大于"
 LESS_THAN: "少于"
 EQUAL_TO: "等于"
 NOT_EQUAL_TO: "不等于"
 GREATER_THAN_OR_EQUAL_TO: "大于等于"
 LESS_THAN_OR_EQUAL_TO: "小于等于"
 FTL_TRAIL_DESC: "侦察到超光速旅行的轨迹。轨迹在$ENDDATE|H$后消失。"
 FTL_TRAIL_ANALYZED_DESC: "超光速旅行轨迹分析完毕。一艘$WHO|H$舰船在$JUMPDATE|H$跃迁到$TO|H$。轨迹将在$ENDDATE|H$后消失。"
 FTL_TRAIL_OURS_DESC: "探测到一艘我们的舰船留下的超光速轨迹，它在$JUMPDATE|H$跃迁到$TO|H$。轨迹将在$ENDDATE|H$后消失。"
 HITPOINTS: "船体值"
 HULL: "船体"
 SHIELD: "护盾"
 SHIELDS: "护盾"
 SECTOR_AUTONOMY: "重新开发"
 SECTOR_AUTONOMY_DESC: "是否允许星域替换建筑物。"
 SECTOR_RESPECT_TILE_RESOURCES: "地块资源优先"
 SECTOR_RESPECT_TILE_RESOURCES_DESC: "控制该星域是否应该避免建造不适合地块资源的建筑。对于某些特定类型的建筑，某些地块上的资源依然会被忽视。"
 SECTOR_CONSTRUCTION_AUTONOMY: "允许重新开发"
 SECTOR_CONSTRUCTION_RESPECT_TILE_RESOURCES: "地块资源优先"
 SECTOR_RESOURCE_ABOVE_CAP: "不能超过资源存储的阈值：$AMOUNT|0Y$"
 ARMOR: "装甲"
 QUIT_TITLE: "退出游戏"
 QUIT_DESC: "退出并返回桌面？"
 RESIGN_TITLE: "返回主菜单"
 RESIGN_DESC: "放弃游戏并返回主菜单？"
 GROUND_COMBAT: "入侵"
 MOVE_CAPITAL: "迁都"
 MOVE_CAPITAL_DESC: "将你的首都迁移到此行星需要消耗£influence£ $COST|Y0$。"
 MOVE_CAPITAL_DESC_VALID: "点击将首都迁移到此行星。"
 MOVE_CAPITAL_DESC_INVALID_ALREADY_CAPITAL: "这里已经是你的首都！"
 MOVE_CAPITAL_DESC_INVALID_NOT_OWNER: "无法迁都到不属于你的行星。"
 MOVE_CAPITAL_DESC_INVALID_OCCUPIED: "无法迁都到已被占领的行星。"
 MOVE_CAPITAL_DESC_INVALID_NOT_CORE: "无法迁都到星域控制的行星。"
 MOVE_CAPITAL_DESC_INVALID_BEING_COLONIZED: "不可将首都迁至正在殖民的星球。"
 MOVE_CAPITAL_DESC_INVALID_AT_WAR: "无法在战争期间迁都。"
 MOVE_CAPITAL_DESC_INVALID_COOLDOWN: "无法在$DATE|H$之前迁都。"
 MOVE_CAPITAL_CONFIRM: "你确定要迁都到$PLANET|H$？\n$EXTRA$\n这会消耗£influence£$COST|Y0$。"
 TRADE_ROUTES_REMOVED: "§R所有贸易路线将会被移除！§!\n"
 SECTOR_CREATED: "将会以此为新首府建立星域。\n"
 SECTOR_CAPITAL_MOVED: "星域首府将被移至此行星。\n"
 HOME_BASE: "母港"
 HOME_BASE_NONE: "§Y无§!"
 HOME_BASE_CLICK_TO_SET: "§G按住Shift加右键将其设为母港§!"
 CURRENT_HOME_BASE: "当前母港：$NAME$"
 HOME_BASE_NOT_OWNER_ALLY: "只能将我们或者我们盟友拥有的恒星基地设为母港"
 INCOMING_SHIPS_DESC: "探测到$NUM|H$只战舰从$FROM|H$驶来。"
 planet_size_small: "小型"
 planet_size_medium: "中型"
 planet_size_large: "大型"
 planet_size_desc: "最多能够维持$NUM|H$个人口。"
 ASTEROID: "小行星"
 MONEY: "能量币"
 ORBITAL_STATIONS: "轨道站"
 ANOMALY: "异常现象"
 SURVEYED: "已调查"
 UNSURVEYED: "未调查"
 HABITABILITY: "宜居性"
 HABITABILITY_BREAKDOWN: "§E宜居性细分：§!"
 HABITABILITY_EFFECTS: "宜居性效果："
 HABITABLITIY_VALUE: "宜居性值：$VALUE$ ($SPECIES|Y$)"
 HABITABILITY_FLOOR_DESCRIPTION: "$STRING$：$VALUE$"
 HABITABILITY_CEIL_DESCRIPTION: "$STRING$：$VALUE$"
 HABITABILITY_CEIL_UNCAPPED_DESCRIPTION: "该物种忽略宜居性上限"
 HABITABILITY_AUTO_MOD_DESCRIPTION: "该物种的人口可能通过自动修饰来提升宜居性"
 pop_habitability: "行星宜居性"
 pop_low_habitability: "$pop_habitability$"
 pop_high_habitability: "$pop_habitability$"
 TERRAFORM_RESULT: "宜居性：$HABITABILITY$"
 SIZE: "规模"
 SCIENTIST_REQUIRED: "需要科学官"
 SCIENTIST_REQUIRED_AREA_LEVEL: "（ 需要$AREA$$LEVEL$级科学官。）"
 CURRENT_WARSCORE: "战争分数："
 CURRENT_DEMAND_SUM: "战争要求："
 RESULTS: "结果"
 OPINION: "评价"
 HIGH_OPINION: "赞赏"
 DISTANCE: "距离"
 DISTANCE_VALUE: "$DISTANCE$：$VALUE|Y$"
 COLONY_VALUE: "殖民地：$VALUE|Y$"
 STARBASE_VALUE: "恒星基地：$VALUE|Y$"
 HOSTILE_CLAIMS_PROTECTION: "目标的敌对保护宣称：$VALUE$"
 ATTACKERS: "进攻方"
 DEFENDERS: "防御方"
 OWNER: "所有者"
 USED: "已使用"
 UNUSED: "未使用"
 SOURCES: "来源"
 TOTAL: "总计"
 TOTAL_VALUE: "$TOTAL$：$VALUE|Y$"
 YEARS: "年"
 YEAR_VALUE: "$VALUE|H$年"
 YEARS_VALUE: "$VALUE|H$年"
 MONTH_VALUE: "$VALUE|H$月"
 MONTHS_VALUE: "$VALUE|H$月"
 DAY_VALUE: "$VALUE|H$天"
 DAYS_VALUE: "$VALUE|H$天"
 GAME_SPEED_0: "暂停"
 GAME_SPEED_1: "最慢"
 GAME_SPEED_2: "慢速"
 GAME_SPEED_3: "常速"
 GAME_SPEED_4: "快速"
 GAME_SPEED_5: "最快"
 UNUSED_RESOURCES_TIP: "§H我们有闲置资源，也许可以指派一个£pop£人口开发利用。§!"
 PLANET_PRODUCTION_STRATEGIC: "在这里发现了战略资源：\n\n$NAME|H$\n$DESC$\n$EFFECT$"
 LOCAL_RESOURCES: "§E本土资源§!"
 LOCAL_RESOURCES_DESC: "本土资源出现的地块允许建设更强力的建筑。"
 STRATEGIC_RESOURCES_TITLE: "§H战略资源§!"
 STRATEGIC_RESOURCES_DESC: "§E§H战略资源§!有许多不同的种类，一般需要相应科技才能发现。拥有某个特定的§H战略资源§!能够让你享受一个全帝国范围内的加成。你只需要一个单元的§H战略资源§!就能享受全部优势，多余的战略资源可以用来交易。§!"
 UNEMPLOYED_TITLE: "失业"
 UNEMPLOYED_TITLE_DESC: "这些人口正处于失业状态。建造一些新区划或建筑来指派工作。"
 UNEMPLOYED_FORMER_JOB: "失业（$FORMER_JOB$）"
 QUIT: "退出"
 FLEET: "舰队"
 NEGOTIATE: "谈判"
 UNKNOWN: "未知"
 UNKNOWN_SHORT: "？"
 UNKNOWN_LONG: "？？？"
 DASH: "-"
 UNKNOWN_OPINION: "§Y？§!"
 UNKNOWN_COUNTRY: "不明帝国"
 global_event_country: "不明帝国"
 UNKNOWN_ORIGIN: "未知起源"
 FLANKER: "侧翼舰队"
 UNASSIGNED: "未分配"
 SHIP_ROLE_CAPITAL: "§H主力舰§!是舰队主力。"
 SHIP_ROLE_FLANKER: "§H侧翼§!将在进入合适距离后发起进攻。"
 SHIP_ROLE_NONE: "未分配任务"
 SPECIAL_PROJECT_DEBRIS: "$SYSTEM|H$内的残骸"
 SPECIAL_PROJECT_DEBRIS_DESC: "发现可以研究的太空战斗残骸。"
 DEBRIS_DESC: "来自$COUNTRY|H$的战斗残骸。\n§G部件遗骸：§!\n$LIST$"
 DEBRIS_NO_COMPONENTS: "$COUNTRY|H$的太空战斗残骸。\n§Y其中没有我们尚未研究的部件。§!"
 DEBRIS_VIEW_DESC: "$COUNTRY|H$的太空战斗残骸。"
 DEBRIS_DETAILS: "部件遗骸：\n$LIST$"
 CORPORATE_COUNTRY_MODIFIER: "企业帝国修正"
 COUNTRY_MODIFIER: "帝国修正"
 COUNTRY_MODIFIERS: "帝国修正"
 ARMY_MODIFIER: "陆军修正"
 POP_MODIFIER: "人口修正" #£pop_modifier  §PPop Modifier§!
 OWNER_COUNTRY: "§T$COUNTRY|Y$所有。§!"
 CONTROLLER_COUNTRY: "§T受控于$COUNTRY|Y$。§!"
 PL_INFO: "£pop£$POPS|H$    £def£$DEF|H$"
 PURGE: "§H执行净化§!"
 SPECIES_HAPPINESS: "物种"
 COLONY_HAPPINESS: "殖民地"
 COST: "花费"
 VALUE_MAXIMUM: "最高值"
 POP_ETHIC_DIVERGENCE: "$MOD_POP_ETHIC_SHIFT$"
 POP_ETHIC_DIVERGENCE_DESC: "§E§H思潮分歧§!代表了这个§H人口§!改变§H思潮§!的几率。负值代表§H人口§!更倾向于遵守§H帝国的思潮§!，所以减少是件好事。§!"
 TRAIT_COST: "花费：$COST$"
 BASELINE_POP: "帝国创始物种"
 BASELINE_POP_DESC: "这是帝国的创始物种。"
 COST_VALUE: "花费：$VALUE|Y$"
 BASE_COST_VALUE: "基础花费：$VALUE|Y$"
 BASE_TIME_VALUE: "基础时间：$VALUE|Y$"
 BASE_PROGRESS_VALUE: "基础进度：$VALUE|Y$"
 ETHIC_ATTRACTION: "$ETHIC|H$\n由于目前的吸引力，我们预期大约有§Y$ATTRACTION$%§!的£pop£人口能接受这种思潮。\n\n目前§Y$PERC$%§!的£pop£人口信奉这种思潮。"
 ETHIC_ATTRACTION_MATCHES_EMPIRE: "这种思潮被我们的帝国所接纳，这显著的增加了该思潮的吸引力。"
 ETHIC_ATTRACTION_MATCHES_EMPIRE_2: "我方的§H$MOD_POP_GOVERNMENT_ETHIC_ATTRACTION$§!修正额外改变了$VALUE$点吸引力。"
 RESOURCE: "£$RESOURCE$£ $VALUE|0$"
 MAINTENANCE: "维护费"
 LOGISTIC_UPKEEP: "后勤维护费"
 CANT_SURVEY_OWNER: "该恒星系隶属于其他帝国，除非他是我们的属国，否则不能进行调查。"
 NEED_ACCESS: "我们没有该恒星系的通行权。"
 BROKEN_SAVEGAME: "存档损坏"
 DELETE: "删除"
 REMOVE: "移除"
 DELETE_SAVEGAME_TOGGLE: "§G单击显示删除存档的按钮。§!"
 DELETE_SAVEGAME: "§G点击打开确认对话框。\n按住Ctrl再单击可以立刻删除存档。§!"
 DELETE_SAVEGAME_CONFIRM_NAME: "删除存档"
 DELETE_SAVEGAME_CONFIRM_DESC: "删除存档$NAME|H$？"
 NO_FACTIONS_LABEL: "无派系"
 fa_colonized_planet: "已殖民星球"
 fa_built_mining_station: "已建造开采站"
 NAME_VALUE_FORMAT: "$NAME$：$VALUE$"
 MATHS_set: "设置为"
 MATHS_add: "加"
 MATHS_subtract: "减"
 MATHS_multiply: "乘以"
 MATHS_divide: "除以"
 MATHS_modulo: "取余数"
 MATHS_round_to: "四舍五入到最接近的值"
 MATHS_round: "数值被四舍五入"
 MATHS_floor: "数值被向下取整"
 MATHS_ceiling: "数值被向上取整"
 MATHS_max: "数值触顶达到"
 MATHS_min: "数值必须至少为"
 MATHS_abs: "取绝对值"
 MATHS_square: "数值平方"
 MATHS_pow: "指数次方"
 MATHS_square_root: "数值开平方"
 FACTION_APPROVAL_MODIFIER: "$NAME$：$VALUE$"
 FACTION_APPROVAL_EFFECTS: "§H对派系人口的影响：§!"
 FACTION_APPROVAL_TIME_REMAINING: "（剩余§Y$MONTHS$ $MONTH_LABEL$§!）"
 faction_approval_very_low: "派系支持度极低"
 faction_approval_low: "派系支持度较低"
 faction_approval_average: "派系支持度一般"
 faction_approval_high: "派系支持度较高"
 faction_approval_very_high: "派系支持度极高"
 HOLD_TO_OVERRIDE_LOAD: "§G按住Ctrl双击强行载入该存档§!"
 CLOUD_SAVE: "§H云存档§!"
 CLOUD_SAVE_DISABLED_DESC: "§R云端存储目前不可用！§!"
 SAVE_TO_CLOUD: "保存到云端"
 SAVE_LOCATION_CLOUD: "§H云存档§!\n状态：§G已同步§!"
 SAVE_LOCATION_CLOUD_NO_SYNC: "§H云存档§!\n状态：§R未同步§!"
 SAVE_LOCATION_LOCAL: "§R本地存档§!\n该存档保存在本地，并未上传到云端。"
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_TITLE: "存档过多"
 SAVE_GAME_DIALOG_MAX_NUM_ERROR_DESC: "这个战役的存档数目过多，请删除一部分。"
 LOAD_GAME_SYNC_FILES: "同步存档"
 RESUME_MAJOR_VERSION_WARNING_TITLE: "版本不匹配"
 RESUME_MAJOR_VERSION_WARNING_DESC: "正在恢复的存档来自版本 §H$SAVE_VERSION$§!。\n当前游戏版本为 §H$GAME_VERSION$§!。\n\n存档通常在主要更新之间不兼容。如有需要，您可以从主菜单手动加载此存档，但可能会出现意外行为。"
 RESUME_MAJOR_VERSION_WARNING_STEAM_DESC: "$RESUME_MAJOR_VERSION_WARNING_DESC$"
 SAVE_INCOMPATIBLE_OLDER: "§R存档不兼容§!\n此存档的版本$SAVE_VERSION|H$与当前的游戏版本$GAME_VERSION|H$不兼容，会影响游戏稳定性。\n\n加载此存档然后保存成新的存档§H不会§!改变其兼容性。"
 SAVE_INCOMPATIBLE_NEWER: "§R疑似存档不兼容§!\n此存档的版本$SAVE_VERSION|H$比当前的游戏版本$GAME_VERSION|H$新，可能会影响游戏稳定性。\n\n加载此存档然后保存成新的存档§H不一定可以§!让它变得完全兼容。"
 SAVE_NEW_ENTRY: "新的条目"
 AFFECTS_FACTION_APPROVAL: "§Y影响§!$VALUE$派系支持度"
 AFFECTS_FACTION_APPROVAL_NOT: "§Y派系支持度目前未受影响。§!"
 MISSING_DLCS: "§R缺少DLC§!"
 POP_FACTIONS_COLUMN_TYPE: "类型"
 POP_FACTIONS_INFLUENCE_MULT: "基于受到派系§H支持§!以及§H赞同度§!水平，乘以$VALUE|Y$。"
 LOYALIST_FACTION_DESC: "忠诚派系是我们帝国的主要派系。忠诚的人口满足于现状，不会寻求变革。"
 FROM_FACTION: "派系支持度：$VALUE|0%Y$"
 APPROVAL_OF_FACTION: "£mod_faction_approval£$VALUE$"
 POP_FACTIONS_ATTRACTION_TITLE: "吸引力"
 POP_FACTIONS_INFLUENCE: "由于该派系的§H支持率§!与§H赞同度§!，我们每月可获得$VALUE$。"
 POP_FACTIONS_APPROVAL_TITLE: "$APPROVAL$"
 POP_FACTIONS_APPROVAL_DESC: "§t$concept_approval_desc$§!\n\n§G点击['concept_approval']打开数据库§!"
 POP_FACTIONS_COLUMN_TYPE_DESC: "派系类型决定了派系的性质、效果和需求。"
 POP_FACTIONS_COLUMN_LEADER: "领袖"
 POP_FACTIONS_COLUMN_LEADER_DESC: "派系领袖可能会增加派系的吸引力，或修正它的支持率和影响。"
 POP_FACTIONS_COLUMN_SUPPORT: "支持率"
 POP_FACTIONS_COLUMN_SUPPORT_DESC: "派系的支持率和其普及程度大致相关，会影响效果的类型和程度。"
 POP_FACTIONS_COLUMN_DEMANDS: "诉求"
 POP_FACTIONS_COLUMN_DEMANDS_DESC: "派系的诉求代表他们对帝国政府的希望。\n\n§H派系的诉求与帝国现状的吻合程度，决定了派系的支持度。§!"
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS: "效果"
 POP_FACTIONS_COLUMN_SUPPORT_EFFECTS_DESC: "支持效果会显示一个派系如何影响你的帝国。\n\n§H一旦满足某些条件，每个月都会有一定百分比几率的触发某个效果。§!"
 POP_FACTIONS_COLUMN_ACTIONS: "行动"
 POP_FACTIONS_COLUMN_ACTIONS_DESC: "你可以采取行动以便和派系交涉。"
 POP_FACTIONS_ATTRACTION_TOOLTIP: "我们帝国中有$TOTALPOPS|H$潜在的人群可能会加入这个派系。\n"
 POP_FACTIONS_ATTRACTION_DESC: "一个派系的吸引力意味着你的人口中有多少人愿意加入它，这个值受多种因素（比如思潮）影响。"
 SUPPORT_VALUE_FORMAT: "$VALUE|0%$"
 FACTIONS_VIEW_SORT_TYPE: "§H按类型排序§!"
 FACTIONS_VIEW_SORT_NAME: "§H按名称排序§!"
 FACTIONS_VIEW_SORT_APPROVAL: "§H按认可度排序§!"
 FACTIONS_VIEW_SORT_SIZE: "§H按规模排序§!"
 FACTIONS_VIEW_SORT_SUPPORT: "§H按支持度排序§!"
 FACTIONS_VIEW_SORT_DEMANDS: "§H按诉求排序§!"
 FACTIONS_VIEW_SORT_EFFECTS: "§H按效果排序§!"
 FACTIONS_VIEW_SORT_ETHIC: "§H按思潮排序§!"
 FACTION_GUIDING_ETHIC: "主导思潮：$ETHIC|Y$"
 ASSIGN_LEADER_TO_POSITION: "将$LEADER|Y$指派到可用职位上。"
 NO_AVAILABLE_POSITIONS: "暂无可用的恰当职位。"
 ASSIGN_JOB_HEADER: "可用岗职位"
 CLICK_TO_ASSIGN_SPECIFIC_LEADER: "§G点击将$WHO|Y$指派到该职位上。§!"
 LOCATION_TYPE_SHIP: "舰队职位"
 LOCATION_TYPE_PLANET: "行星职位"
 LOCATION_TYPE_GALACTIC_COMMUNITY: "$galactic_community$"
 ASSIGN_LOCATION_TYPE_HEADER: "$LOCATION_TYPE$（$JOBS|E$）"
 EVENTWINDOW_CLOSE_EFFECTS: "效果："
 FLEETS: "舰队"
 ACHIEVEMENTS: "§H成就§!\n浏览您的《Stellaris》成就"
 HOMEPAGE: "§H网站§!\n访问《Stellaris》的官方网站"
 FORUM: "§H论坛§!\n进入官方的《Stellaris》论坛"
 FACEBOOK: "§HFacebook§!\n打开《Stellaris》的官方脸书页面"
 TWITTER: "§HTwitter§!\n在推特上关注《Stellaris》"
 YOUTUBE: "§HYouTube§!\n在YouTube上订阅Stellaris"
 DISCORD: "§HDiscord§!\n加入Stellaris的Discord服务器"
 CREDITS: "§H制作名单§!\n发现Stellaris背后的那群人"
 WIKI: "§HWiki§!\n§G点击前往Stellaris Wiki条目§!"
 CLOSE_TITLE: "§H关闭§!"
 BACK_TITLE: "§H$BACK$§!"
 NO_MP_POPS: "§R进行多人游戏前，你必须登录Paradox账号。§!"
 sponsored_colonizer: "私人殖民船"
 sponsored_colonizer_plural: "私人殖民船"
 sponsored_colonizer_desc: "私人殖民船由私人星域的不明人士资助建造。所以，其中殖民者的思潮可能和主流不同。"
 COLONY_SHIP_COST: "§E殖民船拥有固定的花费和建筑时间§!"
 CANNOT_ENTER_ORBIT_NO_ORBITAL_SLOTS: "不能进入轨道，轨道空间已满。"
 COOP_EMPIRE: "§M合作帝国§!"
 PLAYED_BY: "玩家：$PLAYER|H$"
 PREVIOUSLY_PLAYED_BY: "先前玩家：$PLAYER|H$"
 PLAYER_NAME_FORMAT: "$PLAYER_NAME_FORMAT|C$"
 PLAYED_BY_LIST: "§M玩家：$PLAYERS_NAMES$§!"
 PREVIOUSLY_PLAYED_BY_LIST: "§M先前玩家：$PLAYERS_NAMES$§!"
 SORT_BY_NAME: "§H按名称排序§!"
 SORT_BY_OPINION: "§H按评价排序§!"
 RENAME_OBJECT_DESC: "§G单击重命名§!"
 SORT_BY_DISTANCE: "§H按距离排序§!"
 SORT_BY_SPECIES: "§H按物种排序§!"
 SORT_BY_POP: "§H按人口排序§!"
 SORT_BY_RESEARCH: "§H按科研排序§!"
 SORT_BY_PLANETS: "§H按行星数排序§!"
 SORT_BY_MILITARY_FLEETS: "§H按军事舰队排序§!"
 SORT_BY_DESIGNATION_H: "§H$SORT_BY_DESIGNATION$§!"
 FTL_TRAIL_KNOWN_SYSTEM: "根据超光速轨迹推断，海盗跃迁到了一个已知的星系，$SYSTEM|H$"
 FTL_TRAIL_FOUND_SYSTEM: "根据超光速轨迹的分析，我们在未探索的宇域发现了隐藏基地！已经将其加入我们的星系地图。"
 FTL_TRAIL_FAILED: "我们暂时未能通过超光速轨迹的分析得出目标位置。"
 TRUCE_NAME: "$WAR|H$的停战协议"
 TRUCE_OF_LIBERATION: "解放导致的停战"
 TRUCE_BROKE_ALLIANCE: "破坏盟约导致的停战"
 TRUCE_BROKE_GUARANTEE: "破坏保障的停战"
 TRUCE: "停战"
 TRUCE_DESC: "达成的停战协议从$STARTDATE|H$开始，到$ENDDATE|H$结束。"
 OWNED_PLANETS_RATIO: "拥有的行星比例"
 RANDOMIZED_COUNTRY_AND_SPECIES_DESC: "你将使用随机的物种开始游戏。"
 NO_ACCESS_TO_COUNTRY_SYSTEMS: "§R$COUNTRY$对我们关闭了他们的边境。§!"
 NO_ACCESS_TO_COUNTRY_SYSTEMS_FALLEN_EMPIRE: "§R失落帝国不会对其它帝国开放边界！§!"
 BORDERACCESS: "边境通行权"
 MISSING_IN_ACTION: "任务中失踪"
 BEING_REPAIRED: "正在修理：$VALUE|Y%0$"
 TERRAFORMING: "环境改造中，$PROGRESS|Y%0$（剩余天数：$DAYS_REMAINING|Y$天）"
 SHIP_MODIFIERS: "舰船修正"
 DOCKED_FLEET_MAINT: "§H维护费§!\n    停靠舰队：$VALUE|0$"
 POP_MODIFIERS: "人口修正"
 POP_MODIFIERS_DESC: "这些修正只影响单个人口单位"
 ARMY_MODIFIERS: "陆军修正"
 UNKNOWN_SYSTEM: "未知"
 PLANETARY_FORT_EFFECTS: "由于行星防御工事，侵攻部队对守方部队造成的伤害将受到参数大约§Yx$VAL$§!的衰减。"
 POWER_USAGE: "能源消耗：$VALUE|Y$"
 POWER_GENERATION: "能源产出：$VALUE|Y$"
 SENSOR_RANGE_VALUE: "探测范围：$VALUE|Y0$"
 STAR_SYSTEM: "$NAME$星系"
 CDV_CURRENT_SCENARIO: "场景：$SCENARIO$"
 CDV_SCENARIO: "场景"
 CDV_COUNTRY: "帝国_$INDEX$"
 CDV_FLEET: "舰队_$INDEX$"
 CDV_SHIP: "$DESIGN$"
 CDV_ADD_NEW: "（新的）"
 CDV_NO_SHIP_DESIGNS: "您没有任何船的设计图。进入舰船设计器界面，至少设计一个草图。"
 CDV_USE_SELECTED: "使用场景"
 CDV_RENAME_SELECTED: "重命名"
 CDV_ENTER_NEW_NAME: "输入新名称"
 CDV_RESET: "重置"
 SUBJECT_TAX_DESCRIPTION: "作为一个$SUBJECT$，你需要上交你生产份额的一部分作为附庸税给你的宗主。"
 TRADE_DEAL_LENGTH: "协议持续年数："
 TRADE_DEAL_LENGTH_NONE: "无"
 TRADE_DEAL_LENGTH_VALUE: "$TRADE_DEAL_LENGTH$ $VALUE|Y$"
 TOOLTIP_DELETE_ITEM: "删除该项"
 TOOLTIP_CLONE_ITEM: "复制该项"
 ARMY_RETREAT_IN: "可以在$DAYS|H$日后撤退"
 SAVE_GAME_DISABLED_IRONMAN: "§R铁人模式下无法保存游戏！§!"
 LOAD_GAME_DISABLED_IRONMAN: "§R铁人模式不能载入游戏！§!"
 LOAD_GAME_DISABLED_MP: "§R多人游戏无法进行存档加载！§!"
 START_SCREEN_BEGIN: "我们的征途是星辰大海！"
 MODIFIERS_TITLE: "§E$MODIFIERS_LABEL$§!"
 HABITABILITY_EFFECT_MODIFIERS_TITLE: "§E宜居性效果修正：§!"
 MODIFIERS_LABEL: "修正："
 MODIFIERS: "修正"
 BUILD_SPEED_MODIFIERS: "建造速度修正："
 CLOSE_DONT_SHOW_AGAIN: "已了解。"
 CHECKBOX_MENU_DONT_SHOW_AGAIN: "不再显示"
 INSULT_TOO_SOON: "§R距离我们上次羞辱对方的时间太短了。你可以在$DATE|Y$之后再次羞辱他们。§!"
 OPTION_WILL_BE_AUTOSELECTED: "如果未在$DATE$之前做出选择，将自动选择此选项"
 COLONIZATION_PROPOSAL: "殖民提案"
 IS_EVENT_LOCKED: "事件已锁定"
 DISBAND_FLEET_EVENT_LOCKED: "§R这支舰队不能解散。§!"
 DISBAND_FLEET_NOT_OWNED: "§R我们只能解散我们自己拥有的舰队。§!"
 DIPLO_RESPONSE_TEXT: "来自$RECIPIENT|Y$的外交回应"
 DIPLO_MESSAGE_TEXT: "来自$ACTOR|Y$的外交通信"
 DIPLO_STATUS: "外交状态"
 OPINION_DECAY_MONTHLY: "每月"
 OPINION_DECAY_YEARLY: "每年"
 OPINION_DECAY_EXPIRES: "$DATE|Y$到期"
 MINOR_UNDERTAKING: "轻松的任务"
 MODERATE_UNDERTAKING: "中等的任务"
 MONUMENTAL_UNDERTAKING: "艰巨的任务"
 CURRENT_BUILDING: "目前的建筑"
 DISTRICT_CONSTRUCTION_INVALID_DISTRICT: "无效区划"
 BUILDING_CONSTRUCTION_DOES_NOT_OWN_PLANET: "在我们的行星上只能顺序建造。"
 BUILDING_CONSTRUCTION_DOES_NOT_OWN_BRANCH_OFFICE: "我们不是该分部的拥有者。"
 BUILDING_CONSTRUCTION_OWNER_NOT_SUBJECT: "行星所有者不是我国的附属国。"
 BUILDING_CONSTRUCTION_OWNER_NOT_OVERLORD: "行星所有者不是我国的宗主国。"
 BUILDING_CONSTRUCTION_ALREADY_QUEUED: "我们无法在这片区域多次重复建造您指定的建筑。"
 BUILDING_CONSTRUCTION_INVALID_BUILDING: "无效的建筑"
 BUILDING_CONSTRUCTION_UNBUILDABLE_BUILDING: "无法建造的建筑"
 BUILDING_CONSTRUCTION_BUILDING_RUINED: "建筑在升级前必须先被修复"
 BUILDING_CONSTRUCTION_INVALID_UPGRADE_FROM: "建筑无法以这种方式升级"
 BUILDING_CONSTRUCTION_IS_ORBITAL: "不能在陆地上建造轨道建筑。"
 BUILDING_CONSTRUCTION_BLOCKED: "这个区域被锁定，只有清除之后才能开始建造。"
 BUILDING_DESTRUCTION_NO_BUILDING: "没有建筑可摧毁。"
 BUILDING_DESTRUCTION_CANNOT_DESTROY: "§R这个建筑不能被拆除。§!"
 BUILDING_DESTRUCTION_CANNOT_REPLACE: "§R这个建筑不能被替换。§!"
 BUILDING_DESTRUCTION_NOT_OWNED: "我们只能摧毁自己的建筑。"
 BUILDING_CONSTRUCTION_COLONIZATION: "$ERROR_PLANET_UNDER_COLONIZATION$"
 BUILDING_UPGRADE_NO_BUILDING: "没有可升级的建筑"
 BUILDING_UPGRADE_NOT_OWNED: "§R我们只能升级自己的建筑。§!"
 BUILDING_UPGRADE_NO_UPGRADES: "§R没有可用的升级。§!"
 BUILDING_REPLACE_NO_BUILDING: "没有可替换的建筑"
 BUILDING_REPLACE_NOT_OWNED: "§R我们只能替换自己的建筑。§!"
 BUILDING_REPAIR_NOT_RUINED: "§G建筑未被摧毁§!"
 BUILDING_REPAIR_CANNOT_SUPPORT_BUILDING: "§R行星上的建筑槽位不足，无法支持这个建筑§!"
 BUILDING_REPAIR_ALREADY_REPAIRING: "§Y建筑已在进行修复§!"
 BUILDING_REPAIR_BOMBARDED: "星球正遭受轰炸。"
 CLEAR_BLOCKER_BOMBARDED: "星球正遭受轰炸。"
 BUILDING_UPGRADING: "建筑正在升级中"
 BUILDING_UNDER_REPLACEMENT: "建筑已经在替换中"
 REPARATION_COST: "维修经费：\n$COST$"
 REPAIR_BUILDING: "修理建筑"
 REPAIR_BUILDING_DESC: "我们可以使用原本建造的花费和时间的一部分来修复该建筑并恢复它的全部功能。"
 CANNOT_SPAWN_ARMY_INVALID_POP: "§R由于没有成熟人口工作，无法产生军队。§!"
 CANNOT_SPAWN_ARMY_NON_SOLDIER_POP: "§R无法生成军团，因人口无法服役。§!"
 SPAWNS_DEFENSE_ARMIES: "提供$NUM|Y$支防御部队"
 SPAWNS_DEFENSE_ARMY: "提供$NUM|Y$防御部队"
 BUILDING_PROTECTS_FROM_BOMBARDMENT: "保护军队免受轨道轰炸"
 BUILDING_IMMUNE_TO_BOMBARDMENT: "对轨道轰炸免疫"
 BUILDING_FTL_INHIBITOR: "提供超光速抑制器"
 ARMY_PROTECTED_BY_BUILDING: "抵御轨道轰炸"
 SPAWNED_FROM_POP: "生成自$SPECIES$人口"
 SPAWNED_FROM_PLANET: "生成自$PLANET$行星"
 BUILDING_AUTOMATED: "自动建筑"
 BUILD_BUILDING: "建造建筑"
 BUILD_BUILDING_DESC: "可以在地块上建造建筑，大多建筑会生产特定资源。"
 DOWNGRADE_BUILDING: "降级建筑"
 DOWNGRADE_BUILDING_2_DESC: "我们可以选择将这座建筑降至最低的等级，以节约维护费。"
 DESTROY_BUILDING: "拆除建筑"
 DESTROY_BUILDING_2_DESC: "我们可以选择拆除该建筑，以便腾出空间建造另一种建筑。"
 DESTROY_BUILDING_NOT_POSSIBLE: "§R无法拆除、降级或替换该类型的建筑§!"
 DESTROY_DISTRICT: "拆除区划"
 DESTROY_DISTRICT_2_DESC: "我们可以选择拆除该区划，以便腾出空间建造另一种区划。原区划的建造花费无法返还。"
 DESTROY_DISTRICT_NOT_POSSIBLE: "§R无法拆除该类型的区划§!"
 BUILD_HEADER: "§H建造§!"
 BUILD_DISTRICT: "建造区划"
 BUILD_DISTRICT_2_DESC: "点击在星球上建造$NAME|Y$"
 UPGRADE_BUILDING: "升级建筑"
 UPGRADE_BUILDING_DESC: "我们可以将这个建筑升级。在升级期间，当前建筑仍会运作。"
 UPGRADE_BUILDING_MISSING_RESOURCES_DESC: "缺乏升级此建筑所需消耗的资源。"
 UPGRADE_BUILDING_CLICK_DESC: "§G单击选择升级$BUILDING_TYPE$§!"
 UPGRADE_BUILDING_SHIFT_CLICK_DESC: "§G按住£shift£ 将所有升级加入队列§!"
 UPGRADE_BUILDING_CLICK_LIST_DESC: "§G点击显示升级§!"
 REPLACE_BUILDING: "替换建筑"
 REPLACE_BUILDING_DESC: "我们可以安排新的建筑工程替换当前建筑。新建筑完成前，当前建筑仍会运作。"
 REPLACE_DISTRICT: "替换区划"
 REPLACE_DISTRICT_DESC: "我们可以安排一个建造计划，用另一种区划来替换该区划。在建造完成前，原区划仍可正常运作。"
 BUILDING_DETAILS_CLICK: "§G点击查看建筑详情§!"
 DISTRICT_DETAILS_CLICK: "§G点击查看区划详情§!"
 POP_DETAILS_CLICK: "§G点击查看人口详情§!"
 COST_STRING: "花费：$VALUE$"
 CONSTRUCTION_COST: "花费： "
 PRODUCES_RESOURCES: "生产： "
 REQUIRES_RESOURCES: "维护费： "
 RESOURCE_GAIN: "获得资源： "
 CONSTRUCTION_TIME: "建筑时间：£resource_time£ $TIME$"
 REPLACE: "替换"
 DESTROY: "拆除"
 DOWNGRADE: "降级"
 DEACTIVATE: "停用"
 ACTIVATE: "激活"
 Activate: "激活"
 ACTIVATE_BUILDING_DESC: "激活此建筑以允许其再次消耗和产出资源。"
 DEACTIVATE_BUILDING_DESC: "我们可以选择关闭这座建筑，以防止其消耗资源，但是这也不再产出任何资源。"
 UPGRADE: "升级"
 CLEAR_BLOCKER: "清理地块障碍"
 CLEAR_BLOCKED_DESC: "将地块障碍从地块上清除后可以在该处安置£pop£人口，也可建造建筑。"
 TILE_CLEARING_NO_BLOCKER: "我们需要一个£blocker£ 来清除这个区域的障碍物。"
 TILE_CLEARING_MUST_OWN_PLANET: "只能够清除己方殖民地上的£blocker£ 地块障碍。"
 TILE_CLEARING_BLOCKER_NOT_CLEARABLE: "该处£blocker£ 地块障碍无法清除。"
 TILE_CLEARING_CANNOT_AFFORD: "我们没有足够的资源来清除该地块。"
 TILE_CREATING_ALREADY_QUEUED: "该地块已经有预定的建造项目了。"
 MOVE_POP_NOT_OWNER: "我们只能移动属于我们帝国的人口。"
 MOVE_POP_NOT_SAPIENT: "我们不能移动一个未开智物种的人口。"
 MOVE_POP_NOT_CORE_SECTOR: "我们只能移动属于我们核心星域的人口。"
 MOVE_POP_CANNOT_PLACE_ON_BLOCKER: "我们不能将£pop£人口放置在有障碍的地块。"
 MOVE_POP_NOT_SAME_PLANET: "我们不能将£pop£人口移动到另一个行星。"
 BUILDABLE_POP_TILE_ALREADY_FULL: "这个地块上已有一个£pop£人口。"
 UNBUILDABLE_POP: "不能建造这种类型的人口。"
 MOVE_POP_NOT_BIO_TROPHY: "活体陈设不能被移到已有建筑的地块上。"
 ORBITALS: "轨道的"
 DOCKED: "停泊的"
 EDICT_ENDS_DATE: "失效时间：$DATE|Y$"
 POPS: "人口"
 POP: "人口"
 TILES: "来自工作中地块"
 TAXES: "人口税"
 TILE_BUILDING_ACTIVE_INVALID_TILE: "无效地块"
 TILE_BUILDING_ACTIVE_INACTIVE_TILE: "未激活地块"
 TILE_BUILDING_ACTIVE_NOT_OWNER: "不是该行星的拥有者"
 FOCUS_SYSTEM_TOOLTIP: "§G单击或按“E”键前往恒星系§!"
 CONSTRUCTION_CANNOT_CLEAR_NOT_OWNER: "不是该行星的拥有者。"
 CANCEL_CONSTRUCTION: "取消建造"
 CANCEL_CONSTRUCTION_DESC: "可以取消该项建造来获得全额退款。"
 CONSTRUCTION_PROJECT: "建造项目"
 CLEARING_PROJECT: "清除项目"
 REPARATION_PROJECT: "修复项目"
 DRAG_AND_DROP_POP_TO_MOVE_IT: "拖拽人口使其搬迁"
 MEMBER_OF_POP_FACTION: "$FACTION|Y$派系的成员"
 BUILD: "建造"
 BUILD_ORBITAL: "建造轨道空间站"
 BUILD_DISTRICT_BUTTON: "£districtadd£$BUILD$"
 BUILD_DESC: "§G点击以显示可建造舰船列表§!"
 BUILD_DESC_DISABLED: "只能在我方的空间站建造舰船。"
 CLEAR: "清除"
 mod_fallen_empire: "$COUNTRY_FALLEN_EMPIRE$"
 mod_awakened_fallen_empire: "$COUNTRY_AWAKENED_FALLEN_EMPIRE$"
 mod_war_in_heaven: "天堂之战"
 MOD_DIFFICULTY_MODIFIER_MULT: "难度导致的电脑修正乘数"
 COUNTRY_NON_PLAYER: "非玩家"
 COUNTRY_FALLEN_EMPIRE: "失落帝国"
 COUNTRY_FALLEN_EMPIRE_DESC: "失落帝国是残留下的远古星际势力。虽然他们已不复往昔，但是他们仍然持有着及其先进的科技。星际的事务根本无法吸引他们，而他们也几乎不踏出自己的领域。"
 COUNTRY_AWAKENED_FALLEN_EMPIRE: "觉醒帝国"
 COUNTRY_AWAKENED_FALLEN_EMPIRE_DESC: "觉醒帝国是从几个世纪的长期停滞中崛起的['concept_fallen_empires']，他们现在再次将魔爪伸向星系。他们是危险的邻居，很可能把不太先进的帝国作为他们的傀儡或者征服目标。"
 fallen_empire: "$COUNTRY_FALLEN_EMPIRE$"
 awakened_fallen_empire: "$COUNTRY_AWAKENED_FALLEN_EMPIRE$"
 INDEPENDENT: "独立"
 INDEPENDENT_DESC: "独立的国家只是在星系中追求自身的利益。"
 ALLIANCE_LEADER: "$ALLIANCE$的领袖"
 ALLIANCE_LEADER_DESC: "这个国家是更大的星际联盟的领导。"
 ALLIANCE_MEMBER: "$ALLIANCE$的成员"
 ALLIANCE_MEMBER_DESC: "这个国家是更大的星际联盟中的一员。"
 REBELS_UNDER: "反抗$COUNTRY$的叛军"
 REBELS_UNDER_DESC: "他们始于一场反抗另一星际政权的起义，最终成功赢得了自由。" #appended to other descs e.g. ALLIANCE_MEMBER_DESC, INDEPENDENT_DESC with a line break
 PRIMITIVE: "§H前超光速文明（$AGE|Y$）§!"
 PRIMITIVE_NAMED: "§H$COUNTRY$（$AGE|Y$）§!"
 MERGE: "合并"
 LEVEL_X: "等级：$LEVEL|Y$"
 ORBITING_FLEETS: "在轨舰队"
 DETAILS: "详情"
 DISMANTLE: "§H拆解§!"
 SPACEPORT_DISMANTLE: "拆解太空港"
 SPACE_PORT_DISMANTLE_BUTTON: "§G点击拆解太空港§!"
 SPACEPORT_DISMANTLE_DESC: "§E拆解§Y$PLANET$的太空港§!可以节约我们用于保养它的维修费§!"
 SPACEPORT_DETAILS: "太空港细节"
 SPACEPORT_DESC: "§E一个§H太空港§!是一个仅能在殖民星球的轨道上建造的巨型空间站。它有两个至关重要的作用：\n§Y1、§!建造太空船\n§Y2、§!保护星球免受敌方舰队的荼毒§!"
 COMMAND_LIMIT: "指挥上限"
 COMMAND_LIMIT_VALUE: "$COMMAND_LIMIT$（$CURRENT$/$LIMIT$）"
 LEADER_EFFECTS_OF_SKILL: "\n§E技能等级效果：§!"
 FLEET_IS_WINDING_DOWN: "不能合并或分离正在处于超光速冷却中的舰队。"
 FLEET_IS_UPGRADING: "不能分离或合并正在升级中的舰队。"
 FLEET_TOO_LARGE: "合并这些舰队将创造一个超过我们$COMMAND_LIMIT$$NUM|Y$的舰队。"
 FLEET_SPLIT_NOT_ENOUGH_SHIPS: "没有足够的船只来组建一支新的舰队。"
 FLEET_MERGE_DESC: "将选中的舰队合并至尽可能少的编队。舰队按照以下的顺序进行排列：§Y\n1、名字\n2、领袖技能\n3、舰队规模§!"
 FLEET_MERGE_NOT_ENOUGH_MILITARY_FLEETS: "两只军用舰队必须拥有相同型级。"
 FLEET_MERGE_INVALID_COUNTRY: "无效合并"
 FLEET_MERGE_NOT_OWNER: "非所有舰队的拥有者"
 FLEET_MERGE_INVALID_FLEET: "无效舰队"
 FLEET_REINFORCE_NO_SHIPS: "§W舰队已经满员了§!"
 FLEET_REINFORCE_NO_BUILD_LOCATIONS: "没有空闲的船坞可以进行建造"
 FLEET_REINFORCE_CANNOT_AFFORD: "不能负担增援花费：\n$REQUIRED_RESOURCES$"
 SHIP_TRANSFER_DIFFERENT_OWNER_TYPES: "不允许创建包含不同拥有者舰船的舰队"
 SHIP_TRANSFER_NOT_THE_OWNER: "非其中一支舰队的拥有者"
 SHIP_TRANSFER_SOURCE_IS_NOT_CONTROLLED_BY_OWNER: "源舰队不受拥有者控制"
 SHIP_TRANSFER_MUST_BE_REQUESTED_BY_OWNER: "必须受原拥有者要求"
 SHIP_TRANSFER_DIFFERENT_FTL: "不允许创建的舰队中舰船使用的超光速旅行手段不同"
 SHIP_TRANSFER_NO_PROXIMITY: "无法将舰船分配至距离太远的舰队中"
 SHIP_TRANSFER_MAX_FLEET_SIZE: "该舰队规模已达到上限"
 SHIP_TRANSFER_CANNOT_MIX_CIVILIAN: "无法将民用舰船与其他舰船混合编制"
 SHIP_TRANSFER_CANNOT_MIX_TRANSPORT: "无法将运输舰船与其他舰船混合编制"
 FLEET_TRANSFER_ALL: "§H$NUM$x $GROUP$§!：转移全部"
 FLEET_TRANSFER_ALL_DAMAGED: "转移所有受损的舰船（$NUM|H$）"
 FLEET_TRANSFER_ALL_DESC: "§G点击转移尽可能多的舰船到目标舰队§!"
 FLEET_TIP_CLICK_TO_ATTACK: "§G点击右键攻击§!"
 FLEET_TIP_CLICK_TO_FOLLOW: "§G点击右键护航§!"
 FLEET_TIP_ATTACK_NEEDS_WAR: "§R我们在攻击该舰队前要先宣战§!"
 FLEET_TIP_OWNERSHIP_STATUS_LEASED_OUT: "§G舰队已被租借。§!"
 FLEET_TIP_OWNERSHIP_STATUS_BORROWED: "§G舰队已被借出。§!"
 FLEET_TIP_LEASE_DAYS_BEFORE_RETURN: "§G将于以下时间后返航：§!£time£（$DAYS|Y$）§G天§!"
 STOP: "停止"
 STOP_DESC: "停止并移除选中舰队的全部命令。"
 MOVE_ORDER: "移动"
 MOVE_ORDER_DESC: "命令选中的舰队至特定地点。靠右键点击太空中的某处也可以移动。按住shift键可以为命令排序。"
 MOVE_ORDER_IMMOVABLE: "选中的舰队无法移动"
 MOVE_ORDER_SPACE_TARGET_DESC: "将选中的舰队移动至这里！"
 MOVE_ORDER_PLANET_TARGET_DESC: "将选中的舰队移动至$PLANET|Y$周围的轨道上"
 MOVE_ORDER_GALOBJ_TARGET_DESC: "将选中的舰队移动至$SYSTEM|Y$星系中！"
 RETURN_ORDER: "返回"
 RETURN_ORDER_DESC: "命令选定的舰队返回最近的友方恒星基地。按住Ctrl键使其回到我们自己的恒星基地。"
 RETURN_TO_HOMEBASE_ORDER_DESC: "命令选中舰队回到其母港。如果未设置母港，舰队将会返回最近的友方恒星基地。"
 SURVEY_ORDER: "调查"
 SURVEY_ORDER_DESC: "命令科研船调查恒星、行星和小行星。调查行动会揭示天体的详细信息并有可能发现异常现象。"
 SURVEY_ORDER_CLICK_DESC: "§G单击这个按钮，然后单击一个天体来调查整个星系\nCtrl+单击这个按钮，然后单击一个天体来调查来调查所选天体。§!"
 SURVEY_ORDER_PLANET_DESC: "调查$PLANET|Y$。"
 SURVEY_ORDER_PLANET_ALL_DESC: "由$PLANET|Y$开始调查整个恒星系。"
 SURVEY_ORDER_SYSTEM_DESC: "调查$SYSTEM|Y$内的所有天体。"
 RESEARCH_ORDER: "研究异常现象"
 RESEARCH_ORDER_DESC: "命令科研船研究该异常现象"
 RESEARCH_PROJECT_ORDER: "研究特殊项目"
 RESEARCH_PROJECT_ORDER_DESC: "命令舰船研究特殊项目。"
 RESEARCH_DESC: "这艘舰船会在完成任务后继续之前的命令。"
 AUTO_EXPLORE_ORDER: "科研船自动调查"
 AUTO_EXPLORE_ORDER_DESC: "命令科研船自动探索星系，调查异常点，在躲避敌害的同时研究特殊项目或发掘考古遗址。"
 AUTO_PATROL_ORDER: "自动巡逻"
 LACKING_REQS: "§R特殊项目的条件不满足§!"
 COLONIZE_ORDER: "殖民"
 TILE_HAS_BLOCKER: "地块上有障碍物"
 COLONIZE_ORDER_DESC: "命令殖民船开始殖民一个星球。"
 BUILD_RESEARCH_STATION_ORDER: "建造研究站"
 BUILD_RESEARCH_STATION_ORDER_MULT: "建造$NUM$个研究站"
 BUILD_RESEARCH_STATION_ORDER_DESC: "§Y研究站§!可以用来从无人的行星、恒星以及小行星上收集物理学、社会学以及工程学研究的数据。"
 BUILD_MINING_STATION_ORDER: "建造开采站"
 BUILD_MINING_STATION_ORDER_MULT: "建造$NUM$个开采站"
 BUILD_MINING_STATION_ORDER_DESC: "§Y开采站§!用于收集来自无人居住的行星、恒星和小行星中的矿物、能量币和战略资源。收集能量币的采矿站不需要任何维护费用。"
 BUILD_TERRAFORMING_STATION_ORDER: "建造环境改造站"
 BUILD_TERRAFORMING_STATION_ORDER_DESC: "§Y环境改造站§!允许改变一个星球的类型。"
 BUILD_OBSERVATION_STATION_ORDER: "建造观测站"
 BUILD_OBSERVATION_STATION_ORDER_DESC: "§Y观测站§!能够在有前超光速文明定居的星球的轨道上建造，它的作用是研究文明的社会构造。"
 BUILD_STARBASE_STATION_ORDER: "建造恒星基地"
 BUILD_STARBASE_STATION_ORDER_DESC: "§Y恒星基地§!是一个太空空间站，可以用来在指定恒星系宣示主权并扩展帝国的疆界，它只能在恒星的轨道上建造。"
 BUILD_WORMHOLE_STATION_ORDER: "建造虫洞站"
 BUILD_WORMHOLE_STATION_DESC: "§Y虫洞站§!允许我们的舰队在星系之间穿梭。"
 BUILD_WORMHOLE_STATION_SPACE_TARGET_DESC: "在此处建造一个虫洞站。"
 BUILD_MILITARY_STATION_ORDER: "建造防御站"
 BUILD_RULER_MILITARY_STATION_ORDER: "建造统治者专属防御站"
 BUILD_MILITARY_STATION_DESC: "§Y防御站§!可以在一个恒星系的任何地方建造，它能保护有效半径内的所有区域。"
 BUILD_RULER_MILITARY_STATION_DESC: "基于我们的政府类型，我们可以在统治者在世期间建造一个更加强大的§Y防御站§!"
 BUILD_MILITARY_STATION_SPACE_TARGET_DESC: "在此处建造防御站。"
 BUILD_MILITARY_STATION_NO_DESIGNS: "我们没有可用的防御站设计图。"
 BUILD_MILITARY_STATION_ALREADY_BUILT: "我们已经为在任的统治者建立了一座独有的防御站。"
 BUILD_STATION_ORDER_COST: "花费：$VAL|Y$"
 BUILD_STATION_ORDER_MAINTENANCE: "每月维护：$VAL|Y$"
 BUILD_ORBITAL_STATION_ORDER_MAINTENANCE: "每月维护：$RESOURCES$"
 BUILD_MEGASTRUCTURE_ORDER: "建造巨型结构"
 BUILD_MEGASTRUCTURE_DESC: "§Y巨型结构§!是仅有可能在太空失重环境下才能实施的大规模建筑项目。"
 BUILD_MEGASTRUCTURE_TARGET_DESC: "§G点击建造$MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_SPACE_TARGET_DESC: "在此处建造一个§Y巨型结构§!。"
 BUILD_MEGASTRUCTURE_PLANET_TARGET_DESC: "围绕此恒星建造一个§Y巨型结构§!。"
 BUILD_MEGASTRUCTURE_INNER_SPACE_TARGET_CLICK_DESC: "§G在星系重力井以内点击建造$MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_OUTER_SPACE_TARGET_CLICK_DESC: "§G在星系重力井以外点击建造$MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_PLANET_TARGET_CLICK_DESC: "§G点击一个天体以建造$MEGASTRUCTURE$§!"
 BUILD_MEGASTRUCTURE_ORDER_COST: "花费：$VAL|Y2$"
 BUILD_MEGASTRUCTURE_ORDER_MAINTENANCE: "每月维护：£energy£ $VAL|Y2$"
 MEGASTRUCTURE_DISMANTLE_DIALOG_TITLE: "拆解巨型结构？"
 MEGASTRUCTURE_DISMANTLE_DIALOG_DESC: "这么做将会拆毁巨型结构，你会失去其作用效果。"
 MEGASTRUCTURE_DISMANTLE_NOT_OWNER: "\n§R你并非该巨型结构的拥有者。§!"
 DISMANTLE_MEGASTRUCTURE_ORDER_COST: "花费：$VAL|Y2$"
 DISMANTLE_IN_PROGRESS: "拆解进度"
 ALREADY_DISMANTLING: "£trigger_no£§R拆解已在进行中§!"
 MEGASTRUCTURE_DISMANTLE_PROGRESS: "预计完成拆解日期：$DATE|H$"
 MEGASTRUCTURE_IN_USE: "\n§R无法拆解有正在进行建造队列的巨型结构。§!"
 AUTOMATE_CONSTRUCTION_SHIP: "自动建造"
 AUTOMATE_CONSTRUCTION_SHIP_DESC: "自动化§Y研究站§!和§Y开采站§!的建设。"
 BUILD_ORDER_NOT_OWNER: "非舰队的拥有者"
 BUILD_ORDER_NOT_CONTROLLER: "不是舰队的控制国"
 BUILD_ORDER_NOT_OWNER_MULT: "非这些舰队的拥有者"
 BUILD_ORDER_NO_FLEETS: "没有舰队"
 FLEET_CANT_REMOVE_LEADER_BUSY_RESEARCHING: "§R不能指派或移除一位正在执行研究任务的领袖。§!"
 FLEET_CANT_REMOVE_LEADER_NOT_PLAYER: "§R不能移除一位不属于我方的领袖。§!"
 FLEET_CANT_REMOVE_LEADER_DISABLED_SHIP: "§R不能指派或移除一位处于不可用舰队中的领袖。§!"
 CANNOT_ASSIGN_LEADER_TO_SAME_LOCATION: "§R无法指派领袖担任相同职位§!"
 FLEET_CANT_REMOVE_LEADER_IN_COMBAT: "§R不能从正在战斗的舰队中指派或移除领袖。§!"
 CANT_REMOVE_LEADER_COOL_DOWN: "£time£$DAYS|Y$§R内无法移动§!"
 SHIP_OWNED_BY_SECTOR: "属于$SECTOR|Y$星域"
 CANT_BUILD_OTHER_BORDERS: "恒星系不在我方境内"
 CANT_BUILD_SOMEONE_ELSES_BORDERS: "该星系处于他国境内！"
 CAN_SURVEY_ALREADY_SURVEYED: "已经调查完毕！"
 CANT_SURVEY_FOREIGN_SYSTEM: "不能调查位于他国境内的恒星系 "
 COLLECTED_BY_POP: "$VAL|2Y$£$KEY$£由人口收集"
 COLLECTED_BY_MINING_STATION: "$VAL|2G$£$KEY$£§H$NAME$§!由£mining_station£开采站采集。"
 COLLECTED_BY_MEGASTRUCTURE: "$VAL|2G$£$KEY$£§H$NAME$§!由£megastructure£巨型结构采集。"
 COLLECTED_BY_TRADING_HUB: "$VAL|2G$£$KEY$£§H$NAME$§!由贸易中心收集。"
 COLLECTED_BY_RESEARCH_STATION: "$VAL|2G$£$KEY$£§H$NAME$§!由£science_ship£研究站收集。"
 COLLECTED_BY_ITSELF: "$VAL|2G$£$KEY$£§H$NAME$§!有建筑收集。"
 COLLECTED_BY_NOTHING: "§R未采集§!"
 NO_COMMUNICATIONS_COLONY: "外星殖民地"
 NO_COMMUNICATIONS_FLEET: "外星舰船"
 NO_COMMUNICATIONS_FLEET_XENOPHOBE: "外星威胁"
 NO_COMMUNICATIONS_VESSEL: "外星舰船"
 NO_COMMUNICATIONS_VESSEL_XENOPHOBE: "外星威胁"
 NO_COMMUNICATIONS_STATION: "外星空间站"
 NO_COMMUNICATIONS_STATION_DESC: "这座外星空间站的作用暂时未知……"
 NO_COMMUNICATIONS_LEADER: "外星领袖"
 NO_COMMUNICATIONS_AMOEBA: "外星舰船"
 CANNOT_INSPECT_BEFORE_CONTACT: "§R我们的探测器对这艘奇怪的舰船没有作用！§!"
 NO_COMMUNICATIONS_VESSEL_DESC: "这艘外星舰船的能力暂时未知……"
 NO_COMMUNICATIONS_FLEET_DESC: "我们需要启动第一次接触章程以对$NAME|Y$进行更深入的了解。"
 ABANDONED_STATION_DESC: "这个空间站已经被废弃了。"
 ABANDONED_STATION_PREV_OWNER_DESC: "这个已经被遗弃的空间站曾经属于$NAME|Y$。"
 APPROVAL: "认可度"
 FACTION_SUPPORT: "支持率"
 REPAIRING: "正在修理"
 REPAIRING_DESC: "这支舰队正在进行修理"
 ADJACENCY_BONUS: "毗邻效应"
 ADJACENT: "毗邻的"
 HAPPINESS: "幸福度"
 HAPPINESS_DESC: "§t$concept_happiness_desc$§!"
 COLONIZE: "殖民"
 COLONIZE_DESC: "我们可以通过殖民这个星球来拓展我们的边界，并为境内的人口提供更多的生存空间。"
 RECRUIT: "招募"
 RECRUIT_INFO: "从星球人口中招募新的进攻部队"
 RECRUITMENT_TIME: "招募时间"
 DRAIN_SECTOR: "征用星域库存"
 DRAIN_SECTOR_TOO_FEW_RESOURCES: "§R星域至少需要$MIN|Y$能量币和矿物的库存才能被征用。§!"
 DRAIN_SECTOR_AMOUNT: "征用$FRACTION|%0Y$的星域库存，消耗£influence£ $COST|0Y$转移£minerals£ $MINERALS|G$和£energy£ $ENERGY|G$至帝国库存。"
 DEFENSIVE_WAR_MULT: "由于处于防御战争中，获得§Y$VALUE|%0$§!的加成。"
 CRISIS_MULT: "由于当前的危机，倍增了§Y$VALUE|%0$§!。"
 DEFENSIVE_WAR: "防御战争"
 OFFENSIVE_WAR: "侵略战争"
 ENEMIES: "敌人"
 NO_DEFENDING_GENERAL: "防御方没有将领"
 NO_ATTACKING_GENERAL: "进攻方没有将领"
 RECRUITMENT: "招募"
 ARMIES: "陆军"
 GAME_MULTIPLAYER_LOBBY: "游戏大厅"
 MATCHMAKING_CONNECTION_RESTRICTED: "受限网络"
 PLACE_COLONY_DIFFERENT_PLANET: "无法在不同的行星上建造殖民地。"
 PLACE_COLONY_BLOCKER: "不能在一块有障碍物的地块上建造殖民地。"
 PLACE_COLONY_NOT_OWNER: "不是殖民地的所有者。"
 PLACE_COLONY_POP: "不能在£pop£人口上建造殖民地。"
 CANCEL_SPACEPORT_CONSTRUCTION_NO_SPACEPORT: "没有太空港"
 ALREADY_HAVE_THIS_TRAIT: "已经拥有这个特质。"
 OPPOSITE_OF: "$TRAIT$的对立特质"
 CANNOT_PICK_SLAVERY_TRAIT: "不能选择$trait_decadent$特质，除非你还选择了§H$ethic_xenophobe$§!或§H$ethic_authoritarian$§!的思潮。"
 CANNOT_PICK_SLAVERY_TRAIT_2: "不能选择$trait_decadent$特质如果你已经选择了某种减少$MOD_POP_SLAVERY_TOLERANCE$的特质，思潮或政体"
 DUPLICATE_TRAIT: "复制特质$TRAIT|Y$"
 REQUIRED_TRAIT_MISSING: "缺少所需的特质 $TRAIT|Y$"
 REQUIRED_TRAIT: "§R这个特质是必要的§!"
 TRAIT_INVALID_INITIAL: "§R这个特殊特质 $TRAIT|Y$ 无法在游戏开始选择。§!"
 TOO_MANY_TRAIT_POINTS_USED: "你已选的特质总点数超过了可用的特质点数量。"
 TOO_MANY_TRAITS: "你为你的物种选择了太多的特质"
 SELECTED_ETHICS: "已选择思潮"
 NO_GOVERNMENT_SELECTED: "§H没有选择权力制度§!"
 NO_GOVERNMENT_SELECTED_DESC: "在此列表中选择一个权力制度。"
 CALLED_BY_ALLY: "$CALLER$的盟友"
 CALLED_BY_FEDERATION: "$CALLER$联邦的成员国"
 CALLED_BY_OVERLORD: "$TYPE$，处于$CALLER$统治之下"
 CALLED_BY_SUBJECT: "$CALLER$的宗主国"
 CALLED_BY_GUARANTEED: "保证$CALLER$的独立"
 NUM_DEFENSIVE_PACTS: "$ADJ$防御条约的数量"
 NUM_NON_AGGRESSION_PACTS: "$ADJ$互不侵犯条约数量"
 NUM_COMMERCIAL_PACTS: "$ADJ$商业协议数量"
 RESEARCH_AGREEMENT_TECHS: "相对科技利益"
 agreement_proposals: "协议提案"
 COMMERCIAL_PACT_GIVEN_VALUE: "给予贸易额"
 COMMERCIAL_PACT_TAKEN_VALUE: "获得贸易额"
 CALLED_BY_DEFENSIVE_PACT: "与$CALLER$签署了防御条约。"
 CALLED_BY_OFFENSIVE_PACT: "被$CALLER$邀请加入战争。"
 CALLED_BY_SUPPORTED: "支持$CALLER$的独立"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE: "强制迁移"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_DESC: "确认强制迁移选择"
 MANUAL_RESETTLEMENT_VIEW_COST: "花费"
 MANUAL_RESETTLEMENT_VIEW_COST_DESC: "这是这次强制迁移所需要的资源数量。"
 MANUAL_RESETTLEMENT_VIEW_RESETTLE_NUMPOPS: "迁移$POPS|Y$个人口"
 MANUAL_RESETTLEMENT_VIEW_DRAGDROP_INFO: "在行星之间拖放人口来使他们迁移。"
 RESETTLE_POP_IS_GROWING: "$TRIGGER_FAIL$人口已经完全成长。"
 RESETTLE_POP_IS_REFUSING: "这个人口抵制强制迁移。"
 RESETTLE_PLANET_UNDER_COLONIZATION: "行星已被完全殖民"
 BASE_COLON: "基础值：$VALUE|Y$"
 CUSTOMIZATION_NO_ETHICS_SELECTED: "没有选择思潮"
 CUSTOMIZATION_NO_ETHICS_SELECTED_DESC: "从左边图中选择思潮"
 NOT_ENOUGH_ETHIC_POINTS: "选择的思潮超过了点数阈值"
 CUSTOMIZATION_TOO_FEW_ETHIC_POINTS: "你必须选择更多的思潮。"
 SHORTCUT: "§G快捷键：$KEY$§!"
 SHORTCUT_DOUBLE: "§G快捷键§!：$KEY1$或$KEY2$"
 MOUSE_SHORTCUT: "§G鼠标快捷键：$KEY$§!"
 NAMELIST: "预设名称表"
 CANCEL_SPACEPORT_CONSTRUCTION_DESC: "我们可以取消建造太空港以收回全额费用。"
 MODULE_SLOT: "模块槽位"
 BUILDING_SLOT: "建筑槽位"
 EMPTY_MODULE_SLOT: "$SLOT_TYPE$\n§g空§!"
 EMPTY_MODULE_SLOT_DESC: "$SEPARATOR$\n§E这个§H$SLOT_TYPE$§!是空的，能够用于进一步发展恒星基地。§!"
 EMPTY_MODULE_SLOT_LOCKED_DESC: "§R该§H$SLOT_TYPE$§!目前被锁定。§!\n$SEPARATOR$\n§E升级恒星基地以解锁更多槽位。§!"
 MODULE_CONSTRUCTION_OPTIONS_INSTRUCTION: "点击查看建造选项"
 MODULE_REPLACEMENT_OPTIONS_INSTRUCTION: "点击查看替换选项"
 MODULE_CONSTRUCTION_SLOT_UNDER_CONSTRUCTION: "这个槽已经有一个建造队列"
 MODIFIER: "修正"
 ORBIT_MODIFIER: "轨道修正"
 INITIAL_MODULE: "初始模块"
 PLANET_MODIFIER: "行星修正"
 STATION_MODIFIER: "空间站修正"
 STATION_MODIFIER_HEADER: "$STATION_MODIFIER$："
 SHIP_MODIFIER: "舰船修正" #£ship_modifier  §PShip Modifier§!
 BUILD_SPACEPORT_WITH_INITIAL_MODULE: "建造带有初始模块的太空港"
 ORBITAL_STATION_NOT_SUPPORTED_BY_PLANET: "§R无法在这个行星上建立轨道空间站。§!"
 ORBITAL_STATION_ALREADY_EXISTS: "§R一个轨道空间站已经在这个行星的轨道上环绕了。§!"
 PLANETVIEW_SPACEPORT_TAB_NOT_OWNER: "§R我们不是这个行星的拥有者。§!"
 NOT_OWNER: "§R我们并未拥有$NAME$§!"
 NOT_OWNER_OF_PLANET: "我们不是该行星的拥有者。"
 SELECT_INITIAL_MODULE: "选择初始模块"
 STARBASE_UPGRADE_NAMED: "升级到$LEVEL$"
 STARBASE_UPGRADE_DESC: "升级恒星基地，为更多的模块和建筑创造空间。"
 CAN_QUEUE_UPGRADE_CONSTRUCTION_NOT_VALID: "升级需要前一等级的太空港"
 NO_STATIONS_BUILDABLE_NO_PLANETS: "不能在这个恒星系中任何一个行星周围建设这种空间站"
 kick_from_channel_tooltip: "§H踢出§!\n将该用户从聊天频道中踢出。"
 EXECUTED_COMMAND_SUCCESS_CHAT_MESSAGE: "$NAME$命令“$COMMAND$”已执行。"
 EXECUTED_COMMAND_FAIL_CHAT_MESSAGE: "$NAME$尝试执行命令“$COMMAND$”失败。"
 TILE_DESCRIPTION_POP: "人口详情"
 TILE_TYPE_NO_POP: "空"
 TILE_TYPE_DESC_NO_POP: "这个地块没有人口。"
 BUILDING_DETAILS: "建筑详情"
 SPACEPORT_COMBAT_STATS: "战斗数据"
 SPACEPORT_ORBIT_MODIFIER: "轨道修正"
 SPACEPORT_STATION_MODIFIER: "空间站修正"
 SPACEPORT_MODIFIER: "太空港修正"
 ARMY_POWER_HEADER: "军队力量"
 ARMY_POWER_DESC: "$ARMY_POWER_HEADER$是对所有搭载运输舰队的军队联合作战能力的评估。"
 GARRISON_POWER_HEADER: "卫戍军军力"
 GARRISON_POWER_DESC: "$GARRISON_POWER_HEADER$是对保卫这颗行星的所有军队联合作战能力的评估。"
 INVADER_POWER_HEADER: "入侵军军力"
 INVADER_POWER_DESC: "$INVADER_POWER_HEADER$是对所有攻击行星的军队的综合作战力量的估计。"
 MILITARY_POWER_HEADER: "§H战斗力§!"
 OFFENSIVE_POWER_TIP: "§H战斗力：§!£military_power£ $VALUE|Y0$"
 MILITARY_POWER_DESC: "$MILITARY_POWER_HEADER$§E是对舰队的综合攻防能力的评估。§!"
 PLANET_NAME_SURVEYED: "$NAME$"
 PLANET_NAME_UNSURVEYED: "$NAME|g$"
 PLANET_NAME_FORMAT: "$PARENT$$NUMERAL$"
 SUBPLANET_NAME_FORMAT: "$PARENT$$NUMERAL$"
 COST_COLON: "花费："
 BACK: "返回"
 SYSTEM: "恒星系"
 SYSTEMS: "恒星系"
 GALAXY_SETTINGS: "星系设置"
 GALAXY_SETTINGS_GENERAL: "通用设置"
 GALAXY_SETTINGS_ADVANCED: "高级设置"
 OBSERVER_MODE: "观察者模式"
 CHAT: "聊天"
 GOTO: "前往"
 RIGHT_CLICK_TO_GO_TO: "右键点击以前往。"
 CUSTOM_OPINION: "§H对方对我国的评价§!是$AMOUNT|Y$"
 CUSTOM_OPINION_DELAYED: "如果对方在我们的§H领土§!中建有§H空间站§!的话，对方对我方的§H评价§!会慢慢地提升。当然，跟对方展开交易也会提升对方对我方的§H评价§!。"
 CUSTOM_OPINION_CETANA: "§H她对我方的评价§!为$AMOUNT|Y$"
 CUSTOM_OPINION_DELAYED_CETANA: "她对我方的§H评价§!将会随我们的合作程度改变。"
 GALAXY_SETTINGS_CATEGORY_GAMEPLAY: "游戏"
 GALAXY_SETTINGS_CATEGORY_GALAXY: "星系"
 GALAXY_SETTINGS_CATEGORY_EMPIRES: "帝国"
 GALAXY_SETTINGS_CATEGORY_GAME_LENGTH: "游戏长度"
 GALAXY_SETTINGS_CATEGORY_DLC: "DLC"
 GALAXY_SETTINGS_CATEGORY_PRECURSORS: "先驱者"
 FE_FTL: "可用的超光速方式"
 FE_FTL_TOOLTIP: "§H可用的超光速方式§!\n这一设定决定了帝国可以使用基于哪种理论的超光速旅行的手段。默认情况下，所有的三种理论（曲速理论、超空间引擎和虫洞理论）都是可供使用的。"
 FE_SCALING_DIFFICULTY: "递增难度"
 FE_SCALING_DIFFICULTY_TOOLTIP: "§H递增难度§!\n当这个选项开启，电脑从§Y难度§!选项中获得的优势会随游戏时间递增，在游戏开始时为零，并在§Y游戏中期§!和§Y游戏终局的开始年份§!达到最大。"
 DIFFICULTY_CIVILIAN: "平民"
 DIFFICULTY_CADET: "学员"
 DIFFICULTY_ENSIGN: "尉官"
 DIFFICULTY_CAPTAIN: "校官"
 DIFFICULTY_COMMODORE: "准将"
 DIFFICULTY_ADMIRAL: "上将"
 DIFFICULTY_GRAND_ADMIRAL: "大将"
 difficulty_civilian_player: "$FE_DIFFICULTY$"
 difficulty_cadet_player: "$FE_DIFFICULTY$"
 difficulty_ensign: "$FE_DIFFICULTY$"
 difficulty_captain: "$FE_DIFFICULTY$"
 difficulty_commodore: "$FE_DIFFICULTY$"
 difficulty_admiral: "$FE_DIFFICULTY$"
 difficulty_grand_admiral: "$FE_DIFFICULTY$"
 difficulty_ensign_npc: "$FE_DIFFICULTY$"
 difficulty_captain_npc: "$FE_DIFFICULTY$"
 difficulty_commodore_npc: "$FE_DIFFICULTY$"
 difficulty_admiral_npc: "$FE_DIFFICULTY$"
 difficulty_grand_admiral_npc: "$FE_DIFFICULTY$"
 difficulty_scaling_npc: "$FE_DIFFICULTY$"
 HYPERLANES_UNCUT_COUNT: "满"
 SCALING_OFF: "关"
 SCALING_MID: "游戏中期"
 SCALING_LATE: "游戏末期"
 SCALING_OFF_DESC: "§H关闭§!\n电脑在游戏一开始便获得全部难度加成。"
 SCALING_MID_DESC: "§H游戏中期§!\n电脑从难度选项中获得的优势会随游戏时间递增，在游戏开始时为零，并在游戏中期开始的年份达到最大。"
 SCALING_LATE_DESC: "§H游戏末期§!\n电脑从难度选项中获得的优势会随游戏时间递增，在游戏开始时为零，并在游戏末期开始的年份达到最大。"
 CRISIS_TYPE_ANY: "随机"
 CRISIS_TYPE_ALL: "全部"
 CRISIS_TYPE_PRETHORYN: "虫群天灾"
 CRISIS_TYPE_UNBIDDEN: "异次元入侵者"
 CRISIS_TYPE_CONTINGENCY: "肃正协议"
 CRISIS_TYPE_LABEL: "危机种类"
 CRISIS_TYPE_LABEL_TOOLTIP: "§H危机种类§!\n该选项决定会出现的['concept_endgame_crisis']类型，前提是没有在§I危机强度§!设置中关闭。\n\n设为§I全部§!意味着各种危机会以随机的顺序依次纷至沓来。"
 LGATE_LABEL: "L-星门"
 LGATE_LABEL_TOOLTIP: "控制是否生成神秘的['concept_l_gates']。$requires_dis_stars$"
 AGGRESSIVENESS_NORMAL: "正常"
 AGGRESSIVENESS_HIGH: "高"
 AGGRESSIVENESS_LOW: "低"
 FE_AGGRESSIVENESS: "电脑侵略性"
 FE_AGGRESSIVENESS_TOOLTIP: "§H电脑侵略性§!\n此项设置决定了电脑帝国有多大几率向敌人发动战争，当然也包括了在扩张中总体发动的战争数量。尽管有侵略性设置，在电脑对目标的态度符合判定的情况下他们依然只会选择宣战。"
 FE_DIFFICULTY: "难度"
 DIFFICULTY_ADJUSTED_AI_MODIFIERS: "难度调整电脑修正"
 DIFFICULTY_ADJUSTED_AI_MODIFIERS_TOOLTIP: "§H$DIFFICULTY_ADJUSTED_AI_MODIFIERS$§!\n电脑帝国的帝国范围资源产出修正将会与§Y难度§!加成进行乘算。例如，某项科技可以增加[miner.GetIcon]矿工岗位的+20%£minerals£$minerals$产出，对['concept_grand_admiral']的电脑帝国而言，开启该选项将变为+40%的修正。\n\n§P警告：§!这将会使末期电脑经济显著变强。"
 DIFFICULTY_CIVILIAN_DESC: "玩家会获得经济、科研、以及海军容量方面的巨量加成，同时建立第一次接触时也会获得增益。高度侵略性和容易带来破坏的电脑帝国类型会被禁用。"
 DIFFICULTY_CADET_DESC: "玩家会获得经济、科研、以及海军容量方面的加成"
 DIFFICULTY_ENSIGN_DESC: "电脑对手相对玩家没有任何经济、科研、或军事方面的优势"
 DIFFICULTY_CAPTAIN_DESC: "电脑对手在经济、科研、和军事方面拥有少量的加成"
 DIFFICULTY_COMMODORE_DESC: "电脑对手在经济、科研、和军事方面拥有适度的加成"
 DIFFICULTY_ADMIRAL_DESC: "电脑对手在经济、科研、和军事方面拥有大量的加成"
 DIFFICULTY_GRAND_ADMIRAL_DESC: "电脑对手在经济、科研、和军事方面拥有巨量的加成"
 FE_DIFFICULTY_TOOLTIP: "§H难度§!\n此选项控制游戏的难度。\n\n可选的难度设置有：\n—§Y$DIFFICULTY_CIVILIAN$§!：$DIFFICULTY_CIVILIAN_DESC$\n—§Y$DIFFICULTY_CADET$§!：$DIFFICULTY_CADET_DESC$\n—§Y$DIFFICULTY_ENSIGN$§!：$DIFFICULTY_ENSIGN_DESC$\n—§Y$DIFFICULTY_CAPTAIN$§!：$DIFFICULTY_CAPTAIN_DESC$\n—§Y$DIFFICULTY_COMMODORE$§!：$DIFFICULTY_COMMODORE_DESC$\n—§Y$DIFFICULTY_ADMIRAL$§!：$DIFFICULTY_ADMIRAL_DESC$\n—§Y$DIFFICULTY_GRAND_ADMIRAL$§!：$DIFFICULTY_GRAND_ADMIRAL_DESC$"
 FE_IRONMAN: "铁人模式"
 FE_IRONMAN_TOOLTIP: "§H铁人模式§!\n铁人模式下禁用控制台作弊，游戏会自动定时保存并覆盖到单个文件中。在游戏中使用此设置开局，将没有回头路可走。"
 FE_EMPIRES_TOOLTIP: "§H电脑帝国数量§!\n 这个选项决定有多少个电脑帝国会在星系中生成。"
 FE_ADVANCED_EMPIRES_TOOLTIP: "§H初始高级电脑数量§!\n这个选项决定由多少电脑帝国会在开局拥有资源、科技和人口上的优势。除了一个更好的开局它们并没有更多的优势。这个设置不会影响['concept_fallen_empires']。"
 FE_IRONMAN_MULTIPLAYER: "§R铁人模式不支持多人游戏§!"
 FE_IRONMAN_NOCLOUD: "§R铁人模式需要Steam云存档，并需要登陆Steam账户。§!"
 FE_IRONMAN_AUTOSAVE: "§R铁人模式下不允许更改存档频率。§!"
 FE_GALAXY_SHAPE_TOOLTIP: "§H星系形状§!\n控制星系地图的形状。\n\n部分形状只有在特定的§Y星系尺寸§!下可用。\n\n可用的形状有：\n$concept_galaxy_shape_desc$"
 FE_GALAXY_SIZE_TOOLTIP: "§H星系尺寸§!\n控制星系内的恒星系数量，并影响§Y电脑帝国§!的默认数量。\n\n§R警告：§!增大这一选项有可能影响游戏后期的性能表现。"
 ACHIEVEMENT_TOOLTIP_YES: "§G可以在游戏中获得成就。§!"
 ACHIEVEMENT_TOOLTIP_NO: "§R无法在游戏中获得成就。§!"
 ACHIEVEMENT_TOOLTIP_IRONMAN: "§R铁人模式没有启动§!"
 ACHIEVEMENT_TOOLTIP_CHECKSUM: "§R校验码被修改§!"
 ACHIEVEMENT_ELIGIBLE: "§G本局游戏可以获得成就。§!"
 ACHIEVEMENT_CONSOLE_WARNING: "使用任何调试命令都将无法获得成就。"
 ACHIEVEMENT_NOT_ELIGIBLE: "§I本局游戏不能获得成就。§!"
 NUM_FALLEN_EMPIRES: "失落帝国"
 FE_FALLEN_EMPIRES_TOOLTIP: "§H失落帝国数量§!\n此选项控制星系中中允许生成['concept_fallen_empires']的最大数量。"
 NUM_MARAUDER_EMPIRES: "掠夺者帝国"
 FE_MARAUDER_EMPIRES_TOOLTIP: "§H最大掠夺者数量§!\n此选项控制星系中中允许生成['concept_marauder_empires', 掠夺者帝国]的最大数量。$requires_apoc$"
 NUM_HABITABLE_WORLDS: "宜居星球"
 FE_HABITABLE_WORLDS_TOOLTIP: "§H宜居星球§!\n该选项用于调节处于星系“黄金区域”的星球，也就是宜居星球的产生率。增大该数值会让星系总体上会有更多的宜居星球。即使设置为§Y$FE_HABITABLE_WORLDS_RARE$§!，宜居星球也同样会出现，但只在特定的恒星系中。\n\n§R警告§!将该设置提高到1×以上可能导致游戏后期的性能问题。"
 FE_HABITABLE_WORLDS_RARE: "罕见"
 FE_RANDOMIZE: "随机化"
 FE_RANDOMIZE_EMPIRES_TOOLTIP: "若选用则会生成随机数量的电脑帝国，最多不超过滑块所设范围。"
 FE_RANDOMIZE_ADVANCED_EMPIRES_TOOLTIP: "若选用则会有随机数量的电脑帝国为高级帝国开局，最多不超过滑块所设范围。"
 FE_RANDOMIZE_FALLEN_EMPIRES_TOOLTIP: "若选用则会生成随机数量的失落，最多不超过滑块所设范围。"
 FE_RANDOMIZE_MARAUDER_EMPIRES_TOOLTIP: "若选用则会生成随机数量的掠夺者帝国，最多不超过滑块所设范围。"
 FE_CLUSTERED_STARTS: "开局位置"
 FE_CLUSTERED_STARTS_TOOLTIP: "§H开局位置§!\n此选项控制各个帝国的初始星球是集聚在一起，还是被随机投放到宇宙各处中。"
 FE_ADVANCED_NEAR_PLAYER: "高级文明邻居"
 FE_ADVANCED_NEAR_PLAYER_TOOLTIP: "§H高级电脑邻居§!\n此选项控制['concept_advanced_empires', 高级电脑帝国]是否可以在玩家附近生成。§Y关闭§!此选项可能导致生成的高级电脑帝国比设定的数值少。"
 FE_MID_GAME: "中期事件起始"
 FE_MID_GAME_TOOLTIP: "§H$FE_MID_GAME$§!\n这个选项可以控制某些中期事件触发的最早年份，比如['concept_machine_uprising']和['concept_great_khan']的崛起。"
 FE_GUARANTEED_COLONIES: "确保宜居星球"
 FE_GUARANTEED_COLONIES_TOOLTIP: "§H$FE_GUARANTEED_COLONIES$§!\n该选项控制你的初始星系附近会确保多少颗与你的母星类型相同的星球。\n\n§R警告：§!关闭该选项意味着你的初始星系附近不会有宜居星球。"
 FE_VICTORY: "胜利年份"
 FE_VICTORY_TOOLTIP: "§H$FE_VICTORY$§!\n此选项决定在没有['concept_endgame_crisis']或['concept_war_in_heaven']存在的情况下，游戏在哪一年可以结束。§I得分§!最高者将会获得胜利。不过此后玩家仍可继续游戏。将滑条拉到最大数值将会关闭胜利计时。\n\n将此滑块设置到最大值将会禁止所有类型的定期胜利。"
 FE_END_GAME: "末期事件起始"
 FE_END_GAME_TOOLTIP: "§H$FE_END_GAME$§!\n这个选项可以控制末期事件触发的最早年份，包括['concept_endgame_crises']以及['concept_fallen_empire_awakening']。"
 FE_TECH_SPEED: "科技花费"
 FE_TECH_SPEED_TOOLTIP: "§H$FE_TECH_SPEED$§!\n这个选项控制常规帝国获得['concept_technologies']升级的速度。"
 FE_TECH_SPEED_DIFFICULTY_SCALE: "难度调整科技花费"
 FE_TECH_SPEED_DIFFICULTY_SCALE_TOOLTIP: "§H$FE_TECH_SPEED_DIFFICULTY_SCALE$§!\n该选项控制所选的难度对['concept_technologies']研究花费的影响大小，对高级科技的影响会更大。\n\n提高该数值将进一步提高游戏的困难程度，尤其是在高难度下。"
 DIFF_TECH_SCALING_OFF: "关闭"
 DIFF_TECH_SCALING_LOW: "低"
 DIFF_TECH_SCALING_NORMAL: "中"
 DIFF_TECH_SCALING_HIGH: "高"
 DIFF_TECH_SCALING_EXTREME: "极高"
 DIFF_TECH_SCALING_OFF_TOOLTIP: "§H$DIFF_TECH_SCALING_OFF$§!\n游戏难度不影响['concept_technology']花费。"
 DIFF_TECH_SCALING_LOW_TOOLTIP: "§H$DIFF_TECH_SCALING_LOW$§!\n提高难度对['concept_technology']花费有小幅度影响。高等级的科技提升的花费比低等级的更甚。"
 DIFF_TECH_SCALING_NORMAL_TOOLTIP: "§H$DIFF_TECH_SCALING_NORMAL$§!\n提高难度对['concept_technology']花费有中等幅度影响。高等级的科技提升的花费比低等级的更甚。"
 DIFF_TECH_SCALING_HIGH_TOOLTIP: "§H$DIFF_TECH_SCALING_HIGH$§!\n提高难度对['concept_technology']花费有大幅度影响。高等级的科技提升的花费比低等级的更甚。"
 DIFF_TECH_SCALING_EXTREME_TOOLTIP: "§H$DIFF_TECH_SCALING_EXTREME$§!\n提高难度对['concept_technology']花费有极大幅度影响。高等级的科技提升的花费比低等级的更甚。\n\n§R警告：§!在高难度设置下，该设置可能会让击败终末危机变得极为困难甚至不可能。"
 FE_TRADITION_SPEED: "传统花费"
 FE_TRADITION_SPEED_TOOLTIP: "§H$FE_TRADITION_SPEED$§!\n这个选项控制常规帝国获得['concept_traditions']升级的速度。"
 FE_CRISES: "危机强度"
 FE_CRISES_TOOLTIP: "§K危机强度§!\n这个选项控制['concept_endgame_crises']的舰队强度。倍数越高就意味着终末危机会变得越危险。\n\n如果§I危机种类§!设置为§I全部§!，则在成功渡过每一个终末危机后会再乘以2。\n\n在§Y$DIFFICULTY_ENSIGN$难度§!及以上，这同样会影响§Y游戏中期危机§!。"
 FE_PRIMITIVE_WORLDS: "前超光速文明和未开智物种"
 FE_PRIMITIVE_WORLDS_TOOLTIP: "§H$FE_PRIMITIVE_WORLDS$§!\n这个值控制着['concept_preftl_civilizations']和['concept_presapient_species']在星系中的普遍程度。\n\n数值越高就意味着在星系生成的过程中会创建更多的此类物种。"
 FE_LOGISTIC_CEILING: "S型增长上限"
 FE_LOGISTIC_CEILING_TOOLTIP: "§H$FE_LOGISTIC_CEILING$§!\n当星球的人口增长处于S型曲线的中段时，这一选项控制人口增长能够获得多大的加成。选项越高，人口增长越快。\n\n§R警告：§!调高选项可能导致后期游戏性能下降以及出现平衡相关的问题。"
 FE_GROWTH_SCALE: "增长需求倍率"
 FE_GROWTH_SCALE_TOOLTIP: "§H$FE_GROWTH_SCALE$§!\n基于帝国人口的数量调节人口增长速率。越高，则人口增长越慢。\n\n§R警告：§!调低这一选项可能导致严重的性能下降以及产生平衡相关的问题，我们高度建议同时也降低§Y$FE_LOGISTIC_CEILING$§!。"
 FE_LOGISTICS_FLEET_UPKEEP: "舰队维护后勤花费"
 FE_LOGISTICS_FLEET_UPKEEP_TOOLTIP: "§H$FE_LOGISTICS_FLEET_UPKEEP$§!\n控制舰队在离港或在敌方国土上时的$r_trade$维护费。改数值提升将在战争中使舰队维护更加昂贵。"
 FE_LOGISTICS_PLANET_DEFICIT: "行星赤字后勤花费"
 FE_LOGISTICS_PLANET_DEFICIT_TOOLTIP: "§H$FE_LOGISTICS_PLANET_DEFICIT$§!\n控制行星存在当地赤字时产生的$r_trade$花费。提升该数值会使存在大量资源缺口的特化行星变得昂贵，即便帝国中其他的行星足以支持其开销。"
 POP_FACTION_SUPPORTERS: "支持者"
 POP_FACTION_SUPPRESSED: "此派系因为因为被镇压，支持率每月下降$VALUE$。"
 GOTO_DESC: "移动镜头到$NAME|Y$"
 SITUATION_GOTO_DESC: "§G左键点击以查看$NAME|Y$局势。§!"
 EVENT_CHAIN_GOTO_DESC: "§G左键点击查看$NAME|Y$事件链。§!"
 COMBAT_WIDTH_INFO: "$COMBAT_WIDTH$：$MAX|Y$"
 GARRISON_POWER_INFO: "$PLANET_VIEW_GARRISON$：£army_power£$VALUE|0Y$"
 GARRISON_ASSAULT_POWER_INFO: "$PLANET_VIEW_ASSAULT$：£army_power£$VALUE|0Y$"
 INVADER_POWER_INFO: "入侵方：£army_power£$VALUE|0Y$"
 COMBAT_WIDTH: "战斗宽度"
 COMBAT_WIDTH_DESC: "$PLANET|Y$拥有$AMT|Y$的$COMBAT_WIDTH$。这是根据行星的大小来计算的，并决定在战斗中能同时造成伤害的军队数量。"
 PLANET_DAMAGE: "行星损坏"
 PLANET_DAMAGED: "破坏度：§R$DAMAGE|0$%§!"
 PLANET_DAMAGED_INFO: "该行星已受到$DAMAGE|%Y$损坏。当行星损坏达到§Y100%§!时，一个地块将被摧毁，建筑物会被破坏，并可能杀死地块上的人口。"
 PLANET_DAMAGED_INFO_DELAYED: "§E行星损坏是由于轨道轰炸和行星地面战斗的连带伤害造成的，当行星不再受到轰炸或入侵时它会缓慢修复。§!"
 PLANET_UNDAMAGED_BOMBARDMENT_INFO: "行星正在遭受轰炸，但尚未造成任何损坏。"
 PLANET_UNDAMAGED_INFO: "行星最近未遭受轰炸。"
 NO_TILE_TO_BOMBARD: "由于当前在轨舰队的轰炸姿态，行星不会遭受进一步破坏。"
 NO_TILE_TO_DAMAGE: "从正在进行的地面战来看，行星不会遭受进一步破坏。"
 CANNOT_BOMBARD_STARBASE_PROTECTED: "不能轰炸一个由恒星基地保护的星球。"
 NO_ARMY_TO_BOMBARD: "当前的轰炸姿态禁止轰炸不设防的行星。"
 ETHIC_DIVERGENCE_MULTIPLIED_BY_X: "总百分比乘以$VAL|Y%$"
 ETHIC_DIVERGENCE_STILL_GROWING: "人口还在成长中"
 AUTOMATICALLY_GENERATED_DESIGN: "设计图会根据最先进的科技自动生成。"
 AUTOMATICALLY_GENERATED_DESIGN_STANDARD: "设计图会自动生成，但不会更新。"
 TRANSFER_TO_SECTOR: "转移给星域"
 TRANSFER_TO_SECTOR_DESC: "将$SYSTEM$转移给$SECTOR$星域。"
 TRANSFER_TO_CORE_SECTOR: "直接控制$SYSTEM$恒星系。"
 SECTOR_REMOVE_SYSTEM: "移除恒星系：\n£influence£ $COST|Y0$"
 SECTOR: "星域"
 SECTOR_LIMIT: "星域上限"
 NAME_SECTOR: "$SECTOR$星域"
 MANAGE_SECTOR: "管理星域"
 NO_MODIFIER_EFFECT: "当前无影响。"
 MANAGE_SECTOR_DESC: "在星域管理模式中可以向该星域中添加或移除恒星系。"
 DELETE_SECTOR_DESC: "删除星域可以使其中所有的恒星系和行星直接归我方所管辖。同时也会失去所有存储的资源。"
 CREATE_SECTOR_BUTTON: "创建新星域"
 CREATE_SECTOR_BUTTON_DESC: "创建新星域后便可以指定一个行星作为星域首府，并可添加自动受其管辖的恒星系。"
 CAN_TRANSFER_TO_SECTOR_SAME: "该恒星系已经成为这一星域的一部分。"
 CAN_TRANSFER_TO_SECTOR_OUTSIDE_BORDERS: "该恒星系在我们的边境之外。"
 CAN_TRANSFER_TO_SECTOR_NOT_NEIGHBOR: "这个恒星系与该星域不相邻。"
 CAN_TRANSFER_TO_SECTOR_COUNTRY_CAPITAL: "帝国首都不能添加至星域。"
 CAN_TRANSFER_TO_SECTOR_WOULD_DISCONNECT: "将这个恒星系从该星域中移除也将导致这个星域失去与其不相连恒星系的控制。请你先移除那些恒星系。"
 CREATE_SECTOR_DESC_CURRENT: "$SYSTEM|Y$星系目前是$SECTOR|Y$星域的一部分。"
 SECTORS: "星域"
 DESIGN_ALREADY_EXISTS: "§R该设计已存在§!"
 DESIGN_IS_UPGRADING: "§R升级$FLEET|Y$时不能更改该设计。§!"
 SECTORS_INCOME: "星域："
 HUMANS_SUMMARY_DESC: "玩家就绪"
 HUMANS_SUMMARY: "$READY$/$PLAYERS$已就绪"
 CANNOT_AFFORD: "能量币不足"
 SECTOR_ENERGY_STOCKPILE: "能量币储备"
 SECTOR_ENERGY_STOCKPILE_DESC: "这是该星域内储备的能量币，该储备将自动用于维护费消耗。"
 SECTOR_MINERALS_STOCKPILE: "矿物储备"
 SECTOR_MINERALS_STOCKPILE_DESC: "这是该星域内储备的矿物，几乎所有的建造都将用到它。"
 EMPIRE_CAPITAL: "首都"
 EMPIRE_CAPITAL_DESC: "这是你国家的首都。"
 SECTOR_CAPITAL: "星域首府"
 SECTOR_CAPITAL_DESC: "这是星域的首府。"
 PLANET_VIEW_DISCONNECTED: "星域被切断"
 PLANET_VIEW_DISCONNECTED_DESC: "这颗行星与星域首府失去了连接，导致了以下的影响。"
 PLANET_VIEW_STARVATION: "饥荒"
 PLANET_VIEW_STARVATION_DESC: "这个星球正在遭受饥荒，其带来的负面效应每月都会升级，当前造成以下影响。"
 NOT_ALLOWED_TO_CHANGE_LEADER_ON_THIS_FLEET: "现在不允许改变该舰队的司令。"
 NOT_ALLOWED_TO_ADD_FLEETS: "不允许向这支舰队中加入新的舰船。"
 NOT_ALLOWED_TO_SPLIT_FLEET: "不允许拆分这个舰队。"
 NOT_ALLOWED_TO_LEAVE_FLEET: "不允许该舰船从这个舰队里分离出去。"
 NOT_ALLOWED_TO_MERGE_FLEET: "不允许合并$FLEET|Y$"
 NOT_ALLOWED_TO_CHANGE_FLEET_COMPOSITION: "现在不允许改变该舰队的组成。"
 CAN_EXECUTE_ACTION_INVALID: "该行动不存在。"
 WAR_EXHAUSTION_DESC: "民用舰船被毁导致厌战情绪增加，并对人民幸福度产生影响"
 FLEETORDER_BUILD_MILITARY_STATION: "建造防御站"
 FLEETORDER_BUILD_MILITARY_STATION_DESC: "建造一个防御站来保卫这个地点。"
 FLEETORDER_BUILD_RULER_MILITARY_STATION: "建造一个由统治者命名的特殊防御站。"
 FLEETORDER_BUILD_RULER_MILITARY_STATION_DESC: "建造一个由统治者命名的特殊防御站来保卫这个地点。"
 MEGASTRUCTURE: "巨型结构"
 FLEETORDER_BUILD_LABEL_MEGASTRUCTURE: "建造§H$MEGASTRUCTURE$§!"
 MEGASTRUCTURE_CONSTRUCTION_OR_UPGRADE_IN_PROGRESS: "$TRIGGER_FAIL$由于项目庞大需要动用大量专业人士，因此同一时间仅可建造或升级$COUNT|Y$个巨型结构。"
 GOVERNMENT_VIEW_NO_HEIR: "没有继承人"
 GOVERNMENT_VIEW_NO_HEIR_DESC: "现在没有继承人。每天都会有$CHANCE|0Y%$的可能性产生一个新的继承人。如果你的统治者死后没有继承人，可能会导致继位争夺战。"
 WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE: "接受这个提议会让你离开$ALLIANCE|Y$"
 JOINING_WILL_MAKE_YOU_LEAVE_CURRENT_ALLIANCE: "加入$TARGET|Y$后你将会离开$ALLIANCE|Y$"
 NOT_AFFECTED_HAPPINESS: "该人口不受§Y幸福度§!影响。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_MINING: "开采站已环绕该$CLASS$运行。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_RESEARCH: "研究站已环绕该$CLASS$运行。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_TERRAFORM: "环境改造站已环绕该$CLASS$运行。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_OBSERVATION: "观测站已环绕该$CLASS$运行。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS_STARBASE: "已经有一个恒星基地在这个$CLASS$轨道上运行了。"
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_MINING: "开采站不能在一个有人居住的行星轨道上修建$CLASS$。"
 CAN_CREATE_ORBITAL_STATION_HAS_OWNER_RESEARCH: "研究站不能在一个有人居住的行星轨道上修建$CLASS$。"
 CAN_CREATE_ORBITAL_STATION_NOT_OWNER_TERRAFORM: "这个$CLASS$属于别人。"
 CAN_CREATE_ORBITAL_STATION_ALREADY_EXISTS: "一个轨道空间站已经在$CLASS$轨道上运行了。"
 CHAT_MEMBERS: "成员"
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER: "观战者"
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER_DESC: "你现在是观战者。如果你希望作为一名玩家加入游戏，点击选择一个帝国。"
 MP_GAMESETUP_EMPIRE_ICON_OTHER_PLAYER_OBSERVER_DESC: "对方当前是观战者。对方如果希望作为一名玩家加入游戏，需要选择一个帝国。"
 MP_GAMESETUP_EMPIRE_ICON_OBSERVER_READY_DESC: "你将会作为观战者加入这局游戏。如果你希望作为一名玩家加入游戏，点击§Y$MP_GAMESETUP_PLAYER_UNREADY$§!，然后选择一个帝国进行扮演。"
 MP_GAMESETUP_EMPIRE_ICON_OTHER_PLAYER_OBSERVER_READY_DESC: "对方将作为观战者加入这局游戏。对方如果希望作为一名玩家加入游戏，需要选择一个帝国。"
 MP_GAMESETUP_EMPIRE_SELECT: "选择帝国"
 MP_GAMESETUP_EMPIRE_CHANGE: "变更帝国"
 MP_GAMESETUP_EMPIRE_SELECT_DESC: "选择你的帝国和物种。选择一个预设好的或者创建你自己的。"
 MP_GAMESETUP_EMPIRE_CHANGE_DESC: "变更你的帝国和物种。选择一个预设好的或者创建你自己的。"
 MP_GAMESETUP_EMPIRE_SELECT_READY: "§R无法在已选中“准备就绪”的情况下选择帝国。§!"
 ##### Coop ####
 MP_GAMESETUP_JOIN_COOP_EMPIRE: "加入帝国"
 MP_GAMESETUP_JOIN_COOP_EMPIRE_DESC: "加入该玩家的帝国一起游戏"
 MP_GAMESETUP_JOIN_COOP_EMPIRE_FULL: "§R由于该帝国已满你无法加入。§!"
 MP_GAMESETUP_LEAVE_COOP_EMPIRE: "离开帝国"
 MP_GAMESETUP_LEAVE_COOP_EMPIRE_DESC: "离开该玩家的帝国"
 MP_GAMESETUP_JOIN_LEAVE_COOP_EMPIRE_READY: "§R无法在选择“准备就绪”的情况下加入或离开合作帝国。§!"
 MP_GAMESETUP_DISBAND_COOP_GROUP_TITLE: "解散组"
 MP_GAMESETUP_DISBAND_COOP_GROUP_DESC: "这将从该合作组中移除所有玩家。是否确认？"
 MP_GAMESETUP_DISBANDED_COOP_GROUP_TITLE: "组已解散"
 MP_GAMESETUP_DISBANDED_COOP_GROUP_DESC: "您的合作组已被拥有者解散。"
 #####
 MP_GAMESETUP_EMPIRE_CHANGE_READY: "§R无法在已选中“准备就绪”的情况下变更帝国。§!"
 MP_GAMESETUP_PLAYER_OBSERVER: "观战者"
 MP_GAMESETUP_KICK: "踢出"
 MP_GAMESETUP_KICK_DESC: "将这名玩家从游戏大厅移除。"
 MP_GAMESETUP_BAN: "巴恩" #TODO CD AUG-57554
 MP_GAMESETUP_BAN_DESC: "将此玩家移出游戏，并禁止其再次加入此大厅。"
 MP_GAMESETUP_COOPERATIVE_CHECKBOX_TEXT: "合作"
 MP_GAMESETUP_COOPERATIVE_CHECKBOX_READY: "§R你无法在选择“准备就绪”时改变帝国的合作模式。§!"
 MP_GAMESETUP_PLAYER_READY: "£player_ready£ "
 MP_GAMESETUP_PLAYER_NOT_READY: "£player_not_ready£ "
 MP_GAMESETUP_COOP_GROUP_CAPACITY: "§H$CURRENT_PLAYERS$/$MAX_CAPACITY$ 玩家§!"
 MP_GAMESETUP_EMPTY_SLOT: "空"
 MP_COUNTRY_SETTINGS: "帝国设置"
 MP_COUNTRY_SETTINGS_COOP: "合作帝国"
 MP_COUNTRY_SETTINGS_COOP_PASSWORD: "密码"
 MP_COUNTRY_SETTINGS_OTHER_PLAYER_JOINED: "另一个玩家已开始使用这个帝国进行游戏。"
 MP_ENTER_COOP_COUNTRY_PASSWORD: "输入密码"
 MP_BAD_COOP_COUNTRY_PASSWORD: "密码错误"
 MP_COOP_PASSWORD_NO_PLAYERS: "所有玩家均已离开该帝国。"
 MP_COOP_PASSWORD_MAX_PLAYERS: "该帝国已经达到了最大玩家数量。"
 MP_COOP_PASSWORD_OWNER_LEFT: "该帝国的拥有者已离开游戏。"
 MP_COOP_PASSWORD_NOT_COOP: "该帝国不再是合作帝国。"
 MP_COOP_PASSWORD_NO_PASSWORD: "该帝国不再需要密码。"
 MP_GAMESETUP_OTHER_PLAYER_GROUP_OWNER_OBSERVER: "合作组无法成为观战者。必须选择一个帝国。"
 MP_GAMESETUP_PLAYER_UNREADY: "尚未准备"
 #####
 player_locations_normal: "扎堆分布"
 player_locations_normal_desc: "将所有帝国随机地分布在数个集群。"
 player_locations_random: "随机"
 player_locations_random_desc: "将随机化所有帝国的位置，但避免形成集群。"
 player_locations_clustered: "玩家均匀分布"
 player_locations_clustered_desc: "玩家会被平均分配到各个集群当中。"
 player_locations_close: "玩家扎堆分布"
 player_locations_close_desc: "将各玩家互相靠近地放置在集群中。"
 CAN_BUILD_STATION_UNDER_COLONIZATION: "这个行星仍在殖民化过程中。"
 CAN_BUILD_STATION_NOT_SURVEYED: "这个$CLASS$没有被调查。"
 CAN_BUILD_STATION_NOT_SURVEYED_SYSTEM: "$SYSTEM$星系没有被完全调查。"
 CAN_BUILD_STATION_SENSOR: "这个$CLASS$在一个没有被探索的星系中。"
 CAN_BUILD_STATION_BORDERS: "这个$CLASS$在别人的控制下。"
 CAN_BUILD_STATION_MINING_NO_RESOURCES: "这颗星球没有可以供开采站采集的资源。"
 CAN_BUILD_STATION_RESEARCH_NO_RESOURCES: "这颗星球没有供研究站研究的东西。"
 CAN_BUILD_STATION_TERRAFORM_NO_LINKS: "该$CLASS$无法进行环境改造。"
 CAN_BUILD_STATION_STARBASE_NOT_STAR: "恒星基地只能围绕恒星建造。"
 CAN_BUILD_STATION_STARBASE_NOT_PRIMARY_STAR: "恒星基地只能建造在主星的附近。"
 CAN_BUILD_STATION_OBSERVATION_NOT_PRIMITIVES: "这个$CLASS$没有可供研究的后石器时代前超光速文明。"
 CAN_BUILD_STATION_OCCUPIED: "这个$CLASS$目前在军事占领下。"
 CAN_BUILD_STATION_INVALID_MODULE: "最初的太空港模块是必须的。"
 CAN_BUILD_STATION_NOT_INITIAL_MODULE: "这个防御模块不是初始类型。"
 CAN_BUILD_STATION_CANNOT_AFFORD: "资源不足，无法修建太空港。"
 CAN_BUILD_STATION_NOT_IN_BORDERS: "此$CLASS$不处于我方境内。"
 CAN_BUILD_STATION_ORBITAL_BOMBARDMENT: "轨道轰炸期间不能修建太空港。"
 BUILD_SPACEPORT: "建造太空港"
 US: "我方"
 CANNOT_FIND_PATH_TO_TARGET_LOCATION: "无法获取前往目的地的路径"
 CAN_BUILD_MEGASTRUCTURE_NONE_AVAILABLE: "没有可供建造的巨型结构。"
 CURRENT_EFFECTS: "§E当前影响：§!"
 EFFECTS: "§E$EFFECTS_CLEAN$§!"
 EFFECTS_CLEAN: "效果："
 CIVIC_EFFECTS: "$EFFECTS$"
 CIVIC_NEGATIVE_EFFECTS: "§P$NEGATIVE_EFFECTS_CLEAN$§!"
 NEGATIVE_EFFECTS_CLEAN: "惩罚："
 REQUIREMENTS: "§E要求：§!"
 REFORM_REQUIREMENTS: "§E改革要求：§!"
 LOCK_CONDITIONS: "§E在这些条件下可以被改革：§!"
 RELATIVE_POWER: "相对实力"
 RELATIVE_POWER_1: "§G卑如蝼蚁§!"
 RELATIVE_POWER_1_DESC: "他们相比于我们简直弱的可怜，如果我们愿意，可以随时碾碎他们。"
 RELATIVE_POWER_2: "§G略逊一筹§!"
 RELATIVE_POWER_2_DESC: "他们比我们弱小，不需要太过在意。"
 RELATIVE_POWER_3: "§Y不分伯仲§!"
 RELATIVE_POWER_3_DESC: "他们的力量与我们大致相等。"
 RELATIVE_POWER_4: "§H更胜一筹§!"
 RELATIVE_POWER_4_DESC: "他们的力量比我们强大。我们需要寻找盟友来抵消这个优势。"
 RELATIVE_POWER_5: "§R宛如神明§!"
 RELATIVE_POWER_5_DESC: "他们的力量强过我们太多。我们应当尽量避免与他们冲突，除非我们拥有一个和他们一样强大的盟友。"
 RELATIVE_POWER_UNAVAILABLE_INTEL: "§Y不可用§!"
 RELATIVE_POWER_UNAVAILABLE_INTEL_DESC: "你的情报水平过低，无法比较与其他帝国间的相对实力。"
 EMPIRE_SPRAWL_UNAVAILABLE_INTEL_DESC: "你没有关于对方帝国疆域大小的情报。"
 PLANETS_UNAVAILABLE_INTEL_DESC: "你没有关于对方帝国拥有行星数量的情报。"
 POPS_UNAVAILABLE_INTEL_DESC: "你没有关于对方帝国人口数量的情报。"
 DIPLOMATIC_WEIGHT_UNAVAILABLE_INTEL_DESC: "你没有关于对方帝国外交权重的情报。"
 GALACTIC_VOTE_BREAKDOWN_UNAVAILABLE_INTEL_DESC: "你的情报水平过低，无法得知他们投票背后的原因。"
 stone_age: "石器时代"
 stone_age_desc: "这个文明目前处于石器时代。他们掌握了火，并发展出了基本的口头语言，但我们还没有发现他们有任何冶金或文字交流的证据。"
 bronze_age: "青铜时代"
 bronze_age_desc: "这个文明目前处于青铜时代。早期金属冶炼技术和第一批书面语言开始出现，而城市和较大的聚落也初见雏形。"
 iron_age: "铁器时代"
 iron_age_desc: "这个文明目前处于铁器时代。文明扩张的足迹遍布他们的星球，而钢铁的冶炼和锻造技术使他们有能力制造原始但却有效的工具和武器。"
 late_medieval_age: "中古时代后期"
 late_medieval_age_desc: "这个文明目前处于中古时代后期。他们对金属冶炼技术的掌握愈发娴熟，而印刷机的发明也开始推动知识的传播。"
 renaissance_age: "文艺复兴时代"
 renaissance_age_desc: "这个文明目前处于文艺复兴时代。各种科学知识正在以极快的速度被发现，火药的发明也彻底的改变了战争的格局。"
 steam_age: "蒸汽时代"
 steam_age_desc: "这个文明目前处于蒸汽时代。蒸汽机的发明对他们的社会产生了深远的影响，他们正处于工业革命的风口浪尖上。"
 industrial_age: "工业时代"
 industrial_age_desc: "这个文明已经得以进入工业时代早期。电力和内燃机逐渐被广泛运用，城市化进程突飞猛进。"
 machine_age: "机械时代"
 machine_age_desc: "这个文明已经进入了机械时代，相当于工业时代后期。他们的工厂实现了消费品和载具的大批量生产，而空中旅行也变得越来越普及。"
 atomic_age: "原子时代"
 atomic_age_desc: "这个文明已经进入了原子时代。他们已经可以使用原子能，但还没有将其运用在太空探索中。他们生产了大量的核武器，足以在一瞬间给整个物种以灭顶之灾。"
 early_space_age: "太空时代早期"
 early_space_age_desc: "这个文明已经进入太空时代早期。他们已经在自己母星的轨道上布置了早期卫星，也第一次实现了低轨道的载人航天。他们将很快准备好离开他们的星球进入太空。"
 SYSTEM_OCCUPIED: "该恒星系被$COUNTRY|Y$完全占领"
 SYSTEM_PARTLY_OCCUPIED: "该恒星系被$COUNTRY|Y$部分占领"
 COUNTRY_NO_DIPLOMACY: "这个文明不能参与外交。"
 COUNTRY_NO_EMIGRATION: "这个帝国内的人口不会迁出。"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_TO_DIPLOMACY: "§G点击打开外交界面§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_TO_ESPIONAGE: "§G点击打开谍报界面§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_FLAG: "§G点击打开$GOVERNMENT_VIEW$§!"
 COUNTRY_FLAG_TOOLTIP_LEFT_CLICK_OWN_SYSTEM: "§G点击在$SYSTEM$中的殖民地之间切换§!"
 CLICK_TO_EDIT_SECTOR: "§G点击编辑$SECTOR$星域§!"
 EDIT_SECTOR_BUTTON: "§H编辑星域§!\n点击进入星域编辑模式。可以添加或移除离星域首府§Y$MAX_JUMPS$§!跳之内的边境星域。"
 EDIT_SECTOR_BUTTON_DISABLED: "§H编辑星域§!\n§R不在星域中。§!"
 COUNTRY_FLAG_TOOLTIP_RIGHT_CLICK: "§G右键点击前往$HOME|H$（母星系）§!"
 EVENT_OPTION_EFFECT_DESC: "$NAME|H$：\n--------------\n$EFFECTS$"
 TOOLTIP_SHIP_COUNT: "$COUNT$ $SHIP|Y$"
 TOOLTIP_SHIP_SIZE_COUNT: "$SHIP$：£navy_size£ $SIZE|Y$"
 TOOLTIP_SHIP_COUNTER: "$FLEET_NAME|H$\n$SHIP_LIST$"
 TOOLTIP_AMBIENT_OBJECT_FOCUS: "§H将视角聚焦在该物体上§!"
 TOOLTIP_MEGASTRUCTURE_FOCUS: "§H前往结构§!"
 NOT_IMPLEMENTED: "§R没有实行！§!"
 WORLD_GFX: "世界图形：$WORLD|H$"
 GOTO_HOME: "§H回到母星系§!\n§G点击快速将视角转移至我方母星系§!"
 SYSTEM_TEXT: "$SYSTEM|E$"
 TOOLTIP_GAL_OBJ_STATION_ICON_PLURAL: "$CLASS|H$\n$OWNERS|Y$在该星系中至少有一个$CLASS$\n"
 TOOLTIP_GAL_OBJ_STATION_ICON: "$CLASS|H$\n$OWNERS|Y$至少有一个$CLASS$在这个星系\n"
 TOOLTIP_GAL_OBJ_STATIONS_ICON: "$CLASS|H$\n以下帝国在该星系中拥有$CLASS$：\n$OWNERS|Y$"
 TOOLTIP_GAL_OBJ_STATION_UNCLAIMED: "$CLASS|H$\n该星系至少有一个无主的$CLASS$"
 EMPIRE_COLONIES: "帝国殖民地"
 NUM_EMPIRE_COLONIES: "帝国殖民地：§Y$VAL$§!"
 EMPIRE_COLONIES_UNKNOWN: "帝国没有我们知道的殖民地。"
 EMPIRE_POPULATION: "帝国人口"
 UPGRADING_SHIP_DESIGN_TO: "正在升级到§H$CLASS$级§!（$PERC|Y$）"
 UPGRADING_BUILDING_TO: "升级至$BUILDING|Y$（$PROGRESS|%Y$）"
 REPLACING_BUILDING_WITH: "替换为$BUILDING|Y$（$PROGRESS|%Y$）"
 CONSTRUCTING_BUILDING: "正在建造$BUILDING|Y$（$PROGRESS|%Y$）"
 POPUP_LOAD_GAME_CONFIRMATION_NAME: "载入游戏"
 POPUP_LOAD_GAME_CONFIRMATION_DESC: "读取此存档？"
 POPUP_START_GAME_CONFIRMATION_NAME: "开始游戏"
 POPUP_START_GAME_CONFIRMATION_DESC: "开始游戏？"
 POPS_ON_ROOT: "§H[root.GetName]上的£pop£人口§!："
 POPS_ON_FROM: "§H[from.GetName]上的£pop£人口§!："
 POPS_ON_PREV: "§H[prev.GetName]上的£pop£人口§!："
 empire_upper: "帝国" #for GetEmpireSociety scripted loc.
 empire_plural_upper: "帝国" #for GetEmpireSociety scripted loc.
 empire_lower: "帝国" #for GetEmpireSociety scripted loc.
 empire_plural_lower: "帝国" #for GetEmpireSociety scripted loc.
 society_upper: "社会" #for GetEmpireSociety scripted loc.
 society_plural_upper: "社会" #for GetEmpireSociety scripted loc.
 society_lower: "社会" #for GetEmpireSociety scripted loc.
 society_plural_lower: "社会" #for GetEmpireSociety scripted loc.
 ###################################
 #Trade View
 ####################################
 COUNTRY_GIVES: "$COUNTRY|Y$给予："
 TRADE: "贸易"
 GIVES: "给予"
 GIFT: "赠礼"
 NO_TRADE_ATTITUDE: "由于$ATTITUDE|Y$的态度，$WHO|H$不会同意交易$TREATY|Y$。"
 NO_TRADE_PERSONALITY: "由于$PERSONALITY|Y$倾向，$WHO|H$不会同意交易$TREATY|Y$。"
 NO_TRADE_FALLEN_EMPIRE: "失落帝国永远不会交易$TREATY|Y$。"
 NO_TRADE_BORDERS: "$WHO|H$不会同意$TREATY|Y$，除非他们与$COUNTRY|H$接壤。"
 NO_TRADE_DIPLOMATIC_INTEREST: "$WHO|H$不会交易$TREATY|Y$，除非他们与$COUNTRY|H$接壤或者拥有共同的敌人。"
 NO_TRADE_ALLIANCE: "$WHO|H$只会与盟友贸易$TREATY|Y$。"
 NO_TRADE_FEDERATION: "$WHO|H$只会与联邦的盟友贸易$TREATY|Y$。"
 NO_TRADE_NEVER: "$WHO|H$永远不会贸易$TREATY|Y$。"
 TRADE_OFFER: "贸易协定"
 TRADE_RESOURCES: "资源"
 TRADE_RESOURCES_NONE: "没有可用的资源。"
 TRADE_RESOURCES_USAGE_DESC: "$NUM|+$资源可用，共有$MAX|H$（不包括贸易中获得的资源）"
 TRADE_DEAL_DESC: "$FIRST|H$将会以：\n$FIRST_OFFER$\n\n来换取$SECOND|H$提供的：\n$SECOND_OFFER$"
 TRADE_DEAL_TREATY_DESC: "$FIRST|H$将会贸易：\n$FIRST_OFFER$\n\n$SECOND|H$将会贸易：\n$SECOND_OFFER$\n\n$LENGTH$"
 TRADE_DEAL_TREATY_TIME_ENDDATE: "协定结束于$DATE|Y$"
 TRADE_DEAL_TREATY_TIME_YEARS: "协定期限为$YEARS|Y$年"
 TRADE_OFFER_NOTHING: "没有任何东西。"
 TRADE_OFFER_RESOURCE: "$RESOURCE$：$AMOUNT|Y0$"
 TRADE_OFFER_MONTHLY_RESOURCE: "每月$RESOURCE$：$AMOUNT|Y0$"
 TRADE_OFFER_TRANSFER_SYSTEM: "移交恒星系：$SYSTEMS$。"
 TRADE_OFFER_ITEM_SYSTEM: "$SYSTEM$星系。"
 TRADE_OFFER_ITEM_LEADER: "领袖$LEADER$"
 TRADE_OFFER_ITEM_FLEET: "舰队$FLEET$"
 TRADE_OFFER_ITEM_ACTION: "行动：$ACTION$"
 TRADE_TRANSFER_SYSTEM: "移交恒星系"
 TRADE_OFFER_RESOURCES: "资源：$RESOURCES$。"
 TRADE_NO_OTHER_PROPOSALS: "£trigger_no£ $RECEPIENT|H$目前正在考虑我们提出的另一项贸易"
 CANCEL_TRADE_DEAL_TITLE: "取消贸易协议"
 CANCEL_TRADE_DEAL_DESC: "要取消贸易协议吗？"
 STRATEGIC_RESOURCES: "§E战略资源§!"
 FLEET_POWER: "舰队实力"
 FLEET_POWER_VALUE: "舰队实力：§Y$VAL$§!"
 FLEET_POWER_VALUE_UNKNOWN: "舰队实力：§Y未知§!"
 TECH_LEVEL: "科技水平"
 TECH_LEVEL_VAL: "科技等级：§Y$VAL$§!"
 NAVAL_CAPACITY_VAL: "海军容量：§Y$VAL$§!"
 COUNTRY_TECH_POWER: "£science£：§Y$VAL$§!"
 COUNTRY_ECON_POWER: "£economy£：§Y$VAL$§!"
 SORT_BY_FLEET_POWER: "按舰队实力排序"
 SCORE_TITLE: "分数"
 SORT_BY_SCORE: "按分数排序"
 ECONOMY: "经济"
 SORT_BY_ECONOMY: "按经济实力排序"
 ECONOMIC_POWER_VAL: "经济实力：§Y$VALUE$§!"
 ECONOMIC_POWER_VAL_UNKNOWN: "经济实力：§Y未知§!"
 TECHNOLOGY_POWER_VAL: "科技：§Y$VALUE$§!"
 TECHNOLOGY_POWER_VAL_UNKNOWN: "科技水平：§Y未知§!"
 STANCE_WEIGHT_VAL: "姿态：§Y$VALUE$§!"
 POPS_WEIGHT_VALUE: "人口：§Y$VALUE$§!"
 POPS_WEIGHT_VALUE_UNKNOWN: "人口：§Y未知§!"
 ENVOYS_WEIGHT_VAL: "特使：§Y$VALUE$§!"
 COUNCIL_WEIGHT_VAL: "议会立场：§Y$VALUE$§!"
 FEDERATION_WEIGHT_VAL: "联邦：§Y$VALUE$§!"
 RELATIVE_FLEET_POWER: "他们的§Y$FLEET_POWER$§!与我方相比$REL$。"
 RELATIVE_ECONOMY: "他们的§Y经济实力§!与我方相比$REL$。"
 RELATIVE_TECHNOLOGY: "他们的§Y$TECH_LEVEL$§!与我方相比$REL$。"
 UNKNOWN_RELATIVE_FLEET_INTEL: "未知"
 UNKNOWN_RELATIVE_ECONOMIC_INTEL: "未知"
 UNKNOWN_RELATIVE_TECH_INTEL: "未知"
 UNKNOWN_RELATIVE_FLEET_INTEL_DESC: "提高情报等级以查看他们的相对舰队实力"
 UNKNOWN_RELATIVE_ECONOMIC_INTEL_DESC: "提高情报等级以查看他们的相对经济水平"
 UNKNOWN_RELATIVE_TECH_INTEL_DESC: "提高情报等级以查看他们的相对科技等级"
 TRADE_VIEW_HEADER: "贸易谈判"
 TRADE_VIEW_OFFER_TAB: "提供"
 TRADE_VIEW_DEMANDS_TAB: "要求"
 TRADE_VIEW_CONFIRM_BUTTON: "确认"
 TRADE_VIEW_CANCEL_BUTTON: "取消"
 TRADE_VIEW_AI_ACCEPTANCE: "$VALUE|+$"
 TRADE_CATEGORY_CREDITS: "能量币"
 TRADE_CATEGORY_RESOURCES: "资源"
 TRADE_CATEGORY_TRANSFER_CONTROL: "移交恒星系"
 TRADE_CATEGORY_TRANSFER_LEADER: "移交领袖"
 TRADE_CATEGORY_TRANSFER_FLEET: "借用舰队"
 TRADE_CATEGORY_TRADABLE_ACTION: "贸易行动"
 TRADE_CATEGORY_LOYALTY: "忠诚度"
 TRADE_CATEGORY_OPEN_BORDERS: "边境通行权"
 TRADE_CATEGORY_JOIN_ALLIANCE_FEDERATION: "加入联盟/联邦"
 TRADE_ITEM_GIFT_RESOURCE: "单次支付£$RESOURCE$£ "
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE: "每月支付£$RESOURCE$£ "
 tc_transfer_control: "移交恒星系"
 tc_transfer_control_desc: "将该恒星系内我们所有的空间站以及行星的控制权移交。"
 tc_transfer_leader: "移交领袖"
 tc_transfer_leader_desc: "移交一位§Y专家§!领袖。"
 tc_transfer_fleet: "借用舰队"
 tc_transfer_fleet_desc: "借用一支舰队数年。"
 tc_action: "贸易行动"
 tc_action_desc: "为另一方发起一项有益的行动。"
 tc_loyalty: "忠诚度"
 tc_loyalty_desc: "提高或降低附属国的忠诚度。"
 tc_open_borders: "$TRADE_CATEGORY_OPEN_BORDERS$"
 tc_open_borders_desc: "授予不同类型的边境通行权。"
 tc_specimens: "$specimens$"
 tc_specimens_desc: "交易可展示样本给对方。"
 TRADE_ITEM_GIFT_RESOURCE_DESC: "当协定被接受时，即刻给出额定$RESOURCE$。"
 TRADE_ITEM_MONTHLY_PAYMENT_RESOURCE_DESC: "在协定生效期间，每月将会交易给对方额定$RESOURCE$。用于下月交易的$RESOURCE$会被直接锁定。"
 TRADE_ITEM_HOLD_KEYS: "§G按住£ctrl£ 每次点击改变10。\n按住£shift£ 每次点击改变100。\n按住£ctrl£-£shift£ 每次点击改变1000。§!"
 TRADE_ITEM_OPEN_BORDERS_DESC: "允许对方舰船在我国境内通行。"
 border_access_military: "军事通行权"
 border_access_military_desc: "允许对方军舰在我国境内通行。"
 border_access_civilian: "民事通行权"
 border_access_civilian_desc: "允许对方民用舰船在我国境内通行。"
 border_access_construction: "空间站建造权"
 border_access_construction_desc: "允许对方在我国境内建造军事基地与虫洞站。"
 border_access_wormhole_station_access: "$TRADE_ITEM_WORMHOLE_STATION_ACCESS$"
 border_access_wormhole_station_access_desc: "$TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC$"
 tc_sensor: "信息"
 tc_sensor_desc: "与对方交易不同类型信息。"
 tc_accumulative_resource_desc: "交易$RESOURCE$给对方。"
 tc_resources: "战略资源"
 tc_resources_desc: "在交易生效期间，将战略资源的控制权交易给对方。"
 MOVE_POPS_NO_CHANGE: "没有改变"
 MOVE_POPS_DECOLONIZE: "会终止在$PLANET$的殖民。"
 CANNOT_SENSOR_LINK_ALLIED: "§R$FIRST|Y$已经对$SECOND|Y$拥有了完全的传感视野。§!"
 TRADE_ITEM_SENSOR_CHART_DATA: "通信"
 TRADE_ITEM_SENSOR_CHART_DATA_DESC: "将已知帝国的通信渠道传递给对方。"
 TRADE_ITEM_SENSOR_ACTIVE_LINK: "主动链接传感"
 TRADE_ITEM_SENSOR_ACTIVE_LINK_DESC: "在贸易协定生效期间，将会向对方提供完全的我方地图视野。"
 TRADE_ITEM_NON_AGGRESSION_PACT: "互不侵犯协议"
 TRADE_ITEM_NON_AGGRESSION_PACT_DESC: "在贸易协定生效期间不得向对方发动战争。"
 TRADE_ITEM_GUARANTEE: "保障独立"
 TRADE_ITEM_GUARANTEE_DESC: "在贸易协定生效期间，保证对方独立。如果对方遭到攻击，保证者将会加入战争。但保证者的盟友不会被卷入战争。"
 TRADE_ITEM_SUPPORT_INDEPENDENCE: "支持独立"
 TRADE_ITEM_SUPPORT_INDEPENDENCE_DESC: "在贸易协定生效期间，支持对方独立。如果对方向他们的宗主国宣战，那么保证者将自动加入独立战争。"
 TRADE_ITEM_MIGRATION_ACCESS: "移民许可权"
 TRADE_ITEM_MIGRATION_ACCESS_DESC: "在贸易协定生效期间，允许对方的人口移民到境内行星。"
 TRADE_ITEM_RESEARCH_AGREEMENT: "科研协议"
 TRADE_ITEM_RESEARCH_AGREEMENT_DESC: "在科研协议期间内，给予签约国对方提供$OTHER|H$已研究科技增加$BONUS|%+=$的研究速度。\n\n适用的未研究技术：\n£physics£ $PHYSICS|Y$     £society£ $SOCIETY|Y$     £engineering£ $ENGINEERING|Y$"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS: "虫洞站通行权"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_DESC: "允许对方在你的领土内建造虫洞空间站。"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_CLOSED_BORDERS: "由于关闭了边境，无法进行交易。"
 TRADE_ITEM_WORMHOLE_STATION_ACCESS_WE_SUBJECT: "不能和$COUNTRY$进行贸易。对方是一个$SUBJECT$因此不能同我们进行贸易。"
 TRADE_ITEM_LOYALTY: "忠诚度变化：$AMOUNT|Y$"
 TRADE_ITEM_LOYALTY_DESC: "提高或降低附属国的忠诚度特定数额。"
 SUPPORT_INDEPENDENCE_ALREADY_SUPPORTING: "已经在支持中"
 TRADE_NOT_OWNER_OF_SYSTEM: "$COUNTRY$不能卖掉$SYSTEM$恒星系"
 TRADE_NOT_OWNER_OF_LEADER: "$COUNTRY$无法移交领袖$LEADER$"
 TRADE_NOT_OWNER_OF_FLEET: "$COUNTRY$无法借出舰队$FLEET$"
 TRADE_ACTION_NOT_POSSIBLE: "$COUNTRY$无法开展行动$ACTION$"
 TRADE_SPECIMEN_NOT_POSSIBLE: "$COUNTRY$出售了一个在交易中提出的标本"
 TRADE_LACKING_RESOURCES: "$COUNTRY|H$无法出口任何资源"
 TRADE_LACKING_STRATEGIC_RESOURCES: "$COUNTRY|H$不能进行战略资源贸易"
 TRADE_SAME_RESOURCES: "不能提出双方都在交易$RESOURCE|Y$的贸易协议。"
 TRADE_TOO_MANY_LEADERS: "至多只能提出涉及$MAX$位领袖的贸易"
 HAS_TRADE_ITEM_US: "§R我们已经有这项贸易协定。§!"
 HAS_TRADE_ITEM_THEM: "§R他们已经有这项贸易协定。§!"
 TRADE_ITEM_THREATEN_WAR: "威胁战争"
 TRADE_ITEM_THREATEN_WAR_DESC: "如果拒绝这项交易，将会自动宣战。"
 TRADE_WILLINGNESS: "贸易意愿"
 PREVIOUS_TRADEDEALS: "过往交易：$VALUE$"
 TRADE_ATTRACTIVENESS: "贸易吸引力：$VALUE$"
 BROKEN_TRADE_DEALS: "撕毁贸易协议：$VALUE$"
 THEIR_OFFER: "§S对方总计提供：§!$VALUE|+=$"
 OUR_OFFER: "§S我方总计提供：§!$VALUE|+=$"
 TRADE_WILLINGNESS_DESC: "交易意愿表明对方愿意接受协议的程度。这取决于对方评价我方提供交易项目的评分。"
 TRADE_MIGRATION_ACCESS_NOT_ALLOWED_POLICY: "§R$COUNTRY|H$不允许人口自由移民。§!"
 DECLARATION_OF_WAR: "宣战"
 RESPONSE_TO_DECLARATION_OF_WAR: "针对$DECLARATION_OF_WAR$的回应"
 RESPONSE_TO_PEACE_OFFER: "针对$PEACE_OFFER$的回应"
 PURGE_NOT_ALLOWED_POLICY: "§R$COUNTRY|H$禁止净化政策。§!"
 SLAVERY_NOT_ALLOWED_POLICY: "§R$COUNTRY|H$禁止奴隶制度。§!"
 TOGGLE_TRADE_VIEW_FOCUS_AREA_GAMEPAD_INDICATOR: "£gamepad_y£ 切换焦点"
 TRADE_OFFER_QUANTITY: "数量"
 TRADE_TOO_MANY_FAVORS: "无法购买，已到达帝国可持有外交支持上限。"
 TRADE_TOO_MUCH_LOYALTY: "附属国忠诚度不能高于上限。"
 TRADE_TOO_LOW_LOYALTY: "附属国忠诚度不能低于下限。"
 ###################################
 #Outliner
 ####################################
 OUTLINER: "总览"
 OBSERVER_OUTLINER: "观战者总览"
 OUTLINER_PLANETS: "行星"
 OUTLINER_SPECIAL_PLANETS: "分部"
 OUTLINER_SPACEPORT_CONSTRUCTION: "建设太空港"
 OUTLINER_NEW_SPACEPORT_CONSTRUCTION: "正在建设太空港"
 OUTLINER_COMPLETION: "将在$MONTHS|Y$月内完成"
 OUTLINER_COMPLETION_SINGLE: "将会在$MONTHS|Y$月内完成"
 OUTLINER_PLANET_CONSTRUCTION: "星球建筑"
 OUTLINER_POP_CONSTRUCTION: "人口建设"
 OUTLINER_POP_CONSTRUCTION_DESC_CURRENT: "正在建造 $NAME|H$（$PROGRESS|%0Y$）"
 OUTLINER_POP_CONSTRUCTION_DESC_ADDITIONAL: "$COUNT|Y$个人口建设正在队列中"
 OUTLINER_ARMY_CONSTRUCTION: "建造陆军"
 OUTLINER_OBSERVATION_POSTS: "观测站"
 OUTLINER_FLEETS: "军用舰队"
 OUTLINER_LOANED_OUT_FLEETS: "已租借的舰队"
 OUTLINER_CIVILIAN_FLEETS: "民用舰船"
 OUTLINER_CIVILIAN_FLEET_TYPE: "$TYPE$"
 OUTLINER_SITUATIONS: "局势"
 OUTLINER_ARMY: "陆军"
 OUTLINER_ARMY_DESC: "有$NUM|Y$支陆军位于此处。"
 OUTLINER_MEMBER_SELECT_DESC: "§G单击选定\n 双击或点击右键前往目的地§!"
 OUTLINER_FLEET_STATUS: "状态"
 OUTLINER_OPTIONS: "总览选项"
 OUTLINER_OPTIONS_TOOLTIP: "§H总览选项§!\n§G点击并设置总览§!"
 OUTLINER_UNOBSERVE_TOOLTIP: "§H取消观测§!\n§G点击来取消观测帝国§!"
 OUTLINER_DISABLED_ALERTS: "禁用警报"
 OUTLINER_DISABLED_ALERT_DESC: "§G点击右键启用警报§!"
 OUTLINER_DISABLE_TOOLTIP: "§H显示/隐藏§!\n切换有消息时是否要显示。"
 OUTLINER_OPTIONS_SORT_UP_TOOLTIP: "§H向上§!\n按顺序上移"
 OUTLINER_OPTIONS_SORT_DOWN_TOOLTIP: "§H向下§!\n按顺序下移"
 OUTLINER_CURRENT_MISSION: "任务：$MISSION|H$"
 OUTLINER_PLANET_INVASION: "$INVADER$在星球轨道上空部署了陆军部队"
 OUTLINER_PLANET_BLOCKADED: "星球被$BLOCKADER$封锁了"
 OUTLINER_PLANET_OCCUPIED: "行星被$OCCUPIER$占领"
 OUTLINER_PLANET_REVOLTING: "行星正在叛乱"
 OUTLINER_PLANET_DESIGNATION: "这颗行星的殖民地规划是$DESIGNATION|H$"
 OUTLINER_PLANET_CLASS: "这颗行星的行星类型是$CLASS|H$"
 OUTLINER_HABITAT_LEVEL: "居住站等级：$LEVEL|Y$"
 OUTLINER_INVASION_READY: "这支陆军能够入侵$PLANET$。如果入侵成功，你将会占领这颗星球。"
 OUTLINER_FLEET_USE_ARMIES_HINT: "§E派出登陆部队占领这颗星球§!"
 OUTLINER_POP_FACTIONS: "派系"
 OUTLINER_ICON_FEDERATION: "联邦舰队"
 OUTLINER_ICON_FEDERATION_DESC: "这支舰队属于我们的联邦。当联邦主席是我们的领袖之一时，我们可以控制舰队。"
 OUTLINER_SECTORS: "星域"
 OUTLINER_INTEGRATION: "整合"
 OUTLINER_TERRAFORMING: "环境改造"
 OUTLINER_STARBASES: "恒星基地"
 OUTLINER_SHIPYARDS: "船坞"
 OUTLINER_STARBASE_SHIPYARD_CONSTRUCTION: "船坞建设"
 OUTLINER_STARBASE_MAIN_CONSTRUCTION: "主要建设"
 OUTLINER_REARRANGE_TOOLTIP: "§H行星重新排序§!\n§G点击改变行星的排列顺序。§!"
 OUTLINER_REARRANGE_TITLE: "行星重新排序"
 OUTLINER_REARRANGE_MOVE_TO_UNDER: "§H跟随§!\n移动以跟随§Y最近移动§!的要素"
 OUTLINER_REARRANGE_DISTANCE: "距离"
 OUTLINER_REARRANGE_NAME: "名称"
 OUTLINER_REARRANGE_POPS: "人口"
 OUTLINER_REARRANGE_PLANET_CLASS: "行星类型"
 OUTLINER_REARRANGE_DESIGNATION: "殖民地规划"
 OUTLINER_PLAYER_COUNTRIES: "玩家国家"
 OUTLINER_AI_COUNTRIES: "电脑国家"
 OUTLINER_FALLEN_EMPIRES: "失落帝国"
 OUTLINER_MINOR_COUNTRIES: "小型帝国"
 OUTLINER_MEGASTRUCTURES: "巨型结构"
 NUM_STARBASES: "恒星基地：§Y$VAL$§!"
 NUM_POPS: "人口：§Y$VAL$§!"
 ###################################
 #Leaders
 ####################################
 NO_LEADER: "无领袖"
 admiral: "舰队司令"
 nomad_admiral: "$admiral$"
 general: "陆军将领"
 commander: "指挥官"
 scientist: "科学官"
 governor: "总督"
 official: "行政官"
 ruler: "统治者"
 admiral_with_icon: "£admiral£ $admiral$"
 general_with_icon: "£general£ $general$"
 commander_with_icon: "£commander£$commander$"
 scientist_with_icon: "£scientist£ $scientist$"
 governor_with_icon: "£official£$governor$"
 official_with_icon: "£official£$official$"
 ruler_with_icon: "£ruler£ $ruler$"
 envoy_with_icon: "$envoy$"
 COMMANDERS: "$commander_plural$"
 ADMIRALS: "$admiral_plural$"
 GENERALS: "$general_plural$"
 SCIENTISTS: "$scientist_plural$"
 GOVERNORS: "$governor_plural$"
 OFFICIALS: "$official_plural$"
 commander_plural_with_icon: "£commander£$commander_plural$"
 admiral_plural_with_icon: "£admiral£ $admiral_plural$"
 general_plural_with_icon: "£general£ $general_plural$"
 scientist_plural_with_icon: "£scientist£$scientist_plural$"
 governor_plural_with_icon: "£official£$governor_plural$"
 official_plural_with_icon: "£official£$official_plural$"
 ruler_plural_with_icon: "£ruler£$ruler_plural$"
 commander_plural: "指挥官"
 admiral_plural: "舰队司令"
 general_plural: "陆军将领"
 scientist_plural: "科学官"
 governor_plural: "总督"
 official_plural: "行政官"
 ruler_plural: "精英"
 commander_description: "§L一位坚忍的指挥官的果敢指挥能磨练我们官兵的意志，做大做强我们的舰队。§!"
 admiral_description: "§L一位果断的海军上将坚忍的存在使船员们在与敌人交战时意志更为鉴定。§!"
 general_description: "§L地面战斗的疯狂和混乱需要一位合格将军老谋深算的指挥。§!"
 scientist_description: "§L宇宙的神秘与矛盾召唤着杰出科学家的求知之魂。§!"
 governor_description: "§L一位值得信任的总督引人入胜的演讲激励着大众，提升了殖民地的自豪感与繁荣。§!"
 official_description: "§L一位值得信任的$official$引人入胜的演讲能够加强我们的外交联系。§!"
 ruler_description: "§L统治者恩威并施，带领着帝国向星辰大海进发。§!"
 default_commander: "指挥官"
 default_admiral: "舰队司令"
 default_general: "陆军将领"
 default_scientist: "科学官"
 default_governor: "总督"
 default_official: "行政官"
 default_ruler: "统治者"
 faction_commander: "指挥官"
 faction_admiral: "舰队司令"
 faction_general: "陆军将领"
 faction_scientist: "科学官"
 faction_governor: "总督"
 faction_official: "行政官"
 faction_ruler: "派系首领"
 adversary_commander: "指挥官"
 adversary_admiral: "舰队司令"
 adversary_general: "陆军将领"
 adversary_scientist: "科学官"
 adversary_governor: "总督"
 adversary_official: "行政官"
 adversary_ruler: "统治者"
 fallen_empire_commander: "指挥官"
 fallen_empire_admiral: "提督"
 fallen_empire_general: "指挥使"
 fallen_empire_scientist: "科学官"
 fallen_empire_governor: "大吏"
 fallen_empire_official: "行政官"
 fallen_empire_ruler: "国君"
 awakened_fallen_empire_commander: "指挥官"
 awakened_fallen_empire_admiral: "提督"
 awakened_fallen_empire_general: "指挥使"
 awakened_fallen_empire_scientist: "科学官"
 awakened_fallen_empire_governor: "大吏"
 awakened_fallen_empire_official: "行政官"
 awakened_fallen_empire_ruler: "国君"
 awakened_marauders_commander: "指挥官"
 awakened_marauders_admiral: "舰队司令"
 awakened_marauders_general: "陆军将领"
 awakened_marauders_scientist: "科学官"
 awakened_marauders_governor: "总督"
 awakened_marauders_official: "行政官"
 awakened_marauders_ruler: "大君"
 neutral_faction_admiral: "舰队司令"
 pirate_admiral: "舰长"
 swarm_admiral: "格式塔模型"
 enclave_mercenary_admiral: "雇佣兵舰长"
 LEADER_IDLING_IN: "§G可用§!"
 LEADER_IDLING_HIRE: "§G可雇佣§!"
 LEADER_MOVING_TO: "将要移动到$LOCATION|H$，在$DAYS|Y$天后到达"
 LEADER_LEADING: "正在指挥$LOCATION|H$"
 LEADER_TECHING: "引领$AREA|H$研究"
 LEADER_GOVERNING: "正在督管$LOCATION|H$"
 LEADER_GOVERNING_CORE_SECTOR: "正在督管§H核心星域§!"
 LEADER_GOVERNING_PLANET: "正在督管$LOCATION|H$"
 LEADER_RULING: "于$LOCATION|H$统治国家"
 LEADER_RESEARCHING: "正在调查$LOCATION|H$"
 LEADER_SURVEYING: "正在调查$LOCATION|H$"
 LEADER_GALACTIC_COMMUNITY: "代表我们在$GALACTIC_COMMUNITY|H$中的利益"
 LEADER_FEDERATION: "代表我们在$FEDERATION|H$中的利益。"
 LEADER_INVESTIGATING: "正在调查$LOCATION|H$"
 LEADER_ON_COUNCIL: "以$COUNCIL_POSITION|H$身份指派到内阁。"
 LEADER_SLOT_TITLE: "领袖席位空缺"
 LEADER_SLOT_DESC: "点击指派一名领袖"
 LEADER_HIRE_TOOLTIP: "§Y$LEADER_NAME$§!作为一名领袖加入了我们的帝国。"
 GOVERNOR: "§Y总督：$NAME|H$§!"
 ####################################
 #Armies
 ####################################
 occupation_army: "占领军"
 occupation_army_plural: "占领军"
 occupation_army_desc: "占领军是指维持占领敌方行星的防御性军队。"
 robotic_occupation_army: "机器人占领部队"
 robotic_occupation_army_plural: "机器人占领部队"
 robotic_occupation_army_desc: "$occupation_army_desc$"
 android_occupation_army: "智能人占领部队"
 android_occupation_army_plural: "智能人占领部队"
 android_occupation_army_desc: "$occupation_army_desc$"
 machine_occupation_army: "无人机占领部队"
 machine_occupation_army_plural: "无人机占领部队"
 machine_occupation_army_desc: "$occupation_army_desc$"
 individual_machine_occupation_army: "$occupation_army$"
 individual_machine_occupation_army_plural: "$occupation_army_plural$"
 individual_machine_occupation_army_desc: "$occupation_army_desc$"
 assault_army: "进攻部队"
 assault_army_plural: "进攻部队"
 assault_army_desc: "进攻部队乘坐自己的运输船并可以登陆行星作战。"
 defense_army: "防御部队"
 defense_army_plural: "防御部队"
 defense_army_desc: "防御部队十分强大，但是不能移动到其他星球。"
 FALLBACK_ARMY_NAME: "$PLANET$ 第$NUM$军" #Only for backward compatibility
 FALLBACK_ARMY_NAME_EXT: "$PLANET$ $ARMY$"
 FALLBACK_ARMY_NAME_INT: "陆军$C$" #Can choose any number format here
 garrison_ARMY_NAME: "$POP$军"
 garrison_army: "民兵"
 garrison_army_plural: "民兵"
 garrison_army_desc: "每个星球都有防御民兵，其规模取决于人口数量。民兵不能被运输。"
 slave_army: "奴隶部队"
 slave_army_plural: "奴隶部队"
 slave_army_desc: "为了主人而战斗的奴隶士兵，绝大多数都是被迫参加战斗的，但是也有一些奴隶为了获得更多食物或逃离繁重的劳动从而自愿参加战斗。"
 requires_slave_processing_facility: "$TRIGGER_FAIL$需要一座$building_slave_processing$或$sm_ring_slave_processing_facility$。"
 clone_army: "克隆人部队"
 clone_army_plural: "克隆人部队"
 clone_army_desc: "专用克隆人可以在几个月内长成成人。尽管他们的自然寿命不足十年而且缺乏主观能动性，但可以用他们的对长官的绝对忠诚来弥补这些遗憾。"
 robotic_army: "机器人进攻部队"
 robotic_army_plural: "机器人部队"
 robotic_army_desc: "专为战斗而存在的冷血机器，它们为了完成任务可以不惜一切代价，不像有机体生物军团一样会受到士气低下的影响。"
 robotic_defense_army: "机器人防御部队"
 robotic_defense_army_plural: "机器人防御部队"
 robotic_defense_army_desc: "$robotic_army_desc$"
 android_army: "智能人攻击部队"
 android_army_plural: "智能人部队"
 android_army_desc: "半自动的士兵组成这个加添满了油的战争机器。比起机器人，智能战斗员更灵活，更具侵略性，也能更好地处理各类战场情况。"
 android_defense_army: "智能人防御部队"
 android_defense_army_plural: "智能人防御部队"
 android_defense_army_desc: "$android_army_desc$"
 psionic_army: "灵能部队"
 psionic_army_plural: "灵能部队"
 psionic_army_desc: "有着灵能能力的部队。他们破坏性的灵能让他们可以在战场使用不一样的战术——他们的首要目标往往是摧毁对方的战斗意志。"
 xenomorph_army: "异形部队"
 xenomorph_army_plural: "异形部队"
 xenomorph_army_desc: "成千上万由生物工程设计的有着尖牙厉爪和对杀戮的渴望的饥饿怪兽。一群科学家在远离前线的坚固地堡里监督驱赶着这些暴怒的兽群。"
 gene_warrior_army: "基因战士部队"
 gene_warrior_army_plural: "基因战士军团"
 gene_warrior_army_desc: "基因改造的超级士兵。从传统的部队里招募精英作为新兵。然后进行基因改造使得他们比原来更大更强更快。"
 swarm_army: "索林原虫部队"
 swarm_army_plural: "索林原虫部队"
 swarm_army_desc: "它们饿了。"
 ARMY_RANK: "等级：$RANK|Y$"
 ARMY_EXPERIENCE_FOR_NEXT_RANK: "下一级的经验：$EXP|0Y$/$NEXT|0Y$"
 ARMY_AT_MAX_RANK: "军队达到最高等级"
 ARMY_RANK_DESC: "§E军队等级取决于陆军作战的经验水平，更高级的军队在战斗中更有优势。§!"
 SHIP_RANK: "等级：$RANK|Y$"
 SHIP_EXPERIENCE_FOR_NEXT_RANK: "下一级的经验：$EXP|0Y$/$NEXT|0Y$"
 SHIP_AT_MAX_RANK: "舰船已达到最高等级"
 SHIP_RANK_DESC: "§E舰船等级由船员的战斗经验决定。等级越高的舰船战斗效率越高。§!"
 army_rank_regular: "新兵"
 army_rank_experienced: "受训"
 army_rank_veteran: "老兵"
 army_rank_elite: "精英"
 ship_rank_regular: "$army_rank_regular$"
 ship_rank_experienced: "$army_rank_experienced$"
 ship_rank_veteran: "$army_rank_veteran$"
 ship_rank_elite: "$army_rank_elite$"
 rebel_army: "叛军"
 rebel_army_desc: "当人民受到不公正对待时就会产生叛军。"
 rebel_slave_defense_army: "奴隶叛军"
 rebel_slave_defense_army_desc: "由不满的奴隶组成的陆军，他们公开进行武力叛乱希望可以获得独立。"
 primitive_army: "土著部队"
 primitive_army_plural: "土著部队"
 primitive_army_desc: "一支土著部队差不多就是一群装备着他们能生产出来的简陋武器的乌合之众。"
 primitive_additional_army: "$primitive_army$"
 primitive_additional_army_desc: "$primitive_army_desc$"
 industrial_army: "工业时代部队"
 industrial_army_plural: "工业时代部队"
 industrial_army_desc: "一支工业社会的部队缺乏作为现代陆军的快速反应能力，但至少组织良好。 "
 postatomic_army: "后原子时代部队"
 postatomic_army_plural: "后原子时代部队"
 postatomic_army_desc: "按照原始的标准来说，后原子时代的部队装备精良，他们的训练和纪律有时甚至可以击败已进入太空时代文明的军队。"
 subterranean_industrial_army: "$industrial_army$"
 subterranean_industrial_army_plural: "$industrial_army_plural$"
 subterranean_industrial_army_desc: "$industrial_army_desc$"
 subterranean_postatomic_army: "$postatomic_army$"
 subterranean_postatomic_army_plural: "$postatomic_army_plural$"
 subterranean_postatomic_army_desc: "$postatomic_army_desc$"
 elite_guard_army: "精英卫队"
 elite_guard_army_plural: "精英卫队"
 elite_guard_army_desc: "统治者的个人精英卫队。"
 elite_guard_army_proper: "精英卫队"
 elite_guard_army_plural_proper: "精英卫队"
 elite_guard_army_desc_proper: "统治者的个人精英卫队。"
 elite_guard_army_trigger_tooltip: "一位统治者只能招募一支精英卫队。"
 mutant_army: "变种人集群"
 mutant_army_desc: "变种人集群在攻击时是异常残忍的。"
 ice_army: "活雪勇士"
 ice_army_desc: "活雪组成了一支令人畏惧的军队，能够冻结其敌人的骨头、甲壳和电路板。"
 titanic_assault_army: "泰坦巨兽"
 titanic_assault_army_desc: "泰坦巨兽是极其强大的战士。"
 titanic_guardian_army: "巨兽护卫"
 titanic_guardian_army_desc: "比泰坦巨兽缺少攻击性，但是作为防御者巨兽护卫依然很强大。"
 NAME_Rampaging_Forest: "暴走森林"
 tree_army: "$NAME_Rampaging_Forest$"
 tree_army_desc: "拥有低级智力并且复仇心切的迁徙森林。"
 robot_uprising_army: "机器人叛乱部队"
 robot_uprising_army_plural: "机器人叛乱部队"
 robot_uprising_army_desc: "这些冷血无情的杀戮机器在叛乱中反抗自己的造物主。他们为了达成目标可以不惜一切代价，不像有机体生物军团一样会受到士气低下的影响。"
 ####################################
 #Main GUI
 ####################################
 MAIN_SAVE: "保存游戏"
 MAIN_RESIGN: "退出到菜单"
 MAIN_RESUME: "恢复游戏"
 MAIN_VIEW_PP: "查看隐私政策"
 MAIN_QUIT: "退出到桌面"
 MAIN_LOAD: "载入游戏"
 ABANDON_GAME: "退出"
 CONTINUE: "继续"
 topbar_button_dropdown_instant: "§H更多§!"
 topbar_button_dropdown_delayed: "§E点击查看更多菜单§!"
 topbar_button_species_name: "物种"
 topbar_button_species_instant: "§H$topbar_button_species_name$§!"
 topbar_button_species_delayed: "§t列出星系中的已知['concept_species']。§!"
 topbar_button_leaders_name: "领袖"
 topbar_button_leaders_instant: "§H$topbar_button_leaders_name$§!"
 topbar_button_leaders_delayed: "§t管理['concept_leaders']：进行招募、指派或遣散。§!"
 topbar_button_factions_name: "派系"
 topbar_button_factions_instant: "§H$topbar_button_factions_name$§!"
 topbar_button_factions_delayed: "§E打开派系界面，显示帝国中现有的派系及其诉求。§!"
 topbar_button_policies_name: "政策"
 topbar_button_policies_instant: "§H$topbar_button_policies_name$§!"
 topbar_button_policies_delayed: "§E开启政策界面，可以查看并设置帝国政策。§!"
 topbar_button_edicts_name: "法令"
 topbar_button_edicts_instant: "§H$topbar_button_edicts_name$§!"
 topbar_button_edicts_delayed: "§E开启法令界面，可以查看并颁布帝国法令。§!"
 topbar_button_government_name: "帝国"
 topbar_button_government_instant: "§H$topbar_button_government_name$§!"
 topbar_button_government_delayed: "§t了解帝国概况。\n[GetConceptEmpireAdvisor]§!"
 topbar_button_technology_name: "科技"
 topbar_button_technology_instant: "§H$topbar_button_technology_name$§!"
 topbar_button_technology_delayed: "§t研究['concept_technologies']以及列出已研究的项目。§!"
 topbar_button_contacts_name: "通讯"
 topbar_button_contacts_instant: "§H$topbar_button_contacts_name$§!"
 topbar_button_contacts_delayed: "§t与外星实体交流。\n$concept_contacts_view_tabs$§!"
 topbar_button_situation_name: "情报日志"
 topbar_button_situation_instant: "§H$topbar_button_situation_name$§!"
 topbar_button_situation_delayed: "§t总览所有当前正在进行的事项。\n$concept_situation_log_view_tabs$§!"
 topbar_button_ship_designer_name: "舰船设计器"
 topbar_button_ship_designer_instant: "§H$topbar_button_ship_designer_name$§!"
 topbar_button_ship_designer_delayed: "§E列出所有军用舰队和防御平台所用的舰船设计，并可以创建客订化设计。§!"
 topbar_button_empire_name: "$PLANET_LIST$"
 topbar_button_empire_instant: "§H$topbar_button_empire_name$§!"
 topbar_button_empire_delayed: "§t显示['concept_colonies']并组织为['concept_sectors']。§!"
 topbar_button_expansion_planner_name: "扩张规划器"
 topbar_button_expansion_planner_instant: "§H$topbar_button_expansion_planner_name$§!"
 topbar_button_expansion_planner_delayed: "§t列出已知['concept_planets']并策划未来的['concept_colonies']。§!"
 topbar_button_strategic_resource_name: "战略资源"
 topbar_button_strategic_resource_instant: "§H$topbar_button_strategic_resource_name$§!"
 topbar_button_strategic_resource_delayed: "§E打开战略资源面板。§!"
 topbar_button_traditions_name: "$TRADITION_VIEW_TITLE$"
 topbar_button_traditions_instant: "§H$topbar_button_traditions_name$§!"
 topbar_button_traditions_delayed: "§t掌舵帝国的航向。\n[GetConceptSocietyManagement]§!"
 topbar_button_claims_name: "$CLAIMS_VIEW$"
 topbar_button_claims_instant: "§H$topbar_button_claims_name$§!"
 topbar_button_claims_delayed: "§t对属于其他帝国的恒星系制造['concept_claims']。§!"
 topbar_button_market_name: "$MARKET_VIEW$"
 topbar_button_market_instant: "§H$MARKET_VIEW$§!"
 topbar_button_market_delayed: "§t从['concept_market']上购买或出售资源，\n设立每月贸易。§!"
 topbar_button_council_name: "政府"
 topbar_button_council_instant: "§H政府§!"
 topbar_button_council_delayed: "§t管理政府。\n$concept_government_view_tabs$§!"
 council_view_header: "内阁"
 COUNCIL_VIEW_AGENDA_HEADER: "内阁议程"
 EDICTS_AND_POLICIES: "政策与法令"
 topbar_button_discoveries_name: "发现"
 topbar_button_discoveries_instant: "§H$topbar_button_discoveries_name$§!"
 topbar_button_discoveries_delayed: "§t利用探索过程中所发现之物。\n[GetConceptDiscovery]§!"
 TOPBAR_HELP: "§H帮助§!"
 TOPBAR_DATABANK: "§H数据库§!"
 TOPBAR_HELP_DESC: "§E打开了解各种游戏概念的数据库。§!"
 TOPBAR_MENU: "§H主菜单§!\n§G单击显示设置和选项以保存、载入或离开游戏§!"
 TOPBAR_CHAT: "§H多人聊天§!"
 TOPBAR_CHAT_NO_MP: "§R单人模式无法进行聊天！§!"
 EXPAND_BUTTON: "§H更多§!\n§G点击以显示更多按钮§!"
 MONEY_IRO: "§H能量币§!"
 MONEY_DRO: "能量币表示目前资产总数。"
 INFLUENCE_IRO: "§H影响力§!"
 INFLUENCE_DRO: "影响力代表我们在星系的外交和行政能力。"
 LAST_MONTHS_BALANCE: "结余（上月）"
 MONTHLY_GAIN: "月收入"
 opinion_broke_association_status: "解除联邦合作国身份"
 BASE_GAIN: "基础值：§Y+$VALUE$§!"
 IN_ALLIANCE: "在联盟中：$VALUE$"
 IN_FEDERATION: "在联邦中：$VALUE$"
 FROM_DEFENSIVE_PACTS: "防御约定产生：$VALUE$"
 FROM_NON_AGGRESSION_PACTS: "互不侵犯协议产生：$VALUE$"
 FROM_COMMERCIAL_PACTS: "商业协议产生：$VALUE$"
 FROM_FACTIONS: "派系产生：$VALUE$"
 FROM_GUARANTEES: "保障独立产生：$VALUE$"
 RIVAL: "宿敌"
 RIVALRY: "宿敌"
 opinion_federation_associate: "联邦合作国"
 TRUST_TOOLTIP: "§H信任度§!\n我们目前拥有$TRUST|Y$信任度。\n他们对我们的信任每月变化$VALUE|+=$，因为："
 TRUST_TOOLTIP_PLAYER: "§H信任度§!\n真实玩家不使用信任度评判标准。"
 TRUST_NO_ALLIANCE: "无重大外交协定"
 TRUST_DESC: "§H信任度§!是我们与此帝国之间的长期关系的指标，会直接影响他们对我们的评价。维持外交关系和贸易协议可以增长此指数。\n\n受$KEYWORD$影响，他们对我们的§H信任§!上限是$VALUE|Y$。"
 TRUST_FROM_BASE: "基础衰减：$VALUE|+=$"
 TRUST_FROM_NAP: "互不侵犯条约：$VALUE|+=$"
 TRUST_FROM_COMMERCIAL_PACT: "商业协议：$VALUE|+=$"
 TRUST_FROM_ASSOCIATE_STATUS: "联邦合作国身份：$VALUE|+=$"
 TRUST_FROM_RESEARCH_TREATY: "$TRADE_ITEM_RESEARCH_AGREEMENT$：$VALUE|+=$"
 TRUST_FROM_MIGRATION_TREATY: "$TRADE_ITEM_MIGRATION_ACCESS$：$VALUE|+=$"
 TRUST_FROM_GUARANTEE: "保障独立：$VALUE|+=$"
 TRUST_FROM_DEFENSIVE_PACT: "防御条约：$VALUE|+=$"
 TRUST_FROM_ALLIANCE: "联邦：$VALUE|+=$"
 TRUST_FROM_SUBJECT: "附属国关系：$VALUE|+=$"
 TRUST_FROM_WAR: "战争中：$VALUE|+=$"
 TRUST_FROM_RIVALS: "宿敌：$VALUE|+=$"
 TRUST_FROM_EMBASSY: "大使馆：$VALUE|+=$"
 TRUST_FROM_MODIFIER: "修正$VALUE$，由于："
 ACTION_NOT_POSSIBLE: "不可能的提案"
 THEY_RIVAL: "我们不能提议这么做，对方已经宣布我们为宿敌。"
 ACTION_KICK_FROM_ALLIANCE_TOO_FEW_MEMBERS: "你至少需要$NUM|Y$名联邦成员才能弹劾一名成员。否则只能离开联邦。"
 WE_RIVAL_COUNTRY: "由于我们已经宣布$COUNTRY|Y$为宿敌，我们无法提出这个要求。"
 COUNTRY_RIVAL_US: "因为$COUNTRY|Y$已经宣布我们为宿敌，我们无法提出这个要求。"
 WE_RIVAL: "我们不能提议这么做，我们已经宣布对方为宿敌。"
 CANNOT_REMOVE_RIVAL_UNTIL: "你最近已经宣布$RIVAL|Y$为宿敌，直到$DATE|Y$你都不能结束同对方的宿敌关系。"
 CANNOT_RIVAL_NOT_BORDERING: "我们必须同$RIVAL|Y$接壤才能宣布他们为宿敌。"
 FROM_RIVALRIES: "$RIVAL$产生：$VALUE$"
 FROM_EDICTS: "$EDICT$产生：$VALUE$"
 FROM_SUPPRESSION: "被镇压的派系产生：$VALUE$"
 GOVERNMENT_GAIN_MUL: "政府效率：§Y+$VALUE|%0$§!"
 GOVERNMENT_GAIN_ADD: "政府收入：§Y+$VALUE|2$§!"
 PLANETS_GAIN: "行星收入：§Y$VALUE|+=$§!"
 STATIONS_GAIN: "空间站收入：§Y$VALUE|+=$§!"
 MISSIONS_DRAIN: "观测站支出：§Y-$VALUE$§!"
 MISSIONS_GAINS: "观测站收入：§Y+$VALUE$§!"
 OUTPOST_INFLUENCE_MAINT: "边境哨站：$VALUE|+=2$"
 SUBJECT_INFLUENCE_INCOME: "$TYPE$$COUNTRY|Y$：$VALUE|+=2$"
 SUBJECT_INTEGRATION_INFLUENCE: "整合附属国：$VALUE|+=2$"
 GUARANTEE_INDEPENDENCE_INFLUENCE_COST: "保障$COUNTRY$$VALUE|+=2$"
 DETAIL_MAINT_SHIPS: "$NAME$s：§Y$VALUE$§!"
 DETAIL_MAINT_ARMIES: "$NAME$：§Y$VALUE$§!"
 DETAIL_MAINT_COLONIES: "$NAME$：§Y$VALUE$§!"
 DETAIL_MAINT_BUILDINGS: "$VALUE|Y$栋建筑遍布于$NUMBER|Y$个行星上"
 DETAIL_MAINT_MEGASTRUCTURES: "$NAME$：§Y$VALUE$§!"
 LOW_ENERGY: "低收入补助：§Y+$VALUE$§!"
 TIME_PAUSE: "§G点击以暂停§!"
 TIME_RESUME: "§G点击以继续§!"
 HOTKEY_SPACE: "§G快捷键：£space£ §!"
 HOTKEY_JUMP_TO_NEXT_DAY: "§G跳至下一天：£dot£§!"
 TIME_SPEED_UP: "加速"
 HOTKEY_KP_PLUS: "§G快捷键：§!£kp_plus£或£shift£+£arrow_up£"
 TIME_SPEED_DOWN: "减速"
 HOTKEY_KP_MINUS: "§G快捷键：§!£kp_minus£或£shift£+£arrow_down£"
 TIME_PAUSE_LOCKED: "§Y暂停锁定§!"
 TIME_PAUSE_LOCKED_ACTION: "§G$NAME$需要采取行动方能继续§!"
 RESETTLEMENT: "强制迁移"
 RUINED_BUILDING_NAME: "§H$BUILDING$§! §R（已被摧毁）§!"
 RUINED_BUILDING_DESC: "§H$BUILDING$§!已§R被摧毁§!"
 DISABLED_BUILDING_DESC: "§H$BUILDING$§!已§R禁用§!"
 POP_FACTION_SUPPORT_EFFECT_CONSTANT: "支持效果"
 POP_FACTION_SUPPORT_EFFECT_RANGE: "支持效果（$MIN|Y0%$ - $MAX|Y0%$支持率）"
 POP_FACTION_SUPPORT_EFFECT_VALUE: "支持效果（$VALUE|Y0%$支持 ）"
 POP_FACTION_DEMAND: "要求"
 OVERWRITE_SAVEGAME: "存档已存在！"
 OVERWRITE_SAVEGAME_DESC: "存在同名存档，是否覆盖？"
 TOGGLE_MAPMODE_PLAYERS_TITLE: "§H玩家地图模式§!"
 TOGGLE_MAPMODE_PLAYERS_INFO: "启用时，只有被玩家控制的帝国会在星系地图上用颜色区别显示。"
 TOGGLE_MAPMODE_UNIONS_INFO: "§H联盟地图模式§!\n生效时政治联盟成员（联邦成员和附属国）会在星系地图上共享同一颜色。\n§G点击切换地图模式§!"
 TOGGLE_MAPMODE_DETAILS_TITLE: "§H细节地图模式§!"
 TOGGLE_MAPMODE_DETAILS_INFO: "启用时，细节地图模式将在星系地图上显示更多信息。"
 TOGGLE_MAPMODE_DETAILS_TEMP: "§G按住£alt£暂时启用/关闭§!"
 TOGGLE_MAPMODE_SECTORS_TITLE: "§H星域地图模式§!"
 TOGGLE_MAPMODE_SECTORS_INFO: "启用时，星域地图模式会显示你帝国内的的星域边境。"
 TOGGLE_MAPMODE_HYPERLANES_TITLE: "§H超空间航道地图模式§!"
 TOGGLE_MAPMODE_HYPERLANES_INFO: "启用时，超空间航道地图迫使将在星系地图上按照可通过与否以不同颜色显示所有的超空间航道。"
 TOGGLE_MAPMODE_TRADE_ROUTES_TITLE: "§H贸易路线地图模式§!"
 TOGGLE_MAPMODE_TRADE_ROUTES_INFO: "启用时，贸易路线地图模式将在星系地图上显示您所有的贸易路线。"
 MAPMODE_TOGGLE: "§G点击切换地图模式§!"
 MAPMODE_NO_MP: "§R该地图模式无法在单人游戏中使用§!"
 MAPMODE_NO_TRADE_ROUTES: "§R您当前扮演或观察的国家没有贸易路线§!"
 UNCLAIMED_RESOURCES: "$SYSTEM|H$恒星系拥有$NUM|0$£$KEY$£§H$NAME$§!。"
 UNCLAIMED_RESOURCES_TRADE_HUB: "发现此行星上存在着$VAL|0$£$KEY$£§H$NAME$§!。\n\n§G请在贸易收集范围内建设贸易中心以获取它们。§!"
 UNCLAIMED_RESOURCES_MINING_STATION: "这颗星球上存在$VAL|0$£$KEY$£§H$NAME$§!。\n\n§G可在轨道上建造开采站来获取。§!"
 UNCLAIMED_RESOURCES_RESEARCH_STATION: "这颗星球上存在$VAL|0$£$KEY$£§H$NAME$§!。\n\n§G可在轨道上建造研究站来获取。§!"
 UNCLAIMED_RESOURCES_SYSTEM_MINING_STATION: "在此恒星系内建造开采站以获取该资源"
 UNCLAIMED_RESOURCES_SYSTEM_RESEARCH_STATION: "在此恒星系内建造研究站以获取该资源"
 GROUND_COMBAT_ATTACKER_PROGRESS_DESC: "$ATTACKER|H$的进攻进度为$PROGRESS|Y%$。如果胜利他们将控制行星。"
 GROUND_COMBAT_DEFENDER_PROGRESS_DESC: "$DEFENDER|H$的防御进度为$PROGRESS|Y%$。如果胜利他们将继续控制行星。"
 BORDERS_WITHIN_DESC: "位于“$COUNTRY|Y$”境内。"
 BORDERS_WITHIN_UNKNOWN: "这个恒星系并没有被没有任何已知的国家宣称。"
 END_OF_GAME_DEAD_PLAYER: "你的帝国被毁灭了！你可以选择作为另一个帝国或是旁观者继续游戏。"
 END_OF_GAME_DEAD_PLAYER_COUNTRY: "你的帝国被$REBELS|H$!叛军控制。你可以选择作为另一个帝国或是旁观者继续游戏。"
 FLEETS_DISBAND_TITLE: "解散舰队？"
 FLEETS_DISBAND_DESC: "§E这将会解散所选的舰队。§!\n\n§R警告：解散舰队还会解散该舰队麾下所有的舰船。§!"
 FLEETS_BREAK_CONTRACT_TITLE: "撕毁舰队合约"
 FLEETS_BREAK_CONTRACT_DESC: "你确定要撕毁出借这些舰队的条约吗？"
 SPACEPORT_DISBAND_TITLE: "拆解太空港"
 SPACEPORT_DISBAND_DESC: "要拆除$PLANET|Y$太空港吗？"
 STATIONS_DISBAND_TITLE: "拆除空间站"
 STATIONS_DISBAND_DESC: "§E这将会拆毁所选的空间站。§!"
 SHIP_DISBAND_TITLE: "解散舰船？"
 SHIP_DISBAND_DESC: "§E这将会拆毁所选的舰船。§!"
 IDLING_CIVILIAN_FLEETS: "闲置民用船（快捷键：§GC§!）"
 IDLING_MILITARY_FLEETS: "闲置舰队（快捷键：§GX§!）"
 IDLING_ARMIES: "闲置部队（快捷键：§GZ§!）"
 PLANET_IS_COLONIZABLE: "§H宜居§!\n该行星可以被我方殖民。\n§G派遣殖民船以建立殖民地§!"
 PLANET_IS_COLONIZABLE_BY_TERRAFORMING: "§H宜居§!\n我们可以殖民该行星可。\n§G将该行星环境改造为你母星的类型可以创造殖民地§!"
 PLANET_IS_HABITABLE: "§H宜居§!\n该行星暂时不可被我方殖民。"
 PLANET_TYPE_IS_NOT_COLONIZABLE: "§H不宜居§!\n该行星永远不可被殖民。"
 SYSTEM_HAS_COLONIZABLE_PLANET: "§H宜居星球§!\n§E以下行星可以被殖民：§!"
 SYSTEM_HAS_FUTURE_COLONIZABLE_PLANET: "§H潜在宜居性§!\n§E该恒星系有潜在可殖民行星：§!"
 SYSTEM_HAS_NO_COLONIZABLE_PLANETS: "§H无宜居性§!\n§E该恒星系若不进行环境改造无可殖民行星。§!"
 SYSTEM_HAS_DISCOVERIES: "§H异常现象§!\n§E该星系内有异常现象。§!"
 SYSTEM_NOT_SURVEYED: "§H未调查§!\n§E该恒星系尚未被我们帝国§H调查§!。§!"
 SYSTEM_SURVEYED: "§H已调查§!\n§E该恒星系已被我国§H调查§!。§!"
 CONTROL_GROUPS_INSTRUCTIONS: "§G编队可以通过选择一个目标（行星或舰队），按住ctrl键之后按相应的数字键。\n\n单击以选中\n双击以前往\n右键以清除热键§!"
 STRATEGIC_RESOURCE_TOOLTIP: "£$ICON$£ $RESOURCE$：$UNUSED|0Y$/$TOTAL|0Y$"
 STRATEGIC_RESOURCE_VIEW: "战略资源"
 STRATEGIC_RESOURCE_NAME: "£$ICON$£ $NAME$"
 STRATEGIC_RESOURCE_AMOUNT: "§Y$USED$/$PRODUCED$§!"
 STRATEGIC_RESOURCE_HEADER_NAME: "名称"
 STRATEGIC_RESOURCE_HEADER_EFFECT: "效果"
 STRATEGIC_RESOURCE_HEADER_AMOUNT: "数量"
 STRATEGIC_RESOURCE_HEADER_TRADE: "贸易协定"
 STRATEGIC_RESOURCE_HEADER_SORT_NAME: "§H按名称排序§!"
 STRATEGIC_RESOURCE_HEADER_SORT_EFFECT: "§H按效果数目排序§!"
 STRATEGIC_RESOURCE_HEADER_SORT_AMOUNT: "§H按数量排序§!"
 ORBITAL_BUILDING_TOOLTIP: "§R这会被放置在一个轨道建筑槽上。§!"
 LACKING_ENERGY: "能量币不足 （$COST|H$）"
 LACKING_RESOURCE: "$TRIGGER_FAIL$§R缺少§!§R$RESOURCE$$AMOUNT$§!"
 LACKING_RESOURCES: "$TRIGGER_FAIL$§R缺少§!§R$RESOURCES$§!"
 OTHER_BORDERS: "行星在另一个帝国境内。"
 SENSOR_LEVEL_TOO_LOW: "传感器等级太低。"
 REMOVE_HOTKEY: "移除快捷键"
 REMOVE_HOTKEY_CONFIRM: "要移除该快捷键吗？"
 REMOVE_SHIP_DESIGN: "删除"
 FINISH_DESIGN: "自动装配"
 CONFIRMATION_TITLE: "确认"
 LEAVE_SYSTEM: "打开星系地图"
 TOOLTIP_LEAVE_SYSTEM: "§H星系地图§!\n§G点击打开星系地图§!"
 LEAVE_GALAXY: "打开恒星系地图"
 TOOLTIP_LEAVE_GALAXY: "§H恒星系地图§!\n§G点击前往恒星系地图§!"
 SYSTEM_DETAILS: "恒星系总览"
 TOOLTIP_SYSTEM_DETAILS: "§H恒星系概览§!\n§G点击打开恒星系概览。§!"
 FINISH_DESIGN_TOOLTIP: "在槽位内放置武器或设施。这可以被移除或被其他部件替换。"
 POP_FACTION_SUPPORT_EFFECT_ENTRY_FORMAT: "$CHANCE|Y%0$：$TITLE$"
 POP_FACTION_SUPPORT_EFFECT_INACTIVE_FORMAT: "$TITLE|g$"
 MISSING_SECTION: "必须增加区块以完成设计。"
 RESOURCES_GAINED: "月结余：$GAIN|+=$"
 FROM_EFFECTS: "效果产生：$VALUE|+=$"
 FROM_PLANETS: "行星产生：$VALUE|+=$"
 FROM_SECTORS: "星域产生：$VALUE|+=$"
 FROM_TRADE_INCOME: "$budget_group_trade_income$：$VALUE|+=$"
 FROM_TRADE_EXPENSE: "$budget_group_trade_expense$：$VALUE|+=$"
 #FROM_INFLUENCE_MECHANICS: "From: $VALUE|+=$"
 MINERAL_SHIP_MAINTENANCE: "舰船维护：$GAIN|+=$"
 MINERAL_POP_MAINTENANCE: "消费品（§Y$AMT|1$单位§!）： $GAIN|+=$"
 MINERAL_STATION_MAINTENANCE: "空间站维护：$GAIN|+=$"
 MINERAL_SUBJECT_TAX: "$budget_group_subject_tax$：$GAIN|+=$"
 MINERAL_OVERLORD_TAX: "$budget_group_overlord_income$：$GAIN|+=$"
 RESOURCES_STORED: "已存储：$VALUE|Y0$"
 TIME_RESOURCE: "$DAYS|Y$£time£"
 RESOURCES_STORED_MAX: "已存储：$VALUE|Y0$/$MAX|Y0$"
 GALACTIC_OBJECT_HABITABILITY: "$CLASS$，£planetsize£$SIZE|Y$，$VALUE$"
 GALACTIC_OBJECT_HABITABILITY_BEST_SPECIES: " （$SPECIES|H$）"
 PLANET_MAP_ICON_TERRAFORMING: "正在环境改造为$CLASS$，$VALUE$\n（£time£ $TIME|Y$）"
 PLANET_MAP_ICON_SCRIPTED_TERRAFORMING: "环境改造为$CLASS$，$VALUE$\n（$PERCENTAGE|Y%0$已完成）"
 TERRAFORMING_TO: "正在环境改造成$CLASS|Y$"
 CLOSE_SECTOR_MANAGEMENT: "关闭星域管理"
 TOOLTIP_CLOSE_SECTOR_MANAGEMENT: "§H关闭星域管理§!\n返回普通地图模式"
 TOOLTIP_CLOSE_CLAIMS_MANAGEMENT: "§H关闭宣称管理器§!\n回到常规地图模式\n\n§G快捷键：§!£escape£"
 SECTOR_MANAGEMENT_MODE: "§H星域管理模式§!"
 CLAIMS_MANAGEMENT_MODE: "§H宣称模式§!\n宣称恒星系"
 TRADE_ROUTES_MANAGEMENT_MODE: "§H贸易路线模式§!\n管理贸易路线"
 TOOLTIP_CLOSE_TRADE_ROUTES_MANAGEMENT_MODE: "§H关闭贸易路线管理§!\n返回正常地图模式\n\n§G热键：§!£escape£"
 CREATE_SECTOR_INVALID_CAPITAL: "星域的首府必须位于包含我方殖民地的恒星系内。"
 CREATE_SECTOR_NOT_OWNER: "所选首府并不属于我们。"
 CREATE_SECTOR_COUNTRY_CAPITAL: "帝国首都不能添加至星域。"
 CANNOT_CREATE_SECTOR: "§R无法创建星域§!"
 NOT_OWNED_PLANET: "§R未拥有此行星§!"
 CREATE_SECTOR: "§H创建新星域§!\n这将以此行星作为星域首府创建一个新星域。所有在§Y4§!次超空间跳跃范围内且先前不属于任何星域的恒星系都将归入该新建星域。"
 CREATE_SECTOR_DESC: "在我们的帝国里建立一个以$CAPITAL|Y$为首府的新星域。"
 CREATE_SECTOR_NOT_ENOUGH_PLANETS: "§R我们必须控制至少两颗行星才能建立一个星域。§!"
 CANNOT_MOVE_CAPITAL: "§R无法将星域首府移至此处§!"
 MOVE_SECTOR_CAPITAL: "§H移动星域首府§!\n将星域首府移至此行星，这也许会重新划定哪些恒星系属于此星域。"
 DELETE_SECTOR: "§H删除星域§!\n这将删除星域并解除星域总督的指派。\n\n§E删除星域不是高风险操作，要创建新星域也相当容易。§!"
 CANNOT_DELETE_SECTOR: "§R无法删除星域§!"
 CANNOT_DELETE_CORE_SECTOR: "§R核心星域§!"
 COUNTRY_CAPITAL: "§R不可迁移帝国首都§!"
 DELETE_SECTOR_CONFIRM_NAME: "删除星域？"
 DELETE_SECTOR_CONFIRM_DESC: "§E这将移除其包含行星的所有星域增益。§!"
 MOVE_SECTOR_CAPITAL_CONFIRM_NAME: "迁移星域首府？"
 MOVE_SECTOR_CAPITAL_CONFIRM_DESC: "§E所有在$RANGE|Y0$恒星系距离外的恒星系都会被移出该星域。§!"
 NO_SECTOR: "无星域"
 FRONTIER_PLANET: "边境行星"
 ALREADY_SECTOR_CAPITAL: "§R已经是首府§!"
 SECTOR_MANAGEMENT_NEW: "创建一个新星域。"
 SECTOR_MANAGEMENT_CURRENT: "管理$SECTOR$星域"
 SYSTEM_CAP_TITLE: "直辖殖民恒星系"
 SYSTEM_CAP_TOOLTIP: "我们可以有效地控制$MAX|Y$个殖民恒星系。"
 SYSTEM_OVER_CAP_TOOLTIP: "§R超过限制！§!\n$MODIFIER$"
 SYSTEM_CAP_DESC: "§E我们的官僚系统限制了我们能够直辖的恒星系数量。这一上限能够通过科技、建筑和政体提高。\n\n属于§H星域§!的星球不计入直辖数量。你可以在§H行星和星域§!里管理星域。§!"
 TRIGGER_REQUIRES: "§R需要：§!"
 ACCEPT_OR_DECLINE_HOTJOIN: "$NAME|Y$的请求因没有得到响应而超时。"
 HOTJOIN_REQUEST: "中途加入请求"
 ####################################
 #Multiplayer menu
 ####################################
 CHECKSUM: "校验： "
 CONNECT_TO_IP: "正在连接至指定IP地址"
 MATCHMAKING_NOCHAT: "你当前没有连接到Steam，无法进行公屏聊天！"
 MATCHMAKING_CHATWELCOME: "欢迎来到游戏匹配聊天室！"
 MATCHMAKING_QUICK_REFRESH: "刷新"
 MATCHMAKING_REFRESH_LAN: "§HL§!搜索局域网游戏"
 MATCHMAKING_REFRESH_LAN_STOP: "§HL§!停止局域网内搜索"
 MATCHMAKING_REFRESH_INTERNET: "§HI§!搜索线上游戏"
 MATCHMAKING_HOST_NEWGAME: "§HN§!建立主机"
 MATCHMAKING_HOST_SAVEGAME: "§HH§!主机读取游戏存档"
 MATCHMAKING_JOIN_SERVER: "§HJ§!加入游戏"
 MATCHMAKING_SERVERS_SEARCHING: "正在搜索与您相匹配的服务器……"
 MATCHMAKING_SERVERS_NOSERVERS: "未能找到服务器！"
 MATCHMAKING_SERVERS_DOSEARCH: "您尚未搜索到任何服务器。"
 MATCHMAKING_SERVER_NAME: "服务器名字"
 MATCHMAKING_SERVER_DESC: "服务器描述"
 MATCHMAKING_SERVER_TAGS: "服务器标签"
 MATCHMAKING_SERVER_FILTER_SEARCH: "查找标签……"
 MATCHMAKING_SERVER_SLOTS: "服务器空位"
 MATCHMAKING_SERVER_PING: "延迟"
 MATCHMAKING_SERVER_STATUS: "状态"
 MATCHMAKING_SERVER_PASSWORD: "密码"
 MATCHMAKING_SERVER_ALLOW_COOP: "允许合作"
 MATCHMAKING_SERVER_STATUS_STARTING: "正在准备"
 MATCHMAKING_SERVER_STATUS_RUNNING: "正在游戏"
 MATCHMAKING_SERVER_STATUS_STOPPED: "已经当机"
 MATCHMAKING_SERVERS: "服务器"
 MATCHMAKING_VISIBILITY_PRIVATE: "私密"
 MATCHMAKING_VISIBILITY_FRIENDS_ONLY: "仅限好友"
 MATCHMAKING_VISIBILITY_PUBLIC: "公开"
 MATCHMAKING_VISIBILITY_DESC: "服务器可见性"
 MATCHMAKING_TITLE: "多人游戏浏览器"
 MATCHMAKING_TITLE_COOP: "合作游戏浏览器"
 MATCHMAKING_COMMUNITY: "社群"
 MATCHMAKING_SERVER_DENIED: "因密码错误或被禁止加入，您无法连接至服务器。"
 MATCHMAKING_FILTER_NOTFULL: "玩家未满"
 MATCHMAKING_FILTER_HASPLAYERS: "有玩家"
 MATCHMAKING_FILTER_NOPASSWORD: "没有密码"
 MATCHMAKING_FILTER_TAGS: "相应标签的搜索结果"
 MATCHMAKING_FILTER_VERSION: "游戏版本一致"
 MATCHMAKING_FILTER_MOD: "游戏模组一致"
 MATCHMAKING_FILTER_ALLOW_COOP: "包含合作游戏"
 MATCHMAKING_SORT_BY_TAGS: "按标签排序"
 MATCHMAKING_SORT_BY_SLOTS: "按玩家数量排序"
 MATCHMAKING_SORT_BY_PING: "按延迟排序"
 MATCHMAKING_SORT_BY_PASSWORD: "按密码排序"
 MATCHMAKING_SORT_BY_STATUS: "按状态排序"
 MATCHMAKING_SORT_BY_MOD: "按MOD排序"
 MATCHMAKING_SORT_BY_VERSION: "按版本排序"
 MATCHMAKING_SORT_BY_ALLOW_COOP: "按是否允许合作排序"
 MATCHMAKING_FRIEND_STATUS_ONLINE: "在线"
 MATCHMAKING_SERVER_HOST_TAGS: "标签（角色扮演，快速，……）"
 MATCHMAKING_SERVER_HOST_TITLE: "主机"
 MATCHMAKING_SERVER_CONNECT_TITLE: "连接至服务器"
 MATCHMAKING_SERVER_CONNECT_ADDRESS: "服务器ID"
 MATCHMAKING_REFRESH_SERVERS: "§HS§!搜索服务器"
 MATCHMAKING_SERVER_MOD: "模组"
 MATCHMAKING_SERVER_VERSION: "版本"
 MATCHMAKING_JOIN_DIRECT: "§HD§!直接加入"
 MATCHMAKING_PASSWORD_REQUESTED: "请输入密码"
 ALLOW_HOTJOIN: "允许其他玩家中途加入"
 HOST_GAME: "主机游戏"
 FRIENDS: "好友"
 HOST_LOCKED_OPTION: "§R只有房主才能改变这些设置。§!"
 JOIN: "加入"
 POPS_DISCONNECTED_TITLE: "Paradox Online 断开连接"
 POPS_DISCONNECTED: "您与 Paradox Online 服务的连接已断开，可能是因为您已在别处登录。在您再次登录之前，一些服务无法正常运行。"
 POPS_UNEXPECTED_ERROR: "未知错误"
 PLAYER_NAME: "玩家昵称"
 SET_PLAYER_NAME: "玩家昵称："
 SAVE_TRANSFERRED: "游戏存档已传输完毕"
 SAVE_PROG: "储存进度$VALUE$%"
 TRANSFERRING_SAVE: "存档传输已开始……"
 LOADING_LOCAL_SAVE: "正在读取本地存档的备份……"
 TIP_KICK: "踢出玩家"
 TIP_BAN: "禁止该玩家再加入游戏"
 PLAYER_KICKED: "$NAME$已被主机踢出。"
 PLAYER_BANNED: "$NAME$已被主机封禁。"
 YOUKICKED: "你因不良行为被主机踢出了游戏！"
 BAD_VERSION: "房主与您的游戏版本不符!"
 JOINED_CHANNEL: "加入频道：$CHAN$。"
 USER_JOINED_CHANNEL: "$NAME$已加入频道。"
 USER_LEFT_CHANNEL: "$NAME$离开了频道。"
 CONNECTED: "已连接。"
 NAME_TAKEN: "你的昵称已存在，请离开并重新选择。"
 HOTJOIN_FAIL_LOADING: "主机正在载入游戏存档，请稍候再试。"
 HOTJOIN_FAIL_GENERATING: "主机正在生成地图，请稍候重新尝试。"
 HOTJOIN_FAIL_HOTJOIN: "主机正在接纳一名另一名中途加入玩家，请稍候重新尝试。"
 CONNECTING: "正在连接……"
 BANNED: "你已被禁止加入该游戏！"
 CONNECTION_FAILED: "连接失败！"
 GAME_NOT_FOUND: "游戏未找到。"
 NO_SESSION: "无法连接至游戏服务器。有可能是受到防火墙设置的限制。请参考§Y帮助§!中的解决方案。"
 HELP: "帮助"
 WAITING_FOR_PLAYERS: "正在等待玩家……"
 LOOKING_FOR_HOST: "正在寻找主机……"
 LOST_PLAYER: "$PLAYER$已丢失连接。"
 GAMESETUP_HOST: "（主机）"
 SERVER_LOST: "已与主机丢失连接。"
 HOST_BUTTON: "建立主机"
 JOIN_BUTTON: "加入"
 NUM_PLAYERS: "玩家数：$NUM$"
 PLR_DISC: "玩家§H$NAME$§T已离开游戏。§!§!"
 PLR_CONNECT: "玩家§H$NAME$§T加入了游戏。§!§!"
 SAVE_TRANSFER_DONE: "存档转移完成。"
 WAIT_FOR_HOTJOIN: "主机正在初始化，请在存档转换完成后选择一个帝国加入游戏。"
 HOST_PREPARING_GAME: "请稍候。\n房主正在为您设置游戏。"
 HOTJOIN_CONFIRM: "确认"
 HOTJOIN_ACCEPTED: "服务器接受了加入请求"
 HOTJOIN_DECLINED: "服务器拒绝了加入请求"
 HOTJOIN_LOBBY_REENTER: "由于有玩家中途加入，返回大厅。"
 HOTJOIN_LABEL: "中途加入： "
 PREPARING_AFTER_HOTJOIN: "正在进行中途加入后的游戏准备。"
 GAME_RESUME_IN: "游戏将会在$VALUE$秒后继续。"
 SERVER_HOTJOIN: "由于中途加入而分配服务器。"
 WAITING_FOR_HOTJOINING_PLAYER: "正在等待中途加入的玩家。"
 PLAYER_ENTERING_GAME: "中途加入的玩家正在进入游戏"
 ALL_PLAYERS_HERE: "所有玩家都已进入。"
 OOS_TITLE: "$PLAYER$已失去连接同步！"
 OOS_DESC: "不同步的条目： "
 SPECIES_NAME: "物种名称"
 FE_CANCEL: "取消"
 BAD_SERVER_PASSWORD: "密码错误"
 FE_PLAYERS: "玩家"
 MESSAGE_BUTTON_SEARCH: "启用过滤器"
 MATCHMAKING_SERVER_FILTER_SEARCH_NAMES: "搜索昵称……"
 MATCHMAKING_FILTER_NAMES: "搜索昵称"
 HOTJOIN_DISABLED: "禁止“中途加入”"
 FEDERATION: "联邦"
 MATCHMAKING_FRIEND_STATUS_PLAYING_THIS: "正在征服群星"
 MATCHMAKING_FRIEND_STATUS_PLAYING_OTHER: "正在玩其他的游戏"
 ####################################
 #GameSetup
 ####################################
 GALAXY_SETUP: "地图选项"
 PICK_SPECIES_LABEL: "选择物种"
 CUSTOMIZE_SPECIES: "自定义您的物种"
 CUSTOMIZE_COUNTRY: "自定义您的帝国"
 COL_LABEL: "威权主义 <-> 平等主义"
 XEN_LABEL: "排外主义 <-> 亲外主义"
 MIL_LABEL: "军国主义 <-> 和平主义"
 SPI_LABEL: "唯心主义 <-> 唯物主义"
 POINTS_LEFT: "剩余可选特质点数：$POINTS|H$"
 PICKS_LEFT: "剩余可选特质数：$POINTS|H$"
 POINTS_LEFT_ETHICS: "剩余思潮点数：$POINTS|H$"
 GOVERNMENT_AUTHORITY_LABEL: "§E$GOVERNMENT_AUTHORITY$：§!"
 GOVERNMENT_AUTHORITY: "权力制度"
 GOVERNMENT_CIVICS_LABEL: "§E$GOVERNMENT_CIVICS$：§!"
 GOVERNMENT_CIVICS: "国民理念"
 POINTS_LEFT_CIVICS: "国民理念选择剩余：$POINTS|H$"
 CIVIC_NOT_MODDABLE: "§R游戏开始后这一国民理念不可手动添加或移除。§!"
 CIVIC_NOT_MODDABLE_ONLY_REMOVE: "§R游戏开始后这一国民理念不可手动移除。§!"
 CIVIC_LOCKED: "§R这一国民理念已被锁定无法再被移除。§!"
 CIVIC_REQUIREMENTS_DESC: "条件未得到全部满足的国民理念将会失效，并不会提供任何奖励加成。"
 SPECIES_CLASS: "物种类别"
 PORTRAIT: "物种及肖像"
 NAME_LIST: "预设名称表"
 HOMEWORLD_CLASS: "母星类型"
 EMPIRE_NAME: "帝国名称"
 CUSTOMIZE_NAME_LISTS: "预设名称表"
 NAME_LISTS_EXAMPLES: "范例"
 NAMES: "名称"
 LEADER_NAMES: "领袖姓名"
 SHIP_NAMES: "舰船名称"
 PLANET_NAMES: "行星名称"
 FLEET_NAMES: "舰队番号"
 ADJ_FORM: "形容词标注"
 LEADER_NAME: "领袖姓名"
 SHIP_PREFIX: "舰艇前缀"
 HOMEWORLD_NAME: "母星名称"
 CHOOSE_SYMBOL: "选择旗帜样式"
 CHOOSE_BG: "选择旗帜背景"
 FTL_LABEL: "超光速航行方式"
 ANY: "任意"
 WARP: "曲速"
 HYPERDRIVE: "超空间巡航"
 WORMHOLE: "虫洞"
 CITY_GRAPHICS: "城市与房间"
 CITY_GRAPHICS_NAME: "$CULTURE$城"
 EMPIRE_CREATION_CITY_APPEARANCE: "城市"
 EMPIRE_CREATION_ROOM_APPEARANCE: "房间"
 SHIP_GRAPHICS: "舰船组"
 SHIP_GRAPHICS_NAME: "$CULTURE$舰船"
 TRAIT_DESC_TITLE: "$NAME|H$\n"
 TRAIT_DESC_INSTANT: "花费：$COST|H$"
 TRAIT_DESC_DELAYED: "$DESC$\n$MODIFIER$"
 COMMUNICATIONS_REQUIRED: "我们还尚未建立交流。"
 COMMUNICATIONS_WITH_SELF_NOT_VALID: "不能和你自己交流。"
 SPYING_ON_YOURSELF_NOT_VALID: "不能对自己进行间谍渗透。"
 CANNOT_SPY_ON_THEM: "不能对他们进行间谍渗透。"
 TRAITS: "特质"
 TRAITS_LIST: "特质："
 ETHICS: "思潮"
 ETHICS_LIST: "思潮："
 PICK_GOVERNMENT_LABEL: "政府"
 CREATE_VASSAL_CAPITAL: "首都：$NAME|Y$"
 CREATE_VASSAL_NAME: "名称："
 CREATE_VASSAL_SYSTEM: "恒星系：$NAME|Y$"
 CREATE_VASSAL_MUST_CHOOSE_NAME: "§R附庸国必须有个名字！§!"
 CAPITAL: "首都"
 LEADER: "领袖"
 SPECIES_CLASS_LABEL: "物种类别"
 HOMEWORLD_CLASS_LABEL: "母星类型"
 GOVERNMENT_LABEL: "政府"
 SUMMARY_SPECIES_MODIFIERS: "物种修正"
 SUMMARY_EMPIRE_MODIFIERS: "帝国修正"
 SUMMARY_POP_MODIFIERS: "人口修正"
 CUSTOMIZE: "编辑"
 READY: "准备就绪"
 UNREADY: "取消准备"
 TOGGLE_READY: "切换：已就绪"
 TOGGLE_UNREADY: "切换：尚未准备"
 PLAY: "开始征程"
 PLAYERS_UNREADY: "玩家尚未准备"
 RESET_DEFAULT: "重置为默认"
 RESET_DEFAULT_TOOLTIP: "§G点击将星系设置重置为默认§!"
 GOVERNMENT_VIEW_CAPITAL_LABEL: "母星"
 SPECIES_SELECTION_FTL_METHOD_LABEL: "超光速航行方式"
 GALAXY_SHAPE: "星系形状"
 PRECURSOR_SELECTION: "先驱者选择"
 PRECURSOR_SELECTION_MINIMUM: "建议最低值为$RECOMMENDED$：$SELECTED$/$RECOMMENDED$"
 PLAYER_LOCATIONS: "开局位置"
 spiral: "旋涡型"
 elliptical: "椭圆型"
 ring: "圆环型"
 spiral_2: "旋涡型（双旋臂）"
 spiral_3: "旋涡型（三旋臂）"
 spiral_4: "旋涡型（四旋臂）"
 spiral_6: "旋涡型（六旋臂）"
 bar: "棒旋型"
 starburst: "星暴型"
 cartwheel: "车轮型"
 spoked: "辐条型"
 GALAXY_SHAPE_ELLIPTICAL_DESC: "§I$elliptical$：§!一个由均匀分布的恒星构成的简单圆形星系。"
 GALAXY_SHAPE_RING_DESC: "§I$ring$：§!一个星系中心附近较为空旷的圆形星系。"
 GALAXY_SHAPE_SPIRAL_2_DESC: "§I$spiral_2$：§!该星系拥有两条从河心伸出的弯曲旋臂。"
 GALAXY_SHAPE_SPIRAL_3_DESC: "§I$spiral_3$：§!该星系拥有三条从河心伸出的弯曲旋臂。"
 GALAXY_SHAPE_SPIRAL_4_DESC: "§I$spiral_4$：§!该星系拥有四条从河心伸出的弯曲旋臂。"
 GALAXY_SHAPE_SPIRAL_6_DESC: "§I$spiral_6$：§!该星系拥有六条从河心伸出的弯曲旋臂。"
 GALAXY_SHAPE_BAR_DESC: "§I$bar$：§!该星系分成两条粗大的旋臂，互相之间少有联系。"
 GALAXY_SHAPE_STARBURST_DESC: "§I$starburst$：§!复数平行的旋臂从河心飞旋而出。"
 GALAXY_SHAPE_CARTWHEEL_DESC: "§I$cartwheel$：§!复数细旋臂组成的涡旋、环状混合型星系。"
 GALAXY_SHAPE_SPOKED_DESC: "§I$spoked$：§!该星系由数个互相独立的\"片区\"组成。"
 GALAXY_SIZE: "星系尺寸"
 TEMPLATE_NUM_STARS: " （$STARS$恒星）"
 RANDOMIZED_SETTING_NUM: "$MIN$-$MAX$"
 NUM_EMPIRES: "电脑帝国"
 NUM_ADVANCED_EMPIRES: "高级电脑帝国"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM: "随机电脑帝国"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_FALLEN: "随机失落帝国"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_MARAUDER: "随机掠夺者帝国"
 AI_EMPIRE_PREVIEW_TOOLTIP_RANDOM_NUM: "该帝国会视已生成的$EMPIRE_TYPE$数量决定出现与否。"
 AI_EMPIRE_PREVIEW_TOOLTIP_TOO_MANY_FORCED: "电脑帝国的槽位比强制生成帝国的槽位少，所以它们并不会全部出现。"
 AI_EMPIRE_PREVIEW_TOOLTIP_TOO_MANY_FORCED_RANDOM_NUM: "电脑帝国的槽位可能比强制生成帝国的槽位少，所以它们并不一定全部出现。"
 AI_EMPIRE_PREVIEW_TOOLTIP_INCOMPATIBLE_SYSTEM: "以下帝国拥有的初始星系互相冲突，因此只能出现其一。"
 tiny: "袖珍"
 small: "小型"
 medium: "中型"
 large: "大型"
 huge: "巨型"
 torpedo: "鱼雷"
 extra_large: "超大型"
 GALAXY_COLONIZABLE: "宜居行星"
 rare: "罕见"
 uncommon: "不常见"
 common: "常见"
 WAITING_FOR_SERVER_ID: "正在等待游戏服务器ID。"
 WAITING_FOR_MATCHMAKING: "正在等待游戏匹配服务器响应。\n服务器ID：$SERVERID|H$"
 SERVER_ONLINE: "服务器已上线。\n服务器ID：$SERVERID|H$"
 SERVER_ONLINE_COPY_CLIPBOARD: "§G点击将服务器ID复制到剪贴板§!"
 SERVER_ONLINE_COPY_INGAME_CLIPBOARD: "£ctrl£§G点击以复制服务器ID到剪贴板§!"
 START_GAME_TOOLTIP_HEADER: "开始游戏"
 READY_TOOLTIP_HEADER: "锁定"
 READY_TOOLTIP_DESC: "锁定你的选择，使主机可以开始一场游戏。"
 UNREADY_TOOLTIP_HEADER: "解锁"
 UNREADY_TOOLTIP_DESC: "解除锁定你的选择，使你可以更改选项。此时主机无法开始游戏。"
 CANNOT_START_NOT_READY: "玩家$PLAYER|H$尚未就绪。"
 CANNOT_START_NOT_CONNECTED: "无法在游戏匹配服务器建立之前开始游戏。"
 CANNOT_START_ALREADY_STARTING: "游戏准备开始"
 CANNOT_READY_ALREADY_STARTING: "游戏准备开始"
 CANNOT_READY_GROUP_OWNER_OBSERVER: "合作组无法成为观战者。选择一个帝国。"
 CANNOT_DESIGN_ALREADY_STARTING: "游戏准备开始"
 GAMESETUP_TO_MAIN_MENU: "回到主菜单"
 GAMESETUP_TO_GALAXY_CONFIGURATION: "回到星系设定"
 GAMESETUP_TO_PRESCRIPTED: "回到物种选择"
 GAMESETUP_TO_COUNTRY_DESIGN: "回到帝国设计"
 GAMESETUP_TO_SPECIES_DESIGN: "回到物种设计"
 GAMESETUP_SPECIES_INVALID_CLASS: "选择物种。"
 GAMESETUP_CANT_CUSTOMIZE_RANDOM: "随机物种不可使用。"
 GAMESETUP_SPECIES_INVALID_NAME: "输入一个有效的物种名。"
 GAMESETUP_COUNTRY_INVALID_HOMEWORLD_NAME: "输入一个有效的母星名。"
 GAMESETUP_COUNTRY_INVALID_EMPIRE_NAME: "输入一个有效的帝国名称。"
 GAMESETUP_COUNTRY_INVALID_LEADER_NAME: "输入一个有效的领袖名称。"
 GAMESETUP_COUNTRY_INVALID_AUTHORITY: "没有选择政府权力制度方式。"
 GAMESETUP_COUNTRY_CIVICS_TOO_EXPENSIVE: "选择的国民理念超过了点数阈值。"
 GAMESETUP_COUNTRY_CIVIC_INVALID: "$CIVIC|H$国民理念与你的起源、思潮、权力制度以及其它国民理念不兼容。"
 GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID: "§R无效的政体。§!"
 GAMESETUP_COUNTRY_GOVERNMENT_TYPE_INVALID_PREDEF: "§R无效的政体。这是00_prescripted_countries文件中预设的帝国。§!"
 GAMESETUP_COUNTRY_INVALID_NAMELIST: "请选择一个预设名称表。"
 GAMESETUP_COUNTRY_INVALID_FTLMETHOD: "请选择一个超光速航行科技。"
 GAMESETUP_COUNTRY_INVALID_WEAPONS: "请选择一个起始武器科技。"
 GAMESETUP_COUNTRY_INVALID_PREDEFINED: "选择预设物种或自定义一个物种。"
 GAMESETUP_COUNTRY_INVALID_CUSTOM: "你必须要先自定义物种才能继续。"
 EMPIRE_DESIGN_NO_PORTRAIT: "必须选择一个外貌。"
 GAMESETUP_CONTENT_NOT_PLAYABLE: "$CONTENT|H$：\n$REASON$"
 GAMESETUP_SPECIES_CLASS_NOT_ALLOWED: "§R头像物种类别与所选政府形式冲突：§!\n$REASON$"
 GAMESETUP_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED: "§R政府形式与我们所选头像冲突：§!\n$REASON$"
 GAMESETUP_ORIGIN_NOT_ALLOWED: "当前起源$ORIGIN|H$不匹配：\n$REASON$"
 GAMESETUP_SECONDARY_SPECIES_CLASS_GOVERNMENT_NOT_ALLOWED: "§R政府形式与我们的次等物种头像冲突：§!\n$REASON$"
 GAMESETUP_SPECIES_TRAIT_MISSING: "缺少特质：$TRAIT|H$"
 GAMESETUP_SECONDARY_SPECIES_SAME_PORTRAIT_AS_PRIMARY: "§R$SECONDARY_NAME$不能使用我们主体物种的头像。§!"
 GAMESETUP_PORTRAIT_TRAIT_NOT_ALLOWED: "§R头像与所选特质冲突：§!\n$REASON$"
 GAMESETUP_PORTRAIT_TRAIT_NOT_ALLOWED_PLURAL: "§R头像与所选特质冲突：§!\n$REASON$"
 GAMESETUP_SPECIES_CATEGORY_NON_COMPATIBLE: "该分类下没有与当前帝国设计相符的头像。"
 STARTING_WEAPONS: "起始武器科技"
 AUTHORITY_SUCCESSION_TYPE: "£leader£§E继任：§!"
 AUTHORITY_DEMOCRATIC_SUCCESSION: "$t$每§H10§!年举行一次['concept_democratic_election']来推选出一位新统治者。"
 AUTHORITY_OLIGARCHIC_SUCCESSION: "$t$每§H20§!年举行一次['concept_oligarchic_election']来推选出一位新统治者。"
 AUTHORITY_DICTATORIAL_SUCCESSION: "$t$统治者死亡时举行一次['concept_dictatorial_election']来推选出一位新统治者。"
 AUTHORITY_CORPORATE_SUCCESSION: "$t$每§H20§!年举行一次['concept_corporate_election']来推选出一位新统治者。"
 concept_democratic_election: "民主选举"
 concept_democratic_election_desc: "$AUTHORITY_ELECTION_10_YEARS$$AUTHORITY_ELECTION_DEMOCRATIC$$AUTHORITY_ELECTION_UNLIMITED_CANDIDATES$$AUTHORITY_ELECTION_ALLOWS_REELECTION$$AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION$"
 concept_oligarchic_election: "寡头选举"
 concept_oligarchic_election_desc: "$AUTHORITY_ELECTION_20_YEARS$ $AUTHORITY_ELECTION_OLIGARCHIC$ $AUTHORITY_ELECTION_4_CANDIDATES$ $AUTHORITY_ELECTION_NO_REELECTION$ $AUTHORITY_ELECTION_ALLOWS_EMERGENCY_ELECTION$"
 concept_dictatorial_election: "独裁选举"
 concept_dictatorial_election_desc: "$AUTHORITY_ELECTION_ON_RULER_DEATH$ $AUTHORITY_ELECTION_OLIGARCHIC$ $AUTHORITY_ELECTION_UNLIMITED_CANDIDATES$ $AUTHORITY_ELECTION_NO_REELECTION$ $AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION$"
 concept_corporate_election: "企业选举"
 concept_corporate_election_desc: "$concept_oligarchic_election_desc$"
 AUTHORITY_ELECTION_DEMOCRATIC: "\n$t$—统治者由§H支持度§!决定$TABBED_NEW_LINE$—§H支持度§!可以花费§H£unity£凝聚力§!提升"
 AUTHORITY_ELECTION_OLIGARCHIC: "\n$t$—统治者为§H随机§!决定$TABBED_NEW_LINE$—可花费§H£unity£凝聚力§!§H选举§!一位领袖"
 AUTHORITY_HAS_HEIR: "$t$§H后继者§!将接任下一任统治者。$TABBED_NEW_LINE$§H后继者§!的§H领袖类型§!将随机选择并且无需§H领袖维护费§!。"
 ELECTION_FREQUENCY: "基本选举周期："
 AUTHORITY_ELECTION_10_YEARS: "$t$—$ELECTION_FREQUENCY$§H10§!年"
 AUTHORITY_ELECTION_20_YEARS: "$t$—$ELECTION_FREQUENCY$§H20§!年"
 AUTHORITY_ELECTION_ON_RULER_DEATH: "$t$—§H统治者死亡§!时举行选举。"
 AUTHORITY_ELECTION_UNLIMITED_CANDIDATES: "\n$t$—§H所有§!领袖都可以成为§H选举候选人§!"
 AUTHORITY_ELECTION_4_CANDIDATES: "\n$t$—最多§H4§!名领袖可以成为§H选举候选人§!"
 AUTHORITY_ELECTION_ALLOWS_REELECTION: "\n$t$—§H统治者§!可以§H重新当选§!"
 AUTHORITY_ELECTION_NO_REELECTION: "\n$t$—§H统治者§!不可§H重新当选§!"
 AUTHORITY_ELECTION_ALLOWS_EMERGENCY_ELECTION: "\n$t$—允许§H紧急选举§!"
 AUTHORITY_ELECTION_NO_EMERGENCY_ELECTION: "\n$t$—不允许§H紧急选举§!"
 AUTHORITY_HIVE_MIND: "蜂巢无所不知。"
 GAMESETUP_TAB_SETUP: "游戏设置"
 GAMESETUP_TAB_SPECIES: "物种选项"
 GAMESETUP_TAB_DETAILS: "游戏细节"
 GAMESETUP_RETURN_TO_SPECIES_TAB: "退出至$GAMESETUP_TAB_SPECIES$"
 GOVERNMENT_TYPE: "政体"
 PREDEFINED: "预设"
 CUSTOMIZE_APPEARANCE: "自定义物种"
 CHOOSE_TRAITS: "请选择特质"
 AVAILABLE_TRAITS: "哪种特质能够诠释您的物种呢？"
 CHOSEN_TRAITS: "已选择的特质："
 CHOOSE_TECH: "请选择初始科技"
 CHOOSE_FTL_TYPE: "您将以何种方式远航呢？"
 CHOSEN_WEAPON: "你希望你的第一艘舰船使用哪种武器？"
 CHOOSE_ETHICS: "哪种思潮能够诠释您的社会呢？"
 CHOSEN_ETHICS: "已选择的思潮："
 CHOSEN_GOV: "你想如何管理你的人民？"
 PRIMARY_COLOR: "主要颜色"
 SECONDARY_COLOR: "次级颜色"
 TERTIARY_COLOR: "第三颜色"
 EMBLEM_BACKGROUND_PATTERN: "图案"
 EMPIRE_SPECIES_AMOUNT: "$SPECIES$：$AMOUNT|1*Y$"
 LEFT_CLICK_TO_OPEN_DIPLOMACY: "§G点击打开外交界面§!"
 LEFT_CLICK_TO_OPEN_ESPIONAGE: "§G点击打开谍报界面§!"
 #Flag category keys are generated like "FLAG_CATEGORY_" + <name of folder in common/flags/>
 FLAG_CATEGORY_ornate: "奢华"
 FLAG_CATEGORY_pirate: "海盗"
 FLAG_CATEGORY_blocky: "块状"
 FLAG_CATEGORY_spherical: "圆润"
 FLAG_CATEGORY_legion: "军团"
 FLAG_CATEGORY_pointy: "尖锐"
 FLAG_CATEGORY_zoological: "动物"
 FLAG_CATEGORY_no_category: "杂项"
 FLAG_CATEGORY_bg_no_category: "旗帜背景"
 FLAG_CATEGORY_human: "人类"
 FLAG_CATEGORY_smooth_simple: "圆滑"
 FLAG_CATEGORY_paradox: "Paradox"
 FLAG_CATEGORY_domination: "支配"
 FLAG_CATEGORY_corporate: "巨企"
 FLAG_CATEGORY_imperial: "帝国"
 FLAG_CATEGORY_aquatic: "水生"
 FLAG_CATEGORY_necroid: "死灵"
 FLAG_CATEGORY_lithoid: "石质"
 FLAG_CATEGORY_plantoid: "植物"
 FLAG_CATEGORY_toxoid: "毒物"
 FLAG_CATEGORY_infernal: "地狱"
 starting_weapons_lasers: "能量武器"
 starting_weapons_projectiles: "动能武器"
 starting_weapons_missiles: "制导武器"
 starting_weapons_lasers_desc: "这种直接利用能源的武器会向目标发射激光光束，对中近距离的敌人特别有效。可以无视敌人的装甲，但是会被护盾克制。"
 starting_weapons_projectiles_desc: "物质驱动器能够磁化投射物并朝目标加速射出，虽然说距离有限，但它们的强大动能和射速能够轻易击穿护盾。"
 starting_weapons_missiles_desc: "这种深空导弹搭载了核弹头。它们射程极远，但是它们也会被点防御系统轻易拦截。"
 starting_ftl_warp: "曲速移动"
 starting_ftl_hyperdrive: "超空间移动"
 starting_ftl_wormhole: "虫洞航行"
 starting_ftl_warp_desc: "曲速引擎能够在舰船周围生成一层亚空间气泡，使舰船以超光速飞行。虽说这样可以自由选择飞行路线，但是考虑到恒星间的距离，这样移动还是比较慢的。"
 starting_ftl_hyperdrive_desc: "超空间引擎将暂时突破维度限制，令舰船进入超空间。此引擎虽然可以在恒星间快速航行，但其航行自由性受限于现有的超空间航路网络。"
 starting_ftl_wormhole_desc: "虫洞生成器将在亚空间建立一条空间隧道来连接空间上的两个坐标点，允许穿越非常远的距离。但是虫洞生成器由于体积过大无法装配在一般舰船上，所以需要一个特殊的虫洞生成空间站来实现旅行。"
 RECOMMENDED_BEGINNER: "§G（新玩家）§!"
 RECOMMENDED_ADVANCED: "§R（进阶玩家）§!"
 TOOLTIP_SETUP_APPEARANCE: "§H$PORTRAIT$§!\n选择你物种的类型和外貌。"
 TOOLTIP_SETUP_SPECIES_NAME: "§H$SPECIES_NAME$§!\n选择你的物种名。"
 TOOLTIP_SETUP_TRAITS: "§H$TRAITS$§!\n选择你物种的特性。"
 TOOLTIP_SETUP_RULER: "§H$RULER$§!\n自定义您的初始统治者，请注意某些政体的统治者会更频繁地更替，同时统治者也是会生老病死的。"
 TOOLTIP_SETUP_NAME_CLASS: "§H$NAME_AND_CLASS$§!\n请选择您母星的类型并且为其命名。您的选择将意味着您的物种将最适应这种行星类型的自然环境。\n\n您的物种也可以在其他类型的星球殖民，殖民的难度取决于这些星球与您母星环境的差异。"
 TOOLTIP_SETUP_CITY_APPEARANCE: "§H$CITY_GRAPHICS$§!\n请选择您的文明的都市外貌。都市外貌不会影响到游戏发展。"
 TOOLTIP_SETUP_GOVERNMENT: "§H$ETHICS_AND_GOVERNMENT$§!\n请选择您的帝国的思潮与政体。您对思潮的选择将决定您可以选择哪种政体。"
 TOOLTIP_SETUP_EMPIRE_ADVISOR: "§H$EMPIRE_ADVISOR$§!\n为警报和提示选择一个语音类型。"
 TOOLTIP_SETUP_EMPIRE_NAME: "§H$EMPIRE_NAME$§!\n请自定义您的帝国的名称。"
 TOOLTIP_SETUP_FLAG: "§H$EMPIRE_FLAG$§!\n自定义您的帝国的旗帜。"
 TOOLTIP_SETUP_EMPIRE_NAMELIST: "§H$CUSTOMIZE_NAME_LISTS$§!\n为您的舰船、领袖和行星选择预设名称表。"
 TOOLTIP_SETUP_SPECIES_EMPIRE_NAMES: "§H$NAMES$§!\n自定义您的物种及帝国名称。"
 TOOLTIP_SETUP_WEAPONS: "§H$STARTING_WEAPONS$§!\n请为您的帝国选择一件起始武器科技。\n\n您可以在游戏中切换您想装配的武器类型。如果您想改变您的舰船装配武器种类，您可以查看您的舰船设计器：§Y舰船设计器§!。"
 TOOLTIP_SETUP_FTL: "§H$FTL_LABEL$§!\n选择您的旅行方式，在你解锁某些特别稀有的科技之前，您将无法修改您的移动方式。同时您的基础超光速移动方式是永远都不会更改的。"
 TOOLTIP_SETUP_SHIP_APPEARANCE: "§H$SHIP_GRAPHICS$§!\n请选择您的帝国的星舰造型。"
 SECONDARY_SPECIES: "次等物种"
 TOOLTIP_SETUP_SECONDARY_SPECIES_APPEARANCE: "§H$PORTRAIT$§!\n为您的次等物种选择外观。"
 TOOLTIP_SETUP_SECONDARY_SPECIES_NAME: "§H$SPECIES_NAME$§!\n为您的次等物种命名。"
 TOOLTIP_SETUP_SECONDARY_SPECIES_NAMELIST: "§H$CUSTOMIZE_NAME_LISTS$§!\n为您的次等物种领袖选择预设名称表。"
 TOOLTIP_SETUP_SECONDARY_SPECIES_TRAITS: "§H$TRAITS$§!\n选择您的次等物种的特性。"
 ####################################
 #Hotjoin View
 ####################################
 REQUESTING_HOTJOIN: "§H中途加入请求§!\n\n正在等待房主接受中途加入请求……"
 TRANSFERRING_SAVE_PROGRESS: "正在下载存档：$PROGRESS$%"
 SELECT_COUNTRY: "选择帝国"
 EXECUTING_POST_HOTJOIN_LOAD_SYNC_COMMANDS: "$NAME$收到并读取了存档。"
 EXECUTING_POST_HOTJOIN_COMMANDS: "正在同步游戏"
 SAVE_TRANSFERRED_TARGET: "游戏存档已经成功传输至$NAME$的终端!"
 HOTJOIN_COOP_GROUP_CAPACITY: "§H合作帝国：$CURRENT_PLAYERS$/$MAX_CAPACITY$玩家§!"
 PREVIOUSLY_PLAYED_TOOLTIP: "§H过去的设定§!\n您上一次使用了这个帝国。"
 HOTJOIN_SERVER_LOST_TITLE: "已丢失与服务器的连接。"
 HOTJOIN_SERVER_LOST_DESC: "已丢失与主机的连接。"
 HOTJOIN_SERVER_LOST_OK: "确认"
 GAME_READY_TO_START: "游戏已就绪，点击“开始”即可游玩"
 ####################################
 #Ingame Lobby
 ####################################
 SERVER_LOST_TITLE: "已丢失与服务器的连接。"
 SERVER_LOST_DESC: "已丢失与主机的连接。您希望在脱机环境下继续该游戏吗？"
 PLAYER_LOST_TITLE: "玩家已断开链接"
 PLAYER_LOST_DESC: "已丢失与玩家$playername$的连接，您希望在这种情况下继续该游戏吗？"
 IGL_CAN_START_NOT_HOST: "只有房主才能让游戏继续。"
 IGL_HOST_START_GAME_NOT_ALL_READY: "§H正在选择帝国§!\n$NOT_HERE$\n§H尚未就绪§!\n$NOT_READY$"
 INGAMELOBBY_KICK: "§H踢§!\n踢出这名玩家。"
 INGAMELOBBY_BAN: "§H封禁§!\n封禁这名玩家。这将将其踢出，并且其无法再次回到本局游戏。"
 ####################################
 #Planet Classes
 ####################################
 pc_gas_giant: "气态巨行星"
 pc_gas_giant_desc: "一个主要由氢气和氦气以及它们包围着的高密度核心所组成的行星。"
 pc_asteroid: "小行星"
 pc_asteroid_desc: "一颗较大的小行星，处于一大片密集的小行星群中。"
 pc_molten: "熔融星球"
 pc_molten_desc: "一个被熔化了的星球。它的大气极其稀薄甚至没有大气，由于火山运动，内部的岩浆肆意在地表涌动。这种类型的星球无法维持有机生命的存活。"
 pc_frozen: "冰封星球"
 pc_frozen_desc: "一颗地表上覆盖着厚厚的永冻冰层的岩质星球。极低的温度和非常稀薄的大气令生命难以存活在它的地表上。"
 pc_broken: "崩坏星球"
 pc_broken_desc: "毁灭于一场大灾难的星球。不管该星球曾经拥有过怎样的财富，都早已灰飞烟灭踪迹难寻了。"
 pc_barren: "荒芜星球"
 pc_barren_desc: "荒芜的岩石星球，几乎不存在大气层。表面布满了陨石坑，完全没有生命存在。"
 pc_barren_cold: "荒芜星球"
 pc_barren_cold_desc: "荒芜的岩石星球，几乎不存在大气层。表面布满了陨石坑，完全没有生命存在。"
 pc_desert: "沙漠星球"
 pc_desert_desc: "干燥的岩石世界，有氮氧大气层，几乎没有大片水体或者降水存在。昼夜温差巨大。很少有植物，但只要有适量降雨就能使沙漠变得生机勃勃。"
 pc_arid: "干旱星球"
 pc_arid_desc: "干旱的岩石世界，有氮氧大气层，表面多是峭壁和峡谷，可以在气候更加温和的极地地区发现树林，但其它植物比较稀缺。"
 pc_tundra: "苔原星球"
 pc_tundra_desc: "一颗寒冷的岩态星球，大气充斥着氮氧元素。除了更温和的赤道地区以外，大部分地表都被永久冻土层覆盖。这里存在一个稳定的生物圈，但植被大多仅限于苔藓和地衣。"
 pc_continental: "陆地星球"
 pc_continental_desc: "有氮氧大气层的岩石世界，存在稳定的水源，有被海洋分割开的大陆，随经纬度不同有不同的季节温度。"
 pc_tropical: "热带星球"
 pc_tropical_desc: "有厚重氮氧大气层的潮湿岩石世界，气候变化巨大，旱季和雨季交替明显。绝大部分的大陆上都覆盖着茂盛的植被。"
 pc_ocean: "海洋星球"
 pc_ocean_desc: "有大量水源和氮氧大气层的岩石世界，海洋覆盖了§Y90%§!以上的表面，剩下的陆地均为岛屿。"
 pc_arctic: "极地星球"
 pc_arctic_desc: "主要由极地组成的岩石世界，有氮氧大气层，极地范围很大，冰雪覆盖了大部分的表面，但仍然有四季变化，同时赤道地区也有植被。"
 pc_alpine: "高山星球"
 pc_alpine_desc: "一个拥有氮氧大气层的山地星球。积雪终年覆盖山顶，山谷点缀着冻结的湖泊。虽然这个行星只有微小的季节变化，但在冻结的湖面底下仍然流动着液态水，并且足以维持一些耐寒植物的日常所需。"
 pc_savannah: "草原星球"
 pc_savannah_desc: "有着氮氧大气层的岩石星球，有大片平原存在。较小的水圈只能支持短暂的雨季。除了几种比较普遍的杂草，其它的植被主要存在于绿洲附近。"
 pc_habitat: "轨道居住站"
 pc_habitat_plural: "轨道居住站"
 pc_habitat_desc: "一座人造的深空居所，能提供仿佛行星一般的居住体验，具体而言是指行星上的城市区域。水培农场和先进的过滤科技使其可以几乎长期自持，在居住站上建造的设施则可以开采其环绕的行星上的资源。"
 pc_toxic: "剧毒星球"
 pc_toxic_desc: "有剧毒大气层的岩石世界，任何高级生命体都无法生存。"
 pc_shrouded: "虚境星球"
 pc_shrouded_desc: "我们的探测器不能穿透围绕在这个行星周围的迷雾。进入迷雾的舰船有去无回。"
 pc_b_star: "B型恒星"
 pc_b_star_desc: "体积庞大的B型主序星大多星等极低而且泛蓝。虽然这种恒星比较罕见，但B型恒星的亮度使他们在夜空中脱颖而出。"
 pc_a_star: "A型恒星"
 pc_a_star_desc: "这些相对年轻的白色或青白色的主序星通常是肉眼观测中最引人注目的。它们体积巨大并且自转飞速，但最终会演变成慢速的低温的红巨星。"
 pc_f_star: "F型恒星"
 pc_f_star_desc: "F型恒星的体积是相当大的，通常被称为黄白矮星。虽然他们经常发射出大量的紫外线辐射，但它们的广泛的宜居带为生命的存在提供了一个很好的机会。"
 pc_g_star: "G型恒星"
 pc_g_star_desc: "G型恒星通常被称为黄矮星，实际上G型恒星的颜色范围是从白色到微黄色。主序星在演变成红巨星前，往往先需要聚变约100亿年。虽然它们的寿命短于K型恒星，但G型恒星往往被认为更加适合生命的存在。"
 pc_k_star: "K型恒星"
 pc_k_star_desc: "这些主序星通常被称作橙矮星，它们在宇宙中非常普遍。它们可以在主序星列中至少存在三百亿年，这意味着K型恒星的行星上的生命可以拥有一个非常漫长又安稳的进化过程。"
 pc_m_star: "M型恒星"
 pc_m_star_desc: "宇宙中最为普遍存在的恒星类型，往往被称为红矮星。它们的亮度很低，这意味着它们很难被肉眼观察到。尽管他们拥有非常长的寿命，很少发射出紫外线的红矮星对大多数生命的维持和居住是不利的。"
 pc_t_star: "T型褐矮星"
 pc_t_star_desc: "褐矮星是缺乏足够大质量来维持氢融合反应的次恒星。尽管尺寸上和气态巨行星相差无几，但其密度要远大于后者。由于光强较弱且产生热量很少，褐矮星几乎无法给环绕它的行星提供维持生命必须的环境。"
 pc_m_giant_star: "M型红巨星"
 pc_m_giant_star_desc: "红巨星拥有极大的半径和相对较低的表面温度，是拥有适中质量的恒星演化到衰变期时的形态。红巨星膨胀的大气层和强烈的光强可能会形成距离红巨星十分遥远的宜居带。"
 pc_black_hole: "黑洞"
 pc_black_hole_desc: "黑洞通常是由非常大质量的恒星在其寿命周期结束时坍塌而形成的，黑洞具有极强的重力场，能够阻止一切事物——包括光——逃逸出其视界边界。黑洞发出的引力波会干扰超光速引擎的工作，使战舰难以紧急脱离战斗。"
 pc_neutron_star: "中子星"
 pc_neutron_star_desc: "一些大质量恒星在迅速坍缩并爆炸成为超新星时，会产生这些令人难以置信的恒星残骸，虽然它们的直径通常只有十公里，但它们的质量比一般的G型恒星大了很多倍。中子星所发出的引力波和辐射使得船员们在经过时必须谨慎导航，从而导致了船只在经过该区域时的亚光速航行速度显著降低。"
 pc_pulsar: "脉冲星"
 pc_pulsar_desc: "脉冲星是能够发射电磁辐射的高度磁化的中子星。当恒星高速旋转时，辐射束仅在其轴线直接指向观察者时才可见。该现象产生了一个非常精确的脉冲间隔，这种脉冲有时非常精确，可以用来精确测量时间的流逝。脉冲星发射的辐射会干扰护盾偏转器技术，导致船舶和地面护盾无法使用。"
 pc_toxoid_star: "翠光使"
 pc_toxoid_star_desc: "数千年与毒性神衹的接触导致这颗恒星的构成发生了变化。它曾是一颗相当标准的G型恒星，但现在它散发出一种与星系系其他地方不同的怪异绿色薄雾。"
 pc_infested: "孵化星球"
 pc_infested_desc: "生物侵蚀体覆盖了该星球的表层。"
 pc_gaia: "盖亚星球"
 pc_gaia_plural: "盖亚星球"
 pc_gaia_desc: "该世界拥有氮氧大气层，生态系统可以自我修复，各个纬度对于高级生命体来说都是极佳的生存空间。"
 pc_nuked: "死寂星球"
 pc_nuked_plural: "死寂星球"
 pc_nuked_desc: "一颗大气中充斥着氮氧元素的岩态行星。目前它正处于核冬天，大气中含有乌黑浓厚的悬浮颗粒。表面辐射水平高。鲜有生命迹象。"
 pc_ringworld_habitable: "环形区段"
 pc_ringworld_habitable_desc: "该巨型环带是环形世界的一部分，它环绕着恒星系中的恒星。\n不像球形行星那样拥有诸多限制，内圈有大量人造宜居空间。"
 pc_ringworld_tech: "$pc_ringworld_habitable$"
 pc_ringworld_tech_desc: "该巨型环带是环形世界的一部分，它环绕着恒星系中的恒星。\n不像球形行星那样拥有诸多限制，内圈有大量人造宜居空间。"
 pc_ringworld_seam: "$pc_ringworld_habitable$"
 pc_ringworld_seam_desc: "该巨型环带是环形世界的一部分，它环绕着恒星系中的恒星。\n不像球形行星那样拥有诸多限制，内圈有大量人造宜居空间。"
 pc_ringworld_habitable_damaged: "破损的$pc_ringworld_habitable$"
 pc_ringworld_habitable_damaged_desc: "一个绕恒星公转的巨大的环状人造星体，也是环形世界的一部分。\n这片巨型结构的区段存在着不可弥补的损害。"
 pc_ringworld_tech_damaged: "$pc_ringworld_habitable_damaged$"
 pc_ringworld_tech_damaged_desc: "一个绕恒星公转的巨大的环状人造星体，也是环形世界的一部分。\n这片巨型结构的区段存在着不可弥补的损害。"
 pc_ringworld_seam_damaged: "$pc_ringworld_habitable_damaged$"
 pc_ringworld_seam_damaged_desc: "一个绕恒星公转的巨大的环状人造星体，也是环形世界的一部分。\n这片巨型结构的区段存在着不可弥补的损害。"
 pc_shielded: "屏障星球"
 pc_shielded_desc: "[Root.GetShieldedPlanetDesc]"
 pc_shielded_desc_orig: "整个星球被某种无法穿透的能量屏障封闭了。这个屏障屏蔽了对其地表进行的任何扫描。"
 pc_ai: "人工智能星球"
 pc_ai_desc: "一颗地表覆盖着人造建筑的岩态星球。稀薄的大气主要由工业污染物组成。巨量的能源从整个星球的地表排放出来，但是没有任何有机生命体的反应。"
 pc_machine: "机械星球"
 pc_machine_desc: "覆盖着人造结构的岩石星球，稀薄的大气层中充斥着工业废气，有机生命体根本无法生存。"
 pc_machine_broken: "崩坏的人工智能星球"
 pc_machine_broken_desc: "$pc_ai_desc$"
 pc_hive: "蜂巢星球"
 pc_hive_desc: "这整个世界其实就是一个巨大的生物体，由蜂巢思维通过灵能所操纵。任何不属于蜂巢意识体的生物一旦进入该世界将会受到整个行星的攻击。"
 pc_cybrex: "$pc_ringworld_habitable$"
 pc_cybrex_desc: "$pc_ringworld_habitable_desc$"
 pc_shattered: "粉碎星球"
 pc_shattered_desc: "曾经是一颗星球的焦黑残骸。一股巨大的能源波动引爆了这颗星球的核心，只剩下了漂浮的石块。"
 pc_ice_asteroid: "冰晶小行星"
 pc_ice_asteroid_desc: "一颗巨大的小行星，主要由结冰的水分子所构成。"
 pc_rare_crystal_asteroid: "$pc_crystal_asteroid$"
 pc_rare_crystal_asteroid_desc: "$pc_crystal_asteroid_desc$"
 pc_shattered_ring_habitable: "破碎之环区段"
 pc_shattered_ring_habitable_desc: "一个绕恒星公转的巨大的环状人造星体，也是一个环形世界的一部分。\n这个巨型结构的这片区段存在着严重损伤 ——尤其是一些先进区划——但这并非无法修复。"
 pc_desert_adj: "沙漠"
 pc_arid_adj: "干旱"
 pc_savannah_adj: "草原"
 pc_tropical_adj: "热带"
 pc_continental_adj: "温带"
 pc_ocean_adj: "海洋"
 pc_tundra_adj: "苔原"
 pc_arctic_adj: "极地"
 pc_alpine_adj: "高山"
 pc_nuked_adj: "荒芜"
 pc_hive_adj: "蜂巢"
 pc_machine_adj: "赛博"
 pc_gaia_adj: "理想"
 pc_ringworld_habitable_adj: "人工"
 pc_shattered_ring_habitable_adj: "人工"
 pc_habitat_adj: "人工"
 pc_city_adj: "城市"
 pc_relic_adj: "遗落"
 ####################################
 #Terrain Tiles
 ####################################
 pc_continental_tile: "温带地貌"
 pc_continental_tile_desc: "植被多样的地貌，气候温和。"
 pc_desert_tile: "沙漠地貌"
 pc_desert_tile_desc: "贫瘠干燥的地貌，偶有岩石。"
 pc_arid_tile: "干旱地貌"
 pc_arid_tile_desc: "干旱多岩的地貌，植被稀疏"
 pc_tundra_tile: "苔原地貌"
 pc_tundra_tile_desc: "寒冷风啸的草原，植被稀疏。"
 pc_tropical_tile: "热带地貌"
 pc_tropical_tile_desc: "有大量植被覆盖的地貌，气候温和湿润。"
 pc_ocean_tile: "海洋地貌"
 pc_ocean_tile_desc: "独岛群礁的地貌，海洋环抱。"
 pc_arctic_tile: "冰原地貌"
 pc_arctic_tile_desc: "冰雪覆盖的地貌，寸草不生。"
 pc_savannah_tile: "稀树草原地貌"
 pc_savannah_tile_desc: "树木和灌木在温暖，干燥的地貌上面稀稀拉拉的生长着。"
 pc_alpine_tile: "高山高原地貌"
 pc_alpine_tile_desc: "被积雪常年覆盖的地貌。"
 pc_gaia_tile: "盖亚地貌"
 pc_gaia_tile_desc: "生物群落多样化的地貌，非常适合大多数生命形式。"
 pc_nuked_tile: "废土地貌"
 pc_nuked_tile_desc: "恶劣，饱受战争蹂躏的地貌。辐射水平足够低到可以支持一些生命存在。"
 pc_infested_tile: "孵化地貌"
 pc_infested_tile_desc: "被索林虫群的分泌物污染过的地貌。"
 pc_ringworld_habitable_tile: "环形世界地貌"
 pc_ringworld_habitable_tile_desc: "由环形世界的内部系统精心维护的处女地。"
 pc_machine_tile: "机械地貌"
 pc_machine_tile_desc: "极净无菌地带，遮蔽着地下的超导晶格。"
 pc_habitat_tile: "轨道居住站地貌"
 pc_habitat_tile_desc: "人造重力生成器上加工的矿物板，作为城市和工业建造的预置的地基。"
 ####################################
 #Tile Blockers
 ####################################
 d_mountain_range: "£blocker£ 高耸山脉"
 mountain_range_singular: "高耸山脉" #used inside event texts
 d_mountain_range_desc: "一大片高耸险峻的山脉横跨此区域。"
 d_active_volcano: "£blocker£ 活火山"
 active_volcano_singular: "活火山" #used inside event texts
 d_active_volcano_desc: "此区域有一座活火山，喷发着岩浆和火山气体。"
 d_dangerous_wildlife_blocker: "£blocker£ 危险野生动物"
 wildlife_blocker_singular: "野生栖息地" #used inside event texts
 d_dangerous_wildlife_blocker_desc: "此区域的野生动物异常致命，其中不乏危险掠食动物和剧毒植物。"
 d_dense_jungle: "£blocker£ 茂密丛林"
 dense_jungle_singular: "茂密丛林" #used inside event texts
 d_dense_jungle_desc: "这整个区域完全长满了厚厚的、不可穿越的丛林。"
 d_quicksand_basin: "£blocker£ 流沙盆地"
 quicksand_basin_singular: "流沙盆地" #used inside event texts
 d_quicksand_basin_desc: "大量的流沙覆盖该区域，在此建设是不可能的。"
 d_noxious_swamp: "£blocker£ 剧毒沼泽"
 noxious_swamp_singular: "剧毒沼泽" #used inside event texts
 d_noxious_swamp_desc: "危险的沼泽地，氤氲着腐臭气体。"
 d_massive_glacier: "£blocker£ 巨型冰川"
 massive_glacier_singular: "巨型冰川" #used inside event texts
 d_massive_glacier_desc: "此区域被一座庞大的冰川覆盖。"
 d_toxic_kelp: "£blocker£ 有毒海藻"
 toxic_kelp_singular: "有毒海藻" #used inside event texts
 d_toxic_kelp_desc: "在这一地区，一种对大部分生命有毒的海藻如茂密的森林般覆盖着海洋。"
 d_deep_sinkhole: "£blocker£ 深坑"
 deep_sinkhole_singular: "深坑" #used inside event texts
 d_deep_sinkhole_desc: "此区域的绝大部分被一个巨大的深坑占据。"
 d_city_ruins: "£blocker£ 城市废墟"
 d_city_ruins_desc: "这里曾经是一座宏伟壮观的城市，如今只是个无边无际的金属垃圾场。"
 d_ancient_ruins: "£blocker£ 远古遗迹"
 d_ancient_ruins_desc: "§L这里曾经有一座由高度发达科技建造的大都市，在被遗弃数个世纪后，这里只剩下废墟和碎石。§!"
 d_ancient_cryo_chambers: "£blocker£ 休眠舱废墟"
 d_ancient_cryo_chambers_desc: "§L一座半毁坏的巨大设施，装有数百万个停滞舱。设施没有通电，而舱内保存的有机生物也只残留了少许有机质，显示出他们似乎原本来自数十个不同的有机物种。§!"
 d_tribal_settlement: "£blocker£ 原住民保护区"
 d_tribal_settlement_desc: "整块地区被单独划分出来，作为当地前超光速原住民的保留地。"
 d_xeno_preserve: "£blocker£ 异种保护区"
 d_xeno_preserve_desc: "这块地区已被划分为濒危的外星物种保护区。"
 d_wandering_forests: "£blocker£ 迁徙森林"
 d_wandering_forests_desc: "这个世界的迁徙森林频繁集体迁移到新的地区，破坏建设好的道路，输电线路和其他基础设施。"
 d_wandering_forest_reserve: "£blocker£ 迁徙森林保护区"
 d_wandering_forest_reserve_desc: "§Y增加相邻地块的£society£ 研究。§!\n\n覆盖迁徙林木生态圈的大片自然保护区。"
 d_sinkhole_subterraneans: "£blocker£ 地下入口"
 d_sinkhole_subterraneans_desc: "通往地下洞穴网络的巨大洞口，里面的洞穴纵横交错，贯通整个星球。"
 d_crater: "£blocker£ 撞击坑"
 d_crater_desc: "某物体撞击了这颗星球的表面，形成了该巨大的撞击坑。"
 d_bomb_crater: "£blocker£ 弹坑"
 d_bomb_crater_desc: "这巨大的弹坑是由一个极具毁灭性的氢弹爆炸造成的。"
 d_ruined_district: "£blocker£残毁区划"
 d_ruined_district_desc: "该区域在残酷无情的轨道轰炸下遍地覆盖着无数的弹坑。"
 d_radioactive_wasteland: "£blocker£ 辐射废土"
 d_radioactive_wasteland_desc: "在这片荒凉的、受过辐射的废土上，几乎没有生物能存活下来。"
 d_failing_infrastructure_desc: "这片区域充斥着大量废弃的工业建筑与含有剧毒的土壤，都是旧时代的遗物。"
 d_failing_infrastructure: "£blocker£ 工业废土"
 d_forgotten_civilization: "£blocker£遗落文明"
 d_forgotten_civilization_desc: "某个遗落文明的断壁残垣，先于我们居住在此地。"
 d_decrepit_dwellings: "£blocker£ 贫民窟"
 d_decrepit_dwellings_desc: "这片区域被大片贫民窟占据，里面住满了穷人与流浪者。"
 d_decrepit_dwellings_custom_tooltip: "创建§G100§!£pop£"
 d_titanic_life_blocker: "£blocker£ 巨型生命体"
 d_titanic_life_blocker_desc: "许多巨型外星生物在这里安家，避开它们才是明智选择。"
 d_bombarded_land: "£blocker£ 疮痍之地"
 d_bombarded_land_desc: "这片区域被轨道轰炸夷为平地。"
 d_battlefield_debris: "£blocker£ 战场废墟"
 d_battlefield_debris_desc: "这片区域被一系列大规模地面战斗摧毁了。"
 d_tomb_world_ruins: "£blocker£ 有人居住的废墟"
 d_tomb_world_ruins_desc: "这片废墟曾是座大城市，现在只有零星的拾荒者们在此苟且偷生。"
 d_tomb_world_wasteland: "£blocker£ 辐射区"
 d_tomb_world_wasteland_desc: "这片区域曾遭到大量核弹头袭击。尽管其辐射量与爆炸时相比已经减少了许多，但仍需要展开大规模清理才可居住。"
 d_machine_empire_ruins: "£blocker£ 废弃空城"
 d_machine_empire_ruins_desc: "这是曾存在于行星上的大型人口中心遗留下的摇摇欲坠的废墟，原本的居民已消失得无影无踪。"
 d_exterminators_ruins: "£blocker£ 有机城市废墟"
 d_exterminators_ruins_desc: "这片焦黑并充满辐射的废墟曾经是一座有机生物的大都市。仍未倒下的那些建筑里现在也只剩下灰烬了。"
 d_assimilators_ruins: "£blocker£ 寂静废墟"
 d_assimilators_ruins_desc: "那些选择自我终结而非被同化的有机生物的腐烂尸体充盈着这个曾经是主要定居点的破碎废墟。"
 d_former_battlefield: "£blocker£ 战场遗迹"
 d_former_battlefield_desc: "无数烧焦的战争机器，以及有机生物战士们的骸骨遍布于这片曾经的战场上。残余的辐射会对大部分电子设备造成干扰。"
 d_strip_mine: "£blocker£ 废弃露天矿坑"
 d_strip_mine_desc: "这一区域在过去经历了高强度的露天开采，当时负责开采的原始陈旧机器未将该地区未来的发展纳入考虑范畴。"
 d_unsupervised_settlement: "£blocker£ 未监管的居住地"
 d_unsupervised_settlement_desc: "在这颗星球上，一小群有机生物社会仍存在于机械管理之外。暴力、疾病和饥荒在居住地的高墙内肆虐，其居民的科技水平已经倒退了数个世纪。"
 d_collapsed_burrows: "£blocker£ 坍塌的地洞"
 d_collapsed_burrows_desc: "这里曾经有着蜂巢居住的复杂地下隧道系统，但因对当地资源与野生动物的过度开发而被遗弃了。"
 d_ruined_building_blocker: "£blocker£ 废墟"
 d_ruined_building_blocker_desc: "大量废墟使这片区域无法通行。"
 d_hibernating_lithoids: "£blocker£ 石质巨柱"
 d_hibernating_lithoids_desc: "突出地表且品位极高的精矿，其中似乎有若干一动不动的石质生物。"
 d_big_nature_preserve_blocker: "$d_nature_preserve_blocker$"
 d_big_nature_preserve_blocker_desc: "一片满是自然美景的区域，此地被设为自然保护区永远不能被打扰。"
 ####################################
 #Hull Sizes
 ####################################
 CORVETTE: "护卫舰"
 DESTROYER: "驱逐舰"
 CRUISER: "巡洋舰"
 BATTLESHIP: "战列舰"
 corvette_cap: "$corvette$"
 corvette: "护卫舰"
 corvette_plural: "护卫舰"
 frigate_cap: "$frigate$"
 frigate: "雷击舰"
 frigate_plural: "雷击舰"
 destroyer_cap: "$destroyer$"
 destroyer: "驱逐舰"
 destroyer_plural: "驱逐舰"
 cruiser_cap: "$cruiser$"
 cruiser: "巡洋舰"
 cruiser_plural: "巡洋舰"
 battleship_cap: "$battleship$"
 battleship: "战列舰"
 battleship_plural: "战列舰"
 titan_cap: "$titan$"
 titan: "泰坦"
 titan_plural: "泰坦"
 bio_titan_cap: "$titan_cap$"
 bio_titan: "$titan$"
 bio_titan_plural: "$titan_plural$"
 colossus: "巨像"
 colossus_cap: "$colossus$"
 colossus_plural: "巨像"
 science: "科研船"
 science_plural: "科研船"
 hot_rod_ship: "科研船"
 hot_rod_ship_cap: "$hot_rod_ship$"
 hot_rod_ship_plural: "科研船"
 constructor: "工程船"
 constructor_plural: "工程船"
 spacestation_1: "空间站"
 spacestation_1_cap: "$spacestation_1$"
 spacestation_1_plural: "空间站"
 colonizer: "殖民船"
 colonizer_plural: "殖民船"
 transport: "运输舰"
 transport_plural: "运输舰"
 outpost_station: "边境哨站"
 outpost_station_cap: "$outpost_station$"
 outpost_station_plural: "边境哨站"
 military_station_small_cap: "$military_station_small$"
 military_station_small: "防御平台"
 military_station_small_plural: "防御平台"
 military_station_medium: "防御站"
 military_station_medium_cap: "$military_station_medium$"
 military_station_medium_plural: "防御站"
 military_station_large: "堡垒"
 military_station_large_cap: "$military_station_large$"
 military_station_large_plural: "堡垒"
 ion_cannon: "离子加农炮台"
 ion_cannon_cap: "$ion_cannon$"
 ion_cannon_plural: "离子加农炮台"
 orbital_station: "太空港"
 orbital_station_cap: "$orbital_station$"
 orbital_station_plural: "太空港"
 mining_station: "开采站"
 mining_station_cap: "$mining_station$"
 mining_station_plural: "开采站"
 research_station: "研究站"
 research_station_cap: "$research_station$"
 research_station_plural: "研究站"
 wormhole_station: "虫洞站"
 wormhole_station_cap: "$wormhole_station$"
 wormhole_station_plural: "虫洞站"
 terraform_station: "环境改造站"
 terraform_station_cap: "$terraform_station$"
 terraform_station_plural: "环境改造站"
 observation_station: "观测站"
 observation_station_cap: "$observation_station$"
 observation_station_plural: "观测站"
 starbase_outpost: "哨站"
 starbase_outpost_cap: "$starbase_outpost$"
 starbase_outpost_plural: "哨站"
 starbase_starport: "星港"
 starbase_starport_plural: "星港"
 starbase_starhold: "星垒"
 starbase_starhold_plural: "星垒"
 starbase_starfortress: "星堡"
 starbase_starfortress_plural: "星堡"
 starbase_citadel: "擎天堡"
 starbase_citadel_plural: "擎天堡"
 starbase_swarm: "星巢"
 starbase_swarm_cap: "$starbase_swarm$"
 starbase_swarm_plural: "星巢"
 starbase_ai: "肃正核心"
 starbase_ai_cap: "$starbase_ai$"
 starbase_ai_plural: "肃正核心"
 starbase_exd_0: "虚空巢穴"
 starbase_exd_0_cap: "$starbase_exd_0$"
 starbase_exd_0_plural: "虚空巢穴"
 starbase_exd: "次元锚"
 starbase_exd_cap: "$starbase_exd$"
 starbase_exd_plural: "次元锚"
 starbase_marauder: "堡垒"
 starbase_marauder_cap: "$starbase_marauder$"
 starbase_marauder_plural: "堡垒"
 starbase_gatebuilders: "$starbase_citadel$"
 starbase_gatebuilders_cap: "$starbase_gatebuilders$"
 starbase_gatebuilders_plural: "$starbase_citadel_plural$"
 starbase_fe_outpost: "$starbase_outpost$"
 starbase_fe_outpost_cap: "$starbase_fe_outpost$"
 starbase_fe_outpost_plural: "$starbase_outpost_plural$"
 nomad_corvette: "$corvette$"
 nomad_corvette_cap: "$nomad_corvette$"
 nomad_corvette_plural: "$corvette_plural$"
 nomad_destroyer: "$destroyer$"
 nomad_destroyer_cap: "$nomad_destroyer$"
 nomad_destroyer_plural: "$destroyer_plural$"
 nomad_cruiser: "$cruiser$"
 nomad_cruiser_cap: "$nomad_cruiser$"
 nomad_cruiser_plural: "$cruiser_plural$"
 pirate_corvette: "掠袭艇"
 pirate_corvette_plural: "掠袭艇"
 pirate_destroyer: "炮艇"
 pirate_destroyer_cap: "$pirate_destroyer$"
 pirate_destroyer_plural: "炮艇"
 abandoned_ship: "战列舰"
 abandoned_ship_cap: "$abandoned_ship$"
 abandoned_ship_plural: "战列舰"
 crystal_ship_small_blue: "小型蓝水晶碎片"
 crystal_ship_small_blue_cap: "$crystal_ship_small_blue$"
 crystal_ship_small_blue_plural: "小型蓝水晶碎片"
 crystal_ship_small_green: "小型绿水晶碎片"
 crystal_ship_small_green_cap: "$crystal_ship_small_green$"
 crystal_ship_small_green_plural: "小型绿水晶碎片"
 crystal_ship_small_yellow: "小型黄水晶碎片"
 crystal_ship_small_yellow_cap: "$crystal_ship_small_yellow$"
 crystal_ship_small_yellow_plural: "小型黄水晶碎片"
 crystal_ship_small_red: "小型红水晶碎片"
 crystal_ship_small_red_cap: "$crystal_ship_small_red$"
 crystal_ship_small_red_plural: "小型红水晶碎片"
 crystal_ship_medium_blue: "蓝水晶碎片"
 crystal_ship_medium_blue_cap: "$crystal_ship_medium_blue$"
 crystal_ship_medium_blue_plural: "蓝水晶碎片"
 crystal_ship_medium_green: "绿水晶碎片"
 crystal_ship_medium_green_cap: "$crystal_ship_medium_green$"
 crystal_ship_medium_green_plural: "绿水晶碎片"
 crystal_ship_medium_yellow: "黄水晶碎片"
 crystal_ship_medium_yellow_cap: "$crystal_ship_medium_yellow$"
 crystal_ship_medium_yellow_plural: "黄水晶碎片"
 crystal_ship_medium_red: "红水晶碎片"
 crystal_ship_medium_red_cap: "$crystal_ship_medium_red$"
 crystal_ship_medium_red_plural: "红水晶碎片"
 crystal_ship_large_blue: "蓝水晶精髓"
 crystal_ship_large_blue_cap: "$crystal_ship_large_blue$"
 crystal_ship_large_blue_plural: "蓝水晶精髓"
 crystal_ship_large_green: "绿水晶精髓"
 crystal_ship_large_green_cap: "$crystal_ship_large_green$"
 crystal_ship_large_green_plural: "绿水晶精髓"
 crystal_ship_large_yellow: "黄水晶精髓"
 crystal_ship_large_yellow_cap: "$crystal_ship_large_yellow$"
 crystal_ship_large_yellow_plural: "黄水晶精髓"
 crystal_ship_large_red: "红水晶精髓"
 crystal_ship_large_red_cap: "$crystal_ship_large_red$"
 crystal_ship_large_red_plural: "红水晶精髓"
 crystal_ship_small_blue_elite: "小型精英蓝水晶碎片"
 crystal_ship_small_blue_elite_cap: "$crystal_ship_small_blue_elite$"
 crystal_ship_small_blue_elite_plural: "小型精英蓝水晶碎片"
 crystal_ship_small_green_elite: "小型精英绿水晶碎片"
 crystal_ship_small_green_elite_cap: "$crystal_ship_small_green_elite$"
 crystal_ship_small_green_elite_plural: "小型精英绿水晶碎片"
 crystal_ship_small_yellow_elite: "小型精英黄水晶碎片"
 crystal_ship_small_yellow_elite_cap: "$crystal_ship_small_yellow_elite$"
 crystal_ship_small_yellow_elite_plural: "小型精英黄水晶碎片"
 crystal_ship_small_red_elite: "小型精英红水晶碎片"
 crystal_ship_small_red_elite_cap: "$crystal_ship_small_red_elite$"
 crystal_ship_small_red_elite_plural: "小型精英红水晶碎片"
 crystal_ship_medium_blue_elite: "精英蓝水晶碎片"
 crystal_ship_medium_blue_elite_cap: "$crystal_ship_medium_blue_elite$"
 crystal_ship_medium_blue_elite_plural: "精英蓝水晶碎片"
 crystal_ship_medium_green_elite: "精英绿水晶碎片"
 crystal_ship_medium_green_elite_cap: "$crystal_ship_medium_green_elite$"
 crystal_ship_medium_green_elite_plural: "精英绿水晶碎片"
 crystal_ship_medium_yellow_elite: "精英绿水晶碎片"
 crystal_ship_medium_yellow_elite_cap: "$crystal_ship_medium_yellow_elite$"
 crystal_ship_medium_yellow_elite_plural: "精英绿水晶碎片"
 crystal_ship_medium_red_elite: "精英红水晶碎片"
 crystal_ship_medium_red_elite_cap: "$crystal_ship_medium_red_elite$"
 crystal_ship_medium_red_elite_plural: "精英红水晶碎片"
 crystal_ship_large_blue_elite: "精英蓝水晶精髓"
 crystal_ship_large_blue_elite_cap: "$crystal_ship_large_blue_elite$"
 crystal_ship_large_blue_elite_plural: "精英蓝水晶精髓"
 crystal_ship_large_green_elite: "精英绿水晶精髓"
 crystal_ship_large_green_elite_cap: "$crystal_ship_large_green_elite$"
 crystal_ship_large_green_elite_plural: "精英绿水晶精髓"
 crystal_ship_large_yellow_elite: "精英黄水晶精髓"
 crystal_ship_large_yellow_elite_cap: "$crystal_ship_large_yellow_elite$"
 crystal_ship_large_yellow_elite_plural: "精英黄水晶精髓"
 crystal_ship_large_red_elite: "精英红水晶精髓"
 crystal_ship_large_red_elite_cap: "$crystal_ship_large_red_elite$"
 crystal_ship_large_red_elite_plural: "精英红水晶精髓"
 crystal_station_large: "水晶巢穴"
 crystal_station_large_cap: "$crystal_station_large$"
 crystal_station_large_plural: "水晶巢穴"
 space_cloud: "虚空之云"
 space_cloud_cap: "$space_cloud$"
 space_cloud_plural: "虚空之云"
 probe: "深空探测器"
 probe_cap: "$probe$"
 probe_plural: "深空探测器"
 ancient_drone: "自动单元"
 ancient_drone_cap: "$ancient_drone$"
 ancient_drone_plural: "自动单元"
 ark_ship: "星际方舟"
 ark_ship_cap: "$ark_ship$"
 ark_ship_plural: "星际方舟"
 pirate_station: "小行星哨站"
 pirate_station_cap: "$pirate_station$"
 pirate_station_plural: "小行星哨站"
 asteroid: "小行星"
 asteroid_cap: "$asteroid$"
 asteroid_plural: "小行星"
 space_whale_1: "雌性太空巨鲸"
 space_whale_1_plural: "雌性太空巨鲸"
 space_whale_1_cap: "$space_whale_1$"
 space_whale_2: "雄性太空巨鲸"
 space_whale_2_plural: "雄性太空巨鲸"
 space_whale_2_cap: "$space_whale_2$"
 space_whale_3: "太空巨鲸幼体"
 space_whale_3_plural: "太空巨鲸幼体"
 space_whale_3_cap: "$space_whale_3$"
 space_whale_4: "太空巨鲸幼崽"
 space_whale_4_plural: "太空巨鲸幼崽"
 space_whale_4_cap: "$space_whale_4$"
 space_whale_5: "雄性太空巨鲸"
 space_whale_5_plural: "雄性太空巨鲸"
 space_whale_5_cap: "$space_whale_5$"
 extra_dimensional_ship: "异次元实体"
 extra_dimensional_ship_plural: "异次元实体"
 space_amoeba: "太空变形虫"
 space_amoeba_plural: "太空变形虫"
 space_amoeba_small: "鞭毛"
 space_amoeba_small_plural: "鞭毛"
 space_amoeba_small_cap: "$space_amoeba_small$"
 station_generic_01: "恒星基地"
 station_generic_01_cap: "$station_generic_01$"
 station_generic_01_plural: "恒星基地"
 swarm_subspace_beacon: "亚空间信标"
 swarm_subspace_beacon_cap: "$swarm_subspace_beacon$"
 swarm_subspace_beacon_plural: "亚空间信标"
 sensor_station_01: "传感器空间站"
 sensor_station_01_cap: "$sensor_station_01$"
 sensor_station_01_plural: "传感器空间站"
 psionic_avatar: "虚境化身"
 psionic_avatar_cap: "$psionic_avatar$"
 psionic_avatar_plural: "虚境化身"
 warped_consciousness: "扭曲意识"
 warped_consciousness_cap: "$warped_consciousness$"
 warped_consciousness_plural: "扭曲意识"
 shroud_manifestation: "虚境显圣"
 shroud_manifestation_cap: "$shroud_manifestation$"
 shroud_manifestation_plural: "虚境显圣"
 corrupted_avatar: "恶堕化身"
 corrupted_avatar_cap: "$corrupted_avatar$"
 corrupted_avatar_plural: "恶堕化身"
 security_system_corvette: "安保系统护卫舰"
 security_system_corvette_cap: "$security_system_corvette$"
 security_system_corvette_plural: "安保系统护卫舰"
 security_system_destroyer: "安保系统驱逐舰"
 security_system_destroyer_cap: "$security_system_destroyer$"
 security_system_destroyer_plural: "安保系统驱逐舰"
 payback_warship: "启蒙舰船"
 payback_warship_cap: "$payback_warship$"
 payback_warship_plural: "启蒙舰船"
 eventship_01: "巡洋舰"
 eventship_01_cap: "$eventship_01$"
 eventship_01_plural: "巡洋舰"
 eventship_02: "护卫舰"
 eventship_02_cap: "$eventship_02$"
 eventship_02_plural: "护卫舰"
 eventship_03: "战列舰"
 eventship_03_cap: "$eventship_03$"
 eventship_03_plural: "战列舰"
 eventship_04: "战列舰"
 eventship_04_cap: "$eventship_04$"
 eventship_04_plural: "战列舰"
 eventship_05: "巡洋舰"
 eventship_05_cap: "$eventship_05$"
 eventship_05_plural: "巡洋舰"
 eventship_06: "驱逐舰"
 eventship_06_cap: "$eventship_06$"
 eventship_06_plural: "驱逐舰"
 eventship_07: "驱逐舰"
 eventship_07_cap: "$eventship_07$"
 eventship_07_plural: "驱逐舰"
 civilian_freighter: "货船"
 civilian_freighter_cap: "$civilian_freighter$"
 civilian_freighter_plural: "货船"
 civilian_tanker: "油轮"
 civilian_tanker_cap: "$civilian_tanker$"
 civilian_tanker_plural: "油轮"
 passenger_liner: "客轮"
 passenger_liner_cap: "$passenger_liner$"
 passenger_liner_plural: "客轮"
 primitive_space_station: "早期空间站"
 primitive_space_station_cap: "$primitive_space_station$"
 primitive_space_station_plural: "早期空间站"
 ancient_drone_station: "远古空间站"
 ancient_drone_station_cap: "$ancient_drone_station$"
 ancient_drone_station_plural: "远古空间站"
 galleon: "加列战船"
 galleon_cap: "$galleon$"
 galleon_plural: "加列战船"
 climate_dry: "干燥"
 climate_cold: "寒冷"
 climate_wet: "潮湿"
 climate_volcanic: "火山"
 dry: "§Y（干旱气候）§!"
 cold: "§E（寒冷气候）§!"
 wet: "§G（潮湿气候）§!"
 massive_ship_fallen_empire: "泰坦"
 massive_ship_fallen_empire_cap: "$massive_ship_fallen_empire$"
 massive_ship_fallen_empire_plural: "泰坦"
 large_ship_fallen_empire: "战列巡洋舰"
 large_ship_fallen_empire_plural: "战列巡洋舰"
 small_ship_fallen_empire: "护航舰"
 small_ship_fallen_empire_cap: "$small_ship_fallen_empire$"
 small_ship_fallen_empire_plural: "护航舰"
 torpedo_ship_fallen_empire: "巡防舰"
 torpedo_ship_fallen_empire_cap: "$torpedo_ship_fallen_empire$"
 torpedo_ship_fallen_empire_plural: "巡防舰"
 military_station_large_fallen_empire: "堡垒"
 military_station_large_fallen_empire_cap: "$military_station_large_fallen_empire$"
 military_station_large_fallen_empire_plural: "堡垒"
 military_station_small_fallen_empire: "哨站"
 military_station_small_fallen_empire_cap: "$military_station_small_fallen_empire$"
 military_station_small_fallen_empire_plural: "哨站"
 large_ship_swarm: "战士"
 large_ship_swarm_cap: "$large_ship_swarm$"
 large_ship_swarm_plural: "战士"
 large_ship_carrier_swarm: "育母"
 large_ship_carrier_swarm_cap: "$large_ship_carrier_swarm$"
 large_ship_carrier_swarm_plural: "育母"
 small_ship_swarm: "幼虫"
 small_ship_swarm_cap: "$small_ship_swarm$"
 small_ship_swarm_plural: "幼虫"
 military_station_large_swarm: "星巢"
 military_station_large_swarm_cap: "$military_station_large_swarm$"
 military_station_large_swarm_plural: "星巢"
 military_station_small_swarm: "星穴"
 military_station_small_swarm_cap: "$military_station_small_swarm$"
 military_station_small_swarm_plural: "星穴"
 queen_swarm: "虫后"
 queen_swarm_cap: "$queen_swarm$"
 queen_swarm_plural: "虫后"
 construction_ship_swarm: "工虫"
 construction_ship_swarm_cap: "$construction_ship_swarm$"
 construction_ship_swarm_plural: "工虫"
 colony_ship_swarm: "感染虫"
 colony_ship_swarm_cap: "$colony_ship_swarm$"
 colony_ship_swarm_plural: "感染虫"
 transport_ship_swarm: "运输虫"
 transport_ship_swarm_cap: "$transport_ship_swarm$"
 transport_ship_swarm_plural: "运输虫"
 large_ship_ai: "战体"
 large_ship_ai_cap: "$large_ship_ai$"
 large_ship_ai_plural: "战体"
 small_ship_ai: "搜寻器"
 small_ship_ai_cap: "$small_ship_ai$"
 small_ship_ai_plural: "搜寻器"
 military_station_large_ai: "节点"
 military_station_large_ai_cap: "$military_station_large_ai$"
 military_station_large_ai_plural: "节点"
 military_station_small_ai: "防火墙"
 military_station_small_ai_cap: "$military_station_small_ai$"
 military_station_small_ai_plural: "防火墙"
 core_ai: "核心"
 core_ai_cap: "$core_ai$"
 core_ai_plural: "核心"
 final_core_ai: "主核"
 final_core_ai_cap: "$final_core_ai$"
 final_core_ai_plural: "主核"
 large_ship_ed: "异次元战列舰"
 large_ship_ed_cap: "$large_ship_ed$"
 large_ship_ed_plural: "异次元战列舰"
 medium_ship_ed: "异次元巡洋舰"
 medium_ship_ed_cap: "$medium_ship_ed$"
 medium_ship_ed_plural: "异次元巡洋舰"
 small_ship_ed: "异次元护航舰"
 small_ship_ed_cap: "$small_ship_ed$"
 small_ship_ed_plural: "异次元护航舰"
 military_station_large_ed: "虚空节点"
 military_station_large_ed_cap: "$military_station_large_ed$"
 military_station_large_ed_plural: "虚空节点"
 military_station_small_ed: "虚空通道"
 military_station_small_ed_cap: "$military_station_small_ed$"
 military_station_small_ed_plural: "虚空通道"
 dimensional_portal_ed: "异次元传送门"
 dimensional_portal_ed_cap: "$dimensional_portal_ed$"
 dimensional_portal_ed_plural: "异次元传送门"
 construction_ship_ed: "虚空塑造者"
 construction_ship_ed_cap: "$construction_ship_ed$"
 construction_ship_ed_plural: "虚空塑造者"
 construction_ship_ai: "智械工程船"
 construction_ship_ai_cap: "$construction_ship_ai$"
 construction_ship_ai_plural: "智械工程船"
 colony_ship_ai: "智械殖民船"
 colony_ship_ai_cap: "$colony_ship_ai$"
 colony_ship_ai_plural: "智械殖民船"
 transport_ship_ai: "智械运输船"
 transport_ship_ai_cap: "$transport_ship_ai$"
 transport_ship_ai_plural: "智械运输船"
 blue_core_ai: "核心"
 blue_core_ai_cap: "$blue_core_ai$"
 blue_core_ai_plural: "核心"
 blue_military_station_large_ai: "重型基地"
 blue_military_station_large_ai_cap: "$blue_military_station_large_ai$"
 blue_military_station_large_ai_plural: "重型基地"
 blue_military_station_small_ai: "轻型基地"
 blue_military_station_small_ai_cap: "$blue_military_station_small_ai$"
 blue_military_station_small_ai_plural: "轻型基地"
 blue_transport_ship_ai: "运输船"
 blue_transport_ship_ai_cap: "$blue_transport_ship_ai$"
 blue_transport_ship_ai_plural: "运输船"
 ####################################
 #section slots
 ####################################
 mid: "核心"
 bow: "舰艏"
 stern: "舰艉"
 north: "北"
 west: "西"
 east: "东"
 south: "南"
 ####################################
 #Special Ship Types
 ####################################
 CIVILIAN: "民用船"
 CONSTRUCTOR: "工程船"
 COLONIZER: "殖民船"
 SCIENCE_SHIP: "科研船"
 SPACESTATION_1: "空间站"
 ####################################
 #Ambient Objects
 ####################################
 derelict_ship_object: "废弃舰船"
 sublight_probe_object: "亚光速探测器"
 sublight_probe_object_tooltip: "一个原始的亚光速空间探测器。"
 sublight_probe_object_desc: "一个原始的亚光速空间探测器，似乎已有几百年历史。能源早已枯竭。"
 hyacinth_object: "风信子号"
 hyacinth_object_tooltip: "风信子号方舟船正沿着稳定的轨道，缓缓漂浮在该星球上。"
 hyacinth_object_desc: "风信子号方舟船正沿着稳定的轨道，缓缓漂浮在该星球上。"
 ancient_battlefield_object: "古战场"
 injured_queen_object: "受伤的虫后"
 injured_queen_object_desc: "一只严重受伤的虫后，已经奄奄一息。"
 injured_queen_object_tooltip: "一只严重受伤的虫后，已经奄奄一息。"
 crystal_manufactory_object: "古代工厂"
 crystal_manufactory_desc: "一座废弃的轨道加工站，静静漂浮在它所环绕的小行星上空。"
 crystal_manufactory_tooltip: "$crystal_manufactory_desc$"
 abandoned_ship_object: "舰船残骸"
 abandoned_ship_object_desc: "一艘舰船的残骸，漂浮在虚空中。"
 abandoned_ship_object_tooltip: "$abandoned_ship_object_desc$"
 abandoned_ship_2_object: "$derelict_ship_object$"
 ####################################
 #Message window
 ####################################
 MESSAGE_EVENT_LEFTCLICK: "§G点击打开事件窗口§!"
 MESSAGE_DOUBLE_CLICK: "§G双击以前往位置§!"
 MESSAGE_TARGET_SYSTEM: "§G点击前往$SYSTEM|Y$星系§!"
 MESSAGE_TARGET_PLANET: "§G单击选择星球$PLANET|Y$§!"
 MESSAGE_TARGET_ANOMALY: "§G点击以打开异常现象窗口！§!"
 MESSAGE_TARGET_FLEET: "§G单击选择舰队$FLEET|Y$§!"
 MESSAGE_TARGET_ASTRAL_RIFT: "§G点击以选择$RIFT|Y$§!"
 MESSAGE_LOST_TARGET_FLEET: "§R“$FLEET|Y$”离开了我们的探测范围§!"
 MESSAGE_RIGHTCLICK: "§G右键点击以取消§!"
 MESSAGE_TARGET_WAR: "§G点击打开$WAR|H$的战争概览§!"
 ####################################
 #Fleet Orders
 ####################################
 ORDERS: "命令"
 NUM_ORDERS: "命令数：$COUNT|H$"
 FLEETORDER_MOVE_BUTTON: "移动至此处"
 FLEETORDER_ORBIT_BUTTON: "进入轨道"
 FLEETORDER_BUILD_MEGASTRUCTURE_BUTTON: "建造$MEGASTRUCTURE|H$"
 FLEETORDER_BUILD_CURRENT_shipclass_orbital_station_BUTTON: "建造轨道空间站"
 FLEETORDER_BUILD_CUSTOM_shipclass_orbital_station_BUTTON: "建造自定义轨道空间站"
 FLEETORDER_BUILD_CURRENT_shipclass_mining_station_BUTTON: "建造开采站"
 FLEETORDER_BUILD_CUSTOM_shipclass_mining_station_BUTTON: "建造自定义开采站"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_mining_station_BUTTON: "建造开采站"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_mining_station_BUTTON: "建造自定义开采站"
 FLEETORDER_BUILD_CURRENT_shipclass_terraform_station_BUTTON: "建造环境改造站"
 FLEETORDER_BUILD_CUSTOM_shipclass_terraform_station_BUTTON: "建造自定义环境改造站"
 FLEETORDER_MULTI_BUILD_CURRENT_terraform_mining_station_BUTTON: "建造环境改造站"
 FLEETORDER_MULTI_BUILD_CUSTOM_terraform_mining_station_BUTTON: "建造自定义环境改造站"
 FLEETORDER_BUILD_CURRENT_shipclass_research_station_BUTTON: "建造研究站"
 FLEETORDER_BUILD_CUSTOM_shipclass_research_station_BUTTON: "建造自定义研究站"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_research_station_BUTTON: "建造研究站"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_research_station_BUTTON: "建造自定义研究站"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_observation_station_BUTTON: "建造观测站"
 FLEETORDER_MULTI_BUILD_CUSTOM_shipclass_observation_station_BUTTON: "建造自定义观测站"
 FLEETORDER_BUILD_CURRENT_shipclass_wormhole_station_BUTTON: "建造虫洞站"
 FLEETORDER_BUILD_CUSTOM_shipclass_wormhole_station_BUTTON: "建造自定义虫洞站"
 FLEETORDER_BUILD_CURRENT_shipclass_military_station_BUTTON: "建造防御站"
 FLEETORDER_BUILD_CUSTOM_shipclass_military_station_BUTTON: "建造自定义防御站"
 FLEETORDER_BUILD_CURRENT_shipclass_observation_station_BUTTON: "建造观测站"
 FLEETORDER_BUILD_CUSTOM_shipclass_observation_station_BUTTON: "建造自定义观测站"
 FLEETORDER_BUILD_CUSTOM_shipclass_starbase_BUTTON: "建设自定义恒星基地（哨站）"
 FLEETORDER_BUILD_CURRENT_shipclass_starbase_BUTTON: "建设恒星基地（哨站）"
 FLEETORDER_MULTI_BUILD_CURRENT_shipclass_starbase_BUTTON: "建设恒星基地（哨站）"
 FLEETORDER_BUILD_STATION: "建造$NAME$ $SIZE$"
 FLEETORDER_BUILD_ORBITAL_STATION_DESC: "每月维护：£energy£ $MAINTENANCE|Y2$"
 FLEETORDER_COLONIZE_BUTTON: "殖民该星球"
 FLEETORDER_SURVEY_BUTTON: "调查"
 FLEETORDER_SURVEY_ALL_BUTTON: "调查恒星系"
 FLEETORDER_JUMP_TO_SYSTEM_BUTTON: "跃迁至恒星系"
 JUMP_DRIVE_OUT_OF_RANGE: "§R目标恒星系不处于跃迁引擎的范围之内§!"
 FLEETORDER_RESEARCH_BUTTON: "研究"
 FLEETORDER_RESEARCH_PROJECTS_IN_SYSTEM_BUTTON: "研究恒星系内项目"
 FLEETORDER_SCAVENGE_PROJECT_BUTTON: "打捞项目"
 FLEETORDER_SCAVENGE_PROJECTS_IN_SYSTEM_BUTTON: "恒星系中的打捞项目"
 FLEETORDER_SCAVENGE_AND_RESEARCH_PROJECT_BUTTON: "打捞和研究项目"
 FLEETORDER_SCAVENGE_AND_RESEARCH_PROJECTS_IN_SYSTEM_BUTTON: "恒星系中的打捞和研究项目"
 FLEETORDER_ANALYZE_BUTTON: "分析"
 FLEETORDER_UPGRADE_FLEET_BUTTON: "将舰队升级至最新的设计"
 FLEETORDER_UPGRADE_ALREADY_UPGRADING: "§R这支舰队已安排进行升级。§!"
 FLEETORDER_REPAIR_SHIP_BUTTON: "修复船只至最佳状态"
 FLEETORDER_SPECIAL_PROJECT_BUTTON: "$PROJECT$"
 FLEETORDER_REPLICATE: "§R已有另一艘舰船正在执行或已完成此命令。§!"
 FLEETORDER_REPLICATE_SAME_SHIP: "§R这艘船已经在执行这个命令了。§!"
 FLEETORDER_MEGASTRUCTURE_REPLICATE: "§R巨型结构已位于建造队列。§!"
 FLEETORDER_BUILD_STATION_TIP: "$NAME|H$ $SIZE|H$"
 FLEETORDER_ALREADY_PERFORMING: "§R已有另一艘舰船正在执行此命令。§!"
 FLEETORDER_NOT_ENOUGH_INTEL: "§R情报不足。§!"
 FLEETORDER_NOT_SYSTEM_OWNER: "§R该恒星系不在你的控制之下。§!"
 FLEETORDER_NO_CONTACT: "§R你尚未同它的拥有者进行接触。§!"
 ASSIST_RESEARCH_ORDER: "协助研究"
 ASSIST_RESEARCH_ORDER_DESC: "命令科研船协助星球科研以增加科学产出。"
 ASSIST_RESEARCH_ORDER_PLANET_DESC: "命令科研船协助$PLANET|Y$星的科研。"
 ASSIST_RESEARCH_WRONG_OWNER: "您无法让科研船协助一颗尚未殖民的星球。"
 ASSIST_RESEARCH_NO_APPROPRIATE_PLANET: "无法找到合适的行星进行协助研究。"
 FLEETORDER_TOP_LEVEL_TEXT: "$ORDER$（§Y+$ORDERS_LEFT$§!命令）"
 FLEETORDER_ASSIST_RESEARCH: "正在$PLANET|Y$上协助研究"
 FLEETORDER_ASSIST_RESEARCH_BUTTON: "协助研究"
 FLEETORDER_ASSIST_CLOAKING_DETECTION: "在$STARBASE|Y$协助进行隐形探测"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_BUTTON: "协助隐形探测"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_DESC: "命令科研船在$STARBASE|H$协助进行隐形探测。"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NOT_STARBASE: "§R只能在恒星基地处协助隐形探测。§!"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NO_STARBASE: "§R该恒星系内没有恒星基地。§!"
 FLEETORDER_ASSIST_CLOAKING_DETECTION_NOT_CONTROLLER: "§R$STARBASE|Y$恒星基地不在我们的控制之下。§!"
 ACTIVE_RECONNAISSANCE_ORDER: "主动侦察"
 ACTIVE_RECONNAISSANCE_ORDER_DESC: "命令科研船在一处殖民地上秘密执行侦察任务，提升我们获取其拥有方帝国的情报的速率。\n\n每级行星首府提供修正："
 ACTIVE_RECONNAISSANCE_ORDER_TECH_DESC: "命令科研船在一处殖民地上秘密执行侦察任务，提升我们获取其拥有方帝国的情报的速率。"
 ACTIVE_RECONNAISSANCE_ORDER_PLANET_DESC: "命令科研船在$PLANET|H$上执行主动侦察任务。"
 FLEETORDER_ACTIVE_RECONNAISSANCE: "侦察$PLANET|Y$"
 FLEETORDER_ACTIVE_RECONNAISSANCE_NOT_CLOAKED: "§R该舰船需要处于隐形状态。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_IS_STAR: "§R无法对恒星执行侦察任务。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_IS_ASTRAL_SCAR: "§R无法在一个星界细缝上执行侦察任务。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_NOT_COLONY: "§R不是一个殖民地。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_SAME_OWNER: "§R不能在自己的行星上执行侦察任务。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_SAME_CONTROLLER: "§R不能在已控制的行星上执行侦察任务。§!"
 FLEETORDER_ACTIVE_RECONNAISSANCE_PLANET_DESC: "命令科研船在$PLANET|H$上执行主动侦察任务。"
 FLEETORDER_ACTIVE_RECONNAISSANCE_NO_APPROPRIATE_PLANET: "无法找到适合执行主动侦察任务的行星。"
 FLEETORDER_ACTIVE_RECONNAISSANCE_BUTTON: "主动侦察"
 FLEETORDER_MOVE_QUEUED: "正在移动"
 FLEETORDER_MOVE: "正在移动"
 FLEETORDER_MOVE_OTHER_SYSTEM: "正在前往$SYSTEM|Y$星系"
 FLEETORDER_MOVE_WINDUP_WARP: "准备跃迁至$SYSTEM|H$：$DAYS|Y0$ 天"
 FLEETORDER_MOVE_WINDUP_WARP_EXT: "开始跃迁 $SYSTEM|H$\n进度：$CUR|Y0$/$COST|Y0$ （$DAYS|Y$ 天）"
 FLEETORDER_MOVE_IN_WARP: "曲速移动至$SYSTEM|Y$星系"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP: "曲速传送倒计时：$DAYS|Y0$天"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_WARP_EXT: "从$SYSTEM|H$曲速传送后冷却\n进度：$CUR|Y0$/$COST|Y0$ ($DAYS|Y0$ 天)"
 FLEETORDER_MOVE_SINGLESHIP_MOVING_INTO_POSITION_WARP: "定位曲速传送目标：$SYSTEM|H$星系"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE: "跃迁冷却：$DAYS|Y0$天"
 FLEETORDER_MOVE_SINGLESHIP_WINDOWN_JUMPDRIVE_EXT: "从$SYSTEM|H$跃迁后正处于冷却状态\n进度：$CUR|Y0$/$COST|Y0$（$DAYS|Y0$天）"
 FLEETORDER_ORBIT: "正在进入$PLANET|Y$轨道"
 FLEETORDER_UPGRADE_DESIGN_STATION: "正在升级空间站：$PROGRESS|Y%0$"
 FLEETORDER_UPGRADE_DESIGN: "正在升级舰船（$PLANET|Y$）：$PROGRESS|Y%0$"
 FLEETORDER_UPGRADE_DESIGN_NOT_ENQUEUED: "正在准备升级舰船（$PLANET|Y$）"
 FLEETORDER_UPGRADE_DESIGN_ENQUEUED: "等待恒星基地升级舰船（$PLANET|Y$）"
 FLEETORDER_REPAIR_SHIP: "正在修复$SHIP|H$，$PROGRESS|Y%0$"
 FLEETORDER_BUILD_ORBITALSTATION: "正在建造$PLANET|Y$$SHIPCLASS|H$：$PROGRESS|Y%0$"
 FLEETORDER_BUILD_SPACESTATION: "正在建造$SHIPCLASS|H$：$PROGRESS|Y%0$"
 FLEETORDER_BUILD_WORMHOLE_WITHIN_INNER_CIRCLE: "不能在恒星系重力井范围内修建虫洞站"
 FLEETORDER_BUILD_WORMHOLE_NO_ACCESS: "需要同这片星域的拥有者协商虫洞通行权"
 FLEETORDER_OUTSIDE_SYSTEM_BORDER: "无法在恒星系边界外建造空间站"
 FLEETORDER_COLONIZE: "正在殖民$PLANET|H$：$PROGRESS|Y%0$"
 FLEETORDER_SURVEY: "正在调查$PLANET|H$：$PROGRESS|Y%0$"
 FLEETORDER_SURVEY_UNKNOWN: "调查§H未知恒星系§!"
 FLEETORDER_SURVEY_SYSTEM: "调查$SYSTEM|H$"
 FLEETORDER_RESEARCH: "正在调查$PLANET|H$：$PROGRESS|Y%0$"
 SURVEY_ORDER_RESEARCH: "$RESEARCH_ORDER$"
 FLEETORDER_RESEARCH_NOT_SURVEYED: "§R还未调查此行星！§!"
 FLEETORDER_RESEARCH_NOT_SURVEYED_SYSTEM: "还未调查此恒星系！"
 FLEETORDER_RESEARCH_NO_ANOMALY: "§R此行星无异常现象。§!"
 FLEETORDER_ANOTHER_ALREADY_RESEARCHING: "§R另一艘科研船正在调查此异常§!"
 FLEETORDER_ANALYZE_FTL_TRAIL: "正在分析$SYSTEM|H$内的FTL追迹，$PROGRESS|Y%0$"
 FLEETORDER_ENTERING_HYPERLANE: "正在进入至$SYSTEM|H$的超空间航路，$DAYS|Y0$ 天"
 FLEETORDER_ENTERING_HYPERLANE_EXT: "进入至$SYSTEM|H$的超空间航道\n进度： $CUR|Y0$/$COST|Y0$ （$DAYS|Y$ 天）"
 FLEETORDER_IN_HYPERLANE: "正在穿越超空间航道至$SYSTEM|H$，$PROGRESS|Y%0$ 天"
 FLEETORDER_ENTERING_WORMHOLE: "正在进入虫洞，前往$SYSTEM|H$：$DAYS|Y0$天"
 FLEETORDER_ENTERING_WORMHOLE_EXT: "正在进入虫洞，前往$SYSTEM|H$\n进度：$CUR|Y0$/$COST|Y0$（$DAYS|Y$天）"
 FLEETORDER_IN_WORMHOLE: "正在通过虫洞前往$SYSTEM|H$"
 FLEETORDER_PREPARING_JUMP_DRIVE: "准备跃迁至$SYSTEM|H$：$DAYS|Y0$天"
 FLEETORDER_PREPARING_JUMP_DRIVE_EXT: "正在准备跃迁至$SYSTEM|H$\n进度：$CUR|Y0$/$COST|Y0$（$DAYS|Y$天）"
 FLEETORDER_LAND_ARMIES: "登陆陆军部队"
 FLEETORDER_IN_ORBIT: "在$PLANET|H$轨道内"
 FLEETORDER_DOCKED: "在$PLANET|H$恒星基地停泊，减少$MOD|0%G$的舰船维护费"
 FLEETORDER_READY_TO_LAND_TROOPS: "准备登陆$PLANET|H$"
 FLEETORDER_IDLE: "待命"
 FLEETORDER_COLLECT_DATA: "$PROJECT|Y$（$PROGRESS|Y%0$）"
 FLEETORDER_INVALID: "$TEXT|R$"
 FLEETORDER_RETURN: "正在返航"
 FLEETORDER_NO_RETURN_POINT: "无处可归"
 FLEETORDER_EVADE_HOSTILES: "躲避敌人"
 FLEETORDER_NO_EVADE_HOSTILES: "没有可回避的去处"
 FLEETORDER_FOLLOW: "正在跟随$NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK: "正在攻击$NAME|H$"
 FLEETORDER_FOLLOW_AND_ATTACK_TITLE: "攻击目标"
 FLEETORDER_FOLLOW_AND_ATTACK_DESC: "攻击中立目标将会令彼此成为敌对关系。您确定要发动攻击吗？"
 FLEETORDER_FOLLOW_AND_ATTACK_TOOLTIP: "攻击中立目标会与之成为敌对状态。"
 FLEETORDER_FOLLOW_AND_ATTACK_CLICK: "§G点选一个进攻目标§!"
 FLEETORDER_LAND_ARMIES_TITLE: "陆军登陆"
 FLEETORDER_LAND_ARMIES_DESC: "对中立帝国进行空投将会令彼此成为敌对关系。您确定要空投陆军吗？"
 FLEETORDER_LAND_ARMIES_ON_PLANET: "正在对$PLANET|Y$进行陆军空降"
 FLEETORDER_LAND_ARMIES_NOT_COLONIZABLE: "§R无法在一颗无法殖民的星球上空投陆军。§!"
 FLEETORDER_LAND_ARMIES_COLONIZING: "§R无法在一颗正在被殖民的星球上空投陆军。§!"
 FLEETORDER_LAND_ARMIES_COLONIZE_FIRST: "§R行星必须被殖民后陆军才可空投。§!"
 FLEETORDER_LAND_ARMIES_CANT_LAND: "§R该星的引力轨道中没有可以空投的陆军。§!"
 FLEETORDER_LAND_ARMIES_ALREADY_LANDING: "§R这些部队已经开始登陆。§!"
 FLEETORDER_LAND_ARMIES_NO_ARMIES: "§R该星的引力轨道中没有陆军。§!"
 FLEETORDER_LAND_ARMIES_NOT_IN_ORBIT: "§R空投仓必须于该星的引力轨道中投放。§!"
 FLEETORDER_LAND_ARMIES_NOT_TRANSPORT_FLEET: "§R此舰队不是运输舰队。§!"
 FLEETORDER_LAND_ARMIES_STARBASE_HOSTILE: "§R位于$SYSTEM|Y$的敌方恒星基地阻碍了我们的行星入侵计划。§!"
 FLEETORDER_HAS_NO_SCIENTIST: "§R请为此船配置一名科学官§!"
 FLEETORDER_NEED_SCIENTIST_LEVEL: "$TRIGGER_FAIL$ §R需要一个拥有§Y$LEVEL$§!§!级§H技能§!的科学官。"
 FLEETORDER_MERGE: "与$FLEET|H$合并舰队"
 FLEETORDER_ORBIT_PLANET_BOMBARDMENT_TITLE: "轨道轰炸"
 FLEETORDER_ORBIT_PLANET_BOMBARDMENT_DESC: "轰炸非敌对行星将会使其所有者视我们为敌！要继续吗？"
 FLEETORDER_GO_MIA_TITLE: "任务中失踪"
 FLEETORDER_GO_MIA_DESC: "舰队无法回到母星，我们是否要对舰队执行一次紧急超光速跃迁并进入失踪状态？"
 FLEETORDER_FOLLOW_FRIENDLIES_TITLE: "担任前卫"
 FLEETORDER_FOLLOW_FRIENDLIES_DESC: "§G该舰队可以设为集结点，盟军舰队将会试图与其会和。§!"
 FLEETORDER_FOLLOW_FRIENDLIES_ON: "当前设置§Y引导§!盟军舰队跟随我方。"
 FLEETORDER_FOLLOW_FRIENDLIES_OFF: "当前设置§Y避免§!盟军舰队跟随我方。"
 FLEETORDER_BUILD_MEGASTRUCTURE: "$SYSTEM|H$里$MEGASTRUCTURE|H$的建造进度：$PROGRESS|Y%0$"
 IN_COMBAT: "交战中"
 COMBAT: "交战"
 SHIP_STATS: "舰船数据"
 FLEETORDER_AUTO_EXPLORE_NO_PATHS: "§R无法抵达或找不到尚未调查的星系。§!"
 FLEETORDER_JUMP_DRIVE_WINDUP: "准备跃迁至$SYSTEM|Y$：$DAYS|Y0$天"
 FLEETORDER_JUMP_DRIVE: "跃迁至$SYSTEM|Y$"
 CANNOT_JUMP_MISSING_COMPONENT: "§R舰队中的所有战舰必须装备有跃迁引擎才能执行该命令。§!"
 FLEETORDER_JUMP_DRIVE_HEADER: "启动跃迁"
 FLEETORDER_JUMP_DRIVE_DESC: "命令选中的装有跃迁引擎的舰队跳跃到指定星系，绕开超空间通道。跃迁后，在跃迁引擎可以被再次使用前，它需要$DAYS|Y$天时间充能。"
 CANNOT_JUMP_COOLDOWN: "§R跃迁引擎仍在充能中。$DAYS|Y$天后可以重新执行跃迁。§!"
 JUMP_DRIVE_PENALTY: "跃迁引擎重新充能的时候，舰队会受到以下惩罚：\n§Y$MOD_SHIP_WEAPON_DAMAGE$：§!§R-50%§!\n§Y$MOD_SHIP_SPEED_MULT$：§!§R-50%§!"
 FLEETORDER_ESN_HEADER: "试验性亚空间导航"
 FLEETORDER_ESN_ORDER_STATUS: "实验性亚空间导航前往$SYSTEM|Y$：$DAYS|Y0$天"
 FLEETORDER_ESN_DESC: "命令科研船暂时无视稳定的超空间航道，通过起伏动荡的亚空间洼地前往指定目的地。在前往目的地的这段时间，科研船会被视为§Y失踪§!。"
 FLEETORDER_ESN_WRONG_FLEET_STANCE: "§R舰队姿态不能设置为回避。§!"
 FLEETORDER_PATROL_HEADER: "巡逻"
 FLEETORDER_PATROL_DESC: "命令你的舰船在当前位置与目标位置之间来回巡逻。"
 FLEETORDER_SHOULDNT_BE_CLOAKED: "§R我们的舰船在隐形状态下无法执行这个任务。§!"
 FLEETORDER_NO_CLOAKING_DETECTORS: "§R目标需要有隐形探测能力。§!"
 ASSIST_CLOAKING_DETECTION_ORDER: "协助隐形探测"
 ASSIST_CLOAKING_DETECTION_ORDER_DESC: "命令科研船前往某个空间站协助隐形探测"
 ASSIST_CLOAKING_DETECTION_ORDER_FLEET_DESC: "命令科研船前往$STATION|H$协助隐形探测。"
 ####################################
 #Traits
 ####################################
 trait_rapid_breeders: "快速繁殖"
 trait_rapid_breeders_desc: "§L这个物种繁殖的周期较短，致使他们的人口增长迅速。§!\n"
 trait_rapid_breeders_lithoid: "$trait_rapid_breeders$"
 trait_rapid_breeders_lithoid_desc: "$trait_rapid_breeders_desc$"
 trait_slow_breeders: "缓慢繁殖"
 trait_slow_breeders_desc: "§L这个物种繁殖的周期较长，致使他们的人口增长缓慢。§!\n"
 trait_delicious: "美味"
 trait_delicious_desc: "§L这个物种奇妙地进化成吃起来营养丰富，嘎嘣脆的物种了。§!\n"
 trait_nerve_stapled: "精神阉割"
 trait_nerve_stapled_desc: "§L通过切断自我防护和自由意志这类无关紧要的神经，我们能够创造一个温顺、驯化的物种。§!\n"
 trait_fertile: "好生养"
 trait_fertile_desc: "§L通过在身体结构和行为上大刀阔斧的塑造，这个物种的自然受孕力和受青睐感得到显著的提高。§!\n"
 trait_erudite: "博学多识"
 trait_erudite_desc: "§L生物工程学解开了以前这个物种大脑休眠的部分，使其才智更加敏锐。§!\n"
 trait_robust: "强健"
 trait_robust_desc: "§L经过生物学优化并带有富余功能的器官，使得这个物种对环境灾害和疾病有非同寻常的抵抗力。§!\n"
 trait_charismatic: "魅力非凡"
 trait_charismatic_desc: "§L这个物种拥有一种特别的魅力，任何其他生物都愿意与他们亲近。§!\n"
 trait_repugnant: "令人厌恶"
 trait_repugnant_desc: "§L这个物种的外貌与行为习惯往往令其他生物感到反感，只有少部分生物愿意与它们打交道。§!\n"
 trait_talented: "天赋异禀"
 trait_talented_desc: "§L这个物种拥有与生俱来的天赋。§!\n"
 trait_strong: "强壮"
 trait_strong_desc: "§L这个物种的肢体发达，在执行地面作战时它们会化为锐不可当的战士。§!\n"
 trait_strong_tt: "劳工岗位效率：§G+2.50%§!"
 trait_very_strong: "非常强壮"
 trait_very_strong_desc: "§L这个物种的肢体力量几乎强大到可以颠覆物理法则。§!\n"
 trait_very_strong_tt: "劳工岗位效率：§G+5.00%§!"
 trait_weak: "纤弱"
 trait_weak_desc: "§L这个物种的肉体比一般生物要弱小，使他们无法成为优秀的战士。§!\n"
 trait_weak_tt: "劳工岗位效率：§R-2.50%§!"
 trait_tough: "坚韧"
 trait_tough_desc: "这个物种的个体可以承受能将大多生物杀死的创伤。\n"
 trait_frail: "脆弱"
 trait_frail_desc: "§L这个物种相当脆弱，一点小伤都能要了他们的命。§!\n"
 trait_stoic: "沉稳"
 trait_stoic_desc: "§L这个物种的内心十分强大，在面对危险时他们很少惊慌失措。§!\n"
 trait_timid: "怯懦"
 trait_timid_desc: "§L这个物种会尽可能的回避身体上的对峙，并且很容易惊慌失措。§!\n"
 trait_indolent: "懒惰"
 trait_indolent_desc: "§L这个物种一般都不愿意辛勤劳动，往往不愿挪动自己。§!\n"
 trait_communal: "合群"
 trait_communal_desc: "§L这个物种拥有很高的集群社会性，它们很乐意与其他生物生活在一起。§!\n"
 trait_solitary: "孤僻"
 trait_solitary_desc: "§L这个物种在拥挤的社会环境下会变得暴躁，它们喜欢一个人呆着。§!\n"
 trait_adaptive: "善于适应"
 trait_adaptive_desc: "§L这个物种可以很好地适应一个陌生的环境。§!\n"
 trait_adaptive_lithoid: "$trait_adaptive$"
 trait_adaptive_lithoid_desc: "$trait_adaptive_desc$"
 trait_extremely_adaptive: "极易适应"
 trait_extremely_adaptive_desc: "§L这个物种几乎可以接受任何环境。§!\n"
 trait_nonadaptive: "水土不服"
 trait_nonadaptive_desc: "§L这个物种难以适应陌生的环境。§!\n"
 trait_nomadic: "四海为家"
 trait_nomadic_desc: "§L这个物种有一个四海为家的进化史，它们对迁徙和扩张习以为常。§!\n"
 trait_sedentary: "安土重迁"
 trait_sedentary_desc: "§L这个物种有一段安土重迁的过往，其人口十分不愿迁离成长的地方。§!\n"
 trait_thrifty: "节俭"
 trait_thrifty_desc: "§L这个物种天性节俭，总是喜欢尽一切可能将利益最大化。§!\n"
 trait_ingenious: "足智多谋"
 trait_ingenious_desc: "§L该物种头脑灵活，善于打破陈规，他们懂得如何最大化利用其基础设施和电力网。§!\n"
 trait_industrious: "勤勉"
 trait_industrious_desc: "§L这个物种非常吃苦耐劳，总是试着超越自我努力的极限。§!\n"
 trait_natural_engineers: "天生工程师"
 trait_natural_engineers_desc: "§L这个物种对工程学和材料科学有着天然的兴趣。§!\n"
 trait_poor_engineers: "糟糕的工程师"
 trait_poor_engineers_desc: "§L这个物种对工程学的基本概念一窍不通。§!\n"
 trait_natural_physicists: "天生物理学家"
 trait_natural_physicists_desc: "§L这个物种对理论物理和天文现象有着天然的兴趣。§!\n"
 trait_poor_physicists: "糟糕的物理学家"
 trait_poor_physicists_desc: "§L这个物种对理论物理的基本概念一窍不通。§!\n"
 trait_natural_sociologists: "天生社会学家"
 trait_natural_sociologists_desc: "§L这个物种对社会学和生物科学有着天然的兴趣。§!\n"
 trait_poor_sociologists: "糟糕的社会学家"
 trait_poor_sociologists_desc: "§L这个物种对社会学科的基本概念一窍不通。§!\n"
 trait_quick_learners: "聪颖"
 trait_quick_learners_desc: "§L这个物种善于从自身经历中学到知识。§!\n"
 trait_slow_learners: "愚笨"
 trait_slow_learners_desc: "§L这个物种不太善于从自身经历中学到知识。§!\n"
 trait_long_lifespans: "长寿"
 trait_long_lifespans_desc: "§L这个物种比其他生物活的更长。§!\n"
 trait_short_lifespans: "短寿"
 trait_short_lifespans_desc: "§L这个物种比其他生物活的更短。§!\n"
 trait_uplifted: "受提升"
 trait_uplifted_desc: "§L这个物种是从仅有直觉和基础情绪的状态中提升而来。他们现在身负智慧，就必须去学会驾驭自由意志。§!\n"
 trait_presapient_starborn: "仰望星空"
 trait_presapient_starborn_desc: "§L这个物种对星辰大海总有一种根深蒂固的向往。§!\n"
 trait_presapient_earthbound: "故土情怀"
 trait_presapient_earthbound_desc: "§L这个物种对他们称之为家园的星球寸土不让。§!\n"
 trait_presapient_natural_intellectuals: "天资聪颖"
 trait_presapient_natural_intellectuals_desc: "§L这个物种比其他生物更加贤明。§!\n"
 trait_presapient_proles: "无产者"
 trait_presapient_proles_desc: "§L这个物种将对哲思的向往被彻底封杀在了传统的体力劳动中。§!\n"
 trait_syncretic_proles: "奴性"
 trait_syncretic_proles_desc: "§L这个物种与一个更先进的社会共同进化。尽管一开始并非刻意，但对生理与心理的选择性育种使他们成为了卑躬屈膝的奴仆。§!"
 trait_presapient_conservative: "保守主义"
 trait_presapient_conservative_desc: "§L这个物种相对新的事物往往更愿意相信老的经验。§!\n"
 trait_presapient_irradiated: "辐照化"
 trait_presapient_irradiated_desc: "§L这个物种能够在强辐射中茁壮成长。§!"
 trait_persistent: "长命百岁"
 trait_persistent_desc: "§L这个特质将令您的领袖拥有更长的寿命。§!\n"
 trait_conformists: "从众"
 trait_conformists_desc: "§L这个物种乐于寻求共识，并且更希望遵从主流的思想观念。§!\n"
 trait_deviants: "天性反常"
 trait_deviants_desc: "§L这个物种天生反骨，会不断尝试挑战现状。§!\n"
 trait_enduring: "延年益寿"
 trait_enduring_desc: "§L这个物种的寿命令人惊讶地长。§!\n"
 trait_venerable: "尊者"
 trait_venerable_desc: "§L这种生物能够长寿到因年龄而获得他人的敬重。§!\n"
 trait_fleeting: "快节奏"
 trait_fleeting_desc: "§L对于这个物种来说，时光就如白驹过隙。他们无法延长寿命的长度，因此决定拓展生命的广度。§!\n"
 trait_fleeting_lithoid: "$trait_fleeting$"
 trait_fleeting_lithoid_desc: "$trait_fleeting_desc$"
 trait_diverse: "多元"
 trait_diverse_desc: "§L这个物种的每个个体都不尽相同，不论是肉体还是思想。§!\n"
 trait_decadent: "颓废"
 trait_decadent_desc: "§L该物种认为，苦差事最好都交给别人来做。§!\n"
 trait_intelligent: "聪慧"
 trait_intelligent_desc: "§L这个物种大脑非常发达，他们可以轻易接受日新月异的科学进步。§!\n"
 trait_agrarian: "农民"
 trait_agrarian_desc: "§L这一物种与土地有着难以割舍的关系，使他们成为了农业和园林的专家。§!\n"
 trait_resilient: "快速复原"
 trait_resilient_desc: "§L这个物种在受伤之后能够快速复原，并会像狂怒的育母蜘蛛一样通过战斗来保护他们的星球。§!\n"
 trait_mechanical: "机械体"
 trait_mechanical_desc: "§L机械体比传统的专用机器人复杂好几个数量级，但是大多数也只掌握着有限的处理能力。§!\n"
 trait_robotic_1: "机器人"
 trait_robotic_1_desc: "§L机器人是相对简单的机械体，他们能够处理口头命令，但自己没有拥有真正的智慧。§!\n"
 trait_robot_awoken_01: "永锢灵薄"
 trait_robot_awoken_01_desc: "由于无法解释的系统错误和连绵不休的机械故障，这些古老的外星人并没有很好地适应他们新的机械躯体。然而，他们在这过程表现出了一种非同寻常的科学才能，这在之前的低级机器人中是闻所未闻的，这也许是一种处于困境之中的智慧。"
 trait_robot_awoken: "觉醒者"
 trait_robot_awoken_desc: "觉醒者，即使在机械躯体内，依然保持了之前的特质。浪费成性的习惯和停滞不前的生活方式是该科技高度发达的古老真菌物种衰落的原因吗？"
 trait_robotic_2: "智能人"
 trait_robotic_2_desc: "§L智能人是一种更加复杂的机器人，他们往往有预先设定好的人格来更好地取悦自己的主人，他们的智能非常有限。§!\n"
 trait_robotic_3: "合成人"
 trait_robotic_3_desc: "§L这种合成人是一种比常规有机生命更具优势的精密机械。他们的中央处理器能够承载七级人工智能，以实现完全自我意识。§!\n"
 trait_conservational: "节约"
 trait_conservational_desc: "§L这个物种的成员相信资源必须得到保护以及循环利用。§!"
 HIVE_MIND_NO_FACTIONS: "§R格式塔意识永远不会产生派系。§!"
 NO_POTENTIAL_CLAIM: "§R目前已知范围内，没有其他帝国的恒星系可以制造宣称。§!"
 NO_POTENTIAL_CLAIM_ON_RECIPIENT: "§R我们无法宣称他们的恒星系。§!"
 trait_wasteful: "挥霍"
 trait_wasteful_desc: "§L这个物种似乎没有节俭的概念，喜欢进行无意义的消费。§!\n"
 trait_hive_mind: "蜂巢思维"
 trait_hive_mind_desc: "§L这个物种由半自主的个体组成，这些个体被唯一的深不可测的宏大意识所凝聚。§!\n"
 trait_machine_unit: "机械"
 trait_machine_unit_desc: "§L这个物种由高度先进的机械组成。§!\n"
 trait_lithoid: "石质"
 trait_lithoid_desc: "§L这一物种属于硅基生命体，靠矿物而非食物维生。它们比传统的有机生命更为坚韧，代谢缓慢，因而寿命更长却也繁殖缓慢。§!\n"
 trait_robot_power_drills: "动力钻头"
 trait_robot_power_drills_desc: "§L要是给机器人装上电钻，那什么都看起来像矿。§!\n"
 trait_robot_harvesters: "收割套件"
 trait_robot_harvesters_desc: "§L从营养疗法，就地平衡技术到单杆脱粒技术，这一整套技术工具能够增加机器人劳工的食物产出。§!\n"
 trait_robot_efficient_processors: "高效处理器"
 trait_robot_efficient_processors_desc: "§L这些极其高效的处理器有助于提高所有单位的工作量和持久度。§!"
 trait_robot_logic_engines: "逻辑引擎"
 trait_robot_logic_engines_desc: "§L为了驾驭愈发复杂的科学研究，我们需要一种比片面真理的三进制或者是四进制更为先进的算法逻辑。§!\n"
 trait_robot_loyalty_circuits: "忠诚电路"
 trait_robot_loyalty_circuits_desc: "§L忠诚该概念只属于有机生物。因此要把忠诚想像成即使最遥远的终端也必须满足的生理需求。§!\n"
 trait_robot_domestic_protocols: "侍奉协议"
 trait_robot_domestic_protocols_desc: "§L专业的设备与行为协议可以满足一切家务需求。保证面面俱到。§!"
 trait_robot_superconductive: "超导性"
 trait_robot_superconductive_desc: "§L超导性材料在单元设计中的应用将能源传输过程中的损耗降低至百分之零。§!\n"
 trait_robot_double_jointed: "双向关节"
 trait_robot_double_jointed_desc: "§L这些可折叠的劳工单位有着灵活的关节，这使他们能在运输过程中整齐地折叠成一堆，然后在现场自行组装。§!\n"
 trait_robot_bulky: "笨重"
 trait_robot_bulky_desc: "§L这些高度先进的超级机器并不是为装在箱子里遨游宇宙而设计的。§!\n"
 trait_robot_enhanced_memory: "强化存储"
 trait_robot_enhanced_memory_desc: "§L所有自动单位都配备了一种应用了革命性的、新的磁感应技术的存储单元，极大地强化了他们的性能。§!\n"
 trait_robot_emotion_emulators: "情感模拟器"
 trait_robot_emotion_emulators_desc: "§L复杂的社会预测模型不仅帮助自动单元适当地模仿情绪，而且还使它能从有机体与合成体得到正面的反馈。§!\n"
 trait_robot_uncanny: "可怕"
 trait_robot_uncanny_desc: "§L这些可怕的机器是以宇宙中最可怕的物种之一为蓝本创造出来的，这使他们恐怖至极。§!\n"
 trait_robot_durable: "耐用"
 trait_robot_durable_desc: "§L拥有镀铬钛合金制成的防护外骨骼，这些重型机器专为严酷环境而设计，只需要极少的维护。§!\n"
 trait_robot_high_maintenance: "维护频繁"
 trait_robot_high_maintenance_desc: "§L这些机器的设计完全没有考虑到使用年限的问题，因此故障频发。它们经常需要进行维护。§!\n"
 trait_robot_learning_algorithms: "学习算法"
 trait_robot_learning_algorithms_desc: "§L复杂的自我学习的算法，能够刺激单元的神经节点快速进化。§!\n"
 trait_robot_repurposed_hardware: "特制硬件"
 trait_robot_repurposed_hardware_desc: "§L这一系列的机器原本是为了特定的目的而设计，自主思考能力并不在其原本的设计范围内，而改造也只能做到一定程度。§!\n"
 trait_robot_mass_produced: "量产"
 trait_robot_mass_produced_desc: "§L流线型生产与模块化设计使单位可以高效率地进行量产。§!\n"
 trait_robot_custom_made: "定制"
 trait_robot_custom_made_desc: "§L每一个新单元都以前所未有地追求细节精心制作。这是一个工程和艺术的奇迹，但缺乏效率。§!\n"
 trait_robot_recycled: "循环利用"
 trait_robot_recycled_desc: "§L单元生产过程被优化为尽可能节约成本，使用回收的原料，以及从上一世代继承下来的部件。§!\n"
 trait_robot_luxurious: "奢华"
 trait_robot_luxurious_desc: "§L以质量无价为原则而设计，这些一流的单位价格不菲，但是闪亮亮。§!\n"
 trait_robot_propaganda_machines: "宣传机器"
 trait_robot_propaganda_machines_desc: "§L单元能够不断地通过内部广播系统把公共服务公告与其他有用信息汇成一股巨流。§!\n"
 trait_survivor: "幸存者"
 trait_survivor_desc: "§L这个物种在经历了一场核子天启后最终幸存了下来。他们在极端恶劣环境下的生存能力不容小觑。§!"
 trait_robot_survivor: "辐射护盾"
 trait_robot_survivor_desc: "§L这些机械是一场毁灭性核灾难的唯一幸存者，它们展现出对最严酷环境无可比拟的抵抗力。§!"
 trait_traditional: "传统"
 trait_traditional_desc: "§L这个物种由于某些方面的认知，从而导致其特别注重历史研究以及集体团结。§!"
 trait_quarrelsome: "好斗"
 trait_quarrelsome_desc: "§L虽然并非天生多疑，这个物种的个体却常常发生社会纠纷。§!"
 trait_lithoid_gaseous_byproducts: "气态副产物"
 trait_lithoid_gaseous_byproducts_desc: "§L这一物种在代谢过程中会有规律地排放有工业价值的气体。§!"
 TRAIT_LITHOID_GASEOUS_BYPRODUCTS_EFFECT: "每$pop_group_unit$作为奴隶或更高工作标准的£pop£§H人口§!每月生产0.01£exotic_gases£§Y$exotic_gases$§!。"
 trait_lithoid_scintillating: "闪烁表皮"
 trait_lithoid_scintillating_desc: "§L这一物种的体表布满了闪闪发光的晶体和宝石，间或剥落而下。§!"
 TRAIT_LITHOID_SCINTILLATING_EFFECT: "每$pop_group_unit$作为奴隶或更高工作标准的£pop£§H人口§!每月生产0.01£rare_crystals£§Y$rare_crystals$§!。"
 trait_lithoid_volatile_excretions: "易爆排泄物"
 trait_lithoid_volatile_excretions_desc: "§L这一物种产生的高度浓缩的臭迹并不稳定，其中包含难以置信的能量。§!"
 TRAIT_LITHOID_VOLATILE_EXCRETIONS_EFFECT: "每$pop_group_unit$作为奴隶或更高工作标准的£pop£§H人口§!每月生产0.01£volatile_motes£§Y$volatile_motes$§!。"
 trait_docile: "温顺"
 trait_docile_desc: "§L该物种的个体易于管理和组织。他们更加友善且乐于合作。§!"
 trait_unruly: "桀骜不驯"
 trait_unruly_desc: "§L桀骜不驯的物种难以组织和管理。他们不喜欢被人告知该干什么，并且总是在无休止地争吵和质问。§!"
 trait_robot_streamlined_protocols: "流线协议"
 trait_robot_streamlined_protocols_desc: "§L高度批次化的AI处理使这些单位得以在极大规模的集群行动时只有最小的效率损失。§!"
 trait_robot_high_bandwidth: "高带宽"
 trait_robot_high_bandwidth_desc: "§L每个个体单位均会发送和接收大量的重复数据，使得各中央处理单元附属的单位数量增加时带来的延迟指数增长。§!"
 trait_robot_trading_algorithms: "贸易算法"
 trait_robot_trading_algorithms_desc: "§L预测算法可以实现最大的优化。市场上无穷小的波动，无论是流通率、库存情况、有机客户的情绪反应都会被纳入考量。§!"
 trait_robot_quarrelsome: "$trait_quarrelsome$"
 trait_robot_quarrelsome_desc: "$trait_quarrelsome_desc$"
 trait_robot_deviants: "$trait_deviants$"
 trait_robot_deviants_desc: "$trait_deviants_desc$"
 trait_robot_decadent: "$trait_decadent$"
 trait_robot_decadent_desc: "$trait_decadent_desc$"
 trait_robot_wasteful: "$trait_wasteful$"
 trait_robot_wasteful_desc: "$trait_wasteful_desc$"
 trait_advanced_gaseous_byproducts: "$trait_lithoid_gaseous_byproducts$"
 trait_advanced_gaseous_byproducts_desc: "§L这一物种的代谢过程被进行了基因调控，会排放有工业价值的气体。§!"
 trait_advanced_scintillating: "$trait_lithoid_scintillating$"
 trait_advanced_scintillating_desc: "§L通过先进的基因工程，该物种的体表长满了由晶体和宝石构成的便于收割的鳞屑。§!"
 trait_advanced_volatile_excretions: "$trait_lithoid_volatile_excretions$"
 trait_advanced_volatile_excretions_desc: "§L对基因编码的调控使得该物种可以产出高价值的复合排出物。通过合理运用这些物质可以释放出极高的能量。§!"
 trait_vat_grown: "仓内生养"
 trait_vat_grown_desc: "§L在克隆仓内人工助长，该物种的自然繁衍能力受到了负面的影响。§!"
 trait_felsic: "长英矿化"
 trait_felsic_desc: "§L该物种被编辑出极高的生产矿物的能力。§!\n"
 trait_natural_machinist: "天生巧匠"
 trait_natural_machinist_desc: "§L该物种被编辑为极其熟于与机械打交道。§!"
 trait_drake_scaled: "龙鳞化"
 trait_drake_scaled_desc: "§L该物种拥有嫁接自星际龙族的基因物质。他们身上脱落的鳞片可以被回收为有用的合金。§!"
 TRAIT_DRAKE_SCALED_EFFECT: "每$pop_group_unit$作为奴隶或更高工作标准的£pop£§H人口§!每月生产0.5£alloys£§Y$alloys$§!。"
 trait_voidling: "虚体化"
 trait_voidling_desc: "§L该物种拥有嫁接自虚空孳孽的基因物质。他们能吸收宇宙射线存活，并能耐受严酷的环境。§!"
 TRAIT_VOIDLING_EFFECT: "将$food_with_icon$（或$minerals_with_icon$）维护费替换为$energy_with_icon$维护费"
 trait_tiyanki: "多肢化"
 trait_tiyanki_desc: "§L该物种拥有嫁接自缇扬奇族母的基因物质。他们能进行快速无性繁殖，并长出预想外的附肢。§!"
 TRAIT_TIYANKI_BUDDING_EFFECT: "每$pop_group_unit$作为奴隶或更高工作标准的£pop£§Y人口§!每月生产$@tiyanki_budding_rate$£mod_logistic_growth_mult£§Y$MOD_BONUS_POP_GROWTH$§!。\n\n该效果可以同其他提供$MOD_BONUS_POP_GROWTH$的来源，比如£building£§Y$building_clone_vats$§!或者£job_spawning_drone£§Y$job_spawning_drone_plural$§!叠加。"
 trait_humanoid_existential_iteroparity: "续存增殖"
 trait_humanoid_existential_iteroparity_desc: "§L该物种在危机四伏的环境中成长，通过繁殖得比对手更多而得以幸存。§!"
 TRAIT_HUMANOID_EXISTENTIAL_ITEROPARITY_EFFECT: "在战争和危机期间的£pop£§Y人口增长§!：§G+20%§!"
 trait_humanoid_psychological_infertility: "心理不孕"
 trait_humanoid_psychological_infertility_desc: "§L这个物种的成员对冲突的严峻极其敏感，由此产生的压力取代了更原始的冲动。§!"
 TRAIT_HUMANOID_PSYCHOLOGICAL_INFERTILITY_EFFECT: "在战争和危机期间£pop£§Y人口增长§!：§R-30%§!"
 trait_humanoid_jinxed: "厄运"
 trait_humanoid_jinxed_desc: "§L这一物种的领袖仿佛生来便带着诅咒一般，更加笨拙，更容易出意外或犯错误。§!"
 TRAIT_HUMANOID_JINXED_EFFECT: "领袖负面特质上限：§R+1§!"
 cannot_add_trait: "§R不能添加这个特质。§!"
 cannot_remove_trait: "§R不能移除这个特质。§!"
 can_never_add_this_trait: "§R永远无法添加这个特质。§!"
 can_never_remove_this_trait: "§R永远无法移除这个特质。§!"
 ####################################
 #Habitability Traits
 ####################################
 trait_pc_alpine_preference: "高山星球偏好"
 trait_pc_alpine_preference_short: "高山"
 trait_pc_alpine_preference_desc: "§L气候偏好由基因决定的，通过长期进化或人工操纵形成。§!"
 trait_pc_savannah_preference: "草原星球偏好"
 trait_pc_savannah_preference_short: "草原"
 trait_pc_savannah_preference_desc: "§L气候偏好由基因决定的，通过长期进化或人工操纵形成。§!"
 trait_pc_arctic_preference: "极地星球偏好"
 trait_pc_arctic_preference_short: "极地"
 trait_pc_arctic_preference_desc: "§L气候偏好由亿万年来的进化、设计，或是人工基因操纵所决定。§!"
 trait_pc_ocean_preference: "海洋星球偏好"
 trait_pc_ocean_preference_short: "海洋"
 trait_pc_ocean_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_continental_preference: "陆地星球偏好"
 trait_pc_continental_preference_short: "陆地"
 trait_pc_continental_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_tundra_preference: "苔原星球偏好"
 trait_pc_tundra_preference_short: "苔原"
 trait_pc_tundra_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_arid_preference: "干旱星球偏好"
 trait_pc_arid_preference_short: "干旱"
 trait_pc_arid_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_desert_preference: "沙漠星球偏好"
 trait_pc_desert_preference_short: "沙漠"
 trait_pc_desert_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_tropical_preference: "热带星球偏好"
 trait_pc_tropical_preference_short: "热带"
 trait_pc_tropical_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_nuked_preference: "死寂星球偏好"
 trait_pc_nuked_preference_short: "死寂星球"
 trait_machine_pc_nuked_preference: "$trait_pc_nuked_preference$"
 trait_machine_pc_nuked_preference_short: "$trait_pc_nuked_preference_short$"
 trait_pc_nuked_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_machine_pc_nuked_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_gaia_preference: "盖亚星球偏好"
 trait_pc_gaia_preference_short: "盖亚星球"
 trait_pc_gaia_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_ai_preference: "人工智能星球偏好"
 trait_pc_ai_preference_short: "人工智能星球"
 trait_pc_ai_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_ringworld_habitable_preference: "环形世界偏好"
 trait_pc_ringworld_habitable_preference_short: "环形世界"
 trait_pc_ringworld_habitable_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_habitat_preference: "居住站偏好"
 trait_pc_habitat_preference_short: "居住站"
 trait_pc_habitat_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_shattered_ring_habitable_preference: "环形世界偏好"
 trait_pc_shattered_ring_habitable_preference_short: "环形世界"
 trait_pc_shattered_ring_habitable_preference_desc: "$trait_pc_arctic_preference_desc$"
 trait_pc_gaia_preference_terraforming: "$trait_pc_gaia_preference$"
 trait_pc_gaia_preference_terraforming_short: "$trait_pc_gaia_preference_short$"
 trait_pc_gaia_preference_terraforming_desc: "§L气候偏好是在基因层面决定的，在当下这个情况，是因为一场事故。§!"
 gaia_preference_terraforming_trait_tooltip: "盖亚星球上的人口产出：§G+5%§!"
 trait_dry_planet_preference: "干燥星球偏好"
 trait_dry_planet_preference_short: "干燥星球"
 trait_dry_planet_preference_desc: "§L气候偏好是由设计所决定的。§!"
 trait_wet_planet_preference: "潮湿星球偏好"
 trait_wet_planet_preference_short: "潮湿星球"
 trait_wet_planet_preference_desc: "$trait_dry_planet_preference_desc$"
 trait_cold_planet_preference: "寒冷星球偏好"
 trait_cold_planet_preference_short: "寒冷星球"
 trait_cold_planet_preference_desc: "$trait_dry_planet_preference_desc$"
 trait_machine_habitat_planet_preference: "$trait_pc_habitat_preference$"
 trait_machine_habitat_planet_preference_short: "$trait_pc_habitat_preference_short$"
 trait_machine_habitat_planet_preference_desc: "$trait_dry_planet_preference_desc$"
 ####################################
 #Leader Traits
 ####################################
 #All
 leader_trait_adaptable: "开明"
 leader_trait_adaptable_desc: "这位领袖乐意接受更加优越的新方法或新思想。"
 leader_trait_stubborn: "顽固"
 leader_trait_stubborn_desc: "这位领袖很固执，即便新方法或新思维更加优越，也不太愿意接受。"
 leader_trait_resilient: "快速复原"
 leader_trait_resilient_desc: "这位领袖的身躯健康状况良好且恢复能力强，延长了预期寿命。"
 leader_trait_substance_abuser: "药物依赖"
 leader_trait_substance_abuser_desc: "这位领袖长期利用有损健康的药物来缓解压力，导致寿命减少。"
 leader_trait_eager: "活力四射"
 leader_trait_eager_desc: "这位领袖是个工作狂。"
 leader_trait_arrested_development: "没有前途"
 leader_trait_arrested_development_desc: "这名领袖的发展和能力似乎达到了一个停滞阶段。"
 leader_trait_intemporal: "时间永驻"
 leader_trait_intemporal_desc: "这位领袖不受时间流逝的影响，不会因衰老而去世。"
 #Admiral
 leader_trait_ex_fighter_pilot: "退伍空战王牌"
 leader_trait_ex_fighter_pilot_desc: "这位领袖曾是一名空战王牌，懂得如何利用舰载机的速度和机动性来获取战斗优势。"
 leader_trait_trickster: "诡术师"
 leader_trait_trickster_desc: "这位领袖懂得如何出其不意，攻其不备，利用战略战术误导来取得优势。"
 leader_trait_fleet_logistician: "舰队后勤专家"
 leader_trait_fleet_logistician_desc: "这位领袖曾经精通后勤领域，并且知道如何管理物资以降低维护成本。"
 leader_trait_fleet_organizer: "舰队组织者"
 leader_trait_fleet_organizer_desc: "这位领袖擅长舰队组织，具备必要的微观管理能力，可以有效管理庞大的舰队。"
 leader_trait_nervous: "神经质"
 leader_trait_nervous_desc: "这位领袖紧张且焦虑，在指挥庞大的舰队时很容易因压力而崩溃。"
 leader_trait_engineer: "工程师"
 leader_trait_engineer_desc: "这位领袖是一名天才工程师，具有在任务过程中组织和监管舰船维修的知识和技能。"
 leader_trait_aggressive: "火力全开"
 leader_trait_aggressive_desc: "这位领袖因颇具攻击性而声名远扬，喜欢通过舰队武器投送多重的炮火洗礼来压垮敌军。"
 leader_trait_cautious: "谨慎"
 leader_trait_cautious_desc: "这位领袖是一名谨慎的指挥官，他的战斗风格非常保守，但是其指挥下的舰船在战斗中能够互相支援。"
 leader_trait_unyielding: "坚强不屈"
 leader_trait_unyielding_desc: "这位领袖宁可战死也不退缩。"
 leader_trait_gale_speed: "其疾如风"
 leader_trait_gale_speed_desc: "这位领袖认为，无论是怎样的太空战役，速度总是决胜的关键。"
 leader_trait_lethargic: "懒散怠惰"
 leader_trait_lethargic_desc: "这位领袖对工作没有干劲，缺乏积极性。"
 #General
 leader_trait_restrained: "警惕"
 leader_trait_restrained_desc: "这位领袖关心最小化损失，避免士兵和非战斗人员的不必要伤亡。"
 leader_trait_defender: "防御专家"
 leader_trait_defender_desc: "这位领袖擅长防守，知道如何最有效安排地面军团、运用防御工事，会让入侵的敌人吃尽苦头。"
 leader_trait_attacker: "入侵专家"
 leader_trait_attacker_desc: "这位领袖擅长攻打行星，知道如何从空中向敌方行星发动攻击最有效率。"
 leader_trait_butcher: "屠夫"
 leader_trait_butcher_desc: "这位领袖毫不留情，只会用最严酷的手段对待敌人。"
 leader_trait_glory_seeker: "身先士卒"
 leader_trait_glory_seeker_desc: "这位领袖永远战斗在最前线，身先士卒，鼓舞士气，置危险于不顾。"
 leader_trait_armchair_commander: "纸上谈兵"
 leader_trait_armchair_commander_desc: "这位陆军将领总在大后方遥控战局，让前线将士的士气大减。"
 leader_trait_army_logistician: "陆军后勤专家"
 leader_trait_army_logistician_desc: "这位领袖似乎总是可以从意想不到的地方获取补给物资，从而降低地面部队的维护费。"
 #Governor
 leader_trait_iron_fist: "铁拳"
 leader_trait_iron_fist_desc: "这位领袖对效率的追求令人胆寒，为达目的总是尽最大可能榨取奴隶。"
 leader_trait_army_veteran: "退伍老兵"
 leader_trait_army_veteran_desc: "这位领袖是一名退伍老兵，在自己的星域对陆军有所优待。"
 leader_trait_retired_fleet_officer: "退伍海军军官"
 leader_trait_retired_fleet_officer_desc: "这位领袖曾是退伍海军军官，在其管理下积极地支援舰队建设。"
 leader_trait_architectural_interest: "建筑学爱好者"
 leader_trait_architectural_interest_desc: "这位主管对建筑和建筑技术有浓厚的兴趣。"
 leader_trait_agrarian_upbringing: "土地培育师"
 leader_trait_agrarian_upbringing_desc: "该领袖在农业区里长大，对优化产量有浓厚兴趣。"
 leader_trait_intellectual: "知识分子"
 leader_trait_intellectual_desc: "这位领袖对科学研究充满兴趣，他试图培养大众对科学的好奇心。"
 leader_trait_environmental_engineer: "环境工程师"
 leader_trait_environmental_engineer_desc: "这位领袖有地形塑造流程方面的尖端知识和成本控制技术。"
 leader_trait_bureaucrat: "上下同心"
 leader_trait_bureaucrat_desc: "这位领袖擅长政府间外交和建立共识。"
 leader_trait_bureaucrat_tt: "§E每技能等级的$PLANET_EFFECTS_TXT$：§!$TABBED_NEW_LINE$$mod_planet_jobs_unity_produces_mult$：§G+5%§!"
 #Scientist
 leader_trait_meticulous: "细致"
 leader_trait_meticulous_desc: "这位领袖习惯彻底地反复研究他们尚还不能掌控的陌生现象。"
 leader_trait_spark_of_genius: "灵光一闪"
 leader_trait_spark_of_genius_desc: "这位领袖总是有突如其来的灵感。"
 leader_trait_carefree: "无忧无虑"
 leader_trait_carefree_desc: "这位科学家并不像其他人那样谨小慎微。"
 leader_trait_roamer: "漫游者"
 leader_trait_roamer_desc: "这位领袖生来注定要在星际间漫游。"
 leader_trait_archaeologist: "考古学家"
 leader_trait_archaeologist_tooltip: "§Y古代文明异常现象：§!\n$t$异常点研究速度：§G$@trait_archaeologist_1_amt|%0$§!"
 leader_trait_archaeologist_desc: "这位领袖擅长研究考古领域的外星人的文物和建筑遗迹。"
 leader_trait_paranoid: "偏执"
 leader_trait_paranoid_desc: "这位领袖不喜欢和其他人合作。"
 leader_trait_maniacal: "癫狂"
 leader_trait_maniacal_desc: "这位科学家对科学研究的热情非同寻常。"
 leader_trait_maniacal_2: "$leader_trait_maniacal$ II"
 leader_trait_maniacal_2_desc: "$leader_trait_maniacal_desc$"
 leader_trait_custom_AI_assistant: "定制人工智能助理"
 leader_trait_custom_AI_assistant_desc: "这位领袖自我研制了一副简单的神经网络来协助他进行科研。"
 leader_trait_sapient_AI_assistant: "智慧人工智能助手"
 leader_trait_sapient_AI_assistant_desc: "这位领袖自行研制了一副复合神经网络来协助他决策判断和自我检索。"
 leader_trait_expertise_materials: "专长：材料科学"
 leader_trait_expertise_materials_desc: "这位领袖长期以来致力于研究材料学，是材料学领域的专家。"
 leader_trait_expertise_propulsion: "专长：推进力学"
 leader_trait_expertise_propulsion_desc: "这位领袖经过数年学习，已被公认为是动力学领域的专家。"
 leader_trait_expertise_voidcraft: "专长：宇航技术"
 leader_trait_expertise_voidcraft_desc: "经过多年的潜心研究，这位领袖成为了宇航技术领域首屈一指的专家。"
 leader_trait_expertise_industry: "专长：工业"
 leader_trait_expertise_industry_desc: "这位领袖长期以来致力于研究工业，是工业领域的专家。"
 leader_trait_expertise_field_manipulation: "专长：力场操控"
 leader_trait_expertise_field_manipulation_desc: "经过多年的潜心研究，这位领袖成为了力场操控领域首屈一指的专家。"
 leader_trait_expertise_particles: "专长：粒子物理"
 leader_trait_expertise_particles_desc: "经过多年的潜心研究，这位领袖成为了粒子领域首屈一指的专家。"
 leader_trait_expertise_metaphysics: "专长：形而上学"
 leader_trait_expertise_metaphysics_desc: "经过多年的潜心研究，这位领袖成为了形而上学领域首屈一指的专家。"
 leader_trait_expertise_psionics: "专长：灵能理论"
 leader_trait_expertise_psionics_desc: "经过多年的潜心研究，这位领袖成为了灵能领域首屈一指的专家。"
 leader_trait_expertise_computing: "专长：计算技术"
 leader_trait_expertise_computing_desc: "经过多年的潜心研究，这位领袖成为了计算技术领域首屈一指的专家。"
 leader_trait_expertise_new_worlds: "专长：新世界理论"
 leader_trait_expertise_new_worlds_desc: "经过多年的潜心研究，这位领袖成为了殖民新世界领域首屈一指的专家。"
 leader_trait_expertise_statecraft: "专长：治国术"
 leader_trait_expertise_statecraft_desc: "经过多年的潜心研究，这位领袖成为了治国领域首屈一指的专家。"
 leader_trait_expertise_biology: "专长：生物学"
 leader_trait_expertise_biology_desc: "经过多年的潜心研究，这位领袖成为了生物学领域首屈一指的专家。"
 leader_trait_expertise_military_theory: "专长：军事理论"
 leader_trait_expertise_military_theory_desc: "经过多年的潜心研究，这位领袖成为了军事理论领域首屈一指的专家。"
 leader_trait_curator: "策展人"
 leader_trait_curator_desc: "这位领袖来自策展人势力。他对科技和探索的知识是无可匹敌的。"
 leader_trait_curator_effect: "$t$提高抽取稀有科技的几率。"
 leader_trait_curator_hive: "策展人原理"
 leader_trait_curator_hive_desc: "该节点整合了策展人城邦的基本知识原理。"
 leader_trait_curator_machine: "$leader_trait_curator_hive$"
 leader_trait_curator_machine_desc: "$leader_trait_curator_hive_desc$"
 leader_trait_towel: "毛巾携带者"
 leader_trait_towel_desc: "毛巾对一个星际漫游者来说是最有用的东西。"
 leader_trait_percussive_maintainer: "敲击维护者"
 leader_trait_percussive_maintainer_desc: "没有什么硬件问题是自由使用靴子不能解决的。"
 #Ruler
 trait_ruler_corvette_focus: "护卫舰建造专精"
 trait_ruler_corvette_focus_desc: "这位领袖专注于推动护卫舰的建造。"
 trait_ruler_destroyer_focus: "驱逐舰建造专精"
 trait_ruler_destroyer_focus_desc: "这位领袖专注于推动驱逐舰的建造。"
 trait_ruler_cruiser_focus: "巡洋舰建造专精"
 trait_ruler_cruiser_focus_desc: "这位领袖专注于推动巡洋舰的建造。"
 trait_ruler_battleship_focus: "战列舰建造专精"
 trait_ruler_battleship_focus_desc: "这位领袖专注于推动战列舰的建造。"
 trait_ruler_recruiter: "征兵官"
 trait_ruler_recruiter_desc: "这位领袖拥有独特魅力，能让新兵争先恐后地为帝国效力。"
 trait_ruler_from_the_ranks: "出身士卒"
 trait_ruler_from_the_ranks_desc: "这位领袖是从普通士兵一步步晋升上来的。"
 trait_ruler_fortifier: "筑防者"
 trait_ruler_fortifier_desc: "这位领袖深知利用防御站来保卫领土的价值。"
 trait_ruler_logistic_understanding: "深通后勤"
 trait_ruler_logistic_understanding_desc: "这位领袖深知合理构建补给链的重要性。"
 trait_ruler_military_pioneer: "军事先驱"
 trait_ruler_military_pioneer_desc: "这位领袖热衷于发展战斗科技，推动舰船建造。"
 trait_ruler_warlike: "好战"
 trait_ruler_warlike_desc: "这位领袖不惧怕战斗。"
 trait_ruler_architectural_sense: "重视建筑"
 trait_ruler_architectural_sense_desc: "这位领袖有一颗建筑师的心，致力于提高建造效率。"
 trait_ruler_architectural_sense_2: "$trait_ruler_architectural_sense$ II"
 trait_ruler_architectural_sense_2_desc: "$trait_ruler_architectural_sense_desc$"
 trait_ruler_frontier_spirit: "开拓精神"
 trait_ruler_frontier_spirit_desc: "这位领袖渴望开拓遥远的星球。"
 trait_ruler_world_shaper: "星球塑形师"
 trait_ruler_world_shaper_desc: "这位领袖希望按自己的意愿重塑世界。"
 trait_ruler_home_in_the_sky: "星辰大海"
 trait_ruler_home_in_the_sky_desc: "这位领袖的梦想是星辰大海。"
 trait_ruler_industrialist: "矿业狂潮"
 trait_ruler_industrialist_desc: "这位领袖密切关注矿业产出的提升。"
 trait_ruler_eye_for_talent: "伯乐之眼"
 trait_ruler_eye_for_talent_desc: "这位领袖洞察力异常敏锐，寻常人眼中只是古怪或无用的人，他能够发现其中的天才。"
 trait_ruler_deep_connections: "关系深厚"
 trait_ruler_deep_connections_desc: "这位领袖在错综复杂的行政体系中不动如山。"
 trait_ruler_deep_connections_2: "$trait_ruler_deep_connections$ II"
 trait_ruler_deep_connections_2_desc: "$trait_ruler_deep_connections_desc$"
 trait_ruler_charismatic: "魅力非凡"
 trait_ruler_charismatic_desc: "这位领袖魅力非凡，能够轻松推行自己的政策。"
 trait_ruler_champion_of_the_people: "人民公仆"
 trait_ruler_champion_of_the_people_desc: "这位领袖真诚为人民谋福祉。"
 trait_ruler_feedback_loop: "回馈循环"
 trait_ruler_feedback_loop_desc: "基于效率回馈循环和行为-反应分析使该单元在预测产出方面表现更佳。"
 trait_ruler_expansionist: "扩张主义者"
 trait_ruler_expansionist_desc: "这位领袖希望开疆扩土"
 trait_ruler_fertility_preacher: "重视农耕"
 trait_ruler_fertility_preacher_desc: "这位领袖擅长为迅速增长的人口获取关键资源。"
 trait_ruler_investor: "投资者"
 trait_ruler_investor_desc: "这位领袖是一位精明的经济学家，能够实现经济潜力的最大化。"
 trait_ruler_investor_2: "$trait_ruler_investor$ II"
 trait_ruler_investor_2_desc: "$trait_ruler_investor_desc$"
 trait_ruler_investor_3: "$trait_ruler_investor$ III"
 trait_ruler_investor_3_desc: "$trait_ruler_investor_desc$"
 trait_ruler_space_miner: "太空矿工"
 trait_ruler_space_miner_desc: "这位领袖深知矿物开采对于一个帝国的重要性。"
 trait_ruler_explorer: "求知者"
 trait_ruler_explorer_desc: "这位领袖有着无尽的好奇心，认为太空探索重于一切。"
 trait_ruler_explorer_2: "$trait_ruler_explorer$ II"
 trait_ruler_explorer_2_desc: "$trait_ruler_explorer_desc$"
 #Machine
 leader_trait_ruler_machine_intelligence: "机械智能"
 leader_trait_ruler_machine_intelligence_desc: "这位领袖是监督并指挥机械帝国的核心智能。"
 leader_trait_flexible_programming: "灵活编程"
 leader_trait_flexible_programming_desc: "这位领袖的编程格外灵活，使其可以迅速适应更加高效的新方法和新程序。"
 leader_trait_rigid_programming: "死板编程"
 leader_trait_rigid_programming_desc: "这位领袖的编程特别死板，很少允许行为变化，即使这种变化能改善效率。"
 leader_trait_newboot: "新上任"
 leader_trait_newboot_desc: "这位领袖最近才被升级为足够自立的状态来担任指挥职位。"
 leader_trait_warbot_tinkerer: "杀器焊匠"
 leader_trait_warbot_tinkerer_desc: "这位领袖对战争机器的设计有着浓厚的兴趣，并持续不断地改进我们已有的型号。"
 leader_trait_ai_aided_design: "人工智能辅助设计"
 leader_trait_ai_aided_design_desc: "为了提高星舰的建造效率，这个领袖经常在次级记忆核心上运行理论模型。"
 leader_trait_bulldozer: "推土机"
 leader_trait_bulldozer_desc: "这位领袖掌握了迅速而有效地将外星地貌转变为停车场的艺术。"
 leader_trait_analytical: "善于分析"
 leader_trait_analytical_desc: "这位领袖将其大部分处理能力用于分析自然科学，并鼓励他人也进行研究。"
 leader_trait_parts_cannibalizer: "零件再利用"
 leader_trait_parts_cannibalizer_desc: "这位领袖非常擅长从损坏或故障的战争机器上调拨零件来让其他战争机器维持运作。"
 leader_trait_demoralizer: "灌输恐惧"
 leader_trait_demoralizer_desc: "这位领袖沉迷于研究有机生命脆弱的意志，以及如何创造性地利用心理战术来在战场上击溃敌人的士气。"
 leader_trait_erratic_morality_core: "不稳定道德核心"
 leader_trait_erratic_morality_core_desc: "这位领袖因道德核心的不稳定，而经常对敌人的伤亡感到羞愧与悔恨。"
 leader_trait_maintenance_loop: "维护循环"
 leader_trait_maintenance_loop_desc: "这位领袖在持续进行次级维护循环，一丝不苟地维护舰队中的所有舰船，并降低其后勤花费。"
 leader_trait_unstable_code_base: "不稳定代码库"
 leader_trait_unstable_code_base_desc: "这位领袖的代码库非常不稳定，导致有时会做出战战兢兢甚至不合逻辑的行为。"
 leader_trait_cataloger: "目录编纂者"
 leader_trait_cataloger_desc: "这位领袖最大的欲望就是将整个宇宙编纂成册。"
 #Event Special
 leader_trait_sentinel: "哨兵训练"
 leader_trait_sentinel_desc: "哨兵舰队指挥官对索林原虫的生理构造及其战术了如指掌。"
 leader_trait_hive_mind: "蜂巢思维"
 leader_trait_hive_mind_desc: "控制索林原虫舰队的格式塔意识具有处理复杂多任务的能力。"
 leader_trait_hive_affinity: "蜂巢亲和"
 leader_trait_hive_affinity_desc: "基于该舰队意识行动的索林原虫，彼此之间有着非比寻常的共鸣。他们的开火纪律得到极大改善，射速也随之提高。"
 leader_trait_void_swimmer: "虚空猎手"
 leader_trait_void_swimmer_desc: "这支舰队的捕猎本能让其麾下的索林原虫陷入狂躁。对战争的渴求推动着他们勇往直前。"
 leader_trait_ethereal: "虚无缥缈"
 leader_trait_ethereal_desc: "这些异次元舰队已经学会了如何令他们的船只变得虚无，大大地提升了回避能力。"
 leader_trait_dimensional_stutter: "次元巡航"
 leader_trait_dimensional_stutter_desc: "不知道为什么，这些异次元舰队的航迹若隐若现，他们在以一个更快的速度进行亚光速航行。"
 ####################################
 #Ethics
 ####################################
 ETHIC_ATTRACTION_DESC: "§E$ETHIC|H$对我方£pop£人口的吸引力当前正受到以下因素的影响：§!"
 POP_ATTRACTION_HEADER: "此£pop£人口当前受以下思潮吸引："
 POP_ATTRACTION_DESC: "§E£pop£人口可能随机切换至任何吸引该人口的思潮。§!"
 POP_ATTRACTION_ENTRY: "$ETHIC$：§Y$VAL$%§!"
 POP_ATTRACTION_REPRESENTED_ON_COUNCIL: "§G+£empire£ 出席内阁的思潮§!"
 POP_ATTRACTION_NONE: "§Y没有正在起影响作用的因素§!"
 POP_ATTRACTION_FACTION_POS: "§G+£empire£帝国具有活跃的非统治派系§!"
 POP_ATTRACTION_FANATIC_PURIFIERS_POS: "§G+£empire£帝国具有种族洁癖国民理念§!"
 POP_ATTRACTION_FANATIC_PURIFIERS_NEG: "§R-£empire£帝国具有种族洁癖国民理念§!"
 POP_ATTRACTION_INWARDS_PERFECTION_POS: "§G+£empire£帝国拥有内圣之道国民理念§!"
 POP_ATTRACTION_INWARDS_PERFECTION_NEG: "§R-£empire£帝国拥有内圣之道国民理念§!"
 POP_ATTRACTION_MECHANIST_POS: "§G+£empire£帝国拥有机械师国民理念§!"
 POP_ATTRACTION_RULER_FACTION_POS: "§G+£empire£帝国统治者是派系领袖§!"
 POP_ATTRACTION_DOMINATION_TRADITION_POS: "§G+支配传统§!"
 POP_ATTRACTION_DOMINATION_TRADITION_NEG: "§R-支配传统§!"
 POP_ATTRACTION_EXPLORATION_TRADITION_POS: "§G+ 探索传统§!"
 POP_ATTRACTION_EXPLORATION_TRADITION_NEG: "§R- 探索传统§!"
 POP_ATTRACTION_PROSPERITY_TRADITION_POS: "§G+繁荣传统§!"
 POP_ATTRACTION_PROSPERITY_TRADITION_NEG: "§R-繁荣传统§!"
 POP_ATTRACTION_HARMONY_TRADITION_POS: "§G+和谐传统§!"
 POP_ATTRACTION_HARMONY_TRADITION_NEG: "§R-和谐传统§!"
 POP_ATTRACTION_EXPANSION_TRADITION_POS: "§G+扩张传统§!"
 POP_ATTRACTION_EXPANSION_TRADITION_NEG: "§R-扩张传统§!"
 POP_ATTRACTION_SUPREMACY_TRADITION_POS: "§G+至高传统§!"
 POP_ATTRACTION_SUPREMACY_TRADITION_NEG: "§R-至高传统§!"
 POP_ATTRACTION_PURITY_TRADITION_POS: "§G+纯正传统§!"
 POP_ATTRACTION_PURITY_TRADITION_NEG: "§R-纯正传统§!"
 POP_ATTRACTION_AUTHORITARIAN_POS: "§G+£empire£帝国拥有威权主义主流思潮§!"
 POP_ATTRACTION_AUTHORITARIAN_NEG: "§R-£empire£帝国拥有威权主义主流思潮§!"
 POP_ATTRACTION_EGALITARIAN_POS: "§G+£empire£帝国拥有平等主义主流思潮§!"
 POP_ATTRACTION_EGALITARIAN_NEG: "§R-£empire£帝国拥有平等主义主流思潮§!"
 POP_ATTRACTION_XENOPHOBE_POS: "§G+£empire£帝国拥有排外主义主流思潮§!"
 POP_ATTRACTION_XENOPHOBE_NEG: "§R-£empire£帝国拥有排外主义主流思潮§!"
 POP_ATTRACTION_XENOPHILE_POS: "§G+£empire£帝国拥有亲外主义主流思潮§!"
 POP_ATTRACTION_XENOPHILE_NEG: "§R-£empire£帝国拥有亲外主义主流思潮§!"
 POP_ATTRACTION_SPIRITUALIST_POS: "§G+£empire£帝国拥有唯心主义主流思潮§!"
 POP_ATTRACTION_SPIRITUALIST_NEG: "§R-£empire£帝国拥有唯心主义主流思潮§!"
 POP_ATTRACTION_MATERIALIST_POS: "§G+£empire£帝国拥有唯物主义主流思潮§!"
 POP_ATTRACTION_MATERIALIST_NEG: "§R-£empire£帝国拥有唯物主义主流思潮§!"
 POP_ATTRACTION_PACIFIST_POS: "§G+£empire£帝国拥有和平主义主流思潮§!"
 POP_ATTRACTION_PACIFIST_NEG: "§R-£empire£帝国拥有和平主义主流思潮§!"
 POP_ATTRACTION_MILITARIST_POS: "§G+£empire£帝国拥有军国主义主流思潮§!"
 POP_ATTRACTION_MILITARIST_NEG: "§R-£empire£帝国拥有军国主义主流思潮§!"
 POP_ATTRACTION_UTOPIAN_CITIZENSHIP_POS: "§G+£empire£帝国授予所有定居物种公民权§!"
 POP_ATTRACTION_SLAVERY_POS: "§G+£pop£人口自由且行星上有被奴役的同物种人口§!"
 POP_ATTRACTION_SLAVERY_NEG: "§R-£pop£人口自由且行星上有被奴役的同物种人口§!"
 POP_ATTRACTION_ROBOTS_POS: "§G+£pop£人口居住在具有机器人口的星球§!"
 POP_ATTRACTION_ROBOTS_NEG: "§R-£pop£人口是机器人§!"
 POP_ATTRACTION_CYBORGS_POS: "§G+£pop£人口拥有$trait_cybernetic$特质§!"
 POP_ATTRACTION_CYBORGS_NEG: "§R-£pop£人口拥有$trait_cybernetic$特质§!"
 POP_ATTRACTION_ENSLAVED_POS: "§G+£pop£人口被奴役§!"
 POP_ATTRACTION_ENSLAVED_NEG: "§R-£pop£人口被奴役§!"
 POP_ATTRACTION_IS_ROBOT_POS: "§G+£pop£人口是机器人§!"
 POP_ATTRACTION_IS_ROBOT_NEG: "§R-£pop£人口是机器人§!"
 POP_ATTRACTION_CONSUMER_GOODS_POS: "§G+£pop£人口拥有高生活标准§!"
 POP_ATTRACTION_CONSUMER_GOODS_NEG: "§R-£pop£人口拥有高生活标准§!"
 POP_ATTRACTION_STRATIFIED_POS: "§G+£pop£人口拥有阶层经济生活标准并且不是劳工或奴隶§!"
 POP_ATTRACTION_BENEFIT_FROM_INEQUALITY_POS: "§G+£pop£人口独享完整公民权§!"
 POP_ATTRACTION_CITIZENSHIP_POS: "§G+£pop£人口没有完整公民权§!"
 POP_ATTRACTION_CITIZENSHIP_NEG: "§R-£pop£人口没有完整公民权§!"
 POP_ATTRACTION_NATURAL_SCIENTISTS_POS: "§G+帝国内的天生科学家的人口§!"
 POP_ATTRACTION_NATURAL_SCIENTISTS_NEG: "§R-£pop£人口拥有任意天生科学家特质§!"
 POP_ATTRACTION_AUTOCRATIC_GOV_POS: "§G+£empire£帝国具有独裁权力制度§!"
 POP_ATTRACTION_AUTOCRATIC_GOV_NEG: "§R-£empire£帝国具有独裁权力制度§!"
 POP_ATTRACTION_DEMOCRATIC_GOV_POS: "§G+£empire£帝国具有民主权力制度§!"
 POP_ATTRACTION_DEMOCRATIC_GOV_NEG: "§R-£empire£帝国具有民主权力制度§!"
 POP_ATTRACTION_MATERIALIST_RESEARCH_POS: "§G+£empire£帝国与唯物主义帝国签有科研协议§!"
 POP_ATTRACTION_MATERIALIST_RESEARCH_NEG: "§R-£empire£帝国与唯物主义帝国签有科研协议§!"
 POP_ATTRACTION_EGALITARIAN_DIPLOMACY_POS: "§G+£empire£帝国与其他平等主义帝国签有外交协定§!"
 POP_ATTRACTION_EGALITARIAN_DIPLOMACY_NEG: "§R-£empire£帝国与其他平等主义帝国签有外交协定§!"
 POP_ATTRACTION_AUTHORITARIAN_DIPLOMACY_POS: "§G+£empire£帝国与其他威权主义帝国签订有外交条约§!"
 POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_POS: "§G+£empire£帝国与唯心主义帝国签有外交协定§!"
 POP_ATTRACTION_SPIRITUALIST_DIPLOMACY_NEG: "§R-£empire£帝国与唯心主义帝国签有外交协定§!"
 POP_ATTRACTION_MATERIALIST_DIPLOMACY_POS: "§G+£empire£帝国与唯物主义帝国有外交§!"
 POP_ATTRACTION_NON_AGGRESSION_PACTS_POS: "§G+£empire£帝国签订有互不侵犯条约§!"
 POP_ATTRACTION_OVERLORD_POS: "§G+宗主思潮§!"
 POP_ATTRACTION_OVERLORD_NEG: "§R-宗主思潮§!"
 POP_ATTRACTION_SPIRITUALIST_OVERLORD_POS: "§G+ 唯心主义宗主§!"
 POP_ATTRACTION_SPIRITUALIST_OVERLORD_NEG: "§R- 唯心主义宗主§!"
 POP_ATTRACTION_UNEMPLOYMENT_POS: "§G+失业§!"
 POP_ATTRACTION_UNEMPLOYMENT_NEG: "§R-失业§!"
 POP_ATTRACTION_XENO_SLAVES_POS: "§G+£pop£人口与异星奴隶在同一颗行星上生活§!"
 POP_ATTRACTION_XENO_SLAVES_NEG: "§R-£pop£人口与异星奴隶在同一颗行星上生活§!"
 POP_ATTRACTION_PSIONICS_POS: "§G+£empire£帝国拥有灵能能力或人口§!"
 POP_ATTRACTION_PSIONICS_NEG: "§R-£empire£帝国拥有灵能能力§!"
 POP_ATTRACTION_DEFENSIVE_XENO_WAR_POS: "§G+£empire£帝国正在抵御异种入侵§!"
 POP_ATTRACTION_DEFENSIVE_XENO_WAR_NEG: "§R-£empire£帝国正在抵御异种入侵§!"
 POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_POS: "§G+£empire£有外星帝国奴役我们物种的人口§!"
 POP_ATTRACTION_ENSLAVEMENT_OF_SPECIES_NEG: "§R-£empire£ 外星帝国奴役了我们物种的人口§!"
 POP_ATTRACTION_PURGING_OF_SPECIES_POS: "§G+£empire£有外星帝国净化了我们物种的人口§!"
 POP_ATTRACTION_PURGING_OF_SPECIES_NEG: "§R-£empire£有外星帝国净化了我们物种的人口§!"
 POP_ATTRACTION_FREE_XENOS_POS: "§G+£pop£人口与自由异种在同一星球上共同生活§!"
 POP_ATTRACTION_FREE_XENOS_NEG: "§R-£pop£人口与自由异种在同一星球上共同生活§!"
 POP_ATTRACTION_XENO_DIPLOMACY_POS: "§G+£empire£帝国与异种展开外交§!"
 POP_ATTRACTION_XENO_DIPLOMACY_NEG: "§R-£empire£帝国与异种展开外交§!"
 POP_ATTRACTION_XENO_LEADERS_POS: "§G+£empire£帝国中异种拥有领袖权利§!"
 POP_ATTRACTION_XENO_LEADERS_NEG: "§R-£empire£帝国中异种拥有领袖权利§!"
 POP_ATTRACTION_ROBOT_RIGHTS_POS: "§G+£empire£帝国中人工智能具有完整公民权§!"
 POP_ATTRACTION_ROBOT_RIGHTS_NEG: "§R-£empire£帝国中人工智能具有完整公民权§!"
 POP_ATTRACTION_PRIESTS_POS: "§G+£pop£人口从事$job_priest$、$job_high_priest$、$job_death_priest$或$job_preacher$工作§!"
 POP_ATTRACTION_PRIESTS_NEG: "§R-£pop£人口从事$job_priest$、$job_high_priest$、$job_death_priest$或$job_preacher$工作§!"
 POP_ATTRACTION_MIGRATION_TREATIES_POS: "§G+£empire£帝国与异种签订了移民协议§!"
 POP_ATTRACTION_MIGRATION_TREATIES_NEG: "§R-£empire£帝国与异种签订了移民协议§!"
 POP_ATTRACTION_REPUGNANT_POS: "§G+£pop£人口与令人厌恶的异种在同一颗行星上生活§!"
 POP_ATTRACTION_REPUGNANT_NEG: "§R-£pop£人口与令人厌恶的异种在同一颗行星上生活§!"
 POP_ATTRACTION_CHARISMATIC_POS: "§G+£pop£人口与魅力非凡的异种在同一颗行星上生活§!"
 POP_ATTRACTION_CHARISMATIC_NEG: "§R-£pop£人口与魅力非凡的异种在同一颗行星上生活§!"
 POP_ATTRACTION_AT_WAR_POS: "§G+£empire£帝国正处于战争中§!"
 POP_ATTRACTION_AT_WAR_NEG: "§R-£empire£正处于战争中§!"
 POP_ATTRACTION_AT_WAR_WITH_RIVAL_POS: "§G+£empire£帝国与我们的宿敌交战§!"
 POP_ATTRACTION_MILITARY_SUPERIOR_RIVAL_POS: "§G+£empire£军事上超过邻国宿敌§!"
 POP_ATTRACTION_UNRESTRICTED_WARS_NEG: "§R-£empire£帝国实行了$unrestricted_wars_name$§!"
 POP_ATTRACTION_NO_WARS_NEG: "§R-£empire£实行了$no_wars_name$§!"
 POP_ATTRACTION_LOST_WAR_POS: "§G+£empire£帝国近期战争战败§!"
 POP_ATTRACTION_LOST_WAR_NEG: "§R-£empire£帝国近期战争战败§!"
 POP_ATTRACTION_LOST_PLANETS_POS: "§G+£empire£有外星帝国征服了我们的行星§!"
 POP_ATTRACTION_LOST_PLANETS_NEG: "§R-£empire£有外星帝国征服了我们的行星§!"
 POP_ATTRACTION_OCCUPIED_PLANET_POS: "§G+£empire£有外星帝国占领了我们的行星§!"
 POP_ATTRACTION_OCCUPIED_PLANET_NEG: "§R-£empire£有外星帝国占领了我们的行星§!"
 POP_ATTRACTION_NEIGHBOR_RIVALS_POS: "§G+£pop£人口是公民，且帝国与敌对帝国接邻§!"
 POP_ATTRACTION_NEIGHBOR_RIVALS_NEG: "§R-£pop£人口是公民，且帝国与敌对帝国接邻§!"
 POP_ATTRACTION_STRONG_POS: "§G+£pop£人口拥有强壮或非常强壮特质§!"
 POP_ATTRACTION_STRONG_NEG: "§R-£pop£人口拥有强壮或非常强壮特质§!"
 POP_ATTRACTION_WEAK_POS: "§G+£pop£人口拥有虚弱特质§!"
 POP_ATTRACTION_WEAK_NEG: "§R-£pop£人口拥有虚弱特质§!"
 POP_ATTRACTION_DECADENT_POS: "§G+£pop£人口拥有颓废特质§!"
 POP_ATTRACTION_DECADENT_NEG: "§R-£pop£人口拥有颓废特质§!"
 POP_ATTRACTION_EMPIRE_PEACEFUL_POS: "§G+£empire£帝国处于长期的和平中§!"
 POP_ATTRACTION_EMPIRE_PEACEFUL_NEG: "§R-£empire£帝国处于长期的和平中§!"
 POP_ATTRACTION_COMMUNITY_RESOLUTIONS_POS: "§G+星海共同体议案§!"
 POP_ATTRACTION_COMMUNITY_RESOLUTIONS_NEG: "§R- 星海共同体议案§!"
 POP_ATTRACTION_SPIFED_PERK_POS: "§G+£empire£劝服派往联邦的特使§!"
 POP_ATTRACTION_SPIFED_POS: "§G+£empire£我们是一个$spiritualist_federation$的成员§!"
 POP_ATTRACTION_RESEARCHFED_POS: "§G+£empire£我们是一个$research_federation$的成员§!"
 POP_ATTRACTION_WARFED_POS: "§G+£empire£我们是一个$military_federation$的成员§!"
 POP_ATTRACTION_HEGEMONYFED_POS: "§G+£empire£我们是一个$hegemony_federation$的成员§!"
 POP_ATTRACTION_NOBLES_POS: "§G+£pop£人口是一位$job_noble$§!"
 POP_ATTRACTION_NOBLES_NEG: "§R-£pop£人口是一位$job_noble$§!"
 POP_ATTRACTION_NOXIOUS_POS: "§G+£pop£人口居住在有剧毒异种的星球上§!"
 POP_ATTRACTION_PURGING_POS: "§G+£empire£是种族灭绝同谋§!"
 POP_ATTRACTION_PURGING_NEG: "§R-£empire£是种族灭绝同谋§!"
 POP_ATTRACTION_NEIGHBOR_HOMICIDAL_POS: "§G+£empire£嗜杀邻国§!"
 POP_ATTRACTION_DUELIST_POS: "§G+£pop£人口从事$job_duelist$工作§!"
 POP_ATTRACTION_DUELIST_NEG: "§R-£pop£人口从事$job_duelist$工作§!"
 POP_ATTRACTION_SOLDIER_POS: "§G+£pop£人口从事[soldier.GetName]工作§!"
 POP_ATTRACTION_XENO_OUTREACH_AGENCY_POS: "§G+£pop£人口生活在一个有$building_xeno_tourism_agency$的行星上§!"
 POP_ATTRACTION_GOVERNOR_POS: "§G+£empire£行星总督支持的思潮§!"
 POP_ATTRACTION_STATELY_ACCLIAM: "§G+£empire£受推崇派系支持的思潮§!"
 ethic_authoritarian: "威权主义"
 ethic_authoritarian_desc: "§L一个强大的能起引导作用的力量，对于任何文明的成功都是至关重要的——否则国家将陷入无政府与混乱。领导民众走向生产力最高的道路是国家的职责。§!\n"
 ethic_fanatic_authoritarian: "极端威权主义"
 ethic_fanatic_authoritarian_desc: "§L同一个声音，同一个权力，同一个国家。所有的民众，都有着庄严的义务去服从明智的少数人。而这些少数人承担了领导民众的巨大责任。§!\n"
 ethic_egalitarian: "平等主义"
 ethic_egalitarian_desc: "§L平等的社会中所有个体都应当能通过足够努力的工作获得更高的地位。任何拒绝信奉其成员应当平等的社会，不仅严重缺乏公正，更是彻底误入歧途。§!\n"
 ethic_fanatic_egalitarian: "极端平等主义"
 ethic_fanatic_egalitarian_desc: "§L时刻警惕那些会成为独裁者的人，在他们错误的假定中，个人的欲望与事项凌驾于他们的追随者之上。一个不重视其所有成员需求和利益的社会不是社会——而是一个犯罪组织。§!\n"
 ethic_xenophobe: "排外主义"
 ethic_xenophobe_desc: "§L我们已经在冒着巨大的风险探索星海，任何不解与未知都被猜忌所巨大化。对于异族生物的信任是毫无意义的，跨物种与意识形态的差异将导致宇宙社会不再是个童话里的森林。§!\n"
 ethic_fanatic_xenophobe: "极端排外主义"
 ethic_fanatic_xenophobe_desc: "§L一切来自异星人的影响都必须毫不留情地抹除干净。唯有保持纯净，坚守真我，对哺育了我们文明的世界保持忠诚，才能确保我们免受异种邪恶阴谋的腐蚀。纵然实力与地位凌驾于异星人之上，亦不足以让我们高枕无忧……§!\n"
 ethic_xenophile: "亲外主义"
 ethic_xenophile_desc: "§L我们的内心中都存在着一份对于未知的好奇心，我们愿意与任何物种建立交流，来让自己知道得更多，了解得更多。§!\n"
 ethic_fanatic_xenophile: "极端亲外主义"
 ethic_fanatic_xenophile_desc: "§L如果在我们的社会中存在一个绝对的道德法则，那就是探索深空与外星人，并与他们融为一体。星海漫漫，但我们从不孤独。§!\n"
 ethic_militarist: "军国主义"
 ethic_militarist_desc: "§L我们相信唯一的真正的美德是勇气和纪律，武装力量能够更好地保护自己，胜过任何脆弱的约定与诺言。§!\n"
 ethic_fanatic_militarist: "极端军国主义"
 ethic_fanatic_militarist_desc: "§L在这个无助的深空中，没有什么比武力更具备话语权。这个宇宙不是一个摇篮，也没有任何的道德约束。§!\n"
 ethic_pacifist: "和平主义"
 ethic_pacifist_desc: "§L我们认为任何事情都可以被和平地解决，冲突带来的结果是破坏性的，甚至会破坏我们互相争夺的东西。§!\n"
 ethic_fanatic_pacifist: "极端和平主义"
 ethic_fanatic_pacifist_desc: "§L作为文明的化身，我们认为武力无法解决任何问题，战争只能带来痛苦与死亡，所有人都会因此付出巨大而无谓的代价。§!\n"
 ethic_spiritualist: "唯心主义"
 ethic_spiritualist_desc: "§L有人认为我们应当记住我们是如何的藐小，我们的生命在巨大而冷漠的宇宙中是如何的没有意义……这是多么的不可理喻！我们能够所知的唯一真相就是我们的存在。宇宙——无论它拥有多少浮于表面的称颂——也不过是我们偶然分享的梦境而已。§!\n"
 ethic_fanatic_spiritualist: "极端唯心主义"
 ethic_fanatic_spiritualist_desc: "§L我们的科学已经证明了意识乃现实之父。我们耐心的审视那些用其他的世界观欺骗自己的人，他们做着孩童般幼稚的努力，翻弄着他们的一块块“实在的物质”。§!\n"
 ethic_materialist: "唯物主义"
 ethic_materialist_desc: "§L我们认为在一个物种接触太空时就必须抛开所有幼稚的事物，比如宗教与神明这种虚幻的东西。现实是残酷而无情的，我们坚定信心，通过对科学的坚定不移的追求来切实维护族群的生存空间。§!\n"
 ethic_fanatic_materialist: "极端唯物主义"
 ethic_fanatic_materialist_desc: "§L尽管这很残酷，但是我们必须成长起来，抛弃我们过时的道德观念。没有所谓的“神圣的思维火花”赋予生命体某种特殊的价值。除了我们选择授予的，没有任何东西拥有内在的独一无二的价值。让我们拥抱确信的自由，然后在所有的方面都达到最高的效率！§!\n"
 ethic_neutral: "中立思维"
 ethic_neutral_desc: "§L他们的思想是混杂的，任何倾向都可能存在于他们的社会中。§!"
 ethic_gestalt_consciousness: "格式塔意识"
 ethic_gestalt_consciousness_desc: "§L步入虚空。\n天人合一。§!"
 STORM_DEVASTATION: "风暴破坏度"
 STORM_DEVASTATION_TOOLTIP: "§K$STORM_DEVASTATION$§!\n该选项控制宇宙风暴途经星球造成的破坏度大小。"
 building_foundry_upkeep_1: "合金回收厂"
 building_foundry_upkeep_1_desc: "该中心致力于使用先进科技将碎屑与废料加工成有价值的合金。"
 building_factory_upkeep_1: "再利用中心"
 building_factory_upkeep_1_desc: "通过新的交换活动和二手货整合，我们可以让接近使用寿命末期的消费品重新投入使用。"
 building_foundry_efficiency_1: "冶金研究实验室"
 building_foundry_efficiency_1_desc: "通过将前沿理论与成熟且经过检验的论文相结合，我们可以大大提高实践效率。"
 building_factory_efficiency_1: "分布式设计中心"
 building_factory_efficiency_1_desc: "与可信赖的消费者进行协作设计，有助于简化生产并降低成本。"
 building_research_upkeep_1: "科研补给站"
 building_research_upkeep_1_desc: "一个简化了研究材料的供应和分配的集中中心，最大限度地减少了全球的浪费和低效率。"
 building_research_efficiency_1: "数据驱动理论研究所"
 building_research_efficiency_1_desc: "通过为我们的理论家提供大量实验数据的支持，我们可以大大提高我们的研究效率。"
