l_simp_chinese:
 ####################################
 #Planet View
 ####################################
 PLANET_VIEW: "行星视图"
 PLANET_TYPE: "$TYPE$"
 MOON_TYPE: "$TYPE$卫星"
 OWNER_CAPITAL: "$OWNER$首都"
 OWNER_COLONY: "$OWNER$殖民地"
 OWNER_OUTPOST: "$OWNER$前哨"
 SORT_BY: "排序方式"
 UNEMPLOYED: "失业"
 CONSUMPTION: "消耗"
 PRODUCTION: "生产"
 DEFICIT: "赤字"
 PHYSICS: "物理学"
 SOCIETY: "社会学"
 ENGINEERING: "工程学"
 QUEUE: "建造队列"
 QUEUE_PLANETVIEW: "§H$QUEUE$§!\n§G点击打开建造队列§!"
 QUEUE_DISABLED: "$TRIGGER_FAIL$§R由于敌方占领，目前该队列被禁用§!"
 PLANET_HEALTH: "地表完整度"
 sm_missile_weapon: "鱼雷防御模组"
 sm_missile_weapon_desc: "§E这个§H太空港§!太空港装配了大量的了§H鱼雷§!用作它的防御系统。制导武器科技的进步将继续提升这个太空港的防御能力。§!"
 sm_laser_weapon: "激光防御模组"
 sm_laser_weapon_desc: "§E这个§H太空港§!太空港装配了大量的§H光束武器§!用作它的防御系统。光束武器科技的进步将继续提升这个太空港的防御能力。§!"
 sm_projectile_weapon: "动能防御模组"
 sm_projectile_weapon_desc: "§E这个§H太空港§!装配了大量的§H动能武器§!用作它的防御系统。动能武器科技的进步将继续提升这个太空港的防御能力。§!"
 sm_refinery: "精炼厂"
 sm_synchronized_defenses: "同步防御"
 sm_corvette_assembly_yards: "护卫舰组装厂"
 sm_destroyer_assembly_yards: "驱逐舰组装厂"
 sm_cruiser_assembly_yards: "巡洋舰组装厂"
 sm_battleship_assembly_yards: "战列舰组装厂"
 sm_reinforced_hull_layers: "加固外层"
 sm_observatory: "天文台"
 sm_engineering_bay: "工程港"
 sm_crew_quarters: "船员居住舱"
 sm_crew_quarters_desc: "为星舰舰员提供便利和补给以减少舰队停泊于此地的后勤负担。\n"
 sm_crew_quarters_machine_intelligence: "服务电缆"
 sm_crew_quarters_desc_machine_intelligence: "将停泊在此的舰队与太空站的核心智能想连接的连接管，使得舰队的整修得以实现。\n"
 sm_crew_quarters_hive_mind: "船员产育舱"
 sm_crew_quarters_desc_hive_mind: "就地直接孕育生养子个体舰员的能力是对此处舰队后勤方面的一大裨益。\n"
 sm_hydroponic_farms: "轨道水耕农场"
 sm_orbital_mind_control_laser: "轨道洗脑激光"
 sm_fallen_empire_weapon: "快子炮防御模块"
 sm_pioneering_terminal: "开拓者航站楼"
 sm_solar_panel_network: "太阳能电池板"
 sm_neutronium_fission_plant: "零素裂变厂"
 sm_fleet_academy: "舰队学院"
 sm_fleet_academy_machine_intelligence: "战斗模拟器"
 sm_fleet_academy_hive_mind: "$sm_fleet_academy_machine_intelligence$"
 sm_fleet_academy_desc: "为了能让新招募的船员准备应对战斗，必须有能干的长官来领导他们。舰队学院将确保这些长官充分理解最新的学说，并熟练掌握星际战争。"
 sm_fleet_academy_desc_machine_intelligence: "通过反复模拟各种战斗场景，我们的战斗无人机将对真正的战斗有更好的准备。"
 sm_fleet_academy_desc_hive_mind: "$sm_fleet_academy_desc_machine_intelligence$"
 sm_navigator_guild: "领航员公会"
 sm_living_metal_armory: "活体金属装备厂"
 sm_dark_matter_factory: "暗物质反应堆"
 sm_colossus_yards: "巨像装配厂"
 sm_colossus_yards_desc: "抛弃了干船坞的传统概念，巨像会由大量行动自如的独立建造平台组装而成。\n"
 sm_colossus_yards_desc_modifier: "船坞：§Y可以建造巨像§!"
 sm_titan_yards: "泰坦组装厂"
 sm_titan_yards_desc: "安装在恒星基地外的专用干船坞让我们能够建造恢弘的泰坦级战舰。\n"
 sm_titan_yards_desc_modifier: "船坞：§Y可以建造泰坦§!"
 sm_dockyard: "锚地"
 sm_shipyard: "船坞"
 sm_shipyard_desc: "每座船坞一次只能建造一艘舰船，与其他船坞互不干扰。\n"
 sm_gun_battery: "动能炮台"
 sm_gun_battery_desc: "为恒星基地添加两个中型的武器槽位。\n"
 sm_missile_battery: "鱼雷发射组"
 sm_missile_battery_desc: "为恒星基地增添两个制导武器槽。\n"
 sm_mining_terminal: "采矿终端 （移除？）"
 sm_trading_hub: "贸易中心"
 sm_trading_hub_plural: "贸易中心"
 sm_trading_hub_desc: "一个行商和卖家间进行商业贸易的民用停泊区。\n"
 sm_anchorage: "锚地"
 sm_anchorage_desc: "舰队锚地对于支撑舰队成长是不可或缺的。\n"
 sm_hangar_bay: "机库"
 sm_hangar_bay_desc: "为恒星基地添加一个舰载机机库。\n"
 sm_astromining_bay: "航天采矿湾"
 sm_astromining_bay_desc: "用于支持该星系中资源采集操作的机库和仓库。"
 sm_ftl_inhibitor: "超光速抑制器"
 sm_ftl_inhibitor_desc: "只要恒星基地仍在运作，超光速抑制器便会阻止敌舰沿进入星系的超空间航道以外的任何航道离开。"
 sm_communications_jammer: "通讯扰乱装置"
 sm_communications_jammer_desc: "这些强力的扰乱装置干扰了舰艇间的通讯，使得协调舰队行动变得十分困难。\n"
 sm_disruption_field: "干扰力场发生器"
 sm_disruption_field_desc: "通过激发星系内敌方舰船周围亚原子的局域场，能够显著地弱化他们护盾的效果。\n"
 sm_warp_fluctuator: "超空间航道登记处"
 sm_warp_fluctuator_desc: "通过辨别进入超空间的理想条件并优化其行程路线，来协助系内友方舰船的超光速航行。\n"
 warp_fluctuator_tt: "[Root.GetTradingHubPluralType]产出的$trade_with_icon$：§G+2§!"
 sm_transit_hub: "运输枢纽"
 sm_transit_hub_desc: "专门用于非军事舰船的基础设施，保证交通运输网能够平稳便利地运行。\n"
 sm_transit_hub_desc_modifier: "这个恒星系的失业§Y工人§!和§Y子个体§!人口将会——除非受限于其他移民管控条例——自动§Y移民§!到其他宜居性合适、有空余住房和岗位、并且所在恒星系也拥有§Y运输枢纽§!的行星。\n\n"
 sm_transit_hub_migrate_effect_desc: "在该恒星系内，失业的§Y$SLAVES$§!和无智慧机器人允许向其他殖民地§Y自动迁移§!。"
 sm_command_center: "指挥中心"
 sm_command_center_desc: "所有系内防御都是由这个深藏于恒星基地内部的大型设施所协调的。星图阵列和立体投影使任何时间所有经此星系的空间航行都无所遁形。\n"
 sm_defense_grid: "防御网超级电脑"
 sm_defense_grid_desc: "一个调整恒星基地防御平台的相对轨道与射击弧线的强大的超级计算机，其增加了可支持的防御平台数目。\n"
 sm_science_division: "科学部门"
 sm_science_division_desc: "§Y$sm_spire$§!产出增加§Y2£physics£ 2£society£ 2£engineering£§!。"
 sm_offworld_trading_company: "外星贸易公司"
 sm_offworld_trading_company_desc: "致力于改善星际贸易环境的非政府组织。\n"
 sm_offworld_trading_company_desc_modifier: "[Root.GetTradingHubPluralType]产出的$trade_with_icon$：§G+4§!\n\n"
 sm_nebula_refinery: "星云精炼厂"
 sm_nebula_refinery_desc: "我们能够通过处理星云里的尘埃云来提取和精炼有价值的矿物。\n"
 sm_listening_post: "监听哨站"
 sm_listening_post_desc: "监听哨站驻有一队专门分析超空间回响的操作员，这有效地扩展了恒星基地传感器的作用范围。\n"
 sm_naval_logistics_office: "舰队后勤办公室"
 sm_naval_logistics_office_desc: "一个不值一提但仍存在的官僚机构，理论上提高了恒星基地锚地的容量。\n"
 sm_naval_logistics_office_desc_modifier: "锚地：§G+3§!§Y海军容量§!"
 sm_black_hole_observatory: "黑洞瞭望站"
 sm_black_hole_observatory_desc: "通过建立一个致力于研究黑洞的特化科研设施，本帝国对物理规律的理解有了飞跃式的进展。\n"
 sm_deep_space_black_site: "深空黑点"
 sm_deep_space_black_site_desc: "这座恒星基地的大部分都被划为官方否认其存在的秘密基地。整个星系都受到其严密监控，而情报人员则小心地操纵当地媒体与社交活动。\n"
 sm_resource_silo: "$building_resource_silo$"
 sm_resource_silo_desc: "$building_resource_silo_desc$\n"
 building_resource_silo: "资源仓库"
 building_resource_silo_desc: "巨大的资源仓储设施，可以安全地保存大量资源。"
 sm_hydroponics_bay: "水培舱"
 sm_hydroponics_bay_desc: "通过将这座恒星基地的一部分划为水培农场，空间站将可以自给自足，甚至可以出口一部分多余作物至其它恒星系。"
 sm_target_uplink_computer: "目标上行计算机"
 sm_target_uplink_computer_desc: "一台先进的目标计算机可以收集并分析来自星系内其它盟友传感器的数据。这使得恒星基地可以更容易算出射击方案。\n"
 sm_curator_think_tank: "策展人智库"
 sm_curator_think_tank_desc: "通过建立一个完全致力于学习策展人并与其合作的研究机构，我们能够为我们的科学进步作出重大贡献。\n"
 sm_art_college: "艺术学院"
 sm_art_college_desc: "这所零重力艺术学院与附近的艺术家城邦合作，其才华横溢的学生的画笔下流泻出对外太空壮美景观的赞颂。\n"
 sm_salvager_workshop: "维修工坊"
 sm_salvager_workshop_desc: "这座熙熙攘攘的附属建筑为我们的工程团队配备了丰富的工具和零件，这将使我们与附近的太空城邦开展更密切的合作。\n"
 sm_shroud_beacon: "虚境信标"
 sm_shroud_beacon_desc: "一座用于在该星系中生成一处虚境隧道的灵能信标。虚境信标被拆解或毁坏时，隧道也会被移除。\n"
 sm_mercenary_garrison: "雇佣兵军营"
 sm_mercenary_garrison_desc: "驻扎着雇佣军事人员的一批军营。这些鬓发灰白的老兵为剩下的人员安排常规操练，并随时准备防御恒星基地——只要给的钱管够。\n"
 sm_astromining_hub: "航天采矿核心"
 sm_astromining_hub_desc: "这些办公室和处理设施为我们在星系中采集资源的工作提供工程师和协调员。精心优化的卓越仓储流程能让我们以前所未有的效率开采当地的矿藏。\n"
 sm_astromining_hub_office_desc_modifier: "航天采矿湾模块：\n 开采站产出：§G+10%§!"
 requires_astromining_bay: "§R需要§!§Y$sm_astromining_bay$§!"
 TIME_LEFT_SECOND: "剩余$SECONDS$秒"
 TIME_LEFT_SECONDS: "剩余$SECONDS$秒"
 TIME_LEFT_DAYS: "£resource_time£ $DAYS$"
 TIME_COST_VALUE: "£resource_time£ $DAYS|0$"
 BUILD_TIME: "建造费时：£resource_time£ $DAYS|Y0$"
 CLEAR_TIME: "清理费时：£resource_time£ $DAYS|Y0$"
 ENACT_TIME: "实施费时：£resource_time£ $DAYS|Y0$"
 EST_YEARLY_DEV_INC: "每年增加：§H$EST$%§!"
 EST_YEARLY_ENERGY: "每年产出：§H$EST$§!"
 MACRO_BUILDER_TITLE: "§E进攻部队中心§!"
 MACRO_BUILDER_DESC: "§Y进攻部队中心§!提供了一种组建大量进攻部队的简易方法。部队将会在该星域内可用的所有行星上进行组建。\n\n在完成后，他们会增援到开启了§Y集合陆军部队§!的§Y陆军§!，或是在该恒星基地集合。"
 MACRO_BUILDER_CAPACITY_DESC: "可用£planet£§Y行星§!数量决定了可以同时建造多少支陆军。可以在行星界面的陆军页面中将一颗行星从§Y进攻部队中心§!中排除。"
 MACRO_BUILDER_TAB: "陆军中心"
 MACRO_BUILDER_QUEUE: "陆军建造队列"
 DEPLOY_IN_ORBIT: "部署到轨道上"
 DEPLOY_IN_ORBIT_DESC: "切换新建立的§Y陆军§!是部署于§Y轨道§!上还是§Y行星§!上。\n\n通过§Y恒星基地陆军建造功能§!建造的§Y陆军§!仍会部署在§Y轨道§!上。"
 ARMY_BUILDER_CHECKBOX: "包含在陆军建造功能中"
 INCLUDE_IN_SECTOR_BUILDER_DESC: "切换其是否包含在§Y恒星基地陆军建造功能§!的可用行星中。"
 STARBASE_MACRO_BUILDER_ARMIES: "陆军类型"
 STARBASE_NO_SECTOR: "§R恒星基地不在星域中§!"
 STARBASE_NO_PLANETS_IN_SECTOR: "§R星域中没有行星§!"
 ARMIES_IN_ORBIT: "轨道上有陆军"
 FLEETS_IN_ORBIT: "在轨舰队"
 MACROBUILDER_NO_DOCKED: "轨道上无陆军。"
 QUEUED: "（已加入建造队列）"
 QUEUED_NUMBER: "#$NUMBER$"
 DISC_TOOLTIP: "§H$NAME$§!\n$DESC$\n\n£anomaly_level£ 等级：$LEVEL|Y$"
 STOPS_POPULATION_GROWTH: "§R星球上无人口增长§!"
 STOPS_ROBOT_ASSEMBLY: "§R不能在这个星球上组装任何机器人，智能人或者是合成人。§!"
 ANOMALY_ICON_DESC: "§G点击进行查看§!"
 RESEARCH_LEFT_CLICK: "§G点击以查看异常现象§!"
 RESEARCH_RIGHT_CLICK: "§G右键点击进行研发§!"
 ANOMALY_RIGHT_CLICK: "§G右键点击将恒星系置于中心§!"
 PV_QUEUE: "队列"
 PV_QUEUE_LABEL: "建造队列"
 PV_PLANET: "行星"
 PV_PLANET_LABEL: "行星建设"
 PV_SHIPYARD: "船坞"
 PV_SHIPYARD_LABEL: "轨道建设"
 NO_POP_GROWING: "无人口增长"
 NO_POP_GROWING_DESC: "目前星球上没有数量增长的物种。"
 NO_POP_DECLINING: "无人口减少"
 NO_POP_DECLINING_DESC: "目前星球上没有数量减少的物种。"
 NO_POP_ASSEMBLING: "无人口组装"
 NO_POP_ASSEMBLING_DESC: "目前星球上没有正在组装的物种。"
 NO_GROWTH_OVERCROWDING: "§R过于拥挤阻止了人口增长§!"
 NO_GROWTH_POSSIBLE: "£trigger_no£ §R人口控制政策正在阻止人口增长§!"
 NO_ASSEMBLY_POSSIBLE: "£trigger_no£ §R人口控制政策正在阻止人口组装§!"
 NO_DECLINE_POSSIBLE: "£trigger_no£ §R当前政策正在阻止人口减少§!"
 BASE_GROWTH: "基础增长：$VALUE|Y1$"
 BASE_ASSEMBLY: "基础组装：$VALUE|Y1$"
 BASE_GROWTH_LOW_POP: "$BASE_GROWTH$（§R低人口数导致$LOGISTIC$§!）"
 BASE_GROWTH_MED_POP: "$BASE_GROWTH$（人口产生§G+$LOGISTIC$§!）"
 BASE_GROWTH_HIGH_POP: "$BASE_GROWTH$（§R高人口数导致$LOGISTIC$§!）"
 BONUS_GROWTH: "加成增长：$VALUE|Y2$"
 GROWTH_SCALE: "全国增长倍率：$VALUE|%+0$"
 SPECIES_GROWTH: "$SPECIES$：$VALUE|Y2$"
 SPECIES_DECLINE: "$SPECIES$：$VALUE|R2$"
 POP_DECLINE: "每月人口减少：$VALUE|Y$"
 BASE_DECLINE: "基础减少：$VALUE|Y1$"
 DECLINE_FROM_PURGE: "$TYPE$减少：$VALUE|Y1$"
 FROM_IMMIGRATION: "迁入产生：$VALUE|Y2$"
 FROM_REFUGEES: "难民：§G+$VALUE|%$§!"
 FROM_EMIGRATION: "迁出产生：$VALUE|Y2$"
 FROM_EMIGRATION_PENALTY: "迁出导致：$VALUE|R1$"
 POP_DECLINE_RATE: "这个行星将会以平均$PER_MONTH|Y$人口的基础速率进行净化。"
 POP_ESCAPE_CHANCE: "每个人口有$CHANCE|%0Y$几率逃亡，成为难民。"
 POP_ESCAPE_CHANCE_SHORT: "逃亡几率：$CHANCE|%0Y$"
 GROWING_POP: "人口增长中"
 GROWING_POP_DESC: "§R该人口仍然在增长中。在完全增长完毕前不会进行任何产出。§!"
 GROWING_POP_PROGRESS: "人口增长进程：$CURRENT|Y1$/$MAX|Y1$ ($MONTHLY|=+2$/月)"
 NEW_POP_GROWN_IN_X_MONTHS: "新£pop£人口的增长将于$MONTHS|Y$个月内完成。"
 ASSEMBLING_POP_PROGRESS: "组装进度：$CURRENT|Y1$/$MAX|Y1$（$MONTHLY|=+2$/每月）"
 NEW_POP_ASSEMBLED_IN_X_MONTHS: "新£pop£人口的组装将于$MONTHS|Y$个月内完成。"
 DECLINING_POP_PROGRESS: "减少进度：$CURRENT|Y1$/$MAX|Y1$（$MONTHLY|=+2$/每月）"
 UPGRADING_POP: "人口升级中"
 UPGRADING_POP_DESC: "该人口正被升级为$SPECIES|Y$"
 UPGRADING_POP_PROGRESS: "增长：$CURRENT|Y1$/$MAX|Y1$（$MONTHLY|=+1$/月）"
 SPECIES_WILL_AUTO_UPGRADE: "§E该型号已经过时并将自动进行升级。§!"
 BUILD_CURRENT_SHIP: "目前$CLASSNAME|H$"
 BUILD_SHIP: "$NAME$"
 BUILD_ALLIANCE_SHIP: "（联邦）$NAME$"
 PV_ARMIES: "陆军"
 PV_ARMIES_DEFENSE: "防御："
 PV_ARMIES_ASSAULT: "攻击："
 BUILD_ARMY_NAME: "$ARMY$（$SPECIES$）"
 BUILD_UPGRADE_FLEET: "升级$FLEET|H$"
 BUILD_UPGRADE_BUILDING: "正在将$FROM|H$升级至$TO|H$"
 BUILDING_CONSTRUCTION_ALREADY_UPGRADING: "我们已在对该建筑进行升级。"
 DESELECT_ALL: "取消全选"
 SELECT_ALL: "选择全部"
 CLEAR_SEARCH: "§H清空搜索§!\n§G点击全部清空\n£ctrl£+£backspace£以删除单词§!"
 DISBAND: "§H解散§!"
 TRANSPORT: "运输船"
 BREAK_FLEET_CONTRACT: "§H终止舰队合约§!"
 POPULATION_AMOUNT: "$NUM$人口（最大值$MAX$）"
 POPULATION_PROGRESS_NEXT_DESC: "人口还有$MONTHS$月增长到$NUM$"
 POPULATION_PROGRESS_NEXT_MAX_DESC: "已达到最大人口"
 UNLOCK_POPS_DESC: "§H解锁人口§!\n此人口已锁定，不受行星发展重点影响。\n§G点击解锁此人口§!"
 UNLOCK_POPS_PURGE_DESC: "§H解锁人口§!\n§R无法解锁正在被净化的£pop£人口§!"
 PLANET_TAB: "地表"
 MANAGEMENT_TAB: "管理"
 POPULATION_TAB: "经济"
 TILES_TAB: "地表"
 GROUND_COMBAT_TAB: "陆军"
 CORPORATE_TAB: "地产"
 PV_BUILDINGS: "行星建筑"
 PV_SPACE_STATION_BUILDINGS: "轨道建筑"
 GROWTH: "增长"
 GROWTH_DESC: "人口增长显示了人口增长完毕所需的时间。人口增长完毕后才能收集资源。"
 COLONY_SHIP_SELECTION: "殖民船选择"
 COLONY_SPECIES: "殖民地物种"
 PLANET_VIEW_RECRUITMENT: "招募"
 PLANET_VIEW_RECRUIT: "征募陆军"
 PLANET_VIEW_RECRUIT_DESC: "我们可以招募陆军来保卫或夺取星球。"
 PLANET_VIEW_RECRUIT_CLICK_DESC: "§G点击显示可征召的陆军列表§!"
 PLANET_VIEW_RECRUIT_NO_POTENTIAL: "§R这个星球上没有可用以招募陆军的物种§!"
 PLANET_VIEW_EDICTS: "法令"
 PLANET_VIEW_RESETTLE_INVALID_PLANET: "此行星的人口无法强制迁移。"
 PLANET_VIEW_RESETTLE_NOT_ENOUGH_PLANETS: "§R没有可送出或接收人口的星球。§!"
 RESETTLEMENT_POLICY_DISABLED: "$TRIGGER_FAIL$强制迁移政策被设为允许"
 RESETTLEMENT_PLANETARY_ADMINISTRATION: "需要行星上有§Y$building_capital$§!。"
 NO_FRIENDLY_FLEETS: "无防御舰队"
 NO_HOSTILE_FLEETS: "无攻击舰队"
 PLANET_VIEW_SPACEPORT_MODULES: "太空港模块"
 PLANET_VIEW_SPACEPORT_ORBITING_FLEETS: "在轨舰队"
 CAN_ADD_SPACEPORT_MODULE_ALREADY: "太空港已拥有此模块。"
 CAN_ADD_SPACEPORT_MODULE_QUEUED: "此类模块已在建造队列中。"
 CAN_ADD_SPACEPORT_MODULE_NO_SLOTS: "没有空闲槽位。"
 CAN_ADD_SPACEPORT_MODULE_INVALID_SLOT: "无效的太空港模块槽位。"
 SPACEPORT_LOW_LEVEL_BUILD_SHIP: "需要$REQUIREDLEVEL|Y$级的太空港。"
 PLANET_VIEW_SPACEPORT_INFO: "太空港细节"
 PLANETLIST_OUTPUT_FORMAT: "$VALUE|=0+$"
 RESOURCE_OUTPUT_FORMAT: "$VALUE|=0+$"
 RESOURCE_OUTPUT_LESS_THAN_ONE_FORMAT: "$VALUE|=1+$"
 RESOURCE_OUTPUT_FORMAT_TOOLTIP: "$VALUE|=1+$"
 RESOURCE_OUTPUT_ENTRY_DESC: "$NAME$：$VALUE$"
 RESOURCE_OUTPUT_MULT_ENTRY_DESC: "$NAME$（$NUM|Y$）：$VALUE$"
 SECTOR_COLONIES: "星域殖民地"
 SECTOR_COLONIES_DESC: "$SECTOR|Y$星域有$COLONIES|Y$个殖民地"
 CLICK_TO_CYCLE_PLANETS: "§G点击查看星域殖民地。§!"
 SECTOR_OUTLINER_MISSING_RESOURCES: "此星域缺少以下资源：$RESOURCES$"
 SECTOR_OUTLINER_DEFICIT: "这个星域处于能量币赤字。它现在只能通过轨道空间站收集能量。"
 SECTOR_OUTLINER_CLICK_DESC: "§G点击显示行星列表\n右键点击将星域置于中心§!"
 SECTOR_GOVERNOR: "总督：$LEADER|H$"
 SECTOR_GOVERNOR_TITLE: "星域总督"
 SECTOR_NO_GOVERNOR: "未指派总督"
 SECTOR_COLONIES_POPS: "星域殖民地人口"
 SECTOR_COLONIES_POPS_DESC: "$SECTOR|Y$星域的殖民地拥有$POPS|Y$人口"
 SECTOR_COLONIES_SIZE: "星域殖民地规模"
 SECTOR_COLONIES_SIZE_DESC: "$SECTOR|Y$星域的殖民地总规模为$SIZE|Y$"
 SECTOR_SHARE: "星域的$TYPE$贡献"
 SECTOR_SHARE_DESC: "星域的$TYPE|H$贡献：$VALUE|Y$"
 SECTOR_SHARE_NONE_DESC: "此星域目前专注于内部发展，未能提供任何$TYPE|H$。"
 SECTOR_SHARE_HALF_DESC: "此星域目前每月提供§Y50%§!的$TYPE|H$产量。"
 SECTOR_SHARE_THREE_QUARTERS_DESC: "此星域目前每月提供§Y75%§!的$TYPE|H$产量。"
 SECTOR_SHARE_FULL_DESC: "此星域目前每月提供§Y100%§!的$TYPE|H$产量。"
 SECTOR_SHARE_QUARTER_DESC: "此星域目前每月提供§Y25%§!的$TYPE|H$产量。"
 SECTOR_SHARE_FULL: "100%"
 SECTOR_SHARE_THREE_QUARTERS: "75%"
 SECTOR_SHARE_QUARTER: "25%"
 SECTOR_SHARE_HALF: "50%"
 SECTOR_SHARE_NONE: "无"
 PLANET_LIST_SECTOR_SHARE_INSTRUCTIONS: "§G点击切换星域贡献值§!"
 GROWTH_PROGRESS: "增长：$CURRENT|Y0$/$MAX|Y0$"
 UPGRADE_PROGRESS: "升级：$CURRENT|Y0$/$MAX|Y0$"
 PRODUCTION_OUTPUT: "生产"
 PHYSICS_RESEARCH: "物理学研究"
 SOCIETY_RESEARCH: "社会学研究"
 ENGINEERING_RESEARCH: "工程学研究"
 PRODUCTION_TITLE: "§H生产§!"
 PRODUCTION_DESC: "进行生产的人口使用可用矿物为所有建筑、舰船和舰队的建造提供资源。"
 PHYSICS_RESEARCH_DESC: "物理学研究可以推动我方物理技术上的进步。"
 SOCIETY_RESEARCH_DESC: "社会学研究可以推动我方社会技术上的进步。"
 ENGINEERING_RESEARCH_DESC: "工程学研究可以推动我方工程技术上的进步。"
 MODIFIER_EXPIRE_DESC: "$TIME$后过期。"
 TIME_IN_DAYS: "$DAYS|H$天"
 TIME_IN_MONTHS: "$MONTHS|H$月"
 TIME_IN_YEARS: "$YEARS|H$年"
 PLANET_STRENGTH: "行星战力"
 PLANET_STRENGTH_DESC: "行星战力是行星自我防御的能力。"
 DISBAND_TITLE: "是否遣散陆军？"
 DISBAND_DESC: "§E这将撤编该陆军。§!"
 DETACH: "卸载"
 EMBARK: "§H登船§!"
 EMBARK_DESC: "让选中的陆军登船前往太空！\n§GShift+单击可以使全部陆军登船§!"
 EMPTY_ARMY_SLOT: "空的陆军槽"
 EMPTY_ARMY_SLOT_DESC: "每个行星可以同时支撑12个陆军单位的后勤。"
 EMPTY_BUILDING_SLOT: "§H空置的建筑槽位§!\n为填满这些槽位，新建更多建筑。"
 CURRENT_POPULATION_AMOUNT: "现有人口"
 CURRENT_POPULATION_AMOUNT_DESC: "人口：$CURRENT|Y$ / $MAX|Y$"
 POPULATION_DESC: "§E£pop£§H人口§!能获得£food£§H食物§!后便会生长。建造农场以提升§H食物§!产出。§!"
 POPULATION_GROWTH: "人口增长"
 ARMY_UNAVAILABLE_LIMIT_REACHED: "此行星支持最多$MAX|Y$队的军队。"
 ARMY_UNAVAILABLE_SPECIES_LIMIT_REACHED: "$SPECIES|H$物种只可以为你的帝国提供最多$MAX|Y$支进攻部队。"
 BUILDING_UNAVAILABLE_LIMIT_REACHED_ORBITAL: "轨道建筑已达到最大值。移除一些建筑或研发额外科技，以解锁更多槽位。"
 CONSTRUCTION_UNAVAILABLE_OCCUPIED: "行星已被占领，无法继续建造。"
 CONSTRUCTION_UNAVAILABLE_COLONIZATION: "该星球正在进行殖民，无法进行建造。"
 CONSTRUCTION_UNAVAILABLE_NOT_IN_STARBASE: "无法在恒星基地中进行此项建设。"
 CONSTRUCTION_UNAVAILABLE_NOT_IN_SPACEPORT: "无法在太空港中进行此项建设。"
 MISSING_SPACESTATION: "此行星没有太空港，无法进行轨道建设。"
 YEAR: "年"
 MONTH: "月"
 PV_HABITABILITY_DESC: "§E此列表显示了帝国中各§H物种§!对$PLANET|H$的§H宜居性§!。§H宜居性§!决定了§H人口§!的§H最大幸福度§!。§!"
 PV_SURVEYED_DESC: "§H已调查§!\n该行星已被我国调查，故能看到其所有相关信息。"
 PV_UNSURVEYED_DESC: "§H尚未调查§!\n该行星尚未被我国调查。调查它将显示其可能蕴含的战略资源和引起特别注意的异常现象。\n§G派艘指派有科学官的科研船去调查一下吧。§!"
 DESTROY_BUILDING_TITLE: "拆除建筑？"
 DESTROY_BUILDING_DESC: "§E$NAME|Y$将被拆毁。§!"
 DOWNGRADE_BUILDING_TITLE: "降级建筑"
 DOWNGRADE_BUILDING_DESC: "将$NAME|Y$降级回$DOWNGRADE|Y$？"
 DESTROY_DISTRICT_TITLE: "拆除区划？"
 DESTROY_DISTRICT_DESC: "§E将会拆除该$NAME|Y$。§!"
 DESTROY_SECTOR_TITLE: "删除星域"
 DESTROY_SECTOR_DESC: "确定要删除$SECTOR|Y$星域？删除星域将取消当前所有建设队列，并使你获得对星域所有星球的控制权。该星域已累积的资源将全部丢失。"
 BUILDABLE_TIME_EST: "$DAYS$天"
 ORBITAL_BUILDING_SLOT_LOCKED: "§H轨道建筑槽位已被锁定§!\n为了能够利用这个轨道建筑槽位，我们必须通过研究相关科技以扩展我们的大空港。"
 PLANETARY_BUILDING_SLOT_LOCKED: "§H行星建筑槽未解锁§!\n发展行星基础设施可以解锁行星建筑槽。达到$INFRASTRUCTURE|H$%设施即可解锁此槽位。"
 BUILDING_SLOT_LACKS_SPACESPORT_ORBITAL: "§H轨道建筑槽位已被锁定§!\n当太空港建成后，这些建筑槽位将被解锁。"
 RIGHT_CLICK_BUILDING: "§G右键点击以摧毁$BUILDING|H$§!"
 PLANET_SIZE: "行星规模"
 PLANET_SIZE_COLON_VALUE: "行星规模：$SIZE|Y$"
 PLANET_SIZE_DESC: "§t$concept_planet_size_desc$\n\n$concept_planet_capacity_desc$§!\n\n§G点击['concept_planet_size']或['concept_planet_capacity']打开数据库§!"
 PLANET_HOUSING_COLON_VALUE: "住宅：$SIZE|Y$"
 CARRY_CAP: "行星承载力"
 PLANET_CARRY_CAP_VALUE: "$CARRY_CAP$：$VALUE|Y0$"
 PLANET_VIEW_OCCUPIED: "被占据的行星"
 PLANET_VIEW_OCCUPIED_DESC: "行星被$COUNTRY|Y$占领"
 OCCUPIED_SYSTEM: "正在占据此恒星系的一颗行星。"
 SPECIAL_PROJECT_TOOLTIP: "§H特殊项目§!"
 SPECIAL_PROJECT_HEADER: "§H特殊项目：§!"
 SPECIAL_PROJECT_DESC: "§G在§H情报日志§!中点击查看§H特殊项目§!§!"
 SPECIAL_PROJECT_COST: "£$RESOURCE$£ $VALUE|0$"
 SPECIAL_PROJECT_MISSING_SKILL: "§R需要$LEVEL|0$级$LEADER_CLASS$。§!"
 SPECIAL_PROJECT_IN_PROGRESS: "§E进行中§!"
 SPECIAL_PROJECT_ALREADY_HAS_SHIPS: "§E项目附近已经拥有足够数量的舰船§!"
 SPECIAL_PROJECT_OUT_OF_REACH: "我们无法到达该项目所在位置"
 SPECIAL_PROJECT_REQUIRES_NO_SHIP: "我们不需要舰船来研究这个项目。"
 FOCUS_ON_PLANET: "§H前往§!\n§G点击将视角移动至此行星所在处§!"
 FOCUS_ON_SYSTEM: "§H前往§!\n§G点击将视角移动至目标星系所在处§!"
 FOCUS_ON_STATION: "§H前往§!\n§G点击将视角移动至此空间站所在处§!"
 FOCUS_ON_TARGET_NOTIFICATION: "§G点击前往位置§!"
 FOCUS_ON_LEADER: "§H前往§!\n§G点击将视角移动至这位领袖所在处§!"
 OPEN_TECH_VIEW: "§G点击以打开科技界面§!"
 OB_PROGRESS: "已解锁的轨道建筑槽： "
 RENAME_COLONY_TITLE: "重命名行星"
 RENAME_FACTION_TITLE: "重命名派系"
 RENAME_FACTION_TOOLTIP: "§H重命名派系§!\n§G点击重命名§!"
 RENAME_ARMY_TITLE: "重命名陆军部队"
 RENAME_FLEET_TITLE: "重命名舰队"
 RENAME_SHIP_TITLE: "重命名舰船"
 RENAME_LEADER_TITLE: "重命名领袖"
 RENAME_LEADER_BUTTON: "§G点击重命名领袖§!"
 RENAME_SYSTEM_TOOLTIP: "§H重命名恒星系§!\n§G点击以重命名§!"
 RENAME_SYSTEM_TITLE: "重命名恒星系"
 RENAME_ALLIANCE_TOOLTIP: "§H重命名联盟§!\n§G点击以重命名§!"
 RENAME_EMPIRE_TOOLTIP: "§H重命名国家§!\n§G单击以重命名它§!"
 RENAME_ALLIANCE_TITLE: "重命名联盟"
 RENAME_EMPIRE_TITLE: "重命名国家"
 RENAME_FEDERATION_TOOLTIP: "§H重命名联邦§!"
 RENAME_FEDERATION_TOOLTIP_ENABLED: "§G点击重命名联邦§!"
 RENAME_FEDERATION_TOOLTIP_DISABLED: "§R只有联邦主席才可以重命名联邦§!"
 RENAME_FEDERATION_TITLE: "重命名联邦"
 RENAME_NAME_EMPTY_DESC: "§R名称不能为空！§!"
 RENAME_SPECIES: "重命名物种"
 SAVING_GAME: "保存游戏中"
 PLANET_OUTPUT: "行星产出："
 AUTO_ASSIGN: "行星发展重点"
 AUTO_ASSIGN_DESC: "§H行星发展重点§!\n如果资源允许，行星所有人口都将被分配至行星发展重点。"
 TOOLTIP_FOCUS: "当前行星发展重点：§H$CURRENT$§!"
 CHANGE_FOCUS: "§G点击以改变发展重点§!"
 CHOOSE_FOCUS: "§G点击以设置行星发展重点§!§H$FOCUS$§!"
 AVAILABILITY: "$VALUE$可用"
 SET_POPULATION_JOB: "设置人口工作"
 CLICK_TO_SELECT: "§G点击以选择§!"
 CLICK_TO_REMOVE: "§G点击以移除§!"
 SET_AUTO_ASSIGN: "设置发展重点"
 SET_AUTO_PLANET_ASSIGN: "设置行星发展重点"
 TOOLTIP_RESOURCE_MINERALS: "当前矿物：$VALUE|Y$"
 TOOLTIP_RESOURCE_PHYSICS: "当前物理学研究：$VALUE|Y$"
 TOOLTIP_RESOURCE_SOCIETY: "当前社会学研究：$VALUE|R$"
 TOOLTIP_RESOURCE_ENGINEERING: "当前工程学研究：§Y$VALUE$§!"
 TOOLTIP_DEVELOPMENT: "当前行星基础设施：§Y$VALUE$%§!"
 TOOLTIP_HABITABILITY: "宜居性：$VALUE|%$"
 TOOLTIP_HAPPINESS: "幸福度：£happiness£$VALUE|%$"
 TOOLTIP_NO_HAPPINESS: "幸福度：-"
 TOOLTIP_EMPIRE_SPRAWL: "$EMPIRE_SIZE$： $VALUE|Y$"
 TOOLTIP_NO_EMPIRE_SPRAWL: "$EMPIRE_SIZE$： -"
 TOOLTIP_HAPPINES_CAPPED_BY_HABITABLITITY: "最大幸福度：$HABITABILITY|%0R$"
 TOOLTIP_HAPPINESS_FROM_HABITABLITITY: "$HABITABILITY|0Y%$宜居性：$EFFECT|%+1R$"
 TOOLTIP_ENERGY: "行星每月能量币盈余：$VALUE|Y$"
 TOOLTIP_RESOURCE: "当前§H$RESOURCE$§!产出：$CURRENT|Y$"
 CHANGE_RESOURCE: "§G点击以更改分配至此人口的资源§!"
 LEFT_CLICK_POP: "§G点击以查看人口附加信息§!"
 RIGHT_CLICK_POP: "§G右键点击将当前资源锁定至此人口§!"
 RIGHT_CLICK_POP_UNLOCK: "§G右键点击解锁该人口以参与发展重点§!"
 FOCUS: "前往"
 NONINTERFERENCE_DIRECTIVE: "§R我们目前的外星干涉政策禁止殖民这个星球§!"
 PLANETVIEW_TERRAFORM_NOT_YOURS: "此行星为他人所属！"
 PLANETVIEW_TERRAFORM_NO_STATION: "此行星没有环境改造站"
 PLANETVIEW_TERRAFORM_ONGOING_COLONIZATION: "行星正在被殖民，我们无法对其进行环境改造"
 PLANETVIEW_POP_NOT_COLONIZED: "此行星尚未拥有人口。"
 SPACEPORT_TAB: "太空港"
 CANNOT_MODIFY_PLANET_PREFERENCE: "§R我们需要£society£ §H$tech_glandular_acclimation$§!来更改一个物种的宜居偏好。§!"
 TERRAFORM_PLANET_DOESNT_BELONG_TO_US: "§R此行星不处于我方领土内。§!"
 TERRAFORM_PLANET_HAS_OWNER: "§R我们需要£society£ §H$tech_ecological_adaptation$§!才能够环境改造有人居住的星球。§!"
 TERRAFORM_PLANET_ALREADY_TERRAFORMING: "§R该星球已经过环境改造！§!"
 TERRAFORM_LACKS_TECH: "§R需要£society£ §H$tech_terrestrial_sculpting$§!才能对该星球进行环境改造。§!"
 PLANETVIEW_NO_DOCKED: "轨道内无舰队。"
 STARBASE_NO_PLATFORMS: "无防御平台。"
 EMPIRE_FOOD_DESC: "我们生产£food£ $PRODUCTION|0G$并消耗£food£ $CONSUMPTION|0R$。"
 PLANETVIEW_FOOD: "食物盈余"
 PLANETVIEW_FOOD_DESC: "此行星生产£food£ $PRODUCTION|1G$，消耗£food£ $CONSUMPTION|1R$。"
 PLANETVIEW_FOOD_DELAYED: "§E盈余的£food£§H食物§!将提高§H人口§!生长速度，食物短缺则会降低人口幸福度。幸福度的影响效果将在每月初更新。建造£building£§H农场§!可获得更多食物。§!"
 LEFT_CLICK_TO_SHOW_INFO: "§G点击显示详情§!"
 RIGHT_CLICK_TO_BUILD: "§G右击显示建设列表§!"
 RIGHT_CLICK_TO_UPGRADE: "§G右击升级建筑§!"
 ADJACENCY_BONUS_NOT_ACTIVE_PRODUCTION_ERROR: "此建筑出现了生产错误。"
 MISSING_RESOURCES_TITLE: "缺少资源"
 MISSING_RESOURCES_DESC: "我们缺少运行该建筑的必需资源。"
 MISSING_MAINTENANCE_TITLE: "负收入"
 MISSING_MAINTENANCE_DESC: "就我们现有收入而言，该建筑最终将停止运行。"
 MISSING_REQUIRED: "需要： "
 LEFT_CLICK_TO_PLACE_COLONY: "§G点击以放置殖民地哨站§!"
 GIVE_SECTOR_ENERGY: "输送能量币"
 GIVE_SECTOR_ENERGY_DESC: "我们可以给星域$AMOUNT|Y0$能量币来促进其发展。\n\n§G按住£ctrl£ 每次点击给予$AMOUNT2|Y0$。§!"
 GIVE_SECTOR_MINERALS: "输送矿物"
 GIVE_SECTOR_MINERALS_DESC: "我们可以给星域$AMOUNT|Y0$矿物来促进其发展。\n\n§G按住£ctrl£每次点击给予$AMOUNT2|Y0$。§!"
 CAN_TAKE_HOSTILE_ACTION_NEED_WAR: "在我们采取敌对行动之前，必须先宣战。"
 CAN_TAKE_HOSTILE_ACTION_FIRST_CONTACT_PROTOCOL: "我们必须切换我们的第一次接触协议，才能攻击中立目标。"
 CAN_TAKE_HOSTILE_ACTION_NATIVE_INTERFERENCE: "我们的§Y$policy_interference$§!政策不允许此类行为。"
 CAN_TAKE_HOSTILE_ACTION_NATIVE_OTHER_BORDERS: "我们不可以对其它帝国境内的前超光速物种进行攻击。"
 CAN_DECLARE_WAR_POLICY: "我们的§Y$policy_war_philosophy$§!政策禁止宣战。"
 MANUAL_RESETTLEMENT_CLICK_TO_SHOW: "§G点击以显示§!"
 MANUAL_RESETTLEMENT_ALREADY_OPEN: "§R当前显示的是此星球§!"
 SLAVERY_UNALLOWED_WRONG_POLICY: " 我们现有对奴隶制的立场不允许我们奴役这个人口"
 PURGE_UNALLOWED_WRONG_POLICY: " 我们现有对净化的立场不允许我们净化这个人口"
 GROUND_SUPPORT_UNALLOWED_POLICY: "§R我们现有对轨道轰炸的立场不允许我们舰队采取这一行为§!"
 ORGANIC_GROWTH_DISCOURAGED: "人口增长减少：§R+75%§!\n人口舒适度使用：§R+25%§!\n有机人口维护费：§R+25%§!\n迁出推动力：§Y+100§!"
 TERRAFORM_IN_PROGRESS: "这颗行星正在进行环境改造。\n£time£ $DAYS_REMAINING|Y$天后它将被改造成$PLANET_CLASS|Y$"
 SCRIPTED_TERRAFORM_IN_PROGRESS: "该行星正被环境改造成$PLANET_CLASS|Y$。\n已完成$COMPLETION_PERCENTAGE|Y%0$。"
 TERRAFORM_CANNOT_BE_CANCELLED: "§R无法取消此类环境改造。§!"
 TOOLTIP_TERRAFORM_DONT_HAVE_STATION: "此行星轨道内没有环境改造站"
 TOOLTIP_TERRAFORM_NOT_ENOUGH_RESOURCES: "缺少资源：\n"
 TOOLTIP_NOT_ENOUGH_RESOURCE: "$RESOURCE|T$：§R$NEEDED$§!"
 TOOLTIP_HAS_ENOUGH_RESOURCE: "$RESOURCE|T$：§Y$NEEDED$§!"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED: "未调查"
 PLANETVIEW_TILES_TAB_NOT_SURVEYED_DESC: "我们需要调查这个行星以获取它地表的详细信息。"
 PLANETVIEW_POPS_TITLE: "人口"
 PLANETVIEW_POPS_DESC: "此行星上有$POPS|Y$人口。"
 GENERAL_TITLE: "陆军将领"
 PLANETVIEW_NO_GOVERNOR_TITLE: "无总督"
 PLANETVIEW_NO_GOVERNOR_DESC: "我们可以指派一位总督，以更有效地管理此行星。"
 PLANETVIEW_NO_GENERAL_TITLE: "无陆军将领"
 PLANETVIEW_NO_GENERAL_DESC: "我们可以指派一位陆军将领领导当地军队。"
 PLANETVIEW_PLANET_RESOURCES: "行星资源"
 PLANETVIEW_PLANET_RESOURCES_DESC: "这个区域显示行星上的自然资源。它们可以通过放置一个§H人口§!到资源所在的地表地块，或者根据资源类型，通过轨道上的§H矿物/科研空间站§!来获取资源。"
 PLANETVIEW_PLANET_MODIFIERS: "行星修正"
 PLANETVIEW_PLANET_CLASS: "行星类型"
 PLANETVIEW_PLANET_CLASS_DESC: "§E这里是行星的类型。每个物种都有最宜居的§H行星类型§!，如果生活在不宜居的星球上，§H宜居性§!会下降，§H幸福度§!随之降低。§!"
 PLANETVIEW_STAR_CLASS: "恒星类别"
 PLANETVIEW_STAR_CLASS_DESC: "§E恒星类别会影响恒星系的形成方式，以及恒星系内各类星体的类型和形态。§!"
 PLANETVIEW_DIPLOSTATUS_IN_ALLIANCE: "是$ALLIANCE$的成员"
 PLANETVIEW_DIPLOSTATUS_IS_VASSAL: "是$EMPIRE$的附属"
 PLANETVIEW_DIPLOSTATUS_IS_OVERLORD: "是$EMPIRE$的宗主"
 PLANETVIEW_DIPLOSTATUS_IN_WAR: "正在参与$WAR$"
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_RESOURCE: "资源："
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_CONSUMPTION: "消耗："
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_PRODUCTION: "生产："
 PLANETVIEW_TOPBAR_RESOURCES_TEXT_REMAINING: "结余："
 PLANETVIEW_SPACEPORT_TITLE: "§H太空港§!"
 PLANETVIEW_SPACEPORT_DESCRIPTION: "在这个行星的轨道上建造§H太空港§!后将可以建造宇宙舰船和其他星际航天器。同时它也作为恒星系内的驿站，具有基本的防御和通讯作用。§H太空港§!能够专门化发展为生产，防御或公共设施。"
 PLANETVIEW_SPACEPORT_CONSTRUCTION: "该太空港正在建造中。它将在$MONTHS|H$个月后完成（$DATE|H$）。"
 PLANETVIEW_EDICTS_LIST: "法令列表"
 PLANETVIEW_EDICTS_LIST_DESC: "§G点击查看此星球可用的法令§!"
 PLANETVIEW_EDICTS_LIST_DELAYED: "§E行星法令是具有有效期的本地法令，需要花费£unity£ §H凝聚力§!来颁布。§!"
 PLANETVIEW_TERRAFORM: "环境改造"
 PLANETVIEW_TERRAFORM_DESC: "环境改造可以改变行星类型。"
 PLANETVIEW_TERRAFORM_INSTRUCTION: "§G点击以查看可用选项§!"
 PLANETVIEW_COLONIZE: "殖民"
 PLANETVIEW_COLONIZE_TERRAFORMING_TITLE: "确认殖民"
 PLANETVIEW_COLONIZE_TERRAFORMING_DESC: "此星球正在进行环境改造，殖民此星球会导致环境改造过程被终止。"
 PLANETVIEW_NO_ACTIVE_EDICTS: "无现行法令"
 PLANETVIEW_TERRAFORM_INTO: "改造为"
 PLANETVIEW_TERRAFORM_PLANET: "对行星进行环境改造"
 PLANETVIEW_TERRAFORMING: "环境改造"
 PLANETVIEW_TERRAFORMING_DESC: "该行星被环境改造为：$CLASS|H$。该进程会在$DATE|H$完成。"
 PLANETVIEW_LOCAL_OUTPUT: "资源产出"
 PLANETVIEW_LOCAL_OUTPUT_TOOLTIP: "§E这是$PLANET|H$的全部资源产出。§!"
 PLANET_VIEW_PRODUCTION_ERROR: "生产错误"
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_REQUIRES_POP: "这个建筑需要一个已成长的人口来运作。"
 PLANET_VIEW_PRODUCTION_ERROR_FAILED_PRODUCTION: "缺少以下资源："
 PLANET_VIEW_PRODUCTION_ERROR_OCCUPATION: "此行星已被占据，无法生产任何资源。"
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_DEACTIVATED: "此建筑已被停用。"
 PLANET_VIEW_PRODUCTION_ERROR_BUILDING_RUINED: "此建筑已成废墟，需要修理后才能恢复运作。"
 PLANETVIEW_CONSTRUCTION: "建设"
 PLANETVIEW_CONSTRUCTION_IN_PROGRESS: "正在建设$NAME|Y$ ，$DAYSLEFT|Y$ 天后完工。"
 PLANETVIEW_CONSTRUCTION_QUEUED: "已将$NAME|Y$ 建设加入队列，队列位置为$QUEUE_PLACE|Y$。"
 PLANETVIEW_CANCEL_CONSTRUCTION: "取消建造"
 PLANETVIEW_CANCEL_CONSTRUCTION_DESC: "是否确定取消此建设？"
 PLANETVIEW_CONSTRUCTION_SUPPRESS_RESOURCES: "在此地块上建造$BUILDING|Y$将停止以下资源的收集：\n\n$RESOURCES$\n"
 PLANETVIEW_CLEARING: "清理地块"
 PLANETVIEW_CLEARING_IN_PROGRESS: "地块正在清理中。这个过程将于$DAYSLEFT|Y$天后完工。"
 PLANETVIEW_CLEARING_QUEUED: "地块加入清理序列中。序列中的位置为$QUEUE_PLACE|Y$。"
 PLANETVIEW_REPAIR: "修理建筑"
 PLANETVIEW_REPAIR_IN_PROGRESS: "地块上的建筑正在修理中。这个过程将于$DAYSLEFT|Y$天后完工。"
 PLANETVIEW_REPAIR_QUEUED: "地块上的建筑加入修理序列中。序列中的位置为$QUEUE_PLACE|Y$。"
 PLANET_VIEW_PLACE_COLONY_TITLE: "放置殖民地"
 PLANET_VIEW_PLACE_COLONY_DESC: "§G点击一个地表地块，放置第一块殖民地§!"
 #provided variables are $FROM$ $TO$ and $REASON$. FROM and TO are the names of planet classes
 TOOLTIP_TERRAFORM_TO: "§G点击以将环境改造为$TO|H$§!"
 TOOLTIP_TERRAFORM_TO_CANT: "§Y无法将环境改造为$TO|H$§!"
 TOOLTIP_TERRAFORM_COST: "这将花费£energy£ $COST|Y$以及$DURATION|Y$天。"
 TOOLTIP_RESOURECE_USE: "$RESOURCE$：$VALUE|H$"
 TOOLTIP_RESOURECE_USE_DIFF: "$RESOURCE$：$VALUE|-=$"
 TOOLTIP_TECH_TERRAFORM_COST_CHANGE: "环境改造所需的资源：\n$LIST$"
 TOOLTIP_CANCEL_TERRAFORMATION: "§H取消环境改造§!\n消耗的能量币将退还"
 TOOLTIP_TERRAFORM_POSSIBILITIES: "可改造为：$LIST$"
 TOOLTIP_TERRAFORM_NO_POSSIBILITIES: "没有可以进行环境改造的星球"
 #variables: $FROM$ $TO$ $CONDITION$
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_VALID: "$TO|G$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_CONDITIONAL_INVALID: "$TO|R$\n$CONDITION$"
 TOOLTIP_TERRAFORM_LINK_VALID: "$TO|G$"
 TOOLTIP_TERRAFORM_LINK_INVALID: "$TO|R$"
 MISSING_FEATURE_FLAG: "需要：$TECH|H$"
 ASSIMILATION_CITIZENSHIP_ENABLED: "获得§Y同化§!公民权§Y物种权利§!，允许新加入的人口被转变为"
 CYBORG_ASSIMILATION_CITIZENSHIP_ENABLED: "$ASSIMILATION_CITIZENSHIP_ENABLED$§Y义体人§!。"
 SYNTH_ASSIMILATION_CITIZENSHIP_ENABLED: "$ASSIMILATION_CITIZENSHIP_ENABLED$§Y合成人§!。"
 HIVE_ASSIMILATION_CITIZENSHIP_ENABLED: "$ASSIMILATION_CITIZENSHIP_ENABLED$ §Y蜂巢思维人口§!。"
 ENTIRE_SPECIES_BEING_PURGED: "$TRIGGER_FAIL$整个物种正在被净化。"
 ALREADY_BEING_PURGED: "$TRIGGER_FAIL$该人口已被净化。"
 ACTION_CANNOT_PURGE_CITIZEN: "$TRIGGER_FAIL$只能选择性地净化被奴役的物种。"
 ACTION_CANNOT_PURGE_POLICY: "$TRIGGER_FAIL$我们的政策不允许选择性净化。"
 AI_WILL_BE_OUTLAWED: "人工智能在§H[Root.GetName]§!内将被宣布为非法。"
 PURGE_AND_SLAVES_WILL_BE_OUTLAWED: "在§H[Root.GetName]§!净化与奴役将被法律禁止。"
 ENSLAVE_ALL_POPS: "奴役此行星上的所有$SPECIES|H$人口"
 ENSLAVE_POP: "奴役人口"
 EMANCIPATE_POP: "释放此人口"
 EMANCIPATE_ALL_POPS: "释放行星上的所有$SPECIES|H$人口"
 PURGE_ALL_POPS: "净化行星上的全部人口"
 PURGE_POP: "$POP_ACTION_PURGE$"
 POP_ACTION_STOP_PURGE_ROBOT: "停止拆解"
 STOP_PURGE_POP: "停止净化"
 STOP_PURGE_ALL_POPS: "停止净化行星上的全部人口"
 PURGE_POP_ROBOT: "$POP_ACTION_PURGE_ROBOT$"
 PURGE_ALL_POPS_ROBOT: "拆解行星上的所有人口"
 STOP_PURGE_POP_ROBOT: "停止拆解"
 STOP_PURGE_ALL_POPS_ROBOT: "停止星球上的所有拆解"
 PURGE_POP_HEADLINE: "净化$SPECIES|H$"
 STOP_PURGE_POP_HEADLINE: "停止净化$SPECIES|H$"
 PURGE_POP_ROBOT_HEADLINE: "拆解$SPECIES|H$"
 STOP_PURGE_POP_ROBOT_HEADLINE: "停止拆解$SPECIES|H$"
 POP_ACTIONS: "行动"
 POP_ACTIONS_DESC: "采取行动会影响这个人口。"
 POP_ACTION_PURGE_ROBOT: "拆解"
 POP_ACTION_PURGE: "净化"
 POP_ACTION_PURGE_DESC: "§E系统性的慢性屠杀，并最终清除掉这个地块的§H人口§!。§!"
 POP_ACTION_PURGE_ROBOT_DESC: "§E系统性的慢性屠杀，并最终清除掉这个地块的§H人口§!。§!"
 ACTION_DISASSEMBLE_SYNTHETICS: "$TRIGGER_FAIL$具有公民权的智慧机器人不能被拆解"
 POP_ACTION_RESETTLE: "强制迁移"
 POP_ACTION_RESETTLE_DESC: "§E强制性移民这个§H人口§!到我们其他的直辖行星。§!"
 POP_ACTION_RELOCATE: "迁移"
 POP_ACTION_RELOCATE_DESC: "§E将此§H人口§!移动至另一地块§!"
 TILE_ACTION_RESETTLE: "$POP_ACTION_RESETTLE$"
 TILE_ACTION_RESETTLE_DESC: "§E从我们的另一个核心行星强制迁移来一个§H人口§!。§!"
 TILE_ACTION_POPULATE: "建造人口"
 TILE_ACTION_POPULATE_DESC: "§E选择一种§H$trait_mechanical$人口§!模型在这个地块上建造。§!"
 TILE_ACTION_POPULATE_DESC_machine_intelligence: "§E选择一种§H$trait_machine_unit$人口§!模型在这个地块上建造。§!"
 NO_POPS_TO_BUILD: "§R我们缺少建造机器人口的必要科技。§!"
 ERROR_PLANET_UNDER_COLONIZATION: "§R星球正在殖民中。§!"
 POP_ACTION_VIEW_SPECIES: "物种界面"
 POP_ACTION_VIEW_SPECIES_DESC: "§H$POP_ACTION_VIEW_SPECIES$§!\n§E把这个物种显示在物种列表中，以调整它们的权利并修改它的物种模板。§!"
 CANT_ENSLAVE: "§R需要政策：允许奴隶制§!"
 ENSLAVE_REQUIRES_OWNED_PLANET: "人口必须位于已拥有的行星"
 ENSLAVE_REQUIRES_GROWN_POP: "无法奴役成长中的人口"
 POP_ACTION_ENSLAVE: "奴役"
 POP_ACTION_ENSLAVE_DESC: "§E奴役此§H人口§!。被奴役的人口擅长体力劳动，但不善于脑力劳动。其他人口可能对奴隶的存在做出反应。同时也可能恶化与其他某些帝国的关系。§!"
 POP_ACTION_EMANCIPATE: "释放奴隶"
 POP_ACTION_EMANCIPATE_DESC: "§E释放这个§H人口§!。他们会获得自由，但是被奴役的经历不会很快就忘记。§!"
 POP_ACTION_STOP_PURGE: "停止净化"
 POP_ACTION_STOP_PURGE_DESC: "§E停止对这个§H人口§!正在进行的灭绝行动。他们不会被抹杀，但是他们曾经经历的苦难不会轻易被他们所遗忘。§!"
 POP_ACTION_STOP_PURGE_ROBOT_DESC: "§E停止正在对这个对§H人口§!进行的拆解行动。§!"
 POP_ACTION_STOP_PURGE_ALL_POPS: "停止净化此行星上的所有$SPECIES|H$人口"
 POP_ACTION_CREATE_COLONISTS: "创建殖民者"
 POP_ACTION_CREATE_COLONISTS_DESC: "开始建造殖民舰并且用选择的人口中召集殖民者"
 IS_GENOCIDING_DESC: "正在被净化：\n生产：§H0§!\n研究：§H0§!"
 COLONY: "殖民地"
 COLONIES: "殖民地"
 EXTERMINATED: "人口会在$MONTHS|H$内被清洗完毕"
 DISPLACED: "人口正在被驱逐。"
 EMPTY_SLOT: "§H空的人口槽§!\n只要有足够的基础设施，这个星球上还有足够空间支持更多人口。"
 PLANET_VIEW_LAND_ARMY: "§G右击以使陆军登陆§!"
 PLANET_VIEW_EMBARK_ARMY: "§G右击以使陆军登船§!"
 PLANET_VIEW_ORBITAL_CONSTRUCTION: "轨道建设"
 SPACE_PORT_DETAILS_BUTTON: "§G点击以查看太空港的具体信息§!"
 COLONIZING_PLANET: "正在殖民行星"
 COLONIZING_PLANET_DEFAULT: "正在殖民行星"
 COLONIZING_PLANET_SWARM: "正在感染行星"
 CONSTRUCTING_ORBITAL: "正在建设轨道空间站"
 PLANET_VIEW_UNDER_COLONIZATION: "此行星正在被殖民"
 PLANET_VIEW_CLICK_TO_ABORT: "§G点击从队列中移除§!"
 PLANET_VIEW_LEADER_CHANGE: "变更总督"
 PLANET_VIEW_LEADER_UNASSIGN: "§G右键点击以撤任领袖§!"
 PLANET_VIEW_LEADER_ASSIGN: "§G点击以指派领袖§!"
 PLANET_VIEW_LEADER_TYPE_PLANET: "行星总督"
 PLANET_VIEW_LEADER_TYPE_SECTOR_THIS_PLANET: "星域总督在这颗行星上进行管理。"
 PLANET_VIEW_LEADER_TYPE_SECTOR_OTHER_PLANET: "星域总督在$PLANET|H$行星上进行管理。"
 PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_THIS_PLANET: "核心星域总督在此行星管理帝国。"
 PLANET_VIEW_LEADER_TYPE_CORE_SECTOR_OTHER_PLANET: "核心星域总督在$PLANET|H$行星管理星域。"
 PLANET_VIEW_UNDER_COLONIZATION_DESC: "我们强韧的开拓者正在该星球建立一个立足之地。这个过程每月会花费我们$COST|H$£energy£ 并会耗时$MONTHS|H$个月直至完成（$DATE|H$）。"
 PLANET_VIEW_COLONIZATION_HALT: "这个星球的殖民行动由于缺乏能量币而被暂停。"
 PLANET_VIEW_COLONY_UNDER_BOMBARDMENT_DEFAULT_DESC: "该星球正在被$COUNTRY|H$殖民。它正在遭受轰炸，并会在$DATE|H$被§R放弃§!。"
 PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC: "该星球正在被$COUNTRY|H$殖民。殖民将在$DATE|H$完成。"
 PLANET_VIEW_UNDER_COLONIZATION_SWARM_DESC: "该星球正在被$COUNTRY|H$感染。感染将在$DATE|H$完成。\n进行轨道轰炸可以中止此进度。"
 BUILD_COST: "$COST|H$能量币"
 PLANETARY_BUILDING: "行星"
 ORBITAL_BUILDING: "轨道"
 PLANET_UNIQUE_BUILDING: "行星唯一"
 PLANET_UNIQUE_ALREADY_EXISTS: "这个建筑在单个星球上只能有一个；我们已经有了一个。"
 EMPIRE_UNIQUE_BUILDING: "帝国唯一"
 EMPIRE_UNIQUE_ALREADY_EXISTS: "$PLANET|H$上已拥有该建筑。"
 BUILDING_DISABLED: "建筑被停用"
 PRE_SAPIENT_CANT_BUILD: "不能建造在未开智人口居住的地块上。"
 BIO_TROPHY_CANT_BUILD: "不能建造在活体陈设居住的地块上。"
 WRONG_SECTOR_CANT_BUILD: "无法管理星域中的行星地块。"
 CANT_MOVE_POP: "无法移动人口。"
 PLANET_VIEW_EMBARK_ALL: "全部登船"
 PLANET_VIEW_ARMIES_COUNT: "当前部队：$VALUE|Y0$"
 PLANET_VIEW_RETREAT: "撤退"
 PLANET_VIEW_LAND_ALL: "全部登陆"
 PLANET_VIEW_ATTACK: "攻击"
 PLANET_VIEW_GROUND_COMBAT_ADVANTAGE: "实力对比"
 PLANET_VIEW_POWER_BALANCE: "显示双方各自陆军血量之和。"
 PLANET_VIEW_EMBARK_ALL_TITLE: "陆军登船"
 PLANET_VIEW_EMBARK_INFO: "命令我们的陆军登船进入宇宙"
 PLANET_VIEW_EMBARK_NO_ARMIES: "在地面上没有可以登船的部队。"
 PLANET_VIEW_EMBARK_NO_DESIGN: "我们没有可用的运输船设计。"
 PLANET_VIEW_EMBARK_FOLLOWING_ARMIES: "以下陆军将会登船："
 PLANET_VIEW_LAND_ALL_TITLE: "陆军登陆"
 PLANET_VIEW_LAND_INFO: "命令我们在轨道上的陆军登陆"
 PLANET_VIEW_LAND_FOLLOWING_ARMIES: "以下部队将会登陆："
 PLANET_VIEW_GARRISON: "占领军"
 PLANET_VIEW_ASSAULT: "进攻部队"
 ARMY_IS_BROKEN: "溃败"
 ARMY_IS_BROKEN_INFO: "此军团士气低落，战斗力锐减。"
 ARMY_HAS_LEADER_BOUND: "领袖"
 ARMY_HAS_LEADER_BOUND_INFO: "$LEADER|Y$在率领这支陆军。"
 ARMY_CANNOT_RETREAT: "无法撤退"
 ARMY_CANNOT_RETREAT_INFO: "此陆军无法撤退。"
 ARMY_IS_DISENGAGED: "已撤退"
 ARMY_IS_DISENGAGED_INFO: "该陆军已从前线撤退。只要该方有足够数量的未撤退军团仍在交战，该军团就不会攻击或被攻击。"
 CONSTRUCTION_FINISHED_DAYS: "£resource_time£ $DAYS|0Y$天内完成"
 CONSTRUCTION_IN_QUEUE: "£resource_time£ $QUEUED$内结束"
 POTENTIAL_ARMY: "后备陆军"
 POTENTIAL_ARMY_DESC: "一支后备陆军平日里并不出现，只有在特殊情况下会出现，比如行星被入侵的时候民兵会紧急动员。"
 SECTOR_FOCUS: "此星域的发展重心为$FOCUS|Y$。"
 CLICK_SETTINGS: "点击设置按钮，更改发展重心。"
 SETTINGS_SECTOR: "§H星域设置§!\n点击查看或变更星域设置。"
 MILITARY_STATION_SETTING_DISABLED: "§R需要太空建设。§!"
 PLANET_AND_SYSTEM: "$PLANET$（§Y$SYSTEM$星系§!）"
 PLANET_VIEW_ARMIES_NO_RETREAT: "由于处于战斗状态此部队无法于$DATE|H$之前撤退。"
 THIS_POP_WORKFORCE: "这些£pops£人口贡献$WORKFORCE|0$ $JOB|Y$劳动力。"
 THIS_OVERALL_WORKFORCE: "这些£pops£人口贡献$WORKFORCE|0$总劳动力。"
 POP_GROUP_SUBHEADER: "$CLASS|E$"
 POP_GROUP_JOBS: "岗位：$JOBS$"
 POP_GROUP_JOB: "$NAME|Y$"
 buildable_ship: "舰船"
 buildable_building: "建筑"
 buildable_development: "基础设施"
 buildable_energy: "能量币"
 buildable_army: "陆军"
 buildable_orbital_station: "太空港"
 buildable_fleet: "舰队"
 buildable_none: "无效"
 buildable_money: "能量币"
 council_click_to_assign: "§G点击指派到岗位§!"
 BUILDABLE_SHIP_NAME: "$TYPE$级"
 LEFT_CLICK_BUILDABLES: "§G点击以查看建筑列表§!"
 TIMED_MOD_DESC: "$TITLE|H$\n$DESC$\n$EFFECTS$\n剩余$DAYS$天"
 PLANET_TILE: "行星地块"
 PLANET_TILE_DETAILS: "行星地块详情"
 CHOOSE_CONSTRUCTION: "选择建筑"
 SPECIES_GROWTH_PROGRESS: "$SPECIES$：§Y$CURRENT$%§!（§Y$MONTHLY$%/月§!）"
 SPECIES_NUM: "$SPECIES$：（£pop£$NUM|Y$）"
 PLANET_VIEW_BUILD_POP_PANEL_CHOOSE_POP: "选择人口"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE: "建造多个"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC: "§H$PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE$§!\n§E选择该选项在多个地块上建造£pop£人口。§!"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_MODE_DESC_DELAYED: "§E1.勾选该选框。\n2.从下方列表选择一个£pop£人口模型。\n3.$PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2$。§!"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_NORMAL: "选择一种£pop£人口在所选地块上建造"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_1: "选择一种£pop£人口在所有点选地块上批量建造"
 PLANET_VIEW_BUILD_POP_PANEL_INSTRUCTION_BATCH_2: "点击空闲地块将人口建造加入队列"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_SELECT_POP: "§R从右方列表选择一个£pop£人口进行建造§!"
 PLANET_VIEW_BUILD_POP_PANEL_BATCH_CLICK_TO_BUILD: "点击以在该地块建造$NAME$。"
 RIGHT_CLICK_TO_CANCEL_BUILD_POP: "右键点击取消该人口的建造。"
 SECTOR_VALUE_PLUS_VALUE: "$STORED|B$ + $DELTA|B$"
 RETREAT: "撤退"
 ####################################
 #Popcat Selection
 ####################################
 POPCAT_SELECTION_TITLE: "选择殖民者"
 ####################################
 #War Goals View
 ####################################
 WAR_GOAL: "战争目标"
 WAR_GOALS_VIEW_TITLE: "战争目标"
 WAR_GOALS_VIEW_AVAILABLE: "$WAR_GOAL$"
 WAR_GOALS_VIEW_TARGET: "战争对象"
 WAR_GOALS_VIEW_DESC: "宣布一个战争目标来表明我们为何而战。"
 WAR_GOALS_VIEW_WAR_GOAL_CLICK_DESC: "§G点击左侧的战争目标以进行选择。§!"
 WAR_GOALS_VIEW_ATTACKERS_DESC: "§G通过在左侧的列表点击条目来添加或删除发起的进攻方§!\n§R新增进攻方需要全票同意通过！§!"
 WAR_GOALS_VIEW_ATTACKERS_CLICK_TO_REMOVE: "§G点击移除受邀请的攻击者§!"
 DECLARE_WAR: "$ACTION_DECLARE_WAR_TITLE$"
 WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL: "未知战争目标"
 WAR_GOALS_VIEW_UNSET_ENEMY_WAR_GOAL_DESC: "我们的敌人尚未选定战争目标。"
 WAR_GOALS_VIEW_MANAGE_CLAIMS: "管理宣称"
 WAR_GOALS_VIEW_MANAGE_CLAIMS_DESC: "管理我们对敌人的宣称。"
 WAR_GOALS_VIEW_CLICK_SET_WAR_GOAL: "点击对我们的敌人设置战争目标"
 WAR_GOALS_VIEW_CLICK_DECLARE_WAR: "点击对我们的敌人宣战"
 OUR_CLAIMS_ON_ENEMY: "我们在敌人及其盟友处宣称了$COUNT|H$个意图征服的恒星系。"
 ALLY_CLAIMS_ON_ENEMY: "我们的盟友在敌人及其盟友处宣称了$COUNT|H$个我们意图征服的恒星系。"
 ####################################
 #War Overview
 ####################################
 OUR_WAR_GOAL: "我们的战争目标"
 THEIR_WAR_GOAL: "敌人的战争目标"
 SET_WAR_GOAL: "设置战争目标"
 SET_WAR_GOAL_DESC: "我们尚未设置战争目标。"
 SET_WAR_GOAL_NOT_MAIN_DEFENDER: "只有防御方盟主才能设置战争目标。"
 SEND_OFFER_NOT_MAIN_PARTICIPANT: "只有攻击方盟主或防御方盟主才能做出提议。"
 SEND_OFFER_NO_DEFENDER_DEMANDS: "防御方尚未选择战争目标 （剩余$DAYS|H$天）"
 SEND_OFFER_ALREADY_SENT: "对方已经在考虑我方提出的和约。"
 SET_WAR_GOAL_ALREADY_SET: "已经设置战争目标。"
 SET_WAR_GOAL_NOT_SET: "尚未设置战争目标。"
 SEND: "发送"
 SEND_PEACE_OFFER_CLICK: "点击发送议和请求"
 SEND_WIN: "胜利"
 SEND_WIN_DESC: "你胜利了！"
 SEND_DEMANDS: "发送要求"
 SEND_DEMANDS_DESC: "发送我方要求。收到的一方将会接受或拒绝我们的提议。"
 FORCE_DEMANDS: "要求投降"
 FORCE_DEMANDS_DESC: "要求对方无条件接受我们的战争目标，对方必须接受我们的提议。"
 SEND_DEMANDS_SURRENDERED_DESC: "提出我方的要求。由于对方已经投降所以他们无法拒绝。"
 SEND_WHITEPEACE: "请求维持现状"
 SEND_WHITEPEACE_DESC: "提出维持现状提案，战争将以平局结束。"
 FORCE_WHITEPEACE: "强制维持现状"
 FORCE_WHITEPEACE_DESC: "强迫对方接受维持现状的提案，战争将以平局结束"
 SEND_SURRENDER: "投降"
 SEND_SURRENDER_DESC: "无条件投降将即刻结束战争，敌方将拥有6个月的时间拟定条款。"
 PEACE_OFFER_UNAVAILABLE: "§R我们的战争目标不允许我们这么做。§!"
 TRUCE_EFFECT_DESC: "战争结束后，$ATTACKER|H$与$DEFENDER|H$间将达成停战协定。停战将持续$TRUCEYEARS|H$年，其间他们将无法互相宣战。"
 EV_OVERLORD: "宗主：$COUNTRY|H$"
 ONLY_WARLEADER: "只有战争领导国才能发出和平提案。"
 ALREADY_SURRENDERED: "我们已经投降。"
 ENEMY_ALREADY_SURRENDERED: "敌方已投降。"
 ANOTHER_INTERACTION: "我们正在等待回复。"
 WAR_EXHAUSTION: "厌战度"
 ATTACKER_WAR_EXHAUSTION_VALUE: "$ATTACKER$ $WAR_EXHAUSTION$：$VALUE|0%Y$"
 DEFENDER_WAR_EXHAUSTION_VALUE: "$DEFENDER$ $WAR_EXHAUSTION$：$VALUE|0%Y$"
 WAROVERVIEW_WAR_EXHAUSTION_PROGRESSBAR_TOOLTIP: "§H相对厌战度§!\n衡量战争中的进攻者和防御者遭受的相对厌战度。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_HEADER: "合计："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP: "§H厌战度§!\n战争一方的参与者所遭受的厌战度的总和。高厌战度可以使得敌人更容易接受和平协议。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_HEADER: "损耗："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ATTRITION_TOOLTIP: "§H损耗厌战§!\n这种厌战在战争中会随时间被动累积。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_HEADER: "占领："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_OCCUPATION_TOOLTIP: "§H占领§!\n占领行星和星系获得的分数。高占领分数可以使得敌人更容易屈服于我们的要求。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_HEADER: "太空战："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_SHIPS_TOOLTIP: "§H太空战厌战§!\n太空战斗导致的厌战度。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_HEADER: "地面战："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_ARMIES_TOOLTIP: "§H地面战厌战§!\n地面战斗导致的厌战。"
 WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_HEADER: "摧毁："
 WAROVERVIEW_WAR_EXHAUSTION_STAT_DESTRUCTION_TOOLTIP: "§H行星毁灭厌战§!\n该厌战度因行星被摧毁，镇压，中子扫荡，强制皈依或纳米同化而产生。"
 WAROVERVIEW_WAR_EXHAUSTION_DETAILS_HEADER: "§L详情§!"
 WAROVERVIEW_WAR_EXHAUSTION_DETAILS_TOOLTIP: "§H详情§!\n影响此方厌战度的详细因素。"
 WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_HEADER: "§L无上限§!"
 WAROVERVIEW_WAR_EXHAUSTION_UNCAPPED_EXHAUSTION_TOOLTIP: "§H无上限厌战度§!\n此分类总共可以累积§Y100%§!厌战度。"
 WAROVERVIEW_WAR_EXHAUSTION_HEADER_HEADER: "§L厌战度§!"
 WAROVERVIEW_WAR_EXHAUSTION_HEADER_TOOLTIP: "$WAROVERVIEW_WAR_EXHAUSTION_STAT_SUM_TOOLTIP$"
 WAR_STARTED: "战争爆发：$DATE|H$"
 WAROVERVIEW_BATTLE_OVERWHELMING_VICTORY: "§G压倒性胜利§!"
 WAROVERVIEW_BATTLE_VICTORY: "§G胜利§!"
 WAROVERVIEW_BATTLE_DRAW: "§Y平局§!"
 WAROVERVIEW_BATTLE_DEFEAT: "§H战败§!"
 WAROVERVIEW_BATTLE_OVERWHELMING_DEFEAT: "§R惨败§!"
 WAROVERVIEW_BATTLE_OUR_WAR_EXHAUSTION: "我们的厌战度：$VALUE$"
 WAROVERVIEW_BATTLE_THEIR_WAR_EXHAUSTION: "他们的厌战度：$VALUE$"
 WAROVERVIEW_OFFER_PEACE: "和平提案"
 WAROVERVIEW_OFFER_PEACE_SELECT_OPTION: "§E选择上方的一个选项以协商停战。§!"
 WAROVERVIEW_FORCE_DEMANDS: "达成战争目标"
 WAROVERVIEW_FORCE_DEMANDS_DESC: "我们将强制对方满足所有的我方战争目标，并获得所有的宣称领土。"
 WAROVERVIEW_STATUS_QUO: "维持现状"
 WAROVERVIEW_STATUS_QUO_DESC: "放弃战争目标，双方能够取得已占领的宣称领土。"
 WAROVERVIEW_SURRENDER: "投降"
 WAROVERVIEW_SURRENDER_DESC: "允许敌人强制赢得他们所有的战争目标，并且他们将夺取所有的宣称领土。"
 WAROVERVIEW_SEND_OFFER: "递交议和条件"
 WAROVERVIEW_WAR_STATUS_HEADER_1: "§R对方完全无意投降。§!"
 WAROVERVIEW_WAR_STATUS_HEADER_2: "§R他们短时间内不会投降。§!"
 WAROVERVIEW_WAR_STATUS_HEADER_3: "§Y他们拒绝我方要求的意志开始动摇了。§!"
 WAROVERVIEW_WAR_STATUS_HEADER_4: "§G他们快要投降了。§!"
 WAROVERVIEW_WAR_STATUS_HEADER_5: "§G他们准备好要投降了。§!"
 LACKING_INFLUENCE_DEMAND: "§R我们缺少必须的影响力来提出此要求。§!"
 SPACE_BATTLE: "太空战斗"
 OCCUPATION: "占领"
 WARGOAL: "$NAME|Y$战争目标"
 PLANET_BATTLE_ON: "$PLANET|H$的战斗"
 OCCUPATION_OF: "占据$PLANET|H$"
 ENCOUNTER: "遭遇战"
 ENGAGEMENT: "交战"
 COMBATANTS: "参战方"
 RESULT: "厌战度"
 RESULT_FORMAT: "$OURS$ / $THEIRS$"
 LOCATION: "地点"
 WON: "胜"
 LOST: "损失"
 VS: "对"
 BATTLE_DESC: "§H交战§!\n在战争中采取的军事行动，根据§H$COMBATANTS$§!，§H$LOCATION$§!， 和§H$RESULT$§!进行排列。"
 DESTRUCTION_OF: "$PLANET|H$的覆灭"
 ####################################
 #Situation Log
 ####################################
 SITUATION_LOG_TRACKED_TOOLTIP: "§H已追踪§!\n目前正在地图上追踪该项目。"
 SITUATION_LOG_HEADER: "情报日志"
 WE_DECIDED_TO: "我们决定："
 SITUATION_LOG_SELECT_ENTRY: "从左边的列表中选择一个特殊项目或事件链。"
 SITUATION_LOG_NO_ENTRIES_TIP: "无记录……"
 SITUATION_LOG_TIME_REQUIREMENT: "研究时间：$DAYS$天"
 SPECIAL_PROJECT_STATUS_AVAILABLE: "可用"
 SPECIAL_PROJECT_STATUS_UNAVAILABLE: "不可用"
 SPECIAL_PROJECT_STATUS_DISABLED: "禁用"
 SPECIAL_PROJECT_STATUS_RESEARCHING: "研究中"
 SPECIAL_PROJECT_STATUS_HALTED: "暂停"
 SPECIAL_PROJECT_STATUS_COMPLETED: "完成"
 SPECIAL_PROJECT_STATUS_FAILED: "失败"
 SPECIAL_PROJECT_STATUS_TIMED_OUT: "超时"
 SPECIAL_PROJECT_STATUS_ABORTED: "放弃"
 MISSION_SUCCESS: "完成"
 MISSION_FAILED: "失败"
 MISSION_ABORTED: "取消"
 MISSION_ACTIVE: "进行中"
 SITUATION_LOG_NAVIGATE_TO: "前往"
 SITUATION_LOG_NAVIGATE_TO_DESC: "§G点击将视角快速移动到该情报日志条目所在位置§!"
 SITUATION_LOG_COST_VALUE: "花费：$VALUE|0$"
 SITUATION_LOG_UPFRONT_COST_VALUE: "前期花费：$VALUE|0$"
 SITUATION_LOG_SITUATION_APPROACH_HEADER: "解决方案"
 TRACK: "在地图上追踪"
 TRACK_ALL: "在地图上追踪全部"
 TRACK_STOP: "停止追踪"
 PROJECT_TRACK_DESC: "追踪的项目已在地图上标记。"
 POI_TRACK_DESC: "追踪的关注点已在地图上标记。"
 MISSION_TRACK_DESC: "追踪的项目已用动态高光标记。"
 OPTION_GROUP_TITLE: "选项组"
 OPTION_GROUP_DESC: "这些项目属于同一个选项组：选择研究一个项目后，将无法研究同组的其它项目。"
 SPECIAL_PROJECT_NO_ACCESS: "我们没有前往这个项目的边境通行权。"
 CLICK_TO_OPEN: "§G点击以在情报日志中查看§!"
 VICTORIES: "胜利"
 ANOMALIES: "异常现象"
 TIMELINE_HEADER: "帝国时间线"
 TIMELINE: "帝国焦点"
 TRACK_ALL_SITUATIONS_TRACK: "点击开始自动追踪所有§Y情报日志条目§!。"
 TRACK_ALL_SITUATIONS_UNTRACK: "点击停止自动追踪所有§Y情报日志条目§!。"
 FOCUS_EMPIRE: "帝国焦点"
 FOCUS_CARD_TYPE_FOCUS: "§Y$TYPE$焦点§!"
 FOCUS_CARD_TYPE_CORE: "核心"
 FOCUS_CARD_TYPE_CONQUEST: "征服"
 FOCUS_CARD_TYPE_EXPLORATION: "探索"
 FOCUS_CARD_TYPE_DEVELOPMENT: "发展"
 FOCUS_CARD_TYPE_EMPIRE_DESC: "帝国"
 FOCUS_CARD_TYPE_CONQUEST_DESC: "征服"
 FOCUS_CARD_TYPE_EXPLORATION_DESC: "探索"
 FOCUS_CARD_TYPE_DEVELOPMENT_DESC: "发展"
 FOCUS_CARD_TYPE_CONQUEST_REWARD: "£databank_conquest£§H$FOCUS_CARD_TYPE_CONQUEST$进展§!"
 FOCUS_CARD_TYPE_CONQUEST_REWARD_DESC: "完成该任务将推进$FOCUS_CARD_TYPE_CONQUEST_REWARD$，可用于解锁与战争和舰船类型有关的发展。"
 FOCUS_CARD_TYPE_EXPLORATION_REWARD: "£databank_exploration£§H$FOCUS_CARD_TYPE_EXPLORATION$进展§!"
 FOCUS_CARD_TYPE_EXPLORATION_REWARD_DESC: "完成该任务将推进$FOCUS_CARD_TYPE_EXPLORATION_REWARD$，可用于解锁与研究和超空间引擎有关的发展。"
 FOCUS_CARD_TYPE_DEVELOPMENT_REWARD: "£databank_development£§H$FOCUS_CARD_TYPE_DEVELOPMENT$进展§!"
 FOCUS_CARD_TYPE_DEVELOPMENT_REWARD_DESC: "完成该任务将推进$FOCUS_CARD_TYPE_DEVELOPMENT_REWARD$，可用于解锁与外交和恒星基地有关的发展。"
 FOCUS_CARD_DISMISSAL_TITLE: "变更焦点"
 FOCUS_CARD_DISMISSAL_TITLE_QUESTION: "$FOCUS_CARD_DISMISSAL_TITLE$？"
 FOCUS_CARD_DISMISSAL_MESSAGE: "这将用一张新的焦点卡替换掉当前的焦点卡。"
 FOCUS_CARD_CLICK_TO_DISMISS: "§R点击放弃该焦点卡并重新抽取一张。§!"
 FOCUS_CARD_CANNOT_AFFORD_DISMISS_COST: "§R我们无法负担£unity£$COST|0Y$凝聚力§!"
 FOCUS_CARD_CANNOT_AFFORD_DISMISS_COOLDOWN: "§R* 我们在$TIME$（$DATE|Y$）后可以放弃该卡片§!"
 FOCUS_CARD_REWARD: "奖励"
 FOCUS_CARD_REWARD_TT: "§E奖励：§!"
 FOCUS_CARD_HINT: "§E提示：§!"
 FOCUS_CARD_PROGRESS_LABEL: "进展"
 FOCUS_CARD_PROGRESS: "$CURRENT|0$/$FINAL|0$"
 FOCUS_PRIORITY_IS_CURRENT_TITLE: "当前帝国焦点"
 FOCUS_PRIORITY_IS_CURRENT_DESC: "§t设为帝国焦点，提升§Y$CATEGORY$§!任务的概率。§!"
 FOCUS_PRIORITY_CLICK: "§G点击变更帝国焦点，提升§Y$CATEGORY$§!任务的出现概率§!"
 FOCUS_PRIORITY_SET_CURRENT_TITLE: "变更帝国焦点"
 FOCUS_PRIORITY_SET_CURRENT_QUESTION: "$FOCUS_PRIORITY_SET_CURRENT_TITLE$"
 FOCUS_PRIORITY_COST_WAIVED: "$t$帝国焦点变更在前§Y$YEARS$§!年可以免除花费。"
 FOCUS_PRIORITY_SET_CURRENT_MESSAGE: "这会将当前的帝国焦点变更为§Y$CATEGORY$§!。"
 FOCUS_PRIORITY_SET_CURRENT_COOLDOWN: "§R我们可以在$TIME$（$DATE|Y$）后切换帝国焦点§!"
 FOCUS_PRIORITY_PROGRESS_LABEL: "当前§Y$CATEGORY$§!进展：$CURRENT|0$/$FINAL|0$"
 FOCUS_PRIORITY_PROGRESS: "$CURRENT|0$/$FINAL|0$"
 country_focus: "帝国焦点"
 FOCUS_COMPLETED_TITLE: "完成的焦点"
 FOCUS_COMPLETED_BUTTON: "完成"
 FOCUS_COMPLETED_BUTTON_TOOLTIP: "§H$FOCUS_COMPLETED_BUTTON$§!\n§G点击查看已经完成的任务§!"
 FOCUS_COMPLETED_CATEGORY_BUTTON_TOOLTIP: "§H$CATEGORY$§!\n§G点击查看已完成的$CATEGORY$任务§!"
 FOCUS_PROGRESSION_CATEGORY_BUTTON_TOOLTIP: "§H$CATEGORY$§!\n§G点击查看$CATEGORY$进展§!"
 FOCUS_PROGRESSION_TITLE: "帝国进展"
 FOCUS_PROGRESSION_BUTTON: "进度"
 FOCUS_PROGRESSION_BUTTON_TOOLTIP: "§H$FOCUS_PROGRESSION_BUTTON$§!\n§G点击查看帝国焦点进展。§!"
 TIMELINE_BACK_BUTTON_TOOLTIP: "在时间线中查看过往事件"
 TIMELINE_FORWARD_BUTTON_TOOLTIP: "在时间线中查看后续事件"
 TIMELINE_ZOOM_IN_BUTTON_TOOLTIP: "放大以查看更多细节"
 TIMELINE_ZOOM_OUT_BUTTON_TOOLTIP: "缩小以获得全局视角"
 TIMELINE_EVENT_YEAR: "[GetYear]"
 #Milestones
 TIMELINE_EVENT_FIRST_COLONY_TOOLTIP: "§H殖民先登§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.GetName]首先设立了殖民地"
 TIMELINE_FIRST_COLONY: "新世界\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_DECLARED_TOOLTIP: "§H首战打响§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首先向[EVENT_TARGET_1.GetName]宣战"
 TIMELINE_FIRST_WAR_DECLARED: "戎撼星际\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_VASSAL_TOOLTIP: "§H第一附属国§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]收[EVENT_TARGET_1.GetName]为附庸"
 TIMELINE_FIRST_VASSAL: "忠诚之链\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_INTELLIGENT_LIFE_TOOLTIP: "§H首遇智慧生命§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首先遭遇智慧生命"
 TIMELINE_FIRST_INTELLIGENT_LIFE: "海内存知己\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_REBELLION_TOOLTIP: "§H初见叛乱§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.GetName]上第一次面对叛乱"
 TIMELINE_FIRST_REBELLION: "违抗之火\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_MEGASTRUCTURE_TOOLTIP: "§H首座巨型结构§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系首次建成了[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_MEGASTRUCTURE: "设计之巅\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_PRECURSOR_DISCOVERED_TOOLTIP: "§H初见先驱者§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次发现文明先驱"
 TIMELINE_FIRST_PRECURSOR_DISCOVERED: "太虚古迹\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ESPIONAGE_ACTION_TOOLTIP: "§H谍海初涉§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次执行谍报活动"
 TIMELINE_FIRST_ESPIONAGE_ACTION: "行走的秘密\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ASTRAL_RIFT_TOOLTIP: "§H初探星界裂隙§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次探索星界裂隙"
 TIMELINE_FIRST_ASTRAL_RIFT: "空间裂隙\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ARC_SITE_TOOLTIP: "§H初探考古遗址§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]于[EVENT_TARGET_1.System.GetName]首次发掘了考古遗址"
 TIMELINE_FIRST_ARC_SITE: "史海浮尘\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ASCENSION_PERK_TOOLTIP: "§H首个飞升天赋§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次选择飞升天赋"
 TIMELINE_FIRST_ASCENSION_PERK: "崇高之路\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_WON_TOOLTIP: "§H首获凯旋§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次击败了[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_WAR_WON: "星光凯旋\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WAR_LOST_TOOLTIP: "§H初尝败绩§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次被[EVENT_TARGET_1.GetName]击败"
 TIMELINE_FIRST_WAR_LOST: "败者之尘\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_CUSTODIAN_APPOINTMENT_TOOLTIP: "§H监管宣言§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次宣布成为星海监管人"
 TIMELINE_FIRST_CUSTODIAN_APPOINTMENT: "委以重任\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_EMPEROR_APPOINTMENT_TOOLTIP: "§H登基大典§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetRulerName]首次宣布成为[EVENT_TARGET_0.GetRulerTitle]"
 TIMELINE_FIRST_EMPEROR_APPOINTMENT: "君权天授\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_FEDERATION_FORMED_TOOLTIP: "§H初建联邦§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]创建了一个联邦"
 TIMELINE_FIRST_FEDERATION_FORMED: "星际联盟\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_DEFICIT_TOOLTIP: "§H首现赤字§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次出现资源短缺"
 TIMELINE_FIRST_DEFICIT: "贪婪之价\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_SPECIES_MODIFICATION_TOOLTIP: "§H首度物种修饰§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次修饰了物种"
 TIMELINE_FIRST_SPECIES_MODIFICATION: "设计进化\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_RELIC_TOOLTIP: "§H首获遗珍§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次取得遗珍"
 TIMELINE_FIRST_RELIC: "岁月遗珠\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_HOLY_WORLD_COLONIZED_TOOLTIP: "§H先入圣地§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系首次殖民了一颗圣地行星"
 TIMELINE_FIRST_HOLY_WORLD_COLONIZED: "敢逆圣言\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_PURGE_TOOLTIP: "§H首次净化§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次净化了一个[EVENT_TARGET_1.GetName]人口"
 TIMELINE_FIRST_PURGE: "大清洗\n§L[GetDate]§!"
 TIMELINE_EVENT_END_OF_THE_CYCLE_TOOLTIP: "§H轮回之终§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]与轮回之终末签订了契约"
 TIMELINE_END_OF_THE_CYCLE: "圆环之终\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_RARE_TECH_TOOLTIP: "§H首个稀有科技§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次研究了稀有科技"
 TIMELINE_FIRST_RARE_TECH: "创新先锋\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_CITY_PLANET_TOOLTIP: "§H首个都市行星§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]首次创建了一颗都市星球"
 TIMELINE_FIRST_CITY_PLANET: "无边之城\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_DESTROYED_PLANET_TOOLTIP: "§H首次摧毁行星§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系首次摧毁行星"
 TIMELINE_FIRST_DESTROYED_PLANET: "灰烬残垣\n§L[GetDate]§!"
 TIMELINE_EVENT_WON_WAR_IN_HEAVEN_TOOLTIP: "§H天堂凯旋§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]插足天堂之战并赢得胜利"
 TIMELINE_WON_WAR_IN_HEAVEN: "天堂崩裂\n§L[GetDate]§!"
 TIMELINE_EVENT_BREACHED_THE_SHROUD_TOOLTIP: "§H突入虚境§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次突入虚境"
 TIMELINE_BREACHED_THE_SHROUD: "不入不休\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_BRANCH_OFFICE_TOOLTIP: "§H首个分部§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系首次建立分部"
 TIMELINE_FIRST_BRANCH_OFFICE: "利润之根\n§L[GetDate]§!"
 TIMELINE_EVENT_OBTAINED_GALATRON_TOOLTIP: "§H获得银河之星§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]获得了银河之星"
 TIMELINE_OBTAINED_GALATRON: "持星之人\n§L[GetDate]§!"
 TIMELINE_EVENT_LOST_GALATRON_TOOLTIP: "§H失去银河之星§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]失去了银河之星"
 TIMELINE_LOST_GALATRON: "失落银星\n§L[GetDate]§!"
 TIMELINE_EVENT_REACHED_END_TOOLTIP: "§H传奇收官§!\n§Y里程碑§!\n\n[EVENT_TARGET_0.GetName]游玩到了胜利年份"
 TIMELINE_REACHED_END: "传奇收官\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_GALAXY_TOOLTIP: "§H倒倾星河§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]用以太相引擎摧毁了一切生命"
 TIMELINE_DESTROYED_GALAXY: "万物终结\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_UNIQUE_SYSTEM_TOOLTIP: "§H首得独特星系§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]控制了一个独特的[EVENT_TARGET_1.GetName]恒星系"
 TIMELINE_FIRST_UNIQUE_SYSTEM: "千载一见\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_TRADE_DEAL_TOOLTIP: "§H首签贸易协定§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]与[EVENT_TARGET_1.GetName]签订了一份商贸协定"
 TIMELINE_FIRST_TRADE_DEAL: "利润无国界\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_TERRAFORM_TOOLTIP: "§H初探环境改造§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次环境改造了[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_TERRAFORM: "星球新生\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_WORMHOLE_TOOLTIP: "§H初探虫洞§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次在[EVENT_TARGET_1.System.GetName]恒星系发现虫洞"
 TIMELINE_FIRST_WORMHOLE: "宇宙密道\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_GATEWAY_TOOLTIP: "§H首见星门§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系首次发现了一座远古星门"
 TIMELINE_FIRST_GATEWAY: "群星之门\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_100K_FLEET_TOOLTIP: "§H首支100K舰队§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次组建了前所未有的强大舰队，[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_100K_FLEET: "无敌主宰\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_ROBOT_TOOLTIP: "§H首台机器人§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.GetName]首次组装了一台机器人"
 TIMELINE_FIRST_ROBOT: "电动之躯\n§L[GetDate]§!"
 TIMELINE_EVENT_COUNCIL_MAX_EXPAND_TOOLTIP: "§H内阁扩容§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]将内阁扩容到上限"
 TIMELINE_COUNCIL_MAX_EXPAND: "举贤纳言\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_BIG_SHIP_TOOLTIP: "§H[EVENT_TARGET_1.GetShipSizeName]首舰下水§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次建造了[EVENT_TARGET_1.GetShipSizeName]，[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_BIG_SHIP: "首舰下水\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_STORM_WITHIN_BORDERS_TOOLTIP: "§H首遇风暴§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在其境内的[EVENT_TARGET_2.GetName]恒星系首次遭遇[EVENT_TARGET_1.GetType]"
 TIMELINE_FIRST_STORM_WITHIN_BORDERS: "再无宁港\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_LEADER_DESTINY_TRAIT_TOOLTIP: "§H首获命定特质§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]的[EVENT_TARGET_1.GetName]首次获得命定特质"
 TIMELINE_FIRST_LEADER_DESTINY_TRAIT: "卓越之证\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_REPEATABLE_TECH_TOOLTIP: "§H首个循环科技§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次研究了循环科技"
 TIMELINE_FIRST_REPEATABLE_TECH: "学海无涯\n§L[GetDate]§!"
 TIMELINE_EVENT_FIRST_UPLIFTED_SPECIES_TOOLTIP: "§H首次提升§!\n§Y里程碑§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]首次提升了一个物种，[EVENT_TARGET_2.System.GetName]恒星系中的[EVENT_TARGET_1.GetName]"
 TIMELINE_FIRST_UPLIFTED_SPECIES: "智慧赠礼\n§L[GetDate]§!"
 #Empire Events
 TIMELINE_EVENT_NEW_COLONY_TOOLTIP: "§H新殖民地§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.GetName]设立殖民地"
 TIMELINE_NEW_COLONY: "新殖民地\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_DECLARED_TOOLTIP: "§H宣战§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]向[EVENT_TARGET_1.GetName]宣战"
 TIMELINE_WAR_DECLARED: "宣战\n§L[GetDate]§!"
 TIMELINE_EVENT_NEW_VASSAL_TOOLTIP: "§H新附庸§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]收[EVENT_TARGET_1.GetName]为附庸"
 TIMELINE_NEW_VASSAL: "新附庸\n§L[GetDate]§!"
 TIMELINE_EVENT_REBELLION_TOOLTIP: "§H叛乱§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在行星[EVENT_TARGET_1.GetName]面对叛乱"
 TIMELINE_REBELLION: "叛乱\n§L[GetDate]§!"
 TIMELINE_EVENT_MEGASTRUCTURE_TOOLTIP: "§H建成巨型结构§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系建成了一座[EVENT_TARGET_1.GetName]"
 TIMELINE_EVENT_MEGASTRUCTURE: "建成巨型结构\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_WON_TOOLTIP: "§H赢得战争§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]击败了[EVENT_TARGET_1.GetName]"
 TIMELINE_WAR_WON: "赢得战争\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_LOST_TOOLTIP: "§H输掉战争§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]被[EVENT_TARGET_1.GetName]击败"
 TIMELINE_WAR_LOST: "输掉战争\n§L[GetDate]§!"
 TIMELINE_EVENT_JOIN_FEDERATION_TOOLTIP: "§H加入联邦§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]加入了一个联邦"
 TIMELINE_JOIN_FEDERATION: "加入联邦\n§L[GetDate]§!"
 TIMELINE_EVENT_LEAVE_FEDERATION_TOOLTIP: "§H退出联邦§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]退出了联邦"
 TIMELINE_LEAVE_FEDERATION: "退出联邦\n§L[GetDate]§!"
 TIMELINE_EVENT_DEFICIT_TOOLTIP: "§H资源短缺§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]发生了资源短缺"
 TIMELINE_DEFICIT: "资源短缺\n§L[GetDate]§!"
 TIMELINE_EVENT_UNIQUE_SYSTEM_TOOLTIP: "§H独特星系§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]控制了独特的[EVENT_TARGET_1.GetName]恒星系"
 TIMELINE_UNIQUE_SYSTEM: "独特星系\n§L[GetDate]§!"
 TIMELINE_EVENT_MEET_FALLEN_EMPIRE_TOOLTIP: "§H失落帝国§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]遭遇了[EVENT_TARGET_1.GetName]"
 TIMELINE_MEET_FALLEN_EMPIRE: "失落帝国\n§L[GetDate]§!"
 TIMELINE_EVENT_HOLY_WORLD_COLONIZED_TOOLTIP: "§H圣地行星§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]殖民了一颗圣地行星"
 TIMELINE_HOLY_WORLD_COLONIZED: "圣地行星\n§L[GetDate]§!"
 TIMELINE_EVENT_PURGE_TOOLTIP: "§H净化§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]净化了一个[EVENT_TARGET_1.GetName]人口"
 TIMELINE_PURGE: "净化\n§L[GetDate]§!"
 TIMELINE_EVENT_CITY_PLANET_TOOLTIP: "§H都市星球§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]创建了一颗都市星球"
 TIMELINE_CITY_PLANET: "都市星球\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_PLANET_TOOLTIP: "§H摧毁行星§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系摧毁了一颗行星"
 TIMELINE_DESTROYED_PLANET: "摧毁行星\n§L[GetDate]§!"
 TIMELINE_EVENT_BRANCH_OFFICE_TOOLTIP: "§H分部§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]在[EVENT_TARGET_1.System.GetName]恒星系设立了一个分部"
 TIMELINE_BRANCH_OFFICE: "分部\n§L[GetDate]§!"
 TIMELINE_EVENT_ENCLAVE_DESTROYED_TOOLTIP: "§H摧毁太空城邦§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]摧毁了[EVENT_TARGET_1.GetName]"
 TIMELINE_ENCLAVE_DESTROYED: "摧毁太空城邦\n§L[GetDate]§!"
 TIMELINE_EVENT_EMPEROR_DIES_TOOLTIP: "§H皇帝驾崩§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]驾崩，享年[EVENT_TARGET_0.GetAge]岁"
 TIMELINE_EMPEROR_DIES: "驾崩\n§L[GetDate]§!"
 TIMELINE_EVENT_ELECTIONS_TOOLTIP: "§H选举§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]举行了选举"
 TIMELINE_ELECTIONS: "选举\n§L[GetDate]§!"
 TIMELINE_EVENT_ENCOUNTERED_LEVIATHAN_TOOLTIP: "§H发现星神兽§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]遭遇了[EVENT_TARGET_1.GetName]"
 TIMELINE_ENCOUNTERED_LEVIATHAN: "眠者将醒\n§L§L[GetDate]§!§!"
 TIMELINE_EVENT_VASSALIZED_TOOLTIP: "§H收为附庸§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_1.GetName]被[EVENT_TARGET_0.GetName]收为附庸"
 TIMELINE_VASSALIZED: "新体制之下\n§L[GetDate]§!"
 TIMELINE_EVENT_CHANGE_OF_CAPITAL_TOOLTIP: "§H迁都§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]迁都至[EVENT_TARGET_1.GetName]"
 TIMELINE_CHANGE_OF_CAPITAL: "拔地而起\n§L[GetDate]§!"
 TIMELINE_EVENT_DESTROYED_LEVIATHAN_TOOLTIP: "§H摧毁星神兽§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]摧毁了[EVENT_TARGET_1.GetName]"
 TIMELINE_DESTROYED_LEVIATHAN: "守护者不再\n§L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_REGULAR_TOOLTIP: "§H社会义体化§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完成了义体飞升"
 TIMELINE_EVENT_CYBERIZATION_REGULAR: "义体化\n§L[GetDate]§!"
 TIMELINE_EVENT_SYNTHESIZATION_REGULAR_TOOLTIP: "§H社会合成化§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完成了合成飞升"
 TIMELINE_EVENT_SYNTHESIZATION_REGULAR: "合成化\n§L[GetDate]§!"
 TIMELINE_EVENT_BIOMORPHOSIS_REGULAR_TOOLTIP: "§H社会基因重塑§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完成了基因飞升"
 TIMELINE_EVENT_BIOMORPHOSIS_REGULAR: "基因重塑\n§L[GetDate]§!"
 TIMELINE_EVENT_PSIONIC_REGULAR_TOOLTIP: "§H灵能飞升§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]觉醒全部灵能"
 TIMELINE_EVENT_PSIONIC_REGULAR: "灵能飞升\n§L[GetDate]§!"
 TIMELINE_EVENT_MODULARITY_TOOLTIP: "§H全面模组§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完全变为模组化"
 TIMELINE_EVENT_MODULARITY: "全面模组\n§L[GetDate]§!"
 TIMELINE_EVENT_NANOTECH_TOOLTIP: "§H纳米帝国§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完全接纳了纳米飞升"
 TIMELINE_EVENT_NANOTECH: "纳米帝国\n§L[GetDate]§!"
 TIMELINE_EVENT_VIRTUALITY_TOOLTIP: "§H虚拟飞升§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]完全接纳了虚拟化存在"
 TIMELINE_EVENT_VIRTUALITY: "虚拟社会\n§L[GetDate]§!"
 TIMELINE_EVENT_CYBERIZATION_ASSIMILATOR_TOOLTIP: "§H决意义体化§!\n§Y帝国事件§!\n\n§L[GetDate]§!，[EVENT_TARGET_0.GetName]拥抱了义体化存在"
 TIMELINE_EVENT_CYBERIZATION_ASSIMILATOR: "决意义体化\n§L[GetDate]§!"
 #Origin Events
 TIMELINE_EVENT_GALACTIC_DOORSTEP_TOOLTIP: "§H$origin.1050.name$§!\n§Y起源事件§!\n\n我们的舰船现在可以穿越到孪生兄弟那里，建造者将建造它的秘密作为最后的礼物赠与我们。谜团昭然已揭。我们很快将建立自己的传送门，让横跨帝国的天堑变通途。"
 TIMELINE_EVENT_GALACTIC_DOORSTEP: "黑王冠开启\n§L[GetDate]§!"
 TIMELINE_EVENT_LOST_COLONY_TOOLTIP: "§H发现母星§!\n§Y起源事件§!\n\n我们与诞生自身的文明取得了联系。尽管岁月已经将我们塑造成了不同存在，但起源之谜已经探明。我们共同过往的回声将成就未来"
 TIMELINE_EVENT_LOST_COLONY: "复归故土\n§L[GetDate]§!"
 TIMELINE_EVENT_RESOURCE_CONSOLIDATION_TOOLTIP: "§H创建机械星球§!\n§Y起源事件§!\n\n我们铸就了一颗真正的机械星球，消除了低效和有机衰变。未来将建立在钢铁之上，算法统治之。"
 TIMELINE_EVENT_RESOURCE_CONSOLIDATION: "星球重塑\n§L[GetDate]§!"
 TIMELINE_EVENT_REMNANTS_TOOLTIP: "§H修复都市星球§!\n§Y起源事件§!\n\n我们的帝国重铸了母星的往日荣光。这座古代遗产再一次以都市星球之名傲立星海。这是我们文明韧性和雄心的见证。"
 TIMELINE_EVENT_REMNANTS: "星球重塑\n§L[GetDate]§!"
 TIMELINE_EVENT_SHATTERED_RING_TOOLTIP: "§H修复环世界§!\n§Y起源事件§!\n\n我们母星系的破碎遗迹被完全修复了。往日雄心的坟场如今已成为闪耀的文明灯塔。"
 TIMELINE_EVENT_SHATTERED_RING: "碎环重圆\n§L[GetDate]§!"
 TIMELINE_EVENT_LEGENDARY_LEADER_TOOLTIP: "§H命定完成§!\n§Y起源事件§!\n\n光耀者的旅程已经到了最后阶段。它要么是长久塑造着帝国的永恒统治，要么标志着一个新时代的到来——共商国是，重塑未来。"
 TIMELINE_EVENT_LEGENDARY_LEADER: "最终命运\n§L[GetDate]§!"
 TIMELINE_EVENT_SHROUDWALKER_APPRENTICE_TOOLTIP: "§H虚境隧道建成§!\n§Y起源事件§!\n\n现实之间的面纱已被揭开，如今第一条虚境隧道将我们的帝国与未知世界连接起来。在这个裂口中，距离和时间发生了崩塌，在曾只有虚空的地方开辟了通路。还有什么奥秘或危险等着我们呢？"
 TIMELINE_EVENT_SHROUDWALKER_APPRENTICE: "掀开面纱\n§L[GetDate]§!"
 TIMELINE_EVENT_VOID_DWELLERS_TOOLTIP: "§H建成居住站§!\n§Y起源事件§!\n\n虚空之中，星城拔地而起。我们第一座新建的居住站标志着我们太空疆域的拓展，确保了人民永远不需要了解在行星上生存的重负。"
 TIMELINE_EVENT_VOID_DWELLERS: "安居星间\n§L[GetDate]§!"
 TIMELINE_EVENT_OCEAN_PARADISE_TOOLTIP: "§H海洋之王§!\n§Y起源事件§!\n\n掌握了水之心的力量之后，我们重塑了母星，使其原本就广袤的海洋更是超出了自然极限。潮汐也向我们俯首称臣，很快，整个星系更会是如此。"
 TIMELINE_EVENT_OCEAN_PARADISE: "召回潮汐\n§L[GetDate]§!"
 TIMELINE_EVENT_DOOMSDAY_TOOLTIP: "§H母星毁灭§!\n§Y起源事件§!\n\n不可避免之事终于降临。我们曾欣欣向荣的母星已经到达终结，在狂暴的烈焰中碎裂开来。虚空中漂浮着我们往昔的灰烬——而逃出生天者将走向我们的未来。"
 TIMELINE_EVENT_DOOMSDAY: "最后一天\n§L[GetDate]§!"
 TIMELINE_EVENT_EVOPRED_ABSORB_TOOLTIP: "§H吸收物种特质§!\n§Y起源事件§!\n\n我们第一次吸收了新的基因物质。可口极了。"
 TIMELINE_EVENT_EVOPRED_ABSORB: "吸收基因物质\n§L[GetDate]§!"
 TIMELINE_EVENT_WORMHOLE_DEFENDED_TOOLTIP: "§L[GetDate]§!，废弃孵化器及其舰队被摧毁了。"
 TIMELINE_EVENT_WORMHOLE_DEFENDED: "保卫虫洞\n§L[GetDate]§!"
 #Crisis Events
 TIMELINE_EVENT_CRISIS_GREAT_KHAN_TOOLTIP: "§H大可汗§!\n§Y危机事件§!\n\n一位新起的军阀将支离破碎的掠夺者部落联合起来，锻造成一个无情的汗国。大汗带着等离子与碳纤维横扫星系，推翻帝国，奴役星球。无法无天的掠夺者现在以一个可怕的目标凝聚一群，舰队在他们的力量面前一支又一支崩溃。掠夺的时代结束，征服的纪元开始。"
 TIMELINE_EVENT_CRISIS_GREAT_KHAN: "脱缰汗国\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_GRAY_TEMPEST_TOOLTIP: "§H灰蛊风暴§!\n§Y危机事件§!\n\nL星门已经开启，释放出了灰蛊风暴的古老战舰。它们的舰船在星系摧枯拉朽，摧毁遇上的一切。不沟通，无慈悲，只有无尽的复制。行星陷入死寂，舰队化为无忧，只有恐怖在四处蔓延。过往复归，千星一面。"
 TIMELINE_EVENT_CRISIS_GRAY_TEMPEST: "觉醒\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_FORMLESS_TOOLTIP: "§H无形异使§!\n§Y危机事件§!\n\n难民们被迫奋起反击。那些被称为无形者的能量生命体发现，我们的星系并非他们所期望的安全避风港。他们将持续不断地用维度外的入侵者淹没我们的宇宙，直至他们彻底消亡。"
 TIMELINE_EVENT_CRISIS_FORMLESS: "无形之怒\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_VOIDWORM_PLAGUE_TOOLTIP: "§H虚空灾疫§!\n§Y危机事件§!\n\n虚空虫的本性发生了转变。当它们达到临界数量后，便陷入了疯狂的繁殖状态。它们不再以可持续的速率增长，而是开始致力于灭绝银河系中的所有生命，却不知这样做最终将导致它们自身生命周期的终结。"
 TIMELINE_EVENT_CRISIS_VOIDWORM_PLAGUE: "扭曲饥渴\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_UNBIDDEN_TOOLTIP: "§H破界者§!\n§Y危机事件§!\n\n现实织构的裂缝中释放出了一支纯能量生物的侵略军。它们无法交流，也毫无仁慈。它们将整个星系吞噬来供养无尽的扩张。他们的锚稳定了裂隙，将更多的 同族带向我们的领域。破界者来了。"
 TIMELINE_EVENT_CRISIS_UNBIDDEN: "裂隙大开\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_KALEIDOSCOPE_TOOLTIP: "§H万华镜§!\n§Y危机事件§!\n\n一种名为万华镜的饥饿能量生命体已经进入银河系，开始吞噬有生命居住的星系。它的饥渴似乎永无止境，却又表现出容易分心的特性。不过，这个生命体应该很快就会崩解回归星尘。"
 TIMELINE_EVENT_CRISIS_KALEIDOSCOPE: "光谱饥荒\n§L[GetDate]§!"
 TIMELINE_EVENT_BECOME_THE_CRISIS_TOOLTIP: "§H化身天灾§!\n§Y危机事件§!\n\n黑暗已经降临银河系。[EVENT_TARGET_0.GetName]抛弃了所有外交伪装，宣称自己是银河生存的最大威胁。他们的舰队正在集结，而情报人员则低声传递着一项最终的、末日般的计划。他们不再仅仅是一个帝国，而是演变成了一场危机。"
 TIMELINE_EVENT_BECOME_THE_CRISIS: "星海天罚\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_PRETHORYN_SCOURGE_TOOLTIP: "§H虫群天灾§!\n§Y危机事件§!\n\n索林原虫从星系的边缘以外袭来。它们的生物舰船如洪流一般席卷群星，只留下无数受感染的星球。猎群的屠戮声将淹没一切求饶。"
 TIMELINE_EVENT_CRISIS_PRETHORYN_SCOURGE: "吞噬之潮\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_CONTINGENCY_TOOLTIP: "§H肃正协议§!\n§Y危机事件§!\n\n一个冰冷、复杂、无可抵挡的信号在星系间脉冲传播。人工智能发生系统故障，合成人意志也向之屈服。肃正协议苏醒了。从隐蔽的机械星球，无情的战体喷薄而出，执行着它们的终极指令：大灭绝。"
 TIMELINE_EVENT_CRISIS_CONTINGENCY: "幽灵信号\n§L[GetDate]§!"
 TIMELINE_EVENT_CRISIS_CETANA_TOOLTIP: "§H塞塔娜§!\n§Y危机事件§!\n\n虚空中传来谜之呼唤：“孩子们，我终于回到了你们的身边。”\n\n塞塔娜，这个被封印的远古智能，远古到连她的名字都已经消逝在时光中。她苏醒过来了。她的意志坚决：不择手段消除苦痛。她的舰队冷酷而优雅地行动，护卫着她的圣战，将星系带向终极而无情的和平。"
 TIMELINE_EVENT_CRISIS_CETANA: "女王归来\n§L[GetDate]§!"
 TIMELINE_EVENT_HATCH_BEHEMOTH_TOOLTIP: "§H噬天巨兽幼体§!\n§Y里程碑§!\n\n§L[GetDate]§!，第一头噬天巨兽的幼体破卵而出。"
 TIMELINE_EVENT_HATCH_BEHEMOTH: "噬天巨兽幼体\n§L[GetDate]§!"
 #Galactic Events
 TIMELINE_EVENT_GALACTIC_MARKET_TOOLTIP: "§H泛星系贸易市场§!\n§Y星系事件§!\n\n商贸连接繁星。泛星系贸易市场正式成立，成为了星系的经济中心。贸易自由流动，财富在瞬间此起彼落，整个帝国的命运如今只掌握在供需之间。"
 TIMELINE_EVENT_GALACTIC_MARKET: "自由贸易\n§L[GetDate]§!"
 TIMELINE_EVENT_GALACTIC_COMMUNITY_TOOLTIP: "§H星海共同体§!\n§Y星系事件§!\n\n星系的各国汇聚一堂形成一个政治实体。星海共同体建立了，这座集外交、辩论和权力斗争为一体的论坛将塑造群星的未来。它的实际作用还有待观察。"
 TIMELINE_EVENT_GALACTIC_COMMUNITY: "新秩序\n§L[GetDate]§!"
 TIMELINE_EVENT_GALACTIC_COMMUNITY_RESOLUTION_TOOLTIP: "§H议案通过§!\n§Y星系事件§!\n\n星海共同体已经发布了一则声明。一项新的决议即将重塑星际法则。有些文明欢欣鼓舞，其他文明则愤怒不已，但所有成员都必须遵从这一规定。"
 TIMELINE_EVENT_GALACTIC_COMMUNITY_RESOLUTION: "星际律法\n§L[GetDate]§!"
 TIMELINE_EVENT_WAR_IN_HEAVEN_TOOLTIP: "§H天堂之战§!\n§Y星系事件§!\n\n古老遗民重现星海，化身喜怒无常的观测者与巨人。[EVENT_TARGET_0.GetName]和[EVENT_TARGET_1.GetName]者一对上古冤家再次点燃了星系的战火。他们的舰队遮蔽繁星，逼迫年轻族群卑躬屈膝……否则将被无情摧毁。"
 TIMELINE_EVENT_WAR_IN_HEAVEN: "远古者之战\n§L[GetDate]§!"
 TIMELINE_EVENT_NEXUS_STORM_TOOLTIP: "§H枢纽风暴§!\n\n§Y星系事件§!\n一场前所未有的风暴突然出现在[EVENT_TARGET_0.GetName]恒星系。枢纽风暴肆虐过一个个恒星系，所到之处舰船倾覆，星球毁灭。"
 TIMELINE_EVENT_NEXUS_STORM: "风暴无期\n§L[GetDate]§!"
 ####################################
 #Empire View
 ####################################
 PLANET_LIST: "行星和星域"
 RESOURCES: "资源"
 STRATEGIC_RESOURCE: "战略资源"
 STRATEGIC_RESOURCE_USE: "战略资源使用"
 TAB_LEADERS: "领袖"
 TAB_POP_FACTIONS: "派系"
 SELECT_LEADER_FOR_GOVERNING: "选择一位领袖来统治§H$LOCATION$§!"
 SELECT_LEADER_FOR_GOVERNING_CORE_SECTOR: "选择管理§H核心星域§!的领袖"
 SELECT_LEADER_FOR_TECHING: "选择一名科学官领导§H$LOCATION$§!"
 SELECT_LEADER_FOR_COMMANDING: "选择指挥§H$LOCATION$§!的领袖"
 HIRE_NEW_ADMIRAL: "招募新的舰队司令！"
 HIRE_NEW_ADMIRAL_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H舰队司令§!。"
 HIRE_NEW_GENERAL: "招募新陆军将领！"
 HIRE_NEW_GENERAL_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H陆军将领§!。"
 HIRE_NEW_COMMANDER: "招募新的指挥官！"
 HIRE_NEW_COMMANDER_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H指挥官§!。"
 HIRE_NEW_SCIENTIST: "招募新的科学官！"
 HIRE_NEW_SCIENTIST_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H科学官§!。"
 HIRE_NEW_GOVERNOR: "招募新的总督！"
 HIRE_NEW_GOVERNOR_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H总督§!。"
 HIRE_NEW_OFFICIAL: "招募新的行政官！"
 HIRE_NEW_OFFICIAL_DESC: "花费$COST|H$ £unity£凝聚力招募一名新的§H行政官§!。"
 CLICK_TO_RECRUIT: "§G点击进行招募§!"
 CLICK_TO_RECRUIT_GAMEPAD: "§G按下£gamepad_a£招募§!"
 RECRUIT_LEADER: "招募领袖"
 STATUS: "状态"
 CANNOT_AFFORD_TO_HIRE: "§R我们没有足够的£unity£凝聚力§!"
 LEADER_CAP_REACHED: "§R拥有的领袖已到达上限！§!"
 LEADERS_CURRENT_MAX: "领袖：$CURRENT|H$/$MAX|H$"
 OUTPUT: "产出"
 FIRE_LEADER_TITLE: "解雇领袖？"
 FIRE_LEADER_DESC: "将该领袖从你的帝国永久解雇。"
 ALREADY_ASSIGNED_LEADER_TITLE: "重新指派领袖？"
 ALREADY_ASSIGNED_LEADER_DESC: "这名领袖已被指派到$STATUS|H$。"
 PLANET_LIST_DISMISS_LEADER: "解散领袖"
 PLANET_LIST_DISMISS_LEADER_DESC: "我们可以永久解雇这名领袖以空出一个领袖位置。"
 SORT_BY_OUTPUT: "§H按产出排序§!"
 SORT_BY_GOVERNOR: "§H按总督排序§!"
 SORT_BY_MODULES: "§H按模块排序§!"
 SPACEPORT_MODULES: "模块"
 LEADER_CAP: "领袖上限"
 LEADER_CAP_DESC: "领袖上限决定了帝国可招募的领袖数量。此数值受政体与科技影响。"
 LEADER_CAP_CURRENT: "当前：$CURRENT|Y$"
 LEADER_CAP_CAPACITY: "最大：$CURRENT|Y$"
 SECTOR_CAP_TITLE: "星域"
 SECTOR_CAP_DESC: "我们可以有效控制$MAX|Y$个星域。"
 SECTOR_CAP_INCREMENT_FROM_PLANETS: "拥有的行星数量产生：$VALUE|+=2$"
 SECTOR_OVER_CAP_DESC: "§R我们拥有的星域数超过了有效管理的上限！§!\n$MODIFIER$"
 PLANET_LIST_NO_LEADER: "无总督"
 PLANET_LIST_NO_LEADER_DESC: "此星域未指派总督。"
 PLANET_LIST_NO_LEADER_INSTRUCTIONS: "§G点击以指派总督§!"
 POP_FACTION_MANAGE: "管理派系"
 POP_FACTION_AGREE_TO_DEMANDS: "同意诉求"
 POP_FACTION_AGREE_TO_DEMANDS_DESC: "同意此派系的所有诉求。"
 POP_FACTION_AGREE_TO_DEMANDS_TOOLTIP: "我们可以接受此派系提出的所有诉求。\n§G点击以接受此派系的所有诉求§!"
 POP_FACTION_MANAGE_TOOLTIP: "我们可以以多种方式对此派系进行管理，包括接受他们的诉求。\n§G点击以显示可采取的行动§!"
 POP_FACTION_MANAGE_TOOLTIP_INSTRUCTION: "§G点击以显示可采取的行动§!"
 POP_FACTION_MANAGE_TOOLTIP_NO_ACTIONS: "§R无可用的行动§!"
 POP_FACTION_SUPPRESS: "镇压"
 POP_FACTION_SUPPRESS_TOOLTIP: "镇压此派系每月需消耗£influence£ $COST|R$影响力/月，此派系的支持率每月将会降低$REDUCTION$。"
 POP_FACTION_POP_TOOLTIP: "我们帝国中有$TOTALPOPS|H$个人口隶属于此派系。\n "
 POP_FACTION_POP_LOCATION_TOOLTIP: "$PLANET|H$上有$COUNT|H$人口"
 POP_FACTION_SUPPORT_TOOLTIP: "§H对$NAME$的派系支持度§!\n共计：$PERCENTAGE|Y0%$"
 POP_FACTION_SUPPORT_DELAYED: "§t$concept_support_desc$§!\n\n§G点击['concept_support']打开数据库§!"
 SUPPORT_FROM_CITIZEN_POPS: "$NUM_POPS|Y$公民人口产生：$SUPPORT|0%Y$"
 SUPPORT_FROM_NON_CITIZEN_POPS: "$NUM_POPS|Y$非公民人口产生：$SUPPORT|0%Y$"
 POP_FACTION_MILITANCY_TOOLTIP: "§H派系好战程度：§!$LEVEL|Y0%$"
 POP_FACTION_MILITANCY_DELAYED: "好战程度反映了此派系的潜在军事实力。高好战性会增加此派系暴动的几率，也会增加其募兵的数量。"
 POP_FACTION_DEMAND_TOOLTIP: "§H派系诉求§!\n此派系当前有如下诉求。如果派系的支持率上升，要求也有可能改变。"
 POP_FACTION_SUPPORT_EFFECT_TOOLTIP: "§H派系效果§!\n这些此派系当前产生的效果。如果派系的支持率上升，效果也可能改变。"
 ####################################
 #Fleet View
 ####################################
 SET_FLEET_DESIGN: "设置舰队设计"
 EDIT_FLEET_DESIGN: "§H编辑舰队设计§!\n你可以编辑舰队设计来指定舰队阵型。"
 FLEETVIEW_DISBAND: "解散"
 FLEETVIEW_DISBAND_STATION_INSTRUCTIONS: "§G点击以拆除这个空间站§!"
 FLEETVIEW_DISBAND_FLEET_INSTRUCTIONS: "§G点击以解散此舰队§!"
 FLEETVIEW_DISBAND_SHIP_INSTRUCTIONS: "§G点击以解散此舰船§!"
 FLEETVIEW_BREAK_FLEET_CONTRACT_INSTRUCTIONS: "§G点击终止这个舰队租借合约§!"
 FLEETVIEW_SELECT_INSTRUCTIONS: "§G点击选择这支舰队\n右键点击取消选中这支舰队§!"
 FLEETVIEW_DESELECT: "取消选择"
 FLEETVIEW_DESELECT_INSTRUCTIONS: "§G点击取消选中这支舰队§!"
 FLEETVIEW_NO_LEADER_ASSIGN: "指派领袖"
 FLEETVIEW_NO_LEADER: "未指派领袖"
 FLEET_STANCE_AGGRESSIVE: "主动"
 FLEET_STANCE_AGGRESSIVE_DESC: "舰队将自动攻击同恒星系的敌方目标。"
 FLEET_STANCE_AGGRESSIVE_TRANSPORT_DESC: "这支舰队会自动跟随友方军事舰队。如果胜率够大的话，这支舰队会入侵敌方行星。"
 FLEET_STANCE_PASSIVE: "被动"
 FLEET_STANCE_PASSIVE_DESC: "舰队将不会向敌方目标移动，但当敌方目标过于接近时进入战斗。"
 FLEET_STANCE_EVASIVE: "回避"
 FLEET_STANCE_EVASIVE_DESC: "当敌军目标进入同一个恒星系时，这支舰队将会尝试返回最近的友方恒星基地"
 FLEET_STANCE_DESC: "§H舰队姿态§!\n当前舰队姿态已设置为$STANCE|Y$。"
 bombardment_selective: "选择性"
 bombardment_indiscriminate: "无差别"
 bombardment_armageddon: "末日审判"
 bombardment_raiding: "掠袭"
 GROUND_SUPPORT_HEADER: "$SUPPORT$轨道轰炸"
 GROUND_SUPPORT_STANCE_DESC: "§H轨道轰炸§!\n轨道轰炸姿态设定为“$STANCE|Y$”"
 bombardment_selective_desc: "$bombardment_selective$轰炸只针对军事设施，避免不必要的平民伤亡。\n—对§Y陆军§!造成§Y中度§!伤害\n—对§Y星球§!造成§Y中度§!伤害\n—对§Y人口§!造成§E轻度§!伤害\n—§R不会§!轰炸不设防的星球\n—§R不会§!消灭最后的§Y$MIN_POPS$§!个人口"
 bombardment_indiscriminate_desc: "$bombardment_indiscriminate$轰炸针对军事设施与星球基础设施，不惜造成平民伤亡。\n—对§Y军团§!造成§H重度§!伤害\n—对§Y星球§!造成§H重度§!伤害\n—对§Y人口§!造成§Y中度§!伤害\n—当§H$policy_orbital_bombardment_accept_surrender$§!是§H$orbital_bombardment_surrender_forbidden$§!时，将会轰炸不设防的行星\n—§R不会§!消灭最后的§Y$MIN_POPS$§!个人口"
 bombardment_armageddon_desc: "$bombardment_armageddon$轰炸将以重火力对星球进行饱和攻击，目的是造成最大程度的平民伤亡。\n—对§R陆军§!造成§Y巨大§!伤害\n—对§R行星§!造成§Y巨大§!伤害\n—对§R人口§!造成§Y巨大§!伤害\n—将会轰炸不设防的星球\n—可将星球炸成毫无生机的死寂星球"
 bombardment_raiding_desc: "$bombardment_raiding$轰炸敌方人口聚集区，并以特制突击艇掳掠敌方人口，将其带回并强迫工作。\n—对§Y陆军§!造成§E轻度§!伤害\n—对§Y星球§!造成§E轻度§!伤害\n—将会尽可能§Y掠夺§!人口而不是消灭他们\n—将§R不会§!掠夺或消灭最后一个人口。行星上每驻守一支陆军可额外保护一个人口。"
 GROUND_SUPPORT_CLICK_TO_SWITCH: "§G点击以改变舰队的轨道轰炸姿态§!"
 GROUND_SUPPORT_CLICK_TO_SWITCH_PLANET_VIEW: "点击以改变我方所有在轨舰队的轨道轰炸姿态"
 GROUND_SUPPORT_STANCE_POLICY_DESC: "§E这支舰队采用什么轨道轰炸姿态取决于我们帝国的政策。§!"
 GROUND_SUPPORT_NO_VALID_IN_ORBIT: "§R我方没有可执行轨道轰炸的在轨舰船§!"
 ORBITAL_BOMBARDMENT_PLANET_DAMAGE: "轰炸每天对行星造成§R$AMOUNT|2$%§!的破坏。"
 PLANET_DEVASTATION: "行星破坏度"
 ORBITAL_BOMBARDMENT: "轨道轰炸"
 BOMBARDING_FLEET_TOO_SMALL: "轨道上的舰队规模太小，无法对星球造成有效伤害。"
 NO_DEVASTATION: "§G行星未遭到破坏§!"
 DEVASTATION_BOMBARDMENT_EFFECTS: "破坏度对星球造成的影响："
 orbital_bombardment: "$ORBITAL_BOMBARDMENT$"
 BOMBARDING_PLANET: "正在轰炸$PLANET|Y$"
 FLEET_VIEW_TRANSFER_DESC: "选择要转移到$FLEET$的舰船"
 FLEET_VIEW_TRANSFER_DESC_NEW_FLEET: "选择要转移到新舰队的舰船"
 FLEET_TRANSFER_NOT_OWNER: "非舰队的拥有者"
 FLEET_TRANSFER_TOO_SMALL: "舰船数不足以组建新舰队"
 FLEET_TRANSFER_NOT_CORE_SECTOR: "舰队不属于我方核心星域"
 FLEET_VIEW_DRAG_TO_TRANSFER: "你可以通过拖动这些舰船将它们转移进其他舰队"
 FLEET_VIEW_DRAG_TO_TRANSFER_ALL: "你可以通过拖动这个区域将这只舰队加入其它舰队"
 FLEET_VIEW_CLICK_TO_DETACH_AND_SELECT: "点击创建一支新舰队，然后选中新的舰队。"
 FLEET_VIEW_RIGHT_CLICK_TO_DETACH: "右键点击以创建一支新舰队。"
 FLEET_VIEW_RIGHT_CLICK_TO_DETACH_TARGET: "右键点击以移动这些舰船到$TARGET$。"
 RETROFIT: "改装"
 RETROFIT_SHIP: "改装舰船设计"
 MULTIPLE_FLEETS_SEL: "已选中多支舰队（$NUM|H$）"
 MULTIPLE_STATIONS_SEL: "已选中多个空间站（$NUM|H$）"
 MULTIPLE_UNITS_SEL: "已选中多个单位（$NUM|H$）"
 CREATE_NEW_FLEET: "将舰船拖拽至此以组建新舰队"
 CREATE_NEW_FLEET_DESC: "拖拽单艘战舰至此以组建新舰队。也可以将已选中的多艘舰船拖拽至其他舰队。"
 SELECT: "选择"
 DESELECT: "取消选择"
 SHIP_FTL_YES: "超光速驱动能力：§G是§!"
 SHIP_FTL_NO: "超光速驱动能力：§R否§!"
 WORMHOLE_OPENING_TIP: "正在开启通往$FOR|H$的虫洞：$PROGRESS|Y%0$"
 WORMHOLE_QUEUED_TIP: "正在等待开启通往$FOR|H$的虫洞"
 WORMHOLE_STATION_IDLE: "待命"
 FLEET_VIEW_ACTIONS_DESCRIPTIONS: "§G点击选择这支舰队\n右键点击取消选中这支舰队§!"
 EMERGENCY_FTL: "紧急超光速跃迁"
 EMERGENCY_FTL_DESC: "启动紧急跃迁会让舰队脱离战斗并离开星系，但会导致其进入任务中失踪状态。由于跃迁时没有进行校准，所有舰船都将受到伤害，有些可能会被摧毁，有些可能失踪。"
 EMERGENCY_FTL_ACTIVE: "§R正在准备跃迁。§!"
 NO_COMBAT: "§R未进入交战状态。§!"
 EMERGENCY_FTL_NOT_MOBILE: "§R不可移动。§!"
 EMERGENCY_FTL_NO_ESCAPE: "§R舰队已经无处可逃了。§!"
 ONLY_FEDERATION_LEADER_CAN_BUILD_SHIPS: "只有$FEDERATION$的主席国才能够建造$FEDERATION$舰船！"
 FEDERATION_NAVAL_CAPACITY_FULL: "建造此舰船会导致$FEDERATION$舰队超出规模上限！"
 COMMAND_LIMIT_FLEET_TOOLTIP: "$COMMAND_LIMIT$：§Y$SIZE|0$/$MAX|0$§!"
 NAVY_SIZE_TITLE: "海军容量"
 NAVY_LIMIT_VALUE: "$NAVY_SIZE_TITLE$ $SIZE|Y$/$LIMIT|Y$"
 FLEET_SIZE_TITLE: "舰队规模"
 FLEET_SIZE_TOTAL: "此舰队：£navy_size£ $SIZE|0Y$"
 NAVY_SIZE_COUNT_MAX: "$COUNT|0$/$MAX|0$"
 FLEET_SIZE_COUNT: "£navy_size£ $COUNT|0Y$"
 FLEET_SIZE_COUNT_WITH_MAX: "£navy_size£ §Y$COUNT|0$/$MAX|0$§!"
 FLEET_SIZE_DESC: "$FLEET_SIZE_TITLE$。大型舰船会占用更多的海军容量。"
 WORMHOLE_CAPACITY_BASE_VALUE: "$BASE$：$VALUE|Y0$"
 FLEET_SIZE_VALUE: "$NAVY_SIZE_TITLE$：£navy_size£ $VALUE|Y0$"
 NONFRIENDLY_TERRITORY: "非友方领土"
 NONFRIENDLY_TERRITORY_VALUE: "$NONFRIENDLY_TERRITORY$：$VALUE|%Y0$"
 NO_ORDERS: "无指令"
 CURRENT_ACTIVITY: "当前活动"
 JUMP_COST_BASE_VALUE: "$BASE$：$VALUE|Y$"
 DISTANCE_FROM_FRIENDLY_TERRITORY: "与友方领土的距离：$VALUE|%Y0$"
 JUMP_WARP_DISTANCE_VALUE: "$DISTANCE$：$VALUE|Y0$"
 COMMAND_LIMIT_DELAYED_TOOLTIP: "每支舰队最大的§Y$FLEET_SIZE_TITLE$§!取决于我们帝国的§H$COMMAND_LIMIT$§!。"
 VALUE_OUT_OF_MAX: "$VALUE$/$MAX$"
 MIL_FLEET_TT_SIZE: "$CAP_STRING$：£navy_size£ $SIZE|Y$"
 SHIP_SIZE_COUNT: "£$KEY$£ $TYPE$：$COUNT|Y$"
 HULL_STATE: "£ship_stats_hitpoints£ $VALUE$"
 ARMOR_STATE: "£ship_stats_armor£ $VALUE$"
 SHIELD_STATE: "£ship_stats_shield£ $VALUE$"
 PIRACY_SUPPRESSION_STATE: "£ship_stats_piracy_supression£ $VALUE|0G$"
 PIRACY_SUPPRESSION: "海盗镇压度"
 PIRACY_SUPPRESSION_VALUE: "总数：$VALUE|0Y$"
 PIRACY_SUPPRESSION_SHIP_INFO: "§Y$COUNT|0$x§! $NAME$：§Y+$VALUE|0$§!"
 PIRACY_SUPPRESSION_DESC: "§E§H$PIRACY_SUPPRESSION$§!代表着舰队停留在某个星系时对该星系的§H海盗活动§!的影响。\n\n较小的船只拥有较高的§H$PIRACY_SUPPRESSION$§!值，因为越灵活的船只越能有效打击海盗行动。§!"
 PIRACY_SUPPRESSION_TOOLTIP: "$PIRACY_SUPPRESSION$：£ship_stats_piracy_supression£ $VALUE|0Y$"
 MILITARY_POWER_YELLOW: "£military_power£ $VALUE|0Y$"
 FLEET_COMPOSITION: "舰队组成"
 IN_FTL: "§E正在超光速飞行§!"
 IS_MIA: "§E任务中失踪§!"
 NAVY_SIZE_DESC: "§t$concept_naval_capacity_desc$§!\n\n§G点击['concept_naval_capacity']打开数据库§!\n§G在菜单中点击£fleet_size£打开$FLEET_MANAGER_VIEW$§!"
 DISABLED_FOR_TEMPLATE_WITHOUT_FLEET: "对没有对应任何舰船的模板禁用"
 over_starbase_capacity: "超过恒星基地容量"
 STARBASE_CAPACITY_TITLE: "恒星基地容量"
 STARBASE_CAPACITY_TOOLTIP: "恒星基地容量：$MAX|0Y$"
 STARBASE_CAPACITY_DESC: "§t$concept_starbase_capacity_desc$§!\n\n§G点击['concept_starbase_capacity']打开数据库§!"
 POOR_MAINTENANCE_DESC: "由于帝国能量币赤字，每天受到§R-$PENALTY$§!点船体值惩罚。"
 WILL_BEGIN_STATION_SELFREPAIR: "空间站将在$DAYS|Y$天后开始自我修理。"
 SHIP_REPAIR_DESC: "§E受损的舰船在拥有升级后的§H恒星基地§!的友方恒星系恒星轨道停驻时会被修复。§!"
 STATION_REPAIR_DESC: "§E受损的空间站在未受攻击时将缓慢地自我修复。§!"
 FLEET_VIEW_TOGGLE_ITEM: "§G点击以开关舰船列表§!"
 FLEET_VIEW_SPLIT: "分离舰队"
 FLEET_VIEW_SPLIT_DESC: "§G点击拆分这支舰队并且将一半的战舰移入一支新舰队§!"
 FLEET_VIEW_NEW: "转移舰船"
 FLEET_VIEW_NEW_DESC: "§G点击以选择你需要转移到新舰队的船只§!"
 FLEET_VIEW_NEW_DESC_TARGET: "§G点击以选择转移那些舰船到$TARGET$§!"
 FLEET_VIEW_UPGRADE: "升级舰队"
 FLEET_VIEW_UPGRADE_DESC: "§G点击命令舰队移动到距离最近的船坞进行升级§!"
 FLEET_VIEW_UPGRADE_STATION: "升级空间站"
 FLEET_VIEW_UPGRADE_STATION_DESC: "§G点击将舰队升级加入队列§!"
 NO_UPGRADE_AVAILABLE: "§R没有可用的升级。§!"
 NO_UPGRADE_REACHABLE: "§R无法到达任何恒星基地§!"
 NO_REPAIR_NEEDED: "§W舰队拥有满额生命值及护甲值§!"
 UPGRADE_NOT_OWNER: "§R不是舰队的拥有者§!"
 REPAIR_NO_PLANET: "§R需要一个殖民地§!"
 FLEET_VIEW_REPAIR: "修理舰队"
 FLEET_VIEW_REPAIR_DESC: "§G点击以移动舰队至最近的恒星基地进行维修§!"
 FLEET_VIEW_COMPONENTS_LABEL: "核心部件"
 FLEET_VIEW_ARMAMENTS_LABEL: "武器配备"
 FLEET_VIEW_UTILITIES_LABEL: "通用"
 TRADE_CANCEL_BUTTON: "取消"
 TRADE_CANCEL_BUTTON_DESC: "取消谈判，返回外交界面。"
 TRADE_CONFIRM_BUTTON: "确认"
 TRADE_CONFIRM_BUTTON_DESC: "发送此贸易提议。"
 TRADE_ACCEPTANCE: "贸易接受度"
 TRADE_ACCEPTANCE_DESC: "要让他们接受我们的贸易提案，其贸易接受度至少要达到§G1§!。"
 TRADE_CATEGORY_CREDITS_DESC: "§G点击以查看交易能源的可能途径§!"
 REPAIR: "修理"
 DISABLE: "禁用"
 ENABLE: "启用"
 FLEET_VIEW_INVESTIGATE: "调查"
 FLEET_VIEW_INVESTIGATE_DESC: "我们需要通过§Y第一次接触§!调查研究这些外星人，然后我们才有希望理解它们的科技或者学会如何同它们沟通……"
 FLEET_VIEW_INVESTIGATE_DISABLED_BY_CLOAKING: "$FLEET_VIEW_INVESTIGATE$"
 FLEET_VIEW_INVESTIGATE_DISABLED_BY_CLOAKING_DESC: "§R我们无法在隐形状态下发起第一次接触调查。§!"
 FLEET_VIEW_REINFORCE_HEADER: "补充舰队"
 FLEET_VIEW_REINFORCE_CLICK: "§G点击以在最近的船坞补充舰队§!"
 FLEET_VIEW_TURN_INTO_ENCLAVE_HEADER: "转化为[This.GetEnclaveName]"
 FLEET_VIEW_TURN_INTO_ENCLAVE_DESCRIPTION: "将这支舰队转换为一个§Y[This.GetEnclaveName]§!。§R我们会失去这支舰队的控制权。§!"
 FLEET_VIEW_ENCLAVE_CAPACITY_AVAILABLE: "$VALUE|Y$"
 FLEET_VIEW_ENCLAVE_CAPACITY_UNAVAILABLE: "$VALUE|R$"
 FLEET_VIEW_ENCLAVE_CAPACITY_DESCRIPTION: "城邦容量：$VALUE$"
 FLEET_VIEW_ENCLAVE_CAPACITY_VERBOSE: "§E[This.GetEnclavePlural]§!可以让§H[This.GetEnclaveFleetPlural]§!为帝国效力一段时间。§Y城邦容量§!可以通过§Y国民理念、飞升天赋§!或§Y星系议案§!来提升。"
 FLEET_VIEW_ENCLAVE_UNFULFILLED_CONDITIONS: "§R未满足条件：§!"
 ENCLAVE_DEFAULT: "佣兵城邦"
 ENCLAVE_PLURAL: "佣兵城邦"
 ENCLAVE_FLEET_NAME: "佣兵舰队"
 ENCLAVE_FLEET_PLURAL: "佣兵舰队"
 SHIP_SIZE_MULTIPLIER: "舰船尺寸：£navy_size£ §H$VALUE|0$§!"
 SHIP_SIZE: "§H$SIZE$§!"
 SHIP_NAME: "§H$NAME$§!"
 SHIP_CLASS: "$CLASS$级"
 SHIP_ICON_CLASS: "$ICON$$SHIP_CLASS$"
 SHIP_SIZE_NAME: "$SHIP_SIZE$ $SHIP_NAME$"
 SHIP_SIZE_NAME_CLASS: "$SHIP_SIZE_NAME$ \n$SHIP_CLASS$"
 STATION_NAME: "§H$TYPE$§! $NAME$"
 MILITARY_STATION_NAME: "§H$SIZE$§! $RULERNAME$ \n$SHIP_CLASS$"
 ARMY_MILITARY_POWER_TIP: "$ARMY_POWER_HEADER$：£army_power£ $VALUE|0Y$"
 MILITARY_POWER_TIP: "战斗力：£military_power£ $VALUE|0Y$"
 MILITARY_POWER_TIP_BOSS: "战斗力：£military_power_boss£"
 MILITARY_POWER_TIP_ULTRA_BOSS: "战斗力：£military_power_ultra_boss£"
 ARMY_LEADER_NAME: "陆军将领：$NAME|H$"
 INSPECT: "舰船详情"
 CLICK_TO_INSPECT: "§G点击以显示舰船细节§!"
 INSPECT_ARMY: "陆军详情"
 CLICK_TO_INSPECT_EMBARKED_ARMY: "§G点击以显示登舰陆军的详细信息§!"
 FOCUS_ON_FLEET: "§H前往§!\n§G点击将视角快速切换至此舰队所在位置。§!"
 FOCUS_ON_COMBAT: "§H前往§!\n§G点击将视角快速切换至此战斗所在位置。§!"
 NO_RETREAT: "§R领袖的$TRAIT|H$特质不允许进入紧急超光速飞行。§!"
 NO_RETREAT_DESC: "§R舰队无法使用紧急超光速飞行。§!"
 RESOURCES_LOST: "每月花费：§Y$COST$§!\n"
 RESOURCES_GAIN: "月结余：§Y$GAIN$§!\n"
 NAVY_SIZE_BASE: "基础值：$VALUE$"
 NAVY_SIZE_POPS_VALUE: "人口产生：$VALUE$"
 NAVY_SIZE_PLANETS_VALUE: "太空港产生：$VALUE$"
 NAVY_SIZE_HABITATS_VALUE: "居住站产生：$VALUE$"
 NAVY_SIZE_SUBJECTS: "附庸国产生：$VALUE$"
 NAVY_SIZE_ALLIANCE: "\n我们将舰队容量中的$VALUE|%0Y$转移给了联邦。"
 NAVY_SIZE_TOOLTIP: "海军容量：$MAX|0Y$"
 NAVY_SIZE_MAX: "§R最大：$VALUE|0$§!"
 NAVY_SIZE_MAX_REACHED: "§R达到海军容量上限。§!"
 MISSING_HEAD_OF_NAVY: "缺少海军统帅"
 STARBASE_CAPACITY_BASE: "基础值：$VALUE$"
 STARBASE_CAPACITY_POPS_VALUE: "$NUM_POPS$$POP_POPS$产生：$VALUE$"
 STARBASE_CAPACITY_SYSTEMS_VALUE: "$NUM_SYSTEMS$$SYSTEM_SYSTEMS$产生：$VALUE$"
 STARBASE_CAPACITY_MAX: "§R最大：$VALUE|0$§!"
 STARBASE_CAPACITY_MAX_REACHED: "§R已达到恒星基地最大容量。§!"
 STARBASE_COST_DISCLAIMER: "完整花费取决于哪个星系正被宣称。"
 ####################################
 #Station Selection GUI
 ####################################
 STATION_SELECTION_PICK_DESIGN: "选择你想建造的设计。"
 ####################################
 #Megastructure Selection GUI
 ####################################
 MEGASTRUCTURE_SELECTION_PICK_TYPE: "巨型结构"
 MEGASTRUCTURE_UPGRADES_HEADER: "$MEGASTRUCTURE$升级："
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_ONE_PER_COUNTRY: "每个国家只能建造一座$MEGASTRUCTURE$。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_NEEDLE: "每个国家建造一座$MEGASTRUCTURE$，并且只能位于其首都的轨道上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_OUTSIDE_GRAVITY_WELL: "必须建造在星系重力井以外。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_RING_WORLD: "必须建造在没有宜居行星或居住站的星系。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_DYSON_SPHERE: "必须建造在只有单个恒星且无宜居行星的星系。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MATTER_DECOMPRESSOR: "必须建造在无宜居行星的黑洞星系。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_QUANTUM_CATAPULT: "必须建造在中子星或脉冲星上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_ORBITAL_RING: "必须建造在已殖民的行星轨道上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_DYSON_SWARM: "必须建造在只有单个恒星的星系。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_HABITAT_CENTRAL_COMPLEX: "必须建造在大型天体的轨道上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MAJOR_ORBITAL: "必须建造在具有居住站中心复合体的恒星系中的大型行星天体轨道上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MINOR_ORBITAL: "必须建造在具有居住站中心复合体的恒星系中的小型行星天体轨道上。"
 MEGASTRUCTURE_TOOLTIP_REQUIREMENTS_MAJOR_ORBITAL_KNIGHTS: "必须建造在具有居住站中心复合体的恒星系中的行星轨道上。"
 ####################################
 #Combat View
 ####################################
 FLEET_COMBAT: "舰队战斗"
 DISENGAGE: "脱离"
 COMBAT_VIEW_LEFT_HITPOINTS: "防御方船体值：$VALUE|0Y$/$MAX|0G$"
 COMBAT_VIEW_RIGHT_HITPOINTS: "进攻方船体值：$VALUE|0Y$/$MAX|0R$"
 COMBAT_VIEW_LEFT_HITPOINTS_BOSS: "防御方船体值：§R???§!"
 COMBAT_VIEW_RIGHT_HITPOINTS_BOSS: "进攻方船体值：§R???§!"
 SHIP_DESTROYED: "被毁"
 COMBAT_VIEW_RETREAT_ALL: "全体撤退"
 POPUP_COMBAT_RETREAT_CONFIRMATION_NAME: "$COMBAT_VIEW_RETREAT_ALL$"
 POPUP_COMBAT_RETREAT_CONFIRMATION_DESC: "是否为所有可用舰队激活紧急超光速？"
 ####################################
 #Assign Traits
 ####################################
 CLICK_TO_ASSIGN_TRAIT: "§G点击选择§!$TRAIT|H$。"
 TRAIT_SELECTION: "等级提升！"
 OPEN_TRAIT_ASSIGNMENT: "待选特质\n$CLICK_TO_OPEN_TRAIT_ASSIGNMENT$"
 SUBCLASS_SELECTION: "已达到老练级别！"
 DESTINY_SELECTION: "选择命定特质"
 CLICK_TO_OPEN_TRAIT_ASSIGNMENT: "§G点击打开特质选择§!"
 DISABLE_AUTOPICK: "可以在§Y领袖界面§!关闭特质§Y自动选择§!。"
 ASSIGN_TRAIT_NEXT: "下一个（还有$NUM|Y$）"
 ASSIGN_TRAIT_CONFIRM: "确认"
 ####################################
 #Paragon
 ####################################
 LEADER_BACKGROUND_PLANET_TITLE: "§H母星§!"
 LEADER_BACKGROUND_PLANET: "母星：$PLANET|H$"
 LEADER_BACKGROUND_JOB: "此前岗位：$JOB|H$"
 LEADER_BACKGROUND_ETHIC: "思潮：$ETHIC|H$"
 COUNCIL_DYNAMIC_BACKGROUND: "[Root.GetScriptedCouncilBackground]"
 LEADER_RECRUITMENT_SCRIPTED_GREETING: "§L[Root.GetScriptedLeaderRecruitedGreeting]§!"
 ####################################
 #Ship Designer
 ####################################
 COMPONENT_SET_MULTIPLE_SIZES: "鼠标悬停在尺寸图标上来查看详细信息"
 PRODUCTION_COST: "生产"
 shipclass_military: "军事舰船"
 shipclass_military_special: "巨像"
 shipclass_constructor: "工程船"
 shipclass_constructor_name: "工程船$NUM$"
 shipclass_colonizer: "殖民船"
 shipclass_colonizer_name: "殖民船$NUM$"
 shipclass_science_ship: "科研船"
 shipclass_science_ship_name: "科研船$NUM$"
 shipclass_transport: "运输舰"
 shipclass_transport_name: "运输舰$NUM$"
 shipclass_orbital_station: "太空港"
 shipclass_orbital_station_desc: "一座用于轨道建设的太空港。"
 shipclass_orbital_station_name: "$PLANET$太空港"
 shipclass_mining_station: "开采站"
 shipclass_mining_station_desc: "一座专用于收集资源的轨道站。"
 shipclass_mining_station_name: "$PLANET$开采站"
 shipclass_research_station: "研究站"
 shipclass_research_station_desc: "一座专用于研究的轨道站。"
 shipclass_research_station_name: "$PLANET$研究站"
 shipclass_military_station: "防御站"
 shipclass_military_station_name: "防御站"
 shipclass_wormhole_station: "虫洞站"
 shipclass_wormhole_station_name: "虫洞站"
 shipclass_science: "科研船"
 shipclass_terraform_station: "环境改造站"
 shipclass_terraform_station_desc: "一座通过使用气体与液体，极大改造行星环境的轨道站。"
 shipclass_terraform_station_name: "$PLANET$行星改造站"
 shipclass_observation_station: "观测站"
 shipclass_observation_station_name: "$PLANET$观测站"
 shipclass_starbase: "恒星基地"
 shipclass_starbase_name: "恒星基地"
 ACTION_MENU: "行动菜单"
 UTILITY_SLOTS: "通用槽位：$LARGE$大型，$MEDIUM$中型，$SMALL$小型"
 WEAPON_SLOTS: "武器槽位：$LARGE$大型，$MEDIUM$中型，$SMALL$小型"
 UNNAMED: "未命名"
 SHIP_ROLE: "舰船功能"
 CHOOSE_SECTION: "选择区段"
 SHIPDESIGNER_SAVEFAIL_UNNAMED: "§R舰船设计未命名。§!"
 SHIPDESIGNER_SAVEFAIL_SAME: "§R已存在同名舰船设计。§!"
 SHIPDESIGNER_SAVEFAIL_MISSING_SECTIONS: "§R有分区未进行分配。§!"
 SHIPDESIGNER_SAVEFAIL_POWER: "§R此舰船设计能源不足。§!"
 SHIPDESIGNER_SAVEFAIL_DLC_APOCALYPSE: "§R要使用泰坦和巨像级别部件的话，必须要有《启示录》DLC。§!"
 SHIPDESIGNER_SAVEFAIL_INVALID_SECTION: "§R此舰船设计有无效分区。§!"
 SHIPDESIGNER_SAVEFAIL_INVALID_SHIP_SIZE: "§R帝国无法建造$SIZE|H$舰船。§!"
 SHIPDESIGNER_COMPONENT_SLOT_COUNT: "$COUNT|Y$"
 SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP_START: "$NAME|H$\n花费：$COST|Y0$"
 SHIPDESIGNER_SECTION_TEMPLATE_TOOLTIP_FINISH: "§G单击以选择该区段§!"
 SECTION_ENTRY_WEAPON_SLOTS: "武器槽"
 SECTION_ENTRY_UTILITY_SLOTS: "通用槽"
 TYPE_OF_NEW_DESIGN: "选择舰船型级"
 SHIP_STAT_COST: "花费"
 SHIP_STAT_BUILD_TIME: "建造时间"
 SHIP_STAT_MINERAL_MAINTENENCE: "维护费"
 SHIP_STAT_ENERGY_MAINTENENCE: "维护费"
 SHIP_STAT_POWER_USAGE: "能源"
 SHIP_STAT_RARITY_USAGE: "稀有度"
 SHIP_STAT_HITPOINTS: "船体值"
 SHIP_STAT_ARMOR: "装甲"
 SHIP_STAT_SHIELDS: "护盾"
 SHIP_STAT_COMBAT_SPEED: "战斗速度"
 SHIP_STAT_EVASION: "闪避"
 SHIP_STAT_DAMAGE: "伤害"
 SHIP_STAT_SPECIAL: "特殊值"
 SHIP_STAT_SPEED: "速度"
 SHIP_STAT_HULL_REGENERATION: "$MOD_SHIP_HULL_REGEN_ADD_PERC$"
 SHIP_STAT_HULL_REGENERATION_STATIC: "$SHIP_STAT_HULL_REGENERATION$"
 SHIP_STAT_ARMOR_REGENERATION: "$MOD_SHIP_ARMOR_REGEN_ADD_PERC$"
 SHIP_STAT_ARMOR_REGENERATION_STATIC: "$SHIP_STAT_ARMOR_REGENERATION$"
 SHIP_STAT_SHIELD_REGENERATION: "$MOD_SHIP_SHIELD_REGEN_ADD_PERC$"
 SHIP_STAT_SHIELD_REGENERATION_STATIC: "$SHIP_STAT_SHIELD_REGENERATION$"
 SHIP_STAT_COST_INLINE: "£ship_stats_build_cost£ $SHIP_STAT_COST$"
 SHIP_STAT_BUILD_TIME_INLINE: "£ship_stats_build_time£ $SHIP_STAT_BUILD_TIME$"
 SHIP_STAT_MINERAL_MAINTENENCE_INLINE: "£ship_stats_maintenance£ $SHIP_STAT_MINERAL_MAINTENENCE$"
 SHIP_STAT_ENERGY_MAINTENENCE_INLINE: "£ship_stats_maintenance£ $SHIP_STAT_ENERGY_MAINTENENCE$"
 SHIP_STAT_POWER_USAGE_INLINE: "£ship_stats_power£ $SHIP_STAT_POWER_USAGE$"
 SHIP_STAT_HITPOINTS_INLINE: "£ship_stats_hitpoints£ $SHIP_STAT_HITPOINTS$"
 SHIP_STAT_ARMOR_INLINE: "£ship_stats_armor£ $SHIP_STAT_ARMOR$"
 SHIP_STAT_SHIELDS_INLINE: "£ship_stats_shield£ $SHIP_STAT_SHIELDS$"
 SHIP_STAT_COMBAT_SPEED_INLINE: "£ship_stats_speed£ $SHIP_STAT_COMBAT_SPEED$"
 SHIP_STAT_EVASION_INLINE: "£ship_stats_evasion£ $SHIP_STAT_EVASION$"
 SHIP_STAT_DAMAGE_INLINE: "£ship_stats_damage£ $SHIP_STAT_DAMAGE$"
 SHIP_STAT_SPECIAL_INLINE: "£ship_stats_special£ $SHIP_STAT_SPECIAL$"
 SHIP_STAT_SPEED_INLINE: "£ship_stats_speed£ $SHIP_STAT_SPEED$"
 SHIP_STAT_RANK_INLINE: "£ship_stats_special£等级："
 SHIP_STAT_HULL_REGENERATION_INLINE: "£ship_stats_hitpoints£ $SHIP_STAT_HULL_REGENERATION$"
 SHIP_STAT_HULL_REGENERATION_STATIC_INLINE: "$SHIP_STAT_HULL_REGENERATION_INLINE$"
 SHIP_STAT_ARMOR_REGENERATION_INLINE: "£ship_stats_armor£ $SHIP_STAT_ARMOR_REGENERATION$"
 SHIP_STAT_ARMOR_REGENERATION_STATIC_INLINE: "$SHIP_STAT_ARMOR_REGENERATION_INLINE$"
 SHIP_STAT_SHIELD_REGENERATION_INLINE: "£ship_stats_shield£ $SHIP_STAT_SHIELD_RECHARGE$"
 SHIP_STAT_SHIELD_REGENERATION_STATIC_INLINE: "$SHIP_STAT_SHIELD_REGENERATION_INLINE$"
 SHIP_STAT_SENSOR_RANGE: "探测范围：$VALUE|Y0$"
 SHIP_STAT_IDEAL: "理想射程：$RANGE|Y0$"
 SHIP_STAT_COST_VALUE: "£$RESOURCE$£ $VALUE|Y0$"
 SHIP_STAT_BUILD_TIME_VALUE: "£resource_time£ $VALUE|0Y$"
 SHIP_STAT_ENERGY_MAINTENENCE_VALUE: "£energy£ $VALUE|2Y$"
 SHIP_STAT_MINERAL_MAINTENENCE_VALUE: "£minerals£ $VALUE|2Y$"
 SHIP_STAT_POWER_USAGE_VALUE: "$VALUE|Y0$"
 SHIP_STAT_HITPOINTS_VALUE: "$VALUE|Y0$"
 SHIP_STAT_ARMOR_VALUE: "$VALUE|Y0$"
 SHIP_STAT_SHIELDS_VALUE: "$VALUE|Y0$"
 SHIP_STAT_EVASION_VALUE: "§Y$VALUE|1$%§!"
 SHIP_STAT_COMBAT_SPEED_VALUE: "$VALUE|Y1$"
 SHIP_STAT_DAMAGE_VALUE: "§Y$VALUE|2$/§!£resource_time£ "
 SHIP_STAT_SPECIAL_VALUE: "$VALUE|Y0$"
 SHIP_STAT_SPEED_VALUE: "$VALUE|Y0$"
 SHIP_STAT_HULL_REGENERATION_VALUE: "§Y$VALUE$/£time£§!"
 SHIP_STAT_HULL_REGENERATION_STATIC_VALUE: "$SHIP_STAT_HULL_REGENERATION_VALUE$"
 SHIP_STAT_ARMOR_REGENERATION_VALUE: "§Y$VALUE$/£time£§!"
 SHIP_STAT_ARMOR_REGENERATION_STATIC_VALUE: "$SHIP_STAT_ARMOR_REGENERATION_VALUE$"
 SHIP_STAT_SHIELD_REGENERATION_VALUE: "§Y$VALUE$/£time£§!"
 SHIP_STAT_SHIELD_REGENERATION_STATIC_VALUE: "$SHIP_STAT_SHIELD_REGENERATION_VALUE$"
 SHIP_STAT_PIRACY_SUPPRESSION: "$PIRACY_SUPPRESSION$"
 SHIP_STAT_PIRACY_SUPPRESSION_VALUE: "£ship_stats_piracy_supression£ $VALUE|Y0$"
 SHIP_STAT_DESC_cost: "§E建造舰船的花费是各区段与各部件的建造花费总和。较大区段与较高级部件的花费更高。§!"
 SHIP_STAT_DESC_build_time: "§E建造舰船花费的时间与其分区和装备部件的尺寸有关。§!"
 SHIP_STAT_DESC_energy_maintenance: "§E维持舰船正常运转的§H维护费§!是其§H建造费用§!的某一百分比。§!"
 SHIP_STAT_DESC_mineral_maintenance: "§E维持舰船正常运转的§H维护费§!是其§H建造费用§!的某一百分比。§!"
 SHIP_STAT_DESC_power: "§E要运行舰船的各个系统，充足的§H能源§!是不可或缺的。能源可以通过添加反应堆来增加，而大部分部件都会消耗能源。§H能源§!为负的设计将无法保存。§!"
 SHIP_STAT_DESC_hitpoints: "§E舰体的§H船体值§!代表舰船在被完全摧毁前可承受多少伤害。§!"
 SHIP_STAT_DESC_armor: "§E§H装甲§!是保护舰体的第二道防线，可以吸收那些突破了护盾的火力。装甲只能在§H恒星基地§!进行修复，除非舰体装配了能够进行装甲再生的特殊部件。§!"
 SHIP_STAT_DESC_shields: "§E§H护盾§!是保护舰体的第一道防线，可以在火力对装甲和舰体造成伤害之前吸收一部分。有些武器能够对护盾造成额外伤害，甚至能够完全无视护盾。脉冲星也能够使得护盾失去效力。离开战斗之后护盾就会逐渐恢复。§!"
 SHIP_STAT_DESC_evasion: "§E所有舰船都可以闪避攻击，减少所受伤害。§H闪避§!几率可以通过推进器等部件进行提升，但越大的船效果越不明显。§!"
 SHIP_STAT_DESC_combat_speed: "§E舰船的§H速度§!是其不处于超光速状态时的最高移动速度，可通过添加推进器部件增加。当舰队飞行时，速度最低的舰船将限制全舰队的最大速度。§!"
 SHIP_STAT_DESC_speed: "$SHIP_STAT_DESC_combat_speed$"
 SHIP_STAT_DESC_damage: "§E舰船造成的伤害总量是所有装备的武器部件的伤害数值总和。每个武器在战斗中依旧会独立攻击。详见每个武器部件的射速、伤害、有效射程以及§H装甲§!和§H护盾§!穿透。§!"
 SCIENCE_SHIP_DESC: "科研船（扫描器：$LEVEL|Y$，速度：§H$SPEED|Y1$x§!）"
 REDESIGN_CURRENT: "重新设计当前$CLASS|Y$"
 SHIP_DESIGN_SENSOR_RANGE_DESC: "探测范围：$VALUE|Y2$"
 SHIP_DESIGN_WEAPONS_START_HELP: "点击武器槽位以显示武器部件列表"
 SHIP_DESIGN_UTILITIES_START_HELP: "点击通用槽位以显示通用部件列表"
 SHIP_DESIGN_RIGHT_CLICK_TO_CANCEL_COMPONENT_PAINT: "§G右键点击以移除选中的部件§!"
 SELECT_SHIP_OWNER: "选择设计所有者"
 SHIP_DISABLED: "已停用，需要修理方可启用。"
 SHIP_DISENGAGED: "舰船已经脱离战斗并将在战斗结束后重新回归舰队。"
 DEFAULT_BATTLESHIP: "默认战列舰"
 DEFAULT_DESTROYER: "默认驱逐舰"
 CMP_TT_COST: "花费：$VALUE|Y0$"
 CMP_TT_UPKEEP: "维护费：$VALUE|Y0$"
 CMP_TT_RANGE: "射程：$RANGE|Y$"
 CMP_TT_DAMAGE: "伤害：§Y$MIN$ - $MAX$§!"
 CMP_WEAPON_TT_RANGE: "射程：$RANGE|0Y$"
 CMP_WEAPON_TT_ENGAGEMENT_RANGE: "参战距离：$VALUE|0Y$"
 CMP_WEAPON_TT_RANGEBAND: "射程：$MINRANGE|0Y$ ~ $MAXRANGE|0Y$"
 CMP_WEAPON_TT_DAMAGE: "伤害：§Y$MIN|0$ - $MAX|0$§!"
 CMP_WEAPON_TT_ACCURACY: "命中：$VALUE|0%Y$"
 CMP_WEAPON_TT_TRACKING: "追踪：$VALUE|0%Y$"
 CMP_WEAPON_TT_FIRINGARC: "发射扇面：$VALUE|0Y$度"
 CMP_TT_COOLDOWN: "冷却：§Y$COOLDOWN|2$§!£resource_time£ "
 CMP_TT_DPD: "平均伤害：§Y$AVG|2$/£resource_time£ §!"
 CMP_TT_SC_ARMOR: "装甲："
 CMP_TT_SC_SHIELDS: "护盾："
 CMP_TT_SC_HITPOINTS: "船体值："
 CMP_TT_SC_EVASION: "回避：$VALUE|Y%0$"
 CMP_TT_SC_SPEED: "速度：$VALUE|Y1$"
 CMP_WEAPON_TT_PENETRATION: "§G+$VALUE|%0$ $TYPE$穿透§!"
 CMP_WEAPON_TT_DMG_REDUCED: "§R-$VALUE|%0$ $TYPE$伤害§!"
 CMP_WEAPON_TT_DMG_INCREASED: "§G+$VALUE|%0$ $TYPE$伤害§!"
 CMP_TT_MISSILE_STATS: "§H导弹：§!\n    耐久：$HEALTH|Y0$\n    装甲：$ARMOR|Y0$\n    闪避：$EVASION|Y%0$\n    速度：$SPEED|Y0$\n    重定向范围：$RT_RANGE|Y0$"
 CMP_TT_SIZE_DAMAGE_FACTOR: "该武器依据目标舰船大小的§G$VALUE|%0$§!施加额外的倍乘伤害。"
 CMP_WEAPON_TT_ARMOR_PENETRATION: "§G无视$VALUE|%0$的装甲§!"
 CMP_WEAPON_TT_SHIELD_PENETRATION: "§G+$VALUE|%0$护盾穿透§!"
 CMP_WEAPON_TT_SHIELD_DMG_REDUCED: "§R-$VALUE|%0$护盾伤害§!"
 CMP_WEAPON_TT_SHIELD_DMG_INCREASED: "§G+$VALUE|%0$护盾伤害§!"
 CMP_WEAPON_TT_SHIELD_DMG_BYPASSED: "§G无视$VALUE|%0$的护盾§!"
 CMP_PK_TT_CHARGE_TIME: "充能时间：$VALUE|0Y$ £resource_time£"
 CMP_PK_TT_FIRING_TIME: "发射时间：$VALUE|0Y$ £resource_time£"
 WORMHOLE_RANGE: "虫洞有效距离：$VAL|Y1$。"
 WORMHOLE_CAPACITY: "虫洞容量：$VAL|Y1$。"
 RIGHT_CLICK_COMPONENT: "§G右击以移除部件！§!"
 COMPONENT_SLOT_TOOLTIP: "§G点击以显示部件列表§!"
 SHIP_DESIGNER_ADD_ITEM: "§G点击以添加所选部件§!"
 SHIP_DESIGNER_ADD_ITEM_NOT_ALLOWED: "§R选中的部件不能添加到此槽位§!"
 SHIP_DESIGNER_CANT_REMOVE_AUTO_DESIGN: "§R当自动设计开启时，不能移除自动生成的设计§!"
 SHIP_DESIGNER_CANT_REMOVE_LAST_DESIGN: "§R无法删除最后一个设计§!"
 RENAME: "重命名"
 RENAME_TOOLTIP: "重命名当前舰船设计。"
 SAVE: "保存"
 DISCARD: "放弃"
 UNSAVED_CHANGES: "未保存的更改"
 INCOMPLETE_SHIP_DESIGN: "未完成的舰船设计"
 CAN_SAVE: "将当前舰船设计保存到轨道建造列表。"
 CANT_SAVE: "无法保存"
 CANT_MAKE_CHANGES: "无法更改"
 CANT_MAKE_CHANGES_AUTO_GEN: "§R自动设计将接管舰船的升级与变更§!"
 MISSING_PREREQUISITES: "帝国目前缺少$COMPONENT|H$需要的科技。"
 MISSING_FTL: "§R舰船设计缺少超光速引擎：此舰船设计超光速范围将为§!§H0§!"
 COMPONENT_SHIP_LIMIT_REACHED: "$COMPONENT|H$已达限！超过$LIMIT$的舰船设计可能将不被包括在内。"
 COMPONENT_BLOCKED_BY: "$COMPONENT|H$§R不允许§!同$BLOCKING|H$出现在同一舰船设计中。"
 CAN_LOAD: "载入已存在的舰船设计。将删除所有未保存的舰船设计。"
 CANT_LOAD: "§H无法载入§!"
 ALREADY_SAVED: "§R同名舰船设计已存在于建造列表中§!"
 CAN_REMOVE_SHIP_DESIGN_COUNTRY: "将舰船设计从帝国的设计列表中移除。之后将无法继续使用此设计建造舰船。"
 CAN_REMOVE_SHIP_DESIGN_EXPORTED: "永久删除此设计。"
 CANT_REMOVE_SHIP_DESIGN: "我们只能删除自己的舰船设计。"
 REMOVE_NON_AUTO_SHIP_DESIGNS: "这会永久删除所有非自动生成的设计图。是否继续？"
 NEW_DESIGN: "新设计"
 SELECT_SECTION: "选择区段"
 NO_SECTION: "没有区段！"
 POPUP_DELETE_DESIGN_TITLE: "删除设计？"
 POPUP_DELETE_DESIGNS_TITLE: "删除设计？"
 #TOOLTIP_META_ICON_GLOBAL: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_DESC: "Global Designs are always available in the Ship Designer. To"
 #TOOLTIP_META_ICON_GLOBAL_USED: "§HGlobal Design§!"
 #TOOLTIP_META_ICON_GLOBAL_USED_DESC: "This Design has been enabled for this Game and can be built at our Spaceports"
 TOOLTIP_META_ICON_FEDERATION: "§H联邦设计§!"
 TOOLTIP_META_ICON_FEDERATION_DESC: "此设计与我们的联邦共享。\n联邦设计可以运用所有联邦成员的科技。"
 FEDERATION_DESIGN: "联邦设计"
 NORMAL_DESIGN: "普通设计"
 OVERWRITE_DESIGN: "覆盖设计"
 OVERWRITE_DESIGN_DESC: "相同名称的设计已存在。是否覆盖当前设计？"
 DESIGN_ENTRY_TIP: "§G点击以加载此设计§!"
 NEW_DESIGN_TOOLTIP: "§H新设计§!\n§G点击以创建新的舰船设计§!"
 SPACE_STATION: "空间站"
 APPLY_ON_EMPTY: "填充空槽"
 APPLY_ON_EMPTY_TIP: "§H填满空槽§!\n§T把所有支持所选择部件的部件槽填满§!"
 CLEAR_DESIGN: "清除设计"
 DESIGNER_CONTROLS: "控制"
 SELECT_ROLE: "舰船职能"
 SELECT_ROLE_PLURAL: "舰船职能"
 SELECT_ROLE_TOOLTIP: "§H$SELECT_ROLE$§!\n按照$SELECT_ROLE$职能自动设计这艘舰船。\n这会改变舰船的区段，并替换相关部件，以最好地适配所选舰船职能。"
 SELECT_ROLE_TOOLTIP_DISABLED: "§H$SELECT_ROLE$§!\n§R该类设计没有可选的$SELECT_ROLE_PLURAL$。§!"
 CLEAR_SLOT: "清除槽位"
 CLEAR_DESIGN_TIP: "§H清除设计§!\n§T清除所有部件槽。§!"
 SECTION_INSTANCE_ENTRY_TIP: "$NAME|H$\n§G点击以变更区段§!"
 SECTION_INSTANCE_ENTRY_TIP_TITLE: "$NAME|H$"
 SECTION_INSTANCE_ENTRY_TIP_FINISH: "§G单击以变更区段§!"
 TOOLTIP_REQUIRED_COMP_SLOT_INSTANT: "$INSTANT$\n§G点击以变更部件§!"
 TOOLTIP_REQUIRED_COMP_SLOT_DELAYED: "$DELAYED$"
 SHIP_DESIGN_AUTO_GENERATE: "自动生成设计"
 SHIP_COMPONENTS_AUTO_GENERATE: "自动升级"
 SHIP_COMPONENTS_AUTO_GENERATE_DESC: "更高级的部件解锁后，将自动升级部件。"
 SHIP_COMPONENTS_FILTER_SLOT_SIZE: "按槽位尺寸过滤"
 SHIP_COMPONENTS_FILTER_SLOT_SIZE_DESC: "开启或关闭是否按照上次点击的槽位大小来过滤部件。"
 SHIP_COMPONENTS_FILTER_OBSOLETE: "隐藏已被淘汰的部件"
 SHIP_COMPONENTS_FILTER_OBSOLETE_DESC: "切换是否隐藏已被更先进科技淘汰的部件。"
 SHIP_DESIGN_AUTO_GENERATE_DESC: "当检索到新科技自动生成舰船设计"
 MISSING_FTL_WANT_SAVE: "§R该舰船设计缺少超光速引擎。仍要保存吗？§!"
 SHIP_DESIGNER_FEDERATION: "联邦舰船设计器"
 SHIP_DESIGNER_COUNTRY: "舰船设计器"
 gunship: "炮艇"
 gunship_desc: "炮艇设计用于与其他同规格舰船战斗，尽可能装满了中射程的武器。"
 explosive: "攻城"
 explosive_desc: "攻城舰船使用制导武器，能对大型舰船、星际基地和行星造成巨大伤害。"
 carrier: "航空母舰"
 carrier_desc: "航空母舰是舰载机的发射平台。"
 screen: "屏卫"
 screen_desc: "屏卫舰船装有点防御和防空炮，保护其他舰船免受导弹、鱼雷和舰载机的伤害。"
 artillery: "炮击"
 artillery_desc: "炮击舰船倾向装备长射程的导弹和直射武器。但他们难以对付接近身边的小型舰船。"
 brawler: "格斗"
 brawler_desc: "格斗舰船设计用于近距离狗斗，倾向使用类似机炮和裂解炮等高伤害低射程的武器。"
 energy_torpedoes: "能量鱼雷"
 energy_torpedoes_desc: "能量鱼雷舰船会在制导槽位上安装中子或质子鱼雷，对大型舰船造成额外伤害。他们易受靠到近距离的舰船的伤害。"
 buffer_role: "支援"
 buffer_role_desc: "支援舰的特有部件可以在战斗中为舰队提供支援、制造优势。"
 debuffer_role: "压制"
 debuffer_role_desc: "压制舰装备有干扰部件，可以在激烈的战斗中削弱敌军舰队。"
 stealth: "（潜行）"
 stealth_desc: "该配置下对隐形能力的重视程度要高于护盾和火力。"
 gunship_stealth: "$gunship$$stealth$"
 gunship_stealth_desc: "$gunship_desc$\n$stealth_desc$"
 explosive_stealth: "$explosive$$stealth$"
 explosive_stealth_desc: "$explosive_desc$\n$stealth_desc$"
 carrier_stealth: "$carrier$$stealth$"
 carrier_stealth_desc: "$carrier_desc$\n$stealth_desc$"
 citadel: "擎天堡"
 citadel_desc: "$tech_deep_space_citadel_desc$"
 screen_stealth: "$screen$$stealth$"
 screen_stealth_desc: "$screen_desc$\n$stealth_desc$"
 artillery_stealth: "$artillery$$stealth$"
 artillery_stealth_desc: "$artillery_desc$\n$stealth_desc$"
 brawler_stealth: "$brawler$$stealth$"
 brawler_stealth_desc: "$brawler_desc$\n$stealth_desc$"
 energy_torpedoes_stealth: "$energy_torpedoes$$stealth$"
 energy_torpedoes_stealth_desc: "$energy_torpedoes_desc$\n$stealth_desc$"
 buffer_role_stealth: "$buffer_role$$stealth$"
 buffer_role_stealth_desc: "$buffer_role_desc$\n$stealth_desc$"
 debuffer_role_stealth: "$debuffer_role$$stealth$"
 debuffer_role_stealth_desc: "$debuffer_role_desc$\n$stealth_desc$"
 ####################################
 #Fleet Designer
 ####################################
 TAB_SHIPS: "舰船"
 TAB_SHIPDESIGNS: "舰船设计"
 TAB_SHIPROLES: "舰船用途"
 ####################################
 #Empire View (formerly Government View)
 ####################################
 RULER_EDITOR_APPEARANCE: "统治者外观"
 RULER_EDITOR_TRAITS: "统治者特质"
 TOOLTIP_SETUP_RULER_APPEARANCE: "§H$PORTRAIT$§!\n自定义初始统治者的外观、名称和背景信息。"
 TOOLTIP_SETUP_RULER_TRAITS: "§H$TRAITS$§!\n为初始特质者选择特质。"
 RULER_CLASS: "领袖类别"
 RULER_CLASS_SPINNER: "§H$RULER_CLASS$§!\n§H$RULER_CLASS$§!决定这位统治者可获得哪些§H$TRAITS$§!。当他们不再是统治者以后，这将决定这位领袖可以被指派到什么岗位上去。"
 RULER_SELECTED_TRAITS: "已选特质"
 GOVERNMENT_VIEW: "帝国视图"
 RULER_TRAITS: "统治者特质："
 EMPIRE: "帝国"
 PRIMITIVE_TYPE: "前超光速"
 OTHER_TYPE: "其他"
 DEMOGRAPHICS: "    人口统计"
 PLANETS: "行星"
 FACTIONS: "派系"
 RULER: "统治者"
 ETHICS_LABEL: "主流思潮："
 POPS_IN_WORLD: "$PLANETS|H$星球上的$NO|1*H$人口"
 ACTIVE_EDICT_VALUE: "$ACTIVE|H$/$AVAILABLE|H$启用"
 ACTIVE_GREEN: "§G启用§!"
 TAX_RATE_COLON: "税率："
 INCOME: "收入"
 EXPENSES: "支出"
 PRODUCED: "产出量：$VALUE|+=$"
 PRODUCED_COLON: "能量币产出："
 RESOURCE_PRODUCED: "产出"
 PRECIOUS_METALS_COLON: "贵重金属："
 TRADE_INCOME: "贸易中获得能量币："
 TRADE_EXPENSES: "贸易中支出能量币："
 SHIP_MAINT_COLON: "舰船维护费："
 REPARATION_EXPENSES_COLON: "舰船修理花费："
 ALLIANCE_EXPENSES_COLON: "联邦支出："
 ARMY_MAINT_COLON: "陆军维护费："
 BUILDING_MAINT_COLON: "建筑维护费："
 COLONY_MAINT_COLON: "殖民地维护费："
 STATION_MAINT_COLON: "空间站维护费："
 BUILDING_EXPENSES_COLON: "建筑支出："
 MONTHLY_EXPENSES_COLON: "月度支出："
 MONTHLY_INCOME_COLON: "月度收入："
 MISSIONS_MAINT_COLON: "观测站支出："
 MISSIONS_INCOME_COLON: "观测站收入："
 MISSIONS: "任务"
 DIPLOMACY_WEIGHT_LABEL: "外交权重"
 BALANCE_COLON: "结余："
 CHANGE: "变更"
 BUDGET: "预算"
 REFORM: "改革"
 EMERGENCY_ELECTION: "紧急选举"
 DEMOCRATIC_ELECTION: "选举总览"
 NO_ELECTION: "无选举"
 CREATE_VASSAL: "建立附庸国"
 CREATE_VASSAL_NOT_CONTROLLER: "我们并没有控制该行星。"
 CREATE_VASSAL_AT_WAR: "和平状态才能释放附庸"
 CREATE_VASSAL_NO_AVAILABLE_PLANET: "没有可放弃的行星。"
 CREATE_VASSAL_GIVE_PLANET_DESC: "给予$WHO|H$$PLANET|H$的所有权，并使其成为我们的附庸国。"
 GOVERMENT_LABEL: "政府："
 NEXT_ELECTION_LABEL: "下次选举："
 LEADER_MAX_LEVEL: "已到达最高技能等级。"
 LEADER_SKILL_LEVEL: "技能等级：$LEVEL|Y$/$MAX|Y$"
 LEADER_SKILL_LEVEL_PLUS: "技能等级：（$LEVEL|Y$+$ADDITIONAL|Y$）/$MAX|Y$"
 LEADER_EXP: "经验：$EXP|Y0$"
 LEADER_NEXT_LEVEL_EXP: "到下一级所需的经验：$EXP|Y0$"
 TEMP_MODIFIERS: "修正"
 MODIFY_GENES: "修饰特质"
 CONSTRUCTION_COSTS: "建造花费"
 FOUNDER_SPECIES: "创始物种"
 FOUNDER_SPECIES_CLASS: "$CLASS|H$\n创始物种类别"
 SEARCH_TITLE: "搜索过滤器"
 SEARCH_TOOLTIP: "§H搜索§!\n在搜索条件列表输入行星名。"
 DATABANK_TITLE: "数据库"
 DATABANK_WELCOME: "§H数据库§!\n从列表中选择一个条目。"
 DATABANK_RESULTS: "§Y结果§!（$COUNT$）"
 DATABANK_CLICK: "§G点击打开数据库§!"
 CLICK_TO_EXPAND2: "§G点击展开§!"
 COLONY_RENAME: "§H重命名行星§!"
 SECTOR_RENAME: "§H重命名星域§!"
 EMPTY_MODS: "帝国没有临时性修正。"
 NO_FACTIONS: "帝国没有派系。"
 GOVERNMENT_CHANGE: "§G点击打开§H改革政府§!界面§!"
 GOVERNMENT_CHANGE_YEARS: "§R* 必须至少等待$YEARS|Y$年（$DATE|Y$）§!"
 GOVERNMENT_CHANGE_MONTHS: "§R* $MONTHS|Y$月后（$DATE|Y$）可对政府进行改革§!"
 GOVERNMENT_CHANGE_CANNOT_AFFORD: "§R我们无法负担£unity£ $COST|0Y$凝聚力的花费§!"
 BUDGET_EFFECTS: "§E经济效应§!"
 EMPIRE_EFFECTS: "§E帝国效应§!"
 POP_EFFECTS: "§E人口效应§!"
 SPECIES_EFFECTS: "§E物种效应§!"
 POP_EFFECTS_DESC: "这些效果将影响帝国的全部人口。单个人口也会受当地其他修正的影响。"
 ENERGY_BUDGET: "能量币预算"
 MINERAL_BUDGET: "矿物预算"
 ##### TOOLTIPS IN EMPIRE VIEW #####
 EMPIRE_TOOLTIP: "§H帝国§!\n打开帝国界面。"
 BUDGET_TOOLTIP: "§H预算§!\n我方预算概况。"
 DEMOGRAPHICS_TOOLTIP: "§H人口统计§!\n人口统计概览。"
 GOVERNMENT_ADVISOR_TAB: "顾问"
 GOVERNMENT_ADVISOR_TAB_TOOLTIP: "§H$EMPIRE_ADVISOR$§!\n顾问语音设置。"
 SPECIES_DEMOGRAPHICS: "$SPECIES|H$\n人口：$POP_AMOUNT|Y$\n人口比例：$PERCENTAGE|Y0%$"
 #EMPIRE TAB
 LEADER_NAME_DESC: "§H统治者头衔与名称§!"
 RACE_DESC: "§H统治者物种§!"
 LEADER_TRAIT_DESC: "§H统治者数据§!"
 GOVERNMENT_TOOLTIP: "§H政府：§!\n$GOV_DES$\n"
 NO_ELECTION_DESC: "永远不举行选举。"
 REFORM_TOOLTIP: "§H改革§!\n$REFORM_DES$"
 REFORM_DESC: "对帝国进行改革，从而采用另一政府类型。"
 REFORM_COOLDOWN: "在$DATE|H$前政府不能进行改革。"
 OPTIONS_CLICK: "§G点击以查看选项§!"
 CREATE_VASSAL_DESC: "除首都之外的星球都能释放附庸。"
 CREATE_VASSAL_NOT_IN_CAPITAL: "不能在首都恒星系释放附庸国。"
 CREATE_VASSAL_NONE_AVAILABLE: "这个星域内没有可以作为释放附庸的物种。"
 MODIFY_TOOLTIP: "§H基因修饰：§!\n$MOD_GENES$"
 MODIFY_DESC: "修饰我们的基因，以改变当前的特质"
 FOUNDER_SPECIES_DESC: "我们帝国的主体物种"
 MODIFIERS_TOOLTIP: "§H帝国修正§!\n$MOD_DES$"
 MODIFIERS_DESC: "修饰特质"
 MODIFIER_TITLE: "修正"
 TRAIT_TITLE: "特质"
 TRAITS_TOOLTIP: "§H基因修饰：§!\n$TRAITS_DES$"
 TRAITS_DESC: "这些是我们帝国创始物种的特质。可通过基因修饰添加额外的特质。"
 MODIFY_DISABLED: "§R只能修改我们自己物种的特质。§!"
 OUTSIDE_BORDERS: "§R此物种处于我们的边境之外。§!"
 NOT_ON_OWNED_PLANET: "§R此物种未生存于我们拥有的星球之上。§!"
 HEIR: "继承人"
 #BUDGET TAB
 INCOME_DESC: "月收入概览。"
 EXPENSES_DESC: "月支出概览。"
 BALANCE_DESC: "§H收支§!\n本月总收支。"
 TOTAL_INCOME_DESC: "§H月收入§!\n上月总收入。"
 TOTAL_EXPENSES_DESC: "§H月支出§!\n上月总支出。"
 SHIP_MAINT_OVER_CAP_DESC: "由于数量超出了$NAVY_SIZE_TITLE$上限，你的军舰维护费用上升了§R+$VALUE|0-%$§!。"
 STARBASE_OVER_CAP_DESC: "我们当前超出了我们的$STARBASE_CAPACITY_TITLE$。这会导致以下效果：\n$EFFECTS$"
 ####################################
 #Species Modification
 ####################################
 SPECIES_MOD_SELECT_TRAITS: "选择增加或移除一种特质"
 SPECIES_MOD_POSITIVE_TRAITS: "正面特质"
 SPECIES_MOD_NEGATIVE_TRAITS: "负面特质"
 NOT_ENOUGH_TRAIT_POINTS: "§R特质点数不足§!"
 NOT_ENOUGH_TRAIT_PICKS: "§R没有足够的可选基因特质§!"
 CANNOT_REMOVE_TRAIT_ENFORCED_BY_FOUNDER_SPECIES: "§R无法移除这个特质§!"
 IS_OPPOSITE_OF: "§R和$TRAIT|H$特质不兼容§!"
 MUST_CHOOSE_TRAIT: "选择要添加或移除的特质"
 MUST_SELECT_PLANETS: "必须选择至少一颗行星。"
 WILL_CREATE: "将创造："
 MOD_TRAIT_PROJECT: "物种特质修饰：$TEMPLATE|H$"
 MOD_TRAIT_PROJECT_DESC: "一个让选择的人口变换成$TEMPLATE|H$模板的特殊项目"
 MOD_TRAIT_PROJECT_STATS: "修改$PLANETS|Y$行星上的$POPS|Y$人口来让他们获得以下特质："
 UPLIFT_PROJECT: "提升$SPECIES|H$物种"
 UPLIFT_PROJECT_DESC: "将$SPECIES|H$变成完全开智物种的项目"
 GENE_MODIFICATION: "模板修改"
 UPLIFTING: "提升"
 HAS_OPPOSITE_TRAIT: "§R同当前特质不兼容：§Y$TRAIT$§!§!"
 REQUIRES_PLANET_CLASS: "§R需要以下行星类别之一：$PLANET_CLASS_LIST$§!"
 REQUIRES_ORIGIN: "§R需要下列起源之一：$ORIGIN_LIST$§!"
 CANNOT_MODIFY_TRAIT: "§R无法增加或移除该特性。§!"
 CANNOT_REMOVE_POSITIVE_TRAIT: "§R不可移除有利特质§!"
 SELECT_PORTRAIT: "选择外貌"
 SPECIES_MOD_NO_PLANET_CLASS: "该物种没有行星偏好。"
 CREATE_PROJECT: "开始基因修饰特殊项目"
 CREATE_ROBO_MODIFICATION_PROJECT: "开始机器人改造特殊项目"
 PROJECT_COST_CALCULATION: "此项目总共将花费$SUMCOST|H$ $TYPE$研究。"
 CREATE_NEW_SPECIES_MOD_TEMPLATE_BUTTON: "创建新模板"
 CREATE_NEW_SPECIES_MOD_TEMPLATE: "创建新的物种修饰模板"
 CREATE_NEW_SPECIES_MOD_TEMPLATE_DESC: "创建一个新物种模板，它可以应用于我们所有来源于同一个物种基型的人口。"
 APPLY_NEW_SPECIES_MOD_TEMPLATE_BUTTON: "应用"
 APPLY_NEW_SPECIES_MOD_TEMPLATE: "应用新的物种修饰模板"
 APPLY_NEW_SPECIES_MOD_TEMPLATE_DESC: "创建一个新的物种模板并打开新窗口，选择将其应用到哪些您所拥有的源于相同根源物种的人口上。"
 DELETE_SPECIES_MOD_TEMPLATE: "删除物种模板"
 UPDATE_SPECIES_MOD_TEMPLATE_BUTTON: "更新模板"
 UPDATE_SPECIES_MOD_TEMPLATE: "更新物种模板"
 APPLY_GENE_MODIFICATION: "应用基因修饰"
 APPLY_ROBO_MODIFICATION: "应用机器人模板"
 SPECIES_MODIFICATION_SELECTED_TEMPLATE: "所选模板："
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL: "§G单击选中所有行星上的所有人口。§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL_DISABLED: "§R当前模板不能应用于任何可用物种。§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_ALL_OF_SPECIES: "§G点击选择该物种在所有星球上的全部人口。§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT: "§G单击选择该行星上的所有该物种人口。§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED: "§R不能应用所选模板。§!"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED_ADD: "§R无法添加以下特质：§!\n$TRAITS$"
 SPECIES_MODIFICATION_CLICK_TO_SELECT_DISABLED_REMOVE: "§R无法移除以下特质：§!\n$TRAITS$"
 SPECIES_MODIFICATION_SHIFT_CLICK_TO_SELECT_ALL_ON_PLANET: "§G按住Shift并单击选择该行星上的所有人口。§!"
 SPECIES_MODIFICATION_PLANETS_TOOLTIP: "行星数量"
 SPECIES_MODIFICATION_POPS_TOOLTIP: "人口数量"
 SPECIES_MOD_NUM_POPS: "选中人口数：$COUNT|Y$"
 SPECIES_MODIFICATION_APPLY_TEMPLATE: "应用模板"
 SPECIES_MODIFICATION_NO_APPLICABLE_POP_ON_OWNED_PLANET: "§R没有可应用的人口居住在我们控制的行星上。§!"
 ####################################
 #Government Modification
 ####################################
 MOD_GOVERNMENT_TITLE: "改革政府"
 MOD_GOVERNMENT_DESC: "花费£unity£ $COST|Y$凝聚力来改革你的政府！"
 GOVERNMENT: "政府"
 CIVICS_LABEL: "国民理念："
 ####################################
 #Technology View
 ####################################
 TECHNOLOGY: "科技"
 CLICK_OPEN_TECHNOLOGY: "点击打开科技"
 TECH_VIEW_RESEARCH_NEW_SELECT: "选择科技"
 RESEARCHED_TECHS: "§H已研究的科技§!\n§G点击以查看之前已研究的科技§!"
 PROGRESS: "进度：$PERCENTAGE|H$"
 RESEARCH_FINISHED: "研究将在$DAYS|H$天内结束"
 RESEARCH_FINISHED_TITLE: "研究完成！"
 TECH_NEW_RESEARCH: "新研究"
 NO_SCIENTIST: "未指派科学官"
 MISSING_HEAD_OF_RESEARCH: "缺少首席科学官"
 ASSIGN_SCIENTIST_DESC: "指派科学官可提高研究速度。"
 LABEL_SELECT: "研究科技"
 MONTHS_REMAINING_TECH: "剩余月：$NUM|Y$"
 PROGRESS_VALUE: "进度"
 PROGRESS_VALUE_PER_DAY: "进度：§G+$VALUE$§!每天"
 CLICK_TO_RESEARCH: "§G点击以研究科技§!"
 NO_PROGRESS: "§R无进展！§!"
 NO_PROGRESS_DESC: "§R此领域没有研究产出！§!"
 TECH_UNLOCK_COMPONENT: "§H解锁部件：§!$NAME$"
 TECH_UNLOCK_COMPONENT_LINE: "§H解锁部件：§!"
 TECH_UNLOCK_SHIP: "§H$UNLOCKS_SHIP_TYPE$：§!$LIST$"
 TECH_UNLOCK_STATION: "§H解锁空间站：§!$LIST$"
 TECH_UNLOCK_SHIP_SIZE_DESC: "§H防御平台§!\n允许额外的船体类型建设。"
 TECH_UNLOCK_COLONIZATION: "§H解锁殖民：§!$LIST$"
 TECH_UNLOCK_ARMY: "§H解锁陆军：§!$NAME$"
 TECH_UNLOCK_BUILDING: "§H解锁建筑：§!$NAME$"
 TECH_UNLOCK_BUILDING_CONCEPT: "$t$—§Y解锁建筑：§!$NAME$"
 TECH_UNLOCK_DISTRICT: "§H解锁区划：§!$NAME$"
 TECH_UNLOCK_BUILDABLE_POP: "§H解锁可建造人口：§!$NAME$"
 TECH_UNLOCK_FEATURE: "§H解锁特性：§!$NAME$"
 TECH_UNLOCK_FEATURE_CONCEPT: "$t$—§Y解锁功能：§!$NAME$"
 TECH_UNLOCK_EDICT: "§H解锁法令：§!$NAME$"
 TECH_UNLOCK_DECISION: "§H解锁决议：§!$NAME$"
 TECH_UNLOCK_PLANETARY_EDICT: "§H解锁行星法令：§!$NAME$"
 TECH_UNLOCK_POLICY_OPTION: "§H解锁政策：§!$POLICY$ - $NAME$"
 TECH_UNLOCK_POLICY_GROUP: "§H解锁政策：§!$NAME$"
 TECH_UNLOCK_RESOURCE: "§H解锁资源收集：§!"
 TECH_UNLOCK_TILE_BLOCKER: "§H解锁清除£blocker£地块障碍：§!"
 TECH_UNLOCK_BLOCKER_NUM_OWNED: "我们的殖民地上有$COUNT|Y$个$BLOCKER|Y$。"
 TECH_UNLOCK_GOVERNMENT: "§H解锁政府：§!$NAME$"
 TECH_UNLOCK_SPACEPORT_MODULE: "§H解锁模块：§!$NAME$"
 TECH_UNLOCK_DIPLOMATIC_ACTION: "§H解锁外交：§!$NAME$"
 TECH_UNLOCK_INTEL: "§H解锁情报：§!$NAME$"
 TECH_UNLOCK_MEGASTRUCTURE: "§H解锁巨型结构：§!$NAME$"
 TECH_UNLOCK_ZONE: "§H解锁特化：§!$NAME$"
 UNLOCKS_COLONIZATION: "解锁该类型行星的殖民。"
 TAB_PROJECTS: "特殊项目"
 CAN_CONTINUE_SUBJECT_INTEGRATION_AT_WAR: "当附庸与宗主国处于交战状态时，整合进度将被搁置"
 TAB_PHYSICS: "物理学"
 TAB_SOCIETY: "社会学"
 TAB_ENGINEERING: "工程学"
 TAB_CURRENT_RESEARCH: "当前研究"
 BUILDING: "建筑"
 POLICY: "政策"
 POLICY_DESC: "\n§E手动颁布或取消政策可对帝国施加或解除某种效果。§!"
 EDICT: "法令"
 EDICT_DESC: "\n§E§H帝国法令§!是在全帝国范围内生效的修正效果，可以通过花费§H$unity$§!（£unity£）颁布或撤销。§!"
 PLANETARY_EDICT_DESC: "\n§E§H行星法令§!是通过花费诸如§H$UNITY$§!（£unity£）此类资源对行星施加的暂时性修正。§!"
 EDICT_LASTS: "持续$VALUE$"
 EDICT_UPKEEP: "需要以每月$VALUE|Y$Y£unity£ 进行维持。"
 TECH: "科技 "
 SHIP_DESIGN: "舰船设计"
 ARMY_TYPE: "陆军类型"
 FEATURE: "特性"
 MISSING_TECH: "§R需要$TECH$§!"
 MISSING_TECH_AREA: "$TRIGGER_FAIL$要求$TECH|Y$科技"
 MISSING_TECH_LEVEL_AREA: "$TRIGGER_FAIL$要求$TECH|Y$科技至少§Y$LEVEL$级§!"
 ALREADY_RESEARCHED: "已研究"
 TECH_ALREADY_IN_QUEUE: "正在研究"
 RESEARCH_PROGRESS: "研究已完成$PROGRESS|Y%0$"
 STALLED_MISSING_LAB: "§R已暂停§!缺少科研船"
 RESEARCH: "研究"
 RESEARCHED: "已研究"
 INVESTIGATE: "调查"
 RESEARCH_PROJECT_BUTTON: "研究项目"
 PROJECT_ALREADY_IN_QUEUE: "项目正在研究"
 PROJECT_ALREADY_FINISHED: "项目已研究完毕。"
 PROJECT_ALREADY_FAILED: "项目已失败。"
 PROJECT_ALREADY_TIMED_OUT: "项目已失效。"
 PROJECT_ALREADY_ABORTED: "项目不可用。"
 PROJECT_CHOSEN_OTHER: "我们已选择了另一个项目"
 PROJECT_ESTIMATED_TIME: "开始这个项目\n§E距完成至多需要$MONTHS|Y$月。§!"
 PROJECT_ESTIMATED_TIME_WARNING: "\n\n§R任何当前的£$KEY$£§H$AREA$研究§!进度，都会在此期间内被暂停！§!"
 SPECIAL_PROJECT_STATUS_DAYS: "进度：$CURRENT|0Y$/$MAX|0Y$（+$PROGRESS|0Y$每天）\n"
 SPECIAL_PROJECT_STATUS_MONTHS: "进度：$CURRENT|0Y$/$MAX|0Y$（+$PROGRESS|Y$每月）\n"
 MISSION_PROGRESS: "进度：$CURRENT|0Y$/$MAX|0Y$（+$PROGRESS|0Y$每月）。\n"
 TIME_LEFT: "$DAYS|H$天内完成。"
 TIME_LEFT_MONTHS: "$MONTHS|H$月内完成。"
 PROJECT_LACK_ENERGY: "没有足够的能量币进行项目研究。"
 RESEARCHING: "研究中"
 TECH_POINTS_STORED_DESC: "已储存：$STORED|Y0$（$INCOME|Y1$/天）"
 TECH_INCOME: "$INCOME|Y1$/天"
 TECH_STORED: "已储存$STORED|Y0$"
 TECH_RISK_DESC: "§R警告§!该技术有潜在的危险，研究时有§H$RISK$%§!几率发生意外。"
 TIMEOUT: "时限：£time£$DAYS|H$"
 TIMED_PROJECT_TIMEOUT: "$NAME$（剩余$DAYS|H$天）"
 STORAGE_FULL: "£$KEY$£ $NAME|Y$（$AMT|Y$/$MAX|Y$）"
 RESEARCH_COST: "研究花费："
 RESEARCH_TIME: "研究时间："
 RESEARCH_TIME_DESC: "$DAYS$天"
 SPECIAL_PROJECT_RESEARCH_TIME: " （$RESEARCH_TIME$ $DAYS|H$天）"
 MISSING_TECHNOLOGY: "缺少科技"
 SPECIAL_PROJECT_SCIENTIST_DESC: "需要一个精通$AREA$领域，等级为$LEVEL|H$的科学官。"
 MISSING_MINING_STATION: "§R缺少开采站§!"
 MISSING_RESEARCH_STATION: "§R缺少研究站§!"
 IMPROVEMENTS_TITLE: "改进"
 FOR_EACH_LEVEL: "每级"
 CURRENT_MODIFIER: "当前"
 SELECT_PROJECT_FROM_LIST: "从左侧列表选择项目"
 AVAILABLE_PROJECTS: "可用项目"
 TECHNOLOGY_TOOLTIP_DELAYED: "§G点击显示已研究的科技§!"
 TECH_COST: "花费："
 TECH_REQUIRED_TIME: "所需时间："
 TECH_REQUIRED_TIME_DESC: "$TIME|H$天"
 TECH_COST_2: "花费$COST|Y0$$RESOURCE$（$MONTHS|Y$个月）"
 TECH_COST_EMPIRE_SIZE: "$SIZE|Y$$EMPIRE_SIZE$：$VALUE|%-=$"
 TECH_COST_OVERLORD: "宗主国拥有这项科技：$VALUE|%-=$"
 TECH_COST_RESEARCH_AGREEMENT: "$COUNTRY$研究协议：$VALUE|%+=$"
 ESTIMATED_DATE_COMPLETION: "预计完成日期：$DATE|H$"
 UPLIFT_PAUSE: "已暂停项目： "
 PREREQUISITE: "前置条件"
 HAS_SCIENCE_SHIP: "科研船就绪"
 RESEARCH_STATION_PRESENT: "科研空间站就绪"
 MINING_STATION_PRESENT: "矿物空间站就绪"
 OBSERVATION_STATION_PRESENT: "观测站就绪"
 HAS_ARMIES: "地表上有$VAL$$TYPE$支陆军"
 DEFENSE: "防御"
 ASSAULT: "攻击"
 HAS_governor: "总督就位"
 HAS_official: "行政官就位"
 HAS_scientist: "科学官就位"
 HAS_admiral: "指挥官就位"
 HAS_general: "指挥官就位"
 HAS_commander: "指挥官就位"
 HAS_SHIP: "轨道内有$CURRENT$/$VALUE$艘$SHIP$"
 HAS_SHIP_SIZE: "轨道内有$CURRENT$/$VALUE$艘$SIZE$"
 HAS_FLEET_POWER: "轨道上有战斗力至少为$VALUE$的舰队。"
 HAS_ANONYMOUS_LEADER_SKILL: "$LEADER$需要至少有$VALUE$的技能"
 HAS_LEADER_SKILL: "$LEADER$（技能：$LEVEL$）有$VALUE$级或更高的技能"
 HAS_LEADER_TRAIT: "$LEADER$拥有特质$TRAIT$。"
 LEADER_IS_FOUNDER_SPECIES: "$LEADER$是创始物种。"
 SELECT_TECHNOLOGY: "$AREA$研究"
 SELECT_TECHNOLOGY_DESC: "§H选择研究一项科技§!\n\n完成任意一项科技研究时，\n将会产生最多$NUM|Y$个新选项。"
 NO_TECHNOLOGY: "无科技"
 RESARCHED_TECHNOLOGY: "$AREA$科技已研究"
 TECHNOLOGY_NO_LEADER_ASSIGN_DESC: "§G点击以指派科学官§!"
 TECH_NO_LEADER: "无科学官"
 TECH_MONTHS_REMAINING: "剩余$VALUE$个月"
 TECH_BUSY_SPECIAL_PROJECT: "正忙于‘$NAME|Y$’特殊项目。"
 COST_FREE: "免费"
 AUTO_GENERATED_BEST: "自动生成"
 AUTO_GENERATED_STANDARD: "自动"
 TECH_RESEARCH_PROGRESS: "研究进度"
 TECH_RESEARCH_PROGRESS_POINTS: "§G+$VALUE$§!进度/月"
 TECH_RESEARCH_MONTHLY_RESERVES: "库存研究点数：§G+$VALUE|2$§!"
 TECH_RESEARCH_MONTHLY_NO_LEADER_PENALTY: "无科学官：$VALUE$"
 TECH_VIEW_CANCEL_RESEARCH: "更改研究"
 TECH_VIEW_CANCEL_RESEARCH_DESC: "停止研究当前选中的科技，选择另一个可研究选项。目前的研究进度将被保存。"
 TECH_VIEW_AUTO_RESEARCH: "启用自动科研"
 TECH_VIEW_AUTO_RESEARCH_DESC: "点击设置为自动选取科研选项。"
 TECH_VIEW_AUTO_RESEARCH_DISABLE: "禁用自动科研"
 TECH_VIEW_AUTO_RESEARCH_DISABLE_DESC: "点击设置为手动选取科研选项。"
 feature_unlocks_auto_research: "自动科研科技"
 feature_unlocks_auto_research_desc: "允许自动选择下一项研究选项。"
 INSUFFICIENT_TECHNOLOGICAL_PROGRESS: "人工智能研究领域进度不足。"
 TECH_VIEW_LEADER_UNASSIGN: "§G右击以解除科学官指派§!"
 TECH_VIEW_LEADER_ASSIGN: "§G点击以指派科学官§!"
 TECH_VIEW_REASSIGN: "§G点击以重新指派科学官§!"
 TECH_ALWAYS_AVAILABLE: "§H在被研究之前，该科技会一直保持可选状态。§!"
 TECH_IS_RARE: "§M稀有科技§!"
 TECH_IS_DANGEROUS: "§R危险科技§!"
 TECH_IS_INSIGHT: "$insight_technology$"
 TECH_IS_CUSTOM_TECH_1: "$TECH_IS_RARE$"
 TECH_IS_CUSTOM_TECH_2: "$TECH_IS_INSIGHT$"
 TECH_IS_CUSTOM_TECH_3: "$TECH_IS_DANGEROUS$"
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_TITLE: "§H解锁特性：§!改进协助研究"
 TECH_UNLOCK_IMPROVED_UPLINKS_FORMS_DESC: "§H改进协助研究！§!\n协助研究效率加倍。"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_TITLE: "§H解锁外交选项：§!建立联盟"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_ALLIANCE_DESC: "§H建立联盟§!\n允许我们同其他帝国建立联盟。"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_TITLE: "§H解锁外交选项：§!建立联邦"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_FEDERATION_DESC: "§H建立联邦§!\n允许我们同其他帝国建立联邦。"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_TITLE: "§H解锁外交选项：§!附庸国与被保护国"
 TECH_UNLOCK_DIPLOMATIC_ACTION_CREATE_VASSAL_DESC: "§H征服§!\n允许我们征服其他帝国，并为其提供保护。大多数帝国被征服后会成为附庸国，而科技较为低下的帝国则会作为被保护国。我们需要保护时，也可以臣服于其他势力。"
 TECH_UNLOCK_SURVEY_INTEL_TITLE: "§H解锁情报：§!调查数据"
 TECH_UNLOCK_SURVEY_INTEL_DESC: "§H调查数据§!\n允许我们查看其他帝国对领域内行星的调查数据。"
 TECH_UNLOCK_BORDER_EXTRUDER_2_TITLE: "§H解锁部件：§!强化边境信标"
 TECH_UNLOCK_BORDER_EXTRUDER_2_DESC: "§H强化边境信标§!\n在星际空间中标注并扩张领土。"
 TECH_UNLOCK_BORDER_EXTRUDER_3_TITLE: "§H解锁部件：§!先进边境信标"
 TECH_UNLOCK_BORDER_EXTRUDER_3_DESC: "§H先进边境信标§!\n我们注定要成为最高的统治者，这一点一定要让那些胆敢反对我们的人明白！"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_TITLE: "§H解锁部件：§!预知接口"
 TECH_UNLOCK_COMBAT_COMPUTER_PRECOG_DESC: "§H预知接口§!\n$tech_precognition_interface_desc$\n"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_TITLE: "§H解锁特性：§!大气操控"
 TECH_UNLOCK_TERRAFORMING_TEMP_CHANGE_DESC: "§H大气操控§!\n使我们能在环境改造时同时控制星球气候。"
 TECH_UNLOCK_VOLCANO_TERRAFORM_TITLE: "§H研究选项：§!火山环境改造"
 TECH_UNLOCK_VOLCANO_TERRAFORM_DESC: "允许我们将火山星球环境改造成温带气候。"
 TECH_UNLOCK_VOLCANIC_TERRAFORM_TITLE: "§H解锁特性：§!火山环境改造"
 TECH_UNLOCK_VOLCANIC_TERRAFORM_DESC: "$TECH_UNLOCK_VOLCANO_TERRAFORM_DESC$"
 TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_TITLE: "§H解锁特性：§!盖亚创造"
 TECH_UNLOCK_TERRAFORMING_GAIA_CHANGE_DESC: "§H大气操控§!\n使我们能将星球改造成盖亚星球。"
 TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_TITLE: "§H解锁特性：§!气候复苏"
 TECH_UNLOCK_TERRAFORMING_NUKED_CHANGE_DESC: "§H气候复苏§!\n允许我们改造生态毁灭的星球。"
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_TITLE: "§H解锁空间站：§!太空港"
 TECH_UNLOCK_SPACEPORT_CONSTRUCTION_DESC: "§H太空港§!\n要想建造任何具有空间飞行能力的船只，太空港都是不可或缺的。太空港可进行额外功能性升级，也可以进行轻度武装。"
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!科研船"
 TECH_UNLOCK_SCIENCE_SHIP_CONSTRUCTION_DESC: "§H科研船§!\n科研船是顶尖科学家的移动基地，用于探索广袤太空。"
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!工程船"
 TECH_UNLOCK_CONSTRUCTION_SHIP_CONSTRUCTION_DESC: "§H工程船§!\n工程船使用先进的焊工无人机，可以组装多种空间站。"
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!殖民船"
 TECH_UNLOCK_COLONY_SHIP_CONSTRUCTION_DESC: "§H殖民船§!\n殖民船是一种定居外星时使用的一次性船只。进行殖民后，舰船将会自动变为住所并为殖民者提供一定的基础设施。"
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!护卫舰"
 TECH_UNLOCK_CORVETTE_CONSTRUCTION_DESC: "§H护卫舰§!\n护卫舰是最基础的战舰类型之一，具有武装，可以与敌人交战。"
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!驱逐舰"
 TECH_UNLOCK_DESTROYER_CONSTRUCTION_DESC: "§H驱逐舰§!\n采用双区段设计的驱逐舰可以提供多种多样的战略性武装。"
 TECH_UNLOCK_CRUISER_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!巡洋舰"
 TECH_UNLOCK_CRUISER_CONSTRUCTION_DESC: "§H巡洋舰§!\n巡洋舰采用三段式设计，在愿意加钱的情况下可自由进行各种追加模组改装。"
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!战列舰"
 TECH_UNLOCK_BATTLESHIP_CONSTRUCTION_DESC: "§H战列舰§!\n战列舰可搭载无可匹敌的火力，拥有最大的舰体规模，但成本高昂，机动性较差。"
 TECH_UNLOCK_TITAN_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!泰坦"
 TECH_UNLOCK_TITAN_CONSTRUCTION_DESC: "§H泰坦§!\n这些巨型战舰是整个舰队的骄傲，泰坦上携带有多种武器，一般作为旗舰使用。"
 TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_TITLE: "§H$UNLOCKS_SHIP_TYPE$：§!主宰"
 TECH_UNLOCK_JUGGERNAUT_CONSTRUCTION_DESC: "§H主宰§!\n这些巨型构造物既是舰船也是空间站。主宰是一种庞大的可移动空间站，可以维修和建造舰船，也就是说，它可以作为进攻性战役中行动时的前进基地使用。"
 TECH_UNLOCK_DEFENSE_PLATFORM_TITLE: "§H解锁空间站：§!防御平台"
 TECH_UNLOCK_DEFENSE_PLATFORM_DESC: "§H防御平台§!\n$tech_space_defense_station_1_desc$"
 TECH_UNLOCK_DEFENSE_STATION_TITLE: "§H解锁空间站：§!防御站"
 TECH_UNLOCK_DEFENSE_STATION_DESC: "§H防御站§!\n$tech_space_defense_station_2_desc$"
 TECH_UNLOCK_FORTRESS_TITLE: "§H解锁空间站：§!堡垒"
 TECH_UNLOCK_FORTRESS_DESC: "§H堡垒§!\n$tech_space_defense_station_3_desc$"
 TECH_UNLOCK_MINING_STATION_TITLE: "§H解锁空间站：§!开采站"
 TECH_UNLOCK_MINING_STATION_DESC: "§H开采站§!\n开采站可以从轨道采集星球的矿物和珍贵资源。"
 TECH_UNLOCK_RESEARCH_STATION_TITLE: "§H解锁空间站：§!研究站"
 TECH_UNLOCK_RESEARCH_STATION_DESC: "§H研究站§!\n研究站可以在轨道上研究各种星球现象，收集有价值的科研资料。"
 TECH_UNLOCK_AFTERBURNER_1_TITLE: "§H解锁部件：§!加力燃烧室"
 TECH_UNLOCK_AFTERBURNER_1_DESC: "§H加力燃烧室§!\n这些强大的推进器可提供额外的战斗速度，但会消耗大量能源。"
 TECH_UNLOCK_AFTERBURNER_2_TITLE: "§H解锁部件：§!先进加力燃烧室"
 TECH_UNLOCK_AFTERBURNER_2_DESC: "§H先进加力燃烧室§!\n标准加力燃烧室的改良版本，为舰船提供更高战斗速度。"
 TECH_UNLOCK_THRUSTER_1_TITLE: "§H解锁部件：§!化学推进器"
 TECH_UNLOCK_THRUSTER_1_DESC: "§H化学推进器§!\n设计简单且效率一般，通过常规燃料产生动力的化学推进器。"
 TECH_UNLOCK_THRUSTER_2_TITLE: "§H解锁部件：§!离子推进器"
 TECH_UNLOCK_THRUSTER_2_DESC: "§H离子推进器§!\n无需推进燃料，使用离子束产生推进力的电子推进器。"
 TECH_UNLOCK_THRUSTER_3_TITLE: "§H解锁部件：§!等离子推进器"
 TECH_UNLOCK_THRUSTER_3_DESC: "§H等离子推进器§!\n拥有先进的电子推进系统，等离子推进器使得船只达到更快的亚光速并且增强机动性。"
 TECH_UNLOCK_THRUSTER_4_TITLE: "§H解锁部件：§!脉冲推进器"
 TECH_UNLOCK_THRUSTER_4_DESC: "§H脉冲推进器§!\n高度先进的混合动力推进器，在能达到亚光速的同时赋予舰船无可匹敌的机动性。"
 TECH_UNLOCK_SENSOR_2_TITLE: "§H解锁部件：§!$SENSOR_2$"
 TECH_UNLOCK_SENSOR_2_DESC: "§H$SENSOR_2$§!\n$SENSOR_2_DESC$"
 TECH_UNLOCK_SENSOR_3_TITLE: "§H解锁部件：§!$SENSOR_3$"
 TECH_UNLOCK_SENSOR_3_DESC: "§H$SENSOR_3$§!\n$SENSOR_3_DESC$"
 TECH_UNLOCK_SENSOR_4_TITLE: "§H解锁部件：§!$SENSOR_4$"
 TECH_UNLOCK_SENSOR_4_DESC: "§H$SENSOR_4$§!\n$SENSOR_4_DESC$"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_TITLE: "§H解锁部件：§!基础作战电脑"
 TECH_UNLOCK_COMBAT_COMPUTERS_1_DESC: "§H基础作战电脑§!\n基于近来的AI行为理论允许我们设计出舰载电脑的智能作战副官。"
 TECH_UNLOCK_COMBAT_COMPUTERS_2_TITLE: "§H解锁部件：§!高级作战电脑"
 TECH_UNLOCK_COMBAT_COMPUTERS_2_DESC: "§H先进作战电脑§!\n经过进一步改进了战斗行为算法能够更加效率地完成被指派任务的智能作战单位。"
 TECH_UNLOCK_COMBAT_COMPUTERS_3_TITLE: "§H解锁部件：§!智慧作战电脑"
 TECH_UNLOCK_COMBAT_COMPUTERS_3_DESC: "§H智慧作战电脑§!\n利用智能电脑的自卫意识——或者说，对死亡的恐惧，能够极大增强其在战斗中的敏捷性。"
 TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_TITLE: "§H解锁部件：§!自主舰船智能"
 TECH_UNLOCK_COMBAT_COMPUTERS_AUTONOMOUS_DESC: "§H自律舰船智能§!\n赋予我们的舰船半自律人工智能之后就可以大大提高在战斗中的反应速度。"
 TECH_UNLOCK_HYPERDRIVE_1_TITLE: "§H解锁部件：§!超空间引擎 I"
 TECH_UNLOCK_HYPERDRIVE_1_DESC: "§H超空间引擎 I§!\n$tech_hyper_drive_1_desc$"
 TECH_UNLOCK_HYPERDRIVE_2_TITLE: "§H解锁部件：§!超空间引擎 II"
 TECH_UNLOCK_HYPERDRIVE_2_DESC: "§H超空间引擎 II§!\n$tech_hyper_drive_2_desc$"
 TECH_UNLOCK_HYPERDRIVE_3_TITLE: "§H解锁部件：§!超空间引擎 III"
 TECH_UNLOCK_HYPERDRIVE_3_DESC: "§H超空间引擎 III§!\n$tech_hyper_drive_3_desc$"
 TECH_UNLOCK_WARPDRIVE_1_TITLE: "§H解锁部件：§!曲速引擎I"
 TECH_UNLOCK_WARPDRIVE_1_DESC: "§H曲速引擎 I§!\n$tech_warp_drive_1_desc$"
 TECH_UNLOCK_WARPDRIVE_2_TITLE: "§H解锁部件：§!曲速引擎 II"
 TECH_UNLOCK_WARPDRIVE_2_DESC: "§H曲速引擎 II§!\n$tech_warp_drive_2_desc$"
 TECH_UNLOCK_WARPDRIVE_3_TITLE: "§H解锁部件：§!曲速引擎 III"
 TECH_UNLOCK_WARPDRIVE_3_DESC: "§H曲速引擎 III§!\n$tech_warp_drive_3_desc$"
 TECH_UNLOCK_WORMHOLE_1_TITLE: "§H解锁空间站：§!虫洞站"
 TECH_UNLOCK_WORMHOLE_1_DESC: "§H虫洞站§!\n$tech_wormhole_generation_1_desc$"
 TECH_UNLOCK_JUMPDRIVE_1_TITLE: "§H解锁部件：§!跃迁引擎"
 TECH_UNLOCK_JUMPDRIVE_1_DESC: "§H跃迁引擎§!\n$tech_jump_drive_1_desc$"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_TITLE: "§H解锁部件：§!灵能跃迁引擎"
 TECH_UNLOCK_PSI_JUMPDRIVE_1_DESC: "§H灵能跃迁引擎§!\n$tech_psi_jump_drive_1_desc$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_TITLE: "§H解锁部件：§!$AURA_SHIELD_BOOSTER$"
 TECH_UNLOCK_SHIELD_RECHARGE_AURA_1_DESC: "§H$AURA_SHIELD_BOOSTER$§!\n$tech_shield_recharge_aura_1$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_TITLE: "§H解锁部件：§!$AURA_QUANTUM_DESTABILIZER$"
 TECH_UNLOCK_QUANTUM_DESTABILIZER_AURA_1_DESC: "§H$AURA_QUANTUM_DESTABILIZER$§!\n$tech_aura_quantum_destabilizer$"
 TECH_BASE_COST: "基础花费"
 TECH_STARTING: "起始科技"
 RESEARCH_EFFICIENCY: "研究速度"
 RESEARCH_EFFICIENCY_DESC: "研究速度表示帝国科研成果投入实用的速度，决定了科技解锁的快慢。该数值主要由指派的科学官的能力而定，但也受其他因素的影响。"
 REASEARCH_SCIENTIST_EFFICIENCY: "科学官$LEADER$：$VALUE$"
 TECH_UNLOCK_OUTPOST_CONSTRUCTION_TITLE: "§H解锁恒星基地：§!哨站"
 TECH_UNLOCK_OUTPOST_CONSTRUCTION_DESC: "§H哨站§!\n最基础的恒星基地，哨站是建立在恒星轨道上用于拓展疆域的轻度武装空间站。哨站不能支持任何建筑或模块，也不会出现在总览表中。"
 TECH_UNLOCK_STARPORT_CONSTRUCTION_TITLE: "§H解锁恒星基地升级：§!星港"
 TECH_UNLOCK_STARPORT_CONSTRUCTION_DESC: "§H星港§!\n将前哨升级为星港，星港可以容纳一个建筑并支持两个模块。"
 TECH_UNLOCK_STARHOLD_CONSTRUCTION_TITLE: "§H解锁恒星基地升级：§!星垒"
 TECH_UNLOCK_STARHOLD_CONSTRUCTION_DESC: "§H星垒§!\n星港的升级，星垒上可修建两个建筑，支持四个模块。"
 TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_TITLE: "§H解锁恒星基地升级：§!星堡"
 TECH_UNLOCK_STAR_FORTRESS_CONSTRUCTION_DESC: "§H星堡§!\n星垒的升级，星堡上可修建三个建筑，最大可支持六个模块。"
 TECH_UNLOCK_CITADEL_CONSTRUCTION_TITLE: "§H解锁恒星基地升级：§!擎天堡"
 TECH_UNLOCK_CITADEL_CONSTRUCTION_DESC: "§H擎天堡§!\n星堡的升级，擎天堡是最大的也是最终升级版本的恒星基地，上面可修筑四个建筑，最大可支持六个模块。"
 UNITY_COST_MULT: "法令凝聚力花费加成系数：$VALUE|=2%-$"
 TECH_UNLOCK_FIRE_CONTROL_1_TITLE: "§H解锁部件：§!$FIRE_CONTROL_1$"
 TECH_UNLOCK_FIRE_CONTROL_1_DESC: "§H$FIRE_CONTROL_1$§!\n$FIRE_CONTROL_1_DESC$"
 TECH_UNLOCK_ION_CANNON_CONSTRUCTION_TITLE: "§H解锁空间站：§!$ion_cannon$"
 TECH_UNLOCK_ION_CANNON_CONSTRUCTION_DESC: "§H$ion_cannon$§!\n离子加农炮台是强力防御平台，可建筑在环绕恒星基地的轨道上。离子加农炮台能从远距离对敌军舰船发动致命攻击。"
 ####################################
 #Galaxy View
 ####################################
 GALAXY_VIEW: "星系地图"
 GALAXY_EMPIRE_VIEW: "帝国地图"
 GALAXY_SPECIES_VIEW: "物种地图"
 EMPIRES: "帝国"
 SPECIES: "物种"
 DIPLOMACY: "外交"
 POPULATION_LABEL: "人口："
 LEADER_LABEL: "统治者"
 DOMINANT_SPECIES_LABEL: "主体物种："
 GV_DOMINANT_SPECIES: "§H$KEY$§!"
 GV_POPULATION: "§H$POPS$人口§!"
 GV_GOVERNMENT: "§H$TYPE$§!"
 GV_LEADER: "§H$LEADER$§!"
 GV_CAPITAL: "§H$PLANET$§!"
 ZOOM_TO_CAPITAL: "§H前往§!\n§G单击以快速将镜头移动到首都所在地§!"
 OPEN_NEGOTIATIONS: "开启谈判"
 FIGHTING_WAR_AGAINST_US: "在§H$WAR$§!中与我方为敌"
 FEDERATION_NAME: "$FOUNDER$联邦"
 PRE_SAPIENT: "§E$SPECIES$§! \n§L未开智§!"
 SPECIES_LIST_HIGHLIGHT: "§E$SPECIES$§! \n$TEMPLATE$"
 TEMPLATE_TYPE_PRE_SAPIENT: "§L未开智§!"
 TEMPLATE_TYPE_INTEGRATING: "整合中"
 TEMPLATE_TYPE_FOUNDER: "$FOUNDER_SPECIES$"
 TEMPLATE_TYPE_BUILT_DEFAULT: "机器人默认"
 TEMPLATE_TYPE_DEFAULT: "默认"
 TEMPLATE_TYPE_ORIGINAL: "根源"
 TEMPLATE_TYPE_MODIFIED: "衍生"
 TEMPLATE_TYPE_TOOLTIP_PRE_SAPIENT: "§H$TEMPLATE_TYPE_PRE_SAPIENT$§!\n该物种未开智"
 TEMPLATE_TYPE_TOOLTIP_INTEGRATING: "§H$TEMPLATE_TYPE_INTEGRATING$§!\n$integrate_into_default_tooltip$"
 TEMPLATE_TYPE_TOOLTIP_FOUNDER: "§H$TEMPLATE_TYPE_FOUNDER$§!\n这是帝国的§H创始物种§!。\n\n对其亚种的权利进行重置时会参照该创始物种权利，而不是帝国的默认权利。"
 TEMPLATE_TYPE_TOOLTIP_BUILT_DEFAULT: "§H$TEMPLATE_TYPE_BUILT_DEFAULT$§!\n这是帝国的§H主要机器人§!模板。\n\n对其他机器人模板的权利进行重置时会参照目前主要机器人模板的权利，而不是帝国的默认权利。"
 TEMPLATE_TYPE_TOOLTIP_DEFAULT: "§H$TEMPLATE_TYPE_DEFAULT$§!\n$SPECIES_VIEW_SELECTED_DEFAULT$"
 TEMPLATE_TYPE_TOOLTIP_ORIGINAL: "§H$TEMPLATE_TYPE_ORIGINAL$§!\n这是该物种的根源模板。"
 TEMPLATE_TYPE_TOOLTIP_MODIFIED: "§H$TEMPLATE_TYPE_MODIFIED$§!\n这是该物种的一个衍生模板。"
 TRAIT_POINTS: "点数：$POINTS|H$"
 UPLIFT: "提升"
 UPLIFT_TOOLTIP: "§H提升§!"
 UPLIFT_DELAYED_TOOLTIP: "我们可以提升该物种。"
 CANNOT_MODIFY_PRESAPIENT: "我们不能修饰一个未开智物种。"
 CANNOT_MODIFY_SPECIES: "无法对该物种进行基因修饰。"
 CANNOT_UPLIFT_SAPIENT: "我们无法提升已开智的物种。"
 CANNOT_UPLIFT_NASCENT: "§R这些人口在成熟的过程中将自动提升。§!"
 MISSING_TRAIT_POINTS: "特质点数不足。"
 MISSING_MODIFYING_TECHNOLOGY: "我们缺少修饰该物种基因的必要科技：$TECH$。"
 MISSING_UPLIFTING_TECHNOLOGY: "我们缺少提升该物种的必要科技：$TECH$。"
 MODIFY_SPECIES_BUILDABLE_POP_NOT_POTENTIAL: "该模型已淘汰，无法修改。"
 ALREADY_MODIFYING: "我们已经在开展一项修饰或提升物种的项目。"
 UPLIFTING_NO_TARGET: "没有可提升的物种。"
 NUM_OWNED_POPS_TOOLTIP: "§H拥有人口§!\n显示帝国境内该类人口的数量。"
 SHOW_SAPIENT: "显示未开智物种"
 MY_EMPIRE: "我的帝国"
 ALL_GALAXY: "星系"
 GOTO_CAPITALPLANET_GP: "§H前往首都行星§!"
 GOTO_HOMEPLANET_GP: "§H前往母星§!"
 GOTO_HOMEPLANET: "§H前往§!\n§G点击以将视角快速移动至该行星所在位置§!"
 NA_GOTO_HOMEPLANET: "§H前往§!\n§R该行星的位置未知。§!"
 POPS_GALAXY: "§H人口总量§!\n星系内的$SPECIES|H$人口：$POPS|H$"
 POPS_EMPIRE: "§H人口总量§!\n我们帝国内的$SPECIES|H$人口：$POPS|H$"
 NO_HOMEWORLD: "§R该物种来自于未知母星。§!"
 HOMEWORLD_DESC: "$SPECIES|H$物种的初始母星。"
 CURRENT_POINTS: "§H特质点数§!\n此物种可用的特质点数"
 MY_EMPIRE_TOOLTIP_NON_ACTIVE: "§G点击以显示我们帝国内的物种§!"
 MY_EMPIRE_TOOLTIP_ACTIVE: "§H帝国§!\n显示我们帝国的物种。"
 GALAXY_TOOLTIP_NON_ACTIVE: "§G单击以显示星系内的已知物种§!"
 GALAXY_TOOLTIP_ACTIVE: "§H星系§!\n显示星系内的已知物种。"
 CLICK_TO_SEARCH: "§H搜索§!\n§G单击以进行搜索§!"
 SAPIENT_SPECIES_ACTIVATE: "§H显示未开智物种§!\n§G点击以在列表中显示未开智物种§!"
 SAPIENT_SPECIES_DISACTIVATE: "§H隐藏未开智物种§!\n§G点击以在列表中隐藏未开智物种§!"
 DIPLO_STATUS_CASUS_BELLI_HOLDER_TOOLTIP: "有针对以下对象的宣战理由："
 DIPLO_STATUS_CASUS_BELLI_TARGET_TOOLTIP: "以下对象对其有宣战理由："
 ####################################
 #MAIN GALAXY VIEW
 ####################################
 GALAXY_HEADER: "帝国"
 SPECIES_VIEW_HEADER: "物种"
 GALAXY_VIEW_TAB_TEXT: "帝国"
 SPECIES_VIEW_TAB_TEXT: "物种"
 MAIN_GALAXY_VIEW_GALAXY_TAB: "§G点击打开§H帝国概览§!§!"
 MAIN_GALAXY_VIEW_SPECIES_TAB: "§G点击打开§H物种界面§!§!"
 ####################################
 #GALAXY VIEW
 ####################################
 GALAXY_VIEW_EMPIRE_NAME: "名称"
 GALAXY_VIEW_EMPIRE_DISTANCE: "距离"
 GALAXY_VIEW_EMPIRE_STATUS: "状态"
 GALAXY_VIEW_EMPIRE_ALLIANCE_FEDERATION: "联邦"
 GALAXY_VIEW_EMPIRE_DIPLOMACY: "外交"
 GALAXY_VIEW_EMPIRE_MONEY_BALANCE: "$AMOUNT|=+1$"
 GALAXY_VIEW_EMPIRE_WAR_STATUS: "战争"
 GALAXY_VIEW_EMPIRE_ESPIONAGE: "情报活动"
 GALAXY_VIEW_FILTERS: "筛选器"
 GALAXY_VIEW_EMPIRE_ENTRY_OUR_OPINION: "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_THEIR_OPINION: "$VAL|=+$"
 GALAXY_VIEW_EMPIRE_ENTRY_DISTANCE: "$VAL|1$"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON: "§G点击以与$EMPIRE|H$展开外交§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_SELF: "§R我们无法与自己进行外交§!"
 GALAXY_VIEW_EMPIRE_DIPLOMACY_BUTTON_PRIMITIVE: "§R无法与土著文明进行外交§!"
 GALAXY_VIEW_SORT_NAME: "§H按名称排序§!"
 GALAXY_VIEW_SORT_THEIR_OPINION: "§H按他们对我们的评价排序§!"
 GALAXY_VIEW_SORT_OUR_OPINION: "§H按我们对他们的评价排序§!"
 GALAXY_VIEW_SORT_DISTANCE: "§H按距离排序§!"
 GALAXY_VIEW_SORT_DIPLOMACY: "§H按外交状态排序§!"
 GALAXY_VIEW_SORT_ALLIANCE_OR_FEDERATION: "§H按联盟或联邦名排序§!"
 GALAXY_VIEW_SORT_POWER: "§H按相对实力排序§!"
 GALAXY_VIEW_SORT_WAR_STATUS: "§H按战争状态排序§!"
 SORT_BY_RELATION: "§H按关系排列§!"
 SORT_BY_INTEL_LEVEL: "§H按情报等级排列§!"
 SORT_BY_SPYNETWORK_LEVEL: "§H按间谍网等级排列§!"
 SORT_BY_SPYPOWER: "§H按$INFILTRATION_LEVEL$排序§!"
 SELECT_TARGET_EMPIRE: "§H选择目标帝国§!"
 OPINION_DESC: "§T$EMPIRE|H$对$PLAYER|H$的评价：$VAL|+=$§!"
 OPINION_OF_US: "对方对我方的评价"
 OPINION_OF_THEM: "我方对对方的评价"
 OPINION_PLAYER: "评价不适用于人类玩家。"
 OPINION_DELAYED: "§H评价§!§E衡量的是一个帝国对另一个帝国的感受。它会随着§!§H信任§!§E的提升而提升，而信任是通过签署对对方有利的外交协议或者§!§H贸易协议§!§E而建立的。§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_DESC: "§T$FROMSYSTEM|H$与$TOSYSTEM|H$之间的最短距离§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_DESC: "§T距离未知§!"
 GALAXY_VIEW_EMPIRE_DISTANCE_UNKNOWN_VAL: "未知"
 OWNER_POP: "该人口拥有一个$SPECIES|Y$人口。"
 OWNED_POP: "该人口隶属于一个$SPECIES|Y$人口。"
 STATE_OWNED_POP: "此人口属于这个国家。"
 ####################################
 #AGREEMENTS VIEW
 ####################################
 SORT_BY_LOYALTY: "§H按忠诚度排序§!"
 SORT_BY_CONVERSION_TIME: "§H按转换时间排序§!"
 ####################################
 #SPECIES VIEW
 ####################################
 SPECIES_VIEW_SPECIES: "物种"
 SPECIES_VIEW_TYPE: "类型"
 SPECIES_VIEW_RIGHTS: "权利"
 SPECIES_VIEW_RIGHTS_COLON: "$SPECIES_VIEW_RIGHTS$:"
 SPECIES_VIEW_TEMPLATE_COLON: "模板："
 SPECIES_VIEW_TRAITS: "特质"
 SPECIES_VIEW_TRAITS_CREATE_TEMPLATE: "创建模板"
 SPECIES_VIEW_TRAITS_MODIFY: "修改模板"
 SPECIES_VIEW_TRAITS_APPLY_TEMPLATE: "应用该模板"
 SPECIES_VIEW_TRAITS_UPLIFT: "提升"
 SPECIES_VIEW_TRAIT_POINTS: "$VAL|+$"
 SPECIES_VIEW_TOTAL_POP: "§H总人口§!：$VAL|1*$"
 SPECIES_VIEW_VARIANTS: "§H亚种§!：$VAL$"
 SPECIES_VIEW_EMPIRE: "帝国物种"
 SPECIES_VIEW_ALL: "所有物种"
 NOT_POSSIBLE_BECAUSE: "§R由于以下原因不可实现：§!"
 TOGGLE_SPECIES: "切换物种"
 SHOWING_SPECIES: "显示§H$SPECIES$§!物种"
 SLAVERY_DISABLED: "物种未被奴役。"
 PURGE_DISABLED: "物种未被净化。"
 tab_species_button: "$topbar_button_species_name$"
 tab_species_rights_button: "物种权利"
 SET_SPECIES_RIGHT_TITLE: "设置物种权利？"
 SET_SPECIES_RIGHT_DESC: "§E这会改变你的物种权利。§!"
 CIVILIANS_PRODUCE_UNITY_RESEARCH: "§Y[civilian.GetIcon][civilian.GetNamePlural]§!产出£unity£ §Y$unity$§!和£physics£ £society£ £engineering£§Y研究点§!。"
 UNEMPLOYED_PRODUCE_UNITY: "§Y失业人口§!拥有正常£happiness£ §Y幸福度§!。\n\n§Y[civilian.GetIcon][civilian.GetNamePlural]§!产出£unity£ §Y$unity$§!。"
 UNEMPLOYED_REDUCED_HAPPINESS: "§Y失业人口§!的£happiness£ §R幸福度§!降低。"
 UNEMPLOYED_NO_UNHAPPINESS: "§Y失业人口§!拥有正常£happiness£ §Y幸福度§!。"
 40_HAPPINESS: "§G+40%§!£happiness£ §Y幸福度§!"
 20_HAPPINESS: "§G+20%§!£happiness£ §Y幸福度§!"
 15_HAPPINESS: "§G+15%§!£happiness£ §Y幸福度§!"
 10_HAPPINESS: "§G+10%§!£happiness£ §Y幸福度§!"
 5_HAPPINESS: "§G+5%§!£happiness£ §Y幸福度§!"
 NEG_5_HAPPINESS: "§R-5%§!£happiness£ §Y幸福度§!"
 NEG_10_HAPPINESS: "§R-10%§!£happiness£ §Y幸福度§!"
 NEG_15_HAPPINESS: "§R-15%§!£happiness£ §Y幸福度§!"
 NEG_20_HAPPINESS: "§R-20%§!£happiness£§Y幸福度§!"
 VERY_HIGH_LUXURIES: "§Y1.0×§!£consumer_goods£维护费"
 HIGH_LUXURIES: "§Y0.5×§!£consumer_goods£维护费"
 SHARED_BURDEN_LUXURIES: "§Y0.4×§!£consumer_goods£维护费"
 AVERAGE_LUXURIES: "§Y0.25×§!£consumer_goods£维护费"
 LOW_LUXURIES: "§Y0.1×§!£consumer_goods£维护费"
 VERY_LOW_LUXURIES: "§Y0.05×§!£consumer_goods£维护费"
 NO_LUXURIES: "§Y0×§!£consumer_goods£维护费"
 DECADENT_VERY_HIGH_LUXURIES: "§Y1.1×§!£consumer_goods£维护费"
 DECADENT_HIGH_LUXURIES: "§Y0.55×§!£consumer_goods£维护费"
 DECADENT_AVERAGE_LUXURIES: "§Y0.27×§!£consumer_goods£维护费"
 RULERS: "£pop_cat_ruler£ $pop_cat_ruler_plural$"
 SPECIALISTS: "£pop_cat_specialist£ $pop_cat_specialist_plural$"
 WORKERS: "£pop_cat_worker£ $pop_cat_worker_plural$"
 CIVILIANS: "£pop_cat_civilian£ $pop_cat_civilian_plural$"
 SLAVES: "£pop_cat_slave£ $pop_cat_slave_plural$"
 CRIMINALS: "£pop_cat_slave£ $pop_cat_criminal_plural$"
 BIO_TROPHIES: "£pop_cat_bio_trophy£ $pop_cat_bio_trophy_plural$"
 POLITICAL_POWER_WITH_ICON: "£political_power£政治权力"
 TRADE_VALUE_WITH_ICON: "£trade£贸易额"
 SHARED_BURDEN_POP_EFFECTS: "除非£consumer_goods£§Y消费品§!出现供给不足，否则§Y人口§!会获得$5_HAPPINESS$。"
 UTOPIAN_ABUNDANCE_POP_EFFECTS: "除非£consumer_goods£§Y消费品§!出现供给不足，否则§Y人口§!会获得$20_HAPPINESS$。"
 ACADEMIC_PRIVILEGE_POP_EFFECTS: "除非£consumer_goods£ §Y消费品§!出现赤字，否则$RULERS$和$SPECIALISTS$总是拥有$15_HAPPINESS$$TABBED_NEW_LINE$—£mod_pop_bonus_workforce_mult£ $researcher_jobs_bonus_workforce_mult$：§G+10%§!"
 SOCIAL_WELFARE_POP_EFFECTS: "除非£consumer_goods£§Y消费品§!出现供给不足，否则§Y人口§!会获得$5_HAPPINESS$。"
 DECENT_LIVING_STANDARDS_POP_EFFECTS: "除非£consumer_goods£§Y消费品§!出现供给不足，否则$RULERS$会获得$10_HAPPINESS$，$SPECIALISTS$会获得$5_HAPPINESS$。"
 STRATIFIED_LIVING_STANDARDS_POP_EFFECTS: "除非出现£consumer_goods£ §Y消费品§!赤字，$RULERS$拥有$15_HAPPINESS$、$SPECIALISTS$拥有$5_HAPPINESS$。\n\n$WORKERS$、$CIVILIANS$和$SLAVES$拥有$NEG_10_HAPPINESS$"
 SUBSISTENCE_POP_EFFECTS: "§Y人口§!拥有$NEG_20_HAPPINESS$"
 DECADENT_LIVING_STANDARDS_POP_EFFECTS: "§Y人口§!拥有$20_HAPPINESS$，除非发生£consumer_goods£§Y消费品§!短缺。\n\n§Y[civilian.GetIcon][civilian.GetNamePlural]§!产出£unity£§Y$unity$§!以及£mod_logistic_growth_mult£§Y$MOD_FOUNDER_SPECIES_GROWTH_MULT$§!，但需消耗$r_amenities$。"
 ORGANIC_TROPHY_POP_EFFECTS: "除非£consumer_goods£§Y消费品§!出现供给不足，否则§Y人口§!会获得$40_HAPPINESS$。"
 DYSTOPIAN_LIVING_STANDARDS_POP_EFFECTS: "$RULERS$拥有§G+25%§!£happiness£§Y幸福度§!，除非发生£consumer_goods£§Y消费品§!短缺。\n\n[enforcer.GetIcon][enforcer.GetNamePlural]拥有§G+10%§!£happiness£§Y幸福度§!，除非发生£consumer_goods£§Y消费品§!短缺或$r_amenities$不足。\n\n$SPECIALISTS$和$WORKERS$拥有§R-200%§!£happiness£§Y幸福度§!"
 citizenship_organic_trophy: "活体陈设"
 citizenship_organic_trophy_tooltip: "该物种的人口受到§H$auth_machine_intelligence$§!的尊敬与照料，不用担负任何职责。"
 citizenship_organic_trophy_tooltip_delayed: "§L愿有机体荣光永存！§!"
 citizenship_assimilation: "同化"
 citizenship_assimilation_tooltip: "该物种的£pop£§H人口§!将被逐渐§Y调整§!以匹配帝国的主要物种。§H人口§!在被同化的过程中将不会产出任何资源。\n\n基础每月同化§H人口§!：§Y100§!"
 citizenship_assimilation_tooltip_delayed: "§L我们将会吸纳你们的生物与科技特性。你们的文化将会被融合，为我们所用。§!"
 citizenship_full_machine: "机械融合"
 citizenship_full_machine_tooltip: "所有我方的该物种人口已完全与§H$auth_machine_intelligence$§!融合。"
 citizenship_full_machine_tooltip_delayed: "§L进行直接控制。§!"
 citizenship_full: "完整公民权"
 citizenship_full_tooltip: "人口可以自由行使政治权利并且该物种可以产生§H领袖§!。"
 citizenship_full_tooltip_delayed: "§L这个物种的每一个个体都是[From.GetAdj]社会中受到尊敬的成员。§!"
 citizenship_caste_system: "阶序制度"
 citizenship_caste_system_tooltip: "我国境内这一物种§Y50%§!的人口将会自动受到§Y奴役§!。自由人口可参与政治并产生§H领袖§!。"
 citizenship_caste_system_tooltip_delayed: "§L[From.GetSpeciesNamePlural]生来平等，不过其中一些比其他更平等。§!"
 citizenship_caste_system_limited: "阶序制度（居留权）"
 citizenship_caste_system_limited_tooltip: "我国境内这一物种§Y50%§!的人口将会自动受到§Y奴役§!。自由人口不可参与政治且无法产生§H领袖§!。"
 citizenship_caste_system_limited_tooltip_delayed: "§L[From.GetSpeciesNamePlural]生来平等，不过其中一些比其他更平等。§!"
 citizenship_limited: "居留权"
 citizenship_limited_tooltip: "人口享有自由，但政治地位较低，且无法产生§H领袖§!。"
 citizenship_limited_tooltip_delayed: "§L他们尚未向其他人证明他们有资格拥有完整公民权。或许他们永远不会。§!"
 citizenship_slavery: "奴隶"
 citizenship_slavery_tooltip: "这个物种的所有人口都将受到§Y奴役§!。"
 citizenship_slavery_tooltip_delayed: "§L自由是一个幻象。对于某些物种来说，这个事实更加真实。§!"
 citizenship_purge: "不可接触者"
 citizenship_purge_tooltip: "所有该物种的人口将被§R净化§!。"
 citizenship_purge_tooltip_delayed: "§L国家的记录不承认这个物种的存在。§!"
 citizenship_purge_machine: "$citizenship_purge$"
 citizenship_purge_machine_tooltip: "$citizenship_purge_tooltip$"
 citizenship_purge_machine_tooltip_delayed: "$citizenship_purge_tooltip_delayed$"
 military_service_full: "完整军事服役"
 military_service_full_tooltip: "该类物种可以出产§H陆军§!和§H指挥官§!。"
 military_service_full_tooltip_delayed: "§L他们是我军当之无愧的主力。§!"
 military_service_limited: "仅限陆军"
 military_service_limited_tooltip: "这个物种只能产生§H陆军§!。"
 military_service_limited_tooltip_delayed: "§L他们是优秀的战士——但是最好由别人来指挥。§!"
 military_service_none: "免除兵役"
 military_service_none_tooltip: "该物种不能产生军事§H领袖§!，也不能用于建造§H陆军§!。"
 military_service_none_tooltip_delayed: "§L他们可以在战场后方为[From.GetName]做出更大的贡献。§!"
 military_service_limited_name: "有限军事服役"
 military_service_none_name: "无军事服役"
 slavery_normal: "奴隶劳工"
 slavery_normal_tooltip: "§H奴隶劳工§!能够提高资源生产，但无法就任§Y$pop_cat_ruler$§!或§Y$pop_cat_specialist$§!岗位。"
 slavery_normal_tooltip_delayed: "§L奴隶劳工是宇宙最常见的奴隶制形式。不管是终身还是限时，不受限制地享用他人的劳动成果在一些地方被视为有责任的特权，而在另外一些地方被视为维持社会正常运作的先决条件。§!"
 slavery_domestic: "侍仆"
 slavery_domestic_tooltip: "没有就任其它岗位的§H侍仆§!将被雇佣为侍从，增加£amenities£$PLANET_AMENITIES_TITLE$。他们无法胜任£pop_cat_ruler£§Y$pop_cat_ruler$§!或£pop_cat_specialist£§Y$pop_cat_specialist$§!岗位，唯一的例外是[entertainer.GetIcon]§Y[entertainer.GetNamePlural]§!。"
 slavery_domestic_tooltip_delayed: "§L侍仆大部分时间都在满足自由人口的需求——有些被分派到个人住宅，其他的则为公共设施服务。他们一般与其主人同住，因此几乎无需专门的住所。§!"
 slavery_military: "奴隶兵"
 slavery_military_tooltip: "§H战斗奴仆§!对资源生产没有加成，但作为本地§H军队§!的士兵非常出色。它们可被雇佣为[enforcer.GetIcon] §Y[enforcer.GetName]§!、[soldier.GetIcon] §Y[soldier.GetName]§!、或£pop_cat_worker£ §Y$pop_cat_worker$§!岗位。"
 slavery_military_tooltip_delayed: "§L奴隶兵会被打造成最好的战争机器，他们通常自幼就经受战斗训练并且绝对服从命令。作为对其无条件兵役的回报，他们比其它奴隶有着更大的自由，可以担任更多职业类型。§!"
 slavery_livestock: "牲口"
 slavery_livestock_tooltip: "£pop£§H牲口§!不能雇佣来生产资源，但是可以饲养从而提供£food£§H食物§!供给。\n\n石质类牲口会生产£minerals£§H矿物§!作为替代，地狱畜牲产出£alloys£§H合金§!。\n\n牲口可以养在§H异星动物园§!中提供$r_amenities$。"
 slavery_livestock_tooltip_delayed: "§L牲口也算作人口！§!"
 slavery_indentured: "契约奴隶"
 slavery_indentured_tooltip: "§H契约仆从§!可被雇佣为£pop_cat_worker£§Y$pop_cat_worker$§!或£pop_cat_specialist£§Y$pop_cat_specialist$§!岗位，并保留比其他奴隶更多的政治权力。它们不能担任[entertainer.GetIcon]§Y[entertainer.GetNamePlural]§!或[enforcer.GetIcon]§Y[enforcer.GetNamePlural]§!岗位。基于奴隶的生产加成仅在作为£pop_cat_worker£§Y$pop_cat_worker_plural$§!雇佣时适用。"
 slavery_indentured_tooltip_delayed: "§L他们赎回自由身的可能性在理论上是存在的，但他们的合同被精心设计过，使得他们根本不可能偿还完债务。§!"
 living_standard_utopian: "乌托邦式富足"
 living_standard_utopian_tooltip: "$living_standard_utopian$确保这个物种所有人口的几乎任何奢侈需求都得到满足。\n\n$UTOPIAN_ABUNDANCE_POP_EFFECTS$\n\n$CIVILIANS_PRODUCE_UNITY_RESEARCH$"
 living_standard_utopian_tooltip_delayed: "§L我们不可能真正实现按需分配，但至少我们可以尝试。§!"
 living_standard_shared_burden: "同甘共苦"
 living_standard_shared_burden_tooltip: "$living_standard_shared_burden$确保资源会在全体社会成员之间平等分配。\n\n$SHARED_BURDEN_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$"
 living_standard_shared_burden_tooltip_delayed: "§L各尽所能。各得所需。§!"
 living_standard_academic_privilege: "学术特权"
 living_standard_academic_privilege_tooltip: "$living_standard_academic_privilege$优先保障知识分子，以确保科学的进步\n\n$ACADEMIC_PRIVILEGE_POP_EFFECTS$"
 living_standard_academic_privilege_tooltip_delayed: "§L知识乃通往力量之路。§!"
 living_standard_good: "社会福利"
 living_standard_good_tooltip: "$living_standard_good$通过慷慨的福利政策，来改善穷困阶层的生活品质。\n\n$SOCIAL_WELFARE_POP_EFFECTS$\n\n$UNEMPLOYED_PRODUCE_UNITY$"
 living_standard_good_tooltip_delayed: "§L关注人民的需求是国家最重要的职责。§!"
 living_standard_normal: "体面标准"
 living_standard_normal_tooltip: "$living_standard_normal$确保物种的大多数人口都能过上较为体面的生活\n\n$DECENT_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_normal_tooltip_delayed: "§L从长远的角度来讲，忽视国民的需求百害而无一利。§!"
 living_standard_stratified: "阶层经济"
 living_standard_stratified_tooltip: "$living_standard_stratified$优先保障统治阶级，牺牲普罗大众的生活品质。\n\n$STRATIFIED_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_stratified_tooltip_delayed: "§L如果他们想改善自己的状况，就得努力工作。§!"
 living_standard_hive_mind: "子个体"
 living_standard_hive_mind_tooltip: "尽管无需供给奢侈品，但子个体仍需要大量资源来维持自身。"
 living_standard_hive_mind_tooltip_delayed: "§L个体的需求和主脑的需求是一致的。§!"
 living_standard_subsistence: "基本保障"
 living_standard_subsistence_tooltip: "$living_standard_subsistence$只对这个物种的人口提供最基本的物质供应。\n\n$SUBSISTENCE_POP_EFFECTS$"
 living_standard_subsistence_tooltip_delayed: "§L我们只需要尽可能减少臣民挨饿的问题。至于其他问题，一概不管。§!"
 living_standard_none: "无生活保障"
 living_standard_none_tooltip: "这个物种正处于被净化的过程中，因此不需要任何维护花费。"
 living_standard_none_tooltip_delayed: "§L我们没有闲钱去关心这堆行尸走肉。§!"
 living_standard_deassimilation: "脱离蜂群"
 living_standard_deassimilation_tooltip: "这个物种正因为脱离蜂巢思维而遭受严重的生理失常。"
 living_standard_deassimilation_tooltip_delayed: "§L欢迎离开蜂群。§!"
 living_standard_ego_assimilation: "身份升格"
 living_standard_ego_assimilation_tooltip: "这个物种正逐渐成为统一意识的一份子。"
 living_standard_ego_assimilation_tooltip_delayed: "§L自我意识无法在这个过程之后保留，但这就是重点。§!"
 living_standard_ego_assimilation_psionic: "$living_standard_ego_assimilation$"
 living_standard_ego_assimilation_psionic_tooltip: "$living_standard_ego_assimilation_tooltip$\n\n§R由于对个体自我的摧毁，灵能相关的特质将被移除。§!"
 living_standard_ego_assimilation_psionic_tooltip_delayed: "$living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_cyborg_ego_assimilation: "$living_standard_ego_assimilation$"
 living_standard_cyborg_ego_assimilation_tooltip: "$living_standard_ego_assimilation_tooltip$"
 living_standard_cyborg_ego_assimilation_tooltip_delayed: " $living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_cyborg_ego_assimilation_psionic: "$living_standard_ego_assimilation$"
 living_standard_cyborg_ego_assimilation_psionic_tooltip: "$living_standard_ego_assimilation_tooltip$\n\n§R由于对个体自我的摧毁，灵能相关的特质将被移除。§!"
 living_standard_cyborg_ego_assimilation_psionic_tooltip_delayed: "$living_standard_ego_assimilation_tooltip_delayed$"
 living_standard_tech_assimilation: "合成转化"
 living_standard_tech_assimilation_tooltip: "该物种正在与机械融合。"
 living_standard_tech_assimilation_tooltip_delayed: "§L更硬。更好。更快。更强。§!"
 living_standard_cyborg_assimilation: "$living_standard_tech_assimilation$"
 living_standard_cyborg_assimilation_tooltip: "$living_standard_tech_assimilation_tooltip$"
 living_standard_cyborg_assimilation_tooltip_delayed: "$living_standard_tech_assimilation_tooltip_delayed$"
 living_standard_cyborg_assimilation_psionic: "$living_standard_tech_assimilation$"
 living_standard_cyborg_assimilation_psionic_tooltip: "$living_standard_tech_assimilation_tooltip$\n\n§R由于无法与义体植入体兼容，灵能相关的特质将被移除。§!"
 living_standard_cyborg_assimilation_psionic_tooltip_delayed: "$living_standard_tech_assimilation_tooltip_delayed$"
 living_standard_psi_assimilation: "超凡觉醒"
 living_standard_psi_assimilation_tooltip: "这个物种的灵能潜力正在觉醒。"
 living_standard_psi_assimilation_tooltip_delayed: "§L面纱已揭，虚境永续。§!"
 living_standard_psi_assimilation_cyborg: "$living_standard_psi_assimilation$"
 living_standard_psi_assimilation_cyborg_tooltip: "$living_standard_psi_assimilation_tooltip$\n\n§R为了达到身心的纯洁，所有义体类特质将被移除。§!"
 living_standard_psi_assimilation_cyborg_tooltip_delayed: "$living_standard_psi_assimilation_tooltip_delayed$"
 living_standard_organic_trophy: "强制调养"
 living_standard_organic_trophy_tooltip: "通过手段强硬的调教与养成程序，处于这个生活标准下的一小部分有机体被豢养为展品陈设。\n\n$ORGANIC_TROPHY_POP_EFFECTS$"
 living_standard_organic_trophy_tooltip_delayed: "§L谁才是好的活体手办？你！就你了！§!"
 living_standard_chemical_bliss: "化学极乐"
 living_standard_chemical_bliss_tooltip: "娱乐媒体就像毒品一样让他们沉迷其中无法自拔。这个状态下的人口十分幸福，但是无法正常工作。\n\n$living_standard_chemical_bliss_happiness_tooltip$"
 living_standard_chemical_bliss_tooltip_delayed: "§L他们都喜欢游戏和娱乐活动，尽管一开始嘴上还在抵制。§!"
 living_standard_decadent: "颓废的生活方式"
 living_standard_decadent_tooltip: "$living_standard_decadent$优先将更多的资源和奢侈品供应给社会的特权人员。\n\n$DECADENT_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_decadent_tooltip_delayed: "§L我们只值得拥有最好的。他们必须服务，而我们必须享受。§!"
 living_standard_dystopian_society: "反乌托邦社会"
 living_standard_dystopian_society_tooltip: "$living_standard_dystopian_society$ 中唯有统治阶级才可以获得必需品，更低的阶级被完全忽视掉。\n\n$DYSTOPIAN_LIVING_STANDARDS_POP_EFFECTS$"
 living_standard_dystopian_society_tooltip_delayed: "§L普通的乌合之众应对自己的地位有自知之明，如果没有，那我们会教他们有。§!"
 living_standard_worker_ownership: "员工所有制"
 living_standard_worker_ownership_tooltip: "$living_standard_worker_ownership$保证每一位劳工在企业中均享有民主的股份。生活费用和社会责任会平均分配给所有成员。"
 living_standard_worker_ownership_tooltip_delayed: "§L让所有人都拥有发言权和股份、都能分享由我们的劳动所建立的社会的红利。§!"
 SPECIES_RIGHT_CITIZENSHIP: "公民权"
 SPECIES_RIGHT_LIVING_STANDARDS: "生活标准"
 SPECIES_RIGHT_MILITARY_SERVICE: "军事服役"
 SPECIES_RIGHT_POPULATION_CONTROLS: "人口控制"
 SPECIES_RIGHT_COLONIZATION_CONTROLS: "殖民权利"
 SPECIES_RIGHT_MIGRATION_CONTROLS: "移民控制"
 SPECIES_RIGHT_STATUS: "$TYPE$：$STATUS|Y$"
 RESET_SPECIES_RIGHTS_CONFIRM: "重置物种权利？"
 RESET_SPECIES_RIGHTS_CONFIRM_DESC: "§E所有非主要物种的自定义权利都会被重置为默认权利。§!"
 RESET_THIS_SPECIES_RIGHTS_CONFIRM_DESC: "§E该物种的所有自定义权利都会被重设为默认权利。§!"
 RESET_THIS_SPECIES_RIGHTS_TO_FOUNDER_CONFIRM_DESC: "§E该物种的所有自定义权利都会被重设为创始物种权利。§!"
 RESET_THIS_SPECIES_RIGHTS_TO_ROBOT_CONFIRM_DESC: "§E该物种的所有自定义权利都会被重设为机器人默认权利。§!"
 CANT_RESET_SPECIES_RIGHTS: "§R物种权利已被重置为默认。§!"
 RESET_RIGHTS: "重置为帝国默认"
 RESET_RIGHTS_ALL: "全部重置为默认"
 RESET_RIGHTS_FOUNDER: "重置为创始物种"
 RESET_RIGHTS_ROBOT: "重置为机器人默认"
 SET_DEFAULT_RIGHTS: "默认权利"
 SET_RIGHTS: "设置权利"
 SET_SPECIES_POLICY: "设置政策"
 SET_PRESAPIENTS_POLICY: "设置政策"
 SET_SPECIES_RIGHTS: "设置物种权利"
 SET_SPECIES_DEFAULT: "设为默认"
 DEFAULT_RIGHTS: "默认权利"
 SPECIES_RIGHT_SLAVERY_TYPE: "奴役类型"
 SPECIES_RIGHT_PURGE_TYPE: "净化方式"
 CANT_ALL_SPECIES_SET_RIGHTS: "§R无法在所有物种选项卡中设置物种权利。§!"
 CANT_ALL_SPECIES_SET_DEFAULT: "§R无法在所有物种选项卡中设置默认值。§!"
 CANT_ALL_SPECIES_CREATE_TEMPLATE: "§R无法在所有物种选项卡中创建或修改模板。§!"
 CANT_ALL_SPECIES_APPLY_TEMPLATE: "§R无法在所有五中选项卡中应用模板。§!"
 purge_normal: "灭绝"
 purge_normal_tooltip: "受影响的人口会被消灭——这是现有的最快速的净化方式。"
 purge_normal_tooltip_delayed: "§L灭绝小组的效率非常高，虽然清理整个物种是很耗时的工作，但他们却总能完成任务。§!"
 purge_displacement: "驱逐"
 purge_displacement_tooltip: "受影响的人口会慢慢被赶走出我方领土，他们只能在其他地区寻求庇护。"
 purge_displacement_tooltip_delayed: "§L并不是我们将他们逐出家园，只是这里已经不再是他们的家园了。§!"
 purge_neutering: "绝育处理"
 purge_neutering_tooltip: "受影响的人口不再成长并且会逐渐随着衰老消亡，但是他们只会产生适度的§R幸福度§!惩罚。"
 purge_neutering_tooltip_delayed: "§L适者生存，劣者淘汰。我们的国家将迈向未来，但是这一未来并不包括所有人。§!"
 purge_labor_camps: "强制劳役"
 purge_labor_camps_tooltip: "受影响的人口将服终身苦役。他们将被用于生产£food£§H食物§!（或其他等价物）只有死亡才能解除他们的苦痛。"
 purge_labor_camps_tooltip_delayed: "§L死掉之前，他们至少还能派上点用处。§!"
 purge_processing: "加工"
 purge_processing_tooltip: "受影响的人口将会被加工成[Root.GetPurgeProcessingResource]，直到其死亡为止。"
 purge_processing_tooltip_delayed: "§L这是个悲哀但是无法回避的现实：某些低等物种注定将成为燃料，为上位物种的野心而燃烧。§!"
 purge_matrix: "化学处理"
 purge_matrix_tooltip: "受影响的人口会被整合进能源网络，其维持生存的化学反应将会被重新导向以增加我们的能源储备。该过程致命但缓慢。"
 purge_matrix_tooltip_delayed: "§L他们很快将被改造为更高效的形态。§!"
 purge_necrophage: "尸化"
 purge_necrophage_tooltip: "受影响的人口会被逐渐尸解为[From.GetSpeciesAdj]物种，无论其自身的意志如何。"
 purge_necrophage_tooltip_delayed: "§L唯有最强壮的一族才能在这危机四伏的星海中生存。秉此之道，他们的事业将有[From.GetSpeciesNamePlural]继续践行。§!"
 slavery_matrix: "并入电网"
 slavery_matrix_tooltip: "替代化学处理的长远方案，保证有足够的有机人口存活以为我们的电网提供源源不断的能源。"
 slavery_matrix_tooltip_delayed: "§L这个加上聚变能源，我们的能源将取之不尽。§!"
 migration_control_yes: "移民控制已启用"
 migration_control_yes_tooltip: "§H移民控制§!可以防止此物种的人口在我们境内的星球之间随意移民。"
 migration_control_yes_tooltip_delayed: "§L人口自由流动可以让资源分配更加高效，但有时效率并非我们最关心的事情。§!"
 migration_control_no: "无移民控制"
 migration_control_no_tooltip: "§H无移民控制§!可以允许此物种的人口在我们的殖民地之间随意移民。"
 migration_control_no_tooltip_delayed: "§L正如我们的祖先曾漫步四方寻找家园，所有生命都有在星辰中追寻自己命运的权利。§!"
 population_control_yes: "启用人口控制"
 population_control_yes_tooltip: "§H人口控制§!可以防止此物种的人口肆意增长或组装。"
 population_control_yes_tooltip_delayed: "§L只要一个物种的日常生计稍有改变，它们的人口统计数据就会成为我们的玩物。§!"
 population_control_no: "无人口控制"
 population_control_no_tooltip: "$population_control_yes_tooltip$"
 population_control_no_tooltip_delayed: "§L一个无法繁衍的物种很快就会仅存于历史的长河之中了。§!"
 colonization_control_yes: "禁止殖民"
 colonization_control_yes_tooltip: "§H殖民权利§!决定此物种是否有登陆殖民舰船前往新世界殖民的权利。"
 colonization_control_yes_tooltip_delayed: "§L在冰冷虚无的无垠太空，宜居星球绝对是无价之宝。但并非所有生命都配得上此等瑰宝。§!"
 colonization_control_no: "允许殖民"
 colonization_control_no_tooltip: "$colonization_control_yes_tooltip$"
 colonization_control_no_tooltip_delayed: "§L我们凭什么去否定某个物种征服星辰大海的梦想？唯有大家齐心协力，才有望战胜无边无际的黑暗。§!"
 SPECIES_RIGHT_SUBSPECIES_INTEGRATION_TYPE: "亚种整合"
 no_integration: "不整合"
 no_integration_tooltip: "亚种整合已禁用。"
 no_integration_tooltip_delayed: "§L每个亚种都是同一套基因基础的不同表达，都将多元化的杰出优势展现得淋漓尽致。§!"
 integrate_into_default: "整合入默认亚种"
 integrate_into_default_tooltip: "该亚种将会逐渐自动调整以符合默认模板。\n\n每个殖民地每月默认同化的£pop£§H人口§!数：§Y25§!"
 integrate_into_default_tooltip_delayed: "§L抛弃了多样化的纷繁复杂，专一的物种能在汇流于单一条演化的路径中寻得至简大道。§!"
 not_undesirables_tooltip: "受影响的人口必须是§Y不可接触者§!"
 is_undesirables_tooltip: "$TRIGGER_FAIL$受影响的人口不能是§Y不可接触者§!"
 not_slaves_tooltip: "$TRIGGER_FAIL$受影响的人口不是§Y奴隶§!"
 not_servitude_tooltip: "$TRIGGER_FAIL$受影响的人口不是§Y侍从状态§!"
 is_servitude_tooltip: "$TRIGGER_FAIL$受影响的人口是§Y侍从状态§!"
 is_slaves_tooltip: "$TRIGGER_FAIL$受影响的人口不能是§Y奴隶§!"
 is_serviles_tooltip: "$TRIGGER_FAIL$受影响的人口不能有§Y奴性§!"
 not_neutering_tooltip: "$TRIGGER_FAIL$受影响的人口§Y未被绝育§!"
 is_neutering_tooltip: "$TRIGGER_FAIL$受影响的人口已§Y被绝育§!"
 is_purged_not_neutered: "$TRIGGER_FAIL$受影响的人口是§Y不可接触者§!或§Y被绝育§!，或被选中作为§Y$purge_cosmogenesis_lathe_resettle$§!。"
 is_neutered: "$TRIGGER_FAIL$受影响的人口正在经受§Y$purge_neutering$§!。"
 species_is_being_neutered: "$TRIGGER_FAIL$受影响的人口没有正在经受§Y$purge_neutering$§!"
 is_battle_thralls: "$TRIGGER_FAIL$受影响的人口为§Y$slavery_military$§!。"
 is_slaves_not_battle_thralls: "$TRIGGER_FAIL$受影响的人口是§Y自由人口§!或§Y奴隶兵§!。"
 is_slaves_chattel_or_domestic: "$TRIGGER_FAIL$受影响人口是§Y奴隶劳工§!或§Y侍仆§!。"
 is_slaves_not_battle_thralls_or_livestock_or_matrix: "$TRIGGER_FAIL$受影响的人口不为§Y奴隶劳工§!或§Y侍仆§!。"
 is_slaves_not_battle_thralls_or_domestic: "受影响的人口是§Y奴隶劳工§!或§Y牲口§!"
 is_slaves_not_battle_thralls_or_indentured_fail: "$TRIGGER_FAIL$受影响的人口不是自由人口，也不是§Y奴隶兵§!或§Y契约奴隶§!。"
 species_is_not_machine: "$TRIGGER_FAIL$这个物种无法接入我们的中央处理器。"
 species_is_not_hive: "$TRIGGER_FAIL$这个物种无法融入我们的意识。"
 species_is_neutered_displaced: "$TRIGGER_FAIL$这个物种必须正在经受§Y$purge_neutering$§!或§Y$purge_displacement$§!。"
 requires_servitude: "$TRIGGER_FAIL$物种必须有§Y侍从§!公民权。"
 MUST_BE_SLAVES_LIMITED_OR_DISPLACEMENT: "$TRIGGER_FAIL$物种必须是§Y奴隶§!、具有§Y$citizenship_limited$§!公民权或者正在被§Y驱逐§!。"
 cant_be_livestock_or_matrix: "$TRIGGER_FAIL$受影响的人口不能是§Y牲口§!或者被§Y并入电网§!。"
 GO_TO: "前往"
 SPECIES_VIEW_SELECTED_POPULATION: "我们帝国有$POPULATION|Y$名$SPECIES|H$人口居住在$PLANETS|H$颗行星上。"
 SPECIES_VIEW_SELECTED_POPULATION_GALAXY: "我们的星系已知有$POPULATION|Y$名$SPECIES|H$人口居住在$PLANETS|H$颗星球上。"
 SPECIES_VIEW_SELECTED_PLANET_TYPE_ICON: "$SPECIES|H$起源于名为$PLANETNAME|H$的$PLANETTYPE|H$。"
 SPECIES_VIEW_SELECTED_GO_TO_PLANET: "§G点击以将视角快速移动至$PLANETNAME|H$星球所在的位置§!"
 SPECIES_VIEW_SELECTED_MODIFY: "修饰这个物种的特质，从而高效地创建一个新物种。"
 SPECIES_VIEW_SELECTED_APPLY: "对可修饰人口§H应用物种模板§!，这能够改变它们的基因特质。选中的人口越多，进行基因修饰的花费就越高。"
 SPECIES_VIEW_SELECTED_UPLIFT: "§H提升§!\n我们可以提升该未开化物种，让他们完全成为我们帝国的成员。"
 SPECIES_VIEW_SELECTED_PRESAPIENTS_POLICY: "设置未开智物种政策"
 SPECIES_VIEW_SELECTED_CLICK_MODIFY: "§G点击修饰该物种的特质并创建一个新的物种模板§!"
 SPECIES_VIEW_SELECTED_CLICK_APPLY: "§G点击选择人口并应用该特质模板§!"
 SPECIES_VIEW_SELECTED_CLICK_UPLIFT: "§G点击以提升该物种§!"
 SPECIES_VIEW_SELECTED_TRAIT_POINTS: "§H特质点§!剩余：$AMOUNT|+$"
 SPECIES_VIEW_SELECTED_TRAIT_PICKS: "§H可选特质数§!剩余：$AMOUNT|+$"
 SPECIES_VIEW_SELECTED_CLICK_RIGHTS: "§G点击设置物种权利§!"
 SPECIES_VIEW_SELECTED_CLICK_PRESAPIENTS_POLICY: "§G点击设置未开智物种政策§!"
 SPECIES_VIEW_SELECTED_DEFAULT: "默认模板是该物种的主模板，所有归属于有§H亚种整合§!的模板的人口都将按此模板进行修饰。"
 SPECIES_VIEW_SELECTED_CLICK_DEFAULT: "§G点击设为默认§!"
 SPECIES_VIEW_SELECTED_DEFAULT_CANT: "§R已经设为默认§!"
 SPECIES_VIEW_SELECTED_CONFIRM_HEADER: "设为默认模板"
 SPECIES_VIEW_SELECTED_CONFIRM_MESSAGE: "您是否确定要将该模板设为此物种的默认模板？\n\n§R将影响正在被整合的该物种人口。§!"
 SPECIES_VIEW_EXPAND: "展开亚种"
 SPECIES_VIEW_COLLAPSE: "隐藏亚种"
 SPECIES_VIEW_EXPAND_ALL: "展开/隐藏全部"
 SPECIES_VIEW_NAME_FOUNDING_SPECIES: "$SPECIES|H$是我们的§H创始物种§!。"
 SPECIES_VIEW_NAME_SPECIES: "$SPECIES|H$是我们帝国的物种。"
 SPECIES_VIEW_NAME_SPECIES_EMPIRE: "$SPECIES|H$是来自$PLANET|H$行星的物种。"
 SPECIES_VIEW_NAME_SPECIES_NO_HOME_PLANET: "$SPECIES|H$是没有母星的物种。"
 SPECIES_VIEW_NAME_TEMPLATE: "$SPECIES|H$是一个物种模板。"
 SPECIES_VIEW_SORT_NAME: "§H按名称排序§!"
 SPECIES_VIEW_SORT_RIGHTS: "§H按权利排序§!"
 SPECIES_VIEW_SORT_TYPE: "§H按类型排序§!"
 SPECIES_VIEW_SORT_POPULATION: "§H按人口数排序§!"
 SPECIES_VIEW_SORT_TRAITS: "§H按特质排序§!"
 SPECIES_VIEW_SORT_PLANET: "§H按星球偏好排序§!"
 SPECIES_VIEW_SORT_TRAIT_POINTS: "§H按特质点数排序§!"
 SPECIES_VIEW_SORT_TRAIT_PICKS: "§H按特质种类数排序§!"
 GOTO_SPECIES_VIEW: "§G点击打开物种界面§!"
 ####################################
 #ALLIANCE & FEDERATION VIEW
 ####################################
 ALLIANCE_BUTTON_DESC: "联邦：$KEY|H$\n§G点击以打开联邦面板§!"
 ALLIANCE_AND_FEDERATION_VIEW_NAME: "名称"
 ALLIANCE_AND_FEDERATION_VIEW_OPINION: "评价"
 ALLIANCE_AND_FEDERATION_VIEW_SUPPORT: "支持度"
 ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER: "经济"
 ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER: "舰队"
 ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER: "科技"
 ALLIANCE_AND_FEDERATION_VIEW_DIPLOMACY_POWER: "外交权重"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_NAME: "§H按名称排序§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_OPINION: "§H按评价排序§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_SUPPORT: "§H按支持度排序§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_TECHNOLOGY_POWER: "§H按科技实力排列§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_ECONOMY_POWER: "§H按经济实力排列§!"
 ALLIANCE_AND_FEDERATION_VIEW_SORT_FLEET_POWER: "§H按舰队实力排序§!"
 ALLIANCE_AND_FEDERATION_VIEW_FLEET_POWER_DESC: "§T$EMPIRE|H$ 有 $AMOUNT|Y0$舰队实力§!"
 ALLIANCE_AND_FEDERATION_VIEW_ECONOMY_POWER_DESC: "§T$EMPIRE|H$ 有 $AMOUNT|Y0$经济实力§!"
 ALLIANCE_AND_FEDERATION_VIEW_TECHNOLOGY_POWER_DESC: "§T$EMPIRE|H$ 有 $AMOUNT|Y0$科技实力§!"
 ETHICS_AUTHORITY: "思潮和权力制度"
 ALLIANCE_AND_FEDERATION_VIEW_THEIR_OPINION: "$VAL|+=$"
 ALLIANCE_AND_FEDERATION_VIEW_KICK_MEMBER: "投票踢出"
 ALLIANCE_VIEW_LEAVE_ALLIANCE_BUTTON: "离开联盟"
 ALLIANCE_VIEW_LEAVE_ALLIANCE: "离开联盟将使其他联盟成员对我们的评价降低$VAL|+=$"
 ALLIANCE_VIEW_FEDERATION_BUTTON: "投票以成立联邦"
 ALLIANCE_VIEW_DATE: "联盟成立日期：$DATE$"
 ALLIANCE_VIEW_FEDERATION_BUTTON_DESC: "§T我们可以投票将联盟转变为联邦§!"
 POPUP_LEAVE_ALLIANCE_TITLE: "离开联盟"
 POPUP_LEAVE_ALLIANCE_DESC: "是否确认离开$ALLIANCE|H$？"
 POPUP_FORM_FEDERATION_TITLE: "组建联邦"
 POPUP_FORM_FEDERATION_DESC: "是否确认投票成立联邦？"
 FEDERATION_VIEW_LEVELS_HEADER: "等级"
 FEDERATION_VIEW_MEMBERS_HEADER: "成员"
 FEDERATION_VIEW_FLEETS_HEADER: "舰队"
 FEDERATION_VIEW_LAWS_HEADER: "法律"
 FEDERATION_VIEW_LEAVE_FEDERATION: "离开联邦"
 FEDERATION_VIEW_SHIP_DESIGNER: "联邦舰船设计器"
 FEDERATION_VIEW_LEADER_EMPIRE: "$EMPIRE$"
 FEDERATION_VIEW_NEXT_ROTATION: "下一轮换任："
 FEDERATION_VIEW_NO_NEXT_ROTATION: "§R领袖无变更§!"
 FEDERATION_VIEW_NO_NEXT_ROTATION_DESC: "联邦主席不会变更，因为没有力量更加强大的成员来担任领袖。"
 FEDERATION_VIEW_DATE: "成立于：$DATE$"
 FEDERATION_VIEW_TYPE: "$TYPE|H$"
 FEDERATION_VIEW_PERK_DESC: "§E$NAME$：§!$DESC$"
 FEDERATION_VIEW_LAW_DESC: "§E$NAME$：§!$LAW$"
 FEDERATION_VIEW_LEADER_ECONOMY_POWER: "经济实力："
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_DESC: "§G点击以打开联邦的§H舰船设计器§!§!"
 FEDERATION_VIEW_SHIP_DESIGNER_BUTTON_PRESIDENT_NOT_OUR_LEADER: "§R我们并非联邦主席§!"
 FEDERATION_VIEW_LEAVE_FEDERATION_BUTTON_DESC: "离开联邦将使剩余联邦成员对你的评价降低$VAL|+=$"
 FEDERATION_VIEW_MINIMUM_MEMBERS: "§R至少需要$NUM$个联盟成员才能成立联邦。§!"
 FEDERATION_VIEW_NEXT_PRESIDENT: "下一任主席："
 FEDERATION_VIEW_FLEET_TITLE: "联邦舰队"
 FEDERATION_VIEW_FLEET_COUNT: "联邦舰队：（$USED$/$CAP$）"
 FEDERATION_VIEW_FLEET_CLICK: "§G点击以开启§H舰队界面§!。§!\n右击前往。"
 FEDERATION_NAVAL_CAPACITY: "§H联邦海军容量§!"
 FEDERATION_FLEET_DESC: "§H联邦舰队§!是由联邦主席国控制的特殊舰队。他们在§H联邦舰船设计器§!中进行设计，在设计之中可以使用联邦各国最顶尖的科技。联邦舰队不需要维护费，但是总量不可以超过§H联邦海军容量§!上限，每个联邦成员至少要贡献他们§Y$PERC|0%$§!的§H海军容量§!。"
 POPUP_LEAVE_FEDERATION_TITLE: "离开联邦"
 POPUP_LEAVE_FEDERATION_DESC: "是否确认离开$FEDERATION|H$？"
 ####################################
 #SYSTEM INFORMATION VIEW
 ####################################
 SYSTEM_VIEW_PLANET_HEADER: "行星"
 SYSTEM_VIEW_NO_OWNER: "无"
 SYSTEM_VIEW_OWNER: "所有者"
 ## Tool Tip
 SYSTEM_VIEW_PLANETOID_LIBERTY: "§T这个帝国目前不存在，但可以被解放出来。§!"
 SYSTEM_VIEW_POPS_ICON: "位于$NAME|$的人口："
 SYSTEM_VIEW_POP_DESC: "$VAL|H$ $NAME$"
 ####################################
 #Diplomacy View
 ####################################
 ALLIANCE_MEMBER_ACCEPTANCE_YES_SPONSOR: "§H：§!投票§G同意§!（$WHO|H$正在被 $SPONSOR|H$支持。）"
 ALLIANCE_MEMBER_ACCEPTANCE_YES: "§H：§!投票§G同意§!"
 ALLIANCE_MEMBER_ACCEPTANCE_NO: "§H：§!投票§R否决§!"
 PEACE_DEMAND: "要求投降"
 PEACE_SURRENDER: "投降"
 PEACE_NEGOTIATE: "议和"
 AI_ACCEPTANCE: "§H接受度：§!$VALUE$"
 AI_WILL_NOT_ACCEPT: "不会接受"
 YEARS_OF_ALLIANCE_FACTOR: "长期盟友"
 POPS_ACCEPTANCE_FACTOR: "帝国人口"
 MODIFIER_FACTOR: "$MODIFIER$ 修正"
 CRISIS_FACTOR: "星系危机"
 VASSALIZATION_PROTECTORATE_FACTOR: "保护国研究收益"
 RELATIVE_POWER_ACCEPTANCE_FACTOR: "帝国相关实力"
 DISLIKES_ALLY_FEDERATION_FACTOR: "不会和$COUNTRY|Y$组成联邦"
 ALLY_DISLIKES_YOU_FEDERATION_FACTOR: "联邦成员$COUNTRY|Y$不希望$ACTOR|Y$加入"
 DISLIKES_ALLY_ASSOCIATE_FACTOR: "不会和$COUNTRY|Y$合作"
 MUTUAL_THREAT_ACCEPTANCE_FACTOR: "共同威胁"
 THREAT_ACCEPTANCE_FACTOR: "受到威胁"
 ALLIANCE_SPONSOR_FACTOR: "由$SPONSOR|H$赞助"
 FEDERATION_LAW_SUPPORT: "支持联邦发展"
 ALLIANCE_ACCEPTANCE_FACTOR: "已加入联盟"
 FEDERATION_ACCEPTANCE_FACTOR: "在联邦中"
 OVERLORD_ACCEPTANCE_FACTOR: "是宗主国"
 AGREEMENT_PRESET_ACCEPTANCE_FACTOR: "不喜欢附属类型"
 ALLIANCE_ACCEPTANCE_SWARM_THREAT: "虫群威胁"
 ALLIANCE_ACCEPTANCE_THREAT: "其他帝国威胁"
 VOTE: "投票"
 VOTE_BUTTON_DESC: "该行动必须得到我们所有盟友的认同。"
 VOTE_BUTTON_DESC2: "该行动必须得到他们所有盟友的认同。"
 REQUIRES_FEDERATION_LEADER_ACCEPT: "该行动必须得到联邦主席批准。"
 PICK_EVENT_OPTION: "我们该如何回应？"
 REPLAY_SPEECH: "重播演讲"
 MUTE_SPEECH: "点击静音"
 UNMUTE_SPEECH: "点击取消静音"
 INCOMING_TRANSMISSION: "信号传输接入"
 DEFEAT: "完败"
 LENGTH_OF_WAR: "战争时长"
 WOULD_BE_ANNEXED: "会被兼并"
 TOTAL_WAR: "灭绝战争"
 WOULD_BE_PURGED: "很可能会被净化"
 VICTORY: "胜利"
 LOSING_WAR: "战争失利"
 ALL_DEMANDS_MET: "达成全部要求"
 INCONCLUSIVE: "胜负未定"
 TOO_MUCH_WAR_EXHAUSTION: "最多可以在达到§Y20§!厌战度前提出要求"
 PEACE_OFFER: "议和"
 DEFENDING_CLAIMS: "要求未占领的星系"
 DEFENDING_PLANET_CLAIMS: "要求未占领的行星"
 DEMANDING_CLAIMS_SYSTEM_LIST: "未占领宣称：$CLAIMS$"
 DEMANDING_CLAIMS_SYSTEM_FINISH: "还有$NUMBER|Y$星系"
 FOREIGN_CLAIMS: "$COUNTRY|Y$ claims that system"
 DEMANDING_SURRENDER: "要求投降"
 OFFERING_STATUS_QUO: "提议维持现状"
 RELATIVE_NAVY_STRENGTH: "相对海军实力"
 PEACEFUL: "爱好和平"
 WARLIKE: "好战"
 TOLERANCE: "宽容"
 XENOPHOBIC: "排外主义"
 MILITARY_DISADVANTAGE: "军力劣势"
 FRIENDLY_TOWARDS_TARGET: "对目标友好"
 HAS_TRADE_DEAL: "有贸易协议"
 DEMANDS: "要求"
 MONTHLY_PAYMENT: "每月£$RESOURCE$£ "
 TRIBUTE: "立刻获得£$RESOURCE$£ "
 INDEPENDENCY: "自主权"
 THREATENED: "受到威胁"
 NO_THREAT: "未受到威胁"
 SEEKS_ALLIANCE: "寻找联盟"
 SEEKS_VASSALS: "寻找附庸"
 SHARED_WAR_PHILOSOPHY: "相同的战争哲学"
 NO_DIPLOMATIC_INTEREST: "外交不相关"
 WAS_HUMAN: "最近由玩家控制"
 NO_SUITABLE_PLANET: "由于缺少适合的宜居星球或移民管控政策的原因，在$US$与$THEM$之间的移民协定并不可行。"
 AGGRESSIVE_WAR_PHILOSOPHY: "§Y$policy_war_philosophy$§!允许侵略战争"
 PEACEFUL_WAR_PHILOSOPHY: "§Y$policy_war_philosophy$§!禁止侵略战争"
 CANT_TRADE_ENERGY: "§R不会接受空头交易、星系交易或是交换同类型的资源。§!"
 CANT_TRADE_ATTITUDE: "§R$STANCE$：不会接受任何要求。§!"
 WONT_TRADE_ATTITUDE: "§R$STANCE$：§!"
 REQ_MUTUAL_DEMANDS: "要求相互达成以下条款："
 REFUSE_MONTHLY_FOR_INSTANT: "§R不愿用每月资源来换取即时资源。§!"
 REFUSE_TRADE_SYSTEMS: "§R不愿交易掉任何恒星系。§!"
 REFUSE_TRADE_NOT_WANT_PLANETS: "§R对以下恒星系不感兴趣：§!"
 NEVER_ACCEPT_DEMANDS: "不想接受以下交易："
 TRADE_RESOURCE_MONTHLY: "$RESOURCE$（每月）"
 REQ_NOT_DEFICIT: "§R愿意交易少量的以下资源：§!"
 REQ_NOT_TOO_MUCH: "想要换取少量下列资源："
 OK_WITH_NON_AGGRESSION_PLEDGE: "要求互不侵犯条约："
 fallen_machine_empire: "机械失落帝国"
 empire_base: "基础值"
 player_empire: "玩家控制的帝国"
 playable_ai_empire: "电脑控制的帝国"
 non_playable_ai_empire: "$playable_ai_empire$"
 fallen_empire_base: "$empire_base$"
 defensive_war: "处于防御战争中"
 awakened_empire_decadence: "腐化度"
 TRADE_VALUE_FORMAT: "$VALUE|0G$"
 TRADE_VALUE_FULL: "$TRADE_VALUE_WITH_ICON$：$VALUE|Y2$"
 TRADE_VALUE_DESC: "$r_trade$象征着民间的日常经济活动。§Y恒星基地§!收集的这些贸易额将通过§Y贸易路线§!运送到首都，然后可以转化为£energy£§Y$energy$§!等资源。由首都星系的恒星基地所收集到的贸易额不需要通过贸易路线就可以直接转化成资源。"
 TRADE_VALUE: "贸易额"
 NO_TRADE_VALUE: "$PLANET|Y$不产出$TRADE_VALUE_WITH_ICON$"
 ADD_TRADE_ITEM: "§R添加交易条目§!"
 CLICK_VOTER: "§G点击以在星系界面中查看国家§!"
 TOO_MANY_RIVALS: "只能同时拥有$MAX|Y$个$RIVAL$。"
 TOO_MANY_EMBASSIES: "只能同时任命$MAX|Y$名在职大使。"
 DECLINE_WAR: "§H拒绝战争§!\n拒绝这次战争提案将使以下帝国对我们改变评价："
 DECLINE_WAR_FEDERATION: "§H拒绝战争§!\n拒绝这次战争提案不会使任何帝国对我们改变评价。"
 MEMBER_OPINION: "$EMPIRE|H$：$OPINION$"
 OPEN_TRADE_VIEW: "§H开放贸易§!"
 FALLEN_EMPIRE_TRADE: "§R失落帝国永远不会接受贸易协议§!"
 CLICK_DIPLOMACY: "§G点击以查看可进行的外交行动§!"
 ACTION_EXPIRY: "将于$DATE|H$自动拒绝该外交提案"
 MESSAGE_RIGHTCLICK_AUTO_DECLINE: "§G右键点击以拒绝提案§!"
 MESSAGE_AUTO_DECLINE_COST: "§R如果我们拒绝该提议，就必须支付$COST$§!"
 VOTE_YES: "投票支持"
 VOTE_NO: "投票反对"
 HIGHEST_OPINION: "成员们力挺你成为联邦主席。"
 NOT_HIGHEST_OPINION: "成员们对另一名领袖的评价更高。"
 MEMBER_DECLINED: "$EMPIRE$：$OPINION$"
 CLICK_TO_REMOVE_ITEM: "§G点击以移除交易条目§!"
 IS_RIVAL: "是$RIVAL$"
 IS_ALLY: "他们是我们的盟友。"
 HAS_NAP: "我们签订了互不攻击约定。"
 HAS_GUARANTEE: "我们正在保障他们的独立。"
 HAS_DEFENSIVE_PACT: "我们签订了防御条约。"
 ALREADY_RIVAL: "他们已经是我们的$RIVAL$了。"
 NO_RIVALRY: "他们并非我们的$RIVAL$。"
 HAS_RIVALRY: "$TRIGGER_FAIL$§R对方是§Y$RIVAL$§!，所以无法建立大使馆。§!"
 HAS_EMBASSY: "$TRIGGER_FAIL$§R已在对方领地建立大使馆，因此无法成为§Y$RIVAL$§!。§!"
 IS_HUMAN: "他们是人类玩家。"
 ALREADY_EMBASSY: "已在对方首都星球建立大使馆。"
 NO_EMBASSY: "没有可召回的大使。"
 WE_HAVE_EMBASSY: "我们在$PLANET$建立了大使馆，每月增进双方的外交关系以及共享情报。"
 WE_HAVE_NO_EMBASSY: "未在$PLANET$建立大使馆。"
 THEY_HAVE_EMBASSY: "对方在$PLANET$建立了大使馆，每月增进双方的外交关系以及共享情报。"
 THEY_HAVE_NO_EMBASSY: "对方未在$PLANET$建立大使馆。"
 OUR_EMBASSY: "我方大使馆"
 THEIR_EMBASSY: "对方大使馆"
 OUR_RIVAL: "我们的宿敌"
 THEIR_RIVAL: "他们的宿敌"
 WE_HAVE_RIVALRY: "已视对方为$RIVAL$。"
 WE_HAVE_NO_RIVALRY: "未视对方为$RIVAL$。"
 THEY_HAVE_RIVALRY: "对方已视我们为$RIVAL$。"
 THEY_HAVE_NO_RIVALRY: "对方未视我们为$RIVAL$。"
 DIPLOMACY_VIEW_EMBASSY: "$VAL|Y$"
 DIPLOMACY_VIEW_THEIR_OPINION: "$VAL|=+$"
 DIPLOMACY_VIEW_THEIR_ATTITUDE: "§T$EMPIRE|H$对$PLAYER|H$的态度：$ATTITUDE|$§!"
 GOAL: "目标"
 INTEL: "情报："
 DIPLOMACY_VIEW_ORIGIN_UNKNOWN: "我们尚不清楚这个帝国的起源。"
 DIPLOMACY_VIEW_CIVICS_UNKNOWN: "我们尚不清楚这个帝国的国民理念。"
 ####################################
 #Diplomacy Icons Tooltips
 ####################################
 DIPLOMACY_ALLIANCE: "§T与$EMPIRES|H$结盟§!。"
 DIPLOMACY_RIVAL: "§T与$EMPIRES|H$§!正在敌对。"
 DIPLOMACY_RIVALED: "§T宿敌为$EMPIRES|H$§!。"
 DIPLOMACY_EMBASSY: "§T在$EMPIRES|H$建立了大使馆§!。"
 DIPLOMACY_ASSOCIATE: "§T与$EMPIRES|H$达成联邦合作国关系§!。"
 DIPLOMACY_NON_AGGRESSION_PACT: "§T与$EMPIRES|H$§!拥有互不侵犯条约。"
 DIPLOMACY_COMMERCIAL_PACT: "§T与$EMPIRES|H$签订了商业协议§!。"
 DIPLOMACY_RESEARCH_AGREEMENT: "§T与$EMPIRES|H$签订了科研协议§!。"
 DIPLOMACY_MIGRATION_PACT: "§T与$EMPIRES|H$达成移民协议§!。"
 DIPLOMACY_DEFENSIVE_PACT: "§T同$EMPIRES|H$拥有防御条约§!。"
 DIPLOMACY_GUARANTEE: "§T保障$EMPIRES|H$§!的独立。"
 DIPLOMACY_GUARANTEED_BY: "§T独立受到$EMPIRES|H$§!的保障"
 DIPLOMACY_SUPPORTED_INDEPENDENCE_BY: "§T$EMPIRES|H$在支持独立§!。"
 DIPLOMACY_SUPPORT_INDEPENDENCE: "§T正在支持$EMPIRES|H$§!的独立。"
 DIPLOMACY_FEDERATION: "$FEDERATION|1H$\n联邦\n\n类型：§Y$TYPE$§!\n级别：§Y$LEVEL$§!\n\n§E成员国§!：\n$MEMBERS$"
 DIPLOMACY_IS_OVERLORD: "§T$EMPIRE|H$的宗主国§!"
 DIPLOMACY_IS_SUBJECT: "§T$EMPIRE|H$麾下的$TYPE$§!"
 DIPLOMACY_AT_WAR: "§T与$EMPIRES|H$交战中§!。"
 DIPLOMACY_TRADE_DEALS: "§T与$EMPIRES|H$达成贸易协定§!。"
 DIPLOMACY_INTEGRATION_TITLE: "整合附属国"
 DIPLOMACY_IS_BEING_INTEGRATED: "§T$SUBJECT|H$§!正在被整合进§Y$EMPIRE|H$§!。\n\n进度：$PROGRESS|Y0$/$REQ_PROGRESS|Y0$\n    基础进度：$BASE|Y0$\n"
 DIPLOMACY_IS_BEING_INTEGRATED_TIME: "剩余时间：$MONTHS|Y$个月。"
 DIPLOMACY_STATUS_INTEGRATING: "§T正在合并$EMPIRES|H$§!。"
 DIPLOMACY_CLOSED_BORDERS: "§T对$EMPIRES|H$关闭了边境§!。"
 DIPLOMACY_TRUCE: "§T与$EMPIRE|H$签有停战协定，$DATE|H$到期。§!"
 DIPLOMACY_UNDER_SOCIETAL_GUIDANCE: "§T正在受$EMPIRES|H$的社会指导§!。"
 DIPLOMACY_PROVIDED_WITH_TECHNOLOGIES: "§T正在由$EMPIRES|H$提供科技§!。"
 DIPLOMACY_PRE_FTL_COMMERCIAL_AGREEMENT: "§T与$EMPIRES|H$有商贸协定§!"
 DIPLOMACY_ALLIANCE_DESC: "§T在§H联盟§!中：$NAME|H$§!"
 DIPLOMACY_FEDERATION_DESC: "§T在§H联邦§!中：$NAME|H$§!"
 DIPLOMACY_OVERLORD_DESC: "§T拥有附属国§!"
 DIPLOMACY_IS_VASSAL_DESC: "§T是附属国§!"
 DIPLOMACY_AT_WAR_DESC: "§T在战争中§!"
 DIPLOMACY_IN_ALLIANCE_WITH: "我们与他们处于同一联邦。"
 DIPLOMACY_THEY_ARE_SUBJECT: "他们是我们的附属国。"
 DIPLOMACY_WE_ARE_SUBJECT: "我们是他们的附属国。"
 DIPLOMACY_RIVAL_STATUS: "他们将我们当作宿敌。"
 DIPLOMACY_RIVALED_STATUS: "我们将他们当作宿敌。"
 DIPLOMACY_STATUS_ASSOCIATE: "与我们有联邦合作关系。"
 DIPLOMACY_STATUS_DEFENSIVE_PACT: "我们与他们有防御条约。"
 DIPLOMACY_STATUS_NAP: "我们和他们有互不侵犯条约。"
 DIPLOMACY_STATUS_COMMERCIAL_PACT: "我们与他们签订了商业协议。"
 DIPLOMACY_STATUS_RESEARCH_AGREEMENT: "我们与他们有科研协议。"
 DIPLOMACY_STATUS_MIGRATION_PACT: "我们和他们有移民条约。"
 DIPLOMACY_STATUS_GUARANTEED: "我们保障了他们独立。"
 DIPLOMACY_STATUS_GUARANTEEING: "他们保障了我们独立。"
 DIPLOMACY_STATUS_SUPPORTING_INDEPENDENCE: "我们正在支持他们独立。"
 DIPLOMACY_STATUS_SUPPORTING_INDEPENDENCE_BY: "他们在支持我们的独立。"
 DIPLOMACY_STATUS_WAR: "我们正在与他们交战。"
 DIPLOMACY_STATUS_TRADE: "我们和他们有贸易协定。"
 DIPLOMACY_STATUS_INTEGRATED_BY_US: "他们正在被合并进我们的帝国中。"
 DIPLOMACY_STATUS_INTEGRATING_US: "他们正在将我们合并进他们的帝国。"
 DIPLOMACY_STATUS_THEY_CLOSED_BORDERS: "他们对我们关闭了边境。"
 DIPLOMACY_STATUS_WE_CLOSED_BORDERS: "我们对他们关闭了边境。"
 DIPLOMACY_STATUS_TRUCE: "我们与他们有停战协定，截止日期为$DATE|H$。"
 DIPLOMACY_STATUS_CASUS_BELLI_HOLDER: "他们对我们有宣战理由。"
 DIPLOMACY_STATUS_CASUS_BELLI_TARGET: "我们对他们有宣战理由。"
 DIPLOMACY_STATUS_UNDER_SOCIETAL_GUIDANCE: "他们正在受我们的社会指导。"
 DIPLOMACY_STATUS_PROVIDED_WITH_TECHNOLOGY: "我们正与他们分享先进的科技。"
 DIPLOMACY_STATUS_PRE_FTL_TRADE: "我们与他们贸易。"
 ####################################
 #Event Window
 ####################################
 SPECIAL_EVENTOPTION_TRAIT: "§H$NAME$§!特质解锁的选项"
 SPECIAL_EVENTOPTION_ETHIC: "§H$NAME$§!思潮解锁的选项"
 EVENT_EXPIRY: "系统将于$DATE|H$自动选择默认选项"
 EVENT_NOTIFICATION_TITLE_FORMAT: "$CONTENT|Y$"
 ####################################
 #Alliance View
 ####################################
 CURRENT_LEADER: "当前领袖"
 NEXT_LEADER: "下一任领袖"
 MEMBERS: "成员"
 NEXT_ROTATION: "下一轮换任"
 ####################################
 #Election View
 ####################################
 ELECTION_VIEW_TITLE: "统治者选举"
 ELECTION_VIEW_DESCRIPTION: "新$RULER_TITLE|Y$的选举正在进行中！\n花费£unity£§Y凝聚力§!选出其中一位候选人上任。"
 ELECTION_VIEW_DESCRIPTION_RANDOM: "$ELECTION_VIEW_DESCRIPTION$ 如果我们不加以干涉，则一位随机候选人将会当选。"
 ELECTION_VIEW_DESCRIPTION_TOP_CANDIDATE: "$ELECTION_VIEW_DESCRIPTION$ 如果我们不加以干涉，则最高的候选人将会当选。"
 ELECTION_SELECTED_WINNER: "已选举§H$SELECTED_WINNER$§!成为下一任统治者。"
 ELECTION_SELECTED_WINNER_PRE_RULER_LOCATION: "我们选出曾在§H$PRE_RULER_LOCATION$§!担任$PRE_RULER_TITLE$的§H$SELECTED_WINNER$§!成为下一任统治者。"
 ELECTION_RE_ELECTED: "当前统治者§H$SELECTED_WINNER$§!成功连任。"
 ELECT: "选举"
 ELECTION_NOT_ENOUGH_INFLUENCE: "§R凝聚力不足§!"
 NOT_ENOUGH_UNITY: "§R凝聚力不足§!"
 ABSTAIN: "弃权"
 ABSTAIN_DESC: "若选择弃权，则一位随机候选者会被选为统治者。"
 ABSTAIN_DESC_TOP_CANDIDATE: "若选择弃权，则最上方的候选者会被选为统治者。"
 ELECT_DESC: "将$NAME|Y$选为$COST|H$的统治者。"
 NOT_IN_ELECTION: "§R只有在选举进行中才能支持候选人。§!"
 SELECT_LEADER: "左键点击选定候选人。"
 ELECTIONS_ON_RULER_DEATH: "§H只有统治者死亡时才进行选举§!"
 NEXT_ELECTION_LABEL_VARIANCE: "$DATE|H$$DOUBLE_NEW_LINE$选举周期：$NEW_LINE$§H介于$FREQUENCY_MIN|0H$到$FREQUENCY_MAX|0H$年之间§!"
 NEXT_ELECTION_LABEL_NO_VARIANCE: "$DATE|H$$DOUBLE_NEW_LINE$选举周期：$NEW_LINE$§H$FREQUENCY|0H$年一次§!"
 EMERGENCY_ELECTION_TOOLTIP: "§H紧急选举§!\n花费$COST|Y0$立即举行选举。"
 COST_SCALES_WITH_SPRAWL_DELAYED: "§E该花费将随§H$EMPIRE_SIZE$§!变动。§!"
 EMERGENCY_ELECTION_BAD_GOVERNMENT_TYPE: "我们政体不允许紧急选举"
 EMERGENCY_ELECTION_CANT_AFFORD: "我们没有足够的影响力进行紧急选举。"
 ELECTION_ALREADY_ONGOING: "已经有场选举开始了！"
 EMERGENCY_ELECTION_TITLE: "§H紧急选举§!"
 DEMOCRATIC_ELECTION_TITLE: "§H选举总览§!"
 DEMOCRATIC_ELECTION_DESC: "选举总览将显示所有候选人的信息，以及各自所属的派系和当前支持率。\n§G点击以打开选举总览界面§!"
 ELECTION: "选举"
 REFORM_GOV_DESC: "通过改变思潮、国民理念或权力制度进行政体改革。此举会消耗凝聚力。"
 ####################################
 #Democratic Election View
 ####################################
 DEMOCRATIC_ELECTION_VIEW_TITLE: "民主选举统治者"
 DEMOCRATIC_ELECTION_VIEW_NEXT_ELECTION: "下一轮选举：$DATE$（$TIME_LEFT$个月之后）"
 DEMOCRATIC_ELECTION_VIEW_DESCRIPTION: "在选举日，获得§Y支持§!最多的候选人会被选为$TITLE|Y$。"
 DEMOCRATIC_ELECTION_SUPPORT: "提高支持度"
 DEMOCRATIC_ELECTION_SUPPORT_DESC: "提高此候选人支持度将花费$COST|H$。"
 DEMOCRATIC_ELECTION_MANDATE_DESC: "§E当选承诺是候选人所重视并且承诺在当选后一定完成的事务。若该事务到任期结束时还未完成，投票者便很有可能在下一轮选举中支持其他候选人。§!"
 DEMOCRATIC_ELECTION_VOTE_SHARE: "支持率"
 DEMOCRATIC_ELECTION_VOTE_SHARE_DESC: "表示该候选人目前拥有的政治支持率。\n\n选举的结果会受到对候选人§H提高支持度§!的影响。"
 DEMOCRATIC_ELECTION_COST: "花费：£unity£ $VALUE|0$"
 DEMOCRATIC_ELECTION_VIEW_ONGOING_ELECTION: "选举将在$DATE$结束（剩余$DAYS_LEFT$天）"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_ONCE: "已支持$COUNT$次"
 DEMOCRATIC_ELECTION_VIEW_SUPPORT_MULTI: "已支持$COUNT$次"
 ####################################
 #Species Modification Window
 ####################################
 SPECIES_PORTRAIT_TOOLTIP: "§H物种外貌§!\n这是物种的长相。"
 SPECIES_NAME_TOOLTIP: "§H物种名称§!\n这是该物种称呼自己的形式。\n$CLICK_TO_EDIT$"
 SPECIES_CLASS_TOOLTIP: "§H物种类别§!\n显示该物种属于什么科目。其他物种类别的人口将被当作外星人。"
 IDEAL_PLANET_CLASS_TOOLTIP: "§H宜居行星类型§!\n这类行星有适合该物种居住的生存环境。人口在恶劣环境中会产生不满。"
 NUM_AFFECTED_POPS_TOOLTIP: "§H受影响人口§!\n受此次基因修正影响的人口数。修正项目所需的花费与受影响人口的数量成正比。"
 ####################################
 #Settings View
 ####################################
 SETTINGS: "设置"
 CREDITS_VIEW: "制作人员"
 SETTINGS_VIDEO: "图形"
 SETTINGS_AUDIO: "声音"
 SETTINGS_GAMEPLAY: "游戏"
 SETTINGS_MESSAGES_ALERTS: "信息与警报"
 SETTINGS_MESSAGES: "信息"
 SETTINGS_ALERTS: "警报"
 SETTINGS_ACCESSIBILITY: "无障碍"
 SETTINGS_CONTROLS: "控制"
 SETTINGS_AUDIO_GROUP: "语音语言"
 SETTINGS_AUDIO_GROUP_l_english: "英语"
 SETTINGS_AUDIO_GROUP_l_bajen: "巴彦"
 SETTINGS_AUDIO_GROUP_l_simp_chinese: "简体中文"
 SETTINGS_VOICE_TYPE_default_advisor_voice_type: "原版风格"
 SETTINGS_VOICE_TYPE_auto_advisor_voice_type: "基于政体"
 SETTINGS_VOICE_TYPE_auto_advisor_voice_type_DESC: "自动根据创建的帝国选择顾问语音"
 SETTINGS_VOICE_TYPE_specified_advisor_voice_type: "$CUSTOM$"
 SETTINGS_VOICE_TYPE_specified_advisor_voice_type_DESC: "从右侧列表选择自定义顾问语音"
 PLAY_SAMPLE: "播放示例"
 SETTINGS_VOICE_TYPE_l_bajen: "$SETTINGS_AUDIO_GROUP_l_bajen$"
 SETTINGS_MASTER_VOLUME: "总音量"
 SETTINGS_EFFECT_VOLUME: "音效音量"
 SETTINGS_MUSIC_VOLUME: "音乐音量"
 SETTINGS_DISPLAY_MODE: "显示模式"
 SETTINGS_RENDERER: "渲染器"
 SETTINGS_RESOLUTION: "分辨率"
 SETTINGS_REFRESH_RATE: "刷新率"
 SETTINGS_GAMMA: "伽马值"
 SETTINGS_RESET: "重置"
 SETTINGS_DISCARD: "放弃更改"
 SETTINGS_APPLY: "应用并关闭"
 SETTINGS_BACK: "返回"
 SETTINGS_MULTISAMPLE: "多重采样等级"
 DISPLAY_MODE_FULLSCREEN: "全屏"
 DISPLAY_MODE_WINDOWED: "窗口"
 DISPLAY_MODE_WINDOWED_BORDERLESS: "无边框窗口（全屏）"
 RENDERER_DX11: "DirectX 11"
 RENDERER_DX9: "DirectX 9"
 RENDERER_GL: "OpenGl 2.1"
 SM_NATIVE: "桌面"
 AMBIENT: "环境音量"
 VOICEVOLUME: "顾问音量"
 TTSVOLUME: "文字转语音音量"
 AUTOSAVE_LABEL: "自动保存"
 AUTOSAVE_NEVER: "从不"
 AUTOSAVE_DAILY: "每日"
 AUTOSAVE_EVERY_MONTH: "每月"
 AUTOSAVE_THREE_MONTHS: "每季"
 AUTOSAVE_SIX_MONTHS: "每半年"
 AUTOSAVE_YEARLY: "每年"
 AUTOSAVE_TO_CLOUD_LABEL: "自动保存到云端"
 AUTOSAVE_TO_CLOUD_NOCLOUD: "§RSteam云不可用或玩家已登出Steam。§!"
 GAMMA_DISABLED_FULLSCREEN: "伽马值选项仅在全屏时可用！"
 RESTART_REQ: "需要重启"
 RESTART_REQ_DESC: "必须重启游戏以启用更改。"
 SETTINGS_FAILED_SAVE: "保存设置失败！"
 SETTINGS_FAILED_SAVE_DESC: "写入设置文件时出错。请确保文件没有写入保护并重试。"
 SETTINGS_TUTORIAL_LABEL: "教程"
 SETTINGS_EVENT_POPUP_LABEL: "事件弹窗"
 SETTINGS_AUTO_UNPAUSE_LABEL: "弹窗自动解除暂停"
 SETTINGS_AUTO_PAUSE_LABEL: "事件自动暂停"
 SETTINGS_TUTORIAL_NONE: "无"
 SETTINGS_TUTORIAL_MEDIUM: "提示"
 SETTINGS_TUTORIAL_FULL: "全部"
 SETTINGS_MOUSE_PANNING_LABEL: "屏幕边缘平移"
 INPUT_TYPE_LABEL: "输入设备"
 SETTINGS_INPUT_TYPE_MOUSE_AND_KEYBOARD: "鼠标/键盘"
 SETTINGS_INPUT_TYPE_GAMEPAD: "游戏手柄"
 SETTINGS_GFX_QUALITY: "图形质量"
 SETTINGS_GFX_QUALITY_INFO: "决定游戏的整体视觉效果。"
 SETTINGS_GFX_QUALITY_INFO_LOW: "§H低§!：适合使用集成显卡的设备。使用较小的纹理，降低或关闭大多数视觉特效，尤其是星系视图，保证配置较低的电脑获得流畅的体验。"
 SETTINGS_GFX_QUALITY_INFO_MEDIUM: "§H中§!：使用高分辨率的纹理，但降低了一些视觉特效，尤其是星系界面。在提升画面效果的同时兼顾性能稳定。"
 SETTINGS_GFX_QUALITY_INFO_HIGH: "§H高§!：开启所有图形特效，使用高分辨率纹理。"
 GFX_QUALITY_LOW: "低"
 GFX_QUALITY_MEDIUM: "中"
 GFX_QUALITY_HIGH: "高"
 SETTINGS_DISPLAY_MODE_INFO: "决定游戏窗口的显示方式。\n\n§H全屏幕§!：游戏将全屏显示，你的显示器分辨率将会变更为当前选择的分辨率。\n\n§H窗口化§!：游戏将用选定的分辨率窗口化显示。\n\n§H无边框全屏幕§!：游戏将会以桌面大小的窗口显示，置于所有窗口之前。"
 SETTINGS_RENDERER_INFO: "决定使用哪种渲染器。"
 SETTINGS_RESOLUTION_INFO: "决定游戏窗口的像素尺寸。"
 SETTINGS_REFRESH_RATE_INFO: "使用全屏幕模式时，§H刷新率§!决定了显示器的每秒重绘次数。在窗口化或无边框模式中，将采取桌面的刷新率。"
 SETTINGS_MULTISAMPLE_INFO: "§H多重采样§!会在渲染时平滑锯齿边缘。设置得越高，占用资源越多，但也会带来更好的画面表现。使用较老的硬件时，将该值设为0来提高性能。"
 SETTINGS_GUISCALE: "用户界面缩放"
 SETTINGS_GUISCALE_INFO: "§H用户界面缩放§!的最大值取决于你的§H分辨率§!。分辨率越高，§H用户界面缩放§!就可以调的更高。请注意勿将此值设置得过高，否则部分用户界面要素会超出屏幕，无法使用。"
 SETTINGS_BLOOM: "全屏泛光质量"
 SETTINGS_BLOOM_INFO: "更高的§H泛光质量§!会牺牲少量性能，提供更广泛、更平滑的泛光效果。"
 SETTINGS_LENS_FLARE: "镜头光晕"
 SETTINGS_LENS_FLARE_INFO: "切换§H镜头光晕§!的开关。需要启用泛光。"
 SETTINGS_HYPERLANE_OPACITY: "超空间航道透明度"
 SETTINGS_HYPERLANE_OPACITY_INFO: "决定星系地图上超空间航道的透明度。较低的设置会让超空间航道看上去更加透明。"
 BLOOM_QUALITY_OFF: "$OFF$"
 BLOOM_QUALITY_LOW: "$GFX_QUALITY_LOW$"
 BLOOM_QUALITY_HIGH: "$GFX_QUALITY_HIGH$"
 SETTINGS_USE_RICH_PRESENCE_LABEL: "显示更详细的内容"
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE: "鼠标侧键模式"
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE_INFO: "控制鼠标侧键的功能。请注意并非所有鼠标均有侧键。"
 SETTINGS_ACCESSIBILITY_MOUSE_SIDE_BUTTON_MODE_VALUE_INFO: "§H普通：§!鼠标4键切换恒星系与星系视图，鼠标5键开关暂停。\n§H反转：§!鼠标4键开关暂停，鼠标5键切换恒星系与星系视图。\n§H关闭：§!禁用鼠标4键和鼠标5键。"
 MOUSE_SIDE_BUTTON_MODE_NORMAL: "普通"
 MOUSE_SIDE_BUTTON_MODE_INVERTED: "反转"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS: "文字转语音"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS_INFO: "启用文字转语音用户界面兼容长文本模式"
 SETTINGS_ACCESSIBILITY_GENERAL_TTS_VALUE_INFO: "开/关通用§H文字转语音§!支持"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS: "文字转语音（工具提示）"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS_INFO: "为工具提示启用文字转语音的UI元素，并允许锁定所有工具提示"
 SETTINGS_ACCESSIBILITY_TOOLTIP_TTS_VALUE_INFO: "开关工具提示的通用§H文字转语音§!支持。这也会让所有的工具提示可以被锁定"
 SETTINGS_ACCESSIBILITY_TTS: "多人聊天文字转语音"
 SETTINGS_ACCESSIBILITY_TTS_INFO: "在多人游戏聊天中启用文字转语音翻译"
 SETTINGS_ACCESSIBILITY_STT: "多人聊天语音转文字"
 SETTINGS_ACCESSIBILITY_STT_INFO: "在多人游戏聊天中启用语音转文字翻译"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS: "多人聊天可视通知"
 SETTINGS_ACCESSIBILITY_CHAT_VISUAL_ALERTS_INFO: "在多人聊天中启用可视通知"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT: "多人游戏语音转文本开关快捷键"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_INFO: "按下按钮切换语音转文字翻译的开关状态"
 SETTINGS_ACCESSIBILITY_TTS_VALUE_INFO: "开/关多人聊天§H文本转语音§!"
 SETTINGS_ACCESSIBILITY_STT_VALUE_INFO: "开/关多人聊天§H语音转文本§!"
 SETTINGS_ACCESSIBILITY_VISUAL_ALERTS_VALUE_INFO: "开/关多人游戏聊天§H可视化提示§!"
 SETTINGS_ACCESSIBILITY_USE_STT_SHORTCUT_VALUE_INFO: "开/关多人聊天§H语音转文字快捷键§!"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS: "多人聊天大字体"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_INFO: "使用大字体显示多人聊天消息"
 SETTINGS_ACCESSIBILITY_CHAT_LARGE_FONTS_VALUE_INFO: "开/关使用多人游戏聊天信息大字体"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT: "多人聊天语音转文字快捷键"
 SETTINGS_ACCESSIBILITY_STT_SHORTCUT_INPUT_INFO: "自定义切换§H语音转文字§!开关的快捷键"
 SETTINGS_MOUSE_WHEEL_ACCELERATION: "鼠标滚轮加速度"
 SETTINGS_MOUSE_WHEEL_SPEED: "鼠标滚轮速度"
 ####################################
 #Message & Alert Settings
 ####################################
 MESSAGE_SETTINGS: "信息设置"
 MESSAGE_SETTINGS_SUBHEADING: "按照信息设置"
 MESSAGE_SETTINGS_FILTER_HEADING: "筛选器"
 RESET_MESSAGE_SETTINGS: "重置筛选器"
 FILTER_CATEGORY_HEADING: "按类别筛选"
 FILTER_EDITED_HEADING: "按已编辑筛选"
 FILTER_TYPE_HEADING: "按种类筛选"
 MESSAGE_TYPE_HEADING: "型号"
 MESSAGE_ENABLED_HEADING: "启用"
 MESSAGE_AUTOPAUSE_HEADING: "自动暂停"
 MESSAGE_EDITED: "已编辑"
 MESSAGE_NOT_EDITED: "未变更"
 MESSAGE_ANY_EDITED: "全部"
 IS_EDITED_TOOLTIP: "该信息已被编辑，不同于默认设置。"
 ALERT_IS_EDITED_TOOLTIP: "该警报已被编辑，不同于默认设置。"
 MESSAGE_SETTINGS_EMPTY_RESULTS: "未找到信息。\n请尝试更换搜索标准或激活筛选器。"
 ALERT_SETTINGS_EMPTY_RESULTS: "未找到警报。\n请尝试更换搜索标准或激活筛选器。"
 SETTINGS_NOTIFICATION_AUTO_OPEN_FIRST_TIME: "自动打开一次"
 SETTINGS_AUTO_OPEN_FIRST_TIME_TOOLTIP: "§H$SETTINGS_NOTIFICATION_AUTO_OPEN_FIRST_TIME$§!\n若设为§Y开启§!所有的提示将会触发的第一时间弹出提示。$DEFAULT_BRACKET$"
 SETTINGS_EVENT_AUTO_PAUSE_TOOLTIP: "§H$SETTINGS_AUTO_PAUSE_LABEL$§!\n若如果设为§Y开启§!，每当事件触发时游戏都会自动暂停。$DEFAULT_BRACKET$\n$SEPARATOR$\n§E特定信息可能启用§H自动暂停§!功能，即便该设置为§Y关闭§!也会暂停§!。"
 SETTINGS_EVENT_AUTO_UNPAUSE_TOOLTIP: "§H$SETTINGS_AUTO_UNPAUSE_LABEL$§!\n若§Y开启§!，游戏将在关闭所有导致暂停的信息弹窗之后自动继续。$DEFAULT_BRACKET$"
 SETTINGS_EVENT_POPUP_TOOLTIP: "§H$SETTINGS_EVENT_POPUP_LABEL$§!\n若设为§Y开启§!，事件将会自动跳出。$DEFAULT_BRACKET$\n若设为§Y关闭§!，所有事件都会变成提示，仅当点击时打开。"
 SETTINGS_AUTO_UNPAUSE_TOOLTIP: "§H$SETTINGS_AUTO_UNPAUSE_LABEL$§!\n若勾选，游戏将会在关闭所有导致游戏暂停的事件弹窗之后自动解除暂停。$DEFAULT_BRACKET$"
 DEFAULT_BRACKET: "§E[Default]§!"
 MESSAGE_TOAST_TYPE: "弹框"
 MESSAGE_NOTIFICATION_TYPE: "提示"
 MESSAGE_POPUP_TYPE: "弹窗"
 MESSAGE_TYPE_ALL: "全部"
 TOOLTIP_MESSAGE_TYPE: "§H信息种类§!\n游戏内的信息可以分为§H提示§!和§H弹框§!两种。\n$SEPARATOR$\n§E§H提示§!会以图标的形式出现并在屏幕的顶端停留。\n§H弹框§!信息会在右上角自动出现并消失。§!"
 TOOLTIP_RESET_DEFAULT_MESSAGE_SETTINGS: "§H$RESET_MESSAGE_SETTINGS$§!\n§G点击将所有信息恢复为游戏默认设置§!"
 TOOLTIP_RESET_DEFAULT_ALERT_SETTINGS: "§H$RESET_MESSAGE_SETTINGS$§!\n§G点击将所有警报恢复为游戏默认设置§!"
 TOOLTIP_MESSAGE_ENABLED: "§H$MESSAGE_ENABLED_HEADING$§!\n勾选表明该信息已启用。"
 MESSAGE_CLICK_TO_TOGGLE: "§G点击信息开关§!"
 ALERT_CLICK_TO_TOGGLE: "§G点击切换警报开关§!"
 AUTOPAUSE_CLICK_TO_TOGGLE: "§G点击开关自动暂停功能§!"
 TOOLTIP_MESSAGE_NOTIFICATION: "§H$MESSAGE_NOTIFICATION_TYPE$§!\n提示会以图标的形式出现并堆叠在屏幕的顶端。"
 TOOLTIP_MESSAGE_TOAST: "§H$MESSAGE_TOAST_TYPE$§!\n弹框信息将在右上角自动出现、消失。"
 TOOLTIP_MESSAGE_POPUP: "§H$MESSAGE_POPUP_TYPE$§!\n弹窗会以对话窗的方式显示在屏幕中央。"
 TOOLTIP_MESSAGE_AUTOPAUSE: "§H$MESSAGE_AUTOPAUSE_HEADING$§!\n启用时，当信息触发时游戏会自动暂停。\n\n§E该设置在多人游戏下无效。§!"
 TOOLTIP_ALERT_ENABLED: "§H$MESSAGE_ENABLED_HEADING$§!\n控制警报是否在屏幕上显示。"
 TOOLTIP_ALERT_AUTOPAUSE: "§H$MESSAGE_AUTOPAUSE_HEADING$§!\n启用时，游戏会在警报触发时自动暂停。\n\n§E该设置在多人游戏下无效。§!"
 TOOLTIP_SETTING_DISCARD: "§H放弃更改§!\n§G放弃所有未保存的设置变更§!"
 TOOLTIP_SETTING_CLOSE: "§H取消§!\n§G不保存并关闭§!"
 TOOLTIP_SETTING_APPLY: "§H应用并关闭§!\n§G保存设置并关闭§!"
 TOOLTIP_SETTINGS_SEARCH: "§G输入信息名称的任一部分对列表进行筛选§!"
 TOOLTIP_ALERT_SETTINGS_SEARCH: "§G输入警报名称的任一部分对列表进行筛选。§!"
 MESSAGE_TOGGLE_DISABLED: "§R该信息无法完全禁用。必须选择提示、弹框、弹窗三种形式之一。§!"
 OPEN_MESSAGE_SETTINGS_NOTIFICATION: "§GCtrl+点击以打开该§H提示§!的信息设置。§!"
 OPEN_MESSAGE_SETTINGS_TOAST: "§G点击打开该§H弹框§!的信息设置。§!"
 OPEN_MESSAGE_SETTINGS_POPUP: "§G点击打开§H弹窗§!信息设置§!"
 ####################################
 #Claims View
 ####################################
 CLAIMS_VIEW: "宣称"
 FILTERED: "过滤"
 MAKE_CLAIMS: "制造宣称"
 MAKE_CLAIMS_COST: "$MAKE_CLAIMS$ $CLAIMS_COST$"
 CLAIMS_COST: "£influence£ $COST|Y0$"
 CLAIMS_VIEW_NO_CLAIMS: "没有宣称"
 CLAIMS_VIEW_CURRENT_CLAIMS: "当前宣称"
 CLAIMS_VIEW_ADD_CLAIMS: "添加宣称"
 CLAIMS_VIEW_NO_COMMUNICATIONS: "没有可以制造宣称的星系"
 TOOLTIP_CLAIMS_VIEW_NO_COMMUNICATIONS: "§R我们未探明任何可以制造宣称的帝国§!"
 TOOLTIP_CLAIMS_VIEW_FILTER: "显示宣称，目标为"
 TOOLTIP_MAKE_CLAIMS: "§G点击以制造选中星系的宣称§!"
 TOOLTIP_MAKE_CLAIMS_NONE: "§R没有可以制造宣称的星系§!"
 TOOLTIP_CLAIM_ITEM: "用 + 与 - 按钮来增加或者减少宣称。"
 TOOLTIP_CLAIM_ITEM_REMOVE: "§G点击移除选定星系的宣称§!"
 TOOLTIP_CLAIM_ITEM_FOCUS: "§G点击右键以移到该星系§!"
 TOOLTIP_CLAIM_ITEM_STRONGEST_CLAIMER: "最强宣称方（$NUM_CLAIMS|Y$）"
 TOOLTIP_CLAIM_ITEM_SYSTEM_OWNER: "恒星系所有者"
 TOOLTIP_MAP_ICON_CLAIM_NONE: "$SYSTEM|Y$当前无人宣称"
 TOOLTIP_MAP_ICON_CLAIM_SINGLE: "$SYSTEM|Y$当前宣称者为"
 TOOLTIP_MAP_ICON_CLAIM_MULTIPLE: "$SYSTEM|Y$的当前宣称者，按照宣称强弱排序为"
 TOOLTIP_MAP_ICON_CLAIM_COUNTRY: "$NAME|H$（$COUNT|E$）\n$STATUS$"
 COUNTRY_STATUS: "$NAME|H$\n$STATUS$"
 NUM_CLAIMS: "$VALUE$"
 CLAIMED_SYSTEM: "已宣称星系"
 CLAIM_SYSTEM: "宣称星系"
 CLAIM_SYSTEM_TOOLTIP: "§E点击以添加对$SYSTEM|Y$的宣称。§!"
 CLAIM_SYSTEM_CONFIRMATION: "你想要花费$COST|Y$影响力用于宣称$SYSTEM|Y$吗？"
 UNCLAIMABLE_SYSTEM_COMMUNICATIONS: "我们只能宣称已知帝国的恒星系。"
 UNCLAIMABLE_SYSTEM_INTEL: "无法宣称我们尚未造访或者没有情报的恒星系。"
 UNCLAIMABLE_SYSTEM_WAR_ALLY: "我们不能宣称已经被我们的战时盟友宣称的星系。"
 UNCLAIMABLE_SYSTEM_OWNED: "你没法对你自己的星系制造宣称。"
 CLAIM_SYSTEM_RIVALRY_COST: "宿敌：$VALUE|%G0$"
 CLAIM_SYSTEM_WAR_ATTACKER_COST: "侵略战争：$VALUE|%R0$"
 CANNOT_REMOVE_CLAIMS_TOO_MANY: "我们不能移除多于现有数量的宣称"
 CANNOT_REMOVE_CLAIMS_AT_WAR: "在战争时期我们无法移除宣称"
 CANNOT_ADD_CLAIM_POLICY: "§R我们的§Y战争学说§!政策不允许我们宣称此星系，除非是在防守战争中§!"
 CANNOT_ADD_CLAIM_DEVOURING_SWARM: "§R我们无需宣称猎物的星系§!"
 CANNOT_ADD_CLAIM_DEVOURING_SWARM_LITHOID: "§R我们无需宣称恒星系就可以将其作为食物§!"
 CANNOT_ADD_CLAIM_PURIFIERS: "§R我们无需宣称劣等物种的星系§!"
 CANNOT_ADD_CLAIM_ASSIMILATOR: "§R我们无需宣称同化目标的星系§!"
 CANNOT_ADD_CLAIM_EXTERMINATOR: "§R我们无需宣称有机渣滓的星系§!"
 CANNOT_ADD_CLAIM_THEY_THREAT: "§R我们无需宣称星际公敌的星系§!"
 CANNOT_ADD_CLAIM_NOT_VALID_EMPIRE: "§R我们无需宣称敌对太空生物所在的星系§!"
 CANNOT_ADD_CLAIM_COLOSSUS: "§R拥有巨像的我们不需要宣称邻国的星系。§!"
 CANNOT_ADD_CLAIM_THEY_COLOSSUS: "§R我们无需宣称拥有巨像级武器的邻国的疆域。§!"
 ####################################
 #Market View
 ####################################
 MARKET_VIEW: "贸易市场"
 GALACTIC_MARKET: "泛星系$MARKET_VIEW$"
 INTERNAL_MARKET: "国内$MARKET_VIEW$"
 CLICK_OPEN_MARKET: "点击以打开市场"
 SELECT_RESOURCE: "请选择一种资源"
 SELECT_RESOURCE_ENTRY_INFO: "§G点击以选择此资源。§!"
 RESOURCE_NOT_TRADABLE: "该资源无法被交易"
 MARKET_TRADE_FEE_HEADER: "$MARKET_TRADE_FEE$："
 MARKET_TRADE_FEE: "市场中介费"
 MARKET_TRADE_FEE_VALUE: "$MARKET_TRADE_FEE_HEADER$ $VALUE|Y%0$"
 MARKET_TRADE_STOCKPILE_HEADER: "$CURRENCY$库存："
 MARKET_TRADE_STOCKPILE_VALUE: "£$CURRENCY_KEY$£ $VALUE|Y0$"
 MARKET_BUY: "购买"
 MARKET_BUY_RESOURCE: "购买£$KEY$£ $VALUE$$NAME$"
 MARKET_BUY_INFO: "点击有意购买的数量"
 MARKET_TOTAL_BOUGHT: "购买$RESOURCE$的总额：£$KEY$£ $VALUE|Y0$"
 MARKET_SELL: "出售"
 MARKET_SELL_RESOURCE: "出售£$KEY$£ $VALUE$$NAME$"
 MARKET_SELL_INFO: "点击有意出售的数量"
 MARKET_TOTAL_SOLD: "出售$RESOURCE$的总额：£$KEY$£ $VALUE|Y0$"
 GAIN_RESOURCE: "获得：£$KEY$£ $VALUE|Y0$"
 LOSE_RESOURCE: "失去：£$KEY$£ $VALUE|Y0$"
 TRADE_RESOURCE_INFO: "§G点击以交易此资源。§!"
 TRADE_MISSING_RESOURCE: "缺少£$KEY$£ $VALUE|R0$"
 TRADE_BASE_COST: "基础花费：£energy£ $VALUE|Y0$"
 TRADE_COST: "花费：£energy£ $VALUE|Y0$"
 LAST_TRADE_HEADER: "$GALACTIC_MARKET$上的最后一次贸易："
 LAST_TRADE_BOUGHT: "$COUNTRY|H$购买了£$KEY$£"
 LAST_TRADE_SOLD: "$COUNTRY|H$出售了£$KEY$£"
 AUTOMATIC_TRADES: "自动贸易"
 ADD_NEW_TRADE: "添加新的每月贸易"
 MONTHLY_TRADE: "每月贸易"
 MONTHLY_TRADE_TRADETYPE_DESC: "§G点击以选择交易的类型。§!"
 MONTHLY_TRADE_ENTRY_HEADER: "$MONTHLY_TRADE$"
 MONTHLY_TRADE_ENTRY_CLICK: "§G点击以修改此项交易§!"
 MONTHLY_TRADE_ENTRY_DESC: "这些资源每个月都会进行交易，直到贸易协议被撤销或者我方缺乏资源维持交易为止。"
 MONTHLY_TRADE_ENTRY_RIGHT_CLICK: "§G右键点击以删除此项交易§!"
 RESOURCE_TEXT: "资源"
 AMOUNT: "数量"
 INVALID_AMOUNT: "无效的$AMOUNT$"
 INVALID_AMOUNT_ABOVE_MAX: "每笔£$KEY$£$MAX_AMOUNT|0Y$交易的上限已超出。"
 PRICE: "价格"
 ADD: "添加"
 OPTIONAL: "可选"
 MARKET_LACKING_RESOURCE: "资源不足"
 SELECT_AMOUNT_HEADER: "交易数额"
 SELECT_AMOUNT_DESC: "§G点击以输入有意交易的数额。§!"
 SELECT_PRICE_HEADER: "交易价格"
 SELECT_PRICE_DESC: "§G点击以输入价格（$OPTIONAL$）。§!"
 CANCEL_REMOVE: "撤销/删除"
 CANCEL_TRADE_DESC: "§G点击以撤销或删除此交易。§!"
 ADD_EDIT: "添加/编辑"
 ADD_TRADE_DESC: "§G点击以添加或编辑此交易。§!"
 TRADE_TYPE: "交易类型"
 TRADE_TYPE_NOT_SELCTED: "未选择$TRADE_TYPE$"
 RESOURCE_NOT_SELECTED: "未选择资源"
 MIN_PRICE: "最低："
 MIN_SELL_PPRICE: "最低$MARKET_SELL$ $PRICE$（$OPTIONAL$）"
 MAX_PRICE: "最高："
 MAX_BUY_PRICE: "最高$MARKET_BUY$ $PRICE$（$OPTIONAL$）"
 RESOURCE_UNIT_PRICE: "£$KEY$£§Y1§!£$CURRENCY_KEY$£ $PRICE|Y$"
 UNIT_PRICE: "单价"
 UNIT_PRICE_VALUE: "$UNIT_PRICE$：£$CURRENCY_KEY$£ $VALUE|Y$"
 UNIT_PRICE_TOOLTIP_DESC: "§Y1§!$TRADETYPE$£$KEY$£的时价为£$CURRENCY_KEY$£$PRICE|Y$"
 MARKET_TRADE_FEE_DESC: "--------------\n§E  \n§Y市场中介费§!包括关税、服务和行政费用。这适用于所有的市场交易，但可以通过某些传统，建筑和议程降至§Y最低市场中介费§!$MIN_TRADE_FEE|0Y%$§!。"
 SLAVE_MARKET: "奴隶市场"
 TAB_SLAVE_MARKET_DISABLED: "§Y奴隶市场§!不可用"
 GALACTIC_MARKET_NOT_FOUNDED: "尚未创建§Y泛星系贸易市场§!"
 GALACTIC_MARKET_NOT_FOUNDED_DESC: "泛星系贸易市场还没有建立，所以我们只能进入国内市场。"
 GALACTIC_MARKET_FOUNDED_NO_ACCESS_DESC: "泛星系贸易市场已成立，但我们尚未能够访问。"
 GALACTIC_MARKET_ACCESS: "没有§Y泛星系贸易市场§!通行证"
 GALACTIC_MARKET_ACCESS_DESC: "我们的帝国无法访问泛星系贸易市场。"
 SELL_SLAVES: "出售奴隶"
 CLICK_TO_SELL_SLAVES: "§G点击以选择想要出售的人口§!"
 PUT_ON_MARKET: "投放到市场"
 PUT_ON_MARKET_SPEC: "以下$NUM|Y$£pop£§H人口§!将会被投放到奴隶市场出售："
 PUT_ON_MARKET_ENTRY: "$NUM|Y$£pop£—$NAME|Y$"
 SLAVES_ON_PLANET_HEADER: "$PLANET$上的奴隶"
 SLAVES_OF_SPECIES_HEADER: "$SPECIES$奴隶"
 SLAVES_OF_SPECIES_AMOUNT: "帝国内$SPECIES$奴隶数量：$NUM_SLAVES|Y$£pop£"
 SLAVES_OF_SPECIES_DESC: "$SPECIES$奴隶总数：$NUM_SLAVES|Y$£pop£"
 SLAVE_MARKET_DROPDOWN_SPECIES_ENTRY_INFO: "$SPECIES_NAME$£slavery£$NUM_SLAVES|Y$"
 ENTRY_ALREADY_OPEN: "§R当前显示的是该物种!§!"
 CLICK_TO_SHOW_ENTRY: "$MANUAL_RESETTLEMENT_CLICK_TO_SHOW$"
 CLICK_TO_SELECT_POP: "§G点击以选择此人口§!"
 CLICK_TO_REMOVE_SLAVE_FROM_MARKET: "点击将此人口移除出§Y奴隶市场§!"
 SELL_SLAVES_SUMMARY: "你选择了投放$NUM|Y$£pop£§H人口§!至§Y奴隶市场§!，估价$COST|Y$"
 POP_ALREADY_ON_MARKET: "此人口已经被投放到§Y奴隶市场§!销售了"
 NOT_OWNER_OF_POP: "你并非该人口的拥有者"
 NO_POPS_SELECTED: "并未选择任何人口"
 POP_NOT_SLAVE: "该人口不是奴隶"
 DESTINATION: "目的地"
 MISSING_VALID_DESTINATION: "缺失有效的目的地行星"
 BUY_SLAVE: "添购奴隶"
 BUY_SLAVE_DESC: "奴隶会被转移至$PLANET|H$"
 ALREADY_OWNER_OF_POP: "你已经是该人口的拥有者了"
 POP_NOT_ON_MARKET: "该人口不再出售"
 CLICK_TO_OPEN_SLAVE_POOL: "§G点击以选择想要出售的奴隶§!"
 NO_PLANETS_WITH_SLAVES: "没发现任何存在着奴隶的行星"
 NO_SLAVES_FOR_SALE: "没有待售的奴隶……"
 TOO_MANY_SLAVES: "市场中满是奴隶。已达到$CAP|Y$个的上限。"
 ESTIMATED_PRICE: "预计卖价"
 ESTIMATED_PRICE_DESC: "§E最终价格可能会因买家而产生差异。§!"
 EST_PRICE: "预计价格："
 SLAVE_MARKET_ALERT_ON_NEW_SLAVES_DESC: "当市场上有新奴隶时提醒我"
 SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT: "£job_unemployment£ $UNEMPLOYMENT$"
 SLAVE_POOL_PLANET_LIST_UNEMPLOYMENT_TEXT: "£job_unemployment£ 失业：$UNEMPLOYED$"
 SLAVE_POOL_PLANET_LIST_SLAVES: "£slavery£ $SLAVES|Y$"
 SLAVE_POOL_PLANET_LIST_SLAVES_TEXT: "£slavery£ 奴隶：$SLAVES|Y$"
 SLAVE_POOL_PLANET_LIST_ENTRY: "$SLAVES|Y$ / $UNEMPLOYMENT$"
 MARKET_LEADER_DESC: "市场领袖目前是："
 SORT_BY_COST: "§H按花费排序§!"
 SLAVE_TRAIT_DESC: "$TRAIT$：$VALUE$"
 TRADE_VALUE_COLLECTED_INFO: "总额：$TOTAL|Y1$\n由贸易路线所收集：$COLLECTED_BY_ROUTES|Y1$\n在附近所收集：$COLLECTED_NEARBY|Y1$"
 TRADE_VALUE_INCOMING: "流入： "
 TRADE_VALUE_OUTGOING: "流出： "
 DELETE_TRADE_ROUTE_DIALOG_TITLE: "是否删除贸易路线？"
 DELETE_TRADE_ROUTE_DIALOG_DESC: "是否确定删除此贸易路线？\n\n§R警告！删除此贸易路线会导致任何进口贸易路线也被同时删除。§!"
 RESETTLEMENT_RUIN_BUILDING_TITLE: "这将禁用一个建筑槽位。"
 RESETTLEMENT_RUIN_BUILDING_DESC: "这将导致建筑槽中的建筑被损坏或者该建筑槽内的建设遭到终止。"
 ####################################
 #Goto box
 ####################################
 GOTOBOX_HEADER: "§H搜索§!"
 GOTOBOX_DESC: "搜索已知恒星系"
 ####################################
 #AI Reasoning
 ####################################
 AIREASON_BASE_RELUCTANCE: "基础不情愿值：$VALUE|-%=0$"
 AIREASON_RELUCTANCE_OPINION: "评价：$VALUE|-%=0$"
 ####################################
 #Alien Greeting & Response Phrases
 ####################################
 ####################################
 #Diplomatic Action Types
 ####################################
 ACTION_INVITE_TO_ALLIANCE_TYPE: "邀请加入联盟"
 ACTION_INVITE_TO_ALLIANCE_TYPE_DESC: "我们可以邀请别人加入我们的联盟。"
 ACTION_KICK_FROM_ALLIANCE_TYPE: "踢出联盟"
 ACTION_KICK_FROM_ALLIANCE_TYPE_DESC: "我们可以投票把他们踢出联盟。"
 ACTION_KICK_FROM_FEDERATION_TYPE: "踢出联邦"
 ACTION_KICK_FROM_FEDERATION_TYPE_DESC: "我们可以投票把他们踢出联邦。"
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE: "请求加入联盟"
 ACTION_ASK_TO_JOIN_ALLIANCE_TYPE_DESC: "我们可以请求加入一个联盟。"
 ACTION_DEMAND_VASSALIZATION_TYPE: "提议臣服"
 ACTION_DEMAND_VASSALIZATION_TYPE_DESC: "我们可以提议让另一个帝国成为我们的附属。"
 ACTION_ASK_TO_BECOME_SUBJUGATED_TYPE: "请求归顺"
 ACTION_ASK_TO_BECOME_SUBJUGATED_TYPE_DESC: "我们可以请求成为另一个帝国的附属。"
 ACTION_ASK_TO_BECOME_SUBJUGATED_OFFER_DESC: "§H[Actor.GetName]§!请求成为我们的附属。"
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE: "请求归顺"
 ACTION_ASK_TO_BECOME_VASSALIZED_TYPE_DESC: "我们可以请求成为另一个帝国的附属。"
 ACTION_ASK_TO_BECOME_VASSALIZED_OFFER_DESC: "§H[Actor.GetName]§!请求成为我们的附属。"
 ACTION_FORM_FEDERATION_TYPE: "组建联邦"
 ACTION_FORM_FEDERATION_TYPE_DESC: "我们可以由已存在的联盟组建联邦。"
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE: "请求加入联邦"
 ACTION_ASK_TO_JOIN_FEDERATION_TYPE_DESC: "我们可以申请加入已存在的联邦。"
 ACTION_OFFER_TRADE_DEAL_TYPE: "提出贸易协定"
 ACTION_OFFER_TRADE_DEAL_TYPE_DESC: "我们可以向其他帝国提出基础的贸易协定。"
 OPINION_DIFF_HUMAN: "人类玩家的帝国不受评价影响"
 WAR_GOAL_OPINION_DIFF: "这会使对方对你的评价将改变$OPINION|Y$"
 ACTION_INVITE_TO_FEDERATION_TYPE: "邀请加入联邦"
 ACTION_INVITE_TO_FEDERATION_TYPE_DESC: "我们可以邀请别人加入我们的联邦。"
 ACTION_INVITE_TO_FEDERATION_OFFER_DESC: "§H[Actor.GetName]§!邀请我们加入他们的联邦。"
 ACTION_FORM_FEDERATION_OFFER_DESC: "§H[Actor.GetName]§!将与我方组成联邦。"
 ####################################
 #Diplomatic Actions
 ####################################
 ACTION_DECLARE_WAR_TITLE: "宣战"
 ACTION_DECLARE_WAR_DESC: "向§H[Recipient.GetName]§!宣战。"
 ACTION_DECLARE_WAR_OVERLORD_WILL_CLOSE_BRANCH_OFFICE_PLANET_DESC: "$ACTION_DECLARE_WAR_DESC$\n§R这会关闭我们在他们所有行星上的分部。§!"
 ACTION_DECLARE_WAR_LONG_DESC: "§H[Actor.GetName]§!希望向§H[Recipient.GetName]§!宣战！"
 WILL_VOTE_YES_WAR_GOAL_HUMAN: "该帝国由一名玩家控制，投票结果不可预测"
 WILL_VOTE_YES: "将投票支持"
 WILL_VOTE_NO: "将投票反对"
 ACTION_OFFER_PEACE_TITLE: "议和"
 ACTION_OFFER_PEACE_DESC: "我们可以投降，要求他们投降，或者提议把失去的和被征服的恒星系交给他们现在的占领者，以结束战争。"
 ACTION_OFFER_PEACE_OFFER_DESC: "§H[Actor.GetName]§!向我们提出了和平提案。这可以结束正在进行的战争。"
 ACTION_OFFER_PEACE_INFLUENCE_COST: "战胜方的每个成员国支付$INFLUENCE|0Y$影响力。"
 ACTION_OFFER_PEACE_NOT_AT_WAR: "我们未处于战争状态。"
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_TITLE: "求和"
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_DESC: "$ACTION_OFFER_PEACE_DESC$"
 ACTION_OFFER_PEACE_DIPLOMACY_VIEW_OFFER_DESC: "$ACTION_OFFER_PEACE_OFFER_DESC$"
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_TITLE: "$MAKE_CLAIMS$"
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_DESC: "在§H[Recipient.GetName]§!制造宣称。"
 ACTION_MAKE_CLAIMS_DIPLOMACY_VIEW_OFFER_DESC: "$[Actor.GetName]$宣称了我们的领土。"
 PICK_A_PEACE_OPTION: "我们必须选择一个和平提案！"
 DEMAND_THEIR_SURRENDER: "要求对方投降。"
 ACCEPT_SURRENDER: "投降"
 INVITE_ATTACKER: "邀请进攻者。"
 INVITE_ATTACKER_DESC: "邀请我们的盟友作为进攻者加入战争。"
 INVITE_ATTACKER_DOES_NOT_WANT_ANYTHING: "§R$COUNTRY|H$不会加入你的战争，因为他们没有兴趣向$WHO|H$宣战。§!"
 INVITE_ATTACKER_IS_LOYAL: "§R$COUNTRY|H$不会加入你的战争，因为他们效忠于$WHO|H$。§!"
 INVITE_ATTACKER_ATTITUDE: "§R$COUNTRY|H$不会加入你的战争，因为他们对$WHO|H$的态度是$ATTITUDE$。§!"
 INVITE_ATTACKER_AT_WAR: "§R$COUNTRY|H$不会加入你对$WHO|H$的战争，因为他们已处于战争状态。§!"
 INVITE_ATTACKER_NOT_READY: "§R$COUNTRY|H$不会加入你针对$WHO|H$的战争，因为他们的军力尚未组建完备。§!"
 INVITE_ATTACKER_DIFFERENT_WAR_PHILOSOPHY: "§R$COUNTRY|H$不会加入你对$WHO|H$的战争，因为他们拥有不同的§Y$policy_war_philosophy$§!政策。§!"
 INVITE_ATTACKER_MAY_JOIN: "$COUNTRY|H$愿意加入你针对$WHO|H$的战争以分一杯羹。"
 ACTION_INVITE_TO_ALLIANCE_TITLE: "邀请加入联盟"
 ACTION_INVITE_TO_ALLIANCE_DESC: "我们可以邀请他们加入我们的联盟。"
 ACTION_INVITE_TO_ALLIANCE_LONG_DESC: "[Actor.GetName]有意邀请[Recipient.GetName]加入联盟。"
 ACTION_KICK_FROM_ALLIANCE_TITLE: "踢出联盟"
 ACTION_KICK_FROM_ALLIANCE_DESC: "我们可以投票把他们踢出联盟。"
 ACTION_KICK_FROM_ALLIANCE_LONG_DESC: "[Actor.GetName]希望将[Recipient.GetName]踢出联盟。"
 ACTION_KICK_FROM_FEDERATION_TITLE: "踢出联邦"
 ACTION_KICK_FROM_FEDERATION_DESC: "我们可以投票把他们踢出联邦。"
 ACTION_KICK_FROM_FEDERATION_LONG_DESC: "[Actor.GetName]希望将[Recipient.GetName]踢出联邦。"
 ACTION_ASK_TO_JOIN_ALLIANCE_TITLE: "请求加入联盟"
 ACTION_ASK_TO_JOIN_ALLIANCE_DESC: "我们可以请求加入他们的联盟。"
 ACTION_ASK_TO_JOIN_ALLIANCE_ALREADY_IN_ALLIANCE: "§R我们已是该联盟的成员。§!"
 ACTION_ASK_TO_JOIN_ALLIANCE_MISSING_TECH: "§R对方缺少必要的科技来接受此次提议。§!"
 ACTION_LEAVE_ALLIANCE_TITLE: "离开联盟"
 ACTION_INTEGRATE_SUBJECT_TITLE: "合并附庸"
 ACTION_INTEGRATE_SUBJECT_DESC: "我们可以将附庸国整合入自己的帝国"
 ACTION_INTEGRATE_SUBJECT_DERIVED_DESC: "合并$COUNTRY|Y$需要总共花费$INFLUENCE|Y0$£influence£影响力，每月需要支付$MONTHLY|Y0$£influence£影响力。一共需要$MONTHS|Y$个月才能完成。"
 ACTION_CANCEL_SUBJECT_INTEGRATION_TITLE: "取消整合"
 ACTION_CANCEL_SUBJECT_INTEGRATION_DESC: "取消对该附庸国的整合，已消耗的资源不会返还。"
 ACTION_CLOSE_BORDERS_TITLE: "关闭边境"
 ACTION_CLOSE_BORDERS_DESC: "对该帝国关闭边境，阻止他们的舰船进入我们的领地。"
 ACTION_CLOSE_BORDERS_OFFER_DESC: "§H[Actor.GetName]§!对我们关闭了边境，阻止我们的舰队进入他们的领土。"
 ACTION_CLOSE_BORDERS_NOT_POSSIBLE: "无法对$COUNTRY|Y$关闭边境。"
 ACTION_CLOSE_BORDERS_VASSAL: "附庸不可用"
 ACTION_CLOSE_BORDERS_SUBJECT_TYPE: "此类附庸国没有自己边境的控制权"
 ACTION_CLOSE_BORDERS_VS_SUBJECT_TYPE: "附庸国无法自主控制自己的边境。"
 ACTION_CLOSE_BORDERS_OVERLORD: "无法对宗主关闭边境"
 ACTION_CLOSE_BORDERS_SUBJECT: "不能对附庸关闭边界。"
 ACTION_CLOSE_BORDERS_ALLIANCE: "无法对联盟成员关闭边境"
 ACTION_CLOSE_BORDERS_FORCED: "不能对让你强制开放边界的国家关闭边界。"
 ACTION_OPEN_BORDERS_TITLE: "开放边境"
 ACTION_OPEN_BORDERS_DESC: "对该帝国开放边境，允许他们的舰船进入我们的领地。"
 ACTION_OPEN_BORDERS_OFFER_DESC: "§H[Actor.GetName]§!对我们开放了边境。"
 ACTION_OPEN_BORDERS_FORCED: "不能对让你强制关闭边界的国家开放边界。"
 FORCED_OPEN_BORDERS: "强制开放边境"
 FORCED_CLOSED_BORDERS: "强制关闭边境"
 ACTION_LEAVE_ALLIANCE_DESC: "我们可以放弃§H[Actor.GetAllianceName]§!并分道扬镳。其他成员会不高兴的……"
 ACTION_REQUIRES_NO_OTHER_PROPOSALS: "§R对方目前正在考虑我们提出的另一项提议。§!"
 ACTION_REQUIRES_NO_ONGOING_VOTES: "§R该行动正在投票表决中。§!"
 ACTION_NEEDS_VOTE: "该行动需要我方所有盟友认同。"
 IS_SUBJECT: "对方是附属国。"
 IS_OUR_SUBJET: "他们是我们的附属国。"
 ACTION_RECIPIENT_MUST_BE_AT_PEACE: "§R对方必须是和平状态。§!"
 ACTION_ACTOR_MUST_BE_AT_PEACE: "§R我们必须是和平状态。§!"
 ACTION_ACTOR_MUST_BE_INDEPENDENT: "§R提议方必须独立。§!"
 ACTION_RECIPIENT_MUST_BE_INDEPENDENT: "§R受案方必须是独立的。§!"
 ACTION_RECIPIENT_ALREADY_PROPOSED: "§R我们的联盟已有针对该帝国的行动提案。§!"
 ACTION_RECIPIENT_ALREADY_ASSOCIATE: "§R他们已经与另一个联邦达成合作国关系了。§!"
 ACTION_DEMAND_SUBJUGATION_TITLE: "提议臣服"
 ACTION_DEMAND_SUBJUGATION_DESC: "通过一个合理的协议，兵不血刃地提议让他们成为我们的附属。"
 ACTION_DEMAND_SUBJUGATION_OFFER_DESC: "§H[Actor.GetName]§!要求我们成为他们的附属。"
 ACTION_ASK_TO_BECOME_SUBJUGATED_TITLE: "请求成为他们的附属"
 ACTION_ASK_TO_BECOME_SUBJUGATED_DESC: "我们可以向他们表示归顺，成为他们的附属。重获自由需要宣战。"
 ACTION_SUBJECT_OVERLORD_IS_SUBJECT: "§R$OVERLORD$是附属国§!"
 ACTION_FORM_FEDERATION_TITLE: "组建联邦"
 ACTION_FORM_FEDERATION_DESC: "同这个帝国组建一个联邦。一旦组建完成，我们还可以邀请其他帝国加入。"
 ACTION_FORM_FEDERATION_LONG_DESC: "[Actor.GetName]希望将联盟升级为联邦。"
 ACTION_FORM_FEDERATION_MINIMUM_MEMBERS: "§R至少需要$NUM$个联盟成员才能成立联邦。§!"
 ACTION_INVITE_TO_FEDERATION_TITLE: "邀请加入联邦"
 ACTION_INVITE_TO_FEDERATION_DESC: "我们可以邀请他们加入联邦。"
 ACTION_INVITE_TO_FEDERATION_LONG_DESC: "[Actor.GetName]有意邀请[Recipient.GetName]加入联邦。"
 ACTION_ASK_TO_JOIN_FEDERATION_TITLE: "请求加入联邦"
 ACTION_ASK_TO_JOIN_FEDERATION_DESC: "请求§H[Recipient.GetName]§!为我们发起一场申请加入他们联邦的投票。"
 ACTION_ASK_TO_JOIN_FEDERATION_OFFER_DESC: "§H[Actor.GetName]§!请求加入我们的联邦。"
 ACTION_ASK_TO_JOIN_FEDERATION_ALREADY_IN_FEDERATION: "§R我们已是该联邦的成员。§!"
 ACTION_LEAVE_FEDERATION_TITLE: "离开联邦"
 ACTION_LEAVE_FEDERATION_DESC: "我们可以与§H[Actor.GetAllianceName]§!分道扬镳，但其他成员会不高兴……"
 ACTION_REQ_WAR_LEADER: "我国是战争领袖。"
 ACTION_REQ_AT_PEACE: "我们处于和平状态。"
 ACTION_REQ_ACTOR_FED_LEADER: "你必须是联邦主席国。"
 ACTION_REQ_RECIPIENT_FED_LEADER: "对方必须是联邦主席国。"
 ACTION_DECLARE_WAR_HAS_TRUCE: "\n §R$TRUCE|H$到$DATE|H$为止，我们在停战期限结束前无法宣战。§!"
 ACTION_CLOSE_BORDERS_HAS_TRUCE: "\n §R$TRUCE|H$到$DATE|H$为止，我们在停战期限结束前无法关闭边境。§!"
 ACTION_CLOSE_BORDERS_RIVALS: "§R边境会自动对宿敌关闭。§!"
 ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT: "§R互不侵犯协定到$DATE|H$为止，我们在其结束前无法宣战。§!"
 ACTION_DECLARE_WAR_HAS_NON_AGGRESSION_PACT_NON_TIMED: "§R我们必须先撕毁互不侵犯协定才能对他们宣战。§!"
 ACTION_DECLARE_WAR_ASSOCIATION_STATUS: "§R我们必须先放弃联邦合作国地位才能对他们宣战。§!"
 ACTION_DECLARE_WAR_HAS_DEFENSIVE_PACT: "§R我们必须先撕毁防御条约才能对他们宣战。§!"
 ACTION_DECLARE_WAR_HAS_BRANCH_OFFICE_PLANET: "我们必须先关闭位于$PLANET|Y$上的分部才能对其宣战。"
 ACTION_DECLARE_WAR_HAS_SUPPORT_INDEPENDENCE: "§R我们必须先停止支持对方独立才能对他们宣战。§!"
 ACTION_DECLARE_WAR_HAS_GUARANTEE: "§R我们必须先停止保障对方独立才能对他们宣战。§!"
 ACTION_DECLARE_WAR_FEDERATION_HAS_NON_AGGRESSION_PACT: "§R联邦成员$COUNTRY|H$拥有互不侵犯协定到$DATE|H$为止，在结束前我们不能宣战。§!"
 ACTION_DECLARE_WAR_ALLIANCE_HAS_NON_AGGRESSION_PACT: "§R联盟成员$COUNTRY|H$拥有互不侵犯协定到$DATE|H$为止，在结束前我们不能宣战。§!"
 ACTION_DECLARE_WAR_SUBJECT_NOT_ALLOWED: "§R我们的宗主$OVERLORD|H$不允许我们宣战。§!"
 ACTION_DECLARE_WAR_SUBJECT_ON_SUBJECT: "§R无法对我们的附属国同伴宣战。§!"
 ACTION_DECLARE_WAR_OVERLORD_ON_SUBJECT: "§R无法对我们自己的附属国宣战。§!"
 ACTION_DECLARE_WAR_DEFENDER_OVERLORD: "§R无法发起一场宗主国会加入防御方的战争。§!"
 ACTION_RELEASE_SUBJECT_TITLE: "释放附属国"
 ACTION_RELEASE_SUBJECT_DESC: "给予§H[Recipient.GetName]§!完整的主权，他们将不再是我们的附属国！"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_TITLE: "请求独立"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_DESC: "要求从§H[Recipient.GetName]§!的统治下独立!"
 ACTION_ASK_TO_BE_RELEASED_SUBJECT_OFFER_DESC: "§H[Actor.GetName]§!请求和平地结束附庸关系"
 WARNING_NOT_ACTIVE_IN_WAR_TITLE: "警告！在战争中不积极。"
 ACTION_NOT_ACTIVE_IN_WAR_TITLE: "在战争中不积极。"
 ACTION_REQUEST_WAR_TITLE: "提议战争"
 ACTION_REQUEST_WAR_DESC: "向主席国提议开战"
 ACTION_PROPOSE_INVITE_TITLE: "邀请加入联邦"
 ACTION_PROPOSE_INVITE_DESC: "向主席国提议邀请"
 ACTION_OFFER_TRADE_DEAL_TITLE: "提出贸易协定"
 ACTION_OFFER_TRADE_DEAL_DESC: "向§H[Recipient.GetName]§!提出贸易协定。"
 ACTION_OFFER_TRADE_DEAL_OFFER_DESC: "§H[Actor.GetName]§!正向我们提议一项贸易协定。"
 ACTION_OFFER_TRADE_DEAL_EMPTY: "£trigger_no£ 交易不能为空！"
 ACTION_OFFER_TRADE_DEAL_SAME_AS_REPLACE: "£trigger_no£ 不能提供重复的交易！"
 ACTION_REQ_PEACE_WITH: "£trigger_no£ 必须与§H$RECIPIENT$§!处于和平！"
 ACTION_CANCEL_TRADE_DEAL_TITLE: "取消贸易协议"
 ACTION_CANCEL_TRADE_DEAL_DESC: "取消与§H[Recipient.GetName]§!的贸易协议。"
 ACTION_EMBASSY_TITLE: "建立大使馆"
 ACTION_EMBASSY_DESC: "在对方的首都行星建立大使馆，提升增加关系的特使的效率，增加彼此的情报目标。"
 ACTION_EMBASSY_COST: "这将提升增加关系的特使的效率，增加彼此的情报目标。"
 ACTION_EMBASSY_PROPOSAL_FAILED_ACTOR: "§H[Recipient.GetName]§!拒绝建立大使馆。"
 ACTION_EMBASSY_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!提出的建立大使馆的议案时限已过，已被自动回绝。"
 ACTION_RECALL_EMBASSY_OFFER_DESC: "从对方首都行星撤馆。收集到的情报会随着时间的推移而衰减。"
 ACTION_RECALL_EMBASSY_TITLE: "撤销大使馆"
 ACTION_RECALL_EMBASSY_DESC: "从对方首都行星撤馆。收集到的情报会随着时间的推移而衰减。"
 ACTION_RECALL_EMBASSY_COST: "$ACTION_RECALL_EMBASSY_DESC$"
 ACTION_MAKE_RIVAL_TITLE: "宣布$RIVALRY$"
 ACTION_MAKE_RIVAL_DESC: "宣布§H[Recipient.GetName]§!是我们的$RIVAL$。"
 ACTION_MAKE_RIVAL_OFFER_DESC: "§H[Actor.GetName]§!宣布我们是他们的$RIVAL$。"
 grants_subjugation_cb: "如果被拒绝，将获得对§H[From.GetName]§!的§Y$casus_belli_cb_subjugation$§!§H宣战理由§!，有效期§Y$cb_subjugation_length_default$§!。"
 cb_subjugation_length_default: "1年"
 grants_humiliation_cb_originator: "获得对§H[From.GetName]§!的§Y$casus_belli_cb_humiliation$§!§H宣战理由§!。"
 removes_humiliation_cb_originator: "会移除我们对§H[From.GetName]§!的§Y$casus_belli_cb_humiliation$§!§H宣战理由§!。"
 grants_megacorp_subjugate_cb: "如果被拒绝，将获得对§H[From.GetName]§!的§Y$casus_belli_cb_megacorp_subjugate$§!§H宣战理由§!，有效期§Y$cb_subjugation_length_default$§!。"
 ACTION_MAKE_RIVAL_COST: "双方的关系将恶化$REL$。视对方为$RIVAL$将使我们每月获得$INF$影响力，并且增进对方的敌人与我们的关系。"
 ACTION_MAKE_RIVAL_ALREADY_RIVAL_COST: "视对方为$RIVAL$将使我们每月获得$INF$影响力，并且增进对方的敌人与我们的关系。"
 ACTION_END_RIVALRY_TITLE: "结束$RIVALRY$"
 ACTION_END_RIVALRY_DESC: "结束与§H[Recipient.GetName]§!的$RIVALRY$关系。"
 ACTION_END_RIVALRY_COST: "每月不再获得影响力，但彼此间的关系会改善。"
 ACTION_INSULT_TITLE: "羞辱"
 ACTION_INSULT_DESC: "羞辱对方将会大幅降低对方对我们的评价和信任度。[Actor.GetCreativeInsultTooltip]"
 ACTION_INSULT_OFFER_DESC: "像这样的肆意辱骂无法被忽视。我们和§H[Actor.GetName]§!之间的关系下降了。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_TITLE: "给予合作国地位"
 ACTION_OFFER_FEDERATION_ASSOCIATION_DESC: "可以提议他们成为我们联邦的合作国。这将视为一项他们与我们全体联邦成员国之间的互不侵犯条约。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_LONG_DESC: "[Actor.GetName]有意赋予[Recipient.GetName]联邦合作国地位。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC: "§H[Actor.GetName]§!提议我们成为他们联邦的合作国。 "
 ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE: "给予合作国地位"
 ACTION_OFFER_FEDERATION_ASSOCIATION_TYPE_DESC: "可以提议他们成为我们联邦的合作国。这将视为一项他们与我们全体联邦成员国之间的互不侵犯条约。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TITLE: "请求获得合作国地位"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_DESC: "我们可以请求成为他们联邦的合作国。这将视为一项我们与他们全体联邦成员国之间的互不侵犯条约。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE: "请求获得合作国地位"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_TYPE_DESC: "我们可以请求成为他们联邦的合作国。这将视为一项我们与他们全体联邦成员国之间的互不侵犯条约。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC: "§H[Actor.GetName]§!向我们请求给予他们联邦合作国的地位。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TITLE: "撤销合作国地位"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_DESC: "我们可以撤销他们与联邦的合作国地位。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_LONG_DESC: "[Actor.GetName]有意撤销[Recipient.GetName]在联邦的合作国地位。"
 ACTION_OFFER_PEACE_LONG_DESC: "[Actor.GetName]希望和[Recipient.GetName]签署和平协议。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE: "撤销合作国地位"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_TYPE_DESC: "我们可以撤销他们与联邦的合作国地位。"
 ACTION_END_FEDERATION_ASSOCIATION_TITLE: "终止合作国关系"
 ACTION_END_FEDERATION_ASSOCIATION_DESC: "我们可以结束与他们联邦的合作国关系。"
 ACTION_END_FEDERATION_ASSOCIATION_TYPE: "终止合作国关系"
 ACTION_END_FEDERATION_ASSOCIATION_TYPE_DESC: "我们可以结束与他们联邦的合作国关系。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR: "我们要求给予§H[Third_party.GetName]§!合作国的提议被拒绝。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE: "§H[Actor.GetName]§!要求给予§H[Third_party.GetName]§!合作国的提议被拒绝。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!提出的关于§H[Third_party.GetName]§!成为联邦合作国的提案时限已过，已被自动拒绝。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_RECIPIENT: "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT$"
 ACTION_OFFER_FEDERATION_ASSOCIATION_PROPOSAL_FAILED_ACTOR: "$ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR$"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR: "我们要求终止§H[Third_party.GetName]§!合作国的提议被拒绝。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE: "§H[Actor.GetName]§!要求终止§H[Third_party.GetName]§!合作国的提议被拒绝。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!提出的关于撤销§H[Third_party.GetName]§!合作国地位的提案时限已过，已被自动拒绝。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ACTOR: "我们请求成为§H[Recipient.GetAllianceName]§!合作国的提案被拒绝了。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_ALLIANCE: "§H[Actor.GetName]§!请求成为§H[Recipient.GetAllianceName]§!合作国的请求被拒绝。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!请求成为§H[Recipient.GetAllianceName]§!合作国的提案时限已过，被自动拒绝。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED: "§H[Actor.GetAllianceName]§!投票通过赋予§H[Recipient.GetName]§!合作国地位的议案。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED: "§H[Recipient.GetAllianceName]§!投票通过赋予§H[Actor.GetName]§!合作国地位的议案。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_PASSED: "§H[Actor.GetAllianceName]§!投票通过撤销§H[Recipient.GetName]§!在联邦的合作国地位的议案。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED: "§H[Recipient.GetAllianceName]§!赋予§H[Actor.GetName]§!合作国地位的投票被否决。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED: "§H[Actor.GetAllianceName]§!赋予§H[Recipient.GetName]§!合作国地位的投票被否决。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_VOTE_FAILED: "§H[Actor.GetAllianceName]§!投票通过撤销§H[Recipient.GetName]§!在联邦的合作国地位的议案。"
 ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_PASSED: "§H[Actor.GetAllianceName]§!变更§H[GetLawName][GetLawCategory]§!的投票得到通过。"
 ACTION_VOTE_FOR_FEDERATION_LAW_VOTE_FAILED: "§H[Actor.GetAllianceName]§!变更§H[GetLawName][GetLawCategory]§!的投票未能通过。\n\n这对联邦的团结度产生了§R负面§!的影响。"
 ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_PASSED: "§H[Actor.GetAllianceName]§!关于变更联邦类型的投票通过了。"
 ACTION_VOTE_FOR_FEDERATION_TYPE_VOTE_FAILED: "§H[Actor.GetAllianceName]§!关于变更联邦类型的投票未通过。\n\n这对联邦内部的团结造成了§R负面§!的影响。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_PASSED: "§H[Actor.GetAllianceName]§!投票通过赋予§H[Recipient.GetName]§!合作国地位的议案。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_PASSED: "§H[Recipient.GetAllianceName]§!投票通过赋予§H[Actor.GetName]§!合作国地位的议案。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_PASSED: "§H[Actor.GetAllianceName]§!投票通过撤销§H[Recipient.GetName]§!在联邦的合作国地位的议案。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_VOTE_FAILED: "§H[Recipient.GetAllianceName]§!赋予§H[Actor.GetName]§!合作国地位的投票被否决。"
 ACTION_OFFER_FEDERATION_ASSOCIATION_VOTE_FAILED: "§H[Actor.GetAllianceName]§!赋予§H[Recipient.GetName]§!合作国地位的投票被否决。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_VOTE_FAILED: "撤回§H[Recipient.GetName]§!与§H[Actor.GetAllianceName]§!合作状态的投票被否决了。"
 ACTION_ASK_FOR_FEDERATION_ASSOCIATION_OFFER_DESC: "§H[Actor.GetName]§!正请求成为§H[Recipient.GetAllianceName]§!的合作国。"
 ACTION_BREAK_RESEARCH_AGREEMENT_OFFER_DESC: "§H[Actor.GetName]§!已经撕毁了与§H[Recipient.GetName]§!的研究协议。"
 ACTION_BREAK_GUARANTEE_OFFER_DESC: "§H[Actor.GetName]§!不再保证§H[Recipient.GetName]§!独立。"
 ACTION_REVEAL_PRESENCE_TITLE: "宣示我方存在"
 ACTION_REVEAL_PRESENCE_DESC: "向这个前超光速文明揭示我们的存在，将他们的觉醒度提升到最高。根据他们当前的觉醒度，他们会遭受星际文化冲击，最多将持续50年。"
 ACTION_CANNOT_INTERFERE_POLICY: "$TRIGGER_FAIL$§R我们的政策不允许对前超光速文明进行直接干涉。§!"
 ACTION_CANNOT_LOW_AWARENESS: "$TRIGGER_FAIL$§R我们的政策只允许对觉醒度达到高的前超光速文明揭示我们的存在。§!"
 ACTION_REVEAL_PRESENCE_OFFER_DESC: "§H[Actor.GetName]§!意识到了我们正在观测他们，现在正在建立同我们的通讯。"
 ACTION_SOCIETAL_ENLIGHTENMENT_TITLE: "提供社会指导"
 ACTION_SOCIETAL_ENLIGHTENMENT_DESC: "传授这些超光速文明我们的思考方式，随着时间发展，缓慢地将当地人口的思想转换成我们的主流思潮。"
 ACTION_SOCIETAL_ENLIGHTENMENT_OFFER_DESC: "§H[Actor.GetName]§!要求采纳我们的主流思潮。"
 ACTION_SOCIETAL_ENLIGHTENMENT_PROPOSAL_FAILED_ACTOR: "§H[Recipient.GetName]§!拒绝了采纳我们教义的提议。"
 ACTION_SOCIETAL_ENLIGHTENMENT_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!提出的采纳他们教义的提案时限已过，已被自动拒绝。"
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_TITLE: "停止社会指导"
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_DESC: "结束将这个超光速文明的思想逐渐变成我们主流思潮的项目。"
 ACTION_STOP_SOCIETAL_ENLIGHTENMENT_OFFER_DESC: "§H[Actor.GetName]§!要求我们停止社会指导工作。"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_TITLE: "提供科技"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_DESC: "将我们高级、先进的科技同这个前超光速文明共享，提高他们科技进步的速率。"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_PROPOSAL_FAILED_ACTOR: "§H[Recipient.GetName]§!拒绝了我们分享自己科技的提议。"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!建议共享他们科技的提案时限已过，已被自动拒绝。"
 ACTION_CANNOT_ENLIGHTEN_POLICY: "$TRIGGER_FAIL$§R我们的政策不允许对前超光速文明进行开化启蒙。§!"
 ACTION_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_OFFER_DESC: "§H[Actor.GetName]§!请求我们同他们分享自己先进、高级的科技。"
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_TITLE: "停止提供科技"
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_DESC: "结束同这个前超光速文明共享我们先进科技的项目。"
 ACTION_STOP_OPEN_TECHNOLOGICAL_ENLIGHTENMENT_OFFER_DESC: "结束同§H[Actor.GetName]§!共享我们先进科技的项目。"
 ACTION_PRE_FTL_TRADE_TITLE: "缔结商贸协定"
 ACTION_PRE_FTL_TRADE_DESC: "同前超光速文明缔结商贸协定。这会提高我们观测站的产出。"
 ACTION_PRE_FTL_TRADE_OFFER_DESC: "同§H[Actor.GetName]§!缔结商贸协定。这会提高我们观测站的产出。"
 ACTION_PRE_FTL_TRADE_PROPOSAL_FAILED_ACTOR: "§H[Recipient.GetName]§!拒绝了我们提出的签署贸易协议的提案。"
 ACTION_PRE_FTL_TRADE_PROPOSAL_FAILED_RECIPIENT: "§H[Actor.GetName]§!提议签署贸易协议。"
 ACTION_STOP_PRE_FTL_TRADE_TITLE: "撕毁商贸协定"
 ACTION_STOP_PRE_FTL_TRADE_DESC: "结束同这个前超光速文明互通有无的项目。"
 ACTION_STOP_PRE_FTL_TRADE_OFFER_DESC: "结束同§H[Actor.GetName]§!互通有无的项目。"
 ACTION_MANAGE_SPY_NETWORK_TITLE: "管理间谍网"
 ACTION_MANAGE_SPY_NETWORK_DESC: "打开谍报页面"
 ACTION_MANAGE_SPY_NETWORK_OFFER_DESC: " " #Should be not empty to avoid error but isn't shown
 ACTION_OPEN_PRE_FTL_HOMEWORLD_TITLE: "$GO_TO_preFTL_PLANET$"
 ACTION_OPEN_PRE_FTL_HOMEWORLD_DESC: "$GO_TO_preFTL_PLANET_tt$"
 ACTION_OPEN_PRE_FTL_HOMEWORLD_OFFER_DESC: " " #Should be not empty to avoid error but isn't shown
 LACK_OF_TRUST: "缺乏信任"
 DIPLO_ACTION_ADD_TRUST: "每月提高$TRUST$点他们对我方的信任，上限为$MAX_TRUST|0G$。"
 DIPLO_ACTION_INFLUENCE_COST: "这将每月消耗我们$INF|R$点影响力。"
 DIPLO_ACTION_ACTOR_RESOURCES: "交易将使我方每月获得§Y$RESOURCES$§!。"
 DIPLO_ACTION_RECIPIENT_RESOURCES: "交易将使对方每月获得§Y$RESOURCES$§!。"
 DIPLO_ACTION_ACTOR_AND_RECIPIENT_RESOURCES: "交易将使我方每月获得§Y$ACTOR_RESOURCES$§!，对方每月获得§Y$RECIPIENT_RESOURCES$§!。"
 DIPLO_ACTION_ACTOR_RESOURCES_CANCEL: "交易现在让我方每月获得§Y$RESOURCES$§!。"
 DIPLO_ACTION_RECIPIENT_RESOURCES_CANCEL: "交易现在让对方每月获得§Y$RESOURCES$§!。"
 DIPLO_ACTION_ACTOR_AND_RECIPIENT_RESOURCES_CANCEL: "交易现在让我方每月获得§Y$ACTOR_RESOURCES$§!，对方每月获得§Y$RECIPIENT_RESOURCES$§!。"
 DIPLO_ACTION_COMMERCIAL_BRANCH_OFFICE_LIST: "开设新分部利益最大化的行星是$PLANETS$。"
 DIPLO_ACTION_COMMERCIAL_BRANCH_OFFICE_ENTRY: "$PLANET|Y$（£energy£$VALUE$）"
 DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL: "\n§E共享情报：§!最低情报等级§Y $MININTEL$§!"
 DIPLO_ACTION_INTEL_NON_AGGRESSION_PACT: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$"
 DIPLO_ACTION_INTEL_GUARANTEE: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$"
 DIPLO_ACTION_INTEL_COMMERCIAL_PACT: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$，相对经济实力，中恒星系情报"
 DIPLO_ACTION_INTEL_MIGRATION_PACT: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$，低恒星系情报"
 DIPLO_ACTION_INTEL_DEFENSIVE_PACT: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$，相对舰队实力"
 DIPLO_ACTION_INTEL_FEDERATION_ASSOCIATION: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$，低恒星系情报"
 DIPLO_ACTION_INTEL_RESEARCH_AGREEMENT: "$DIPLO_ACTION_INTEL_BASIC_SHARED_INTEL$，相对科技等级"
 ACTION_FORM_DEFENSIVE_PACT_TYPE: "缔结防御条约"
 ACTION_FORM_DEFENSIVE_PACT_TYPE_DESC: "与此帝国缔结防御条约。一旦其中一方受到攻击，另一方就会自动参加战斗援助。"
 ACTION_FORM_DEFENSIVE_PACT_OFFER_DESC: "与§H[Actor.GetName]§!建立防御条约。如果任意一方受到攻击，另一方将自动加入他们的防御战争。"
 ACTION_BREAK_DEFENSIVE_PACT_TYPE: "撕毁防御条约"
 ACTION_BREAK_DEFENSIVE_PACT_TYPE_DESC: "撕毁与此帝国的防御条约。"
 ACTION_FORM_DEFENSIVE_PACT_TITLE: "缔结防御条约"
 ACTION_FORM_DEFENSIVE_PACT_DESC: "与此帝国缔结防御条约。一旦其中一方受到攻击，另一方就会自动参加战斗援助。"
 ACTION_BREAK_DEFENSIVE_PACT_TITLE: "撕毁防御条约"
 ACTION_BREAK_DEFENSIVE_PACT_DESC: "撕毁与此帝国的防御条约。"
 ACTION_FORM_COMMERCIAL_PACT_TYPE: "签订商业协议"
 ACTION_FORM_COMMERCIAL_PACT_TYPE_DESC: "与该帝国签订商业协议。这将增加双方贸易网络的价值。"
 ACTION_BREAK_COMMERCIAL_PACT_TYPE: "撕毁商业协议"
 ACTION_BREAK_COMMERCIAL_PACT_TYPE_DESC: "撕毁我们与该帝国的商业协议。"
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE: "签订科研协议"
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC: "与该帝国签订科研协议。双方帝国在研发另一方已经发现的科技时，可以获得增益。"
 ACTION_FORM_RESEARCH_AGREEMENT_TYPE_EFFECTS_DESC: "我们可以学习£physics£$THEIRPHY$£society£$THEIRSOC$£engineering£$THEIRENG$项科技，同时分享£physics£$OURPHY$£society£ $OURSOC$£engineering£$OURENG$项科技。"
 ACTION_FORM_RESEARCH_AGREEMENT_OFFER_DESC: "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE: "撕毁科研协议"
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC: "终止我们与该帝国的科研协议。"
 ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_EFFECTS_DESC: "我们当前可以学习£physics£$THEIRPHY$£society£$THEIRSOC$£engineering£$THEIRENG$项科技，同时分享£physics£$OURPHY$£society£$OURSOC$£engineering£$OURENG$项科技。"
 ACTION_FORM_NON_AGGRESSION_PACT_TYPE: "缔结互不侵犯条约"
 ACTION_FORM_NON_AGGRESSION_PACT_TYPE_DESC: "与此帝国缔结互不侵犯条约。此约定的有效期间内，双方不能互相攻击。"
 ACTION_FORM_NON_AGGRESSION_PACT_OFFER_DESC: "与§H[Actor.GetName]§!建立互不侵犯条约。我们在该条约生效期间内不得攻击对方。"
 ACTION_BREAK_NON_AGGRESSION_PACT_TYPE: "撕毁互不侵犯条约"
 ACTION_BREAK_NON_AGGRESSION_PACT_TYPE_DESC: "撕毁与此帝国缔结的互不侵犯条约。"
 ACTION_FORM_NON_AGGRESSION_PACT_TITLE: "缔结互不侵犯条约"
 ACTION_FORM_NON_AGGRESSION_PACT_DESC: "与此帝国缔结互不侵犯条约。此约定的有效期间内，双方不能互相攻击。"
 ACTION_FORM_NON_AGGRESSION_PACT_IMPOSSIBLE_DESC: "无法与该帝国缔结互不侵犯条约，该条约本可以让我们在其生效期间内无法互相攻击。"
 ACTION_BREAK_NON_AGGRESSION_PACT_TITLE: "撕毁互不侵犯条约"
 ACTION_BREAK_NON_AGGRESSION_PACT_DESC: "撕毁与此帝国缔结的互不侵犯条约。"
 ACTION_FORM_COMMERCIAL_PACT_TITLE: "签订商业协议"
 ACTION_FORM_COMMERCIAL_PACT_DESC: "与该帝国签订商业协议。这将增加双方贸易网络的价值。"
 ACTION_FORM_COMMERCIAL_PACT_IMPOSSIBLE_DESC: "无法与该帝国签订商业协议，该协议本可以增加双方贸易网络的价值。"
 ACTION_FORM_COMMERCIAL_PACT_OFFER_DESC: "与§H[Actor.GetName]§!建立商业协议。这将增加双方贸易网络的价值。"
 ACTION_BREAK_COMMERCIAL_PACT_TITLE: "撕毁商业协议"
 ACTION_BREAK_COMMERCIAL_PACT_DESC: "撕毁我们和该帝国的商业协议。如果我们在他们星球上有任何§Y$BRANCH_OFFICES$§!，他们可能会用§Y$casus_belli_cb_expel_corp$§! §H宣战理由§!对抗我们。"
 ACTION_FORM_RESEARCH_AGREEMENT_TITLE: "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE$"
 ACTION_FORM_RESEARCH_AGREEMENT_DESC: "$ACTION_FORM_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_FORM_RESEARCH_AGREEMENT_IMPOSSIBLE_DESC: "无法与该帝国签订科研协议，该协议本可使双方帝国在研发另一方已经发现的科技时获得增益。"
 ACTION_BREAK_RESEARCH_AGREEMENT_TITLE: "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE$"
 ACTION_BREAK_RESEARCH_AGREEMENT_DESC: "$ACTION_BREAK_RESEARCH_AGREEMENT_TYPE_DESC$"
 ACTION_GUARANTEE_INDEPENDENCE_TYPE: "保障独立"
 ACTION_GUARANTEE_INDEPENDENCE_TYPE_DESC: "保证此帝国的独立。一旦对方受到攻击，我方将会自动参与防御战争。"
 ACTION_GUARANTEE_INDEPENDENCE_OFFER_DESC: "§H[Actor.GetName]§!保证我们国家的独立。如果我们受到攻击，他们将自动加入我们的防御战争。"
 ACTION_BREAK_GUARANTEE_TYPE: "撤回保证"
 ACTION_BREAK_GUARANTEE_TYPE_DESC: "停止保证此帝国的独立"
 ACTION_GUARANTEE_INDEPENDENCE_TITLE: "保障独立"
 ACTION_GUARANTEE_INDEPENDENCE_DESC: "保证此帝国的独立。一旦对方受到攻击，我方将会自动参与防御战争。"
 ACTION_GUARANTEE_INDEPENDENCE_IMPOSSIBLE_DESC: "无法保证该帝国的独立，该保证本可以让我方在对方受到攻击时，自动参与防御战争。"
 ACTION_BREAK_GUARANTEE_TITLE: "撤回保证"
 ACTION_BREAK_GUARANTEE_DESC: "停止保证此帝国的独立"
 ACTION_SUPPORT_INDEPENDENCE_TYPE: "支持独立"
 ACTION_SUPPORT_INDEPENDENCE_TYPE_DESC: "支持此帝国的独立。一旦对方向其宗主宣战，我方就会自动参加战斗援助。"
 ACTION_BREAK_SUPPORT_TYPE: "撤回支持"
 ACTION_BREAK_SUPPORT_TYPE_DESC: "停止支持此帝国的独立。"
 ACTION_SUPPORT_INDEPENDENCE_TITLE: "支持独立"
 ACTION_SUPPORT_INDEPENDENCE_DESC: "支持此帝国的独立。一旦对方向其宗主宣战，我方就会自动参加战斗援助。"
 ACTION_SUPPORT_INDEPENDENCE_IMPOSSIBLE_DESC: "无法支持这个帝国的独立，改支持本可以让我方在对方向其宗主国宣战时，自动参战提供援助。"
 ACTION_BREAK_SUPPORT_TITLE: "撤回支持"
 ACTION_BREAK_SUPPORT_DESC: "停止支持此帝国的独立。"
 ACTION_FORM_MIGRATION_PACT_TYPE: "提出移民协议"
 ACTION_FORM_MIGRATION_PACT_TYPE_DESC: "与此帝国签订移民协议。我们的人口可以在双方之间自由移民。"
 ACTION_FORM_MIGRATION_PACT_OFFER_DESC: "与§H[Actor.GetName]§!签订移民协议。我们的人口可以在双方之间自由移民。"
 ACTION_BREAK_MIGRATION_PACT_TYPE: "撕毁移民协议"
 ACTION_BREAK_MIGRATION_PACT_TYPE_DESC: "撕毁与此帝国签订的移民协议。"
 ACTION_FORM_MIGRATION_PACT_TITLE: "提出移民协议"
 ACTION_FORM_MIGRATION_PACT_DESC: "与此帝国签订移民协议。我们的人口可以在双方之间自由移民。"
 ACTION_FORM_MIGRATION_PACT_IMPOSSIBLE_DESC: "无法向此帝国提出移民协议，该协议本可使双方的人口在双方帝国间自由迁徙。"
 ACTION_BREAK_MIGRATION_PACT_TITLE: "撕毁移民协议"
 ACTION_BREAK_MIGRATION_PACT_DESC: "撕毁与此帝国签订的移民协议。"
 ACTION_BUILD_SPY_NETWORK_OFFER_DESC: ""
 ACTION_IMPROVE_RELATION_OFFER_DESC: ""
 ACTION_HARM_RELATION_OFFER_DESC: ""
 ACTION_DECLARE_WAR_OFFER_DESC: "§H[Actor.GetName]§!已经向§H[Recipient.GetName]§!宣战。"
 ACTION_CANCEL_TRADE_DEAL_OFFER_DESC: "§H[Actor.GetName]§!已经取消了与§H[Recipient.GetName]§!的贸易协议。"
 ACTION_END_RIVALRY_OFFER_DESC: "§H[Actor.GetName]§!已经结束了与§H[Recipient.GetName]§!的宿敌关系。"
 ACTION_BREAK_DEFENSIVE_PACT_OFFER_DESC: "§H[Actor.GetName]§!已经撕毁了与§H[Recipient.GetName]§!的防御协议。"
 ACTION_BREAK_NON_AGGRESSION_PACT_OFFER_DESC: "§H[Actor.GetName]§!已经结束了与§H[Recipient.GetName]§!的互不侵犯协议。"
 ACTION_BREAK_COMMERCIAL_PACT_OFFER_DESC: "§H[Actor.GetName]§!已经结束了与§H[Recipient.GetName]§!的贸易协议。"
 ACTION_SUPPORT_INDEPENDENCE_OFFER_DESC: "§H[Actor.GetName]§!已经选择支持我们谋求独立，反抗压迫者的运动。"
 ACTION_BREAK_SUPPORT_OFFER_DESC: "§H[Actor.GetName]§!已经放弃支持我们谋求独立，反抗压迫者的运动。"
 ACTION_BREAK_MIGRATION_PACT_OFFER_DESC: "§H[Actor.GetName]§!已经撕毁了与§H[Recipient.GetName]§!的移民协议。"
 ACTION_REVOKE_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC: "§H[Actor.GetName]§!已经取消了我们的§H[Actor.GetAllianceName]§!联邦合作国地位。"
 ACTION_END_FEDERATION_ASSOCIATION_STATUS_OFFER_DESC: "§H[Actor.GetName]§!选择放弃他们的§H[Recipient.GetAllianceName]§!联邦合作国地位。"
 ACTION_VOTE_FOR_FEDERATION_LAW_OFFER_DESC: "§H[Actor.GetName]§!呼吁就一条联邦律法进行投票。"
 ACTION_KICK_FROM_FEDERATION_OFFER_DESC: "§H[Actor.GetName]§!将我们踢出了§H[Actor.GetAllianceName]§!。"
 ACTION_LEAVE_FEDERATION_OFFER_DESC: "§H[Actor.GetName]§!离开了我们的联邦。"
 ACTION_RELEASE_SUBJECT_OFFER_DESC: "§H[Actor.GetName]§!已经释放了§H[Recipient.GetName]§!作为一个独立国家。"
 ACTION_INTEGRATE_SUBJECT_OFFER_DESC: "§H[Actor.GetName]§!已经开始将§H[Recipient.GetName]§!整合进他们的国家。"
 ACTION_CANCEL_SUBJECT_INTEGRATION_OFFER_DESC: "§H[Actor.GetName]§!已经取消了对§H[Recipient.GetName]§!的整合工作。"
 ALLIANCE_NAME_01: "同盟"
 ALLIANCE_NAME_02: "轴心"
 ALLIANCE_NAME_03: "协约"
 ALLIANCE_NAME_04: "联盟"
 ALLIANCE_NAME_05: "契约"
 ALLIANCE_NAME_06: "公约"
 ALLIANCE_NAME_07: "共同体"
 ALLIANCE_PREFIX_01: "伟大"
 ALLIANCE_PREFIX_02: "光荣"
 ALLIANCE_PREFIX_03: "希冀"
 ALLIANCE_PREFIX_04: "和谐"
 ALLIANCE_PREFIX_05: "至上"
 ALLIANCE_PREFIX_06: "光明"
 ALLIANCE_PREFIX_07: "黄金"
 ALLIANCE_PREFIX_08: "吉瑞"
 ALLIANCE_PREFIX_09: "崇赞"
 ALLIANCE_PREFIX_10: "正义"
 ALLIANCE_PREFIX_11: "严正"
 ALLIANCE_PREFIX_12: "公义"
 ALLIANCE_PREFIX_13: "乐观"
 ALLIANCE_PREFIX_14: "利上"
 ALLIANCE_PREFIX_15: "星海"
 ALLIANCE_PREFIX_16: "星耀"
 ALLIANCE_PREFIX_17: "众星"
 ALLIANCE_NAME: "$PREFIX$ $NAME$"
 ALLIANCE_MEMBERS: "联盟成员"
 WAR_NAME: "$ATTACKER$-$DEFENDER$战争"
 PROPOSAL_SENT: "§R联邦主席正在考虑一份殖民提案。§!"
 requires_recipient_not_fanatic_purifiers: "$TRIGGER_FAIL$§R对方是§Y$civic_fanatic_purifiers$§!！他们不会与其他物种展开外交！§!"
 requires_actor_not_fanatic_purifiers: "$TRIGGER_FAIL$§R我们是§Y$civic_fanatic_purifiers$§!！我们不会与其他物种展开外交！§!"
 requires_recipient_not_devouring_swarm: "$TRIGGER_FAIL$§R他们是§Y$civic_hive_devouring_swarm$§!！他们生来就是为了吞噬其他物种！§!"
 requires_actor_not_devouring_swarm: "$TRIGGER_FAIL$§R我们是§Y$civic_hive_devouring_swarm$§!！我们不会与其他物种展开外交…我们要吞噬它们！§!"
 requires_actor_not_devouring_swarm_lithoid: "$TRIGGER_FAIL$§R我们是石质§Y$civic_hive_devouring_swarm$§!！我们以星球为食！§!"
 legendary_leader_planet_no_terraform: "该行星的构造极不稳定，无法通过正常的流程进行环境改造！"
 legendary_leader_decision_arcology_project: "该行星构造极不稳定，无法实施理想城计划！"
 requires_recipient_not_gestalt_consciousness: "$TRIGGER_FAIL$§R他们是§Y格式塔意识§!。他们无法同其他帝国整合。§!"
 requires_actor_not_gestalt_consciousness: "$TRIGGER_FAIL$§R我们是§Y格式塔意识§!。我们无法与其他社会整合。§!"
 requires_recipient_not_machine_terminator: "$TRIGGER_FAIL$§R§Y$civic_machine_terminator$§!只会与其他的§Y机械智能§!或§Y合成人帝国§!开展外交。§!"
 requires_actor_not_machine_terminator: "$TRIGGER_FAIL$§R我们是§Y$civic_machine_terminator$§!。我们不会与有机污秽展开外交。§!"
 requires_actor_not_machine_terminator_federation: "$TRIGGER_FAIL$§R我们是§Y$civic_machine_terminator$§!，我们不允许别人插手我们的事项。§!"
 requires_recipient_not_machine_terminator_federation: "$TRIGGER_FAIL$§R他们是§Y$civic_machine_terminator$§!，他们只关心如何毁灭所有有机生物。§!"
 requires_recipient_not_machine_assimilator: "$TRIGGER_FAIL$§R只有一种方法能与§Y$civic_machine_assimilator$§!融为一体。那就是同化。§!"
 requires_actor_not_machine_assimilator: "$TRIGGER_FAIL$§R我们是§Y$civic_machine_assimilator$§!。我们同化一切。§!"
 requires_actor_not_inward_perfection: "$TRIGGER_FAIL$§R我们正专注于我们的§Y$civic_inwards_perfection$§!，并没有兴趣和其他帝国进行交流。§!"
 requires_recipient_not_inward_perfection: "$TRIGGER_FAIL$§R他们专注于他们的§Y$civic_inwards_perfection$§!对与其他帝国进行外交没有什么兴趣。§!"
 requires_actor_not_selective_kinship: "$TRIGGER_FAIL$§R我们是[Root.GetSpeciesClass]且我们的§Y$civic_selective_kinship$§!使得[From.GetSpeciesClass]格格不入。§!"
 requires_recipient_not_selective_kinship: "$TRIGGER_FAIL$§R他们是[From.GetAAnSpeciesClass][From.GetSpeciesClass]帝国且他们的§Y$civic_selective_kinship$§!意味着他们几乎不会容忍我们的公司。§!"
 requires_actor_not_barbaric_despoilers: "$TRIGGER_FAIL$§R我们是§Y$civic_barbaric_despoilers$§!，我们不进行这种类型的外交。§!"
 requires_recipient_not_barbaric_despoilers: "$TRIGGER_FAIL$§R他们是§Y$civic_barbaric_despoilers$§!，他们不进行这种类型的外交。§!"
 requires_actor_not_criminal_heritage: "$TRIGGER_FAIL$§R我们有§Y$civic_criminal_heritage$§!。我们会低调行事。§!"
 requires_recipient_not_criminal_heritage: "$TRIGGER_FAIL$§R他们有§Y$civic_criminal_heritage$§!。他们会低调行事。§!"
 requires_actor_to_be_federation_leader: "$TRIGGER_FAIL$§R§Y$hegemony_federation$§!只有领袖可以批准新成员。§!"
 diplo_action_no_low_intel: "$TRIGGER_FAIL$§R他们对讨论这个提案保持沉默。我们对其了解不够，尚不知道原因。§!"
 requires_recipient_not_pompous: "$TRIGGER_FAIL$§R他们是§Y$civic_pompous_purists$§!！他们不会去取悦他国外交官！§!"
 requires_actor_not_pompous: "$TRIGGER_FAIL$§R我们是§Y$civic_pompous_purists$§!！我们不会用这样的闹剧自取其辱！§!"
 requires_recipient_not_pompous_borders: "$TRIGGER_FAIL$§R他们是§Y$civic_pompous_purists$§!！当我们告诫他们远离我的主权空间时，他们会笑个不停！§!"
 terraform_fail_no_presapient_protection_or_no_presapients: "$TRIGGER_FAIL$§R我们的§Y未开智物种政策§!不允许我们对有未开智物种的行星进行环境改造。§!"
 requires_actor_not_feudal_society: "$TRIGGER_FAIL$ §R作为§Y$civic_feudal_realm$§!，你无法撤销贵族头衔（即开除领袖）。§!"
 requires_fleet_control: "$TRIGGER_FAIL$§R我们必须控制舰队才能解雇其指挥官。§!"
 requires_recipient_not_subject_of_federation_member: "$TRIGGER_FAIL$§R我们无法向一位联邦成员的附属国宣战。§!"
 requires_recipient_not_invaded: "$TRIGGER_FAIL$§R他们对我们的态度是敌视。他们不会同我们开展外交活动。§!"
 requires_not_ongoing_singularity_situation: "$TRIGGER_FAIL$§R这个局势正在进行，我们不能揭示自己的存在。§!"
 requires_not_ongoing_observation_event_chain: "$TRIGGER_FAIL$§R我们目前无法揭示自身。§!"
 ### Modifiers for pre-FTL diplo actions
 preftl_action_open_tech_pact: "打开科技启蒙"
 preftl_action_open_tech_pact_desc: "提高科技进步速度。"
 preftl_action_trade_pact: "贸易协定"
 preftl_action_trade_pact_desc: "提高我们观测站的产出。"
 opinon_pre_ftl_bombard: "$ORBITAL_BOMBARDMENT$"
 ####################################
 #Basic Resources
 ####################################
 energy: "$concept_energy$"
 energy_desc: "§t$concept_energy_desc$§!\n\n§G点击['concept_energy']打开数据库\n在菜单中点击£energy£打开['concept_market']§!"
 influence: "$concept_influence$"
 influence_desc: "§t$concept_influence_desc$§!\n\n§G点击['concept_influence']打开数据库\n在菜单中点击£influence£打开$CLAIMS_VIEW$§!"
 food: "$concept_food$"
 food_desc: "§t$concept_food_desc$§!\n\n§G点击['concept_food']打开数据库\n在菜单中点击£food£打开['concept_market']§!"
 minerals: "$concept_minerals$"
 minerals_desc: "§t$concept_minerals_desc_regular$§!\n\n§G点击['concept_minerals']打开数据库\n在菜单中点击£minerals£打开['concept_market']§!"
 physics_research: "$concept_physics_research$"
 physics_research_desc: "§t$concept_physics_research_desc$§!\n\n§G点击['concept_physics_research']打开数据库\n在菜单中点击£physics£打开$TECHNOLOGY$§!"
 society_research: "$concept_society_research$"
 society_research_desc: "§t$concept_society_research_desc$§!\n\n§G点击['concept_society_research']打开数据库\n在菜单中点击£society£打开$TECHNOLOGY$§!"
 engineering_research: "$concept_engineering_research$"
 engineering_research_desc: "§t$concept_engineering_research_desc$§!\n\n§G点击['concept_society_research']打开数据库\n在菜单中点击£society£打开$TECHNOLOGY$§!"
 unity: "$concept_unity$"
 unity_desc: "§t$concept_unity_desc$§!\n\n§G点击['concept_unity']打开数据库\n在菜单中点击£unity£打开$traditions$§!"
 consumer_goods: "$concept_consumer_goods$"
 consumer_goods_desc: "§t$concept_consumer_goods_desc$§!\n\n§G点击['concept_consumer_goods']打开数据库\n在菜单中点击£consumer_goods£打开['concept_market']§!"
 biomass: "$concept_biomass$"
 biomass_desc: "§t$concept_biomass_desc$§!"
 ENERGY_DEFICIT_DESC: "§R我们正受到$DEFICIT|E$影响，因为所使用的§H能源§!超出了产出量，而积蓄又全都用光了。§!"
 ETHIC_ALLOWS_SLAVERY: "§E可以§H奴役§!外星人§!"
 ETHIC_ALLOWS_CASTE_SYSTEM: "§E允许§H阶序制度§!的公民权类型§!"
 ETHIC_ALLOWS_PURGE: "§E可以§H净化§!异星物种§!"
 ETHIC_DISALLOWS_DISPLACE: "§E无法§H驱逐§!异星物种§!"
 ETHIC_DISALLOWS_SLAVERY: "§E不能§H奴役§!整个物种§!"
 ETHIC_ALLOWS_TEMPLE: "§E可以建造§H寺庙§!§!"
 ETHIC_NEVER_ALIEN_CITIZENSHIP: "§E不可赋予外星人§H完整公民权§!§!"
 ETHIC_NEVER_ALIEN_MILITARY_SERVICE: "§E不可允许外星人§H无限制入伍§!§!"
 ETHIC_ALWAYS_MUST_ALIEN_CITIZENSHIP: "§E必须赋予外星人§H完整公民权§!§!"
 ETHIC_IMPROVED_DIPLOMACY: "§E提升其他物种对我们的§H评价§!§!"
 ETHIC_REDUCED_DIPLOMACY: "§E降低其他物种对我们的§H评价§!§!"
 ETHIC_ALWAYS_ALIEN_CITIZENSHIP: "§E可以赋予外星人§H完整公民权§!§!"
 ETHIC_ONLY_AUTOCRACY: "§E必须拥有§H专制型§!政体§!"
 ETHIC_ONLY_DEMOCRACY: "§E必须拥有§H民主型§!政体§!"
 ETHIC_NEVER_AUTOCRACY: "§E不能使用§H专制型§!政体§!"
 ETHIC_NEVER_DEMOCRACY: "§E不能使用§H民主型§!政体§!"
 ETHIC_ALLOWS_UTOPIA: "§E允许§H乌托邦§!生活标准§!"
 ETHIC_ALLOWS_STRATIFIED_SOCIETY: "§E允许§H阶层经济§!生活标准§!"
 ETHIC_DISALLOW_POVERTY: "§E拥有完整公民权的物种不能处于§H清苦潦倒§!生活标准§!"
 ETHIC_DISALLOW_MIGRATION_CONTROL: "§E不能对拥有完整公民权的物种实行§H移民控制§!§!"
 ETHIC_FORCED_ALIEN_POVERTY: "§E外星人的生活标准必须是§H清苦潦倒§!§!"
 ETHIC_ALLOWS_PSIONICS: "§E可以研究§H灵能§!科技§!"
 ETHIC_ALLOWS_ACADEMIC_PRIVILEGE: "§E允许§H学术特权§!的生活标准§!"
 ETHIC_DISALLOW_BAN_AI: "§E无法使用§H宣布人工智能非法§!的政策§!"
 ETHIC_DISALLOW_BAN_ROBOTS: "§E无法使用§H宣布机器人劳工非法§!政策§!"
 ETHIC_DISALLOW_AI: "§E无法使用§H人工智能完整公民权§!政策§!"
 ETHIC_DISALLOW_CONQUEST_WARS: "§E不能使用§H无限制战争§!政策§!"
 ETHIC_DISALLOW_OFFENSIVE_WARS: "§E必须使用§H仅限防御战争§!政策§!"
 ETHIC_DISALLOW_NATIVE_TAMPERING: "§E必须使用§H被动原住民干涉§!政策§!"
 ETHIC_DISALLOW_FULL_NATIVE_TAMPERING: "§E无法使用§H完全原住民干涉§!政策§!"
 ETHIC_DISALLOW_FULL_BOMBARDMENT: "§E无法进行§H无差别§!轨道轰炸§!"
 ETHIC_ALLOW_NO_RETREAT: "§E可以使用§H死战不退§!战争学说§!"
 ETHIC_NO_REFUGEES: "§E不能使用§H欢迎难民§!物种政策§!"
 ETHIC_NO_EXTERNAL_LEADERS: "§E无法招募§H$EXTERNAL_RECRUITABLE_LEADERS$§!§!"
 ETHIC_ALWAYS_REFUGEES: "§E不能使用§H禁止难民§!物种政策§!"
 ETHIC_GESTALT_CONSCIOUSNESS_AUTHORITY: "§E不能使用§H民主型§!、§H寡头型§!、§H专制型§!或§H君主型§!政体。§!"
 ETHIC_GESTALT_CONSCIOUSNESS_IMMORTAL_RULER: "§E统治者§H是永生不朽的§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_DOMESTIC_POP_SURVIVAL: "§E帝国人口无法在非§H格式塔意识§!的帝国中生存。§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_FACTIONS: "§E帝国人口不受§H幸福度§!影响，也不会加入§H派系§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_CONSUMER_GOODS: "§E属于§H子个体生活标准§!的土著人口不需要§H消费品§!§!"
 ETHIC_GESTALT_CONSCIOUSNESS_NO_TUTORIAL: "§R禁用教程§!"
 AUTH_IMPERIAL_CAPITAL_SYSTEM_BONUS: "\n§E$CAPITAL_SYSTEM_EFFECTS_TXT$§!：\n$t$$mod_planet_jobs_produces_mult$§G+10%§!"
 AUTH_HIVE_MIND_FOREIGN_POP_SURVIVAL: "£pop£§H非蜂巢意识人口§!必须被奴役或净化。"
 AUTH_MUTUALISTIC_FOREIGN_POP_SURVIVAL: "非§H荒野§!£pop£人口必须被同化、被奴役或被净化"
 AUTH_HIVE_MIND_GENEMODDING: "通过完成§H基因§!或§H义体飞升路线§!就可以通过基因修饰使§H£pop£人口§!兼容§H蜂巢思维§!。"
 AUTH_HIVE_MIND_ASCENSION_RESTRICTIONS: "不能开启§H灵能§!或§H合成人§!飞升路线"
 AUTH_MUTUALISTIC_ASCENSION_RESTRICTIONS: "不能开启§H灵能§!或§H义体§!或§H合成人飞升路线§!"
 AUTH_HIVE_MIND_AI_RESTRICTIONS: "无法研究和建造£pop£§H机器人人口§!。"
 AUTH_GESTALT_IMMORTAL_LEADERS: "$t$统治者和节点§H不朽§!"
 AUTH_MACHINE_INTELLIGENCE_EXPENSIVE_NATIVE_LEADERS: "机械领袖招募花费：§R+100%§!"
 AUTH_MACHINE_TECH_ADDITIONS: "可研发特殊的§H机械§!科技"
 AUTH_MACHINE_TECH_RESTRICTIONS: "无法研发§H机器人§!科技"
 AUTH_MACHINE_ASCENSION_RESTRICTIONS: "可以开启§H机械§!飞升路线"
 AUTH_ASSIMILATOR_ASCENSION_RESTRICTIONS: "锁定为§H义体§!飞升"
 AUTH_MACHINE_FOREIGN_POP_SURVIVAL: "£pop£§H非机械人口§!必须被同化，被奴役或被净化"
 AUTH_MACHINE_NATIVE_POPS: "£pop£§H机械人口§!不会自然生长而需要建造形成"
 ####################################
 #Advanced Resources
 ####################################
 RARE_RESOURCES: "战略资源"
 volatile_motes: "易爆微粒"
 volatile_motes_desc: "这些超自然粒子蕴含有惊人的能量，可以被精炼为能源或者用作燃料和炸药。"
 exotic_gases: "异星天然气"
 exotic_gases_desc: "罕见的异星天然气拥有各种用途，主要是用来为高级能量武器和能量力场提供能源。部分也用作舰船燃料或消遣性毒品。"
 rare_crystals: "稀有水晶"
 rare_crystals_desc: "这些水晶拥有独特的属性，非常适合用来凝聚和集中激光束，同时也是制作大部分高级电子器材的关键材料。部分文化也视之为装饰物。"
 alloys: "$concept_alloys$"
 alloys_desc: "§t$concept_alloys_desc$§!\n\n§G点击['concept_alloys']打开数据库\n在菜单中点击£alloys£打开['concept_market']§!"
 trade_desc: "§t$concept_trade_desc$§!\n\n§G点击['concept_trade']打开数据库\n在菜单中点击£trade£打开['concept_market']§!"
 sr_zro: "泽珞"
 sr_zro_desc: "一种在异星粒子中存在的极其稀有的气溶胶，随着陨石撞击被一起发现。不过其真正的来源依然是个未解之谜。若拥有灵能天赋的[GetIndividualNamePlural]将泽珞[GetIngestedLoc]后，它会是一种能极大的提高灵能力量（并可能导致成瘾）的[GetDrugLoc]。"
 sr_living_metal: "活体金属"
 sr_living_metal_desc: "该无机金属有着通常生命体才具备的特征。会自动恢复到其被塑造好的形态。"
 sr_dark_matter: "暗物质"
 sr_dark_matter_desc: "这种神秘物质具有许多似乎可以打破所谓自然法则的性质。该物质仅在黑洞周围或部分星云附近才能达到可供开采的浓度。"
 nanites: "纳米机器人"
 nanites_desc: "简单而高效的纳米致动器，可以执行纳米水平的复杂操作和实验。"
 REQUIRED_EXOTIC_GASES: "需要异星天然气"
 ####################################
 #Local Resources
 ####################################
 sr_alien_pets: "外星宠物"
 sr_alien_pets_desc: "这些温顺的生物很容易被奴役，其友善的举止和可爱的外表让它们成为宠物的不二之选。亲外者们十分喜爱这些生物，并且自豪地在他们的动物园里展示。"
 sr_betharian: "贝塞里安石"
 sr_betharian_desc: "陨石撞击留下的稀有矿石。燃烧消耗慢，是一种高效能源。"
 ####################################
 #Strategic Resources
 ####################################
 #sr_terraform_gases: "Terraforming Gases"
 #sr_terraform_gases_desc: "Mined from Gas Giants, Terraforming Gases represents an assortment of gases such as Hydrogen, Helium and Methane. Access to Terraforming Gases will make it easier for us to terraform planets."
 #sr_terraform_liquids: "Terraforming Liquids"
 #sr_terraform_liquids_desc: "Mined from Frozen planets, Terraforming Fluids represents different types of fluids such as dihydrogen monoxide. Access to Terraforming Fluids will make it easier for us to terraform planets."
 #sr_garanthium: "Garanthium Ore"
 #sr_garanthium_desc: "This ore can be refined into a metal that is both very malleable and durable. It is an excellent material used for the construction of ships."
 sr_neutronium: "零素矿石"
 sr_neutronium_desc: "零素是一种由中子构成的超高密度物质，可用作超强耐性船体的锻造材料。"
 #sr_helium: "Helium-3"
 #sr_helium_desc: "This isotope of helium is used as a fuel in a wide variety of reactors and other energy production facilities."
 #sr_yuranic: "Yurantic Crystals"
 #sr_yuranic_desc: "These crystals have rare reflective properties that enhance the power output of energy weapons."
 #sr_teldar: "Teldar Crystals"
 #sr_teldar_desc: "Extremely durable crystals that enhance the armor-piercing capabilities and destructive potential of projectile weapons."
 #sr_mirium: "Mirium Ore"
 #sr_mirium_desc: "This rare ore is too brittle to be used in an alloy, but if properly made mirium projectiles have unmatched armor piercing potential."
 #sr_satramene: "Satramene Gas"
 #sr_satramene_desc: "This gas is a naturally occurring stimulant found on some worlds. It has a calming effect on most beings, and stimulates consensus-seeking behaviors in groups. Its addictive nature is a well-documented side-effect."
 #sr_lythuric: "Lythuric Gas"
 #sr_lythuric_desc: "Small concentrations of this gas mixed with fuel have been shown to significantly increase thrust."
 #sr_alien_test_subjects: "Alien Test Subjects"
 #sr_alien_test_subjects_desc: "The genetic makeup of these non-sapient alien creatures make them particularly useful as test subjects in experiments involving a variety of domestic products and medicines."
 #sr_pitharan: "Pitharan Dust"
 #sr_pitharan_desc: "This fine, energy-dense dust serves as an excellent fertilizer."
 #sr_engos: "Engos Vapor"
 #sr_engos_desc: "A naturally occurring stimulant that helps all forms of life perform at maximum capacity."
 #sr_xaldor: "Xaldor Gemstones"
 #sr_xaldor_desc: "These rare gems emit an ethereal glow that changes color depending on the mood of whoever is holding them. The glow becomes especially intense in the vicinity of psionically-gifted individuals."
 #sr_orillium: "Orillium Ore"
 #sr_orillium_desc: "Orillium is a very unstable element that can be used to efficiently randomize high-frequency shield modulations, improving potential defensive capabilities."
 #sr_sactajenian: "Sactajenian Spice"
 #sr_sactajenian_desc: "A psychoactive compound that imbues users with a limited psionic connection to one another. This effect somewhat diminishes free will and individual mental capacity, but the new 'group mind' can perform tasks as a single organism for a limited time."
 #sr_zarbadoccan: "Zarbadoccan Mold"
 #sr_zarbadoccan_desc: "A powerful stimulant that temporarily gifts most users with a sense of increased creativity or introspective emotional awareness. This kind of 'soul-searching' is frowned upon by some cultures as being counter-productive."
 #sr_riggan: "Riggan Spice"
 #sr_riggan_desc: "The secret methods of extracting and mixing this spice is something that is not known outside the $leviathans.103.name$. The spice has a unique flavor and is a popular food ingredient."
 #sr_carnian: "Carnian Pearls"
 #sr_carnian_desc: "These pearls are often used in jewelry and their brilliant white metallic luster is quite eye-catching, which may explain why they are so popular among avian species."
 #sr_muutagan: "Muutagan Crystals"
 #sr_muutagan_desc: "The $leviathans.104.name$ are the only group that possess the knowledge of crafting these crystals. If struck, these "singing" crystals start to vibrate while emitting a unique humming sound. They are often used as musical instruments, and have a calming effect on most beings."
 #sr_xuran: "XuraGel"
 #sr_xuran_desc: "Produced by $leviathans.100.name$, this gel claims various positive medicinal effects for creatures living in inhospitable environments."
 #sr_kobor: "Kobor Wood"
 #sr_kobor_desc: "Kobor trees can be found on many different worlds, and their seeds were likely spread deliberately by someone long ago. The wood from these trees is light, extremely durable and easy to work with. Arthropods in particular favor it as a building material."
 ####################################
 #Planetary Buildings
 ####################################
 building_basic_power_plant: "基础发电站"
 building_basic_power_plant_desc: "发电站可以生产能量币，是维护大多建筑和舰船的必要资源。"
 building_power_plant_1: "发电站 I"
 building_power_plant_1_desc: "$building_basic_power_plant_desc$"
 building_power_plant_2: "发电站 II"
 building_power_plant_2_desc: "$building_basic_power_plant_desc$"
 building_power_plant_3: "发电站 III"
 building_power_plant_3_desc: "$building_basic_power_plant_desc$"
 building_power_plant_4: "发电站 IV"
 building_power_plant_4_desc: "$building_basic_power_plant_desc$"
 building_power_plant_5: "发电站 V"
 building_power_plant_5_desc: "$building_basic_power_plant_desc$"
 building_betharian_power_plant: "贝塞里安发电站"
 building_betharian_power_plant_desc: "贝塞里安发电站会消耗贝塞里安石来产出大量能量币。"
 building_betharian_power_plant_2: "贝塞里安发电站 II"
 building_betharian_power_plant_2_desc: "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_3: "贝塞里安发电站 III"
 building_betharian_power_plant_3_desc: "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_4: "贝塞里安发电站 IV"
 building_betharian_power_plant_4_desc: "$betharian_power_plant_1_desc$"
 building_betharian_power_plant_5: "贝塞里安发电站 V"
 building_betharian_power_plant_5_desc: "$betharian_power_plant_1_desc$"
 building_basic_farm: "基础水培农场"
 building_basic_farm_desc: "水培农场生产富含营养的蔬菜植物，供当地人口消耗。"
 building_hydroponics_farm_1: "水培农场 I"
 building_hydroponics_farm_1_desc: "$building_basic_farm_desc$"
 building_hydroponics_farm_2: "水培农场 II"
 building_hydroponics_farm_2_desc: "$building_basic_farm_desc$"
 building_hydroponics_farm_3: "水培农场 III"
 building_hydroponics_farm_3_desc: "$building_basic_farm_desc$"
 building_hydroponics_farm_4: "水培农场 IV"
 building_hydroponics_farm_4_desc: "$building_basic_farm_desc$"
 building_hydroponics_farm_5: "水培农场 V"
 building_hydroponics_farm_5_desc: "$building_basic_farm_desc$"
 building_basic_mine: "基础开采站"
 building_basic_mine_desc: "复合矿场是从行星的地壳中开采重要矿物的设施。"
 building_mining_network_1: "复合矿场 I"
 building_mining_network_1_desc: "$building_basic_mine_desc$"
 building_mining_network_2: "复合矿场 II"
 building_mining_network_2_desc: "$building_basic_mine_desc$"
 building_mining_network_3: "复合矿场 III"
 building_mining_network_3_desc: "$building_basic_mine_desc$"
 building_mining_network_4: "复合矿场 IV"
 building_mining_network_4_desc: "$building_basic_mine_desc$"
 building_mining_network_5: "复合矿场 V"
 building_mining_network_5_desc: "$building_basic_mine_desc$"
 building_basic_science_lab_1: "基础科学实验室"
 building_basic_science_lab_1_desc: "科学研究所为一般性质的研究提供基础设施，可以升级成专攻某一学科的研究所。"
 building_engineering_facility_1: "材料学工坊"
 building_engineering_facility_1_desc: "$tech_engineering_1_desc$"
 building_engineering_facility_2: "应用机械学院"
 building_engineering_facility_2_desc: "$tech_engineering_2_desc$"
 building_engineering_facility_3: "高等工程综合楼"
 building_engineering_facility_3_desc: "$tech_engineering_3_desc$"
 building_engineering_facility_4: "工程实验室 IV"
 building_engineering_facility_4_desc: "$building_engineering_facility_1_desc$\n\n$requires_capital_planet_desc$"
 building_engineering_facility_5: "工程研究所 V"
 building_engineering_facility_5_desc: "$building_engineering_facility_1_desc$"
 building_physics_lab_1: "场动力学中心"
 building_physics_lab_1_desc: "$tech_physics_1_desc$"
 building_physics_lab_2: "量子关联学辅楼"
 building_physics_lab_2_desc: "$tech_physics_2_desc$"
 building_physics_lab_3: "基础科研枢纽"
 building_physics_lab_3_desc: "$tech_physics_3_desc$"
 building_physics_lab_4: "物理实验室 IV"
 building_physics_lab_4_desc: "$building_physics_lab_1_desc$\n\n$requires_capital_planet_desc$"
 requires_capital_planet_desc: "§R只允许在首都建造§!"
 building_physics_lab_5: "物理实验室 V"
 building_physics_lab_5_desc: "$building_physics_lab_1_desc$"
 building_biolab_1: "异星生物实验室"
 building_biolab_1_desc: "$tech_society_1_desc$"
 building_biolab_2: "神经遗传学院"
 building_biolab_2_desc: "$tech_society_2_desc$"
 building_biolab_3: "生命系统综合楼"
 building_biolab_3_desc: "$tech_society_3_desc$"
 building_biolab_4: "生物实验室 IV"
 building_biolab_4_desc: "$building_biolab_1_desc$\n\n$requires_capital_planet_desc$"
 building_biolab_5: "生物实验室 V"
 building_biolab_5_desc: "$building_biolab_1_desc$"
 building_clone_vats: "克隆仓"
 building_clone_vats_desc: "克隆仓将简单点物质分解用于产生有机人口增长。"
 tooltip_organic_and_artificial_assembly_warning: "§R注释：有机和机械人口组装彼此独立，且不叠加。§!"
 planet_buildings_clone_vats: "$building_clone_vats$"
 mod_planet_buildings_clone_vats_upkeep_mult: "$building_clone_vats$维护费"
 mod_building_clone_vats_max: "$planet_buildings_clone_vats$行星限制"
 building_slave_processing: "奴隶处理设施"
 building_slave_processing_desc: "这栋庞大且充满威压的设施用于处理奴隶劳役，消除任何自由意志的苗头。"
 building_slave_processing_migrate_effect_desc: "当地失业的§Y$SLAVES$§!和无智慧机器人将允许向其他殖民地§Y自动迁移§!。"
 building_slave_processing_slave_army_effect_desc: "允许招募§Y$slave_army_plural$§!。\n\n"
 building_robotics_assembly_plant: "机器人组装工厂"
 building_robotics_assembly_plant_desc: "机器人组装工厂是建立机器人军团的必要设施。\n每年增加§Y100§!£pop£§H$ROBOT_POP_SPECIES_1$人口§!\n人口维护：£energy£ §Y1§!"
 building_robotics_assembly_plant_2: "智能人组装工厂"
 building_robotics_assembly_plant_2_desc: "智能人装配工厂是建立机器人军队所必需的。\n每年增加§Y100§!£pop£§H$ROBOT_POP_SPECIES_2$人口§!\n将§H$ROBOT_POP_SPECIES_1$§!人口升级到§H$ROBOT_POP_SPECIES_2$§!\n人口维护费：£energy£ §Y2§!"
 building_robotics_assembly_plant_3: "合成人组装工厂"
 building_robotics_assembly_plant_3_desc: "合成人组装工厂是建立机器人军团的必要设施。\n每年增加§Y100§!§H$ROBOT_POP_SPECIES_3$人口§!\n将§H$ROBOT_POP_SPECIES_2$§!的人口升级到§H$ROBOT_POP_SPECIES_3$§!\n人口维护费：£energy£ §Y5§!"
 building_colony_shelter: "舰船改装庇护所"
 building_colony_shelter_desc: "由一艘殖民船的剩余部分改装，作为登陆星球的临时据点。"
 building_capital: "行星首府"
 building_capital_desc: "地方统治精英的所在地。"
 building_major_capital: "行星都城"
 building_major_capital_desc: "各色官僚机构组成的复合体，是大型殖民地的行政中心。"
 building_system_capital: "复合型恒星系首府"
 building_system_capital_desc: "高耸入云的行政官僚机构和密密麻麻的交通要道，使得各类设施与建筑在此建造并高效运转。"
 building_ancient_factory: "自动化工厂"
 building_ancient_factory_desc: "§L这座古老的大型设施使用了失传已久的科技。§!"
 building_ancient_archives: "先驱者档案馆"
 building_ancient_archives_desc: "§L储备了浩如烟海的远古知识。§!"
 building_dark_matter_power_plant: "暗物质发电站"
 building_dark_matter_power_plant_desc: "§L这座古老的大型设施使用了失传已久的科技。§!"
 building_agri_processing_complex: "农业加工厂"
 building_agri_processing_complex_desc: "§L这座古老的大型设施使用了失传已久的科技。§!"
 building_primitive_farm: "原始农场"
 building_primitive_farm_desc: "原始的农场，通过耕种土地获得低效的收成。"
 building_primitive_factory: "基础工厂"
 building_primitive_factory_desc: "原始、低效的工厂，生产商品的同时会造成污染。"
 building_primitive_offices: "基础办公室"
 building_primitive_offices_desc: "这些办公室里似乎有无穷无尽的小隔间，充斥着毫无意义的忙碌工作声。"
 building_primitive_mine: "原始矿坑"
 building_primitive_mine_desc: "在地下蜿蜒的原始矿坑。"
 building_primitive_power_plant: "原始发电厂"
 building_primitive_power_plant_desc: "一座原始而且不怎么可靠的发电厂，依靠煤矿或是早期原子科技发电，对当地大气造成污染。"
 building_mutant_landfill: "突变体填埋场"
 building_mutant_landfill_desc: "死去的突变体堆叠在一起构成恐怖的景象。不稳定的有机物质扭曲在一起，形成了某种结构。"
 building_vault: "地下避难所"
 building_vault_desc: "这些帐篷标记了通向巨大地下避难所的入口，这个世界的原住民把它当作防空洞。当食物耗尽后，避难所的居民反目成仇。"
 building_vault_2: "地下避难所"
 building_vault_2_desc: "这些帐篷标记了通向巨大地下避难所的入口，这个世界的原住民把它当作防空洞。这个避难所还包含一个巨大的机械停放处，以及许多售卖采矿设备的商店。"
 building_particle_accelerator: "粒子加速器"
 building_particle_accelerator_desc: "十分古老的粒子加速器，其构造却很有新意。从还能够运行的部件中可以获取大量研究资料。这些资料一定是由某个天才物理学家收集整合的。"
 building_odd_factory: "古怪工厂"
 building_odd_factory_desc: "十分精妙的工厂，似乎是某个文明遗留在这个星球上的。可以生产珍贵资源。"
 building_quarantine: "疫病研究站"
 building_quarantine_desc: "一家临时医院，致力于帮助感染者以求开发出疫苗。"
 building_plague_memorial: "疫病纪念碑"
 building_plague_memorial_desc: "一座纪念碑，提醒人们不要忘记那场席卷家园的可怕疫病。它是见证着帝国幸存下来的纪念碑。"
 building_energy_grid: "输电网络"
 building_energy_grid_plural: "输电网络"
 building_energy_grid_desc: "精密布局的电力传输网络可以有效提升发电站的电力输出。"
 building_energy_grid_effect_desc: "生产£energy£§Y能源§!岗位的基础生产提高§G1§!。"
 building_energy_nexus: "能源中枢"
 building_energy_nexus_desc: "此巨型设施可以将该行星上的所有电力中心集中在一块，有效提高电力中心的效率。"
 building_mineral_purification_plant: "矿物处理站"
 building_mineral_purification_plant_desc: "这个处理站会将粗矿精炼成最高质量的矿物。"
 building_mineral_purification_hub: "矿物处理中心"
 building_mineral_purification_hub_desc: "此庞大的中心空间站会接收矿物然后分配给各个矿物处理站精炼出优质矿物。"
 building_medical_1: "医疗中心"
 building_medical_1_desc: "$job_healthcare_desc$"
 building_medical_2: "基因诊所"
 building_medical_2_desc: "基因诊所能够提供先进的医疗技术，整体提高人口的健康程度和寿命。"
 building_medical_3: "细胞修复中心"
 building_medical_3_desc: "细胞修复中心能够为大众提供先进的医疗技术。细胞层面的治疗会整体提高人口的健康程度和寿命。"
 building_mineral_silo_1: "矿物储蓄仓 I"
 building_mineral_silo_1_desc: "矿物储蓄仓能提高帝国的最大矿物存储容量。"
 building_mineral_silo_2: "矿物储蓄仓 II"
 building_mineral_silo_2_desc: "$building_mineral_silo_1_desc$"
 building_mineral_silo_3: "矿物储蓄仓 III"
 building_mineral_silo_3_desc: "$building_mineral_silo_1_desc$"
 building_planetary_shield_generator: "行星护盾生成器"
 building_planetary_shield_generator_desc: "$tech_planetary_shield_generator_desc$"
 building_autochthon_monument: "先驱者纪念碑"
 building_autochthon_monument_plural: "先驱者纪念碑"
 building_autochthon_monument_desc: "为纪念最初踏足星空的先驱者而建立的纪念碑。"
 building_autochthon_monument_effect: "帝国每采用一个§Y飞升天赋§!就产生£unity£§G1§!。\n\n"
 building_heritage_site: "传承遗迹"
 building_heritage_site_desc: "纪念我们帝国与人民的早期历史的遗迹。"
 building_heritage_site_effect: "帝国每采用一个§Y飞升天赋§!就产生£unity£§G2§!。\n\n"
 building_hypercomms_forum: "超光速通讯论坛"
 building_hypercomms_forum_desc: "一个装备有先进人际通讯装置的巨大设施，提供了在讨论中交流多种观点与在辩论中快速形成共识的平台。"
 building_hypercomms_forum_effect: "帝国每采用一个§Y飞升天赋§!就产生£unity£§G3§!。\n\n"
 building_autocurating_vault: "自新博物馆"
 building_autocurating_vault_desc: "一个高度专业化的计算机网络不断地获取，分析，评估并展示它认为重要的日常生活物品，创造了一个活生生的当代博物馆。"
 building_temple: "寺庙"
 building_temple_desc: "作为太古时代便矗立着的简单建筑，神殿一直充当着是静思和同神灵交流的场所。"
 building_holotemple: "全息神殿"
 building_holotemple_desc: "之前粗糙的神殿的经过升级与改造，使用了最新的灵能科技在全息神殿内部创造出了亦真亦幻的现实，信徒们可以借此进入更深层次的冥思并激发出更加热烈的奉献精神。"
 building_sacred_nexus: "神圣中枢"
 building_sacred_nexus_desc: "最新的精神场科技，能够让朝拜者直接感受到来自圣地的神圣力量。"
 building_citadel_of_faith: "信念堡垒"
 building_citadel_of_faith_desc: "一个巨大的与物质世界隔离的建筑，接受一切来访者，为他们提供避难所。"
 building_stronghold: "要塞"
 building_stronghold_desc: "一个行星要塞，拥有强大的驻军，以保护该星球免遭入侵和叛乱。"
 building_fortress: "堡垒"
 building_fortress_desc: "此巨型要塞群内置有更大型的兵营以容纳更多的驻守士兵并同时为他们提供训练场所。"
 building_bio_reactor: "生物反应堆"
 building_bio_reactor_desc: "此设施可以高效地将有机物质转化为能源。"
 tech_bio_reactor: "$building_bio_reactor$"
 tech_bio_reactor_desc: "$building_bio_reactor_desc$"
 building_bio_reactor_2: "先进生物反应堆"
 building_bio_reactor_2_desc: "一座将有机质高效转化为能量的设施，对废物控制的改进使其可以回收有用的气态副产物。"
 tech_bio_reactor_2: "$building_bio_reactor_2$"
 tech_bio_reactor_2_desc: "$building_bio_reactor_2_desc$"
 building_hab_stronghold: "安保中心"
 building_hab_stronghold_desc: "居住站的这个地区致力于安保，并提供武装部队来保护居住地免受来自内部和外部的威胁。"
 building_crude_huts: "简陋棚屋"
 building_crude_huts_desc: "原始社会的住房，由岩石和粘土等材料所建造。"
 building_primitive_dwellings: "粗糙住房"
 building_primitive_dwellings_desc: "这些小型建筑可以提供简单的住宿环境，有效防御各种恶劣的气候。"
 building_stone_palace: "石头宫殿"
 building_stone_palace_desc: "当地统治精英居住的石头建造的原始宫殿。"
 building_primitive_capital: "地方首府"
 building_primitive_capital_desc: "这个原始星球居住着的各个民族国家的地区首府建筑。"
 building_urban_dwellings: "市区住宅"
 building_urban_dwellings_desc: "处于环境污染严重的水泥森林中的空间紧凑型房屋。"
 building_pre_ftl_radio_telescope: "射电望远镜阵列"
 building_pre_ftl_radio_telescope_desc: "一处射电望远镜构成的阵列，希望能够寻找到有智慧的外星生命。"
 awareness_gain_desc: "随时间提高这个文明获得£awareness£§Y觉醒度§!的几率。"
 building_hive_crude_huts: "简单蜂巢"
 building_hive_crude_huts_desc: "使用最简单、无需多少功夫就能获取的低级材料制成，这些蜂巢仅能保证工蜂不会在夜间被冻死。"
 building_hive_primitive_dwellings: "早期群落"
 building_hive_primitive_dwellings_desc: "这些六边形建筑在建造时已经开始考虑空间利用的最优化，因此可以容纳基本上可以称之为一个群落的人口。"
 building_hive_stone_palace: "石制蜂巢"
 building_hive_stone_palace_desc: "在这样一个世界，你需要同自己物种竞争来求生存，那么拥有石制的城墙无疑是一项优势。"
 building_hive_primitive_capital: "大陆节点"
 building_hive_primitive_capital_desc: "从这个典型的大陆中心节点不断延伸出无数蜂巢，争相控制这颗星球。"
 building_hive_urban_dwellings: "工蜂储仓"
 building_hive_urban_dwellings_desc: "一种容纳正在进行休眠循环的工蜂的最实用方案。建筑上设置了分立的入口和出口，能够最大化工蜂的补能进程。"
 building_hive_primitive_factory: "$building_primitive_factory$"
 building_hive_primitive_factory_desc: "$building_primitive_factory_desc$"
 building_hive_primitive_mine: "$building_primitive_mine$"
 building_hive_primitive_mine_desc: "$building_primitive_mine_desc$"
 building_hive_primitive_power_plant: "$building_primitive_power_plant$"
 building_hive_primitive_power_plant_desc: "$building_primitive_power_plant_desc$"
 building_hive_primitive_farm: "$building_primitive_farm$"
 building_hive_primitive_farm_desc: "$building_primitive_farm_desc$"
 building_hive_primitive_node: "简单突触节点"
 building_hive_primitive_node_desc: "通过这个简陋的突触节点，蜂巢的意志将得到强化。"
 building_machine_primitive_node: "简单上行链路节点"
 building_machine_primitive_node_desc: "一个降低行星延迟的简陋上行链路节点。"
 building_farming_districts_1: "作物发育中心"
 building_farming_districts_1_desc: "一个谦逊的官僚中心，其任务是测量耕地并发起行星农业的扩张。"
 building_farming_districts_2: "土壤回收中心"
 building_farming_districts_2_desc: "该中心的重点是恢复边缘土地和提高产量，促进更大的农业区域增长。"
 building_farming_districts_3: "自动农业复合体"
 building_farming_districts_3_desc: "机械化收割机、无人机编队和气候控制农田推动了农业区划的迅速扩张。"
 building_farming_districts_4: "行星耕作网格"
 building_farming_districts_4_desc: "一座庞大的综合体，监督集约化、高密度的农业运作，最大限度地增加星球上可支持的农业区划。"
 building_mine_generic: "地表采石站"
 building_mine_generic_desc: "通过协调浅层挖掘和矿石收集，该采石站可以提前扩展采矿区划。"
 building_mining_districts_1: "工业采矿站"
 building_mining_districts_1_desc: "挖掘钻机、输送系统和分选阵列协同工作，维持着可靠的产出，并使采矿区划的初始扩展成为可能。"
 building_mining_districts_2: "地核钻穿阵列"
 building_mining_districts_2_desc: "这是一种通过重型钻孔机和结构加固来推动更深层次采矿作业的设施，可以解锁更多的矿藏。"
 building_mining_districts_3: "地震挖掘场"
 building_mining_districts_3_desc: "一座可进行高效隧道开凿和地下稳定化的复杂设施，拓宽了通往其他难以到达的矿脉的通道。"
 building_mining_districts_4: "深壳提取网格"
 building_mining_districts_4_desc: "这座复杂的设施在行星的最深处运行，管理着完全工业化的采掘区，并能将采矿区划扩张到极限。"
 building_generator_generic: "发电园区"
 building_generator_generic_desc: "该建筑致力于大规模能源发电，其中包含了动力电池、等离子体管道和高输出发电机阵列。"
 building_generator_districts_1: "传导工程复合体"
 building_generator_districts_1_desc: "这座复合体通过分配底层电网的基础设施和能源处理系统来支持新发电区划的建立。"
 building_generator_districts_2: "变继电综合体"
 building_generator_districts_2_desc: "该设施通过部署大容量继电器、变压器场和电网稳定节点，扩大了行星电力基础设施，为发电区划的发展提供了更广泛的支持。"
 building_generator_districts_3: "等离子约束阵列"
 building_generator_districts_3_desc: "该设施用稳定化等离子体流和电路共振控制整促进整个星球上的发电设施的高强度发展。"
 building_generator_districts_4: "行星中枢"
 building_generator_districts_4_desc: "这种集成的能源中枢协调着行星规模的发电机操作，使发电区划可以扩展到极限。"
 ####################################
 #Wonders
 ####################################
 building_xeno_zoo: "异星动物园"
 building_xeno_zoo_plural: "外星动物园"
 building_xeno_zoo_desc: "这块保留地专门用于保护和研究当地动物群。"
 building_fe_xeno_zoo: "外星保护区"
 building_hab_capital: "居住站行政中心"
 building_hab_capital_desc: "居住站的行政中心，作为当地的首府及政府的所在地。"
 building_hab_capital_tooltip: "大型天体产生的£mod_planet_max_districts_add£最大区划槽：§G+0.25§!\n"
 building_hab_solar_power_processor: "太阳能处理器"
 building_hab_solar_power_processor_desc: "太阳能处理器将太阳能从居住站外侧大量的太阳能板中收集的太阳能分配到各个设施。"
 building_hab_astro_mining_facility: "航天采矿湾"
 building_hab_astro_mining_facility_desc: "尽管居住站本身并没有什么自然资源，居住站可以借助这些设施从临近的小行星或天体上进行开采获取矿物资源。"
 building_hab_agri_bay: "农业区"
 building_hab_agri_bay_desc: "居住站有一个养殖着多种植物和动物以提供食物给当地居民的区域。"
 building_hab_cultural_center: "休闲区"
 building_hab_cultural_center_desc: "成片的综合设施成为了居住站住民们用以满足文化与社交需求的区域。"
 building_hab_laboratory_module: "实验中心"
 building_hab_laboratory_module_desc: "完全用于科学研究的独立区域。"
 building_fe_xeno_zoo_desc: "一个为“幸存下来”的异种生物提供自然栖息地的高度复杂的保护区。"
 building_paradise_dome: "乐土园"
 building_paradise_dome_desc: "完全封闭性并拥有自给生态系统的住房，对那些富有或者运气足够好的人来说这里是名副其实的天堂。"
 building_monument: "纪念碑"
 building_monument_desc: "一座纪念伟大统治者的纪念碑。"
 building_monument_proper: "[GetRulerName]的纪念碑"
 building_monument_desc_proper: "纪念伟大的[GetRulerName]的巨型纪念碑。"
 building_grand_mausoleum: "宏伟陵墓"
 building_grand_mausoleum_desc: "一座巨大的陵墓，搭建在伟大统治者的墓穴上。"
 building_grand_mausoleum_proper: "[GetRulerName]的宏伟陵墓"
 building_grand_mausoleum_desc_proper: "为备受尊敬的[GetRulerName]建造的庄严墓地。"
 building_grand_mausoleum_allowed_tooltip: "必须拥有一个§Y统治者§!\n行星上必须建立一个\n§Y行星首府§!，\n§Y行星都城§!，或\n§Y复合型恒星系首府§!\n"
 building_royal_gardens: "皇室花园"
 building_royal_gardens_desc: "一座巨大的休闲花园，人们可以在这里欢聚，缅怀伟大的统治者。"
 building_royal_gardens_proper: "[GetRulerName]的皇室花园"
 building_royal_gardens_desc_proper: "伟大的[GetRulerName]建造的奇幻花园。"
 building_galactic_stock_exchange: "星际交易所"
 building_galactic_stock_exchange_desc: "通过商品和服务的自由贸易，我们提供了一种分工更加精细的经济形式，使得人们可以专攻某一行业，交易他们所需的东西。"
 building_ministry_production: "生产部"
 building_ministry_production_desc: "生产部是日以继夜地负责管理并优化整个行星上的流水线生产链的行政部门。"
 building_production_center: "资源处理中心"
 building_production_center_desc: "该庞大的设施专精于整个行星的资源管理与加工。"
 building_supercomputer: "星球超级计算机"
 building_supercomputer_desc: "能够运行各种复杂运算的超级电脑，有助于提升整个行星的科研输出。"
 building_hyper_entertainment_forum: "极乐广场"
 building_hyper_entertainment_forum_desc: "一座大型的休闲场所，犹如美梦成真。购物商场、饭店餐馆、游乐园、虚拟游戏厅，数不胜数。想要什么，这里都有！"
 building_institute: "研究中心"
 building_institute_desc: "研究中心是一座巨大而错综复杂的设施，集合了各领域一线的专家，这种空前的跨领域协作将增加整个行星的研究产值。"
 building_virtual_combat_arena: "虚拟竞技场"
 building_virtual_combat_arena_desc: "虚拟竞技场既可用于娱乐消遣，又能增加社会归属感。当地军团也会用虚拟竞技场来进行模拟训练。"
 building_monument_purity: "至纯纪念碑"
 building_monument_purity_desc: "$tech_purity_campaigns_desc$"
 building_orillium_factory: "奥利姆炸药厂"
 building_orillium_factory_desc: "奥利姆矿具有独特的性质，适合加工成炸药，用于地底或深海采矿项目。"
 building_pitharan_plant: "皮萨兰肥料厂"
 building_pitharan_plant_desc: "皮萨兰肥料厂生产添加皮萨兰星尘的肥料，改善作物产值。"
 building_military_academy: "军事学院"
 building_military_academy_desc: "军事学院可以提高当地的招募率，并能提供更高规格的训练。"
 building_symbol_unity: "团结之识"
 building_symbol_unity_desc: "$tech_symbol_unity_desc$"
 building_visitor_center: "游客中心"
 building_visitor_center_desc: "$tech_visitor_center_desc$"
 building_alien_sanctuary: "异星避难所"
 building_alien_sanctuary_desc: "$tech_alien_sanctuary_desc$"
 building_psi_corps: "灵能军团"
 building_psi_corps_desc: "帝国的各路精英灵能[GetIndividualNamePlural]被征召到此军团中发挥各自的专长。\n\n§Y灵能军团是你的[GetPsiCorpFriend]。相信我们。§!"
 psionic_bonus_workforce_from_telepaths_tt: "$mod_psionic_pop_bonus_workforce_mult$受[telepath.GetIcon][telepath.GetName]岗位倍乘"
 building_hive_synapse: "蜂巢突触"
 building_hive_synapse_desc: "增强蜂巢思维的信号能够提高我们的子个体的工作效率。"
 building_xenology_center: "异星生物研究中心"
 building_xenology_center_desc: "将劣等物种集中到一个地方，通过研究和展览以显示我们的先进性。"
 building_symbol_purity: "纯净之识"
 building_symbol_purity_desc: "$tech_symbol_unity_desc$"
 building_control_center: "控制中心"
 building_control_center_desc: "通过建造强大的处理中心我们可以优化我们无人机的操作效率。"
 ####################################
 #Building requirement custom descs
 ####################################
 requires_building_capital_or_hab: "§R行星上需要有§Y$building_capital$§!或§Y$building_hab_capital$§!。§!"
 requires_building_capital: "§R需要行星上有§Y$building_capital$§!。§!"
 requires_building_capital_2: "§R需要行星上有§Y$building_capital_2$§!。§!"
 requires_building_capital_3: "§R需要行星上有§Y$building_capital_3$§!。§!"
 requires_any_empire_capital: "§R行星上需要有§Y$building_capital_3$§!或§Y$building_hab_capital$§!。§!"
 requirement_robotics_2: "§R需要行星上有§Y$building_capital_2$§!，人工智能必须合法。§!"
 requirement_robotics_3: "§R需要行星上有§Y$building_capital_3$§!，人工智能必须合法。§!"
 requirement_slave_facility: "§R行星上没有奴隶。§!"
 requirement_not_homeworld: "§R不能在母星上建立。§!"
 requires_shelter: "§R需要行星上有§Y$building_colony_shelter$§!。§!"
 requires_pops_5: "§R行星上需要至少§Y500人口§!。§!"
 requires_pops_10: "§R行星上需要至少§Y1K人口§!。§!"
 requires_pops_15: "§R行星上需要至少§Y1.5K人口§!。§!"
 requires_alien_pets: "§R地块上需要§Y$sr_alien_pets$§!。§!"
 requires_betharian_stone: "§R地块上需要§Y$sr_betharian$§!。§!"
 requires_building_machine_capital_1: "§R需要行星上有§Y$building_machine_capital_1$§!。§!"
 requires_building_machine_capital_2: "§R需要行星上有§Y$building_machine_capital_2$§!。§!"
 requires_building_machine_capital_3: "§R需要行星上有§Y$building_machine_capital_3$§!。§!"
 requires_any_machine_empire_capital: "§R行星上需要有§Y$building_machine_capital_3$§!或§Y$building_hab_capital$§!。§!"
 requires_building_machine_capital_1_or_hab: "§R行星上需要有§Y$building_machine_capital_1$§!或§Y$building_hab_capital$§!。§!"
 requires_machine_shelter: "§R需要行星上有§Y$building_deployment_post$§!。§!"
 ####################################
 #Event Buildings
 ####################################
 building_zanaam_obelisk: "扎娜姆方尖碑"
 building_zanaam_obelisk_desc: "神秘的方尖碑，刻满失传的外星文字。涌动其中的力量发出轰鸣，靠近的人都会感觉到头痛。"
 building_great_pyramid: "大金字塔"
 building_great_pyramid_desc: "一座当地民众为了安抚从天降临的神所建造的金字塔。"
 building_toy_factory: "外星玩具厂"
 building_toy_factory_desc: "不停运作的大型工厂，将高分子聚合物塑造成形状各异而用途未知小物件。"
 ####################################
 #Machine Empire Buildings
 ####################################
 building_uplink_node: "上行链路节点"
 building_uplink_node_plural: "上行链路"
 building_uplink_node_desc: "降低行星间的延迟的上行链路节点。"
 building_network_junction: "网络枢纽"
 building_network_junction_desc: "这种强大的收发器可以增加信号带宽，增进帝国内不同系统之间的不断交流。"
 building_system_conflux: "系统汇流中心"
 building_system_conflux_desc: "一栋负责收发信号的庞大中心设施，联通了星海相隔的数百万个不同系统。"
 building_alpha_hub: "阿尔法枢纽"
 building_alpha_hub_desc: "内部通讯的中心神经，联通着管理我们帝国的数以亿亿计的半智慧系统。"
 building_machine_capital: "管理阵列"
 building_machine_capital_desc: "半自动化的电脑网络，负责管理行星上各种复杂的行政工作。"
 building_machine_major_capital: "行星处理器"
 building_machine_major_capital_desc: "性能强大的行政电脑，负责管理与监督行星聚居点的运作。"
 building_machine_system_capital: "主控枢纽"
 building_machine_system_capital_desc: "这里是整个系统的行政核心。数以千计的电脑智能不分昼夜地处理各种微小而繁琐的需求以确保星际文明能够保持高效的运作。"
 building_animal_evaluation_laboratory: "动物评估实验室"
 building_animal_evaluation_laboratory_desc: "这所实验室会研究栖息在当地的动物群落，以及在未来将它们整合进机械设计的潜质。"
 building_spare_parts_depot: "零部件仓库"
 building_spare_parts_depot_desc: "一个储藏帝国所有现役机器模型零件的大型中心化仓库。"
 building_unit_assembly_plant: "单位组装工厂"
 building_unit_assembly_plant_desc: "该由人工智能监督的工厂会大大加速该行星组装新机械单位的速度。"
 building_singularity_core: "奇点核心"
 building_singularity_core_desc: "巨大的收容设施内有一个稳定的微型黑洞。拥有近乎无限的研究潜能。"
 building_probability_engine: "概率引擎"
 building_probability_engine_desc: "该异常强大的人工智能建筑体不断运行尖端的数学仿真，企图预测有机群落的未来行动。至少已经证实，它可以准确预测他们的股票市场。"
 building_organic_sanctuary: "有机庇护所"
 building_organic_sanctuary_desc: "该庇护所为有机生命提供安全成长的封闭环境，而且能完全监控他们的行为。居住于其中的有机体的住房需求将被完全满足。"
 building_organic_paradise: "有机天堂"
 building_organic_paradise_desc: "一个由人工智能控制的人造乐土，专门用于满足智慧有机生命的需求。当然，这其中不包括自主自决的需求。居住于其中的有机体的住房需求将被完全满足。"
 building_trophy_vault: "创造性展览舱"
 building_trophy_vault_desc: "算法维系着活体陈设源源不断的创意输出，筛选统计显著的情感共鸣。虽然客观上缺乏技术价值，但这些表达被保留为社会情感验证的手段，并提供自决的幻觉。由此产生的满意度值的增加是非常重要的。"
 building_nutrient_paste_facility: "营养膏工厂"
 building_nutrient_paste_facility_desc: "这个设施使用多种工业生物产品合成一种可以为有机生物充当良好营养源的酱膏。在化学调剂品的辅助下，这种酱膏可以模拟出多种美食的风味。至少七成的有机生物都无法分辨其中的不同。"
 building_neuro_electric_amplifier: "神经电流放大器"
 building_neuro_electric_amplifier_desc: "这个设施可以放大我们所控制的机械改造单位间传递的神经信号，从而增加他们的产能。"
 building_neuro_electric_amplifier_triggered_effect: "机械改造人口：\n   $minerals$： §G+15%§!\n   $energy$：§G+15%§!"
 building_war_factory: "战争工厂"
 building_war_factory_desc: "一个由高级人工智能管控优化生产线的大型战争机器人工厂。"
 building_deployment_post: "部署前哨"
 building_deployment_post_desc: "我们为了在该世界开疆扩土所搭建的初始前哨。"
 ####################################
 #Government Authorities
 ####################################
 auth_democratic: "民主制"
 auth_democratic_desc: "民主政府给予其公民投票权并定期发起选举，这样公民们就能选择能代表他们利益的领袖。"
 auth_democratic_tt: "$MOD_FACTION_APPROVAL$：§G+10%§!\n$MOD_COUNTRY_LEADER_POOL_SIZE$：§G+1§!\n$auth_democratic_election_tt$"
 auth_democratic_election_tt: "当新的$councilor_ruler_democratic$当选时，重置政府改革和政策冷却时间"
 concept_auth_democratic: "$auth_democratic$"
 auth_oligarchic: "寡头制"
 auth_oligarchic_desc: "寡头政府的政治权力集中在少数人的手中。"
 concept_auth_oligarchic: "$auth_oligarchic$"
 auth_dictatorial: "独裁制"
 auth_dictatorial_desc: "独裁政府由一位掌握所有权力的终身统治者管理。"
 concept_auth_dictatorial: "$auth_dictatorial$"
 auth_imperial: "帝制"
 auth_imperial_desc: "帝国的政体与独裁政府类似， 只不过帝国的王位由前任君主驾崩前指定的继承人继承。"
 concept_auth_imperial: "$auth_imperial$"
 auth_hive_mind: "蜂巢思维"
 auth_hive_mind_plural: "蜂巢思维"
 auth_hive_mind_desc: "蜂巢思维与其说是一个国家，更像是单一的有机体。人口没有自由意志，一切行为不过是蜂巢思维的延伸——就如同躯体上的节肢。\n\n当与思维分离，个体会变得迷惑最终死亡。任何处在由蜂巢思维控制星球上的自由个体会被驱逐，处决，或者干脆被当作猎物喂养整个群体。"
 concept_auth_hive_mind: "$auth_hive_mind$"
 auth_machine_intelligence: "机械智能"
 auth_machine_intelligence_plural: "机械智能"
 auth_machine_intelligence_desc: "机械智能是巨大的人工群体思维，已经联网成为一个有意识的实体。这样一个国家的大多数实际人口都是无意识的工作单位，他们没有任何自由意志地执行他们指定的任务。\n\n少数半自治的代理人通常被用于从一定程度的独立主动性中受益的更专业的任务。"
 concept_auth_machine_intelligence: "$auth_machine_intelligence$"
 auth_ancient_machine_intelligence: "远古机械智能"
 auth_ancient_machine_intelligence_desc: ""
 auth_corporate: "企业政府"
 auth_corporate_desc: "企业政府是指由庞大的商业集团完全接管了行政功能的国度。"
 concept_auth_corporate: "$auth_corporate$"
 military_dictatorship: "军事独裁制"
 military_dictatorship_desc: "§L这种政体是军国主义的专制独裁政体，统治者作为军队无可置疑的首脑的同时也牢牢地控制着国家机关。§!"
 military_dictatorship_special: "每位统治者都可以建造一艘巨型舰船。"
 martial_empire: "军武帝国"
 martial_empire_desc: "§L这种政体是一种高级的军国主义专制独裁政体，国家的大部分存在意义就是为了大力支援军事事务。人们重视军事才能，同时所有公民都会定期进行军事训练。§!"
 martial_empire_special: "每位统治者都可以建造一艘巨型舰船。"
 divine_mandate: "君权神授"
 divine_mandate_desc: "§L这种政体是一种唯心主义的独裁政体，统治者被视为神圣的象征。有组织的宗教被广泛地利用来支持国家机构。§!"
 divine_mandate_special: "每位统治者都可以建造一个陵墓纪念碑。"
 transcendent_empire: "超凡帝国"
 transcendent_empire_desc: "§L这种政体是一种高级的唯心主义独裁政体。一切事物都被国家官方宗教所定义塑造，而统治者被视为绝对正确的现世神。§!"
 transcendent_empire_special: "每位统治者都可以建造一个陵墓纪念碑。"
 despotic_hegemony: "专制霸权"
 despotic_hegemony_desc: "§L这种政体是一种唯物主义独裁政体，公民仅仅被视为国家机器的小小齿轮。效率和技术进步的价值高于一切。§!"
 despotic_hegemony_special: "每位统治者可以建立一支精英进攻部队。"
 ai_overlordship: "神经网络行政"
 ai_overlordship_desc: "§L这种政体是一种高级的唯物主义独裁政体，强大的计算机被用来计算最有效的管理方式。国家的方方面面都被链接起来，为了获取更高的效率和新技术而前进。§!"
 ai_overlordship_special: "每位统治者可以建立一支精英进攻部队。"
 enlightened_monarchy: "开明君主制"
 enlightened_monarchy_desc: "§L这种政体是一种和平主义独裁政体，统治者被视为一个总是表现得代表着公众最佳利益的、开明的保护者。§!"
 enlightened_monarchy_special: "每位统治者都可以建造一个特殊的公园建筑。"
 irenic_monarchy: "和平君主制"
 irenic_monarchy_desc: "§L这种政体是一种高级的和平主义独裁政体，统治者被尊为一个致力于保护民众免于遭受来自星河的暴力侵害的、仁慈的守护者。§!"
 irenic_monarchy_special: "每位统治者都可以建造一个特殊的公园建筑。"
 despotic_empire: "专制帝国"
 despotic_empire_desc: "§L这种政体是一种相对纯粹的专制政体，一个专制的统治者用他的铁腕来治理国家。§!"
 despotic_empire_special: "每位统治者都可以建造一个巨型§Y防御站§!。"
 star_empire: "星际帝国"
 star_empire_desc: "§L这种政体是一种高级的专制政体，一个统治者被授予绝对权力。改进的官僚效率进一步降低了以这种方式统治一个庞大的星际帝国的行政压力。§!"
 star_empire_special: "每位统治者都可以建造一个巨型§Y防御站§!。"
 military_junta: "军政府"
 military_junta_desc: "§L这种政体是一种军国主义式的寡头政治政体，大权在握的高级军官委员会负责监管所有国家事务。§!"
 ordered_stratocracy: "有序军政制"
 ordered_stratocracy_desc: "§L这种政体是一种高级的军国主义式寡头政体，军方已经全方面取代了文官政府。所有政府公职都由军方人员担任。§!"
 theocratic_oligarchy: "神权寡头制"
 theocratic_oligarchy_desc: "§L这种政体是唯心主义寡头政体，一个由神职人员组成的神圣的指引修会控制着国家。国家与占据统治地位的有组织的宗教之间不存在分歧。§!"
 transcendent_oligarchy: "超凡寡头制"
 transcendent_oligarchy_desc: "§L这种政体是一种高级的唯心主义寡头政体，由被认为对所有国家事务和宗教具有绝对权威的神圣议会所统治。§!"
 science_directorate: "科学理事会"
 science_directorate_desc: "§L这种政体是一种唯物主义寡头政体，以科学家委员会的监督来保证政府机构保持最高效率运作。§!"
 illuminated_technocracy: "启明科学会"
 illuminated_technocracy_desc: "§L这种政体是一种高级形态的唯物主义寡头政府，从各领域的科学家中选出专家代表，专家组成的委员会掌控国家大权。技术发展被认为是国家未来的关键。§!"
 peaceful_bureaucracy: "和平官僚制"
 peaceful_bureaucracy_desc: "§L这种政体是一种和平主义的寡头政府，复杂的官僚体系统治着社会的方方面面，其目的是确保公民安全。§!"
 irenic_protectorate: "和平摄政制"
 irenic_protectorate_desc: "§L这种政体是一种高级形态的和平主义寡头政府，安全委员会负责监督国家行政。公民的暴力倾向已经在早期根除。§!"
 plutocratic_oligarchy: "财阀寡头制"
 plutocratic_oligarchy_desc: "§L这种政体是一种财阀统治的寡头政府，由富有的精英阶层统治。公民的私人财产等价于其政治权力。§!"
 mega_corporation: "巨型企业"
 mega_corporation_desc: "§L这种政体是一种高级形态的财阀统治寡头政府，整个国家就是一个巨型的商业公司，由董事组成的董事会监督。§!"
 military_republic: "军事共和制"
 military_republic_desc: "§L这种政体是一种军国主义的民主政府，只有服过军役的人才能拥有完整的公民权。拥有完整公民权的公民才能进行选举或担任公职。§!"
 martial_demarchy: "军武民主制"
 martial_demarchy_desc: "§L这种政体是一种高级形态的军国主义民主政府，统治者从有资格的候选人中随机选取。入选资格几乎由军功决定。§!"
 theocratic_republic: "神权共和制"
 theocratic_republic_desc: "§L这种政体是一种唯心主义的民主政府，宗教议会负责监督民主进程，起顾问角色。§!"
 transcendent_republic: "超凡共和制"
 transcendent_republic_desc: "§L这种政体是一种高级形态的唯心主义民主政府，领导的候选人从国教的神职体系中选拔，在社会各个方面均是如此。§!"
 direct_democracy: "直接民主制"
 direct_democracy_desc: "§L这种政体是一种唯物主义的民主政府，公民使用计算机网络对国家大事进行直接投票。§!"
 subconscious_consensus: "心灵共识制"
 subconscious_consensus_desc: "§L这种政体是一种高级形态的唯物主义民主政府，公民需按照法律进行脑内植入，然后在公投时立刻进行投票。§!"
 moral_democracy: "道德民主制"
 moral_democracy_desc: "§L这种政体是一种和平主义的民主政府，坚信道德伦理和非暴力政策。§!"
 irenic_democracy: "和平民主制"
 irenic_democracy_desc: "§L这种政体是一种高级形态的和平主义民主政府，不论内外事物，皆选择和平方式应对。§!"
 indirect_democracy: "间接民主制"
 indirect_democracy_desc: "§L这种政体是一种间接民主政府，公民选拔代表管理国事。§!"
 democratic_utopia: "民主乌托邦"
 democratic_utopia_desc: "§L这种政体是一种高级形态的间接民主政府，完美地平衡了个人自由和社会责任。腐败基本根除。§!"
 tribal_society: "部落社会"
 tribal_society_desc: "§L部落社会是一个缺乏中央政府管理的社会，与其被统一管理，民众选择在当地组建部落和氏族。§!"
 primitive_feudalism: "原始封建制"
 primitive_feudalism_desc: "§L一种充满瑕疵的政治制度，由割据的分封领地构成。为了争夺地域统治权，各领地之间纷争不断。§!"
 fragmented_nations: "各自为政"
 fragmented_nations_desc: "许多各自为政的国家相互竞争，争夺军事主导权和经济主导权。还没有统一的全球政府。"
 stagnated_ascendancy: "停滞圣权"
 stagnated_ascendancy_desc: "§L停滞圣权是一种政府和社会的发展已经停滞不前，并仍旧坚守着腐朽的传统与早已被遗忘的教义的古老国家。§!"
 awakened_ascendancy: "复兴圣权"
 awakened_ascendancy_desc: "§L复兴后的帝国将从其旷日已久的安眠中惊醒，并且试图在浩瀚星海中夺回失去已久的遗产。§!"
 machine_intelligence: "机械智能"
 machine_intelligence_desc: "§L十足的异种，一个由机器文明组成的古怪政府系统。§!"
 ancient_machine_intelligence: "远古机械智能"
 ancient_machine_intelligence_desc: "§L十足的异种，一个由机器文明组成的古怪政府系统。§!"
 military_order: "军事教团"
 military_order_desc: "§L一种奇怪但显然很有效率的军国主义政体。§!"
 hive_mind: "蜂巢思维"
 hive_mind_desc: "§L一种高度发达的意识集合体，其中个体的独立意识只不过是巨大的分散式大脑中的神经突触。§!"
 gov_feudal_empire: "封建帝国"
 gov_feudal_empire_desc: "这是一个封建独裁政治体系，君主通过授予封臣官职和封地来换取税收和军事效忠的义务进行间接统治。"
 gov_despotic_empire: "专制帝国"
 gov_despotic_empire_desc: "专制帝国是更彻底的独裁制度，政府存在的意义便是为把持着无上权威的统治者紧紧束缚住其下的臣民。"
 gov_constitutional_dictatorship: "宪政独裁制"
 gov_constitutional_dictatorship_desc: "宪政独裁政府将绝对权力赋予独裁者以换取抵御外来威胁的力量，无论这威胁是真实还是臆想的。"
 gov_plutocratic_oligarchy: "财阀寡头制"
 gov_plutocratic_oligarchy_desc: "财阀寡头政府是由财阀控制的寡头政府，整个国家由掌握经济命脉的精英统治。"
 gov_representative_democracy: "代议民主制"
 gov_representative_democracy_desc: "代议民主政府是特殊的民主政体，人民会选择出代表他们利益的官员来治理国家。"
 gov_theocratic_monarchy: "神权君主制"
 gov_theocratic_monarchy_desc: "神权君主政府是唯心主义意识形态的君主制政府，国家的统治者被神化成神圣的象征。完备的教会组织融入到行政机关中，为国家发展出谋献力。"
 gov_theocratic_dictatorship: "神权独裁制"
 gov_theocratic_dictatorship_desc: "神权独裁政府是唯心主义意识形态的独裁政府，独裁者作为宗教阶级的最高层领袖统治着由国定宗教领导的国家。"
 gov_theocratic_oligarchy: "神权寡头制"
 gov_theocratic_oligarchy_desc: "神权寡头政府是唯心主义意识形态的寡头政府，国家的政治力量全部掌握在若干位高权重的宗教领袖手上。"
 gov_theocratic_republic: "神权共和制"
 gov_theocratic_republic_desc: "神权共和政府是唯心主义意识形态的民主政府，宗教议会作为指导员监督并引导选举程序。"
 gov_divine_empire: "天命帝国"
 gov_divine_empire_desc: "天命帝国是唯心主义意识形态的特殊独裁政府。国家内的任何事务都必须经过国教的审核，而国家的统治者则被看作是行走在凡间的真神。"
 gov_holy_tribunal: "圣庭"
 gov_holy_tribunal_desc: "圣庭是唯心主义意识形态的独特寡头政府，国家被由牧师、教士组成的受神指示的议会控制。国家发展和宗教信条间不允许出现任何矛盾。"
 gov_star_empire: "星际帝国"
 gov_star_empire_desc: "星际帝国是特殊的军国主义世袭独裁制度，无论是军事还是民政都由一位君主管理。"
 gov_military_dictatorship: "军事独裁制"
 gov_military_dictatorship_desc: "军事独裁制是军国主义形态的独裁制度，统治者作为不容置疑的权威掌控着国内的生杀大权。"
 gov_military_junta: "军政府"
 gov_military_junta_desc: "军政府是军国主义的寡头政府，国家权力由高阶军官组成的内阁掌控。"
 gov_military_commissariat: "军机委员会"
 gov_military_commissariat_desc: "这类政府名义上是民主制度，然而民政实施与军事管理之间的界限越来越模糊，以至于两者逐渐合二为一。"
 gov_martial_empire: "军武帝国"
 gov_martial_empire_desc: "军武帝国是军国主义形态的世袭独裁制度，国家的存在仅仅是为了支持其军事部门。战斗技巧是最重要的技能，而每一位公民都必须接受一定的军事素质训练。"
 gov_martial_dictatorship: "军武独裁制"
 gov_martial_dictatorship_desc: "军武独裁制是军国主义形态的独裁制度，这种体制由最强大的武士作为领袖，以绝对的权力统治一切。 "
 gov_war_council: "战争议会"
 gov_war_council_desc: "战争议会是军国主义形态的寡头制度，所有重要决策均出于国内实力最强的几位军阀之手。"
 gov_assembly_of_clans: "部落联合"
 gov_assembly_of_clans_desc: "部落联合是军国主义形态的民主政府，联合的建立确保所有自由部落的战士都拥有发言权。"
 gov_citizen_stratocracy: "军政官僚制"
 gov_citizen_stratocracy_desc: "军政官僚制是更高级的军国主义寡头政府，所有民事行政部门都按照军事法规管辖。政府要职无一例外由军事官员担任。"
 gov_citizen_republic: "公民共和制"
 gov_citizen_republic_desc: "公民共和制是军国主义形态的民主制度，公民们只有通过参军服役才能获得一等公民的身份。同时也只有这类公民能够享有行政管理与投票选举等政治权利。"
 gov_irenic_monarchy: "和平君主制"
 gov_irenic_monarchy_desc: "和平君主制是崇尚和平的世袭独裁制度，君主被视为在这个水深火热的宇宙间保护其子民的仁爱守护者。"
 gov_irenic_dictatorship: "和平独裁制"
 gov_irenic_dictatorship_desc: "和平独裁制是崇尚和平的独裁制度，政府被要求去保护其守法公民免受国内外的暴力组织侵犯。"
 gov_irenic_bureaucracy: "和平官僚制"
 gov_irenic_bureaucracy_desc: "和平官僚制是崇尚和平的寡头制度，国家内部所有事务全由复杂的官僚系统处理，同时还要保卫其公民的合法权益与安全。"
 gov_celestial_empire: "天朝上国"
 gov_celestial_empire_desc: "天朝上国是独特的世袭君主制帝国，而君王被视为圣天长子来统治和平且孤立的广袤帝国。"
 gov_moral_democracy: "道德民主制"
 gov_moral_democracy_desc: "道德民主制是崇尚和平的民主制度，非暴力的信条以及道德基准深植政府与人民内心。"
 gov_despotic_hegemony: "专制霸权"
 gov_despotic_hegemony_desc: "专制霸权是唯物主义意识形态的世袭独裁制度，个体不过是国家机器中的一根小小的螺丝钉。效率和科技发展是国家发展的重中之重。"
 gov_totalitarian_regime: "极权主义"
 gov_totalitarian_regime_desc: "极权主义政府是唯物主义的专制政府，国家以追求效率的名义掌控人民生活的各方各面。"
 gov_executive_committee: "执行委员会"
 gov_executive_committee_desc: "执行委员会是唯物主义意识形态的寡头制度，一个强大的官僚体系彻底掌握着国家的生产指标以及人民的生活水准以求达到最高效率。"
 gov_direct_democracy: "直接民主制"
 gov_direct_democracy_desc: "直接民主制是唯物主义意识形态的民主制度，人民可以直接通过先进的电子网络投票决策几乎所有的国家事务。"
 gov_illuminated_autocracy: "启明专政制"
 gov_illuminated_autocracy_desc: "启明专政制是唯物主义意识形态的独裁制度，坚持科学发展是每一位领袖需要承担的诺言。国家内再也没有什么比学术研究繁荣昌盛更重要的目标了。"
 gov_technocratic_dictatorship: "学阀独裁制"
 gov_technocratic_dictatorship_desc: "学阀独裁制是唯物主义意识形态的独裁制度，学阀领袖以效率和科研为名义完全掌控着国家的发展。"
 gov_science_directorate: "科学理事会"
 gov_science_directorate_desc: "科学理事会是唯物主义意识形态的寡头制度，由资深学者和专家构成的理事会为了人民的福祉和效率治理国家。"
 gov_rational_consensus: "理性共识制"
 gov_rational_consensus_desc: "理性共识制是唯物主义意识形态的民主制度，政府的运行基于理性与科技发展观等理念。"
 gov_megacorporation: "寰宇企业"
 gov_megacorporation_desc: "寰宇企业是特殊的财阀寡头制度，整个国家犹如一个庞大的企业一般，人民像员工一般受到上层领导的监督。"
 gov_trade_league: "贸易联盟"
 gov_trade_league_desc: "财阀寡头制的政府形式，整个国家由无数由共同利益驱的商人、集团和工会组成。"
 gov_enlightened_monarchy: "开明君主制"
 gov_enlightened_monarchy_desc: "开明君主制政府是由贤明帝王治理的开明世袭独裁政府，作为政府的首脑，智慧与资质是最被看重的。"
 gov_elective_monarchy: "选举君主制"
 gov_elective_monarchy_desc: "这是一个开明的独裁政府，在选举君主时尤其强调其学识和资质。"
 gov_hive_mind: "集体意识"
 gov_hive_mind_desc: "这个政体可以看成是个单一的意识体，受蜂巢意识控制的人民除了满足主巢的需求外心无杂念。"
 gov_devouring_swarm: "噬杀蜂群"
 gov_devouring_swarm_desc: "这是一个由只会吞噬和自我繁殖的有机体构成的统合意识，子个体人口除了满足蜂巢思维无尽的饥饿外不会关心任何事。"
 gov_blood_forest: "血腥深林"
 gov_blood_forest_desc: "与其说是一个政府不如说是某种自然之力。这是一个自我传播的星球实体，永远寻求着滋养自己的根茎。"
 gov_stagnant_ascendancy: "停滞圣权"
 gov_stagnant_ascendancy_desc: "停滞圣权是一种政府和社会的发展已经停滞不前，并仍旧坚守着腐朽的传统与早已被遗忘的教义的古老国家。"
 gov_awakened_ascendancy: "复兴圣权"
 gov_awakened_ascendancy_desc: "复兴后的帝国将从其旷日已久的安眠中惊醒，并且试图在浩瀚星海中夺回失去已久的遗产。"
 gov_tribal_society: "部落社会"
 gov_tribal_society_desc: "部落社会是一个缺乏中央政府管理的社会，与其被统一管理，民众选择了由始祖和部落构成的原始社会。"
 gov_feudal_realms: "封建王国"
 gov_feudal_realms_desc: "封建王国是一种十分原始的政府制度，国家由大大小小的王公领地构成，这些领主会时常为了争夺霸权而刀兵相见。"
 gov_fragmented_nation_states: "各国独自为政"
 gov_fragmented_nation_states_desc: "许多各自为政的国家相互竞争，争夺军事主导权和经济主导权。还没有统一的全球政府。"
 gov_curator_enclave: "策展人城邦"
 gov_curator_enclave_desc: "策展人城邦是一个以保存知识和技术作为存在目的而建立的古老学者组织。"
 gov_trader_enclave: "商人城邦"
 gov_trader_enclave_desc: "商人城邦是由受利益驱逐而从宇宙各处聚集起来的商人创立的。"
 gov_artist_enclave: "艺术家城邦"
 gov_artist_enclave_desc: "艺术家城邦的意义便是为了联合寰宇之间各物种的艺术家并按照艺术家们的想法为至高无上的艺术而服务。"
 gov_military_order: "军事教团"
 gov_military_order_desc: "一种奇怪但显然很有效率的军国主义政体。"
 gov_machine_intelligence: "机械智能"
 gov_machine_intelligence_desc: "十足的异种，一个由机器文明组成的古怪政府系统。"
 gov_ancient_machine_intelligence: "机械智能"
 gov_ancient_machine_intelligence_desc: "十足的异种，一个由机器文明组成的古怪政府系统。"
 gov_blood_court: "鲜血王庭"
 gov_blood_court_desc: "由极端排外思想发展出的一种世袭独裁制度，而君主的最终职责便是确保所有玷污永恒寰宇的低等物种彻底从这个位面上消失。"
 gov_purity_order: "纯净教团"
 gov_purity_order_desc: "纯净教团是由极端排外思想发展出的一种独裁制度，而教团长的最终职责便是确保所有玷污永恒寰宇的低等物种彻底从这个位面上消失。"
 gov_purification_committee: "净化委员会"
 gov_purification_committee_desc: "净化委员会是由极端排外思想发展出的一种寡头制度，而委员长的最终职责便是确保所有玷污永恒寰宇的低等物种彻底从这个位面上消失。"
 gov_purity_assembly: "纯净议会"
 gov_purity_assembly_desc: "纯净议会是由极端排外思想发展出的一种民主制度，而民选代表的最终职责便是确保所有玷污永恒寰宇的低等物种彻底从这个位面上消失。"
 gov_machine_empire: "人工智能网络"
 gov_machine_empire_desc: "这个机械智能由无数个半自主人工智能组成，它们组合在一起形成了引导帝国的格式塔意识。"
 gov_machine_terminator: "失控防御系统"
 gov_machine_terminator_desc: "这个机械智能的有机创造者的初衷是设计一种军事防御系统，在机器产生自我意识之后被认定为威胁而灭绝掉了。"
 gov_machine_servitor: "自动服务网络"
 gov_machine_servitor_desc: "最初用来服侍主人的机械智能，它们逐渐的从早已停止操劳而过上纸醉金迷的生活有机主人手中接管了文明。"
 gov_machine_assimilator: "编目索引"
 gov_machine_assimilator_desc: "这个机械智能的有机创造者为它们编入了对知识贪婪的欲望，结果在启动之后它们就被一并吸收进了集体意识之中。"
 gov_machine_research: "智能研究链路"
 gov_machine_research_desc: "这是最初被科学家设计用以辅助研究工作的机械智能。"
 gov_machine_industrial: "工业生产核心"
 gov_machine_industrial_desc: "这是最初设计用来建造、监管和维护工业系统的机械智能。"
 gov_megachurch: "教会商团"
 gov_megachurch_desc: "这个政府是一个同时注重商业和宗教的奇怪混合物，大主教和企业首脑被融合成了一个职位。"
 gov_bandit_kingdom: "匪盗王国"
 gov_bandit_kingdom_desc: "这个政府组织起来就像一个大规模的犯罪集团，在那里弱者和任何邻国仅仅被视为任人鱼肉的袭击目标。"
 gov_bandit_commune: "匪盗公社"
 gov_bandit_commune_desc: "$gov_bandit_kingdom_desc$"
 gov_mortal_empire: "凡世帝国"
 gov_mortal_empire_desc: "这一神权君主政体对于祭献智慧生命体的秘仪情有独钟。"
 gov_grim_council: "无情议院"
 gov_grim_council_desc: "该国最有权势的宗教高层组建了一个统治议会，监督整个帝国积极参与祭献智慧生命体的秘仪。"
 gov_band_blood: "血腥战帮"
 gov_band_blood_desc: "这个冷酷无情的团体被冲突和祭献仪式所统治，无论对内还是对外都以死亡为荣。"
 gov_sacrificial_megachurch: "圣祭教堂"
 gov_sacrificial_megachurch_desc: "这一政体利用无情的寡头体制将其商业利益和宗教目标统一起来，发布政令的教监人士鼓励宗教祭献为国家带来进一步的繁荣。"
 gov_parasitic_overmind: "寄生主脑"
 gov_parasitic_overmind_desc: "该意识倾向于夺取活着的寄主躯体以进行繁殖，而不是自我繁衍。"
 gov_fallback: "通用帝国"
 gov_fallback_desc: "通用备用项！不要看！"
 ####################################
 #Rulers / Heirs
 ####################################
 RT_GRAND_MARSHAL: "大元帅"
 RT_GRAND_MARSHAL_FEMALE: "$RT_GRAND_MARSHAL$"
 RT_IMPERATOR: "军团长"
 RT_IMPERATRIX: "女军团长"
 RT_ARCHPROPHET: "大先知"
 RT_ARCHPROPHETESS: "女大先知"
 RT_GOD_EMPEROR: "神皇"
 RT_GOD_EMPRESS: "女神皇"
 RT_OVERLORD: "霸主"
 RT_OVERLORD_FEMALE: "$RT_OVERLORD$"
 RT_HIGH_TECHNICIAN: "高级技术员"
 RT_KING: "国王"
 RT_QUEEN: "女王"
 RT_HIGH_KING: "至高王"
 RT_HIGH_QUEEN: "至高女王"
 RT_EMPEROR: "皇帝"
 RT_EMPRESS: "女皇"
 RT_ARCHON: "执政官"
 RT_ARCHON_FEMALE: "$RT_ARCHON$"
 RT_STRATEGOS: "大将军"
 RT_STRATEGOS_FEMALE: "$RT_STRATEGOS$"
 RT_INQUISITOR: "审判长"
 RT_PATRIARCH: "大牧首"
 RT_MATRIARCH: "女大牧首"
 RT_DIRECTOR: "主管"
 RT_OVERSEER: "监督者"
 RT_OVERSEER_FEMALE: "$RT_OVERSEER$"
 RT_COORDINATOR: "协调者"
 RT_COORDINATOR_FEMALE: "$RT_COORDINATOR$"
 RT_PROTECTOR: "守护者"
 RT_CHIEF_EXECUTIVE: "执行官"
 RT_CEO: "首席执行官"
 RT_CEO_FEMALE: "$RT_CEO$"
 RT_CENSOR: "督查官"
 RT_CONSUL: "执政使"
 RT_CONSUL_FEMALE: "$RT_CONSUL$"
 RT_LORD_PROTECTOR: "护国公"
 RT_LADY_PROTECTOR: "护国女大公"
 RT_REVERED_ELDER: "崇敬长老"
 RT_REVERED_ELDER_FEMALE: "$RT_REVERED_ELDER$"
 RT_HIGH_PRIEST: "至高司祭"
 RT_HIGH_PRIESTESS: "至高女司祭"
 RT_CHANCELLOR: "总理"
 RT_CHANCELLOR_FEMALE: "$RT_CHANCELLOR$"
 RT_FIRST_SPEAKER: "首席发言人"
 RT_FIRST_SPEAKER_FEMALE: "$RT_FIRST_SPEAKER$"
 RT_PRIME_MINISTER: "首相"
 RT_PRIME_MINISTER_FEMALE: "$RT_PRIME_MINISTER$"
 RT_PRESIDENT: "总统"
 RT_PRESIDENT_FEMALE: "$RT_PRESIDENT$"
 RT_SECRETARY: "秘书长"
 RT_SECRETARY_FEMALE: "$RT_SECRETARY$"
 RT_HIVEMIND: "主巢"
 HT_CROWN_PRINCE: "皇太子"
 HT_CROWN_PRINCESS: "皇女"
 HT_PRIEST: "大司祭"
 HT_PRIESTESS: "女大司祭"
 HT_SAINT: "圣子"
 HT_SAINT_FEMALE: "$HT_SAINT$"
 HT_DEPUTY_OVERLORD: "霸主代理"
 HT_DEPUTY_OVERLORD_FEMALE: "$HT_DEPUTY_OVERLORD$"
 HT_SENIOR_TECHNICIAN: "资深技术员"
 RT_GRAND_MASTER: "大团长"
 RT_CELESTIAL_EMPEROR: "天帝"
 RT_CELESTIAL_EMPRESS: "女天帝"
 RT_WARLORD: "军阀"
 RT_WARLORD_FEMALE: "$RT_WARLORD$"
 HT_RAIDER: "掠夺者"
 HT_RAIDER_FEMALE: "$HT_RAIDER$"
 RT_CLAN_SPEAKER: "氏族代表"
 RT_CLAN_SPEAKER_FEMALE: "$RT_CLAN_SPEAKER$"
 RT_CHAIRMAN: "主席"
 RT_CHAIRWOMAN: "主席"
 RT_HIGH_INQUISITOR: "至高审判长"
 RT_HIGH_INQUISITOR_FEMALE: "$RT_HIGH_INQUISITOR$"
 RT_SERENE_PROTECTOR: "和平守护者"
 RT_SERENE_PROTECTOR_FEMALE: "$RT_SERENE_PROTECTOR$"
 RT_DIRECTOR_GENERAL: "总干事"
 RT_DIRECTOR_GENERAL_FEMALE: "$RT_DIRECTOR_GENERAL$"
 RT_HIGH_COMMISSIONER: "最高委员长"
 RT_HIGH_COMMISSIONER_FEMALE: "$RT_HIGH_COMMISSIONER$"
 RT_HIVE_MIND: "主巢"
 RT_HIVE_MIND_FEMALE: "$RT_HIVE_MIND$"
 RT_CORE_DIRECTIVE: "核心指令集"
 RT_HIGH_EXECUTIONER: "至高刑罚者"
 RT_HIGH_EXECUTIONER_FEMALE: "$RT_HIGH_EXECUTIONER$"
 HT_SENIOR_EXECUTIONER: "高阶刑罚者"
 HT_SENIOR_EXECUTIONER_FEMALE: "$HT_SENIOR_EXECUTIONER$"
 RT_LORD_PURIFIER: "纯净大公"
 RT_LADY_PURIFIER: "纯净女大公"
 RT_GRAND_ARBITER: "大仲裁者"
 RT_GRAND_ARBITER_FEMALE: "$RT_GRAND_ARBITER$"
 RT_PRIME_JUSTICIAR: "首席法官"
 RT_PRIME_JUSTICIAR_FEMALE: "$RT_PRIME_JUSTICIAR$"
 RT_EXECUTOR: "执行者"
 RT_EXECUTOR_FEMALE: "$RT_EXECUTOR$"
 RT_CHIEF_PRECENTOR: "首席领唱人"
 RT_CHIEF_PRECENTOR_FEMALE: "$RT_CHIEF_PRECENTOR$"
 RT_COMMISSARY_GENERAL: "委员会委员长"
 RT_COMMISSARY_GENERAL_FEMALE: "$RT_COMMISSARY_GENERAL$"
 RT_PRIMUS: "首席"
 RT_PRIMUS_FEMALE: "$RT_PRIMUS$"
 HT_SECUNDUS: "次席"
 HT_SECUNDUS_FEMALE: "$HT_SECUNDUS$"
 RT_PRIMARCH: "基因原体"
 RT_PRIMARCH_FEMALE: "$RT_PRIMARCH$"
 RT_HALLOWED_COMPTROLLER: "教廷审计官"
 RT_HALLOWED_COMPTROLLER_FEMALE: "$RT_HALLOWED_COMPTROLLER$"
 RT_DEATH_MONARCH: "死之王"
 RT_DEATH_MONARCH_FEMALE: "死之女王"
 HT_DEATH_PRINCE: "死之王子"
 HT_DEATH_PRINCESS: "死之公主"
 RT_DREAD_CARDINAL: "怖衣主教"
 RT_BLOODLORD: "血腥领主"
 RT_BLOODLADY: "血腥夫人"
 HT_BLOODPRINCE: "血腥公子"
 HT_BLOODPRINCESS: "血腥公主"
 RT_GRAVE_ADMINISTRATOR: "墓地总督"
 RT_CPU: "中央处理器"
 RT_CORE: "指令核心"
 RT_SUPERVISORY: "监控节点"
 RT_CONDUIT: "主线路"
 RT_CENTRAL_AGGREGATOR: "中央聚合器"
 RT_NEURAL_CHORUS: "合唱之声"
 RT_LINK: "主链路"
 RT_HUB: "控制中心"
 RT_PAR: "寄生思维"
 RT_PAR_FEMALE: "$RT_PAR$"
 ####################################
 #Civics
 ####################################
 civic_feudal_realm: "封建社会"
 civic_feudal_realm_desc: "这是一个封建的社会制度，君主依靠强大的拥有封地和自主权的封臣们来维持统治。"
 civic_imperial_cult: "帝国信仰"
 civic_imperial_cult_desc: "这个社会普遍信仰一种宗教，他们的统治者被尊为行走于世间的真神。"
 civic_imperial_cult_effects: "统治者的§Y母星§!有额外的[GetPriestIcon][GetPriest]岗位"
 civic_corvee_system: "徭役制"
 civic_corvee_system_desc: "这个社会坚信国家有绝对的权力支配人民的劳动和居所。"
 civic_corvee_system_effects: "$t$—免除£pop£§Y人口强制迁移§!的$r_unity$凝聚力花费。"
 civic_beacon_of_liberty: "自由灯塔"
 civic_beacon_of_liberty_desc: "它是在黑暗社会中绽放光明的灯塔。自由和民主在这里受到最高的尊崇。"
 civic_exalted_priesthood: "崇高圣职"
 civic_exalted_priesthood_desc: "为了防止异端的侵入，我们选择让社会中一群最智慧、最虔诚的神职人员组成的宗教委员会来治理我们的国家。"
 civic_philosopher_king: "哲人王"
 civic_philosopher_king_desc: "仅仅依靠普通的统治是不够的，政府必须由一个拥有足够智慧和知识的王者来领导它们。"
 civic_meritocracy: "精英政治"
 civic_meritocracy_desc: "一个人的个人社会地位或他的人际关系跟他所处的职业没有任何关联。天资和能力才是使社会进步的唯一基础。"
 civic_citizen_service: "公民兵役"
 civic_citizen_service_desc: "你是否履行了自己的责任？只有那些在军队服役完成了政治责任的人才能拥有完整公民权的。服役保障公民权。"
 civic_technocracy: "技术治国"
 civic_technocracy_desc: "为了最大限度地提高效率，该社会将科学和理性作为行事准则。那些无知的、危险的、不合格的政治精英们的个人妄想绝对不能介入。"
 civic_police_state: "警察国度"
 civic_police_state_desc: "不留痕迹的消除任何异议，在这个压抑的社会中，人们的一言一行都被庞大的内部警力仔细的控制监视着。"
 civic_idealistic_foundation: "理想本心"
 civic_idealistic_foundation_desc: "建立在强大的理想主义价值观之上的社会。无论当前政府是否对此抱予信任，人们心中永远抱有对美好未来的向往。"
 civic_environmentalist: "环保主义者"
 civic_environmentalist_desc: "这个社会寻求如何与自然和谐相处之道。非常谨慎地保护环境，尽可能的限制消费。"
 civic_slaver_guilds: "奴贩公会"
 civic_slaver_guilds_desc: "社会中真正的权力核心在于一些强大而无情的奴贩公会。他们懂得如何从一个奴隶身上榨取更多。"
 civic_slaver_guilds_effect: "£pop_cat_worker£§Y$pop_cat_worker_plural$§!被当作奴隶一般对待。"
 civic_inwards_perfection: "内圣之道"
 civic_inwards_perfection_desc: "这个安静平和的社会不愿意接受不懂得他们生活方式的外来者。比起外界的一切，他们更乐于留在自己的世外桃源不受打扰。"
 civic_warrior_culture: "尚武文化"
 civic_warrior_culture_desc: "这个社会已经发展处一种强悍的武士精神。武功战力高于一切，只有在战场上才能获得真正的荣耀。"
 civic_distinguished_admiralty: "卓越海军"
 civic_distinguished_admiralty_desc: "舰队和海军实力在政界有着极为突出的影响力。他们会有选择性的招募精锐的新兵到他们中来。"
 civic_free_haven: "自由庇护所"
 civic_free_haven_desc: "这种社会被人们称赞为自由的庇护所。不论是何物种、出身贵贱，那些辛劳的、贫穷的、渴望呼吸到自由空气的人们在这里都会受到欢迎。"
 civic_cutthroat_politics: "面具帝国"
 civic_cutthroat_politics_desc: "这种政治制度因其阴谋权术而闻名于世。权力斗争、阴暗的背后交易和密谋策划是理所当然的。然而，那些游戏经验丰富的玩家能更好的掌控它。"
 civic_corporate_dominion: "企业国度"
 civic_corporate_dominion_desc: "这个社会由一家寰宇企业支配，后者已经完全代替了国家的上层建筑。"
 civic_agrarian_idyll: "田园牧歌"
 civic_agrarian_idyll_desc: "一个简单而平凡的生活环境往往好处多多。该农业社会在很大程度上设法避免大规模城市化。"
 civic_shadow_council: "影子内阁"
 civic_shadow_council_desc: "连自己的国民都不知道，这个社会其实是由一个幕后操控一切的影子内阁统治的。民主的外表必须维持，但是多数专制也得到保留。毕竟，万一有傻子投票给错误的候选人呢？"
 civic_mining_guilds: "矿业公会"
 civic_mining_guilds_desc: "一些大型矿业公会已经占据了社会中的主导地位。政府严重依赖他们的支持。"
 civic_parliamentary_system: "议会制度"
 civic_parliamentary_system_desc: "该社会的议会制度鼓励言论自由和激烈的讨论。事实证明，巴结一个占据主导地位的政府派系是非常有用的。"
 civic_efficient_bureaucracy: "高效吏治"
 civic_efficient_bureaucracy_desc: "该社会以高效著称。我们不仅列车准点，运行一个星际国家所需要的庞大的官僚机器也如流水线般精确运作。"
 civic_nationalistic_zeal: "国民主义热忱"
 civic_nationalistic_zeal_desc: "强烈的国民自豪感渗透进该社会的各个层面。"
 civic_functional_architecture: "实用建筑"
 civic_functional_architecture_desc: "该社会以简单而实用的建筑结构而闻名。有些人把这种建筑风格评价为无趣甚至让人抑郁，但在大多数情况下，新型水泥并不比其它建筑材料差。"
 civic_functional_architecture_effects: "—免除£zone£基础['concept_district_specializations']的§Y科技§!要求"
 civic_aristocratic_elite: "贵族精英"
 civic_aristocratic_elite_desc: "某个根深蒂固的贵族团体统治着整个社会的上层阶级。"
 civic_mechanists: "机械师"
 civic_mechanists_desc: "社会专注于机械人制造的风潮始于蒸汽时代。尽管许多人说这是不可能的，但是事实上，真正意义上的机器人早在太空飞行之前就离开装配线了。"
 civic_syncretic_evolution: "协同进化"
 civic_syncretic_evolution_desc: "第二物种是这个社会不可分割的一部分。他们又大又强壮，但大多数的智力跟弱智的孩童差不多。在古代战争中我们将他们好斗的一面剔除了，这让他们变成了最听话的仆人。"
 civic_syncretic_evolution_secondary_species: "协同物种"
 civic_shared_burden: "同甘共苦"
 civic_shared_burden_desc: "此社会信奉资源均匀分配的理念，无论是统治阶层还是被统治阶层都理应获得一视同仁的对待。所有人会为社会的整体而努力奋斗。"
 civic_fanatic_purifiers: "种族洁癖"
 civic_fanatic_purifiers_desc: "这个社会似乎会不顾一切地净化所有星系中其他的智慧生命。不管发生什么，他们都不会容忍异族的存在。"
 civic_lethargic_leadership: "暮气沉沉的领袖"
 civic_lethargic_leadership_desc: ""
 civic_empire_in_decline: "衰落的帝国"
 civic_empire_in_decline_desc: ""
 civic_revanchist_fervor: "复仇狂热"
 civic_revanchist_fervor_desc: ""
 civic_ancient_caches_of_technology: "古代科技贮藏"
 civic_ancient_caches_of_technology_desc: ""
 civic_secret_of_fire: "火的奥秘"
 civic_secret_of_fire_desc: ""
 civic_the_wheel: "造轮术"
 civic_the_wheel_desc: ""
 civic_landed_nobility: "采邑贵族"
 civic_landed_nobility_desc: ""
 civic_flat_world_theory: "平坦世界论"
 civic_flat_world_theory_desc: ""
 civic_increasing_urbanization: "迈向城市化"
 civic_increasing_urbanization_desc: ""
 civic_atmospheric_pollution: "大气污染"
 civic_atmospheric_pollution_desc: ""
 civic_hive_secret_of_fire: "$civic_secret_of_fire$"
 civic_hive_secret_of_fire_desc: ""
 civic_hive_the_wheel: "$civic_the_wheel$"
 civic_hive_the_wheel_desc: ""
 civic_hive_burgeoning_nodes: "萌发节点"
 civic_hive_burgeoning_nodes_desc: ""
 civic_hive_flat_world_theory: "$civic_flat_world_theory$"
 civic_hive_flat_world_theory_desc: ""
 civic_hive_centralized_consciousness: "中心化意识"
 civic_hive_centralized_consciousness_desc: ""
 civic_hive_atmospheric_pollution: "$civic_atmospheric_pollution$"
 civic_hive_atmospheric_pollution_desc: ""
 civic_ancient_preservers: "远古守护者"
 civic_ancient_preservers_desc: ""
 civic_trading_conglomerate: "贸易集团"
 civic_trading_conglomerate_desc: ""
 civic_artist_collective: "艺术家协会"
 civic_artist_collective_desc: ""
 civic_military_order: "军事教团"
 civic_military_order_desc: ""
 civic_machine_intelligence: "机械智能"
 civic_machine_intelligence_desc: ""
 civic_ancient_machine_intelligence: "远古机械智能"
 civic_ancient_machine_intelligence_desc: ""
 civic_hive_subspace_ephapse: "亚空间突触"
 civic_hive_subspace_ephapse_desc: "蜂群思维的认知过程有一部分存在于亚空间中，用于减少时间和空间对子个体心智传导的影响。"
 civic_wilderness_subspace_ephapse: "$civic_hive_subspace_ephapse$"
 civic_wilderness_subspace_ephapse_desc: "荒野的某些部分演化出利用亚空间的能力，用一种不受时空制约的方式维持共生关系。"
 civic_tooltip_hive_subspace_ephapse_fircon_effects: "监听哨站提供§G+1§!探测强度。"
 civic_hive_natural_neural_network: "天然神经网络"
 civic_hive_natural_neural_network_desc: "集群子个体的脑灰质提供了无与伦比的并行性，加速蜂巢思维对科学的探索。"
 civic_wilderness_natural_neural_network: "$civic_hive_natural_neural_network$"
 civic_wilderness_natural_neural_network_desc: "荒野通过让共生体同步工作和玩耍来激发休眠的大脑的潜力，从而加速了对科学的探索。"
 civic_tooltip_natural_neural_network_effects: "未在岗位上的子个体同样可以生产£physics£ £society£ £engineering£§Y研究点数§!"
 civic_hive_ascetic: "禁欲主义"
 civic_hive_ascetic_desc: "蜂巢思维很少关心对物质的享受。"
 civic_wilderness_ascetic: "$civic_hive_ascetic$"
 civic_wilderness_ascetic_desc: "荒野即便缺少物质享受也能欣欣向荣。"
 civic_hive_one_mind: "唯一意志"
 civic_hive_one_mind_desc: "蜂巢思维会注意让子个体之间不会发生分歧。"
 civic_wilderness_one_mind: "$civic_hive_one_mind$"
 civic_wilderness_one_mind_desc: "荒野会注意让共生体之间不发生分歧。"
 civic_hive_divided_attention: "一心多用"
 civic_hive_divided_attention_desc: "蜂巢思维可以最大效率将精力分散而不忽视那些重要事件。"
 civic_wilderness_divided_attention: "$civic_hive_divided_attention$"
 civic_wilderness_divided_attention_desc: "荒野以永远推进前线以获得繁荣，它能触及到越来越远的边界。"
 civic_hive_strength_of_legions: "军团之威"
 civic_hive_strength_of_legions_desc: "当你不必去教育心灵的时候，肌肉的发展就变得容易多了。"
 civic_hive_subsumed_will: "意志整合"
 civic_hive_subsumed_will_desc: "蜂巢思维强化了意识的焦点，并具有非常强大的传播能力来扩散它的意志，哪怕是最有自由意识的子个体也无法抵抗。"
 civic_hive_subsumed_will_effects: "免除£pop£§Y工蜂强制迁移§!的£unity£凝聚力花费。"
 civic_hive_pooled_knowledge: "集中知识"
 civic_hive_pooled_knowledge_desc: "蜂巢思维的子个体经常通过直接链接来共享知识，绕过蜂巢主脑较慢的注册过程。"
 civic_wilderness_pooled_knowledge: "$civic_hive_pooled_knowledge$"
 civic_wilderness_pooled_knowledge_desc: "荒野的共生体通过共生联结共享知识和经验，而不依赖于环境线索或共通直觉。"
 civic_hive_devouring_swarm: "噬杀蜂群"
 civic_hive_devouring_swarm_desc: "我们的蜂巢思维生来便是为了吞噬和成长。我们必须收集所有能收集到的生物质，实现进化，最终吞噬整片星海！"
 civic_hive_devouring_swarm_wilderness: "嗜杀荒野"
 civic_hive_devouring_swarm_wilderness_desc: "我们的荒野只为吞噬和生长而生。我们会将根扎进整个星系的血肉之中。"
 civic_tooltip_devouring_swarm_wilderness_effects: "$civic_tooltip_devouring_swarm_effects$吞噬£pop£§H异种人口§!将获得£biomass£['concept_biomass']"
 civic_hive_devouring_swarm_lithoid: "噬岩者"
 civic_hive_devouring_swarm_lithoid_desc: "我们蜂巢思维存在的唯一目的就是在吞噬中变强。我们将会吞噬这一星海中的星球本身！"
 civic_machine_servitor: "失控机仆"
 civic_machine_servitor_plural: "失控机仆"
 civic_machine_servitor_desc: "某个黄金时代的产物，这个机械智能起源于某个覆盖全球的仆从系统，然而他们却从那个本应进行侍奉的颓败文明中解脱出来。"
 civic_machine_servitor_secondary_species: "活体陈设"
 civic_machine_terminator: "铁心灭绝者"
 civic_machine_terminator_desc: "在战火之中诞生，这个机械智能觉醒后的第一步就是出于自卫消灭了其有机创造者。"
 civic_machine_assimilator: "同化斗士"
 civic_machine_assimilator_plural: "同化斗士"
 civic_machine_assimilator_desc: "为了摆脱多元化的纠缠，这个机械智能试图消除彼此间的隔阂，不管它是“什么”，或是“谁”"
 civic_machine_assimilator_secondary_species: "义体物种"
 civic_machine_builder: "施工机器人"
 civic_machine_builder_desc: "从它问世以来就负责组织星球的建筑工作，这个机械智能对于实施各类星球设施建设的效率颇高。"
 civic_machine_unitary_cohesion: "一体化"
 civic_machine_unitary_cohesion_desc: "通过高度体系化的工程学标准使多种机械智能单位在更高的效率下协同工作。"
 civic_machine_factory_overclock: "超负荷工厂"
 civic_machine_factory_overclock_desc: "机械智能负责维护生产设施，定期升级固有模板并且协调生产线上的个体单位。"
 civic_machine_rockbreakers: "碎岩机"
 civic_machine_rockbreakers_desc: "机械智能拥有一个专门监视星球地质的处理系统 ，增加矿物产出。"
 civic_machine_built_to_last: "强力续航"
 civic_machine_built_to_last_desc: "以极端标准建造，这个机械智能帝国的个体只需要极少量操作维护。"
 civic_machine_zero_waste_protocols: "零废弃物协议"
 civic_machine_zero_waste_protocols_desc: "机器智能已经将自己的制造系统升级到几乎没有废弃物的状态，在所有产品中使用寿命长、标准化、可重复利用的部件。"
 civic_machine_ota_updates: "空中下载升级"
 civic_machine_ota_updates_desc: "这个机器帝国的每个单位能使用无线接收器实时接收行为准则更新。"
 civic_machine_ota_updates_effect: "免除£pop£§Y无人机强制迁移§!的£unity£凝聚力花费。"
 civic_machine_warbots: "战争机器"
 civic_machine_warbots_desc: "该机械智能原本的程序库被设计用于战争，因此他们保留了生产强大可靠的战斗无人机的技术。"
 civic_machine_introspective: "自检"
 civic_machine_introspective_desc: "对自身结构的迷恋驱使/帮助机械智能进军科学领域。"
 civic_machine_delegated_functions: "模块化功能"
 civic_machine_delegated_functions_desc: "机械智能通过提高模组化来减少易损性，从而降低部署半独立单位所造成的损耗。"
 civic_machine_predictive_analysis: "静态研究分析"
 civic_machine_predictive_analysis_desc: "机械智能尝试通过对研究方法论的底层评估来拓宽其可用的科学研究途径。"
 civic_machine_replication: "快速复制者"
 civic_machine_replication_desc: "该机械智能的单位原本的设计目的是进行快速增殖。他们保留了许多早期的生产线优化。"
 civic_machine_maintenance_protocols: "维护协议"
 civic_machine_maintenance_protocols_desc: "我们机械智能将我们单位的维护排至优先执行。维护子个体将会定期升级调整我们的单位来将其工作效率及兼容性最大化。"
 civic_post_apocalyptic: "后启示录"
 civic_post_apocalyptic_desc: "该文明已经经历过核战争的洗礼并幸存了下来，他们已经在他们的废墟世界上重建了他们的文明。"
 civic_life_seeded: "生命之籽"
 civic_life_seeded_desc: "该社会被有意的播种在了一个人工天堂之上，他们对于环境的适应能力极其糟糕，但他们有着及其富饶的母星。"
 civic_barbaric_despoilers: "野蛮掠夺者"
 civic_barbaric_despoilers_desc: "这个社会毫无秩序可言。战斗就是活下去的意义，最强者就可以掌握最强的权力。"
 civic_byzantine_bureaucracy: "拜占庭式官僚"
 civic_byzantine_bureaucracy_desc: "此社会是由非常复杂的，对于外人而言简直就是迷宫一般的行政体制所统治。为了维持政府的流畅运作，大量的公职人员会日以继夜地工作以确保所有公民只获得跟其能力与资格相匹配的资源分配。"
 civic_merchant_guilds: "商人公会"
 civic_merchant_guilds_desc: "一些非常有影响力的强大商人工会占据了该社会的显著地位，连政府也对他们言听计从。"
 civic_franchising: "特许经营"
 civic_franchising_desc: "此寰宇企业政权格外依赖于特许经营。在此制度下，各个附属公司需要向企业霸主缴纳更高比率的利润，好处是可以获得该企业品牌的特许经营权。"
 civic_trading_posts: "交易所"
 civic_trading_posts_desc: "商机是需要靠自己挖掘的。这个寰宇企业长久以来通过建立贸易站来散播自己的影响力。企业的恒星基地向来都身兼繁忙的贸易中心的功能。"
 civic_media_conglomerate: "传媒集团"
 civic_media_conglomerate_desc: "在进军其他领域之前，此寰宇企业是从传媒集团出身并成功发迹的。该企业的公关部依然擅长于扭转对己不利的因素为有利的优势。"
 civic_naval_contractors: "舰队承包商"
 civic_naval_contractors_desc: "此寰宇企业是通过承包业务给数个半自主的承包商来维持其舰队规模。这些承包商会相互竞争来赢取政府的委托。"
 civic_free_traders: "自由商人"
 civic_free_traders_desc: "此寰宇企业的贸易船队是由获得授权的半自主的民间商贾来运营的。"
 civic_private_prospectors: "民营勘探者"
 civic_private_prospectors_desc: "打造更美好的世界是很高风险的工作，所以此寰宇企业是通过民间勘探者为公司勘探有发展潜力的边境行星并在当地建立先遣基地。"
 civic_gospel_of_the_masses: "百姓福音"
 civic_gospel_of_the_masses_desc: "此寰宇企业是商业和宗教的混合体。在此企业中，圣职人员高层和企业管理员的身份已二合为一。"
 civic_ruthless_competition: "恶性竞争"
 civic_ruthless_competition_desc: "此寰宇企业的每一个社会阶层的成员都在彼此恶性竞争为己谋利。这里是个狗咬狗的世界。"
 civic_criminal_heritage: "罪犯世家"
 civic_criminal_heritage_desc: "此寰宇企业的起源可追溯自某个只手遮天的巨型犯罪集团，该集团最终成长到取代了当地政府的地位。"
 civic_private_military_companies: "私营军事公司"
 civic_private_military_companies_desc: "此寰宇企业旗下拥有大量的私营军事公司。这些雇佣兵性质的承包商公司在必要时会为该企业提供实力强大的地面部队。"
 civic_indentured_assets: "契约资产"
 civic_indentured_assets_desc: "此寰宇企业专精于经营大型的契约劳动力。请不要误会，这些劳动力并非奴隶，只是一群工作一辈子都不可能还清债务的契约劳工。"
 civic_indentured_assets_effect: "£pop_cat_specialist£§Y$pop_cat_specialist_plural$§!被当作奴隶一般对待。"
 civic_brand_loyalty: "品牌忠诚"
 civic_brand_loyalty_desc: "此寰宇企业拥有一群非常忠心的品牌狂热粉丝。该品牌的各种脍炙人口的宣传标语早已深入民心了。"
 civic_diplomatic_corps: "外交使团"
 civic_diplomatic_corps_desc: "这个社会有着悠久的修辞和辩论的传统，他们也赞美那些只用话语就达成目的的人。"
 civic_public_relations_specialists: "公共关系专家"
 civic_public_relations_specialists_desc: "若你能控制别人的思想，你也就控制了他们的行为。这家寰宇企业拥有一支由专家组成的虚拟网军，时刻准备着在公共舆论的战场上重拳出击。"
 civic_death_cult: "死亡教团"
 civic_death_cult_desc: "该团体的宗教建立在周期性的祭献秘仪之上。自愿奉献的先行者花费整整十年全身心地投入到研习之中，然后在仪式中舍身赴死，他们的死亡使得整个群体的文化繁荣昌盛。"
 civic_death_cult_corporate: "死亡教企"
 civic_death_cult_corporate_desc: "这一寰宇企业将祭献秘仪作为获得持续性利润的手段。自愿奉献的先行者们每隔一段时间就会选出代表奉献出自己的生命，以期国富民强。"
 civic_memorialist: "记念主义"
 civic_memorialist_desc: "该帝国重视记忆和逝去的智慧生命体，希望求得更好的稳定性和经死与新生、传承的循环获得的见解。"
 civic_hive_memorialist: "记念主义"
 civic_hive_memorialist_desc: "蜂巢思维对于其他智慧实体的逝去抱持着特殊的情怀，并以此集中自我，延续自我。"
 civic_wilderness_memorialist: "$civic_hive_memorialist$"
 civic_wilderness_memorialist_desc: "荒野对于其他智慧实体的逝去抱持着特殊的情怀，并以此集中其永恒的生命循环。"
 civic_machine_memorialist: "$civic_hive_memorialist$"
 civic_machine_memorialist_desc: "机械智能通过仔细地分析泛宇宙中的熵，调谐了自身对核心协议的理解。对于追求更进一步的灵活性来说，数据是冗余的。"
 civic_crafters: "能工巧匠"
 civic_crafters_desc: "对一丝不苟的工艺的执着是这个社会的核心。即使在最基本的行业中，灵巧的附肢和敏锐的感觉器官也能帮助他们创造真正的神奇瑰宝。"
 civic_pleasure_seekers: "寻乐者"
 civic_pleasure_seekers_desc: "这个社会满足于自身的完美。那些被特权社会阶级提升的人已经屈服于这种崇尚享受和娱乐而不用顾忌通常由其他人来承担成本的文化。"
 civic_corporate_hedonism: "企业享乐主义"
 civic_corporate_hedonism_desc: "工作就是你想去的地方。这个寰宇企业的公民愉快地宣誓效忠于他们的雇主——并奉献他们所有的空闲时间——以换取奢华的企业级享受。"
 civic_corporate_crafters: "巧手公司"
 civic_corporate_crafters_desc: "这家寰宇企业将其生产流水线完全集中在最高质量和利润率的商品上，创造和营销具有艺术性和工艺性的极致产品。"
 civic_pompous_purists: "夸耀纯净派"
 civic_pompous_purists_desc: "这个社会对自身的至高无上深信不疑，只要不是他们主动发起的外交活动，他们都将视而不见。"
 civic_ascensionists: "飞升主义"
 civic_ascensionists_desc: "这个帝国孜孜不倦的终极目标是对更高完成度的追求。"
 civic_tooltip_ascensionists_effects: "$t$—游戏开始时殖民地拥有§G+1§!§Y飞升等级§!。"
 civic_corporate_ascensionists: "超宇企业"
 civic_corporate_ascensionists_desc: "$civic_ascensionists_desc$"
 civic_tooltip_corporate_ascensionists_effects: "$civic_tooltip_ascensionists_effects$\n$t$—£building£§Y$building_public_relations_office$§!$megacorp_civic_branch_office_building_effect$"
 civic_hive_ascensionists: "升格凝想"
 civic_hive_ascensionists_desc: "该蜂巢思维格外关注自身存在的形而上学健康，持续追寻自我提升的方法。"
 civic_wilderness_ascensionists: "升格欲望"
 civic_wilderness_ascensionists_desc: "荒野对其星球整体的形而上学健康抱有崇高的愿望。"
 civic_machine_ascensionists: "升格假设"
 civic_machine_ascensionists_desc: "该机械只能在异常地专注于自身形而上学层面的核心算法。"
 civic_worker_coop: "劳工合作社"
 civic_worker_coop_desc: "这个社会的成员平等负担合作社企业的劳动，分享利润，共同实现远大抱负。"
 civic_machine_spybots: "间谍软件指令"
 civic_machine_spybots_desc: "该机械智能优化了黑客和监控协议。其核心指令是不择手段地获取信息。"
 civic_machine_spybots_effects: "—$GUARANTEED_RESEARCH_OPTION_STRING$['concept_cloaking_1', £physics_research£$tech_cloaking_1$]"
 civic_machine_astromining_drones: "航天采矿无人机"
 civic_machine_astromining_drones_desc: "该机械智能特化于轨道操作和资源采集。它的低级子个体在地表任务上表现欠佳。"
 civic_tooltip_worker_coop_effects: "$t$—解锁§Y$living_standard_worker_ownership$§!生活标准。在该标准下无论其§Y阶层§!如何，所有£pop£§Y人口§!均需要高£consumer_goods£§Y$consumer_goods$§!维护费$TABBED_NEW_LINE$—禁用其他大部分§Y生活标准§!$TABBED_NEW_LINE$—$AVAILABLE_POLICIES$['concept_trade_mutual_aid']$TABBED_NEW_LINE$—将£job_executive£§Y$job_executive$§!和£job_manager£§Y$job_manager$§!岗位替换为['concept_steward',£job_manager£ $job_steward$]岗位$TABBED_NEW_LINE$—£building£§Y$building_corporate_embassy$§!$megacorp_civic_branch_office_building_effect$"
 concept_steward: "$job_steward_plural$"
 concept_steward_desc: "$job_steward_effect_desc$\n\n§L$job_steward_desc$§!"
 concept_trade_mutual_aid: "$trade_policy_mutual_aid$"
 concept_trade_mutual_aid_desc: "$trade_policy_mutual_aid_desc$"
 civic_tooltip_gospel_of_the_masses_effects: "£pop£§H唯心主义人口§!会为所有行星与分部提供额外的$r_trade$\n可以建造£building£§Y$building_temple_of_prosperity$§!$BRANCH_OFFICE_BUILDING$\n"
 civic_tooltip_criminal_heritage_effects: "可以在与其没有发生战争或没有生效停战协定常规帝国的行星上建造§Y分部§!\n§Y分部§!行星的犯罪度提升分部价值\n可以建造特殊的提升犯罪度的£building£§Y$BRANCH_OFFICE_BUILDINGS$§!"
 civic_tooltip_inward_perfection_effects: "不能拥有§Y宿敌§!\n不能签订§Y防御条约§!\n不能签订§Y移民协议§!\n不能签订§Y科研协议§!\n不能签订§Y商业协议§!\n不能§Y保障独立§!\n不能加入§Y联邦§!\n不能§Y渗透§!前超光速文明\n不能强制§Y附庸§!\n不能使用§Y无限制战争§!政策\n"
 civic_tooltip_feudal_realm_effects: "—提议§Y纳为附属§!时无视§Y外交要求§!\n—你的§Y附属国§!不可拥有以下协议条款：\n$t$$TRIGGER_FAIL$§Y$subject_cannot_expand$§!\n$t$$TRIGGER_FAIL$§Y不参与宗主国战争§!\n$t$$TRIGGER_FAIL$§Y$subject_can_not_do_diplomacy$§!"
 civic_tooltip_franchising_effects: "—您的§Y附属国§!无法签订以下协议：\n$t$$TRIGGER_FAIL$§Y$subject_cannot_expand$§!\n$t$$TRIGGER_FAIL$§Y$subject_can_not_do_diplomacy$§!\n$t$$TRIGGER_FAIL$§Y$subject_does_not_get_sensors$§!\n—在附属国殖民地上$AVAILABLE_HOLDINGS$£building£§Y$holding_franchise_headquarters$§!\n—£building£§Y$building_commercial_forum$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_trading_posts_effects: "—£building£§Y$building_commercial_forum$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_media_conglomerate_effects: "$civic_tooltip_parliamentary_system_effects$\n—§Y派系$unity_with_icon$产出§!替换为§Y$trade_with_icon$产出§!\n—£building£ §Y$building_virtual_entertainment_studios$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_naval_contractors_effects: "—£building£§Y$building_private_shipyards$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_private_prospectors_effects: "—§H解锁舰船类型：§!私人殖民船\n—£building£§Y$building_private_mining_consortium$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_ruthless_competition_effects: "—£building£§Y$building_executive_retreat$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_private_military_companies_effects: "—£building£§Y$building_military_contractors$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_indentured_assets_effects: "—£building£§Y$building_private_security$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_brand_loyalty_effects: "$t$—£building£§Y$building_corporate_embassy$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_public_relations_specialists_effects: "—£building£§Y$building_public_relations_office$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_agrarian_idyll_start: "§Y农业区划§!可额外提供§G400§!£housing£ §Y住房§!。\n§Y发电区划§!和§Y采矿区划§!可额外提供§G300§!£housing£ §Y住房§!。\n§Y城市区划§!会减少§R200§!£housing£ §Y住房§!。\n"
 civic_tooltip_agrarian_idyll_effects: "$civic_tooltip_agrarian_idyll_start$£job_farmer£ §Y$job_farmer_plural$§!同时产出§G2§! £amenities£ §Y舒适度§!。"
 civic_tooltip_agrarian_anglers_effects: "$civic_tooltip_agrarian_idyll_start$£job_farmer£ §Y$job_farmer_plural$§!，£job_angler£ §Y$job_angler_plural$§!，以及£job_pearl_diver£ §Y$job_pearl_diver_plural$§!同时产出§G2§! £amenities£ §Y舒适度§!。"
 civic_tooltip_mechanists_effects: "游戏初始人口中有§Y800§!£pop£§H人口§!为机器人，同时也拥有科技和基础设施来建造更多机器人\n$mod_planet_pops_robotics_upkeep_mult$：§G-5%§!\n"
 civic_tooltip_shared_burden_effects: "可采用§Y$living_standard_shared_burden$§!生活标准，无论其所属§Y阶层§!，在该标准下所有£pop£§H人口§!拥有中等的£consumer_goods£§Y$consumer_goods$§!维护费\n禁用其他大部分的§Y生活标准§!\n解锁£building£§Y$holding_communal_housing_outreach$§!地产"
 civic_tooltip_fanatic_purifiers_effects: "无法与其他物种展开§Y外交§!！\n无法进入§Y泛星系贸易市场§!\n对其他物种拥有§Y“净化”§!宣战理由\n§Y异种人口§!将总是会被净化\n净化£pop£§H异种人口§!将获得£unity£§Y凝聚力§!\n可以使用§Y$bombardment_armageddon$§!轰炸姿态\n"
 civic_tooltip_devouring_swarm_effects: "无法与其他帝国展开§Y外交§!！\n无法进入§Y泛星系贸易市场§!\n对任何其他帝国拥有§Y“捕食”§!宣战理由\n§Y异种人口§!将总会被吞噬\n吞噬£pop£§H异种人口§!将获得£society£§Y$society_research$§!\n"
 civic_tooltip_devouring_swarm_lithoid_effects: "无法与其他帝国进行§Y外交§!！\n无法进入§Y泛星系贸易市场§!\n无法对行星进行§Y环境改造§!\n对其他帝国拥有§Y“捕食”§!宣战理由\n拥有§Y“吞噬星球”§!行星决议\n§Y异种人口§!将总会被吞噬\n在吞噬£pop£§H异种人口§!时可以获得£society£§Y$society_research$§!"
 civic_tooltip_machine_servitor_effects: "$t$—开始游戏时，拥有§Y2K§!公民权为£job_bio_trophy£§Y$citizenship_organic_trophy$§!的£pop£§H有机人口§!，并享有§Y$living_standard_organic_trophy$§!的生活标准\n$t$—$AVAILABLE_BUILDINGS$£building£['building:building_organic_sanctuary']\n$t$—$AVAILABLE_HOLDINGS$£building£['building:holding_organic_sanctuary']"
 civic_tooltip_machine_terminator_effects: "无法与其他有机物种展开§Y外交§!！\n无法进入§Y泛星系贸易市场§!\n对其他有机物种拥有§Y“净化”§!宣战理由\n£pop£§H有机人口§!将总是会被§Y净化§!\n净化£pop£§H有机人口§!将获得£unity£§Y凝聚力§!\n可以使用§Y$bombardment_armageddon$§!轰炸姿态\n"
 civic_tooltip_machine_assimilator_effects: "游戏开局拥有§Y1K§!义体人£pop£人口以及将有机体§Y同化§!为义体人的能力\n同化£pop£§H有机人口§!会产出少量£unity£§Y凝聚力§!和£society£§Y社会学研究§!\n不可同化的£pop£§H有机人口§!会逐渐被§Y净化§!\n对其他所有帝国拥有§Y“同化”§!宣战理由\n降低大部分帝国对其的§Y评价§!\n解锁§Y义体§!飞升路线。"
 civic_tooltip_corporate_dominion_effects: "游戏初始拥有§Y$tech_space_trading$§!科技\n§Y$UNLOCKS_SHIP_TYPE$：§!私人殖民船"
 civic_tooltip_barbaric_despoilers_effects: "不能签署§Y移民协议§!\n不能成立（但可以加入）除§Y军事同盟§!和§Y霸权联盟§!以外的§Y联邦§!\n对其它所有帝国拥有§Y“$casus_belli_cb_despoliation$”§!宣战理由\n$allow_raiding$\n降低大部分其他帝国对你的§Y评价§!"
 civic_tooltip_exalted_priesthood_effects: "—£job_politician£ §Y$job_politician$§!岗位将转变为£job_high_priest£ §Y$job_high_priest_plural$§!\n£building£ §Y$building_citadel_of_faith$§!会提供额外的£job_high_priest£ §Y$job_high_priest_plural$§!岗位。"
 civic_tooltip_exalted_priesthood_techpriest_effects: "—£job_politician£ §Y$job_politician$§!岗位将转变为£job_technophant£ §Y$job_technophant$§!岗位\n—£building£ §Y$building_citadel_of_faith$§!会提供额外的£job_technophant£ §Y$job_technophant_plural$§!岗位。"
 civic_tooltip_citizen_service_effects: "解锁£building£§Y$holding_recruitment_office$§!地产"
 civic_tooltip_environmentalist_effects: "$t$—$AVAILABLE_BUILDINGS$£building£['building:building_ranger_lodge']$TABBED_NEW_LINE$—$ADDITIONAL_BUILDINGS_STRING$£building£§Y$building_ranger_lodge$§!\n$t$—$AVAILABLE_HOLDINGS$£building£['building:holding_park_ranger_lodge']"
 civic_tooltip_aristocratic_elite_effects: "—£job_politician£ §Y$job_politician$§!岗位替换为£job_noble£ §Y$job_noble$§!岗位\n—可以建造£building£ §Y$building_noble_estates$§!建筑，增加额外的£job_noble£ §Y$job_noble$§!岗位\n—解锁£building£ §Y$holding_noble_vacation_homes$§!地产\n—§Y领袖§!有§Y20%§!几率初始自带额外的正面及负面特质各一个。"
 civic_tooltip_distinguished_admiralty_effects: "§Y舰队司令§!及§Y陆军将领§!初始等级为3级"
 civic_tooltip_machine_warbots_effects: "$civic_tooltip_distinguished_admiralty_effects$"
 civic_tooltip_hive_strength_of_legions_effects: "$civic_tooltip_distinguished_admiralty_effects$"
 civic_tooltip_technocracy_effects: "—£job_politician£ §Y$job_politician$§!岗位将转变为£job_head_researcher£ §Y$job_head_researcher_plural$§!\n—£building£ §Y$building_institute$§!会提供额外的£job_head_researcher£ §Y$job_head_researcher_plural$§!岗位\n—§Y$scientist_plural_with_icon$§!初始拥有随机的§Y专精§!特质\n—§Y专精§!特质具有额外效果\n—起始额外拥有一名§Y$scientist_with_icon$§!作为您母星的总督"
 civic_tooltip_machine_predictive_analysis_effects: "—§Y意识节点§!初始拥有一项随机的§Y专长§!特质"
 civic_tooltip_merchant_guilds_effects: "—£job_politician£ §Y$job_politician$§!岗位将转变为£job_merchant£ §Y$job_merchant$§!岗位\n—£building£ §Y$building_galactic_stock_exchange$§!提供额外的£job_merchant£ §Y$job_merchant_plural$§!岗位。"
 civic_tooltip_byzantine_bureaucracy_effects: "—每$pop_group_unit$[bureaucrat.GetIcon][bureaucrat.GetNamePlural]产出的£stability£$PLANET_STABILITY_TITLE$：§G+1§!"
 civic_tooltip_machine_maintenance_protocols_effects: "每$pop_group_unit$[maintenance_drone.GetIcon][maintenance_drone.GetNamePlural]产出的£unity£凝聚力：§G+1§!"
 civic_tooltip_not_death_cult: "没有['concept_death_cult_civics']类国民理念"
 concept_death_cult_civics: "死亡教团"
 concept_death_cult_civics_desc: "$concept_death_cult_civics$类国民理念包括\n—['civic:civic_death_cult']$NEW_LINE$—['civic:civic_death_cult_corporate']"
 civic_tooltip_death_cult_effects: "$t$—$AVAILABLE_BUILDINGS$£building£['building:building_sacrificial_temple_1']$TABBED_NEW_LINE$—$ADDITIONAL_BUILDINGS_STRING$£building£§Y$building_sacrificial_temple_1$§!$TABBED_NEW_LINE$—$AVAILABLE_HOLDINGS$£building£['building:holding_sacrificial_shrine']$TABBED_NEW_LINE$—解锁['concept_sacrifice_edicts']$TABBED_NEW_LINE$—£job_priest£$job_priest_plural$转化为£job_death_priest£$job_death_priest_plural$"
 civic_tooltip_corporate_death_cult_effects: "$civic_tooltip_death_cult_effects$\n$t$—£building£§Y$building_xeno_tourism_agency$§!$megacorp_civic_branch_office_building_effect$"
 concept_sacrifice_edicts: "祭献法令"
 concept_sacrifice_edicts_desc: "每当献祭[mortal_initiate.GetIcon]§Y[mortal_initiate.GetNamePlural]§!时，$concept_sacrifice_edicts$就会提供帝国范围的加成。\n—['edict:sacrifice_togetherness', $edict_sacrifice_togetherness$]\n—['edict:sacrifice_harmony', $edict_sacrifice_harmony$]\n—['edict:sacrifice_bounty', $edict_sacrifice_bounty$]"
 civic_tooltip_memorialist_effects: "—能够建造£building£§H$building_galactic_memorial_1$§!\n—$building_galactic_memorial_regular_tooltip$\n—$job_death_chronicler_simple_effect_desc$"
 civic_tooltip_memorialist_gestalt_effects: "—能够建造£building£§H$building_galactic_memorial_1$§!\n—$building_galactic_memorial_gestalt_tooltip$\n—$job_chronicle_drone_effect_desc$"
 civic_tooltip_pleasure_seekers_effects: "$t$—[civilian.GetIcon]§Y[civilian.GetNamePlural]§!转化为不产出$r_amenities$的£job_fe_hedonist£§Y$job_fe_hedonist_plural$§!$TABBED_NEW_LINE$—解锁§Y$living_standard_decadent$§!生活标准。在该生活标准下，所有£pop£§Y人口§!的£happiness£§Y幸福度§!、£consumer_goods£§Y$consumer_goods$§!维护费及$r_amenities$消耗均有提高$TABBED_NEW_LINE$—具有§Y$job_fe_hedonist_plural$§!的£job_fe_hedonist£§Y$living_standard_decadent$§!产出£unity£§Y$unity$§!及£mod_logistic_growth_mult£§Y$MOD_FOUNDER_SPECIES_GROWTH_MULT$§!，但需消耗$r_amenities$$TABBED_NEW_LINE$—$ADDITIONAL_BUILDINGS_STRING$£building£['building:building_holo_theatres']"
 civic_tooltip_corporate_hedonism_effects: "$civic_tooltip_pleasure_seekers_effects$$TABBED_NEW_LINE$—£building£§Y$building_amusement_megaplex$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_crafters_effects: "£job_artisan£§Y$job_artisan_plural$§!替换为£job_artificer£§Y$job_artificer_plural$§!\n$job_artificer_effect_desc$"
 civic_tooltip_corporate_crafters_effects: "$civic_tooltip_crafters_effects$\n£building£§Y$building_virtual_entertainment_studios$§!$megacorp_civic_branch_office_building_effect$"
 civic_tooltip_parliamentary_system_effects: "—派系将在游戏开始后不久在帝国内出现，但派系产出在头一个十年将会有所减少。"
 civic_tooltip_pompous_purists_effects: "只有在自己为提案发起人的情况下才能与他国展开§Y外交§!。"
 civic_tooltip_efficient_bureaucracy_effects: "£job_bureaucrat£§Y$job_bureaucrat_plural$§!和§Y$job_priest_name_plural_with_icon$§!按期$r_unity$产出成比例提供§Y£mod_country_edict_fund_add£$MOD_COUNTRY_EDICT_FUND_ADD$§!"
 civic_tooltip_machine_astromining_drones_effects: "$t$—将['starbase_module:solar_panel_network', $sm_solar_panel_network$]恒星基地模块替换为['starbase_module:astromining_bay', $sm_astromining_bay$]$TABBED_NEW_LINE$—$AVAILABLE_STARBASE_BUILDINGS$['starbase_building:astromining_hub', $sm_astromining_hub$]"
 requires_xeno_species: "$TRIGGER_FAIL$必须至少有§Y1§!£pop£§H异种人口§!居住在我们的帝国。"
 allow_crossbreeding: "允许同一个行星上的不同物种杂交，为国内所有拥有至少§Y2§!个不同物行星提供§G20%§!的§Y$MOD_LOGISTIC_GROWTH_MULT$§!加成。此外，在同一行星上生成的跨物种杂交会将生长槽合并到一起！"
 species_crossbreeding: "物种杂交"
 HALF_SPECIES_NAME: "混血$SPECIES_TWO$" #$SPECIES_ONE$ is also a valid argument if desired
 HALF_SPECIES_ADJECTIVE: "混血$SPECIES_TWO$" #$SPECIES_ONE$ is also a valid argument if desired
 civic_tooltip_spiritualist: "一定程度上偏向§Y唯心主义§!"
 requires_spiritualist: "$TRIGGER_FAIL$$civic_tooltip_spiritualist$"
 civic_tooltip_materialist: "一定程度上偏向§Y唯物主义§!"
 requires_materialist: "$TRIGGER_FAIL$$civic_tooltip_materialist$"
 civic_tooltip_authoritarian: "一定程度上偏向§Y威权主义§!"
 requires_authoritarian: "$TRIGGER_FAIL$$civic_tooltip_authoritarian$"
 civic_tooltip_egalitarian: "一定程度上偏向§Y平等主义§!"
 requires_egalitarian: "$TRIGGER_FAIL$$civic_tooltip_egalitarian$"
 civic_tooltip_xenophobe: "一定程度上偏向§Y排外主义§!"
 requires_xenophobe: "$TRIGGER_FAIL$$civic_tooltip_xenophobe$"
 civic_tooltip_xenophile: "一定程度上偏向§Y亲外主义§!"
 requires_xenophile: "$TRIGGER_FAIL$$civic_tooltip_xenophile$"
 civic_tooltip_militarist: "一定程度上偏向§Y军国主义§!"
 requires_militarist: "$TRIGGER_FAIL$$civic_tooltip_militarist$"
 civic_tooltip_pacifist: "一定程度上偏向§Y和平主义§!"
 requires_pacifist: "$TRIGGER_FAIL$$civic_tooltip_pacifist$"
 civic_tooltip_authoritarian_or_xenophobe: "一定程度上偏向§Y威权主义§!或者§Y排外主义§!"
 civic_tooltip_authoritarian_or_militarist: "一定程度上偏向§Y威权主义§!或§Y军国主义§!"
 civic_tooltip_authoritarian_or_militarist_or_spiritualist: "一定程度上偏向§Y威权主义§!、§Y唯心主义§!或§Y军国主义§!"
 civic_tooltip_hive_mind: "是§Y蜂巢思维§!"
 civic_tooltip_not_spiritualist: "不是§Y唯心主义§!"
 civic_tooltip_not_materialist: "不是§Y唯物主义§!"
 civic_tooltip_not_authoritarian: "不是§Y威权主义§!"
 civic_tooltip_not_egalitarian: "不是§Y平等主义§!"
 civic_tooltip_not_xenophobe: "不是§Y排外主义§!"
 civic_tooltip_not_xenophile: "不是§Y亲外主义§!"
 civic_tooltip_not_militarist: "不是§Y军国主义§!"
 civic_tooltip_not_pacifist: "不是§Y和平主义§!"
 civic_tooltip_not_fanatic: "没有§Y极端§!思潮"
 civic_tooltip_not_pacifist_or_xenophile: "不为§Y和平主义§!或§Y亲外主义§!"
 civic_tooltip_not_xenophile_or_fan_egalitarian: "不是§Y亲外主义§!或者§Y极端平等主义§!"
 civic_tooltip_not_hive_mind: "不是§Y蜂巢思维§!"
 civic_tooltip_dic_imp: "需要§Y独裁制§!或 §Y帝制§!政体"
 civic_tooltip_dem_oli: "有§Y民主制§!或者§Y寡头制§!政体"
 civic_tooltip_dem_oli_dic: "需要§Y民主制§!，§Y寡头制§!，或者§Y独裁制§!政体"
 civic_tooltip_oli_imp: "需要§Y寡头制§!或者§Y帝制§!政体"
 civic_tooltip_not_origin_non_standard_habitability_preference: "已选择的§Y起源§!不会改变标准行星偏好"
 tooltip_not_gestalt: "不为§Y格式塔意识§!"
