l_simp_chinese:
 ####################################
 #Triggers
 ####################################
 TRIGGER_IS_IN_COMBAT: "在战斗中"
 TRIGGER_IS_NOT_IN_COMBAT: "不在战斗中"
 HAS_OWNER: "已被殖民"
 HAS_NO_OWNER: "未被殖民"
 HAS_OBSERVATION_OUTPOST: "拥有一座观测哨站"
 HAS_NO_OBSERVATION_OUTPOST: "没有观测哨站"
 HAS_ORIGINAL_OWNER: "为原主人所有"
 NOT_HAS_ORIGINAL_OWNER: "非原主人所有"
 IS_PLAYER_CONTROLLED: "为玩家控制"
 IS_AI_CONTROLLED: "为电脑控制"
 TRIGGER_CAPITAL: "首都"
 TRIGGER_CAPITAL_STAR: "首都恒星"
 TRIGGER_OWNER: "拥有者"
 TRIGGER_CONTROLLER: "控制方"
 TRIGGER_OWNER_SPECIES: "所有者物种"
 TRIGGER_SPECIES: "物种"
 TRIGGER_SPACE_OWNER: "宇域所有者"
 TRIGGER_LEADER: "领袖"
 TRIGGER_HOME_PLANET: "母星"
 TRIGGER_BRANCH_OFFICE_OWNER: "分部所有者"
 TRIGGER_FLEET: "舰队"
 TRIGGER_POP_FACTION: "派系"
 TRIGGER_SECTOR: "星域"
 TRIGGER_TARGET: "目标"
 TRIGGER_SPYNETWORK: "间谍网"
 TRIGGER_FROM: "来自"
 TRIGGER_FROMFROM: "FromFrom"
 TRIGGER_ROOT: "根"
 TRIGGER_PREV: "前"
 SOLAR_SYSTEM_STAR: "星系恒星"
 ANY_OWNED_PLANET: "任意所属行星"
 ANY_CONTROLLED_PLANET: "任意所属行星"
 ANY_NEIGHBOR_SYSTEM: "任意邻近恒星系"
 any_neighbor_system_trigger: "任意临近恒星系（超空间航道连接）"
 effect_random_neighbor_system: "随机临近恒星系（超空间航道连接）"
 effect_every_neighbor_system: "所有临近恒星系（超空间航道连接）"
 count_neighbor_system_trigger: "临近恒星系数量（超空间航道连接）$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_neighbor_system_all_trigger: "$IS_ALL_NOT$临近恒星系（超空间航道连接）满足以下条件"
 any_neighbor_system_euclidean_trigger: "任意邻接恒星系（按空间位置）"
 effect_random_neighbor_system_euclidean: "随机邻接恒星系（按空间位置）"
 effect_every_neighbor_system_euclidean: "所有邻接恒星系（按空间位置）"
 count_neighbor_system_euclidean_trigger: "邻接恒星系数目（按空间位置）$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_neighbor_system_euclidean_all_trigger: "$IS_ALL_NOT$邻接恒星系（按空间位置）满足以下条件"
 ANY_RELATION: "任何关系"
 EVERY_NEIGHBORING_SYSTEM_EFFECT: "所有临近恒星系"
 ANY_POP: "任意人口"
 ALL_POPS: "\n所有人口："
 ANY_PLANET: "任意行星"
 ANY_PLANET_IN_SYSTEM: "恒星系内任意行星"
 ANY_MEMBER: "任意成员"
 NEVER: "从不"
 ALWAYS: "总是"
 IS_NOT_UNDER_COLONIZATION: "未在殖民中"
 IS_UNDER_COLONIZATION: "正在殖民中"
 HAS_SAME_ETHOS: "与$COUNTRY|Y$拥有相同思潮"
 DOES_NOT_HAVE_SAME_ETHOS: "与$COUNTRY|Y$没有相同思潮"
 IS_BACKGROUND_PLANET: "$PLANET$是$LEADER$的母星"
 IS_NOT_BACKGROUND_PLANET: "$PLANET$不是$LEADER$的母星"
 HAS_ETHIC: "拥有§Y$ETHIC$§!思潮"
 HAS_ETHIC_ICON_TIP: "由于$WHO|H$拥有$ETHIC|Y$思潮，该选项可用"
 HAS_CIVIC_ICON_TIP: "因为$WHO|H$拥有$CIVIC|Y$国民理念而可以选择该项"
 HAS_AUTHORITY_ICON_TIP: "因为$WHO|H$拥有$AUTHORITY|Y$政体而可以选择该项"
 DOES_NOT_HAVE_ETHIC: "没有§Y$ETHIC$§!思潮"
 HAS_PICKED_AUTO_MOD_HABITABILITY: "$NAME$选择了自动修正宜居性特质$TRAIT_NAME|Y$"
 HAS_NOT_PICKED_AUTO_MOD_HABITABILITY: "$NAME$未选择自动修正宜居性特质"
 IS_CONTROLLED_BY: "由§Y$EMPIRE$§!控制"
 IS_NOT_CONTROLLED_BY: "不由§Y$EMPIRE$§!控制"
 IS_OWNED_BY: "为§Y$EMPIRE$§!所有"
 IS_NOT_OWNED_BY: "非§Y$EMPIRE$§!所有"
 IS_WITHIN_BORDERS_OF: "在§Y$EMPIRE$§!境内"
 IS_NOT_WITHIN_BORDERS_OF: "不在§Y$EMPIRE$§!境内"
 IS_SAME_SPECIES: "与§Y$OTHER$§!是同物种"
 IS_NOT_SAME_SPECIES: "与§Y$OTHER$§!不是同物种"
 IS_MAJORITY_SPECIES: "主体物种是§Y$OTHER$§!"
 IS_NOT_MAJORITY_SPECIES: "主体物种不是§Y$OTHER$§!"
 IS_EXACT_SAME_SPECIES: "$IS_SAME_SPECIES$"
 IS_NOT_EXACT_SAME_SPECIES: "$IS_NOT_SAME_SPECIES$"
 IS_SAME_SPECIES_CLASS: "与§Y$OTHER$§!是同类别物种"
 IS_NOT_SAME_SPECIES_CLASS: "与§Y$OTHER$§!不是同类别物种"
 IS_SUBSPECIES: "是§Y$OTHER$§!的亚种"
 IS_NOT_SUBSPECIES: "不是§Y$OTHER$§!的亚种"
 HAS_NOT_SPECIES_RIGHT: "没有§Y$OTHER$§!的物种权利"
 IS_NOT_AT_WAR_WITH: "与 §Y$OTHER$§!不处于战争状态"
 IS_AT_WAR_WITH: "与 §Y$OTHER$§!处于战争状态"
 DID_NOT_RECENTLY_LOSE_WAR: "最近没有输掉战争"
 RECENTLY_LOST_WAR: "最近输掉了战争"
 DOES_NOT_HAVE_AI_PERSONALITY: "不拥有$PERSONALITY|Y$性格。"
 HAS_AI_PERSONALITY: "拥有$PERSONALITY|Y$性格。"
 DOES_NOT_HAVE_AI_PERSONALITY_TYPE: "不是$PERSONALITY|Y$性格类型。"
 HAS_AI_PERSONALITY_TYPE: "是$PERSONALITY|Y$性格类型。"
 DOES_NOT_HAVE_AI_PERSONALITY_BEHAVIOUR: "没有$PERSONALITY|Y$行为。"
 HAS_AI_PERSONALITY_BEHAVIOUR: "有$PERSONALITY|Y$行为。"
 HAS_NOT_RIGHTS: "没有$TYPE|H$物种政策"
 HAS_RIGHTS: "拥有$TYPE|H$物种政策"
 HAS_CITIZENSHIP_RIGHTS_TRIGGER: "有公民权"
 HAS_NOT_CITIZENSHIP_RIGHTS_TRIGGER: "没有公民权"
 END_RIVALRY_EFFECT: "和$COUNTRY$终止宿敌关系。"
 SET_TRUCE_COUNTRY_EFFECT: "与$COUNTRY$签署停战协定。"
 SET_TRUCE_WAR_EFFECT: "签署$WAR|H$的停战协定"
 END_TRUCE_EFFECT: "终止与$COUNTRY$的停战协定。"
 ALLOWS_ALIEN_LEADERS: "允许异种领袖"
 ALLOWS_NOT_ALIEN_LEADERS: "不允许异种领袖"
 ALLOWS_NOT_PURGE: "不允许净化"
 ALLOWS_PURGE: "允许净化"
 ALLOWS_NOT_SLAVERY: "不允许奴隶制"
 ALLOWS_SLAVERY: "允许奴隶制"
 HAS_NOT_VALID_AI: "未拥有健全的人工智能"
 HAS_VALID_AI: "拥有健全的人工智能"
 IS_FLEET_NOT_IDLE: "舰队非空闲"
 IS_FLEET_IDLE: "舰队空闲"
 ANY_WAR_DEFENDER: "任意战争防御方"
 ANY_WAR_ATTACKER: "任意战争进攻方"
 any_war_trigger: "任一战争"
 ANY_DEFENDER: "任意防御方"
 ANY_ATTACKER: "任意进攻方"
 IS_SAME_EMPIRE: "是§Y$OTHER$§!"
 IS_NOT_SAME_EMPIRE: "不是§Y$OTHER$§!"
 IS_PLANET_CLASS: "是§Y$CLASS$§!"
 IS_PLANET_CLASS_DLC: "选择了§Y$CLASS$§!开局"
 IS_PLANET_CLASS_DLC_NOT: "没有选择§Y$CLASS$§!开局"
 IS_NOT_PLANET_CLASS: "不是§Y$CLASS$§!"
 HAS_DESIGNATION: "是§Y$DESIGNATION$§!"
 HAS_NOT_DESIGNATION: "不是§Y$DESIGNATION$§!"
 IS_STAR_CLASS: "是§Y$CLASS$§!"
 IS_NOT_STAR_CLASS: "不是§Y$CLASS$§!"
 PLANET_IS_MOON: "是卫星"
 PLANET_IS_NOT_MOON: "不是卫星"
 PLANET_IS_PRIMARY_STAR: "是星系中的主恒星"
 PLANET_IS_NOT_PRIMARY_STAR: "并非星系中的主恒星"
 PLANET_IS_STAR: "是恒星"
 PLANET_IS_NOT_STAR: "不是恒星"
 PLANET_IS_ASTEROID: "是小行星"
 PLANET_IS_NOT_ASTEROID: "不是小行星"
 PLANET_IS_RINGWORLD: "是环形世界"
 PLANET_IS_NOT_RINGWORLD: "不是环形世界"
 HAS_NOT_STRATEGIC_RESOURCE_BOOL: "没有战略资源"
 HAS_STRATEGIC_RESOURCE_BOOL: "拥有战略资源"
 HAS_NOT_STRATEGIC_RESOURCE: "没有§Y$RESOURCE$§!"
 HAS_STRATEGIC_RESOURCE: "拥有§Y$RESOURCE$§!"
 HAS_TECHNOLOGY: "拥有$TECHNAME|Y$科技"
 HAS_NOT_TECHNOLOGY: "没有$TECHNAME|Y$科技"
 HAS_TECHNOLOGY_OPTION: "拥有$TECHNAME|Y$科技选项"
 HAS_NOT_TECHNOLOGY_OPTION: "没有$TECHNAME|Y$科技选项"
 HAS_NOT_MODIFIER: "没有$MODNAME|Y$修正"
 HAS_FLAG: "有标识$FLAGNAME|Y$"
 HAS_NOT_FLAG: "没有标识$FLAGNAME|Y$"
 IS_SHIP_CLASS: "是$CLASSNAME|Y$阶层"
 IS_NOT_SHIP_CLASS: "不是$CLASSNAME|Y$阶层"
 IS_SHIP_SIZE: "是$SHIPSIZE|Y$尺寸"
 IS_NOT_SHIP_SIZE: "不是$SHIPSIZE|Y$尺寸"
 HAS_SHIP_OWNER_TYPE: "拥有$OWNERTYPE|Y$作为所有者类型"
 HAS_NOT_SHIP_OWNER_TYPE: "没有$OWNERTYPE|Y$作为所有者类型"
 TRIGGER_IS_DESIGNABLE: "是可设计的舰船尺寸"
 TRIGGER_IS_NOT_DESIGNABLE: "不是可设计的舰船尺寸"
 IS_CLOAKED: "已隐形"
 IS_NOT_CLOAKED: "未隐形"
 IS_CAPITAL_SYSTEM: "是一个帝国的首都恒星系"
 IS_NOT_CAPITAL_SYSTEM: "不是帝国的首都恒星系"
 IS_CAPITAL: "是一个帝国的首都"
 IS_NOT_CAPITAL: "不是一个帝国的首都"
 IS_HOMEWORLD: "是一个帝国的母星"
 IS_NOT_HOMEWORLD: "不是一个帝国的母星"
 HAS_ANY_SECTOR_FOCUS: "在一个具有焦点的星域内"
 HAS_NOT_ANY_SECTOR_FOCUS: "不在一个具有焦点的星域内"
 HAS_GROUND_COMBAT: "地面战斗中"
 HAS_NOT_GROUND_COMBAT: "没有地面战斗"
 IS_AT_WAR: "在战争中"
 IS_NOT_AT_WAR: "不在战争中"
 HAS_NUM_ORGANIC_POP_INCREASE: "上个月获得有机人口数$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_ORGANIC_POP_INCREASE: "上个月获得有机人口数不$COMPARATOR$$NUM|Y$"
 HAS_NUM_ARTIFICIAL_POP_ASSEMBLY: "上个月获得人造人口数$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_ARTIFICIAL_POP_ASSEMBLY: "上个月获得人造人口数不$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE: "负面特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE: "正面特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS: "特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_COUNCILOR: "负面内阁特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_COUNCILOR: "正面内阁特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_COUNCILOR: "内阁特质的数量$COMPARATOR$ $NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_NON_COUNCIL: "非内阁的负面特质数量$COMPARATOR$ $NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_NON_COUNCIL: "非内阁的正面特质数量$COMPARATOR$ $NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE: "负面特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE: "正面特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS: "特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_COUNCILOR: "负面内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_COUNCILOR: "正面内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_COUNCILOR: "内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_NON_COUNCIL: "负面非内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_NON_COUNCIL: "正面非内阁特质等级数$COMPARATOR$$NUM|Y$"
 HAS_NUM_BUILDINGS: "$BUILDING$建筑的数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_BUILDINGS: "$BUILDING$建筑的数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_BUILDINGS_EXISTING_AND_IN_CONSTRUCTION: "$BUILDING$建筑数量（含队列）$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_BUILDINGS_EXISTING_AND_IN_CONSTRUCTION: "$BUILDING$建筑数量（含队列）不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_BUILDINGS_IN_CONSTRUCTION: "队列中的$BUILDING$建筑数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_BUILDINGS_IN_CONSTRUCTION: "队列中的$BUILDING$建筑数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_DISTRICTS: "$DISTRICT$的数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_DISTRICTS: "$DISTRICT$的数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_DISTRICTS_ANY: "区划的数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_DISTRICTS_ANY: "区划的数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_FREE_DISTRICTS: "可用$DISTRICT$数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_FREE_DISTRICTS: "可用$DISTRICT$数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_FREE_DISTRICTS_ANY: "可用区划数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_FREE_DISTRICTS_ANY: "可用区划数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_YEARS_PASSED: "游戏开始后经过的年份$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_YEARS_PASSED: "游戏开始后经过的年份不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_YEARS_AT_PEACE: "和平共处的年数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_YEARS_AT_PEACE: "和平共处的年数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_OWNED_PLANETS: "拥有的行星数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_OWNED_PLANETS: "拥有的行星数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_OWNED_LEADERS: "拥有领袖数量$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_OWNED_LEADERS: "拥有领袖数量不$COMPARATOR$$NUM|Y$"
 HAS_FREE_JOBS: "空闲职业的数量必须$COMPARATOR$ $NUM|Y$"
 HAS_NOT_FREE_JOBS: "空闲职业的数量不可$COMPARATOR$ $NUM|Y$"
 HAS_UNEMPLOYED: "失业人口数$COMPARATOR$$NUM|Y$"
 HAS_NOT_UNEMPLOYED: "失业人口数不$COMPARATOR$$NUM|Y$"
 HAS_FREE_JOBS_SPECIFIC: "空闲$JOB$岗位数量$COMPARATOR$$NUM|Y$"
 HAS_FREE_JOBS_CATEGORY: "空闲$CATEGORY$岗位数量$COMPARATOR$$NUM|Y$"
 HAS_NOT_FREE_JOBS_SPECIFIC: "失业人口数不$COMPARATOR$$NUM|Y$"
 HAS_NOT_FREE_JOBS_CATEGORY: "空闲$CATEGORY$岗位的数量不$COMPARATOR$$NUM|Y$"
 HAS_NUM_POPS: "人口数$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_POPS: "人口数不$COMPARATOR$$NUM|Y$"
 HAS_NUM_SAPIENT_POPS: "开智人口数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_SAPIENT_POPS: "开智人口数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_STRATEGIC_RESOURCES: "拥有$COMPARATOR$ $NUM|Y$ 战略资源"
 HAS_NOT_NUM_STRATEGIC_RESOURCES: "没有$COMPARATOR$ $NUM|Y$ 战略资源"
 HAS_NUM_POP_FACTIONS: "人口派系数量是$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_POP_FACTIONS: "人口派系数量不是$COMPARATOR$ $NUM|Y$"
 HAS_NUM_PLANETS: "拥有的行星数是$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_PLANETS: "拥有的行星数不是$COMPARATOR$ $NUM|Y$"
 TRIGGER_HAS_GOVERNMENT_AUTHORITY: "拥有$KEY|Y$政体"
 TRIGGER_HAS_NOT_GOVERNMENT_AUTHORITY: "权力制度不为$KEY|Y$"
 HAS_GOVERNMENT_ICON_TIP: "由于$WHO|H$是$GOV|Y$，该选项可用"
 LEADER_IS_COUNCILOR: "在内阁中"
 LEADER_IS_NOT_COUNCILOR: "不在内阁中"
 LEADER_ISWAS_COUNCILOR_SHORT: "内阁官员"
 LEADER_IS_COUNCILOR_TYPE: "指派为$COUNCILORTYPE|Y$"
 LEADER_IS_NOT_COUNCILOR_TYPE: "未指派为$COUNCILORTYPE|Y$"
 ETHIC_REPRESENTED_ON_COUNCIL: "内阁中存在$ETHIC$思潮"
 ETHIC_NOT_REPRESENTED_ON_COUNCIL: "内阁中不存在$ETHIC$思潮"
 LEADER_IS_RULER: "是统治者"
 LEADER_IS_NOT_RULER: "不是统治者"
 LEADER_IS_HEIR: "是继承人"
 LEADER_IS_NOT_HEIR: "不是继承人"
 IS_PRIMITIVE: "是前超光速文明"
 IS_NOT_PRIMITIVE: "不是前超光速文明"
 HAS_NEXT_PRE_FTL_AGE: "$COUNTRY|Y$处于前超光速文明阶段，可推进科技时代"
 HAS_NOT_NEXT_PRE_FTL_AGE: "$COUNTRY|Y$不处于前超光速文明阶段，不可推进科技时代"
 HAS_PRE_FTL_AGE: "$COUNTRY|Y$是前超光速文明，处于$AGE|Y$"
 HAS_NOT_PRE_FTL_AGE: "$COUNTRY|Y$不是前超光速文明，或不处于$AGE|Y$"
 IS_PIRATE: "是海盗"
 IS_NOT_PIRATE: "不是海盗"
 IS_INSIDE_NEBULA: "在星云内"
 IS_NOT_INSIDE_NEBULA: "不在星云内"
 IS_IN_FRONTIER_SPACE: "在边境区域"
 IS_NOT_IN_FRONTIER_SPACE: "不在边境区域"
 IS_INSIDE_BORDER: "在§Y$OTHER$§!边界内"
 IS_NOT_INSIDE_BORDER: "不在§Y$OTHER$§!边界内"
 ANY_COUNTRY: "任意帝国"
 IDEAL_PLANET_CLASS: "§Y$CLASS$§!是理想的行星类型"
 NOT_IDEAL_PLANET_CLASS: "§Y$CLASS$§!不是理想的行星类型"
 TRIGGER_OPINION: "对$COUNTRY$的评价$COMPARATOR$ $NUM|Y$"
 TRIGGER_OPINION_NOT: "对$COUNTRY$的评价不$COMPARATOR$ $NUM|Y$"
 TRIGGER_THEIR_OPINION: "$THEM$对$US$的评价$COMPARATOR$ $NUM|Y$"
 TRIGGER_THEIR_OPINION_NOT: "$THEM$对$US$的评价不$COMPARATOR$ $NUM|Y$"
 TRIGGER_OPINION_LEVEL: "对$COUNTRY$的评价等级$COMPARATOR$$LEVEL|Y$"
 TRIGGER_OPINION_LEVEL_NOT: "对$COUNTRY$的评价等级不$COMPARATOR$$LEVEL|Y$"
 TRIGGER_ENVOY_OPINION_CHANGE: "对$COUNTRY$的因特使改变的评价$COMPARATOR$$NUM|Y$"
 TRIGGER_ENVOY_OPINION_CHANGE_NOT: "对$COUNTRY$因特使改变的评价不$COMPARATOR$$NUM|Y$"
 TRIGGER_TRUST: "对$COUNTRY$的信任度$COMPARATOR$ $NUM|Y$"
 TRIGGER_TRUST_NOT: "对$COUNTRY$的信任度不$COMPARATOR$ $NUM|Y$"
 HAS_ALLIANCE: "是联盟成员"
 HAS_NOT_ALLIANCE: "非联盟成员"
 HAS_FEDERATION: "是联邦成员"
 HAS_NOT_FEDERATION: "不是联邦成员"
 CAN_DECLARE_WAR_TRIGGER: "可以对$COUNTRY|Y$宣战"
 CAN_DECLARE_WAR_NOT_TRIGGER: "不能对$COUNTRY|Y$宣战"
 SUBJECT_CAN_DIPLOMACY: "我们的宗主国允许此行动。"
 SUBJECT_CAN_NOT_DIPLOMACY: "我们的宗主国不允许此行动。"
 IS_COLONIZABLE: "可殖民"
 IS_NOT_COLONIZABLE: "不可殖民"
 IS_FALLEN_EMPIRE: "是失落帝国"
 IS_NOT_FALLEN_EMPIRE: "不是失落帝国"
 IS_TERRAFORMED: "被环境改造过"
 IS_NOT_TERRAFORMED: "没有被环境改造过"
 IS_TERRAFORMING: "正在进行环境改造"
 IS_NOT_TERRAFORMING: "没有在环境改造中"
 HAS_SKILL_NOT_LEVEL: "能力等级$VAL0|2Y$未$COMPARE$$VAL1|2Y$"
 HAS_SKILL_LEVEL: "能力等级$VAL0|2Y$ $COMPARE$$VAL1|2Y$"
 HAS_NUM_MINERALS: "矿物存量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_MINERALS: "矿物存量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_ENERGY: "能量币存量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_ENERGY: "能量币存量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_PHYSICS: "物理学研究点数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_PHYSICS: "物理学研究点数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_SOCIETY: "社会学研究点数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_SOCIETY: "社会学研究点数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_ENGINEERING: "工程学研究点数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_ENGINEERING: "工程学研究点数不$COMPARATOR$ $NUM|Y$"
 HAS_RING: "拥有行星环"
 HAS_NOT_RING: "不拥有行星环"
 HAS_NUM_MODIFIERS: "修正的数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_MODIFIERS: "修正的数量$COMPARATOR$$NUM|Y$"
 HAS_ANY_STRATEGIC_RESOURCE: "拥有战略资源"
 HAS_NOT_ANY_STRATEGIC_RESOURCE: "没有战略资源"
 IS_FACTION: "是派系"
 IS_NOT_FACTION: "不是派系"
 HAS_NUM_FREE_LEADER_SLOTS: "空闲领袖槽位$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_FREE_LEADER_SLOTS: "空闲领袖槽位不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_FREE_ARMY_SLOTS: "空闲陆军槽位$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_FREE_ARMY_SLOTS: "空闲陆军槽位不$COMPARATOR$ $NUM|Y$"
 IS_TECHTREE_COMPLETED: "已完成$TREE|Y$科技树"
 IS_NOT_TECHTREE_COMPLETED: "未完成$TREE|Y$科技树"
 IS_OCCUPIED: "是被占领的行星"
 IS_NOT_OCCUPIED: "是未被占领的行星"
 IS_DAMAGED: "是受损的行星"
 IS_NOT_DAMAGED: "是未受损的行星"
 HAS_HIT_POINTS: "舰体耐久$COMPARATOR$ $NUM|Y$"
 HAS_NOT_HIT_POINTS: "舰体耐久不为$COMPARATOR$ $NUM|Y$"
 HAS_SHIELD_HIT_POINTS: "护盾值的数目$COMPARATOR$$NUM|Y$"
 HAS_NOT_SHIELD_HIT_POINTS: "护盾值的数目不$COMPARATOR$$NUM|Y$"
 IS_PLANET_SURVEYED: "行星被$COUNTRY$调查过"
 IS_PLANET_NOT_SURVEYED: "行星未被$COUNTRY$调查过"
 CAN_COLONIZE_TRIGGER: "可以被$COUNTRY$殖民"
 CANNOT_COLONIZE_TRIGGER: "不能被$COUNTRY$殖民"
 HAS_BEEN_TERRAFORMED_BY: "被$COUNTRY$环境改造过"
 HAS_NOT_BEEN_TERRAFORMED_BY: "未被$COUNTRY$环境改造过"
 IS_SYSTEM_SURVEYED: "恒星系被$COUNTRY$调查过"
 IS_SYSTEM_NOT_SURVEYED: "恒星系未被$COUNTRY$调查过"
 HAS_SURVEYED_CLASS: "已调查$CLASS|H$"
 HAS_NOT_SURVEYED_CLASS: "未调查$CLASS|H$"
 IS_IDEAL_PLANET_CLASS: "行星是$SPECIES$的理想类型"
 IS_NOT_IDEAL_PLANET_CLASS: "行星不是$SPECIES$的理想类型"
 IS_IDEAL_PLANET_CLASS_DETAILED: "$IS_IDEAL_PLANET_CLASS$ （§Y$PLANET_CLASS$§!）"
 IS_NOT_IDEAL_PLANET_CLASS_DETAILED: "$IS_NOT_IDEAL_PLANET_CLASS$ （§Y$PLANET_CLASS$§!）"
 VARIABLE_VALUE: "变量值$VARIABLE|Y$ $COMPARATOR$ $NUM|Y$"
 VARIABLE_NOT_VALUE: "变量值$VARIABLE|Y$不$COMPARATOR$ $NUM|Y$"
 VARIABLE_ARITHMETIC_VALUE: "变量的算数触发$COMPARATOR$ $NUM|Y$"
 VARIABLE_ARITHMETIC_NOT_VALUE: "变量的算数触发不$COMPARATOR$ $NUM|Y$"
 ANY_SHIP: "任意舰船"
 ANY_BORDERING_COUNTRY: "任意接壤帝国"
 ANY_SHIP_IN_SYSTEM: "恒星系内任意舰船"
 ANY_FLEET_IN_ORBIT: "任意在轨舰队"
 ANY_OWNED_SHIP: "任何被国家拥有的舰船"
 ANY_OWNED_SHIP_FLEET: "舰队中的任意舰船"
 ANY_OWNED_FLEET: "任意帝国所有的舰队"
 IS_COLONY: "是殖民地"
 ENERGY_NOT_TRIGGER: "能量币不$COMPARE$ $VAL|2Y$"
 ENERGY_TRIGGER: "能量币$COMPARE$ $VAL|2Y$"
 MINERALS_NOT_TRIGGER: "矿物不$COMPARE$ $VAL|Y$"
 MINERALS_TRIGGER: "矿物$COMPARE$ $VAL|Y$"
 INFLUENCE_NOT_TRIGGER: "影响力不$COMPARE$ $VAL|0Y$"
 INFLUENCE_TRIGGER: "影响力$COMPARE$ $VAL|0Y$"
 UNITY_NOT_TRIGGER: "凝聚力不$COMPARE$ $VAL|0Y$"
 UNITY_TRIGGER: "凝聚力$COMPARE$ $VAL|0Y$"
 FLEET_POWER_NOT_TRIGGER: "$FLEET_POWER$不$COMPARE$$VAL|0Y$"
 FLEET_POWER_TRIGGER: "$FLEET_POWER$$COMPARE$$VAL|0Y$"
 FLEET_SIZE_NOT_TRIGGER: "舰队规模不为$COMPARE$$VAL|0Y$"
 FLEET_SIZE_TRIGGER: "舰队规模为$COMPARE$$VAL|0Y$"
 HABITABILITY_TRIGGER: "物种$SPECIES|$宜居性$COMPARE$$VAL|2Y$"
 HABITABILITY_NOT_TRIGGER: "物种$SPECIES|$宜居性不$COMPARE$$VAL|2Y$"
 LAST_CHANGED_BUILDING: "最后更改过的建筑必须是$BUILDING|Y$"
 LAST_CHANGED_BUILDING_NOT: "最后更改过的建筑不可是$BUILDING|Y$"
 LAST_CHANGED_DISTRICT: "最后更改过的区划必须是$DISTRICT|Y$"
 LAST_CHANGED_DISTRICT_NOT: "最后更改过的区划不可是$DISTRICT|Y$"
 IS_LAST_CHANGED_BUILDING_CAPITAL: "最后更改过的建筑是首府建筑"
 IS_NOT_LAST_CHANGED_BUILDING_CAPITAL: "最后更改过的建筑不是首府建筑"
 HAS_BUILDING: "拥有建筑：$BUILDING|Y$"
 HAS_NOT_BUILDING: "没有建筑：$BUILDING|Y$"
 HAS_ACTIVE_BUILDING: "已启用建筑：$BUILDING|Y$"
 HAS_NOT_ACTIVE_BUILDING: "尚未启用建筑：$BUILDING|Y$"
 HAS_DISTRICT: "必须拥有此区划：$DISTRICT|Y$"
 HAS_NOT_DISTRICT: "不可拥有此区划：$DISTRICT|Y$"
 HAS_BUILDING_CONSTRUCTION: "拥有在建建筑：$BUILDING|Y$"
 HAS_NOT_BUILDING_CONSTRUCTION: "没有在建建筑：$BUILDING|Y$"
 HAS_PREV_BUILDING: "之前的建筑是：$BUILDING|Y$"
 HAS_NOT_PREV_BUILDING: "之前的建筑不是：$BUILDING|Y$"
 OR_TRIGGER_STARTS: "以下条件至少一个满足"
 AND_TRIGGER_STARTS: "以下条件全部满足"
 IS_IN_ALLIANCE: "$COUNTRY|Y$是联盟成员"
 IS_NOT_IN_ALLIANCE: "$COUNTRY|Y$不是联盟成员"
 IS_IN_FEDERATION: "$COUNTRY|Y$是联邦成员"
 IS_NOT_IN_FEDERATION: "$COUNTRY|Y$不是联邦成员"
 IS_FEDERATION_LEADER: "$COUNTRY|Y$是联邦领袖"
 IS_NOT_FEDERATION_LEADER: "$COUNTRY|Y$不是联邦领袖"
 HAS_MINING_STATION: "$PLANET|Y$拥有开采站"
 HAS_NO_MINING_STATION: "$PLANET|Y$没有开采站"
 HAS_RESEARCH_STATION: "$PLANET|Y$拥有研究站"
 HAS_NO_RESEARCH_STATION: "$PLANET|Y$没有研究站"
 HAS_SPACE_STATION: "$PLANET|Y$拥有太空港"
 HAS_NO_SPACE_STATION: "$PLANET|Y$没有太空港"
 ANY_RESEARCH_STATION: "任意研究站"
 ANY_MINING_STATION: "任意开采站"
 ANY_OBSERVATION_OUTPOST: "任意观测站"
 ANY_SYSTEM: "任意恒星系"
 any_system_trigger: "$ANY_SYSTEM$"
 any_owned_leader_trigger: "任一已招募领袖"
 effect_random_owned_leader: "随机已招募领袖"
 effect_every_owned_leader: "所有已招募领袖"
 count_owned_leader_trigger: "招募的领袖数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_leader_all_trigger: "$IS_ALL_NOT$招募的领袖满足以下条件"
 count_system_trigger: "恒星系数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_system_all_trigger: "$IS_ALL_NOT$恒星系满足以下条件"
 effect_every_system: "所有恒星系"
 effect_random_system: "随机恒星系"
 ANY_SYSTEM_WITHIN_BORDERS: "任意境内恒星系"
 any_system_within_border_trigger: "$ANY_SYSTEM_WITHIN_BORDERS$"
 any_archaeological_site_trigger: "任意考古遗址"
 count_system_within_border_trigger: "境内恒星系数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_system_within_border_all_trigger: "$IS_ALL_NOT$境内恒星系满足以下条件"
 effect_every_system_within_border: "境内所有恒星系"
 effect_random_system_within_border: "境内随机恒星系"
 IS_NOT_ARMY_TYPE: "陆军不是$TYPE|Y$类型"
 IS_ARMY_TYPE: "陆军是$TYPE|Y$类型"
 IS_DEFENSIVE_ARMY: "是卫戍部队"
 IS_NOT_DEFENSIVE_ARMY: "是进攻部队"
 HAS_ARMY: "拥有陆军"
 HAS_NO_ARMY: "没有陆军"
 HAS_DEPOSIT: "拥有矿藏"
 HAS_NO_DEPOSIT: "没有矿藏"
 IS_DEPOSIT_TYPE: "是$TYPE|H$"
 IS_NOT_DEPOSIT_TYPE: "不是$TYPE|H$"
 HAS_DEPOSIT_TYPE: "拥有矿藏$TYPE|H$"
 HAS_NO_DEPOSIT_TYPE: "没有矿藏$TYPE|H$"
 HAS_DEPOSIT_CATEGORY: "拥有矿藏种类$CAT|H$"
 HAS_NOT_DEPOSIT_CATEGORY: "没有矿藏种类$CAT|H$"
 IS_STARTING_SYSTEM: "是初始恒星系"
 IS_NOT_STARTING_SYSTEM: "不是初始恒星系"
 HAS_ADVISOR: "$COUNTRY|Y$拥有顾问。"
 HAS_NOT_ADVISOR: "$COUNTRY|Y$没有顾问。"
 HAS_GLOBAL_FLAG: "全局标识：$FLAG|Y$已触发"
 HAS_NOT_GLOBAL_FLAG: "全局标识：$FLAG|Y$未触发"
 IS_ENSLAVED: "人口被奴役"
 IS_NOT_ENSLAVED: "人口未被奴役"
 IS_UNEMPLOYED: "人口处于失业状态"
 HAS_DEFICIT_TRIGGER: "必须缺少$RESOURCE|Y$"
 HAS_NOT_DEFICIT_TRIGGER: "不缺少$RESOURCE|Y$"
 FACTION_APPROVAL_IS: "派系支持度必须是$COMPARE$$VALUE|Y$"
 FACTION_NOT_APPROVAL_IS: "派系支持度不$COMPARE$$VALUE|Y$"
 IS_NOT_UNEMPLOYED: "人口不处于失业状态"
 IS_BEING_PURGED: "人口被净化"
 IS_NOT_BEING_PURGED: "人口未被净化"
 IS_BEING_ASSIMILATED: "人口正在被同化"
 IS_NOT_BEING_ASSIMILATED: "人口没有正在被同化"
 POP_HAPPINESS: "人口幸福度$COMPARE$ $VALUE|Y$"
 POP_NOT_HAPPINESS: "人口幸福度不$COMPARE$ $VALUE|Y$"
 POP_FERTILITY: "人口生育能力为$COMPARE$$VALUE|Y$"
 POP_NOT_FERTILITY: "人口生育能力不$COMPARE$$VALUE|Y$"
 POP_JOB_TRIGGER: "人口岗位为$JOB$"
 POP_JOB_NOT_TRIGGER: "人口岗位不为$JOB$"
 INCOME_TRIGGER: "月收入为$COMPARE$$VALUE|Y$"
 INCOME_NOT_TRIGGER: "月收入不$COMPARE$$VALUE|Y$"
 EXPENSES_TRIGGER: "月支出为$COMPARE$$VALUE|Y$"
 EXPENSES_NOT_TRIGGER: "月支出不$COMPARE$$VALUE|Y$"
 PRODUCED_ENERGY_TRIGGER: "月能源产值为$COMPARE$$VALUE|Y$"
 PRODUCED_ENERGY_NOT_TRIGGER: "月能源产值不$COMPARE$$VALUE|Y$"
 METALS_INCOME_TRIGGER: "来自贵金属月收入为$COMPARE$$VALUE|Y$"
 METALS_INCOME_NOT_TRIGGER: "来自贵金属月收入不$COMPARE$$VALUE|Y$"
 TRADE_EXPENSES_TRIGGER: "每月贸易支出$COMPARE$$VALUE|Y$"
 TRADE_EXPENSES_NOT_TRIGGER: "每月贸易支出不$COMPARE$$VALUE|Y$"
 SHIP_MAINTENANCE_TRIGGER: "每月的舰船维护费为$COMPARE$ $VALUE|Y$"
 SHIP_MAINTENANCE_NOT_TRIGGER: "每月的舰船维护费不$COMPARE$ $VALUE|Y$"
 ARMY_MAINTENANCE_TRIGGER: "每月的陆军维护费为$COMPARE$ $VALUE|Y$"
 ARMY_MAINTENANCE_NOT_TRIGGER: "每月的陆军维护费不$COMPARE$ $VALUE|Y$"
 COLONY_MAINTENANCE_TRIGGER: "每月的殖民地维护费为$COMPARE$ $VALUE|Y$"
 COLONY_MAINTENANCE_NOT_TRIGGER: "每月的殖民地维护费不$COMPARE$ $VALUE|Y$"
 STATION_MAINTENANCE_TRIGGER: "每月的空间站维护费为$COMPARE$ $VALUE|Y$"
 STATION_MAINTENANCE_NOT_TRIGGER: "每月的空间站维护费不$COMPARE$ $VALUE|Y$"
 CONSTRUCTION_EXPENSES_TRIGGER: "上个月建造支出为$COMPARE$$VALUE|Y$"
 CONSTRUCTION_EXPENSES_NOT_TRIGGER: "上个月建造支出不$COMPARE$$VALUE|Y$"
 FEDERATION_EXPENSES_TRIGGER: "上个月联邦支出为$COMPARE$$VALUE|Y$"
 FEDERATION_EXPENSES_NOT_TRIGGER: "上个月联邦支出不$COMPARE$$VALUE|Y$"
 REPARATION_EXPENSES_TRIGGER: "上个月修理支出为$COMPARE$$VALUE|Y$"
 REPARATION_EXPENSES_NOT_TRIGGER: "上个月修理支出不$COMPARE$$VALUE|Y$"
 HAS_ANOMALY: "发现异常现象"
 HAS_NOT_ANOMALY: "没有异常现象"
 STORED_TECH_POINTS_TRIGGER: "$AREA$方面的研究完成数量为$COMPARE$$VALUE|Y$"
 STORED_TECH_POINTS_NOT_TRIGGER: "$AREA$方面的研究完成数量不$COMPARE$$VALUE|Y$"
 BALANCE_TRIGGER: "帝国资产为$COMPARE$$VALUE|Y$"
 BALANCE_NOT_TRIGGER: "帝国资产不$COMPARE$$VALUE|Y$"
 RUNNING_BALANCE_TRIGGER: "帝国流动资产为$COMPARE$$VALUE|Y$"
 RUNNING_BALANCE_NOT_TRIGGER: "帝国流动资产不$COMPARE$$VALUE|Y$"
 IS_ORIGINAL_OWNER: "是$PLANET$的原拥有者"
 IS_NOT_ORIGINAL_OWNER: "不是$PLANET$的原拥有者"
 IS_SAME_PLANET: "与$OTHER$为同一行星"
 IS_NOT_SAME_PLANET: "与$OTHER$非同一行星"
 IS_SAME_COUNTRY: "与$OTHER$为同一帝国"
 IS_NOT_SAME_COUNTRY: "与$OTHER$非同一帝国"
 IS_SAME_ARMY: "与$OTHER$为同一支陆军"
 IS_NOT_SAME_ARMY: "与$OTHER$非同一支陆军"
 IS_SAME_SHIP: "与$OTHER$为同种舰船"
 IS_NOT_SAME_SHIP: "与$OTHER$非同种舰船"
 IS_SAME_POP: "与$OTHER$为同一人口"
 IS_NOT_SAME_POP: "与$OTHER$非同一人口"
 HAS_EVENT_CHAIN_TRIGGER: "已触发事件链$NAME|Y$"
 HAS_NOT_EVENT_CHAIN_TRIGGER: "没有发生$NAME|Y$事件链"
 HAS_COMPLETED_EVENT_CHAIN_TRIGGER: "已完成$NAME|Y$事件链"
 HAS_NOT_COMPLETED_EVENT_CHAIN_TRIGGER: "未完成$NAME|Y$事件链"
 IS_NOT_POP_CATEGORY: "不是$CATEGORY$"
 IS_POP_CATEGORY: "是$CATEGORY$"
 NOT_HAS_JOB_CATEGORY: "岗位不是$CATEGORY$"
 HAS_JOB_CATEGORY: "岗位是$CATEGORY$"
 IS_HALF_SPECIES_NOT_TRIGGER: "不是混血物种"
 IS_HALF_SPECIES_TRIGGER: "是混血物种"
 IS_SPECIFIC_HALF_SPECIES_NOT_TRIGGER: "不是$SPECIES|Y$的混血物种"
 IS_SPECIFIC_HALF_SPECIES_TRIGGER: "是$SPECIES|Y$的混血物种"
 IS_SPECIES_CLASS: "是$SPECIES$"
 IS_NOT_SPECIES_CLASS: "不是$SPECIES|Y$"
 IS_SPECIES: "是$SPECIES$"
 IS_NOT_SPECIES: "不是$SPECIES|Y$"
 HAS_OPINION_MODIFIER: "$COUNTRY|Y$对其具有$MODIFIER|Y$评价修正"
 HAS_NOT_OPINION_MODIFIER: "$COUNTRY|Y$对其不具有$MODIFIER|Y$修正"
 HAS_OPINION_MODIFIER_ANY: "对任何文明具有评价修正$MODIFIER|Y$"
 HAS_NOT_OPINION_MODIFIER_ANY: "对所有文明不具有评价修正$MODIFIER|Y$"
 HAS_ESTABLISHED_CONTACT_TRIGGER: "与$COUNTRY|Y$建立了联系"
 HAS_NOT_ESTABLISHED_CONTACT_TRIGGER: "未与$COUNTRY|Y$建立联系"
 SET_HOSTILITY: "$COUNTRY|Y$的敌对程度改为$HOSTILITY|Y$"
 SET_COUNTRY_NEEDS_COLONY_YES: "$COUNTRY|Y$需要一座殖民地（或一艘殖民船）才可被视为存续"
 SET_COUNTRY_NEEDS_COLONY_NO: "$COUNTRY|Y$不需要殖民地（或殖民船）亦可被视为存续"
 SET_COUNTRY_AUTO_DELETE_YES: "$COUNTRY|Y$将在被视为灭亡时被自动删除"
 SET_COUNTRY_AUTO_DELETE_NO: "$COUNTRY|Y$将在被视为灭亡时不被自动删除"
 HAS_COMPLETED_EVENT_CHAIN_COUNTER_TRIGGER: "已完成$EVENTCHAIN$事件链中的$COUNTER|Y$事件"
 HAS_NOT_COMPLETED_EVENT_CHAIN_COUNTER_TRIGGER: "未完成$EVENTCHAIN$事件链中的$COUNTER|Y$事件"
 HAS_PLANET_CLASS: "拥有§Y$CLASS$§!行星"
 HAS_NOT_PLANET_CLASS: "未拥有§Y$CLASS$§!行星"
 IS_DISABLED_TRIGGER: "已禁用"
 IS_NOT_DISABLED_TRIGGER: "未禁用"
 HAS_DESIGN_TRIGGER: "已拥有名为$NAME$的舰船设计"
 HAS_NOT_DESIGN_TRIGGER: "没有针对$NAME$的舰船设计"
 HAS_GROWN_POP_TRIGGER: "拥有成年人口"
 HAS_NOT_GROWN_POP_TRIGGER: "没有成年人口"
 HAS_POP_TRIGGER: "拥有人口"
 HAS_NOT_POP_TRIGGER: "没有人口"
 HAS_GROWING_POP_TRIGGER: "拥有成长中的人口"
 HAS_NOT_GROWING_POP_TRIGGER: "没有成长中的人口"
 HAS_RESOURCE_TRIGGER: "拥有$COMPARE$$VALUE|Y$$NAME|Y$"
 HAS_NOT_RESOURCE_TRIGGER: "没有$COMPARE$$VALUE|Y$$NAME|Y$"
 HAS_ANY_RESOURCE_TRIGGER: "拥有$COMPARE$$VALUE|Y$的资源"
 HAS_NOT_ANY_RESOURCE_TRIGGER: "没有$COMPARE$$VALUE|Y$的资源"
 ANY_NEIGHBORING_TILE_TRIGGER: "任意临近地块"
 ANY_TILE_TRIGGER: "任意地块"
 ANY_DEPOSIT_TRIGGER: "任何储藏"
 HAS_BLOCKER_TRIGGER: "拥有£blocker£地块障碍：$BLOCKER|Y$"
 HAS_NOT_BLOCKER_TRIGGER: "没有£blocker£地块障碍：$BLOCKER|Y$"
 FREE_HOUSING_TRIGGER: "可用的住房必须是$COMPARE$$VALUE|Y$"
 FREE_HOUSING_NOT_TRIGGER: "可用的住房不$COMPARE$$VALUE|Y$"
 PLANET_INFRASTRUCTURE_TRIGGER: "行星基础设施必须是$COMPARE$$VALUE|Y$"
 FREE_AMENITIES_TRIGGER: "可用的舒适度必须是$COMPARE$$VALUE|Y$"
 FREE_AMENITIES_NOT_TRIGGER: "可用的舒适度不$COMPARE$$VALUE|Y$"
 PLANET_DEVASTATION_TRIGGER: "行星破坏度必须$COMPARE$ $VALUE|Y$"
 PLANET_DEVASTATION_NOT_TRIGGER: "行星破坏度不$COMPARE$ $VALUE|Y$"
 FREE_BUILDING_SLOTS_TRIGGER: "新建筑的槽位数量必须是$COMPARE$$VALUE|Y$"
 FREE_BUILDING_SLOTS_NOT_TRIGGER: "新建筑的槽位数量不$COMPARE$$VALUE|Y$"
 FREE_DISTRICT_SLOTS_TRIGGER: "新区划的槽位数量必须是$COMPARE$$VALUE|Y$"
 FREE_DISTRICT_SLOTS_NOT_TRIGGER: "新区划的槽位数量不$COMPARE$$VALUE|Y$"
 DIPLOMACY_WEIGHT_TRIGGER: "外交权重$COMPARE$$VALUE|Y$"
 DIPLOMACY_WEIGHT_NOT_TRIGGER: "外交权重不$COMPARE$$VALUE|Y$"
 HAS_RELATION_FLAG_TRIGGER: "与$COUNTRY$的关系标识$FLAGNAME$已触发"
 HAS_NOT_RELATION_FLAG_TRIGGER: "与$COUNTRY$的关系标识$FLAGNAME$未触发"
 REVERSE_HAS_RELATION_FLAG_TRIGGER: "$COUNTRY$针对$TARGET$拥有$FLAGNAME$的关系。"
 REVERSE_HAS_NOT_RELATION_FLAG_TRIGGER: "$COUNTRY$针对$TARGET$不拥有$FLAGNAME$关系。"
 EXISTS_TRIGGER: "存在"
 EXISTS_NOT_TRIGGER: "不存在"
 HAS_EDICT_TRIGGER: "$EDICT|Y$法令激活"
 HAS_NOT_EDICT_TRIGGER: "$EDICT|Y$法令未激活"
 PLANET_HAS_MOON: "拥有卫星"
 PLANET_HAS_NOT_MOON: "没有卫星"
 NUM_MOONS_TRIGGER: "卫星数量为$COMPARE$$VALUE|Y$"
 NUM_MOONS_NOT_TRIGGER: "卫星数量不$COMPARE$$VALUE|Y$"
 ANY_MOON: "任意卫星"
 NUM_ADJACENT_TILES_TRIGGER: "毗邻地块数$COMPARE$$VALUE|Y$"
 NUM_ADJACENT_TILES_NOT_TRIGGER: "毗邻地块数不$COMPARE$$VALUE|Y$"
 IS_SAPIENT: "物种已开智"
 IS_NOT_SAPIENT: "不是智慧生物"
 INHERITS_PARENT_RIGHTS: "物种从基础物种继承权利"
 DOES_NOT_INHERIT_PARENT_RIGHTS: "不从基础物种继承权利"
 GRAPHICAL_CULTURE_TRIGGER: "画面风格是$CULTURE$"
 GRAPHICAL_CULTURE_NOT_TRIGGER: "画面风格不是$CULTURE$"
 PREVENTING_DISCOVERIES_TRIGGER: "正在防止异常现象"
 PREVENTING_DISCOVERIES_NOT_TRIGGER: "未在防止异常现象"
 HAS_DEPOSIT_FOR_TRIGGER: "有可用$CLASS$采集的资源"
 HAS_NOT_DEPOSIT_FOR_TRIGGER: "没有可用$CLASS$采集的资源"
 COLONY_AGE_TRIGGER: "殖民地历史$COMPARATOR$ $VALUE|Y$个月"
 COLONY_AGE_NOT_TRIGGER: "殖民地历史不$COMPARATOR$ $VALUE|Y$个月"
 COLONY_AGE_YEARS_TRIGGER: "殖民地历史$COMPARATOR$$VALUE|Y$年"
 COLONY_AGE_YEARS_NOT_TRIGGER: "殖民地历史不$COMPARATOR$$VALUE|Y$年"
 IS_NOT_RIM_SYSTEM_TRIGGER: "不在星系边缘"
 IS_RIM_SYSTEM_TRIGGER: "在星系边缘"
 IS_NOT_BOTTLENECK_SYSTEM_TRIGGER: "不是节点恒星系"
 IS_BOTTLENECK_SYSTEM_TRIGGER: "是节点恒星系"
 DOES_NOT_HAVE_MISSION: "没有任务$MISSION$"
 HAS_MISSION: "有任务$MISSION$"
 IS_COUNTRY_TYPE: "国家类型为：$TYPE$"
 IS_NOT_COUNTRY_TYPE: "国家类型不为：$TYPE$"
 HAS_NOT_PLANET_MODIFIER_TRIGGER: "没有行星修正：$MODNAME$"
 HAS_PLANET_MODIFIER_TRIGGER: "拥有行星修正：$MODNAME$"
 SET_RIGHTS_EFFECT: "把$COUNTRY$的$SPECIES|Y$由$TYPE$改为$SETTING|Y$。"
 CREATE_HALF_SPECIES_EFFECT: "创建一个混合了$SPECIES_ONE|Y$和$SPECIES_TWO|Y$的新物种"
 SET_SPACEPORT_LEVEL_EFFECT: "设置太空港等级为$LEVEL$"
 HAS_NUM_FLEETS: "舰队$VAL0|2Y$数量为$COMPARE$$VAL1|2Y$"
 HAS_NUM_SHIPS: "舰船$VAL0|2Y$数量为$COMPARE$$VAL1|2Y$"
 HAS_NOT_NUM_FLEETS: "舰队$VAL0|2Y$数量不$COMPARE$$VAL1|2Y$"
 HAS_ENVOYS_TO_FEDERATION: "出使我们联邦的特使数为$VAL0|2Y$，$COMPARE$$VAL1|0Y$"
 HAS_NOT_ENVOYS_TO_FEDERATION: "出使我们联邦的特使数为$VAL0|2Y$，不$COMPARE$$VAL1|0Y$"
 HAS_ENVOYS_TO_GALCOM: "出使星海共同体的特使数为$VAL0|2Y$，$COMPARE$$VAL1|0Y$"
 HAS_NOT_ENVOYS_TO_GALCOM: "出使星海共同体的特使数为$VAL0|2Y$，不$COMPARE$$VAL1|0Y$"
 HAS_NOT_NUM_SHIPS: "舰船$VAL0|2Y$数量不$COMPARE$$VAL1|2Y$"
 HAS_NUM_ARMIES: "军团$VAL0|Y$数量为$COMPARE$$VAL1|Y$"
 HAS_NOT_NUM_ARMIES: "军团$VAL0|Y$数量不$COMPARE$$VAL1|Y$"
 HAS_NUM_STARBASE_MODULES: "$TYPE$模组的数量是$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_MODULES: "$TYPE$模组的数量不是$COMPARE$$NUM|Y$"
 HAS_NUM_STARBASE_BUILDINGS: "$TYPE$恒星基地建筑的数量$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_BUILDINGS: "$TYPE$恒星基地建筑的数量不$COMPARE$$NUM|Y$"
 HAS_NUM_STARBASE_MODULES_IN_SYSTEM: "恒星系内$TYPE$的数量$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_MODULES_IN_SYSTEM: "恒星系内$TYPE$的数量不$COMPARE$$NUM|Y$"
 HAS_NUM_STARBASE_BUILDINGS_IN_SYSTEM: "恒星系内$TYPE$的数量$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_BUILDINGS_IN_SYSTEM: "恒星系内$TYPE$的数量不$COMPARE$$NUM|Y$"
 HAS_NUM_STARBASE_BUILDINGS_IN_COUNTRY: "$COUNTRY$内$TYPE$的数量$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_BUILDINGS_IN_COUNTRY: "$COUNTRY$内$TYPE$的数量不$COMPARE$$NUM|Y$"
 HAS_NUM_STARBASES: "恒星基地的数量$NUM_OWNED|Y$为$COMPARE$ $NUM_COMPARE|Y$"
 HAS_NOT_NUM_STARBASES: "恒星基地的数量$NUM_OWNED|Y$不$COMPARE$ $NUM_COMPARE|Y$"
 NUM_SYSTEM_PLANETS_TRIGGER: "恒星系中行星数量（$VALUE1|0Y$）$COMPARE$$VALUE2|0Y$"
 NUM_SYSTEM_PLANETS_NOT_TRIGGER: "恒星系中行星数量（$VALUE1|0Y$）不$COMPARE$$VALUE2|0Y$"
 NUM_GALAXY_SYSTEMS: "星系内的恒星系数量$COMPARATOR$$VALUE|0Y$"
 NUM_GALAXY_SYSTEMS_NOT: "星系内的恒星系数量不$COMPARATOR$$VALUE|0Y$"
 HAS_NOT_PROGRESS: "任务进度$VAL0|2Y$不$COMPARE$$VAL1|2Y$"
 HAS_PROGRESS: "任务进度$VAL0|2Y$为$COMPARE$$VAL1|2Y$"
 HAS_NOT_TRUCE_TRIGGER: "$COUNTRY|Y$与$TARGET|Y$没有停战协定"
 HAS_TRUCE_TRIGGER: "$COUNTRY|Y$与$TARGET|Y$有停战协定"
 SET_LEADER_AGE_EFFECT: "将年龄改为$AGE|Y$"
 ADD_LEADER_AGE_EFFECT: "领袖的年龄变老$AGE|Y$岁"
 SUB_LEADER_AGE_EFFECT: "领袖现在在$AGE|Y$岁以下"
 SET_LEADER_IMMORTAL_EFFECT: "变为永生"
 SET_LEADER_MORTAL_EFFECT: "变为凡胎"
 IS_IMMORTAL_TRIGGER: "是永生"
 IS_NOT_IMMORTAL_TRIGGER: "是凡胎"
 IS_HIDDEN_TRIGGER: "被隐藏"
 IS_NOT_HIDDEN_TRIGGER: "不被隐藏"
 IS_LEADER_CLASS: "是$CLASS|H$"
 IS_NOT_LEADER_CLASS: "不是$CLASS|H$"
 IS_JOB_OF_CATEGORY: "$JOB|Y$属于$CAT|Y$类"
 IS_NOT_JOB_OF_CATEGORY: "$JOB|Y$不属于$CAT|Y$类"
 HAS_ACCESS_MILITARY: "拥有军事通行权"
 HAS_NOT_ACCESS_MILITARY: "没有军事通行权"
 HAS_ACCESS_CIVILIAN: "拥有民事通行权"
 HAS_NOT_ACCESS_CIVILIAN: "没有民事通行权"
 HAS_ACCESS_CONSTRUCTION: "$COUNTRY$有到达$SYSTEM$星系的通行权"
 HAS_NOT_ACCESS_CONSTRUCTION: "$COUNTRY$没有到达$SYSTEM$星系的通行权"
 HAS_FLEET_ORDER: "拥有舰队命令$ORDER$"
 HAS_NOT_FLEET_ORDER: "没有舰队命令$ORDER$"
 MEGASTRUCTURE_BUILT_ON_PLANET: "$SCOPE_NAME|Y$是在行星上建造"
 MEGASTRUCTURE_NOT_BUILT_ON_PLANET: "$SCOPE_NAME|Y$不是在行星上建造"
 POP_FACTION_MILITANCY_NOT_TRIGGER: "好战程度不$COMPARE$$VAL0|0Y%$"
 POP_FACTION_MILITANCY_TRIGGER: "好战程度为$COMPARE$$VAL0|0Y$%"
 POP_FACTION_SUPPORT_NOT_TRIGGER: "支持率不$COMPARE$$VAL0|0Y%$"
 POP_FACTION_SUPPORT_TRIGGER: "支持率为$COMPARE$$VAL0|0Y%$"
 ALLIANCE_NOT_TRIGGER: "没有$COMPARE$$VAL0|0Y%$个联盟成员"
 ALLIANCE_TRIGGER: "有$COMPARE$$VAL0|0Y%$个联盟成员"
 VASSAL_NOT_TRIGGER: "没有$COMPARE$$VAL0|0Y%$个附庸国"
 VASSAL_TRIGGER: "有$COMPARE$$VAL0|0Y%$个附庸国"
 HAS_NOT_OPPOSING_ETHICS_DIVERGENCE_TRIGGER: "没有反对思潮$COMPARE$$VAL0|0Y%$的手段"
 HAS_OPPOSING_ETHICS_DIVERGENCE_TRIGGER: "拥有反对思潮$COMPARE$$VAL0|0Y%$的手段"
 IS_NOT_WAR_LEADER: "不是战争主导国"
 IS_WAR_LEADER: "是战争主导国"
 PERC_COMMUNICATIONS_WITH_PLAYABLE_TRIGGER: "已达成外交关系的帝国的百分比必须是$COMPARE$$VALUE|%$"
 PERC_COMMUNICATIONS_WITH_PLAYABLE_NOT_TRIGGER: "已达成外交关系的帝国的百分比不可是$COMPARE$$VALUE|%$"
 NUM_COMMUNICATIONS_TRIGGER: "通讯数为$COMPARE$$VALUE$"
 NUM_COMMUNICATIONS_NOT_TRIGGER: "通讯数不$COMPARE$$VALUE$"
 NUM_FALLEN_EMPIRES_TRIGGER: "失落帝国的数量为$COMPARE$$VALUE$"
 NUM_FALLEN_EMPIRES_NOT_TRIGGER: "失落帝国的数量不$COMPARE$$VALUE$"
 MONTHLY_INCOME_TRIGGER: "$RESOURCE$月收入为$COMPARE$$VALUE$"
 MONTHLY_INCOME_NOT_TRIGGER: "$RESOURCE$月收入不$COMPARE$$VALUE$"
 COUNT_TECH_OPTIONS_TRIGGER: "科技选项数量为$NOT$$COMPARE$$VALUE$"
 COUNT_TECH_OPTIONS_AREA_TRIGGER: "$AREA$的科技选项数量为$NOT$$COMPARE$$VALUE$"
 LAST_INCREASED_TECH_TRIGGER: "最近增长的科技为$NOT$$TECH$等级$COMPARE$$LEVEL$"
 IS_GUARANTEEING_TRIGGER: "保证$COUNTRY|Y$的独立"
 IS_NOT_GUARANTEEING_TRIGGER: "未保证$COUNTRY|Y$的独立"
 IS_WAR_PARTICIPANT_TRIGGER: "$COUNTRY|Y$参与了$WAR|Y$"
 IS_NOT_WAR_PARTICIPANT_TRIGGER: "$COUNTRY|Y$没参与$WAR|Y$"
 IS_WAR_PARTICIPANT_SIDE_TRIGGER: "$COUNTRY|Y$在$WAR|Y$中加入$SIDE$一方"
 IS_NOT_WAR_PARTICIPANT_SIDE_TRIGGER: "$COUNTRY|Y$未在$WAR|Y$加入$SIDE$一方"
 IS_WAR_PARTICIPANT_SIDE_COUNTRY_TRIGGER: "$COUNTRY|Y$在$WAR|Y$中与$TARGET|Y$处于同一方"
 IS_NOT_WAR_PARTICIPANT_SIDE_COUNTRY_TRIGGER: "$COUNTRY|Y$未在$WAR|Y$中与$TARGET|Y$处于同一方"
 IS_RUINED_TRIGGER: "该建筑已损坏"
 IS_RUINED_NOT_TRIGGER: "该建筑未损坏"
 HAS_ORBITAL_BOMBARDMENT_TRIGGER: "正在遭受轨道轰炸"
 HAS_ORBITAL_BOMBARDMENT_NOT_TRIGGER: "未遭受轨道轰炸"
 ORBITAL_BOMBARDMENT_TRIGGER: "轨道轰炸是$STANCE|Y$"
 ORBITAL_BOMBARDMENT_NOT_TRIGGER: "轨道轰炸不是$STANCE|Y$"
 HAS_MIGRATION_ACCESS_TRIGGER: "拥有$COUNTRY|Y$移民通行权"
 HAS_NOT_MIGRATION_ACCESS_TRIGGER: "没有$COUNTRY|Y$移民通行权"
 GRANTS_MIGRATION_ACCESS_TRIGGER: "给予移民许可权"
 NOT_GRANTS_MIGRATION_ACCESS_TRIGGER: "不给予移民许可权"
 TECH_RATIO_TRIGGER: "$COUNTRY|Y$与$|FROMY$的科研比值$COMPARE$$VALUE|Y$"
 TECH_RATIO_NOT_TRIGGER: "$COUNTRY|Y$与$|FROMY$的科研比值不$COMPARE$$VALUE|Y$"
 ACTION_IS_ACTIVE_TRIGGER: "$COUNTRY|Y$的一项贸易协定中的贸易行动已经生效"
 ACTION_IS_NOT_ACTIVE_TRIGGER: "$COUNTRY|Y$的所有贸易协定中的贸易行动均未生效"
 ACTION_IS_ACTIVE_BETWEEN_SPECIFIC_TRIGGER: "$COUNTRY|Y$和$OTHERCOUNTRY|Y$之间的一项贸易协定中的贸易行动已经生效"
 ACTION_IS_NOT_ACTIVE_BETWEEN_SPECIFIC_TRIGGER: "$COUNTRY|Y$和$OTHERCOUNTRY|Y$之间的一项贸易协定中的贸易行动未生效"
 BRANCH_OFFICE_VALUE_TRIGGER: "查看$|PLANET$上$COUNTRY|Y$的分部营业额是否$COMPARE$$VALUE|Y$"
 BRANCH_OFFICE_VALUE_NOT_TRIGGER: "查看$|PLANET$上$COUNTRY|Y$的分部营业额是否没有$COMPARE$$VALUE|Y$"
 WOULD_JOIN_WAR_TRIGGER: "如果$ATTACKER|Y$向$DEFENDER|Y$宣战，$COUNTRY|Y$将加入$SIDE|Y$一方"
 WOULD_NOT_JOIN_WAR_TRIGGER: "如果$ATTACKER|Y$向$DEFENDER|Y$宣战，$COUNTRY|Y$不会加入$SIDE|Y$一方"
 CAN_BE_SUBJECT: "$SUBJECT|Y$可以成为$OVERLORD|Y$的$TYPE|Y$"
 CAN_NOT_BE_SUBJECT: "$SUBJECT|Y$不能成为$OVERLORD|Y$的$TYPE|Y$"
 IS_GROWING_TRIGGER: "正在增长"
 IS_NOT_GROWING_TRIGGER: "不在增长"
 HAS_JOB_TYPE_TRIGGER: "是$JOB$"
 HAS_NOT_JOB_TYPE_TRIGGER: "不是$JOB$"
 HAS_JOB: "是就业人口"
 HAS_NOT_JOB: "是失业人口"
 CAN_WORK_JOB_TRIGGER: "是可就职人口"
 CAN_WORK_JOB_NOT_TRIGGER: "不是可就职人口"
 NUM_ASSIGNED_POPS_FROM_GROUP_TRIGGER: "从$POP_GROUP$人口组指派的人口数量$COMPARATOR$$NUM|Y$"
 NUM_ASSIGNED_POPS_FROM_GROUP_NOT_TRIGGER: "丛$POP_GROUP$人口组指派的人口数量不$COMPARATOR$$NUM|Y$"
 NUM_ASSIGNED_POPS_TOTAL_TRIGGER: "已指派人口数量$COMPARATOR$$NUM|Y$"
 NUM_ASSIGNED_POPS_TOTAL_NOT_TRIGGER: "已指派人口数量不$COMPARATOR$$NUM|Y$"
 IS_ROBOT_POP_TRIGGER: "为机械人口"
 IS_ROBOT_POP_NOT_TRIGGER: "不是机械人口"
 IS_NOT_OF_SUBJECT_TYPE_TRIGGER: "不是$TYPE$"
 IS_OF_SUBJECT_TYPE_TRIGGER: "是$TYPE$"
 DOES_NOT_HAVE_BASE_SKILL: "基础技能等级不$COMPARE$$VALUE|Y$"
 HAS_BASE_SKILL: "基础技能等级$COMPARE$$VALUE|Y$"
 DOES_NOT_HAVE_TOTAL_SKILL: "总技能等级不$COMPARE$$VALUE|Y$"
 HAS_TOTAL_SKILL: "总技能等级$COMPARE$$VALUE|Y$"
 DOES_NOT_HAVE_EXPERIENCE: "经验不是$COMPARE$$VALUE|2Y$"
 HAS_EXPERIENCE: "经验为$COMPARE$$VALUE|2Y$"
 HAS_NOT_COLONY_PROGRESS: "殖民进程不$COMPARE$$VALUE|Y$"
 HAS_COLONY_PROGRESS: "殖民进程为$COMPARE$$VALUE|Y$"
 CHECK_POP_FACTION_PARAMETER_NOT_TRIGGER: "人口派系参量$KEY$!=$VALUE$"
 CHECK_POP_FACTION_PARAMETER_TRIGGER: "人口派系参量$KEY$==$VALUE$"
 WAR_BEGUN_FLEETS_GONE_MIA_TRIGGER: "战争开始后，$COUNTRY$在任务中失踪的舰队数目为$COMPARE$$VALUE$"
 WAR_BEGUN_FLEETS_GONE_MIA_NOT_TRIGGER: "战争开始后，$COUNTRY$在任务中失踪的舰队数目并非为$COMPARE$$VALUE$"
 WAR_BEGUN_NUM_WORMHOLE_STATIONS_DESTROYED_TRIGGER: "战争开始后，$COUNTRY$在战斗中被摧毁的虫洞站数目为$COMPARE$$VALUE$"
 WAR_BEGUN_NUM_WORMHOLE_STATIONS_DESTROYED_NOT_TRIGGER: "战争开始后，$COUNTRY$在战斗中被摧毁的虫洞站数目并非为$COMPARE$$VALUE$"
 HAS_NOT_DEFENSIVE_PACT_TRIGGER: "未与$OTHER$结成防御条约"
 HAS_DEFENSIVE_PACT_TRIGGER: "与$OTHER$结成防御条约"
 CAN_NOT_CONTROL_ACCESS_FOR_TRIGGER: "无法控制$TARGET|Y$通行权"
 CAN_CONTROL_ACCESS_FOR_TRIGGER: "可以控制$TARGET|Y$通行权"
 HAS_NOT_EMPIRE_UNIQUE_BUILDING: "没有帝国唯一建筑"
 HAS_EMPIRE_UNIQUE_BUILDING: "拥有帝国唯一建筑"
 HAS_FORCED_OPEN_BORDERS: "强迫$COUNTRY|Y$开放边境"
 HAS_FORCED_CLOSED_BORDERS: "强迫$COUNTRY|Y$关闭边境"
 HAS_NON_AGGRESSION_PACT_NOT_TRIGGER: "与$COUNTRY|Y$没有互不侵犯条约"
 HAS_NON_AGGRESSION_PACT_TRIGGER: "与$COUNTRY|Y$有互不侵犯条约"
 HAS_BRANCH_OFFICE_TRIGGER: "有属于$COUNTRY|Y$的分部"
 HAS_BRANCH_OFFICE_NOT_TRIGGER: "没有属于$COUNTRY|Y$的分部"
 HAS_ANY_BRANCH_OFFICE_NOT_TRIGGER: "没有分部"
 HAS_ANY_BRANCH_OFFICE_TRIGGER: "有分部"
 HAS_COMMERCIAL_PACT_NOT_TRIGGER: "没有与$COUNTRY|Y$签订商业协议"
 HAS_COMMERCIAL_PACT_TRIGGER: "与$COUNTRY|Y$签订了商业协议"
 HAS_EMBASSY_NOT_TRIGGER: "没有在$COUNTRY|Y$设立使馆"
 HAS_EMBASSY_TRIGGER: "有在$COUNTRY|Y$设立使馆"
 HAS_ASSOCIATION_STATUS_NOT_TRIGGER: "与$COUNTRY|Y$没有联邦合作关系"
 HAS_ASSOCIATION_STATUS_TRIGGER: "与$COUNTRY|Y$有联邦合作关系"
 HAS_CLOSED_BORDERS_NOT_TRIGGER: "尚未对$COUNTRY|Y$关闭边境"
 HAS_CLOSED_BORDERS_TRIGGER: "已对$COUNTRY|Y$关闭边境"
 PLANET_HAPPINESS: "平均行星幸福度 $COMPARE$ $VALUE|2Y$"
 PLANET_NOT_HAPPINESS: "平均行星幸福度不$COMPARE$$VALUE|2Y$"
 PLANET_NOT_ETHOS: "行星平均思潮分歧不$COMPARE$$VALUE|2Y$"
 PLANET_ETHOS: "行星平均思潮分歧$COMPARE$$VALUE|2Y$"
 HAS_NOT_HP_PERCENTAGE: "耐久不$COMPARE$$VALUE|2Y$"
 HAS_HP_PERCENTAGE: "耐久为$COMPARE$$VALUE|2Y$"
 HAS_NOT_ARMOR_PERCENTAGE: "装甲不$COMPARE$$VALUE|2Y%$"
 HAS_ARMOR_PERCENTAGE: "装甲$COMPARE$$VALUE|2Y%$"
 HAS_NOT_SHIELD_PERCENTAGE: "护盾不$COMPARE$$VALUE|2Y%$"
 HAS_SHIELD_PERCENTAGE: "护盾$COMPARE$$VALUE|2Y%$"
 CAN_JOIN_FACTIONS_NOT_TRIGGER: "无法加入派系"
 CAN_JOIN_FACTIONS_TRIGGER: "可加入派系"
 IS_CUSTOM_CAPITAL_LOCATION_NOT_TRIGGER: "不是自定义首都位置"
 IS_CUSTOM_CAPITAL_LOCATION_TRIGGER: "是自定义首都位置"
 NUM_SPECIES_NOT_TRIGGER: "物种数不$COMPARATOR$ $NUM|Y$"
 NUM_SPECIES_TRIGGER: "物种数$COMPARATOR$ $NUM|Y$"
 NUM_SPECIES_UNIQUE_NOT_TRIGGER: "独特物种数不$COMPARATOR$ $NUM|Y$"
 NUM_SPECIES_UNIQUE_TRIGGER: "独特物种数$COMPARATOR$ $NUM|Y$"
 NUM_POP_EXACT_SPECIES: "$PLANET$上有$SPECIES$物种的人口数量$COMPARATOR$$NUM|Y$"
 NUM_POP_NOT_EXACT_SPECIES: "$PLANET$上有$SPECIES$物种的人口数量不$COMPARATOR$$NUM|Y$"
 COUNT_SPECIES_NOT_TRIGGER: "达标的物种数量（亚物种除外）不$COMPARATOR$ $NUM|Y$"
 COUNT_SPECIES_TRIGGER: "达标的物种数量（亚物种除外）$COMPARATOR$ $NUM|Y$"
 COUNT_EXACT_SPECIES_NOT_TRIGGER: "达标的物种数量（包括亚物种）不$COMPARATOR$ $NUM|Y$"
 COUNT_EXACT_SPECIES_TRIGGER: "达标的物种数量（包括亚物种）$COMPARATOR$ $NUM|Y$"
 HAS_SPY_NETWORK_NOT_TRIGGER: "无活动中的间谍网"
 HAS_SPY_NETWORK_TRIGGER: "具有活动中的间谍网"
 HAS_NOT_SPYNETWORK_VALUE_TRIGGER: "间谍网价值不$COMPARE$$VALUE|Y$"
 HAS_SPYNETWORK_VALUE_TRIGGER: "间谍网价值$COMPARE$$VALUE|Y$"
 IS_NOT_SPYNETWORK_LEVEL_TRIGGER: "间谍网等级不$COMPARE$$NUM|Y$"
 IS_SPYNETWORK_LEVEL_TRIGGER: "间谍网等级$COMPARE$$NUM|Y$"
 IS_NOT_SPYNETWORK_MAX_LEVEL_TRIGGER: "间谍网最大等级不$COMPARE$$NUM|Y$"
 IS_SPYNETWORK_LEVEL_MAX_TRIGGER: "间谍网最大等级$COMPARE$$NUM|Y$"
 IS_NOT_COUNTER_ESPIONAGE_TRIGGER: "反间谍不$COMPARE$$VALUE|Y$"
 IS_COUNTER_ESPIONAGE_TRIGGER: "反间谍$COMPARE$$VALUE|Y$"
 HAS_ESPIONAGE_ASSET: "具有$TYPE|Y$线人"
 HAS_NOT_ESPIONAGE_ASSET: "不具有$TYPE|Y$线人"
 NUM_NOT_ESPIONAGE_ASSETS_TRIGGER: "线人数量未达$COMPARE$$NUM_COMPARE|Y$"
 NUM_ESPIONAGE_ASSETS_TRIGGER: "线人数量达$COMPARE$$NUM_COMPARE|Y$"
 HAS_NOT_SPY_POWER_TRIGGER: "$INFILTRATION_LEVEL$不$COMPARE$ $VAL|Y$"
 HAS_SPY_POWER_TRIGGER: "$INFILTRATION_LEVEL$$COMPARE$ $VAL|Y$"
 HAS_NOT_AVAILABLE_SPY_POWER_TRIGGER: "可用$INFILTRATION_LEVEL$不$COMPARE$ $VAL|Y$"
 HAS_AVAILABLE_SPY_POWER_TRIGGER: "可用$INFILTRATION_LEVEL$$COMPARE$ $VAL|Y$"
 HAS_NOT_ESPIONAGE_OPERATION_CATEGORY: "没有$TYPE|Y$行动类别"
 HAS_ESPIONAGE_OPERATION_CATEGORY: "拥有$TYPE|Y$行动类别"
 HAS_NOT_ESPIONAGE_OPERATION_TYPE: "没有$TYPE|Y$行动类型"
 HAS_ESPIONAGE_OPERATION_TYPE: "拥有$TYPE|Y$行动类型"
 IS_NOT_RUNNING_ESPIONAGE_OPERATION: "没有在执行任何间谍行动"
 IS_RUNNING_ESPIONAGE_OPERATION: "正在执行一项间谍行动"
 RELATIVE_ENCRYPTION_DECRYPTION_NOT_TRIGGER: "相对加密不$COMPARE$$VALUE|Y$"
 RELATIVE_ENCRYPTION_DECRYPTION_TRIGGER: "相对加密$COMPARE$$VALUE|Y$"
 IS_NOT_LAST_ESPIONAGE_OPERATION_DIE_ROLL_TRIGGER: "上一次掷骰结果不$COMPARE$$NUM_COMPARE$"
 IS_LAST_ESPIONAGE_OPERATION_DIE_ROLL_TRIGGER: "上一次掷骰结果$COMPARE$$NUM_COMPARE$"
 IS_NOT_ESPIONAGE_OPERATION_SCORE_TRIGGER: "当前分数不$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_SCORE_TRIGGER: "当前分数$COMPARE$$NUM_COMPARE$"
 IS_NOT_ESPIONAGE_OPERATION_SCORE_NO_DIE_TRIGGER: "除掷骰结果外的当前阶段分数不$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_SCORE_NO_DIE_TRIGGER: "除掷骰结果外的当前阶段分数$COMPARE$$NUM_COMPARE$"
 IS_NOT_ESPIONAGE_OPERATION_DIFFICULTY_TRIGGER: "阶段难度不$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_DIFFICULTY_TRIGGER: "阶段难度$COMPARE$$NUM_COMPARE$"
 IS_NOT_ESPIONAGE_OPERATION_CHAPTER_TRIGGER: "当前阶段不$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_CHAPTER_TRIGGER: "当前阶段$COMPARE$$NUM_COMPARE$"
 IS_NOT_ESPIONAGE_OPERATION_DAYS_LEFT_TO_ROLL_TRIGGER: "距下次掷骰剩余天数不$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_LEFT_TO_ROLL_TRIGGER: "距下次掷骰剩余天数$COMPARE$$NUM_COMPARE$"
 IS_ESPIONAGE_OPERATION_AUTO_ACCEPT_TRIGGER: "事件就绪后自动接受"
 IS_NOT_ESPIONAGE_OPERATION_AUTO_ACCEPT_TRIGGER: "事件就绪后不自动接受"
 HAS_NOT_NUM_COUNTRIES: "帝国数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_COUNTRIES: "帝国数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_POP_AMOUNT_PERCENTAGE: "人口数不$COMPARATOR$$NUM|Y%$"
 HAS_POP_AMOUNT_PERCENTAGE: "人口数$COMPARATOR$$NUM|Y%$"
 HAS_NOT_MIGRATION_TREATY: "未与$COUNTRY|Y$签署移民协议"
 HAS_MIGRATION_TREATY: "与$COUNTRY|Y$已签署移民协议"
 HAS_PRESENCE: "拥有任何舰队、空间站、巨型结构或殖民行星"
 HAS_NO_PRESENCE: "不拥有任何舰队、空间站、巨型结构或殖民行星"
 HAS_MEGASTRUCTURE: "拥有巨型结构$TYPE|Y$"
 HAS_NOT_MEGASTRUCTURE: "未拥有巨型结构$TYPE|Y$"
 NUM_ASCENSION_PERKS_NOT_TRIGGER: "飞升天赋数量不$COMPARATOR$ $NUM|Y$"
 NUM_ASCENSION_PERKS_TRIGGER: "飞升天赋数量$COMPARATOR$ $NUM|Y$"
 NUM_ASCENSION_PERK_SLOTS_NOT_TRIGGER: "飞升天赋槽数量不$COMPARATOR$ $NUM|Y$"
 NUM_ASCENSION_PERK_SLOTS_TRIGGER: "飞升天赋槽数量$COMPARATOR$ $NUM|Y$"
 NUM_SECTORS_TRIGGER: "星域数量$COMPARATOR$$NUM|Y$"
 NUM_SECTORS_NOT_TRIGGER: "星域数量不$COMPARATOR$$NUM|Y$"
 NUM_RARE_TECHS_TRIGGER: "已研究的稀有科技数$COMPARATOR$ $NUM|Y$"
 NUM_RARE_TECHS_NOT_TRIGGER: "已研究的稀有科技数不$COMPARATOR$ $NUM|Y$"
 NUM_DANGEROUS_TECHS_TRIGGER: "已研究的危险科技项数$COMPARATOR$ $NUM|Y$"
 NUM_DANGEROUS_TECHS_NOT_TRIGGER: "已研究的危险科技项数不$COMPARATOR$ $NUM|Y$"
 NUM_INSIGHT_TECHS_TRIGGER: "已研究的洞见科技项数$COMPARATOR$ $NUM|Y$"
 NUM_INSIGHT_TECHS_NOT_TRIGGER: "已研究的洞见科技项数不$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_1_TECHS_TRIGGER: "已研究的稀有科技项数$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_1_TECHS_NOT_TRIGGER: "已研究的稀有科技项数不$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_2_TECHS_TRIGGER: "已研究的洞见科技项数$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_2_TECHS_NOT_TRIGGER: "已研究的洞见科技项数不$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_3_TECHS_TRIGGER: "已研究的危险科技项数$COMPARATOR$ $NUM|Y$"
 NUM_CUSTOM_TECH_3_TECHS_NOT_TRIGGER: "已研究的危险科技项数不$COMPARATOR$ $NUM|Y$"
 NUM_REPEATABLE_TECHS_TRIGGER: "已研究的重复科研数目$COMPARATOR$ $NUM|Y$"
 NUM_TECHS_TRIGGER: "已研究的科技数$COMPARATOR$ $NUM|Y$"
 NUM_TECHS_NOT_TRIGGER: "已研究的科技数不$COMPARATOR$ $NUM|Y$"
 NUM_REPEATABLE_TECHS_NOT_TRIGGER: "已研究的重复科研数目不$COMPARATOR$ $NUM|Y$"
 NUM_TECHS_OF_TIER_TRIGGER: "已研究的第$TIER|Y$层级科技数量$COMPARATOR$$NUM|Y$"
 NUM_TECHS_OF_TIER_NOT_TRIGGER: "已研究的第$TIER|Y$层级科技数量不$COMPARATOR$$NUM|Y$"
 NUM_SHIPS_IN_DEBRIS_TRIGGER: "残骸中的$SIZE|Y$舰船数量$COMPARATOR$$NUM|Y$"
 NUM_SHIPS_NOT_IN_DEBRIS_TRIGGER: "残骸中的$SIZE|Y$舰船数量不$COMPARATOR$$NUM|Y$"
 CAN_RESEARCH_TIER_TRIGGER: "可以研究第$TIER|Y$层级科技"
 CANNOT_RESEARCH_TIER_TRIGGER: "不能研究第$TIER|Y$层级科技"
 SECTOR_CONTROLLED_TRIGGER: "由一个星域管辖"
 SECTOR_CONTROLLED_NOT_TRIGGER: "不由一个星域管辖"
 NUM_SECTORS_OVER_LIMIT_TRIGGER: "超限制的星域数$COMPARATOR$ $NUM|Y$"
 NUM_SECTORS_OVER_LIMIT_NOT_TRIGGER: "超限制的星域数不$COMPARATOR$ $NUM|Y$"
 ORBITAL_TILE_NOT_TRIGGER: "不是轨道地块"
 ORBITAL_TILE_TRIGGER: "是轨道地块"
 SET_GRAPHICAL_CULTURE: "将$COUNTRY|Y$图形文化设置为$CULTURE$"
 IS_NOT_RESEARCHING_TRIGGER: "未在研究$AREA|Y$"
 IS_RESEARCHING_TRIGGER: "正在研究$AREA|Y$"
 IS_PREFERRED_WEAPONS_TRIGGER: "偏好$TYPE$武器。"
 IS_NOT_PREFERRED_WEAPONS_TRIGGER: "不偏好$TYPE$武器。"
 CAN_COPY_RANDOM_TECH_FROM: "能够从$COUNTRY$窃取一项随机科技"
 CANNOT_COPY_RANDOM_TECH_FROM_TRIGGER: "没有从$COUNTRY$窃取任何随机科技"
 CAN_RESEARCH_TECHNOLOGY: "能够研究$TECH$"
 CANNOT_RESEARCH_TECHNOLOGY: "不能研究$TECH$"
 TRAIT_DOES_NOT_HAVE_ANY_TAG: "$TRAIT$不具有以下任一标签：$TAGS$"
 TRAIT_HAS_ALL_TAGS: "$TRAIT$具有以下所有标签：$TAGS$"
 TRAIT_DOES_NOT_HAVE_ALL_TAGS: "$TRAIT$不具有以下所有标签：$TAGS$"
 TRAIT_HAS_ANY_TAG: "$TRAIT$具有以下任一标签：$TAGS$"
 JOB_HAS_ALL_TAGS: "人口岗位具有以下所有标签：$TAGS$"
 JOB_DOES_NOT_HAVE_ALL_TAGS: "人口岗位不具有以下所有标签：$TAGS$"
 JOB_HAS_ANY_TAG: "人口岗位具有以下任一标签：$TAGS$"
 JOB_DOES_NOT_HAVE_ANY_TAG: "人口岗位不具有以下任一标签：$TAGS$"
 VASSALS_NOT_TRIGGER: "不拥有$OPERATOR$$VALUE|Y$附庸"
 VASSALS_TRIGGER: "拥有$OPERATOR$$VALUE|Y$附庸"
 SUBJECTS_NOT_TRIGGER: "未拥有$OPERATOR$$VALUE|Y$附属国"
 SUBJECTS_TRIGGER: "拥有$OPERATOR$$VALUE|Y$附属国"
 NUM_KILLED_SHIPS_NOT_TRIGGER: "没有消灭属于$TARGET|Y$的$OPERATOR$$VALUE|Y$舰船"
 NUM_KILLED_SHIPS_TRIGGER: "消灭了属于$TARGET|Y$的$OPERATOR$$VALUE|Y$舰船"
 NUM_TAKEN_PLANETS_NOT_TRIGGER: "没有从$TARGET|Y$夺取$OPERATOR$$VALUE|Y$行星"
 NUM_TAKEN_PLANETS_TRIGGER: "从$TARGET|Y$夺取了$OPERATOR$$VALUE|Y$行星"
 TOOLTIP_OWNED_COUNT_SHIPS: "已拥有的舰船数目$OPERATOR$$VALUE|Y$"
 TOOLTIP_COUNT_OWNED_SHIPS_WITH_LIMIT: "已拥有的舰船数目$OPERATOR$$VALUE|Y$\n$LIMIT$"
 TOOLTIP_COUNT_SHIPS: "星系中的舰船数量$OPERATOR$$VALUE|Y$"
 TOOLTIP_COUNT_SHIPS_WITH_LIMIT: "星系中的舰船数量$OPERATOR$$VALUE|Y$\n$LIMIT$"
 CAN_CREATE_SECTOR_TRIGGER: "可以新建以$PLANET|Y$为首府的星域。"
 CAN_NOT_CREATE_SECTOR_TRIGGER: "不能新建以$PLANET|Y$为首府的星域，"
 CAN_CHANGE_POLICY_TRIGGER: "能切换$POLICY|Y$"
 CAN_NOT_CHANGE_POLICY_TRIGGER: "不能切换$POLICY|Y$"
 IS_NOT_DISMISSIVE_TO_TOOLTIP: "不蔑视$TARGET|Y$。"
 IS_DISMISSIVE_TO_TOOLTIP: "蔑视$TARGET|Y$。"
 IS_NOT_CUSTODIAL_TO_TOOLTIP: "并非$TARGET|Y$的监护者。"
 IS_CUSTODIAL_TO_TOOLTIP: "是$TARGET|Y$的监护者。"
 IS_NOT_PATRONIZING_TO_TOOLTIP: "对$TARGET|Y$不傲慢。"
 IS_PATRONIZING_TO_TOOLTIP: "对$TARGET|Y$傲慢。"
 IS_NOT_ENIGMATIC_TO_TOOLTIP: "对$TARGET|Y$的态度不是不可捉摸。"
 IS_ENIGMATIC_TO_TOOLTIP: "对$TARGET|Y$的态度不可捉摸。"
 IS_NOT_BERSERKER_TO_TOOLTIP: "对$TARGET|Y$的态度不是狂暴。"
 IS_BERSERKER_TO_TOOLTIP: "对$TARGET|Y$的态度是狂暴。"
 IS_NOT_ANGRY_TO_TOOLTIP: "对$TARGET|Y$态度不为愤怒。"
 IS_ANGRY_TO_TOOLTIP: "对$TARGET|Y$态度为愤怒。"
 IS_NOT_HOSTILE_TO_TOOLTIP: "对$TARGET|Y$没抱有敌意态度。"
 IS_HOSTILE_TO_TOOLTIP: "对$TARGET|Y$抱有敌意态度。"
 IS_HOSTILE_TRIGGER: "对$COUNTRY|Y$有敌意"
 IS_HOSTILE_NOT_TRIGGER: "对$COUNTRY|Y$没有敌意"
 IS_NOT_DOMINEERING_TO_TOOLTIP: "对$TARGET|Y$不盛气凌人。"
 IS_DOMINEERING_TO_TOOLTIP: "对$TARGET|Y$盛气凌人。"
 IS_NOT_NEUTRAL_TO: "对于$TARGET|Y$态度不为中立。"
 IS_NEUTRAL_TO_TOOLTIP: "对于$TARGET|Y$态度为中立。"
 IS_NOT_FRIENDLY_TO_TOOLTIP: "对$TARGET|Y$态度为不友好。"
 IS_FRIENDLY_TO_TOOLTIP: "对$TARGET|Y$态度为友好。"
 IS_NOT_PROTECTIVE_TO_TOOLTIP: "对$TARGET|Y$态度不为保护中。"
 IS_PROTECTIVE_TO_TOOLTIP: "对$TARGET|Y$态度为保护中。"
 IS_NOT_THREATENED_TO_TOOLTIP: "不受$TARGET|Y$威胁。"
 IS_THREATENED_TO_TOOLTIP: "受$TARGET|Y$威胁。"
 IS_NOT_UNFRIENDLY_TO_TOOLTIP: "不对$TARGET|Y$不友好。"
 IS_UNFRIENDLY_TO_TOOLTIP: "对$TARGET|Y$不友好。"
 IS_NOT_CORDIAL_TO_TOOLTIP: "对$TARGET|Y$不诚恳。"
 IS_CORDIAL_TO_TOOLTIP: "对$TARGET|Y$诚恳。"
 IS_NOT_LOYAL_TO_TOOLTIP: "对$TARGET|Y$不忠诚。"
 IS_LOYAL_TO_TOOLTIP: "对$TARGET|Y$忠诚。"
 IS_NOT_DISLOYAL_TO_TOOLTIP: "不对$TARGET|Y$不忠诚。"
 IS_DISLOYAL_TO_TOOLTIP: "对$TARGET|Y$不忠诚。"
 IS_IN_ALLIANCE_WITH_TOOLTIP: "与$TARGET|Y$是盟友"
 IS_NOT_IN_ALLIANCE_WITH_TOOLTIP: "与$TARGET|Y$不是盟友"
 IS_RIVAL_TOOLTIP: "宣布$TARGET|Y$为宿敌。"
 IS_NOT_RIVAL_TOOLTIP: "未对$TARGET|Y$宣布宿敌。"
 IS_IMPROVING_RELATIONS_WITH_TOOLTIP: "特使正在改善与$TARGET|Y$的关系。"
 IS_NOT_IMPROVING_RELATIONS_WITH_TOOLTIP: "特使未在改善与$TARGET|Y$的关系。"
 IS_NEIGHBOR_OF: "与$TARGET|Y$接壤"
 IS_NOT_NEIGHBOR_OF: "不与$TARGET|Y$接壤"
 IS_IN_FEDERATION_WITH_TOOLTIP: "与$TARGET|Y$归属于同一联邦"
 IS_NOT_IN_FEDERATION_WITH_TOOLTIP: "与$TARGET|Y$不归属于同一联邦"
 IS_OVERLORD_TO_TOOLTIP: "为$TARGET|Y$的宗主"
 IS_NOT_OVERLORD_TO_TOOLTIP: "并非$TARGET|Y$的宗主"
 HAS_HYPERLANE_TO_TRIGGER: "与$TO|Y$有超空间连接"
 HAS_NOT_HYPERLANE_TO_TRIGGER: "与$TO|Y$没有超空间连接"
 TRIGGER_IS_IRONMAN: "游戏是铁人模式。"
 TRIGGER_IS_NOT_IRONMAN: "游戏是非铁人模式。"
 COUNT_DEPOSITS: "矿藏$OPERATOR$$VALUE|Y$"
 COUNT_DEPOSITS_OF_TYPE: "$TYPE|Y$矿藏$OPERATOR$$VALUE|Y$"
 HAS_GROUND_SUPPORT_STANCE: "拥有地面轰炸$STANCE|Y$"
 HAS_NOT_GROUND_SUPPORT_STANCE: "没有地面轰炸$STANCE|Y$"
 HAS_POLICY: "拥有政策$KEY|H$"
 HAS_NOT_POLICY: "没有政策$KEY|H$"
 TRIGGER_IS_BEING_REPAIRED: "正在修复"
 TRIGGER_IS_NOT_BEING_REPAIRED: "未在修复"
 HAS_TRAIT: "拥有特质$TRAIT|Y$"
 HAS_TRAIT_ICON_TIP: "由于$WHO|H$拥有$TRAIT|Y$特质，该选项可用"
 RESOURCE_STOCKPILED_LESS_THAN: "$RESOURCE|Y$§H库存§!（$VAL0|2Y$）必须不$COMPARE$$VAL1|2Y$"
 RESOURCE_STOCKPILED_AT_LEAST: "$RESOURCE|Y$§H库存§!（$VAL0|2Y$）必须是$COMPARE$$VAL1|2Y$"
 RESOURCE_INCOME_LESS_THAN: "每月$RESOURCE|Y$§H收入§!（$VAL0|2Y$）必须不$COMPARE$$VAL1|2Y$"
 RESOURCE_INCOME_AT_LEAST: "每月$RESOURCE|Y$§H收入§!（$VAL0|2Y$）必须是$COMPARE$$VAL1|2Y$"
 RESOURCE_REVENUE_TRIGGER: "每月$RESOURCE|Y$§H利润§!（$VAL0|2Y$）必须$COMPARE$$VAL1|2Y$"
 RESOURCE_REVENUE_NOT_TRIGGER: "每月$RESOURCE|Y$§H利润§!（$VAL0|2Y$）必须不$COMPARE$$VAL1|2Y$"
 RESOURCE_EXPENSES_TRIGGER: "每月$RESOURCE|Y$§H支出§!（$VAL0|2Y$）必须$COMPARE$$VAL1|2Y$"
 RESOURCE_EXPENSES_NOT_TRIGGER: "每月$RESOURCE|Y$§H支出§!（$VAL0|2Y$）必须不是$COMPARE$$VAL1|2Y$"
 ATTACKER_WAR_EXHAUSTION_LESS_THAN: "进攻方厌战度$VAL0|2Y$$COMPARE$$VAL1|2Y$"
 ATTACKER_WAR_EXHAUSTION_AT_LEAST: "进攻方厌战度$VAL0|2Y$$COMPARE$$VAL1|2Y$"
 DEFENDER_WAR_EXHAUSTION_LESS_THAN: "防御方厌战度$VAL0|2Y$$COMPARE$$VAL1|2Y$"
 DEFENDER_WAR_EXHAUSTION_AT_LEAST: "防御方厌战度$VAL0|2Y$$COMPARE$$VAL1|2Y$"
 OFF_WAR_EXHAUSTION_SUM_LESS_THAN: "进攻方厌战度总和$VAL0|2Y$低于$COMPARE$$VAL1|2Y$"
 OFF_WAR_EXHAUSTION_SUM_AT_LEAST: "进攻方厌战度总和$VAL0|2Y$至少$COMPARE$$VAL1|2Y$"
 DEF_WAR_EXHAUSTION_SUM_LESS_THAN: "防御方厌战度总和$VAL0|2Y$低于$COMPARE$$VAL1|2Y$"
 DEF_WAR_EXHAUSTION_SUM_AT_LEAST: "防御方厌战度总和$VAL0|2Y$至少$COMPARE$$VAL1|2Y$"
 GALAXY_PERCENTAGE_LESS_THAN: "星系百分比（$VAL0|2Y$）不$COMPARE$$VAL1|2Y$"
 GALAXY_PERCENTAGE_AT_LEAST: "星系百分比（$VAL0|2Y$）$COMPARE$$VAL1|2Y$"
 ADDITIONAL_CRISIS_STRENGTH_NOT_TRIGGER: "额外的危机强度（$VAL0|2Y$）不$COMPARE$$VAL1|2Y$"
 ADDITIONAL_CRISIS_STRENGTH_TRIGGER: "额外的危机强度（$VAL0|2Y$）$COMPARE$$VAL1|2Y$"
 SPECIES_PLANET_SLAVE_PERCENTAGE_LESS_THAN: "$SPECIES$行星奴隶百分比低于$COMPARE$$VAL1|2Y$"
 SPECIES_PLANET_SLAVE_PERCENTAGE_AT_LEAST: "$SPECIES$行星奴隶百分比至少$COMPARE$$VAL1|2Y$"
 HAS_SPACEPORT_MODULE: "太空港有$MODULE|Y$升级模块。"
 HAS_NOT_SPACEPORT_MODULE: "太空港没有$MODULE|Y$升级模块。"
 NOT_USES_PORTRAIT: "不使用图像“$PORTRAIT|Y$”"
 USES_PORTRAIT: "使用图像“$PORTRAIT|Y$”"
 HAS_NOT_FREE_SPACEPORT_MODULE_SLOT: "没有空余的太空港模块槽。"
 HAS_FREE_SPACEPORT_MODULE_SLOT: "有空余的太空港模块槽。"
 IS_NOT_SPACEPORT_MODULE_SLOT_FREE: "太空港模块槽$SLOT|Y$已被占用。\n"
 IS_SPACEPORT_MODULE_SLOT_FREE: "太空港模块槽$SLOT|Y$未被占用。\n"
 CAN_NOT_BUILD_SPACEPORT_MODULE: "太空港无法建造$MODULE|Y$模块。"
 CAN_BUILD_SPACEPORT_MODULE: "太空港可以建造$MODULE|Y$模块。"
 NOT_NUM_FREE_SPACEPORT_MODULE_SLOTS: "空余太空港模块槽数量并未达到$COMPARATOR$ $NUM|Y$。"
 NUM_FREE_SPACEPORT_MODULE_SLOTS: "空余太空港模块槽数量已达到$COMPARATOR$ $NUM|Y$。"
 NOT_NUM_SPACEPORT_MODULES: "太空港模块数量并未达到$COMPARATOR$ $NUM|Y$。"
 NUM_SPACEPORT_MODULES: "太空港模块数量已达到$COMPARATOR$ $NUM|Y$。"
 MAX_NAVAL_CAPACITY_TRIGGER: "舰队规模目前达到$COMPARATOR$ $NUM|Y$。"
 MAX_NAVAL_CAPACITY_NOT_TRIGGER: "舰队规模目前未达到$COMPARATOR$ $NUM|Y$。"
 ENCLAVE_CAPACITY_LEFT_TRIGGER: "城邦容量$COMPARATOR$$NUM|Y$。"
 COMMAND_LIMIT_TRIGGER: "指挥上限$COMPARATOR$ $NUM|Y$。"
 COMMAND_LIMIT_NOT_TRIGGER: "指挥上限不$COMPARATOR$ $NUM|Y$。"
 USED_NAVAL_CAPACITY_PERCENT_TRIGGER: "总舰队规模目前占$COMPARATOR$$NUM|Y%0$舰队规模。"
 USED_NAVAL_CAPACITY_PERCENT_NOT_TRIGGER: "总舰队规模现目前未达到$COMPARATOR$$NUM|Y%0$舰队规模。"
 USED_NAVAL_CAPACITY_INTEGER_TRIGGER: "总舰队规模现在达到$COMPARATOR$ $NUM|Y$。"
 USED_NAVAL_CAPACITY_INTEGER_NOT_TRIGGER: "总舰队规模现在未达到$COMPARATOR$ $NUM|Y$。"
 STARBASE_CAPACITY_TRIGGER: "恒星基地容量$COMPARATOR$$NUM|Y$。"
 STARBASE_CAPACITY_NOT_TRIGGER: "恒星基地容量不$COMPARATOR$$NUM|Y$。"
 USED_STARBASE_CAPACITY_PERCENT_TRIGGER: "已使用恒星基地容量$COMPARATOR$总量的$NUM|Y%0$。"
 USED_STARBASE_CAPACITY_PERCENT_NOT_TRIGGER: "已使用恒星基地容量不$COMPARATOR$总量的$NUM|Y%0$。"
 USED_STARBASE_CAPACITY_INTEGER_TRIGGER: "已使用恒星基地容量$COMPARATOR$$NUM|Y$。"
 USED_STARBASE_CAPACITY_INTEGER_NOT_TRIGGER: "已使用恒星基地容量不$COMPARATOR$$NUM|Y$。"
 USED_DEFENSE_PLATFORM_CAPACITY_PERCENT_TRIGGER: "已使用防御平台容量$COMPARATOR$总量的$NUM|Y%0$。"
 USED_DEFENSE_PLATFORM_CAPACITY_PERCENT_NOT_TRIGGER: "已使用防御平台容量不$COMPARATOR$总量的$NUM|Y%0$。"
 planet: "行星"
 HAS_SPACEPORT: "拥有太空港"
 HAS_NOT_SPACEPORT: "没有太空港"
 DOES_NOT_HAVE_TRAIT: "没有特质：$TRAIT|Y$"
 CALC_TRUE_IF: "若下列声明中的$COMPARATOR$$AMOUNT$条为真"
 IS_RESEARCHING_TECHNOLOGY_TRIGGER: "当前正在研究$TECHNOLOGY|Y$\n"
 IS_NOT_RESEARCHING_TECHNOLOGY_TRIGGER: "当前并不在研究$TECHNOLOGY|Y$"
 IS_NOT_SUBJECT_TRIGGER: "并非其它帝国的附属国\n"
 IS_SUBJECT_TRIGGER: "是其它帝国的附属国\n"
 IS_NOT_OVERLORD_TRIGGER: "并非其它帝国的宗主"
 IS_OVERLORD_TRIGGER: "是其它帝国的宗主"
 ADD_PLANET_DEVASTATION_EFFECT: "添加$VALUE$点破坏度"
 ADD_HYPERLANE_EFFECT: "在$FROM|Y$和$TO|Y$之间添加一个超空间连接。"
 REMOVE_HYPERLANE_EFFECT: "将$FROM|Y$和$TO|Y$之间的超空间连接取消。"
 SET_CLOSED_BORDERS_EFFECT_CLOSED: "对$TARGET|Y$关闭边境"
 SET_CLOSED_BORDERS_EFFECT_OPEN: "对$TARGET|Y$打开边境"
 SET_CLOSED_BORDERS_EFFECT_CLOSED_FORCED: "强迫$TARGET|Y$关闭边境$TIME$次"
 SET_CLOSED_BORDERS_EFFECT_OPEN_FORCED: "强迫$TARGET|Y$打开边境$TIME$次"
 ANY_SUBJECT: "任何附庸国"
 any_subject_trigger: "任何附庸国"
 effect_random_subject: "随机附属国"
 effect_every_subject: "所有附属国"
 count_subject_trigger: "附属国数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_subject_all_trigger: "$IS_ALL_NOT$附属国满足以下条件"
 any_playable_country_trigger: "任一可扮演国家"
 count_playable_country_trigger: "可用帝国数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_playable_country_all_trigger: "$IS_ALL_NOT$可用的帝国满足以下条件"
 any_rival_country_trigger: "任意宿敌"
 count_rival_country_trigger: "宿敌数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_rival_country_all_trigger: "$IS_ALL_NOT$宿敌满足以下条件"
 effect_every_rival_country: "所有宿敌"
 effect_random_rival_country: "随机宿敌"
 any_federation_ally_trigger: "任意联邦盟友"
 count_federation_ally_trigger: "联邦盟友数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_federation_ally_all_trigger: "$IS_ALL_NOT$联邦盟友满足以下条件"
 effect_every_federation_ally: "所有联邦盟友"
 effect_random_federation_ally: "随机联邦盟友"
 IS_MEGASTRUCTURE_TYPE_TOOLTIP: "属于类型$TYPE|H$"
 IS_NOT_MEGASTRUCTURE_TYPE_TOOLTIP: "不属于类型$TYPE|H$"
 IS_NOT_UPGRADING_TOOLTIP: "未处于升级中"
 IS_UPGRADING_TOOLTIP: "升级中"
 CAN_BE_UPGRADED_TOOLTIP: "可被升级"
 CANNOT_BE_UPGRADED_TOOLTIP: "不可被升级"
 TRIGGER_RELATIVE_FLEET_POWER: "§Y$COUNTRY$§!舰队实力相对于§Y$WHO$§!$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_ECONOMY: "§Y$COUNTRY$§!经济实力相对于§Y$WHO$§!$COMPARE$ $VALUE$"
 TRIGGER_RELATIVE_TECHNOLOGY: "§Y$COUNTRY$§!科技等级相对于§Y$WHO$§!$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_POWER: "§Y$COUNTRY$§!整体实力相对于§Y$WHO$§!$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_FLEET_POWER_NOT: "§Y$COUNTRY$§!舰队实力相对于§Y$WHO$§!不$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_ECONOMY_NOT: "§Y$COUNTRY$§!相对经济实力同§Y$WHO$§!比较不$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_FLEET_CAPACITY_NOT: "§Y$COUNTRY$§!舰船容量相对于§Y$WHO$§!不$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_TECHNOLOGY_NOT: "§Y$COUNTRY$§!科技等级相对于§Y$WHO$§!不$COMPARE$$VALUE$"
 TRIGGER_RELATIVE_POWER_NOT: "§Y$COUNTRY$§!整体实力相对于§Y$WHO$§!不$COMPARE$$VALUE$"
 NOR_TRIGGER_STARTS: "以下条件全部为否"
 NAND_TRIGGER_STARTS: "以下条件至少一项为否"
 HAS_FORMER_SPECIES_RIGHT_CITIZENSHIP_TYPE: "原公民身份为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_CITIZENSHIP_TYPE: "原公民身份不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_LIVING_STANDARDS_TYPE: "原生活标准类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_LIVING_STANDARD_TYPE: "原生活标准类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_MILITARY_SERVICE_TYPE: "原军役类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_MILITARY_SERVICE_TYPE: "原军役类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_POPULATION_CONTROLS_TYPE: "原人口控制类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_POPULATION_CONTROLS_TYPE: "原人口控制类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_MIGRATION_CONTROLS_TYPE: "原移民控制类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_MIGRATION_CONTROLS_TYPE: "原移民控制类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_COLONIZATION_CONTROL_TYPE: "原殖民控制类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_COLONIZATION_CONTROL_TYPE: "原殖民控制类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_SLAVERY_TYPE_TYPE: "原奴役类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_SLAVERY_TYPE_TYPE: "原奴役类型不为：$SPECIES_RIGHT|Y$"
 HAS_FORMER_SPECIES_RIGHT_PURGE_TYPE: "原净化类型为：$SPECIES_RIGHT|Y$"
 HAS_NOT_FORMER_SPECIES_RIGHT_PURGE_TYPE: "原净化类型不为：$SPECIES_RIGHT|Y$"
 CAN_LIVE_ON_PLANET: "可以在$PLANET|Y$上生活"
 CAN_NOT_LIVE_ON_PLANET: "无法在$PLANET|Y$上生活"
 TRIGGER_HAS_INVALID_CIVIC: "拥有未生效的国民理念：$CIVIC|Y$"
 TRIGGER_HAS_NOT_INVALID_CIVIC: "没有未生效的国民理念：$CIVIC|Y$"
 TRIGGER_HAS_VALID_CIVIC: "拥有国民理念：$CIVIC|Y$"
 TRIGGER_HAS_NOT_VALID_CIVIC: "没有国民理念：$CIVIC|Y$"
 TRIGGER_HAS_CLAIM: "对$TARGET|Y$有宣称所有权"
 TRIGGER_NOT_HAS_CLAIM: "对$TARGET|Y$无宣称所有权"
 TRIGGER_HAS_CASUS_BELLI: "对$TARGET|Y$有宣战理由"
 TRIGGER_NOT_HAS_CASUS_BELLI: "对$TARGET|Y$无宣战理由"
 TRIGGER_HAS_SPECIFIC_CASUS_BELLI: "对$TARGET|Y$有$CASUS_BELLI|Y$宣战理由"
 TRIGGER_NOT_HAS_SPECIFIC_CASUS_BELLI: "对$TARGET|Y$没有$CASUS_BELLI|Y$宣战理由"
 HAS_NUM_STARBASE_SIZES: "恒星基地$SIZE$的数量为$COMPARE$$NUM|Y$"
 HAS_NOT_NUM_STARBASE_SIZES: "恒星基地$SIZE$的数量不$COMPARE$$NUM|Y$"
 IS_STARBASE_TYPE: "是一个$TYPE|Y$"
 IS_NOT_STARBASE_TYPE: "不是一个$TYPE|Y$"
 HAS_NOT_CLOAKING_STRENGTH_VALUE_TRIGGER: "隐形强度值不为$COMPARE$$VALUE|Y$"
 HAS_CLOAKING_STRENGTH_VALUE_TRIGGER: "隐形强度值为$COMPARE$$VALUE|Y$"
 HAS_NOT_CLOAKING_DETECTION_VALUE_TRIGGER: "隐形探测值不为$COMPARE$$VALUE|Y$"
 HAS_CLOAKING_DETECTION_VALUE_TRIGGER: "隐形探测值为$COMPARE$$VALUE|Y$"
 HAS_NOT_NUM_ASTEROID_BELTS: "小行星带的数量$VAL0|2Y$不$COMPARE$$VAL1|2Y$"
 HAS_NUM_ASTEROID_BELTS: "小行星带的数量$VAL0|2Y$$COMPARE$$VAL1|2Y$"
 ####################################
 #Effects
 ####################################
 SET_ASTEROID_BELT_EFFECT: "在$SYSTEM$的$DISTANCE|0$距离上设置小行星带"
 REMOVED_ASTEROID_BELT_EFFECT: "移除$SYSTEM$的小行星带"
 REMOVE_PLANET: "移除行星$PLANET$"
 REMOVE_ARMY_EFFECT: "解散陆军\n"
 REMOVE_ARMIES_EFFECT: "解散所有陆军"
 DEFAULT_SENDEVENT_EVENTOPTION_TOOLTIP: ""
 ALL_PLANETS: "所有恒星系内行星"
 ALL_OWNED_PLANETS: "所有已被占据的行星"
 ADD_ENERGY_EFFECT: "£energy£ §Y能量币§!：$NUM$\n"
 RANDOM_LIST_EFFECT: "§Y$SIZE$个选项之一将会发生：§!"
 RANDOM_EFFECT: "§Y$CHANCE$%§!几率"
 NO_EFFECT: "无效果"
 CREATE_FLEET_FROM_NAVAL_CAP_EFFECT: "$COUNTRY|Y$被赠与一支舰队，其规模占据自身$PERC|Y%$的海军容量，所有者类型为$OWNER_TYPE|Y$。"
 ADD_MINERALS_EFFECT: "£minerals£ §Y矿物§!：$NUM$\n"
 ADD_FOOD_EFFECT: "£food£ §Y食物§!：$NUM$\n"
 ADD_PHYSICS_EFFECT: "£physics£ §Y物理学研究§!：$NUM$\n"
 ADD_SOCIETY_EFFECT: "£society£ §Y社会学研究§!：$NUM$\n"
 ADD_ENGINEERING_EFFECT: "£engineering£ §Y工程学研究§!：$NUM$\n"
 ADD_UNITY_EFFECT: "£unity£ §Y凝聚力§!：$NUM$\n"
 ALL_WAR_DEFENDERS: "所有战争防御方"
 ALL_WAR_ATTACKERS: "所有战争进攻方"
 GIVE_TECH_EFFECT: "获得科技：\n['technology:$KEY$', $TECH$]\n"
 ADD_RESEARCH_OPTION_EFFECT: "获得研究选项：\n['technology:$KEY$', $TECH$]\n"
 ADD_TECH_PROGRESS_EFFECT: "获得科技进展：\n    ['technology:$KEY$', $TECH$]§G+$VALUE|%0$§!\n"
 ENABLE_SPECIAL_PROJECT: "发起特殊项目：$PROJECT_NAME|Y$"
 SET_OWNER_EFFECT: "$OWNER|Y$成为$OBJECT|Y$的新拥有者\n"
 SET_CONTROLLER_EFFECT: "§Y$CONTROLLER$§!成为控制者\n"
 SET_RESOURCE_EFFECT: "$RESOURCE$设置为：£$KEY$£ $NUM|0$\n"
 ADD_RESOURCE_EFFECT: "获得$RESOURCE$：£$KEY$£ $NUM|0$\n"
 ADD_PHYSICS_RESEARCH_EFFECT: "$VALUE$物理学研究\n"
 ADD_SOCIETY_RESEARCH_EFFECT: "$VALUE$社会学研究\n"
 ADD_ENGINEERING_RESEARCH_EFFECT: "$VALUE$工程学研究\n"
 ADD_MODIFIER: "获得$MODNAME|Y$修正：\n$EFFECT$\n"
 ADD_MODIFIER_DAYS: "添加$MODNAME|Y$修正，持续$TIME|Y$$PERIOD$：\n$EFFECT$\n"
 ADD_OPINION_MODIFIER: "$SCOPE|Y$对$COUNTRY|Y$的评价改变$VALUE$。\n"
 REMOVE_OPINION_MODIFIER: "$SCOPE|Y$对$COUNTRY|Y$的评价改变$VALUE$。\n"
 REMOVE_OPINION_MODIFIER_ANY: "$SCOPE|Y$移除针对任何人的$MODNAME|Y$评价修正\n"
 ADD_TRUST: "$SCOPE|Y$对$COUNTRY|Y$的信任度改变了$AMOUNT$。"
 THE_EMPIRE: "我们的帝国！"
 ADD_MONTHLY_RESOURCE_MULT_EFFECT: "获得$RESOURCE$：£$KEY$£$NUM|0Y$\n"
 REMOVE_MONTHLY_RESOURCE_MULT_EFFECT: "失去$RESOURCE$：£$KEY$£ $NUM|0Y$\n"
 DAYS: "天"
 MONTHS: "个月"
 REMOVE_MODIFIER: "移除$MODNAME|Y$修正\n"
 SET_FLAG: "设置$FLAGNAME|Y$旗帜"
 REMOVE_FLAG: "移除$FLAGNAME|Y$旗帜"
 ALL_OWNED_SHIPS: "§Y拥有的全部舰船：§!"
 SET_PRIMITIVE_EFFECT_YES: "设置前超光速状态\n"
 SET_PRIMITIVE_EFFECT_NO: "移除前超光速状态\n"
 SET_AWARENESS: "设置感知至$AWARENESS|Y$\n"
 ADD_AWARENESS: "增加$AWARENESS|Y$感知\n"
 GO_TO_NEXT_PRE_FTL_AGE: "提升$COUNTRY|Y$到下一个前超光速科技水平\n"
 SET_PRE_FTL_AGE: "把$COUNTRY|Y$的前超光速科技水平设置到$AGE|Y$\n"
 CREATE_POP: "创建一个$SPECIES|Y$人口\n"
 CREATE_POP_MULTIPLE: "$QUANTITY$$SPECIES|Y$人口被创建\n"
 CREATE_POP_MULTIPLE_RANDOM: "将创建$FROM$至$TO$个$SPECIES|Y$人口\n"
 BUILD_POP: "一个可建人口已建造\n"
 MODIFY_DEVELOPMENT_POS: "增加$VALUE|Y$基础设施"
 MODIFY_DEVELOPMENT_NEG: "减少$VALUE|Y$基础设施"
 CREATE_COLONY_EFFECT: "已创建殖民地"
 START_COLONY_EFFECT: "开始建立新的殖民地"
 ADD_COLONY_PROGRESS: "殖民进程已改变$PROGRESS$"
 SET_CAPITAL_EFFECT: "将行星设置为首都"
 SET_CAPITAL_REMOVE_EFFECT: "撤销行星作为首都的地位"
 CHANGE_PC_EFFECT: "将行星类型改变为：$CLASS|Y$\n"
 KILL_POP_GROUP_EFFECT: "$AMOUNT|Y$£pop£§H人口§!死亡\n"
 KILL_POP_GROUP_EFFECT_RANDOM: "$FROM|Y$至$TO|Y$个£pop£§H人口§!将死亡\n"
 RESETTLE_POP_EFFECT: "强制迁移至$PLANET|Y$"
 RESETTLE_POP_GROUP_EFFECT: "强制迁移至$PLANET|Y$"
 ENSLAVE_POP_EFFECT: "被奴役\n"
 EMANCIPATE_POP_EFFECT: "被释放"
 DESTROY_COLONY_EFFECT: "§R殖民地被摧毁§!\n"
 REROLL_BLOCKERS_EFFECT: "重新随机分配地块障碍\n\n"
 REROLL_DEPOSITS_EFFECT: "重新随机分配地块资源\n\n"
 REROLL_PLANET_MODIFIERS_EFFECT: "重新随机分配行星修正\n\n"
 CLEAR_PLANET_MODIFIERS_EFFECT: "清除行星修正\n"
 UNLOCKS_NEXT_TECH_TREE: "解锁§Y$TREE$§!的一项科技"
 ADD_EXPERIENCE: "获得$AMOUNT|0Y$经验\n"
 ADD_CIVIC: "添加国民理念$CIVIC|Y$\n"
 REMOVE_CIVIC: "移除国民理念$CIVIC|Y$\n"
 SET_ORIGIN: "设置起源为$ORIGIN|Y$\n"
 SET_GOVERNMENT_COOLDOWN_EFFECT: "政府被锁定$DAYS$天\n"
 REMOVE_GOVERNMENT_COOLDOWN_EFFECT: "政府已解锁\n"
 RESET_POLICY_COOLDOWNS_EFFECT: "政策已解锁。\n"
 UNLOCK_COUNCIL_SLOT: "解锁$AMOUNT|Y$个内阁官员槽位"
 ADD_SKILL: "$LEADER$的技能等级调整了$AMOUNT|Y$"
 SET_SKILL: "$LEADER$的技能等级调整至$AMOUNT|Y$"
 SET_RING_YES: "添加行星环"
 SET_RING_NO: "移除行星环"
 CREATE_MINING_STATION: "建立开采站\n"
 CREATE_RESEARCH_STATION: "建立研究站\n"
 CREATE_WORMHOLE_STATION: "创建虫洞站"
 UNLOCKS_NEXT_TECH: "解锁$TREE|Y$科技树的$TECH|Y$科技。"
 ALL_OWNED_POPS: "拥有的所有人口"
 CHANGE_NAME: "变更$SCOPE|Y$的名字"
 CHANGE_ADJECTIVE: "设置$SCOPE|Y$形容词"
 CHANGE_SHIP_PREFIX: "设置$SCOPE|Y$舰船前缀名"
 ADD_TECHNOLOGY: "在$TECHAREA|Y$科技树添加随机科技。"
 REDUCE_HITPOINTS: "减少$SHIP|Y$的舰体耐久"
 RESTORE_HITPOINTS: "恢复$SHIP|Y$的所有舰体耐久。"
 DO_NOT_RESTORE_HITPOINTS: "不恢复$SHIP|Y$的所有舰体耐久。"
 REDUCE_SHIELD: "降低$SHIP|Y$的护盾值"
 SET_SURVEYED: "调查数据已收集。\n"
 SET_UNSURVEYED: "调查数据丢失。\n"
 SET_VISITED_EFFECT: "发现$SYSTEM|Y$恒星系。\n"
 COUNTRY_IS_DESTROYED: "帝国已毁灭"
 COUNTRY_IS_NOT_DESTROYED: "帝国未毁灭"
 CLEAR_VARIABLE: "清除$VAR|Y$变量。"
 SET_VARIABLE: "将$VAR|Y$变量设置为$VALUE|Y$。"
 CHANGE_VARIABLE: "将$VAR|Y$更改为$VALUE|Y$。"
 ADD_VARIABLE: "变量$VAR|Y$增加$VALUE|Y$。"
 SUBTRACT_VARIABLE: "从$VAR|Y$变量中减去$VALUE|Y$。"
 MULTIPLY_VARIABLE: "将$VAR|Y$变量值乘以$VALUE|Y$。"
 DIVIDE_VARIABLE: "将$VAR|Y$变量值除以$VALUE|Y$。"
 MODULO_VARIABLE: "变量$VAR|Y$被$VALUE|Y$除以的余数。"
 ROUND_VARIABLE_TO: "元整变量$VAR|Y$到最接近的值$VALUE|Y$。"
 VARIABLE_IS_SET_TRIGGER: "变量$VAR|Y$已设定。"
 VARIABLE_IS_NOT_SET_TRIGGER: "变量$VAR|Y$未设定。"
 TYPE_EVENT: "“§Y$WHICH$§!”事件$TIME$触发。\n"
 TYPE_EVENT_ONLY_DAYS: "在$WHEN|Y$后"
 TYPE_EVENT_ONLY_RANDOM_DAYS: "在§Y0到$WHEN$§!后"
 TYPE_EVENT_ONLY_RANDOM_DAYS2: "在§Y0天到$WHEN$§!后"
 TYPE_EVENT_IN_UP_TO_A_YEAR: "在§Y$FROM$到$TO$§!天后"
 TYPE_EVENT_IN_X_YEARS: "在§Y$FROM$到$TO$年§!后"
 TYPE_EVENT_IN_TIME_DURATION: "在§Y$FROM$到$TO$§!后"
 DURATION_AND: " 和 "
 DURATION_YEAR: "1年"
 DURATION_YEARS: "$TIME$年"
 DURATION_DAY: "1天"
 HIDDEN_EVENT_STRING: "（隐藏事件）"
 SET_HYPERLANES_EFFECT_YES: "为帝国设置超平面可见度"
 SET_HYPERLANES_EFFECT_NO: "为帝国移除超平面可见度"
 ADD_ETHOS: "为$SCOPE|Y$添加$ETHOS|Y$思潮"
 REMOVE_ETHOS: "为$SCOPE|Y$移除$ETHOS|Y$思潮"
 SET_MIGRATION_SPEED: "将$POP|Y$移民速度设置为$VALUE|Y$"
 ADD_BUILDING: "将$BUILDING|Y$建筑添加至$PLANET|Y$行星的建筑列表"
 MISSING_PLANET: "生效行星缺失"
 CHANGE_SPECIES_EFFECT: "物种更改为$SPECIES|Y$"
 CHANGE_SPECIES_EFFECT_NEW: "物种已更改\n"
 CANCEL_TERRAFORMATION_DESC: "环境改造已取消"
 SET_EVENT_LOCKED_YES: "$FLEET|Y$已锁定。"
 SET_EVENT_LOCKED_NO: "$FLEET|Y$已解锁。"
 CLEAR_FLEET_ORDERS: "清除$FLEET|Y$命令。"
 ORDER_FORCED_RETURN: "强制实施$FLEET|Y$回到安全空间。"
 DECLARE_WAR_EFFECT: "$FIRST|Y$向$SECOND|Y$宣战。\n"
 ADD_CLAIMS_EFFECT: "$COUNTRY|Y$宣称$SYSTEM|Y$的所有权。"
 REMOVE_CLAIMS_EFFECT: "$COUNTRY|Y$失去了对$SYSTEM|Y$宣称的所有权。"
 JOIN_WAR_EFFECT: "$FIRST|Y$以$SECOND|Y$的盟友身份加入战斗。"
 AN_ATTACKER: "一名进攻方"
 A_DEFENDER: "一名防御方"
 JOIN_WAR_ON_SIDE_EFFECT: "$FIRST|Y$在战争中加入$SIDE$，对抗$ENEMY|Y$。"
 JOIN_WAR_ON_SIDE_COUNTRY_EFFECT: "$FIRST|Y$作为$SECOND|Y$的盟友并肩作战，对抗$ENEMY|Y$。"
 JOIN_ALLIANCE_EFFECT: "$SECOND|Y$加入了$ALLIANCE|Y$。"
 JOIN_ALLIANCE_EFFECT_2: "$SECOND|Y$加入了$FIRST|Y$的联邦。"
 LEAVE_ALLIANCE: "离开联盟"
 NOT_LEAVE_ALLIANCE: "不离开联盟"
 ADD_ASSOCIATE_MEMBER_EFFECT: "$WHO|Y$成为$ALLIANCE|Y$的合作成员国"
 REMOVE_ASSOCIATE_MEMBER_EFFECT: "$WHO|Y$被移除$ALLIANCE|Y$的合作成员国身份"
 SPAWN_SYSTEM_EFFECT: "已创建新恒星系！"
 DISMANTLE_EFFECT: "该空间站已拆除。"
 ACTIVATE_ADVISOR: "$COUNTRY|Y$顾问已添加"
 DEACTIVATE_ADVISOR: "$COUNTRY|Y$顾问已移除"
 BEGIN_EVENT_CHAIN_EFFECT: "开始$NAME|Y$事件链"
 END_EVENT_CHAIN_EFFECT: "结束$NAME|Y$事件链"
 SHIFT_ETHIC_EFFECT: "\n$COUNTRY|Y$的思潮向$ETHIC|Y$偏移\n"
 CHANGE_BACKGROUND_ETHIC: "将领袖思潮改为$ETHIC|Y$"
 SET_COUNCIL_POSITION_EFFECT: "指派领袖到内阁作为$POSITION|Y$"
 SET_COUNCIL_POSITION_TO_COUNCIL_EFFECT: "作为$POSITION|Y$指派到内阁"
 ADD_ETHIC_EFFECT: "\n已获得$ETHIC|Y$思潮\n"
 CLEAR_ETHOS_EFFECT: "所有思潮被移除。"
 REMOVE_ETHIC_EFFECT: "已失去$ETHIC|Y$思潮\n"
 QUEUE_FLEET_ACTIONS_EFFECT: "舰队将进行特殊行动"
 CLEAR_FLEET_ACTIONS_EFFECT: "移除所有舰队特殊行动"
 ADD_INFLUENCE: "£influence£ §Y影响力§!：$VALUE|Y$\n"
 MODIFY_SPECIES: "为$COUNTRY|Y$的人群添加特性$ADD$，移除特性$REMOVE$" #ADD and REMOVE can be single traits or lists of traits
 MODIFY_SPECIES_ADD: "为$COUNTRY|Y$的人群添加特性$ADD$"
 MODIFY_SPECIES_REMOVE: "为$COUNTRY|Y$的人群移除特性$REMOVE$"
 MODIFY_SPECIES_BLANK: "修饰$COUNTRY|Y$中的人群"
 ESTABLISH_CONTACT_EFFECT: "与$COUNTRY|Y$建立联系"
 ADD_EVENT_CHAIN_COUNTER_EFFECT: "+$AMOUNT|Y$$COUNTER$\n"
 RESET_EVENT_CHAIN_COUNTER_EFFECT: "重置$COUNTER$\n"
 ADD_ANOMALY_EFFECT: "添加异常现象\n"
 SET_DISABLE_AT_HEALTH_EFFECT: "到达$VALUE|%Y$耐久时将停用"
 RESET_DISABLE_AT_HEALTH_EFFECT: "不再会在到达特定耐久阈值时停用"
 ADD_DEPOSIT_EFFECT: "在$PLANET|Y$上添加$DEPOSIT|Y$\n"
 ADD_RANDOM_DEPOSIT_EFFECT: "向$PLANET|Y$添加一项随机资源储藏\n"
 ADD_CATEGORY_DEPOSIT_EFFECT: "向$PLANET|Y$增加一个$CATEGORY$类随机贮藏\n"
 REMOVE_DEPOSIT_EFFECT: "从$PLANET|Y$上移除$DEPOSIT|Y$\n"
 CLEAR_DEPOSITS_EFFECT: "所有行星特征已被删除\n"
 CLEAR_BLOCKERS_EFFECT: "所有障碍地块已被清除\n"
 CLEAR_BLOCKER_EFFECT: "清除一个$DEPOSIT|Y$障碍地块\n"
 ORBITAL_DEPOSIT_TILE: "轨道矿藏地块"
 ADD_BUILDING_CONSTRUCTION_EFFECT: "添加$BUILDING|Y$建筑工程"
 SET_BUILDING_EFFECT: "将建筑设置为$BUILDING|Y$"
 REMOVE_BUILDING_EFFECT: "移除建筑"
 REMOVE_ALL_BUILDINGS_EFFECT: "移除所有建筑"
 REPAIR_ALL_BUILDINGS_EFFECT: "修理所有建筑"
 VALIDATE_AND_REPAIR_PLANET_BUILDINGS_AND_DISTRICTS_EFFECT: "验证并修理所有建筑物和区划"
 DOWNGRADE_ALL_BUILDINGS_EFFECT: "降级所有非首府建筑"
 DOWNGRADE_ALL_BUILDINGS_OF_TYPE_EFFECT: "降级所有$TYPE$建筑"
 ADD_BUILDING_EFFECT: "向行星上$DISTRICT|Y$的$ZONE|Y$添加£building£$BUILDING|Y$"
 DISABLE_SPECIFIC_BUILDING_EFFECT: "在$DISTRICT|Y$的$ZONE|Y$禁用$BUILDING|Y$"
 RUIN_SPECIFIC_BUILDING_EFFECT: "在$DISTRICT|Y$的$ZONE|Y$摧毁$BUILDING|Y$"
 REPAIR_SPECIFIC_BUILDING_EFFECT: "在$DISTRICT|Y$的$ZONE|Y$修理$BUILDING|Y$"
 REMOVE_SPECIFIC_BUILDING_EFFECT: "从$DISTRICT|Y$的$ZONE|Y$移除$BUILDING|Y$"
 ADD_DISTRICT_EFFECT: "添加$DISTRICT|Y$到行星上"
 REMOVE_DISTRICT_EFFECT: "删除区划"
 REMOVE_ALL_DISTRICTS_EFFECT: "移除所有区划"
 REMOVE_SPECIFIC_DISTRICT_EFFECT: "删除$DISTRICT|Y$"
 ADD_ZONE_EFFECT: "向行星$PLANET|Y$的$DISTRICT|Y$的地带槽$SLOT|Y$添加£zone£$ZONE|Y$"
 REMOVE_ZONE_EFFECT: "从行星$PLANET|Y$的$DISTRICT|Y$中的特区槽$SLOT|Y$中移除第一个£zone£$ZONE|Y$"
 REMOVE_EVERY_ZONE_EFFECT: "移除行星$PLANET|Y$上所有£zone£$ZONE|Y$"
 CHANGE_PLANET_SIZE: "$PLANET|Y$的行星规模：$VALUE|Y$"
 SET_PLANET_SIZE: "将规模变更为：$VALUE|Y$"
 SET_BLOCKER_EFFECT: "设置障碍：$BLOCKER|Y$"
 SET_BLOCKER_RANDOM_EFFECT: "设置随机障碍"
 REMOVE_BLOCKER_EFFECT: "移除障碍"
 EVERY_NEIGHBORING_TILE_EFFECT: "所有临近地块"
 EVERY_PLANET_TRIGGER: "所有行星"
 EVERY_SYSTEM_PLANET_EFFECT: "所有恒星系内行星"
 EVERY_DEPOSIT_EFFECT: "所有矿藏"
 RANDOM_DEPOSIT_EFFECT: "随机矿藏"
 SET_ENABLED_EFFECT: "停用舰船"
 SET_ENABLED_EFFECT_NOT: "启用舰船"
 SET_CONFUSED_EFFECT: "舰船陷入混乱状态"
 SET_CONFUSED_EFFECT_NOT: "清除舰船的混乱状态"
 SET_TERRIFIED_BY_EFFECT: "舰船陷入恐惧状态"
 REMOVE_TERRIFIED_EFFECT: "清除舰船的恐惧状态"
 CREATE_POINT_OF_INTEREST_EFFECT: "关注点：$NAME|Y$"
 REMOVE_POINT_OF_INTEREST_EFFECT: "移除关注点$NAME|Y$"
 SET_RELATION_FLAG_EFFECT: "为$COUNTRY$设置关系标识$FLAGNAME$"
 REMOVE_RELATION_FLAG_EFFECT: "为$COUNTRY$移除关系标识$FLAGNAME$"
 ALL_PLANET_MOONS: "行星的所有卫星"
 ALL_SYSTEMS_IN_CLUSTER: "星团内的所有恒星系"
 CHANGE_GOVERNMENT_AUTHORITY_EFFECT: "改变政体为$KEY|Y$"
 CHANGE_GOVERNMENT_AUTHORITY_EFFECT_RANDOM: "改变为随机政体"
 CHANGE_GOVERNMENT_CIVICS_EFFECT: "改变国民理念为$CIVICS$"
 CHANGE_GOVERNMENT_CIVICS_EFFECT_RANDOM: "改变为随机国民理念"
 ASSIGN_LEADER_EFFECT: "$LEADER$被任命为领袖"
 UNASSIGN_LEADER_EFFECT: "$LEADER$被解除领袖身份"
 SET_YEARS_SERVED_EFFECT: "将工作年数改变为与$LEADER|Y$相符"
 EXILE_LEADER_EFFECT: "$LEADER$被流放"
 SET_LEADER_EFFECT: "$LEADER$被设置为领袖"
 SET_FEDERATION_LEADER_EFFECT: "$COUNTRY|Y$成为$FEDERATION|Y$领袖"
 PREVENT_ANOMALY: "阻止异常现象"
 PREVENT_ANOMALY_NOT: "允许异常现象"
 EVERY_RIM_SYSTEM_EFFECT: "星系边缘的所有恒星系"
 RANDOM_RIM_SYSTEM_EFFECT: "星系边缘的随机恒星系"
 SET_PLANET_MAX_HEALTH_EFFECT: "将最大耐久设置为$VALUE|Y$"
 SET_PLANET_HEALTH_EFFECT: "将目前耐久设置为$VALUE|Y$"
 ADD_TRAIT: "§H$LEADER$§!得到§H$TRAIT$§!特质，获得以下效果：\n$EFFECTS$\n"
 REMOVE_TRAIT: "移除$LEADER|Y$的$TRAIT$特质\n"
 REMOVE_ALL_NEGATIVE_TRAITS: "移除$LEADER|Y$的全部负面特质\n"
 REMOVE_ALL_POSITIVE_TRAITS: "移除$LEADER|Y$所有正面特质\n"
 REMOVE_ALL_TRAITS: "移除$LEADER|Y$所有特质\n"
 CHANGE_COUNTRY_TYPE_EFFECT: "帝国类型将更改为$TYPE|Y$"
 ADD_MISSION_PROGRESS: "添加任务进程：$NUM|Y$"
 HAS_NUM_ETHICS: "思潮数$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_ETHICS: "思潮数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_TRAITS: "特质数为$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_TRAITS: "特质数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_TRAIT_POINTS: "总特质花费为$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_TRAIT_POINTS: "总特质花费不$COMPARATOR$ $NUM|Y$"
 HAS_ROLE: "有$ROLE|Y$职能"
 HAS_NOT_ROLE: "没有$ROLE|Y$职能"
 NUM_MEMBERS: "$FEDERATION|Y$拥有$COMPARATOR$$VALUE|Y$成员国"
 NUM_MEMBERS_NOT: "$FEDERATION|Y$没有$COMPARATOR$$VALUE|Y$成员国"
 NUM_ASSOCIATES: "$FEDERATION|Y$拥有$COMPARATOR$$VALUE|Y$合作国"
 NUM_ASSOCIATES_NOT: "$FEDERATION|Y$没有$COMPARATOR$$VALUE|Y$合作国"
 LEADER_GENDER_TRIGGER: "$LEADER|Y$为$GENDER|Y$"
 LEADER_NOT_GENDER_TRIGGER: "$LEADER|Y$不是$GENDER|Y$"
 SPECIES_GENDER_TRIGGER: "物种有$GENDER|Y$性别"
 SPECIES_NOT_GENDER_TRIGGER: "物种没有$GENDER|Y$性别"
 POP_NOT_MEMBER_OF_ANY_FACTION_TRIGGER: "$POP|Y$不在人口派系中"
 POP_MEMBER_OF_ANY_FACTION_TRIGGER: "$POP|Y$在人口派系中"
 POP_NOT_MEMBER_OF_FACTION_TRIGGER: "$POP|Y$不是$FACTION|Y$一员"
 POP_MEMBER_OF_FACTION_TRIGGER: "$POP|Y$是$FACTION|Y$一员"
 NOT_LEADER_OF_ANY_FACTION_TRIGGER: "$LEADER|Y$没有领导人口派系"
 LEADER_OF_ANY_FACTION_TRIGGER: "$LEADER|Y$在领导人口派系"
 NOT_LEADER_OF_FACTION_TRIGGER: "$LEADER|Y$没有领导$FACTION|Y$"
 LEADER_OF_FACTION_TRIGGER: "$LEADER|Y$在领导$FACTION|Y$"
 SET_POP_FACTION_EFFECT: "$POP|Y$将加入$FACTION|Y$"
 ADD_MILITANCY_LEVEL_EFFECT: "§R+§!$VALUE|R%0$交战状态"
 REMOVE_MILITANCY_LEVEL_EFFECT: "§G-§!$VALUE|G%0$交战状态"
 SET_MILITANCY_LEVEL_EFFECT: "将交战状态设置为$VALUE|Y$"
 ADD_SUPPORT_LEVEL_EFFECT: "§Y+§!$VALUE|Y%0$支持率"
 REMOVE_SUPPORT_LEVEL_EFFECT: "§Y-§!$VALUE|Y%0$支持率"
 SET_SUPPORT_LEVEL_EFFECT: "将支持率设置为$VALUE|Y%$"
 CREATE_POP_FACTION_EFFECT: "已新建$TYPE$派系"
 EVERY_OWNED_LEADER_EFFECT: "所拥有的所有领袖："
 RANDOM_OWNED_LEADER_EFFECT: "所拥有的随机领袖："
 ANY_OWNED_LEADER: "任意拥有的领袖"
 RANDOM_OWNED_FLEET_EFFECT: "所拥有的随机舰队："
 EVERY_OWNED_FLEET_EFFECT: "所拥有的所有舰队："
 RESEARCH_LEADER_TRIGGER: "研究领袖"
 START_PURGE_PLANET_EFFECT: "净化$PLANET|Y$的所有人口"
 START_PURGE_POP_EFFECT: "净化$PLANET|Y$的$POP|Y$"
 STOP_PURGE_PLANET_EFFECT: "停止净化$PLANET|Y$的人口"
 STOP_PURGE_POP_EFFECT: "停止净化$PLANET|Y$的$POP|Y$"
 HAS_FACTION: "拥有$TYPE|Y$派系"
 HAS_NOT_FACTION: "未拥有$TYPE|Y$派系"
 VALUE_LESS_THAN: "少于"
 VALUE_GREATER_THAN: "多于"
 VALUE_EQUAL_TO: ""
 CREATE_SECTOR_EFFECT_DESC: "$SYSTEM|Y$将成为新星域。"
 CREATE_SECTOR_WITH_SYSTEMS_EFFECT_DESC: "新创建的星域将拥有以下恒星系：$SYSTEMS|Y$"
 SET_RECRUITABLE: "设置领袖是否可招募"
 EVERY_FLEET_IN_SYSTEM_EFFECT: "恒星系中所有舰队"
 RANDOM_FLEET_IN_SYSTEM_EFFECT: "恒星系中随机舰队"
 SET_RUINED_EFFECT: "该建筑已损坏"
 SET_NOT_RUINED_EFFECT: "建筑修理完毕"
 SET_SUBJECT_OF_EFFECT: "$COUNTRY|Y$成为$COUNTRYTWO|Y$的一个附属国"
 SET_SUBJECT_OF_EFFECT_NONE: "独立"
 SET_SUBJECT_OF_EFFECT_NONE_WE_VERBOSE: "我们独立了。" #suitable for custom tooltips
 SET_SPACEPORT_MODULE_EFFECT_REPLACE: "用$MODULE|Y$替换太空港上的$MODULE_REPLACED|Y$。"
 SET_SPACEPORT_MODULE_EFFECT: "在太空港上添加$MODULE|Y$模块。"
 GUARANTEE_COUNTRY_EFFECT: "$COUNTRY$保证$COUNTRYTWO$的独立"
 GUARANTEE_COUNTRY_EFFECT_FREELY: "$COUNTRY$保证$COUNTRYTWO$的独立，持续$AMOUNT$天"
 CHANGE_DOMINANT_SPECIES_EFFECT: "$SPECIES|Y$成为帝国的主要物种。"
 effect_every_playable_country: "所有可扮演帝国"
 effect_random_playable_country: "随机可扮演帝国"
 EVERY_SUBJECT_EFFECT: "所有附庸国"
 RANDOM_SUBJECT_EFFECT: "随机附庸国"
 SET_SPECIES_HOMEWORLD_EFFECT: "$SPECIES|Y$目前认定$PLANET|Y$为其母星"
 MUTATE_SPECIES_EFFECT: "$SPECIES|Y$将随机变异……"
 CLEAR_RESOURCE_EFFECT: "该地块内的资源已被采空"
 TOOLTIP_COUNT_FLEET_SHIPS: "舰队中的舰船数$OPERATOR$$VALUE|Y$"
 TOOLTIP_COUNT_FLEET_SHIPS_WITH_LIMIT: "舰队中的舰船数$OPERATOR$$VALUE|Y$\n$LIMIT$"
 REPAIR_PERCENTAGE_EFFECT: "修复$VALUE|Y%$$HITPOINTS$"
 REPAIR_SHIELD_PERCENTAGE_EFFECT: "修复$VALUE|Y%$护盾"
 REPAIR_AMOUNT_EFFECT: "修复$VALUE|Y$$HITPOINTS$"
 REPAIR_ARMOR_AMOUNT_EFFECT: "修复$VALUE|Y$装甲"
 REPAIR_SHIELD_AMOUNT_EFFECT: "恢复$VALUE|Y$护盾"
 SET_SPECIES_IDENTITY_EFFECT: "$SPECIES|Y$现已被认同为与$IDENTITY|Y$是同一物种"
 SET_SPECIES_IDENTITY_EFFECT_NEW: "$SPECIES|Y$现在被认同为独特物种"
 POP_FACTION: "派系"
 SET_EMPIRE_NAME_EFFECT: "现在被称为$NEW_NAME|Y$"
 SET_EMPIRE_FLAG_EFFECT: "帝国启用了一面全新设计的旗帜。"
 SET_PLANET_NAME_EFFECT: "现在被称为$NEW_NAME|Y$"
 SET_SECTOR_NAME_EFFECT: "现在被称为$NEW_NAME|Y$"
 CLOSEST_SYSTEM: "§H邻近恒星系§!："
 effect_every_owned_pop: "所有人口"
 effect_every_owned_pop_group: "所有人口组"
 CHANGE_LEADER_PORTRAIT_EFFECT: "改变领袖头像为$PORTRAIT|Y$"
 CHANGE_SPEIES_PORTRAIT_EFFECT: "更改外观为$PORTRAIT|Y$"
 HAS_MODIFIER: "拥有$MODNAME|Y$的修正"
 effect_every_owned_pop_species: "所有己方物种"
 effect_every_owned_species: "$effect_every_owned_pop_species$"
 STORE_GALCOM_LEADER_BACKUP_DATA_EFFECT: "存储了一份星海共同体领袖$COUNTRY$性质的拷贝。"
 RESTORE_GALCOM_LEADER_BACKUP_DATA_EFFECT: "恢复了星海共同体领袖备份性质给$COUNTRY$。"
 STORE_COUNTRY_BACKUP_DATA_EFFECT: "存有一份$COUNTRY|Y$的性质的拷贝"
 RESTORE_COUNTRY_BACKUP_DATA_EFFECT: "恢复备份性质给$COUNTRY|Y$。"
 ROOM_NAME_OVERRIDE_EFFECT: "设置$COUNTRY|Y$的背景房间名为“$ROOM_NAME|Y$”"
 any_megastructure_trigger: "任何巨型结构"
 effect_random_megastructure: "随机巨型结构"
 effect_every_megastructure: "所有巨型结构"
 any_owned_megastructure_trigger: "任意拥有的巨型结构"
 effect_random_owned_megastructure: "随机拥有的巨型结构"
 effect_every_owned_megastructure: "所有拥有的巨型结构"
 count_owned_megastructure_trigger: "拥有的巨型结构数量$CONDITIONS$ $IS_NOT$ $COMPARATOR$ $NUM|Y$"
 count_owned_megastructure_all_trigger: "$IS_ALL_NOT$ 拥有的举行结构满足以下条件"
 any_system_megastructure_trigger: "恒星系内的任意巨型结构"
 effect_random_system_megastructure: "恒星系内的随机巨型结构"
 effect_every_system_megastructure: "恒星系内的所有巨型结构"
 any_pool_leader_trigger: "任意可招募的领袖"
 effect_random_pool_leader: "随机可招募的领袖"
 effect_every_pool_leader: "所有可招募的领袖"
 set_halted_effect: "巨型结构暂停$DAYS|Y$天。"
 NUM_TRADITION_CATEGORIES: "已解锁$COMPARATOR$ $VALUE|Y$ 传统组"
 NUM_TRADITION_CATEGORIES_NOT: "尚未解锁$COMPARATOR$ $VALUE|Y$ 传统组"
 TRIGGER_HAS_TRADITION: "拥有$TRADITION|Y$传统"
 TRIGGER_NOT_HAS_TRADITION: "不拥有$TRADITION|Y$传统"
 TRIGGER_CATEGORY_LAST_PICKED_TRADITION: "最近选择的传统是$TRADITION|Y$传统分类"
 TRIGGER_NOT_CATEGORY_LAST_PICKED_TRADITION: "最近选择的传统不是$TRADITION|Y$传统分类"
 TRIGGER_HAS_ASCENSION_PERK: "拥有$TRADITION|Y$飞升天赋"
 TRIGGER_NOT_HAS_ASCENSION_PERK: "不拥有$TRADITION|Y$飞升天赋"
 TRIGGER_EXCESS_FOOD: "拥有$COMPARE$$VAL0|0Y%$多余食物"
 TRIGGER_NOT_EXCESS_FOOD: "不拥有$COMPARE$$VAL0|0Y%$多余食物"
 RESOURCE_MARKET_PRICE: "$AMOUNT$单位$RESOURCE$的$TYPE$$COMPARE$$VAL|Y$" #$TYPE$ = RESOURCE_MARKET_PRICE_NOT_SET/SELL/BUY
 RESOURCE_MARKET_PRICE_NOT: "$AMOUNT$单位$RESOURCE$的$TYPE$不$COMPARE$$VAL|Y$"
 RESOURCE_MARKET_PRICE_NOT_SET: "市场价格"
 RESOURCE_MARKET_PRICE_SELL: "市场售出价格"
 RESOURCE_MARKET_PRICE_BUY: "市场买入价格"
 any_owned_pop_trigger: "任意已拥有人口"
 any_owned_pop_group_trigger: "拥有的任意人口组"
 any_owned_pop_species_trigger: "任何帝国物种"
 any_country_trigger: "任意帝国"
 any_combatant_fleet_trigger: "任意参战者"
 effect_random_owned_pop: "随机已拥有人口"
 effect_random_owned_pop_group: "拥有的随机人口组"
 effect_weighted_random_owned_pop_group: "拥有的加权随机人口组"
 effect_random_country: "随机帝国"
 effect_random_rim_system: "随机边缘恒星系"
 effect_every_country: "所有帝国"
 effect_random_combatant_fleet: "随机参战者"
 effect_every_war_participant: "所有参战势力"
 any_neighbor_country_trigger: "任意邻国"
 effect_random_neighbor_country: "随机邻国"
 count_country_trigger: "帝国数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_country_all_trigger: "$IS_ALL_NOT$帝国满足以下条件"
 count_neighbor_country_trigger: "邻国数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_neighbor_country_all_trigger: "$IS_ALL_NOT$邻国满足以下条件"
 count_member_trigger: "联邦成员数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_member_all_trigger: "$IS_ALL_NOT$联邦成员满足以下条件"
 count_relation_trigger: "关系数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_relation_all_trigger: "$IS_ALL_NOT$关系满足以下条件"
 any_country_neighbor_to_system_trigger: "任意接壤帝国"
 effect_random_country_neighbor_to_system: "随机接壤帝国"
 any_relation_trigger: "任意帝国关系"
 effect_every_relation: "所有帝国关系"
 effect_random_relation: "随机帝国关系"
 CRIME_LESS_THAN: "$PLANET_CRIME_TITLE$$VAL0|2Y$少于$COMPARE$$VAL1|2Y$"
 CRIME_AT_LEAST: "$PLANET_CRIME_TITLE$$VAL0|2Y$至少$COMPARE$$VAL1|2Y$"
 STABILITY_LESS_THAN: "$PLANET_STABILITY_TITLE$$VAL0|2Y$少于$COMPARE$$VAL1|2Y$"
 STABILITY_AT_LEAST: "$PLANET_STABILITY_TITLE$$VAL0|2Y$至少$COMPARE$$VAL1|2Y$"
 TRIGGER_HAS_CIVIC: "拥有国民理念：['civic:$CIVIC$', $CIVIC_NAME$]"
 TRIGGER_FANATIC_PURIFIERS: "拥有§Y$civic_fanatic_purifiers$§!国民理念"
 TRIGGER_DEVOURING_SWARM: "拥有§Y$civic_hive_devouring_swarm$§!国民理念"
 TRIGGER_NOT_HAS_CIVIC: "没有['civic:$CIVIC$', $CIVIC_NAME$]国民理念"
 any_owned_army_trigger: "任意己方陆军"
 effect_random_owned_army: "随机己方陆军"
 effect_every_owned_army: "所有己方陆军"
 any_planet_army_trigger: "行星上的任何陆军"
 effect_random_planet_army: "行星上的随机陆军"
 effect_every_planet_army: "行星上的所有陆军"
 any_member_trigger: "任意联邦成员："
 effect_random_member: "随机联邦成员"
 effect_every_member: "所有联邦成员"
 TRIGGER_IS_CONSTRUCTING: "正在建造$KEY|Y$"
 TRIGGER_NOT_IS_CONSTRUCTING: "当前并没有在建造$KEY|Y$"
 TRIGGER_HAS_COMPONENT: "拥有$KEY|Y$部件"
 TRIGGER_NOT_HAS_COMPONENT: "没有$KEY|Y$部件"
 PLANET_NOT_SIZE_TRIGGER: "行星规模不可是$COMPARE$$VAL|Y$"
 PLANET_SIZE_TRIGGER: "行星规模必须是$COMPARE$$VAL|Y$"
 CAPITAL_NOT_TIER_TRIGGER: "首府建筑等级不是$COMPARE$$VAL|Y$"
 CAPITAL_TIER_TRIGGER: "首府建筑等级是$COMPARE$$VAL|Y$"
 EMPIRE_NOT_SIZE_TRIGGER: "$EMPIRE_SIZE$不可为$COMPARE$$VAL|Y$"
 EMPIRE_SIZE_TRIGGER: "$EMPIRE_SIZE$必须为$COMPARE$$VAL|Y$"
 EMPIRE_SPRAWL_NOT_OVER_CAP_TRIGGER: "$EMPIRE_SIZE$超出行政管理容量不$COMPARE$$VAL|Y$"
 EMPIRE_SPRAWL_OVER_CAP_TRIGGER: "$EMPIRE_SIZE$超出行政管理容量$COMPARE$$VAL|Y$"
 EMPIRE_SPRAWL_NOT_CAP_FRACTION_TRIGGER: "$EMPIRE_SIZE$不$COMPARE$行政管理容量$VAL|Y$"
 EMPIRE_SPRAWL_CAP_FRACTION_TRIGGER: "$EMPIRE_SIZE$比行政管理容量$COMPARE$$VAL|Y$"
 FOOD_TRIGGER: "食物$COMPARE$$VAL|Y$"
 FOOD_TRIGGER_NOT: "食物不$COMPARE$$VAL|Y$"
 CLOSE_BRANCH_OFFICE_EFFECT: "关闭$ADJ|Y$分部\n"
 ESTABLISH_BRANCH_OFFICE_EFFECT: "$COUNTRY|Y$设立新分部"
 SET_PLAYER_EFFECT: "$OLD|Y$会切换去使用$NEW|Y$"
 SET_PLANET_PURGE_TYPE_EFFECT: "将该行星的净化方式设置为$TYPE|Y$"
 TRIGGER_POP_CAN_REPRODUCE: "人口可以繁衍"
 TRIGGER_POP_CANNOT_REPRODUCE: "人口不可繁衍"
 TRIGGER_POP_MAINTENANCE_COST_NOT: "人口组$RESOURCE$维护费（$VAL0|2Y$）不$COMPARE$$VAL1|2Y$"
 TRIGGER_POP_MAINTENANCE_COST: "人口组$RESOURCE$维护费（$VAL0|2Y$）$COMPARE$$VAL1|2Y$"
 count_tile_trigger: "地块数量$IS_NOT$$COMPARATOR$ $NUM|Y$"
 TRIGGER_NOT_POPS_HAVE_HAPPINESS: "没有幸福度"
 TRIGGER_POPS_HAVE_HAPPINESS: "拥有幸福度"
 TRIGGER_NOT_USING_WAR_GOAL: "$COUNTRY$没有使用$KEY|Y$战争目标"
 TRIGGER_USING_WAR_GOAL: "$COUNTRY$正在使用$KEY|Y$战争目标"
 EFFECT_ADD_CASUS_BELLI: "对$COUNTRY|Y$添加$TYPE|Y$宣战理由"
 EFFECT_COPY_ETHOS_AND_AUTHORITY: "复制$COUNTRY|Y$的思潮和政府权力制度"
 EFFECT_ADD_STATIC_WAR_EXHAUSTION: "行星拥有者获得$VALUE|%Y$厌战度"
 OWNS_BYPASS_NOT: "$COUNTRY|Y$不控制拥有$BYPASS_TYPE|Y$的恒星系。"
 OWNS_BYPASS: "$COUNTRY|Y$控制拥有$BYPASS_TYPE|Y$的恒星系。"
 ADD_REMEMBERED_BYPASS_TYPE: "$COUNTRY|Y$归档$BYPASS_TYPE|Y$信息。"
 HAS_SEEN_SPECIFIC_BYPASS: "$COUNTRY|Y$调查过$BYPASS|Y$。"
 HAS_SEEN_SPECIFIC_BYPASS_NOT: "$COUNTRY|Y$未调查过$BYPASS|Y$。"
 HAS_SEEN_ANY_BYPASS_NOT: "$COUNTRY|Y$遭遇过$BYPASS_TYPE|Y$。"
 HAS_SEEN_ANY_BYPASS: "$COUNTRY|Y$未遭遇过$BYPASS_TYPE|Y$。"
 ADD_SEEN_BYPASS_INSTANCE: "$COUNTRY|Y$记录$BYPASS|Y$位置。"
 IS_BYPASS_TYPE: "路径类型是$BYPASS_TYPE|Y$"
 IS_BYPASS_TYPE_NOT: "路径类型不是$BYPASS_TYPE|Y$"
 ADD_RESOURCE: "资源：$RESOURCES|Y$"
 STARBASE_TRIGGER_SIZE_EQ: "恒星基地的等级为$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_GT: "恒星基地的等级大于$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_LT: "恒星基地的等级小于$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_GT_EQ: "恒星基地的等级至少为$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_LT_EQ: "恒星基地的等级最大为$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_NOT_EQ: "恒星基地的等级不为$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_NOT_GT: "恒星基地的等级不大于$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_NOT_LT: "恒星基地的等级不小于$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_NOT_GT_EQ: "恒星基地的等级并不最小为$SIZE|Y$"
 STARBASE_TRIGGER_SIZE_NOT_LT_EQ: "恒星基地的等级并不最大为$SIZE|Y$"
 any_owned_starbase_trigger: "任意拥有的恒星基地"
 effect_random_owned_starbase: "随机拥有的恒星基地"
 effect_every_owned_starbase: "所有拥有的恒星基地"
 count_owned_starbase_trigger: "拥有的恒星基地数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_starbase_all_trigger: "$IS_ALL_NOT$拥有的恒星基地满足以下条件"
 any_owned_nonprimary_starbase_trigger: "任意拥有的星环基地"
 effect_random_owned_nonprimary_starbase: "随机拥有的星环基地"
 effect_every_owned_nonprimary_starbase: "所有拥有的星环基地"
 count_owned_nonprimary_starbase_trigger: "拥有的星环基地数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_nonprimary_starbase_all_trigger: "$IS_ALL_NOT$拥有的星环基地满足以下条件"
 TRIGGER_IS_VALID_PLANET_KILLER_TARGET: "能将其歼星级武器瞄准$TARGET|Y$"
 TRIGGER_NOT_IS_VALID_PLANET_KILLER_TARGET: "不能将其歼星级武器瞄准$TARGET|Y$"
 EFFECT_SET_HOME_BASE: "将$FLEET|Y$的母港设置为$BASE|Y$。"
 any_war_participant_trigger: "任何战争参与者"
 effect_create_starbase: "一个$CLASS$在$SYSTEM$被创造出来，所有者为$COUNTRY$。"
 effect_set_starbase_size: "在$SYSTEM$的$CLASS$成为一个$NEWCLASS$。"
 effect_set_starbase_component: "在$SYSTEM$给$CLASS$增加一个$COMPONENT$。"
 effect_remove_starbase_module: "在$SYSTEM$中，从$CLASS$移除一个模块。"
 effect_remove_starbase_building: "在$SYSTEM$中，从$CLASS$中添加一个建筑"
 effect_add_starbase_component: "将舰船部件$COMPONENT$添加到$SYSTEM$内的恒星基地"
 effect_remove_starbase_component: "将舰船部件$COMPONENT$从$SYSTEM$的恒星基地中移除"
 REMOVE_RANDOM_STARBASE_MODULE_EFFECT: "移除$COUNT|Y$随机模块"
 REMOVE_RANDOM_STARBASE_BUILDING_EFFECT: "移除$COUNT|Y$随机建筑"
 IS_DISTANCE_HYPERLANE: "超位面的总距离在$MIN|Y2$到$MAX|Y2$之间"
 IS_DISTANCE_EUCLIDEAN: "欧几里得距离在$MIN|Y2$到$MAX|Y2$之间"
 IS_NOT_DISTANCE_HYPERLANE: "超位面的总距离不在$MIN|Y2$到$MAX|Y2$之间"
 IS_NOT_DISTANCE_EUCLIDEAN: "欧几里得距离不在$MIN|Y2$到$MAX|Y2$之间"
 IS_DISTANCE_SAME_SYSTEM: "同恒星系内的距离处于$MIN|Y2$到$MAX|Y2$之间"
 IS_NOT_DISTANCE_SAME_SYSTEM: "同恒星系内的距离不处于$MIN|Y2$到$MAX|Y2$之间"
 IS_DISTANCE_TO_EMPIRE: "到$WHO|Y$的距离$COMPARATOR$$DISTANCE|Y$"
 IS_NOT_DISTANCE_TO_EMPIRE: "到$WHO|Y$的距离不$COMPARATOR$$DISTANCE|Y$"
 IS_DISTANCE_TO_CAPITAL: "与首都间的超空间航道总距离为$COMPARATOR$$DISTANCE|Y$"
 IS_NOT_DISTANCE_TO_CAPITAL: "与首都间的超空间航道总距离不为$COMPARATOR$$DISTANCE|Y$"
 IS_INNER_RADIUS: "$SYSTEM$星系内半径$VALUE$$COMPARE$$VALUE2|Y$"
 IS_NOT_INNER_RADIUS: "$SYSTEM$星系内半径$VALUE$不$COMPARE$$VALUE2|Y$"
 HAS_COMMUNICATIONS_TRIGGER: "与$COUNTRY|Y$的通讯已建立"
 HAS_NOT_COMMUNICATIONS_TRIGGER: "尚未与$COUNTRY|Y$建立通讯"
 IS_NOT_BRIDGE_SYSTEM: "不是桥接型恒星系"
 IS_BRIDGE_SYSTEM: "是桥接型恒星系"
 IS_RESEARCHING_PROJECT_TRIGGER: "正在研究$PROJECT|Y$\n"
 IS_NOT_RESEARCHING_PROJECT_TRIGGER: "没有正在研究$PROJECT|Y$\n"
 CONTROLLED_SYSTEMS_TRIGGER: "所掌控的恒星系数量$COMPARATOR$ $NUM|Y$"
 CONTROLLED_SYSTEMS_NOT_TRIGGER: "所掌控的恒星系数量不$COMPARATOR$ $NUM|Y$"
 EXPLOITABLE_PLANETS_TRIGGER: "可开发的行星必须$COMPARATOR$ $NUM|Y$"
 EXPLOITABLE_PLANETS_NOT_TRIGGER: "可开发的行星不可$COMPARATOR$ $NUM|Y$"
 COLONIZABLE_CONTROLLED_TRIGGER: "可殖民的行星必须$COMPARATOR$ $NUM|Y$"
 COLONIZABLE_CONTROLLED_NOT_TRIGGER: "可殖民的行星不可$COMPARATOR$ $NUM|Y$"
 SCIENTIST_COUNT_TRIGGER: "已雇佣的科学官数量必须$COMPARATOR$ $NUM|Y$"
 SCIENTIST_COUNT_NOT_TRIGGER: "已雇佣的科学官数量不可$COMPARATOR$ $NUM|Y$"
 CIVICS_COUNT_TRIGGER: "国民理念数量$COMPARATOR$ $NUM|Y$"
 CIVICS_COUNT_NOT_TRIGGER: "国民理念数量不$COMPARATOR$ $NUM|Y$"
 NUM_RELICS_TRIGGER: "已收集遗珍数$COMPARATOR$$NUM|Y$"
 NUM_RELICS_NOT_TRIGGER: "已收集遗珍数不$COMPARATOR$$NUM|Y$"
 HAS_EXPANSION_PLAN: "电脑对手拥有想要扩充的恒星系"
 HAS_NO_EXPANSION_PLAN: "电脑对手并没有想要扩充的恒星系"
 HIGHEST_THREAT_TRIGGER: "帝国面临的最大威胁是$COMPARATOR$ $NUM|Y$"
 HIGHEST_THREAT_NOT_TRIGGER: "帝国面临的最大威胁不是$COMPARATOR$ $NUM|Y$"
 SET_FEDERATION_LAW: "为$FEDERATION|Y$制定$CATEGORY|Y$的联邦法律$LAW|Y$"
 HAS_FEDERATION_LAW: "$FEDERATION|Y$已施行$LAW|Y$"
 HAS_NOT_FEDERATION_LAW: "$FEDERATION|Y$未施行$LAW|Y$"
 HAS_FEDERATION_PERK: "$FEDERATION|Y$已采取$PERK|Y$"
 HAS_NOT_FEDERATION_PERK: "$FEDERATION|Y$未采取$PERK|Y$"
 SET_FEDERATION_TYPE: "$FEDERATION|Y$转变为$TYPE|Y$"
 HAS_FEDERATION_TYPE: "$FEDERATION|Y$为$TYPE|Y$"
 HAS_NOT_FEDERATION_TYPE: "$FEDERATION|Y$不是$TYPE|Y$"
 DESTROY_ESPIONAGE_OPERATION_EFFECT: "完成$NAME|Y$间谍行动。"
 ADD_ESPIONAGE_INFORMATION_EFFECT: "添加$VALUE$信息"
 ADD_SPY_NETWORK_LEVEL: "§Y渗透等级§!改变$LEVEL$。"
 SET_FEDERATION_SUCCESSION_TYPE: "将$FEDERATION|Y$的继任方式设为$TYPE|Y$"
 SET_FEDERATION_SUCCESSION_TERM: "将$FEDERATION|Y$的任期设为$TERM|Y$"
 SET_ONLY_LEADER_BUILDS_FLEETS_YES: "只允许联邦领袖国建造联邦舰队"
 SET_ONLY_LEADER_BUILDS_FLEETS_NO: "允许所有成员国建造联邦舰队"
 SET_ALLOW_SUBJECTS_TO_JOIN_YES: "允许附属国加入联邦"
 SET_ALLOW_SUBJECTS_TO_JOIN_NO: "不允许附属国加入联邦"
 SET_EQUAL_VOTING_RIGHTS_YES: "设为同等投票权重"
 SET_EQUAL_VOTING_RIGHTS_NO: "设为外交投票权重"
 SET_DIPLOMATIC_ACTION_SETTINGS: "更新行动设定"
 SET_FREE_MIGRATION_YES: "设为允许在联邦内自由移民"
 SET_FREE_MIGRATION_NO: "设为需要在联邦内单独签订移民条约"
 SET_FEDERATION_SETTINGS: "应用联邦设定：\n$SETTINGS$"
 FEDERATION_SETTING: "—$SETTING|H$：$VALUE|H$\n"
 ADD_FEDERATION_COHESION: "为$FEDERATION|H$增添$VALUE|H$团结度"
 FEDERATION_LEVEL_LESS_THAN: "$FEDERATION|H$等级不$COMPARE$$VAL1|0Y$"
 FEDERATION_LEVEL_AT_LEAST: "$FEDERATION|H$等级$COMPARE$$VAL1|0Y$"
 ADD_FEDERATION_EXPERIENCE: "为$FEDERATION|Y$增添$EXPERIENCE|2Y$点经验"
 FEDERATION_EXPERIENCE_LESS_THAN: "$FEDERATION|H$没有$COMPARE$$VAL1|2Y$经验"
 FEDERATION_EXPERIENCE_AT_LEAST: "$FEDERATION|H$具有$COMPARE$$VAL1|2Y$经验"
 FEDERATION_COHESION_GROWTH_LESS_THAN: "$FEDERATION|H$的团结度增长没有$COMPARE$$VAL1|2Y$"
 FEDERATION_COHESION_GROWTH_AT_LEAST: "$FEDERATION|H$的团结度增长$COMPARE$$VAL1|2Y$"
 FEDERATION_COHESION_LESS_THAN: "$FEDERATION|H$的团结度没有$COMPARE$$VAL1|2Y$"
 FEDERATION_COHESION_AT_LEAST: "$FEDERATION|H$的团结度$COMPARE$$VAL1|2Y$"
 START_SITUATION_EFFECT: "开始局势：$SITUATION|Y$"
 DESTROY_SITUATION_EFFECT: "结束局势：$NAME|Y$"
 ADD_SITUATION_PROGRESS: "$SITUATION|Y$局势推进了$AMOUNT|Y$"
 ADD_SITUATION_PROGRESS_NEGATIVE: "$SITUATION|Y$局势消减了$AMOUNT|Y$"
 SET_SITUATION_PROGRESS: "$SITUATION|Y$局势设定为$AMOUNT|Y$"
 SET_SITUATION_APPROACH_EFFECT: "局势应对方案设置为“$APPROACH|Y$”。\n将会带来如下效果：\n$EFFECTS$"
 CHANGE_SITUATION_TARGET_EFFECT_NONE: "清除$NAME|Y$的目标。"
 CHANGE_SITUATION_TARGET_EFFECT: "将$NAME|Y$的目标变为$TARGET_NAME|Y$。"
 TRIGGER_SITUATION_PROGRESS: "总进度（$CURRENT$）$COMPARE$$PROGRESS|Y$"
 TRIGGER_SITUATION_PROGRESS_NOT: "总进度（$CURRENT$）不$COMPARE$$PROGRESS|Y$"
 TRIGGER_SITUATION_MONTHLY_PROGRESS: "每月进度（$CURRENT$）$COMPARE$$PROGRESS|Y$"
 TRIGGER_SITUATION_MONTHLY_PROGRESS_NOT: "每月进度（$CURRENT$）不$COMPARE$$PROGRESS|Y$"
 TRIGGER_SITUATION_TYPE: "属于$TYPE|Y$类型"
 TRIGGER_SITUATION_TYPE_NOT: "不属于$TYPE|Y$类型"
 TRIGGER_SITUATION_STAGE: "当前处于“$STAGE|Y$”阶段"
 TRIGGER_SITUATION_STAGE_NOT: "当前不处于“$STAGE|Y$”阶段"
 TRIGGER_SITUATION_APPROACH: "当前解决方案是“$APPROACH|Y$”"
 TRIGGER_SITUATION_APPROACH_NOT: "当前解决方案不是“$APPROACH|Y$”"
 TRIGGER_CAN_SET_SITUATION_APPROACH: "解决方案“$APPROACH|Y$”可以选择"
 TRIGGER_CANNOT_SET_SITUATION_APPROACH: "解决方案“$APPROACH|Y$”不能选择"
 any_situation_trigger: "任何活跃的局势"
 effect_random_situation: "随机活跃的局势"
 effect_every_situation: "所有活跃的局势"
 count_situation_trigger: "活跃的局势数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_situation_all_trigger: "$IS_ALL_NOT$活跃的局势满足以下条件"
 any_targeting_situation_trigger: "任何目标局势"
 effect_random_targeting_situation: "随机目标局势"
 effect_every_targeting_situation: "所有目标局势"
 count_targeting_situation_trigger: "目标局势的数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_targeting_situation_all_trigger: "$IS_ALL_NOT$目标局势满足以下条件"
 HAS_CURRENT_FIRST_CONTACT_STAGE: "当前阶段是$STAGE|Y$"
 HAS_NOT_CURRENT_FIRST_CONTACT_STAGE: "当前阶段不是$STAGE|Y$"
 HAS_SECTOR_TYPE: "星域是$TYPE$"
 HAS_NOT_SECTOR_TYPE: "星域不是$TYPE$"
 IS_ARCHETYPE: "是$ARCHETYPE|Y$。"
 IS_NOT_ARCHETYPE: "不是$ARCHETYPE|Y$。"
 HAS_NOT_NUM_SECTORS: "星域数量不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_SECTORS: "星域数量$COMPARATOR$ $NUM|Y$"
 HAS_NOT_NUM_UNCLEARED_BLOCKERS: "未清除的地块障碍数不$COMPARATOR$ $NUM|Y$"
 HAS_NUM_UNCLEARED_BLOCKERS: "未清除的地块障碍数$COMPARATOR$ $NUM|Y$"
 any_owned_sector_trigger: "任意所属星域"
 effect_random_owned_sector: "随机所属星域"
 effect_every_owned_sector: "所有所属星域"
 count_owned_sector_trigger: "所属星域数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_sector_all_trigger: "$IS_ALL_NOT$所属星域满足以下条件"
 any_owned_design_trigger: "拥有的任意飞船设计"
 effect_random_owned_design: "拥有的随机飞船设计"
 effect_every_owned_design: "所有拥有的舰船设计"
 count_owned_design_trigger: "拥有的舰船设计数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_design_all_trigger: "$IS_ALL_NOT$拥有的舰船设计满足以下条件"
 any_galaxy_sector_trigger: "星系内的任一星域"
 effect_random_sector: "星系内的随机星域"
 effect_every_sector: "星系内的所有星域"
 count_sector_trigger: "星系内的星域数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_sector_all_trigger: "$IS_ALL_NOT$星系内的星域满足以下条件"
 effect_every_neighbor_country: "所有邻近国家"
 RANDOM_OWNED_PLANET_EFFECT: "随机$ADJ$行星（$PLANET|H$）：\n\t"
 EVERY_OWNED_PLANET_EFFECT: "所有$ADJ$行星：\n\t"
 DURATION_DAYS: "$TIME$天"
 DURATION_MONTHS: "$TIME$个月"
 ADD_TMP_TRAIT: "§H$LEADER$§!在$DURATION|Y$内拥有§H$TRAIT$§!特质\n"
 HAS_UNLOCKED_ALL_TRADITIONS: "$COUNTRY|Y$已解锁所有可用的传统。"
 HAS_NOT_UNLOCKED_ALL_TRADITIONS: "$COUNTRY|Y$尚未解锁所有可用的传统。"
 HAS_DIPLO_STANCE: "具有外交姿态$STANCE|Y$"
 DOES_NOT_HAVE_DIPLO_STANCE: "不具有外交姿态$STANCE|Y$"
 TRIGGER_NOT_HAS_SPECIES_ARCHETYPE: "不具有物种类型：$TYPE|Y$"
 TRIGGER_HAS_SPECIES_ARCHETYPE: "具有物种类型：$TYPE|Y$"
 TRIGGER_NOT_HAS_SPECIES_CLASS: "不具有物种类别：$CLASS|Y$"
 TRIGGER_HAS_SPECIES_CLASS: "具有物种类别：$CLASS|Y$"
 TRIGGER_HAS_ORIGIN: "具有['civic:$ORIGIN$', $ORIGIN_NAME$]起源"
 TRIGGER_NOT_HAS_ORIGIN: "不具有['civic:$ORIGIN$', $ORIGIN_NAME$]起源"
 HAS_ORIGIN_ICON_TIP: "由于$WHO|H$拥有$ORIGIN|Y$起源，该选项可用"
 ADD_FAVORS_EFFECT: "获得对$TARGET|H$的$NUM|Y$点外交支持"
 REMOVE_FAVORS_EFFECT: "失去$TARGET|H$的$NUM|Y$点外交支持"
 NUM_FAVORS_LESS_THAN: "§H$COUNTRY$外交支持§!数量（$VAL0|Y$）$COMPARE$$VAL1|0Y$"
 NUM_FAVORS_AT_LEAST: "§H$COUNTRY$外交支持§!数量（$VAL0|Y$）$COMPARE$$VAL1|0Y$"
 HAS_AVAILABLE_JOB: "$PLANET|Y$具有空闲的$JOB|Y$岗位"
 HAS_AVAILABLE_JOB_NOT: "$PLANET|Y$没有任何空闲的$JOB|Y$岗位"
 HAS_FORBIDDEN_JOB: "$PLANET|Y$具有低优先度$JOB|Y$岗位 "
 HAS_FORBIDDEN_JOB_NOT: "$PLANET|Y$没有任何空闲的低优先度$JOB|Y$岗位"
 any_federation_trigger: "任意联邦"
 effect_random_federation: "随机联邦"
 effect_every_federation: "所有联邦"
 count_federation_trigger: "联邦数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_federation_all_trigger: "$IS_ALL_NOT$联邦满足以下条件"
 WITH_CONDITIONS_STRING: " 满足以下条件"
 IS_STRING: "是"
 IS_NOT_STRING: "不是"
 ALL_STRING: "所有"
 NOT_ALL_STRING: "并非全部"
 any_ground_combat_attacker_trigger: "任一正在进攻的陆军"
 effect_random_ground_combat_attacker: "随机正在进攻的陆军"
 effect_every_ground_combat_attacker: "所有正在进攻的陆军"
 count_ground_combat_attacker_trigger: "正在进攻的陆军数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_ground_combat_attacker_all_trigger: "$IS_ALL_NOT$正在进攻的陆军满足以下条件"
 any_ground_combat_defender_trigger: "任一正在防御的陆军"
 effect_random_ground_combat_defender: "随机正在防御的陆军"
 effect_every_ground_combat_defender: "所有正在防御的陆军"
 count_ground_combat_defender_trigger: "正在防御的陆军数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_ground_combat_defender_all_trigger: "$IS_ALL_NOT$正在防御的陆军满足以下条件"
 TRIGGER_ROBOT_SPECIES: "$SPECIES|Y$是机器人物种"
 TRIGGER_ROBOT_SPECIES_NOT: "$SPECIES|Y$不是机器人物种"
 any_enslaved_species_trigger: "任意具有被奴役人口的物种"
 any_owned_species_trigger: "任意己方物种"
 count_enslaved_species_trigger: "拥有被奴役人口的物种数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 any_fleet_in_system_trigger: "恒星系内任意舰队"
 any_owned_fleet_trigger: "任意己方舰队"
 any_fleet_in_orbit_trigger: "任意在轨舰队"
 count_owned_fleet_trigger: "拥有舰队数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_fleet_all_trigger: "$IS_ALL_NOT$拥有的舰队满足以下条件"
 count_fleet_in_orbit_trigger: "在轨舰队数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_fleet_in_orbit_all_trigger: "$IS_ALL_NOT$在轨舰队满足以下条件"
 effect_every_owned_fleet: "所有己方舰队"
 effect_random_fleet_in_system: "恒星系内随机舰队"
 effect_random_owned_fleet: "随机己方舰队"
 effect_every_fleet_in_system: "恒星系内所有舰队"
 effect_random_controlled_fleet: "随机受控舰队"
 effect_every_controlled_fleet: "所有受控舰队"
 any_controlled_fleet_trigger: "任意受控舰队"
 count_controlled_fleet_trigger: "受控舰队数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 any_owned_planet_trigger: "任意所属行星"
 effect_random_owned_planet: "随机所属行星"
 effect_every_owned_planet: "所有所属行星"
 count_owned_planet_trigger: "所属行星的数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_owned_planet_all_trigger: "$IS_ALL_NOT$所属行星满足以下条件"
 any_controlled_planet_trigger: "任一控制的行星"
 effect_random_controlled_planet: "随机控制的行星"
 effect_every_controlled_planet: "所有控制的行星"
 count_controlled_planet_trigger: "控制的行星数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_controlled_planet_all_trigger: "$IS_ALL_NOT$控制的行星满足以下条件"
 any_galaxy_planet_trigger: "星系内任一行星"
 effect_random_galaxy_planet: "星系内随机行星"
 effect_every_galaxy_planet: "星系内所有行星"
 count_galaxy_planet_trigger: "星系内的行星数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_galaxy_planet_all_trigger: "$IS_ALL_NOT$星系内的行星满足以下条件"
 any_galaxy_fleet_trigger: "星系内的任一舰队"
 effect_random_galaxy_fleet: "星系内的随机舰队"
 effect_every_galaxy_fleet: "星系内的所有舰队"
 count_galaxy_fleet_trigger: "星系内的舰队数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_galaxy_fleet_all_trigger: "$IS_ALL_NOT$星系内的舰队满足以下条件"
 any_ship_in_system_trigger: "恒星系内任一舰船"
 effect_random_ship_in_system: "恒星系内随机舰船"
 effect_every_ship_in_system: "恒星系内所有舰船"
 count_ship_in_system_trigger: "进攻方数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_ship_in_system_all_trigger: "$IS_ALL_NOT$进攻方满足以下条件"
 any_attacker_trigger: "任意进攻方"
 effect_random_attacker: "随机进攻方"
 effect_every_attacker: "所有进攻方"
 count_attacker_trigger: "进攻方数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_attacker_all_trigger: "$IS_ALL_NOT$进攻方满足以下条件"
 any_defender_trigger: "任意防御方"
 effect_random_defender: "随机防御方"
 effect_every_defender: "所有防御方"
 count_defender_trigger: "防御方数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_defender_all_trigger: "$IS_ALL_NOT$防御方满足以下条件"
 any_deposit_trigger: "任何矿藏"
 effect_random_deposit: "随机矿藏"
 effect_every_deposit: "所有矿藏"
 count_deposit_trigger: "矿脉数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_deposit_all_trigger: "$IS_ALL_NOT$矿脉满足以下条件"
 any_moon_trigger: "任意卫星"
 effect_random_moon: "随机卫星"
 effect_every_moon: "所有卫星"
 count_moon_trigger: "卫星数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_moon_all_trigger: "$IS_ALL_NOT$卫星满足以下条件"
 any_spynetwork_trigger: "任一间谍网"
 effect_random_spynetwork: "随机间谍网"
 effect_every_spynetwork: "所有间谍网"
 count_spynetwork_trigger: "间谍网数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_spynetwork_all_trigger: "$IS_ALL_NOT$间谍网满足以下条件"
 any_espionage_operation_trigger: "任一谍报行动"
 effect_random_espionage_operation: "随机谍报行动"
 effect_every_espionage_operation: "所有谍报行动"
 count_espionage_operation_trigger: "谍报行动的数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_espionage_operation_all_trigger: "$IS_ALL_NOT$谍报行动满足以下条件"
 any_espionage_asset_trigger: "任一谍报线人"
 effect_random_espionage_asset: "随机谍报线人"
 effect_every_espionage_asset: "所有谍报线人"
 count_espionage_asset_trigger: "谍报线人的数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_espionage_asset_all_trigger: "$IS_ALL_NOT$谍报线人满足以下条件"
 any_species_pop_trigger: "物种内任一人口"
 any_species_pop_group_trigger: "物种内任一人口组"
 count_species_pop_group_trigger: "物种的人口组数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 effect_every_job_pop_group: "每个有业人口组"
 effect_random_species_pop: "物种内随机人口"
 effect_every_species_pop: "物种内所有人口"
 count_species_pop_trigger: "物种内人口数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_species_pop_all_trigger: "$IS_ALL_NOT$物种内人口满足以下条件"
 any_associate_trigger: "任一合作成员国"
 effect_random_associate: "随机合作成员国"
 effect_every_associate: "所有合作成员国"
 count_associate_trigger: "合作成员国数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_associate_all_trigger: "$IS_ALL_NOT$合作成员国满足以下条件"
 any_galcom_member_trigger: "任意星海共同体成员"
 effect_random_galcom_member: "随机星海共同体成员"
 effect_every_galcom_member: "所有星海共同体成员"
 count_galcom_member_trigger: "星海共同体成员数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_galcom_member_all_trigger: "$IS_ALL_NOT$星海共同体成员满足以下条件"
 any_council_member_trigger: "任意理事会成员"
 effect_random_council_member: "随机理事会成员"
 effect_every_council_member: "所有理事会成员"
 count_council_member_trigger: "理事会成员数$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_council_member_all_trigger: "$IS_ALL_NOT$理事会成员满足以下条件"
 ADD_COUNCIL_AGENDA_PROGRESS: "内阁议程进度："
 add_council_agenda_progress_percent_positive: "$ADD_COUNCIL_AGENDA_PROGRESS$§G+$VALUE|%0$§!\n"
 add_council_agenda_progress_percent_negative: "$ADD_COUNCIL_AGENDA_PROGRESS$§R$VALUE|%0$§!\n"
 add_council_agenda_progress_positive: "$ADD_COUNCIL_AGENDA_PROGRESS$§G+$VALUE|0$§!\n"
 add_council_agenda_progress_negative: "$ADD_COUNCIL_AGENDA_PROGRESS$§R$VALUE|0$§!\n"
 HAS_NOT_AGENDA_PROGRESS_PERCENT: "内阁议程进度不$COMPARE$$VALUE|0%$"
 HAS_AGENDA_PROGRESS_PERCENT: "内阁议程进度$COMPARE$$VALUE|0%$"
 HAS_NOT_AGENDA_PROGRESS: "内阁议程进度不$COMPARE$$VALUE|0$"
 HAS_AGENDA_PROGRESS: "内阁议程进度$COMPARE$$VALUE|0$"
 HAS_NOT_LEGITIMACY: "内阁正统性不$COMPARE$$VALUE|0%$"
 HAS_LEGITIMACY: "内阁正统性$COMPARE$$VALUE|0%$"
 effect_random_fleet_in_orbit: "随机在轨舰队"
 effect_every_fleet_in_orbit: "所有在轨舰队"
 NUM_FALLEN_EMPIRES_LESS_THAN: "失落帝国的数量（$VAL0|Y$）$COMPARE$$VAL1|Y$"
 NUM_FALLEN_EMPIRES_AT_LEAST: "失落帝国的数量（$VAL0|Y$）$COMPARE$$VAL1|Y$"
 NUM_AI_EMPIRES_LESS_THAN: "电脑帝国的数量（$VAL0|Y$）$COMPARE$$VAL1|Y$"
 NUM_AI_EMPIRES_AT_LEAST: "电脑帝国的数量（$VAL0|Y$）$COMPARE$$VAL1|Y$"
 GALAXY_SIZE_IS: "星系尺寸是$SIZE|Y$"
 GALAXY_SIZE_IS_NOT: "星系尺寸不是$SIZE|Y$"
 GALAXY_SHAPE_IS: "星系形状为$SHAPE|Y$"
 GALAXY_SHAPE_IS_NOT: "星系形状不为$SHAPE|Y$"
 HAS_HAPPINESS_TRIGGER: "具有幸福度"
 HAS_NOT_HAPPINESS_TRIGGER: "没有幸福度"
 IS_IN_BREACH_OF_TRIGGER: "违反了$RESOLUTION$"
 IS_NOT_IN_BREACH_OF_TRIGGER: "不违反$RESOLUTION$"
 POP_GROUP_SIZE_TRIGGER: "人口组规模$COMPARATOR$$NUM|Y$"
 POP_GROUP_SIZE_NOT_TRIGGER: "人口组规模不$COMPARATOR$$NUM|Y$"
 GALAXY_SETUP_VALUE_NOT: "星系设置值不$COMPARE$$VAL|Y$"
 GALAXY_SETUP_VALUE: "星系设置值$COMPARE$$VAL|Y$"
 HAS_GOVERNMENT_YES: "拥有政府"
 HAS_GOVERNMENT_NO: "没有政府"
 HAS_GOVERNMENT: "拥有$GOV|Y$类型的政府"
 HAS_NOT_GOVERNMENT: "没有$GOV|Y$类型的政府"
 ADD_INTEL_EFFECT: "$ACTOR|Y$获得$TARGET|Y$的$INTEL$情报。"
 ADD_INTEL_REPORT_EFFECT: "$ACTOR|Y$获得了针对$TARGET|Y$的$LEVEL$$CATEGORY|Y$情报，持续$DAYS|Y$天。"
 CHECK_MODIFIER_VALUE: "$MODIFIER$的值（$VAL1$）$COMPARATOR$$VAL2|Y$"
 CHECK_MODIFIER_VALUE_NOT: "$MODIFIER$的值（$VAL1$）不$COMPARATOR$$VAL2|Y$"
 CHECK_ECONOMIC_PRODUCTION_MODIFIER_VALUE: "作为$JOB|Y$生产$RESOURCE|Y$的修正$COMPARATOR$$VAL2|Y$（当前：$VAL1$）"
 CHECK_ECONOMIC_PRODUCTION_MODIFIER_VALUE_NOT: "作为$JOB|Y$生产$RESOURCE|Y$的修正不$COMPARATOR$$VAL2|Y$（当前：$VAL1$）"
 TRIGGER_IS_TOTAL_WAR: "是全面战争"
 TRIGGER_IS_NOT_TOTAL_WAR: "不是全面战争"
 CREATE_ESPIONAGE_ASSET: "获得可以针对$COUNTRY|Y$使用的$TYPE|Y$线人。"
 DESTROY_ESPIONAGE_ASSET: "摧毁$TYPE|Y$线人"
 ASSIGN_ESPIONAGE_ASSET: "指派$TYPE|Y$线人"
 UNASSIGN_ESPIONAGE_ASSET: "分离$TYPE|Y$线人"
 SET_POLICY: "$POLICY_GROUP|Y$的政策设定为$OPTION|Y$"
 CAN_SET_POLICY_TRIGGER: "能够将$POLICY_GROUP|Y$的政策设为$OPTION|Y$"
 CAN_NOT_SET_POLICY_TRIGGER: "不能将$POLICY_GROUP|Y$的政策设为$OPTION|Y$"
 CAN_WORK_SPECIFIC_WORK_TYPE_TRIGGER: "可以从事任何可用的$JOB$工作。"
 CAN_NOT_WORK_SPECIFIC_JOB_TYPE_TRIGGER: "不能从事任何可用的$JOB$工作。"
 HAS_PLANETARY_ASCENSION_TIER: "殖民地飞升等级$COMPARATOR$$TIER|Y$"
 HAS_NOT_PLANETARY_ASCENSION_TIER: "殖民地飞升等级没有$COMPARATOR$$TIER|Y$"
 SET_PLANETARY_ASCENSION_TIER: "殖民地飞升等级设定为$TIER|Y$"
 NUM_PLANETARY_ASCENSION_TIERS: "总殖民地飞升等级$COMPARATOR$$TIER|Y$"
 NUM_PLANETARY_ASCENSION_TIERS_NOT: "总殖民地飞升等级不为$COMPARATOR$$TIER|Y$"
 HAS_DEFENSIVE_ARMY_STRENGTH: "卫戍军军力$COMPARATOR$$VALUE|Y$"
 HAS_NOT_DEFENSIVE_ARMY_STRENGTH: "卫戍军军力不$COMPARATOR$$VALUE|Y$"
 HAS_PATH_TRIGGER: "$COUNTRY|Y$选择了$PATH|Y$天灾路线"
 HAS_NOT_PATH_TRIGGER: "$COUNTRY|Y$没有选择$PATH|Y$天灾路线"
 HAS_MENACE_PERK_TRIGGER: "拥有天灾增益：$PERK|Y$"
 HAS_NOT_MENACE_PERK_TRIGGER: "未拥有天灾增益：$PERK|Y$"
 SELECT_CRISIS_PATH: "$COUNTRY$采纳了$PATH$"
 UNLOCK_MENACE_PERK: "$COUNTRY$解锁了$PERK$天灾增益"
 COMPLETE_CRISIS_OBJECTIVE: "危机目标$OBJ|Y$已经完成，授予$REWARD|G$点威慑力。"
 COMPLETE_CRISIS_OBJECTIVE_FAIL: "所选的天灾之路$PATHY$不包含$OBJ|Y$天灾目标。不会获得任何威慑力。"
 DEACTIVATE_MENACE_PERK: "$COUNTRY$取消激活$PERK$天灾增益"
 ACTIVATE_CRISIS_PROGRESSION: "$COUNTRY$现在可以踏上§Y化身§R天灾§!§!之路。"
 ACTIVATE_CRISIS_PROGRESSION_NO_COUNTRY: "可以让你在§Y化身§R天灾§!的道路上前进§!。"
 CREATE_NEBULA_EFFECT: "已在$SYSTEM|Y$恒星系创建星云"
 ADD_VICTORY_SCORE_EFFECT: "$COUNTRY|Y$的胜利分数增加$VALUE$"
 HAS_CRISIS_LEVEL_TRIGGER: "拥有天灾等级：$LEVEL|Y$"
 HAS_NOT_CRISIS_LEVEL_TRIGGER: "没有天灾等级：$LEVEL|Y$"
 SET_AI_PERSONALITY: "国家$COUNTRY|Y$获得AI性格$PERS|Y$"
 DISSOLVE_FEDERATION_EFFECT: "$FEDERATION|Y$解散"
 ID_NOT_IDLE: "忙碌中"
 ID_IDLE: "空闲中"
 CLIMATE_TRIGGER: "拥有$CLIMATE|Y$气候"
 NOT_CLIMATE_TRIGGER: "没有$CLIMATE|Y$气候"
 IS_SCOPE_TYPE: "是$SCOPETYPE$"
 IS_NOT_SCOPE_TYPE: "不是$SCOPETYPE$"
 MULTIPLY_CRISIS_STRENGTH: "终末危机的强度乘以了$MULT|Y$"
 SET_MALE_RULER_TITLE_EFFECT: "男性统治者头衔设定为$NAME$"
 SET_FEMALE_RULER_TITLE_EFFECT: "女性统治者头衔设定为$NAME$"
 SET_MALE_HEIR_TITLE_EFFECT: "男性继承人头衔设定为$NAME$"
 SET_FEMALE_HEIR_TITLE_EFFECT: "女性继承人头衔设定为$NAME$"
 CLEAR_CUSTOM_TITLES_EFFECT: "将统治者和继承人头衔重置为默认头衔"
 TRIGGER_IN_SENSOR_RANGE: "$WHAT|Y$在$WHO|Y$的探测范围内"
 TRIGGER_NOT_IN_SENSOR_RANGE: "$WHAT|Y$不在$WHO|Y$的探测范围内"
 CREATE_FIRST_CONTACT_SITE: "建立第一次接触站点来调查$COUNTRY|Y$"
 CAN_BUY_RESOURCE_ON_MARKET_TRIGGER: "能够在市场上购买$RESOURCE|Y$"
 CAN_NOT_BUY_RESOURCE_ON_MARKET_TRIGGER: "不能在市场上购买$RESOURCE|Y$"
 any_orbital_station_trigger: "任意轨道空间站"
 effect_random_orbital_station: "随机轨道空间站"
 effect_every_orbital_station: "所有轨道空间站"
 count_orbital_station_trigger: "轨道站数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_orbital_station_all_trigger: "$IS_ALL_NOT$轨道站满足以下条件"
 STARBASE_IS_NOT_BUILDING: "恒星基地没有在建造$COMP|Y$"
 STARBASE_IS_BUILDING: "恒星基地正在建造$COMP|Y$"
 STARBASE_IS_NOT_FIRST_IN_QUEUE: "在建筑列表中，$FIRST|Y$没有位于$SECOND|Y$之前"
 STARBASE_IS_FIRST_IN_QUEUE: "在建筑列表中，$FIRST|Y$位于$SECOND|Y$之前"
 HAS_AGREEMENT_BETWEEN_TRIGGER: "$COUNTRY|Y$和$TARGET|Y$之间存在协议"
 HAS_AGREEMENT_BETWEEN_NOT_TRIGGER: "$COUNTRY|Y$和$TARGET|Y$之间不存在协议"
 HAS_TERM_VALUE_TRIGGER: "这个协议有一项$TERM|Y$为$VALUE|Y$"
 HAS_TERM_VALUE_NOT_TRIGGER: "这个协议没有$TERM|Y$为$VALUE|Y$"
 HAS_SPECIALIST_PERK_TRIGGER: "属国特化增益$PERK|Y$在这个协议中已生效"
 HAS_SPECIALIST_PERK_NOT_TRIGGER: "属国特化增益$PERK|Y$在这个协议中未生效"
 HAS_ACTIVE_SPECIALIST_TYPE_ANY_TRIGGER: "这个协议有一项生效的属国特化"
 HAS_ACTIVE_SPECIALIST_TYPE_ANY_NOT_TRIGGER: "这个协议没有任何生效的属国特化"
 HAS_ACTIVE_SPECIALIST_TYPE_TRIGGER: "这个协议有一项生效的$SPECIALIST_TYPE|Y$类型属国特化"
 HAS_ACTIVE_SPECIALIST_TYPE_NOT_TRIGGER: "这个协议没有任何生效的$SPECIALIST_TYPE|Y$类型属国特化"
 SPECIALIST_TIER_LESS_THAN: "$SUBJECT|H$的属国特化等级不$COMPARE$$VAL1|2Y$"
 SPECIALIST_TIER_AT_LEAST: "$SUBJECT|H$的属国特化等级$COMPARE$$VAL1|2Y$"
 AGREEMENT_PRESET_TRIGGER: "这个协议有预设的$PRESET|Y$"
 AGREEMENT_PRESET_NOT_TRIGGER: "这个协议没有预设的$PRESET|Y$"
 SET_RULE_JOIN_OVERLORD_WARS: "改变附属的协议条款以加入宗主的战争"
 SET_RULE_JOIN_SUBJECT_WARS: "改变宗主的协议条款以加入附属的战争"
 SET_RULE_CAN_SUBJECT_BE_INTEGRATED: "改变协议条款使得宗主能够整合其附属"
 SET_RULE_CAN_NOT_SUBJECT_BE_INTEGRATED: "改变协议条款使得宗主无法整合其附属"
 SET_RULE_CAN_SUBJECT_DO_DIPLOMACY: "改变协议条款使得附属能够开展外交"
 SET_RULE_CAN_NOT_SUBJECT_DO_DIPLOMACY: "改变协议条款使得附属无法开展外交"
 SET_RULE_CAN_SUBJECT_VOTE: "改变协议条款使得附属拥有独立投票权"
 SET_RULE_CAN_NOT_SUBJECT_VOTE: "改变协议条款使得附属不拥有独立投票权"
 SET_RULE_CAN_SUBJECT_EXPAND: "改变协议条款使得附属允许扩张"
 SET_RULE_CAN_SUBJECT_EXPAND_WITH_TITHE: "改变协议条款使得附属允许扩张，但是需要给宗主支付£influence£影响力作为贡税"
 SET_RULE_CAN_NOT_SUBJECT_EXPAND: "改变协议条款使得附属无法扩张"
 SET_RULE_SUBJECT_HAS_SENSORS: "改变协议条款使得附属能够获得宗主的传感器数据"
 SET_RULE_SUBJECT_DOES_NOT_HAVE_SENSORS: "改变协议条款使得附属不能拥有宗主的传感器数据"
 ENCLAVE_OFFER_HIRE_FLEET: "花费$PRICE|Y$雇佣一支£military_ship£§R[GetMercenaryLoc]舰队（£military_power£$POWER$）§!，持续时间£time£$DAYS|G$天。"
 MERCENARY: "佣兵"
 GET_TRADE_DATA_NOTHING_TO_OFFER: "无法提供"
 MAKE_SPECIAL_TRADE_NOTHING_TO_OFFER: "$GET_TRADE_DATA_NOTHING_TO_OFFER$"
 CONVERT_TO_SPECIALIST: "开始将帝国转化为$SPECIALIST_TYPE|Y$类型的特化属国\n"
 SET_AGREEMENT_TERMS_EFFECT: "为$OVERLORD|Y$和$SUBJECT|Y$之间的协议设置条款"
 SET_DISCRETE_TERM_VALUE_EFFECT: "$TERM|Y$：$VALUE|Y$"
 SET_RESOURCE_TERM_VALUE_EFFECT: "$TERM|Y$：$VALUE|Y$"
 IS_OFFER_TERMS_ACTUAL_TRIGGER: "$BUYER|Y$和$SELLER|Y$之间的贸易协定是有效的。"
 IS_OFFER_TERMS_ACTUAL_NOT_TRIGGER: "$BUYER|Y$和$SELLER|Y$之间的贸易协定是无效的。"
 CAN_AFFORD_SPECIAL_OFFER_TRIGGER: "$BUYER|Y$能够负担得起$SELLER|Y$提供的特别协定。"
 CAN_AFFORD_SPECIAL_OFFER_NOT_TRIGGER: "$BUYER|Y$无法负担得起$SELLER|Y$提供的特别协定。"
 SET_AGREEMENT_PRESET_EFFECT: "将预设的$PRESET|Y$条款应用到这个协议"
 SET_AGREEMENT_PRESET_EFFECT_NO_APPLY: "将协议的预设条款设置为$PRESET|Y$"
 HAS_LOYALTY_LESS_THAN: "$SUBJECT|H$的忠诚度不$COMPARE$$VAL1|2Y$"
 HAS_LOYALTY_AT_LEAST: "$SUBJECT|H$的忠诚度$COMPARE$$VAL1|2Y$"
 HAS_MONTHLY_LOYALTY_LESS_THAN: "$SUBJECT|H$的每月忠诚度不$COMPARE$$VAL1|2Y$"
 HAS_MONTHLY_LOYALTY_AT_LEAST: "$SUBJECT|H$的每月忠诚度$COMPARE$$VAL1|2Y$"
 effect_every_archaeological_site: "每个考古遗址"
 AWARENESS_TRIGGER: "感知为$COMPARE$$VALUE|Y$"
 AWARENESS_NOT_TRIGGER: "感知不为$COMPARE$$VALUE|Y$"
 AWARENESS_STAGE_TRIGGER: "感知的等级为$COMPARE$$STAGE|Y$"
 AWARENESS_STAGE_NOT_TRIGGER: "感知的等级不为$COMPARE$ $STAGE|Y$"
 TRIGGER_IS_UNDER_SOCIETAL_ENLIGHTENMENT: "正在接受来自$TARGET|Y$的社会指导"
 TRIGGER_IS_NOT_UNDER_SOCIETAL_ENLIGHTENMENT: "未在接受来自$TARGET|Y$的社会指导"
 TRIGGER_IS_UNDER_OPEN_TECHNOLOGICAL_ENLIGHTENMENT: "正在接受来自$TARGET|Y$的科技"
 TRIGGER_IS_NOT_UNDER_OPEN_TECHNOLOGICAL_ENLIGHTENMENT: "未在接受来自$TARGET|Y$的科技"
 TRIGGER_IS_UNDER_STRATIFIED_TECHNOLOGICAL_ENLIGHTENMENT: "正在接受来自$TARGET|Y$的分层技术发展"
 TRIGGER_IS_NOT_UNDER_STRATIFIED_TECHNOLOGICAL_ENLIGHTENMENT: "未在接受来自$TARGET|Y$的分层技术发展"
 TRIGGER_HAS_PRE_FTL_TRADE: "已与$TARGET|Y$贸易"
 TRIGGER_DOESNT_HAVE_PRE_FTL_TRADE: "未与$TARGET|Y$贸易"
 EFFECT_REMOVE_FROM_FEDERATION: "$COUNTRY$从$FEDERATION$中移除"
 EFFECT_BREAK_TREATY: "$COUNTRY1$撕毁了与$COUNTRY2$的$TREATY_TYPE$"
 EFFECT_CLEAR_RELATIONS: "国家“$SCOPED_COUNTRY$”和国家“$TARGET_COUNTRY$”明确的关系：$RELATION_KEYS$"
 EFFECT_REMOVE_ENVOYS_TO: "移除从$FROM_COUNTRY$指派到$TO_COUNTRY$的特使"
 TRIGGER_IS_GARRISON: "舰队$FLEET|Y$是一支占领军"
 TRIGGER_IS_NOT_GARRISON: "舰队$FLEET|Y$不是一支占领军"
 TRIGGER_CAN_GO_MIA: "$FLEET|Y$会在任务中失踪"
 TRIGGER_CANNOT_GO_MIA: "$FLEET|Y$不会在任务中失踪"
 HAS_NUM_POSITIVE_TRAITS: "正面特质的数量$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_POSITIVE_TRAITS: "正面特质的数量不$COMPARATOR$$NUM|Y$"
 HAS_NUM_NEGATIVE_TRAITS: "负面特质的数量$COMPARATOR$$NUM|Y$"
 HAS_NOT_NUM_NEGATIVE_TRAITS: "负面特质的数量不$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_SUBCLASS: "负面子类特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_SUBCLASS: "正面子类特质的数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_SUBCLASS: "子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_COUNCILOR_SUBCLASS: "负面内阁子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_COUNCILOR_SUBCLASS: "正面内阁子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_COUNCILOR_SUBCLASS: "子类内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_NON_COUNCIL_SUBCLASS: "非内阁子类负面特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_NON_COUNCIL_SUBCLASS: "非内阁子类正面特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_SUBCLASS: "负面子类特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_SUBCLASS: "正面子类特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_SUBCLASS: "子类特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_COUNCILOR_SUBCLASS: "负面内阁子类特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_COUNCILOR_SUBCLASS: "正面内阁子类特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_COUNCILOR_SUBCLASS: "内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_NON_COUNCIL_SUBCLASS: "负面非内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_NON_COUNCIL_SUBCLASS: "正面非内阁特质等级数$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_NON_SUBCLASS: "负面非子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_NON_SUBCLASS: "正面非子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NON_SUBCLASS: "非子类特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_COUNCILOR_NON_SUBCLASS: "负面非子类内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_COUNCILOR_NON_SUBCLASS: "正面非子类内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_COUNCILOR_NON_SUBCLASS: "非子类内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_NEGATIVE_NON_COUNCIL_NON_SUBCLASS: "负面非子类非内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAITS_POSITIVE_NON_COUNCIL_NON_SUBCLASS: "正面非子类非内阁特质数量$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_NON_SUBCLASS: "负面非子类特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_NON_SUBCLASS: "正面非子类特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NON_SUBCLASS: "非子类特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_COUNCILOR_NON_SUBCLASS: "负面非子类内阁特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_COUNCILOR_NON_SUBCLASS: "正面非子类内阁特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_COUNCILOR_NON_SUBCLASS: "非子类内阁特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_NEGATIVE_NON_COUNCIL_NON_SUBCLASS: "负面非子类非内阁特质等级$COMPARATOR$$NUM|Y$"
 NUM_LEADER_TRAIT_TIERS_POSITIVE_NON_COUNCIL_NON_SUBCLASS: "正面非子类非内阁特质等级$COMPARATOR$$NUM|Y$"
 ACTIVATE_FOG_MACHINE: "激活‘$COUNTRY|Y$’国‘$CLOUD_TYPE|Y$’雾云类型的造雾机"
 DEACTIVATE_FOG_MACHINE_YES: "‘$COUNTRY|Y$’的造雾机已停用"
 DEACTIVATE_FOG_MACHINE_NO: "‘$COUNTRY|Y$’的造雾机尚未停用"
 FOG_MACHINE_AUTO_TRACKING_ON: "允许‘$COUNTRY|Y$’国的造雾机自动追踪星系天体的所属"
 FOG_MACHINE_AUTO_TRACKING_OFF: "禁止‘$COUNTRY|Y$’国的造雾机自动追踪星系天体的所属"
 TRIGGER_IS_ON_SLAVE_MARKET: "正在奴隶市场上出售"
 TRIGGER_IS_NOT_ON_SLAVE_MARKET: "未在奴隶市场上出售"
 TRIGGER_IS_GFX_CULTURE: "使用$CULTURE|Y$舰船组"
 TRIGGER_IS_NOT_GFX_CULTURE: "不使用$CULTURE|Y$舰船组"
 IS_INFERTILE_TRIGGER: "不育"
 IS_NOT_INFERTILE_TRIGGER: "可育"
 IS_DEFAULT_SPECIES: "物种设置为默认"
 IS_NOT_DEFAULT_SPECIES: "物种未设置为默认"
 IS_BEING_INTEGRATED_SPECIES: "物种正在被整合"
 IS_NOT_BEING_INTEGRATED_SPECIES: "物种未在被整合"
 INTEGRATE_SPECIES_EFFECT: "将部分人口整合成为默认模板\n"
 SET_HABITABILITY_TRAIT: "将$TRAIT|Y$设置为$SPECIES|Y$物种的新星球宜居偏好"
 COPY_TRADITIONS_FROM_DESC: "$TARGET|Y$从$SOURCE|Y$复制所有传统"
 COPY_TRADITIONS_FROM_DESC_EXCEPTIONS: "$TARGET|Y$从$SOURCE|Y$复制所有传统，以下除外：$EXCEPTIONS$"
 COPY_ASCENSION_PERKS_FROM_DESC: "$TARGET|Y$从$SOURCE|Y$复制飞升天赋"
 COPY_ASCENSION_PERKS_FROM_DESC_EXCEPTIONS: "$TARGET|Y$从$SOURCE|Y$复制飞升天赋，以下除外：$EXCEPTIONS$"
 DOES_NOT_HAVE_FOCUS: "国家不拥有激活的$FOCUS$焦点"
 HAS_FOCUS: "国家拥有激活的$FOCUS$焦点"
 HAS_NOT_COMPLETED_FOCUS: "国家还未完成$FOCUS$焦点"
 HAS_COMPLETED_FOCUS: "国家已完成$FOCUS$焦点"
 EFFECT_ADD_FOCUS_PROGRESS: "向$CATEGORY|Y$焦点增加$AMOUNT|Y$进展"
 ADD_POP_AMOUNT_EFFECT: "人口增加$AMOUNT|Y$。"
 ADD_POP_AMOUNT_EFFECT_RANDOM: "人口增加$FROM|Y$至$TO|Y$个。"
 REMOVE_POP_AMOUNT_EFFECT: "人口减少$AMOUNT|Y$。"
 REMOVE_POP_AMOUNT_EFFECT_RANDOM: "人口减少$FROM|Y$至$TO|Y$个。"
 SCALE_POP_AMOUNT_EFFECT: "人口乘算$AMOUNT|Y$。"
 TRANSFER_POP_AMOUNT_EFFECT: "从$SOURCE|Y$转移$AMOUNT|Y$人口到$TARGET|Y$。"
 TRANSFER_POP_AMOUNT_EFFECT_RANDOM: "将$FROM|Y$至$TO|Y$个人口从$SOURCE|Y$转移到$TARGET|Y$。"
 KILL_ASSIGNED_POP_AMOUNT_EFFECT: "杀死已指派人口的$AMOUNT|Y$$PERCENTAGE|Y%$"
 KILL_ASSIGNED_POP_AMOUNT_EFFECT_RANDOM: "杀死已指派人口中的$FROM|Y$$FROM_PERCENT|Y%$至$TO|Y$$TO_PERCENT|Y%$个"
 SACRIFICE_ASSIGNED_POP_AMOUNT_EFFECT: "牺牲指派人口中的$AMOUNT|Y$$PERCENTAGE|Y%$"
 count_starbase_in_system_trigger: "恒星系中的恒星基地数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 count_bypass_in_system_trigger: "恒星系中的旁道数量$CONDITIONS$$IS_NOT$$COMPARATOR$$NUM|Y$"
 any_starbase_in_system_trigger: "恒星系内任意恒星基地"
 POP_GROUP_CRIME: "$PLANET_CRIME_TITLE$：$AMOUNT|Y$"
