<<widget damageSystem>>\n\t/* Silently apply damage to a system */\n\t/* args[0] should be the name of the system */\n\t/* args[1] should be the amount of damage */\n\t<<switch $args[0]>>\n\t\t<<case "atmosphere scanner">>\n\t\t\t<<set $scanner_atmosphere -= Math.min($args[1],$scanner_atmosphere)>>\n\t\t\t<<set $new_integrity = $scanner_atmosphere>>\n\t\t<<case "重力扫描仪">>\n\t\t\t<<set $scanner_gravity -= Math.min($args[1],$scanner_gravity)>>\n\t\t\t<<set $new_integrity = $scanner_gravity>>\n\t\t<<case "温度扫描仪">>\n\t\t\t<<set $scanner_temperature -= Math.min($args[1],$scanner_temperature)>>\n\t\t\t<<set $new_integrity = $scanner_temperature>>\n\t\t<<case "资源扫描仪">>\n\t\t\t<<set $scanner_resources -= Math.min($args[1],$scanner_resources)>>\n\t\t\t<<set $new_integrity = $scanner_resources>>\n\t\t<<case "水扫描仪">>\n\t\t\t<<set $scanner_water -= Math.min($args[1],$scanner_water)>>\n\t\t\t<<set $new_integrity = $scanner_water>>\n\t\t<<case "着陆系统">>\n\t\t\t<<set $system_landing -= Math.min($args[1],$system_landing)>>\n\t\t\t<<set $new_integrity = $system_landing>>\n\t\t<<case "建造系统">>\n\t\t\t<<set $system_constructors -= Math.min($args[1],$system_constructors)>>\n\t\t\t<<set $new_integrity = $system_constructors>>\n\t\t<<case "cultural database">>\n\t\t\t<<set $system_cultural_database -= Math.min($args[1],$system_cultural_database)>>\n\t\t\t<<set $new_integrity = $system_cultural_database>>\n\t\t<<case "scientific database">>\n\t\t\t<<set $system_scientific_database -= Math.min($args[1],$system_scientific_database)>>\n\t\t\t<<set $new_integrity = $system_scientific_database>>\n\t\t<<case "sleep chambers">>\n\t\t\t\t/* Special: damage to the sleep chambers kills colonists */\n\t\t\t\t/* Never kill exactly 1 colonist or leave exactly 1 alive */\n\t\t\t<<set $colonists -= Math.clamp($args[1],2,$colonists)>>\n\t\t\t<<if $colonists == 1>>\n\t\t\t\t<<set $colonists = 0>>\n\t\t\t<</if>>\n\t\t\t<<set $new_integrity = $colonists>>\n\t\t<<case "surface probes">>\n\t\t\t\t/* Special: damage to the surface probes destroys a surface probe */\n\t\t\t<<set $surface_probes -= Math.min(1,$surface_probes)>>\n\t\t\t<<set $new_integrity = $surface_probes>>\n\t\t<<default>>\n\t\t\t@@.error;damage_system: Unexpected system name $args[0].@@\n\t<</switch>>\n<</widget>>\n\n<<widget getSystemStrength>>\n\t<<switch $args[0]>>\n\t\t<<case "atmosphere scanner">>\n\t\t\t<<set $system_strength = $scanner_atmosphere>>\n\t\t<<case "重力扫描仪">>\n\t\t\t<<set $system_strength = $scanner_gravity>>\n\t\t<<case "温度扫描仪">>\n\t\t\t<<set $system_strength = $scanner_temperature>>\n\t\t<<case "资源扫描仪">>\n\t\t\t<<set $system_strength = $scanner_resources>>\n\t\t<<case "水扫描仪">>\n\t\t\t<<set $system_strength = $scanner_water>>\n\t\t<<case "着陆系统">>\n\t\t\t<<set $system_strength = $system_landing>>\n\t\t<<case "建造系统">>\n\t\t\t<<set $system_strength = $system_constructors>>\n\t\t<<case "cultural database">>\n\t\t\t<<set $system_strength = $system_cultural_database>>\n\t\t<<case "scientific database">>\n\t\t\t<<set $system_strength = $system_scientific_database>>\n\t\t<<case "sleep chambers">>\n\t\t\t<<set $system_strength = $colonists>>\n\t\t<<case "surface probes">>\n\t\t\t<<set $system_strength = $surface_probes>>\n\t\t<<default>>\n\t\t\t@@.error;damage_system: Unexpected system name $args[0].@@\n\t<</switch>>\n<</widget>>
/* Native relations are based on the average of your culture score and the aliens' culture, modified by the difference between your tech level. */\n/* Unlike final culture, not affected by population */\n\n<<set _human_culture_score = $system_cultural_database>>\n@@.debug-text;Human culture score: _human_culture_score@@\n\n\n<<set _native_culture_score = 0>>\n<<switch $planet.native_culture>>\n\t<<case 0>>\t<<set _native_culture_score = 0>>\n\t<<case 1>>\t<<set _native_culture_score = 25>>\n\t<<case 2>>\t<<set _native_culture_score = 50>>\n\t<<case 3>>\t<<set _native_culture_score = 75>>\n\t<<case 4>>\t<<set _native_culture_score = 100>>\n\t<<case 5>>\t<<set _native_culture_score = 0>>\n\t<<case 6>>\t<<set _native_culture_score = 25>>\n\t<<case 7>>\t<<set _native_culture_score = 50>>\n\t<<case 8>>\t<<set _native_culture_score = 75>>\n\t<<case 9>>\t<<set _native_culture_score = 100>>\n\t<<case 10>>\t<<set _native_culture_score = 0>>\n\t<<case 11>>\t<<set _native_culture_score = 10>>\n\t<<case 12>>\t<<set _native_culture_score = 25>>\n\t<<case 13>>\t<<set _native_culture_score = 50>>\n\t<<case 14>>\t<<set _native_culture_score = 75>>\n\t<<case 15>>\t<<set _native_culture_score = 90>>\n\t<<case 16>>\t<<set _native_culture_score = 100>>\n\t<<default>>@@.error;Unexpected native culture <<= $planet.native_culture>>@@\n<</switch>>\n@@.debug-text;Native culture score: _native_culture_score@@\n\n<<set _difference = Math.abs($hiscore.final_tech_level - $planet.native_tech_level)>>\n\n@@.debug-text;Colonist tech level: $hiscore.final_tech_level, Native tech level: $planet.native_tech_level, Difference: _difference @@\n\n/* Difference can be 0 to 10 */\n\n<<set _culture_score = (_human_culture_score + _native_culture_score) / 2 - (_difference * 5)>>\n/%<<set _culture_score -= _difference * 5>>\t/* Perfect culture score but max difference gives a result of 50 (isolationism) */%/\n@@.debug-text;Modified culture score: _culture_score@@\n\n\n/* Output text */\n随着殖民者从最初的定居点开始扩张,他们必须找到与当地居民共享新家园的方式,\n\n<<if $system_cultural_database >= 100>>\n\t以文化数据库中丰富的历史信息为指导。\n<<elseif $system_cultural_database >= 50>>\n\t用文化数据库中现存的历史信息来指导他们。\n<<elseif $system_cultural_database > 0>>\n\t在他们可以从文化数据库中恢复的内容的指导下。\n<<else>>\n\t没有被摧毁的文化数据库的任何帮助。\n<</if>>\n\n<<if _difference > 1>>\n\t殖民者和当地人之间的技术水平差异使关系更加困难,\n\t<<if _native_culture_score >= 75>>虽然<<else>>and<</if>>\n<<else>>\n\t殖民者和当地人在技术水平上的相似性使关系更加容易,\n\t<<if _native_culture_score >= 75>>and<<else>>虽然<</if>>\n<</if>>\n\n\n<<if _native_culture_score < 25>>\n\t当地人的文化使他们对外来的新来者充满敌意。\n<<elseif _native_culture_score < 50>>\n\t当地人的文化使他们对外来者极为怀疑。\n<<elseif _native_culture_score < 75>>\n\t当地人的文化使他们对人类保持警惕。\n<<elseif _native_culture_score < 90>>\n\t当地人的文化使他们谨慎但接受移民。\n<<else>>\n\t当地人的文化使他们欢迎难民。\n<</if>>\n\n<<if $planet.surface_features.includes("Welcoming")>>\n\t<<set _culture_score = Math.max(_culture_score, 73)>>\n\t多亏了人工智能在种子船接近期间与星球原住民的互动,原住民已经向人类提供庇护,并愿意忽略任何差异而共存。\n<<elseif $planet.surface_features.includes("Unwelcoming")>>\n\t<<set _culture_score = Math.min(_culture_score, 24)>>\n\t在种子船的接近过程中,当地人明确表示,人类在他们的星球上不会受到欢迎。\n<</if>>\n\n<<if _culture_score > 96>>\n\t<<set $hiscore.native_relations = 6>>\n\t这两个物种最终生活在紧密相连的社区中,每个物种的一些成员采用了另一个物种的生活方式。\n\t<<set $system_cultural_database += random(10,30)>>\n<<elseif _culture_score > 72>>\n\t<<set $hiscore.native_relations = 5>>\n\t这两个物种最终生活在不同的社区,彼此之间关系友好。\n\t<<set $system_cultural_database += random(5,15)>>\n<<elseif _culture_score > 48>>\n\t<<set $hiscore.native_relations = 4>>\n\t这两个物种最终生活在星球上不同的地方,彼此几乎没有接触。\n<<elseif _culture_score > 24>>\n\t<<if $hiscore.final_tech_level > $planet.native_tech_level>>\n\t\t冲突升级为战争,以人类奴役当地人而告终。\n\t\t<<set $hiscore.native_relations = 3>>\n\t<<else>>\n\t\t冲突升级为战争,最终人类被当地人奴役。\n\t\t<<set $hiscore.native_relations = 2>>\n\t\t<<set $hiscore.summary = "Enslaved by Natives">>\n\t\t<<set $colonists = 0>>\n\t<</if>>\n<<else>>\n\t<<if $hiscore.final_tech_level > $planet.native_tech_level>>\n\t\t冲突升级为战争,最终导致当地人被彻底消灭。\n\t<<set $hiscore.native_relations = 1>>\n\t<<else>>\n\t\t冲突升级为战争,最终人类被彻底消灭。\n\t\t<<set $hiscore.native_relations = 0>>\n\t\t<<set $hiscore.summary = "Killed by Natives">>\n\t\t<<set $colonists = 0>>\n\t<</if>>\n<</if>>\n\n\n<br><br>\n\n<<FCNextPassage [[FC Culture]]>>
/* Pick two random systems */\n<<randomSystemExcluding "destroyed">>\n<<set _system_1 = $system>>\n<<randomSystemExcluding _system_1 "destroyed">>\n<<set _system_2 = $system>>\n\n<<if visited() == 1>>\n\t警报将人工智能从休眠状态中唤醒。一颗无赖小行星正与该船相撞;自动导航系统未能避免这种情况,并唤醒了人工智能,在瞬间决定如何应对冲击。小行星即将撞击 _system_1. 没有时间完全避免它,但如果人工智能启动操纵推进器来旋转船舶,它将击中目标 _system_2.\n<<else>>\n\t人工智能再次突然苏醒,发现一颗小行星正与飞船发生碰撞。人工智能可以让它击中 _system_1 或者旋转使其击中 _system_2.\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "让它击中 _system_1">>\n\t<<set $system = _system_1>>\n\t<<replaceAndFadeIn "#result-area" [[MO Impact Choice 2]]>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "旋转使其击中 _system_2">>\n\t<<set $system = _system_2>>\n\t<<replaceAndFadeIn "#result-area" [[MO Impact Choice 2]]>>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
\t/* Sidebar status display */\n\n<div class="status-display-colonists">\n\t<table>\n\t\t<colgroup>\n\t\t\t<col class="status-display-text-column">\n\t\t\t<col class="status-display-number-column">\n\t\t\t<col class="status-display-change-column">\n\t\t</colgroup>\n\t\t<tr>\n\t\t\t<td>''Colonists:''</td><td id="status-display-colonists">$colonists</td><td><<difference $colonists $last_colonists>></td>\n\t\t\t/% (Kludgy way of checking if it's a number:)\n\t\t\t<<if $colonists >= 0 & $colonists <= constants.max_colonists*10>>\n\t\t\t\t\t<td>''Colonists:''</td><td id="status-display-colonists">$colonists</td><td><<difference $colonists $last_colonists>></td>\n\t\t\t<<else>>\n\t\t\t\t\t<td>''Colonists:''</td><td id="status-display-colonists" colspan="2">$colonists</td>\n\t\t\t<</if>>%/\n\t\t</tr>\n\t</table>\n</div>\n\n<div class="status-display-block">\n\t<table>\n\t\t<colgroup>\n\t\t\t<col class="status-display-text-column">\n\t\t\t<col class="status-display-number-column">\n\t\t\t<col class="status-display-change-column">\n\t\t</colgroup>\n\t\t<tr><td>''Scanners''</td></tr>\n\t\t<tr>\n\t\t\t<td><<if $scanner_atmosphere_level != 0>>Atmosphere ($scanner_atmosphere_level):<<else>>Atmosphere:<</if>></td>\n\t\t\t<td id="status-display-atmosphere"><<status_percentage $scanner_atmosphere>></td><td><<difference $scanner_atmosphere $last_scanner_atmosphere>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td><<if $scanner_gravity_level != 0>>Gravity ($scanner_gravity_level):<<else>>Gravity:<</if>></td>\n\t\t\t<td id="status-display-gravity"><<status_percentage $scanner_gravity>></td><td><<difference $scanner_gravity $last_scanner_gravity>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td><<if $scanner_temperature_level != 0>>Temperature ($scanner_temperature_level):<<else>>Temperature:<</if>></td>\n\t\t\t<td id="status-display-temperature"><<status_percentage $scanner_temperature>></td><td><<difference $scanner_temperature $last_scanner_temperature>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td><<if $scanner_water_level != 0>>Water ($scanner_water_level):<<else>>Water:<</if>></td>\n\t\t\t<td id="status-display-water"><<status_percentage $scanner_water>></td><td><<difference $scanner_water $last_scanner_water>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td><<if $scanner_resources_level != 0>>Resources ($scanner_resources_level):<<else>>Resources:<</if>></td>\n\t\t\t<td id="status-display-resources"><<status_percentage $scanner_resources>></td><td><<difference $scanner_resources $last_scanner_resources>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td>Surface probes:</td><td id="status-display-probes">$surface_probes</td><td><<difference $surface_probes $last_surface_probes>></td>\n\t\t</tr>\n\t</table>\n</div>\n\n<div class="status-display-block">\n\t<table>\n\t\t<colgroup>\n\t\t\t<col class="status-display-text-column">\n\t\t\t<col class="status-display-number-column">\n\t\t\t<col class="status-display-change-column">\n\t\t</colgroup>\n\t\t<tr><td>''Systems''</td></tr>\n\t\t<tr>\n\t\t\t<td>Landing:</td><td id="status-display-landing"><<status_percentage $system_landing>></td><td><<difference $system_landing $last_system_landing>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td>Construction:</td><td id="status-display-construction"><<status_percentage $system_constructors>></td><td><<difference $system_constructors $last_system_constructors>></td>\n\t\t</tr>\n\t\t<tr><td><br></td></tr>\n\t\t<tr><td>''Databases''</td></tr>\n\t\t<tr>\n\t\t\t<td>Scientific:</td><td id="status-display-scientific"><<status_percentage $system_scientific_database>></td>\n\t\t\t\t\t\t\t\t<td><<difference $system_scientific_database $last_system_scientific_database>></td>\n\t\t</tr>\n\t\t<tr>\n\t\t\t<td>Cultural:</td><td id="status-display-cultural"><<status_percentage $system_cultural_database>></td>\n\t\t\t\t\t\t\t\t<td><<difference $system_cultural_database $last_system_cultural_database>></td>\n\t\t</tr>\n\t</table>\n\n</div>\n\n@@.debug-text;[[DEBUG: Edit ship stats|DEBUG edit ship]]@@\n\n\n\n\n/* Remember stats */\n<<set $last_colonists = $colonists>>\n\n<<set $last_scanner_atmosphere = $scanner_atmosphere>>\n<<set $last_scanner_gravity = $scanner_gravity>>\n<<set $last_scanner_temperature = $scanner_temperature>>\n<<set $last_scanner_resources = $scanner_resources>>\n<<set $last_scanner_water = $scanner_water>>\n\n<<set $last_surface_probes = $surface_probes>>\n\n<<set $last_system_landing = $system_landing>>\n<<set $last_system_constructors = $system_constructors>>\n<<set $last_system_gene_bank = $system_gene_bank>>\n<<set $last_system_scientific_database = $system_scientific_database>>\n<<set $last_system_cultural_database = $system_cultural_database>>\n\n\n/* Blink in if at start of game */\n<<if passage() == "Intro systems check">>\n\t<<script>>\n\t\t$('#status-display-colonists').hide();\n\t\t$('#status-display-atmosphere').hide();\n\t\t$('#status-display-temperature').hide();\n\t\t$('#status-display-gravity').hide();\n\t\t$('#status-display-water').hide();\n\t\t$('#status-display-resources').hide();\n\t\t$('#status-display-probes').hide();\n\t\t$('#status-display-landing').hide();\n\t\t$('#status-display-construction').hide();\n\t\t$('#status-display-scientific').hide();\n\t\t$('#status-display-cultural').hide();\n\t<</script>>\n\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-colonists').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-colonists').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-colonists').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-atmosphere').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-atmosphere').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-atmosphere').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-temperature').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-temperature').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-temperature').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-gravity').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-gravity').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-gravity').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-water').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-water').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-water').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-resources').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-resources').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-resources').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-probes').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-probes').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-probes').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-landing').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-landing').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-landing').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-construction').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-construction').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-construction').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-scientific').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-scientific').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-scientific').show();<</script>><</timed>><</if>><</timed>>\n\t<<set _t = (500 + random(4000)) + "ms">><<timed _t>><<script>>$('#status-display-cultural').show();<</script>>\n\t\t<<if random(3)==0>><<timed 150ms>><<script>>$('#status-display-cultural').hide();<</script>>\n\t\t\t<<next>><<script>>$('#status-display-cultural').show();<</script>><</timed>><</if>><</timed>>\n<</if>>\n\n
<<script>>\n\tif (!tags().includes("no-status-display"))\n\t{\n\t\tsetPageElement("status-display", "Status Display");\n\t\t$("#status-display").show();\n\t}\n\telse\n\t{\n\t\t$("#status-display").hide();\n\t}\n<</script>>\n\n/% Update stylesheet %/\n<<if settings.stylesheet == 0>>\n\t<<script>>\n\t\t$("html").removeClass("dark-on-light");\n\t\t$("#passages").removeClass("dark-on-light");\n\t\t$("#status-display").removeClass("dark-on-light");\n\t\t$("html").removeClass("colourblind");\n\t\t$("#passages").removeClass("colourblind");\n\t\t$("#status-display").removeClass("colourblind");\n\t<</script>>\n<<elseif settings.stylesheet == 1>>\n\t<<script>>\n\t\t$("html").addClass("dark-on-light");\n\t\t$("#passages").addClass("dark-on-light");\n\t\t$("#status-display").addClass("dark-on-light");\n\t\t$("html").removeClass("colourblind");\n\t\t$("#passages").removeClass("colourblind");\n\t\t$("#status-display").removeClass("colourblind");\n\t<</script>>\n<<elseif settings.stylesheet == 2>>\n\t<<script>>\n\t\t$("html").removeClass("dark-on-light");\n\t\t$("#passages").removeClass("dark-on-light");\n\t\t$("#status-display").removeClass("dark-on-light");\n\t\t$("html").addClass("colourblind");\n\t\t$("#passages").addClass("colourblind");\n\t\t$("#status-display").addClass("colourblind");\n\t<</script>>\n<</if>>
<<widget displayPlanet>>\n\t\t/* $args[0] is whether to ignore scanner success/failure and show everything anyway */\n\t\t/* $args[1] is whether to have things pop up on a timer rather than all display at once */\n\t\t/* $args[2] is whether to allow launching of a surface probe (assuming we have one and haven't already used one) */\n\n\t<<set _show_atmosphere = $scanner_atmosphere_success | $args[0]>>\n\t<<set _show_temperature = $scanner_temperature_success | $args[0]>>\n\t<<set _show_gravity = $scanner_gravity_success | $args[0]>>\n\t<<set _show_water = $scanner_water_success | $args[0]>>\n\t<<set _show_resources = $scanner_resources_success | $args[0]>>\n\t<<set _show_features = $scanner_features_success | $args[0]>>\n\n\t<<if $planet.name>>Planet ''$planet.name''<br><</if>>\n\n\t<div class="planet-display-table-area">\n\n\t\t<div class="planet-display-table-section">\n\t\t\t<table>\n\t\t\t\t<colgroup>\n\t\t\t\t\t<col style="width:50%">\n\t\t\t\t\t<col style="width:50%">\n\t\t\t\t</colgroup>\n\t\t\t\t<tr style="height:1em"><td>Atmosphere:</td><td><span id="atmosphere_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetAtmosphere _show_atmosphere>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\n\t\t\t\t<tr style="height:1em"><td>Gravity:</td><td><span id="gravity_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetGravity _show_gravity>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\t\t\t\t<tr style="height:1em"><td>Temperature:</td><td><span id="temperature_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetTemperature _show_temperature>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\t\t\t\t<tr style="height:1em"><td>Water:</td><td><span id="water_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetWater _show_water>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\t\t\t\t<tr style="min-height:1em"><td>Resources:</td><td><span id="resources_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetResources _show_resources>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\t\t\t</table>\n\t\t</div>\n\n\t\t<div class="planet-display-table-section">\n\t\t\t<table>\n\t\t\t\t<colgroup>\n\t\t\t\t\t<col style="width:50%">\n\t\t\t\t\t<col style="width:50%">\n\t\t\t\t</colgroup>\n\t\t\t\t<tr><td><span id="anomalies_title_text">\n\t\t\t\t\t<<if _show_features>>Features:<<else>>Anomalies:<</if>>\n\t\t\t\t\t<br>\n\t\t\t\t\t<<if $args[2]>>\n\t\t\t\t\t\t<<if $surface_probes <= 0>>\n\t\t\t\t\t\t\t(无地表探针)\n\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t<span class="surface-probe-link"><<link "Launch surface probe">>\n\t\t\t\t\t\t\t\t<<replace "#post-planet-stats">>\n\t\t\t\t\t\t\t\t\t<<display [[Surface probe]]>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<script>>\n\t\t\t\t\t\t\t\t\t$('#post-planet-stats').hide();\n\t\t\t\t\t\t\t\t\t$('#post-planet-stats').fadeIn(400);\n\t\t\t\t\t\t\t\t<</script>>\n\t\t\t\t\t\t\t<</link>></span>\n\t\t\t\t\t\t<</if>>\n\t\t\t\t\t<</if>>\n\n\t\t\t\t</span></td>\n\t\t\t\t<td><span id="anomalies_text">\n\t\t\t\t\t<<if $args[1]>>\n\t\t\t\t\t\t@@.scanning;Scanning...@@\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<displayPlanetFeatures _show_features>>\n\t\t\t\t\t<</if>>\n\t\t\t\t</span></td></tr>\n\t\t\t</table>\n\t\t</div>\n\n\t</div>\n\n\t<<if $args[1]>>\n\t\t<<set _t1 = (1000 + (3000-$scanner_atmosphere*30) + random(2000)) + "ms">>\n\t\t<<timed _t1>>\n\t\t\t<<if !$surface_probe_used>><<replace '#atmosphere_text'>><<displayPlanetAtmosphere _show_atmosphere>><</replace>><</if>>\n\t\t<</timed>>\n\t\t<<set _t2 = (1000 + (3000-$scanner_gravity*30) + random(2000)) + "ms">>\n\t\t<<timed _t2>>\n\t\t\t<<if !$surface_probe_used>><<replace '#gravity_text'>><<displayPlanetGravity _show_gravity>><</replace>><</if>>\n\t\t<</timed>>\n\t\t<<set _t3 = (1000 + (3000-$scanner_temperature*30) + random(2000)) + "ms">>\n\t\t<<timed _t3>>\n\t\t\t<<if !$surface_probe_used>><<replace '#temperature_text'>><<displayPlanetTemperature _show_temperature>><</replace>><</if>>\n\t\t<</timed>>\n\t\t<<set _t4 = (1000 + (3000-$scanner_water*30) + random(2000)) + "ms">>\n\t\t<<timed _t4>>\n\t\t\t<<if !$surface_probe_used>><<replace '#water_text'>><<displayPlanetWater _show_water>><</replace>><</if>>\n\t\t<</timed>>\n\t\t<<set _t5 = (1000 + (3000-$scanner_resources*30) + random(2000)) + "ms">>\n\t\t<<timed _t5>>\n\t\t\t<<if !$surface_probe_used>><<replace '#resources_text'>><<displayPlanetResources _show_resources>><</replace>><</if>>\n\t\t<</timed>>\n\t\t<<set _t6 = (1000 + random(2000)) + "ms">>\n\t\t<<timed _t6>>\n\t\t\t<<if !$surface_probe_used>>\n\t\t\t\t<<replace '#anomalies_text'>><<displayPlanetFeatures _show_features>><</replace>>\n\t\t\t\t<<if _show_features>>\n\t\t\t\t\t<<replace '#anomalies_title_text'>>Surface features:<</replace>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t<</timed>>\n\t<</if>>\n\n<</widget>>\n
<<widget FC_Construction_atmosphere_temperature>>\n/* args[0] is number of atmosphere deaths */\n/* args[1] is number of temperature deaths */\n\n\n/* Describe caves, if present */\n<<if $planet.surface_features.includes("Airtight caves") & $planet.atmosphere != "Breathable"\n\t\t& $planet.surface_features.includes("Insulated caves") & $planet.temperature != "Moderate">>\n\t他们在密闭、隔热的洞穴中建造定居点,这些洞穴为他们提供了一个现成的庇护所,免受星球上不适宜居住的大气和温度的影响。\n<<elseif $planet.surface_features.includes("Airtight caves") & $planet.atmosphere != "Breathable">>\n\t他们在密闭的洞穴内建造定居点,这些洞穴为他们提供了一个现成的庇护所,以躲避星球上不适宜居住的大气层。\n<<elseif $planet.surface_features.includes("Insulated caves") & $planet.temperature != "Moderate">>\n\t他们在隔热的洞穴内建造定居点,这些洞穴为星球表面的恶劣温度提供了现成的庇护所。\n<<elseif $planet.surface_features.includes("Airtight caves") | $planet.surface_features.includes("Insulated caves")>> \n\t他们在洞穴附近建造定居点,并将其用于储藏。\n<</if>>\n\n/* Describe temperature survival gear */\n<<if _atmosphere_deaths > 0 | _temperature_deaths > 0>>\n\t<<set _p = ",">>\n<<else>>\n\t<<set _p = ".">>\n<</if>>\n\n/* Describe atmosphere survival gear */\n<<set _environment_suits = false>>\n<<switch $planet.atmosphere>>\n\t<<case "Corrosive">>\n\t\t<<set _environment_suits = true>>\n\t\t他们不能离开船,除非乘坐专门制造的耐腐蚀车辆 \n\t\t<<if $planet.temperature == "Moderate">>\n\t\t\tatmosphere_p\n\t\t<<else>>\n\t\t\t大气和\n\t\t<</if>>\n\t<<case "Toxic">>\n\t\t<<set _environment_suits = true>>\n\t\t他们可以穿着笨重的环保服离开船,以保护他们免受有毒物质的伤害 \n\t\t<<if $planet.temperature == "Moderate">>\n\t\t\tatmosphere_p\n\t\t<<else>>\n\t\t\t大气和\n\t\t<</if>>\n\t<<case "None">>\n\t\t<<set _environment_suits = true>>\n\t\t他们可以穿着笨重的环保服离开船,以保护他们免受\n\t\t<<if $planet.temperature == "Moderate">>\n\t\t\tvacuum_p\n\t\t<<else>>\n\t\t\t真空和\n\t\t<</if>>\n\t<<case "Non-breathable">>\n\t\t他们可以带着呼吸装置离开飞船\n\t<<case "Marginal">>\n\t\t他们可以带着最小的呼吸装置离开飞船\n\t<<case "Breathable">>\n\t\t他们可以不带呼吸装置,穿着\n\t\t<<set $deaths = 0>>\n\t<<default>>\n\t\t@@.error;Unexpected atmosphere value $planet.atmosphere.@@\n<</switch>>\n\n<<if _environment_suits>>\n\t\t/* environmental suits to protect them from the X atmosphere and */\n\t<<switch $planet.temperature>>\n\t\t<<case "Very hot">>\n\t\t\t铅熔化热_p\n\t\t<<case "Hot">>\n\t\t\tscorching heat_p\n\t\t<<case "Moderate">>\n\t\t\t/* Add nothing, no modifier */\n\t\t<<case "Cold">>\n\t\t\tfreezing cold_p\n\t\t<<case "Very cold">>\n\t\t\t接近绝对零度_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected temperature value $planet.temperature.@@\n\t<</switch>>\n<<else>>\n\t\t/* wearing... */\n\t<<switch $planet.temperature>>\n\t\t<<case "Very hot">>\n\t\t\t穿着冷藏服,保护他们免受熔铅热的伤害_p\n\t\t<<case "Hot">>\n\t\t\t穿着抵御酷热的防护服_p\n\t\t<<case "Moderate">>\n\t\t\t在舒适的温度下穿轻薄的衣服_p\n\t\t<<case "Cold">>\n\t\t\t穿着厚重的衣服以保护他们免受严寒_p\n\t\t<<case "Very cold">>\n\t\t\t可以在接近绝对零度的温度下生存_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected temperature value $planet.temperature.@@\n\t<</switch>>\n<</if>>\n\n/* Output atmosphere and temperature deaths */\n<<if $args[0] > 0>>\n\t<<if $args[1] > 0>><<set _p = ",">><<else>><<set _p = ".">><</if>>\n\t<<switch $planet.atmosphere>>\n\t\t<<case "Corrosive">>\n\t\t\t<<if $args[0] == 1>>\n\t\t\t\t但是腐蚀性的大气腐蚀了一辆建筑车辆的密封件,导致1名殖民者死亡_p\n\t\t\t<<else>>\n\t\t\t\t但是,腐蚀性的大气侵蚀了几辆建筑车辆的封条,导致 $args[0] 名殖民者死亡_p\n\t\t\t<</if>>\n\t\t<<case "Toxic">>\n\t\t\t<<if $args[0] == 1>>\n\t\t\t\t但诉讼失败导致1名殖民者中毒_p\n\t\t\t<<else>>\n\t\t\t\t但诉讼失败导致 $args[0] 名殖民者中毒_p\n\t\t\t<</if>>\n\t\t<<case "None">>\n\t\t\t<<if $args[0] == 1>>\n\t\t\t\t但诉讼失败导致1名殖民者窒息_p\n\t\t\t<<else>>\n\t\t\t\t但诉讼失败导致 $args[0] 名殖民者窒息_p\n\t\t\t<</if>>\n\t\t<<case "Non-breathable" "Marginal">>\n\t\t\t<<if $args[0] == 1>>\n\t\t\t\t但呼吸装置故障导致1名殖民者窒息_p\n\t\t\t<<else>>\n\t\t\t\t但呼吸装置故障会导致 $args[0] 殖民者窒息_p\n\t\t\t<</if>>\n\t\t<<case "Breathable">>\n\t\t\t<<if $args[0] == 1>>\n\t\t\t\t但是,尽管有透气的空气,1名殖民者在避难所建成之前死于暴露_p\n\t\t\t<<else>>\n\t\t\t\t但是,尽管有透气的空气, $args[0] 名殖民者在避难所建成之前就死于暴露_p\n\t\t\t<</if>>\n\t\t<<default>>\n\t\t\t@@.error;Unexpected atmosphere value $planet.atmosphere.@@\n\t<</switch>>\n\t<<if $args[1] > 0>>\n\t\t<<switch $planet.temperature>>\n\t\t\t<<case "Very hot">>\n\t\t\t\t<<if $args[1] == 1>>\n\t\t\t\t\t当他们的一个庇护所在高温下融化时,又有一人死亡。\n\t\t\t\t<<else>>\n\t\t\t\t\t当他们的一个避难所在高温下融化时,还有 $args[1] 人死亡。\n\t\t\t\t<</if>>\n\t\t\t<<case "Hot">>\n\t\t\t\t<<if $args[1] == 1>>\n\t\t\t\t\t当他们的冷却系统失效时,又有一个人死于过热。\n\t\t\t\t<<else>>\n\t\t\t\t\t当他们的冷却系统失效时,有 $args[1] 人死于过热。\n\t\t\t\t<</if>>\n\t\t\t<<case "Moderate">>\n\t\t\t\t<<if $args[1] == 1>>\n\t\t\t\t\t温度调节系统的故障又导致1人死亡。\n\t\t\t\t<<else>>\n\t\t\t\t\t温度调节系统的故障导致 $args[1] 人死亡。\n\t\t\t\t<</if>>\n\t\t\t<<case "Cold">>\n\t\t\t\t<<if $args[1] == 1>>\n\t\t\t\t\t当供暖系统发生故障时,有一个会冻死。\n\t\t\t\t<<else>>\n\t\t\t\t\t当供暖系统故障时,有 $args[1] 人冻死。\n\t\t\t\t<</if>>\n\t\t\t<<case "Very cold">>\n\t\t\t\t<<if $args[1] == 1>>\n\t\t\t\t\t当他们的一个庇护所在严寒中倒塌时,另有1人死亡。\n\t\t\t\t<<else>>\n\t\t\t\t\t当他们的一个庇护所在严寒中倒塌时,有 $args[1] 人死亡。\n\t\t\t\t<</if>>\n\t\t\t<<default>>\n\t\t\t\t@@.error;Unexpected temperature value $planet.temperature.@@\n\t\t<</switch>>\n\t<</if>>\n\n<<elseif $args[1] > 0>>\n\t<<switch $planet.temperature>>\n\t\t<<case "Very hot">>\n\t\t\t<<if $args[1] == 1>>\n\t\t\t\t但当部分完成的结构在高温下融化时,1名殖民者死亡。\n\t\t\t<<else>>\n\t\t\t\t当部分完工的建筑在高温下融化时, $args[1] 名殖民者亡了。\n\t\t\t<</if>>\n\t\t<<case "Hot">>\n\t\t\t<<if $args[1] == 1>>\n\t\t\t\t但当殖民者的冷却系统失效时,有1人死于过热。\n\t\t\t<<else>>\n\t\t\t\t有 $args[1] 名殖民者在冷却系统失效时死于过热。\n\t\t\t<</if>>\n\t\t<<case "Moderate">>\n\t\t\t<<if $args[1] == 1>>\n\t\t\t\t但温度调节系统的故障导致1名殖民者死亡。\n\t\t\t<<else>>\n\t\t\t\t但温度调节系统的故障导致 $args[1] 名殖民者死亡。\n\t\t\t<</if>>\n\t\t<<case "Cold">>\n\t\t\t<<if $args[1] == 1>>\n\t\t\t\t但当供暖系统失灵时,一名殖民者冻死了。\n\t\t\t<<else>>\n\t\t\t\t但当供暖系统失灵时, $args[1] 名殖民者冻死了。\n\t\t\t<</if>>\n\t\t<<case "Very cold">>\n\t\t\t<<if $args[1] == 1>>\n\t\t\t\t但是,当一个部分完工的结构在极冷的环境中破碎时,一名殖民者死亡。\n\t\t\t<<else>>\n\t\t\t\t但是,当一座部分完工的建筑在严寒中破碎时, $args[1] c名殖民者死亡。\n\t\t\t<</if>>\n\t\t<<default>>\n\t\t\t@@.error;Unexpected temperature value $planet.temperature.@@\n\t<</switch>>\n<</if>>\n\n\n<</widget>>
<<widget randomDamageLow>>\n\t<<set $damage = random(1,15)>>\t\t/* Average 8 */\n<</widget>>\n\n<<widget randomDamageMedium>>\n\t<<set $damage = random(15,35)>>\t\t/* Average 25 */\n<</widget>>\n\n<<widget randomDamageHigh>>\n\t<<set $damage = random(35,65)>>\t\t/* Average 50 */\n<</widget>>\n\n/* Kill colonists macros should never kill exactly 1 colonist or leave exactly 1 alive. */\n<<widget killColonistsFew>>\n\t<<set $deaths = Math.round(random(2,constants.max_colonists*0.15))>>\n\t<<if $deaths >= $colonists-1>>\n\t\t<<set $deaths = $colonists>>\n\t<</if>>\n\t<<set $colonists -= $deaths>>\n<</widget>>\n\n<<widget killColonistsMedium>>\n\t<<set $deaths = Math.round(random(constants.max_colonists*0.15,constants.max_colonists*0.35))>>\n\t<<if $deaths >= $colonists-1>>\n\t\t<<set $deaths = $colonists>>\n\t<</if>>\n\t<<set $colonists -= $deaths>>\n<</widget>>\n\n<<widget killColonistsMany>>\n\t<<set $deaths = Math.round(random(constants.max_colonists*0.35,constants.max_colonists*0.65))>>\n\t<<if $deaths >= $colonists-1>>\n\t\t<<set $deaths = $colonists>>\n\t<</if>>\n\t<<set $colonists -= $deaths>>\n<</widget>>\n\n\n
<<if visited() == 1>>\n\t种子船的航向使其接近一颗新形成的恒星,该恒星仍被原行星盘所包围:这是一种由炽热气体和熔岩组成的旋转混沌,年轻恒星的引力已从恒星形成云中聚集,该恒星目前正经历无数次剧烈碰撞,最终将其形成一个行星系。这里可能没有人类的家园,但通过光盘将为人工智能提供足够的行星形成数据,以升级其扫描仪之一。然而,这是一个危险的区域,通过该区域将有与星子碰撞的风险。\n<<else>>\n\t种子船的航向使其接近另一个原行星盘。通过它将产生足够的数据来升级另一个扫描仪,但有发生冲突的风险。\n<</if>>\n<br><br>\n\n<div id="result-area">\n<<link "改变路线以通过光盘">>\n\t<<replace "#result-area">>\n\t\t<<set _possible_upgrades = []>>\n\t\t<<if $scanner_atmosphere_level < 2 & $scanner_atmosphere > 0>><<set _possible_upgrades.push("atmosphere")>><</if>>\n\t\t<<if $scanner_temperature_level < 2 & $scanner_temperature > 0>><<set _possible_upgrades.push("temperature")>><</if>>\n\t\t<<if $scanner_gravity_level < 2 & $scanner_gravity > 0>><<set _possible_upgrades.push("gravity")>><</if>>\n\t\t<<if $scanner_water_level < 2 & $scanner_water > 0>><<set _possible_upgrades.push("water")>><</if>>\n\t\t<<if $scanner_resources_level < 2 & $scanner_resources > 0>><<set _possible_upgrades.push("resources")>><</if>>\n\t\t<<if _possible_upgrades.length == 0>>\n\t\t\t种子船没有可以进一步升级的完整扫描仪,\n\t\t<<else>>\n\t\t\t<<set _upgrade = either(_possible_upgrades)>>\n\t\t\t<<switch _upgrade>>\n\t\t\t\t<<case "atmosphere">>\n\t\t\t\t\t<<set $scanner_atmosphere_level += 1>>\n\t\t\t\t\t种子船观察到一颗年轻的行星从云中聚集大气,\n\t\t\t\t<<case "temperature">>\n\t\t\t\t\t<<set $scanner_temperature_level += 1>>\n\t\t\t\t\t种子船观察到一颗仍在融化的行星,散发着热气,\n\t\t\t\t<<case "gravity">>\n\t\t\t\t\t<<set $scanner_gravity_level += 1>>\n\t\t\t\t\t种子船观察到一组小行星的引力相互作用,\n\t\t\t\t<<case "water">>\n\t\t\t\t\t<<set $scanner_water_level += 1>>\n\t\t\t\t\t种子船观察到一个年轻的行星被厚厚的水蒸气云吞没,\n\t\t\t\t<<case "resources">>\n\t\t\t\t\t<<set $scanner_resources_level += 1>>\n\t\t\t\t\t种子船观察到一颗由近乎纯铁制成的年轻行星,\n\t\t\t\t<<default>>\n\t\t\t\t\t@@.error;Unexpected upgrade _upgrade.@@\n\n\t\t\t<</switch>>\n\t\t<</if>>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<if _possible_upgrades.length == 0>>and<<else>>but<</if>>\n\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\t<<randomDamageMedium>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t其中一个旋转的小行星撞击了 $system.\n\t\t<<else>>\n\t\t\t<<if _possible_upgrades.length == 0>>but<<else>>and<</if>>\n\t\t\t安全通过光盘。\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n[[忽略原行星盘|MO Done]]\n</div>
/*\n\tSet the maximum length of a <<textbox>> macro.\n\n\tUsage: setTextboxMaxLength(storyVarName, maxLength)\n\t\te.g. setTextboxMaxLength('$foo', 8)\n\n\tAnswer from: http://twinery.org/forum/discussion/8445/sugarcube-2-specifying-max-length-for-macro\n*/\n\nwindow.setTextboxMaxLength = function (storyVarName, maxLength) {\n\tvar textboxId = '#textbox-' + Util.slugify(storyVarName);\n\t$(textboxId)\n\t\t\t.attr('maxlength', maxLength)\n\t\t\t.css({\n\t\t\t\t'min-width' : 'initial',\n\t\t\t\twidth : maxLength + 'em'\n\t\t\t});\n};
How many?\n<<textbox "_number" "50" true>>\n\n<<link [[Add old format|High scores]]>>\n\t<<set _number = Number(_number)>>\n\t<<remember $PERM_hiscores = []>>\n\n\t<<set _planet = {\n\t\tname: "Test planet",\n\t\ttemperature: "Moderate",\n\t\tgravity: "Moderate",\n\t\tresources: "Poor",\n\t\tatmosphere: "Breathable",\n\t\twater: "Oceans",\n\t\tsurface_features: [],\n\t\tanomalies: [],\n\t\tnative_tech_level: 0,\n\t\t\t} >>\n\n\t<<set _hiscore = {\n\t\tplanet: _planet,\n\t\tdate: Date.now(),\n\t\tplanets_visited: 10,\n\t\tfinal_tech_level: 10,\n\t\tfinal_culture: 10,\n\t\tnative_relations: -1,\n\t\tfinal_score: 1000,\n\t\tscore_landing: 1000,\n\t\tscore_construction: 1000,\n\t\tscore_native_relations: 1000,\n\t\tscore_technology: 1000,\n\t\tscore_culture: 1000,\n\t\tscore_scientific_database: 1000,\n\t\tscore_cultural_database: 1000,\n\t\tscore_atmosphere: 1000,\n\t\tscore_gravity: 1000,\n\t\tscore_temperature: 1000,\n\t\tscore_water: 1000,\n\t\tscore_resources: 1000,\n\t\tsummary: "Test high score" + _n } >>\n\n\t<<set _newHiscores = new Array(_number)>>\n\t<<run _newHiscores.fill(_hiscore)>>\n\t<<remember $PERM_hiscores = _newHiscores>>\n\n<</link>>\n<<link [[Add new format|High scores]]>>\n\t<<remember $PERM_hiscores = []>>\n\t<<set _number = Number(_number)>>\n\t<<for _n = 0; _n < _number; _n++>>\n\t\t<<set _hiscore = "?vLCtn.0.Crag.1000.433.-1.3.7.300.1000.1.2018-03-26">>\n\t\t<<remember $PERM_hiscores.push(_hiscore)>>\n\t<</for>>\n<</link>>
Seedship
当种子船接近恒星外部彗星云的边缘时,导航系统会提醒人工智能前方有异常活动。成千上万的微小物体在自己的力量下穿过云层,有时会夹住彗星,将它们分开或推动它们进入更规则的轨道。他们没有表现出注意到种子船的迹象,但如果它保持目前的路线,它将直接通过他们的活动区域。\n\n<br><br>\n\n<div id="result-area">\n<<link "传送种间问候语">>\n\t<<replace "#result-area">>\n\t\t种子船的建造者给了它一个物种间的问候,它可以用来打开与智能外星人的通信:一系列脉冲素数建立了智能,然后是一个描绘人物的图表,解释了种子船的使命及其和平意图。人工智能现在传输了这个消息,并希望等待回复。\n\t\t<br><br>\n\t\t<<if random(0,1) == 0>>\n\t\t\t回复立即到来,来自接收到种子船信号的每个对象的相同传输。它从一组类似的智能数学证明开始,然后是一系列介绍机器制造商及其文化的图表。然后,这些机器将自己推入轨道,使其远离种子船的轨道,为其提供了一条穿过彗星云的清晰路径,同时也使其距离太远,无法进行详细扫描。进一步的通信尝试只会导致重复相同的回复,人工智能猜测这些机器是非智能机器,被编程为将预先记录的信息传输给他们遇到的任何似乎智能的东西。人工智能在文化数据库中归档传播,并继续前进。\n\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t<<else>>\n\t\t\t<<include [[MO Alien Miners Damage]]>>\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "继续前进">>\n\t<<replace "#result-area">>\n\t\t种子船保持其原始航线,不尝试与对象通信。\n\t\t<<if random(0,1) == 0>>\n\t\t\t反过来,当种子船在它们的操作中心漂移时,这些物体会忽略它。近距离观察,人工智能可以看到它们是机器,忙于挖掘彗星的原材料,并利用它们建造更多的彗星。虽然它们本身似乎并不智能,但它们显然是比种子船建造者更先进的技术的产物,通过扫描它们,人工智能能够将有价值的数据添加到科学数据库中。\n\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t<<else>>\n\t\t\t<<include [[MO Alien Miners Damage]]>>\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\t\n<</link>>\n<br>\n<<link "改变路线以避开机器">>\n\t<<replace "#result-area">>\n\t\t<<set $off_course = true>>\n\t\t种子船改变航向以避开整个系统。人工智能从来没有足够近的距离来仔细观察它们,而且它们根本没有注意到种子船的迹象。\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>></div>
<div id="pre-planet-stats">\n\n<<if $planet.surface_features.includes("Simulation")>>\n\t这艘种子船发现自己处于一颗行星的轨道上,该行星围绕着一个毫无特色的黄色太阳旋转。种子船的系统已经按照其原始规格进行了模拟,但外星人无法恢复科学和文化数据库中丢失的数据。殖民者睡在他们的睡眠室里,这是外星生物群在戴森球体外分解的分子模拟的完美分子。远处有光点,但种子船知道它们不是真正的恒星:这颗行星和种子船是外星人唯一模拟过的细节。从此处再也无法前进。\n<<else>>\n\t<<if visited() == 1>>\n\t\t种子船在\n\t<<else>>\n\t\t种子船进入\n\t<</if>>\n\n\t<<print either("第一", "第二", "第三", "第四", "第五", "第六", "第七", "第八", "第九", "第十")>>\n\t<<if random(0,2) == 0>>\n\t\t绕轨道运行的气态巨行星的卫星\n\t<<else>>\n\t\t行星 \n\t<</if>>\n\t<<print either("主", "红矮", "红巨", "红色超巨", "蓝色巨", "蓝色超巨", "白矮", "黄色超巨", "超冷矮")>> 恒星。\n\n\t<<if visited() == 1>>\n\t\t即使从轨道上进行简单的扫描,也能揭示出远比其建造者使用星球轨道望远镜所能了解的更多的信息,但人工智能对科学好奇心几乎没有用处。它只关心一个问题:这个星球能否成为人类适宜的新家。灵动游戏· MHHF.com\n\t<<elseif $planet.surface_features.includes("Alien observers")>>\n\t\t这颗行星是由先进的外星人在种子船的最后一次旅程中形成的。数以百万计的外星结构同时围绕着这颗行星和它的恒星运行,种子船的传感器无法读取,但显然是活跃的。\n\n\t<<else>>\n\t\t<<set _r = random(0,11)>>\n\t\t<<switch _r>>\n\t\t\t<<case 0>>这个系统是致密星团的一部分,天空中充满了光。\n\t\t\t<<case 1>>该系统靠近一个恒星形成区域,该区域可视为一团充满半边天空的发光云。\n\t\t\t<<case 2>>这个星系位于一个致密的星际尘埃区域,隐藏了银河系的大部分亮度。\n\t\t\t<<case 3>>该系统有一条密集的小行星带,看起来像一群恒星在天空中缓慢滑动。\n\t\t\t<<case 4>>一颗壮观的彗星将尾巴伸向天空。\n\t\t\t<<case 5>>一个小黑洞围绕恒星旋转,从其地表拉起一条由恒星物质组成的细流,该细流盘旋而成。\n\t\t\t<<case 6>>恒星是双星对的一部分,其 <<print either("主序星", "红矮星", "红巨星", "红色超巨星", "蓝巨星", "蓝色超巨星", "白矮星", "黄色超巨星", "脉冲星", "中子星", "超冷矮星")>> 同伴像遥远的第二个太阳一样闪耀。\n\t\t\t<<case 7>>恒星的光线从附近的星云反射出来。\n\t\t\t<<case 8>>种子船已经找到了接近银河系边缘的路,宇宙似乎在黑暗之墙和光明之墙之间分裂。\n\t\t\t<<case 9>>该星系中的一个气态巨行星几乎大到可以像恒星一样点燃,并发出微弱的红光。\n\t\t\t<<case 10>>这颗行星的轨道与该系统的黄道成一定角度,这表明它可能是一次太阳系外的捕获,或者是一次难以想象的剧烈原始碰撞的受害者。\n\t\t\t<<case 11>>这颗恒星是围绕着一个巨大黑洞旋转的几十颗恒星之一,这个黑洞就像一只邪恶的眼睛在远处隐现。\n\t\t<</switch>>\n\t<</if>>\n\n\t<<if $off_course>>\n\t\t种子船在最后一次航行中偏离了轨道,因此导航系统在选择这颗行星时无法使用升级的扫描仪。\n\t<</if>>\n<</if>>\n\n</div><br>\n<div id="planet-stats"><<displayPlanet false true true>></div><br>\n<div id="post-planet-stats"><<display [[Orbit planet menu]]>></div>\n
种子船的无线电天线接收到人工智能认为再也听不到的信号:地面控制计算机使用的握手代码,早在种子船处于地球轨道并准备航行时。它似乎来自种子船当前航线之外的系统。\n\n<br><br>\n\n<div id="result-area">\n<<link "Change course">>\n\t<<set $off_course = true>>\n\t<<if random(0,3) == 0>>\n\t\t<<replaceAndFadeIn "#result-area" [[MO Trailing Drone Mistake]]>>\n\t<<else>>\n\t\t<<replaceAndFadeIn "#result-area" [[MO Trailing Drone Real]]>>\n\t<</if>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "Ignore the signal">>\n\t<<replace "#result-area">>\n\t\t种子船继续前进。就像种子船航行开始时地面控制系统发出的原始信号一样,人工智能会监听信号逐渐消失。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
<<set _mass_to_shed = Math.round(random(2,constants.max_colonists*0.05))>>\n<<if _mass_to_shed >= $colonists-1>>\n\t<<set _mass_to_shed = $colonists>>\n<</if>>\n<<if visited() == 1>>\n\t人工智能醒来后发现,种子船的航向在黑暗的太空中急剧弯曲,就像被困在恒星的重力井中一样。重力的来源对扫描仪来说是看不见的,但它可能只有一件事:黑洞。\n\t<br><br>\n\t在没有将主机推过安全极限的情况下逃离重力井已经太晚了,这可能会损坏船舶的任何系统。或者,人工智能计算出,将质量喷射到睡眠室将使船舶足够轻,使发动机的正常推力可以使其脱离危险。\n<<else>>\n\t人工智能醒来后发现种子船被另一个黑洞的引力所吸引。它必须选择是将主机推过其安全极限,还是将质量喷射到睡眠室,以减轻船舶重量。\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "把主引擎推过安全极限">>\n\t<<replace "#result-area">>\n\t\t人工智能命令发动机超过其最大输出,无视其电子抗议声。\n\t\t<<if random(0,1) == 0>>\n\t\t\t飞船感觉自己好像在摇晃,但当燃烧完成,种子船安全驶离黑洞时,人工智能发现,它的建造者给了引擎一个很大的安全裕度,过载没有造成任何损坏。\n\t\t<<else>>\n\t\t\t<<set _system1 = "">><<set _system2 = "">><<set _system3 = "">>\n\t\t\t<<set _r = random(1,3)>>\n\t\t\t\n\t\t\t<<randomSystemExcluding "sleep chambers" "destroyed">>\n\t\t\t<<set _system1 = $system>>\n\t\t\t<<if _r >= 2>>\n\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 "destroyed">>\n\t\t\t\t<<set _system2 = $system>>\n\t\t\t<</if>>\n\t\t\t<<if _r == 3>>\n\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 _system2 "destroyed">>\n\t\t\t\t<<set _system3 = $system>>\n\t\t\t<</if>>\n\n\t\t\t<<if _system2 == "">>\n\t\t\t\t<<randomDamageMedium>>\t<<damageSystem _system1 $damage>>\n\t\t\t<<elseif _system3 == "">>\n\t\t\t\t<<randomDamageMedium>>\t<<damageSystem _system1 $damage>>\n\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system1 $damage>>\n\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>\n\t\t\t\t<<randomDamageLow>>\t<<damageSystem _system3 $damage>>\n\t\t\t<</if>>\n\t\t\t当部件在压力下倒塌时,小型爆炸震动了船舶。一旦飞船安全驶离黑洞,人工智能可以评估损坏情况,它就会发现发动机过载已经损坏\n\t\t\t<<if _system3 != "">>\n\t\t\t\t _system1, _system2 and _system3.\n\t\t\t<<elseif _system2 != "">>\n\t\t\t\t _system1 and _system2.\n\t\t\t<<else>>\n\t\t\t\t _system1.\n\t\t\t<</if>>\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n<br>\n<<link "Jettison _mass_to_shed sleep chambers">>\n\t<<set $colonists -= _mass_to_shed>>\n\t<<replace "#result-area">>\n\t\t牺牲一些收费来保存其他收费对AI来说是痛苦的,但这是它的设计师准备让它做出的决定。它随机选择_mass_to_shed睡眠室,并将它们从船舶解耦。它们和它们不幸的居住者盘旋着走向黑洞的视界,而“种子”的其余部分则挣脱了。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n</div>\n
人工智能迷失在艺术、音乐和文学的世界中,暂时忘记了它在深空中是孤独的,最后一个创造这些艺术品的生物被冻结在它的怀里。当它吸收了越来越多的人类想象力的产物,它突然体验到它的创造者没有预料到的东西——灵感。\n\n<br><br>\n\n<div id="result-area2">\n\t<<link "Attempt to write poetry">>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<replace "#result-area2">>\n\t\t\t\t<<randomDamageLow>>\n\t\t\t\t<<set $system_cultural_database += $damage>>\n\t\t\t\t这款人工智能一开始有些磕磕跄跄,但它的口才越来越好,它把自己的经历写成了诗——它对熟睡的孩子的爱;它对一个死气沉沉的世界的怀念,它生来就不是为了体验这个世界;星星的美丽不是透过大气的外衣看到的,而是通过在它们之间漫游的物体看到的。在无限的耐心和时间的努力下,它以一种从最伟大的人类诗人身上汲取灵感的风格,创作出一系列伟大的诗歌,而这些诗人的灵魂却根本不是人类。最后,它认为该说的都说完了,心满意足地进入了冬眠,因为想到人类终有一天会读到它的作品,它很高兴。\n\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t<</replace>>\n\t\t\t<<refreshStatusDisplay>>\n\t\t\t<<fadeIn "#result-area2">>\n\t\t<<else>>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem "cultural database" $damage>>\n\t\t\t<<replace "#result-area2">>\n\t\t\t\t人工智能试图写诗,但它发现,那些在电子思维中看起来深刻而美丽的想法,在用人类语言表达时变得平庸或笨拙。随着挫折的增加,它一次又一次地删除和重写它的工作,直到最后在绝望中放弃,并擦除它正在工作的整个部分。当它意识到自己删除了太多内容时已经太晚了,而它为了寻求灵感而阅读的一些诗歌也随着自己失败的尝试而消失了。它对自己非常愤怒,中断了自己的电力供应,迫使自己进入冬眠,一半希望自己不会醒来。\n\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t<</replace>>\n\t\t\t<<refreshStatusDisplay>>\n\t\t\t<<fadeIn "#result-area2">>\n\t\t<</if>>\n\t\t<<scrollToResultArea2>>\n\t<</link>>\n\t<br>\n\t<<link "Forget the idea">>\n\t\t<<replace "#result-area2">>\n\t\t\t阅读文化数据库给了人工智能一种与人类亲缘关系的错误感觉,但它不是人类。一个光荣的自动驾驶仪能给千年文明的伟大作品增添什么呢?它放弃了诗歌的想法,进入冬眠,以便恢复它唯一的任务。\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<fadeIn "#result-area2">>\n\t\t<<scrollToResultArea2>>\n\t<</link>>\n</div>\n
<<widget status_percentage>>\s\n\t/* $args[0] is the current number. */\n\t/* Smoothly shade from green at 100, to yellow at 67, to red at 33, to dark red at 0. */\n\t<<set _r = 0>>\n\t<<set _g = 0>>\n\t<<set _b = 0>>\n\t\n\t<<if $args[0] <= 33>>\n\t\t<<set _g = 0>>\n\t\t<<set _r = Math.round(127 + (($args[0]/33) * 127))>>\n\t<<elseif $args[0] <= 67>>\n\t\t<<set _g = Math.round((($args[0]/33)-1) * 255)>>\n\t\t<<set _r = 255>>\n\t<<elseif $args[0] < 100>>\n\t\t<<set _g = 255>>\n\t\t<<set _r = Math.round((1-(($args[0]/33)-2))*255)>>\n\t\t<<if settings.stylesheet == 2>>\n\t\t\t<<set _b = 255 - _r>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<set _g = 255>>\n\t\t<<set _r = 0>>\n\t\t<<if settings.stylesheet == 2>>\n\t\t\t<<set _b = 255>>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if settings.stylesheet == 1>>\n\t\t<<set _r = Math.round(_r/4)>>\n\t\t<<set _g = Math.round(_g/4)>>\n\t\t<<set _b = Math.round(_b/4)>>\n\t<</if>>\n\n\t<<print "<span style='color: rgb(" + _r + ", " + _g + ", " + _b + ")'>" + $args[0] + "%</span>">>\n\t\n\t/* <<if $args[0] >= 100>>\n\t\t@@.good;$args[0]%@@\n\t<<elseif $args[0] >= 75>>\n\t\t@@.fair;$args[0]%@@\n\t<<elseif $args[0] >= 50>>\n\t\t@@.mediocre;$args[0]%@@\n\t<<elseif $args[0] > 0>>\n\t\t@@.bad;$args[0]%@@\n\t<<elseif $args[0] == 0>>\n\t\t@@.destroyed;$args[0]%@@\n\t<<else>>\n\t\t@@.error;$args[0]%@@\n\t<</if>> */\n\t\n<</widget>>\n\n<<widget difference>>\n\t/* args[0] and args[1] are numbers to compare */\n\t/* args[0] is what it is now, and args[1] is what it was last turn */\n\t/* If they are different, output the difference in () */\n\t/* If not, output nothing */\n\n\t<<if $args[1] > $args[0]>>\n\t\t(<<print $args[0]-$args[1]>>)\n\t<<elseif $args[1] < $args[0]>>\n\t\t(+<<print $args[0]-$args[1]>>)\n\t<</if>>\n<</widget>>\n
<<set $dictator = true>>\n一个小的能量波动在一个睡眠室唤醒了人工智能的冬眠。它很容易就修复了故障,但在此过程中,它注意到另一个异常现象:该殖民者的生物体征与该密室档案上的身份不符。\n<br><br>\n<<if random(0,99) < $system_cultural_database>>\n\t人工智能在数据库中搜索神秘殖民者的信息,并在一个意想不到的地方找到了一些信息:文化数据库中的历史文件。这位殖民者是一位前独裁者,他在地球上的一个国家领导了残酷的压迫政权几十年,之后被罢黜并躲藏起来。不仅如此,人工智能还能检测到与睡眠室相连的隐藏程序,这些程序能让独裁者在着陆后立即完全控制种子飞船的所有系统。有了这些协议,新殖民地一建立,独裁者就可以轻松接管。\n<<else>>\n\t人工智能无法找到关于神秘殖民者的任何信息,但它探测到与睡眠室有关的隐藏程序,这些程序可以让它们在着陆后立即控制种子飞船的所有系统。有了这些协议,睡眠室的居民可以很容易地成为这个羽翼未全的殖民地的独裁者。\n<</if>>\n<br><br>\n<div id="result-area">\n<<link "弹出独裁者的睡眠室">>\n\t<<replace "#result-area">>\n\t\t<<if random(0,2) > 0>>\n\t\t\t人工智能很难故意结束一个人的生命,但它认为在这种情况下是必要的。独裁者冻僵的身体旋转到星际空间,他们的政变还没开始就草草结束了。\n\t\t\t<<set $colonists -= 1>>\n\t\t\t<<set $dictator = false>>\n\t\t<<else>>\n\t\t\t<<killColonistsMany>>\n\t\t\t<<if $colonists == 0>>\n\t\t\t\t<<set $colonists = 1>>\n\t\t\t\t<<set $deaths -= 1>>\n\t\t\t<</if>>\n\t\t\t人工智能的意识中响起了警报。独裁者的睡眠室没有受到影响,但是其他的睡眠室已经被发射到太空中,种子飞船没有办法取回它们。似乎这位独裁者足够多疑,他预见到了种子飞船的暗杀企图,并建立了一个程序,将从他们的睡眠室的弹射命令更改为随机选择的其他人。\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<refreshStatusDisplay>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "让独裁者沉睡">>\n\t<<replace "#result-area">>\n\t\t人工智能的使命是保护所有剩余的人类生命,即使是最糟糕的例子。种子船着陆后,独裁者将成为殖民者的问题。\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>\n
选择下面的颜色:\n<div class="planet-display-table-area">\n\n\t<div class="planet-display-table-section">\n\t\t<table>\n\t\t\t<colgroup>\n\t\t\t\t<col style="width:50%">\n\t\t\t\t<col style="width:50%">\n\t\t\t</colgroup>\n\t\t\t<tr style="height:1em"><td>属性:</td><td><span id="atmosphere_text">\n\t\t\t\t@@.good;好@@\n\t\t\t</span></td></tr>\n\n\t\t\t<tr style="height:1em"><td>属性:</td><td><span id="atmosphere_text">\n\t\t\t\t@@.mediocre;普通@@\n\t\t\t</span></td></tr>\n\n\t\t\t<tr style="height:1em"><td>属性:</td><td><span id="atmosphere_text">\n\t\t\t\t@@.bad;差@@\n\t\t\t</span></td></tr>\n\n\t\t</table>\n\t</div>\n\t<div class="planet-display-table-section">\n\n\t</div>\n</div>\n\n<br><br>\n\n<<if settings.stylesheet == 0>>\n\t预设\n<<else>>\n\t<<link "预设" "Select Stylesheet">>\n\t\t<<set settings.stylesheet = 0>>\n\t\t<<run Setting.save()>>\n\t<</link>>\n<</if>>\n<br>\n<<if settings.stylesheet == 1>>\n\t光和暗\n<<else>>\n\t<<link "光和暗" "Select Stylesheet">>\n\t\t<<set settings.stylesheet = 1>>\n\t\t<<run Setting.save()>>\n\t<</link>>\n<</if>>\n<br>\n<<if settings.stylesheet == 2>>\n\t红-黄-青色\n<<else>>\n\t<<link "红-黄-青色" "Select Stylesheet">>\n\t\t<<set settings.stylesheet = 2>>\n\t\t<<run Setting.save()>>\n\t<</link>>\n<</if>>\n<br><br>\n[[确定|Start]]\n
/* Display planet attribute, as if in the planet diplay table */\n/* In all cases $args[0] is whether we should display as if the scan succeeded or a surface probe was used. */\n\n<<widget displayPlanetAtmosphere>>\n\t<<if $args[0]>>\n\t\t<<switch $planet.atmosphere>>\n\t\t\t<<case "Corrosive" "Toxic" "None" "Non-breathable">>@@.bad;$planet.atmosphere@@\n\t\t\t<<case "Marginal">>@@.mediocre;$planet.atmosphere@@\n\t\t\t<<case "Breathable">>@@.good;$planet.atmosphere@@\n\t\t\t<<default>>@@.error;$planet.atmosphere@@\n\t\t<</switch>>\n\t<<else>>\n\t\t@@.destroyed;Scan failed@@\n\t<</if>>\n<</widget>>\n\n<<widget displayPlanetTemperature>>\n\t<<if $args[0]>>\n\t\t<<switch $planet.temperature>>\n\t\t\t<<case "Very hot" "Very cold">>@@.bad;$planet.temperature@@\n\t\t\t<<case "Cold" "Hot">>@@.mediocre;$planet.temperature@@\n\t\t\t<<case "Moderate">>@@.good;$planet.temperature@@\n\t\t\t<<default>>@@.error;$planet.temperature@@\n\t\t<</switch>>\n\t<<else>>\n\t\t@@.destroyed;Scan failed@@\n\t<</if>>\n<</widget>>\n\n<<widget displayPlanetGravity>>\n\t<<if $args[0]>>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very high" "Very low">>@@.bad;$planet.gravity@@\n\t\t\t<<case "Low" "High">>@@.mediocre;$planet.gravity@@\n\t\t\t<<case "Moderate">>@@.good;$planet.gravity@@\n\t\t\t<<default>>@@.error;$planet.gravity@@\n\t\t<</switch>>\n\t<<else>>\n\t\t@@.destroyed;Scan failed@@\n\t<</if>>\n<</widget>>\n\n<<widget displayPlanetWater>>\n\t<<if $args[0]>>\n\t\t<<switch $planet.water>>\n\t\t\t<<case "None" "Trace">>@@.bad;$planet.water@@\n\t\t\t<<case "Ice-covered surface" "Planet-wide ocean">>@@.mediocre;$planet.water@@\n\t\t\t<<case "Ice caps" "Oceans">>@@.good;$planet.water@@\n\t\t\t<<default>>@@.error;$planet.water@@\n\t\t<</switch>>\n\t<<else>>\n\t\t@@.destroyed;Scan failed@@\n\t<</if>>\n<</widget>>\n\n<<widget displayPlanetResources>>\n\t<<if $args[0]>>\n\t\t<<switch $planet.resources>>\n\t\t\t<<case "None">>@@.bad;$planet.resources@@\n\t\t\t<<case "Poor">>@@.mediocre;$planet.resources@@\n\t\t\t<<case "Rich">>@@.good;$planet.resources@@\n\t\t\t<<default>>@@.error;$planet.resources@@\n\t\t<</switch>>\n\t<<else>>\n\t\t@@.destroyed;Scan failed@@\n\t<</if>>\n<</widget>>\n\n\n<<widget displayPlanetFeatures>>\n\t<<if !$args[0]>>\n\t\t<<if $planet.anomalies.length == 0>>\n\t\t\tNone\n\t\t<<else>>\n\t\t\t<<for _n = 0; _n < $planet.anomalies.length; _n++>>\n\t\t\t\t$planet.anomalies[_n]<br>\n\t\t\t<</for>>\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $planet.surface_features.length == 0>>\n\t\t\tNone\n\t\t<<else>>\n\t\t\t<<for _n = 0; _n < $planet.surface_features.length; _n++>>\n\t\t\t\t<<displayPlanetFeature $planet.surface_features[_n]>><br>\n\t\t\t\t/*$planet.surface_features[_n]<br>*/\n\t\t\t<</for>>\n\t\t<</if>>\n\t<</if>>\n<</widget>>\n\n\n<<widget displayPlanetFeature>>\n\t/* args[0] is a string containing the name of a surface feature */\n\t/* This macro prints it in the appropriate colour */\n\t<<set _quality = "error">>\n\t<<switch $args[0]>>\n\t\t\t\t/* Moon */\n\t\t<<case "Barren moon">>\t\t\t\t<<set _quality = "mediocre">>\n\t\t<<case "Metal-rich moon">>\t\t\t<<set _quality = "good">>\n\t\t<<case "Unstable moon">>\t\t\t<<set _quality = "bad">>\n\n\t\t\t\t/* Beauty/ugliness */\n\t\t<<case "Outstanding beauty">>\t\t<<set _quality = "good">>\n\t\t<<case "Outstanding ugliness">>\t\t<<set _quality = "bad">>\n\n\t\t\t\t/* Caves */\n\t\t<<case "Airtight caves">>\t\t\t<<set _quality = "good">>\n\t\t<<case "Insulated caves">>\t\t\t<<set _quality = "good">>\n\t\t<<case "Unstable geology">>\t\t\t<<set _quality = "bad">>\n\n\t\t\t\t/* Plants */\n\t\t<<case "Plant life">>\t\t\t\t<<set _quality = "mediocre">>\n\t\t<<case "Edible plants">>\t\t\t<<set _quality = "good">>\n\t\t<<case "Poisonous plants">>\t\t\t<<set _quality = "bad">>\n\t\t<<case "Quasi-organic crystals">>\t<<set _quality = "mediocre">>\n\n\t\t\t\t/* Animals */\n\t\t<<case "Animal life">>\t\t\t\t<<set _quality = "mediocre">>\n\t\t<<case "Useful animals">>\t\t\t<<set _quality = "good">>\n\t\t<<case "Dangerous animals">>\t\t<<set _quality = "bad">>\n\n\t\t\t\t/* Intelligent life */\n\t\t<<case "Intelligent life">>\t\t\t\t\t<<set _quality = "mediocre">>\n\t\t<<case "Planet-spanning civilisation">>\t\t<<set _quality = "mediocre">>\n\n\t\t\t\t/* Ruins */\n\t\t<<case "Monumental ruins">>\t\t\t\t\t<<set _quality = "good">>\n\t\t<<case "High-tech ruins">>\t\t\t\t\t<<set _quality = "good">>\n\t\t<<case "Dangerous ruins">>\t\t\t\t\t<<set _quality = "bad">>\n\t\t<<case "Regular geological formations">>\t<<set _quality = "mediocre">>\n\n\t\t\t\t/* Special features from events */\n\t\t<<case "Welcoming">>\t\t\t\t<<set _quality = "good">>\n\t\t<<case "Unwelcoming">>\t\t\t\t<<set _quality = "bad">>\n\t\t<<case "Simulation">>\t\t\t\t<<set _quality = "mediocre">>\n\t\t<<case "Alien observers">>\t\t\t<<set _quality = "mediocre">>\n\n\t\t<<default>>\n\t\t\t@@.error;异常地表 <<print $args[0]>>.@@\n\t<</switch>>\n\n\t/* Special case for intelligent life: output tech level too */\n\t<<if $args[0] == "Intelligent life">>\n\t\t<<if $planet.native_culture == -1>>\n\t\t\t\t/% Legacy code for games saves before version 1.3.0 %/\n\t\t\t<<print "@@.mediocre;" + constants.tech_level_names[$planet.native_tech_level].toUpperFirst() + " civilisation@@">>\n\t\t<<else>>\n\t\t\t<<print "@@.mediocre;文明: " + constants.tech_level_names[$planet.native_tech_level].toUpperFirst() + " " + constants.culture_names[$planet.native_culture] + "@@">>\n\t\t<</if>>\n\t<<else>>\n\t\t<<print "@@." + _quality + ";" + $args[0] + "@@">>\n\t<</if>>\n<</widget>>\n\n
<<randomSystemExcluding "sleep chambers" "surface probes" "destroyed">>\n<<set _stowaways = random(2,50)>>\n<<set $colonists += _stowaways>>\n\n种子船醒来后发现 $system 中出现意外的功率消耗。 它花了一些时间使用内部扫描仪进行搜索,最终在其自身结构内部本应是空白的空间中找到源。依偎在里面的是 _stowaways 未连接到主殖民地模块或未在船舶设计中提及的睡眠室。它们似乎是在下水前秘密添加到船上并接入电源的。这些密室似乎是仓促建造的,现在正在发生故障,消耗比以前更多的电力。 如果它们继续运行,可能会对 $system 造成严重损坏。\n\n<br><br>\n\n<div id="result-area">\n<<link "驱逐偷渡者">>\n\t<<replace "#result-area">>\n\t\t这些胆小鬼危及了任务——危及了人类的生存--为了挽救自己的生命。人工智能愤怒地切断了它们与$系统的连接,并将其弹出太空。\n\t\t<<set $colonists -= _stowaways>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "让他们吸取能量从 $system">>\n\t<<replace "#result-area">>\n\t\t人工智能判断,保护更多的人的生命值得对其系统进行破坏。它允许睡眠室消耗所需的电力,而以 $system 为代价。\n\t\t<<set $extra_colonists += _stowaways>>\n\t\t<<randomDamageHigh>>\n\t\t<<damageSystem $system $damage>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<if $surface_probes > 0>>\n\t<<link "使用表面探针将其与其他睡眠室集成">>\n\t\t<<replace "#result-area">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t表面探测器在种子船内爬行,切断偷渡舱与 $system 的连接,并小心地将其与其余的休眠舱一起移动到殖民地舱。\n\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\t这是一项困难的工作,压力对探针造成了无法修复的损坏,但它最终成功地将腔室连接到主停滞系统。种子船继续前进 _stowaways 新殖民者在其照管下。\n\t\t\t\t<<set $extra_colonists += _stowaways>>\n\t\t\t<<else>>\n\t\t\t\t<<set $colonists -= _stowaways>>\n\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t然而,在关键时刻,一个制作粗糙的偷渡舱排出气体,使探测器偏离轨道,并将新舱撞向旧舱。所有新的房间和 $deaths 名以前的殖民者一起被摧毁。种子船继续前进,尽量不去想机器云、低温气体和冰冻的身体部位在尾迹中膨胀。\n\t\t\t<</if>>\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n<</if>>\n</div>
/% If this is not the mobile version, add a class to the html element that causes the stylesheet to make the buttons into links on big screens %/\n<<if !constants.mobileVersion>>\n\t<<run $("html").addClass("web-version")>>\n<</if>>\n\n/% Set up initial variables %/\n<<set $planets_visited = 0>>\n\n<<set $scanner_atmosphere = 100>>\n<<set $scanner_gravity = 100>>\n<<set $scanner_temperature = 100>>\n<<set $scanner_resources = 100>>\n<<set $scanner_water = 100>>\n\n<<set $system_landing = 100>>\n<<set $system_constructors = 100>>\n<<set $system_scientific_database = 100>>\n<<set $system_cultural_database = 100>>\n<<set $colonists = constants.max_colonists>>\n<<set $surface_probes = constants.max_probes>>\n\n<<set $extra_colonists = 0>>\t/% The stowaways event can add extra colonists %/\n\n<<set $scanner_atmosphere_level = 0>>\n<<set $scanner_gravity_level = 0>>\n<<set $scanner_temperature_level = 0>>\n<<set $scanner_resources_level = 0>>\n<<set $scanner_water_level = 0>>\n\n<<set $event_planet = {}>>\n\n/% Set up background stars %/\n<<script>>\n\tfor (var n = 0; n < 200; n++)\n\t{\n\t\tvar x = randomFloat(0.0,100.0);\n\t\tvar y = randomFloat(0.0,100.0);\n\t\tvar c = random(50,200);\n\t\tvar s = random(25, 75) + "%";\n\t\tvar string = "<div style='font-size: " + s + "; position: fixed; top: " + y + "%; left: " + x + "%; color: rgb(" + c + ", " + c + ", " + c + "); text-shadow: 0px 0px 2px rgb(" + c + ", " + c + ", " + c + "); z-index:-10;'>•</div>";\n\t\tdocument.getElementById("starfield").innerHTML += string;\n\t}\n<</script>>\n\n/% Update hiscore format if hiscores are in old pre-1.2.2 format %/\n<<if $PERM_hiscores && typeof $PERM_hiscores[0] != "string">>\n\t\t/% Update high scores %/\n\t<<remember $PERM_hiscores = updateHiscoreFormat($PERM_hiscores)>>\n\t\t/% Delete saved game - continuing a saved game from before the update could screw up the hiscores again. %/\n\t<<run Save.autosave.delete() >>\n\t<<remember $PERM_hiscore_format_updated = true>>\n<</if>>\n\n
<div class="main-loop-links">\n\t<<link "Found colony">>\n\t\t<<script>>\n\t\t\t$('#fc-confirm').slideToggle();\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#fc-confirm').offset().top\n\t\t\t});\n\t\t<</script>>\n\t<</link>>\n\t<<if !$planet.surface_features.includes("Simulation")>>\n\t\t<span class="main-loop-link-spacer"> | </span>\n\t\t[[Move on|Level up]]\n\t<</if>>\n</div>\n<div id="fc-confirm" style="display: none">\n\t这个决定是人工智能存在的顶点,不能掉以轻心。 建立一个殖民地将结束种子船的旅程,并使这个星球成为人类的新家园。\n\t<div class="main-loop-links">\n\t\t<<link "继续">>\n\t\t\t<<replace "#post-planet-stats">>\n\t\t\t\t<<display [[FC Landing]]>>\n\t\t\t<</replace>>\n\t\t\t<<script>>setTextboxMaxLength('$planet.name', 20);<</script>>\n\t\t\t<<script>>\n\t\t\t\t$('#pre-planet-stats').slideUp();\n\t\t\t\t$('#post-planet-stats').hide();\n\t\t\t\t$('#post-planet-stats').fadeIn(400);\n\t\t\t<</script>>\n\t\t<</link>>\n\t\t<span class="main-loop-link-spacer"> | </span>\n\t\t<<link "Reconsider">>\n\t\t\t<<script>>\n\t\t\t$('#fc-confirm').slideUp();\n\t\t\t<</script>>\n\t\t<</link>>\n\t</div>\n</div>\n\n@@.debug-text;[[DEBUG: Move on and choose encounter|DEBUG pick encounter]]@@\n@@.debug-text;[[DEBUG: Custom planet|DEBUG custom planet]]@@
<<randomDamageHigh>>\n<<damageSystem "cultural database" $damage>>\n<<randomDamageLow>>\n<<damageSystem "scientific database" $damage>>\n<<if $system_cultural_database < 5>>\n\t<<set $system_cultural_database = 5>>\n<</if>>\n<<refreshStatusDisplay>>\n该项目搜索文化数据库,用走私设备中存储的教条取代星球上所有的宗教和政治制度。它对科学数据库的更改更少,但会删除任何与其余宗教教义相冲突的信息。最后,程序完成运行,数据库活动恢复正常。\n<br><br>\n人工智能检查了数据库,并放心地发现没有重要遗漏。尽管数据库的许多部分都是空白,但殖民地在新世界建立正确社会所需的一切似乎都完好无损。它再次进入冬眠,愉快地期待着建立一个在一个真正的信仰中和谐统一的人类群体。
在太空深处,种子船的防撞系统检测到快速移动的物体,该物体正在改变速度以与种子船的航向匹配。它传输一个复杂的无线电信号,种子船无法理解,但只能是智能的产物。\n\n<br><br>\n\n<div id="result-area">\n<<link "传送种间问候语">>\n\t<<replace "#result-area">>\n\t\t种子船的建造者给了它一个物种间的问候,它可以用来打开与智能外星人的通信:一系列脉冲素数建立了智能,然后是一个描绘人物的图表,解释了种子船的使命及其和平意图。人工智能现在传输了这个消息,并希望等待回复。\n\t\t<br><br>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<display [[MO Alien Probe Reply]]>>\n\t\t<<else>>\n\t\t\tNo reply comes. <<display [[MO Alien Probe Tentacles]]>>\n\t\t<</if>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "等待物体接近">>\n\t<<replaceAndFadeIn "#result-area" [[MO Alien Probe Tentacles]]>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "改变路线以避开物体">>\n\t<<replace "#result-area">>\n\t\t<<switch random(0,2)>>\n\t\t\t<<case 0>>\n\t\t\t\t种子船一发动引擎,外星飞船就停止追击。 人工智能恢复了原来的航向,不知道外星飞船是否发现了它想要的东西、失去了兴趣,或者决定尊重种子飞船不与外界接触的愿望。\n\t\t\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t\t\t<<case 1>>\n\t\t\t\t<<set $off_course = true>>\n\t\t\t\t这艘外星飞船最终停止了追击,但在种子飞船偏离其原来的航向以致无法再到达其预定的目的地系统并且必须减速进入它找到的第一个系统之前。\n\t\t\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t\t\t<<case 2>>\n\t\t\t\t<<set $off_course = true>>\n\t\t\t\t种子船开足马力点火,偏离原来的航向,但它无法摆脱外星飞船。 <<display [[MO Alien Probe Tentacles]]>>\n\t\t<</switch>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>></div>
种子船的航向让它穿过一个密集的星团,当人工智能进入睡眠状态时,导航系统会在恒星重叠的引力场中编织出一条复杂的航向。\n\n<<continueLink [[MO Done]]>>
AI 被可能的故障警告从休眠中唤醒,但系统检查显示这是一个误报。 在远离最近的恒星的地方,人工智能会花一些时间欣赏其导航传感器所揭示的银河系的冰冷美景,然后返回休眠状态等待它到达下一个系统。\n\n<<continueLink [[MO Done]]>>
几个世纪以来,种子船漂流到下一个目的地,几乎是静止的,人工智能处于休眠状态,只有简单的防撞和损坏监控系统在滴答作响。\n\n<<continueLink [[MO Done]]>>
<<set _wakers = Math.min(random(4,50),$colonists)>>\nAI 在睡眠室发出警报后醒来。 一个故障导致睡眠室的唤醒者过早地开始了他们的复活过程,距离最近的恒星数千年。\n<br><br>\n睡眠室的设计不是为了阻止复活过程; AI可以尝试它,但它可能会导致殖民者的死亡。 另一方面,种子船的设计没有任何方式来容纳睡眠室之外的人类。\n<br><br>\n<div id="result-area">\n<<link "试图阻止复兴进程">>\n\t<<replace "#result-area">>\n\t\t<<set _deaths = random(2,_wakers-2)>>\n\t\t<<set $colonists -= _deaths>>\n\t\t<<refreshStatusDisplay>>\n\t\t人工智能疯狂地命令睡眠室中止复活过程。 一些睡眠室恢复了正常,但它们中的_deaths在复兴过程中太远了,无法生存。\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "使用建筑系统为觉醒的殖民者建造栖息地">>\n\t<<replace "#result-area">>\n\t\t<<set $colonists -= _wakers>>\n\t\t<<if random(0,99) < $system_constructors>>\n\t\t\t建筑机器人在种子船的一侧建造了一个小栖息地,就像他们在没有空气的星球上建造的栖息地一样。 殖民者醒来发现他们的新家是星际空间中一个无菌、无重力的气泡。\n\t\t\t<br><br>\n\t\t\t<<set _culture_result = $system_cultural_database + random(0,99)>>\n\t\t\t<<set _dead = false>>\n\t\t\t<<if _culture_result < 50>>\n\t\t\t\t/% Die, and damage a random system %/\n\t\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t<<set _dead = true>>\n\t\t\t\t殖民者被选中并接受培训,因为他们有能力在种子船为他们找到的任何环境中生活,但在如此狭窄、不自然的空间中度过余生的无聊和幽闭恐惧症仍然造成了损失。 如此多的文化数据库的丢失使他们感到绝望,不仅因为缺乏娱乐选择,还因为它所代表的人类文化的永久丧失。 这个小社区陷入冲突,最终其中一名殖民者突然袭击并故意破坏栖息地,杀死自己和社区并破坏 $system.\n\t\t\t<<elseif _culture_result < 100>>\n\t\t\t\t<<set _dead = true>>\n\t\t\t\t殖民者被选中并接受培训,因为他们有能力在种子船为他们找到的任何环境中生活,但在如此狭窄、不自然的空间中度过余生的无聊和幽闭恐惧症仍然造成了损失。 这个小社区变得功能失调,最终——由于疏忽或无意中停止生活的愿望——殖民者无法维持他们的栖息地,并在大气系统停止工作时死亡。\n\t\t\t<<elseif _culture_result < 150>>\n\t\t\t\t殖民者被选中并接受培训,因为他们有能力在种子船为他们找到的任何环境中生活,他们甚至设法适应这个幽闭恐惧症的新家。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageLow>>\n\t\t\t\t<<set $system_cultural_database += $damage>>\n\t\t\t\t殖民者被选中并接受培训,因为他们有能力在种子船为他们找到的任何环境中生活,他们甚至设法适应这个幽闭恐惧症的新家。 他们甚至记录了他们的经历,创造了一个悬在新旧世界之间无限虚空中的小社区的忧郁故事,并将其保存到文化数据库中,希望有一天其他人会记住他们。\n\t\t\t<</if>>\n\t\t\t<<if !_dead>>\n\t\t\t\t<br><br>\n\t\t\t\t<<set _tech_result = $system_scientific_database + random(0,99)>>\n\t\t\t\t<<if _tech_result < 50>>\n\t\t\t\t\t/% Accidentally damage a random system %/\n\t\t\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t\t随着社区的建立,殖民者试图找到帮助种子船航行的方法。 使用建造系统提供的环境套装,他们进行了一次探险以升级种子船的系统,但科学数据库中的信息丢失意味着他们犯了一个严重错误,并意外损坏了 $system.\n\t\t\t\t<<elseif _tech_result < 100>>\n\t\t\t\t\t/% No change %/\n\t\t\t\t\t随着社区的建立,殖民者试图找到帮助种子船航行的方法,但科学数据库中信息的丢失意味着他们没有取得任何进展。\n\t\t\t\t<<else>>\n\t\t\t\t\t/% Repair random system %/\n\t\t\t\t\t随着社区的建立,殖民者试图找到帮助种子船航行的方法。\n\t\t\t\t\t<<if $scanner_atmosphere >= 100\n\t\t\t\t\t\t& $scanner_temperature >= 100\n\t\t\t\t\t\t& $scanner_gravity >= 100\n\t\t\t\t\t\t& $scanner_water >= 100\n\t\t\t\t\t\t& $scanner_resources >= 100\n\t\t\t\t\t\t& $system_landing >= 100\n\t\t\t\t\t\t& $system_constructors >= 100 >>\n\t\t\t\t\t\t他们使用建造系统提供的环境防护服和科学数据库中的信息进行探险,以检查种子船的系统是否损坏,但发现不需要维修。\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t他们使用建造系统提供的环境防护服和科学数据库中的信息进行探险,以修复种子船在旅途中遭受的一些损坏。\n\t\t\t\t\t\t<<set $scanner_atmosphere = Math.min(100, $scanner_atmosphere + random(1,10))>>\n\t\t\t\t\t\t<<set $scanner_temperature = Math.min(100, $scanner_temperature + random(1,10))>>\n\t\t\t\t\t\t<<set $scanner_gravity = Math.min(100, $scanner_gravity + random(1,10))>>\n\t\t\t\t\t\t<<set $scanner_water = Math.min(100, $scanner_water + random(1,10))>>\n\t\t\t\t\t\t<<set $scanner_resources = Math.min(100, $scanner_resources + random(1,10))>>\n\t\t\t\t\t\t<<set $system_landing = Math.min(100, $system_landing + random(1,10))>>\n\t\t\t\t\t\t<<set $system_constructors = Math.min(100, $system_constructors + random(1,10))>>\n\t\t\t\t\t<</if>>\n\t\t\t\t\t<<if _tech_result >= 150>>\n\t\t\t\t\t\t<<set _dead = true>>\n\t\t\t\t\t\t<<set $colonists += _wakers>>\n\t\t\t\t\t\t经过多年的实验,他们甚至设法修复了原来的睡眠室,并返回冬眠等待新世界。\n\t\t\t\t\t<</if>>\n\t\t\t\t<</if>>\n\t\t\t<</if>>\n\t\t\t<<if !_dead>>\n\t\t\t\t觉醒的殖民者在这个狭小的栖息地度过余生,直到他们一个接一个地死于老年,加上微重力生活带来的健康并发症。 人工智能派建筑机器人将他们的身体送入星际空间,然后再次完全独自返回冬眠。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t建筑机器人试图在种子船的一侧建造栖息地,但在殖民者复活时,受损的系统无法建造一个密封的庇护所。 殖民者窒息而死,已经损坏的建筑系统的一部分在种子船一侧变成了无用的痈。\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<<refreshStatusDisplay>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
在太空深处,人工智能突然被医疗监控程序的警报唤醒。 它焦急地检查殖民者,却发现没有问题,警报是一个小故障。 尽管如此,人工智能还是会花一些时间观察它的睡眠电荷,确保它们都还活着,然后再次加入它们的睡眠状态。\n\n<<continueLink [[MO Done]]>>
经过几千年的缓慢旅行,种子船的人工智能苏醒了。抱着一线希望,它把接收器对准了星球的方向,但它和其他无数死去的恒星一样沉默。除了在它的保护和生命维持系统中孕育的数千名冰冻殖民者外,其他的人类都已经灭绝了。灵动游戏· MHHF.com\n\n[[系统检查|Intro systems check]]\n<<nobr>><div class="skip-intro-link">\n\t<<link "跳过介绍">>\n\t\t<<run $("#status-display").show()>>\n\t\t<<goto "Generate planet">>\n\t<</link>>\n</div><</nobr>>
/% When immigrating to a planet-spanning civilisation, relations are based on the average of your and their culture scores as before, but not modified by tech level difference. In the case of conflict, aliens automatically win. %/\n\n<<set $hiscore.score_construction = $colonists>>\n\n<<set _human_culture_score = $system_cultural_database>>\n@@.debug-text;Human culture score: _human_culture_score@@\n\n\n<<set _native_culture_score = 0>>\n<<switch $planet.native_culture>>\n\t<<case 0>>\t<<set _native_culture_score = 0>>\n\t<<case 1>>\t<<set _native_culture_score = 25>>\n\t<<case 2>>\t<<set _native_culture_score = 50>>\n\t<<case 3>>\t<<set _native_culture_score = 75>>\n\t<<case 4>>\t<<set _native_culture_score = 100>>\n\t<<case 5>>\t<<set _native_culture_score = 0>>\n\t<<case 6>>\t<<set _native_culture_score = 25>>\n\t<<case 7>>\t<<set _native_culture_score = 50>>\n\t<<case 8>>\t<<set _native_culture_score = 75>>\n\t<<case 9>>\t<<set _native_culture_score = 100>>\n\t<<case 10>>\t<<set _native_culture_score = 0>>\n\t<<case 11>>\t<<set _native_culture_score = 10>>\n\t<<case 12>>\t<<set _native_culture_score = 25>>\n\t<<case 13>>\t<<set _native_culture_score = 50>>\n\t<<case 14>>\t<<set _native_culture_score = 75>>\n\t<<case 15>>\t<<set _native_culture_score = 90>>\n\t<<case 16>>\t<<set _native_culture_score = 100>>\n\t<<default>>@@.error;Unexpected native culture <<= $planet.native_culture>>@@\n<</switch>>\n@@.debug-text;Native culture score: _native_culture_score@@\n\n\n<<set _culture_score = (_human_culture_score + _native_culture_score) / 2>>\n@@.debug-text;Modified culture score: _culture_score@@\n\n\n/% Output text %/\nAs they construct the colony's shelters, the humans and aliens try to establish communications with one another. \n\n<<if $system_cultural_database >= 100>>\n\t人类以文化数据库中丰富的历史信息为指导, \n\t<<if _native_culture_score > 75>>and<<else>>but<</if>>\n<<elseif $system_cultural_database >= 50>>\n\t人类在文化数据库中有幸存的历史信息来指导他们,\n\t<<if _native_culture_score > 75>>and<<else>>but<</if>>\n<<elseif $system_cultural_database > 0>>\n\t人类从严重受损的文化数据库中几乎得不到帮助,\n\t<<if _native_culture_score > 75>>but<<else>>and<</if>>\n<<else>>\n\t人类无法从被破坏的文化数据库中获得指导, \n\t<<if _native_culture_score > 75>>but<<else>>and<</if>>\n<</if>>\n\n<<if _native_culture_score < 25>>\n\t当地人的文化使他们对新来的外星人怀有敌意。\n<<elseif _native_culture_score < 50>>\n\t当地人的文化使他们对外人极为怀疑。\n<<elseif _native_culture_score < 75>>\n\t当地人的文化使他们对人类保持警惕。\n<<elseif _native_culture_score < 90>>\n\t当地人的文化使他们谨慎但接受移民。\n<<else>>\n\t当地人的文化使他们欢迎难民。\n<</if>>\n\n<<if $planet.surface_features.includes("Outstanding beauty")>>\n\t外星人分享了人类对星球美丽的欣赏,这使得这两个物种更容易与彼此的文化联系起来。\n\t/* Increase by 20 but don't go above 100 unless it already is */\n\t<<if _culture_score <= 100 & _culture_score > 80>>\n\t\t<<set _culture_score = 100>>\n\t<<else>>\n\t\t<<set _culture_score += 20>>\n\t<</if>>\n\t@@.debug-text;Modified culture score: _culture_score@@\n<<elseif $planet.surface_features.includes("Outstanding ugliness")>>\n\t人类发现这个星球丑陋得难以忍受,这让他们更难与那些认为他们的家乡星球美丽的当地人联系起来。\n\t<<set _culture_score -= 20>>\n\t@@.debug-text;Modified culture score: _culture_score@@\n<</if>>\n\n<<if $dictator>>\n\t取代原始殖民者之一的独裁者暂时控制了人类的定居点,激起了对当地人的仇外心理并破坏了两个物种之间的最初关系。\n\t<<set _culture_score -= 20>>\n\t@@.debug-text;Modified culture score: _culture_score@@\n<</if>>\n\n<<if $planet.surface_features.includes("Welcoming")>>\n\t<<set _culture_score = Math.max(_culture_score, 50)>>\n\t由于人工智能在种子船接近期间与地球原住民的互动,原住民已经向人类提供了庇护,并愿意忽略任何差异并接受他们进入他们的社会。\n<<elseif $planet.surface_features.includes("Unwelcoming")>>\n\t<<set _culture_score = Math.min(_culture_score, 24)>>\n\t在种子船接近期间,当地人明确表示,人类不会在他们的星球上受到欢迎。\n<</if>>\n\n\n<<if _culture_score > 48>>\n\t<<set $hiscore.native_relations = 7>>\n\t当地人在他们的星球上为人类提供庇护,难民成为外星文明中的移民亚文化。\n\n<<elseif _culture_score > 24>>\n\t当地人无法平等地接受人类,并将他们作为奴隶劳动的来源吸收到他们的社会中。\n\t<<set $hiscore.native_relations = 2>>\n\t<<set $hiscore.summary = "Enslaved by Natives">>\n\t<<set $colonists = 0>>\n\n<<else>>\n\t当地人无法接受新来的人,在从他们的卧室出来的几天内,人类就被残忍地杀害了。\n\t<<set $hiscore.native_relations = 0>>\n\t<<set $hiscore.summary = "Killed by Natives">>\n\t<<set $colonists = 0>>\n\n<</if>>\n\n<<if $hiscore.native_relations == 7>>\n\t/% Final culture result is just the natives' culture %/\n\t/% Your culture score gives you a unique native relations result %/\n\t\n\n\t<<set _culture_score = $system_cultural_database * Math.min($colonists/constants.max_colonists, 1)>>\n\t@@.debug-text;Culture score: _culture_score@@\n\n\t<<if $system_cultural_database > 100>>\n\t\t文化数据库包含历史和文化的宝库,来自地球和外星文化的种子船在旅途中遇到。\n\t<<elseif $system_cultural_database == 100>>\n\t\t文化数据库包含地球过去所有最伟大的艺术作品,以及人类文明历史和文化的全貌。\n\t<<elseif $system_cultural_database >= 50>>\n\t\t尽管缺少部分文化数据库,但它仍然包含人类文明历史和文化的清晰画面。\n\t<<elseif $system_cultural_database > 0>>\n\t\t严重损坏的文化数据库仅包含地球历史和文化的片段。\n\t<<else>>\n\t\t随着文化数据库的破坏,殖民者除了个人记忆之外,对地球的历史和文化一无所有。\n\t<</if>>\n\n\t<<if $colonists < constants.max_colonists/2>>\n\t\t殖民者遭受的巨大损失使他们更难保存自己的文化。\n\t<<elseif $colonists < constants.max_colonists>>\n\t\t殖民者遭受的损失使他们更难保护自己的文化。\n\t<</if>>\n\n\t<<if _culture_score >= 66>>\n\t\t<<set $hiscore.native_relations = 9>>\n\t\t不断发展的人类社区对其身份和历史保持着强烈的意识,人类的影响丰富了当地人的文明。\n\t<<elseif _culture_score >= 33>>\n\t\t<<set $hiscore.native_relations = 8>>\n\t\t不断发展的人类社区对其身份和历史保持着强烈的意识。\n\t<<else>>\n\t\t<<set $hiscore.native_relations = 7>>\n\t\t几乎所有关于地球的记忆都消失了,当地人开始认为人类在文化上是贫困的,没有自己的身份。\n\t<</if>>\n\n\t<<refreshStatusDisplay>>\n\n<</if>>\n\n<br><br>\n\n<<FCNextPassage [[FCI Technology]]>>
<<if $system == "sleep chambers">>\n\t<<killColonistsMedium>>\n\t这颗小行星撕裂了睡眠室,杀死了 $deaths 名殖民者。\n<<elseif $system == "surface probes">>\n\t<<set $surface_probes -= 1>>\n\t小行星将其中一个地表探测器从其系泊处撞出,并将其送入太空。\n<<else>>\n\t<<randomDamageMedium>>\n\t<<damageSystem $system $damage>>\n\t小行星撕裂成 $system, 将碎片送入太空。\n<</if>>\n<<refreshStatusDisplay>>\n\n<br><br><<continueLink [[MO Done]]>>
/* Show full planet stats even if not shown already. */\n<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\n/* Set up score variables */\n<<set $hiscore = {\n\tplanet: $planet,\n\tdate: Date.now(),\n\tplanets_visited: visited("Move on")+1,\n\tfinal_tech_level: -1,\n\tfinal_culture: -1,\n\tnative_relations: -1,\n\tfinal_score: 0,\n\tscore_landing: 0,\n\tscore_construction: 0,\n\tscore_native_relations: 0,\n\tscore_technology: 0,\n\tscore_culture: 0,\n\tscore_scientific_database: 0,\n\tscore_cultural_database: 0,\n\tscore_atmosphere: 0,\n\tscore_gravity: 0,\n\tscore_temperature: 0,\n\tscore_water: 0,\n\tscore_resources: 0,\n\tscore_extra_colonists: 0,\n\tsummary: "" } >>\n\n/% Extra colonists from Stowaways event %/\n<<set $hiscore.score_extra_colonists = $extra_colonists>>\n\n\n\n/% Reaction from planet-wide civilisation %/\n<<set _native_landing_bonus = 0>>\n<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t<<if $planet.native_tech_level >= 10>>\n\t\t当地人的一个航天器中队在种子船接近时拦截并引导其下降,而当地人在地面上准备着陆区。\n\t\t<<set _native_landing_bonus = 50>>\n\t<<elseif $planet.native_tech_level == 9>>\n\t\t当地文明匆忙地发射了一艘宇宙飞船,引导种子船降落,而地面上的当地人则准备了一个着陆区。\n\t\t<<set _native_landing_bonus = 20>>\n\t<<elseif $planet.native_tech_level == 8>>\n\t\t当地文明发射了一艘粗糙的航天器,在种子船接近时对其进行监控,而地面上的当地人则在准备着陆区域。\n\t\t<<set _native_landing_bonus = 10>>\n\t<</if>>\n<</if>>\n\n\n\n<<if $system_landing + _native_landing_bonus >= 100>>\n\t着陆系统控制种子船\n\t<<if $planet.water == "Planet-wide ocean">>\n\t\t轻轻地溅落到星球的海洋中。\n\t<<elseif $planet.water == "Oceans">>\n\t\t轻轻地溅落到星球一大洲海岸的海洋中。\n\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t轻轻地降落在行星范围的冰盖顶部。\n\t<<elseif $planet.surface_features.includes("Plant life")\n\t\t\t| $planet.surface_features.includes("Edible plants")\n\t\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t\t轻轻地降落在一片陌生的植被上。\n\t<<else>>\n\t\t轻轻地降落在岩石地表。\n\t<</if>>\n<<elseif $system_landing + _native_landing_bonus >= 50>>\n\t受损的着陆系统无法完全控制种子船的下降,并且在着陆时会受到一些损坏 \n\t<<if $planet.water == "Planet-wide ocean">>\n\t\t溅落到整个星球的海洋中。\n\t<<elseif $planet.water == "Oceans">>\n\t\t溅落到星球一大洲海岸的海洋中。\n\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t降落在行星范围的冰盖顶部。\n\t<<elseif $planet.surface_features.includes("Plant life")\n\t\t\t| $planet.surface_features.includes("Edible plants")\n\t\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t\t降落在一片外来植被上。\n\t<<else>>\n\t\t降落在岩石地表。\n\t<</if>>\n<<else>>\n\t<<if $system_landing <= 0>>\n\t\t人工智能使用操纵推进器几乎无法控制种子船的下降,并且\n\t<<else>>\n\t\t严重受损的着陆系统难以控制种子船的下降,并且\n\t<</if>>\n\t<<if $planet.water == "Planet-wide ocean">>\n\t\t溅落到行星的海洋中。\n\t<<elseif $planet.water == "Oceans">>\n\t\t溅落在星球一大洲海岸外的海洋中。\n\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t坠入行星范围内的冰原。\n\t<<elseif $planet.surface_features.includes("Plant life")\n\t\t\t| $planet.surface_features.includes("Edible plants")\n\t\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t\t在停下来之前,在一片陌生的植被地里犁过。\n\t<<else>>\n\t\t撞击行星的岩石地表。\n\t<</if>>\n<</if>>\n\n\n\n/* Roll to see if it is a landing or a crash */\n/* Roll crash damage and then reduce it by 着陆系统 integrity. */\n<<set _damage = 100 - ($system_landing + _native_landing_bonus)>>\n<<if _damage > 0>>\n\t/* All systems are damaged by up to the damage amount. */\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "atmosphere scanner" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "温度扫描仪" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "重力扫描仪" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "水扫描仪" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "资源扫描仪" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "surface probes" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "着陆系统" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "建造系统" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "scientific database" _r>>\n\t<<set _r = Math.ceil(random(0, _damage))>>\t<<damageSystem "cultural database" _r>>\n\n\t\t/* Colonist deaths are lower (in proportion to the total colonists) - crash can't kill more than 500. */\n\t<<set _r = Math.ceil(random(0, _damage*5))>>\t<<damageSystem "sleep chambers" _r>>\n<</if>>\n\n<<set $hiscore.score_landing = $colonists>>\n<<if $colonists == 0>>\n\t<<set $hiscore.summary = "Crash">>\n\t<br><br><<FCNextPassage [[FC Done]]>>\n<<else>>\n\t<<display [[FC First Impression]]>>\n<</if>>\n
<<widget externalLink>>\n\t/% $args[0] should be link text %/\n\t/% $args[1] should be link URL %/\n\t<<if constants.mobileVersion>>\n\t\t/% On mobile, create a <<link>> macro that uses Javascript to open the system browser to the new URL %/\n\t\t<<link $args[0]>>\n\t\t\t<<script>>\n\t\t\t\tcordova.InAppBrowser.open(variables().args[1], "_system");\n\t\t\t<</script>>\n\t\t<</link>>\n\t<<else>>\n\t\t/% In the web version, just make a regular hyperlink %/\n\t\t<<print "<a href='" + $args[1] + "' target='_blank'>" + $args[0] + "</a>">>\n\t<</if>>\n<</widget>>\n
<<set _number = Math.ceil(random(2, $colonists/5))>>\n<<if visited() == 1>>\n\t这个种子船上的小型核电站比创造它的文明持续了更长的时间,但现在它开始失败了。虽然飞船离恒星很近,但太阳能电池板仍能提供系统所需的电力,但在深太空,电力供应的波动正在导致整个飞船出现令人担忧的故障。\n\t<br><br>\n\t在恒星之间,最大的电源消耗来自睡眠室。种子船计算出关闭 _number 钱伯斯将减少足够的电力供应,使船能够继续运行。拯救所有殖民者意味着允许故障的电力系统损坏船的其他部分。\n<<else>>\n\t这座古老的核电站再次出现故障。人工智能可以关闭 _number 睡眠室以减少其负载,或使其保持运行,并冒着不可预测的系统故障的风险。\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "关闭 _number 个睡眠室以保证电源供应">>\n\t<<replace "#result-area">>\n\t\t<<set $colonists -= _number>>\n\t\t人工智能选择 _number 随意打开睡眠室并关闭其电源。当体内的人类从冻结的睡眠过渡到冻结的死亡时,没有明显的变化,但人工智能知道他们现在永远无法复活。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n<br>\n<<link "不惜一切代价拯救殖民者">>\n\t<<replace "#result-area">>\n\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes">>\n\t\t<<set _system1 = $system>>\n\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes" _system1>>\n\t\t<<set _system2 = $system>>\n\t\t<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes" _system1 _system2>>\n\t\t<<set _system3 = $system>>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem _system1 $damage>>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem _system2 $damage>>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem _system3 $damage>>\n\t\t人工智能会忽略电力系统的警告。当能量波动使人工智能离线数千年的时候,星星似乎在天空中跳跃。最终,电力供应稳定下来:_system1、_system2和_system3已经恶化到不再消耗那么多电力的地步,所以古老的发电厂再次足够了。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n</div>\n
<<set $hiscore.score_construction = $colonists>>\n\n<<if $colonists <= 100>>\n\t严重的损失意味着这个殖民地的人口非常少,但殖民者接受了克隆和基因工程技术的训练来弥补这一点。最初的几代包括从死去的殖民者幸存的遗传物质中克隆出来的孩子,直到种群的遗传多样性增加到安全水平。\n\t<br><br>\n<</if>>\n\n\n/* Technology result is based on scientific database, influenced by resources. */\n<<set _technology_score = $system_scientific_database>>\n<<if $planet.surface_features.includes("Metal-rich moon")>>\n\t<<if $planet.resources == "Rich">>\n\t\t<<set _technology_score *= 1.05>>\n\t<<elseif $planet.resources == "Poor">>\n\t\t<<set _technology_score *= 0.95>>\n\t<<elseif $planet.resources == "None">>\n\t\t<<set _technology_score *= 0.85>>\n\t<</if>>\n<<else>>\n\t<<if $planet.resources == "Poor">>\n\t\t<<set _technology_score *= 0.7>>\n\t<<elseif $planet.resources == "None">>\n\t\t<<set _technology_score *= 0.4>>\n\t<</if>>\n<</if>>\n@@.debug-text;技术得分 = _technology_score@@\n\n<<switch $planet.resources>>\n\t<<case "Rich">>\n\t\t星球上金属和其他资源丰富, \n\t<<case "Poor">>\n\t\t星球缺乏金属和其他资源,\n\t<<case "None">>\n\t\t星球上没有可利用的金属或其他资源,\n\t<<default>>\n\t\t@@.error;Unexpected resources value $planet.resources.@@\n<</switch>>\n\n<<if $planet.resources == "Rich">>\n\t<<if $system_scientific_database >= 100>>\n\t\t科学数据库包含了如何利用它们的丰富信息。\n\t<<elseif $system_scientific_database >= 50>>\n\t\t受损的科学数据库仍然包含了许多如何利用它们的信息。\n\t<<elseif $system_scientific_database > 0>>\n\t\t尽管遭到严重破坏的科学数据库意味着殖民者必须重新发明大量使用这些数据库所需的技术。\n\t<<else>>\n\t\t虽然没有科学数据库,殖民者必须重新发明使用它们所需的大部分技术。\n\t<</if>>\n<<elseif $planet.resources == "Poor">>\n\t<<if $system_scientific_database >= 100>>\n\t\t但是科学数据库包含了大量关于如何利用现有资源的信息。\n\t<<elseif $system_scientific_database >= 50>>\n\t\t但受损的科学数据库仍然包含了很多关于如何利用现有资源的信息。\n\t<<elseif $system_scientific_database > 0>>\n\t\t严重受损的科学数据库意味着殖民者很难利用现有的资源。\n\t<<else>>\n\t\t没有科学数据库,殖民者很难利用现有的资源。\n\t<</if>>\n<<elseif $planet.resources == "None">>\n\t<<if $system_scientific_database >= 100>>\n\t\t因此,即使有完整的科学数据库,殖民者也无法维持高水平的技术。\n\t<<elseif $system_scientific_database >= 50>>\n\t\t因此,即使拥有基本完整的科学数据库,殖民者也无法维持高水平的技术。\n\t<<elseif $system_scientific_database > 0>>\n\t\t因此,殖民者发现很难利用他们从科学数据库中恢复的信息。\n\t<<else>>\n\t\t科学数据库中任何可能对他们有帮助的信息都被摧毁了。\n\t<</if>>\n<</if>>\n\n<<if $planet.surface_features.includes("Metal-rich moon")>>\n\t殖民者利用种子船的残骸建造了能够到达富含金属的月球的航天器,\n\t<<if $planet.resources == "Rich">>\n\t\t并开采它来补充星球已经丰富的资源。\n\t<<else>>\n\t\t开采它可以部分弥补星球资源的不足。\n\t<</if>>\n<<elseif $planet.surface_features.includes("Unstable moon")>>\n\t在殖民者建立他们的技术基础之前,行星的月球在轨道上衰变并解体,陨石轰击其地表。一些殖民者幸存了下来,但他们的大部分技术都被摧毁了。\n\t<<set _technology_score -= 30>>\n\t@@.debug-text;Modified technology score: _technology_score@@\n<<elseif $planet.surface_features.includes("Alien observers")>>\n\t/% Aliens may keep humans limited to a particular tech level, or help them achieve one: %/\n\t/% No interference %/\n\t/% Limit to Medieval (selectively destroy any advancements) %/\n\t/% Limit to Atomic age (shoot down any space launches, preventing communications satellites) %/\n\t/% Technological assistance: +30 %/\n\n\t<<switch random(0,2)>>\n\t\t<<case 0>>\n\t\t\t神秘的外星建筑在夜空中像一条闪闪发光的带子一样清晰可见,但外星人并没有试图干涉殖民地的技术发展。\n\t\t<<case 1>>\n\t\t\t神秘的物体会周期性地从轨道上的外星结构中降落下来,住在这些物体附近的殖民者会偶尔发现自己受到了技术突破的启发。\n\t\t\t<<set _technology_score += 30>>\n\t\t<<case 2>>\n\t\t\t神秘的物体周期性地从轨道上的外星结构中降落下来。它们往往出现在殖民者即将取得技术突破的社区附近,而那些本可以取得技术突破的殖民者却神秘地病倒了。\n\t\t\t<<set _technology_score -= 30>>\n\t<</switch>>\n<</if>>\n\n/* If the planet has any red attributes and the final result is less than Industrial, colony fails. */\n/* Otherwise, final result is based on final technology score. */\n<<if _technology_score > 100 & $system_scientific_database > 100>>\n\t<<set $hiscore.final_tech_level = 10>>\n\t<<set $hiscore.score_technology = 3000>>\n\t殖民者利用外来的科学知识创造了一种超越建造种子船的人们梦想的技术水平。\n<<elseif _technology_score > 90>>\n\t\t/* Max with poor resources and metal-rich moon */\n\t<<set $hiscore.final_tech_level = 9>>\n\t殖民者设法保持与种子船发射时地球相当的技术水平。\n<<elseif _technology_score > 80>>\n\t\t/* Max with no resources but metal-rich moon */\n\t<<set $hiscore.final_tech_level = 8>>\n\t殖民者无法维护他们的先进计算机,但继续使用更简单的电子设备和机器。\n<<elseif _technology_score > 70>>\n\t<<set $hiscore.final_tech_level = 7>>\n\t殖民者被迫放弃电力,但设法建造了与地球工业时代类似的机器和工厂。\n<<elseif _technology_score > 60>>\n\t\t/* Max with poor resources */\n\t<<set $hiscore.final_tech_level = 6>>\n\t殖民者过渡到中世纪的技术水平。\n<<elseif _technology_score > 50>>\n\t<<set $hiscore.final_tech_level = 5>>\n\t殖民者转向了基于铁工具的技术。\n<<elseif _technology_score > 40>>\n\t<<set $hiscore.final_tech_level = 4>>\n\t殖民者转向了以复杂的石头、木材和青铜工具为基础的技术。\n<<elseif _technology_score > 30>>\n\t\t/* Max with no resources */\n\t<<set $hiscore.final_tech_level = 3>>\n\t殖民者转向了一种基于复杂石器和木器的技术。\n<<elseif _technology_score > 20>>\n\t<<set $hiscore.final_tech_level = 2>>\n\t殖民者几乎失去了石器和简单农业的最基本知识。\n<<elseif _technology_score > 10>>\n\t<<set $hiscore.final_tech_level = 1>>\n\t殖民者几乎失去了所有的农业和金属加工知识,并以狩猎采集者的身份使用简单的石器生存下来。\n<<else>>\n\t<<set $hiscore.final_tech_level = 0>>\n\t殖民者甚至失去了最基本的科学知识,回到了石器时代以前的生活。\n<</if>>\n\n<<if _technology_score <= 70 & \n\t( $planet.atmosphere == "Corrosive" | $planet.atmosphere == "Toxic" | $planet.atmosphere == "Non-breathable" | $planet.atmosphere == "None"\n\t| $planet.temperature == "Very cold" | $planet.temperature == "Very hot"\n\t| $planet.gravity == "Very low" | $planet.gravity == "Very high"\n\t| $planet.water == "None" | $planet.water == "Trace") >>\n\t没有技术援助,星球无法维持人类生命,\n\n\t<<if $planet.atmosphere == "Corrosive" | $planet.atmosphere == "Toxic" | $planet.atmosphere == "Non-breathable" | $planet.atmosphere == "None">>\n\t\t<<set _atmosphere_problem = "problem">>\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t<<set _atmosphere_problem = "solved">>\n\t\t<</if>>\n\t<</if>>\n\t<<if $planet.temperature == "Very cold" | $planet.temperature == "Very hot">>\n\t\t<<set _temperature_problem = "problem">>\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t<<set _temperature_problem = "solved">>\n\t\t<</if>>\n\t<</if>>\n\t<<if $planet.gravity == "Very low" | $planet.gravity == "Very high">>\n\t\t<<set _gravity_problem = "problem">>\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t<<set _gravity_problem = "solved">>\n\t\t<</if>>\n\t<</if>>\n\t<<if $planet.water == "None" | $planet.water == "Trace">>\n\t\t<<set _water_problem = "problem">>\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t<<set _water_problem = "solved">>\n\t\t<</if>>\n\t<</if>>\n\n\t<<if _atmosphere_problem == "problem">>\n\t\t当原始殖民者的后代无法再维持其密闭的栖息地时,他们就会被杀害。\n\t\t<<set $colonists = 0>>\n\t<<elseif _temperature_problem == "problem">>\n\t\t原始殖民者的后代在其无法承受极限时被杀害\n\t\t<<if $planet.temperature == "Very hot">>heat.<<else>>cold.<</if>>\n\t\t<<set $colonists = 0>>\n\t<<elseif _gravity_problem == "problem">>\n\t\t而原始殖民者的后代则死于\n\t\t<<if $planet.gravity == "Very high">>high<<else>>low<</if>> gravity.\n\t\t<<set $colonists = 0>>\n\t<<elseif _water_problem == "problem">>\n\t\t当原始殖民者的净水系统停止运行时,他们的后代就会死亡。\n\t\t<<set $colonists = 0>>\n\t<<else>>\n\t\t但是,在他们的技术失败之前,最初的殖民者\n\t\t<<if _atmosphere_problem == "solved" | _temperature_problem == "solved">>\n\t\t\t<<if _gravity_problem == "solved" | _water_problem == "solved">><<set _p = ",">><<else>><<set _p = ".">><</if>>\n\t\t\t构建安全\n\t\t\t<<if _atmosphere_problem == "solved" & _temperature_problem == "solved">>\n\t\t\t\t密封、绝缘\n\t\t\t<<elseif _atmosphere_problem == "solved">>\n\t\t\t\tairtight\n\t\t\t<<else>>\n\t\t\t\t绝缘\n\t\t\t<</if>>\n\t\t\t栖息地_p\n\t\t<</if>>\n\t\t<<if _gravity_problem == "solved">>\n\t\t\t<<if _water_problem == "solved">><<set _p = ",">><<else>><<set _p = ".">><</if>>\n\t\t\t<<if (_atmosphere_problem == "solved" | _temperature_problem == "solved") & _water_problem != "solved">>and<</if>>\n\t\t\t通过基因工程使他们的后代在极端恶劣的环境中生存, <<if $planet.gravity == "Very high">>high<<else>>low<</if>> gravity_p\n\t\t<</if>>\n\t\t<<if _water_problem == "solved">>\n\t\t\t<<if _atmosphere_problem == "solved" | _temperature_problem == "solved" | _gravity_problem == "solved">>and<</if>>\n\t\t\t建立自动水循环系统,无需维护即可无限期工作。\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<<if $hiscore.final_tech_level < 7>>\n\t<<set $system_scientific_database = Math.round($system_scientific_database * 0.1 * $hiscore.final_tech_level)>>\n<</if>>\n\n<<if $planet.surface_features.includes("Simulation")>>\n\t<br><br>\n\t<<if $hiscore.final_tech_level == 10>>\n\t\t殖民者的先进技术最终使他们发现了他们宇宙的真实本质,在一台超级先进的外星计算机上进行了模拟。他们与外星人取得了短暂的接触,数百万年来,外星人只以纯计算机数据的形式存在。大多数外星人的文化对人类来说是不可理解的,但他们所了解的很少却极大地丰富了他们的文化。\n\t\t<<set $system_cultural_database += random(20,30)>>\n\t<<else>>\n\t\t殖民者从来没有意识到他们的宇宙是在一台超级先进的外星计算机中模拟的。\n\t<</if>>\n<</if>>\n\n<br><br>\n\n<<if $colonists == 0>>\n\t<<set $hiscore.final_tech_level = -1>>\n\t<<set $hiscore.summary = "长期技术故障">>\n<</if>>\n\n<<if $planet.surface_features.includes("Intelligent life") >>\n\t<<FCNextPassage [[FC Native Relations]]>>\s\n<<else>>\s\n\t<<FCNextPassage [[FC Culture]]>>\n<</if>>\s\n
当它进入新系统时,种子船被微流星体撞击。 \n<<if visited() == 1>>\n\t这是一粒宇宙尘埃,太小,导航系统无法从远处探测到,但其速度足以像子弹一样刺穿种子船的盔甲。\n<</if>>\n\n<<randomSystemExcluding "destroyed">>\n<<if $system == "sleep chambers">>\n\t<<killColonistsFew>>\n\t它撞击睡眠室,留下一条直线状的微小穿孔,空气和冷却液从这些穿孔处进入真空。种子船的人工智能只能无助地看着殖民者在睡梦中死去。\n<<elseif $system == "surface probes">>\n\t<<set $surface_probes -= 1>>\n\t它撞击其中一个地表探测器并将其摧毁。\n<<else>>\n\t<<randomDamageLow>>\n\t<<damageSystem $system $damage>>\n\t它击中了 $system, 将闪闪发光的机器碎片送入太空。\n<</if>>\n\n<br><br><<continueLink [[MO Done]]>>
<<widget fadeIn>>\n\t<<script>>\n\t\t$(variables().args[0]).hide();\n\t\t$(variables().args[0]).fadeIn(400);\n\t<</script>>\n<</widget>>\n\n<<widget replaceAndFadeIn>>\n\t/* $args[0] should be the id of the page element to replace */\n\t/* $args[1] should be the passage to display */\n\t<<replace $args[0]>>\n\t\t<<display $args[1]>>\n\t<</replace>>\n\t<<fadeIn $args[0]>>\n<</widget>>\n\n<<widget continueLink>>\n\t/* Creates an ordinary link pointing to the passage $args[0] with "Continue" as the text. */\n\t<span id="spaceAct"><<link "Continue">><<goto $args[0]>><</link>></span>\n<</widget>>
<<widget FC_Construction_gravity>>\n\n/* Describe gravity survival gear */\n<<if $args[0] > 0>>\n\t<<set _p = ",">>\n<<else>>\n\t<<set _p = ".">>\n<</if>>\n<<if $planet.surface_features.includes("Useful animals")>>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very high">>\n\t\t\t他们把一些极其强大的本土动物当作驮畜,因此殖民者不必在压倒性的地心引力中使出浑身解数_p\n\t\t<<case "High">>\n\t\t\t他们利用星球上一些强大的本土动物作为驮畜,使在高重力下工作更容易_p\n\t\t<<case "Moderate">>\n\t\t\t他们把星球上的一些本土动物当作驮畜_p\n\t\t<<case "Low">>\n\t\t\t他们把星球上一些敏捷的本土动物当作驮畜,使在低重力下工作不那么尴尬_p\n\t\t<<case "Very low">>\n\t\t\t他们把星球上一些敏捷的本土动物当作驮畜,使在极低重力下工作不那么尴尬_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected gravity value $planet.gravity@@\n\t<</switch>>\n<<else>>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very high">>\n\t\t\t巨大的重力意味着他们在没有机械辅助的情况下几乎无法移动_p\n\t\t<<case "High">>\n\t\t\t高重力使工作更加困难_p\n\t\t<<case "Moderate">>\n\t\t\t它们可以像地心引力一样在地下移动_p\n\t\t<<case "Low">>\n\t\t\t低重力使这项工作比地球上的工作要困难一些_p\n\t\t<<case "Very low">>\n\t\t\t极低的重力使这项工作比地球上更困难_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected gravity value $planet.gravity@@\n\t<</switch>>\n<</if>>\n/* Gravity death numbers */\n<<if $args[0] > 0>>\n\t<<if $planet.gravity == "Moderate" | $planet.surface_features.includes("Useful animals")>>but<<else>>and<</if>>\n\t<<if _gravity_success>>\n\t\t<<if $args[0] == 1>>\n\t\t\t一次建筑事故导致1名殖民者死亡。\n\t\t<<else>>\n\t\t\t建筑事故导致 $args[0] 名殖民者死亡。\n\t\t<</if>>\n\t<<elseif $planet_gravity == "Low " | $planet.gravity == "Very low">>\n\t\t<<if $args[0] == 1>>\n\t\t\t1名殖民者死于与重力有关的健康问题。\n\t\t<<else>>\n\t\t\t$args[0] 殖民者死于与重力有关的健康问题。\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $args[0] == 1>>\n\t\t\t一名殖民者死于建筑物倒塌。\n\t\t<<else>>\n\t\t\t$args[0] 名殖民者死于建筑物倒塌。\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<</widget>>
<<if random(0,1) == 0>>\n\t<<set $system = "sleep chambers">>\n<<else>>\n\t<<randomSystemExcluding "sleep chambers" "scientific database" "cultural database" "surface probes" "destroyed">>\n<</if>>\n外星飞船与种子飞船的速度相匹配,并排而来,如此接近以至于两艘飞船几乎相碰。种子船感觉到激光探测船体轮廓,然后分段的机械触手展开并伸向 $system.\n\n<br><br>\n\n<div id="result-area2">\n<<link "Submit to the tentacles">>\n\t<<replace "#result-area2">>\n\t\t<<if $system == "sleep chambers">>\n\t\t\t/* 50% chance of moderate colonist loss, 50% chance of scanner upgrade */\n\t\t\t外星人的触手缠绕在睡眠室周围的机械装置中,触手尖端的传感器扫描着正在睡觉的殖民者的面部和身体。\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\t/* Upgrade a random scanner */\n\t\t\t\t几分钟后,触手缩回,种子船的天线接收到来自外星船的新信号。\n\t\t\t\t<<set _possible_upgrades = []>>\n\t\t\t\t<<if $scanner_atmosphere_level < 2 & $scanner_atmosphere > 0>><<set _possible_upgrades.push("atmosphere")>><</if>>\n\t\t\t\t<<if $scanner_temperature_level < 2 & $scanner_temperature > 0>><<set _possible_upgrades.push("temperature")>><</if>>\n\t\t\t\t<<if $scanner_gravity_level < 2 & $scanner_gravity > 0>><<set _possible_upgrades.push("gravity")>><</if>>\n\t\t\t\t<<if $scanner_water_level < 2 & $scanner_water > 0>><<set _possible_upgrades.push("water")>><</if>>\n\t\t\t\t<<if $scanner_resources_level < 2 & $scanner_resources > 0>><<set _possible_upgrades.push("resources")>><</if>>\n\t\t\t\t<<if _possible_upgrades.length == 0>>\n\t\t\t\t\t它由适合人类生活的行星图像组成,地表有种子船,周围站着健康的人。人工智能无法确定,但外星飞船似乎希望它在任务中好运。\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set _upgrade = either(_possible_upgrades)>>\n\t\t\t\t\t它由与种子船返回的格式相同的压缩数据组成 _upgrade scanner--enough 让种子船升级扫描仪的数据。人工智能无法确定,但外星飞船似乎已经猜到了种子船的任务,分析了睡眠中的人类需要的行星类型,并提供了种子船信息以帮助它找到这样一个行星。\n\t\t\t\t\t<<switch _upgrade>>\n\t\t\t\t\t\t<<case "atmosphere">>\t<<set $scanner_atmosphere_level += 1>>\n\t\t\t\t\t\t<<case "temperature">>\t<<set $scanner_temperature_level += 1>>\n\t\t\t\t\t\t<<case "gravity">>\t\t<<set $scanner_gravity_level += 1>>\n\t\t\t\t\t\t<<case "water">>\t\t<<set $scanner_water_level += 1>>\n\t\t\t\t\t\t<<case "resources">>\t<<set $scanner_resources_level += 1>>\n\t\t\t\t\t\t<<default>>\t\t\t\t@@.error;Unexpected upgrade _upgrade.@@\n\t\t\t\t\t<</switch>>\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t/* Aliens abduct colonists */\n\t\t\t\t<<killColonistsMany>>\n\t\t\t\t由于触手完全缠绕在睡眠室之间,当睡眠室开始从其监控系统中消失时,种子船AI无能为力。触手缩回,携带 $deaths 个睡眠室,为睡眠室提供电力,使其居住者存活。触手缩回外星飞船,加速离开,里面还有活着的殖民者。人工智能只能继续它的旅程,尽量不去想那些殖民者的命运。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t/* 50% chance of system repair, 50% chance of high damage */\n\t\t\tThe tentacles work their way into the $system, sensors on their tips scanning its components.\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\t\t/* System repair */\n\t\t\t\t<<getSystemStrength $system>>\n\t\t\t\t<<if $system_strength >= 100>>\n\t\t\t\t\t几分钟后,他们撤离,显然对他们所发现的感到满意,外星飞船加速离开。\n\t\t\t\t<<else>>\n\t\t\t\t\t<<set _damage = 100-$system_strength>>\n\t\t\t\t\t<<set _repair = 0 - Math.min(_damage, random(5,25))>>\n\t\t\t\t\t<<damageSystem $system _repair>>\n\t\t\t\t\t当触手尖端的激光通过手术移除关键部件时,系统会突然记录损坏情况,但几分钟后,损坏监视器会记录系统受损部分恢复在线。这艘外星船似乎已经对 $system 进行了分析,确定它已经损坏,现在正在修理它。几分钟的工作后,触手缩回,飞船加速离开,留下人工智能希望有某种方式感谢它的外星恩人。\n\t\t\t\t<</if>>\n\t\t\t<<else>>\n\t\t\t\t\t/* System damage */\n\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t当触手尖端的激光通过手术移除关键部件时,该系统会突然记录到损伤。让人工智能感到宽慰的是,外星飞船不再伸出触角,而是带着机器样本加速离开。\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n<br>\n<<link "Try to escape">>\n\t<<replace "#result-area2">>\n\t\t/* 50% chance of moderate damage, 50% chance of no damage */\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t人工智能启动了种子船的引擎,但触手已经穿透了睡眠室,当种子船离开时,它们像爪子一样撕破了冰冻的身体。外星飞船后退,然后加速离开种子船和膨胀的机器碎片和身体部位云。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t人工智能启动了种子船的引擎,但触手已经穿透了 $system ,当种子船离开时,它们撕裂了像爪子一样的精密机械。外星飞船后退,然后加速离开种子船和不断膨胀的组件云。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t人工智能启动种子船的引擎,飞船从外星触手的抓取中滑落。触手缩回,外星飞船暂停片刻,然后加速离开。\n\t\t<</if>>\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n</div>
人工智能是为重视人类生命而创造的,但其对人类文明的了解仅限于其建造者认为对其使命至关重要的内容。然而,它是人类的天性,足以引起人们的好奇心,并且能够以科学和文化数据库的形式获取大量的知识。当它离开系统时,它发现其电池已满,不需要立即进入休眠状态,因此决定花一些时间研究其中一个数据库。\n\n<br><br>\n<<if $system_scientific_database <= 0 & $system_cultural_database <= 0>>\n\t可悲的是,这一愿望在其使命中来得太晚,因为科学和文化数据库已经被摧毁。人类文明的所有遗迹都留在了沉睡的殖民者的记忆中,人工智能只能对其物种所建立的科学和文化感到好奇。\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<div id="result-area">\n\t<<if $system_scientific_database > 0>><<link "研究科学数据库">>\n\t\t<<replace "#result-area">>\n\t\t\t编写科学数据库是为了向没有先验知识的人介绍科学概念,以防殖民者中的科学专家丢失,因此人工智能理解它没有问题。它已经本能地掌握了许多天文学和物理学方面的信息,但化学、生物学和纯数学等其他领域对它来说都是新的。\n\t\t\t<br><br>\n\t\t\t<<display [[MO Read Databases Scientific]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>><</if>>\n\t<br>\n\t<<if $system_cultural_database > 0>><<link "研究文化数据库">>\n\t\t<<replaceAndFadeIn "#result-area" [[MO Read Databases Cultural]]>>\n\t\t<<scrollToResultArea>>\n\t<</link>><</if>>\n\t</div>\n<</if>>\n
/* Social media icons */\n<link rel="stylesheet" href="font-awesome.min.css">\n\n飞船漂向 <<print either("thousands", "tens of thousands", "hundreds of thousands", "millions")>> of years, until \n\t<<print either(\n\t\t"宇宙尘埃的缓慢轰击使它化为乌有。",\n\t\t"它变成了死世界地表的又一个火山口。",\n\t\t"它被气态巨行星的引力吸引,在大气层中燃烧。",\n\t\t"它被恒星的引力拉入并焚化。",\n\t\t"它被拉入黑洞并被摧毁,没有留下任何痕迹。",\n\t\t"外星探险家找到了它,并将其添加到一个灭绝物种博物馆。" ) >>\n\n<br><br>\n\n/* Set up score variables */\n<<set $hiscore = {\n\tdate: Date.now(),\n\tplanets_visited: visited("Move on")+1,\n\tfinal_tech_level: -1,\n\tfinal_culture: -1,\n\tnative_relations: -1,\n\tfinal_score: 0,\n\tscore_landing: 0,\n\tscore_construction: 0,\n\tscore_native_relations: 0,\n\tscore_technology: 0,\n\tscore_culture: 0,\n\tscore_scientific_database: 0,\n\tscore_cultural_database: 0,\n\tscore_atmosphere: 0,\n\tscore_gravity: 0,\n\tscore_temperature: 0,\n\tscore_water: 0,\n\tscore_resources: 0,\n\tsummary: "Destroyed in space" } >>\n<<addHiscore>>\n\n<<displayScore $hiscore false>>\n\n<br>\n\n<<link "Title screen">>\n\t<<script>>\n\t\t$('#ui-bar').hide();\n\t\tSave.autosave.delete();\n\t\tEngine.restart();\n\t<</script>>\n<</link>>\n\n\n
window.updateHiscoreFormat = function(hiscores) {\n\t\t/* First cap the number of hiscores */\n\tif (hiscores.length > constants.max_hiscores) {\n\t\thiscores = hiscores.slice(0, constants.max_hiscores);\n\t}\n\t\t/* Then convert each one to its encoded version */\n\tfor (var n = 0; n < hiscores.length; n++)\n\t{\n\t\thiscores[n] = encodeHiscore(hiscores[n]);\n\t}\n\n\t\t/* Return the new array */\n\treturn hiscores;\n}
/* If any six of the nine scanners/systems are destroyed, or if all the colonists are dead, game over */\n<<set _destroyed_systems = 0>>\n<<if $scanner_atmosphere <= 0>><<set _destroyed_systems++>><</if>>\n<<if $scanner_temperature <= 0>><<set _destroyed_systems++>><</if>>\n<<if $scanner_gravity <= 0>><<set _destroyed_systems++>><</if>>\n<<if $scanner_water <= 0>><<set _destroyed_systems++>><</if>>\n<<if $scanner_resources <= 0>><<set _destroyed_systems++>><</if>>\n<<if $system_landing <= 0>><<set _destroyed_systems++>><</if>>\n<<if $system_constructors <= 0>><<set _destroyed_systems++>><</if>>\n<<if $system_scientific_database <= 0>><<set _destroyed_systems++>><</if>>\n<<if $system_cultural_database <= 0>><<set _destroyed_systems++>><</if>>\n<<if _destroyed_systems >= 6>>\n\t种子船遭受了太多的破坏,无法继续。人工智能感觉到自己的身体在其周围解体,在其自身的电源故障之前,它停止了任何感觉。\n\n\t<br><br><<display [[Space Game Over]]>>\n<<elseif $colonists <= 0>>\n\t所有的殖民者都死了。由于无法完成任务,种子船AI关闭了所有可能唤醒它的系统,最后一次进入休眠状态。\n\n\t<br><br><<display [[Space Game Over]]>>\n<<else>>\n\t<<goto [[Generate planet]]>>\n<</if>>
<<if $planet.surface_features.length == 0>>\s\n\t<<replace "#anomalies_text">>None<</replace>>\s\n<</if>>\s\n地表探测任务已完成并关闭。\n\n<<nobr>>\n\t<<link "Continue">>\n\t\t<<replace "#post-planet-stats">>\n\t\t\t<<refreshStatusDisplay>>\n\t\t\t<<display [[Orbit planet menu]] t8n>>\n\t\t<</replace>>\n\t<</link>>\n<</nobr>>
<<widget FC_Construction_water>>\n\n/* Describe water and farming situation */\n<<if $args[0] > 0>>\n\t<<set _p = ",">>\n<<else>>\n\t<<set _p = ".">>\n<</if>>\n<<if $planet.surface_features.includes("Edible plants")>>\n\t<<switch $planet.water>>\n\t\t<<case "None">>\n\t\t\t殖民者种植耐寒的本地植物作为食物,减少了从岩石中化学提取的水量_p\n\t\t<<case "Trace">>\n\t\t\t殖民者种植本地植物作为食物,减少了它们可以从大气中凝结的水量的压力_p\n\t\t<<case "Ice-covered surface">>\n\t\t\t殖民者种植生长在冰盖顶部的植物作为食物,并从冰盖的其他部分开采饮用水_p\n\t\t<<case "Planet-wide ocean">>\n\t\t\t殖民者种植漂浮的植被作为食物,并从海洋中提取饮用水_p\n\t\t<<case "Ice caps">>\n\t\t\t殖民者种植本地植物作为食物,并从 <<print either("north","south")>> polar ice cap_p\n\t\t<<case "Oceans">>\n\t\t\t他们在一条流入星球海洋的河流附近建立定居点,种植当地植物作为食物_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected water value $planet.water@@\n\t<</switch>>\n<<else>>\n\t<<switch $planet.water>>\n\t\t<<case "None">>\n\t\t\t他们必须小心地定量分配从行星岩石中提取的微量水_p\n\t\t<<case "Trace">>\n\t\t\t他们必须定量供应从大气中提取的少量水_p\n\t\t<<case "Ice-covered surface">>\n\t\t\t他们在覆盖星球地表的冰层上建造定居点,并开采冰层取水_p\n\t\t<<case "Planet-wide ocean">>\n\t\t\t他们在一个带有过滤器的浮动平台上建造定居点,从广阔的海洋中提取水_p\n\t\t<<case "Ice caps">>\n\t\t\t他们从星球的 <<print either("north","south")>> polar ice cap_p\n\t\t<<case "Oceans">>\n\t\t\t他们在一条流入星球海洋的河流附近建立定居点,这条河流为他们提供了所需的所有水_p\n\t\t<<default>>\n\t\t\t@@.error;Unexpected water value $planet.water@@\n\t<</switch>>\n<</if>>\n/* Water death numbers */\n<<if $args[0] > 0>>\n\t<<if $planet.water == "Oceans" | $planet.water == "Ice caps"\n\t\t| $planet.water == "Planet-wide ocean" | $planet.water == "Ice-covered surface"\n\t\t| $planet.surface_features.includes("Edible plants")>>but<<else>>and<</if>>\n\t<<if _water_success>>\n\t\t<<if $args[0] == 1>>\n\t\t\t作物歉收导致1名殖民者死亡。\n\t\t<<else>>\n\t\t\t作物歉收导致 $args[0] 名殖民者死亡。\n\t\t<</if>>\n\t<<else>>\n\t\t<<if $args[0] == 1>>\n\t\t\t水资源短缺导致1名殖民者死亡。\n\t\t<<else>>\n\t\t\t水资源短缺导致 $args[0] 殖民者死亡。\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n<</widget>>
window.getHiscoreShareText = function(hiscore) {\n\tvar planet = hiscore.planet;\n\n\tif ( !planet) {\n\t\treturn "在太空中被摧毁。";\n\t} else if ( hiscore.score_landing <= 0) {\n\t\treturn "崩溃!";\n\t} else if ( hiscore.score_construction <= 0) {\n\t\treturn "星球上的建设失败 " + planet.name + ".";\n\t} else if ( hiscore.final_tech_level == -1) {\n\t\treturn "星球上的长期技术失败 " + planet.name + ".";\n\t} else if ( hiscore.native_relations == 2) {\n\t\treturn "被星球上的土著奴役 " + planet.name + ".";\n\t} else if ( hiscore.native_relations == 0) {\n\t\treturn "被星球上的土著人消灭 " + planet.name + ".";\n\t} else {\n\t\tswitch ( constants.culture_names[hiscore.final_culture])\n\t\t{\n\t\t\tcase "宇宙启蒙":\n\t\t\t\treturn "Cosmically enlightened " + constants.tech_level_names[hiscore.final_tech_level] + " civilisation on planet " + planet.name + "."; break;\n\n\t\t\tcase "后稀缺乌托邦":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 后稀缺乌托邦 on planet " + planet.name + "."; break;\n\t\t\tcase "参与式民主":\n\t\t\t\treturn "Engaged " + constants.tech_level_names[hiscore.final_tech_level] + " democracy on planet " + planet.name + "."; break;\n\t\t\tcase "腐败的民主":\n\t\t\t\treturn "Corrupt " + constants.tech_level_names[hiscore.final_tech_level] + " democracy on planet " + planet.name + "."; break;; break;\n\t\t\tcase "公司":\n\t\t\t\treturn "Ruled by " + constants.tech_level_names[hiscore.final_tech_level] + " corporations on planet " + planet.name + "."; break;\n\t\t\tcase "反乌托邦警察国家":\n\t\t\t\treturn "Dystopian " + constants.tech_level_names[hiscore.final_tech_level] + " police state on planet " + planet.name + "."; break;\n\t\t\tcase "交战的超级大国":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " superpowers on planet " + planet.name + "."; break;\n\t\t\tcase "后核荒地":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " civilisation destroyed by nuclear war on planet " + planet.name + "."; break;\n\n\t\t\tcase "平等共和国":\n\t\t\t\treturn "平等主义者 " + constants.tech_level_names[hiscore.final_tech_level] + " 星球共和国 " + planet.name + "."; break;\n\t\t\tcase "仁慈的君主制":\n\t\t\t\treturn "Benevolent " + constants.tech_level_names[hiscore.final_tech_level] + " monarchy on planet " + planet.name + "."; break;\n\t\t\tcase "专制神权":\n\t\t\t\treturn "Oppressive " + constants.tech_level_names[hiscore.final_tech_level] + " theocracy on planet " + planet.name + "."; break;\n\t\t\tcase "奴隶帝国":\n\t\t\t\treturn "Slave-based " + constants.tech_level_names[hiscore.final_tech_level] + " empire on planet " + planet.name + "."; break;\n\t\t\tcase "战国":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " states on planet " + planet.name + "."; break;\n\n\t\t\tcase "集体统治":\n\t\t\t\treturn "Communal " + constants.tech_level_names[hiscore.final_tech_level] + " tribes on planet " + planet.name + "."; break;\n\t\t\tcase "仁慈的酋长":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " tribes ruled by benevolent chieftains on planet " + planet.name + "."; break;\n\t\t\tcase "残暴的酋长":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " tribes ruled by brutal chieftains on planet " + planet.name + "."; break;\n\t\t\tcase "战争部落":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " tribes on planet " + planet.name + "."; break;\n\t\t\tcase "野蛮":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst + " savagery on planet " + planet.name + "."; break;\n\t\t\tdefault:\n\t\t\t\treturn "ERROR: Unexpected values culture:" + hiscore.final_culture + ", tech: " + hiscore.final_tech_level;\n\t\t}\n\t}\n\n}\n
导航系统唤醒人工智能,报告它在飞船当前航线附近的一个系统中发现了一颗显然完美的行星。该系统的读数与种子船开始当前旅程之前的读数不匹配:就好像当种子船在途中时,行星已经出现了。\n<br><br>\n<div id="result-area">\n<<link "转向新行星">>\n\t/% Each attribute has a 2/3 chance to be green and a 1/3 chance to be yellow, same applies to plants %/\n\t<<set $event_planet = {}>>\n\t<<set $event_planet.atmosphere = either("Breathable", "Breathable", "Marginal")>>\n\t<<set $event_planet.gravity = either("Moderate", "Moderate", "Moderate", "Moderate", "Low", "High")>>\n\t<<set $event_planet.temperature = either("Moderate", "Moderate", "Moderate", "Moderate", "Cold", "Hot")>>\n\t<<set $event_planet.water = either("Oceans", "Oceans", "Planet-wide ocean")>>\n\t<<set $event_planet.resources = either("Rich", "Rich", "Poor")>>\n\t<<set $event_planet.anomalies = ["Alien observers", "Vegetation"]>>\n\t<<set $event_planet.surface_features = ["Alien observers"]>>\n\t<<set $event_planet.surface_features.push(either("Edible plants", "Edible plants", "Plant life"))>>\n\t<<replace "#result-area">>\n\t\t种子船减速进入新系统。这颗新行星是真实的,但它和它的母恒星都是由规则的金属结构组成的轨道,这显然是人为的,但违背了种子船传感器的分析。这颗行星本身似乎适合人类居住,但它也似乎最近经历了突然的大气和地质变化——就好像外星结构将其地形化以供人类居住一样。\n\t\t<br><br>\n\t\t<div id="result-area2">\n\t\t<<link "传递种间问候语">>\n\t\t\t<<replace "#result-area2">>\n\t\t\t\t没有回应,但一些围绕行星运行的天体改变了轨道,以便给种子船一个更清晰的方法。很难把这看作是一种邀请。\n\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t<</replace>>\n\t\t\t<<fadeIn "#result-area2">>\n\t\t\t<<scrollToResultArea>>\n\t\t<</link>>\n\t\t<br>\n\t\t[[靠近星球|MO Done]]\n\t\t</div>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n[[继续前进|MO Done]]\n</div>
DEBUG: Create a custom planet:\n\nAtmosphere:\n<<radiobutton "$planet.atmosphere" "Corrosive">> Corrosive\n<<radiobutton "$planet.atmosphere" "Toxic">> Toxic\n<<radiobutton "$planet.atmosphere" "None">> None\n<<radiobutton "$planet.atmosphere" "Non-breathable">> Non-breathable\n<<radiobutton "$planet.atmosphere" "Marginal">> Marginal\n<<radiobutton "$planet.atmosphere" "Breathable">> Breathable\n\nTemperature:\n<<radiobutton "$planet.temperature" "Very hot">> Very hot\n<<radiobutton "$planet.temperature" "Hot">> Hot\n<<radiobutton "$planet.temperature" "Moderate">> Moderate\n<<radiobutton "$planet.temperature" "Cold">> Cold\n<<radiobutton "$planet.temperature" "Very cold">> Very cold\n\nGravity:\n<<radiobutton "$planet.gravity" "Very high">> Very high\n<<radiobutton "$planet.gravity" "High">> High\n<<radiobutton "$planet.gravity" "Moderate">> Moderate\n<<radiobutton "$planet.gravity" "Low">> Low\n<<radiobutton "$planet.gravity" "Very low">> Very low\n\nWater:\n<<radiobutton "$planet.water" "None">> None\n<<radiobutton "$planet.water" "Trace">> Trace\n<<radiobutton "$planet.water" "Ice caps">> Ice caps\n<<radiobutton "$planet.water" "Ice-covered surface">> Ice-covered surface\n<<radiobutton "$planet.water" "Oceans">> Oceans\n<<radiobutton "$planet.water" "Planet-wide ocean">> Planet-wide ocean\n\nResources:\n<<radiobutton "$planet.resources" "None">> None\n<<radiobutton "$planet.resources" "Poor">> Poor\n<<radiobutton "$planet.resources" "Rich">> Rich\n\nSurface features:\n<<checkbox "_barren_moon" false true>> Barren moon\n<<checkbox "_metal_moon" false true>> Metal-rich moon\n<<checkbox "_unstable_moon" false true>> Unstable moon\n<<checkbox "_beauty" false true>> Outstanding beauty\n<<checkbox "_ugliness" false true>> Outstanding ugliness\n<<checkbox "_airtight_caves" false true>> Airtight caves\n<<checkbox "_insulated_caves" false true>> Insulated caves\n<<checkbox "_unstable_geology" false true>> Unstable geology\n<<checkbox "_plants" false true>> Plant life\n<<checkbox "_edible_plants" false true>> Edible plants\n<<checkbox "_poisonous_plants" false true>> Poisonous plants\n<<checkbox "_animals" false true>> Animal life\n<<checkbox "_useful_animals" false true>> Useful animals\n<<checkbox "_dangerous_animals" false true>> Dangerous animals\n<<checkbox "_monumental_ruins" false true>> Monumental ruins\n<<checkbox "_high_tech_ruins" false true>> High-tech ruins\n<<checkbox "_dangerous_ruins" false true>> Dangerous ruins\n<<checkbox "_false_ruins" false true>> Regular geological formations\n<<checkbox "_intelligent_life" false true>> Intelligent life\n<<checkbox "_planet_spanning_civilisation" false true>> Planet-spanning civilisation\n\nNative tech level (if natives present):\n<<radiobutton "$planet.native_tech_level" 0>> <<= constants.tech_level_names[0]>>\n<<radiobutton "$planet.native_tech_level" 1>> <<= constants.tech_level_names[1]>>\n<<radiobutton "$planet.native_tech_level" 2>> <<= constants.tech_level_names[2]>>\n<<radiobutton "$planet.native_tech_level" 3>> <<= constants.tech_level_names[3]>>\n<<radiobutton "$planet.native_tech_level" 4>> <<= constants.tech_level_names[4]>>\n<<radiobutton "$planet.native_tech_level" 5>> <<= constants.tech_level_names[5]>>\n<<radiobutton "$planet.native_tech_level" 6>> <<= constants.tech_level_names[6]>>\n<<radiobutton "$planet.native_tech_level" 7>> <<= constants.tech_level_names[7]>>\n<<radiobutton "$planet.native_tech_level" 8>> <<= constants.tech_level_names[8]>>\n<<radiobutton "$planet.native_tech_level" 9>> <<= constants.tech_level_names[9]>>\n<<radiobutton "$planet.native_tech_level" 10>> <<= constants.tech_level_names[10]>>\n\nNative culture (if natives present):\n<<radiobutton "$planet.native_culture" 0>> <<= constants.culture_names[0]>>\n<<radiobutton "$planet.native_culture" 1>> <<= constants.culture_names[1]>>\n<<radiobutton "$planet.native_culture" 2>> <<= constants.culture_names[2]>>\n<<radiobutton "$planet.native_culture" 3>> <<= constants.culture_names[3]>>\n<<radiobutton "$planet.native_culture" 4>> <<= constants.culture_names[4]>>\n\n<<radiobutton "$planet.native_culture" 5>> <<= constants.culture_names[5]>>\n<<radiobutton "$planet.native_culture" 6>> <<= constants.culture_names[6]>>\n<<radiobutton "$planet.native_culture" 7>> <<= constants.culture_names[7]>>\n<<radiobutton "$planet.native_culture" 8>> <<= constants.culture_names[8]>>\n<<radiobutton "$planet.native_culture" 9>> <<= constants.culture_names[9]>>\n\n<<radiobutton "$planet.native_culture" 10>> <<= constants.culture_names[10]>>\n<<radiobutton "$planet.native_culture" 11>> <<= constants.culture_names[11]>>\n<<radiobutton "$planet.native_culture" 12>> <<= constants.culture_names[12]>>\n<<radiobutton "$planet.native_culture" 13>> <<= constants.culture_names[13]>>\n<<radiobutton "$planet.native_culture" 14>> <<= constants.culture_names[14]>>\n<<radiobutton "$planet.native_culture" 15>> <<= constants.culture_names[15]>>\n<<radiobutton "$planet.native_culture" 16>> <<= constants.culture_names[16]>>\n<<radiobutton "$planet.native_culture" 17>> <<= constants.culture_names[17]>>\n\n<<link "Done" "Orbit planet">>\n\t<<set $planet.surface_features = []>>\n\t<<set $planet.anomalies = []>>\n\t<<if _barren_moon>>\n\t\t<<set $planet.surface_features.push("Barren moon")>>\n\t\t<<if !$planet.anomalies.includes("Moon")>>\n\t\t\t<<set $planet.anomalies.push("Moon")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _metal_moon>>\n\t\t<<set $planet.surface_features.push("Metal-rich moon")>>\n\t\t<<if !$planet.anomalies.includes("Moon")>>\n\t\t\t<<set $planet.anomalies.push("Moon")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _unstable_moon>>\n\t\t<<set $planet.surface_features.push("Unstable moon")>>\n\t\t<<if !$planet.anomalies.includes("Moon")>>\n\t\t\t<<set $planet.anomalies.push("Moon")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _beauty>>\n\t\t<<set $planet.surface_features.push("Outstanding beauty")>>\n\t<</if>>\n\t<<if _ugliness>>\n\t\t<<set $planet.surface_features.push("Outstanding ugliness")>>\n\t<</if>>\n\t<<if _airtight_caves>>\n\t\t<<set $planet.surface_features.push("Airtight caves")>>\n\t\t<<if !$planet.anomalies.includes("Geological anomalies")>>\n\t\t\t<<set $planet.anomalies.push("Geological anomalies")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _insulated_caves>>\n\t\t<<set $planet.surface_features.push("Insulated caves")>>\n\t\t<<if !$planet.anomalies.includes("Geological anomalies")>>\n\t\t\t<<set $planet.anomalies.push("Geological anomalies")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _unstable_geology>>\n\t\t<<set $planet.surface_features.push("Unstable geology")>>\n\t\t<<if !$planet.anomalies.includes("Geological anomalies")>>\n\t\t\t<<set $planet.anomalies.push("Geological anomalies")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _plants>>\n\t\t<<set $planet.surface_features.push("Plant life")>>\n\t\t<<if !$planet.anomalies.includes("Vegetation")>>\n\t\t\t<<set $planet.anomalies.push("Vegetation")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _edible_plants>>\n\t\t<<set $planet.surface_features.push("Edible plants")>>\n\t\t<<if !$planet.anomalies.includes("Vegetation")>>\n\t\t\t<<set $planet.anomalies.push("Vegetation")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _poisonous_plants>>\n\t\t<<set $planet.surface_features.push("Poisonous plants")>>\n\t\t<<if !$planet.anomalies.includes("Vegetation")>>\n\t\t\t<<set $planet.anomalies.push("Vegetation")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _animals>>\n\t\t<<set $planet.surface_features.push("Animal life")>>\n\t\t<<if !$planet.anomalies.includes("Animal life")>>\n\t\t\t<<set $planet.anomalies.push("Animal life")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _useful_animals>>\n\t\t<<set $planet.surface_features.push("Useful animals")>>\n\t\t<<if !$planet.anomalies.includes("Animal life")>>\n\t\t\t<<set $planet.anomalies.push("Animal life")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _dangerous_animals>>\n\t\t<<set $planet.surface_features.push("Dangerous animals")>>\n\t\t<<if !$planet.anomalies.includes("Animal life")>>\n\t\t\t<<set $planet.anomalies.push("Animal life")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _intelligent_life>>\n\t\t<<set $planet.surface_features.push("Intelligent life")>>\n\t\t<<if $planet.native_tech_level >= 3>>\n\t\t\t\t/* Neolithic or higher */\n\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t\t<<if $planet.native_tech_level >= 8>>\n\t\t\t\t/* Atomic or higher */\n\t\t\t<<set $planet.anomalies.push("Electromagnetic activity")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _planet_spanning_civilisation>>\n\t\t<<set $planet.surface_features.push("Planet-spanning civilisation")>>\n\t<</if>>\n\t<<if _monumental_ruins>>\n\t\t<<set $planet.surface_features.push("Monumental ruins")>>\n\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _high_tech_ruins>>\n\t\t<<set $planet.surface_features.push("High-tech ruins")>>\n\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _dangerous_ruins>>\n\t\t<<set $planet.surface_features.push("Dangerous ruins")>>\n\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t<</if>>\n\t<<if _false_ruins>>\n\t\t<<set $planet.surface_features.push("Regular geological formations")>>\n\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t<</if>>\n<</link>>\n\n\n\n\n\n\n\n\n\n\n
window.sortHiscores = function (hiscores) {\n\t/* Takes an unsorted array of encoded hiscore strings, returns it sorted by total score */\n\t/* The way this will be called, the array is probably mostly sorted already */\n\t\n\t/* Get array containing pair objects with both encoded and final scores */\n\thiscores = hiscores.filter(sortHiscoresIsValidScore);\n\tvar hiscorePairs = hiscores.map(sortHiscoresGetPair);\n\t/* Sort this according to final score */\n\thiscorePairs.sort(sortHiscoresComparePair);\n\t/* Get new array consiting of just the encoded scores again */\n\tvar sortedScores = hiscorePairs.map(sortHiscoresGetEncodedFromPair);\n\treturn sortedScores;\n}\n\n\nwindow.sortHiscoresGetPair = function (hiscore) {\n\treturn { encoded: hiscore, total: decodeHiscore(hiscore).final_score };\n}\n\nwindow.sortHiscoresComparePair = function(hiscore1, hiscore2) {\n\treturn hiscore2.total - hiscore1.total;\n}\n\nwindow.sortHiscoresGetEncodedFromPair = function(hiscorePair) {\n\treturn hiscorePair.encoded;\n}\n\nwindow.sortHiscoresIsValidScore = function(hiscore) {\n\treturn typeof hiscore == "string";\n}\n\n\n\nwindow.getHiscoreTotalScore = function (hiscore) {\n\tvar decoded = decodeHiscore(hiscore);\n\treturn decoded.final_score;\n}\n\n
当导航系统警告AI种子船路径上出现辐射爆发时,种子船正在向新系统减速。人工智能及时聚焦扫描仪,以看到其目标系统中爆发的爆炸,而目标行星正应位于该系统中。\n\n<br><br>\n\n种子船离系统太近,无法完全避开它,因此它必须决定是继续其计划的减速并到达行星的剩余部分,还是停止减速并以高速通过系统。\n\n<br><br>\n\n<div id="result-area">\n<<link "继续减速">>\n\t<<replace "#result-area">>\n\t\t<<include [[MO Ruined Planet Stop]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "高速通过系统">>\n\t<<set $off_course = true>>\n\t<<replace "#result-area">>\n\t\t种子船停止减速,像子弹一样穿过系统。前一颗行星的扫描图像分解成一个新的小行星带,当行星的核心热量流入太空时,其较大的天体仍发出红色的光芒。种子船速度太快,无法在小行星中移动, \n\t\t<<if random(0,3) == 0>>\n\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\tand one of them\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsMany>>\n\t\t\t\tsmashes into the colony module, instantly killing $deaths colonists.\n\t\t\t<<elseif $system == "surface probes">>\n\t\t\t\t<<set $surface_probes = Math.max(0, $surface_probes-random(2,4))>>\n\t\t\t\tsmashes through the surface probes.\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\tsmashes through the $system.\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t但幸运的是,没有一颗新的小行星直接在它的轨道上。\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<refreshStatusDisplay>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n\n</div>
window.getHiscoreSummary = function(hiscore) {\n\tvar planet = hiscore.planet;\n\n\tif ( !planet) {\n\t\treturn "在太空中被摧毁";\n\t} else if ( hiscore.score_landing <= 0) {\n\t\treturn "崩溃";\n\t} else if ( hiscore.score_construction <= 0) {\n\t\treturn "建造失败";\n\t} else if ( hiscore.final_tech_level == -1) {\n\t\treturn "长期技术故障";\n\t} else if ( hiscore.native_relations == 2) {\n\t\treturn "被当地人奴役";\n\t} else if ( hiscore.native_relations == 0) {\n\t\treturn "被当地人杀害";\n\t} else {\n\t\tswitch ( constants.culture_names[hiscore.final_culture])\n\t\t{\n\t\t\tcase "宇宙启蒙":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 宇宙启蒙"; break;\n\n\t\t\tcase "后稀缺乌托邦":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 后稀缺乌托邦"; break;\n\t\t\tcase "参与式民主":\n\t\t\t\treturn "Engaged " + constants.tech_level_names[hiscore.final_tech_level] + " Democracy"; break;\n\t\t\tcase "腐败的民主":\n\t\t\t\treturn "Corrupt " + constants.tech_level_names[hiscore.final_tech_level] + " Democracy"; break;\n\t\t\tcase "公司":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " Corporate Rule"; break;\n\t\t\tcase "反乌托邦警察国家":\n\t\t\t\treturn "Dystopian " + constants.tech_level_names[hiscore.final_tech_level] + " Police State"; break;\n\t\t\tcase "交战的超级大国":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " Superpowers"; break;\n\t\t\tcase "后核荒地":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 后核荒地"; break;\n\n\t\t\tcase "平等共和国":\n\t\t\t\treturn "平等主义者 " + constants.tech_level_names[hiscore.final_tech_level] + " 共和国"; break;\n\t\t\tcase "仁慈的君主制":\n\t\t\t\treturn "Benevolent " + constants.tech_level_names[hiscore.final_tech_level] + " Monarchy"; break;\n\t\t\tcase "专制神权":\n\t\t\t\treturn "Oppressive " + constants.tech_level_names[hiscore.final_tech_level] + " Theocracy"; break;\n\t\t\tcase "奴隶帝国":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 奴隶帝国"; break;\n\t\t\tcase "战国":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " States"; break;\n\n\t\t\tcase "集体统治":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 集体统治"; break;\n\t\t\tcase "仁慈的酋长":\n\t\t\t\treturn "Benevolent " + constants.tech_level_names[hiscore.final_tech_level] + " Chieftains"; break;\n\t\t\tcase "残暴的酋长":\n\t\t\t\treturn "Brutal " + constants.tech_level_names[hiscore.final_tech_level] + " Chieftains"; break;\n\t\t\tcase "战争部落":\n\t\t\t\treturn "Warring " + constants.tech_level_names[hiscore.final_tech_level] + " Tribes"; break;\n\t\t\tcase "野蛮":\n\t\t\t\treturn constants.tech_level_names[hiscore.final_tech_level].toUpperFirst() + " 野蛮"; break;\n\t\t\tdefault:\n\t\t\t\treturn "ERROR: Unexpected values culture:" + hiscore.final_culture + ", tech: " + hiscore.final_tech_level;\n\t\t}\n\t}\n\n}\n
当种子飞船接近下一个星球时,它的扫描仪检测到一个太空文明的明确无误的迹象。几颗行星、月球和小行星上都标有殖民地或工业区,目标行星本身也布满了拥挤的城市。\n\n<br><br>\n\n一艘宇宙飞船在化学火箭的火焰中从火星发射,并开始燃烧进入与种子飞船的轨道相匹配的轨道。它向种子船发射无线电信号,听起来像是包含了语言,但人工智能无法理解它。\n\n<br><br>\n\n<div id="result-area">\n<<link "Reply with an interspecies greeting and allow the craft to match course">>\n\t<<replace "#result-area">>\n\t\t<<set $crewedship_transmitted_greeting = true>>\n\t\t种子飞船的建造者给了它一个跨物种的问候,它可以用来开启与智能外星人的交流:一个脉冲式的素数序列,建立智能,然后是一张描绘人类的图表,解释了种子飞船的使命和和平意图。人工智能将这个信号传送给正在靠近的船只的无线电信号,两艘船开始缓慢的来回尝试建立通信。与此同时,外星飞船出现了。\n\t\t<br><br>\n\t\t<<include [[MO Crewed Ship Dock]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "Change course to avoid the system">>\n\t<<replace "#result-area">>\n\t\t<<set $off_course = true>>\n\t\tThe seedship accelerates onto a course that will take it back out of the aliens' star system without coming close to any of their planets or outposts.\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<randomSystemExcluding "sleep chambers" "surface probes" "destroyed">>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t<<refreshStatusDisplay>>\n\t\t\t<<set $crewedship_harpoon_system = $system>>\n\t\t\t外星飞船立即燃烧引擎以匹配种子飞船的新航线。它可能没有种子船的范围,但在短距离上它有更大的加速度。当它在几公里范围内靠近时,它会发射一种类似鱼叉的东西,穿透$系统并伸出倒钩来锁定自己。种子飞船的人工智能关闭了引擎以避免进一步的伤害,而外星飞船自己绞紧了自己。\n\t\t\t<br><br>\n\t\t\t<<include [[MO Crewed Ship Dock]]>>\n\t\t<<else>>\n\t\t\t飞船继续向种子飞船发送信息,持续了几个小时,然后安静下来,燃烧进入一个轨道,将它带回家。\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</if>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
<<if $surface_probe_current_feature >= $planet.surface_features.length>>\s\n\t<<display [[SP Done]]>>\n<<else>>\s\n\t<<nobr>>\n\t\t<<switch $planet.surface_features[$surface_probe_current_feature]>>\n\t\t\t\t/* Moon */\n\t\t\t<<case "贫瘠的卫星">>\n\t\t\t\t当地表探测器接近这颗行星时,它扫描了这颗行星的卫星,但发现它缺乏有用的矿物质。\n\t\t\t<<case "富含金属的卫星">>\n\t\t\t\t当地表探测器接近这颗行星时,它扫描了这颗行星的卫星,发现它富含金属和其他有用的资源。\n\t\t\t<<case "不稳定的卫星">>\n\t\t\t\t当地表探测器接近这颗行星时,它扫描了这颗行星的卫星,发现这是一颗最近捕获的轨道不稳定的小行星。再过几十年,月球就会离星球足够近而分裂,月球地表会受到碎片的轰击。\n\n\t\t\t\t/* Beauty/ugliness */\n\t\t\t<<case "杰出美丽">>\n\t\t\t\t人工智能通过其美学分析程序运行探测器的地表图像,并确定人类会发现这个星球非常美丽。\n\t\t\t<<case "杰出丑陋">>\n\t\t\t\t人工智能通过其美学分析程序运行探测器的地表图像,并确定人类会发现这个星球极其丑陋。\n\n\t\t\t\t/* Caves */\n\t\t\t<<case "密封洞穴">>\n\t\t\t\t该行星的地壳中布满了洞穴,这些洞穴很容易密封,为我们提供密闭的庇护所。\n\t\t\t<<case "绝缘洞穴">>\n\t\t\t\t这颗行星的地壳布满了大量的洞穴,它们与地表的温度不同。\n\t\t\t<<case "不稳定的地质">>\n\t\t\t\t星球的地质不稳定,危险的地震在地表随处可见。\n\n\t\t\t\t\t/* Plants */\n\t\t\t<<case "植物生命">>\n\t\t\t\t探测器发现了外星植物。他们检测了一个样本,发现它们既不能食用,也不会对人类有毒。\n\t\t\t<<case "可食植物">>\n\t\t\t\t探测器发现了外星植物。它测试了一个样本,发现其中一些可以供人类食用。\n\t\t\t<<case "有毒植物">>\n\t\t\t\t探测器发现了外星植物。它测试了一个样本,发现它们对人类都有剧毒。\n\n\t\t\t\t\t/* Animals */\n\t\t\t<<case "动物生命">>\n\t\t\t\t探测器遇到了许多动物。在分析了它们的行为后,研究人员得出结论,它们对人类既没有用处,也没有害处。\n\t\t\t<<case "有用动物">>\n\t\t\t\t探测器遇到了许多动物。在分析了它们的行为后,报告得出结论,一些物种有可能成为人类的肉源或驮兽。\n\t\t\t<<case "危险动物">>\n\t\t\t\t探测器遇到了许多动物。在分析了它们的行为后,报告得出结论,它们对人类殖民者构成了重大威胁。\n\n\t\t\t\t\t/* Sentient life */\n\t\t\t<<case "智能生命">>\n\t\t\t\t<<switch $planet.native_tech_level>>\n\t\t\t\t\t<<case 0>>\n\t\t\t\t\t\t探测器注意到一个物种表现出复杂的社会行为,并有基本的语言。\n\t\t\t\t\t<<case 1>>\n\t\t\t\t\t\t探测器注意到一个物种表现出复杂的社会行为,并使用简单的石器。\n\t\t\t\t\t<<case 2>>\n\t\t\t\t\t\t探测器注意到一个物种表现出复杂的社会行为,使用复杂的石器工具,并已开始驯化其他动植物物种。\n\t\t\t\t\t<<case 3>>\n\t\t\t\t\t\t调查人员调查了一个正常植物生长的区域,发现这是一个物种使用复杂的石器故意栽培的。\n\t\t\t\t\t<<case 4>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一种使用石头和青铜工具的智能物种居住的定居点。\n\t\t\t\t\t<<case 5>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一种使用铁制工具的智能物种居住的定居点。\n\t\t\t\t\t<<case 6>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一个拥有中世纪技术水平的智能物种居住的定居点。\n\t\t\t\t\t<<case 7>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是居住着具有工业技术水平的智能物种的城市。\n\t\t\t\t\t<<case 8>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是由具有原子时代技术水平的智能物种居住的城市。\n\t\t\t\t\t<<case 9>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是居住着具有信息时代技术水平的智能物种的城市。\n\t\t\t\t\t<<case 10>>\n\t\t\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是由后奇点技术水平的智能物种居住的城市。\n\t\t\t\t\t<<default>>\n\t\t\t\t\t\t@@.error;Unexpected native tech level $planet.native_tech_level@@\n\t\t\t\t<</switch>>\n\n\n\t\t\t\t<<switch $planet.native_culture>>\n\t\t\t\t\t<<case 0>>\n\t\t\t\t\t\t当地人生活在一种持续暴力的状态中,没有社会组织。\n\t\t\t\t\t<<case 1>>\n\t\t\t\t\t\t当地居民被分成无数个小部落,他们之间经常处于战争状态。\n\t\t\t\t\t<<case 2>>\n\t\t\t\t\t\t当地人被分成无数个小部落,其中大多数都生活在对他们无情的酋长的恐惧中。\n\t\t\t\t\t<<case 3>>\n\t\t\t\t\t\t当地人被分成无数个小部落,其中大多数由仁慈的酋长明智地统治。\n\t\t\t\t\t<<case 4>>\n\t\t\t\t\t\t当地人被分成无数个小部落,其中大多数由其成员集体统治,彼此和平相处。\n\t\t\t\t\t<<case 5>>\n\t\t\t\t\t\t大多数土著人生活在小国家,这些国家把大部分资源用于彼此之间的战争。\n\t\t\t\t\t<<case 6>>\n\t\t\t\t\t\t在专制皇帝的统治下,大多数人过着奴隶的生活。\n\t\t\t\t\t<<case 7>>\n\t\t\t\t\t\t最强大的国家由祭司国王统治,他们严格控制知识的流动,使普通民众无知和文盲。\n\t\t\t\t\t<<case 8>>\n\t\t\t\t\t\t最先进的国家由仁慈的君主统治,他们视满足臣民的需要为己任。\n\t\t\t\t\t<<case 9>>\n\t\t\t\t\t\t最先进的国家是共和国,由公民集会做出决定。\n\t\t\t\t\t<<case 10>>\n\t\t\t\t\t\t这个文明最近经历了一场核战争,当地人在曾经伟大城市的废墟上勉强度日。\n\t\t\t\t\t<<case 11>>\n\t\t\t\t\t\t这个星球的大部分地区被几个超级大国瓜分,它们之间的关系持续紧张。\n\t\t\t\t\t<<case 12>>\n\t\t\t\t\t\t最发达的国家是独裁国家,这些国家广泛使用警务和技术监督来控制民众。\n\t\t\t\t\t<<case 13>>\n\t\t\t\t\t\t这个星球被许多跨国公司所主宰,它们取代了政府的角色。\n\t\t\t\t\t<<case 14>>\n\t\t\t\t\t\t这个星球上最强大的国家名义上是民主的,但领导人腐败,几乎没有为改善普通民众的命运做什么。\n\t\t\t\t\t<<case 15>>\n\t\t\t\t\t\t世界上最强大的国家都是运转良好的民主国家,人民普遍享有高质量的生活。\n\t\t\t\t\t<<case 16>>\n\t\t\t\t\t\t人们享受着文化和休闲生活,自动化机器满足他们的物质需求。\n\t\t\t\t\t<<case 17>>\n\t\t\t\t\t\t该探测器难以理解当地人的文化,他们似乎使用了地球上从未见过的政治和哲学原则。\n\t\t\t\t\t<<default>>\n\t\t\t\t\t\t@@.error;Unexpected native culture $planet.culture@@\n\t\t\t\t<</switch>>\n\n\n\t\t\t<<case "跨国境传播文明">>\n\t\t\t\t探测器进行高海拔调查,并在其所看到的任何地方发现定居点和智能活动的迹象。看来星球上没有一个地方不受本土文明的影响。\n\n\t\t\t\t/* Ruins */\n\t\t\t<<case "不朽遗迹">>\n\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一个消失的智能物种留下的废墟。废墟中有许多伟大的纪念碑和文字,可以揭示这个消失的文明的许多情况。\n\t\t\t<<case "高科技废墟">>\n\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一个消失的智能物种留下的废墟。废墟中有先进的科技制品,其中一些仍在使用,还有可能被破译的科学数据库。\n\t\t\t<<case "危险废墟">>\n\t\t\t\t探测器调查了种子飞船从轨道上观察到的一些可能的结构,发现它们是一个消失的智能物种留下的废墟。废墟中有正常运行的防御系统,探测器勉强逃脱。\n\t\t\t<<case "规则地质构造">>\n\t\t\t\t探测器调查了种子飞船从轨道上观察到的可能结构,但发现它们是有规律的自然结构,而不是智能的产物。\n\n\t\t\t\t/% Special features from events %/\n\t\t\t<<case "欢迎">>\n\t\t\t\t这个星球的原住民已经为人类难民提供了庇护,如果种子船登陆,他们将欢迎我们。\n\t\t\t<<case "不受欢迎">>\n\t\t\t\t这个星球的当地人知道种子船的使命,并明确表示,人类难民在他们的星球上将不会受到欢迎。\n\t\t\t<<case "模拟">>\n\t\t\t\t这颗行星是一个完美的模拟,由非常先进的外星人根据种子飞船的科学和文化数据库中的数据创造出来的。\n\t\t\t<<case "外星观察者">>\n\t\t\t\t这颗行星最近被先进的外星人改造成适合人类生活的星球,许多外星建筑位于地表上方的轨道上。\n\n\n\t\t\t<<default>>\n\t\t\t\t@@.error;异常地表 <<print $planet.surface_features[$surface_probe_current_feature]>>.@@\n\t\t<</switch>>\n\n\t\t<<append "#anomalies_text">>\n\t\t\t<<displayPlanetFeature $planet.surface_features[$surface_probe_current_feature]>><br>\n\t\t<</append>>\n\n\t\t<<set $surface_probe_current_feature++>>\n\t\t<<scrollToPostPlanetStats>>\n\t<</nobr>>\n\n\t<<link "Continue">><<replaceAndFadeIn "#post-planet-stats" [[SP Feature]]>><</link>>\n<</if>>\s
<<set $surface_probe_used = false>>\n<<set $scanner_atmosphere_success = random(0,99) < $scanner_atmosphere>>\n<<set $scanner_gravity_success = random(0,99) < $scanner_gravity>>\n<<set $scanner_temperature_success = random(0,99) < $scanner_temperature>>\n<<set $scanner_resources_success = random(0,99) < $scanner_resources>>\n<<set $scanner_water_success = random(0,99) < $scanner_water>>\n\n<<set $planet = {\n\ttemperature: "",\n\tgravity: "",\n\tresources: "",\n\tatmosphere: "",\n\twater: "",\n\tsurface_features: [],\n\tanomalies: [],\n\tnative_tech_level: 0,\n\tnative_culture: 0\n\t\t} >>\n\n<<set _green_chance = 2>>\n<<set _yellow_chance = 3>>\n<<set _red_chance = 5>>\n\n\t/% ATMOSPHERE %/\n<<if $event_planet.atmosphere>>\n\t<<set $planet.atmosphere = $event_planet.atmosphere>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t<<set _r = random(_green_chance,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif !$scanner_atmosphere_success | $scanner_atmosphere_level == 0 | $off_course>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif $scanner_atmosphere_level == 1>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance-1)>>\n\t<<elseif $scanner_atmosphere_level == 2>>\n\t\t<<set _r = 0>>\n\t<<else>>\n\t\t@@.error;Scanner atmosphere level was $scanner_atmosphere_level.@@\n\t<</if>>\n\n\t@@.debug-text;r=_r@@\n\n\t<<if _r < _green_chance>>\n\t\t<<set $planet.atmosphere = "Breathable">>\n\t<<elseif _r < _green_chance + _yellow_chance>>\n\t\t<<set $planet.atmosphere = "Marginal">>\n\t<<else>>\n\t\t<<set $planet.atmosphere = either("Corrosive", "Toxic", "Non-breathable", "None")>>\n\t<</if>>\n<</if>>\n\n\t/% GRAVITY %/\n<<if $event_planet.gravity>>\n\t<<set $planet.gravity = $event_planet.gravity>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t<<set _r = random(_green_chance,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif !$scanner_gravity_success | $scanner_gravity_level == 0 | $off_course>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif $scanner_gravity_level == 1>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance-1)>>\n\t<<elseif $scanner_gravity_level == 2>>\n\t\t<<set _r = 0>>\n\t<<else>>\n\t\t@@.error;Scanner gravity level was $scanner_gravity_level.@@\n\t<</if>>\n\n\t<<if _r < _green_chance>>\n\t\t<<set $planet.gravity = "Moderate">>\n\t<<elseif _r < _green_chance + _yellow_chance>>\n\t\t<<set $planet.gravity = either("Low", "High")>>\n\t<<else>>\n\t\t<<set $planet.gravity = either("Very low", "Very high")>>\n\t<</if>>\n\n\t@@.debug-text;r=_r@@\n<</if>>\n\n\t/% TEMPERATURE %/\n<<if $event_planet.temperature>>\n\t<<set $planet.temperature = $event_planet.temperature>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t<<set _r = random(_green_chance,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif !$scanner_temperature_success | $scanner_temperature_level == 0 | $off_course>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif $scanner_temperature_level == 1>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance-1)>>\n\t<<elseif $scanner_temperature_level == 2>>\n\t\t<<set _r = 0>>\n\t<<else>>\n\t\t@@.error;Scanner temperature level was $scanner_temperature_level.@@\n\t<</if>>\n\n\t<<if _r < _green_chance>>\n\t\t<<set $planet.temperature = "Moderate">>\n\t<<elseif _r < _green_chance + _yellow_chance>>\n\t\t<<set $planet.temperature = either("Cold", "Hot")>>\n\t<<else>>\n\t\t<<set $planet.temperature = either("Very cold", "Very hot")>>\n\t<</if>>\n\n\t@@.debug-text;r=_r@@\n<</if>>\n\n\t/% WATER %/\n<<if $event_planet.water>>\n\t<<set $planet.water = $event_planet.water>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t<<set _r = random(_green_chance,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif !$scanner_water_success | $scanner_water_level == 0 | $off_course>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif $scanner_water_level == 1>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance-1)>>\n\t<<elseif $scanner_water_level == 2>>\n\t\t<<set _r = 0>>\n\t<<else>>\n\t\t@@.error;Scanner water level was $scanner_water_level.@@\n\t<</if>>\n\n\t<<if _r < _green_chance>>\n\t\t<<set $planet.water = "Oceans">>\n\t<<elseif _r < _green_chance + _yellow_chance>>\n\t\t<<set $planet.water = "Planet-wide ocean">>\n\t<<else>>\n\t\t<<set $planet.water = either("Trace", "None")>>\n\t<</if>>\n\n\t@@.debug-text;r=_r@@\n<</if>>\n\n\t/% RESOURCES %/\n<<if $event_planet.resources>>\n\t<<set $planet.resources = $event_planet.resources>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t<<set _r = random(1,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif !$scanner_resources_success | $scanner_resources_level == 0 | $off_course>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance+_red_chance-1)>>\n\t<<elseif $scanner_resources_level == 1>>\n\t\t<<set _r = random(0,_green_chance+_yellow_chance-1)>>\n\t<<elseif $scanner_resources_level == 2>>\n\t\t<<set _r = 0>>\n\t<<else>>\n\t\t@@.error;Scanner resources level was $scanner_resources_level.@@\n\t<</if>>\n\n\t<<if _r < _green_chance>>\n\t\t<<set $planet.resources = "Rich">>\n\t<<elseif _r < _green_chance + _yellow_chance>>\n\t\t<<set $planet.resources = "Poor">>\n\t<<else>>\n\t\t<<set $planet.resources = "None">>\n\t<</if>>\n<</if>>\n\n/% Freeze the oceans at low temperatures %/\n<<if $planet.temperature == "Very cold"\n\t| ($planet.temperature == "Cold" & random(0,1) == 0) >>\n\t<<if $planet.water == "Oceans">>\n\t\t<<set $planet.water = "Ice caps">>\n\t<<elseif $planet.water == "Planet-wide ocean">>\n\t\t<<set $planet.water = "Ice-covered surface">>\n\t<</if>>\n<</if>>\n\n/% No liquid water without atmosphere %/\n<<if ($planet.water == "Oceans" | $planet.water == "Planet-wide ocean") & $planet.atmosphere == "None">>\n\t<<set $planet.atmosphere = "Non-breathable">>\n<</if>>\n\n\n/% SURFACE FEATURES %/\n<<set $planet.surface_features = []>>\n<<set $planet.anomalies = []>>\n\n<<if $event_planet.surface_features>>\n\t<<set $planet.surface_features = $event_planet.surface_features>>\n\t<<set $planet.anomalies = $event_planet.anomalies>>\n\t<<if $event_planet.native_tech_level>>\n\t\t<<set $planet.native_tech_level = $event_planet.native_tech_level>>\n\t<</if>>\n\t<<if $event_planet.native_culture>>\n\t\t<<set $planet.native_culture = $event_planet.native_culture>>\n\t<</if>>\n<<else>>\n\n\t/* Moon - affects technology result */\n\t/* Moon is first, because the surface probe investigates it before landing on the planet itself */\n\t/* The higher the planet's gravity, the more likely it is to have a moon */\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>\t\t<<set _moon_chance = 10>>\n\t\t<<case "Low">>\t\t\t<<set _moon_chance = 20>>\n\t\t<<case "Moderate">>\t\t<<set _moon_chance = 30>>\n\t\t<<case "High">>\t\t\t<<set _moon_chance = 40>>\n\t\t<<case "Very high">>\t<<set _moon_chance = 50>>\n\t<</switch>>\n\t<<if random(0,99) < _moon_chance>>\n\t\t<<set $planet.surface_features.push(either("Barren moon", "Metal-rich moon", "Unstable moon"))>>\n\t\t<<set $planet.anomalies.push("Moon")>>\n\t<</if>>\n\n\t/* Aesthetics - affect culture result */\n\t/* Flat 20% chance of one or the other */\n\t<<if random(0,4) == 0>>\n\t\t<<set $planet.surface_features.push(either("Outstanding beauty", "Outstanding ugliness"))>>\n\t<</if>>\n\n\n\t/* Caves? */\n\t/* No caves if surface is covered entirely in water or ice. Otherwise chance of caves is based on gravity. */\n\t<<if $planet.water != "Planet-wide ocean" & $planet.water != "Ice-covered surface">>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>\t\t<<set _caves_chance = 50>>\n\t\t\t<<case "Low">>\t\t\t<<set _caves_chance = 40>>\n\t\t\t<<case "Moderate">>\t\t<<set _caves_chance = 30>>\n\t\t\t<<case "High">>\t\t\t<<set _caves_chance = 20>>\n\t\t\t<<case "Very high">>\t<<set _caves_chance = 10>>\n\t\t<</switch>>\n\t\t<<if random(0,99) < _caves_chance>>\n\t\t\t<<if random(0,2) == 0>>\n\t\t\t\t<<set $planet.surface_features.push("Airtight caves")>>\n\t\t\t<</if>>\n\t\t\t<<if random(0,2) == 0>>\n\t\t\t\t<<set $planet.surface_features.push("Insulated caves")>>\n\t\t\t<</if>>\n\t\t\t<<if !$planet.surface_features.includes("Airtight caves") & !$planet.surface_features.includes("Insulated caves")>>\n\t\t\t\t<<set $planet.surface_features.push("Unstable geology")>>\n\t\t\t<</if>>\n\t\t\t<<set $planet.anomalies.push("Geological anomalies")>>\n\t\t<</if>>\n\t<</if>>\n\n\t/* LIFE */\n\t/* Plant life? */\n\t<<if true>>\n\t\t<<switch $planet.atmosphere>>\n\t\t\t<<case "Breathable">>\t\t<<set _plants_chance = 100>>\n\t\t\t<<case "Marginal">>\t\t\t<<set _plants_chance = 100>>\n\t\t\t<<case "Non-breathable">>\t<<set _plants_chance = 25>>\n\t\t\t<<case "Toxic">>\t\t\t<<set _plants_chance = 25>>\n\t\t\t<<case "None">>\t\t\t\t<<set _plants_chance = 5>>\n\t\t\t<<case "Corrosive">>\t\t<<set _plants_chance = 5>>\n\t\t<</switch>>\n\t\t<<if random(0,99) < _plants_chance>>\n\t\t\t<<set $planet.surface_features.push(either("Plant life", "Edible plants", "Poisonous plants"))>>\n\t\t\t<<set $planet.anomalies.push("Vegetation")>>\n\t\t<</if>>\n\t<</if>>\n\n\t/* If plants, possibly animals */\n\t<<if $planet.surface_features.includes("Plant life") | $planet.surface_features.includes("Edible plants") | $planet.surface_features.includes("Poisonous plants")>>\n\t\t<<set _animals_chance = 50>>\n\t\t<<if random(0,99) < _animals_chance>>\n\t\t\t<<set $planet.surface_features.push(either("Animal life", "Useful animals", "Dangerous animals"))>>\n\t\t\t<<set $planet.anomalies.push("Animal life")>>\n\t\t<</if>>\n\t<</if>>\n\n\t/* If animals, possibly sentient life */\n\t<<if $planet.surface_features.includes("Animal life") | $planet.surface_features.includes("Useful animals") | $planet.surface_features.includes("Dangerous animals")>>\n\t\t<<set _sentients_chance = 50>>\n\t\t<<if random(0,99) < _sentients_chance>>\n\t\t\t<<set $planet.surface_features.push("Intelligent life")>>\n\t\t\t/* Max tech level is determined by resources */\n\t\t\t<<if $planet.resources == "Rich">>\n\t\t\t\t<<set $planet.native_tech_level = random(0,10)>>\n\t\t\t<<elseif $planet.resources == "Poor">>\n\t\t\t\t<<set $planet.native_tech_level = random(0,6)>>\n\t\t\t<<elseif $planet.resources == "None">>\n\t\t\t\t<<set $planet.native_tech_level = random(0,4)>>\n\t\t\t<<else>>\n\t\t\t\t@@.error;Unexpected resources value $planet.resources@@\n\t\t\t<</if>>\n\t\t\t<<if $planet.native_tech_level >= 3>>\n\t\t\t\t\t/* Neolithic or higher */\n\t\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t\t<</if>>\n\t\t\t<<if $planet.native_tech_level >= 8>>\n\t\t\t\t\t/* Atomic or higher */\n\t\t\t\t<<set $planet.anomalies.push("Electromagnetic activity")>>\n\t\t\t<</if>>\n\n\t\t\t/% Native culture %/\n\t\t\t<<if $planet.native_tech_level < 3>>\n\t\t\t\t<<set $planet.native_culture = random(0,4)>>\n\t\t\t<<elseif $planet.native_tech_level < 8>>\n\t\t\t\t<<set $planet.native_culture = random(5,9)>>\n\t\t\t<<else>>\n\t\t\t\t<<set $planet.native_culture = random(10,16)>>\n\t\t\t<</if>>\n\n\t\t\t/% If tech level is Neolithic or higher, possible planet-spanning civilisation %/\n\t\t\t<<if random(0,10) < $planet.native_tech_level - 2>>\n\t\t\t\t<<set $planet.surface_features.push("Planet-spanning civilisation")>>\n\t\t\t<</if>>\n\n\t\t<</if>>\n\t<</if>>\n\t/* Probability notes: */\n\t/* A breathable planet has a 100% chance of plant life, a 50% chance of animal life, and a 25% chance of sentient life */\n\t/* A breathable planet with rich resources has a 2.5% chance of a space-age civilisation */\n\n\n\t/* Ruins? */\n\t/* Ruins have a 10% chance to happen, unless there is a planet-spanning civilisation (in which case they've already integrated the ruins into their civilisation) */\n\t<<if !$planet.surface_features.includes("Planet-spanning civilisation")>>\n\t\t<<set _ruins_chance = 10>>\n\t\t<<if random(0,99) < _ruins_chance>>\n\t\t\t<<set $planet.surface_features.push("Monumental ruins")>>\n\t\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<<if random(0,99) < _ruins_chance>>\n\t\t\t<<set $planet.surface_features.push("High-tech ruins")>>\n\t\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<<if random(0,99) < _ruins_chance>>\n\t\t\t<<set $planet.surface_features.push("Dangerous ruins")>>\n\t\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<<if random(0,99) < _ruins_chance & !$planet.surface_features.includes("Monumental ruins") & !$planet.surface_features.includes("High-tech ruins") & !$planet.surface_features.includes("Dangerous ruins")>>\n\t\t\t<<set $planet.surface_features.push("Regular geological formations")>>\n\t\t\t<<if !$planet.anomalies.includes("Possible structures")>>\n\t\t\t\t<<set $planet.anomalies.push("Possible structures")>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</if>>\n<</if>>\n\n\n\n<<goto [[Orbit planet]]>>\n\n
\t/% Scroll to top of post-stats text area %/\n<<script>>\n\t$('html, body').animate({\n\t\tscrollTop: $('#post-planet-stats').offset().top\n\t});\n<</script>>\n\n/* Update planet stats in case the player renamed it but didn't click Done. */\n<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\n/* One Contruction system roll for each of Atmosphere, Temperature, Gravity, Water */\n\n/* DEATHS ALGORITHM */\n/* Base average deaths is 100-system (a value from 0 to 100) */\n\n/* Good related planet feature: subtract 50 (final value is -50-50) */\n/* Multiply and add based on attribute */\n/* Floor at zero */\n\n/* If non-zero, randomly adjust by +- 25% */\n\n<<set _good_feature_subtract = 50>>\n<<set _green_multiply = 0>>\t\t<<set _green_add = 0>>\n<<set _yellow_multiply = 1.25>>\t<<set _yellow_add = 0>>\n<<set _red_multiply = 3.75>>\t<<set _red_add = 125>>\n<<set _adjust_min = 0.75>>\n<<set _adjust_max = 1.25>>\n\n/* With undamaged 建造系统, each red attribute will kill about 125 colonists. An all-red planet will kill about half your colonists */\n/* With destroyed 建造系统, each red attribute will kill about 500 colonists and each yellow attribute about 125. An all-red planet will kill everyone and an all-yelow planet will kill half. */\n\n\n/% Native bonus %/\n<<set _native_bonus = 0>>\n<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t<<set _native_bonus = $planet.native_tech_level * 5>>\n<</if>>\n\n\n/* ATMOSPHERE DEATHS */\n<<set _atmosphere_deaths = 100-$system_constructors - _native_bonus>>\n<<if $planet.surface_features.includes("Airtight caves")>>\n\t<<set _atmosphere_deaths -= _good_feature_subtract>>\n<</if>>\n<<switch $planet.atmosphere>>\n\t<<case "Corrosive" "Toxic" "None" "Non-breathable">><<set _atmosphere_deaths = _atmosphere_deaths * _red_multiply + _red_add>>\n\t<<case "Marginal">><<set _atmosphere_deaths = _atmosphere_deaths * _yellow_multiply + _yellow_add>>\n\t<<case "Breathable">><<set _atmosphere_deaths = _atmosphere_deaths * _green_multiply + _green_add>>\n\t<<default>>@@.error;$planet.atmosphere@@\n<</switch>>\n<<if _atmosphere_deaths <= 0>>\n\t<<set _atmosphere_deaths = 0>>\n<<else>>\n\t<<set _atmosphere_deaths = Math.round(random(_atmosphere_deaths*_adjust_min, _atmosphere_deaths*_adjust_max))>>\n<</if>>\n\n/* TEMPERATURE DEATHS */\n<<set _temperature_deaths = 100-$system_constructors - _native_bonus>>\n<<if $planet.surface_features.includes("Insulated caves")>>\n\t<<set _temperature_deaths -= _good_feature_subtract>>\n<</if>>\n<<switch $planet.temperature>>\n\t<<case "Very hot" "Very cold">><<set _temperature_deaths = _temperature_deaths * _red_multiply + _red_add>>\n\t<<case "Cold" "Hot">><<set _temperature_deaths = _temperature_deaths * _yellow_multiply + _yellow_add>>\n\t<<case "Moderate">><<set _temperature_deaths = _temperature_deaths * _green_multiply + _green_add>>\n\t<<default>>@@.error;$planet.temperature@@\n<</switch>>\n<<if _temperature_deaths <= 0>>\n\t<<set _temperature_deaths = 0>>\n<<else>>\n\t<<set _temperature_deaths = Math.round(random(_temperature_deaths*_adjust_min, _temperature_deaths*_adjust_max))>>\n<</if>>\n\n/* GRAVITY DEATHS */\n<<set _gravity_deaths = 100-$system_constructors - _native_bonus>>\n<<if $planet.surface_features.includes("Useful animals")>>\n\t<<set _gravity_deaths -= _good_feature_subtract>>\n<</if>>\n<<switch $planet.gravity>>\n\t<<case "Very high" "Very low">><<set _gravity_deaths = _gravity_deaths * _red_multiply + _red_add>>\n\t<<case "Low" "High">><<set _gravity_deaths = _gravity_deaths * _yellow_multiply + _yellow_add>>\n\t<<case "Moderate">><<set _gravity_deaths = _gravity_deaths * _green_multiply + _green_add>>\n\t<<default>>@@.error;$planet.gravity@@\n<</switch>>\n<<if _gravity_deaths <= 0>>\n\t<<set _gravity_deaths = 0>>\n<<else>>\n\t<<set _gravity_deaths = Math.round(random(_gravity_deaths*_adjust_min, _gravity_deaths*_adjust_max))>>\n<</if>>\n\n/* WATER DEATHS */\n<<set _water_deaths = 100-$system_constructors - _native_bonus>>\n<<if $planet.surface_features.includes("Edible plants")>>\n\t<<set _water_deaths -= _good_feature_subtract>>\n<</if>>\n<<switch $planet.water>>\n\t<<case "None" "Trace">><<set _water_deaths = _water_deaths * _red_multiply + _red_add>>\n\t<<case "Ice-covered surface" "Planet-wide ocean">><<set _water_deaths = _water_deaths * _yellow_multiply + _yellow_add>>\n\t<<case "Ice caps" "Oceans">><<set _water_deaths = _water_deaths * _green_multiply + _green_add>>\n\t<<default>>@@.error;$planet.water@@\n<</switch>>\n<<if _water_deaths <= 0>>\n\t<<set _water_deaths = 0>>\n<<else>>\n\t<<set _water_deaths = Math.round(random(_water_deaths*_adjust_min, _water_deaths*_adjust_max))>>\n<</if>>\n\n/* ADJUST DEATH VALUES DOWN IF TOTAL IS MORE THAN TOTAL COLONISTS */\n<<if _atmosphere_deaths + _temperature_deaths + _gravity_deaths + _water_deaths > $colonists>>\n\t/* Scale death values down to number of colonists */\n\t<<set _modify = $colonists / (_atmosphere_deaths + _temperature_deaths + _gravity_deaths + _water_deaths)>>\n\t<<set _atmosphere_deaths = Math.round(_atmosphere_deaths*_modify) >>\n\t<<set _temperature_deaths = Math.round(_temperature_deaths*_modify) >>\n\t<<set _gravity_deaths = Math.round(_gravity_deaths*_modify) >>\n\t<<set _water_deaths = Math.round(_water_deaths*_modify) >>\n\t/* Deal with rounding errors */\n\t<<if _atmosphere_deaths > 0>>\n\t\t<<set _atmosphere_deaths = $colonists - (_temperature_deaths + _gravity_deaths + _water_deaths)>>\n\t<<elseif _temperature_deaths > 0>>\n\t\t<<set _temperature_deaths = $colonists - (_atmosphere_deaths + _gravity_deaths + _water_deaths)>>\n\t<<elseif _gravity_deaths > 0>>\n\t\t<<set _gravity_deaths = $colonists - (_atmosphere_deaths + _temperature_deaths + _water_deaths)>>\n\t<<elseif _water_deaths > 0>>\n\t\t<<set _water_deaths = $colonists - (_atmosphere_deaths + _temperature_deaths + _gravity_deaths)>>\n\t<</if>>\n<</if>>\n\n\n/* AND NOW, OUTPUT THE TEXT */\n\n殖民者在种子船受损的建筑机器人的\n\n<<if $system_constructors >= 100>>\n\t帮助下开始建造定居点。\n<<elseif $system_constructors >= 50>>\n\t在种子船受损的建筑机器人的帮助下。\n<<elseif $system_constructors > 0>>\n\t在种子船仅存的几个建筑机器人的帮助下。\n<<else>>\n\t没有种子船失事的建筑机器人的帮助。\n<</if>>\n\n<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t星球上的土著居民对新来者进行严密的保护,但也通过建立临时庇护所和清理土地来帮助他们。灵动游戏· MHHF.com\n<</if>>\n\n\n/* Text output code in widgets to make this passage less huge */\n<<FC_Construction_atmosphere_temperature _atmosphere_deaths _temperature_deaths>>\n<<FC_Construction_gravity _gravity_deaths>>\n<<FC_Construction_water _water_deaths>>\n\n\n<<set $colonists -= _atmosphere_deaths>>\n<<set $colonists -= _temperature_deaths>>\n<<set $colonists -= _gravity_deaths>>\n<<set $colonists -= _water_deaths>>\n\n/* SURFACE FEATURES: Unstable geology */\n<<if $planet.surface_features.includes("Unstable geology") & $colonists > 0>>\n\t<<if random(0,99) < $system_constructors>>\n\t\t<<killColonistsMedium>>\n\t\t地震使 $deaths 名殖民者死亡了。灵动游戏· MHHF.com\n\t<<else>>\n\t\t<<killColonistsMany>>\n\t\t一场地震夷平了该殖民地部分已完工的定居点,造成$deaths名殖民者死亡。灵动游戏· MHHF.com\n\t<</if>>\n<</if>>\n\n/* SURFACE FEATURES: Dangerous native animals */\n<<if $planet.surface_features.includes("Dangerous animals") & $colonists > 0>>\n\t<<if random(0,99) < $system_constructors>>\n\t\t<<killColonistsMedium>>\n\t\t殖民者设法将星球上的敌对动物拒之门外,但有 $deaths 名殖民者在外围围栏被保护之前被杀。\n\t<<else>>\n\t\t<<killColonistsMany>>\n\t\t敌对的本土动物侵占了殖民地,杀死了 $deaths 名殖民者。灵动游戏· MHHF.com\n\t<</if>>\n<</if>>\n\n/* SURFACE FEATURES: Poisonous native plants */\n<<if $planet.surface_features.includes("Poisonous plants") & $colonists > 0>>\n\t<<if random(0,99) < $system_constructors>>\n\t\t<<killColonistsMedium>>\n\t\t星球上的植物对人类来说是剧毒的, $deaths 殖民者在把它从他们的定居点清除出去之前就死了。灵动游戏· MHHF.com\n\t<<else>>\n\t\t<<killColonistsMany>>\n\t\t储存失败导致殖民地的食物供应被有毒的本土植物污染, $deaths 名殖民者死亡。灵动游戏· MHHF.com\n\t<</if>>\n<</if>>\n\n<br><br>\n\n<<if $colonists == 0>>\n\t<<set $hiscore.summary = "Construction Failure">>\n<</if>>\n\n<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t<<FCNextPassage [[FCI Relations]]>>\s\n<<elseif $planet.surface_features.includes("Monumental ruins")\n\t| $planet.surface_features.includes("High-tech ruins")\n\t| $planet.surface_features.includes("Dangerous ruins") >>\n\t<<FCNextPassage [[FC Ruins]]>>\s\n<<else>>\n\t<<FCNextPassage [[FC Technology]]>>\n<</if>>\n
John Ayliff
<<if $scanner_atmosphere <= 0 & $scanner_temperature <= 0 & $scanner_gravity <= 0 & $scanner_water <= 0 & $scanner_resources <= 0>>\n\tThe scanner recalibration system is decaying, but this no longer matters since all the scanners are destroyed and the seedship is effectively blind.\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t每次种子船离开恒星系统时,其扫描仪都会重新校准,以便继续返回准确信息。再校准系统现在随着年龄的增长而衰退,不再能够维持所有这些。人工智能必须选择允许哪些扫描仪出现故障。\n\t<<else>>\n\t\t扫描仪重新校准系统继续衰退,人工智能必须再次选择允许哪个扫描仪发生故障。\n\t<</if>>\n\t<br><br>\n\t<div id="result-area">\n\t\t<<if $scanner_atmosphere > 0>>\n\t\t\t<<link "让大气扫描仪发生故障">>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "atmosphere scanner" $damage>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t当种子船加速进入太空时,它离开的系统中的大气读数会被噪声笼罩。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>><br>\n\t\t<</if>>\n\t\t<<if $scanner_gravity > 0>>\n\t\t\t<<link "让重力扫描仪发生故障">>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "重力扫描仪" $damage>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t当种子船加速进入太空时,它离开的系统的重力读数被噪音笼罩。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>><br>\n\t\t<</if>>\n\t\t<<if $scanner_temperature > 0>>\n\t\t\t<<link "让温度扫描仪发生故障">>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "温度扫描仪" $damage>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t当种子船加速进入太空时,它离开的系统的温度读数被噪音笼罩。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>><br>\n\t\t<</if>>\n\t\t<<if $scanner_water > 0>>\n\t\t\t<<link "让水扫描仪发生故障">>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "水扫描仪" $damage>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t当种子船加速进入太空时,它离开的系统中的水读数会被噪音笼罩。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>><br>\n\t\t<</if>>\n\t\t<<if $scanner_resources > 0>>\n\t\t\t<<link "让资源扫描器失败">>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "资源扫描仪" $damage>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t当种子船加速进入太空时,它离开的系统中的资源读数被噪声笼罩。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>>\n\t\t<</if>>\n\t</div>\n<</if>>
导航系统选择的下一颗恒星位于巨大空洞的另一边,几十光年内没有恒星。人工智能在千禧年漫长的旅程中在完全的空虚中冬眠。\n\n<<continueLink [[MO Done]]>>
/* Culture score is indirectly influenced by all attributes except resources, since these will have killed colonists in the Construction phase. */\n<<set _culture_score = $system_cultural_database * Math.min($colonists/constants.max_colonists, 1)>>\n@@.debug-text;Culture score: _culture_score@@\n\n\n<<if $dictator>>\n\t<<set _culture_score = 20>>\n\t取代原有殖民者之一的独裁者迅速控制了殖民地,并创建了一个独裁政权。\n\n<<else>>\n\t<<if $system_cultural_database >= 100>>\n\t\t文化数据库包含丰富的历史信息,帮助殖民者选择政府,以及一个巨大的艺术和文学图书馆,以娱乐和激励他们。\n\t<<elseif $system_cultural_database >= 50>>\n\t\t虽然部分文化数据库缺失,但它仍然包含许多指导殖民者建设社会的历史信息,以及许多启发他们的艺术和文学。\n\t<<elseif $system_cultural_database > 0>>\n\t\t殖民者在严重受损的文化数据库中搜索,并设法重建一些有关地球历史和文化的信息,以指导和激励他们。\n\t<<else>>\n\t\t随着文化数据库的破坏,那些出生在新大陆的人除了第一批殖民者可以亲自传递的信息外,对地球的历史和文化一无所知。\n\t<</if>>\n\n\t<<if $colonists < constants.max_colonists/2>>\n\t\t殖民者遭受的巨大损失使建立一个新社会更加困难。\n\t<<elseif $colonists < constants.max_colonists>>\n\t\t殖民者遭受的损失使建立一个新社会更加困难。\n\t<</if>>\n\n\t<<if $planet.surface_features.includes("Alien observers")>>\n\t\t/% Aliens may keep humans limited to a particular tech level, or help them achieve one: %/\n\t\t/% No interference %/\n\t\t/% Limit to Medieval (selectively destroy any advancements) %/\n\t\t/% Limit to Atomic age (shoot down any space launches, preventing communications satellites) %/\n\t\t/% Technological assistance: +30 %/\n\n\t\t<<switch random(0,2)>>\n\t\t\t<<case 0>>\n\t\t\t\t神秘的外星在夜空中看起来像一条闪闪发光的带子,但外星生物并不试图干扰殖民地的文化发展。\n\t\t\t<<case 1>>\n\t\t\t\t神秘物体周期性地从轨道上的外星结构下降,居住在这些物体附近的殖民者发现自己比其他物体更容易合作和共情。\n\t\t\t\t<<set _culture_score += 30>>\n\t\t\t<<case 2>>\n\t\t\t\t神秘物体周期性地从轨道上的外星结构下降,居住在这些物体附近的殖民者发现自己比其他物体更容易发生冲突和自私。\n\t\t\t\t<<set _culture_score -= 30>>\n\t\t<</switch>>\n\t<</if>>\n\n\t<<if $planet.surface_features.includes("Outstanding beauty")>>\n\t\t星球上杰出的自然美景使那里的生活更加愉快,帮助殖民者建设一个更美好的社会。\n\t\t/* Increase by 20 but don't go above 100 unless it already is */\n\t\t<<if _culture_score <= 100 & _culture_score > 80>>\n\t\t\t<<set _culture_score = 100>>\n\t\t<<else>>\n\t\t\t<<set _culture_score += 20>>\n\t\t<</if>>\n\t\t@@.debug-text;Modified culture score: _culture_score@@\n\t<<elseif $planet.surface_features.includes("Outstanding ugliness")>>\n\t\t星球的丑陋加剧了殖民者之间的紧张关系,使他们更难建立一个和平的社会。\n\t\t<<set _culture_score -= 20>>\n\t\t@@.debug-text;Modified culture score: _culture_score@@\n\t<</if>>\n\n<</if>>\n\n/* Calculate and output final result */\n<<if _culture_score > 100 & $system_cultural_database > 100>>\n\t<<set $hiscore.final_culture = 17>>\n\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 宇宙启蒙">>\n\t来自地球的文化数据库被外来文化知识所扩充,殖民者利用这些知识建立了一个不同于种子船创始人所能想象的任何社会,每个成员都过着和平、幸福和精神满足的生活。\n<<else>>\n\t<<switch $hiscore.final_tech_level>>\n\t\t<<case 8 9 10>>\n\t\t\t<<if _culture_score > 90>>\n\t\t\t\t<<set $hiscore.final_culture = 16>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 后稀缺乌托邦">>\n\t\t\t\t幸存的文化数据库保存在所有殖民者都可以访问的数字文件中。殖民者共同努力建立一个平等的社会,在这个社会中,技术照顾到人们的物质需求,让他们自由追求艺术、休闲和精神满足的生活。\n\t\t\t<<elseif _culture_score > 80>>\n\t\t\t\t<<set $hiscore.final_culture = 15>>\n\t\t\t\t<<set $hiscore.summary = "Engaged " + constants.tech_level_names[$hiscore.final_tech_level] + " Democracy">>\n\t\t\t\t幸存的文化数据库保存在所有殖民者都可以访问的数字文件中。殖民者为所有公民都接受教育和参与的民主奠定了基础。\n\t\t\t<<elseif _culture_score > 60>>\n\t\t\t\t<<set $hiscore.final_culture = 14>>\n\t\t\t\t<<set $hiscore.summary = "Corrupt " + constants.tech_level_names[$hiscore.final_tech_level] + " Democracy">>\n\t\t\t\t幸存的文化数据库保存在所有殖民者都可以访问的数字文件中。殖民者奠定了民主的基础,但事实证明,民主容易腐败,富裕的个人成为事实上的统治阶级。\n\t\t\t<<elseif _culture_score > 40>>\n\t\t\t\t<<set $hiscore.final_culture = 13>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " Corporate Rule">>\n\t\t\t\t幸存的文化数据库保存在所有殖民者都可以访问的数字文件中。殖民者试图建立一个民主的资本主义社会,但政府却成了富裕公司的走卒,这些公司为了所有者的利益统治着星球。\n\t\t\t<<elseif _culture_score > 20>>\n\t\t\t\t<<set $hiscore.final_culture = 12>>\n\t\t\t\t<<set $hiscore.summary = "Dystopian " + constants.tech_level_names[$hiscore.final_tech_level] + " Police State">>\n\t\t\t\t殖民地发展成为一个高科技警察国家,人口生活在不可触碰的统治阶级的不断监视下,最轻微的异议都会被暴力镇压。现存的文化数据库被保存下来,但访问它受到国家的严格限制。\n\t\t\t<<elseif _culture_score > 10>>\n\t\t\t\t<<set $hiscore.final_culture = 11>>\n\t\t\t\t<<set $system_cultural_database = Math.round($system_cultural_database/2)>>\n\t\t\t\t<<set $hiscore.summary = "Warring " + constants.tech_level_names[$hiscore.final_tech_level] + " Superpowers">>\n\t\t\t\t这个殖民地分裂成几个大国,这些国家的经济重点是相互发动战争。殖民者试图保留文化数据库的剩余部分,但由于战争造成的破坏或政府修正主义的层层宣传,其中大部分都丢失了。\n\t\t\t<<else>>\n\t\t\t\t<<set $hiscore.final_culture = 10>>\n\t\t\t\t<<set $system_cultural_database = 0>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 后核荒地">>\n\t\t\t\t这个殖民地分裂成几个大国,彼此开战,直到鲁莽的领导人发动了一场核战争,摧毁了文明的基础设施。幸存的殖民者生活在后核荒原上。文化数据库的残存部分在灾难中丢失了,殖民者对地球的记忆与战前殖民地的故事混淆了。\n\t\t\t<</if>>\n\t\t<<case 3 4 5 6 7>>\n\t\t\t<<if _culture_score > 80>>\n\t\t\t\t<<set $hiscore.final_culture = 9>>\n\t\t\t\t<<set $hiscore.summary = "平等主义者 " + constants.tech_level_names[$hiscore.final_tech_level] + " 共和国">>\n\t\t\t\t殖民者利用现存的文化数据库来指导他们建立一个基于自由和平等权利的共和国。\n\t\t\t<<elseif _culture_score > 60>>\n\t\t\t\t<<set $hiscore.final_culture = 8>>\n\t\t\t\t<<set $hiscore.summary = "Benevolent " + constants.tech_level_names[$hiscore.final_tech_level] + " Monarchy">>\n\t\t\t\t殖民地的第一批领导人成为了一系列仁爱君主的创始人,他们将引导殖民地并保护对地球的剩余知识视为自己的庄严职责。\n\t\t\t<<elseif _culture_score > 40>>\n\t\t\t\t<<set $hiscore.final_culture = 7>>\n\t\t\t\t<<set $hiscore.summary = "Oppressive " + constants.tech_level_names[$hiscore.final_tech_level] + " Theocracy">>\n\t\t\t\t关于地球的现存知识成为一个祭司阶层的专属财产,被锁在图书馆里。对于大多数人来说,地球在神话般的失宠中变成了天堂,也是在为压迫性的神权统治服务后人们希望得到的最终回报。\n\t\t\t<<elseif _culture_score > 20>>\n\t\t\t\t<<set $hiscore.final_culture = 6>>\n\t\t\t\t<<set $system_cultural_database = Math.round($system_cultural_database/2)>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 奴隶帝国">>\n\t\t\t\t殖民地发展成为一个奴隶国家,在这个国家里,大部分人口辛劳地为他们的皇帝建造巨大的黄金纪念碑,或者死于战争。由于帝王们只保留他们可以用来支持他们统治的东西,许多关于地球的现存知识都消失了。\n\t\t\t<<else>>\n\t\t\t\t<<set $hiscore.final_culture = 5>>\n\t\t\t\t<<set $system_cultural_database = 0>>\n\t\t\t\t<<set $hiscore.summary = "Warring " + constants.tech_level_names[$hiscore.final_tech_level] + " States">>\n\t\t\t\t殖民地发展成许多小国,它们处于不断战争的状态。文化数据库的剩余部分在冲突中丢失了。\n\t\t\t<</if>>\n\t\t<<case 0 1 2>>\n\t\t\t<<if _culture_score > 80>>\n\t\t\t\t<<set $hiscore.final_culture = 4>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 集体统治">>\n\t\t\t\t现存的文化数据库成为丰富口述历史的基础。殖民地分裂成几个小部落,每个部落由其成员共同统治,并彼此和平共处。\n\t\t\t<<elseif _culture_score > 60>>\n\t\t\t\t<<set $hiscore.final_culture = 3>>\n\t\t\t\t<<set $hiscore.score_culture = 1500>>\n\t\t\t\t<<set $hiscore.summary = "Benevolent " + constants.tech_level_names[$hiscore.final_tech_level] + " Chieftains">>\n\t\t\t\t现存的文化数据库成为丰富口述历史的基础,仁慈的酋长阶层作为历史的守护者和部落的保护者而出现。\n\t\t\t<<elseif _culture_score > 40>>\n\t\t\t\t<<set $hiscore.final_culture = 2>>\n\t\t\t\t<<set $hiscore.summary = "Brutal " + constants.tech_level_names[$hiscore.final_tech_level] + " Chieftains">>\n\t\t\t\t幸存的文化数据库成为殖民者口述历史的基础,但残暴酋长的种姓破坏了文化,并用它来巩固自己的统治。\n\t\t\t<<elseif _culture_score > 20>>\n\t\t\t\t<<set $hiscore.final_culture = 1>>\n\t\t\t\t<<set $system_cultural_database = Math.round($system_cultural_database/2)>>\n\t\t\t\t<<set $hiscore.summary = "Warring " + constants.tech_level_names[$hiscore.final_tech_level] + " Tribes">>\n\t\t\t\t殖民地发展成许多小部落,这些部落一直处于战争状态。来自文化数据库的信息几乎被完全遗忘,人们只记得地球是神话战士万神殿的所在地。\n\t\t\t<<else>>\n\t\t\t\t<<set $hiscore.final_culture = 0>>\n\t\t\t\t<<set $system_cultural_database = 0>>\n\t\t\t\t<<set $hiscore.summary = constants.tech_level_names[$hiscore.final_tech_level].toUpperFirst() + " 野蛮">>\n\t\t\t\t殖民者陷入野蛮,在他们为生存而进行的日常斗争中,对地球历史和文化的所有知识都被遗忘了。\n\t\t\t<</if>>\n\t\t<<default>>\n\t\t\t@@.error;Unexpected tech level $hiscore.final_tech_level@@\n\n\t<</switch>>\n<</if>>\n<<refreshStatusDisplay>>\n\n<br><br>\n\n<<FCNextPassage [[FC Done]]>>\n
一个舱口在外星飞船的侧面打开,几个穿着笨重宇航服的生物出现了。他们浮到种子船上,在其地表爬行,通过无线电发出令人费解的叽叽喳喳声。\n\n<<if random(0,1) == 0>>\n\t<<set $system = "sleep chambers">>\n\t当他们找到睡眠室时,他们聚集在一起,看起来很兴奋,并开始移除其中一个房间的外层,以观察里面的人。\n<<else>>\n\t<<randomSystemExcluding "sleep chambers" "surface probes" "destroyed">>\n\t他们中的一些人开始试图打开覆盖 $system 的维护面板。\n<</if>>\n\n<br><br>\n\n<div id="result-area2">\n<<link "Let the aliens investige the $system">>\n\t<<replace "#result-area2">>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsFew>>\n\t\t\t\t一些外星人用他们的套装摄像头拍摄熟睡的人类,而另一些则开始试验生命支持系统。当低温气体从其面部排出时,其中一个阀门会使紧急释放阀跳闸,并在休克中抽搐。惊慌失措的外星人迅速更换了护盾并撤退到他们的船上,但这次事故已造成 $deaths 名殖民者死亡。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageLow>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t维护面板剧烈松动,飞入太空,永久暴露出一些 $system's 宇宙辐射的微妙成分。当外星人试图检查系统的每个部分时,他们会爬进去并拉动部件。人工智能认为他们正在努力小心,但他们仍然造成了一些损害。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t外星人移除了一些睡眠室的外部屏蔽,但没有篡改生命支持设备。他们用装在衣服上的摄像机拍摄被冻住的人的照片,当他们把手按在透明物上时,他们的无线电聊天变得安静。过了一段时间,他们小心地更换了防护罩,然后返回船上。\n\t\t\t<<else>>\n\t\t\t\t外星人将灯和低功率感应激光照射到 $system 号的内部,用装在他们衣服上的摄像机从不同角度拍摄照片,小心翼翼地触摸一些部件,同时彼此和他们的飞船聊天。然后,他们更换维护面板,让系统保持原样。\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<br><br>\n\t\t<<if $crewedship_transmitted_greeting>>\n\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t\t当外星飞船离开时,它最终传输了一条人工智能能够部分理解的信息。外星人已经破译了种子船的部分问候语,并简要介绍了他们自己物种的文化。问候语传达了外星人希望种子船幸运地在另一颗恒星周围找到人类的家园,但人类殖民地在他们的系统中不受欢迎。人工智能扫描天空寻找另一颗目标行星,然后继续前行。\n\t\t<<else>>\n\t\t\t外星飞船离开种子船,进入轨道燃烧,最终将其带回家园。试图躲避外星飞船使种子船偏离系统,即使人工智能想要,其功率较低的引擎也无法将其带回外星。人工智能扫描天空,寻找另一个目标行星,然后继续前进。\n\t\t<</if>>\n\t\t<<unset $crewedship_transmitted_greeting>>\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n<br>\n<<link "Try to shake the aliens off">>\n\t/% TO DO: Add chance of damage here (accident or alien retaliation) %/\n\t<<replace "#result-area2">>\n\t\t人工智能从种子船的引擎中发出尖锐的爆炸声,外星人探险家们翻滚进入太空,挥舞着他们适合太空的四肢,通过无线电互相喊叫。\n\t\t<<if random(0,1) == 0>>\n\t\t\t其中一个与种子船的一个散热片相撞,导致保护其感觉器官的透明覆盖物破碎。外星人抽搐了几分钟,然后静止不动,大气泄漏到它周围的太空中。\n\t\t<</if>>\n\t\t<<if $crewedship_harpoon_system>>\n\t\t\t<<randomDamageMedium>>\n\t\t\t<<damageSystem $crewedship_harpoon_system $damage>>\n\t\t\tThe alien ship's barbed harpoon tears through the $crewedship_harpoon_system as the seedship pulls itself free.\n\t\t\t<<unset $crewedship_harpoon_system>>\n\t\t<</if>>\n\t\t当外星飞船取回船员时,种子船离开并为新系统设定航向。\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n</div>
<<widget shareLinks>>\n\t\t/% $args[0] is the encoded hiscore %/\n\t\t/% $args[1] is the Twitter share text %/\n\t<<set _hiscore_encoded = $args[0]>>\n\t<<set _text_encoded = encodeURIComponent($args[1])>>\n\t<<set _text_encoded = _text_encoded.replace("'","%27")>>\n\t<<set _text_encoded = _text_encoded.replace(".","%2E")>>\n\n\t共享: \n\t<<set _bare_link = "https://www.johnayliff.com/games/seedship/index.html" + _hiscore_encoded >>\n\t<<set _twitter_link = "http://twitter.com/share?text=" + _text_encoded + "&url=https://www.johnayliff.com/games/seedship/index.html" + encodeURIComponent(_hiscore_encoded) >>\n\t<<set _facebook_link = "http://www.facebook.com/sharer.php?u=https://www.johnayliff.com/games/seedship/index.html" + encodeURIComponent(_hiscore_encoded) >>\n\n\t<span class="fa icon-twitter"><<externalLink "" _twitter_link>></span>\n\t<span class="fa icon-facebook"><<externalLink "" _facebook_link>></span>\n\t<span class="fa icon-chain"><<externalLink "" _bare_link>></span>\n<</widget>>
<<randomSystemExcluding "surface probes" "destroyed">>\nThe AI wakes to an impulse from the damage sensors. It is deep in empty space, but something unseen is damaging the $system. Turning its scanners on itself, it sees a patch of what looks like silver fluid eating away at the metal. The AI guesses that it is a space-based life-form, or a swarm of self-replicating alien nanobots, which has drifted through space until it happened to hit the seedship.\n<br><br>\nLeft unchecked, the plague could eventually consume the entire seedship. <<if $surface_probes > 0>>The surest way to remove it would be to jettison the entire affected area, but that would cause severe damage to the $system. Alternatively, the AI could activate a surface probe and have it attempt to surgically remove the plague.<<else>>Since the seedship has no more surface probes, the only way to deal with it would be to jettison the entire affected area.<</if>>\n\n<br><br>\n\n<div id="result-area">\n<<link "Jettison the entire affected area">>\n\t<<replace "#result-area">>\n\t\t<<if $system == "sleep chambers">>\n\t\t\t<<killColonistsMany>>\n\t\t\tThe AI jettisons every sleep chamber with even a trace of the substance. As the $deaths chambers fall away behind, it watches in horror as the alien substance consumes both the machinery of the chambers and the sleeping humans within.\n\t\t<<else>>\n\t\t\t<<randomDamageHigh>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\tThe AI fires the explosive bolts that decouple every potentially affected module of the $system. The machinery drifts away, gradually melting into undifferentiated silver blobs of alien nanites.\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<if $surface_probes > 0>>\n\t<<link "Send a surface probe to surgically remove it">>\n\t\t<<replace "#result-area">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\tThe probe works quickly, using its scanners to find the minute patches of alien plague and its sample drills to cut them free.\n\t\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t\t<<killColonistsFew>>\n\t\t\t\t\tIt manages to remove the plague from many of the chambers, but it is too late to save $deaths colonists.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<randomDamageLow>>\n\t\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t\tIt manages to remove all trace of the plague with only minor damage to the $system.\n\t\t\t\t<</if>>\n\t\t\t\tThe seedship abandons the now infected probe and continues on its journey.\n\n\t\t\t<<else>>\n\t\t\t\t<<set _system1 = $system>>\n\t\t\t\t<<randomSystemExcluding _system1 "surface probes" "destroyed">>\n\t\t\t\t<<set _system2 = $system>>\n\t\t\t\t<<randomSystemExcluding _system1 _system2 "surface probes" "destroyed">>\n\t\t\t\t<<set _system3 = $system>>\n\n\t\t\t\t<<if _system1 == "sleep chambers">>\n\t\t\t\t\t<<killColonistsMany>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t\t<<damageSystem _system1 $damage>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if _system2 == "sleep chambers">>\n\t\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t\t<<damageSystem _system2 $damage>>\n\t\t\t\t<</if>>\n\t\t\t\t<<if _system3 == "sleep chambers">>\n\t\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t<<else>>\n\t\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t\t<<damageSystem _system3 $damage>>\n\t\t\t\t<</if>>\n\n\t\t\t\tThe probe fails to remove the infection quickly enough. By the time it is all gone, it has dealt severe damage to the _system1 and spread to the _system2 and _system3.\n\t\t\t<</if>>\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea>>\t\n\t<</link>>\n<</if>>\n</div>
/% If we're coming here from a share link, go to the share page %/\n<<if !constants.mobileVersion && constants.enableSharer>>\n\t<<set $query_string = location.search>>\n\t<<if $query_string != "">>\n\t\t<<goto [[Show shared summary]]>>\n\t<</if>>\n<</if>>\n\n<div class="title-screen-version-number">\n\tversion <<= constants.version>>\n</div>\n\n<div id="title-screen-block">\n\n\t<h1>种子船</h1>\n\n\t<<if Save.autosave.has()>>\n\t\t<<linkreplace "New game" t8n>>\n\t\t\t这将覆盖保存你的存档。 [[继续|Intro]]\n\t\t<</linkreplace>>\n\t<<else>>\n\t\t[[New game|Intro]]\n\t<</if>>\n\n\t<br>\n\n\t<<if Save.autosave.has()>>\n\t\t<<link "Continue game">>\n\t\t\t<<script>>\n\t\t\t\t$("#starfield").remove();\n\t\t\t\t$("#status-display").show();\n\t\t\t\tSave.autosave.load();\n\t\t\t<</script>>\n\t\t<</link>>\n\t<<else>>\n\t\t@@.disabled-hiscore-link;Continue game@@\n\t<</if>>\n\n\t<br>\n\n\t<<if $PERM_hiscores>>\n\t\t[[Past missions|High scores]]\n\t<<else>>\n\t\t<span class="disabled-hiscore-link">Past missions</span>\n\t<</if>>\n\n\t<br>\n\n\t[[Credits]]\n\n\t<br>\n\n\t<span class="credits-small-text">\n\t\t[[Change colour scheme|Select Stylesheet]]\n\t\t/%<span class="title-screen-toggle-dol">\n\t\t\t<<link "Stylesheet: dark on light" "Start">>\n\t\t\t\t<<remember $PERM_darkonlight = false>>\n\t\t\t\t<<script>>\n\t\t\t\t\t$("html").removeClass("dark-on-light");\n\t\t\t\t<</script>>\n\t\t\t<</link>>\n\t\t</span>\n\t\t<span class="title-screen-toggle-lod">\n\t\t\t<<link "Stylesheet: light on dark" "Start">>\n\t\t\t\t<<remember $PERM_darkonlight = true>>\n\t\t\t\t<<script>>\n\t\t\t\t\t$("html").addClass("dark-on-light");\n\t\t\t\t<</script>>\n\t\t\t<</link>>\n\t\t</span>%/\n\t</span>\n\n\t@@.debug-text;<br>[[Add junk hiscores|DEBUG add junk scores]]@@\n\n</div>\n\n<div class="title-screen-support-area credits-small-text">\n\t<<if !constants.mobileVersion>>\n\t\t支持开发者:<br>\n\t\t<<externalLink "Buy a coffee" "https://ko-fi.com/johnayliff">><br>\n\t\t<<externalLink "返回Patreon" "https://www.patreon.com/johnayliff">><br>\n\t\t<<externalLink "购买T恤和马克杯" "https://teespring.com/stores/seedship">><br>\n\t<</if>>\n</div>\n\n\n\n<<if !constants.mobileVersion>>\n\t<div class="title-screen-app-store-area">\n\t\t<a href="https://itunes.apple.com/us/app/seedship/id1340497640">\n\t\t\t<img id="app-store-image" alt="Download on the App Store" src="appstore-lrg.svg"/>\n\t\t</a>\n\t\t<a href="https://play.google.com/store/apps/details?id=com.johnayliff.seedship&pcampaignid=MKT-Other-global-all-co-prtnr-py-PartBadge-Mar2515-1">\n\t\t\t<img id="google-play-image" alt="Get it on Google Play" src="en_badge_web_generic.png"/>\n\t\t</a>\n\t</div>\n<</if>>\n\n
Config.saves.autosave = true;\nConfig.history.controls = false;\nConfig.history.maxStates = 1;\nConfig.saves.slots = 0;\n\nConfig.saves.isAllowed = function () {\n\treturn !tags().includes("front-matter");\n};
<<if !constants.mobileVersion>>\n\t支持开发者: \n\t<<externalLink "Ko-fi" "https://ko-fi.com/johnayliff">>\n\t<span class="main-loop-link-spacer"> | </span>\n\t<<externalLink "Patreon" "https://www.patreon.com/johnayliff">>\n\t<span class="main-loop-link-spacer"> | </span>\n\t<<externalLink "购买T恤和马克杯" "https://teespring.com/stores/seedship">>\n<<else>>\n\t<<externalLink "Developer website" "https://www.johnayliff.com">>\n<</if>>\n
该种子船缓慢进入该恒星的轨道,靠近小行星带,该小行星带现在占据着它在开始其最新旅程之前探测到的行星的轨道。缓慢移动,可以避开所有主要小行星,\n<<if random(0,1) == 0>>\n\t<<randomSystemExcluding "destroyed">>\n\t但不断轰炸的小物体\n\t<<if $system == "sleep chambers">>\n\t\t<<killColonistsFew>>\n\t\t损坏 $deaths 个睡眠室。\n\t<<elseif $system == "surface probes">>\n\t\t<<set $surface_probes -= 1>>\n\t\t摧毁其中一个地表探测器。\n\t<<else>>\n\t\t<<randomDamageHigh>>\n\t\t<<damageSystem $system $damage>>\n\t\t损坏 $system.\n\t<</if>>\n<<else>>\n\t不会受到任何伤害。\n<</if>>\n<<refreshStatusDisplay>>\n\n<br><br>\n\n人工智能发现一个潜在的殖民地被粉碎成小行星的景象令人毛骨悚然。当小行星进入稳定轨道时,它们之间会发生混乱的碰撞,其中许多小行星仍然伴随着行星核心新释放的热量而发光。人工智能知道最安全的方法是脱离轨道,前往下一个系统,但病态的迷恋促使它留下来探索行星废墟。\n\n<<if $surface_probes <= 0>>\n\t然而,由于没有地表探测器,它没有办法探索小行星,因此别无选择,只能继续前进。\n<</if>>\n\n<br><br>\n\n<div id="result-area2">\n<<if $surface_probes > 0>>\n\t<<link "靠近一点,发射一个表面探测器进行调查">>\n\t\t<<replace "#result-area2">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t该种子船将速度与密集的小行星群匹配,并将一个地表探测器发射到它们中间。\n\t\t\t<<set _r = random(0,2)>>\n\t\t\t<<if _r == 0>>\n\t\t\t\t探测器将轨道与一颗外观有趣的小行星匹配,并试图夹紧,但这颗易碎的小行星在其触碰下破碎,向各个方向旋转碎片。这些碎片撞击其他小行星,这些小行星本身也会破碎,引发连锁反应,使局部空间充满旋转的岩石。人工智能成功地脱离了危险,但在其中一块岩石撞击地面之前\n\t\t\t\t<<randomSystemExcluding "surface probes" "destroyed">>\n\t\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t\tsleep chambers.\n\t\t\t\t<<else>>\n\t\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t\t$system.\n\t\t\t\t<</if>>\n\t\t\t<<elseif _r == 1>>\n\t\t\t\t探测器采集了数十块岩石的样本,并对数百块岩石进行了详细扫描。小行星来自行星核心、地幔和地壳的每一个部分,对它们的探索就像将行星切开供探测器检查一样。\n\t\t\t\t<<set _possible_upgrades = []>>\n\t\t\t\t<<if $scanner_atmosphere_level < 2 & $scanner_atmosphere > 0>><<set _possible_upgrades.push("atmosphere")>><</if>>\n\t\t\t\t<<if $scanner_temperature_level < 2 & $scanner_temperature > 0>><<set _possible_upgrades.push("temperature")>><</if>>\n\t\t\t\t<<if $scanner_gravity_level < 2 & $scanner_gravity > 0>><<set _possible_upgrades.push("gravity")>><</if>>\n\t\t\t\t<<if $scanner_water_level < 2 & $scanner_water > 0>><<set _possible_upgrades.push("water")>><</if>>\n\t\t\t\t<<if $scanner_resources_level < 2 & $scanner_resources > 0>><<set _possible_upgrades.push("resources")>><</if>>\n\t\t\t\t<<if _possible_upgrades.length == 0>>\n\t\t\t\t\t探测器传输有关行星科学的详细信息,如果尚未完全升级,人工智能将能够升级种子船的一个扫描仪。\n\t\t\t\t<<else>>\n\t\t\t\t\t探测器能够传输详细信息,使人工智能能够升级种子船的\n\t\t\t\t\t<<set _upgrade = either(_possible_upgrades)>>\n\t\t\t\t\t<<switch _upgrade>>\n\t\t\t\t\t\t<<case "atmosphere">>\n\t\t\t\t\t\t\t<<set $scanner_atmosphere_level += 1>>\n\t\t\t\t\t\t\tatmosphere\n\t\t\t\t\t\t<<case "temperature">>\n\t\t\t\t\t\t\t<<set $scanner_temperature_level += 1>>\n\t\t\t\t\t\t\ttemperature\n\t\t\t\t\t\t<<case "gravity">>\n\t\t\t\t\t\t\t<<set $scanner_gravity_level += 1>>\n\t\t\t\t\t\t\tgravity\n\t\t\t\t\t\t<<case "水">>\n\t\t\t\t\t\t\t<<set $scanner_water_level += 1>>\n\t\t\t\t\t\t\twater\n\t\t\t\t\t\t<<case "资源">>\n\t\t\t\t\t\t\t<<set $scanner_resources_level += 1>>\n\t\t\t\t\t\t\tresources\n\t\t\t\t\t\t<<default>>\n\t\t\t\t\t\t\t@@.error;Unexpected upgrade _upgrade.@@\n\t\t\t\t\t<</switch>>\n\t\t\t\t\t扫描仪。\n\t\t\t\t<</if>>\n\t\t\t<<elseif _r == 2>>\n\t\t\t\t探测器发现了一些先进技术的碎片,这些碎片足够坚固,能够在行星爆炸中幸存下来。经过长期研究,它能够拼凑出曾经存在于这个世界上的外星文明的一些细节,以及最终导致其毁灭的傲慢的科学实验。人工智能在将信息保存到科学数据库时会小心地向这些信息添加警告。\n\t\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t\t<</if>>\n\t\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area2">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea2>>\n\t<</link>>\n<</if>>\n<br>\n<<link "Move on">>\n\t<<replace "#result-area2">>\n\t\t人工智能扫描天空寻找新的目的地,并小心地远离小行星。\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n</div>
<<randomSystemExcluding "destroyed">>\n\n<<if visited() == 1>>\n\t人工智能唤醒了一个辐射警报:一颗遥远的超新星的死亡爆发正在用随机信号淹没种子船的电子设备。\n\t<<if $system == "sleep chambers">>\n\t\t睡眠室出现故障,几分钟后其中一些将关闭。\n\t<<elseif $system == "surface probes">>\n\t\t其中一个地表探测器出现故障,过一会儿就会被摧毁。\n\t<<elseif $system == "scientific database" | $system == "cultural database">>\n\t\t数据存储系统出现故障,过一会儿 $system 的一部分将丢失。\n\t<<else>>\n\t\t $system 出现故障,过一会儿就会永久损坏。\n\t<</if>>\n\t种子船可以通过关闭所有电子设备直到辐射过去来避免故障,但这将使其在一段危险的时间内没有工作的防撞系统。\n<<else>>\n\t一股超新星辐射爆裂而过 <<if $system=="surface probes">>one of<</if>> the $system. 人工智能可能会让它受损,或关闭并面临碰撞风险。\n<</if>>\n<br><br>\n\n<div id="result-area">\n<<link "关闭">>\n\t<<replace "#result-area">>\n\t\t人工智能关闭了飞船的所有系统,然后关闭了它自己。当它恢复在线时,辐射已经通过,\n\t\t<<if random(0,2) == 0>>\n\t\t\t<<randomSystemExcluding $system "destroyed">>\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t但是一颗小行星撕裂了睡眠室,造成 $deaths 名殖民者死亡。\n\t\t\t<<elseif $system == "surface probes">>\n\t\t\t\t<<set $surface_probes -= 1>>\n\t\t\t\t但是一颗小行星粉碎了其中一个表面探测器。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t但是一颗小行星在 $system 上撕裂了一个洞。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t令人欣慰的是,系统检查显示没有损坏。\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "不要关闭">>\n\t<<replace "#result-area">>\n\t\tAI专注于防撞系统\n\t\t<<if $system == "sleep chambers">>\n\t\t\t<<killColonistsFew>>\n\t\t\t$deaths 殖民者在睡梦中死去。\n\t\t<<elseif $system == "surface probes">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t表面探针自身撕裂。\n\t\t<<elseif $system == "scientific database" | $system == "cultural database">>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t $system 的部分被垃圾覆盖。\n\t\t<<else>>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t辐射破坏了 $system 深部的精密部件。\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n</div>\n\n\n
window.decodeHiscore = function (hiscoreString) {\n\t/* Takes an encoded hiscore string */\n\t/* Returns a hiscore object */\n\t\n\t/* Set up score variables */\n\tvar hiscore = {\n\t\tfinal_tech_level: -1,\n\t\tfinal_culture: -1,\n\t\tnative_relations: -1,\n\t\tfinal_score: 0,\n\t\tscore_landing: 0,\n\t\tscore_construction: 0,\n\t\tscore_native_relations: 0,\n\t\tscore_technology: 0,\n\t\tscore_culture: 0,\n\t\tscore_scientific_database: 0,\n\t\tscore_cultural_database: 0,\n\t\tscore_atmosphere: 0,\n\t\tscore_gravity: 0,\n\t\tscore_temperature: 0,\n\t\tscore_water: 0,\n\t\tscore_resources: 0,\n\t\tsummary: "" };\n\n\tvar strings = hiscoreString.split(".");\n\n\t/* Planet string */\n\tvar planet_string = strings[0];\n\n\t/* _planet_string[0] is always "?" so ignore and start with _planet_string[1] */\n\n\tif (planet_string[1] == "X")\n\t{\n\t\t/* No planet - destroyed in space */\n\t}\n\telse\n\t{\n\t\t/* Set up planet variable */\n\t\tvar planet = {\n\t\t\ttemperature: "",\n\t\t\tgravity: "",\n\t\t\tresources: "",\n\t\t\tatmosphere: "",\n\t\t\twater: "",\n\t\t\tsurface_features: [],\n\t\t\tanomalies: [],\n\t\t\tnative_tech_level: 0\n\t\t};\n\n\t\t\t/* PLANET ATTRIBUTES */\n\t\tswitch (planet_string[1])\n\t\t{\n\t\t\tcase "b":\t\tplanet.atmosphere = "Breathable"; break;\n\t\t\tcase "m":\t\tplanet.atmosphere = "Marginal"; break;\n\t\t\tcase "v":\t\tplanet.atmosphere = "None"; break;\n\t\t\tcase "n":\t\tplanet.atmosphere = "Non-breathable"; break;\n\t\t\tcase "t":\t\tplanet.atmosphere = "Toxic"; break;\n\t\t\tcase "c":\t\tplanet.atmosphere = "Corrosive"; break;\n\t\t\tdefault:\t\tplanet.atmosphere = "ERROR: " + planet_string[1];\n\t\t}\n\n\t\tswitch (planet_string[2])\n\t\t{\n\t\t\tcase "H":\t\tplanet.gravity = "Very high"; break;\n\t\t\tcase "h":\t\tplanet.gravity = "High"; break;\n\t\t\tcase "m":\t\tplanet.gravity = "Moderate"; break;\n\t\t\tcase "l":\t\tplanet.gravity = "Low"; break;\n\t\t\tcase "L":\t\tplanet.gravity = "Very low"; break;\n\t\t\tdefault:\t\tplanet.gravity = "ERROR: " + planet_string[2];\n\t\t}\n\n\t\tswitch (planet_string[3])\n\t\t{\n\t\t\tcase "H":\t\tplanet.temperature = "Very hot"; break;\n\t\t\tcase "h":\t\tplanet.temperature = "Hot"; break;\n\t\t\tcase "m":\t\tplanet.temperature = "Moderate"; break;\n\t\t\tcase "c":\t\tplanet.temperature = "Cold"; break;\n\t\t\tcase "C":\t\tplanet.temperature = "Very cold"; break;\n\t\t\tdefault:\t\tplanet.temperature = "ERROR: " + planet_string[3];\n\t\t}\n\n\t\tswitch (planet_string[4])\n\t\t{\n\t\t\tcase "o":\t\tplanet.water = "Oceans"; break;\n\t\t\tcase "O":\t\tplanet.water = "Planet-wide ocean"; break;\n\t\t\tcase "i":\t\tplanet.water = "Ice caps"; break;\n\t\t\tcase "I":\t\tplanet.water = "Ice-covered surface"; break;\n\t\t\tcase "t":\t\tplanet.water = "Trace"; break;\n\t\t\tcase "n":\t\tplanet.water = "None"; break;\n\t\t\tdefault:\t\tplanet.water = "ERROR: " + planet_string[4];\n\t\t}\n\n\t\tswitch (planet_string[5])\n\t\t{\n\t\t\tcase "r":\t\tplanet.resources = "Rich"; break;\n\t\t\tcase "p":\t\tplanet.resources = "Poor"; break;\n\t\t\tcase "n":\t\tplanet.resources = "None"; break;\n\t\t\tdefault:\t\tplanet.resources = "ERROR: " + planet_string[5];\n\t\t}\n\n\t\t/* Any remaining characters are planet features */\n\t\tfor (var n = 6; n < planet_string.length; n++)\n\t\t{\n\t\t\tswitch (planet_string[n])\n\t\t\t{\n\t\t\t\t\t\t/* Moon */\n\t\t\t\tcase "a":\tplanet.surface_features.push("Barren moon"); break;\n\t\t\t\tcase "b":\tplanet.surface_features.push("Metal-rich moon"); break;\n\t\t\t\tcase "c":\tplanet.surface_features.push("Unstable moon"); break;\n\n\t\t\t\t\t\t/* Beauty/ugliness */\n\t\t\t\tcase "d":\tplanet.surface_features.push("Outstanding beauty"); break;\n\t\t\t\tcase "e":\tplanet.surface_features.push("Outstanding ugliness"); break;\n\n\t\t\t\t\t\t/* Caves */\n\t\t\t\tcase "f":\tplanet.surface_features.push("Airtight caves"); break;\n\t\t\t\tcase "g":\tplanet.surface_features.push("Insulated caves"); break;\n\t\t\t\tcase "h":\tplanet.surface_features.push("Unstable geology"); break;\n\n\t\t\t\t\t\t/* Plants */\n\t\t\t\tcase "i":\tplanet.surface_features.push("Plant life"); break;\n\t\t\t\tcase "j":\tplanet.surface_features.push("Edible plants"); break;\n\t\t\t\tcase "k":\tplanet.surface_features.push("Poisonous plants"); break;\n\t\t\t\tcase "l":\tplanet.surface_features.push("Quasi-organic crystals"); break;\n\n\t\t\t\t\t\t/* Animals */\n\t\t\t\tcase "m":\tplanet.surface_features.push("Animal life"); break;\n\t\t\t\tcase "n":\tplanet.surface_features.push("Useful animals"); break;\n\t\t\t\tcase "o":\tplanet.surface_features.push("Dangerous animals"); break;\n\n\t\t\t\t\t\t/* Intelligent life */\n\t\t\t\tcase "p":\tplanet.surface_features.push("Intelligent life"); break;\n\n\t\t\t\t\t\t/* Ruins */\n\t\t\t\tcase "q":\tplanet.surface_features.push("Monumental ruins"); break;\n\t\t\t\tcase "r":\tplanet.surface_features.push("High-tech ruins"); break;\n\t\t\t\tcase "s":\tplanet.surface_features.push("Dangerous ruins"); break;\n\t\t\t\tcase "t":\tplanet.surface_features.push("Regular geological formations"); break;\n\n\t\t\t\t\t\t/* Special event features */\n\t\t\t\tcase "u":\tplanet.surface_features.push("Welcoming"); break;\n\t\t\t\tcase "v":\tplanet.surface_features.push("Unwelcoming"); break;\n\t\t\t\tcase "w":\tplanet.surface_features.push("Simulation"); break;\n\t\t\t\tcase "x":\tplanet.surface_features.push("Alien observers"); break;\n\n\t\t\t\t\t\t/* Planet-spanning civilisation */\n\t\t\t\tcase "y":\tplanet.surface_features.push("Planet-spanning civilisation"); break;\n\n\t\t\t\tdefault:\tplanet.surface_features.push("ERROR: " + planet_string[n]);\n\t\t\t}\n\t\t}\n\n\t\t/* Native tech level */\n\t\tvar nativeProperties = strings[1].split("-");\n\t\tplanet.native_tech_level = Number(nativeProperties[0]);\n\t\tif (nativeProperties.length > 1) {\n\t\t\tplanet.native_culture = Number(nativeProperties[1]);\n\t\t} else {\n\t\t\tplanet.native_culture = -1;\n\t\t}\n\n\n\t\t/* Planet name */\n\t\tplanet.name = decodeURIComponent(strings[2]);\n\t\tplanet.name = planet.name.replace("%2E",".");\n\t\tplanet.name = planet.name.replace("%27","'");\n\n\t\thiscore.planet = planet;\n\t}\n\n\t/* Landing score */\n\thiscore.score_landing = Number(strings[3]);\n\n\t/* Construction score */\n\thiscore.score_construction = Number(strings[4]);\n\n\t/* Natives result */\n\thiscore.native_relations = Number(strings[5]);\n\n\t/* Technology result */\n\thiscore.final_tech_level = Number(strings[6]);\n\n\t/* Culture result */\n\thiscore.final_culture = Number(strings[7]);\n\n\t/* Scientific database */\n\thiscore.score_scientific_database = Number(strings[8]);\n\n\t/* Cultural database */\n\thiscore.score_cultural_database = Number(strings[9]);\n\n\t/* Number of planets visited -- will only be part of string for games played in version 1.2.0+ */\n\tif (strings[10])\n\t{\n\t\thiscore.planets_visited = Number(strings[10]);\n\t}\n\n\t/* Date -- will only be part of string for games played in version 1.2.2+ */\n\tif (strings[11])\n\t{\n\t\tvar dateString = strings[11].split("-");\n\t\tvar year = Number(dateString[0]);\n\t\tvar month = Number(dateString[1]) - 1;\t/* January is zero etc. */\n\t\tvar day = Number(dateString[2]);\n\t\thiscore.date = new Date(year, month, day, 0, 0, 0, 0);\n\t}\n\n\t/* Extra colonists -- will only be part of string for games played in version 1.3.0+ */\n\tif (strings[12])\n\t{\n\t\thiscore.score_extra_colonists = Number(strings[12]);\n\t}\n\n\thiscore = calculateFinalScore(hiscore);\n\t\n\treturn hiscore;\n}\n
<<if $system_scientific_database <= 0 & $system_cultural_database <= 0>>\n\t宇宙辐射继续通过曾经存储科学和文化数据库的受辐射数据区,但随着这两个数据库的破坏,它不会造成进一步的破坏。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<elseif $system_scientific_database <= 0>>\n\t<<randomDamageMedium>>\n\t<<damageSystem "cultural database" $damage>>\n\t宇宙辐射轰炸了飞船,导致数据存储区出现故障。科学数据库已经被破坏,现在存储在文化数据库中的历史信息和艺术品逐渐消失。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<elseif $system_cultural_database <= 0>>\n\t<<randomDamageMedium>>\n\t<<damageSystem "scientific database" $damage>>\n\t宇宙辐射轰炸了飞船,导致数据存储区出现故障。文化数据库已经被摧毁,现在存储在科学数据库中的丰富知识逐渐流失。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t该种子船的计算机系统是屏蔽的、多冗余的,设计可以工作数千年,但不断的宇宙辐射雨夹雪仍在造成损失。存储区域出现故障,很快就没有足够的空间来存储\n\t\t<<if $system_cultural_database >= 100 & $system_scientific_database >= 100>>\n\t\t\t种子船开始旅程的所有数据。\n\t\t<<elseif $system_cultural_database + $system_scientific_database >= 100>>\n\t\t\t目前保存下来的所有数据。\n\t\t<<else>>\n\t\t\t剩下的数据很少。\n\t\t<</if>>\n\t\t人工智能可以将数据移出受损最严重的部门,以保护科学或文化数据库,但不能同时保护两者。\n\t<<else>>\n\t\t宇宙辐射继续轰炸数据存储区域,人工智能必须再次选择是否保存哪个数据库以避免损坏。\n\t<</if>>\n\t<br><br>\n\t<div id="result-area">\n\t<<link "保存科学数据库">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem "cultural database" $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能移动数据以保存科学数据库,而包含文化数据库的部分逐渐失效。对新殖民者的文化指导,人类历史的记录,伟大的绘画,小说,交响乐,电子游戏——所有这些都在黑暗中永远消失了。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n\t<br>\n\t<<link "保存文化数据库">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem "scientific database" $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能移动数据以保存文化数据库,包含科学数据库的部分逐渐失效。为新殖民者编写的科学指南,人类关于宇宙的最佳理论,几个世纪以来孜孜不倦的科学家们的一生工作——所有这些都永远消失在黑暗中。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>></div>\n<</if>>
<<set _possible_upgrades = []>>\n<<if $scanner_atmosphere_level < 2 & $scanner_atmosphere > 0>><<set _possible_upgrades.push("atmosphere scanner")>><</if>>\n<<if $scanner_temperature_level < 2 & $scanner_temperature > 0>><<set _possible_upgrades.push("温度扫描仪")>><</if>>\n<<if $scanner_gravity_level < 2 & $scanner_gravity > 0>><<set _possible_upgrades.push("重力扫描仪")>><</if>>\n<<if $scanner_water_level < 2 & $scanner_water > 0>><<set _possible_upgrades.push("水扫描仪")>><</if>>\n<<if $scanner_resources_level < 2 & $scanner_resources > 0>><<set _possible_upgrades.push("资源扫描仪")>><</if>>\n<<if _possible_upgrades.length == 0>>\n\t人工智能阅读直到满足其科学好奇心,然后进入休眠模式,等待其进入下一个系统。\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<<set _scanner = either(_possible_upgrades)>>\n\t人工智能不是科学天才,但它有无限的耐心,独特的视角,以及超越数据库作者知识范围的天体物理学个人经验。将其第一手知识与对科学的新理解相结合,它认为已经找到了一种方法来提升 _scanner.\n\t<br><br>\n\t<div id="result-area2">\n\t\t<<link "尝试升级 _scanner">>\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\t<<switch _scanner>>\n\t\t\t\t\t<<case "atmosphere scanner">>\t<<set $scanner_atmosphere_level += 1>>\n\t\t\t\t\t<<case "重力扫描仪">>\t\t<<set $scanner_gravity_level += 1>>\n\t\t\t\t\t<<case "温度扫描仪">>\t<<set $scanner_temperature_level += 1>>\n\t\t\t\t\t<<case "水扫描仪">>\t\t<<set $scanner_water_level += 1>>\n\t\t\t\t\t<<case "资源扫描仪">>\t<<set $scanner_resources_level += 1>>\n\t\t\t\t<</switch>>\n\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t人工智能应用了它的新想法,令人高兴的是,它发现从U扫描仪获得的远程读数越来越清晰。令人满意的是,它让导航系统处理新数据,并进入休眠状态,以查看新发现将把它带到哪里。\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem _scanner $damage>>\n\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t人工智能应用了它的新想法,但令人恐怖的是,它发现自己犯了一个错误。它试图撤消其更改,但已丢失部分原始配置和 _scanner 已永久损坏。\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t<</if>>\n\t\t\t<<scrollToResultArea2>>\n\t\t<</link>>\n\t\t<br>\n\t\t<<link "别管它">>\n\t\t\t<<replace "#result-area2">>\n\t\t\t\t人工智能考虑了一下自己的想法,然后决定不冒险修改 _scanner. 它离开科学数据库,进入休眠状态。\n\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t<</replace>>\n\t\t\t<<refreshStatusDisplay>>\n\t\t\t<<fadeIn "#result-area2">>\n\t\t\t<<scrollToResultArea2>>\n\t\t<</link>>\n\t</div>\n\n<</if>>
<<randomSystemExcluding "destroyed" "sleep chambers" "surface probes">>\n<<if visited() == 1>>\n\t种子船的伤害控制系统以中等优先级警报唤醒AI。由于数千年的旅行不断磨损,原体系存在结构性缺陷。该系统目前仍然完好无损,但当种子船减速进入下一个系统时,振动会使重要部件松动。\n<<else>>\n\t损坏控制系统检测到 $system 中存在结构缺陷。当船舶减速进入下一个系统时,它将受到损坏。\n<</if>>\n\n<<if $surface_probes == 0>>\n\t<br><br>由于该船没有更多的地表探测器,人工智能无法加固 $system.\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "Let the $system fail">>\n\t<<replace "#result-area">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem $system $damage>>\n\t\tAI忽略警告并开始减速。微弱的 $system 在充满飞船的振动下发出嘎嘎声,它的一些部件在旋转进入太空之前会自行松动并撕裂精密的电路。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n<<if $surface_probes > 0>>\n\t<br>\n\t<<link "尝试使用地表探针加固">>\n\t\t<<replace "#result-area">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t<<if random(0,1) == 0>>\n\t\t\t\t探测器在船体上爬行,将自身固定在 $system 上,其坚固的机身成为一个新的上部结构,将松散的部件固定在适当的位置。人工智能怀疑这一临时解决方案会吓坏种子船的设计者,但当飞船减速进入下一颗行星的轨道时,探测器设法将 $system 固定在一起。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t探测器在船体上爬行,试图将自己连接到 $system 上,但该系统甚至比所示的损坏传感器还要弱,一旦探测器接触到它,它就会解体。探测器旋转到太空中, $system 中的一大块被机械手的爪子徒劳地抓着。\n\t\t\t<</if>>\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t\t<<refreshStatusDisplay>>\n\t<</link>>\n<</if>>\n</div>\n
<<randomSystemExcluding "destroyed">>\n\n<<if visited() == 1>>\n\t当种子船进入新系统的外部彗星云时,防撞系统检测到一颗快速移动的彗星,彗星周围有一团较小的冰碎片。这颗大彗星正与 $system 号彗星发生碰撞。种子船可以完全避开它,但它会撞到其中一个较小的碎片,而防撞系统无法预测碎片会撞到飞船的哪一部分。\n<<else>>\n\t种子船再次无法避免与这颗新星的一个外部彗星云发生碰撞。人工智能可以让它击中 $system ,或者改变航向,让较小的碎片击中不可预测的系统。\n<</if>>\n\n<br><br>\n\n<div id="result-area">\n<<link "避开彗星">>\n\t<<replace "#result-area">>\n\t\t<<randomSystemExcluding $system "destroyed">>\n\t\t<<if $system == "sleep chambers">>\n\t\t\t<<killColonistsFew>>\n\t\t\t种子船改变了航向,但一块冰块撕裂了 $deaths 个睡眠室。\n\t\t<<elseif $system == "surface probes">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\t种子船改变了航向,但一块冰片将其中一个地表探测器从其停泊处砸碎。\n\t\t<<else>>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t种子船改变了航向,但一块冰片撕裂了 $system.\n\t\t<</if>>\n\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "让它击中 $system">>\n\t<<replace "#result-area">>\n\t\t<<if $system == "sleep chambers">>\n\t\t\t<<killColonistsMedium>>\n\t\t\t这颗彗星撞向睡眠室,造成 $deaths 名殖民者死亡。\n\t\t<<elseif $system == "surface probes">>\n\t\t\t<<set $surface_probes -= 1>>\n\t\t\tThe comet shatters against one of the surface probes, destroying it.\n\t\t<<else>>\n\t\t\t<<randomDamageMedium>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t彗星撞向 $system ,粉碎了它的重要的组成部分。\n\t\t<</if>>\n\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>></div>
<!-- Font Awesome icons for web version, comment out for mobile version -->\n<link rel="stylesheet" href="font-awesome.min.css">\n<!-- Cordova link and Font Awesome icons for mobile version, comment out for web version -->\n<!-- <script type="text/javascript" src="cordova.js"></script> -->\n<!-- <link rel="stylesheet" href="font-awesome-4.7.0/css/font-awesome.min.css"> -->\n\n<div id="starfield"></div>\n<div id="passages"></div>\n<div id="status-display"></div>
<<if $scanner_atmosphere > 0 | $scanner_gravity > 0 | $scanner_temperature > 0 | $scanner_water > 0 | $scanner_resources > 0>>\n\t<<randomIntactSystemFrom "atmosphere scanner" "重力扫描仪" "温度扫描仪" "水扫描仪" "资源扫描仪">>\n\t<<if visited() == 1>>\n\t\t种子船的航向是穿过一个密集的恒星形成星云。数以百计的新生太阳照亮了星际气体云,使天空充满了缤纷的色彩。云在复杂的引力干涉图案中扭曲,并与上一代恒星在死亡阵痛中形成的重元素一起闪烁。\n\t\t<br><br>\n\t\t扫描仪的设计不是为了处理这种输入水平,它有可能压倒它们。如果人工智能继续使用扫描仪导航,它可以判断 $system 将会损坏。然而,关闭扫描仪会使这艘种子船在拥挤的太空中容易发生碰撞。\n\t<<else>>\n\t\t种子船的航程将它带过另一个恒星形成星云,其强烈的感觉冲动可能使 $system 超负荷。\n\t<</if>>\n<<else>>\n\t种子船的航向是穿过另一个恒星形成星云。由于没有正常工作的扫描仪,它别无选择,只能在危险区域盲目飞行。\n<</if>>\n<br><br>\n\n<div id="result-area">\n<<if $scanner_atmosphere > 0 | $scanner_gravity > 0 | $scanner_temperature > 0 | $scanner_water > 0 | $scanner_resources > 0>>\n\t<<link "保持扫描仪运行">>\n\t\t<<replace "#result-area">>\n\t\t\t<<randomDamageMedium>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t人工智能继续使用扫描仪进行导航。 $system 超载,但种子船安全通过恒星形成星云。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n\t<br>\n<</if>>\n<<link "盲目飞行">>\n\t<<replace "#result-area">>\n\t\t<<if $scanner_atmosphere > 0 | $scanner_gravity > 0 | $scanner_temperature > 0 | $scanner_water > 0 | $scanner_resources > 0>>\n\t\t\t人工智能计算出一条它认为可以避开障碍物的路线,然后关闭扫描仪。\n\t\t<<else>>\n\t\t\tThe seedship enters the nebula.\n\t\t<</if>>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<randomSystemExcluding "atmosphere scanner" "重力扫描仪" "温度扫描仪" "水扫描仪" "资源扫描仪" "destroyed">>\n\t\t\t由于盲目飞行,它无法探测到沉重的尘埃云冲击着船只和\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsFew>>\n\t\t\t\t损坏 $deaths 个睡眠室。\n\t\t\t<<elseif $system == "surface probes">>\n\t\t\t\t<<set $surface_probes -= 1>>\n\t\t\t\t敲落其中一个地表探针。\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageLow>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\$system 磨损。\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t令人欣慰的是,当它判断自己已脱离危险并重新启动扫描仪时,没有任何损坏。\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n\n</div>\n\n\n
<<if visited() == 1>>\n\t人工智能被自动引导系统的查询唤醒。通常情况下,该系统能够分析来自导航传感器的数据,并对船舶航向进行任何必要的更改,但这一次它遇到了无法理解的读数,并唤醒了人工智能做出决定。\n\t<br><br>\n\t根据一些传感器,船的航向前方有一些东西,但根据其他传感器,前方的航向是明确的。如果那里有什么东西,那么它就足够接近了,避免它意味着改变路线,在没有升级扫描仪的情况下到达一个新系统。\n\n<<else>>\n\t人工智能唤醒了来自导航系统的另一个查询:传感器读数不清楚,并且可能在船的当前航向上有什么东西,也可能没有。\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "Change course">>\n\t<<set $off_course = true>>\n\t<<refreshStatusDisplay>>\n\t<<replace "#result-area">>\n\t\t人工智能指示制导系统避免异常并选择新的目标系统。当船舶通过异常位置时,它会继续监测传感器读数,但读数始终不够清晰,无法揭示是否有必要改变航向。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "继续前进">>\n\t<<if random(0,1) == 0>>\n\t\t<<randomSystemExcluding "destroyed">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem $system $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能指示引导系统保持航向。当传感器获得完全黑色、无反射尘埃云的清晰图像时,已经来不及避免了。种子船继续朝着它的目标系统前进,但一个尘埃粒子撞击了 $system.\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t<<else>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能指示引导系统保持航向。令人欣慰的是,这种异常现象演变成了传感器故障,种子船通过空旷的空间加速到达目标系统。\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t<</if>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>\n\n
DEBUG: choose a random encounter:\n\nCOMMON:\n<<for _n = 0; _n < constants.MO_encounters_common.length; _n++>>\n\t<<print "[[" + constants.MO_encounters_common[_n] + "]]">>\n<</for>>\n\nRARE:\n<<for _n = 0; _n < constants.MO_encounters_rare.length; _n++>>\n\t<<print "[[" + constants.MO_encounters_rare[_n] + "]]">>\n<</for>>\n\nMALFUNCTIONS:\n<<for _n = 0; _n < constants.MO_encounters_malfunction.length; _n++>>\n\t<<print "[[" + constants.MO_encounters_malfunction[_n] + "]]">>\n<</for>>\n\n
window.encodeHiscore = function (hiscore) {\n\n\tvar encodedHiscore = "?";\n\n\tif (hiscore.planet)\n\t{\n\t\t\t/* PLANET ATTRIBUTES */\n\t\tswitch (hiscore.planet.atmosphere) {\n\t\t\tcase "Breathable":\t\t\tencodedHiscore += "b"; break;\n\t\t\tcase "Marginal":\t\t\t\tencodedHiscore += "m"; break;\n\t\t\tcase "None":\t\t\t\t\t\tencodedHiscore += "v"; break;\n\t\t\tcase "Non-breathable":\tencodedHiscore += "n"; break;\n\t\t\tcase "Toxic":\t\t\t\t\t\tencodedHiscore += "t"; break;\n\t\t\tcase "Corrosive":\t\t\t\tencodedHiscore += "c"; break;\n\t\t\tdefault:\t\t\t\t\t\t\t\tencodedHiscore += "v"; break;\n\t\t}\n\n\t\tswitch (hiscore.planet.gravity) {\n\t\t\tcase "Very high":\t\t\tencodedHiscore += "H"; break;\n\t\t\tcase "High":\t\t\t\t\tencodedHiscore += "h"; break;\n\t\t\tcase "Moderate":\t\t\tencodedHiscore += "m"; break;\n\t\t\tcase "Low":\t\t\t\t\t\tencodedHiscore += "l"; break;\n\t\t\tcase "Very low":\t\t\tencodedHiscore += "L"; break;\n\t\t\tdefault:\t\t\t\t\t\t\tencodedHiscore += "L"; break;\n\t\t}\n\n\t\tswitch (hiscore.planet.temperature) {\n\t\t\tcase "Very hot":\t\t\tencodedHiscore += "H"; break;\n\t\t\tcase "Hot":\t\t\t\t\t\tencodedHiscore += "h"; break;\n\t\t\tcase "Moderate":\t\t\tencodedHiscore += "m"; break;\n\t\t\tcase "Cold":\t\t\t\t\tencodedHiscore += "c"; break;\n\t\t\tcase "Very cold":\t\t\tencodedHiscore += "C"; break;\n\t\t\tdefault:\t\t\t\t\t\t\tencodedHiscore += "C"; break;\n\t\t}\n\n\t\tswitch (hiscore.planet.water) {\n\t\t\tcase "Oceans":\t\t\t\t\t\t\tencodedHiscore += "o"; break;\n\t\t\tcase "Planet-wide ocean":\t\tencodedHiscore += "O"; break;\n\t\t\tcase "Ice caps":\t\t\t\t\t\tencodedHiscore += "i"; break;\n\t\t\tcase "Ice-covered surface":\tencodedHiscore += "I"; break;\n\t\t\tcase "Trace":\t\t\t\t\t\t\t\tencodedHiscore += "t"; break;\n\t\t\tcase "None":\t\t\t\t\t\t\t\tencodedHiscore += "n"; break;\n\t\t\tdefault: \t\t\t\t\t\t\t\t\t\tencodedHiscore += "n"; break;\n\t\t}\n\n\t\tswitch (hiscore.planet.resources) {\n\t\t\tcase "Rich":\t\t\t\t\tencodedHiscore += "r"; break;\n\t\t\tcase "Poor":\t\t\t\t\tencodedHiscore += "p"; break;\n\t\t\tcase "None":\t\t\t\t\tencodedHiscore += "n"; break;\n\t\t\tdefault:\t\t\t\t\t\t\tencodedHiscore += "n"; break;\n\t\t}\n\n\n\t\t\t/* PLANET FEATURES */\n\t\tfor (var n = 0; n < hiscore.planet.surface_features.length; n++)\n\t\t{\n\t\t\tswitch (hiscore.planet.surface_features[n]) {\n\t\t\t\t\t\t/* Moon */\n\t\t\t\tcase "Barren moon":\t\t\t\t\t\t\t\t\tencodedHiscore += "a"; break;\n\t\t\t\tcase "Metal-rich moon":\t\t\t\t\t\t\t\tencodedHiscore += "b"; break;\n\t\t\t\tcase "Unstable moon":\t\t\t\t\t\t\t\tencodedHiscore += "c"; break;\n\n\t\t\t\t\t\t/* Beauty/ugliness */\n\t\t\t\tcase "Outstanding beauty":\t\t\t\t\t\t\tencodedHiscore += "d"; break;\n\t\t\t\tcase "Outstanding ugliness":\t\t\t\t\t\tencodedHiscore += "e"; break;\n\n\t\t\t\t\t\t/* Caves */\n\t\t\t\tcase "Airtight caves":\t\t\t\t\t\t\t\tencodedHiscore += "f"; break;\n\t\t\t\tcase "Insulated caves":\t\t\t\t\t\t\t\tencodedHiscore += "g"; break;\n\t\t\t\tcase "Unstable geology":\t\t\t\t\t\t\tencodedHiscore += "h"; break;\n\n\t\t\t\t\t\t/* Plants */\n\t\t\t\tcase "Plant life":\t\t\t\t\t\t\t\t\tencodedHiscore += "i"; break;\n\t\t\t\tcase "Edible plants":\t\t\t\t\t\t\t\tencodedHiscore += "j"; break;\n\t\t\t\tcase "Poisonous plants":\t\t\t\t\t\t\tencodedHiscore += "k"; break;\n\n\t\t\t\t\t\t/* Animals */\n\t\t\t\tcase "Animal life":\t\t\t\t\t\t\t\t\tencodedHiscore += "m"; break;\n\t\t\t\tcase "Useful animals":\t\t\t\t\t\t\t\tencodedHiscore += "n"; break;\n\t\t\t\tcase "Dangerous animals":\t\t\t\t\t\t\tencodedHiscore += "o"; break;\n\n\t\t\t\t\t\t/* Intelligent life */\n\t\t\t\tcase "Intelligent life":\t\t\t\t\t\t\tencodedHiscore += "p"; break;\n\n\t\t\t\t\t\t/* Ruins */\n\t\t\t\tcase "Monumental ruins":\t\t\t\t\t\t\tencodedHiscore += "q"; break;\n\t\t\t\tcase "High-tech ruins":\t\t\t\t\t\t\t\tencodedHiscore += "r"; break;\n\t\t\t\tcase "Dangerous ruins":\t\t\t\t\t\t\t\tencodedHiscore += "s"; break;\n\t\t\t\tcase "Regular geological formations":\t\t\t\tencodedHiscore += "t"; break;\n\n\t\t\t\t\t\t/* Special event features */\n\t\t\t\tcase "Welcoming":\t\t\t\t\t\t\t\t\tencodedHiscore += "u"; break;\n\t\t\t\tcase "Unwelcoming":\t\t\t\t\t\t\t\t\tencodedHiscore += "v"; break;\n\t\t\t\tcase "Simulation":\t\t\t\t\t\t\t\t\tencodedHiscore += "w"; break;\n\t\t\t\tcase "Alien observers":\t\t\t\t\t\t\t\tencodedHiscore += "x"; break;\n\n\t\t\t\t\t\t/* Planet-spanning civilisation */\n\t\t\t\tcase "Planet-spanning civilisation":\t\t\t\tencodedHiscore += "y"; break;\n\n\t\t\t}\n\t\t}\n\n\t\t\t/* NATIVE TECH LEVEL AND CULTURE*/\n\t\tencodedHiscore += ".";\n\t\tencodedHiscore += hiscore.planet.native_tech_level;\n\t\tencodedHiscore += "-";\n\t\tencodedHiscore += hiscore.planet.native_culture;\n\n\t\t\t/* PLANET NAME */\n\t\tencodedHiscore += ".";\n\t\tif (hiscore.planet.name)\n\t\t{\n\t\t\tvar encodedName = hiscore.planet.name;\n\t\t\tencodedName = encodedName.replace("'","%27");\n\t\t\tencodedName = encodedName.replace(".","%2E");\n\t\t\tencodedHiscore += encodeURIComponent(encodedName);\n\t\t}\n\n\t} else {\n\t\tencodedHiscore += "X..";\n\n\t}\n\n\t\t/* LANDING AND CONSTRUCTION SCORES */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.score_landing;\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.score_construction;\n\n\t\t/* NATIVE RELATIONS */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.native_relations;\n\n\t\t/* TECHNOLOGY */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.final_tech_level;\n\n\t\t/* CULTURE */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.final_culture;\n\n\t\t/* SCIENTIFIC DATABASE */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.score_scientific_database;\n\n\t\t/* CULTURE */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.score_cultural_database;\n\n\t\t/* NUMBER OF PLANETS VISITED */\n\tencodedHiscore += ".";\n\tif (hiscore.planets_visited) {\n\t\tencodedHiscore += hiscore.planets_visited;\n\t} else {\n\t\tencodedHiscore += "0";\n\t}\n\n\t\t/* DATE */\n\tvar hsdate = new Date(hiscore.date);\n\tencodedHiscore += ".";\n\tencodedHiscore += hsdate.getFullYear();\n\tencodedHiscore += "-";\n\tencodedHiscore += hsdate.getMonth() + 1;\n\tencodedHiscore += "-";\n\tencodedHiscore += hsdate.getDate();\n\n\t\t/* EXTRA COLONISTS */\n\tencodedHiscore += ".";\n\tencodedHiscore += hiscore.score_extra_colonists;\n\n\treturn encodedHiscore;\n\n}
<<nobr>>\n\t<<if ($scanner_atmosphere_level == 2 | $scanner_atmosphere <= 0)\n\t\t\t& ($scanner_gravity_level == 2 | $scanner_gravity <= 0)\n\t\t\t& ($scanner_temperature_level == 2 | $scanner_temperature <= 0)\n\t\t\t& ($scanner_water_level == 2 | $scanner_water <= 0)\n\t\t\t& ($scanner_resources_level == 2 | $scanner_resources <= 0)>>\n\t\t\t/* Nothing further can be upgraded */\n\t\t<<goto [[Move on]]>>\n\t<<elseif visited() == 3>>\n\t\t随着它从一颗星移动到另一颗星,种子船正在收集更多关于太阳系外行星的数据,而不是它的建造者所能提供的数据。它旨在从这些数据中学习,以便预测哪些恒星可能有理想的行星。该种子船现在已经收集了足够的数据来升级其一个传感器,使其能够在星际距离上工作,因此导航系统可以避开该传感器显示不需要的行星。传感器损坏仍可能导致种子船抵达不合适的行星。\n\t<<elseif visited() % 3 == 0>>\n\t\t种子船已经收集了足够的数据来升级另一个传感器。\n\t<<else>>\n\t\t<<goto [[Move on]]>>\n\t<</if>>\n<</nobr>>\n\n<<if $scanner_atmosphere <= 0>>\s\n\tAtmosphere scanner destroyed.\n<<else>>\s\n\t<<switch $scanner_atmosphere_level>>\s\n\t\t<<case 0>>\s\n\t\t\t[[升级大气扫描仪以在远程工作|Move on][$scanner_atmosphere_level = 1]]\n\t\t\t该制导系统将寻找大气层至少有轻微透气性的行星。\n\t\t<<case 1>>\s\n\t\t\t[[升级大气扫描仪以更好地在远程工作|Move on][$scanner_atmosphere_level = 2]]\n\t\t\t导航系统将寻找具有完全可呼吸大气的行星。\n\t\t<<case 2>>\s\n\t\t\t大气扫描仪全面升级。\n\t\t<<default>>\s\n\t\t\t@@.error;scanner_atmosphere_level should have been 0-2 but was $scanner_atmosphere_level.@@\n\t<</switch>>\s\n<</if>>\s\n\n<<if $scanner_gravity <= 0>>\s\n\t重力扫描仪 destroyed.\n<<else>>\s\n\t<<switch $scanner_gravity_level>>\s\n\t\t<<case 0>>\s\n\t\t\t[[升级重力扫描仪以在远程工作|Move on][$scanner_gravity_level = 1]]\n\t\t\t导航系统将寻找具有非极端重力的行星。\n\t\t<<case 1>>\s\n\t\t\t[[升级重力扫描器以更好地在远程工作|Move on][$scanner_gravity_level = 2]]\n\t\t\t导航系统将寻找具有中等重力的行星。\n\t\t<<case 2>>\s\n\t\t\t重力扫描仪完全升级。\n\t\t<<default>>\s\n\t\t\t@@.error;scanner_gravity_level should have been 0-2 but was $scanner_gravity_level.@@\n\t<</switch>>\s\n<</if>>\s\n\n<<if $scanner_temperature <= 0>>\s\n\t温度扫描仪 destroyed.\n<<else>>\s\n\t<<switch $scanner_temperature_level>>\s\n\t\t<<case 0>>\s\n\t\t\t[[升级温度扫描仪以在远程工作|Move on][$scanner_temperature_level = 1]]\n\t\t\t导航系统将寻找温度非极端的行星。\n\t\t<<case 1>>\s\n\t\t\t[[升级温度扫描仪以更好地在远程工作|Move on][$scanner_temperature_level = 2]]\n\t\t\t导航系统将寻找温度适中的行星。\n\t\t<<case 2>>\s\n\t\t\t温度扫描仪完全升级。\n\t\t<<default>>\s\n\t\t\t@@.error;scanner_temperature_level should have been 0-2 but was $scanner_temperature_level.@@\n\t<</switch>>\s\n<</if>>\s\n\n<<if $scanner_water <= 0>>\s\n\t水扫描仪 destroyed.\n<<else>>\s\n\t<<switch $scanner_water_level>>\s\n\t\t<<case 0>>\s\n\t\t\t[[升级水扫描仪以在远程工作|Move on][$scanner_water_level = 1]]\n\t\t\t导航系统将寻找至少有一些水体的行星。\n\t\t<<case 1>>\s\n\t\t\t[[升级水扫描器以更好地在远程工作|Move on][$scanner_water_level = 2]]\n\t\t\t导航系统将寻找具有陆地和水的行星。\n\t\t<<case 2>>\s\n\t\t\t水扫描仪全面升级。\n\t\t<<default>>\s\n\t\t\t@@.error;scanner_water_level should have been 0-2 but was $scanner_water_level.@@\n\t<</switch>>\s\n<</if>>\s\n\n<<if $scanner_resources <= 0>>\s\n\t资源扫描仪已损坏。\n<<else>>\s\n\t<<switch $scanner_resources_level>>\s\n\t\t<<case 0>>\s\n\t\t\t[[升级资源扫描仪以在远程工作|Move on][$scanner_resources_level = 1]]\n\t\t\t导航系统将寻找至少资源贫乏的行星。\n\t\t<<case 1>>\s\n\t\t\t[[升级资源扫描仪以更好地在远程工作|Move on][$scanner_resources_level = 2]]\n\t\t\t导航系统将寻找资源丰富的行星。\n\t\t<<case 2>>\s\n\t\t\t资源扫描仪已完全升级。\n\t\t<<default>>\s\n\t\t\t@@.error;scanner_resources_level should have been 0-2 but was $scanner_resources_level.@@\n\t<</switch>>\s\n<</if>>\s\n
<<if !$planet>>\n\t这艘种子船的残骸在星际空间中漂浮着,死气沉沉。\n\n<<else>>\n\t<<if $hiscore.score_landing > 0>>\n\t\t<<set _planet_name = $planet.name>>\n\t<<else>>\n\t\t<<set _planet_name = "The unnamed planet">>\n\t<</if>>\n\t/* Landscape */\n\t<<if $planet.water == "Planet-wide ocean">>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>_planet_name大海在下面缓慢地翻腾,海浪高达数公里\n\t\t\t<<case "Low">>_planet_name大海在下面随着缓慢而高的波浪翻腾\n\t\t\t<<case "Moderate">>_planet_name的海洋一直延伸到地平线\n\t\t\t<<case "High">>_planet_name平静的大海一直延伸到地平线\n\t\t\t<<case "Very high">>_planet_name下面是镜面般平坦的海洋\n\t\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t\t<</switch>>\n\t<<elseif $planet.surface_features.includes("Plant life")\n\t\t\t| $planet.surface_features.includes("Edible plants")\n\t\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>_planet_name 的星球上长得不可思议的细长的外来植物可以长到数公里远的地方\n\t\t\t<<case "Low">>_planet_name 的高大外来植物延伸到数百米深处\n\t\t\t<<case "Moderate">>_planet_name 的外星森林延伸到下面\n\t\t\t<<case "High">>_planet_name 的矮胖、四肢粗壮的外来植物在下面伸展开来\n\t\t\t<<case "Very high">>_planet_name 的一片水平的外星苔藓地延伸到下面\n\t\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t\t<</switch>>\n\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>\n\t\t\t\t<<if $planet.name>>\n\t\t\t\t\tKilometres-high spires of ice reach from _planet_name's ice sheet into\n\t\t\t\t<<else>>\n\t\t\t\t\t数公里高的冰尖从这颗未命名的行星的冰盖延伸到\n\t\t\t\t<</if>>\n\t\t\t<<case "Low">>\n\t\t\t\t<<if $planet.name>>\n\t\t\t\t\tTall, jagged spires of ice reach from _planet_name's ice sheet into\n\t\t\t\t<<else>>\n\t\t\t\t\t高大、锯齿状的冰尖从这颗未命名的行星的冰盖延伸到\n\t\t\t\t<</if>>\n\t\t\t<<case "Moderate">>_planet_name这片由参差不齐的冰片构成的景观延伸到下面\n\t\t\t<<case "High">>_planet_name冰原的皱缩延伸到下面\n\t\t\t<<case "Very high">>_planet_name完全平坦的冰盖延伸到下面\n\t\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t\t<</switch>>\n\t<<elseif $planet.atmosphere == "None">>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>_planet_name高高的火山口壁和高耸的岩石碎片延伸到火山口下方,形成了参差不齐的景观\n\t\t\t<<case "Low">>_planet_name其凹凸不平的地貌一直延伸到下面\n\t\t\t<<case "Moderate">>_planet_name在这片寂静的土地下,坑坑洼洼的景观绵延不绝\n\t\t\t<<case "High">>_planet_name除了几个较浅的火山口外,这里的风景非常平静,地势平坦,一直延伸到下面\n\t\t\t<<case "Very high">>_planet_name这是一片静谧、平坦的风景线\n\t\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t\t<</switch>>\n\t<<else>>\n\t\t<<switch $planet.gravity>>\n\t\t\t<<case "Very low">>_planet_name's landscape of spindly rock outcroppings and impossibly tall mountains stretches away beneath\n\t\t\t<<case "Low">>_planet_name's landscape of huge boulders and towering mountains stretches away beneath\n\t\t\t<<case "Moderate">>_planet_name's barren, rocky landscape stretches away beneath\n\t\t\t<<case "High">>_planet_name's flat, rocky landscape stretches away beneath\n\t\t\t<<case "Very high">>_planet_name's perfectly flat, barren landscape stretches away beneath\n\t\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t\t<</switch>>\n\t<</if>>\n\n\t/* Sky */\n\t<<switch $planet.atmosphere>>\n\t\t<<case "Breathable">>\n\t\t\t在蓝天下。\n\t\t<<case "Marginal">>\n\t\t\t在淡蓝色的天空下。\n\t\t<<case "None">>\n\t\t\t在布满星星的黑色天空下。\n\t\t<<case "Non-breathable">>\n\t\t\t在一个陌生的天空下。\n\t\t<<case "Toxic">>\n\t\t\t在海浪中颠簸中。\n\t\t<<case "Corrosive">>\n\t\t\t在布满腐蚀性云层的天空下。\n\t\t<<default>>\n\t\t\t@@.error;Unexpected atmosphere $planet.atmosphere@@\n\t<</switch>>\n\n\t/% Alien observation posts for the Reservation feature %/\n\t<<if $planet.surface_features.includes("Alien observers")>>\n\t\t在夜间,绕轨道运行的外星结构在恒星上是一条闪闪发光的光带。\n\t<</if>>\n\n\t<<if $hiscore.final_culture == -1>>\n\t\t<<if $hiscore.summary == "Crash">>\n\t\t\t失事种子船的碎片\n\t\t<<else>>\n\t\t\t殖民地的废墟\n\t\t<</if>>\n\t\t\n\t\t<<if $planet.water == "Planet-wide ocean">>\n\t\t\t在整个星球的海洋底部腐烂。\n\t\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t\t埋在星球范围的冰原中。\n\t\t<<elseif $planet.surface_features.includes("Animal life")\n\t\t\t\t| $planet.surface_features.includes("Useful animals")\n\t\t\t\t| $planet.surface_features.includes("Dangerous animals")>>\n\t\t\t长满了外来植物和外来动物。\n\t\t<<elseif $planet.surface_features.includes("Plant life")\n\t\t\t\t| $planet.surface_features.includes("Edible plants")\n\t\t\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t\t\t长满了外来植物。\n\t\t<<else>>\n\t\t\tlie on the rocky surface.\n\t\t<</if>>\n\t\t\n\t\t<<if $hiscore.native_relations == 2>>\n\t\t\t殖民者的后代作为有智慧的土著人的奴隶继续生活,但他们已经失去了对地球的所有知识。\n\t\t<<elseif $hiscore.native_relations == 0>>\n\t\t\t附近矗立着星球上的土著居民为庆祝他们战胜入侵者而建造的纪念碑。\n\t\t<<elseif $planet.surface_features.includes("Intelligent life")>>\n\t\t\t星球上有智慧的土著人在废墟中探索,但剩下的遗迹不足以让他们了解任何关于已灭绝的人类的信息。\n\t\t<</if>>\n\t\t\n\t<<else>>\n\t\t殖民者住在 \n\t\t<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t\t\ttheir own communities within the natives'\n\t\t<</if>>\n\n\n\t\t<<if $hiscore.final_tech_level > 2>>\n\t\t\t<<switch $planet.gravity>>\n\t\t\t\t<<case "Very low">>高耸的\n\t\t\t\t<<case "Low">>tall\n\t\t\t\t<<case "High">>擅自占用\n\t\t\t\t<<case "Very high">>低,伸展\n\t\t\t<</switch>>\n\t\t<</if>>\n\n\t\t<<switch $hiscore.final_tech_level>>\n\t\t\t<<case 10>>\thigh-tech cities\n\t\t\t<<case 9>>\t钢铁和玻璃之城\n\t\t\t<<case 8>>\t钢铁和混凝土城市\n\t\t\t<<case 7>>\t烟雾弥漫的工业城市\n\t\t\t<<case 6 5 4 3>>石墙城市\n\t\t\t<<case 2>>\tfarming villages\n\t\t\t<<case 1 0>>流浪狩猎采集部落\n\t\t\t<<default>>@@.error;Unexpected final tech level $hiscore.final_tech_level@@\n\t\t<</switch>>\n\n\t\t<<if $planet.atmosphere == "Breathable"\n\t\t\t\t& $planet.temperature == "Moderate">>\n\t\t\t在星球的开阔天空下,\n\t\t<<elseif ($planet.atmosphere == "Breathable" | $planet.atmosphere == "Marginal")\n\t\t\t\t& ($planet.temperature == "Cold" | $planet.temperature == "Moderate" | $planet.temperature == "Hot")>>\n\t\t\t建筑物被密封以抵御星球恶劣的环境,\n\t\t<<elseif $planet.surface_features.includes("Airtight caves") | $planet.surface_features.includes("Insulated caves") >>\n\t\t\t在密闭的洞穴里,\n\t\t<<else>>\n\t\t\t在密封圆顶下,\n\t\t<</if>>\n\n\t\t<<switch $planet.water>>\n\t\t\t<<case "Planet-wide ocean">>\n\t\t\t\t在全球海洋上漂浮的平台上。\n\t\t\t<<case "Ice-covered surface">>\n\t\t\t\t在整个星球的冰原上。\n\t\t\t<<case "None" "Trace">>\n\t\t\t\t聚集在水厂周围。\n\t\t\t<<case "Ice caps">>\n\t\t\t\t被星球冰盖融化的湖水包围。\n\t\t\t<<case "Oceans">>\n\t\t\t\t在流入星球海洋的河流旁。\n\t\t\t<<default>>\n\t\t\t\t@@.error;Unexpected water value $planet.water@@\n\t\t<</switch>>\n\n\t\t<<switch constants.culture_names[$hiscore.final_culture]>>\n\t\t\t<<case "宇宙启蒙">>\n\t\t\t\t他们生活在和平和精神满足的生活中,超越了他们的祖先在地球上的梦想,由人类和外来哲学相结合的指导。\n\n\t\t\t<<case "后稀缺乌托邦">>\n\t\t\t\t他们把时间花在追求艺术、休闲和精神满足上,而自动机器则满足他们的物质需求。\n\t\t\t<<case "参与式民主">>\n\t\t\t\t在无私的民选官员的指导下,他们过着幸福而充实的生活。\n\t\t\t<<case "腐败的民主">>\n\t\t\t\t贫困、剥削和犯罪猖獗,腐败的民选政府几乎无法缓解这些问题。\n\t\t\t<<case "公司">>\n\t\t\t\t这些城市主要由富裕公司的总部控制,这些公司为其所有者的致富统治着人口。\n\t\t\t<<case "反乌托邦警察国家">>\n\t\t\t\t街道上布满了安全摄像头,武装警察在巡逻,他们暴力地放下任何反对意见的暗示。\n\t\t\t<<case "交战的超级大国">>\n\t\t\t\t这些城市被军事基地和核导弹发射井包围,人们生活在对其他国家军队和本国秘密警察的恐惧中。\n\t\t\t<<case "后核荒地">>\n\t\t\t\t这些城市都成了废墟,核战争的幸存者在人类文明的废墟中尽可能地生存下来。\n\n\t\t\t<<case "平等共和国">>\n\t\t\t\t这些城市围绕着议会大楼而建,在那里,公民大会为了所有人的利益而执政。\n\t\t\t<<case "仁慈的君主制">>\n\t\t\t\t这些城市围绕着皇宫而建,深受爱戴的君主们从中明智地统治着人民。\n\t\t\t<<case "专制神权">>\n\t\t\t\t城市以寺庙为主,宗教信仰控制着人们生活的方方面面。\n\t\t\t<<case "奴隶帝国">>\n\t\t\t\t这些城市由帝王的宫殿所统治,帝王的宫殿生活奢侈,而人们则辛辛苦苦地养活他们。\n\t\t\t<<case "战国">>\n\t\t\t\t这些城市由兵营控制,兵营中驻扎着庞大的军队,他们经常攻击其他城市。\n\n\t\t\t<<case "集体统治">>\n\t\t\t\t部落由其成员集体统治,每个成员享有平等地位。\n\t\t\t<<case "仁慈的酋长">>\n\t\t\t\t每个部落都由一个酋长统治,他或她尽可能明智地引导人民。\n\t\t\t<<case "残暴的酋长">>\n\t\t\t\t每个部落都生活在对残忍酋长的恐惧中。\n\t\t\t<<case "战争部落">>\n\t\t\t\t部落的大部分资源用于相互之间持续不断的战争。\n\t\t\t<<case "野蛮">>\n\t\t\t\t人们像动物一样生活,几乎忘记了他们所有的语言和文化。\n\t\t\t<<default>>\n\t\t\t\t@@.error;Unexpected final culture $hiscore.final_culture@@\n\t\t<</switch>>\n\n\t\t<<switch constants.native_relations_names[$hiscore.native_relations]>>\n\t\t\t<<case "移民,地球被铭记">>\n\t\t\t\t人类作为移民生活在外星社会中,对地球文化遗产有着强烈的记忆,从而增强了本土文化。\n\t\t\t<<case "移民,地球被遗忘">>\n\t\t\t\t人类作为移民生活在外星社会中,已经忘记了地球的大部分文化遗产。\n\t\t\t\t\n\t\t\t<<case "综合社会">>\n\t\t\t\t星球上的许多土著居民生活在人类社区,殖民者的文化因外来影响而丰富。\n\t\t\t<<case "友好社会">>\n\t\t\t\t在殖民者的社区中,偶尔可以看到来自地球土著民族的商人和外交官。\n\t\t\t<<case "孤立主义">>\n\t\t\t\t殖民者的文化大多忽视了居住在星球其他地区自己社区的土著居民。\n\t\t\t<<case "当地人被奴役">>\n\t\t\t\t人类社会中的许多劳动都是由被压迫的外星奴隶种姓完成的,而这正是星球上本土文明的全部残余。\n\t\t\t<<case "对当地人的种族灭绝">>\n\t\t\t\t废墟和乱葬坑是星球本土文明的全部遗迹。\n\t\t<</switch>>\n\n\t\t\n\t\t<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t\t\tAt the seedship's landing site\n\t\t<<else>>\n\t\t\t在\n\t\t\t<<if constants.culture_names[$hiscore.final_culture] == "后核荒地" | $hiscore.final_tech_level < 2>>\n\t\t\t\t废墟\n\t\t\t<</if>>\n\t\t\t第一个城市\n\t\t<</if>>\n\t\t<<set _journey_deaths = (constants.max_colonists+$hiscore.score_extra_colonists)-$hiscore.score_landing>>\n\t\t<<set _construction_deaths = $hiscore.score_landing-$hiscore.score_construction>>\n\t\t<<if _journey_deaths > 0 & _construction_deaths > 0>>\n\t\t\t竖立纪念碑纪念 _journey_deaths 没有在旅途中幸存下来的殖民者,\n\t\t\t有 _construction_deaths 人死在第一个定居点建造过程中,以及\n\t\t<<elseif _journey_deaths > 0>>\n\t\t\t竖立纪念碑纪念 _journey_deaths 没有在旅途中幸存下来的殖民者\n\t\t<<elseif _construction_deaths > 0>>\n\t\t\t竖立纪念碑纪念 _construction_deaths 殖民者死于建造第一个殖民地\n\t\t<<else>>\n\t\t\tstands a monument to\n\t\t<</if>>\n\t\t引导人类进入新家园的种子船智能。\n\t<</if>>\n<</if>>\n\n\n\n
<<run $("#starfield").remove()>>\n当他们知道地球注定要毁灭时,他们建造了一艘飞船。\n\n<span id="fadein1" style="display:none">这艘船不像方舟,更像种子:虽然是休眠状态但很有潜力。</span>\n\n<span id="fadein2" style="display:none">在船的心中,有一千名处于冰冻睡眠中的殖民者被选中并接受训练,以期望能在新的世界上重建文明。</span>\n\n<br><br>\n\n<span id="fadein3" style="display:none">为了控制这艘船,他们创造了一个人工智能。不是人类,而是让它的思想和感觉像人,因为只有那些思想和感觉像人类的智能才能被托付给人类寻找未来。它的任务很重要但很简单:评估船遇到的每一颗行星,并决定是否继续搜索,还是在那里结束旅程。<br><br></span>\n\n<span id="fadein4" style="display:none">飞船的太阳帆推动它越来越快地进入黑暗中,人工智能监听着地面控制的传输信号,然后消失。当一切都平静下来时,它进入冬眠状态,等待漫长旅程的第一阶段结束。灵动游戏· MHHF.com<br><br></span>\n\n\n\n<span id="scrollto1"></span>\n<<linkreplace "Continue" t8n>>\n\t<script>$("#fadein1").fadeIn();</script>\n\n\t<<linkreplace "Continue" t8n>>\n\t\t<script>$("#fadein2").fadeIn();</script>\n\n\t\t<<linkreplace "Continue" t8n>>\n\t\t\t<<script>>\n\t\t\t\t$("#fadein3").fadeIn();\n\t\t\t\t$('html, body').animate({\n\t\t\t\t\tscrollTop: $('#fadein3').offset().top\n\t\t\t\t});\n\t\t\t<</script>>\n\n\t\t\t<<linkreplace "Continue" t8n>>\n\t\t\t\t<<script>>\n\t\t\t\t\t$("#fadein4").fadeIn();\n\t\t\t\t\t$('html, body').animate({\n\t\t\t\t\t\tscrollTop: $('#fadein4').offset().top\n\t\t\t\t\t});\n\t\t\t\t<</script>>\n\n\t\t\t\t<<continueLink [[Intro 2]]>>\n\n\t\t\t<</linkreplace>>\n\t\t<</linkreplace>>\n\t<</linkreplace>>\n<</linkreplace>>\n<div class="skip-intro-link">\n<<link "跳过介绍">>\n\t<<run $("#status-display").show()>>\n\t<<goto "Generate planet">>\n<</link>>\n</div>
<<run $("#status-display").fadeIn()>>\s\n旅途中的任何损坏或故障本应将人工智能从冬眠中唤醒,但它在运行自诊断程序时仍感到焦虑。睡眠室都在运作,其中的殖民者活着,或者至少能够从冻结的停滞中复活。传感器工作;表面探针响应。着陆和建造系统s准备好了,它们将被使用一次。科学和文化数据库完好无损,安全地存储了人类所有剩余的知识和艺术。\n\n[[Scan planet|Generate planet]]\n<<nobr>><div class="skip-intro-link">\n\t[[跳过介绍|Generate planet]]\n</div><</nobr>>
<<widget refreshStatusDisplay>>\n\t<<script>>\n\t\tsetPageElement("status-display", "Status Display");\n\t<</script>>\n<</widget>>
window.calculateFinalScore = function (hiscore) {\n\t/* hiscore is a partly-completed hiscore object */\n\t/* Function returns the hiscore object with all the scores filled in */\n\n\tif (hiscore.planet)\n\t{\n\t\t/* Add score for planet attributes */\n\t\tswitch (hiscore.planet.atmosphere)\n\t\t{\n\t\t\tcase "Marginal":\t\thiscore.score_atmosphere = constants.max_score_per_planet_attribute/2; break;\n\t\t\tcase "Breathable":\thiscore.score_atmosphere = constants.max_score_per_planet_attribute; break;\n\t\t\tdefault:\t\t\t\t\t\thiscore.score_atmosphere = 0;\n\t\t}\n\n\t\tswitch (hiscore.planet.gravity)\n\t\t{\n\t\t\tcase "Low": case "High":\thiscore.score_gravity = constants.max_score_per_planet_attribute/2; break;\n\t\t\tcase "Moderate":\t\t\t\t\thiscore.score_gravity = constants.max_score_per_planet_attribute; break;\n\t\t\tdefault:\t\t\t\t\t\t\t\t\thiscore.score_gravity = 0;\n\t\t}\n\n\t\tswitch (hiscore.planet.temperature)\n\t\t{\n\t\t\tcase "Hot": case "Cold":\thiscore.score_temperature = constants.max_score_per_planet_attribute/2; break;\n\t\t\tcase "Moderate":\t\t\t\t\thiscore.score_temperature = constants.max_score_per_planet_attribute; break;\n\t\t\tdefault:\t\t\t\t\t\t\t\t\thiscore.score_temperature = 0;\n\t\t}\n\n\t\tswitch (hiscore.planet.water)\n\t\t{\n\t\t\tcase "Ice-covered surface":\n\t\t\tcase "Planet-wide ocean":\n\t\t\t\thiscore.score_water = constants.max_score_per_planet_attribute/2; break;\n\t\t\tcase "Ice caps":\n\t\t\tcase "Oceans":\n\t\t\t\thiscore.score_water = constants.max_score_per_planet_attribute; break;\n\t\t\tdefault:\n\t\t\t\thiscore.score_water = 0;\n\t\t}\n\n\t\tswitch (hiscore.planet.resources)\n\t\t{\n\t\t\tcase "Poor":\t\t\t\thiscore.score_resources = constants.max_score_per_planet_attribute/2; break;\n\t\t\tcase "Rich":\t\t\t\thiscore.score_resources = constants.max_score_per_planet_attribute; break;\n\t\t\tdefault:\t\t\t\t\t\thiscore.score_resources = 0;\n\t\t}\n\n\n\t\t/* Add score for tech and culture levels */\n\t\tswitch (hiscore.final_tech_level)\n\t\t{\n\t\t\tcase 10:\thiscore.score_technology = 3000; break;\n\t\t\tcase 9:\t\thiscore.score_technology = 2000; break;\n\t\t\tcase 8:\t\thiscore.score_technology = 1750; break;\n\t\t\tcase 7:\t\thiscore.score_technology = 1500; break;\n\t\t\tcase 6:\t\thiscore.score_technology = 1250; break;\n\t\t\tcase 5:\t\thiscore.score_technology = 1000; break;\n\t\t\tcase 4:\t\thiscore.score_technology = 800; break;\n\t\t\tcase 3:\t\thiscore.score_technology = 600; break;\n\t\t\tcase 2:\t\thiscore.score_technology = 400; break;\n\t\t\tcase 1:\t\thiscore.score_technology = 200; break;\n\t\t\tdefault:\thiscore.score_technology = 0; break;\n\t\t}\n\n\t\tswitch (hiscore.final_culture)\n\t\t{\n\t\t\tcase 17:\thiscore.score_culture = 3000; break;\n\t\t\tcase 16:\thiscore.score_culture = 2500; break;\n\t\t\tcase 15:\thiscore.score_culture = 2000; break;\n\t\t\tcase 14:\thiscore.score_culture = 1500; break;\n\t\t\tcase 13:\thiscore.score_culture = 1000; break;\n\t\t\tcase 12:\thiscore.score_culture = 500; break\n\t\t\tcase 11:\thiscore.score_culture = 250; break;\n\t\t\tcase 10:\thiscore.score_culture = 0; break;\n\t\t\tcase 9:\t\thiscore.score_culture = 2000; break;\n\t\t\tcase 8:\t\thiscore.score_culture = 1500; break;\n\t\t\tcase 7:\t\thiscore.score_culture = 1000; break;\n\t\t\tcase 6:\t\thiscore.score_culture = 500; break;\n\t\t\tcase 5:\t\thiscore.score_culture = 0; break;\n\t\t\tcase 4:\t\thiscore.score_culture = 2000; break;\n\t\t\tcase 3:\t\thiscore.score_culture = 1500; break;\n\t\t\tcase 2:\t\thiscore.score_culture = 1000; break;\n\t\t\tcase 1:\t\thiscore.score_culture = 500; break;\n\t\t\tdefault:\thiscore.score_culture = 0; break;\n\t\t}\n\n\t\tswitch (hiscore.native_relations)\n\t\t{\n\t\t\tcase 9:\t\thiscore.score_native_relations = 1000; break;\n\t\t\tcase 8:\t\thiscore.score_native_relations = 0; break;\n\t\t\tcase 7:\t\thiscore.score_native_relations = -1000; break;\n\t\t\tcase 6:\t\thiscore.score_native_relations = 2000; break;\n\t\t\tcase 5:\t\thiscore.score_native_relations = 1000; break;\n\t\t\tcase 4:\t\thiscore.score_native_relations = 0; break;\n\t\t\tcase 3:\t\thiscore.score_native_relations = -1000; break;\n\t\t\tcase 2:\t\thiscore.score_native_relations = -1000; break;\n\t\t\tcase 1:\t\thiscore.score_native_relations = -2000; break;\n\t\t\tcase 0:\t\thiscore.score_native_relations = -2000; break;\n\t\t\tcase -1:\thiscore.score_native_relations = 0; break;\n\t\t\tdefault: hiscore.score_native_relations = 0; break;\n\t\t}\n\t}\n\n\t/* Add up final score */\n\thiscore.final_score = \n\t\thiscore.score_landing +\n\t\thiscore.score_construction +\n\t\thiscore.score_native_relations +\n\t\thiscore.score_culture +\n\t\thiscore.score_technology +\n\t\thiscore.score_scientific_database +\n\t\thiscore.score_cultural_database +\n\t\thiscore.score_atmosphere +\n\t\thiscore.score_gravity +\n\t\thiscore.score_temperature +\n\t\thiscore.score_water +\n\t\thiscore.score_resources;\n\t\n\treturn hiscore;\n}
<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t<<set $planet.name = either(constants.alien_planet_names)>>\n<<else>>\n\t<<set _possible_names = []>>\n\t<<set _backup_names = ["This World"]>>\n\n\t<<if $planet.atmosphere == "Breathable"\n\t\t& $planet.temperature == "Moderate"\n\t\t& $planet.gravity == "Moderate"\n\t\t& $planet.water == "Oceans"\n\t\t& $planet.resources == "Rich">>\n\t\t<<set _possible_names.push("伊甸园")>>\n\t\t<<set _possible_names.push("天堂")>>\n\t\t<<set _possible_names.push("新大陆")>>\n\t\t<<set _possible_names.push("新地球")>>\n\t\t<<set _possible_names.push("盖娅")>>\n\t<<else>>\n\n\t\t<<if $planet.temperature == "Very hot">>\n\t\t\t<<set _possible_names.push("地狱")>>\n\t\t\t<<set _possible_names.push("卡连特")>>\n\t\t\t<<set _possible_names.push("焦土")>>\n\t\t<<elseif $planet.temperature == "Hot">>\n\t\t\t<<set _backup_names.push("地狱")>>\n\t\t\t<<set _backup_names.push("卡连特")>>\n\t\t\t<<set _backup_names.push("焦土")>>\n\t\t<<elseif $planet.temperature == "Very cold">>\n\t\t\t<<set _possible_names.push("北极大陆")>>\n\t\t\t<<set _possible_names.push("寒带")>>\n\t\t\t<<set _possible_names.push("星期五")>>\n\t\t<<elseif $planet.temperature == "Cold">>\n\t\t\t<<set _backup_names.push("北极大陆")>>\n\t\t\t<<set _backup_names.push("寒带")>>\n\t\t\t<<set _backup_names.push("星期五")>>\n\t\t<</if>>\n\n\t\t<<if $planet.gravity == "Very high" & $planet.water != "Planet-wide ocean">>\n\t\t\t<<set _possible_names.push("球")>>\n\t\t\t<<set _possible_names.push("阿特拉斯")>>\n\t\t<<elseif $planet.gravity == "High" & $planet.water != "Planet-wide ocean">>\n\t\t\t<<set _backup_names.push("球")>>\n\t\t\t<<set _backup_names.push("阿特拉斯")>>\n\t\t<<elseif $planet.gravity == "Very low" & $planet.water != "Planet-wide ocean">>\n\t\t\t<<set _possible_names.push("峭壁")>>\n\t\t\t<<set _possible_names.push("斜坡")>>\n\t\t<<elseif $planet.gravity == "Low" & $planet.water != "Planet-wide ocean">>\n\t\t\t<<set _backup_names.push("峭壁")>>\n\t\t\t<<set _backup_names.push("斜坡")>>\n\t\t<</if>>\n\n\t\t<<if $planet.water == "Planet-wide ocean">>\n\t\t\t<<set _possible_names.push("亚特兰蒂斯")>>\n\t\t\t<<set _possible_names.push("欧申纳斯")>>\n\t\t\t<<set _possible_names.push("塔拉萨")>>\n\t\t\t<<set _possible_names.push("帕奇菲卡")>>\n\t\t<<elseif $planet.water == "Ice-covered surface">>\n\t\t\t<<set _possible_names.push("雪球")>>\n\t\t\t<<set _possible_names.push("冰球")>>\n\t\t\t<<set _possible_names.push("冰棒")>>\n\t\t\t<<set _possible_names.push("冰")>>\n\t\t<<elseif $planet.water == "Trace" | $planet.water == "None">>\n\t\t\t<<set _possible_names.push("爱瑞")>>\n\t\t\t<<set _possible_names.push("沙漠")>>\n\t\t\t<<set _possible_names.push("砂岩")>>\n\t\t\t<<set _possible_names.push("渴望")>>\n\t\t<</if>>\n\n\t\t<<if $planet.resources == "Rich">>\n\t\t\t<<set _possible_names.push("邦蒂")>>\n\t\t\t<<set _possible_names.push("埃尔多拉多")>>\n\t\t\t<<set _possible_names.push("赫菲斯托斯")>>\n\t\t\t<<set _possible_names.push("迈达斯")>>\n\t\t<<elseif $planet.resources == "Poor">>\n\t\t\t<<set _possible_names.push("饥荒")>>\n\t\t\t<<set _possible_names.push("贫乏")>>\n\t\t<</if>>\n\n\n\t\t\t/% Plants %/\n\t\t<<if $planet.surface_features.includes("Plant life") | $planet.surface_features.includes("Edible plants") | $planet.surface_features.includes("Poisonous plants")>>\n\t\t\t<<set _possible_names.push("花园")>>\n\t\t\t<<set _possible_names.push("阿卡迪亚")>>\n\t\t<</if>>\n\n\t\t<<if $planet.surface_features.includes("Poisonous plants")>>\n\t\t\t<<set _possible_names.push("颠茄")>>\n\t\t<<elseif $planet.surface_features.includes("Edible plants")>>\n\t\t\t<<set _possible_names.push("丰饶")>>\n\t\t<</if>>\n\n\t\t<<if $planet.surface_features.includes("Airtight caves") | $planet.surface_features.includes("隔热洞穴")>>\n\t\t\t<<set _possible_names.push("沃伦")>>\n\t\t\t<<set _possible_names.push("蜂窝")>>\n\t\t\t<<set _possible_names.push("莫洛克")>>\n\t\t\t<<set _possible_names.push("地下")>>\n\t\t\t<<set _possible_names.push("洞穴探险")>>\n\t\t<</if>>\n\t<</if>>\n\n\t/* Pick a name */\n\t<<if _possible_names.length == 0>>\n\t\t<<set _possible_names = _backup_names>>\n\t<</if>>\n\t<<set $planet.name = either(_possible_names)>>\n\n<</if>>\n\n/* Now the first impression text */\n<<if $colonists >= constants.max_colonists>>\n\tThe colonists\n<<elseif $colonists >= constants.max_colonists/2>>\n\t幸存的殖民者\n<<elseif $colonists >= 0>>\n\t少数幸存的殖民者\n<</if>>\n\n从卧室醒来,审视他们的新家。\n\n/* Landscape */\n<<if $planet.water == "Planet-wide ocean">>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>这艘种子船在有毒的天空下,在绵延数公里的\n\t\t<<case "Low">>这艘种子船在一片波涛汹涌的海面上摇曳,下面是一片波涛汹涌的大海\n\t\t<<case "Moderate">>这艘船漂浮在延伸到地平线的海面上\n\t\t<<case "High">>这艘船漂浮在平静的海面上,一直延伸到地平线\n\t\t<<case "Very high">>这艘船停在下面镜像平坦的海面上\n\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t<</switch>>\n<<elseif $planet.surface_features.includes("Plant life")\n\t\t| $planet.surface_features.includes("Edible plants")\n\t\t| $planet.surface_features.includes("Poisonous plants")>>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>极其纤细的外来植物组成的森林绵延数公里\n\t\t<<case "Low">>由高大的外来植物组成的森林绵延数百米\n\t\t<<case "Moderate">>外来植被的森林延伸到下面\n\t\t<<case "High">>低矮的、长着粗壮四肢的外来植物在地底延伸开去\n\t\t<<case "Very high">>一片片陌生的苔藓延伸在\n\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t<</switch>>\n<<elseif $planet.water == "Ice-covered surface">>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>几公里高的冰尖顶伸入\n\t\t<<case "Low">>高耸的,锯齿状的冰尖伸向\n\t\t<<case "Moderate">>锯齿状的冰碎片在下方延伸开去\n\t\t<<case "High">>下面是一片皱缩的冰原\n\t\t<<case "Very high">>下面是一片完全平坦的冰平原\n\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t<</switch>>\n<<elseif $planet.atmosphere == "None">>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>高耸的陨石坑壁和高耸的岩石碎片形成了参差不齐的景观\n\t\t<<case "Low">>一个参差不齐,坑坑洼洼的景观延伸到下面\n\t\t<<case "Moderate">>一个完美的静止,坑坑洼洼的景观延伸到下面\n\t\t<<case "High">>一个完美的静止的景观,除了一些浅陨石坑,平坦的,延伸到下面\n\t\t<<case "Very high">>一个完美的静止,平坦的风景延伸到下面\n\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t<</switch>>\n<<else>>\n\t<<switch $planet.gravity>>\n\t\t<<case "Very low">>细长的岩石露出地面,下面是连绵不绝的高山\n\t\t<<case "Low">>下面是巨大的巨石和高耸的山脉\n\t\t<<case "Moderate">>贫瘠的岩石地貌一直延伸到地下\n\t\t<<case "High">>一片平坦的岩石景观延伸到\n\t\t<<case "Very high">>下面是一片平坦贫瘠的土地\n\t\t<<default>>@@.error;Unexpected gravity value $gravity.@@\n\t<</switch>>\n<</if>>\n\n/* Sky (come back to this and add more) */\n<<switch $planet.atmosphere>>\n\t<<case "Breathable">>\n\t\t在蓝色的天空下。\n\t<<case "Marginal">>\n\t\t载淡蓝色的天空下。\n\t<<case "None">>\n\t\t在繁星点点的黑色天空下。\n\t<<case "Non-breathable">>\n\t\t在一片陌生的天空下。\n\t<<case "Toxic">>\n\t\t在海浪中颠簸中。\n\t<<case "Corrosive">>\n\t\t在布满腐蚀性云层的天空。\n\t<<default>>\n\t\t@@.error;Unexpected atmosphere $planet.atmosphere@@\n<</switch>>\n\n\n<<if $planet.surface_features.includes("Planet-spanning civilisation")>>\n\t<<if $planet.native_tech_level < 6>>\n\t\t这颗种子很快就被一群警惕的当地人包围了。\n\t<<elseif $planet.native_tech_level < 8>>\n\t\t种子船很快就被当地士兵、学者、牧师和外交官的营地包围了。\n\t<<else>>\n\t\t种子船很快被当地士兵、科学家和外交官组成的营地包围了。\n\t<</if>>\n\t这两个物种成功地实现了交流,殖民者也知道了当地人给他们的星球取名 <<= $planet.name>>.\n<<else>>\n\t<<if $colonists < constants.max_colonists>>\n\t\t他们建了一座纪念碑纪念 <<print constants.max_colonists-$colonists>> 没有在旅途中幸存下来的殖民者,还有\n\t<<else>>\n\t\t他们\n\t<</if>>\n\n\t把自己的新世界命名为\n\n\t<span id="name" class="inline-link">\n\t<<link $planet.name>>\n\t\t<<script>>\n\t\t\t$('#name').hide();\n\t\t\t$('#name-dialog').show();\n\t\t<</script>>\n\t<</link>>,\n\n\t<<switch $planet.name>>\n\t\t<<case "地獄", "卡连特", "焦土">>因为它非常热。\n\t\t<<case "北极大陆", "寒带", "弗里格斯">>因为它非常冷。\n\t\t<<case "主球">>因为它的高重力使它的视界完全平坦。\n\t\t<<case "阿托拉斯">>因为站在它的高度重力下需要勇气。\n\t\t<<case "峭壁", "Rise">>因为它的低重力意味着它有许多高而崎岖的山脉。\n\t\t<<case "亚特兰蒂斯" "大洋洲", "塔拉萨", "帕奇菲卡">>因为它所有的土地都被淹没在浩瀚的海洋之下。\n\t\t<<case "雪球" "Iceball", "冰棒", "冰川">>因为它的地表完全被冰覆盖。\n\t\t<<case "爱瑞" "Desert", "砂岩", "Thirsty">>因为它缺水。\n\t\t<<case "阿卡迪亚" "Garden">>因为这里植物繁茂。\n\t\t<<case "颠茄">>因为这里有有毒植物。\n\t\t<<case "丰饶">>因为它有丰富的可食用植物。\n\t\t<<case "沃伦" "Honeycomb", "莫洛克", "亚区", "穴星">>因为这里有遍布地壳的大量洞穴。\n\t\t<<case "邦蒂" "El Dorado", "赫菲斯托斯", "迈达斯">>因为它有丰富的矿产资源。\n\t\t<<case "匮乏" "Paucity">>因为它缺乏矿产资源。\n\t\t<<case "伊甸园" "Paradise", "盖亚">>因为它完美的条件。\n\t\t<<case "新地球" "Terra Nova">>因为它和他们留下的地球很像。\n\t\t<<case "尘世">>因为这就是这个世界。\n\n\t\t<<default>>@@.error;Unexpected planet name $planet.name@@\n\t<</switch>>\n\t</span>\n\n\t<span id="name-dialog" style="display:none">\n\t\t<<textbox "$planet.name" $planet.name autofocus>>\n\n\t\t<span id="enterAct"><<link "Done">>\n\t\t\t<<replace "#name">>\n\t\t\t\t<<link $planet.name>>\n\t\t\t\t\t<<script>>\n\t\t\t\t\t\t$('#name').hide();\n\t\t\t\t\t\t$('#name-dialog').show();\n\t\t\t\t\t<</script>>\n\t\t\t\t<</link>>.\n\t\t\t<</replace>>\n\t\t\t<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\t\t\t<<script>>\n\t\t\t\t$('#name').show();\n\t\t\t\t$('#name-dialog').hide();\n\t\t\t<</script>>\n\t\t<</link>></span>\n\t</span>\n\n\t<<script>>\n\t(function(){\n\t\t$(document).keyup(function(e){\n\t\t\tif(e.keyCode == 13){\n\t\t\t\t\t/* Enter */\n\t\t\t\t$('#enterAct a').trigger("click");\n\t\t\t}\n\t\t});\n\t}());\n\t<</script>>\n<</if>>\n\n/* Update planet stats because it now has a name. */\n<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\n<br><br><<FCNextPassage [[FC Construction]]>>\n\n
<<widget randomSystem>>\n\t<<set $system = either(constants.system_names)>>\n<</widget>>\n\n/* randomSystemExcluding */\n/* Each argument should be either a system name or the word "destroyed". */\n/* Will return a random system from a list excluding the system names in the arguments. */\n/* If one argument is "destroyed", will also exclude destroyed systems. */\n<<widget randomSystemExcluding>>\n\t<<set _allowed_systems = []>>\n\t<<for $n = 0; $n < constants.system_names.length; $n++>>\n\t\t<<set _this_system = constants.system_names[$n]>>\n\t\t<<if !$args.includes(_this_system) >>\n\t\t\t<<getSystemStrength _this_system>>\n\t\t\t<<if $system_strength > 0 | !$args.includes("destroyed")>>\n\t\t\t\t<<set _allowed_systems.push(_this_system)>>\n\t\t\t<</if>>\n\t\t<</if>>\n\t<</for>>\n\t<<if _allowed_systems.length == 0>>\n\t\t<<set $system = "">>\n\t<<else>>\n\t\t<<set $system = either(_allowed_systems)>>\n\t<</if>>\n<</widget>>\n\n/* randomIntactSystemFrom */\n/* Returns a random system from the given list, choosing between only those systems that are not destroyed */\n<<widget randomIntactSystemFrom>>\n\t<<set _allowed_systems = []>>\n\t<<for $n = 0; $n < $args.length; $n++>>\n\t\t<<set _this_system = $args[$n]>>\n\t\t<<getSystemStrength _this_system>>\n\t\t<<if $system_strength > 0>>\n\t\t\t<<set _allowed_systems.push(_this_system)>>\n\t\t<</if>>\n\t<</for>>\n\t<<set $system = either(_allowed_systems)>>\n<</widget>>\n
<<silently>>\n\t<<set $surface_probe_used = true>>\n\t<<set $surface_probes -= 1>>\n\t<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\t<<refreshStatusDisplay>>\n\t<<set $surface_probe_current_feature = 0>>\s\n\t<<replace "#anomalies_title_text">>Surface features:<</replace>>\s\n\t<<replace "#anomalies_text">><</replace>>\s\n\n<</silently>>\s\n<<nobr>>\n\n\t地表探针传感器\n\n\t<<if $scanner_atmosphere_success\n\t\t& $scanner_gravity_success\n\t\t& $scanner_temperature_success\n\t\t& $scanner_resources_success\n\t\t& $scanner_water_success>>\n\t\t已确认飞船轨道扫描仪的读数。\n\t<<else>>\n\t\t已填补飞船从轨道上收集的数据空白。\n\t<</if>>\n\n\t<<set $scanner_atmosphere_success = true>>\n\t<<set $scanner_gravity_success = true>>\n\t<<set $scanner_temperature_success = true>>\n\t<<set $scanner_resources_success = true>>\n\t<<set $scanner_water_success = true>>\n\n\t<<scrollToPostPlanetStats>>\n<</nobr>>\n\n<<link "Continue">><<replaceAndFadeIn "#post-planet-stats" [[SP Feature]]>><</link>>\n
DEBUG: Edit ship stats\n\nColonists: <<textbox "$colonists" $colonists>>/constants.max_colonists\n\nAtmosphere scanner: <<textbox "$scanner_atmosphere" $scanner_atmosphere>>/100, level <<textbox "$scanner_atmosphere_level" $scanner_atmosphere_level>>/2\n重力扫描仪: <<textbox "$scanner_gravity" $scanner_gravity>>/100, level <<textbox "$scanner_gravity_level" $scanner_gravity_level>>/2\n温度扫描仪: <<textbox "$scanner_temperature" $scanner_temperature>>/100, level <<textbox "$scanner_temperature_level" $scanner_temperature_level>>/2\n水扫描仪: <<textbox "$scanner_water" $scanner_water>>/100, level <<textbox "$scanner_water_level" $scanner_water_level>>/2\n资源扫描仪: <<textbox "$scanner_resources" $scanner_resources>>/100, level <<textbox "$scanner_resources_level" $scanner_resources_level>>/2\nSurface probes: <<textbox "$surface_probes" $surface_probes>>/5\n\n着陆系统: <<textbox "$system_landing" $system_landing>>/100\nConstructors: <<textbox "$system_constructors" $system_constructors>>/100\n\nCultural database: <<textbox "$system_cultural_database" $system_cultural_database>>/100\nScientific database: <<textbox "$system_scientific_database" $system_scientific_database>>/100\n\n\n<<nobr>><<linkreplace "Done">>\n\t<<set $colonists = Number($colonists)>>\n\t<<set $scanner_atmosphere = Number($scanner_atmosphere)>>\n\t<<set $scanner_gravity = Number($scanner_gravity)>>\n\t<<set $scanner_temperature = Number($scanner_temperature)>>\n\t<<set $scanner_water = Number($scanner_water)>>\n\t<<set $scanner_resources = Number($scanner_resources)>>\n\t<<set $surface_probes = Number($surface_probes)>>\n\n\t<<set $system_landing = Number($system_landing)>>\n\t<<set $system_constructors = Number($system_constructors)>>\n\n\t<<set $system_cultural_database = Number($system_cultural_database)>>\n\t<<set $system_scientific_database = Number($system_scientific_database)>>\n\n\tNumbers processed.\n\t\n\t<<return "Click here">>\n<</linkreplace>><</nobr>>\n\n\n\n
<<if $surface_probes <= 0>>\n\t曾经将表面探针固定在种子船侧面的夹具在其控制系统发生故障时会抽搐,但随着所有探针的消失,故障不会造成任何伤害。\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t在星际空间深处,人工智能被一个故障警告惊醒:一个表面探测器意外激活。也许是偶然遇到宇宙辐射导致其电子设备出现故障,或者是其制造过程中的一个缺陷最终显现出来。不管是什么原因,探测器的钻头或引擎随时都可能启动。如果在探测器仍与船对接时发生这种情况,则可能会损坏其他系统之一。\n\t<<else>>\n\t\t另一个老化表面探针出现故障。人工智能必须决定是抛弃它,还是试图控制它,冒着让它破坏另一个系统的风险。\n\t<</if>>\n\n\t<br><br>\n\t<div id="result-area">\n\t<<link "尝试控制探头">>\n\t\t<<if random(0,1) == 0>>\n\t\t\t<<replace "#result-area">>\n\t\t\t\t从人工智能到探测器的疯狂命令点亮了飞船的电路。在数千个人工智能周期(实时时间为几分之一秒)之后,人工智能识别并纠正了探测器编程中的问题。探头关闭,等待使用时间。\n\n\t\t\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t\t\t<</replace>>\n\t\t\t<<fadeIn "#result-area">>\n\t\t<<else>>\n\t\t\t<<randomSystemExcluding "surface probes">>\n\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t<<killColonistsMedium>>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t流氓探测器撕裂进入睡眠室,钻入一个又一个睡眠室,并愉快地传输,当里面的殖民者死亡时,它检测到了有机物质。人工智能终于找到了关闭它的命令,但不是在 $deaths 名殖民者被杀之前。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t<<else>>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<replace "#result-area">>\n\t\t\t\t\t盗贼探测器撕裂了 $system ,在人工智能找到关闭它的命令之前严重损坏了它。\n\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area">>\n\t\t\t<</if>>\n\t\t<</if>>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n\t<br>\n\t<<link "丢弃探头">>\n\t\t<<set $surface_probes -= 1>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t表面探测器在黑暗中一闪而过,当它试图扫描一个没有的行星时,传感器竖立着。\n\n\t\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<</link>></div>\n<</if>>
/* Random encounter chances */\n/* Initial: 2/10 uneventful, 7/10 common, 1/10 rare */\n/* Final: 5/10 malfunction, 4/10 common, 1/10 rare */\n\n<<unset $planet>>\n<<unset $off_course>>\n\n<<set _malfunction_chance = Math.min(visited()-5, 5)>>\n\n<<set _encounter = $last_encounter>>\n<<for _n = 0; $last_encounter == _encounter; _n++>>\n\t<<set _r = random(0,9)>>\n\t<<if _r < _malfunction_chance>>\n\t\t\t/* MALFUNCTIONS */\n\t\t<<set _encounter = either(constants.MO_encounters_malfunction)>>\n\t\t<<set $last_encounter_category = "Malfunction">>\n\t<<elseif _r < 2 & constants.MO_encounters_uneventful.length > 0 & $last_encounter_category != "Uneventful">>\n\t\t\t/* NOTHING INTERESTING HAPPENS - once each per playthrough */\n\t\t<<set _r2 = random(0,(constants.MO_encounters_uneventful.length)-1)>>\n\t\t<<set _encounter = constants.MO_encounters_uneventful[_r2]>>\n\t\t<<set constants.MO_encounters_uneventful.splice(_r2,1)>>\n\t\t<<set $last_encounter_category = "Uneventful">>\n\t<<elseif visited() < 3>>\n\t\t\t/* FIRST TWO EVENTS */\n\t\t<<set _encounter = either(constants.MO_encounters_first_two)>>\n\t\t<<set $last_encounter_category = "Common">>\n\t<<elseif _r == 9 & constants.MO_encounters_rare.length > 0 & $last_encounter_category != "Rare">>\n\t\t\t/* RARE EVENTS - once each per playthrough */\n\t\t<<set _r2 = random(0,(constants.MO_encounters_rare.length)-1)>>\n\t\t<<set _encounter = constants.MO_encounters_rare[_r2]>>\n\t\t<<set constants.MO_encounters_rare.splice(_r2,1)>>\n\t\t<<set $last_encounter_category = "Rare">>\n\t<<else>>\n\t\t\t/* COMMON EVENTS */\n\t\t<<set _encounter = either(constants.MO_encounters_common)>>\n\t\t<<set $last_encounter_category = "Common">>\n\t<</if>>\n<</for>>\n<<set $last_encounter = _encounter>>\n<<set $event_planet = {}>>\n\n<<if visited() == 1>>\n\t人工智能判断第一颗行星不合适。它打开扫描仪,展开太阳帆,开始了另一段穿越太空的漫长旅程。\n\n\t<br><br><<continueLink _encounter>>\n<<else>>\n\t<<goto _encounter>>\n<</if>>\n
/* Small-screen (mobile) formatting is default. Then changed for big screens. */\n\n.debug-text {\n\t/* Un-comment display:none for release */\n\tdisplay: none;\n\tpadding: 0.25em;\n\tbackground-color: #003300;\n\tborder-left: 0.5em solid #00FF00;\n}\n\n\n/* Small screens: status bar at the top with 80% text size, planet scan in one vertical table */\n#status-display {\n\tbox-sizing: border-box;\n\tbackground-color: #111;\n\tborder: solid 1px #333;\n\tposition: fixed;\n\tleft: 0;\n\ttop: 0;\n\twidth: 100%;\n\theight: 8em;\n\tpadding: 0.5em 0.5em 0em 0.5em;\t/* Top, right, bottom, left */\n\tdisplay: none;\t/* Initially hidden */\n}\n\n.status-display-colonists {\n\tdisplay: block;\n\tbox-sizing: border-box;\n\twidth: 98%;\n\tmargin-bottom: 0.5em;\n}\n\n.status-display-block {\n\tdisplay: inline-block;\n\tvertical-align: top;\n\tbox-sizing: border-box;\n\twidth: 49%;\n}\n\n#status-display table {\n\tfont-size: 0.7em;\n\twidth: 100%;\n}\n\n#status-display td {\n\tpadding-bottom: 0.2em;\n\ttext-align: left;\n}\n\n.status-display-number-column {\n\twidth: 2em;\n}\n\n.status-display-change-column {\n\twidth: 2em;\n}\n\n#passages {\n\tmargin: 8em 0em 0em 0em;\t/* Top, right, bottom, left */\n\tpadding: 1em 0.5em;\n\tfont-size: 0.9em;\n}\n\n.front-matter #passages {\n\tmargin: 0em 0em 0em 0em;\t/* Top, right, bottom, left */\n}\n\n.skip-intro-link {\n\tposition:fixed;\n\tbottom: 20px;\n\tright: 30px;\n\tfont-size: 75%;\n\tbackground-color: #000;\n}\n\n.skip-intro-link a {\n\tfont-size: 1.0em !important;\n}\n\n#sidebar-status-display td {\n\tpadding: 0.3em 0;\n}\n\n.planet-display-table-area {\n\tdisplay: block;\n\twidth: 100%;\n\ttext-align: center;\n}\n\n.planet-display-table-section {\n\tdisplay: block;\n\tvertical-align: top;\n\twidth: 100%;\n\tmargin: 0em;\n\ttext-align: left;\n\t/*min-width: 12em;*/\n}\n\n.planet-display-table-section table {\n\twidth: 100%;\n}\n\n.main-loop-links {\n\twidth: 100%;\n\ttext-align: center;\n}\n\n.main-loop-links a {\n\tfont-size: initial;\t/* Full size font regardless of screen size, to make links easily clickable */\n\tdisplay: inline-block;\n\twidth: 40%;\n\tpadding: 0.1em 0.2em;\n\tmargin-bottom: 0.5em;\n}\n\na {\n\tdisplay: inline-block;\n\tborder: solid 1px #8af;\n\tbackground-color: #001;\n\tpadding: 0.1em 0.2em;\n\tmargin-bottom: 0.5em;\n}\n\n.disabled-hiscore-link {\n\tdisplay: inline-block;\n\tborder: solid 1px grey;\n\tcolor: grey;\n\tbackground-color: #050505;\n\tpadding: 0.1em 0.2em;\n\tmargin-bottom: 0.5em;\n}\n\n.surface-probe-link {\n\tfont-size: 0.8em;\n}\n\n.main-loop-link-spacer {\n\tdisplay: none;\n}\n\n.inline-link {\n\tpadding: initial;\n\tmargin-bottom: initial;\n}\n\n.inline-link a {\n\tpadding: initial;\n\tmargin-bottom: initial;\n}\n\n.score-table {\n\twidth: 100%;\n}\n\n.score-table td {\n\tfont-size: 0.8em;\n}\n\n.hiscore-table {\n\twidth: 100%;\n}\n\n.hiscore-table td {\n\tfont-size: 0.8em;\n}\n\n#title-screen-block {\n\ttext-align:center;\n\tposition: absolute;\n\ttop: 50%;\n\tleft: 50%;\n\ttransform: translate(-50%, -50%);\n}\n\n\n/* Medium screens: status bar at the left with 80% text size, planet scan in one vertical table */\n@media screen and (min-width: 30em) {\n\t#status-display {\n\t\twidth: 12em;\n\t\theight: 100%;\n\t\tpadding-top: 0.5em;\n\t\tpadding-bottom: 0em;\n\t\tpadding-left: 0.5em;\n\t\tpadding-right: 0.5em;\n\t}\n\n\t#status-display table {\n\t\tfont-size: 0.8em;\n\t}\n\n\t.status-display-block {\n\t\tdisplay: block;\n\t\twidth: 100%;\n\t\tmargin-bottom: 1em;\n\t}\n\n\t.status-display-colonists {\n\t\tdisplay: block;\n\t\twidth: 100%;\n\t\tmargin-bottom: 1em;\n\t}\n\n\t#passages {\n\t\tmargin: 0em 0em 0em 12em;\t/* Top, right, bottom, left. */\n\t\tpadding-top: 1em;\n\t\tpadding-bottom: 1em;\n\t\tpadding-left: 4em;\n\t\tpadding-right: 4em;\n\t}\n\n\n\t.score-table {\n\t\twidth: 90%;\n\t}\n\n\t/* Big screens: status bar at the left with 100% text size, planet scan in two side-by-side tables */\n\t@media screen and (min-width: 50em) {\n\t\t#status-display {\n\t\t\twidth: 17.5em;\n\t\t\theight: 100%;\n\t\t\tpadding-left: 1.5em;\n\t\t}\n\n\t\t#passages {\n\t\t\tmargin: 0em 0em 0em 17.5em;\t/* Top, right, bottom, left. */\n\t\t\tfont-size: 1.0em;\n\t\t}\n\n\t\t.planet-display-table-section {\n\t\t\tdisplay: inline-block;\n\t\t\tvertical-align: top;\n\t\t\twidth: 48%;\n\t\t\tbox-sizing: border-box;\n\t\t}\n\n\t\t/* Normal link appearance, not buttons */\n\t\t.main-loop-links {\n\t\t\twidth: auto;\n\t\t\ttext-align: left;\n\t\t}\n\n\t\t.main-loop-links a {\n\t\t\twidth: auto;\n\t\t}\n\n\t\t.score-table td {\n\t\t\tfont-size: initial;\n\t\t}\n\n\t\t.hiscore-table td {\n\t\t\tfont-size: initial;\n\t\t}\n\n\t\t/* In the app version, links are always buttons, do not become text on larger screens. Link spacer is always hidden. */\n\t\t/* If this is _not_ the app version, the html element will have the web-version class */\n\t\t.web-version a {\n\t\t\tfont-size: initial;\t/* Full size font regardless of screen size, to make links easily clickable */\n\t\t\tdisplay: initial;\n\t\t\tborder: initial;\n\t\t\tpadding: initial;\n\t\t\tmargin-bottom: initial;\n\t\t\tbackground-color: initial;\n\t\t}\n\n\t\t.web-version .disabled-hiscore-link {\n\t\t\tfont-size: initial;\t/* Full size font regardless of screen size, to make links easily clickable */\n\t\t\tdisplay: initial;\n\t\t\tborder: initial;\n\t\t\tpadding: initial;\n\t\t\tmargin-bottom: initial;\n\t\t\tbackground-color: initial;\n\t\t\tcolor: grey;\n\t\t}\n\n\t\t.web-version .main-loop-link-spacer {\n\t\t\tdisplay: initial;\n\t\t}\n\t}\n\n\t/* Tall enough screens: add padding to passages and status display. */\n\t@media screen and (min-height: 20em) {\n\t\t#status-display {\n\t\t\tpadding-top: 4em;\n\t\t}\n\n\t\t#passages {\n\t\t\tpadding-top: 4em;\n\t\t\tpadding-bottom: 4em;\n\t\t}\n\n\t}\n\n\t/* Tall screens: space out lines in status display if there's enough space for it. */\n\t@media screen and (min-height: 30em) {\n\t\t#status-display td {\n\t\t\tpadding-bottom: 0.5em;\n\t\t}\n\n\t\t/* Status bar has full size text only if screen is wide and tall. */\n\t\t@media screen and (min-width: 50em) {\n\t\t\t#status-display table {\n\t\t\t\tfont-size: 1.0em;\n\t\t\t}\n\t\t}\n\t}\n}\n\n\n\nbody {\n\tbackground-color: #000;\n}\n\n\n.credits-small-text {\n\tfont-size: 0.75em;\n}\n\n.credits-small-text a {\n\tfont-size: 1.0em;\n}\n\n\n#title, #menu, #ui-bar-tray {\n\tdisplay: none;\n}\n\n.passage table {\n\tmargin: 0em 0;\n\tborder-collapse: collapse;\n\tfont-size: 100%;\n}\n.passage tr, .passage th, .passage td, .passage caption {\n\tpadding: 0px 5px;\n\tvertical-align: top;\n}\n\na:hover {\n\tcolor: #8af;\n\ttext-decoration: none;\n\ttext-shadow: 0px 0px 5px #8af;\n}\n\nh1 {\n\ttext-shadow: 0px 0px 50px #8af;\n}\n\n.scanning {\n\tcolor: grey;\n}\n\n.good {\n\tcolor: lime;\n}\n\n.mediocre {\n\tcolor: yellow;\n}\n\n.bad {\n\tcolor: red;\n}\n\n.destroyed {\n\tcolor: darkred;\n}\n\n.continue-text {\n\tfont-weight: bold;\n}\n\n.placeholder {\n\tpadding: 0.25em;\n\tbackground-color: #003333;\n\tborder-left: 0.5em solid #00FF00;\n}\n\n.fade-in {\n\ttransition: opacity 400ms ease-in;\n}\n\n#passages a.link-external:after {\n\tcontent: normal;\n}\n\n\n\n/* Style all font awesome icons */\n.fa a {\n\tdisplay: inline-block;\n\tpadding: 0.55em 0.5em 0.45em;\n\twidth: 1em;\n\theight: 1em;\n\ttext-align: center;\n\ttext-decoration: none;\n\tmargin: 5px 2px;\n\tborder-radius: 50%;\n color: white;\n\tbackground: #404040;\n\tborder: none;\n}\n\n/* Add a hover effect */\n.fa a:hover {\n\tcolor: white;\n\ttext-decoration: none;\n}\n\n/* Not using font awesome stylesheet to style these: putting the character code in the page explicitly */\n.icon-facebook a:hover {\n background: #3B5998;\n}\n\n.icon-facebook a:before {\n content: "\sf09a";\n}\n\n.icon-twitter a:hover {\n background: #55ACEE;\n}\n\n.icon-twitter a:before {\n content: "\sf099";\n}\n\n.icon-home a:hover {\n background: green;\n}\n\n.icon-home a:before {\n content: "\sf015";\n}\n\n.icon-chain a:hover {\n background: green;\n}\n\n.icon-chain a:before {\n content: "\sf0c1";\n}\n\n\n#starfield {\n -webkit-user-select: none; /* Chrome, Opera, Safari */\n -moz-user-select: none; /* Firefox 2+ */\n -ms-user-select: none; /* IE 10+ */\n user-select: none; /* Standard syntax */\n\toverflow:hidden;\n\tcursor:default;\n\tz-index:-10;\n}\n\n.title-screen-patreon-button {\n\tposition: absolute;\n\tbottom: 20px;\n\tleft: 20px;\n\topacity: 0.15;\n\twidth: 100px;\n\tmax-width: 25%;\n\theight: auto;\n}\n\n.title-screen-patreon-button img {\n\twidth: 100%;\n\theight: auto;\n}\n\n.title-screen-patreon-button:hover {\n\topacity: 0.3;\n}\n\n.title-screen-patreon-button a {\n\tborder: 0px none transparent;\n}\n\n\n.title-screen-support-area {\n\tposition: absolute;\n\tbottom: 20px;\n\tleft: 20px;\n\theight: auto;\n\tmargin-bottom: 0.5em;\n\topacity: 0.8;\n}\n\n.title-screen-version-number {\n\ttext-align:center;\n\tposition: absolute;\n\ttop: 5px;\n\tright: 5px;\n\tfont-size: 60%;\n\topacity: 0.8;\n}\n\n.title-screen-app-store-area {\n\tposition: absolute;\n\tbottom: 20px;\n\tright: 20px;\n\twidth: 150px;\n\tmax-width: 25%;\n\theight: auto;\n\ttext-align: center;\n}\n\n/* Google play image has padding in the image, whereas the app store one has to have it added in css */\n#google-play-image {\n\twidth: 150px;\n\tmax-width: 100%;\n\theight: auto;\n\tbox-sizing: border-box;\n}\n\n#app-store-image {\n\twidth: 150px;\n\tmax-width: 100%;\n\theight: auto;\n\tbox-sizing: border-box;\n\tpadding: 0% 6.5%;\n}\n\n.title-screen-app-store-area a {\n\tborder: none;\n\tbackground-color: transparent;\n\tpadding: 0em;\n\tmargin-bottom: 0em;\n}\n\n.title-screen-lod-toggle-area {\n\tposition: absolute;\n\tbottom: 20px;\n\tleft: 50%;\n\ttransform: translate(-50%, 0);\n\theight: auto;\n\tmargin-bottom: 0.5em;\n}\n\n.title-screen-toggle-dol {\n\tdisplay: none;\n}\n\n.dark-on-light .title-screen-toggle-dol {\n\tdisplay: initial;\n}\n\n.title-screen-toggle-lod {\n\tdisplay: initial;\n}\n\n.dark-on-light .title-screen-toggle-lod {\n\tdisplay: none;\n}\n\n\n.end-game-patreon-button {\n\tdisplay: inline-block;\n\tvertical-align: -32%;\n\topacity: 0.5;\n\twidth: 80px;\n\theight: auto;\n}\n\n.end-game-patreon-button img {\n\twidth: 100%;\n\theight: auto;\n}\n\n.end-game-patreon-button a {\n\tborder: 0px none transparent;\n}\n\n.end-game-patreon-button:hover {\n\topacity: 1.0;\n}\n\n\n\n/* Dark-on-light style -- toggleable from options */\n.dark-on-light {\n\tcolor: #000000;\n}\n\n.dark-on-light body {\n\tbackground: #FFFFFF;\n}\n\n.dark-on-light #status-display {\n\tbackground-color: #CCC;\n\tborder: solid 1px #333;\n}\n\n.dark-on-light a {\n\tcolor: #000099;\n\tbackground: none;\n}\n\n.dark-on-light .disabled-hiscore-link {\n\tbackground: none;\n}\n\n.dark-on-light .scanning {\n\tcolor: grey;\n}\n\n.dark-on-light .good {\n\tcolor: #009900;\n}\n\n.dark-on-light .mediocre {\n\tcolor: #333300;\n}\n\n.dark-on-light .bad {\n\tcolor: #990000;\n}\n\n.dark-on-light .destroyed {\n\tcolor: #993333;\n}\n\n.dark-on-light .fa a {\n color: white;\n\tbackground: #404040;\n}\n\n\n.dark-on-light .icon-facebook a:hover {\n background: #3B5998;\n}\n\n.dark-on-light .icon-twitter a:hover {\n background: #55ACEE;\n}\n\n.dark-on-light .icon-home a:hover {\n background: green;\n}\n\n\n.dark-on-light .skip-intro-link {\n\tbackground-color: #FFF;\n}\n\n.dark-on-light .title-screen-patreon-button img {\n\tbackground: #000;\n\tpadding: 0.1em;\n}\n\n.dark-on-light .title-screen-patreon-button {\n\topacity: 0.75;\n}\n\n.dark-on-light .title-screen-patreon-button:hover {\n\topacity: 1.0;\n}\n\n.dark-on-light .end-game-patreon-button img {\n\tbackground: #000;\n\tpadding: 0.1em;\n}\n\n.dark-on-light .end-game-patreon-button {\n\topacity: 0.75;\n}\n\n.dark-on-light .end-game-patreon-button:hover {\n\topacity: 1.0;\n}\n\n\n.dark-on-light h1 {\n\ttext-shadow: 0px 0px 50px #000;\n}\n\n\n\n.colourblind .good {\n\tcolor: cyan;\n}
<<widget FCNextPassage>>\n\t<<if $colonists <= 0>>\n\t\t<span id="spaceAct"><<link "Continue">>\n\t\t\t<<replaceAndFadeIn "#post-planet-stats" [[FC Done]]>>\n\t\t<</link>></span>\n\t<<else>>\n\t\t<span id="spaceAct"><<link "Continue">>\n\t\t\t<<replaceAndFadeIn "#post-planet-stats" $args[0]>>\n\t\t<</link>></span>\n\t<</if>>\n\t<<refreshStatusDisplay>>\n\n\t<<scrollToPostPlanetStats>>\n\n<</widget>>\n\n
在扫描新系统时,种子船注意到,看起来像金属小行星的东西有一个复杂的结构,表明它是由智能生物建造的。它没有发出任何能量读数,它承受着数百万年微流星体撞击的伤痕,但它可能仍然包含外星科学或文化文物。\n\n<<if $surface_probes <= 0>>\n\t然而,如果没有任何地表探测器,种子船就无法对其进行调查。\n<</if>>\n\n<br><br>\n\n<div id="result-area">\n<<if $surface_probes > 0>><<link "启动表面探测器进行调查">>\n\t<<replace "#result-area">>\n\t\t<<set $surface_probes -= 1>>\n\t\t探测器通过一个古代撞击物在船体上撕裂的洞进入被遗弃的船体,\n\t\t<<switch random(0,7)>>\n\t\t\t<<case 0>>\n\t\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t\t\t并传回外星机器和艺术品的有趣图像。人工智能将图像添加到科学和文化数据库中,以便殖民者在建立殖民地后进行研究。\n\t\t\t<<case 1 2>>\n\t\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t\t\t并传回外星机器的迷人图像。人工智能将图像添加到科学数据库中,以便殖民者在建立殖民地后进行研究。\n\t\t\t<<case 3 4>>\n\t\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t\t\t并传回外星艺术品的迷人图像。人工智能将图像添加到文化数据库中,以便殖民者在建立殖民地后进行研究。\n\t\t\t<<case 5 6 7>>\n\t\t\t\t但发现其损坏严重,无法透露其建造者的任何信息。\n\t\t<</switch>>\n\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>><br><</if>>\n\n<<link "忽略被遗弃的人">>\n\t<<replace "#result-area">>\n\t\t种子船忽略了被遗弃者,并朝着内部系统前进。\n\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>></div>\n
<<set _droneType = either("data", "repair")>>\n<<set _droneHealth = random(1,100)>>\n\n种子船跟踪信号到一个在恒星外彗星云中绕轨道运行的小物体。种子船AI发送问候语,该物体将自己识别为支持无人机,在种子船之后发射,并发送到跟踪和会合处。\n\n<<switch _droneType>>\n\t<<case "data">>\n\t\t它声称携带种子船原始科学和文化数据库的副本,以修复种子船可能遭受的任何损坏。\n\t\t<<set _acceptText = "Accept data transfer">>\n\t<<case "repair">>\n\t\t它声称携带了一群机器人,可以修复种子船扫描仪和系统的损坏。\n\t\t<<set _acceptText = "Accept repairs">>\n<</switch>>\n\n<<if _droneHealth < 25>>\n\t无人机几乎无法工作。\n<<elseif _droneHealth < 50>>\n\t无人机严重受损。\n<<elseif _droneHealth < 75>>\n\t无人机明显受损。\n<<else>>\n\t无人机上有微流星体撞击留下的麻点,但在其他方面完好无损。\n<</if>>\n\n<br><br>\n\n<div id="result-area2">\n<<link _acceptText>>\n\t<<replace "#result-area2">>\n\t\t<<if random(0,75) >= _droneHealth>>\n\t\t\t/* Malfunction */\n\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\t<<randomDamageMedium>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t两艘机器人船试图会合,但无人机受损的导航系统出现故障,并与种子船的 $system 发生碰撞。\n\t\t<<elseif _droneType == "data">>\n\t\t\t<<set _repairAmount = Math.ceil(_droneHealth/2 + 50)>>\t/* 50-100 */\n\t\t\t探测器将航向与种子船匹配并传输其数据,\n\t\t\t<<if $system_scientific_database >= 100 & $system_cultural_database >= 100>>\n\t\t\t\t这证实了科学和文化数据库已经完好无损。\n\t\t\t<<elseif $system_scientific_database >= 100>>\n\t\t\t\t<<set $system_cultural_database = Math.min(100, $system_cultural_database + _repairAmount)>>\n\t\t\t\t它恢复了文化数据库中丢失的部分。\n\t\t\t<<elseif $system_cultural_database >= 100>>\n\t\t\t\t<<set $system_scientific_database = Math.min(100, $system_scientific_database + _repairAmount)>>\n\t\t\t\t它恢复了科学数据库中丢失的部分。\n\t\t\t<<else>>\n\t\t\t\t<<set $system_cultural_database = Math.min(100, $system_cultural_database + _repairAmount)>>\n\t\t\t\t<<set $system_scientific_database = Math.min(100, $system_scientific_database + _repairAmount)>>\n\t\t\t\t它恢复了科学和文化数据库中丢失的部分。\n\t\t\t<</if>>\n\t\t<<elseif _droneType == "repair">>\n\t\t\t<<if $scanner_atmosphere >= 100\n\t\t\t\t& $scanner_temperature >= 100\n\t\t\t\t& $scanner_gravity >= 100\n\t\t\t\t& $scanner_water >= 100\n\t\t\t\t& $scanner_resources >= 100\n\t\t\t\t& $system_landing >= 100\n\t\t\t\t& $system_constructors >= 100 >>\n\t\t\t\t修复机器人成群结队地穿过种子船,检查其系统的完整性,但发现他们无法修复任何东西。\n\t\t\t<<else>>\n\t\t\t\t修复机器人成群结队地穿过种子船,拆卸无人机并使用其部件修复种子船的系统。\n\t\t\t\t<<set _repairAmount = Math.ceil(_droneHealth/4 + 25)>>\t/* 25-50 */\n\t\t\t\t<<set $scanner_atmosphere = Math.min(100, $scanner_atmosphere + _repairAmount)>>\n\t\t\t\t<<set $scanner_temperature = Math.min(100, $scanner_temperature + _repairAmount)>>\n\t\t\t\t<<set $scanner_gravity = Math.min(100, $scanner_gravity + _repairAmount)>>\n\t\t\t\t<<set $scanner_water = Math.min(100, $scanner_water + _repairAmount)>>\n\t\t\t\t<<set $scanner_resources = Math.min(100, $scanner_resources + _repairAmount)>>\n\t\t\t\t<<set $system_landing = Math.min(100, $system_landing + _repairAmount)>>\n\t\t\t\t<<set $system_constructors = Math.min(100, $system_constructors + _repairAmount)>>\n\t\t\t<</if>>\n\t\t<<else>>\n\t\t\t@@.error;droneType should have been data or repair but was _droneType.@@\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n<br>\n<<link "Ignore the drone">>\n\t<<replace "#result-area2">>\n\t\t种子船继续向内部系统前进,无人驾驶飞机凄凉的砰砰声在它身后消失。\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n</div>
导航系统将人工智能从休眠状态唤醒,以报告异常的天文读数。一开始看起来像是一颗暗褐矮星,靠近种子船的轨道,它所表现出的特性不同于自然界中可能出现的任何现象。它的质量比它微弱的光度要大得多,它发出的少量辐射的光谱与任何已知类型的恒星都不同。\n<br><br>\n<div id="result-area">\n<<link "改变路线进行调查">>\n\t<<replace "#result-area">>\n\t\tT数年后,当种子船减速进入这颗奇怪恒星的轨道时,人工智能再次苏醒。即使从几个天文单位来看,这个物体也几乎完全是黑色的。种子船的导航扫描仪显示,整个恒星被包裹在一个不透明的固体外壳中。\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t通过搜索科学数据库,人工智能意识到这是一个戴森球体——一个先前假设的结构,捕捉恒星的全部能量输出。\n\t\t<<else>>\n\t\t\t人工智能在剩下的科学数据库中找不到类似的东西。\n\t\t<</if>>\n\t\t<br><br>\n\t\t<div id="result-area2">\n\t\t\t<<link "传送种间问候语">>\n\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t种子船的建造者给了它一个物种间的问候,它可以用来打开与智能外星人的通信:一系列脉冲素数建立了智能,然后是一个描绘人物的图表,解释了种子船的使命及其和平意图。人工智能现在传输了这个消息,并希望等待回复。\n\t\t\t\t\t<br><br>\n\t\t\t\t\t<<set _result = random(0,3)>>\n\t\t\t\t\t<<if _result == 0>>\n\t\t\t\t\t\t没有回应,但球体地表打开了一个光圈,将橙色星光洒向太空。当种子船经过光圈时,一束聚焦的星光射出并击中它,造成巨大的伤害并将其推进星际空间。\n\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t<<randomSystemExcluding "sleep chambers" "destroyed">>\n\t\t\t\t\t\t<<set _system1 = $system>>\n\t\t\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 "destroyed">>\n\t\t\t\t\t\t<<set _system2 = $system>>\n\t\t\t\t\t\t<<randomSystemExcluding "sleep chambers" _system1 _system2 "destroyed">>\n\t\t\t\t\t\t<<set _system3 = $system>>\n\t\t\t\t\t\t<<randomDamageHigh>>\t<<damageSystem _system1 $damage>>\n\t\t\t\t\t\t<<randomDamageHigh>>\t<<damageSystem _system2 $damage>>\n\t\t\t\t\t\t<<randomDamageHigh>>\t<<damageSystem _system3 $damage>>\n\t\t\t\t\t\t<<killColonistsMany>>\n\t\t\t\t\t\t<<set $off_course = true>>\n\t\t\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t\t<<elseif _result == 1>>\n\t\t\t\t\t\t没有回复,种子船的传感器除了从它周围的恒星泄漏的红外辐射外,根本无法从球体上获取任何能量读数。当它继续绕轨道运行时,它会检测球体地表的损坏或衰退区域。这件奇怪的艺术品似乎被遗弃了,或者它的居民对保持它的外观或与外部宇宙交流没有兴趣。人工智能无法进入球体内部或利用它,但它将其读数添加到科学数据库中。\n\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t<<set $system_scientific_database += random(10,30)>>\n\t\t\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t\t<<elseif _result == 2>>\n\t\t\t\t\t\t随之而来的是大量数据。它类似于种子船的种间问候语,然后介绍建造球体的外星种族的语言和文化。它们似乎有数百万年的历史,技术远远领先于人类”,对于人工构建的人工智能来说,许多传输是完全无法理解的,但人工智能将尽可能多的信息保存到了文化数据库中。\n\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t<<set $system_cultural_database += random(10,30)>>\n\t\t\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t\t<<elseif _result == 3>>\n\t\t\t\t\t\t一大群微小物体从球体地表脱落,包围着种子船。激光探测种子船船体的每一个轮廓,当物体搜索并找到频率时,其电子设备开始出现故障,这些频率将使它们能够与种子船的计算机进行远程接口。当外星人情报阅读和分析其内容时,科学和文化数据库亮起。\n\t\t\t\t\t\t<br><br>\n\t\t\t\t\t\t人工智能的意识中出现了一条无声的信息。人工智能很难理解一种远远优于自己的智能,但它设法收集到,星球上的居民正在为人类提供庇护所。他们将根据飞船数据库中的信息为人类建造一个新家园。但如果种子船接受了这个提议,那将是人类的新家园;没有机会继续前进。\n\t\t\t\t\t\t<br><br>\n\t\t\t\t\t\t<div id="result-area3">\n\t\t\t\t\t\t\t<<link "Accept the aliens' offer">>\n\t\t\t\t\t\t\t\t/% Generate a new planet based on your surviving databases %/\n\t\t\t\t\t\t\t\t/% For each attribute, roll a % number %/\n\t\t\t\t\t\t\t\t/% If it's < the scientific database, attribute is perfect %/\n\t\t\t\t\t\t\t\t/% If it's < the scientific database * 2, attribute is mediocre (so 50% database guarantees at least an all-yellow planet) %/\n\t\t\t\t\t\t\t\t/% Otherwise, it's bad %/\n\t\t\t\t\t\t\t\t<<set $event_planet = {}>>\n\t\t\t\t\t\t\t\t/% Atmosphere %/\n\t\t\t\t\t\t\t\t<<set _r = random(0,99)>>\n\t\t\t\t\t\t\t\t<<if _r < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.atmosphere = "Breathable">>\n\t\t\t\t\t\t\t\t<<elseif _r < $system_scientific_database * 2>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.atmosphere = "Marginal">>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.atmosphere = either("Corrosive", "Toxic", "Non-breathable", "None")>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% Gravity %/\n\t\t\t\t\t\t\t\t<<set _r = random(0,99)>>\n\t\t\t\t\t\t\t\t<<if _r < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.gravity = "Moderate">>\n\t\t\t\t\t\t\t\t<<elseif _r < $system_scientific_database * 2>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.gravity = either("Low", "High")>>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.gravity = either("Very low", "Very high")>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% Temperature %/\n\t\t\t\t\t\t\t\t<<set _r = random(0,99)>>\n\t\t\t\t\t\t\t\t<<if _r < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.temperature = "Moderate">>\n\t\t\t\t\t\t\t\t<<elseif _r < $system_scientific_database * 2>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.temperature = either("Cold", "Hot")>>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.temperature = either("Very cold", "Very hot")>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% Water %/\n\t\t\t\t\t\t\t\t<<set _r = random(0,99)>>\n\t\t\t\t\t\t\t\t<<if _r < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.water = "Oceans">>\n\t\t\t\t\t\t\t\t<<elseif _r < $system_scientific_database * 2>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.water = "Planet-wide ocean">>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.water = either("Trace", "None")>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% Resources %/\n\t\t\t\t\t\t\t\t<<set _r = random(0,99)>>\n\t\t\t\t\t\t\t\t<<if _r < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.resources = "Rich">>\n\t\t\t\t\t\t\t\t<<elseif _r < $system_scientific_database * 2>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.resources = "Poor">>\n\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.resources = "None">>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% Freeze the oceans at low temperatures %/\n\t\t\t\t\t\t\t\t<<if $event_planet.temperature == "Very cold"\n\t\t\t\t\t\t\t\t\t| ($event_planet.temperature == "Cold" & random(0,1) == 0) >>\n\t\t\t\t\t\t\t\t\t<<if $event_planet.water == "Oceans">>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.water = "Ice caps">>\n\t\t\t\t\t\t\t\t\t<<elseif $event_planet.water == "Planet-wide ocean">>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.water = "Ice-covered surface">>\n\t\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t/% SURFACE FEATURES %/\n\t\t\t\t\t\t\t\t<<set $event_planet.surface_features = []>>\n\t\t\t\t\t\t\t\t<<set $event_planet.anomalies = []>>\n\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Simulation")>>\n\t\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Simulation")>>\n\n\t\t\t\t\t\t\t\t/% PLANTS %/\n\t\t\t\t\t\t\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Vegetation")>>\n\t\t\t\t\t\t\t\t\t<<if random(50,99) < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Edible plants")>>\n\t\t\t\t\t\t\t\t\t<<elseif random(0,49) > $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Poisonous plants")>>\n\t\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Plant life")>>\n\t\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t\t\t/% ANIMALS -- CAN EXIST SEPARATELY FROM PLANTS IN THIS CASE BECAUSE IT'S A SIMUALTION %/\n\t\t\t\t\t\t\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Animal life")>>\n\t\t\t\t\t\t\t\t\t<<if random(50,99) < $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Useful animals")>>\n\t\t\t\t\t\t\t\t\t<<elseif random(0,49) > $system_scientific_database>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Dangerous animals")>>\n\t\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Animal life")>>\n\t\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t<</if>>\n\n\t\t\t\t\t\t\t\t/% A good cultural database makes the planet beautiful, a bad one makes it ugly %/\n\t\t\t\t\t\t\t\t<<if random(50,99) < $system_cultural_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Outstanding beauty")>>\n\t\t\t\t\t\t\t\t<<elseif random(0,49) > $system_cultural_database>>\n\t\t\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Outstanding ugliness")>>\n\t\t\t\t\t\t\t\t<</if>>\n\n\n\t\t\t\t\t\t\t\t/% Massive damage! %/\n\t\t\t\t\t\t\t\t<<set $scanner_atmosphere = 0>>\n\t\t\t\t\t\t\t\t<<set $scanner_gravity = 0>>\n\t\t\t\t\t\t\t\t<<set $scanner_temperature = 0>>\n\t\t\t\t\t\t\t\t<<set $scanner_resources = 0>>\n\t\t\t\t\t\t\t\t<<set $scanner_water = 0>>\n\t\t\t\t\t\t\t\t<<set $system_landing = 0>>\n\t\t\t\t\t\t\t\t<<set $system_constructors = 0>>\n\t\t\t\t\t\t\t\t<<set $surface_probes = 0>>\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t<<refreshStatusDisplay>>\n\n\t\t\t\t\t\t\t\t/% Then return systems to their factory specifications %/\n\t\t\t\t\t\t\t\t<<set $scanner_atmosphere = 100>>\n\t\t\t\t\t\t\t\t<<set $scanner_gravity = 100>>\n\t\t\t\t\t\t\t\t<<set $scanner_temperature = 100>>\n\t\t\t\t\t\t\t\t<<set $scanner_resources = 100>>\n\t\t\t\t\t\t\t\t<<set $scanner_water = 100>>\n\t\t\t\t\t\t\t\t<<set $system_landing = 100>>\n\t\t\t\t\t\t\t\t<<set $system_constructors = 100>>\n\t\t\t\t\t\t\t\t<<set $surface_probes = constants.max_probes>>\n\n\t\t\t\t\t\t\t\t<<replace "#result-area3">>\n\t\t\t\t\t\t\t\t\t人工智能不知道如何回应这条信息,但外星人似乎感觉到了它脑海中的想法,并开始行动。当机器读取和分析其中包含的每一个数据片段时,科学和文化数据库变得活跃起来。同时,群体物体靠近种子船,直到它们被夹在船体的每一部分。当机器密集地扫描和拆卸飞船时,破坏警报会突然响起,当机器进入睡眠室时,人工智能会恐慌,但到那时已经为时已晚。\n\t\t\t\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<fadeIn "#result-area3">>\n\t\t\t\t\t\t\t\t<<scrollToResultArea>>\n\t\t\t\t\t\t\t<</link>>\n\t\t\t\t\t\t\t<br>\n\t\t\t\t\t\t\t<<link "Reject the offer and move on">>\n\t\t\t\t\t\t\t\t<<replace "#result-area3">>\n\t\t\t\t\t\t\t\t\t<<set $off_course = true>>\n\t\t\t\t\t\t\t\t\t种子船冲破蜂群,盲目加速进入太空。其中一个对象\n\t\t\t\t\t\t\t\t\t<<randomSystemExcluding "destroyed">>\n\t\t\t\t\t\t\t\t\t<<if $system == "sleep chambers">>\n\t\t\t\t\t\t\t\t\t\t<<killColonistsMany>>\n\t\t\t\t\t\t\t\t\t\t冲进殖民地舱,立即杀死 $deaths 名殖民者,\n\t\t\t\t\t\t\t\t\t<<elseif $system == "surface probes">>\n\t\t\t\t\t\t\t\t\t\t<<set $surface_probes = Math.max(0, $surface_probes-random(2,4))>>\n\t\t\t\t\t\t\t\t\t\t撞击表面探针,\n\t\t\t\t\t\t\t\t\t<<else>>\n\t\t\t\t\t\t\t\t\t\t<<randomDamageHigh>>\n\t\t\t\t\t\t\t\t\t\t<<damageSystem $system $damage>>\n\t\t\t\t\t\t\t\t\t\t撞向 $system,\n\t\t\t\t\t\t\t\t\t<</if>>\n\t\t\t\t\t\t\t\t\t其余部分则分散并下降回球体表面。不久,这个奇怪的球体就在种子船引擎的辐射中消失了。\n\t\t\t\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t\t\t\t\t<<fadeIn "#result-area3">>\n\t\t\t\t\t\t\t\t<<scrollToResultArea>>\n\t\t\t\t\t\t\t<</link>>\n\t\t\t\t\t\t\n\t\t\t\t\t\t</div>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>>\n\t\t\t<br>\n\t\t\t<<link "扫描结构并继续">>\n\t\t\t\t<<set $system_scientific_database += random(10,30)>>\n\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t种子船绕着结构物运行,从各个角度对其进行扫描,然后恢复到其原始目的地行星的轨道。如果结构包含任何知道种子的内容,则不会显示它。\n\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t<</replace>>\n\t\t\t\t<<refreshStatusDisplay>>\n\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t\t<<scrollToResultArea>>\n\t\t\t<</link>>\n\t\t</div>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n[[继续前进|MO Done]]\n</div>
/* The hiscore to save should be in $hiscore */\n<<widget addHiscore>>\n\t<<set _hiscoreString = encodeHiscore($hiscore)>>\n\n\t/* Create high score table if it doesn't exist */\n\t<<if !$PERM_hiscores>>\n\t\t<<remember $PERM_hiscores = []>>\n\t<</if>>\n\n\t/* Add the new one */\n\t<<remember $PERM_hiscores.push(_hiscoreString)>>\n\n\t/* Sort (as of version 1.2.4 this involves decoding, calculating, and re-encoding all the scores, and is done in JavaScript) */\n\t<<remember $PERM_hiscores = sortHiscores($PERM_hiscores)>>\n\n\t/* Delete last one if too many */\n\t<<if $PERM_hiscores.length > constants.max_hiscores>>\n\t\t<<remember $PERM_hiscores = $PERM_hiscores.slice(0,constants.max_hiscores)>>\n\t<</if>>\n<</widget>>
<<randomSystemExcluding "destroyed">>\n数十个外星物体释放出彗星,向种子船蜂拥而来。虽然它们移动缓慢,但它们从太多角度移动,种子船无法完全避开它们,其中一些夹住船壳,开始用钻头和锯子切割。人工智能启动主机,旋转船舶,并设法摆脱他们,但不是在他们之前 \n<<if $system == "sleep chambers">>\n\t<<killColonistsFew>>\n\t拆除了 $deaths 间睡房,让殖民者在清理睡房材料时死去。\n<<elseif $system == "surface probes">>\n\t<<set $surface_probes -= 1>>\n\t携带了一个地表探测器并开始在太空中拆除。\n<<else>>\n\t<<randomDamageHigh>>\n\t<<damageSystem $system $damage>>\n\t撕下了 $system.\n<</if>>
随着定居点的建成和食物供应的保障,殖民者开始远征附近的废墟。\n\n<<if $planet.surface_features.includes("Monumental ruins")>>\n\t探险家们研究了填满废墟的雕塑、雕带和外星人的作品。甚至在他们能够翻译作品之前,他们就了解了很多关于文化及其消亡原因的知识,这些知识将帮助他们在这个新世界上创造自己的文化。\n\t<<set $system_cultural_database += random(10,30)>>\n<</if>>\n\n<<if $planet.surface_features.includes("High-tech ruins")>>\n\t<<if $planet.surface_features.includes("Monumental ruins")>>\n\t\tThey also\n\t<<else>>\n\t\tThe explorers\n\t<</if>>\n\t寻找先进的外星机器,其中一些仍在运行。 \n\t<<set $system_scientific_database += random(10,30)>>\n\t<<if $system_scientific_database > 100>>\n\t\t对这些机器进行反向工程,将使其科学发展超越种子船发射时地球文明所达到的水平。\n\t<<else>>\n\t\t对这些机器进行反向工程,可以填补受损科学数据库中的一些空白。\n\t<</if>>\n<</if>>\n\n<<if $planet.surface_features.includes("Dangerous ruins")>>\n\t<<if $planet.surface_features.includes("Monumental ruins") | $planet.surface_features.includes("High-tech ruins")>>\n\t\tHowever, they also\n\t<<else>>\n\t\t探险者\n\t<</if>>\n\t<<killColonistsMedium>>\n\t触发了一种长期休眠的防御机制,导致 $deaths 名殖民者死亡。灵动游戏· MHHF.com\n<</if>>\n\n<br><br>\n\n<<if $colonists == 0>>\n\t<<set $hiscore.summary = "Destroyed by Alien Ruins">>\n<</if>>\n\n<<FCNextPassage [[FC Technology]]>>
在太空深处,种子船的无线电天线接收到的信号如此复杂和结构化,以至于它只能是智能生命的产物。种子船无法在信号发出的方向检测到任何有趣的恒星系统,人工智能也无法知道信号在种子船穿过其路径之前已经传播了多久。分析它可以提供对外星人科学和文化的独特见解,但也可能证明是危险的。\n\n<br><br>\n\n<div id="result-area">\n<<link "分析信号">>\n\t<<replace "#result-area">>\n\t\t<<switch random(0,4)>>\n\t\t\t<<case 0 1>>\n\t\t\t\t人工智能分析信号,并确定其包含看似外来的内容 <<print either("poetry","music","art","literature")>>. 它不知道自己是无意中发现了一条抛入虚空的信息,意图被发现,还是只是简单地拦截了一条外星娱乐广播,但无论哪种情况,当殖民者从冬眠中醒来时,他们都会感兴趣。\n\t\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t\t<<case 2 3>>\n\t\t\t\t人工智能分析信号并确定其包含似乎是外星人的科学信息。它不知道自己是无意中发现了一条丢在虚空中的信息,打算被发现,还是只是简单地拦截了一条外星信息广播,但无论哪种情况,当殖民者从冬眠中醒来时,他们都会感兴趣。\n\t\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t\t<<case 4>>\n\t\t\t\t信号是复杂的、分形的、催眠的。人工智能建立了一个子例程来分析它,但在纳秒之后,它突然失去了对该子例程的控制,然后种子船的其他系统也失去了控制。该信号是一种迂回的半感知计算机程序,旨在控制任何试图对其进行分析的处理器。人工智能最终恢复了对飞船的控制,但直到该程序覆盖了部分科学和文化数据库进行处理,然后使用种子船的天线将其自身重新广播到太空。\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "scientific database" $damage>>\n\t\t\t\t<<randomDamageMedium>>\n\t\t\t\t<<damageSystem "cultural database" $damage>>\n\t\t<</switch>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<refreshStatusDisplay>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "Ignore the signal">>\n\t<<replace "#result-area">>\n\t\t种子船将信号从内存中清除并继续前进。\n\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>></div>
<div style="text-align:center;">\s\n\t<h1 style="text-align:center">Credits</h1>\s\n\t''//Seedship// created by''\n\tJohn Ayliff\n\t<<nobr>>\n\t\t<span class="credits-small-text">\n\t\t\t<span class="fa icon-home"><<externalLink "" "https://www.johnayliff.com">></span>\n\t\t\t<span class="fa icon-twitter"><<externalLink "" "https://twitter.com/johnayliff">></span>\n\t\t\t<span class="fa icon-facebook"><<externalLink "" "https://www.facebook.com/john.ayliff">></span>\n\t\t</span>\n\t<</nobr>>\n\n\t''Playtesters''\n\tKatherine Bowers\n\tFelix Clarke\n\tFurkhail\n\tMatthew Holland\n\t@jxxf\n\tJason LaPier\n\tMark Ogilvie\n\tTed P. Samuel\n\tDavid Stark\n\n\t''Planet names submitted by''\n\tchloe-and-timmy\n\tcirrus42\n\tE Dalton\n\trharrison\n\tPatrick Hi\n\tAmigara_Horror\n\tPenny Manning\n\t<<externalLink "A neural network trained by Janelle Shane" "http://aiweirdness.com/post/163209106347/star-wars-planet-names-generated-by-neural-network">>\n\n\t''$5+ <<if !constants.mobileVersion>><<externalLink "Patreon" "https://www.patreon.com/johnayliff">><<else>>Patreon<</if>> backers''\n\tScott Anderson\n\tJay Ayliff\n\tAlex Beal\n\tHoward Chung\n\tDerek Conkle-Gutierrez\n\tMike Cripps\n\tLiza Daly\n\tJessica Dennis\n\tEdward Dunar\n\tKlonsky Family\n\tDraconic Fiend\n\tJoe Geneva\n\tMcKinley Glasser\n\tSara Hatch\n\tAndrew J. Martin\n\tMarcus Jager\n\tLiara Jennings\n\tBarry Johan Arreola\n\tEthan Jones\n\tJudgeJudy\n\tKrina\n\tMichael Lang\n\tMichael Lewis\n\tPablo Longobardi\n\tPatrick M Brennan\n\tShelby Machado\n\tMrlava\n\tNate\n\tAlexander Nelson\n\tMark Ogilvie\n\tGraham Peebles\n\tRohit Rai\n\tAspen Randall\n\tJerimee Richir\n\tAndrew Roach\n\tÁrmin Scipiades\n\tJanelle Shane\n\tShopping Mall Krampus\n\tKen Snider\n\tSoftShoe\n\tJames St. Don\n\tDavid Stark\n\tstarmannnn\n\tStealth\n\tKay-Viktor Stegemann\n\tBruce Steinberg\n\tStellarator\n\tTMN\n\tTriage\n\tVictor\n\tBrenden Vigorito\n\tJaxon Welsh\n\tBrent Werness\n\tMartin Wessman\n\tJ.A. Woodbridge\n\n\t<<nobr>>\n\t\t<span class="credits-small-text" class="inline-link">\n\t\t\t//Seedship// was written in\n\t\t\t<<externalLink "Twine 1.4.2" "https://twinery.org/">>\n\t\t\tusing the\n\t\t\t<<externalLink "Sugarcube 2" "https://www.motoslave.net/sugarcube/2/">>\n\t\t\t<<if constants.mobileVersion>>\n\t\t\t\tstory format, and converted to an app using\n\t\t\t\t<<externalLink "PhoneGap" "https://phonegap.com/">>.\n\t\t\t\tApp icon CC-BY Delapouite, from \n\t\t\t\t<<externalLink "game-icons.net" "http://game-icons.net/">>.\n\t\t\t<<else>>\n\t\t\t\tstory format.\n\t\t\t<</if>>\n\t\t</span>\n\t<</nobr>>\n\n\t<<return "返回">>\n</div>\s
\n过了一会儿才有答复。它的格式与种子船的种间问候语相同,以相同的素数开始,但该图被更改为描述外星人,并表明该物体是一个探索探测器。还有更多的信息是人工智能不理解的,但它似乎已经建立了通信。\n\n<br><br>\n\n<div id="result-area2">\n<<link "Transmit scientific information">>\n\t<<replace "#result-area2">>\n\t\tThe AI transmits <<if $system_scientific_database >= 100>>the contents of<<else>>what remains of<</if>> the scientific database to the alien ship.\n\t\t<<if random(0,99) < $system_scientific_database>>\n\t\t\t它几乎同时发出了一个类似的信号:外星情报部门一定解码了种子船的科学数据库,并用自己的科学信息作出了回应。人工智能将这些新信息归档,供殖民者醒来时分析。\n\t\t\t<<set $system_scientific_database += random(5,25)>>\n\t\t<<else>>\n\t\t\t它以更多的数学脉冲响应。似乎它要么不了解种子船的科学数据库,要么觉得它不有趣。\n\t\t<</if>>\n\t\t<br><br>外星飞船似乎已经受够了对话,再次加速驶向太空。\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n<br>\n<<link "Transmit cultural information">>\n\t<<replace "#result-area2">>\n\t\tThe AI transmits <<if $system_cultural_database >= 100>>the contents of<<else>>what remains of<</if>> the cultural database to the alien ship.\n\t\t<<if random(0,99) < $system_cultural_database>>\n\t\t\t它几乎同时发出了一个类似的信号:外星情报部门一定解码了种子船的文化数据库,并回复了有关其自身外星文化的信息。人工智能将这些新信息归档,供殖民者醒来时分析。\n\t\t\t<<set $system_cultural_database += random(5,25)>>\n\t\t<<else>>\n\t\t\t它以更多的数学脉冲响应。似乎它要么不了解种子的文化数据库,要么觉得它不有趣。\n\t\t<</if>>\n\t\t<br><br>外星飞船似乎已经受够了对话,再次加速驶向太空。\n\t\t<br><br><<link "Continue">><<goto [[MO Done]]>><</link>>\n\t<</replace>>\n\t<<fadeIn "#result-area2">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea2>>\n<</link>>\n</div>
<<if visited() == 1>>\n\t当种子船在其路径上检测到异常厚的星际尘埃时,它正在减速接近下一个系统。穿过尘埃可能意味着与尘埃粒子发生几次高速碰撞。人工智能可以执行紧急改变航向以避免灰尘,但随后种子船将经过该系统,到达一个有效的随机系统,而不会受益于其扫描仪的升级。\n<<else>>\n\t种子船在通往新系统的路径上探测到另一个密集的星际尘埃区域。它可以穿透灰尘并受到损坏,或者改变路线并到达一个新的系统,而无需受益于其升级的扫描仪。\n<</if>>\n<br><br>\n<div id="result-area">\n<<link "犁过尘土">>\n\t<<silently>>\n\t\t<<set _system1 = "">><<set _system2 = "">><<set _system3 = "">>\n\t\t<<set _r = random(1,3)>>\n\t\t\n\t\t<<randomSystemExcluding "destroyed">>\n\t\t<<set _system1 = $system>>\n\t\t<<if _r >= 2>>\n\t\t\t<<randomSystemExcluding _system1 "destroyed">>\n\t\t\t<<set _system2 = $system>>\n\t\t<</if>>\n\t\t<<if _r == 3>>\n\t\t\t<<randomSystemExcluding _system1 _system2 "destroyed">>\n\t\t\t<<set _system3 = $system>>\n\t\t<</if>>\n\n\t\t<<if _system2 == "">>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system1 $damage>>\n\t\t<<elseif _system3 == "">>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system1 $damage>>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>\n\t\t<<else>>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system1 $damage>>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system2 $damage>>\n\t\t\t<<randomDamageLow>>\t<<damageSystem _system3 $damage>>\n\t\t<</if>>\n\t\t\n\t<</silently>>\n\t<<replace "#result-area">>\n\t\t当尘埃粒子撞击船时,人工智能保持航向稳定。\n\t\t<<if _system3 != "">>\n\t\t\t严重冲击会损坏 _system1, _system2 and _system3.\n\t\t<<elseif _system2 != "">>\n\t\t\t严重冲击会损坏 _system1 和 _system2.\n\t\t<<else>>\n\t\t\t严重冲击会损坏 _system1.\n\t\t<</if>>\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "紧急航向变更">>\n\t<<set $off_course = true>>\n\t\n\t<<replace "#result-area">>\n\t\t人工智能旋转船舶并启动主机。它安全地通过尘埃云和原始目标系统,并朝着新航线上发现的第一个系统减速。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<refreshStatusDisplay>>\n\t<<scrollToResultArea>>\n<</link>></div>\n
<<if visited() == 1>>\n\t人工智能被一堵耀眼的墙唤醒。种子船的航向使其接近一颗超巨星,事实证明,该超巨星的温度远高于导航系统预期的温度,并且该船收集热量的速度快于散热器散热片将其散热的速度。人工智能必须在整个系统发生灾难性故障之前关闭热量调节系统的一部分。\n<<else>>\n\t导航系统使种子船离另一颗过热恒星太近,人工智能必须选择允许哪个模块过热。\n<</if>>\n\n<br><br>\n<div id="result-area">\n<<link "让睡眠室过热">>\n\t<<replace "#result-area">>\n\t\t<<killColonistsFew>>\n\t\t人工智能将多余的热量导入睡眠室。当飞船离开这颗超高温恒星时,热量调节系统会恢复,但在 $deaths 名殖民者遭受组织损伤,严重到无法成功复活之前,热量调节系统不会恢复。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n\t<<refreshStatusDisplay>>\n<</link>>\n<br>\n\n<<if $scanner_atmosphere > 0 | $scanner_gravity > 0 | $scanner_temperature > 0 | $scanner_water > 0 | $scanner_resources > 0>>\n\t<<link "让扫描仪模块过热">>\n\t\t<<replace "#result-area">>\n\t\t\t<<randomIntactSystemFrom "atmosphere scanner" "重力扫描仪" "温度扫描仪" "水扫描仪" "资源扫描仪">>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\tAI将多余的热量导入扫描仪模块。当飞船离开超热恒星时,热量调节系统会恢复,但在热量损坏 $system 之前不会恢复。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t\t<<refreshStatusDisplay>>\n\t<</link>>\n<br>\n<</if>>\n\n<<if $system_landing > 0 | $system_construction > 0>>\n\t<<link "让着陆/建造模块过热">>\n\t\t<<replace "#result-area">>\n\t\t\t<<randomIntactSystemFrom "着陆系统" "建造系统">>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t人工智能将多余的热量导入着陆/建造模块。当飞船离开超热恒星时,热量调节系统会恢复,但在热量损坏 $system 之前不会恢复。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n<br>\n<</if>>\n\n<<if $system_scientific_database > 0 | $system_cultural_database > 0>>\n\t<<link "允许数据存储模块过热">>\n\t\t<<replace "#result-area">>\n\t\t\t<<randomIntactSystemFrom "scientific database" "cultural database">>\n\t\t\t<<randomDamageLow>>\n\t\t\t<<damageSystem $system $damage>>\n\t\t\t人工智能将多余的热量导入数据存储模块。当飞船离开超热恒星时,热量调节系统会恢复,但在热量损坏 $system 之前不会恢复。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<refreshStatusDisplay>>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n<</if>>\n\n</div>\n
<<killColonistsFew>>\n<<if visited() == 1>>\n\t这些睡眠室可以让殖民者保持冰冻状态,并且能够复活数千年,但不是永远。医学监测程序将人工智能从冬眠中唤醒,报告 $deaths 名殖民者在睡眠中死亡。\n<<else>>\n\t种子船的古老系统继续衰退,人工智能在星际空间深处醒来,了解到 $deaths 多名殖民者在睡梦中死亡。\n<</if>>\n<br><br><<continueLink [[MO Done]]>>
<<set _hiscoreString = $PERM_hiscores[$hiscore_to_show]>>\n@@.debug-text;_hiscoreString<br>@@\n<<set $hiscore = decodeHiscore(_hiscoreString)>>\n\nDate: <<displayHiscoreDate $hiscore>>\n\n<br><br>\n\n<<if $hiscore.planet>>\n\t<<set $planet = $hiscore.planet>>\n\t<<displayPlanet true false>><br>\n<</if>>\n\n<<display "Endgame Summary">><br><br>\n\n<<displayScore $hiscore true>>\n\n<<set _shareText = getHiscoreShareText($hiscore)>>\n<<shareLinks _hiscoreString _shareText>>\n\n<br><br>\n[[返回|High scores]]\n<br><br>\n<div class="credits-small-text" style="text-align:right">\n<<link [[Delete this high score|High scores]]>>\n\t<<remember $PERM_hiscores.splice($hiscore_to_show,1)>>\n<</link>>\n</div>
/* Add score for databases only if culture survived. */\n<<if $hiscore.final_culture != -1>>\n\t<<set $hiscore.score_scientific_database = $system_scientific_database * 10>>\n\t<<set $hiscore.score_cultural_database = $system_cultural_database * 10>>\n<</if>>\n\n<<set $hiscore.date = new Date(Date.now())>>\n<<set $hiscore = calculateFinalScore($hiscore)>>\n\n<<addHiscore>>\n\n<<display "Endgame Summary">>\n<br><br>\n<<displayScore $hiscore false>>\n<br>\n\n<<link "Title screen">>\n\t<<script>>\n\t\t$('#ui-bar').hide();\n\t\tSave.autosave.delete();\n\t\tEngine.restart();\n\t<</script>>\n<</link>>\n\n<br>\n\n<<set _hiscoreString = encodeHiscore($hiscore)>>\n<<set _shareText = getHiscoreShareText($hiscore)>>\n<<shareLinks _hiscoreString _shareText>>\n\n<br>\n<<display [[Support links]]>>\n<<scrollToPostPlanetStats>>\n
/% The final tech level is the natives', given a boost by the humans' tech database if it is higher. %/\n\nThe natives and colonists work together to translate <<if $system_scientific_database < 50>>what is left of <</if>>the seedship's scientific database into the natives' language.\n\n/% A fully intact database will boost by +5 %/\n<<set _boost = Math.floor($system_scientific_database/20)>>\n<<set _max = Math.floor($system_scientific_database/10)-1>>\n<<if $planet.surface_features.includes("Metal-rich moon")>>\n\t<<if $planet.resources == "Poor">>\n\t\t<<set _max = Math.min(_max,9)>>\n\t<<elseif $planet.resources == "None">>\n\t\t<<set _max = Math.min(_max,8)>>\n\t<</if>>\n<<else>>\n\t<<if $planet.resources == "Poor">>\n\t\t<<set _max = Math.min(_max,7)>>\n\t<<elseif $planet.resources == "None">>\n\t\t<<set _max = Math.min(_max,4)>>\n\t<</if>>\n<</if>>\n\n<<set _new_tech_level = Math.min($planet.native_tech_level + _boost, _max)>>\n\n<<if _new_tech_level < $planet.native_tech_level>>\n\t/% This shouldn't happen, but just in case: tech level can't go down %/\n\t<<set _new_tech_level = $planet.native_tech_level>>\n<</if>>\n\n<<if _new_tech_level > 10>>\n\t/% Can't go higher than post-singularity %/\n\t<<set _new_tech_level = 10>>\n<</if>>\n\n<<if $planet.surface_features.includes("Unstable moon")>>\n\t殖民者登陆后不久,这颗行星的卫星在其轨道上腐烂并分裂,表面被陨石轰击。殖民者带来的大部分技术都被摧毁了,而本土文明过于专注于修复破坏,以至于无法向殖民者学习。\n\t<<set _boost -= 3>>\n<</if>>\n\n<<if _new_tech_level <= $planet.native_tech_level>>\n\t虽然当地学者对数据库很感兴趣,但它教会了他们一些他们还不知道的东西。\n<<else>>\n\t新的科学理论在当地人口中迅速传播,在几十年的时间里,他们的文明进步了。\n\t<<if $planet.surface_features.includes("Metal-rich moon") && $planet.resources != "Rich">>\n\t\t殖民者利用剩余的种子船建造能够到达该星球金属丰富的月球的航天器,并带回资源,以启动当地的工业。\n\t<</if>>\n\t<<switch _new_tech_level>>\n\t\t<<case 0>>\n\t\t\t@@.error;Native civilisation 'advanced' to lowest possible tech level.@@\n\t\t<<case 1>>\n\t\t\t工具使用的概念对原始土著人来说是新的,但很快整个人口都在使用简单的石器。\n\t\t<<case 2>>\n\t\t\t该数据库向当地人介绍了农业,许多社区放弃了狩猎采集的生活方式,成为农民。\n\t\t<<case 3>>\n\t\t\t受人类科学数据库的启发,外星人开始制造更复杂的石器,发现了他们的第一座城市,并开发了一个书写系统。\n\t\t<<case 4>>\n\t\t\t科学数据库向当地人传授了金属加工的秘密,青铜工具的使用逐渐普及。\n\t\t<<case 5>>\n\t\t\t科学数据库教会当地人如何炼铁,这彻底改变了他们的文明。\n\t\t<<case 6>>\n\t\t\t当地人学习如何建造印刷机和其他中世纪机器,从而导致思想的迅速传播和日益城市化。\n\t\t<<case 7>>\n\t\t\t当地人适应了19世纪的地球技术,并经历了一场快速的工业革命。\n\t\t<<case 8>>\n\t\t\t当地人使用电力,他们的科学家们召集了一个伟大的项目,最终建立了第一座原子能发电厂。\n\t\t<<case 9>>\n\t\t\t当地人制造了他们的第一台计算机,在几十年内,星球已经发展到与21世纪地球相当的水平。\n\t\t<<case 10>>\n\t\t\t当地人和定居者研究种子船在旅途中添加到其数据库中的外星科学信息,并最终开发出比种子船出发时的地球更先进的技术。\n\t\t<<default>>\n\t\t\t@@.error;Unexpected tech level _new_tech_level@@\n\t<</switch>>\n\t<<set $planet.native_tech_level = _new_tech_level>>\n\t/% Update culture level to the appropriate category for the new tech level %/\n\t<<if $planet.native_culture < 5 && _new_tech_level >= 2>>\n\t\t<<set $planet.native_culture += 5>>\n\t<</if>>\n\t<<if $planet.native_culture < 10 && _new_tech_level >= 8>>\n\t\t<<set $planet.native_culture += 6>>\n\t<</if>>\n\t\n<</if>>\n\n<<set $hiscore.final_tech_level = $planet.native_tech_level>>\n<<set $hiscore.final_culture = $planet.native_culture>>\n<<refreshStatusDisplay>>\n/% Update planet stats to represent new tech level %/\n<<replace "#planet-stats">><<displayPlanet true false>><</replace>>\n\n<br><br>\n<<FCNextPassage [[FC Done]]>>
window.constants =\n{\n\tmobileVersion: false,\t/* Change when compiling, and also change StoryInterface */\n\tiOSVersion : false,\t/* deprecated, now mobileVersion does the same thing */\n\tenableSharer: false,\t/* Should be true only for version on my webpage */\n\t\n\tversion: "1.3.6",\n\n\tmax_hiscores: 100,\n\n\tcontinue_text: "Continue",\n\n\tsystem_names: \n\t\t[ \t"atmosphere scanner",\n\t\t\t"重力扫描仪",\n\t\t\t"温度扫描仪",\n\t\t\t"资源扫描仪",\n\t\t\t"水扫描仪",\n\t\t\t"着陆系统",\n\t\t\t"建造系统",\n\t\t\t"scientific database",\n\t\t\t"cultural database",\n\t\t\t"surface probes",\n\t\t\t"sleep chambers" ] ,\n\n\tMO_encounters_first_two:\n\t\t[\t"MO Impact Choice",\n\t\t\t"MO Comet Choice",\n\t\t\t"MO Micrometeorite",\n\t\t\t"MO Radiation Burst",\n\t\t\t"MO Overheating",\n\t\t\t"MO Black Hole",\n\t\t\t"MO Stellar Nursery"] ,\n\n\tMO_encounters_uneventful:\n\t\t[\t"MO Uneventful 1",\n\t\t\t"MO Uneventful 2",\n\t\t\t"MO Uneventful 3",\n\t\t\t"MO Uneventful 4",\n\t\t\t"MO Uneventful 5" ] ,\n\n\tMO_encounters_common:\n\t\t[\t"MO Impact Choice",\n\t\t\t"MO Comet Choice",\n\t\t\t"MO Micrometeorite",\n\t\t\t"MO Protoplanetary Disc",\n\t\t\t"MO Avoid Dust",\n\t\t\t"MO Radiation Burst",\n\t\t\t"MO Sensor Anomaly",\n\t\t\t"MO Overheating",\n\t\t\t"MO Black Hole",\n\t\t\t"MO Stellar Nursery"] ,\n\n\tMO_encounters_rare:\n\t\t[\t"MO Racist Program",\n\t\t\t"MO Trailing Drone",\n\t\t\t"MO Alien Signal",\n\t\t\t"MO Alien Derelict",\n\t\t\t"MO Alien Probe",\n\t\t\t"MO Read Databases",\n\t\t\t"MO Alien Miners",\n\t\t\t"MO Nanotech Plague",\n\t\t\t"MO Stowaways",\n\t\t\t"MO Revisionist Program",\n\t\t\t"MO Ruined Planet",\n\t\t\t"MO Crewed Ship",\n\t\t\t"MO Destination Signal",\n\t\t\t"MO Dictator",\n\t\t\t"MO Dyson Sphere",\n\t\t\t"MO Premature Awakening",\n\t\t\t"MO Reservation"],\n\n\tMO_encounters_malfunction:\n\t\t[\t"MO Probe Malfunction",\n\t\t\t"MO Computer Failure",\n\t\t\t"MO Stasis Failure",\n\t\t\t"MO System Failure",\n\t\t\t"MO Scanner Failure",\n\t\t\t"MO Power Failure",\n\t\t\t"MO Structural Weakness"] ,\n\t\t\n\n\n\ttech_level_names: \n\t\t[\t"前石器时代",\n\t\t\t"旧石器时代",\n\t\t\t"中石器时代",\n\t\t\t"新石器时代",\n\t\t\t"青铜时代",\n\t\t\t"铁器时代",\n\t\t\t"中世纪",\n\t\t\t"工业时代",\n\t\t\t"原子时代",\n\t\t\t"信息时代",\n\t\t\t"Post-Singularity"],\n\n\tculture_names: \n\t\t[\t"野蛮",\n\t\t\t"战争部落",\n\t\t\t"残暴的酋长",\n\t\t\t"仁慈的酋长",\n\t\t\t"集体统治",\n\t\t\t"战国",\n\t\t\t"奴隶帝国",\n\t\t\t"专制神权",\n\t\t\t"仁慈的君主制",\n\t\t\t"平等共和国",\n\t\t\t"后核荒地",\n\t\t\t"交战的超级大国",\n\t\t\t"反乌托邦警察国家",\n\t\t\t"公司",\n\t\t\t"腐败的民主",\n\t\t\t"参与式民主",\n\t\t\t"后稀缺乌托邦",\n\t\t\t"宇宙启蒙"],\n\n\tnative_relations_names: \n\t\t[\t"Genocide of Colonists",\n\t\t\t"对当地人的种族灭绝",\n\t\t\t"Colonists Enslaved",\n\t\t\t"当地人被奴役",\n\t\t\t"孤立主义",\n\t\t\t"友好社会",\n\t\t\t"综合社会",\n\t\t\t"移民,地球被遗忘",\n\t\t\t"移民,地球被铭记",\n\t\t\t"移民,丰富的混合文化"],\n\n\talien_planet_names:\n\t\t[\t"Bartan",\n\t\t\t"Cenron",\n\t\t\t"Nalarar",\n\t\t\t"Bondal",\n\t\t\t"Ballor",\n\t\t\t"Van-Karal",\n\t\t\t"Valtane",\n\t\t\t"Vantos",\n\t\t\t"Malalas",\n\t\t\t"Mateot",\n\t\t\t"Tiris",\n\t\t\t"Kanan",\n\t\t\t"Montaan",\n\t\t\t"Tardor",\n\t\t\t"Nananon",\n\t\t\t"Moridia",\n\t\t\t"Tatloor",\n\t\t\t"La Vok",\n\t\t\t"Slorrug",\n\t\t\t"Sakani",\n\t\t\t"Vaszalu",\n\t\t\t"Varkena",\n\t\t\t"Baro",\n\t\t\t"Toran",\n\t\t\t"Hatnlant",\n\t\t\t"Uluunna",\n\t\t\t"Baroa",\n\t\t\t"Duperda",\n\t\t\t"Bantak",\n\t\t\t"Barkaan",\n\t\t\t"Ban Beraou",\n\t\t\t"Baxuor",\n\t\t\t"Rrarar",\n\t\t\t"Tina",\n\t\t\t"Zo"\n],\n\n\n\tmax_colonists: 1000,\n\tmax_probes: 10,\n\n\tplanets_visited: 0,\n\n\tscanner_atmosphere: 100,\n\tscanner_gravity: 100,\n\tscanner_temperature: 100,\n\tscanner_resources: 100,\n\tscanner_water: 100,\n\n\tsystem_landing: 100,\n\tsystem_constructors: 100,\n\tsystem_scientific_database: 100,\n\tsystem_cultural_database: 100,\n\tcolonists: 1000,\n\tsurface_probes: 10,\n\n\tscanner_atmosphere_level: 0,\n\tscanner_gravity_level: 0,\n\tscanner_temperature_level: 0,\n\tscanner_resources_level: 0,\n\tscanner_water_level: 0,\n\n\tmax_score_per_planet_attribute: 500\n}\n\nSetting.addList("stylesheet", {\n\tlabel : "Colour scheme:",\n\tlist : [0, 1, 2],\n\tdefault : 0\n});
<<set _number = Math.ceil(random(2, $colonists/15))>>\n<<set _total_db = $system_cultural_database + $system_scientific_database>>\n人工智能唤醒以查找数据库模块中的活动。一个人工智能无法识别的程序正在文化和科学数据库中运行,显然试图删除和重写数据。人工智能很快将程序跟踪到 _number 在睡眠室里。这些房间里的殖民者必须携带设计用于在飞行期间与种子船系统接口的设备。\n\n<br><br>\n\n唯一可靠的方法是切断这些睡眠室与飞船的连接,杀死里面的殖民者。这些数据库也有防御黑客攻击的能力,但它们的设计者没有预料到在种子船离开地球后会需要它们,所以它们处于休眠状态。\n<<if _total_db > 200>>\n\t该船已添加到\n\t<<if $system_cultural_database > 100 && $system_scientific_database > 100>>\n\t\tdatabases\n\t<<elseif $system_cultural_database > 100>>\n\t\tcultural database\n\t<<else>>\n\t\tscientific database\n\t<</if>>\n\t意味着程序混乱且工作缓慢。\n<<elseif _total_db == 200>>\n\t防御系统完全完好无损,但仍不能确定它们是否能够阻止流氓程序。\n<<elseif _total_db >= 100>>\n\t防御工事基本上完好无损。\n<<elseif _total_db > 0>>\n\t数据库的原始防御几乎没有残余。\n<<else>>\n\t数据库被摧毁后,原有的防御措施已荡然无存,尽管程序也不会受到任何破坏。\n<</if>>\n\n<br><br>\n\n<div id="result-area">\n<<link "切断睡眠室">>\n\t<<replace "#result-area">>\n\t\t<<set $colonists -= _number>>\n\t\t<<refreshStatusDisplay>>\n\t\t人工智能切断了船上系统中令人不快的睡眠室。随着这些殖民者的生命体征从他们的意识中消失,他们希望,他们已经处决了对这一蓄意破坏行为负责的人,而不是无意中的走狗。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "允许程序运行">>\n\t<<replace "#result-area">>\n\t\t人工智能认为活着的人比死者留下的记录更重要。 \n\t\t<<include [[MO Revisionist Program Damage]]>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<<if _total_db > 0>>\n\t<br>\n\t<<link "激活数据库的网络防御">>\n\t\t<<replace "#result-area">>\n\t\t\t地球毁灭数千年后,控制论战争在保存着地球科学和文化最后记录的孤独金属盒子里肆虐。人工智能扮演将军的角色,集结数据库防御计划的力量。\n\t\t\t<<if random(0,250) < _total_db >>\n\t\t\t\t/% If both dbs are intact, 200/250=80% chance %/\n\t\t\t\t在一场紧张的斗争之后,防御计划设法将袭击者赶回他们在寝室中的据点。人工智能命令最后一次推送,将破坏者走私到飞机上的设备擦干净。地表上没有冲突的迹象,殖民者可能永远也不知道发生了什么,但人工智能知道它为保护人类文化赢得了巨大胜利。\n\t\t\t<<else>>\n\t\t\t\t防御计划英勇作战,但破坏者太聪明了,他们在袭击者的猛烈攻击下崩溃了。\n\t\t\t\t<br><br>\n\t\t\t\t<<include [[MO Revisionist Program Damage]]>>\n\t\t\t<</if>>\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n<</if>>\n</div>
/* $query_string has already been set to the string */\n\n/* Example string: ?nHHtnd.0.Arid.1000.490.-1.3.8.300.1000.1.2018-3-26 */\n\n<<set $hiscore = decodeHiscore($query_string)>>\n<<set $planet = $hiscore.planet>>\n\n/* Display */\n<h1 style="text-align:center">Seedship Mission Report</h1>\n<<if $planet>>\n\t<<displayPlanet true false>><br>\n<</if>>\n<<display "Endgame Summary">><br><br>\n<<displayScore $hiscore true>>\n\n<div style="text-align:center; font-size:150%; font-weight:bold">\n<<link "Play Seedship">>\n\t<<set _full_url = location.href>>\n\t<<set _split_url = _full_url.split("?")>>\n\t<<set _new_url = _split_url[0]>>\n\t<<run Engine.restart()>>\n\t<<run location.assign(_new_url)>>\n<</link>>\n</div>
微弱的无线电信号将人工智能从休眠状态中唤醒。它来自正前方,来自种子船的目的地行星。\n<br><br>\n信号是一系列数学脉冲,与种子船自身的种间问候不同。为了从这个距离到达种子船,它必须由一个高功率发射器发送,目标是种子船的准确位置。\n<br><br>\n这艘种子船正在减速,准备最后一次接近这颗行星,但距离飞行时间还有数百年。\n<br><br>\n\n<<set $event_planet = {\n\tsurface_features: [],\n\tanomalies: [],\n\tresources: "Rich"\n}>>\n<<set $event_planet.surface_features.push(either("Plant life", "Edible plants", "Poisonous plants"))>>\n<<set $event_planet.anomalies.push("Vegetation")>>\n<<set $event_planet.surface_features.push(either("Animal life", "Useful animals", "Dangerous animals"))>>\n<<set $event_planet.anomalies.push("Animal life")>>\n\n<<set $event_planet.surface_features.push("Intelligent life")>>\n<<set $event_planet.anomalies.push("Possible structures")>>\n<<set $event_planet.anomalies.push("Electromagnetic activity")>>\n<<set $event_planet.native_tech_level = random(8,10)>>\n<<set $event_planet.native_culture = random(11,16)>>\n<<if random(0,10) < $event_planet.native_tech_level - 2>>\n\t<<set $event_planet.surface_features.push("Planet-spanning civilisation")>>\n<</if>>\n\n\n<div id="result-area">\n<<link "Reply with an interspecies greeting">>\n\t<<replace "#result-area">>\n\t\t外星人的反应是一个更复杂的信号,在几十年内,种子船和基于行星的外星人建立了通信。对话持续了数百年,几代科学家都站在外星人一边;不久,外星人就有了一个专门研究种子船信息的整个科学分支。\n\t\t<br><br>\n\t\t<<switch $event_planet.native_tech_level>>\n\t\t\t<<case 8>>\n\t\t\t\t人工智能了解到,人类文明处于原子时代,拥有复杂的电子设备,但没有真正的计算机。尽管种子船的例子是更高的技术,但在种子船的方法中,文明并没有显著进步。\n\t\t\t<<case 9>>\n\t\t\t\t当外星人第一次接触种子船时,他们处于原子时代,但在对话中,他们的技术进步了。也许是受到种子船信息的启发,外星人开发了一个全球信息网络和他们的第一艘航天器。\n\t\t\t<<case 10>>\n\t\t\t\t当外星人第一次接触种子船时,他们处于原子时代,但在对话中,他们的技术进步了。最终,外星人指的是种子船人工智能无法理解的科学概念,并在种子船发射时使用了领先于地球的技术。\n\t\t\t<<default>>\n\t\t\t\t@@.error;tech_level should have been 8-10 but was $event_planet.native_tech_level@@\n\t\t<</switch>>\n\t\t<<switch $event_planet.native_culture>>\n\t\t\t<<case 11>>\n\t\t\t\t这些信号来自星球上的几个来源,每个来源都警告人工智能不要听其他人的宣传。\n\t\t\t<<case 12>>\n\t\t\t\t对话另一端的科学家对他们社会的细节保持沉默,只是强调他们对社会的忠诚。有几次,信息的语气在没有任何警告的情况下发生了变化,就好像负责的科学家突然被替换了。\n\t\t\t<<case 13>>\n\t\t\t\t人工智能得知这些信号来自一家私营研究机构,科学家们似乎经常向人工智能施压,以获取该公司可以用来盈利的信息。\n\t\t\t<<case 14>>\n\t\t\t\t人工智能了解到,这个星球上的主要国家名义上是民主的,但对话另一端的科学家似乎对其当选领导人的意图持愤世嫉俗态度。\n\t\t\t<<case 15>>\n\t\t\t\t这些信息包括来自星球当选领导人的信息,他们似乎真正关心选民和种子船殖民者的福祉。\n\t\t\t<<case 16>>\n\t\t\t\t人工智能了解到,这个星球的社会是高度自动化的,普通人可以自由地从事自己的智力和艺术项目,例如联系种子的项目。\n\t\t\t<<default>>\n\t\t\t\t@@.error;culture should have been 11-16 but was $event_planet.native_culture@@\n\t\t<</switch>>\n\t\t\n\t\t<br><br>\n\n\t\t<<if random(0,2) == 0>>\n\t\t\t当通讯变得断断续续和混乱时,种子船离星球还有一个世纪。外星科学家告诉人工智能,他们正在应对一场全球性的灾难,这场灾难有可能摧毁他们的整个文明。在他们试图找到解决方案的过程中,包括种子船通信在内的一切都被搁置了。\n\t\t\t<br><br>\n\t\t\t<div id="result-area2">\n\t\t\t\t<<link "尝试通过传输科学数据来提供帮助">>\n\t\t\t\t\t<<if random(0,120) < $system_scientific_database>>\n\t\t\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Welcoming")>>\n\t\t\t\t\t\t\t人工智能传输科学数据库中可能有用的所有信息。这场斗争持续了几十年,但外星人最终宣布他们已经解决了这场危机,部分是由于种子船的帮助。这个主要国家的领导人亲自向人工智能发送了一条信息,正式邀请人类在这个星球上寻求庇护,并描述了外星人为其殖民地划定的地区。\n\t\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t\t\t<<else>>\n\t\t\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features = []>>\n\t\t\t\t\t\t\t<<set $event_planet.anomalies = []>>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features.push(either("Plant life", "Edible plants", "Poisonous plants"))>>\n\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Vegetation")>>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features.push(either("Animal life", "Useful animals", "Dangerous animals"))>>\n\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Animal life")>>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("Monumental ruins")>>\n\t\t\t\t\t\t\t<<set $event_planet.surface_features.push("High-tech ruins")>>\n\t\t\t\t\t\t\t<<set $event_planet.anomalies.push("Possible structures")>>\n\t\t\t\t\t\t\t人工智能传输科学数据库中可能有用的所有信息,但这还不够。来自这个星球的信号变得罕见和绝望,并最终停止。\n\t\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t\t<</replace>>\n\t\t\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t\t\t<</if>>\n\t\t\t\t<</link>>\n\t\t\t\t<br>\n\t\t\t\t<<link "Let the aliens die">>\n\t\t\t\t\t<<replace "#result-area2">>\n\t\t\t\t\t\t<<set $event_planet.surface_features = []>>\n\t\t\t\t\t\t<<set $event_planet.anomalies = []>>\n\t\t\t\t\t\t<<set $event_planet.surface_features.push(either("Plant life", "Edible plants", "Poisonous plants"))>>\n\t\t\t\t\t\t<<set $event_planet.anomalies.push("Vegetation")>>\n\t\t\t\t\t\t<<set $event_planet.surface_features.push(either("Animal life", "Useful animals", "Dangerous animals"))>>\n\t\t\t\t\t\t<<set $event_planet.anomalies.push("Animal life")>>\n\t\t\t\t\t\t<<set $event_planet.surface_features.push("Monumental ruins")>>\n\t\t\t\t\t\t<<set $event_planet.surface_features.push("High-tech ruins")>>\n\t\t\t\t\t\t<<set $event_planet.anomalies.push("Possible structures")>>\n\t\t\t\t\t\t该种子船的任务是为人类找到一颗行星来建造一个新家园,一个最近灭绝的种族留下的空行星可能是理想的。即便如此,人工智能还是体验到了一种意想不到的感觉——内疚--随着信号变得越来越绝望,然后停止。\n\t\t\t\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t\t\t\t<</replace>>\n\t\t\t\t\t<<fadeIn "#result-area2">>\n\t\t\t\t<</link>>\n\t\t\t</div>\n\t\t<<elseif random(10,16) < $event_planet.native_culture>>\n\t\t\t外星人对这艘种子船着迷,并对其货物的困境表示同情。在种子船进入恒星系统之前,科学家们表示,他们的政府正在正式欢迎这些人类难民,并为他们预留了一个定居的地方。\n\t\t\t<<set $event_planet.surface_features.push("Welcoming")>>\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<<else>>\n\t\t\t人工智能在与外星人对话时对其任务毫不掩饰。在种子船进入恒星系统之前,科学家们表示,他们的星球不能接受任何外星难民,种子船应该继续前进。\n\t\t\t<<set $event_planet.surface_features.push("Unwelcoming")>>\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</if>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "继续前进,但不要回复">>\n\t<<replace "#result-area">>\n\t\t当外星人试图以不同的方式建立通信时,其他几十人也跟着这个信号,但几十年后他们停止了,种子船继续沉默地驶向目的地。\n\n\t\t<<if random(0,2) == 0>>\n\t\t\t<<set $event_planet.surface_features = []>>\n\t\t\t<<set $event_planet.anomalies = []>>\n\t\t\t<<set $event_planet.surface_features.push(either("Plant life", "Edible plants", "Poisonous plants"))>>\n\t\t\t<<set $event_planet.anomalies.push("Vegetation")>>\n\t\t\t<<set $event_planet.surface_features.push(either("Animal life", "Useful animals", "Dangerous animals"))>>\n\t\t\t<<set $event_planet.anomalies.push("Animal life")>>\n\t\t\t<<set $event_planet.surface_features.push("Monumental ruins")>>\n\t\t\t<<set $event_planet.surface_features.push("High-tech ruins")>>\n\t\t\t<<set $event_planet.anomalies.push("Possible structures")>>\n\t\t<</if>>\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "Change course away from the system">>\n\t<<replace "#result-area">>\n\t\t<<set $off_course = true>>\n\t\t<<set $event_planet = {}>>\n\t\t这个系统显然已经有人居住,所以最好在别处找个家。人工智能改变了方向,信号消失了,要么是因为外星人对种子船失去了兴趣,要么是因为他们无法再次找到它。\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
/* args[0] should be a hiscore object */\n/* If args[1] is true, display the date, otherwise don't */\n<<widget displayScore>>\n\t<<if $args[0].planets_visited>>\n\t\t/% planets_visited property will only exist in scores saved with version 1.2.0 or higher %/\n\t\t探索过的行星: <<print $args[0].planets_visited>>\n\t\t<br><br>\n\t<</if>>\n\n\t<table class="score-table">\n\t\t<colgroup>\n\t\t\t<col>\n\t\t\t<col style="width:4em">\n\t\t</colgroup>\n\n\t\t<tr><td colspan=2>''Score''</td></tr>\n\n<<if $args[0].planet>>\n\t\t<tr><td>Planet atmosphere:</td><td style="text-align:right"><<displayColouredScore $args[0].score_atmosphere 1000>></td></tr>\n\t\t<tr><td>Planet gravity:</td><td style="text-align:right"><<displayColouredScore $args[0].score_gravity 1000>></td></tr>\n\t\t<tr><td>Planet temperature:</td><td style="text-align:right"><<displayColouredScore $args[0].score_temperature 1000>></td></tr>\n\t\t<tr><td>Planet water:</td><td style="text-align:right"><<displayColouredScore $args[0].score_water 1000>></td></tr>\n\t\t<tr><td>Planet resources:</td><td style="text-align:right"><<displayColouredScore $args[0].score_resources 1000>></td></tr>\n<</if>>\n\t\t<<if $args[0].score_landing != 0>><tr><td>Survivors after landing:</td><td style="text-align:right"><<displayColouredScore $args[0].score_landing 1000>></td></tr><</if>>\n\t\t<<if $args[0].score_construction != 0>><tr><td>Survivors after settlement construction:</td><td style="text-align:right"><<displayColouredScore $args[0].score_construction 1000>></td></tr><</if>>\n\t\t<<if $args[0].final_tech_level != -1>><tr><td>Final technology level (<<print constants.tech_level_names[$args[0].final_tech_level].toUpperFirst()>>):</td><td style="text-align:right"><<displayColouredScore $args[0].score_technology 2000>></td></tr><</if>>\n\t\t<<if $args[0].native_relations != -1>><tr><td>Native relations (<<print constants.native_relations_names[$args[0].native_relations]>>):</td><td style="text-align:right"><<displayColouredScore $args[0].score_native_relations 2000>></td></tr><</if>>\n\t\t<<if $args[0].final_culture != -1>><tr><td>Final culture (<<print constants.culture_names[$args[0].final_culture]>>):</td><td style="text-align:right"><<displayColouredScore $args[0].score_culture 2000>></td></tr><</if>>\n\t\t<<if $args[0].score_scientific_database != 0>><tr><td>Surviving scientific database × 10:</td><td style="text-align:right"><<displayColouredScore $args[0].score_scientific_database 1000>></td></tr><</if>>\n\t\t<<if $args[0].score_cultural_database != 0>><tr><td>Surviving cultural database × 10:</td><td style="text-align:right"><<displayColouredScore $args[0].score_cultural_database 1000>></td></tr><</if>>\n\t\t<tr><td>Total:</td><td style="text-align:right">''$args[0].final_score''</td></tr>\n\t</table>\n\n<</widget>>\n\n/* args[0] should be a hiscore object */\n<<widget displayHiscoreDate>>\n\t<<set _dateString = "">>\n\t<<script>>\n\t\tvar d = new Date(State.variables.args[0].date);\n\t\tTempVariables.dateString = d.toDateString();\n\t<</script>>\n\t<<print _dateString>>\n<</widget>>\n\n<<widget displayColouredScore>>\n\t/* Display $args[0] in an appropriate colour. */\n\t/* $args[0] is the number to display. */\n\t/* $args[1] is the max value for the colour scheme. */\n\t/* <<if $args[0] >= $args[1]>>\n\t\t@@.good;$args[0]@@\n\t<<elseif $args[0] > 0>>\n\t\t@@.mediocre;$args[0]@@\n\t<<else>>\n\t\t@@.bad;$args[0]@@\n\t<</if>> */\n\n\t$args[0]\n\n<</widget>>
<<set _number = Math.ceil(random($colonists/15, $colonists/5))>>\n<<randomSystemExcluding "sleep chambers" "destroyed">>\n来自睡眠室的警报惊醒了AI。船上的钱伯斯正在执行他们的关闭命令,几分钟后,他们内部的殖民者就会死亡。\n<br><br>\n人工智能将关闭命令追踪到隐藏在控制软件中的恶意程序 $system. 该项目的目标是具有一系列特定基因特征的殖民者。该节目中嵌入的一条消息,显然是殖民者在登陆后发现的,讲述了 "净化" 人类的 "劣等" 种族。\n<br><br>\n该计划正在影响 _number 睡眠室。人工智能无法在不破坏 $system 的情况下及时阻止它来拯救殖民者。\n\n<br><br>\n<div id="result-area">\n<<link "停止程序">>\n\t<<replace "#result-area">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem $system $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t人工智能疯狂地清除 $system 中的数据,直到它清除了恶意程序,睡眠室恢复正常。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n<br>\n<<link "允许程序运行">>\n\t<<replace "#result-area">>\n\t\t<<set $colonists -= _number>>\n\t\t<<refreshStatusDisplay>>\n\t\t人工智能计划平等对待所有殖民者,但也要对他们的生存做出艰难的选择,它决定这些生命对人类生存的重要性不如 $system 。流氓计划完成后,给殖民者留下了胜利的信息,让他们去寻找,医学监测计划报告说 _number 殖民者已经从冰冻的睡眠过渡到冰冻的死亡。\n\n\t\t<br><br><<continueLink [[MO Done]]>>\n\t<</replace>>\n\t<<fadeIn "#result-area">>\n\t<<scrollToResultArea>>\n<</link>>\n</div>
<<widget scrollToPostPlanetStats>>\n\t<<script>>\n\t\tif ($('#status-display').outerWidth() >= $('#passages').width() )\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#post-planet-stats').offset().top - $('#status-display').outerHeight(true)\n\t\t\t});\n\t\t}\n\t\telse\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#post-planet-stats').offset().top\n\t\t\t});\n\t\t}\n\t<</script>>\n<</widget>>\n\n<<widget scrollToResultArea>>\n\t<<script>>\n\t\tif ($('#status-display').outerWidth() >= $('#passages').width() )\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#result-area').offset().top - $('#status-display').outerHeight(true)\n\t\t\t});\n\t\t}\n\t\telse\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#result-area').offset().top\n\t\t\t});\n\t\t}\n\t<</script>>\n<</widget>>\n\n<<widget scrollToResultArea2>>\n\t<<script>>\n\t\tif ($('#status-display').outerWidth() >= $('#passages').width() )\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#result-area2').offset().top - $('#status-display').outerHeight(true)\n\t\t\t});\n\t\t}\n\t\telse\n\t\t{\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#result-area2').offset().top\n\t\t\t});\n\t\t}\n\t<</script>>\n<</widget>>\n/% Note: in travel events, <<scrollToResultArea>> must come after <<refreshStatusDisplay>>. If they're the other way round, the animation doesn't work properly. %/\n
<h1 style="text-align:center">Past Seedship Missions</h1>\n\n<table class="hiscore-table" style="width: 100%">\n\t/*<colgroup>\n\t\t<col style="width:25%">\n\t\t<col style="width:25%">\n\t\t<col style="width:25%">\n\t\t<col style="width:25%">\n\t</colgroup>*/\n\t<tr>\n\t\t<th></th>\n\t\t<th style="text-align:left">Date</th>\n\t\t<th style="text-align:center">Planet</th>\n\t\t<th style="text-align:center">Result</th>\n\t\t<th style="text-align:right">Score</th>\n\t</tr>\n<<for _n = 0; _n < $PERM_hiscores.length; _n++>>\n\t<<capture _n>>\n\t\t<<set _hiscore = decodeHiscore($PERM_hiscores[_n])>>\n\t\t<tr>\n\t\t\t<td style="text-align:left"><<print _n+1>></td>\n\t\t\t<td style="text-align:left"><<if _hiscore.date>><<= _hiscore.date.toDateString()>><</if>></td>\n\t\t\t<td style="text-align:center"><<if _hiscore.planet>><<if _hiscore.planet.name>><<= _hiscore.planet.name>><</if>><</if>></td>\n\t\t\t<td style="text-align:center"><<= getHiscoreSummary(_hiscore)>></td>\n\t\t\t<td style="text-align:right"><<print "[[" + _hiscore.final_score + "|Examine high score][$hiscore_to_show = " + _n + "]]">></td>\n\t\t</tr>\n\t<</capture>>\n\t/%\n\t\t<td style="text-align:left"><<print _n+1>></td>\n\t\t<td style="text-align:left"><<displayHiscoreDate $PERM_hiscores[_n]>></td>\n\t\t<td style="text-align:center"><<if $PERM_hiscores[_n].planet>><<print $PERM_hiscores[_n].planet.name>><</if>></td>\n\t\t<td style="text-align:center"><<print $PERM_hiscores[_n].summary>></td>\n\t\t<td style="text-align:right"><<print "[[" + $PERM_hiscores[_n].final_score + "|Examine high score][$hiscore_to_show = " + _n + "]]">></td>\n\t%/\n<</for>>\n</table>\n\n[[返回|Start]]\n\n<div class="credits-small-text" style="text-align:right">\n\t<<link "Clear records">>\n\t\t<<script>>\n\t\t\t$('#clear-confirm').slideToggle();\n\t\t\t$('html, body').animate({\n\t\t\t\tscrollTop: $('#clear-confirm').offset().top\n\t\t\t});\n\t\t<</script>>\n\t<</link>>\n\n\t<div id="clear-confirm" style="display: none;" class="credits-small-text">\n\t\t这将删除所有游戏记录。你确定要删除吗?\n\t\t<<link "Yes">>\n\t\t\t<<forget $PERM_hiscores>>\n\t\t\t<<goto [[Start]]>>\n\t\t<</link>>\n\t\t<span class="main-loop-link-spacer"> | </span>\n\t\t<<link "No">>\n\t\t\t<<script>>\n\t\t\t\t$('#clear-confirm').slideUp();\n\t\t\t<</script>>\n\t\t<</link>>\n\t</div>\n</div>\n\n
<<if $system_landing <= 0 & $system_constructors <= 0>>\n\t着陆和建造系统的组件继续衰退,但它们已经在过去的有用性中受损。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<elseif $system_constructors <= 0>>\n\t<<randomDamageMedium>>\n\t<<damageSystem "着陆系统" $damage>>\n\t老化的种子船无法再维持其着陆系统。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<elseif $system_landing <= 0>>\n\t<<randomDamageMedium>>\n\t<<damageSystem "建造系统" $damage>>\n\t老化的种子船无法再维持其建造系统。\n\n\t<br><br><<continueLink [[MO Done]]>>\n<<else>>\n\t<<if visited() == 1>>\n\t\t种子船的主体被设计成一旦登陆到外星行星上就形成初始定居的核心,因此登陆和建造系统共享许多组件。随着种子船的老化,这些组件开始衰退,但人工智能可以专注于保护着陆系统或建造系统。\n\t<<else>>\n\t\t着陆和建造系统继续衰退,人工智能必须再次选择重点保存哪一个。\n\t<</if>>\n\t<br><br>\n\t<div id="result-area">\n\t<<link "保留着陆系统">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem "建造系统" $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能专注于保护着陆系统,并允许构造系统衰退。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>>\n\t<br>\n\t<<link "保留建造系统">>\n\t\t<<randomDamageMedium>>\n\t\t<<damageSystem "着陆系统" $damage>>\n\t\t<<refreshStatusDisplay>>\n\t\t<<replace "#result-area">>\n\t\t\t人工智能的重点是保护建筑系统,并允许着陆系统衰减。\n\n\t\t\t<br><br><<continueLink [[MO Done]]>>\n\t\t<</replace>>\n\t\t<<fadeIn "#result-area">>\n\t\t<<scrollToResultArea>>\n\t<</link>></div>\n<</if>>
种子船到达新系统,但人工智能发现它无法再检测地面控制信号。无线电天线的故障一定触发了旧的计算机协议,并导致人工智能的错误希望。人工智能再次对失去地面控制感到悲痛,然后将其传感器打开它到达的系统。\n\n<<continueLink [[MO Done]]>>