地形与气候:修订间差异

本页面所适用的版本可能已经过时,最后更新于Heart of Darkness
(Mikus1239移动页面Terrain and climate地形与气候
(翻译)
 
(未显示2个用户的3个中间版本)
第1行: 第1行:
{{version|Heart of Darkness}}
{{version|Heart of Darkness}}
{{Expand}}
在战斗中,''' 地形与气候''' 非常重要,可以很轻易地决定战争的胜负。它也会影响一个省份的[[RGO]] 产出,并且往往与生活条件有很大的关联。
{{merge|Merger=Warfare}}
游戏中每个[[ 省份]] 都有一个不能以任何方式改变的地形。
'''Terrain and Climate''' matters a lot when engaging in a battle and can easily decide wars. It also affect the [[RGO]] output of a province and is often strongly correlating with life rating.
Each [[province]] in the game has a certain terrain, which cannot be altered in any way.


== Terrain Statistics ==
== Terrain Statistics ==
第12行: 第10行:
! Name !! Movement Cost !! Defense !!  Farm Size !! Farm Efficiency !! Mine Size !! Mine Efficiency !! Supply Limit Modifier !! Combat Width !! Infrastructure
! Name !! Movement Cost !! Defense !!  Farm Size !! Farm Efficiency !! Mine Size !! Mine Efficiency !! Supply Limit Modifier !! Combat Width !! Infrastructure
|-
|-
| Arctic || 1.0 || 0 || {{red|50%}} || {{red|80%}} || 100% || {{red|80%}} || {{red|1}} || 100% || {{red|-1}}
| 极地 || 1.0 || 0 || {{red|50%}} || {{red|80%}} || 100% || {{red|80%}} || {{red|1}} || 100% || {{red|-1}}
|-
|-
| Coastal Desert || 1.0 || 0 || {{red|75%}} || 100% || 100% || 100% || {{red|2}} || 100%  || 
| 沿岸沙漠 || 1.0 || 0 || {{red|75%}} || 100% || 100% || 100% || {{red|2}} || 100%  || 
|-
|-
| Desert || 1.5 || 0 || {{red|50%}} || {{red|80%}} || 100% || 100% || {{red|1}} || 100% || 
| 沙漠 || 1.5 || 0 || {{red|50%}} || {{red|80%}} || 100% || 100% || {{red|1}} || 100% || 
|-
|-
| Farmlands || 1.2 || 0 || {{green|120%}} || 100% || 100% || 100% || {{green|10}} || 100% || 
| 耕地 || 1.2 || 0 || {{green|120%}} || 100% || 100% || 100% || {{green|10}} || 100% || 
|-
|-
| Forest || 1.2 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|80%}} || 
| 森林 || 1.2 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|80%}} || 
|-
|-
| Hills || 1.2 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|67%}} || {{red|-1}}
| 丘陵 || 1.2 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|67%}} || {{red|-1}}
|-
|-
| Jungle || 1.3 || {{green|+2}} || 100% || {{red|80%}} || 100% || {{red|80%}} || {{red|2}} || {{red|75%}} || {{red|-2}}
| 丛林 || 1.3 || {{green|+2}} || 100% || {{red|80%}} || 100% || {{red|80%}} || {{red|2}} || {{red|75%}} || {{red|-2}}
|-
|-
| Marsh || 1.4 || {{green|+1}} || 100% || {{red|80%}} || 100% || {{red|80%}} || {{red|2}} || {{red|75%}} || {{red|-2}}
| 沼泽 || 1.4 || {{green|+1}} || 100% || {{red|80%}} || 100% || {{red|80%}} || {{red|2}} || {{red|75%}} || {{red|-2}}
|-
|-
| Mountains || 1.4 || {{green|+2}} || 100% || {{red|75%}} || 100% || 100% || {{red|2}} || {{red|34%}} || {{red|-3}}
| 山地 || 1.4 || {{green|+2}} || 100% || {{red|75%}} || 100% || 100% || {{red|2}} || {{red|34%}} || {{red|-3}}
|-
|-
| Plains || 1.0 || 0 || 100% || 100% || 100% || 100% || {{green|10}} || 100% || 
| 平原 || 1.0 || 0 || 100% || 100% || 100% || 100% || {{green|10}} || 100% || 
|-
|-
| Steppe || 1.0 || 0 || 100% || 100% || 100% || 100% || {{green|8}} || 100% || 
| 草原 || 1.0 || 0 || 100% || 100% || 100% || 100% || {{green|8}} || 100% || 
|-
|-
| Woods || 1.1 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|80%}} || 
| 树林 || 1.1 || {{green|+1}} || 100% || 100% || 100% || 100% || 6 || {{red|80%}} || 
|}
|}



2021年1月24日 (日) 17:40的最新版本

在战斗中,地形与气候非常重要,可以很轻易地决定战争的胜负。它也会影响一个省份的RGO产出,并且往往与生活条件有很大的关联。 游戏中每个省份都有一个不能以任何方式改变的地形。

Terrain Statistics

  • Defense: Defending armies get this number as a bonus to all combat die rolls.
Name Movement Cost Defense Farm Size Farm Efficiency Mine Size Mine Efficiency Supply Limit Modifier Combat Width Infrastructure
极地 1.0 0 50% 80% 100% 80% 1 100% -1
沿岸沙漠 1.0 0 75% 100% 100% 100% 2 100%
沙漠 1.5 0 50% 80% 100% 100% 1 100%
耕地 1.2 0 120% 100% 100% 100% 10 100%
森林 1.2 +1 100% 100% 100% 100% 6 80%
丘陵 1.2 +1 100% 100% 100% 100% 6 67% -1
丛林 1.3 +2 100% 80% 100% 80% 2 75% -2
沼泽 1.4 +1 100% 80% 100% 80% 2 75% -2
山地 1.4 +2 100% 75% 100% 100% 2 34% -3
平原 1.0 0 100% 100% 100% 100% 10 100%
草原 1.0 0 100% 100% 100% 100% 8 100%
树林 1.1 +1 100% 100% 100% 100% 6 80%

Supply Limit

Supply Limit determines how many regiments you can have in a province before suffering increased attrition. It is affected by ownership, occupation, terrain and Industrial technology. Having more troops placed in the province, than the supply limit allows, gives the troops attrition.

Modifiers

  • Infrastructure increases Supply Limit by 3.8 at 100%. This means level 6 Infrastructure will increase Supply Limit by 0.63.
  • Chemistry & Electricity tech tree increases the Supply Limit.

Multipliers

  • A multiplier is applied to the Supply Limit depending on the status of the province. For provinces that you own and control, the multiplier is x2.5.

Climate

  • Harsh Climates give +5 Attrition, while Inhospitable Climates give +10 Attrition.

Attrition

Attrition is a loss of troops by wearing down. It is applied if there are more troops in a province than the current Supply limit. The attrition gets exponentially larger, the more the stack goes over the supply limit. Laying siege to a province also give additional 2% attrition. It is applied every month, or when a unit enters a province. Units in battle do not suffer attrition.

Attrition is stated as a percentage of the total stack, which is lost every time it is applied. It is capped at 15%