战争:修订间差异

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{{version|Heart of Darkness}}
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本页面描述了陆军单位作战的游戏机制。有关战略建议,请访问[[ 陆战策略]]
This guide describes the game mechanics of the combat system for land units. For strategy advice, visit the [[land combat strategy]] guide.


==Organization & Strength ==
== 组织度与兵力 ==
Every individual brigade has two values describing its current state: organization and strength. Both of these values influence how much damage a unit can do in combat.
每个旅都有两个描述其当前状态的值:组织度和兵力。这两个值都会影响一个单位在战斗中所能造成的伤害。
* Organization: Represents how orderly the formation is. Organization is regained through morale (influenced by inventions in the military tactics chain and certain [[leaders]]) and supply. Different units have different "base organisation" levels: irregulars and cavalry have the lowest, while tanks have the highest. When a regiment runs out of organization, it can no longer engage in combat. Organization damage is influenced by the discipline value of a unit: as a unit's discipline increases, it takes less organization damage. A unit with 1% discipline would take 100 times the organization damage as a unit with 100% discipline.
* 组织度:表示这个旅组织有序的程度。组织度可以通过士气(受军事战术链中的发明和某些[[ 将领]] 的影响)和补给来恢复。不同类型的单位有不同的“基础组织度”等级:民兵和骑兵最低,坦克最高。当一个旅的组织度归零,它就不能再参与战斗了。组织度损伤受单位纪律的影响:单位纪律越强,所受组织度损伤越小。1% 纪律的单位和100% 纪律的单位相比,前者受到的组织度损伤是后者的100倍。
* Morale (Organization Regain): increases a unit's organization by {{green|0.01}} * discipline for each % of morale.
* 士气(组织度恢复):每增加1%士气,单位组织度就增加{{green|0.01}} ×纪律的数值。
* Strength: Represents how many soldiers are in the unit. The reinforcement rate is increased largely by [[culture technology]], available supplies, and available soldier pops. Be aware that not every soldier who gets "killed" actually dies. How many of the casualties are removed from their respective soldier pops depends on the "war hospitals" modifier, which is commonly boosted by inventions in the "Chemistry / Electricity" line of the [[industry tech]] line. Since this also boosts [[Supply Limit]]s, it is a highly important tech line. Each level of attack/defence adds {{green|10%}} of the base damage to the total strength damage. A value of 10 attack means a unit would inflict twice as much damage on attack as a unit with 0 attack.
* 兵力:代表这个单位包含多少士兵。增援效率主要通过[[ 文化科技]] 、可用的补给和可用的士兵人群来增加。要知道,不是每一个“被杀”的士兵都会死。有多少伤亡者从对应士兵人群中移除取决于“战地医院”修正,这项修正通常由[[ 工业科技]] 中的“化学与电学”子类的发明所推动。由于这个子类的科技也会提高[[ 补给上限]] ,因此对减少兵力损失来说它至关重要。每一级的攻击/ 防御增加{{green|10%}} 的基础兵力伤害。攻击为10的单位和攻击为0的单位相比,前者所造成的伤害是后者的两倍。


==Combat Characteristics==
== 战斗指标==
* Attack & Defense: Base values that are used for combat die rolls.
* 进攻、防御:和作战骰子直接相关的基础数值。
* Recon: Improves the speed of an occupation. Recon is also used by an attacker to reduce the dig in value of that defending army, which is DIVIDED by the recon of the unit with the highest recon in the attacking army. After the first round, every time the attacker rolls higher than the defender, the remaining dig-in value is reduced by one. So, for example, if an army that has just one unit with a recon of 2 attacks a defending army that has a dig-in value of 6, when the battle begins the penalty for the attackers' roll will be 3. After the first round, the attackers need to have a higher roll than the defenders for three rounds to completely remove the dig-in penalty.
* 侦查:提高占领省份的速度。侦察也被攻击方用来降低防御方的战壕值,该值将除以进攻部队中侦察能力最高的单位的侦察值。第一轮过后,每当攻击者掷得骰子高于防守方时,剩余的战壕值将减少1。例如,假设一支军队只有1个单位,这个单位的侦查值是2,现在这支军队开始进攻敌方一支战壕值为6的军队,那么当战斗开始时,进攻方的作战骰子惩罚将会是{{red|-3}}。在第一轮战斗之后,进攻方的骰子值需要比防御方大三次,才能完全移除战壕惩罚。
* Width: This determines how much space a brigade occupies in combat. This is important because frontage is always limited: only so many units can participate in a battle at a time. Combat width can be negatively modified by [[terrain]]. Finally, width is reduced over the course of the game as technology is researched. Frontage in the early game is massive, while by the end of the game frontage will be limited to only 10 units in the front line.
* 宽度:这决定了一个旅在战斗中占据了多少空间。这一点很重要,因为战场正面总是有限的:一次只能有这么多单位参加战斗。战斗宽度会受到[[ 地形]] 产生的负面修正。最后,在游戏过程中,随着科技的研究,宽度会逐渐减小。在早期的游戏中,战场正面非常宽,而到游戏结束时战场正面将被限制在10个单位以内。
* Maneuver: Flanking ability. A unit with 1 maneuver value can target the unit directly in front of it; if there's no such unit it can target units diagonal to it. Higher values increases maximum targeting distance by one for each point. Practically, this means that a cavalry unit with ''x'' maneuver value could engage any enemy within 2''x''+1 positions on the front (only one at a time).
* 机动:侧翼打击能力。任何单位都能直接以正前方的敌方单位为目标,而一个有1机动值的单位意味着,当正前方不存在敌方单位时,它可以以正前方两侧距离为1的单位为目标。机动值越大,每个单位的最大目标范围就越大。实际上,这意味着机动值为x的骑兵部队可以在前方2x+1 的范围内与任何敌人交战(一次只能攻击一个单位)。
* Support: Support is a percentage value and represents the percentage of damage a unit in the second row can do to enemy units. This means that units such as artillery can do more damage in support than they can on the front line. 3 support means that a unit would do 3 times the damage in the second row than they would if they were on the front-line.
* 支援:支援是一个百分比值,代表后排的单位可以对敌人单位造成的伤害的百分比。这意味着像炮兵这样的部队在支援中所造成的伤害比他们在前线所能造成的伤害要大。如果他们在后排的话,他们造成的伤害会是在前线的3倍。
* [[Terrain]]: Terrain gives a negative dice modifier to an attacker's dice roll. Effectively it reduces the amount of damage an attacker can do. The modifier is dependent on the type of terrain.
* [[ 地形]] :地形会对进攻方的作战骰子产生负面修正,这直接减少了进攻方造成的伤害。地形修正取决于地形的类型。
* [[Forts]]: Forts add a 10% military tactics and discipline bonus to a defending unit per level of fort. In other words, forts reduce the casualties taken by the defender.
* [[ 要塞]] :每1级要塞会给防御方增加10% 的军事战术和纪律加成。也就是说,要塞可以减少防御方的伤亡。
* Military tactics: Reduces strength damage taken.
* 军事战术:减少受到的兵力伤害。
* Discipline: Reduces organization damage taken and regained.
* 纪律:减少受到的组织度伤害,加速组织度恢复。


==Combat==
== 战斗==
Each round of combat lasts for five days:
每一轮战斗持续5天:
# Units identify their target: for infantry this will be the unit directly in front of them. If no one is in front, they are allowed to target diagonally. Cavalry can always target diagonally.
# 每个单位确定他们的目标。步兵单位会以对面的单位作为目标,若对面没有单位则会依机动能力选择斜方向单位作为目标。骑兵可以在其打击范围内任意选择目标。
# A random die (0 - 9) is rolled for both the attacker and the defender
# 进攻方和防御方都掷骰子(0-9 )。
# Modifiers are applied: entrenchments (dig-in), leaders, terrain bonuses, and potential gas attacks
# 骰子的值加上修正值:战壕、将领、地形或者毒气。
# The net difference between the attacking and defending roll determines damage inflicted.
# 进攻方和防守方骰子之间的净差决定了所造成的伤害。
# Modifiers are applied: military tactics reduce the damage taken, while organization and strength also modify damage
# 伤害值加上修正值:军事战术减少受到的伤害,组织度和兵力减少造成的伤害。
# Damage impacts both strength and organization, and damage occurs simultaneously for both attacker and defender
# 进攻方和防御方同时受到伤害,兵力和组织度都减少。
## Organization damage inflicted = Base Damage From Roll * (1 + attack / 10) * (100 / Discipline of Enemy Unit)
## 遭受的组织度伤害= 骰子值的基础伤害×(1+ 进攻/10) ×(100/ 敌方单位纪律)
## Strength damage inflicted = Base Kills From Roll * (1 + attack / 10) / (1 + Enemy's Tactics / 100)
## 遭受的兵力伤害= 骰子值的基础伤害×(1+ 进攻/10) ×( 敌方单位战术/100)
# Damage is inflicted to soldier POPs, after being reduced by the country's Military Hospitals modifier.
# 士兵人群受到伤害,此伤害将受国家的战地医院修正影响。


===Retreat===
=== 撤退===
Typically, organization will run out before strength. When this happens, the unit will attempt to retreat. Retreat is only possible into provinces with no enemy presence. This therefore excludes provinces with fights going on! If no avenues of retreat are possible, the unit surrenders and is lost.
通常情况下,组织度会比兵力先耗尽。当这种情况发生时,部队将试图撤退。只有没有敌人的省份才能作为撤退目标。因此,不能撤退到有战斗的省份!如果没有退路,部队就会投降并解散(士兵人群不会消失)。


==War Score==
== 战争分数==
A positive war score is achieved through four primary ways: winning battles, completing war goals from [[casus belli]], blockades and occupying [[provinces]].
主要有四种方式可以获得战争分数:赢得战斗、达成[[ 宣战理由]] 的战争目标、封锁港口以及占领[[ 省份]]
The maximum war score that can be achieved through winning battles is 50% in [[Heart of Darkness]] and 25% in earlier versions, thus for wars with ambitious war goals such as state acquisition it is necessary to be offensive and occupy territories.
战斗增加战争分的最大值在《[[ 黑暗之心]] 》中是50%,更早期的版本则是25% 。因此,对于侵略性战争,例如获取地区,有必要主动攻击敌方并占领领土。
The maximum war score that can be achieved from blockades are 25%. Blockades also affects [[war exhaustion]].
封锁港口增加战争分的最大值是25% 。封锁港口也会影响[[ 厌战度]]


==References==
==References==

2020年10月23日 (五) 14:27的最新版本

本页面描述了陆军单位作战的游戏机制。有关战略建议,请访问陆战策略

组织度与兵力

每个旅都有两个描述其当前状态的值:组织度和兵力。这两个值都会影响一个单位在战斗中所能造成的伤害。

  • 组织度:表示这个旅组织有序的程度。组织度可以通过士气(受军事战术链中的发明和某些将领的影响)和补给来恢复。不同类型的单位有不同的“基础组织度”等级:民兵和骑兵最低,坦克最高。当一个旅的组织度归零,它就不能再参与战斗了。组织度损伤受单位纪律的影响:单位纪律越强,所受组织度损伤越小。1%纪律的单位和100%纪律的单位相比,前者受到的组织度损伤是后者的100倍。
  • 士气(组织度恢复):每增加1%士气,单位组织度就增加0.01×纪律的数值。
  • 兵力:代表这个单位包含多少士兵。增援效率主要通过文化科技、可用的补给和可用的士兵人群来增加。要知道,不是每一个“被杀”的士兵都会死。有多少伤亡者从对应士兵人群中移除取决于“战地医院”修正,这项修正通常由工业科技中的“化学与电学”子类的发明所推动。由于这个子类的科技也会提高补给上限,因此对减少兵力损失来说它至关重要。每一级的攻击/防御增加10%的基础兵力伤害。攻击为10的单位和攻击为0的单位相比,前者所造成的伤害是后者的两倍。

战斗指标

  • 进攻、防御:和作战骰子直接相关的基础数值。
  • 侦查:提高占领省份的速度。侦察也被攻击方用来降低防御方的战壕值,该值将除以进攻部队中侦察能力最高的单位的侦察值。第一轮过后,每当攻击者掷得骰子高于防守方时,剩余的战壕值将减少1。例如,假设一支军队只有1个单位,这个单位的侦查值是2,现在这支军队开始进攻敌方一支战壕值为6的军队,那么当战斗开始时,进攻方的作战骰子惩罚将会是-3。在第一轮战斗之后,进攻方的骰子值需要比防御方大三次,才能完全移除战壕惩罚。
  • 宽度:这决定了一个旅在战斗中占据了多少空间。这一点很重要,因为战场正面总是有限的:一次只能有这么多单位参加战斗。战斗宽度会受到地形产生的负面修正。最后,在游戏过程中,随着科技的研究,宽度会逐渐减小。在早期的游戏中,战场正面非常宽,而到游戏结束时战场正面将被限制在10个单位以内。
  • 机动:侧翼打击能力。任何单位都能直接以正前方的敌方单位为目标,而一个有1机动值的单位意味着,当正前方不存在敌方单位时,它可以以正前方两侧距离为1的单位为目标。机动值越大,每个单位的最大目标范围就越大。实际上,这意味着机动值为x的骑兵部队可以在前方2x+1的范围内与任何敌人交战(一次只能攻击一个单位)。
  • 支援:支援是一个百分比值,代表后排的单位可以对敌人单位造成的伤害的百分比。这意味着像炮兵这样的部队在支援中所造成的伤害比他们在前线所能造成的伤害要大。如果他们在后排的话,他们造成的伤害会是在前线的3倍。
  • 地形:地形会对进攻方的作战骰子产生负面修正,这直接减少了进攻方造成的伤害。地形修正取决于地形的类型。
  • 要塞:每1级要塞会给防御方增加10%的军事战术和纪律加成。也就是说,要塞可以减少防御方的伤亡。
  • 军事战术:减少受到的兵力伤害。
  • 纪律:减少受到的组织度伤害,加速组织度恢复。

战斗

每一轮战斗持续5天:

  1. 每个单位确定他们的目标。步兵单位会以对面的单位作为目标,若对面没有单位则会依机动能力选择斜方向单位作为目标。骑兵可以在其打击范围内任意选择目标。
  2. 进攻方和防御方都掷骰子(0-9)。
  3. 骰子的值加上修正值:战壕、将领、地形或者毒气。
  4. 进攻方和防守方骰子之间的净差决定了所造成的伤害。
  5. 伤害值加上修正值:军事战术减少受到的伤害,组织度和兵力减少造成的伤害。
  6. 进攻方和防御方同时受到伤害,兵力和组织度都减少。
    1. 遭受的组织度伤害=骰子值的基础伤害×(1+进攻/10)×(100/敌方单位纪律)
    2. 遭受的兵力伤害=骰子值的基础伤害×(1+进攻/10)×(敌方单位战术/100)
  7. 士兵人群受到伤害,此伤害将受国家的战地医院修正影响。

撤退

通常情况下,组织度会比兵力先耗尽。当这种情况发生时,部队将试图撤退。只有没有敌人的省份才能作为撤退目标。因此,不能撤退到有战斗的省份!如果没有退路,部队就会投降并解散(士兵人群不会消失)。

战争分数

主要有四种方式可以获得战争分数:赢得战斗、达成宣战理由的战争目标、封锁港口以及占领省份。 战斗增加战争分的最大值在《黑暗之心》中是50%,更早期的版本则是25%。因此,对于侵略性战争,例如获取地区,有必要主动攻击敌方并占领领土。 封锁港口增加战争分的最大值是25%。封锁港口也会影响厌战度

References