边境战争:修订间差异

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A Border War is a small scale conflict. A way to acquire a State without going through the dangers of full scale warfare. It is primarily focused on China and it's communist/nationalist conflict. And for Communist China, in particular, it is '''the''' early-game gameplan. As it is largely decision and event driven, the rules can be a bit confusing.
''' 边境冲突''' 是一种小规模的冲突,在不经过全面战争风险的情况下获得[[地区]]的手段。该机制主要作用于中国国共冲突,尤其对于 {{flag|prc}}的游戏过程来说,该机制是前期的唯一<ref>译注:跑马流:听我说屑屑你</ref>出路。由于它主要由[[决议]]和[[事件]]驱动,因此规则可能会略微混乱。


It goes through a number of phases: The decision to cause a border incident, the decision to commit to combat, the combat, the optional decisions to escalate the conflict, and the result. It is limited to two parties: Aggressor and Defender (the decider and the target of the decision).
边境冲突分为以下几个阶段:制造事端、升级为边境冲突、加剧冲突、升级为战争、冲突结束。冲突仅限于两方:攻击方和防守方(决议执行者和决议目标)。


== Cause an Incident ==
== 制造事端 ==


A border conflict starts with the appearance of a decision to create a border incident. It requires finding the right parties to conflict over. If multiple countries are eligible targets, there will be one decision for each of them.
一次边境冲突始于制造事端的决议。决议的出现需要合适的冲突对象<ref>译注:原文为parties</ref>。如果多个国家都是合适的对象,则每个国家都会出现决议。


This decision is visible if:
决议的出现需要满足以下条件:
* No other Border Conflict has been initiated between the two parties
* 双方未进行过边境冲突
* Neither party is in the same Faction or a subject of the other
* 冲突双方不在同一阵营或一方为另一方的傀儡国
* Either:
* 满足以下至少一个:
** The Decider has the Flag CHI_institute_cross_border_raids and neither Aggressor nor Defender are the Leader of China. (Comment: Warlord goes opposition can border war all other warlords (PRC counted as warlord here)
** 进攻方具有Flag CHI_institute_cross_border_raids 且双方都没有中国领导权(指政治线走法不同的军阀<ref>此处{{flag|prc}}也算军阀</ref>之间可以爆发边境冲突)
** The Decider has the Flag CHI_provoke_border_clashes and the target is the leader of China (Comment: Warlord has completed focus to start shit against Leader of China)
** 进攻方具有Flag CHI_provoke_border_clashes 且防守方有中国领导权(指军阀和中国领导人之间抢地)
** The Target has the Flag CHI_provoke_border_clashes and the decider is the leader of China (Comment: Leader of China can kind of fight back)
** 防御方具有Flag CHI_provoke_border_clashes 且进攻方有中国领导权(指上一条的地可以抢回来)
** The Decider has finished the focus CHI_anti_opposition_campaigns and both sides picked focuses to support in the Nationalist/Communist Conflict
** 进攻方完成国策[[军阀国策树#Cooperation With the Nationalists sub-branch|铲除对手]]且一方[[军阀国策树#Cooperation With the Nationalists sub-branch|与国民党合作]]一方[[军阀国策树#Cooperation With the Communists sub-branch|与共产党合作]]
** The Decider is Communist China and the target cooperates with the Nationalists
** 进攻方是 {{flag|prc}}且防御方走[[军阀国策树#Cooperation With the Nationalists sub-branch|与国民党合作线]]
* The Target is any of the Chinese Factions
* 双方都是中国势力,''' 或满足以下至少一个'''
* The Decider is any of the Chinese Factions
** 扮演 {{ 国旗|Japan}} {{Flag|Soviet Union}} 开启边境冲突
* '''OR''' playing {{flag|Japan}} and having a direct border with {{Flag|Soviet Union}}
** {{icon|mtg}}扮演 {{Flag|MEX}}并完成国策[[墨西哥国策树#March Southwards Sub-branch|夺取巴拿马运河]]
** {{icon|lar}}扮演 {{国旗|自由法国}}并完成[[自由法国国策树#号召法兰西线|任一干预国策]]
** {{icon|bftb}}扮演 {{Flag|GRE}}并完成国策[[希腊王国国策树#Request_Communist_Support_Sub-branch|策动博斯普鲁斯事变]]


This decision is available if the aggressor:
决议的执行需要满足以下条件:
* fully owns and controls a source state
* 拥有并控制一个地区作为源地区
* has at least 1 division in the source state
* 源地区至少驻扎1个师
* does not have a active Border Conflict anywhere else
* 各地区没有出现正在进行的边境冲突
* does not have a NAP with the Defender
* 双方没有签署互不侵犯条约


The Decision costs 100 PP and runs for 30 days. Upon taking the decision, a random Defender State without a active border conflict is chosen. Then a random neighboring attacker State is also chosen. The decision can not be taken again for 180 days (state and Faction specific lockouts also exist). The defender is informed and both the defender and aggressor have the 30 days to bring troops in the states into position.
执行决议花费100政治点数和30天时间。一旦点击决议就会随机在防御方选择一个无边境冲突的地区,然后在该地区相邻的进攻方控制地区中随机选择一个地区。随后180日内该决议不能再次点击(阵营或地区限制也包含其中)(state and Faction specific lockouts also exist) 。<ref>译者是坚定的神秘力量跑马派,不熟悉机制,这句没看懂(悲</ref>防御方会收到冲突消息,双方有30天时间在先前选择的地区集结部队。


== Committing ==
== 升级为边境冲突 ==


After the initial warning timeout has run it's course, the attacker has 30 days to decide to actually commit to the conflict. If he does, combat starts instantly. This can be used to prepare more forces. Or to reconsider, if the defenders forces or global situation no longer supports a conflict.
制造事端决议完成后攻击方有30天时间决定是否真的要升级为边境冲突。如要,则立即开始一场战斗。如放弃,进攻方将再失去100政治点数。这30天可以用于集结更多军队或审慎考虑防御方军力和国际形势是否还允许冲突加剧。
However if the timer runs out, the Aggressor loses another 100 PP.


== Combat ==
== 战斗 ==


After the incident has been created and the conflict committed to, a combat will start:
事端挑起且局势升级后,战斗将会打响:
* 6 Divisions from both states are picked and moved into a separate army. This army is given a random Leader from the countries pool. These two Armies then enter combat.
* 双方地区的6个师将被选中并组成一支独立集团军。这支集团军将从将领池中随机分配一名将领(包含目前在其他战线行动或执勤的任何将军或元帅。被选召的将领不能使用能力)。两支部队随即进入战斗。
* Aside from moving divisions out of the State, there seems to be no way to control which divisions are picked and the selection seems to be entirely random. This is outside of mod-able code.
* 除了将部队移出冲突地区外没有办法控制选择哪些部队,且选择似乎完全是随机的。此机制写死在游戏文件而非代码中,无法魔改。
* Equally the leader is randomly picked from across the country pool. This can include any Generals or Field Marshals currently in action or duty at another front. No leader ability can be used.
* 选定的师将被锁定,在冲突结束之前,任何一方都不能增加或移除师、将其分配到某一元帅或以其他方式影响他们。
* The armies are locked and neither side can add or remove divisions, put them under a field marshal or otherwise affect them until the conflict is over.
* 战斗的宽度为80,所有部队初始状态都是预备队。这可能会导致一方或双方有0个师积极作战,不会对对方造成伤害。
* The combat has a width of 80 and all units start in reserve. Which can result in one or both sides having 0 divisions actively fighting, dealing no damage to each other.
* 不在边界处的选定部队首先必须移动到那里才能作为预备队加入战斗。该条主要适用于原本执行驻军任务的选定师。
* Selected Divisions that are not at the border first have to move there, before they are placed in reserve and can then join. This mostly applies to selected divisions that were on garrison duty.
* 如果该地区没有足够的师,将从全国各地抽调部队。这些部队仍然必须首先转移到冲突边界。
* If not enough divisions are in the State, additional units will be drawn from across the country. These units still have to first move there.
* AI因组织度损失而退出的师将撤离直至完全恢复,然后作为预备队重新投入战斗;玩家的不会。
* Divisions that dropped out due to Organisation loss will move away to recover to full, then rejoin the fight as reserve.
* 战斗过程忽略所有地形和防御工事修正。
* The combat ignores all terrain and fortification modifiers.
* 战斗中不考虑堑壕加成,但考虑计划加成。
* While Entrenchment is ignored, any Planning bonus is not.
* 如果在360天内没有人赢得冲突,则认定冲突结果为平局。
* If nobody wins the conflict within 360 days, the conflict is declared a draw


== Escalation options ==
== 加剧冲突 ==


Both sides can decide to escalate the conflict. There is a 45 day cool-down between those options
冲突双方都可以选择升级冲突。每两次升级间有45天冷却。


The '''first escalation''' costs 200 PP, increases the width to 100 and gives both sides a +15% bonus.
''' 第一次升级''' 花费200政治点数,将战场宽度升至100并给双方15% 加成。


The '''second escalation''' turns this into a full blown war after 15 days, canceling the border conflict and the combat.
''' 第二次升级''' 花费15天时间。时间一到结束边境冲突并直接开启另一场全面[[战争]]。


Both sides can also decide to '''back out''' of the conflict, causing a instant win for the other side.
双方也可以选择''' 退缩''' ,这将立即判定对方胜利。


== Result ==
== 战斗结束 ==


If the attacker won, he gains 100 PP and control of the State. On the last state, the target is instead annexed.
如果进攻方胜利,其获得100政治点数和边境所在地区的控制权,如果防御方只剩下最后一个地区则进攻方吞并防御方。


If the defender won, he gains 150 PP, 30 Army XP, and a Tech bonus of 100% to 1 land doctrine. The attacker loses 150 PP instead.
如果防御方胜利,其获得150政治点数、30陆军经验和一次100% 陆军学说研究加速(译注:1.12版本改为减少25%陆军学说花费)。进攻方失去150政治点数。


If the conflict is canceled (like both sides starting war, joining the same faction or it timing out) both sides gain 30 Army XP and 50 PP.
如遇冲突取消(例:双方开始战争、加入同一阵营或冲突超时),则双方获得50政治点数和30陆军经验。


== Tactics ==
== 攻略 ==


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* It is always 6 divisions that are picked, regardless of width. Accordingly it can help to design and encourage the picking of high width divisions.
* 选中的6个师不论宽度,因此建议使用高宽度师。
* The experience gain to manpower loss ratio for Border wars is exceptionally good, leading to a handful of extremely skilled Division which can be used for later attacks.
* 冲突中多整加成拉攻击非常重要。考虑到地块内具体省份位置不影响加成、地形影响也没算,建议把部队部署在有补给的地方防止吃补给不足debuff。
* While terrain, entrenchment and other defensive modifiers are ignored, there is still a considerable advantage for the defender due to Defense tending to be higher then Breakthrough.
* 冲突中经验获取和人力损失比非常可观,适合用来刷骷髅师备战。
* The defender can win by outlasting the enemy for the entire 360 days.
* 虽然地形、堑壕和其他防御性修正都忽略了,防御方还是有明显优势,因为防御比突破高。
* The attacker has to win by actually crushing the enemy with enough damage. But failing that, a draw is preferable over a defeat.
* 如果你是防御方还赢面不大也可以考虑嗯拖360天拖到平局。
* While leader abilities can not be used during the conflict, they can be chosen just before it and still should have effect.
* 进攻方要赢一般要把伤害拉很高,如果做不到建议嗯拖。
* As all units start in Reserve, the reinforcement score is extremely important
* 虽然冲突中指挥官技能不能用,先给可能要卷入冲突的师点上技能再点决议开打是可以的。
* The AI is also unable to manipulate the divisions chosen for the combat and bring units into play. Often their garrison Cavalry Divisions are drawn into the combat. However it just having a manned frontline against the player will drastically improve the expected enemy troop quality.
* 冲突开始时所有师都是预备队,所以支援很重要。
* 如上所述,蠢驴AI的师都是随机挑的,日常挑守备骑兵师,但是要是在前线布置重兵会把AI主力整来,大幅提升敌军强度。


== Modding ==
== 模组作者请注意 ==


* The selection of which units join the fight can not be affected in any known way.
* 暂无已知方法影响参与边境冲突的师的指定……
* The decisions and results however are script driven and thus fully mod-able.
** ……但是决议和结果写在代码里,可以魔改。
* It is worth noting that the strait crossing penalties do still apply, as they were likely not considered for mainland china.
* 跨海惩罚对边境冲突也适用,这点似乎不是为中国大陆设计的。






[[Category:Military]]
[[ 分类:Military]]

2024年11月21日 (四) 08:03的最新版本

边境冲突是一种小规模的冲突,在不经过全面战争风险的情况下获得地区的手段。该机制主要作用于中国国共冲突,尤其对于 中共的国旗 中共的游戏过程来说,该机制是前期的唯一[1]出路。由于它主要由决议事件驱动,因此规则可能会略微混乱。

边境冲突分为以下几个阶段:制造事端、升级为边境冲突、加剧冲突、升级为战争、冲突结束。冲突仅限于两方:攻击方和防守方(决议执行者和决议目标)。

制造事端

一次边境冲突始于制造事端的决议。决议的出现需要合适的冲突对象[2]。如果多个国家都是合适的对象,则每个国家都会出现决议。

决议的出现需要满足以下条件:

决议的执行需要满足以下条件:

  • 拥有并控制一个地区作为源地区
  • 源地区至少驻扎1个师
  • 各地区没有出现正在进行的边境冲突
  • 双方没有签署互不侵犯条约

执行决议花费100政治点数和30天时间。一旦点击决议就会随机在防御方选择一个无边境冲突的地区,然后在该地区相邻的进攻方控制地区中随机选择一个地区。随后180日内该决议不能再次点击(阵营或地区限制也包含其中)(state and Faction specific lockouts also exist)。[4]防御方会收到冲突消息,双方有30天时间在先前选择的地区集结部队。

升级为边境冲突

制造事端决议完成后攻击方有30天时间决定是否真的要升级为边境冲突。如要,则立即开始一场战斗。如放弃,进攻方将再失去100政治点数。这30天可以用于集结更多军队或审慎考虑防御方军力和国际形势是否还允许冲突加剧。

战斗

事端挑起且局势升级后,战斗将会打响:

  • 双方地区的6个师将被选中并组成一支独立集团军。这支集团军将从将领池中随机分配一名将领(包含目前在其他战线行动或执勤的任何将军或元帅。被选召的将领不能使用能力)。两支部队随即进入战斗。
  • 除了将部队移出冲突地区外没有办法控制选择哪些部队,且选择似乎完全是随机的。此机制写死在游戏文件而非代码中,无法魔改。
  • 选定的师将被锁定,在冲突结束之前,任何一方都不能增加或移除师、将其分配到某一元帅或以其他方式影响他们。
  • 战斗的宽度为80,所有部队初始状态都是预备队。这可能会导致一方或双方有0个师积极作战,不会对对方造成伤害。
  • 不在边界处的选定部队首先必须移动到那里才能作为预备队加入战斗。该条主要适用于原本执行驻军任务的选定师。
  • 如果该地区没有足够的师,将从全国各地抽调部队。这些部队仍然必须首先转移到冲突边界。
  • AI因组织度损失而退出的师将撤离直至完全恢复,然后作为预备队重新投入战斗;玩家的不会。
  • 战斗过程忽略所有地形和防御工事修正。
  • 战斗中不考虑堑壕加成,但考虑计划加成。
  • 如果在360天内没有人赢得冲突,则认定冲突结果为平局。

加剧冲突

冲突双方都可以选择升级冲突。每两次升级间有45天冷却。

第一次升级花费200政治点数,将战场宽度升至100并给双方15%加成。

第二次升级花费15天时间。时间一到结束边境冲突并直接开启另一场全面战争

双方也可以选择退缩,这将立即判定对方胜利。

战斗结束

如果进攻方胜利,其获得100政治点数和边境所在地区的控制权,如果防御方只剩下最后一个地区则进攻方吞并防御方。

如果防御方胜利,其获得150政治点数、30陆军经验和一次100%陆军学说研究加速(译注:1.12版本改为减少25%陆军学说花费)。进攻方失去150政治点数。

如遇冲突取消(例:双方开始战争、加入同一阵营或冲突超时),则双方获得50政治点数和30陆军经验。

攻略

  • 选中的6个师不论宽度,因此建议使用高宽度师。
  • 冲突中多整加成拉攻击非常重要。考虑到地块内具体省份位置不影响加成、地形影响也没算,建议把部队部署在有补给的地方防止吃补给不足debuff。
  • 冲突中经验获取和人力损失比非常可观,适合用来刷骷髅师备战。
  • 虽然地形、堑壕和其他防御性修正都忽略了,防御方还是有明显优势,因为防御比突破高。
  • 如果你是防御方还赢面不大也可以考虑嗯拖360天拖到平局。
  • 进攻方要赢一般要把伤害拉很高,如果做不到建议嗯拖。
  • 虽然冲突中指挥官技能不能用,先给可能要卷入冲突的师点上技能再点决议开打是可以的。
  • 冲突开始时所有师都是预备队,所以支援很重要。
  • 如上所述,蠢驴AI的师都是随机挑的,日常挑守备骑兵师,但是要是在前线布置重兵会把AI主力整来,大幅提升敌军强度。

模组作者请注意

  • 暂无已知方法影响参与边境冲突的师的指定……
    • ……但是决议和结果写在代码里,可以魔改。
  • 跨海惩罚对边境冲突也适用,这点似乎不是为中国大陆设计的。
  1. 译注:跑马流:听我说屑屑你
  2. 译注:原文为parties
  3. 此处中共的国旗 中共也算军阀
  4. 译者是坚定的神秘力量跑马派,不熟悉机制,这句没看懂(悲