机制: Difference between revisions

本页面所适用的版本可能已经过时,最后更新于1.5
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! width=60% class="unsortable" | 描述
! width=60% class="unsortable" | 描述
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|-
| [[File:Traded factories.png|22px|link=]] || [[Trade]] || 1.9
| [[File:Traded factories.png|22px|link=]] || [[Trade|贸易]] || 1.9
| Resources can be traded between countries.
| 资源可以被交易于国家之间
|-
|-
| [[File:Industrial capacity.png|22px|link=]] || [[Production]] || 1.5
| [[File:Industrial capacity.png|22px|link=]] || [[Production|生产]] || 1.5
| Production of equipment or ships is necessary for all military units.
| 装备与船只对军事单位是不可或缺的
|-
|-
| [[File:Concentrated industry.png|22px|link=]] || [[Construction]] || 1.5
| [[File:Concentrated industry.png|22px|link=]] || [[Construction|建筑]] || 1.5
| Constructions are fixed assets that may be built in states.
| 建筑是可以在州内进行建造的固有资产
|-
|-
| [[File:Equipment.png|22px|link=]] || [[Equipment]] || 1.8
| [[File:Equipment.png|22px|link=]] || [[Equipment|装备]] || 1.8
| Equipment is a necessary component of combat units.
| 装备是作战单位的重要组成部分
|-
|-
| [[File: Fuel_icon.png|22px|link=]] || [[Fuel]] || 1.8
| [[File: Fuel_icon.png|22px|link=]] || [[Fuel|燃料]] || 1.8
| Fuel is a resource needed for the operation of vehicles with combustion engines, including trucks, tanks, aircraft, and ships.
| 燃料是使用内燃机的机动部队的必要资源,机动部队包括车辆、坦克、空军与船只。
|}
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Revision as of 18:11, 15 August 2020

机制 (英文名Mechanics)在游戏中各个方面需要具体讨论,此处给出各种机制的简介以及至细节页面的链接。

政治

机制 版本 描述
Unknown Ideology.png 意识形态 1.9 意识形态是一系列能决定阵营所属的理念、概念和理论的集合。游戏有四大基础意识形态:共产主义、民主主义、法西斯主义和无倾向
Relation join faction.png 阵营 1.9 阵营是可以呼叫其他成员进入战争的联盟,玩家不会被强迫加入其他阵营的战争
Goal unknown.png 国策 1.6 国策树表示了一系列可用的用以引导国家进行经济发展、军事活动或是政治行动的决定
Ideas.png 理念 1.8 理念是一系列可用法律,政治顾问,研究和生产公司与军事参谋的集合
Political power.png 政府 1.9 政府是国家的政治概念
Autonomy integrated puppet icon.png 傀儡国 1.8 傀儡国是一种在政治上极大受制于其他国家的国家
Allied plans button.png 外交 1.9 外交是 国家之间的互动
World Tension.png 全球紧张度 1.5 全球紧张度是衡量世界紧张氛围的热度的量
Generic volunteer expedition bonus.png 内战 1.8 当国家被分为不同的意识形态阵营且不能和平解决问题时,内战就会爆发
Occupation.png 占领 1.9 当国家占有任何非核心领土时将处于占领状态
Espionage.png 战略情报局 1.9 战略情报局是进行间谍活动的基础

生产

机制 版本 描述
Traded factories.png 贸易 1.9 资源可以被交易于国家之间
Industrial capacity.png 生产 1.5 装备与船只对军事单位是不可或缺的
Concentrated industry.png 建筑 1.5 建筑是可以在州内进行建造的固有资产
Equipment.png 装备 1.8 装备是作战单位的重要组成部分
Fuel icon.png 燃料 1.8 燃料是使用内燃机的机动部队的必要资源,机动部队包括车辆、坦克、空军与船只。

科研与科技

机制 版本 描述
Atomic research.png Research 1.5 Research is required to unlock technologies.
  1. 重定向 Template:图标 || Infantry technology || 1.9
Research technologies that improve infantry weapons and equipment, and unlock and improve motorized, mechanized, and special forces infantry.
  1. 重定向 Template:图标 || Support Companies technology || 1.9
Research technologies that unlock and improve all types of support battalions.
  1. 重定向 Template:图标 || Armor technology || 1.9
Research technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants.
  1. 重定向 Template:图标 || Artillery technology || 1.9
Research technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery.
  1. 重定向 Template:图标 || Land doctrine || 1.7
Research one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault.
  1. 重定向 Template:图标 || Naval technology || 1.8
Research technologies that unlock new ship types and classes, as well as submarine and improve transports for naval invasions.
  1. 重定向 Template:图标 || Naval doctrine || 1.5
Research one of the three naval doctrine trees: fleet in being, trade interdiction and base strike.
  1. 重定向 Template:图标 || Air technology || 1.5
Research technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions.
  1. 重定向 Template:图标 || Air doctrine || 1.5
Research one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity.
  1. 重定向 Template:图标 || Engineering technology || 1.9
Research technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research.
  1. 重定向 Template:图标 || Industry technology || 1.9
Research technologies that improve production efficiency and volume of all factories, improve resources excavation, and unlock and improve synthetic refineries.

军事与战争

机制 版本 描述
Relation wargoal.png Warfare 1.8 When diplomacy is not enough.
Generic infantry bonus.png Land units 1.5 All army components need to be designed, produced, deployed and supplied to conduct land warfare.
Overwhelming Firepower.png Land warfare 1.7 Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory.
  1. 重定向 Template:图标 || Division designer || 1.9
Designing divisions allow to customize them battalion by battalion.
People's Army.png Army planner 1.8 Designed divisions need to be recruited and trained to be deployed on the field.
General Staff.png Command group 1.8 Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise.
Old Guard.png Commander 1.8 Command groups can be led by a more skillful commander, if available.
Operational Concentration.png Battle plan 1.5 A battle plan enables automatic management of divisions in a specific role.
Tactics combat width.png Combat tactics 1.9 Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours.
Generic navy bonus.png Ship 1.5 All navies require ship design, production and a naval base to conduct naval missions.
Floating Fortress.png Naval warfare 1.8 Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions.
Generic air bonus.png Aircraft 1.9 All air wings require plane design, production and an air base to conduct air missions.
Strategic Destruction.png Air warfare 1.7 Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions.
Army experience.png Experience 1.5 Experience is gained mainly during combat and training, but also some national foci give experience. It can be used to create variants and division templates.
Onmap attrition.png Attrition and accidents 1.8 Equipment loss as a result of a sustained offensive.
Convoys.png Logistics 1.5 All military components require supply to function.
Manpower.png Manpower 1.8 Manpower is needed to recruit and strengthen divisions.
Nuclear Bombs.png Nuclear bomb 1.9 Nuclear bombs can be used to inflict heavy damage to the opposing side.

地图

机制 版本 描述
Province buildings.png Map 1.5 The map is split in finite regions of various size characteristics.
Victory point texticon.png Province 1.5 The smallest division of the map. Provinces contain a specific terrain and enable some constructions.
River.png Terrain 1.5 Terrain may apply limitations and penalties to military, actions and attrition.
Storm.png Weather 1.9 Weather may apply penalties to military movement, actions and attrition.
State buildings.png State 1.8 States are made of one or multiple provinces. States enable some constructions and provide resources and manpower.

事件

机制 版本 描述
Report event soldiers marching.png Events ~ Events add flavor to the game or provide choices that will affect the course of the game.


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