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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 | ||
| | | 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 | ||
| | | 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 | ||
| | | 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 | ||
| | | 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 | ||
| | | 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。 | ||
|} | |} | ||
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 | |
|---|---|---|---|
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 政府 | 1.9 | 政府是国家的政治概念 | |
| 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 | |
| 外交 | 1.9 | 外交是 国家之间的互动 | |
| 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 | |
| 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 | |
| 占领 | 1.9 | 当国家占有任何非核心领土时将处于占领状态 | |
| 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 | |
|---|---|---|---|
| 贸易 | 1.9 | 资源可以被交易于国家之间 | |
| 生产 | 1.5 | 装备与船只对军事单位是不可或缺的 | |
| 建筑 | 1.5 | 建筑是可以在州内进行建造的固有资产 | |
| 装备 | 1.8 | 装备是作战单位的重要组成部分 | |
| 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 | |
|---|---|---|---|
| Research | 1.5 | Research is required to unlock technologies. | |
|
Research technologies that improve infantry weapons and equipment, and unlock and improve motorized, mechanized, and special forces infantry. | ||
|
Research technologies that unlock and improve all types of support battalions. | ||
|
Research technologies that unlock all types and models of tanks, from light to super heavy chassis, as well as their variants. | ||
|
Research technologies that unlock and improve all types of artillery, including anti-tank, anti-air and rocket artillery. | ||
|
Research one of the four land doctrine trees: mobile warfare, superior firepower, grand battleplan and mass assault. | ||
|
Research technologies that unlock new ship types and classes, as well as submarine and improve transports for naval invasions. | ||
|
Research one of the three naval doctrine trees: fleet in being, trade interdiction and base strike. | ||
|
Research technologies that unlock or improve all types of airframes: light, medium or heavy, as well as their jet propulsion versions. | ||
|
Research one of the three air doctrine trees: strategic destruction, battlefield support and operational integrity. | ||
|
Research technologies related to electronic engineering (computers, radios, cryptography), rockets and atomic research. | ||
|
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 | |
|---|---|---|---|
| Warfare | 1.8 | When diplomacy is not enough. | |
| Land units | 1.5 | All army components need to be designed, produced, deployed and supplied to conduct land warfare. | |
| Land warfare | 1.7 | Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory. | |
|
Designing divisions allow to customize them battalion by battalion. | ||
| Army planner | 1.8 | Designed divisions need to be recruited and trained to be deployed on the field. | |
| Command group | 1.8 | Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise. | |
| Commander | 1.8 | Command groups can be led by a more skillful commander, if available. | |
| Battle plan | 1.5 | A battle plan enables automatic management of divisions in a specific role. | |
| Combat tactics | 1.9 | Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours. | |
| Ship | 1.5 | All navies require ship design, production and a naval base to conduct naval missions. | |
| Naval warfare | 1.8 | Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions. | |
| Aircraft | 1.9 | All air wings require plane design, production and an air base to conduct air missions. | |
| Air warfare | 1.7 | Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions. | |
| 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. | |
| Attrition and accidents | 1.8 | Equipment loss as a result of a sustained offensive. | |
| Logistics | 1.5 | All military components require supply to function. | |
| Manpower | 1.8 | Manpower is needed to recruit and strengthen divisions. | |
| 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 | |
|---|---|---|---|
| Map | 1.5 | The map is split in finite regions of various size characteristics. | |
| Province | 1.5 | The smallest division of the map. Provinces contain a specific terrain and enable some constructions. | |
| Terrain | 1.5 | Terrain may apply limitations and penalties to military, actions and attrition. | |
| Weather | 1.9 | Weather may apply penalties to military movement, actions and attrition. | |
| 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 | |
|---|---|---|---|
| Events | ~ | Events add flavor to the game or provide choices that will affect the course of the game. |
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