海军战斗:修订间差异

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A '''naval battle''' gets initiated on a specific province between two task forces, one of them being the attacker. This usually happens after a spotting process is complete or opposing fleets move onto the same province. Naval and port strikes by [[air wing]]s trigger a naval battle that resolves instantly. Otherwise the battle lasts until one side is fully escaped or destroyed. The defender always joins the battle with full efficiency while the attacker may have a reduced efficiency depending on circumstances.
一场’’’海军战斗’’’会由两只特遣舰队在一个特定省份展开,一种一方是攻击者。这种情况通常发生在一次侦察结束或者与敌对舰队进入了同一个省份。由[[air wing|空军联队]] 发起的海军轰炸和港口袭击会触发一场立即解决的海战。否则,战斗将持续到一方完全逃脱或被摧毁。防御方总是全速投入战斗,而攻击方则可能会根据情况而降低效率。


Inside of battles ships can behave independently and [[convoy]]s, which are normally abstracted, are also present as individual ships.
在战斗中,战舰可以独立行动,[[convoy|运输船队]] 通常是抽象的,作为单独的舰船出现。


== Layout ==
== Layout ==
* '''Screening group''': Consists of [[Ship#Screen ships|screen ships]], which screen the battle-line and carrier group from torpedoes.
* ''' 屏卫组''': [[Ship#Screen ships| 屏卫舰]] 组成, 从鱼雷的攻击中屏卫战列线和航母群。
* '''Battle-line''': Consists of [[Ship#Capital ships|capital ships]] except for carriers. Aside from providing heavy firepower, these ships screen the carrier group from torpedoes.
* ''' 战列线''': 由除了航母的[[Ship#Capital ships| 主力舰]] 组成。除了提供强大的火力外,这些舰艇还对航母群进行鱼雷掩护。
* '''Carrier group''': Consists of carriers which can strike at long range. If any convoys are present, they will also appear in this area.
* ''' 航母群''': 由能远程打击的航母组成。如果有运输船队在场,他们也会出现在这一区域内。* ''' 潜艇狼群''': [[Ship#Submarines| 潜艇]] 组成, 如果对鱼雷防护的屏卫效率不足的话,他们可以威胁到敌方的战列线和航母群。
* '''Submarine wolfpack''': Consists of [[Ship#Submarines|submarines]], which may threaten the enemy battle-line and carrier group if they are insufficiently screened from torpedoes.
== 屏卫效率 ==
 
== Screening efficiency ==
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The ratio of screen ships and other ships is the ''screening ratio''. With good positioning, 100% screening efficiency may be reached when the ratio is 3 screens per capital ship/carrier. Bad positioning applies a penalty to screening efficiency, which may increase the screening ratio required to achieve 100% efficiency. High screening efficiency prevents enemy torpedo attacks against the battle-line and carrier group, and confers increased hit chance (up to {{green|+40%}}) and retreat speed (up to {{green|+20%}}) upon all ships in those groups.
屏卫舰和其他舰船的比例被称为’’屏卫效率’’. 在索敌良好的情况下, 每艘主力舰搭配3艘屏卫舰就可以达到100% 的屏卫效率。不好的索敌会对屏卫效率造成惩罚,会增加达到100% 屏卫效率的要求。高屏卫效率可以防止敌方鱼雷攻击战列线和航母群,并且提高这些战斗群的命中率(高达 {{green|+40%}} )和撤退速度( 高达 {{green|+20%}})


The ratio of capital ships to carriers and convoys is the ''carrier screening ratio''. With good positioning, 100% carrier screening efficiency may be reached when the ratio is 1. Bad positioning applies a penalty to carrier screening efficiency, which may increase the carrier screening ratio required to achieve 100% efficiency. High carrier screening efficiency further prevents enemy torpedo attacks against the carrier group (stacking diminishingly). It also provides increased sortie efficiency (up to {{green|+10%}}) to carriers and increased retreat speed (up to {{green|+20%}}) for both carriers and convoys.
能搭载舰载机的主力舰和运输船的的比率被称为 '' 舰载机屏卫效率'' 。在良好索敌的情况下, 当比值为1时,舰载机屏卫效率可以达到100% 。不好的索敌会极大的影响舰载机屏卫效率。 会增加达到100% 舰载机屏卫效率的要求。更高的舰载机屏卫效率会进一步防止敌方鱼雷攻击航母群(减少堆叠)。它还提高了航母的出击效率(高达 {{green|+10%}} ),提高了航母和护航队的撤退速度( 高达 {{green|+20%}}) 。、


== Weapon cooldown ==
== 武器CD ==
All weapons except torpedoes can fire {{hover|BASE_GUN_COOLDOWNS|every hour}}. Torpedoes normally fire every {{hover|BASE_GUN_COOLDOWNS[1]|4}} hours ({{icon|mtg}} this can be reduced to 3 with the Drill Master trait).
除鱼雷外的所有武器都能{{hover| 基础的火炮冷却时间| 每小时}} 发射一次,鱼雷通常每{{hover| 基础的鱼雷冷却时间|4}} 小时发射一次(通过将领的’装填操练专家’特质,可以加快到3小时一次)


== Target selection ==
== 选择目标 ==
Each ship with offensive weapons (i.e. not carriers and convoys) and the respective weapons off cooldown can target three enemy ships independently per combat hour; one with its depth charges/light weapons, one with torpedoes, and one with heavy guns. Depending on weapon type and enemy screening, only certain enemy groups can be targeted.
每一艘舰船都拥有攻击性武器( 即除了航空母舰和运输船队) 和有着各自冷却时间的武器可以在每个战斗小时独立攻击三艘敌方舰船;一个是深水炸弹/ 轻武器,一个是鱼雷,一个是重炮。根据武器类型和索敌,只有特定的敌方编队可以成为攻击目标。
* Depth charges: the only weapon type that can target submarines, and only if they are revealed (see below)
* 深水炸弹:唯一一种可以攻击潜艇的武器类型,而且只有在潜艇被暴露的情况下(见下文)* 轻型火炮: 只能攻击最近的敌人
* Light guns: can only target the closest non-empty group
* 重型火炮: 只能攻击两个敌人
* Heavy guns: can target the first two non-empty groups
* 鱼雷: 鱼雷攻击目标的概率是100% 减去敌方的屏卫效率。如果要瞄准航母群中的舰船(包括护航编队),它需要通过额外的检定,即100% 减去敌方航母的舰载机屏卫效率。
* Torpedoes: the probability that a torpedo can target ships past the screening group is 100% minus the enemy screening efficiency. To target ships in the carrier group (including convoys) it needs to pass an additional check of 100% minus the enemy carrier screening efficiency.


Submarines will only target screens when set to High risk engagement rule. They will only target capitals when set to Medium risk or higher.
当设定为高风险交战规则时,潜艇只会瞄准屏卫舰。它们只会在设定为中等风险或更高风险的情况下瞄准主力舰。


Out of the remaining valid targets one is chosen by weighted random selection. If the firing ship is not currently running away, the enemies are weighted as follows (numbers in parenthesis for light guns)<ref>these numbers can not be modded</ref>:
在剩余的有效目标中,舰船会通过加权随机选择选择一个目标。如果开火舰船不会逃跑的话,目标选择的权重如下 ( 括号内的数字表示轻型火炮)<ref> 这些数字不会被修改</ref>:
* capitals: 30 (2)
* 主力舰: 30 (2)
* screen: 3 (6)
* 屏卫舰: 3 (6)
* submarine: 4
* 潜艇: 4
* carriers: 15 (1)
* 航母: 15 (1)
* submarine vs convoy: 600 (40)
* 潜艇vs运输船队: 600 (40)
* non-sub vs convoy: 60 (4)
* 非潜艇 vs 运输船队: 60 (4)


If the target is lacking HP, up to +100% bonus are applied to the weight. If the enemy is escaping, the weight is reduced by 50%. If the enemy is actively fighting (i.e. not waiting), a +50% bonus is applied.
如果目标缺少生命值,则权重最多可获得+100% 的加值。如果敌人逃跑了,权重减轻50% 。如果敌人正在积极战斗(即不待机),将获得+50% 的加成。


The weighting is similar when the firing ship is escaping but only considers targets that are actively fighting and always chooses the highest scoring target without randomization.
当开火舰船正在逃跑时,权重是相似的,但只考虑积极战斗的目标的话,最高权重的目标总是会被选择,而不是随机抽选。


=== Submarines ===
=== 潜艇 ===
Submarines are completely immune to being targeted while they are hidden. This is indicated by the crossed-out eye symbol. Revealing a submarine sets a cooldown after which the submarine will hide again (unless the cooldown gets refreshed).
潜艇在隐蔽时完全不会受到攻击。这由眼睛划一个斜杠的符号来表示。被发现的潜艇会设置一个冷却时间,之后潜艇将再次隐藏(除非冷却时间得到刷新)。


There are three circumstances that reveal submarines:
有三种情况能发现潜艇:
* If the submarine starts the battle on the defending side, it will be initially revealed for {{hover|NNavy.SUBMARINE_REVEALED_TIMEOUT|16}} hours. This typically happens when its task force gets spotted by enemy patrols.
* 如果潜艇在开始战斗时处于防御方,它将在最初{{hover|NNavy.SUBMARINE_REVEALED_TIMEOUT|16}} 个小时内处于可见状态。这种情况通常发生在其特遣部队被敌军巡逻队发现时。
* If the enemy task force has any sub detection greater than zero, there is a {{hover|NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE|3.5%}} chance of revealing the submarine for {{hover|NNavy.SUBMARINE_HIDE_TIMEOUT|20}} hours every time it attacks. The submarine's visibility increases the chance and bad positioning increases the visibility effect by up to {{hover|NNavy.SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING|200%}}. It can be reduced with the {{hover|naval_torpedo_reveal_chance_factor|Torpedo reveal chance modifier}} (Electric torpedo technology, various naval doctrines, Silent hunter admiral trait). The combined formula is <math display="inline">(100\% + \texttt{naval}\_\texttt{torpedo}\_\texttt{reveal}\_\texttt{chance}\_\texttt{factor}) * 3.5\% * \frac{\text{sub visibility}}{100} * (300\% - 2 * \text{positioning})</math>
* 如果敌方的特遣舰队的对潜效率超过0,那便有{{hover|NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE|3.5%}} 的机会在潜艇攻击的 {{hover|NNavy.SUBMARINE_HIDE_TIMEOUT|20}} 小时内处于可见状态。潜艇的可见度会增加被发现的几率,而不好的阵位会增加高达 {{hover|NNavy.SUBMARINE_REVEAL_ON_MINIMUM_POSITIONING|200%}} 的可见度效果,它可以通过{{hover|naval_torpedo_reveal_chance_factor| 鱼雷暴露几率}} 的修正(电动鱼雷技术,各种海军学说,猎杀潜航特质)来减少。计算可见度的组合公式是 <math display="inline">(100% + \texttt{ 鱼雷被发现修正}) * 3.5% * \frac{\text{ 水下可见度}}{100} * (300% - 2 * \text{ 阵位})</math>
* Every combat hour there is a chance for the submarine to get revealed for {{hover|NNavy.SUBMARINE_HIDE_TIMEOUT|20}} hours passively by the enemy's sub detection (averaged across all enemy ships): <math display="inline">((\frac{\text{sub visibility}}{100} * (300\% - 2 * \text{positioning}) + \frac{\text{enemy sub detection}}{100}) * 11)^3 / 100000</math>
* 每一个战斗小时中潜艇都有可能被敌人的对潜探测(取决于所有敌舰的平均值)而处于可见状态{{hover|NNavy.SUBMARINE_HIDE_TIMEOUT|20}} 个小时。公式为: <math display="inline">((\frac{\text{ 水下可见度}}{100} * (300% - 2 * \text{ 阵位}) + \frac{\text{ 敌方对潜探测}}{100}) * 11)^3 / 100000</math>


== Hit chance ==
== Hit chance ==

2021年2月15日 (一) 23:57的版本

一场’’’海军战斗’’’会由两只特遣舰队在一个特定省份展开,一种一方是攻击者。这种情况通常发生在一次侦察结束或者与敌对舰队进入了同一个省份。由空军联队发起的海军轰炸和港口袭击会触发一场立即解决的海战。否则,战斗将持续到一方完全逃脱或被摧毁。防御方总是全速投入战斗,而攻击方则可能会根据情况而降低效率。

在战斗中,战舰可以独立行动,运输船队通常是抽象的,作为单独的舰船出现。

Layout

  • 屏卫组: 由屏卫舰组成,从鱼雷的攻击中屏卫战列线和航母群。
  • 战列线: 由除了航母的主力舰组成。除了提供强大的火力外,这些舰艇还对航母群进行鱼雷掩护。
  • 航母群: 由能远程打击的航母组成。如果有运输船队在场,他们也会出现在这一区域内。* 潜艇狼群:由潜艇组成, 如果对鱼雷防护的屏卫效率不足的话,他们可以威胁到敌方的战列线和航母群。

屏卫效率

屏卫舰和其他舰船的比例被称为’’屏卫效率’’. 在索敌良好的情况下, 每艘主力舰搭配3艘屏卫舰就可以达到100%的屏卫效率。不好的索敌会对屏卫效率造成惩罚,会增加达到100%屏卫效率的要求。高屏卫效率可以防止敌方鱼雷攻击战列线和航母群,并且提高这些战斗群的命中率(高达 +40%)和撤退速度(高达 +20%)。

能搭载舰载机的主力舰和运输船的的比率被称为 舰载机屏卫效率。在良好索敌的情况下, 当比值为1时,舰载机屏卫效率可以达到100%。不好的索敌会极大的影响舰载机屏卫效率。 会增加达到100%舰载机屏卫效率的要求。更高的舰载机屏卫效率会进一步防止敌方鱼雷攻击航母群(减少堆叠)。它还提高了航母的出击效率(高达 +10%),提高了航母和护航队的撤退速度(高达 +20%)。、

武器CD

除鱼雷外的所有武器都能每小时发射一次,鱼雷通常每4小时发射一次(通过将领的’装填操练专家’特质,可以加快到3小时一次)

选择目标

每一艘舰船都拥有攻击性武器(即除了航空母舰和运输船队) 和有着各自冷却时间的武器可以在每个战斗小时独立攻击三艘敌方舰船;一个是深水炸弹/轻武器,一个是鱼雷,一个是重炮。根据武器类型和索敌,只有特定的敌方编队可以成为攻击目标。

  • 深水炸弹:唯一一种可以攻击潜艇的武器类型,而且只有在潜艇被暴露的情况下(见下文)* 轻型火炮: 只能攻击最近的敌人
  • 重型火炮:只能攻击两个敌人
  • 鱼雷: 鱼雷攻击目标的概率是100%减去敌方的屏卫效率。如果要瞄准航母群中的舰船(包括护航编队),它需要通过额外的检定,即100%减去敌方航母的舰载机屏卫效率。

当设定为高风险交战规则时,潜艇只会瞄准屏卫舰。它们只会在设定为中等风险或更高风险的情况下瞄准主力舰。

在剩余的有效目标中,舰船会通过加权随机选择选择一个目标。如果开火舰船不会逃跑的话,目标选择的权重如下 (括号内的数字表示轻型火炮)[1]:

  • 主力舰: 30 (2)
  • 屏卫舰: 3 (6)
  • 潜艇: 4
  • 航母: 15 (1)
  • 潜艇vs运输船队: 600 (40)
  • 非潜艇 vs运输船队: 60 (4)

如果目标缺少生命值,则权重最多可获得+100%的加值。如果敌人逃跑了,权重减轻50%。如果敌人正在积极战斗(即不待机),将获得+50%的加成。

当开火舰船正在逃跑时,权重是相似的,但只考虑积极战斗的目标的话,最高权重的目标总是会被选择,而不是随机抽选。

潜艇

潜艇在隐蔽时完全不会受到攻击。这由眼睛划一个斜杠的符号来表示。被发现的潜艇会设置一个冷却时间,之后潜艇将再次隐藏(除非冷却时间得到刷新)。

有三种情况能发现潜艇:

  • 如果潜艇在开始战斗时处于防御方,它将在最初16个小时内处于可见状态。这种情况通常发生在其特遣部队被敌军巡逻队发现时。
  • 如果敌方的特遣舰队的对潜效率超过0,那便有3.5%的机会在潜艇攻击的 20小时内处于可见状态。潜艇的可见度会增加被发现的几率,而不好的阵位会增加高达 200%的可见度效果,它可以通过鱼雷暴露几率 的修正(电动鱼雷技术,各种海军学说,猎杀潜航特质)来减少。计算可见度的组合公式是 [math]\displaystyle{ (100% + \texttt{鱼雷被发现修正}) * 3.5% * \frac{\text{水下可见度}}{100} * (300% - 2 * \text{阵位}) }[/math]
  • 每一个战斗小时中潜艇都有可能被敌人的对潜探测(取决于所有敌舰的平均值)而处于可见状态20 个小时。公式为: [math]\displaystyle{ ((\frac{\text{水下可见度}}{100} * (300% - 2 * \text{阵位}) + \frac{\text{敌方对潜探测}}{100}) * 11)^3 / 100000 }[/math]

Hit chance

The base hit chance is 10%, 11% for depth charges. If the firing ship is lacking manpower or organization, the chance is reduced by up to -25% and -50% respectively.

Hit profile multiplier.png

Another factor is the guns hit profile compared to the target's profile. Small, agile ships are harder to hit, especially for bigger and slower guns. The hit profile of a ship is its surface/sub visibility multiplied by 100 and divided by its speed. Subs use their sub visibility, even when revealed. The hit profile of convoys is always 120. This profile is divided by the gun's hit profile (light: 45, heavy: 80, torpedo: 145, depth charge: 100) and then squared. It factors into the hit chance but can not increase it.

The hit chance can also be influenced by bad weather, night, screening bonuses, and the ship's admiral's level, logistics and planning skills.

炮手就位 Torpedo Expert and Destroyer Leader traits can increase the hit chance for torpedoes.

In practical terms, a 1% speed increase is the equivalence of increasing your ship's effective hp by 1.7%. This increase applies across the board regardless of your ship's sub/surface visibility or what weapon is being used against it.

The hit chance is always at least .05%[2].

If the hit chance does not result in a hit, the target remains unaffected.

Armor piercing

If a weapon can not pierce the enemy's armor, damage is reduced according to the ratio between them:

damage reduction = -90% * (100% - <weapon's armor piercing> / <enemy's armor>)

If the piercing value of the weapon is higher than the enemy's armor, it increases the chance of critical hits (see #critical hit). Torpedoes ignore armor.

Outgoing damage

The respective weapon type damage of the ship can be modified by doctrines, the naval terrain, the weather, pride of the fleet if present, and the admiral's skills and traits. Bad positioning can cause a penalty of up to 50%. The Defense modifier of the enemy admiral's skill level will also reduce the damage.

If the weapon can not pierce the enemy armor, damage is reduced by up to 90%, scaling with the ratio between the two.

The damage gets randomized by ±15%.

Damage is applied against both the target's HP and organization, but organization damage will be relatively low while the ship's HP are close to full.

Critical hit

A critical hit is a particularly devastating hit against the target which can also damage some of its critical components. The resulting penalties can only be removed by repairing the ship.

The chance for a torpedo to score a critical hit is 20%. For other weapon types the base chance is 10% but also depends on whether the armor can be pierced (doubling the chance) and the target's reliability (scaling down to 0% at 100% reliability).

炮手就位 The Marksman and Chief Engineer traits can respectively increase and lower critical hit chances, irrespective of weapon type.

If a critical hit does occur, it potentially affects one of the critical parts on the ship. The chance for this is 10%, inversely scaled by reliability (e.g. at 25% reliability the chance increases to 40%). The effect depends on the specific part being damaged. For example if the ammo storage is hit, the damage gets massively increased, while a hit to the rudder does only minor damage but cripples the retreat speed of the ship.

Otherwise a regular critical occurs without damaging a particular part. The damage bonus ranges from +100% (at 100% reliability) and +600% (at 0% reliability). For torpedoes the bonus does not depend on reliability and is always +100%.

Naval strike

Every 8 hours (00:00, 08:00, 16:00) planes can sortie in the battle.

The number of external planes is limited to: <sum of all enemy ships' current HP> * 0.05 * (1 + 0.2 * <combat days>). But at least 20 planes can always join. Number of planes eligible for joining naval combat is total planes assigned on Naval Strike mission multiplied by Mission Efficiency.

Target selection

The naval strike target is randomly selected from a weighted distribution. The base weight is each ship's maximum HP. This gets scaled depending on ship type:

  • revealed submarine: x10
  • capital ship: x50
  • carrier: x200

Damaged ships get a linearly increasing weight up to +500% at 0% HP. If a ship's anti air attack is below 5, the weight is increased by 5 * (5 - <ship/convoy AA>). For example convoys have only 0.2 anti air attack, increasing their score by 24.

Ship AA defense

When a ship gets targeted by an air wing, it will try to shoot back. Against non-kamikaze wings the ship's chance to shoot back is (90%+50%*(90% - 1%*<wing's agility>)) * 20%. The chance never goes lower than 0.2%.

If the attacker performs a kamikaze attack, the ship can always shoot back and its AA attack gets increased by 2. The highest possible number of planes that can be shot down is 1% of planes times the ship's AA attack, capped at 100%. The effective number of planes shot down is a random number between 0 and this maximum. The losses are increased to 400% for kamikaze strikes.

Attack

If any planes remain after the ship shot at them, they perform the naval strike. If they are based on a carrier that takes part in the battle, their damage is increased to 500%. The ratio of planes that actually hit the ship is <naval targeting>/10 * 30% (capped between 0% and 100%). It does not depend on the maneuverability of the ship.

The ship's AA damage reduction further reduces the damage dealt: 0.15 * (<ship AA (0 for convoy)> + 20% * <all ships fighting on same side AA>)^0.2

<ship AA> is 0 for convoys but convoy AA is included in <all ships fighting on same side>. The damage reduction can not exceed 50%.

Critical hits are calculated the same as a regular ship gun hit that pierces armor.

If the naval battle was a port strike, the naval base gets damaged proportionately to the damage dealt against the ship.

Carrier stacking penalty

Each carrier exceeding 4 per side incurs a 20% penalty, up to 80%. The penalty reduces the number of carrier wings that can operate.

Detailed naval combat results

The button to access the detailed naval combat results is at the bottom-left of the standard naval combat results window.

It is possible to get detailed and valuable information on the impact of various elements of the player's fleet during a naval combat, once that combat has finished. After bringing up the naval combat results screen, access the detailed information by pressing the detailed naval combat results button, indicated in the picture on the left. This button acts like a toggle, so once it has been pressed in the current session, the naval combat results will automatically display the detailed results unless the detailed naval combat results button is pressed again.

The British had the better day here, but still suffered significant damage at the hands of the Italian navy.

Once it has been pressed, it will bring up a column of information on either side of the summary naval combat results window, showing the impact of each unit or air wing (both carrier or land-based) on the battle - see the example to the right. In this case, the battle didn't include an air component, but the player can see from the sample results screen shown below that for the Italians, the heavy cruiser Marco Polo delivered the final hits to the British destroyers Wishart and Wrestler, but it was assisted in sinking them by a number of other Italian ships, including Giuseppe La Masa, Giacinto Carini and Castelfidardo. On the British side, the heavy cruiser Effingham finished off two enemy destroyers (Curtatone and Castelfidardo) but the light cruiser Caledon did almost as much damage (only delivering the final hit on one enemy ship).

As will often be the case, in this example there is more information available in the detailed results than can fit on-screen in the columns. To view the performance of the rest of the vessels involved in an encounter where the detailed results won't all fit on screen at one time, use the scrollbars on the side of the detailed naval results column.

Carrier capable aircraft

In order to be able to base aircraft on an aircraft carrier, carrier capable models must be produced. To do this, first the land based version of an aircraft will be researched, then one must research the carrier capable version by clicking the aircraft carrier button on the aircraft type in the air research tab.

Research carrier capable version button

This can only be done for Fighters, Close Air Support and Naval Bombers. The carrier capable version has a different model name than the land based version, as well as different artwork and different stats. If one doesn't intend to use aircraft carriers, then one does not need to research carrier capable planes.

When a new carrier is produced, the planes that will originally be based on it are produced as part of the carrier production line in the naval section using dockyards. It will produce the most up-to-date models researched. From the carrier production line one can change the types of planes that will be produced and deployed with the new carrier when it is launched. If there is need to replace these, then one will need to set-up a new aircraft production line using military factories, and select the appropriate carrier capable model.

When an aircraft carrier is part of a fleet which is on patrol in one or more regions, then the wings based on it are shown as on a carrier mission. They will operate as a Carrier Air Group and automatically take part in any naval combat if the fleet engages or is engaged by the enemy, and the carrier is within range. There is no need to give them any specific orders.

If one wishes to use one's carriers as a floating air base, and use the wings to operate standard air missions, then they will no longer operate automatically as a Carrier Air Group. If the carrier fleet is engaged by the enemy it may not have air cover. The player should be careful to make sure that it is properly protected. One might place a fighter wing on an interception mission in the region where the carrier fleet is located, but send a bomber wing to target an adjoining region, for example to support an amphibious landing.

  1. 这些数字不会被修改
  2. but effectively it can't go lower than .1% due to the implementation