建筑:修订间差异

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=== 消费品 ===
=== 消费品 ===
Depending on [[Ideas#Economy_laws|economic laws]] and national spirits, a number of civilian factories will be occupied by producing consumer goods and are unavailable for construction or trade. This number is computed as a percentage of the total number of factories, rounding upwards. Factories are counted even when they are damaged and can't produce anything.
Depending on [[ 法律与顾问# 经济法律]] and national spirits, a number of civilian factories will be occupied by producing consumer goods and are unavailable for construction or trade. This number is computed as a percentage of the total number of factories, rounding upwards. Factories are counted even when they are damaged and can't produce anything.


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2020年8月26日 (三) 21:32的版本

建筑 是通过民用工厂建造在 地区省份中的固定资产。

州属建筑

即州一级的建筑,控制某州一半的胜利点数,即可控制该州的资源与建筑,即使建筑图标所在的省份没有被控制也无妨。空军基地的图标会出现但不会被禁用,只有当其所在的省份也被控制时才会被禁用。

名称 花费 最大等级 效果
Infrastructure.png 基础设施 3000 10 提高 补给 和输出补给的能力,提高陆军速度战略资源 开采量随着每一等级增长10%,提高建造速度shared buildings
Air base.png 空军基地 1250 10 空军单位的基地和进行维修的地方,每一级可以容纳 200 单位的飞机。
Anti-air (building).png 防空炮 2500 5 对来犯的空军单位造成伤害并且削减轰炸带来的损失,但仅限于执行攻击任务的飞机而非地区内所有的飞机。这意味着对建筑和港口进行的战略轰炸、战术轰炸和海军轰炸中防空炮可以造成伤害,而仅仅是从上空飞过并不能造成伤害。
Radar station.png 雷达站 3375 6 (取决于科技等级) 探测敌军尤其是空军,同样也可以探测到船只。

工业建筑

和州属建筑类似, 工业建筑同样建造在省份当中,然而他们共享一定数目的槽位。 这可能是最重要的一类建筑了,因为它包含了国家生产必备的工厂。

名称 基础花费 最大等级 效果
Civilian factory.png 民用工厂 10800 20 制作消费品并且能够建造其他工业,或用来交换资源。每日5点基础产出。
Military factory.png 军用工厂 7200 20 生产装备 (包括武器,飞机和装甲载具)。每日4.5点基础产出。
Synthetic refinery.png 炼油厂 14500 3 生产燃油(未翻译) 48-168和橡胶1-5 (取决于科技等级)。
Fuel silo.png 储油罐 5000 3 存储燃油(+100 000每仓).
Rocket site.png 火箭基地 6400 2 每日生产(并且可以发射)一个火箭。火箭也被称为制导式导弹(未翻译)
Nuclear reactor.png 核反应堆 30000 1 生产原子弹。

基础设施效果

工业建筑的建造速度取决于其所在地区的基础设施级别。建造速度要乘以 :[math]\displaystyle{ 1 + (\text{本地区基础建设等级} \times (\text{Max Infrastructure Construction Cost Effect} \div \text{最大基础设施等级})) }[/math]

此处的INFRA_MAX_CONSTRUCTION_COST_EFFECT(即上述公式Max Infrastructure Construction Cost Effect)默认为1,而最大基础设施等级默认为10。

所以在5级基础设施地区就乘以1.5。 这个加成是在科技,顾问和国家精神等加成之后再参与计算的,这就使每1级基础设施的加成比内阁里的战争实业家(加10%对军工,船厂和储油罐)要高。这将鼓励玩家把工业集中在高基建的地区,当然玩家要是把工业都集中在某几个地区,就会被工业的易伤性困扰到。

通常仅仅为了加成化身基建狂魔是不赚的。 当某地区有很多空建筑槽;当玩家计划建造民用工厂,炼油厂或核反应堆(因为它们比较贵嘛),基础建设就成为一个相对不错的主意。甚至对1936剧本的美国也是如此,因为她的开局经济法案对工厂建设惩罚太大,对基建却没有惩罚。

基础建设对建造速度的加成是有边际效应的。在理想状态下,基建从0级升到1级就要建5民工或3军工才能回本 ,1升2要6军工或4民工 ,9到10级甚至要16军工或11民工 。此处列出计算公式: [math]\displaystyle{ \text{所需工业产出}=3000\times\left(1+\text{本地区基建等级}\right)\cdot\left(1+\frac{\text{本地区基建等级}}{10}\right) }[/math]

资源的总量可以通过升级基建增加。每一级基建都会提高本地区的资源产出。这个加成和本地区开局资源多少乃至开局基建等级都有关。

拆除

可以通过点击某省悬停在需要拆除的工业建筑上,点击图标右下角出现的X来拆除此工业建筑。在战时,每地区每30天只能拆一个工业建筑

槽位

地区也有大小之分,这将决定此地区拥有多少基本建筑槽。很多科研会给省份建筑槽位以百分比制的加成。许多国策也会给额外的建筑槽,甚至把一个地区基建升满,或在战时都可以通过决议增加建筑槽位。每个地区建筑槽位最多25个。

Building slots.
大小分类 默认建筑槽数 源文件里的名字 举例地区
特大都市 12 megalopolis 大伦敦
大都市 10 metropolis 新英格兰
大城市 8 large_city 南安大略
城市 6 city 斯韦阿兰
城镇 5 large_town 内布拉斯加州
乡镇 4 town 撒丁岛
农村 2 rural 克里特岛
田庄 1 pastoral 汉志
小岛 1 small_island 硫磺岛
飞地 0 enclave 直布罗陀
特小岛 0 tiny_island 中途岛
荒地 0 wasteland 利比亚沙漠

省份建筑

这些建筑建在地区下级的省份一级上。

名称 花费 最大等级 效果
Land fort.png堡垒 500 + (500 * 本地区现有堡垒等级) 10 每一级堡垒在战斗中给与攻击方-15%的攻坚惩罚。从不同方向进攻会弱化此效果。
Coastal fort.png海岸堡垒 500 + (500 * 本地区现有海岸堡垒等级) 10 每一级海岸堡垒在海军抢滩登陆战斗中给与攻击方-15%的攻坚惩罚。

民用工厂

民用工厂对建筑“建造栏”下的任何一个建筑都是必须的。所有国家开局都有一定数目的民用工厂并且百分之几的民用工厂用来生产消费品,至于是百分之几,取决于当时的经济法案民族精神。不产消费品的民工可用于贸易或建造建筑和修理建筑。可以建更多民工,但这受各地区槽位限制。

消费品

Depending on 法律与顾问#经济法律 and national spirits, a number of civilian factories will be occupied by producing consumer goods and are unavailable for construction or trade. This number is computed as a percentage of the total number of factories, rounding upwards. Factories are counted even when they are damaged and can't produce anything.

Consumer Goods.png Universal Country Specific
-10% 澳大利亚的国旗 澳大利亚 national spirit Invest in VictoryInvest in Victory (from focus Squash the Squander Bugs)
-8%
-5%
-3%
-2%
+2%
+5%
+10% Total MobilizationTotal Mobilization as economy law 加拿大的国旗 加拿大 national spirit Great DepressionGreat Depression (from focus Canada Wheat Board)
+15% 澳大利亚的国旗 澳大利亚 national spirit Great DepressionGreat Depression (from focus National Security Act)
+20% War EconomyWar Economy as economy law 澳大利亚的国旗 澳大利亚 national spirit Great DepressionAustralia#Great Depression (present at start)
+25% Partial MobilizationPartial Mobilization as economy law 加拿大的国旗 加拿大 national spirit Great DepressionDominion of Canada#Great Depression (present at start)
+30% Early MobilizationEarly Mobilization as economy law 美利坚合众国的国旗 美利坚合众国 national spirit The Great DepressionThe Great Depression (present at start)
+35% Civilian EconomyCivilian Economy as economy law IsolationIsolation as economy law (美利坚合众国的国旗 美利坚合众国 only, from focus Prepare Intervention)
+50% Undisturbed IsolationUndisturbed Isolation as economy law (美利坚合众国的国旗 美利坚合众国 only)

南非的国旗 南非 can gain -3% consumer goods at Total MobilizationTotal Mobilization with its spirits, but will not gain additional factories by this.

Example

Suppose the civilian economy law is enabled (requiring 30% of civilian and military factories dedicated to consumer goods) and no other modifiers apply. A country has 50 military factories, 50 civilian ones and 20 Dockyards. It will then have30 (civilian) factories dedicated to consumer goods.

产出

The Factory Output of each civilian factory employed in construction is 5 per day. Construction Speed modifies the output for the building of all constructions.

Construction Speed.png Universal Country Specific
+15% Free TradeFree Trade as trade law
+10%
+5% Limited ExportsLimited Exports as trade law
−10% Service by RequirementService by Requirement as conscription law
−30% All Adults ServeAll Adults Serve as conscription law
−40% Scraping the BarrelScraping the Barrel as conscription law

There are also modifiers which only affect a single type of building. These are, primarily, the political advisors (Captain of Industry, Fortification Engineer, Quartermaster General and War Industrialist) but can also be one of many other national spirits activated by national focuses or events.

效率与额外的民用工厂

The return on investment of building an additional Civilian Factory will depend on the Construction Speed bonus as well the Economy Law currently in place, or expected in the future. The higher the Construction Speed bonus is, the more Output will be done by the newly built Civilian Factory and the faster it will accumulate an Output equal to its cost, 10800. This variable is the time, in days, required to recover the cost of building the factory, or payback time. The Economy Law will dictate what ratio of Civilian Factories are used for Consumer Goods and Output/Trade. The higher this ratio is, the longer the payback time of the newly built Civilian Factory will be. The payback time of a new Civilian Factory is given by the following formula:

[math]\displaystyle{ \text{Payback Time} = \frac{10800}{5 \cdot (1 + \text{Construction Speed Bonus}) \cdot \left(1 - \frac{\text{Consumer Goods Factories}}{100}\right)} }[/math]

The construction speed modifiers range between -70% and +65% and except for the lowest two modifiers, they all have multiple combinations to be achieved. In fact, there are 320 possible combinations of variables affecting Civilian Factory construction speed outside of national spirits and unique laws.

最小值 0% 最大值
Undisturbed Isolation 8000 2400 2087
Isolation 5539 2216 1773
Civilian Economy 4115 2058 1524
Early Mobilization 2743 1920 1239
Partial Mobilization 2250 1800 1091
War Economy 2218 1695 1027
Total Mobilization 2000 1600 970

Minimal Construction Speed is -70% for Undisturbed Isolation and goes up to -20% with Partial Mobilization. Maximum Speed is 15% for Undisturbed Isolation and 65% with Partial Mobilization. All Values are rounded up to full days.

Additionally, because it's possible to assign up to 15 Civilian Factories (when available) to the construction of a new Civilian Factory, the number of days it will take to build a new one is given by the following formula:

[math]\displaystyle{ \text{Build Time} = \frac{10800}{\#\text{Factories} \cdot 5 \cdot \left(1 + \frac{\text{SpeedBonus}}{100}\right)} }[/math]

工厂转换

Civilian Factories can be converted into Military Factories for 4000 and Military Factories can be converted into Civilian Factories for 9000. These base cost is modified by several national spirits and political advisors. To convert a factory simply click on the corresponding state, and hover over the factory that shall be converted. The game will ask for confirmation. After confirmation the conversion now appears in the construction tab, just like any other building project.

损坏与修复

Each building level has 100 HP. They may get damaged by port strikes (naval bases), land combat (infrastructure, forts), resistance (factories), strategic bombing, or explicit events (like the Soviet Union's decision to move factories to the Urals). Nuclear bombs can destroy multiple or all levels of a building at once, for details see Nuclear_bomb#Effects.

The damage from land combat (against infrastructure) and strategic bombing gets scaled by the building's damage factor (air base and radar: 0.5, anti-air: 0.1, 1 otherwise) and the squared ratio of the currently undamaged building levels to the maximum level. For example, a level-3 anti-air building (maximum level 5) where one level is already partially damaged only receives [math]\displaystyle{ \left(2/5\right)^2 * 0.1 = 1.6% }[/math] of incoming damage from strategic bombing. A single military factory in a state (or in other words a level-1 military factory) receives [math]\displaystyle{ \left(1/20\right)^2 = 0.25% }[/math] while 15 military factories receive [math]\displaystyle{ \left(15/20\right)^2 = 56.25% }[/math]. High-level factories and infrastructure will generally get damaged much more quickly from these two damage sources than lower levels.

State anti-air tooltip showing different bombing damage reductions for factories and other buildings.

Anti-air provides damage resistance from bomber-type attacks (port strikes and strategic bombing) depending on the level of anti-air in the containing state and researched anti-air technologies. Dispersed Industry provides an alternative source of damage resistance but only for factories and not stacking with anti-air. The maximum of the two is used for factories.

All damaged buildings appear in the construction list. The speed of factories assigned to a repair line gets a bonus of +100% plus any Factory Repair Speed bonuses (e.g. from Construction technologies and Construction Repair continuous focus). Even when no factories are assigned, the speed of the line is 0.3[1].

The resulting daily repair progress is [math]\displaystyle{ \text{median}(1%, \text{speed} / \text{building cost} * 100%, 100%) }[/math], rounded to the nearest full percent. So when assigning no factories, repairs will still progress by 1% per day. Assigning just a few factories to repair an expensive building may also produce just 1% progress per day, effectively wasting the factory output.

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  1. This is not increased by the Construction Repair continuous focus forum:1251943