装备

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Kyrus讨论 | 贡献2021年5月5日 (三) 21:03的版本 →‎族


参见:Air units
参见:Naval units

Equipment装备是军队行动必需品,决定了军队的战斗数值。装备依靠科研解锁,在生产线上生产。例子:支援装备。

装备类型

部队所需的装备指一种类型的装备。例如一个需要100辆中型坦克的德国装甲师可以混合使用三号、四号、豹式或外国的各型中型坦克。相对的,不同类型的装备不能混用,例如轻型坦克和中型坦克。

装备型号

一个装备会被分类至某个装备类型,且可以形成多个衍生型。

前代型号

一个装备的前代型号,是解锁该装备所需的上一个与其本身类型相同的装备。例如步兵装备1是步兵装备2的前代型号,但重型坦克3不是现代坦克的前代型号(因为不是一个类型)。这影响生产效率保持

一族装备共用相同的机械零件,这使得同一族装备之间的转换生产更为简单。所有坦克及其衍生型(自行反坦克炮、自行火炮、自行防空炮)形成一族装备(装甲车辆)。其他的还有步兵与炮兵装备族和飞行器装备族,可以在生产页面看到。这些也影响(切换生产线上的装备时的)生产效率保持

衍生型

主条目:衍生型

研发一个装备会解锁所用国家该级装备的基础型号。拥有玉碎瓦全玉碎瓦全时装备及其衍生型可以以生产许可的方式授权其他国家生产。在这些情况下,可以用一定的经验值改进装备得到其衍生型。例如,可以用空军经验得到二级战斗机增加航程后的衍生型号。舰船的衍生型号较为特殊,炮手就位炮手就位使得一个舰船船体可以通过装上不同的装备得到多种衍生型(舰级),所得到的符合要求的舰级才能进行生产。但这些舰级本身不能通过科研直接得到,需要在船体上装上相应装备才能设计出来。

装备制造商

当一个国家雇佣了装备制造商后,其对应类型的装备研究完成后会得到加成,装备衍生型同样获得加成。

数值

数值,或称为装备数据,影响了它们本身及其衍生型号的数值。因此,单位的战斗表现会受到装备影响,在没有装备时几乎无法作战。注意区分装备数值和单位(自己的)数值。后者会被其他因素影响,例如一些固定数值,单位经验,将领,补给等等。

陆军数值

  • Recovery Rate (or morale): How much extra organization can be regained hourly when not in combat.
  • Defense: How many enemy attacks a division can attempt to avoid while on the defensive, effectively allowing it to hold the line longer.
  • Breakthrough: How many enemy attacks a division can attempt to avoid while on the offensive, effectively allowing it to stay on the offense longer.
  • Hardness: Hardness represents how much of a division is made up of armored or at least protected vehicles. It decreases the ratio of soft attacks received, while increasing the ratio of hard attacks.
  • Soft attack: How many attacks a division can make versus enemies with low hardness.
  • Hard attack: How many attacks a division can make versus enemies with high hardness.
  • Reconnaissance: The ability to scout ahead and anticipate the enemy. Increases the chance that a division can pick better tactics in battle.
  • Entrenchment: The ability to make proper defensive entrenchments before a hostile attack.
  • Initiative: The higher the Initiative a unit has, the quicker it can reinforce into a battle, and the quicker it gets its planning done.
  • Trickleback: The proportion of losses in combat that can be saved and returned to the manpower pool.
  • Supply use: How much supply a unit consumes per day.
  • Supply Usage: A modifier applied to Supply use.
  • Suppression: Ability to suppress local resistance.
  • Suppression Bonus: A modifier applied to Suppression.
  • Exp. Loss: How much experience is lost in a division when they take casualties and have to replace them.
  • Eq. Capture Ratio: Percentage of the equipment that will be captured from enemy loses.
  • Fuel Capacity: How much fuel this unit can store. Higher fuel capacity means that the unit will be able to operate at full capacity longer when it lacks the fuel supply.

海军数值

  • Surface detection: Ability to detect surface vessels.
  • Sub detection: Ability to detect submarines.
  • Surface Visibility: How hard to find this ship is.
  • Sub Visibility: How easy to detect a submarine is.
  • Light Attack: Damage done by light guns. Light guns are better at targetting smaller ships.
  • Light Piercing: Armor piercing of the light guns.
  • Heavy Attack: Damage done by the heavy guns. Heavy guns are better at targetting bigger ships.
  • Heavy Piercing: Armor piercing of the heavy guns.
  • Torpedo attack: How much damage we can do when using the ship's torpedoes.
  • Depth charges: How much damage we can do to the enemy submarines with depth charges.
  • Anti-air: How much anti-air firepower the ship carries for shooting down enemy planes.
  • Max Speed: A faster ship has an easier time disengaging from pursuers when attempting to retreat from combat. It is also less likely to be hit by enemy fire, can pursue contacts easier when spotting the enemy, and moves faster outside of battle.
  • Max Range: A ship's range represents its onboard stores of fuel and foodstuffs, which limit how far it can travel from the nearest friendly Naval Base.
  • Minelaying: Efficiency in laying the sea mines.
  • Minesweeping: Efficiency in finding and neutralizing the sea mines.

空军数值

  • Range: How far away missions the plane can perform.
  • Air Defense: How many hits a plane can take before being shot down.
  • Air Attack: How much damage we can do against airplanes. High Air Attack also helps to counter enemy Air Superiority effects.
  • Agility: How agile a plane is. Agility affects how easy it is to hit another plane, and how easily it can avoid being hit.
  • Strategic Bombing: How good a plane is at strategic bombing.
  • Air Superiority: How much the plane helps the overall air superiority of a strategic area.
  • Naval Attack: How much damage the plane inflicts upon hitting a ship.
  • Naval Targeting: How likely the plane is to hit a ship.
  • Ground Attack: How much damage the plane can do to enemy divisions on the ground when helping out in combat.

通用数值

  • 组织度:表示部队对作战的准备程度及组织程度。没有组织度的部队无法有效战斗或移动。
  • HP:生命值表示部队承受伤害的能力。
  • 最大速度:每个师/舰船/飞行器在最佳条件下的移动速度。
  • 装甲厚度:如果部队的装甲厚度高于敌方的穿甲深度,则会遭受更少的伤害,并对敌方造成更多伤害。
  • 穿甲深度:如果穿甲深度大于等于对方的装甲厚度,部队可以更有效地对敌方装甲部队造成更多伤害。
  • 可靠性:数值越低,装备越容易遭到损耗或发生事故。
  • 运输重量:部队的重量。更重的部队需要更多运输船来完成海上转移和登陆。
  • 燃油使用:部队行动时所需的燃油消耗量。空军和海军单位会在执行行动或训练时消耗燃料。耗油的陆地单位在闲置时也会有燃油消耗(存疑),但是在训练,战斗和移动时耗得更多。

特殊数值

  • 甲板容量:一艘航母能装载的飞机数量
  • 炎热适应度增长:单位在炎热环境中适应的速率
  • 寒冷适应度增长:单位在寒冷环境下适应的速率
  • 生产花费:生产一件装备所需的工厂产品数

步兵及炮兵装备

Equipment type Equipment Speed (km/h)[1][2] Attack defense breakthrough Armor Pierc. Hness. Fuel Usage Reli. production cost Resources Per Factory
soft attack hard attack air attack Steel Tungsten Chromium Aluminum Rubber
Infantry Eq. Basic Eq. 4 3 0.5 20 2 1 90% 0.4 2
Weapons I 4 6 1 22 3 4 90% 0.5 2
Weapons II 4 9 1.5 28 4 5 90% 0.6 3
Weapons III 4 12 2 34 5 10 80% 0.7 4
Motorized Motorized 12 10% 1.2 80% 2.5 1 1
Motorized Armor Car 1 9 6 2 2 12 3 6 65% 0.8 80% 4 2
Armor Car 2 12 13 4 3 16 10 8 65% 1.8 80% 6 2
Armor Car 3 15 16 8 5 28 20 36 70% 1.8 80% 8 2 1
Mot. R. Artillery Mot. R. Artillery 36 1 15 12 2 0.1 80% 12 1 1
Mechanized Mechanized I 8 26 4 10 11 60% 2.4 80% 8 2 1
Mechanized II 10 30 5 15 16 70% 2.4 80% 10 3 1
Mechanized III 12 34 6 20 21 80% 2.4 80% 12 4 1
Mechanized Amphibious Mechanized 1 7 26 4 10 11 60% 4 80% 8 2 1
Amphibious Mechanized 2 10 30 5 15 16 70% 4 80% 10 3 1
Artillery Artillery 25 2 10 6 5 80% 3.5 2 1
Improved Artillery 30 2 15 7 5 80% 4 2 1
Advanced Artillery 34 2 18 8 5 80% 4.5 3 1
Rocket Artillery Rocket Artillery 30 1 12 9 2 80% 4 1 2
Advanced Rocket Artillery 38 1 15 12 2 80% 5 1 2
Anti-Tank Anti-Tank 4 15 4 75 80% 4 2 2
Improved Anti-Tank 4 22 4 88 80% 5 2 2
Advanced Anti-Tank 4 30 4 108 80% 6 3 2
Anti-Air Anti-Air 3 7 19 4 1 25 80% 4 2
Improved Anti-Air 3.5 11 25 4 1 60 80% 5 2
Advanced Anti-Air 4 15 32 4 1 88 80% 6 3
Support Eq. Support Eq. 80% 4 2 1

装甲单位

Equipment type Equipment Speed (km/h)[2] Attack defense breakthrough Armor Pierc. Hness. Fuel Usage Reli. production cost Resources Per Factory
soft attack hard attack air attack Steel Tungsten Chromium Aluminum Rubber
Light Tank Great War Tank 6 8 4 4 18 5 15 80% 1.0 80% 7 2
L. Tank I 10 13 4 4 26 10 10 80% 2.4 80% 8 2
L. Tank II 12 16 6 5 36 15 30 80% 2.4 80% 9 3
L. Tank III 14 22 9 6 46 30 50 80% 2.4 80% 10 4
Light SP Artillery L. SPG I 10 34 0.5 4 2 5 4 50% 1.2 80% 8 2 1
L. SPG II 12 42 1 5 2.5 10 4 50% 1.2 80% 9 3 1
L. SPG III 14 46 1.5 7 3.5 25 4 50% 1.2 80% 10 4 1
L. Tank Destroyer L. TD I 10 6 10 4 1 10 50 80% 1.2 80% 8 2 2
L. TD II 12 6 16 5 1.3 15 77 80% 1.2 80% 9 3 2
L. TD III 14 8 24 7 1.8 30 99 80% 1.2 80% 10 4 2
Light SP Anti-Air L. AA I 10 2 1 15 2 2 5 5 50% 0.6 80% 10 2
L. AA II 12 3 1.5 17 2.5 2.5 10 20 50% 0.6 80% 11 3
L. AA III 14 4.5 4 32 3.5 3.5 25 35 50% 0.6 80% 12 4
Medium Tank M. Tank I 8 19 14 5 36 60 61 90% 3.6 80% 12 2 2
M. Tank II 9 25 19 7 51 80 81 90% 3.6 80% 13 3 2
M. Tank III 10 32 24 9 66 90 91 90% 3.6 80% 14 4 2
M. SPG M. SPG I 8 42 1 5 3 45 5 65% 1.8 80% 12 2 3
M. SPG II 9 50 1.5 6 3 50 5 65% 1.8 80% 13 3 3
M. SPG III 10 55 2 7 4 58 5 65% 1.8 80% 14 4 3
M. Tank Destroyer M. TD I 8 5 20 5 1.3 60 88 90% 1.8 80% 12 2 4
M. TD II 9 6 26 6 1.5 80 110 90% 1.8 80% 13 3 4
M. TD III 10 8 32 7 1.8 90 120 90% 1.8 80% 14 4 4
Medium SP Anti-Air M. AA I 8 4.5 3 22 2.5 2.5 45 40 65% 0.9 80% 12 2 2
M. AA II 9 6 4.5 32 3 3 50 60 65% 0.9 80% 13 3 2
M. AA III 10 7.5 6 43 3.5 3.5 58 70 65% 0.9 80% 14 4 2
Heavy Tank H. Tank I 5 15 12 6 36 70 35 95% 4.4 80% 25 3 3
H. Tank II 6 27 30 8 52 110 111 95% 4.4 80% 27 3 3
H. Tank III 6 35 40 9 67 130 131 95% 4.4 80% 30 4 3
Heavy SP Artillery H. SPG I 5 55 1 4 2 45 8 80% 2.2 80% 25 3 3
H. SPG II 6 74 2 6 3 68 8 80% 2.2 80% 27 4 3
H. SPG III 6 80 2.5 7 3.5 90 8 80% 2.2 80% 30 5 3
H. Tank Destroyer H. TD I 5 6 25 4 1 70 96 95% 2.2 80% 25 3 3
H. TD II 6 8 42 6 1.5 110 140 95% 2.2 80% 27 4 3
H. TD III 6 10 60 7 1.8 130 160 95% 2.2 80% 30 4 4
Heavy SP Anti-Air H. AA I 5 4.5 4 17 2 2 45 25 80% 1.1 80% 25 3 3
H. AA II 6 6 4.5 33 3 3 68 60 80% 1.1 80% 27 3 3
H. AA III 6 7.5 6 44 3.5 3.5 90 88 80% 1.1 80% 30 4 3
Super Heavy Tank SH. Tank 4 38 45 10 74 145 146 99% 10.0 80% 100 3 4
SH. SP Artillery SH. SPG 4 85 3 7 3.5 100 9 90% 5.0 80% 100 3 4
SH. Tank Destroyer SH. TD 4 12 70 7 1.8 145 170 99% 5.0 80% 100 3 4
Super Heavy SP Anti-Air SH. AA 4 11.5 9 50 3.5 3.5 100 98 90% 2.5 80% 100 3 4
Modern Tank Mod. Tank 10 40 32 10 84 130 131 98% 5.0 80% 28 3 4
Modern SP Artillery Modern SPG 10 80 3 8 4 90 10 85% 2.5 80% 28 3 4
Modern Tank Destroyer Modern TD 10 10 42 8 2 130 165 98% 2.5 80% 28 3 4
Modern SP Anti-Air Modern AA 10 9 7.5 50 4 4 90 100 85% 1.25 80% 28 3 4
Amphibious Tank Amphibious Tank 1 7 13 4 4 26 20 10 80% 4 80% 10 2
Amphibious Tank 2 8 19 14 5 36 80 61 90% 4 80% 13 2 2

Footnotes

  1. These values for the maximum speed do not apply to support companies.
  2. 2.0 2.1 Battalions have a maximum speed no slower than 4, regardless of equipment


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