新西兰(New Zealand),是 联合王国的自治领和一个非主要国家,其位于 澳大利亚以东,是大洋洲地区仅有的两个国家之一。作为英联邦的成员国之一,新西兰在游戏开始时是同盟国的一员。
Geography and infrastructure
New Zealand in the Pacific Ocean
新西兰位于太平洋,其在澳大利亚以东,新喀里多尼亚和斐济群岛以南。 新西兰由40个省组成,分为两个由库克海峡相连组成的中等大小的岛国。 新西兰还拥有萨摩亚群岛,组成一个岛链。
The southern state of South Island is made up of 16 provinces. This state is mostly mountainous, but contains some hills, plains, and a single forest in the south and southeast, as well as one additional forest in the north. Like North Island, it also has an air and naval base, but both are level one and located on the east side of the island and on single victory point provinces — the air base in Dunedin in the south and the naval base in Christchurch in the north. In 1936, South Island has an infrastructure level of five, which is increased to seven when starting in 1939. In both dates, the state's population is 547.86K.
事件
国策树
New Zealand's National Foucus Tree.
新西兰与英联邦的其他国家一起,在 共赴胜利 DLC中获得了独特的国策树。如果没有该DLC,新西兰将使用通用国策树。
新西兰国策树有五个主要分支:
- 第一届工党政府
- 作为政治树,既提供了处理内政的手段,又提供了互斥的分支来决定是留在英联邦内部,还是作为一个民主、法西斯或共产主义国家推动独立。
- 转移新西兰海军师
- 专注于通过建造造船厂、奖金船舶和海军理论研究发展海军。
- 扩编新西兰常驻空军
- 对飞机和空中战术研究提供加成。
- 国家公路委员会
- 作为工业树,提升工业产能、资源开采和科研槽。
- 陆军改革
- 着重于步兵、装甲和炮兵的加成,以及军事工业能力的建设。
Technology
New Zealand starts with only 2 research slots; however, with the Together for Victory expansion, it can gain 4 more research slots from its national focuses, bringing the total slots to 6, which is matched only by the 美利坚合众国 and democratic Germany.
In addition, if the Together for Victory expansion has been enabled, then through the Commonwealth Research technology sharing bonus, New Zealand also gets a research time reduction for 31 different technologies across various research trees.
Army Technology |
Naval Technology |
Air Technology |
Electronics & Industry
|
- Infantry Eq. I
- Engineer Company I
- Recon Company I
- Great War Tank
- Towed Artillery
|
- Early Destroyer Hull
- Early Cruiser Hull
- Basic Torpedo
- Naval Gunnery
- Transport Ship
- Contact Mine
|
|
|
Doctrines
|
|
|
|
Politics
民族精神
新西兰在1936年或1939年开局没有任何民族精神。
Political parties
Party name |
Ideology |
Popularity |
Leader |
Ruling
|
New Zealand Labour Party |
Democratic |
100.00% |
Michael Joseph Savage |
Yes
|
Communist Party of New Zealand |
Communist |
0.00% |
Elsie Farrelly |
No
|
New Zealand Legion |
Fascist |
0.00% |
John Ormond |
No
|
New Zealand National Party |
Non-Aligned |
0.00% |
Adam Hamilton |
No
|
Staff and designers
Political Advisors
Advisor
|
Type
|
Effect
|
Cost ()
|
A.E. Davy
|
Ideological Crusader
|
- Same ideology monthly opinion: +100.00%
|
150
|
W.A. Veitch-Milne
|
Prince of Terror
|
- Non-core Manpower: +2.00%
- Foreign subversive activities efficiency: -30%
- Damage to Garrisons: -25.00%
|
150
|
Walter Nash
|
Armaments Organizer
|
- Civilian to Military Factory conversion cost: -20.00%
|
150
|
Fred Freeman
|
Communist Revolutionary
|
- Daily Communism Support: +0.10
Has completed focus The Lee Affair
Is not Supervised State
|
150
|
Adam Hamilton
|
Democratic Reformer
|
- Daily Democracy Support: +0.10
One of the following must be true:
- Has completed focus Strengthen the Commonwealth
- Has completed focus Constitution Amendment Act
Is not Supervised State
|
150
|
Arthur Nelson Field
|
Fascist Demagogue
|
- Daily Fascism Support: +0.10
Has completed focus In the Darkness
Is not Supervised State
|
150
|
Tank Designers
Designer
|
Type
|
Effect
|
Cost ()
|
New Zealand Railways
|
Mobile Tank Designer
|
- Armor Research Speed: +15%
- Armor:
- Max Speed: +5%
- Reliability: +10%
|
150
|
Christchurch Workshops
|
Heavy Tank Designer
|
- Armor Research Speed: +15%
- Armor:
- Armor: +5%
- Hard attack: +5%
|
150
|
Ship Designers
Designer
|
Type
|
Effect
|
Cost ()
|
Saint Mary's Bay Shipbuilding
|
Escort Fleet Designer
|
- Naval Research Speed: +15%
- Screen:
- Max Range: +30%
- Sub detection: +10%
- Max Speed: +10%
- Production Cost: +10.00%
|
150
|
Port Chalmers Shipbuilding
|
Pacific Fleet Designer
|
- Naval Research Speed: +15%
- Carrier:
- Deck size: +25%
- Armor: -15%
- Max Range: +25%
- Capital Ship: Max Range: +25%
- Screen: Max Range: +25%
- Submarine: Max Range: +25%
|
150
|
Aircraft Designers
Designer
|
Type
|
Effect
|
Cost ()
|
Light Air Company
|
Light Aircraft Designer
|
- Air Research Speed: +15%
- Fighter:
- Agility: +10%
- Max Speed: +10%
- Carrier Fighter:
- Agility: +10%
- Max Speed: +10%
|
150
|
Medium Air Company
|
Medium Aircraft Designer
|
- Air Research Speed: +15%
- Heavy Fighter: Reliability: +20%
- Tactical Bomber: Reliability: +20%
|
150
|
Heavy Air Company
|
Heavy Aircraft Designer
|
- Air Research Speed: +15%
- Strategic Bomber: Strategic Bombing: +10%
|
150
|
Naval Air Company
|
Naval Aircraft Designer
|
- Air Research Speed: +15%
- Naval Bomber:
- Range: +10%
- Naval Attack: +10%
- CV Naval Bomber:
- Range: +10%
- Naval Attack: +10%
- Carrier Fighter:
- Range: +10%
- Agility: +10%
- Carrier CAS:
- Range: +10%
- Naval Attack: +10%
|
150
|
Materiel Designers
Designer
|
Type
|
Effect
|
Cost ()
|
Charlton Motor Workshops
|
Motorized Equipment Designer
|
- Motorization Research Speed: +15%
|
150
|
Small Arms Company
|
Infantry Equipment Designer
|
- Weapons and Equipment Research Speed: +15%
|
150
|
Artillery Company
|
Artillery Designer
|
- Artillery Research Speed: +15%
|
150
|
Industrial Concerns
Concern
|
Type
|
Effect
|
Cost ()
|
Wairarapa Ranches
|
Industrial Concern
|
- Industrial Research Speed: +15%
|
150
|
Electronics Company
|
Electronics Concern
|
- Electronics Research Speed: +15%
|
150
|
Theorists
Theorist
|
Type
|
Effect
|
Cost ()
|
Keith J. Holyoake
|
Military Theorist
|
- Army Experience Gain: +0.05 daily
- Land Doctrine Research Speed: +10%
|
150
|
R.A. Cochrane
|
Air Warfare Theorist
|
- Air Experience Gain: +0.05 daily
- Air Doctrine Research Speed: +10%
|
150
|
Arthur Dawes
|
Naval Theorist
|
- Naval Experience Gain: +0.05 daily
- Naval Doctrine Research Speed: +10%
|
150
|
Economy
Laws
征兵法案 |
经济法案 |
贸易法案
|
志愿兵役制
|
民用经济
- 35% 生活消费品工厂
- –30% 军用工厂建造速度
- –30% 民用工厂建造速度
- +30% 军转民消耗
- +30% 民转军消耗
- -40% 石油转换燃油效率
- -25% 燃油容量
|
重视出口
- 50% 可出口资源
- +5% 科研速度
- +10% 工厂/海军船坞产出
- +10% 建造速度
- +20% 泄露给他国的民政情报
- +10% 泄露给他国的海军情报
|
Industry and resources
Resources
|
Type |
No.
|
|
Aluminum |
0
|
|
Chromium |
0
|
|
Oil |
0
|
|
Rubber |
0
|
|
Steel |
0
|
|
Tungsten |
6
|
Industry
|
Type |
No.
|
|
Civilian factory |
4
|
|
Military factory |
1
|
|
Naval dockyard |
0
|
- Industry
- In 1936, New Zealand has a very low production capacity, with only one military and four civilian factories located in North Island in 1936, and no factories in South Island . It can gain four more civilian and six more military factories through their unique national focus tree available with Together for Victory, as opposed to three military and four civilian factories through the generic national focus tree. In the 1939 scenario, North Island has three military and six civilian factories with the Bureau of Industry and Domestic Army Industry national focuses already unlocked.
- Resources
- New Zealand is also extremely resource poor at game start, only producing 6 units of tungsten in South Island. By completing the New Zealand Steel and Taranaki Oil national focuses, North Island can respectively produce 10 steel and 5 oil. Both of these national focuses are automatically unlocked at the start of the 1939 scenario.
Military
At the start of the game, New Zealand has the smallest military of all of the British Dominions and the smallest DLC country army in the world. In total, New Zealand utilizes 22.18K manpower and has an additional 3.94K available for use.
Army
|
Type |
No.
|
|
Infantry |
3
|
|
Total divisions |
3
|
Navy
|
Type |
No.
|
|
Total ships |
0
|
Air force
|
Type |
No.
|
|
Naval bomber |
12
|
|
Total planes |
12
|
Army
The entirety of the military consists of only three District Force infantry divisions made up of three infantry and cavalry battalions each.
Motorized units list
Name |
Type |
Techyear
|
Ford F30 NZL |
Motorized |
1936
|
Bren Carrier |
Mechanized I |
1940
|
Universal Carrier |
Mechanized II |
1942
|
Windsor Kangaroo |
Mechanized III |
1944
|
Tank units list
Name |
Type |
Techyear |
Variants TD / SPA / AAA
|
Mark V |
Great War Tank |
1918 |
|
Bob Semple |
Light Tank I |
1934 |
Deacon / Birch / Vickers II AA
|
Schofield Tank |
Light Tank II |
1936 |
Valiant / Pries / Matilda AA
|
Valentine |
Light Tank III |
1941 |
Archer / Bishop / Valentine AA
|
Crusader LP |
Medium Tank I |
1939 |
Cavalier / Centaur / Crusader AA
|
Cromwell LP |
Medium Tank II |
1941 |
Charioteer / Avenger / Cromwell AA
|
Comet LP |
Medium Tank III |
1943 |
AC IV / Sexton / Comet Marksman
|
Vickers |
Heavy Tank I |
1934 |
None / Gun Carrier Mk. I / None
|
Churchill LP |
Heavy Tank II |
1941 |
Churchill Gun Carrier / Churchill AVRE / Churchill AA
|
Black Prince LP |
Heavy Tank III |
1943 |
Hector / Black Prince AVRE / Black Prince Marksman
|
Big Bob |
Super Heavy Tank |
1943 |
Iron Duke / None / None
|
Centurion |
MBT |
1945 |
Centurion Malkara / Centurion AVRE / Centurion Marksman
|
Navy
The country lacks a navy, but has 70 convoys. It can acquire relatively easily a pair of light cruisers using the Transfer the New Zealand Division focus, which has no prerequisites.
Air force
There is a small air wing of 12 1936 Fairey Swordfish naval bombers stationed in the air base in North Island.
Aircraft Types
Tech Year |
Close Air Support (Carrier Variant) |
Fighter (Carrier Variant) |
Naval Bomber (Carrier Variant) |
Heavy Fighter |
Tactical Bomber |
Strategic Bomber
|
1933 |
|
Gloster Gladiator (Hawker Nimrod) |
|
|
Armstrong Whitworth Whitley |
|
1936 |
Hawker Hector |
Hawker Hurricane (Sea Hurricane) |
Fairey Swordfish (Blackburn Shark) |
Bristol Blenheim |
Vickers Wellington |
Handley Page Halifax
|
1940 |
Hawker Typhoon |
Supermarine Spitfire (Fairey Fulmar) |
Fairey Albacore |
Bristol Beaufighter |
Bristol Beaufort |
Avro Lancaster
|
1944 |
Hawker Tempest |
Supermarine Spiteful (Hawker Sea Fury) |
Fairey Barracuda |
de Havilland Mosquito FB |
de Havilland Mosquito B |
Avro Lincoln
|
Jet Engine Technology
|
1945 |
|
Gloster Meteor |
|
|
de Havilland Venom |
|
1950 |
|
de Havilland Vampire |
|
|
English Electric Canberra |
Vickers Valiant
|
Military staff
Chief of Army
Name
|
Type
|
Effect
|
Cost ()
|
William Sinclair-Burgess
|
Army Defense (Expert)
|
|
150
|
Edward Puttick
|
Army Offense (Expert)
|
|
150
|
J.E. Duigan
|
Army Maneuver (Expert)
|
|
150
|
N. Weir
|
Army Morale (Expert)
|
- Division Recovery Rate: +8.0%
|
150
|
Chief of Navy
Name
|
Type
|
Effect
|
Cost ()
|
H.E. Horan
|
Naval Maneuver (Expert)
|
|
150
|
W.H.Stratton
|
Naval Aviation (Expert)
|
- Naval Air Attacks from Carriers: +6.00%
- Naval Air Targeting from Carriers: +7.00%
- Naval Air Agility from Carriers: +8.00%
|
150
|
Eric Prendergast
|
Decisive Battle (Expert)
|
- Capital Ship Attack: +10.00%
- Capital Ship Armor: +10.00%
- Screen Attack: +10.00%
- Screen Defense: +10.00%
|
150
|
Chief of Airforce
Name
|
Type
|
Effect
|
Cost ()
|
A.J. Stallworthy
|
Naval Aviation (Expert)
|
- Naval Air Attacks from Carriers: +6.00%
- Naval Air Targeting from Carriers: +7.00%
- Naval Air Agility from Carriers: +8.00%
|
150
|
L.P. Peterson
|
Ground Support (Expert)
|
|
150
|
Military High Command
Name
|
Type
|
Effect
|
Cost ()
|
Norris Stephen Falla
|
Army Regrouping (Expert)
|
- Division Recovery Rate: +8.0%
|
150
|
J.C. Nichols
|
Cavalry (Expert)
|
- Motorized Attack: +10.0%
- Motorized Defense: +10.0%
- Cavalry Attack: +10.0%
- Cavalry Defense: +10.0%
- Mechanized Attack: +10.0%
- Mechanized Defense: +10.0%
|
150
|
H.D. McGregor
|
Airborne Assault (Expert)
|
- Paradrop attack: +2.00%
- Paradrop defense: +5.00%
- Paradrop agility: +5.00%
|
150
|
Trevor Handley
|
Naval Air Defense (Expert)
|
|
150
|
Strategies and guides
1936 Scenario: Independence, but with the Allies and in Multiplayer
setup and focus progression:Immediately release Samoa as a puppet state. They will serve you far better as a puppet than as true territory, as in this way they can get all the free goodies that the generic focus tree provides, while still performing their role as an air and naval base in the pacific. they will be lucky to field even a single division, but that can still provide a garrison that you do not have to spend valuable manpower on. it will also result in, when you do eventually annex them, 3 military factories, 4 civilian factories, and 3 Naval Dockyards, in addition to whatever handful of destroyers they may have built. Point is, they are essentially savings bonds, with no drawback whatsoever. you cannot deploy to Samoa or any other place besides New Zealand, and they serve the exact same purpose regardless. As such, when you acquire the pacific holdings of the US, France, UK, and (if you are early enough) Japan, Immediately release them as puppet states, as they serve the same purpose as Samoa, besides Possibly Hawaii, who may provide a division or two towards the cause, as well as most likely a token naval force.
You should choose for your starting focus "Transfer the New Zealand division" and continue down the naval path until you have dockyards, then set your 2 cruisers to do exercises, and the dockyards can repair them. Once that is done, rush down the "Maori affairs"(?) side of the political tree, taking the Maori volunteers route at the split at the bottom, and skipping the original Maori Affairs Act for now. Then rush down the political side that has you go independent, but do not take the final focus yet, or you will leave the allies, and be left on your own against Japan. Then complete the naval tree, choosing submarines over destroyers, and skipping light cruiser effort. Then you must start the industrial branch, and this is quite late, but it does work, rush down each tree in a bid to get all four research slots open ASAP. By this time it is 1942 or so, and you have the best research capabilities in the world, excepting maybe the US (and Germany if they go democratic), and with commonwealth research and the fact that the commonwealth is already fairly advanced into 1936, you should be able to focus on naval and air technologies, allowing you to field the most technologically advanced navy in the game. This is to the point where you can have 1 or even 2 slots dedicated to ahead of time research, while the other four benefit from commonwealth research, and you soon have a terrifying little devil on your hands. again, ignore your army past 1939, they should only be as a last resort if the Japanese ever get to you. From here, you have a variety of options you could take in the course of the war. in the game I pulled this in, midway through the war me and the Australian player left the allies and formed a nice little haven in the pacific. We were roleplaying a bit of course, so we stayed as this, while supporting the invasion of Japan. One last tip: always be building a dockyard, as they do not count towards required civilian factories, and thus you can get out around 3.5 a year with your fully focused civilian factories and the ones from your puppets.
Army:The new Zealander army is quite tiny, and should only be invested in enough to get standard 7 infantry/ 2 artillery divisions, with 6 of these in order to garrison your two airbases, all of your victory points, and all naval bases. If a naval invasion threatens, move to defend against it, but on the whole, plan on your Maori Volunteers being your main expeditionary force, along with maybe a single tank division, and possibly a division of marines. Invest minimally into army research, only up to 1939, and let the Australians and Americans handle the land side of the pacific war. your job is going to be to take out the Japanese navy.
Navy: New Zealand's navy is nonexistent at start, but with a few years can become quite formidable. You should start with a few escort destroyers to protect shipping with the US, and then a group of scout destroyers to support your patrol cruisers. You should also build 2 more classes of destroyer, a mainline medium destroyer that you can mass produce as your primary screens, but as well a heavy destroyer, almost a light cruiser, to participate as a primary combatant. For your Submarine force (and you should have one), first produce a few heavy submarines armed to the teeth. these can provide a raiding fleet that is far more effective than the same amount of time of light subs. in addition, you should have a group of tiny submarines with mine laying capability, and later on, a larger group of light submarines. After this, have your dockyards ready to produce a heavy carrier, which can field 50 aircraft and with secondary guns for defenses. Make sure you have naval aircraft researched... this should take about a year to build with 5 dockyards (which you should have 9 of, by this point), and straight after, you should build a light battlecruiser, so as to have a ship capable of supporting your destroyers and your cruisers. continue building like this, and as soon as the battle cruiser is done, it should be late 1943 by now, and with your superior research you should have 1944 carrier hulls, so design a heavy carrier with room for 100 aircraft (by the way you should be using the pacific fleet designer that grants +25% deck space), and assign your dockyards to build 2 simultaneously , and with your remaining ones continue to construct destroyers and your light submarines. By 1944, when your carriers start production, you should have the following warships...
Destroyers
- 4 1936 light escorts in 1 group of 4, protecting convoys
- 4 early light scouts in 2 groups of 2
- 3 1940 mainline heavy destroyers in the main battle group
- any number of 1940 medium front line destroyers also in the main battle group
Submarines
- 5 heavy submarines, in 2 task forces of 2 1944 and 3 1940
- 8 early light mine layers, in 1 task force
- 8 1940 light submarines, in 2 task forces, 1 of 5, and 1 of 3, with 2 more well on the way, at your digression
Light Cruisers
- just your 2 1936 starters should be fine, in a single task force that can be a patrol, escort, or a backup battle group.
Heavy Cruisers
- Far less effective, and far more time consuming than battlecruisers
Battlecruisers
- 1 1940 light battlecruiser, part of main battle group
Battleships
- don't even bother, not worth the wait or resources
Carriers
- Your 1940 carrier, part of main battle group
...Your ships should be technologically ahead enough that with a full aircraft complement you can take on navies that out number you 2 to 1 with minimal casualties. that is where your job is, as you will be facing the Japanese head on, and the Americans may, or may not be able to support you. even if they cannot, you should be able to take on an AI Japan easily, and with coordination from Australia's starting navy you should be able to narrowly beat the Japanese player on water so long as they never hit land fall. also remember to, once you get done with the focus tree (around mid-late 1943), begin to lower subject autonomy with the continuous focus, and in any other feasible means so as to be able to annex them by 1946, if the war is still on by then.
Achievements
Rule Britannia As any British Subject state, conquer all of Britain.
|
hoi4fr:New Zealand