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
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机制
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版本
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描述
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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
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阵营 |
1.9
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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
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国策 |
1.6
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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
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理念 |
1.8
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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
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政府 |
1.9
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政府是国家的政治概念
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傀儡国 |
1.8
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傀儡国是一种在政治上极大受制于其他国家的国家
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外交 |
1.9
|
外交是 国家之间的互动
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全球紧张度 |
1.5
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全球紧张度是衡量世界紧张氛围的热度的量
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内战 |
1.8
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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
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占领 |
1.9
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当国家占有任何非核心领土时将处于占领状态
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战略情报局 |
1.9
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战略情报局是进行间谍活动的基础
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生产
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机制
|
版本
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描述
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贸易 |
1.9
|
资源可以被交易于国家之间
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生产 |
1.5
|
装备与船只对军事单位是不可或缺的
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建筑 |
1.5
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建筑是可以在州内进行建造的固有资产
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装备 |
1.8
|
装备是作战单位的重要组成部分
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燃料 |
1.8
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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。
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科研与科技
军事与战争
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机制
|
版本
|
描述
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Warfare |
1.8
|
When diplomacy is not enough.
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Land units |
1.5
|
All army components need to be designed, produced, deployed and supplied to conduct land warfare.
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Land warfare |
1.7
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Land warfare consists of assigning command groups to theaters, through which they can engage enemy armies and capture territory.
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- 重定向 Template:图标 || Division designer || 1.9
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Designing divisions allow to customize them battalion by battalion.
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Army planner |
1.8
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Designed divisions need to be recruited and trained to be deployed on the field.
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Command group |
1.8
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Organization of divisions in command group(s) is necessary to assign them some specific tasks, such as exercise.
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Commander |
1.8
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Command groups can be led by a more skillful commander, if available.
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Battle plan |
1.5
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A battle plan enables automatic management of divisions in a specific role.
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Combat tactics |
1.9
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Combat tactics are determined for both sides at the beginning of a battle and after every 24 hours.
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Ship |
1.5
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All navies require ship design, production and a naval base to conduct naval missions.
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Naval warfare |
1.8
|
Naval combat is mostly automated through mission orders assigned to fleets and to be carried out in particular Sea Regions.
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Aircraft |
1.9
|
All air wings require plane design, production and an air base to conduct air missions.
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Air warfare |
1.7
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Air warfare consists of the deployment of air wings to Strategic Regions, where they can undertake missions.
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Experience |
1.5
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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.
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Attrition and accidents |
1.8
|
Equipment loss as a result of a sustained offensive.
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Logistics |
1.5
|
All military components require supply to function.
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Manpower |
1.8
|
Manpower is needed to recruit and strengthen divisions.
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Nuclear bomb |
1.9
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Nuclear bombs can be used to inflict heavy damage to the opposing side.
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地图
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机制
|
版本
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描述
|
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Map |
1.5
|
The map is split in finite regions of various size characteristics.
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Province |
1.5
|
The smallest division of the map. Provinces contain a specific terrain and enable some constructions.
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Terrain |
1.5
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Terrain may apply limitations and penalties to military, actions and attrition.
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Weather |
1.9
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Weather may apply penalties to military movement, actions and attrition.
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State |
1.8
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States are made of one or multiple provinces. States enable some constructions and provide resources and manpower.
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事件
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机制
|
版本
|
描述
|
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Events |
~
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Events add flavor to the game or provide choices that will affect the course of the game.
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