A commander leads a number of units and provides bonuses to them based on the commander's skills and traits. For a list of commanders by country, see list of commanders.
聘用
可以招募更多的指挥官,每招募一个现有的同类型的指挥官需要花费5点政治点数(在招募将军时海军上将不计算在内,反之亦然)。指挥官通常不会死亡或被解职,但某些国家特定的事件会罢免特定的历史指挥官。
将军
将军们可以有效地指挥多达24个师,除非他们处于“警备区”模式,在此模式下,限制是原来的三倍,达到72个师。超过这个限制,他们的奖励和经验值会按比例减少。将军的特点是针对不同单位(如坦克、步兵)、不利地形/气候和战术情况(如攻击堡垒)的专业化。将军可以被提升为陆军元帅,但需要牺牲指挥能力和暂时损失一个技能等级。
Field marshal
A field marshal commands army groups, large formations comprised of several armies. A field marshal initially may command up to five armies; with the Expert Delegator trait, this limit can be increased to seven. Their traits give general bonuses, helping any kind of unit, such as, for example, +10% recovery rate, or increasing maximum army sizes. All armies assigned to the field marshal's army group receive these bonuses. General's traits and the field marshal's skill levels apply to subordinate armies with a 50% penalty.
They can still be used as generals, but their field marshal traits will be disabled when they are not commanding an army group.
海军上将
Admirals can command up to 10 task forces. Above this limit, their bonuses and experience gain are reduced proportionally.
Skill
Commanders have a generic skill level and specialized skills for different aspects of warfare. Only admirals gain immediate benefits from their generic level.
required experience | admiral | |||
---|---|---|---|---|
level | general & field marshal | admiral | hit chance | coordination |
1 | 100 | 100 | +5% | +1% |
2 | 300 | 200 | +10% | +3% |
3 | 500 | 400 | +15% | +5% |
4 | 1000 | 800 | +20% | +7% |
5 | 1500 | 1600 | +25% | +9% |
6 | 2500 | 3200 | +30% | +12% |
7 | 5000 | 6400 | +35% | +14% |
8 | 7500 | 12800 | +40% | +16% |
9 | 10000 | 25600 | +45% | +18% |
When leveling up a commander gains three points in specialized skill, randomly distributed (many generals' traits skew the distribution). For generals and field marshals they are:
- attack, increasing the damage done to enemy divisions
- defense, reducing damage taken
- logistics, reducing supply consumption
- planning, increasing the speed and value of plan preparation
For admirals:
- Attack, increasing the damage done to enemy ships by your weapons. Attack: +5% per level
- Defense, increasing ship armor and decreasing enemy damage. Defense: +5% per level
- Maneuvering, getting ships into and out of combat faster. Fleet speed while retreating: +1%, Positioning: +2.5% per level
- Coordination, increasing hit chance and improving mission execution. Fleet Coordination: (Level*2)-1%
指挥点数
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Commanders gain experience when the units under their command engage in combat. With enough experience, they will advance a skill level. For generals the amount of experience gained in each battle per hour depends on multiple factors:
- The base value is 0.45
- The number and size of actively fighting divisions under the general's command: Each division counts as 10%. Small divisions (< 8 battalions and support companies) count proportionately for less, e.g. a division containing only 3 battalions would count only as 3.75%.
- damage comparison: the side dealing more damage (HP and organization combined) in the last 24 hours gains more XP while the opposite side gets less. The bonus is reduced if the battle lasted less than 24 hours yet.
- The side that dealt more damage gets up to 400% of normal XP when dealing up to 400% as much damage as it received
- The side dealing less damage gets their XP gain scaled down by the average equipment ratio and average organization ratio of their divisions (including reserve), e.g. when all division are at half strength and have half of their organization, the experience is scaled to 25%.
- These two effects do not stack with each other, i.e. each side is only affected by one of them.
- decay over time: every hour of combat XP gain decays linearly by 0.125% until reaching 10% (after 30 days)
- If multiple generals fight on the same side, each one only gets 50% + 50% / (number of generals). This results in 100%, 75%, 67% etc. for each general of a total of 1, 2, 3 etc.
- command limit penalty: A general receives a scaling penalty when commanding too many units. The penalty reaches 100% when commanding twice as many units as the usual limit.
- modifiers: national ideas and leader traits (e.g. Old Guard and Politically Connected) can increase or reduce the XP gain. They all stack additively.
If the battle matches any traits gainable through combat, the experience also counts towards those.
If the general is under the command of a field marshal, the latter also gains 25% of the experience, including towards their applicable traits. A field marshal does not gain experience from units without a general.
XP type | Division-combat-hours per XP |
---|---|
General trait | 25 |
General level | 50 |
Field Marshal trait | 200 |
Field Marshal level | 400 |
Traits
- 主条目:Commander trait
Each commander may have a number of traits, represented by medal icons. Traits are acquired when units do a certain action in combat; for instance, if an army under a general manages to encircle and destroy an amount of enemy divisions, the general may acquire the 'trickster' trait which boosts reconnaissance.
政治 | 意识形态 • 阵营 • 国策 • 内阁 • 政府 • 傀儡国 • 外交 • 全球紧张度 • 内战 • 占领区 • 情报机构 • 权力平衡 |
生产 | 贸易 • 生产 • 建设 • 装备 • 燃料 • 军工机构 • 国际市场 |
科研与科技 | 科研 • 步兵科技 • 辅助部队(支援连)科技 • 装甲车辆科技 • 火炮科技 • 陆军学说 • 特种部队学说 • 海军科技 • 海军学说 • 空军科技 • 空军学说 • 工程学科技 • 工业科技 |
军事与战争 | 战争 • 和平会议 • 陆军单位 • 陆战 • 编制设计 • 坦克设计 • 陆军计划 • 集团军 • 指挥官 • 作战计划 • 战术 • 海军单位 • 舰艇设计 • 海战 • 空军单位 • 飞机设计 • 空战 • 经验 • 军官团 • 损耗与事故 • 后勤 • 人力 • 核弹 |
地图 | 地图 • 省份 • 地形 • 气候 • 地区 |
事件与决议 | 事件 • 决议 |