海军单位

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一条舰船既指一件能从海军船坞中生产出来的装备,也指已经下水服役后,随时准备参加战斗特遣舰队的一员 A ship refers both to a piece of equipment produced by dockyards and, once launched and manned, a member of a task force ready to participate in naval warfare.

船体类型

船体是舰船的基础部件,其通过研究得以解锁。 每种船体类型都包含许多模块插槽。 这些插槽可以通过舰船设计器由模块填充,以形成可以由船坞生产的完整的船舶设计(也称为衍生型)。


At the start of the game, each country will have a selection of pre-existing ship variants available for production, based upon hull types which have already been researched. 在游戏开始时,每个国家都会根据已经研究过的船体类型选择可供选择的现有船体衍生型。 某些船体类型可能会成为多种船型的基础,这取决于给定船型设计过程中安装的模块。 例如巡洋舰船体可以用作轻型巡洋舰或重型巡洋舰的基础,具体取决于所安装的主炮类型。

船体类型及其对应的舰船类型如下:

船体类型 舰船类型)
驱逐舰船体 驱逐舰
巡洋舰船体 轻巡洋舰
重巡洋舰
战列舰船体 战列巡洋舰
战列舰
超重型船体 超重型战列舰
航空母舰船体 航空母舰
潜艇船体 潜艇

舰船类型

水面战舰被归类为主力舰屏卫舰,而潜艇和运输船队则拥有自己独特的机制。


主力舰

作为水面战斗员的主要力量,主力舰的首要目标是击沉敌舰。

  • 超重型战列舰 (SHBB):

超重型战列舰基于特别的超重战列舰船体,是特别强大且装甲密集的战舰。 与多年来接受新迭代的其他船体不同,技术树中只有一个超重型战列舰船体。 尽管没有船体迭代,超重型战列舰的功能足以在整个游戏中保持强大的威胁。 但是,它们也非常昂贵,并且建造时间很长。

  • 战列舰 (BB): 凭借其重型装甲,战舰能够从敌人的大量火力击中中幸存下来。 他们自己也可以造成相当大的伤害。 但战列舰很昂贵,需要一些时间来建造。
  • 战列巡洋舰 (BC): 战列巡洋舰与战列舰共享相同的船体,但其特点是装甲较轻且建造成本较低。 尽管它们承受的伤害比战舰要少,但它们的重量轻也使它们更快,更难命中。
  • 重巡洋舰 (CA): 重型巡洋舰与轻型巡洋舰共享相同的船体,并以较重的主炮而著称。 重型巡洋舰拥有所有主力舰中最轻的装甲,对战列巡洋舰和战列舰的生存能力很低。
  • 航空母舰 (CV):

航空母舰制造昂贵,并且需要专门的舰载机,这些飞机也必须分开制造。航空母舰及其舰载机的综合燃料成本可能相当可观。 一旦克服了这些障碍,航母的舰载机就可以争夺空中控制权,并在海军战斗期间对敌舰造成炸弹破坏。在海战之外,航母也可以用作空军的移动基地。

屏卫舰

屏卫舰因其在海战中保护首都舰队和护卫舰队免受鱼雷伤害的能力而得名。

  • 轻巡洋舰 (CL): 轻巡洋舰比驱逐舰更坚固,更昂贵,具有高度的通用性,可以充当战场上的各种角色。 当其装备飞机弹射器时,它们可以充当出色的侦察兵。 当其专注于火炮时,它们擅长破坏其他屏卫舰。
  • 驱逐舰 (DD): 作为最轻巧的屏卫舰,驱逐舰的力量在于其数量。 在战斗中,它们可以构成屏卫线的大部分,以保护主力舰免受鱼雷的伤害。 驱逐舰也非常适合护航护送任务。 这两个角色都要求有足够数量的舰船,而驱逐舰是按所需数量生产的最经济的舰船。,它们还具有相对较低的燃料需求。 除了基本武器外,他们还可以配备其他火炮,以增强其对付其他屏卫舰船的效率,也可以用鱼雷威胁敌舰。

潜艇

  • 潜艇 (SS): 廉价,缓慢且隐身的潜艇经常被用于破交和布雷当中。 在[Naval battle|海军战斗]期间,潜艇在某些情况下可能被“隐藏”,以保护其免受攻击。

运输船队

运输船队 是在陆地上运送陆军单位,资源,补给和租借装备的船舶。 与所有其他船舶类型相比,它们具有各种独特的机制,被更抽象地对待。

运输船队具有以下特征:

  • 运输船队是没有武装的
  • 不论地图模式如何,运输船队的位置都不会显示在地图上。 (但可以在战略海军地图模式上看到运输船队的路线。)运输船队只能在海战中直接看到,例如当一个运输船队袭击舰队自动拦截某些运输船队时。
  • 损坏的运输船无需返回船坞即可进行维修。 战斗结束后被损坏(但未摧毁)的任何运输船队将在战斗结束后立即恢复到理想状态。
  • 当前未使用的运输船被保留在抽象的储备中,并且在游戏中没有明显的存在。
  • 运输船队不能由玩家直接控制。 但是,可以通过为特定海域设置访问级别来影响船队路线。
  • 船体和模块的概念不适用于运输船。 相反,只有一种标准的运输船模型。 没有可用的技术来解锁更高级的运输船模型。
  • 无法创建运输船的衍生型。
  • 运输船不能被命名。

运输船队对敌军战舰没有防御力,但可以由友好军舰护卫

通行命令

对于包含海上省份的任何战略区域,都可以设置'航行命令',以确定船只是否可以进入该区域。

舰船细节

左键单击舰队中的船只轮廓将显示其舰船详细信息。 从这里可以看到其数据,以及第二个选项卡上的所有战斗历史。 可以通过点击船名来重命名该船。 航空母舰将显示所附属的航母舰载机。 航母舰载机的重组是通过空军管理系统完成的。 要废弃/解散船舶,请按点击舶详细信息屏幕右上角的红色垃圾桶,这会将其人力返回到人力池中,这是将旧船送去执行自杀任务的一种替代方法。

航母舰载机

建造航母时,玩家可以预先选择组织航空编队, 只有舰载飞机可以以航母为基础起降,并且必须与其地面对应机分开研究和生产。 可以通过在空军概况中选择航母舰载机或通过在空中地图模式下选择一个空域来调整现有航母的舰载机,这会显示所有基地的清单,然后选择机队所属的机队 为该机队中的所有承运人打开空军基地窗口。 在(承运人)基本窗口中,该过程与建立或修改位于空军基地的机翼相同。

Viewing combat statistics

Fleet information, history and details

Hearts of Iron IV tracks experience, skill and history for individual ships, and this can be seen in the Fleet View. Select the fleet which the player wants to review. You will notice that each individual ship in your fleet is listed with a green organization and a brown strength bar, a silhouette for the ship class, a rank icon to show the ship's experience level, a vertical progress bar showing how much experience that ship has accumulated towards the next rank and the name of the ship. If the ship has participated in combat and sunk any enemy vessels, an additional icon appears History Report.png next to the ship name for history. Holding the mouse over this history icon will give you a summary of how many ships the player has sunk with this vessel. Clicking on the history icon will open the ship details pop up displaying the history of ships sunk for that particular vessel.

Statistics

Each class of ship has a number of values referred to as stats. These are described below. Most of these stats can be improved by building a variant. However, be aware that increasing one stat will adversely affect a different stat. Reference Variant and Variant Upgrading and Variant Naval. Researching Naval doctrine can also increase stats.

Base stats

  • Maximum speed. Maximum speed represents a value that indicates how quickly a naval vessel can move under optimal conditions. A faster ship has an easier time of disengaging from pursuers. 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.
  • Maximum range. A ship's range represents its onboard stores of fuel and foodstuffs, which will limit how far it can travel from the nearest friendly Naval Base.
  • Organization. Organization is an indicator of a ship's combat readiness. The higher the organization rating of a ship, the longer it can stay in a fight. A ship with low or no organization cannot fight or move effectively. Reference Defines NNavy COMBAT_LOW_ORG_HIT_CHANCE_PENALTY.
  • Deck size. Deck size is a measurement of how many planes a carrier can fit on board. The act of exceeding a carrier's deck size (plane limit) is known as carrier overcrowding and it results in a penalty to carrier plane missions. For example, a carrier with a deck size of 45 is limited to a maximum of 45 planes before triggering the overcrowding penalty. Each plane exceeding 45 adds a mission penalty of approximately -4.4% per plane. If the total number of planes on this carrier was 55, then the 10 extra planes would result in a mission penalty of -44%. The Massed Strikes naval doctrine (reference Naval doctrine Massed Strikes) reduces the penalty for crowding too many planes on an aircraft carrier by -30%. In the example above, the Massed Strikes naval doctrine would have reduced the overcrowding mission penalty from approximately -4.4% to -2.2% per plane or from -44% to -22% per 10 planes. The Massed Strikes doctrine's significance is that it allows carriers to get more planes in the air even though over capacity. Bringing more aircraft to a fight is better.
  • HP. HP is an abbreviation for "hit points" and is the ability to absorb damage. It represents strength which is how much damage a ship can sustain before being destroyed.
  • Reliability. Reliability is the ability of a ship to continue functioning during combat. The lower the value the more likely the ship is of suffering a critical hit. Ships may receive critical hits that are much stronger than usual hits primarily because of exploding ammo or fuel tanks. Increasing a ship's reliability will reduce the chance that a received hit becomes critical. Note that the highest critical chance is done by torpedoes and not by a ship's main guns. Reference attrition and accidents.
  • Supply use. How much supply the unit consumes per day. Please read Supply on the significance of this.

Combat stats

  • Light Attack. Damage done by light guns. Light guns are better at targeting smaller ships.
  • Light Piercing. Armor piercing of light guns.
  • Heavy Attack. Damage done by the heavy guns. Heavy guns are better at targeting bigger ships.
  • Heavy Piercing. Armor piercing of heavy guns.
  • Torpedo attack. Torpedo attack is a value that represents a vessel's capability to damage enemy ships via torpedoes.
  • Depth charges. Depth charges are a value that represents a ship's capability to damage enemy submarines via depth charges.
  • Armor. Armor is a value that represents a ship's steel decking thickness, belt thickness, bulkheads, etc. The purpose of armor is to help protect a ship from attack. Having armor that is equal to or greater than the opponents piercing value makes you take less damage (-90%); reference Defines NNavy COMBAT_ARMOR_PIERCING_DAMAGE_REDUCTION. Having armor that is equal to or greater than the opponents piercing value also helps prevent an enemy ship from gaining a critical hit bonus; reference Defines NNavy COMBAT_ARMOR_PIERCING_CRITICAL_BONUS = 3.0 and Naval warfare.
  • Anti-air. Anti-air, also known as Naval AA attack, is a value that represents how much firepower that a ship's anti-air guns can provide in shooting down enemy planes. This value adds a positive modifier to the "to hit" dice of friendly ships' attacks against air units. The higher the number, the better to protect against both land based and carrier based air attacks. The naval AA attack value also protects against port strike attacks. Researching the Grand Battlefleet Naval doctrine increases all of your ships' anti-air values by +10%.

Misc. stats

  • Fuel Usage. How much fuel a unit uses while it is operating. Sea units will consume fuel while on active missions or during training.
  • Surface visibility. Surface visibility is a value that represents a ship's profile. This value is the "hide in shadows" score. The higher the value, the more visible a surface ship becomes making it more likely to be spotted and attacked. The smaller the value, the less visible the ship becomes making it harder to spot. The enemy can't destroy a fleet it can't see. For example, a Japanese fleet with minimal surface visibility score can sneak its surface fleet past Singapore in the Straits of Malacca. Surface visibility can be reduced (-10%) by hiring a raiding fleet naval design company such as Germany's Blohm & Voss Idea blohm und voss.png or by researching the proper naval doctrine.
  • Surface detection. Surface detection is a ship's ability to detect enemy vessels navigating on top of the sea (not under the sea such as submarines). A fleet can only engage ships if it knows they're there. A ship starts out hidden and has a chance to be spotted if it gets too close to an enemy ship (ships may also be spotted by aircraft). Reference Naval warfare Detection. Surface detection may be increased by the following means:
  1. Adding more ships to a fleet or sea region
  2. Adding more planes to a sea region (gaining Air Superiority)
  3. Increasing radar in a sea region
  4. Having better decryption than an enemy vessel's encryption (+20% improved detection for every level that your decryption is better than the enemy's encryption, reference Defines NNavy DECRYPTION_SPOTTING_BONUS = 0.2)
  5. Researching higher level ships
  6. Researching naval doctrines that include a bonus to surface detection
  7. In 抵抗运动 La Résistance you can creat a spy network in that country, capture agents, crack cypher and use spy planes to gain naval intel.
  • Sub visibility. Sub visibility is a value that represents a submarine's outline. This value is the "hide in shadows" score. The higher the value, the more visible a submarine becomes making it more likely to be spotted and attacked. The smaller the value, the less visible the submarine becomes making it harder to spot.
  • Sub detection. Sub detection is a ship's ability to detect enemy submarines. A fleet can only engage submarines if it knows they're there. A submarine starts out hidden and has a chance to be spotted if it gets too close to an enemy ship (submarines may also be spotted by aircraft). Destroyers are best at hunting submarines followed by light cruisers due to their high sub detection ability and use of depth charges. Capital ships are poor at sub hunting due to their low sub detection and lack of depth charges. Sub detection may be increased by the following means:
  1. Adding more ships, especially destroyers and light cruisers, to a fleet or sea region
  2. Adding more planes to a sea region (gaining Air Superiority)
  3. Increasing radar in a sea region
  4. Having better decryption than an enemy vessel's encryption (+20% improved detection for every level that your decryption is better than the enemy's encryption, reference Defines NNavy DECRYPTION_SPOTTING_BONUS = 0.2)
  5. Researching higher level destroyers and light cruisers
  6. Creating destroyer and light cruiser variants incorporating higher sub detection
  7. Hiring an escort fleet design company such as the United Kingdom's Yarrow Shipbuilders Idea yarrow shipbuilders.png (+10% sub detection for screen ships)
  8. Researching naval doctrines that include a bonus to sub detection
  9. Adding an anti-submarine specialist (+10%), anti-submarine expert (+15%), or anti-submarine genius (+20%) to the military staff
  10. In 抵抗运动 La Résistance you can create a spy network in that country, capture agents, crack cypher and use spy planes to gain naval intel.

Hulls

Hull type Hull 人力Service Manpower Surface detection Sub detection Surface visibility Sub visibility Depth charges Max Speed (kn) Max Range (km) HP Armor Reliability (%) Fuel Usage 生产花费Production Cost Resources
Steel Chromium
Destroyer Early 250 20.0 1.0 10.0 1.0 36.3 1500 25.0 64.0 7.0 490.00 2
1936 325 20.0 1.0 10.0 1.0 39.6 1800 40.0 68.0 8.0 620.00 2
1940 400 20.0 1.0 10.0 1.0 42.6 2000 50.0 72.0 10.0 700.00 3
1944 500 20.0 1.0 10.0 1.0 42.6 2500 60.0 73.6 10.0 750.00 4 1
Cruiser Early 600 20.0 1.0 15.0 30.0 2500 100.0 64.0 32.0 2200.00 1
1936 800 20.0 1.0 15.0 40.3 3000 110.0 68.0 36.0 2380.00 2
1940 1200 20.0 1.0 15.0 42.9 4000 120.0 72.0 36.0 2480.00 2
1944 1400 20.0 1.0 15.0 44.2 4500 130.0 76.0 36.0 2580.00 3
Battleship Early 4000 20.0 1.0 30.0 27.0 3000 367.5 26.0 64.0 87.0 6120.00 1 1
1936 5200 20.0 1.0 30.0 35.2 3500 388.5 26.0 68.0 92.0 6720.00 1 1
Super Heavy 9000 20.0 1.0 30.0 33.6 4500 770.0 55.0 64.0 100.0 9625.00 1 1
1940 6000 20.0 1.0 30.0 37.4 4000 420.0 26.0 72.0 92.0 6840.00 1 1
1944 6000 20.0 1.0 30.0 39.6 4500 472.5 26.0 76.0 92.0 6960.00 1 1
Carrier Converted Cruiser 1000 26.0 5.0 30.0 30.0 4000 325.0 52.0 99.0 4500.00 3 1
Converted Battleship 5000 26.0 5.0 30.0 36.0 4000 325.0 52.0 107.0 4500.00 4 1
1936 4500 26.0 5.0 30.0 40.3 3000 250.0 56.0 103.0 2930.00 3 1
1940 5000 26.0 5.0 30.0 43.4 4000 325.0 60.0 107.0 3150.00 4 1
1944 5500 26.0 5.0 30.0 43.4 5000 350.0 64.0 107.0 3800.00 4 2
Submarine Early 200 20.0 1.0 25.0 19.9 2500 10.0 48.0 8.0 310.00 1
1936 200 20.0 1.0 19.0 20.9 4000 20.0 56.0 9.0 370.00 2
1940 200 20.0 1.0 14.2 22.0 5000 30.0 60.0 9.0 440.00 2
1944 200 20.0 1.0 11.4 23.1 6000 35.0 64.0 9.0 570.00 3 1


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