损耗与事故

本页面所适用的版本可能已经过时,最后更新于1.8
(重定向自Attrition

在战争中,损耗是装备的非战斗损失,而非人力的损失。陆军单位会在训练和进攻中遭受损耗;而空军单位和海军单位会遭受事故,尤其是在恶劣天气。

原因

组织度的损失

不论是否处于战斗中,损耗都会导致一支部队每小时损失 0.1 * 损耗 的组织度。

失去补给时,部队组织度每小时还会根据失去补给的时长受到至多0.3的损失,在30日后达到顶峰。

装备的损失

更高的可靠性会降低损耗导致的装备损失。

陆军单位

请注意,同一种装备的不同类型的损失是分开独立计算的,所以总损失会受到装备类型数的影响。这种情况会发生在你的部队使用了缴获的装备或者是不同变种的装备之时。

对于陆军单位, 每一种装备平均每小时遭受的损失(equipment loss per hour)是

[math]\displaystyle{ \text{每小时装备损失} = 0.1 \cdot \text{损耗} \cdot 0.5 \cdot \max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor) }[/math][2]

具体情况化简可得(注意一天有24小时,以及考虑到向下取整函数):

[math]\displaystyle{ \text{可靠性} =\lt 100\% - \frac{20}{装备数量} }[/math]时,每日的装备损失量: [math]\displaystyle{ \text{每日装备损失} = 1.2 \cdot \text{损耗} \cdot \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor }[/math];

[math]\displaystyle{ \text{可靠性}\gt 100\% - \frac{20}{装备数量} }[/math]时, 每日的装备损失为常数,称为基础损耗损失, [math]\displaystyle{ \text{每日装备损失} = 1.2 \cdot \text{损耗} }[/math].

可见,可靠性存在在一个阈值:[math]\displaystyle{ 100\% - \frac{20}{装备总数} }[/math],当可靠性小于这个阈值时,可靠性越大,装备损失越少;若大于这个阈值,可靠性不再发挥作用。为了最小化装备损耗,让装备的可靠性大于 [math]\displaystyle{ 1 - \frac{20}{\text{装备数量}} }[/math] 就可以了。

这个表格列出了常见装备数和控制损耗在指定水平所需要的可靠性。表格列头“1”表示[math]\displaystyle{ max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor)=1 }[/math],是最低损耗;“2”表示[math]\displaystyle{ max(1, \lfloor\text{装备数量} \cdot 0.1 \cdot (1 - \text{可靠性})\rfloor)=2 }[/math];以此类推。这个表是为了展示,对于数量为几百的装备,个位数的可靠性差距会导致成倍的损耗差距。因此,对于使用昂贵装备(比如坦克)的大编制部队,通过改装增加装备的可靠性和配备维修支援连很重要。

装备数量 1 2 3
12 >=0%
24 >16.6% >=0%
36 >44.4% >16.6% >=0%
50 >60% >40% >20%
100 >80% >70% >60%
200 >90% >85% >80%

下面是一些例子:

  • 若损耗为100%、可靠性为0%, 则每天都会有12%的装备损失掉。
  • 当可靠性为80%,(假设装备总数大于50且库存充足),100天的持续训练(这足够将1级训练为2或3级)将会损失14.4%的装备。
  • 基础损耗损失对装备量小的装备影响很大,因为在可靠性超过阈值的情况下,装备数越小意味着损失率越大。比如说炮火支援连(12门)和重自行防空炮营(8辆)。例如,若损耗为100%,则炮火支援连每天都会损失10%,重自行防空炮营则为15%。
  • 值得注意的是,火炮的可靠性为50%,而火箭炮为80%。为固定值。
  • As an example, a unit with 100 items of one kind with 80% reliability loses a maximum of 2 (i.e. average 1) items per attrition event. At 80.1% reliability or 199 items, the maximum becomes 1 (i.e. average 0.5), cutting the attrition in half. For equipment with reliability above the highest threshold (i.e. maximum 1), the attrition formula simplifies to [math]\displaystyle{ \text{daily attrition rate} = 1.2 \cdot \text{attrition} }[/math].

空中单位

虽然飞机不会受到磨损,但在起飞/着陆时有可能发生事故。

[math]\displaystyle{ \text{事故概率} = 0.1\% \cdot \left( 100\% - \text{可靠性} \right) }[/math]

或等于土地单位损耗的1%。舰载飞机的事故率是普通飞机的两倍。它可以很快变成一个重大问题,不管空战进行得如何顺利,都会吞噬大量可用的飞机。

While aircraft do not suffer from attrition, they have a chance (NAir.ACCIDENT_CHANCE_BASE = 5%) of accidents. This gets modified by 0.5 (NAir.ACCIDENT_CHANCE_BALANCE_MULT), their reliability, weather and other modifers . Every game hour, all air bases are checked for accidents. At most one accident can happen per hour per airbase, but multiple planes could be destroyed in it. The accident can affect a random portion of the wing between 0% and 100%, but only 0.5% (NAir.ACCIDENT_EFFECT_MULT) of that actually gets destroyed. Frequently the effect will be less than one plane, especially for small wings, these fractional parts are accumulated on the country level and added to the next accident effect.

[math]\displaystyle{ \text{accident chance} = 5\% \cdot \left( 100\% - \text{reliability} \right) \cdot 0.5 }[/math]

[math]\displaystyle{ \varnothing \text{accident effect} = 50\% \cdot 0.5\% = 0.25\% }[/math]

[math]\displaystyle{ \varnothing \text{Aircraft lost per hour per airbase} = 5\% \cdot \left( 100\% - \text{reliability} \right) \cdot 0.5 \cdot 0.25\% }[/math]

Assuming a reliability of 80% would lead to an average aircraft lost per hour per airbase of 0.00125% of one wing. 0.03% per day and 10.68% per year.

Assuming a reliability of 40% would lead to an average aircraft lost per hour per airbase of 0.00375% of one wing. 0.09% per day and 32.04% per year.

Assuming a reliability of 0% would lead to an average aircraft lost per hour per airbase of 0.00625% of one wing. 0.15% per day and 53.4% per year.

Carrier-based aircraft suffer twice the accident rate. Due to how low the losses from accidents are when compared to actual combat, it's preferable to disregard reliability in favor of attack stats in most situations.

海军单位

舰艇本身并不会因损耗而损失,但是会降低可靠性,使得因敌方攻击可能导致严重受损。 Ships do not suffer from attrition, but the reliability corresponds with probability of getting critically hit by enemy attack. During training and (炮手就位炮手就位) when operating in mined waters during war, accidents may happen.

减少装备损失的方法

有几种减少装备损失的方法。一个方法是给师配备一个维修支援连来提高可靠性,或者生产提高可靠性的改进型坦克,舰艇或飞机。带有冬季技能(Winter Specialist)的指挥官将会给他指挥的军队减少 50.00%的冬季损耗,陆军学说里,人海突击(Mass Assault )学说树中的大规模动员(Mass Mobilization)下的人民军队(People's Army)可以为所有地面单位减少10.0%的损耗。

定制难度设置

在游戏前调整主要国家的力量滑动条可以降低这个国家所有单位的损耗。而然,这将影响成就

脚注

  1. 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua
  2. the 0.1's respectively are the defines ATTRITION_EQUIPMENT_LOSS_CHANCE and ATTRITION_EQUIPMENT_PER_TYPE_LOSS_CHANCE.


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