转载:《钢铁雄心4》开发日志4,欢呼四大军事学说回归!
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开发日志4—陆军学说
Hello! It's time for another Hearts of Iron 4 Developer Diary, and this one is about Land Doctrines. For HoI4, we are leaning more towards the Doctrine paths you may remember from HoI2 than the mix-and-match of HoI3. We have 4 main mutually exclusive Doctrine paths which nations can research. Each path also has one or more mutually exclusive choices to further differentiate the doctrines and sub-doctrines. Because we are still pre-alpha, I can't really describe exactly what each tech in the tree does at the moment; this can and will change as we implement, test and iterate over them. I can describe the general idea behind each path and choice so hopefully you will understand what we are aiming for.
Mobile Warfare: This path focuses on mobile mechanized units and is the default German path. Armour and motorized/mechanized units will have the largest gains in this path. It also reduces the planning time needed before you can launch an attack. This path is somewhat frontloaded with early bonuses. The first branching in this tree allows you to choose between Mobile Infantry or Armour as your main focus. While Mobile Infantry isn't as effective in combat, it is cheaper and can be used in greater numbers, so it could be an alternate strategy for Germany, or be used by a less industrially powerful nation. The second split offers the choice between switching over to a defensive posture (maximizing Manpower gains) as Germany historically did, or continuing to develop offensive mobile doctrines. And yes, we know Blitzkrieg wasn't a formal doctrine, but the mishmash of innovations and new techniques that the Germans used is popularly known as such, so we roll with it.
Superior Firepower: This is the American default path. This doctrine focuses on big, well-equipped, but expensive divisions and gains a bonus when fighting in areas with friendly air superiority. The first split offers the choice between adding more support units to each division, or focusing on independently deployed support brigades. The second split will let you pick between Airland battle (for increased cooperation with the air force for combat support) or Shock and Awe (which keeps the majority of your focus on ground-based firepower).
Grand Battleplan: This could be thought of as the traditional doctrine path, and is the default choice for Britain, France, Italy, and Japan. This doctrine path gives you larger planning bonuses and boosts Infantry and Artillery. It is a bit weak on the offence to begin with, but has some defensive bonuses. The split offers the choice between increased offensive potential and steadily improving all unit types with the Assault path, or focusing heavily on Infantry with the more frontloaded Infiltration path.
Mass Assault: The default doctrine for the USSR and China. It focuses on using large amounts of Manpower and offers increased morale and reinforce-speed. The early techs give some defensive bonuses and Infantry/Militia boosts. The first path decision here offers either continuing with the same methods with Mass Mobilisation (the mass use of Infantry and Militia) or adopting the innovative Soviet Deep Battle doctrine, which makes use of the modern tools of war and boosts the capability of Armour, artillery, and mobile units. You may notice from the image that the Mass Mobilisation path is shorter than the others. This is because it's more of a series of stopgap measures for nations in dire straits than a real doctrine, and we want to encourage nations to swap out of it when/if their situation improves.
"Swap out of it?" I hear you say. Yes, you can change your Doctrine path if you want. This will come at a cost. There will be a period of disorganisation for your army based on how far into your previous path you were and on the size of your army, so it's likely not something you want to do when things are going very poorly in the middle of a war. However, you do not necessarily start from scratch in your new Doctrine path: Several techs are shared between the paths, and if you switch to a path which includes a shared tech you have already researched you will start at that point in the new tree.
Ok, that's about all for this DD, start trying to guess the tech names based on their icons!
2014年04月11日 12点04分 1
level 8
科技组……怨念……
2014年04月11日 12点04分 3
level 8
科技组……怨念……
2014年04月11日 12点04分 4
level 15
以我的审美和智商钢3都玩儿不好,④就更完蛋了[怒][喷][喷]
2014年04月11日 13点04分 5
level 7
好吧,既然让我们玩猜猜看,我就不妨猜一猜(勿喷)。
第一个机动作战学说:
第一个图标应该是“装甲先锋”,第二个是“迟滞”,第三个是“重点突破”。
然后就分支了。先从左边开始。左边突出传统步兵的机动力,第一个是摩托化,第二个是废除畜力?第三个是半履带化(机械化)。
右边是经典的闪电战战术:第一个是“装甲集中”。第二个......不甚明白,第三个是”多军种协同“。
下面一个不明,看勋章图案似乎是鼓励士气的?元首为了提振士气把步兵都改称掷弹兵这一点是我马上想到的......怎么看都跟”战斗群“挂不上钩......
下面又是分支,左边是防御性质的:第一个是”焦土战术“或是叫“家园守卫者”?第二个“大规模征兵”,第三个“国民突击队”。
右边是现代闪电战,第一个是“弹性防御”还是“局部防御 ”?第二个是“机动防御”,第三个不太明白......
2014年04月11日 13点04分 6
level 15
很不错的一篇日志!期待!
2014年04月11日 14点04分 7
level 13
赞一个
2014年04月11日 14点04分 8
level 11
只有这么一点的东西…………根本没办法体现出每个国家部队战斗效率的差异啊………………
2014年04月12日 01点04分 10
level 4
人海战术:这是专门给苏联和中国(!!!)定制的。很明显,这条路线主要就是,超级吓人的人力修正,加强的陆军士气,和逆天的补员速度。早期的科技能够带来一些防御上的奖励,以及可以增强步兵和民兵的战斗力。路线分支的第一个选择在,你是继续追求无节操的人力碾压风格,还是采用历史上苏联的大纵深战略,一种能够充分利用现代化战争工具并且能够全面地强化炮兵、装甲和机动单位的学说。你大概注意到了,科技树上的规模化动员(人力碾压)的科技线比其他的科技线都要短。这是因为这个人海战术,大家都愿意把它当做一个应急措施,而不是真的一个陆军学说。因此,当境遇改善的时候,我们鼓励国家们把这个科技线扔一边去
这玩意太蛋疼了,模拟的很有问题,只有日本和民国这种脑瘫国家和政权才适合这个,鹅毛和土鳖应该是机动学说里分别是前者体现在装甲和摩托化部队各项加成,后者则是步兵组织度,作战韧性和行军速度相关的数值里
2014年06月12日 11点06分 11
p社专注黑G一百年不动摇[haha][滑稽][OK]
2014年06月12日 13点06分
回复 放下那社长 :[滑稽]
2014年06月12日 15点06分
level 8
6
2014年06月12日 14点06分 12
level 8
还是习惯HOI2的学说呢?
2014年06月12日 15点06分 13
level 8
黑土鳖黑的没边了
2014年06月12日 22点06分 14
level 7
我还是比较喜欢2的
2014年06月12日 23点06分 15
1