海战:修订间差异

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{{Version|1.0}}
Naval warfare is the competition of sea-going power between nations at war. While a majority of warfare is land-based, the naval aspect of conflict can be incredibly influential in the spheres of trade and conquest.
Naval warfare is the competition of sea-going power between nations at war. While a majority of warfare is land-based, the naval aspect of conflict can be incredibly influential in the spheres of trade and conquest.
== Naval units ==
In Imperator there are six different types of naval unit.
{| class="mildtable sortable"
|-
! class="unsortable" |
! Unit type
! {{icon|cost}}
! {{icon|time}}
! Monthly {{icon|cost}}
! Requirements
! Category
! Maneuver
! Naval<br>movement<br>speed
! [[File:Unit liburnian.png|24px]]
! {{icon|trireme}}
! [[File:Unit tetrere.png|24px]]
! [[File:Unit hexere.png|24px]]
! [[File:Unit octere.png|24px]]
! [[File:Unit mega-polyreme.png|24px]]
|-
| [[File:Unit liburnian.png|24px]] || Liburnian
| 5
| 120
| 0.08
| Free
| Light
| 4
| 13
|
| {{red|−15%}}
| {{red|−25%}}
| {{red|−35%}}
| {{red|−40%}}
| {{red|−50%}}
|-
| {{icon|trireme}} || Trireme
| 8
| 180
| 0.13
| Free
| Light
| 3
| 12
| {{green|+15%}}
|
| {{red|−10%}}
| {{red|−10%}}
| {{red|−20%}}
| {{red|−20%}}
|-
| [[File:Unit tetrere.png|24px]] || Tetrere
| 10
| 180
| 0.16
| Wood
| Medium
| 2
| 12
| {{green|+25%}}
| {{green|+10%}}
|
|
| {{red|−10%}}
| {{red|−10%}}
|-
| [[File:Unit hexere.png|24px]] || Hexere
| 15
| 180
| 0.24
| Wood
| Medium
| 1
| 11
| {{green|+35%}}
| {{green|+10%}}
| {{green|+5%}}
|
| {{red|−10%}}
| {{red|−10%}}
|-
| [[File:Unit octere.png|24px]] || Octere
| 25
| 180
| 0.41
| Wood, Military tradition
| Heavy
| 0
| 9
| {{green|+40%}}
| {{green|+20%}}
| {{green|+10%}}
| {{green|+10%}}
|
| {{red|−10%}}
|-
| [[File:Unit mega-polyreme.png|24px]] || Mega-Polyreme
| 32
| 365
| 0.53
| Wood, Military tradition
| Heavy
| 0
| 7
| {{green|+50%}}
| {{green|+30%}}
| {{green|+20%}}
| {{green|+20%}}
| {{green|+10%}}
|
|}
=== The fleet ===
The main purpose of a fleet is to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters. One ship can transport one cohort (with fully reinforced cohorts 1000 men). Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict. Futhermore fleets in a sea zone with a strait will block enemy units from crossing that strait.
===Building a fleet===
Ships can only be built in ports, which only exist in predefined locations around the map. Building ships other than Liburnians and Triremes also requires access to wood in the province that the city belongs to.


==Combat==
==Combat==
When a battle is started every ship will attempt to target an enemy ship to deal damage to. What determines their success is their positioning value, which is derived from their leading admiral with a random element. Positioning is re-rolled every day of battle.
Combat is very similar to [[land warfare]]. The major differences are:
 
* Strength damage is higher than with land combat so ships more likely to sink in combat.
* Defeated ships have a chance to get captured.
 
=== Combat tactics ===
 
As with land combat, navies have '''combat tactics''' that give bonuses against specific other tactics. How effective a tactic is depends on the fleet's composition.
 
{| class="mildtable plainlist" width=100%
! !! width=5%| Tactic
! width=12%| Unit effectiveness
! width=12%| Against other tactics
! Description
|- id="Frontal_Assault"
| {{icon|frontal assault}} || Frontal Assault
|
* {{icon|liburnian}} Liburnian: {{green|50%}}
* {{icon|trireme}} Trireme: {{green|100%}}
* {{icon|octere}} Octere: {{green|100%}}
* {{icon|mega-polyreme}} Mega-Polyreme: {{green|200%}}
|
* {{icon|harassment}} Harassment: {{green|+20%}}
* {{icon|close ranks}} Close Ranks: {{red|−10%}}
| ''Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.''
|- id="Naval_Envelopment"
| {{icon|naval envelopment}} || Naval Envelopment
|
* {{icon|trireme}} Trireme: {{green|100%}}
* {{icon|hexere}} Hexere: {{green|100%}}
* {{icon|mega-polyreme}} Mega-Polyreme: {{green|100%}}
|
* {{icon|close ranks}} Close Ranks: {{green|+20%}}
* {{icon|probing attack}} Probing Attack: {{red|−10%}}
| ''Envelopment is an old and tried tactic at sea just as it is on land. Loading one flank with stronger and more numerous ships can allow us to overcome the enemy's flank and expose their ships from a sideway attack.''
|- id="Close_Ranks"
| {{icon|close ranks}} || Close Ranks
|
* {{icon|trireme}} Trireme: {{green|50%}}
* {{icon|hexere}} Hexere: {{green|100%}}
* {{icon|octere}} Octere: {{green|100%}}
* {{icon|mega-polyreme}} Mega-Polyreme: {{green|100%}}
|
* {{icon|frontal assault}} Frontal Assault: {{green|+20%}}
* {{icon|naval envelopment}} Naval Envelopment: {{red|−10%}}
| ''If all ships stay as close together as they can it will be harder for the enemy to perform ramming or boarding.''
|- id="Harassment"
| {{icon|harassment}} || Harassment
|
* {{icon|liburnian}} Liburnian: {{green|100%}}
* {{icon|trireme}} Trireme: {{green|100%}}
* {{icon|octere}} Octere: {{green|100%}}
|
* {{icon|probing attack}} Probing Attack: {{green|+20%}}
* {{icon|frontal assault}} Frontal Assault: {{red|−10%}}
| ''An approach of constant harassment in an attempt to wear down the enemy fleet through frequent minor attacks.''
|- id="Probing_Attack"
| {{icon|probing attack}} || Probing Attack
|
* {{icon|liburnian}} Liburnian: {{green|100%}}
* {{icon|tetrere}} Tetrere: {{green|100%}}
* {{icon|hexere}} Hexere: {{green|100%}}
|
* {{icon|naval envelopment}} Naval Envelopment: {{green|+20%}}
* {{icon|harassment}} Harassment: {{red|−10%}}
| ''Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.''
|}
 
==Capturing==
 
Ships have a chance to be captured when they are defeated. There are 3 different cases:
 
* Morale runs out: This is the normal scenario. The capture chance is based on ship categories and the enemy general.
* Strength runs out: Same thing as above. However the ship gets destroyed even if it gets captured (resulting in multiple losses in the after battle screen).
* Stack wipe: Result of enemy being greatly outnumbered or getting defeated very quickly. The capture chance from the ship category is replaced by a fixed chance. Any captured ships during combat from the stack wiped side are returned to their original owners.
 
Sources of capture chance (all sources stack additively):
 
{| class="mildtable"
|-
! Type
! Amount
! Description
|-
| Base
| {{green|+6%}}
| The global capture chance. Military window shows that the base chance is 5%. In-game tests resulted also in a hidden 1% base chance.
|-
| Stack wipe
| {{green|+20%}}
| Stack wiping doesn't involve combat so enemy ship category can't be used. In-game tests resulted in a 20% increased capture chance.
|-
| Capturing ship category
| {{green|+10%}} per category
| Capture chance is increased 10% for light ships, 20% for medium ships and 30% for heavy ships.
|-
| Captured ship category
| {{red|−10%}} per category
| Capture chance is decreased 10% against light ships, 20% against medium ships and 30% against heavy ships.
|-
| General martial
| {{green|+0.2%}} * martial
| Martial skill of the general slightly increases the capture chance. For example 10 Martial gives a 2% increased chance.
|-
| General trait Sea Dog
| {{green|+10%}}
| Sea Dog trait increases the capture chance.
|-
| Boarding Tactics
| {{green|+10%}}
| Selecting the Boarding Tactics ability increases capture chance at the cost of reduced damage.
|}
 
====Examples====
 
* Light vs Light, with level 10 martial. 6% + 10% - 10% + 0.2% * 10 = 8% capture chance.
* Light vs Medium, with level 10 martial. 6% + 10% - 20% + 0.2% * 10 = -2% capture chance.
* Medium vs Heavy, with Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance.
* Heavy vs Heavy, with stack wipe. 6% + 20% - 30% = -4% capture chance.
* Light vs Heavy, with stack wipe and Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance


In an ongoing battle bad positioning will result in picking a new target, which if you are unlucky could mean finding no target, or even targeting one of your own ships. If a friendly ship is targeted the ship will always try to pick a new target next day.


Damage is dealt in a similar way to in land battles. Offensive modifiers and dice roll is reduced by the enemy defensive modifiers and dice roll. This is then further increased or decreased by the specific modifiers on either side for Strength Damage or Morale Damage.
=== Unit abilities ===
There are unit abilities for ships at sea:


Ships that have no morale left will retreat from battle, ships that have no strength left will be sunk.
* Ramming Tactics: Naval damage done {{green|+10%}}, Naval damage taken {{red|+10%}}
* Boarding Tactics: Naval damage done {{red|-10%}}, Naval capture chance {{green|+10%}}
* Raid Port: Steals a number of pops from an adjacent port and turns them into Slaves in your capital (at a cost of 1 Aggressive Expansion).
==Non-military implications==
While ships are more politically neutral than cohorts in ''Imperator'', admirals still gain power base based on the number of ships commanded. The substantial salary drawn by admirals also contribute to their family's prestige.


<br>
== 参考资料 ==
== 参考资料 ==
<references/>
<references/>
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{{MechanicsNavbox}}
{{MechanicsNavbox}}
[[Category:军事]]
[[Category:军事]]
[[en:Naval warfare]]
[[en:Naval_warfare]]

2020年9月29日 (二) 15:22的最新版本


Naval warfare is the competition of sea-going power between nations at war. While a majority of warfare is land-based, the naval aspect of conflict can be incredibly influential in the spheres of trade and conquest.

Naval units

In Imperator there are six different types of naval unit.

Unit type Cost Time Monthly Cost Requirements Category Maneuver Naval
movement
speed
Unit liburnian.png Unit trireme.png Unit tetrere.png Unit hexere.png Unit octere.png Unit mega-polyreme.png
Unit liburnian.png Liburnian 5 120 0.08 Free Light 4 13 −15% −25% −35% −40% −50%
Unit trireme.png Trireme 8 180 0.13 Free Light 3 12 +15% −10% −10% −20% −20%
Unit tetrere.png Tetrere 10 180 0.16 Wood Medium 2 12 +25% +10% −10% −10%
Unit hexere.png Hexere 15 180 0.24 Wood Medium 1 11 +35% +10% +5% −10% −10%
Unit octere.png Octere 25 180 0.41 Wood, Military tradition Heavy 0 9 +40% +20% +10% +10% −10%
Unit mega-polyreme.png Mega-Polyreme 32 365 0.53 Wood, Military tradition Heavy 0 7 +50% +30% +20% +20% +10%

The fleet

The main purpose of a fleet is to ferry troops from one destination to another, and to stop others from doing the same in your territorial waters. One ship can transport one cohort (with fully reinforced cohorts 1000 men). Fleets can also blockade ports in wartime, decreasing commerce and potentially contributing to the warscore for their side of the conflict. Futhermore fleets in a sea zone with a strait will block enemy units from crossing that strait.

Building a fleet

Ships can only be built in ports, which only exist in predefined locations around the map. Building ships other than Liburnians and Triremes also requires access to wood in the province that the city belongs to.

Combat

Combat is very similar to land warfare. The major differences are:

  • Strength damage is higher than with land combat so ships more likely to sink in combat.
  • Defeated ships have a chance to get captured.

Combat tactics

As with land combat, navies have combat tactics that give bonuses against specific other tactics. How effective a tactic is depends on the fleet's composition.

Tactic Unit effectiveness Against other tactics Description
Frontal assault Frontal Assault
  • Unit liburnian.png Liburnian: 50%
  • Unit trireme.png Trireme: 100%
  • Unit octere.png Octere: 100%
  • Unit mega-polyreme.png Mega-Polyreme: 200%
  • Harassment Harassment: +20%
  • Close ranks Close Ranks: −10%
Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.
Close ranks Close Ranks
  • Unit trireme.png Trireme: 50%
  • Unit hexere.png Hexere: 100%
  • Unit octere.png Octere: 100%
  • Unit mega-polyreme.png Mega-Polyreme: 100%
  • Frontal assault Frontal Assault: +20%
  • Naval envelopment Naval Envelopment: −10%
If all ships stay as close together as they can it will be harder for the enemy to perform ramming or boarding.
Harassment Harassment
  • Unit liburnian.png Liburnian: 100%
  • Unit trireme.png Trireme: 100%
  • Unit octere.png Octere: 100%
  • Probing attack Probing Attack: +20%
  • Frontal assault Frontal Assault: −10%
An approach of constant harassment in an attempt to wear down the enemy fleet through frequent minor attacks.
Probing attack Probing Attack
  • Unit liburnian.png Liburnian: 100%
  • Unit tetrere.png Tetrere: 100%
  • Unit hexere.png Hexere: 100%
  • Naval envelopment Naval Envelopment: +20%
  • Harassment Harassment: −10%
Sometimes the most efficient approach is to have a strong center that breaks through the enemy line. By concentrating our strongest ships in such a way we can break apart an enemy fleet quickly.

Capturing

Ships have a chance to be captured when they are defeated. There are 3 different cases:

  • Morale runs out: This is the normal scenario. The capture chance is based on ship categories and the enemy general.
  • Strength runs out: Same thing as above. However the ship gets destroyed even if it gets captured (resulting in multiple losses in the after battle screen).
  • Stack wipe: Result of enemy being greatly outnumbered or getting defeated very quickly. The capture chance from the ship category is replaced by a fixed chance. Any captured ships during combat from the stack wiped side are returned to their original owners.

Sources of capture chance (all sources stack additively):

Type Amount Description
Base +6% The global capture chance. Military window shows that the base chance is 5%. In-game tests resulted also in a hidden 1% base chance.
Stack wipe +20% Stack wiping doesn't involve combat so enemy ship category can't be used. In-game tests resulted in a 20% increased capture chance.
Capturing ship category +10% per category Capture chance is increased 10% for light ships, 20% for medium ships and 30% for heavy ships.
Captured ship category −10% per category Capture chance is decreased 10% against light ships, 20% against medium ships and 30% against heavy ships.
General martial +0.2% * martial Martial skill of the general slightly increases the capture chance. For example 10 Martial gives a 2% increased chance.
General trait Sea Dog +10% Sea Dog trait increases the capture chance.
Boarding Tactics +10% Selecting the Boarding Tactics ability increases capture chance at the cost of reduced damage.

Examples

  • Light vs Light, with level 10 martial. 6% + 10% - 10% + 0.2% * 10 = 8% capture chance.
  • Light vs Medium, with level 10 martial. 6% + 10% - 20% + 0.2% * 10 = -2% capture chance.
  • Medium vs Heavy, with Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance.
  • Heavy vs Heavy, with stack wipe. 6% + 20% - 30% = -4% capture chance.
  • Light vs Heavy, with stack wipe and Boarding Tactics. 6% + 20% - 30% + 10% = 6% capture chance


Unit abilities

There are unit abilities for ships at sea:

  • Ramming Tactics: Naval damage done +10%, Naval damage taken +10%
  • Boarding Tactics: Naval damage done -10%, Naval capture chance +10%
  • Raid Port: Steals a number of pops from an adjacent port and turns them into Slaves in your capital (at a cost of 1 Aggressive Expansion).

Non-military implications

While ships are more politically neutral than cohorts in Imperator, admirals still gain power base based on the number of ships commanded. The substantial salary drawn by admirals also contribute to their family's prestige.


参考资料


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置