陆军单位:修订间差异

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(搬运最新版wiki2020.1.22)
第1行: 第1行:
{{version|Pre-release}}
{{version|2.8}}{{version|1.2}}
 最小的军事单位被叫作 ''大队''(cohort)。A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form one ''legion''. Any [[character]] in the realm can be designated as leader of a legion.
 最小的军事单位被叫作 ''大队''(cohort)。A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form an [[army]].
 
'''Cohorts''' are trained in [[cities]] at a cost of money, {{icon|manpower}} manpower and time. When a cohort is fully trained, an army is created to "house" it; or alternatively, the newly trained cohort will join an existing army if one is currently residing in the city, which the cohort is build.
 
Cohorts can usually be moved between Armies at any time for no cost.
 
== Basic stats ==
 
All units types in Imperator: Rome have the same identical basic stats. These are:
* strength = All units start at 1000 strength, equivalent to the 1000 {{icon|manpower}} manpower it cost to build
** A cohort at 750 strength will cost 250 {{icon|manpower}} manpower to replenish
** The replenishment time it takes for a cohort regain full strength depends on the {{icon|manpower recovery speed}} manpower recovery rate
* morale = 3.0


== 单位类型列表 ==
== 单位类型列表 ==
有 9 种陆军单位。
There are 10 types of land units. Only 2 (3 if you count Supply Trains) of them are always available. Others can be acquired by having required resources or [[Military Traditions]].


{| class="mildtable sortable"
{| class="mildtable sortable"
|-
|-
! class="unsortable" |
! class="unsortable" |
! 单位类型
! Unit type
! {{icon|cost}}
! {{icon|cost}}
! {{icon|time}}
! {{icon|time}}
! 每月 {{icon|cost}}
! Monthly {{icon|cost}} Upkeep
! 需求
! Build Requirements
! 强攻
! Siege Assault
! 移动<br> 速度
! Movement<br>speed
! 机动
! Maneuver
! 士气<br> 损失
! Morale<br>damage<br>taken
! 人力<br> 损伤
! Strength<br>damage<br>taken
! 补给损耗
! Attrition weight
! Attrition loss
! Food Storage
! Food Consumption
! {{icon|archers}}
! {{icon|archers}}
! {{icon|camel cavalry}}
! {{icon|camel cavalry}}
第28行: 第43行:
! {{icon|light infantry}}
! {{icon|light infantry}}
! {{icon|war elephants}}
! {{icon|war elephants}}
! {{icon|supply train}}
|-
|-
| {{icon|archers}} || {{ruby|弓兵|Archers}}
| {{icon|archers}} || Archers
| 4
| 6
| 45
| 45
| 0.21
| 0.24
| {{icon|yes}} 总是可用
| ''none, always available''
| {{icon|yes}}
| {{green| }}
| 2
| 2.5
| 1
| 1
| {{red|+25%}}
| {{red|+25%}}
|
|
| {{green|−10%}}
| {{green|−10%}}
| 0.05
| 2.4
| 0.1
|
|
| {{red|−10%}}
| {{red|−10%}}
|
|
| {{red|−10%}}
| {{red|−10%}}
|
| {{green|+10%}}
|
|
| {{red|−10%}}
| {{red|−10%}}
| {{green|+25%}}
| {{green|+25%}}
|
|
| {{green|+100%}}
|-
|-
| {{icon|camel cavalry}} || {{ruby|骆驼骑兵|Camel Cavalry}}
| {{icon|camel cavalry}} || Camel Cavalry
| 10
| 13
| 40
| 40
| 0.54
| 0.54
| {{icon|camel}} 骆驼
| {{icon|camel}} Camels
| {{icon|no}}
| {{red| }}
| 3
| 3.5
| 4
| 4
|
|
|
|
|
|
| 0.025
| 3.6
| 0.2
| {{green|+10%}}
| {{green|+10%}}
|
|
第70行: 第93行:
| {{green|+10%}}
| {{green|+10%}}
| {{red|−50%}}
| {{red|−50%}}
| {{green|+100%}}
|-
|-
| {{icon|chariots}} || {{ruby|战车|Chariots}}
| {{icon|chariots}} || Chariots
| 8
| 6
| 45
| 45
| 0.43
| 0.24
| [[ 蛮族传统| 蛮族]]或者[[印度传统|印度]]的[[军事传统]]
| [[Military_traditions#Military_tradition_types|Military tradition]]: Barbarian or Indian
| {{icon|no}}
| {{red| }}
| 2
| 2.5
| 1
| 1
|
|
|
|
|
|
|
| 0.05
| 2.4
| 0.2
| {{green|+20%}}
| {{red|−10%}}
| {{red|−10%}}
|
|
第89行: 第116行:
| {{red|−50%}}
| {{red|−50%}}
| {{green|+10%}}
| {{green|+10%}}
| {{green|+30%}}
| {{green|+35%}}
| {{red|−50%}}
| {{red|−50%}}
| {{green|+100%}}
|-
|-
| {{icon|heavy cavalry}} || {{ruby|重骑兵|Heavy Cavalry}}
| {{icon|heavy cavalry}} || {{nowrap|Heavy Cavalry}}
| 15
| 14
| 60
| 120
| 0.81
| 0.58
| {{icon|horses}} 马匹
| {{icon|horses}} Horses
| {{icon|no}}
| {{red| }}
| 3
| 3.5
| 2
| 2
|
|
|
|
| {{red|+100%}}
| {{red|+100%}}
| 0.05
| 2.4
| 0.25
| {{green|+50%}}
| {{green|+50%}}
| {{green|+10%}}
| {{green|+10%}}
第112行: 第143行:
| {{green|+25%}}
| {{green|+25%}}
| {{red|−50%}}
| {{red|−50%}}
| {{green|+100%}}
|-
|-
| {{icon|heavy infantry}} || {{ruby|重步兵|Heavy Infantry}}
| {{icon|heavy infantry}} || Heavy Infantry
| 10
| 14
| 60
| 60
| 0.54
| 0.58
| {{icon|iron}}
| {{icon|iron}} Iron
| {{icon|yes}}
| {{green| }}
| 2
| 2.5
| 1
| 1
| {{green|−10%}}
| {{green|−10%}}
|
|
| {{red|+50%}}
| {{red|+50%}}
| 0.05
| 2.4
| 0.2
|
|
| {{red|−10%}}
| {{red|−10%}}
第133行: 第168行:
| {{green|+20%}}
| {{green|+20%}}
|
|
| {{green|+100%}}
|-
|-
| {{icon|horse archers}} || {{ruby|弓骑兵|Horse Archers}}
| {{icon|horse archers}} || Horse Archers
| 10
| 14
| 60
| 60
| 0.54
| 0.58
| {{icon|steppe horses}} 草原马
| {{icon|steppe horses}} Steppe Horses
| {{icon|no}}
| {{red| }}
| 4
| 4
| 5
| 5
| {{red|+25%}}
|
|
|
| {{red|+50%}}
|
| 0.05
| 3
| 0.25
| {{green|+25%}}
| {{green|+25%}}
| {{red|−10%}}
| {{red|−10%}}
第154行: 第193行:
| {{green|+25%}}
| {{green|+25%}}
| {{red|−20%}}
| {{red|−20%}}
| {{green|+100%}}
|-
|-
| {{icon|light cavalry}} || {{ruby|轻骑兵|Light Cavalry}}
| {{icon|light cavalry}} || Light Cavalry
| 6
| 7
| 45
| 45
| 0.32
| 0.29
| {{icon|horses}} 马匹
| {{icon|horses}} Horses
| {{icon|no}}
| {{red| }}
| 4
| 4
| 3
| 3
|
|
|
|
|
| {{red|+50%}}
| 0.05
| 2.4
| 0.25
| {{green|+25%}}
| {{green|+25%}}
|
|
第175行: 第218行:
| {{green|+25%}}
| {{green|+25%}}
| {{red|−50%}}
| {{red|−50%}}
| {{green|+100%}}
|-
|-
| {{icon|light infantry}} || {{ruby|轻步兵|Light Infantry}}
| {{icon|light infantry}} || Light Infantry
| 4
| 6
| 30
| 30
| 0.21
| 0.24
| {{icon|yes}} 总是可用
| ''none, always available''
| {{icon|yes}}
| {{green| }}
| 2
| 2.5
| 1
| 1
| {{green|−25%}}
| {{green|−25%}}
|
|
| {{green|−50%}}
| {{green|−50%}}
| 0.025
| 2.4
| 0.1
| {{red|−10%}}
| {{red|−10%}}
|
|
第196行: 第243行:
|
|
| {{red|−25%}}
| {{red|−25%}}
| {{green|+100%}}
|-
|-
| {{icon|war elephants}} || {{ruby|战象|War Elephants}}
| {{icon|war elephants}} || War Elephants
| 20
| 26
| 365
| 365
| 1.08
| 1.08
| {{icon|elephants}} 大象
| {{icon|elephants}} Elephants
| {{icon|no}}
| {{red| }}
| 2
| 2.5
| 1
| 1
|
| {{green|−50%}}
| {{green|−50%}}
| {{red|+200%}}
| {{red|+200%}}
| 0.1
| 1
| 0.3
| {{green|+50%}}
| {{green|+50%}}
| {{red|−10%}}
| {{red|−10%}}
| {{green|+50%}}
| {{green|+50%}}
| {{red|−10%}}
| {{red|−10%}}
| {{green|+30%}}
| {{green|+40%}}
| {{red|−10%}}
| {{red|−10%}}
| {{red|−10%}}
| {{red|−10%}}
| {{green|+50%}}
| {{green|+30%}}
|
| {{green|+100%}}
|-
| {{icon|supply train}} || Supply Train
| 16
| 120
| 0.66
| ''none, always available''
| {{red|✘}}
| 2.5
| 1
| {{red|+100%}}
|
|
| 0.1
| 50
| 0.05
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
| {{red|-90%}}
|
|
|}
|}


=== Explanations ===
==== Explanations ====
The different unit types are equal in base stats before bonuses from advancements, inventions etc. However, each does have a bonus or penalty to '''damage''' against each other unit type, which applies only when it is actually attacking that unit. In addition, some unit types have modifiers to:
 
* '''Attrition weight''': This increases or decreases the size of a cohort for the purpose of determining whether the army exceeds the supply limit of the city it's in. This does not affect how many units can be transported by sea. But units out at sea, do take attrition!
* '''Siege Assault''': Whether this unit type can assault forts.
* '''Morale damage taken''' and '''strength damage taken''' modify respectively the damage taken to a cohort's morale and strength in combat.
* '''Movement speed''': Speed in the map.
* '''Requirements''': Archers and light infantry can be built by anyone in any owned city, whereas other unit types require either specific traditions or for the province to have a particular trade good.
* '''Maneuver''': How many squares away this unit type can target enemies on the [[Land_warfare#Battle_chess_board|Battle chess board]]. All land units have at least 1 maneuver so they can target at least 3 squares.
* '''Morale damage taken''': Affects how fast the unit flees from combat. Also affects caused morale damage (scales with unit's morale)
* '''Strength damage taken''': Affects how much manpower will be lost in combat. Also slightly affects all caused damage (scales with unit's strength).
* '''Attrition weight''': Modifies the size of a unit for the purpose of determining whether the army exceeds the [[Cities#Supply_Limit|supply limit]] of the city it's in. This does not affect how many units can be [[Naval_warfare#The_Fleet|transported by sea]].
* '''Unit Type Icons''': Multiplier for caused damage against that unit type.


Some unit types prefer to deploy on the flank; these are light cavalry, camel cavalry, and horse archers. However, the army's selected flank type will take precedence. A unit's '''maneuver''' stat determines how far away it can strike in combat; cohorts with higher values are better for flanking.
== Modifiers to unit types ==


Only infantry (including archers) can assault fortresses.
There are many [[modifiers]] to the available unit types. Most of them are unlocked from [[Military Traditions]] and [[Technology]].


The cost and recruitment time of the different cohort types is also important to consider: light infantry has penalties to damage against everything else, but it's also the cheapest type and the quickest to recruit, and can be recruited anywhere regardless of trade goods.
* '''Discipline''': Increases caused damage.
* '''Terrain bonus''': Increases caused damage when fighting in a specific terrain.
* '''Offense''': Increases caused damage.
* '''Defense''': Reduces received damage.
* '''Morale''': Increases caused morale damage and makes the unit stay longer in combat.
* '''Maintenance''': Reduces upkeep costs.
* '''Starting experience''': Increases initial experience when recruiting this unit.


Finally, bear in mind the effectiveness of each unit type for choosing between different [[Land warfare#Combat Tactics|combat tactics]].
Each cohort may also become loyal to a specific character giving {{green|+10%}} Discipline.


== 参考资料 ==
== 参考资料 ==

2020年1月22日 (三) 09:59的版本

最小的军事单位被叫作 大队(cohort)。A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form an army.

Cohorts are trained in cities at a cost of money, Manpower.png manpower and time. When a cohort is fully trained, an army is created to "house" it; or alternatively, the newly trained cohort will join an existing army if one is currently residing in the city, which the cohort is build.

Cohorts can usually be moved between Armies at any time for no cost.

Basic stats

All units types in Imperator: Rome have the same identical basic stats. These are:

  • strength = All units start at 1000 strength, equivalent to the 1000 Manpower.png manpower it cost to build
    • A cohort at 750 strength will cost 250 Manpower.png manpower to replenish
    • The replenishment time it takes for a cohort regain full strength depends on the Manpower recovery speed.png manpower recovery rate
  • morale = 3.0

单位类型列表

There are 10 types of land units. Only 2 (3 if you count Supply Trains) of them are always available. Others can be acquired by having required resources or Military Traditions.

Unit type Cost Time Monthly Cost Upkeep Build Requirements Siege Assault Movement
speed
Maneuver Morale
damage
taken
Strength
damage
taken
Attrition weight Attrition loss Food Storage Food Consumption Unit archers.png Camel cavalry.png Unit chariots.png Unit heavy cavalry.png Unit heavy infantry.png Unit horse archers.png Unit light cavalry.png Unit light infantry.png Unit war elephants.png Unit supply train.png
Unit archers.png Archers 6 45 0.24 none, always available 2.5 1 +25% −10% 0.05 2.4 0.1 −10% −10% +10% −10% +25% +100%
Camel cavalry.png Camel Cavalry 13 40 0.54 未免歧义,请使用camel_cavalry表示骆驼骑兵;camels表示骆驼。 Camels 3.5 4 0.025 3.6 0.2 +10% +10% −20% −10% +10% +10% −50% +100%
Unit chariots.png Chariots 6 45 0.24 Military tradition: Barbarian or Indian 2.5 1 0.05 2.4 0.2 +20% −10% −50% −10% −50% +10% +35% −50% +100%
Unit heavy cavalry.png Heavy Cavalry 14 120 0.58 Horses Horses 3.5 2 +100% 0.05 2.4 0.25 +50% +10% +25% −10% +10% +25% −50% +100%
Unit heavy infantry.png Heavy Infantry 14 60 0.58 Iron Iron 2.5 1 −10% +50% 0.05 2.4 0.2 −10% +25% +20% −25% −10% +20% +100%
Unit horse archers.png Horse Archers 14 60 0.58 Steppe horses Steppe Horses 4 5 +25% +50% 0.05 3 0.25 +25% −10% +25% −10% +25% −10% +25% −20% +100%
Unit light cavalry.png Light Cavalry 7 45 0.29 Horses Horses 4 3 +50% 0.05 2.4 0.25 +25% +25% −20% −50% +25% +25% −50% +100%
Unit light infantry.png Light Infantry 6 30 0.24 none, always available 2.5 1 −25% −50% 0.025 2.4 0.1 −10% −10% −25% −25% −50% −25% +100%
Unit war elephants.png War Elephants 26 365 1.08 Elephants Elephants 2.5 1 −50% +200% 0.1 1 0.3 +50% −10% +50% −10% +40% −10% −10% +30% +100%
Unit supply train.png Supply Train 16 120 0.66 none, always available 2.5 1 +100% 0.1 50 0.05 -90% -90% -90% -90% -90% -90% -90% -90% -90%

Explanations

  • Siege Assault: Whether this unit type can assault forts.
  • Movement speed: Speed in the map.
  • Maneuver: How many squares away this unit type can target enemies on the Battle chess board. All land units have at least 1 maneuver so they can target at least 3 squares.
  • Morale damage taken: Affects how fast the unit flees from combat. Also affects caused morale damage (scales with unit's morale)
  • Strength damage taken: Affects how much manpower will be lost in combat. Also slightly affects all caused damage (scales with unit's strength).
  • Attrition weight: Modifies the size of a unit for the purpose of determining whether the army exceeds the supply limit of the city it's in. This does not affect how many units can be transported by sea.
  • Unit Type Icons: Multiplier for caused damage against that unit type.

Modifiers to unit types

There are many modifiers to the available unit types. Most of them are unlocked from Military Traditions and Technology.

  • Discipline: Increases caused damage.
  • Terrain bonus: Increases caused damage when fighting in a specific terrain.
  • Offense: Increases caused damage.
  • Defense: Reduces received damage.
  • Morale: Increases caused morale damage and makes the unit stay longer in combat.
  • Maintenance: Reduces upkeep costs.
  • Starting experience: Increases initial experience when recruiting this unit.

Each cohort may also become loyal to a specific character giving +10% Discipline.

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