2025-12-21 04:02:14

This commit is contained in:
actions[bot]
2025-12-21 04:02:14 +00:00
parent 76a4f76ec2
commit 1ea7b61c18
68 changed files with 1400 additions and 1000 deletions

View File

@@ -0,0 +1,77 @@
areas = {
vnr_eng_home_waters = { # Home Island
strategic_regions = {
16
18
}
}
vnr_eng_med_zones = { # Med
strategic_regions = {
29
68
69
}
}
vnr_ger_baltic = {
strategic_regions = {
173
207
9
}
}
vnr_ita_med_zones = { # Mid Mediterranean and Italian coast
strategic_regions = {
29
168
169
}
}
vnr_eng_south_china_sea = { # South China Sea
strategic_regions = {
75
72
73
}
}
vnr_eng_pacific_zone = { # Indonesia, Aussie
strategic_regions = {
91
92
93
}
}
vnr_chi_coast = { # China coast
strategic_regions = {
75
76
77
}
}
vnr_pacific_1 = { # Hawaii, Midway
strategic_regions = {
95
97
105
180
}
}
vnr_pacific_2 = { # Solomon Islands
strategic_regions = {
83
84
}
}
vnr_pacific_3 = { # Iow Jima, Gulf Leyte
strategic_regions = {
94
78
}
}
vnr_pacific_4 = { # the Philippines
strategic_regions = {
75
80
76
}
}
}

View File

@@ -10,7 +10,7 @@ naval_capital_battleship = {
role_icon_index = 3
priority = {
base = 10
base = 0
modifier = { factor = 0.1 has_tech = interwar_ship_hull_heavy }
modifier = { factor = 0 expert_ai_style = yes }
}

View File

@@ -5,6 +5,7 @@ ENG_dominance_fleet_1 = {
ENG_PatrolReconForce_1 = 3
}
optional_taskforces = {
ENG_StrikeForce_1 = 1
ENG_PatrolReconForce_1 = 1
ENG_PatrolDominanceForce_2 = 1
ENG_PatrolDominanceForce_3 = 1

View File

@@ -5,9 +5,11 @@ JAP_dominance_fleet_1 = {
JAP_PatrolReconForce_1 = 3
}
optional_taskforces = {
JAP_StrikeForce_1 = 1
JAP_PatrolReconForce_1 = 1
JAP_PatrolDominanceForce_2 = 1
JAP_PatrolDominanceForce_3 = 1
JAP_PatrolDominanceForce_4 = 1
}
}

View File

@@ -5,6 +5,7 @@ SOV_dominance_fleet_1 = {
SOV_PatrolReconForce_1 = 3
}
optional_taskforces = {
SOV_StrikeForceCarrier_1 = 1
SOV_PatrolDominanceForce_2 = 1
SOV_PatrolReconForce_1 = 1
}

View File

@@ -5,6 +5,7 @@ USA_dominance_fleet_1 = {
USA_PatrolReconForce_1 = 3
}
optional_taskforces = {
USA_StrikeForce_1 = 1
USA_PatrolDominanceForce_2 = 2
USA_PatrolReconForce_1 = 1
}

View File

@@ -38,7 +38,7 @@ ENG_coast_defense = {
ENG
}
min_priority = 5
min_priority = 10
max_priority = 16
}
@@ -49,8 +49,8 @@ ENG_convoy_protection = {
ENG
}
min_priority = 1
max_priority = 5
min_priority = 7
max_priority = 10
}
ENG_convoy_raiding = {

View File

@@ -61,7 +61,7 @@ GER_convoy_raiding = {
}
min_priority = 10
max_priority = 20
max_priority = 15
}
GER_naval_dominance = {

View File

@@ -97,13 +97,13 @@ JAP_training = {
max_priority = 20
}
JAP_naval_blockade = {
objective_type = naval_blockade
available_for = {
JAP
}
min_priority = 10
max_priority = 20
}
#JAP_naval_blockade = {
# objective_type = naval_blockade
#
# available_for = {
# JAP
# }
#
# min_priority = 10
# max_priority = 20
#}

View File

@@ -38,7 +38,7 @@ USA_coast_defense = {
USA
}
min_priority = 1
min_priority = 3
max_priority = 6
}
@@ -49,8 +49,8 @@ USA_convoy_protection = {
USA
}
min_priority = 1
max_priority = 7
min_priority = 7
max_priority = 10
}
USA_convoy_raiding = {

View File

@@ -3,7 +3,7 @@ ENG_StrikeForce_1 = {
original_tag = ENG
}
ai_will_do = {
factor = 1
factor = 20
}
mission = { naval_strike }
min_composition = {
@@ -17,16 +17,16 @@ ENG_StrikeForce_1 = {
optimal_composition = {
carrier = {
amount = 6
amount = 4
}
battleship = {
amount = 8
amount = 6
}
light_cruiser = {
amount = 14
amount = 10
}
destroyer = {
amount = 24
amount = 16
}
}
}
@@ -88,7 +88,7 @@ ENG_PatrolDominanceForce_2 = {
original_tag = ENG
}
ai_will_do = {
factor = 5
factor = 3
}
mission = { naval_patrol }
min_composition = {
@@ -107,10 +107,10 @@ ENG_PatrolDominanceForce_2 = {
amount = 2
}
light_cruiser = {
amount = 3
amount = 2
}
destroyer = {
amount = 10
amount = 8
}
}
}
@@ -142,7 +142,7 @@ ENG_PatrolDominanceForce_3 = {
amount = 3
}
destroyer = {
amount = 10
amount = 8
}
}
}
@@ -152,7 +152,7 @@ ENG_ConvoyRaiding_1 = {
original_tag = ENG
}
ai_will_do = {
factor = 1
factor = 5
}
mission = { convoy_raiding }
min_composition = {
@@ -184,7 +184,7 @@ ENG_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 8
}
}
}

View File

@@ -26,7 +26,7 @@ FRA_StrikeForce_1 = {
amount = 10
}
destroyer = {
amount = 22
amount = 15
}
}
@@ -80,7 +80,7 @@ FRA_PatrolDominanceForce_1 = {
amount = 4
}
destroyer = {
amount = 12
amount = 8
}
}
}
@@ -113,7 +113,7 @@ FRA_PatrolDominanceForce_2 = {
amount = 4
}
destroyer = {
amount = 12
amount = 8
}
}
}

View File

@@ -3,7 +3,7 @@ GER_StrikeForce_1 = {
original_tag = GER
}
ai_will_do = {
factor = 1
factor = 5
}
mission = { naval_strike }
min_composition = {
@@ -26,7 +26,7 @@ GER_StrikeForce_1 = {
amount = 4
}
destroyer = {
amount = 22
amount = 14
}
}
}
@@ -56,7 +56,7 @@ GER_StrikeForceCarrier_1 = {
amount = 10
}
destroyer = {
amount = 20
amount = 14
}
}
}
@@ -169,7 +169,7 @@ GER_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 6
}
}
}

View File

@@ -23,7 +23,7 @@ ITA_StrikeForce_1 = {
amount = 4
}
destroyer = {
amount = 28
amount = 15
}
}
}
@@ -52,7 +52,7 @@ ITA_StrikeForceCarrier_1 = {
amount = 10
}
destroyer = {
amount = 20
amount = 14
}
}
}
@@ -105,7 +105,7 @@ ITA_PatrolDominanceForce_1 = {
amount = 4
}
destroyer = {
amount = 12
amount = 8
}
}
}
@@ -167,7 +167,7 @@ ITA_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 6
}
}
}

View File

@@ -17,16 +17,16 @@ JAP_StrikeForce_1 = {
optimal_composition = {
carrier = {
amount = 6
amount = 4
}
battleship = {
amount = 8
amount = 6
}
light_cruiser = {
amount = 14
amount = 10
}
destroyer = {
amount = 25
amount = 16
}
}
}
@@ -112,7 +112,7 @@ JAP_PatrolDominanceForce_2 = {
amount = 2
}
destroyer = {
amount = 10
amount = 8
}
}
}
@@ -144,6 +144,46 @@ JAP_PatrolDominanceForce_3 = {
light_cruiser = {
amount = 4
}
destroyer = {
amount = 8
}
}
}
JAP_PatrolDominanceForce_4 = {
allowed = {
original_tag = JAP
}
ai_will_do = {
factor = 0
modifier = {
add = 3
has_navy_size = {
unit = SH_battleship
size > 0
}
}
}
mission = { naval_patrol }
min_composition = {
light_cruiser = {
amount = 2
}
destroyer = {
amount = 6
}
}
optimal_composition = {
SH_battleship = {
amount = 2
}
medium_cruiser = {
amount = 2
}
light_cruiser = {
amount = 4
}
destroyer = {
amount = 10
}
@@ -187,7 +227,7 @@ JAP_ConvoyEscort_1 = {
optimal_composition = {
destroyer = {
amount = 10
amount = 8
}
}
}

View File

@@ -15,6 +15,36 @@ SOV_StrikeForce_1 = {
}
}
optimal_composition = {
battleship = {
amount = 4
}
light_cruiser = {
amount = 10
}
destroyer = {
amount = 16
}
}
}
SOV_StrikeForceCarrier_1 = {
allowed = {
original_tag = SOV
}
ai_will_do = {
factor = 1
}
mission = { naval_strike }
min_composition = {
battleship = {
amount = 2
}
destroyer = {
amount = 8
}
}
optimal_composition = {
carrier = {
amount = 4
@@ -26,8 +56,7 @@ SOV_StrikeForce_1 = {
amount = 10
}
destroyer = {
amount = 25
amount = 16
}
}
}
@@ -88,6 +117,13 @@ SOV_PatrolDominanceForce_2 = {
}
ai_will_do = {
factor = 3
modifier = {
factor = 0
has_navy_size = {
unit = heavy_cruiser
size < 1
}
}
}
mission = { naval_patrol }
min_composition = {

View File

@@ -17,16 +17,16 @@ USA_StrikeForce_1 = {
optimal_composition = {
carrier = {
amount = 6
amount = 4
}
battleship = {
amount = 8
amount = 6
}
light_cruiser = {
amount = 14
amount = 10
}
destroyer = {
amount = 20
amount = 18
}
}
}
@@ -112,7 +112,7 @@ USA_PatrolDominanceForce_2 = {
amount = 4
}
destroyer = {
amount = 10
amount = 8
}
}
}

View File

@@ -34,7 +34,7 @@ StrikeForce_1 = {
amount = 4
}
destroyer = {
amount = 28
amount = 15
}
}
}

View File

@@ -3,7 +3,6 @@
#You don't have to set all roles, not setting role == 0 or <0 value
# naval_unit_role_ratios_XXX = {
# allowed = {
# has_dlc = "Man the Guns"
# tag = XXX
# }
@@ -77,7 +76,6 @@
##### MTG strategies ####
no_old_navy_production = {
enable = {
has_dlc = "Man the Guns"
has_navy_size = { size > 0 }
}
abort_when_not_enabled = yes
@@ -151,7 +149,6 @@ no_old_navy_production = {
### Minors ###
naval_unit_role_ratios_minors_coastal = {
allowed = {
has_dlc = "Man the Guns"
NOT = {
tag = ENG
tag = JAP
@@ -183,7 +180,6 @@ naval_unit_role_ratios_minors_coastal = {
naval_unit_role_ratios_minors_defensive = {
allowed = {
has_dlc = "Man the Guns"
NOT = {
tag = ENG
tag = JAP
@@ -227,7 +223,6 @@ naval_unit_role_ratios_minors_defensive = {
naval_unit_role_ratios_minors_offensive = {
allowed = {
has_dlc = "Man the Guns"
NOT = {
tag = ENG
tag = JAP
@@ -277,7 +272,6 @@ naval_unit_role_ratios_minors_offensive = {
naval_unit_role_ratios_minors_global = {
allowed = {
has_dlc = "Man the Guns"
NOT = {
tag = ENG
tag = JAP
@@ -335,7 +329,6 @@ naval_unit_role_ratios_minors_global = {
naval_unit_role_ratios_GER_prewar_early = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -383,7 +376,6 @@ naval_unit_role_ratios_GER_prewar_early = {
naval_unit_role_ratios_GER_prewar_late = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -432,7 +424,6 @@ naval_unit_role_ratios_GER_prewar_late = {
naval_unit_role_ratios_GER_atwar = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -474,7 +465,6 @@ naval_unit_role_ratios_GER_atwar = {
naval_unit_role_ratios_GER_atwar_many_shipyard = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -522,7 +512,6 @@ naval_unit_role_ratios_GER_atwar_many_shipyard = {
naval_unit_role_ratios_GER_atwar_knock_USA = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -577,7 +566,6 @@ naval_unit_role_ratios_GER_atwar_knock_USA = {
naval_unit_role_ratios_GER_atwar_No_Naval_Competitor = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -633,7 +621,6 @@ naval_unit_role_ratios_GER_atwar_No_Naval_Competitor = {
naval_unit_role_ratios_GER_late_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = GER
}
enable = {
@@ -688,7 +675,6 @@ naval_unit_role_ratios_GER_late_peace = {
naval_unit_role_ratios_ENG_prewar_early = {
allowed = {
has_dlc = "Man the Guns"
tag = ENG
}
enable = {
@@ -717,7 +703,7 @@ naval_unit_role_ratios_ENG_prewar_early = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen_leader
id = vnr_naval_capital_bb
value = 10
}
@@ -740,7 +726,6 @@ naval_unit_role_ratios_ENG_prewar_early = {
naval_unit_role_ratios_ENG_prewar_late = {
allowed = {
has_dlc = "Man the Guns"
tag = ENG
}
enable = {
@@ -753,7 +738,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_capital_bb
value = 100
value = 80
}
ai_strategy = {
@@ -771,7 +756,7 @@ naval_unit_role_ratios_ENG_prewar_late = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 250
value = 350
}
ai_strategy = {
@@ -794,7 +779,6 @@ naval_unit_role_ratios_ENG_prewar_late = {
naval_unit_role_ratios_ENG_atwar = {
allowed = {
has_dlc = "Man the Guns"
tag = ENG
}
enable = {
@@ -817,7 +801,7 @@ naval_unit_role_ratios_ENG_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 300
value = 450
}
ai_strategy = {
@@ -846,7 +830,6 @@ naval_unit_role_ratios_ENG_atwar = {
naval_unit_role_ratios_ENG_late_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = ENG
}
enable = {
@@ -884,7 +867,6 @@ naval_unit_role_ratios_ENG_late_peace = {
naval_unit_role_ratios_FRA_prewar = {
allowed = {
has_dlc = "Man the Guns"
tag = FRA
}
enable = {
@@ -927,7 +909,6 @@ naval_unit_role_ratios_FRA_prewar = {
naval_unit_role_ratios_FRA_atwar = {
allowed = {
has_dlc = "Man the Guns"
tag = FRA
}
enable = {
@@ -969,7 +950,6 @@ naval_unit_role_ratios_FRA_atwar = {
naval_unit_role_ratios_FRA_atwar_without_germany = {
allowed = {
has_dlc = "Man the Guns"
tag = FRA
}
enable = {
@@ -1012,7 +992,6 @@ naval_unit_role_ratios_FRA_atwar_without_germany = {
naval_unit_role_ratios_FRA_late_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = FRA
}
enable = {
@@ -1063,7 +1042,6 @@ naval_unit_role_ratios_FRA_late_peace = {
naval_unit_role_ratios_SOV_need_to_watch_germany_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = SOV
}
enable = {
@@ -1097,7 +1075,6 @@ naval_unit_role_ratios_SOV_need_to_watch_germany_peace = {
naval_unit_role_ratios_SOV_no_need_to_watch_germany_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = SOV
}
enable = {
@@ -1148,7 +1125,6 @@ naval_unit_role_ratios_SOV_no_need_to_watch_germany_peace = {
naval_unit_role_ratios_SOV_atwar_with_Germany = {
allowed = {
has_dlc = "Man the Guns"
tag = SOV
}
enable = {
@@ -1190,7 +1166,6 @@ naval_unit_role_ratios_SOV_atwar_with_Germany = {
naval_unit_role_ratios_SOV_atwar_with_major = {
allowed = {
has_dlc = "Man the Guns"
tag = SOV
}
enable = {
@@ -1239,7 +1214,6 @@ naval_unit_role_ratios_SOV_atwar_with_major = {
naval_unit_role_ratios_JAP_prewar_naval_treaty = {
allowed = {
has_dlc = "Man the Guns"
tag = JAP
}
enable = {
@@ -1288,7 +1262,6 @@ naval_unit_role_ratios_JAP_prewar_naval_treaty = {
naval_unit_role_ratios_JAP_prewar_enough_carrier = {
allowed = {
has_dlc = "Man the Guns"
tag = JAP
}
enable = {
@@ -1341,7 +1314,6 @@ naval_unit_role_ratios_JAP_prewar_enough_carrier = {
naval_unit_role_ratios_JAP_atwar = {
allowed = {
has_dlc = "Man the Guns"
tag = JAP
}
enable = {
@@ -1391,7 +1363,6 @@ naval_unit_role_ratios_JAP_atwar = {
naval_unit_role_ratios_JAP_late_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = JAP
}
enable = {
@@ -1451,7 +1422,6 @@ naval_unit_role_ratios_JAP_late_peace = {
naval_unit_role_ratios_USA_great_depression = {
allowed = {
has_dlc = "Man the Guns"
tag = USA
}
enable = {
@@ -1499,7 +1469,6 @@ naval_unit_role_ratios_USA_great_depression = {
naval_unit_role_ratios_USA_go_to_war = {
allowed = {
has_dlc = "Man the Guns"
tag = USA
}
enable = {
@@ -1516,7 +1485,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 250
value = 300
}
ai_strategy = {
@@ -1546,7 +1515,7 @@ naval_unit_role_ratios_USA_go_to_war = {
ai_strategy = {
type = building_target
id = dockyard
value = 50
value = 75
}
ai_strategy = {
type = building_target
@@ -1557,7 +1526,6 @@ naval_unit_role_ratios_USA_go_to_war = {
naval_unit_role_ratios_USA_atwar = {
allowed = {
has_dlc = "Man the Guns"
tag = USA
}
enable = {
@@ -1573,12 +1541,12 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = role_ratio
id = vnr_naval_screen
value = 350
value = 600
}
ai_strategy = {
type = role_ratio
id = vnr_naval_cruiser_light
value = 200
value = 250
}
ai_strategy = {
type = role_ratio
@@ -1601,18 +1569,37 @@ naval_unit_role_ratios_USA_atwar = {
ai_strategy = {
type = building_target
id = dockyard
value = 100
value = 125
}
ai_strategy = {
type = building_target
id = arms_factory
value = 300
}
ai_strategy = {
type = build_ship
id = capital_ship
value = 100
}
ai_strategy = {
type = build_ship
id = carrier
value = 100
}
ai_strategy = {
type = build_ship
id = submarine
value = 100
}
ai_strategy = {
type = build_ship
id = screen_ship
value = 100
}
}
naval_unit_role_ratios_ITA_prewar_build_battleships = {
allowed = {
has_dlc = "Man the Guns"
tag = ITA
}
enable = {
@@ -1657,7 +1644,6 @@ naval_unit_role_ratios_ITA_prewar_build_battleships = {
naval_unit_role_ratios_ITA_prewar_enough_battleships = {
allowed = {
has_dlc = "Man the Guns"
tag = ITA
}
enable = {
@@ -1707,7 +1693,6 @@ naval_unit_role_ratios_ITA_prewar_enough_battleships = {
naval_unit_role_ratios_ITA_atwar_with_England = {
allowed = {
has_dlc = "Man the Guns"
tag = ITA
}
enable = {
@@ -1754,7 +1739,6 @@ naval_unit_role_ratios_ITA_atwar_with_England = {
naval_unit_role_ratios_ITA_atwar_with_major = {
allowed = {
has_dlc = "Man the Guns"
tag = ITA
}
enable = {
@@ -1811,7 +1795,6 @@ naval_unit_role_ratios_ITA_atwar_with_major = {
naval_unit_role_ratios_ITA_late_peace = {
allowed = {
has_dlc = "Man the Guns"
tag = ITA
}
enable = {
@@ -1860,7 +1843,6 @@ naval_unit_role_ratios_ITA_late_peace = {
# naval_unit_role_ratios_majors_lategame = {
# allowed = {
# has_dlc = "Man the Guns"
# OR = {
# tag = GER
# tag = FRA
@@ -1902,7 +1884,6 @@ naval_unit_role_ratios_ITA_late_peace = {
# high_convoy_threat = {
# allowed = {
# has_dlc = "Man the Guns"
# OR = {
# tag = GER
# tag = FRA
@@ -1971,7 +1952,6 @@ naval_unit_role_ratios_ITA_late_peace = {
# high_mine_threat_1 = {
# allowed = {
# has_dlc = "Man the Guns"
# OR = {
# tag = GER
# tag = ENG
@@ -2000,7 +1980,6 @@ naval_unit_role_ratios_ITA_late_peace = {
# high_mine_threat_2 = {
# allowed = {
# has_dlc = "Man the Guns"
# OR = {
# tag = GER
# tag = ENG

View File

@@ -12,30 +12,55 @@ ENG_protect_home_waters = {
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 18
value = 100
}
ai_strategy = {
type = naval_dominance
id = 16
value = 100
}
type = naval_dominance
id = vnr_eng_home_waters
value = 100
}
ai_strategy = {
type = coast_defense
id = 18
value = 100
}
ai_strategy = {
type = coast_defense
id = 16
value = 100
}
ai_strategy = {
type = naval_avoid_region
id = 18
value = -1000
}
}
ENG_avoid_baltic = {
allowed = {
original_tag = ENG
}
enable = {
has_war_with = GER
GER = {
has_navy_size = { size > 30 }
}
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_avoid_region
id = 173
value = 100
value = 500
}
ai_strategy = {
type = naval_avoid_region
id = 207
value = 500
}
ai_strategy = {
type = naval_dominance
id = vnr_ger_baltic
value = 0
}
}
ENG_secure_mediterranean = {
@@ -55,18 +80,8 @@ ENG_secure_mediterranean = {
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 29
value = 100
}
ai_strategy = {
type = naval_dominance
id = 68
value = 60
}
ai_strategy = {
type = naval_dominance
id = 69
value = 100
id = vnr_eng_med_zones
value = 80
}
ai_strategy = {
type = naval_avoid_region
@@ -107,6 +122,11 @@ ENG_avoid_mediterranean = {
id = 168
value = 1000
}
ai_strategy = {
type = naval_dominance
id = vnr_eng_med_zones
value = 0
}
}
ENG_avoid_pacific = {
@@ -142,6 +162,11 @@ ENG_avoid_pacific = {
id = 73
value = 200
}
ai_strategy = {
type = naval_dominance
id = vnr_eng_south_china_sea
value = 0
}
}
ENG_reinforce_pacific = {
@@ -171,35 +196,20 @@ ENG_reinforce_pacific = {
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 72
value = 100
}
type = naval_dominance
id = vnr_eng_south_china_sea
value = 65
}
ai_strategy = {
type = naval_dominance
id = 91
value = 10
}
type = naval_dominance
id = vnr_eng_pacific_zone
value = 20
}
ai_strategy = {
type = naval_dominance
id = 92
value = 10
}
ai_strategy = {
type = naval_dominance
id = 93
value = 10
}
ai_strategy = {
type = naval_dominance
id = 84
value = 50
}
ai_strategy = {
type = naval_dominance
id = 83
value = 50
}
type = naval_dominance
id = vnr_pacific_2
value = 45
}
}
### JAP ###
@@ -215,38 +225,9 @@ JAP_destroy_china_navy_quick = {
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 75
id = vnr_chi_coast
value = 100
}
ai_strategy = {
type = naval_dominance
id = 76
value = 100
}
ai_strategy = {
type = naval_dominance
id = 77
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = CHI
id = 75
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = CHI
id = 76
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = CHI
id = 77
value = 100
}
ai_strategy = {
type = convoy_raiding_target
id = CHI
@@ -268,29 +249,29 @@ JAP_pacific_war_naval_stage_one = {
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 75
value = 100
}
ai_strategy = {
type = naval_dominance
id = 78
value = 80
}
ai_strategy = {
type = naval_dominance
id = 94
value = 50
}
type = naval_dominance
id = vnr_pacific_3
value = 80
}
ai_strategy = {
type = naval_dominance
id = 84
value = 100
}
type = naval_dominance
id = vnr_pacific_4
value = 100
}
ai_strategy = {
type = naval_mission_threshold
id = MISSION_STRIKE_FORCE
value = -500
type = invade
id = AST
value = 100
}
ai_strategy = {
type = invade
id = PHI
value = 1000
}
ai_strategy = {
type = invade
id = MAL
value = 1000
}
}
@@ -301,62 +282,48 @@ JAP_pacific_war_naval_stage_two = {
enable = {
has_war_with = USA
OR = {
naval_strength_ratio = {
tag = USA
ratio = 0.5
}
naval_strength_ratio = {
tag = USA
ratio > 0.5
}
AND = {
PHI = { has_capitulated = yes }
MAL = { has_capitulated = yes }
}
}
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 75
value = 50
}
ai_strategy = {
type = naval_dominance
id = 78
value = 50
}
ai_strategy = {
type = naval_dominance
id = 94
value = 50
}
type = naval_dominance
id = vnr_pacific_2
value = 100
}
ai_strategy = {
type = naval_dominance
id = 84
value = 50
}
type = naval_dominance
id = vnr_pacific_1
value = 85
}
ai_strategy = {
type = naval_dominance
id = 95
value = 100
}
ai_strategy = {
type = naval_dominance
id = 97
value = 100
}
ai_strategy = {
type = naval_dominance
id = 180
value = 75
}
type = invade
id = USA
value = 1000
}
ai_strategy = {
type = naval_dominance
id = 83
value = 85
}
type = invade
id = AST
value = 500
}
ai_strategy = {
type = naval_mission_threshold
id = MISSION_STRIKE_FORCE
value = -500
type = invade
id = INS
value = 500
}
ai_strategy = {
type = front_control
area = pacific
ordertype = invasion
execute_order = yes
}
}
@@ -441,23 +408,18 @@ USA_pacific_war_naval_avoid_first = {
ai_strategy = {
type = naval_dominance
id = 95
id = vnr_pacific_1
value = 100
}
ai_strategy = {
type = naval_dominance
id = 97
value = 60
id = vnr_pacific_3
value = 0
}
ai_strategy = {
type = naval_dominance
id = 105
value = 100
}
ai_strategy = {
type = naval_dominance
id = 180
value = 100
id = vnr_pacific_4
value = 0
}
}
@@ -473,17 +435,17 @@ USA_do_not_waste_fleet_in_north_pacific = {
ai_strategy = {
type = naval_dominance
id = 87
value = 0
value = -100
}
ai_strategy = {
type = naval_dominance
id = 88
value = 0
value = -100
}
ai_strategy = {
type = naval_dominance
id = 96
value = 0
value = -100
}
ai_strategy = {
type = naval_dominance
@@ -500,6 +462,16 @@ USA_do_not_waste_fleet_in_north_pacific = {
id = 171
value = 0
}
ai_strategy = {
type = coast_defense
id = 88
value = 0
}
ai_strategy = {
type = naval_dominance
id = us_west_coast
value = -100
}
}
USA_pacific_war_naval_counterattack_1 = {
@@ -580,33 +552,23 @@ USA_pacific_war_naval_counterattack_1 = {
ai_strategy = {
type = naval_dominance
id = 83
id = vnr_pacific_2
value = 100
}
ai_strategy = {
type = naval_dominance
id = 84
value = 100
}
ai_strategy = {
type = naval_dominance
id = 95
value = 100
}
ai_strategy = {
type = naval_dominance
id = 97
value = 100
}
ai_strategy = {
type = naval_dominance
id = 105
id = vnr_pacific_1
value = 80
}
ai_strategy = {
type = naval_dominance
id = 180
value = 80
id = vnr_pacific_3
value = 0
}
ai_strategy = {
type = naval_dominance
id = vnr_pacific_4
value = 0
}
ai_strategy = {
type = invade
@@ -617,7 +579,6 @@ USA_pacific_war_naval_counterattack_1 = {
type = naval_invasion_focus
value = 1000
}
ai_strategy = {
type = convoy_raiding_target
id = JAP
@@ -641,12 +602,6 @@ USA_pacific_war_naval_counterattack_1 = {
ordertype = invasion
execute_order = yes
}
ai_strategy = {
type = naval_mission_threshold
id = MISSION_STRIKE_FORCE
value = -500
}
}
USA_pacific_war_naval_counterattack_2 = {
@@ -708,28 +663,18 @@ USA_pacific_war_naval_counterattack_2 = {
ai_strategy = {
type = naval_dominance
id = 84
id = vnr_pacific_3
value = 100
}
ai_strategy = {
type = naval_dominance
id = 95
value = 100
id = vnr_pacific_2
value = 40
}
ai_strategy = {
type = naval_dominance
id = 97
value = 70
}
ai_strategy = {
type = naval_dominance
id = 94
value = 100
}
ai_strategy = {
type = naval_dominance
id = 78
value = 100
id = vnr_pacific_1
value = 10
}
ai_strategy = {
type = invade
@@ -766,12 +711,6 @@ USA_pacific_war_naval_counterattack_2 = {
ordertype = invasion
execute_order = yes
}
ai_strategy = {
type = naval_mission_threshold
id = MISSION_STRIKE_FORCE
value = -500
}
}
USA_pacific_war_naval_counterattack_3 = {
@@ -806,28 +745,23 @@ USA_pacific_war_naval_counterattack_3 = {
ai_strategy = {
type = naval_dominance
id = 75
value = 80
}
ai_strategy = {
type = naval_dominance
id = 80
value = 80
}
ai_strategy = {
type = naval_dominance
id = 76
id = vnr_pacific_4
value = 100
}
ai_strategy = {
type = naval_dominance
id = 94
value = 100
id = vnr_pacific_3
value = 75
}
ai_strategy = {
type = naval_dominance
id = 78
value = 100
id = vnr_pacific_2
value = 10
}
ai_strategy = {
type = naval_dominance
id = vnr_pacific_1
value = 0
}
ai_strategy = {
type = invade
@@ -864,12 +798,6 @@ USA_pacific_war_naval_counterattack_3 = {
ordertype = invasion
execute_order = yes
}
ai_strategy = {
type = naval_mission_threshold
id = MISSION_STRIKE_FORCE
value = -500
}
}
### ITA ###
@@ -887,54 +815,25 @@ ITA_avoid_mediterranean = {
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 29
value = 50
}
ai_strategy = {
type = naval_dominance
id = 68
value = 0
}
ai_strategy = {
type = naval_dominance
id = 69
value = 0
}
ai_strategy = {
type = naval_dominance
id = 168
id = vnr_ita_med_zones
value = 100
}
ai_strategy = {
type = naval_dominance
id = 169
type = naval_convoy_raid_region
id = 29
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 68
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 69
value = 100
}
ai_strategy = {
type = naval_blockade
target_country = ENG
id = 29
value = 60
}
ai_strategy = {
type = convoy_raiding_target
id = ENG
value = 50
}
}
### GER ###
@@ -952,15 +851,10 @@ GER_forget_sealion = {
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_dominance
id = 18
value = 0
}
ai_strategy = {
type = naval_dominance
id = 16
value = 10
}
type = naval_dominance
id = vnr_eng_home_waters
value = 0
}
ai_strategy = {
type = invade
tag = ENG
@@ -978,61 +872,29 @@ GER_unrestricted_submarine_warfare = {
tag = ENG
ratio < 0.7
}
FRA = { has_capitulated = yes }
enable_vnr_naval_ai = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 47
value = 70
value = 200
}
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 49
value = 70
value = 500
}
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 44
value = 70
value = 150
}
ai_strategy = {
type = naval_blockade
target_country = ENG
type = naval_convoy_raid_region
id = 50
value = 70
value = 30
}
ai_strategy = {
type = naval_blockade
target_country = ENG
id = 42
value = 70
}
ai_strategy = {
type = convoy_raiding_target
id = ENG
value = 100
}
ai_strategy = {
type = naval_dominance
id = 173
value = 100
}
ai_strategy = {
type = naval_dominance
id = 207
value = 100
}
ai_strategy = {
type = naval_dominance
id = 9
value = 50
}
}
GER_avoid_mediterranean = {
@@ -1048,27 +910,12 @@ GER_avoid_mediterranean = {
ai_strategy = {
type = naval_dominance
id = 29
id = vnr_eng_med_zones
value = 0
}
ai_strategy = {
type = naval_dominance
id = 68
value = 0
}
ai_strategy = {
type = naval_dominance
id = 69
value = 0
}
ai_strategy = {
type = naval_dominance
id = 168
value = 0
}
ai_strategy = {
type = naval_dominance
id = 169
id = vnr_ita_med_zones
value = 0
}
}
@@ -1097,12 +944,7 @@ GER_invade_norway = {
}
ai_strategy = {
type = naval_dominance
id = 173
value = 50
}
ai_strategy = {
type = naval_dominance
id = 207
id = vnr_ger_baltic
value = 100
}
}
@@ -1129,27 +971,4 @@ major_train_fleet_strategy = {
id = MISSION_TRAINING
value = -500
}
}
major_dont_hold_fleet = {
allowed = {
OR = {
original_tag = JAP
original_tag = USA
original_tag = ENG
original_tag = ITA
original_tag = FRA
original_tag = GER
}
}
enable = {
has_war = yes
}
abort_when_not_enabled = yes
ai_strategy = {
type = naval_mission_threshold
id = MISSION_HOLD
value = 1000
}
}

View File

@@ -21,6 +21,7 @@ MTG_naval_treaties = {
has_government = democratic
has_government = neutrality
}
NOT = { tag = JAP }
}
complete_effect = {
@@ -137,6 +138,7 @@ MTG_naval_treaties = {
OR = {
has_government = fascism
has_government = communism
tag = JAP
}
}
@@ -232,6 +234,7 @@ MTG_naval_treaties = {
OR = {
has_government = fascism
has_government = communism
tag = JAP
}
}

View File

@@ -1,99 +1,67 @@
NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.3
NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08
NDefines.NNavy.COMBAT_BASE_CRITICAL_CHANCE = 0.3
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT = 0.9
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR = 1
NDefines.NNavy.MIN_SHIPS_FOR_HIGHER_SHIP_RATIO_PENALTY = 66
NDefines.NNavy.BEST_CAPITALS_TO_SCREENS_RATIO = 0.5
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS = 2.0
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.15
NDefines.NNavy.MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION = 0.60
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3
NDefines.NNavy.UNIT_TRANSFER_SPOTTING_SPEED_MULT = 15
NDefines.NNavy.NAVAL_INVASION_SPOTTING_SPEED_MULT = 30
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 0.5
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 0.5
NDefines.NNavy.CONVOY_EFFICIENCY_MIN_VALUE = 0
NDefines.NNavy.CONVOY_HIT_PROFILE = 95
NDefines.NNavy.NAVY_PIERCING_THRESHOLDS = { 2.0, 1.0, 0.85, 0.75, 0.7, 0.65, 0.6, 0.55, 0.5, 0.3, 0.0 }
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES = { 3.0, 1.25, 1.0, 0.65, 0.55, 0.3, 0.15, 0.1, 0.05, 0.01, 0.0 }
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 2.0, 1.0, 0.7, 0.6, 0.45, 0.35, 0.2, 0.1, 0.05, 0.02, 0.01 }
NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 2
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.4
NDefines.NNavy.COMBAT_MIN_DURATION = 20
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1
NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2
NDefines.NNavy.SHIP_TO_FLEET_ANTI_AIR_RATIO = 1.0
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.66
NDefines.NNavy.NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 1
NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.15
NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.25
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 2
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.1
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR = 0.01
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR = 0.04
NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.5
NDefines.NNavy.BASE_POSITIONING = 0.5
NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3
NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.2
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.9
NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1.25
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.75
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.1
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_SUNK = 0.25
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 }
NDefines.NNavy.COMBAT_CRITICAL_DAMAGE_MULT = 8
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.3
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.1
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 1.5
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 4
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_MANPOWER = 0.001
NDefines.NNavy.SUPREMACY_PER_SHIP_PER_IC = 0.05
NDefines.NNavy.NAVAL_COMBAT_AIR_CARRIER_TARGET_SCALE = 1000
NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 3
NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4
NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO = {0.25, 0.37, 0.50, 0.62, 0.75}
NDefines.NNavy.SHIP_SUPPORT_NEED_FACTOR = 0.25
NDefines.NNavy.NAVAL_DOMINANCE_STRIKE_FORCE_MULTIREGION_DECAY = 0.1
NDefines.NNavy.NAVAL_DOMINANCE_MINES_PLANTING_BONUS = 0.1
NDefines.NNavy.NAVAL_DOMINANCE_MINES_SWEEPING_BONUS = 0.1
NDefines.NNavy.NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE = 0.05
NDefines.NNavy.NAVAL_COMBAT_PLANE_MIN_STACKING_PENALTY = 150
NDefines.NNavy.NAVAL_COMBAT_PLANE_STACKING_PENALTY_EFFECT = 0.01
NDefines.NNavy.NAVAL_COMBAT_PLANE_STACKING_PENALTY_EFFECT = 0.005
NDefines.NNavy.SHIP_SILHOUETTE_VALUE_PLANES_CARRIER = 500
NDefines.NNavy.COMBAT_DAMAGE_RANDOMNESS = 0.3
NDefines.NNavy.NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR = 0.6
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.25
NDefines.NNavy.CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.1
NDefines.NNavy.STRIKE_FORCE_ON_BASE_FUEL_COST_FACTOR = 0.0
NDefines.NNavy.AGGRESION_MULTIPLIER_FOR_COMBAT = 4
NDefines.NNavy.NAVAL_RANGE_TO_INGAME_DISTANCE = 0.18
NDefines.NNavy.NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR = 1000
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage
1.0, -- low
1.4, -- medium
2.2, -- high
10000, -- I am death incarnate!
}
----------------
--Navy Defines--
----------------
--Hit Chance and Damage
NDefines.NNavy.HIT_PROFILE_SPEED_FACTOR = 0.3 -- factors speed value when determining it profile (Vis * HIT_PROFILE_MULT * Ship Hit Profile Mult) (was 0.5, set to 0.3 to lower impact from speed)
NDefines.NNavy.COMBAT_BASE_HIT_CHANCE = 0.08 -- base chance for hit (was 0.1)
NDefines.NNavy.COMBAT_BASE_CRITICAL_CHANCE = 0.2 -- Base chance for receiving a critical chance. It get's scaled down with ship reliability. (was 0.05)
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT = 0.9 -- the game will roll between 0-1 and will damage a random part if below this val on naval critical hits (was 0.1, critical hit will definitely destroy critical parts)
NDefines.NNavy.COMBAT_CRITICAL_DAMAGE_MULT = 8 -- Multiplier for the critical damage. Scaled down with the ship reliability. (was 5, punish low reliability designs)
NDefines.NNavy.CONVOY_ATTACK_BASE_FACTOR = 0.2 -- base % of convoys that get intercepted (was 0.15)
NDefines.NNavy.CONVOY_HIT_PROFILE = 90 -- convoys has this contant hit profile (was 85)
NDefines.NNavy.COMBAT_TORPEDO_CRITICAL_CHANCE = 0.4 -- chance for critical hit from torpedo. (was 0.1, torpedo needs more love)
NDefines.NNavy.NAVY_PIERCING_THRESHOLDS = { 2.0, 1.0, 0.85, 0.75, 0.7, 0.65, 0.6, 0.55, 0.5, 0.3, 0.0 } -- Our piercing / their armor must be this value to deal damage fraction equal to the index in the array below [higher number = higher penetration]. If armor is 0, 1.00 will be returned.
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_CRITICAL_VALUES = { 3.0, 1.25, 1.0, 0.65, 0.55, 0.3, 0.15, 0.1, 0.05, 0.01, 0.0 } -- 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit.
NDefines.NNavy.NAVY_PIERCING_THRESHOLD_DAMAGE_VALUES = { 2.0, 1.0, 0.7, 0.6, 0.45, 0.35, 0.2, 0.1, 0.05, 0.02, 0.01 } -- 0 armor will always receive maximum damage (so add overmatching at your own peril). the system expects at least 2 values, with no upper limit.
NDefines.NNavy.COMBAT_DAMAGE_RANDOMNESS = 0.3 -- random factor in damage. So if max damage is fe. 10, and randomness is 30%, then damage will be between 7-10. (was 0.5)
NDefines.NNavy.GUN_HIT_PROFILES = { -- hit profiles for guns, if target ih profile is lower the gun will have lower accuracy
75.0, -- big guns
105.0, -- torpedoes
55.0, -- small guns
}
NDefines.NNavy.BASE_GUN_COOLDOWNS = { 1.0, 8.0, 1.0 } -- number of hours for a gun to be ready after shooting
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_STR_LOSS = 0.05 -- losing strength will make you also lose manpower at this ratio of total manpower (was 0.5)
NDefines.NNavy.MANPOWER_LOSS_RATIO_ON_SUNK = 0.25 -- sunk ships will lose this ratio of their current manpower (was 0.5)
NDefines.NNavy.SHORE_BOMBARDMENT_CAP = 0.5 -- upper limit of shore bombardment (was 0.33)
--Positioning and Screening
NDefines.NNavy.BASE_POSITIONING = 0.5 -- base value for positioning (was 1.0)
NDefines.NNavy.MIN_SHIPS_FOR_HIGHER_SHIP_RATIO_PENALTY = 41 -- the minimum fleet size in ships that a fleet must be before having the large fleet penalty applied to them (was 4, relative size penalty starts counting from 66)
NDefines.NNavy.BEST_CAPITALS_TO_SCREENS_RATIO = 0.5 -- capitals / screens ratio used for creating FEX groups in naval combat (was 0.25, screens for max screening cut to half)
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CAPITALS = 2.0 -- this screen ratio to num capital/carriers is needed for full screening beyond screen line (was 3.0, 2 screens needed to escort a capital ship)
NDefines.NNavy.RELATIVE_SURFACE_DETECTION_TO_POSITIONING_FACTOR = 0.05 -- multiples the surface detection difference between two sides. the side with higher detection will get a bonus of this value (was 0.01)
NDefines.NNavy.MAX_POSITIONING_BONUS_FROM_SURFACE_DETECTION = 0.2 -- will clamp the bonus that you get from detection (was 0.25)
NDefines.NNavy.POSITIONING_PENALTY_FOR_SHIPS_JOINED_COMBAT_AFTER_IT_STARTS = 0.02 -- each ship that joins the combat will have this penalty to be added into positioning (was 0.01)
NDefines.NNavy.MAX_POSITIONING_PENALTY_FOR_NEWLY_JOINED_SHIPS = 0.2 -- the accumulated penalty from new ships will be clamped to this value (was 0.25)
NDefines.NNavy.HIGHER_SHIP_RATIO_POSITIONING_PENALTY_FACTOR = 0.5 -- if one side has more ships than the other, that side will get this penalty for each +100% ship ratio it has (was 0.25)
NDefines.NNavy.MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO = 3 -- maximum penalty to get from larger fleets (was 0.75, aggressively punish deathstacking)
NDefines.NNavy.MAX_CARRIER_RATIO_POSITIONING_PENALTY_FACTOR = 0.2 -- max penalty from stronger carrier air force
NDefines.NNavy.DAMAGE_PENALTY_ON_MINIMUM_POSITIONING = 0.9 -- damage penalty at 0% positioning (was 0.5)
NDefines.NNavy.SCREENING_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 1.25 -- screening efficiency (screen to capital ratio) at 0% positioning (was 0.5)
NDefines.NNavy.AA_EFFICIENCY_PENALTY_ON_MINIMUM_POSITIONING = 0.75 -- AA penalty at 0% positioning (was 0.7)
NDefines.NNavy.SCREEN_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.25 -- this screen ratio to num convoys is needed for full screening beyond screen line (was 0.5)
NDefines.NNavy.CAPITAL_RATIO_FOR_FULL_SCREENING_FOR_CONVOYS = 0.1 -- this capital ratio to num convoys is needed for full screening beyond screen line (was 0.25)
NDefines.NNavy.MISSION_SPREADS = { -- mission spreads in the case a ship join combat, which is calculated for number of ships that will be in combat. 1 means no ship will be at start
0.0, -- HOLD
0.0, -- PATROL
0.0, -- STRIKE FORCE
0.5, -- CONVOY RAIDING
0.0, -- CONVOY ESCORT
0.7, -- MINES PLANTING
0.7, -- MINES SWEEPING
0.5, -- TRAIN
0.0, -- RESERVE_FLEET
0.0, -- NAVAL_INVASION_SUPPORT
}
--Dominance
NDefines.NNavy.NAVAL_DOMINANCE_STRIKE_FORCE_MULTIREGION_DECAY = 0.1 -- Percentage that the strike force mission's naval dominance multiplier decreases with for each additional assigned region (was 0.05)
NDefines.NNavy.NAVAL_DOMINANCE_MINES_PLANTING_BONUS = 0.1 -- Naval planting bonus when having naval dominance in the region (was 0.2)
NDefines.NNavy.NAVAL_DOMINANCE_MINES_SWEEPING_BONUS = 0.1 -- Naval sweeping bonus when having naval dominance in the region (was 0.2)
NDefines.NNavy.NAVAL_DOMINANCE_SHIP_RECOVERY_CHANCE = 0.05 -- Sunk ship recovery chance (does this require repair ship or not?) (was 0.1)
NDefines.NNavy.MISSION_DOMINANCE_RATIOS = {
0.0, -- HOLD
1.0, -- PATROL
@@ -106,55 +74,143 @@ NDefines.NNavy.MISSION_DOMINANCE_RATIOS = {
0.0, -- RESERVE_FLEET
0.85, -- NAVAL_INVASION_SUPPORT
}
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_RANGE_NEUTRAL = 3000 -- ship range where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0 (was 2000, range should not matter this much)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_SPEED_NEUTRAL = 25 -- ship speed where there is no penalty nor bonus to naval dominance, below or above this will be scaled accordingly with penalty or bonus, min value is 0 (was 20, lower speed impact)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_CARRIER_SIZE = 0.15 -- bonus to dominance based on the carrier size - e.g. regular carrier hangar has carrier_size of 2, so it would be a bonus of 2 * DOMINANCE_PER_SHIP_PER_CARRIER_SIZE, min value is 0 (was 0.1, carrier stronger)
NDefines.NNavy.DOMINANCE_PER_SHIP_PER_HEAVY_GUN_ATTACK = 0.05 -- bonus to dominance based on the heavy attack, min value is 0 (was 0.01, differentiate big gun ships and smaller counterparts)
NDefines.NNavy.DOMINANCE_DAILY_GAIN_FACTOR = 0.05 -- Daily dominance gain, as a fraction of target value (was 0.02)
NDefines.NNavy.DOMINANCE_DAILY_LOSS_FACTOR = 0.01 -- Daily dominance loss, as a fraction of previous target value (was 0.04)
NDefines.NAir.COMBAT_DAMAGE_SCALE_CARRIER = 40
NDefines.NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 12
NDefines.NAir.CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 3
NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 25.0
NDefines.NAir.NAVAL_STRIKE_DAMAGE_TO_ORG = 0.25
NDefines.NAir.AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY = 0.06
NDefines.NAir.CAPACITY_PENALTY = 3
--Battle Process
NDefines.NNavy.COMBAT_MIN_DURATION = 20 -- Min combat duration before we can retreat. It's a balancing variable so it's not possible to always run with our weak ships agains big flotillas. (was 8, longer activation time creates time for carrier attack)
NDefines.NNavy.CAPITAL_ONLY_COMBAT_ACTIVATE_TIME = 22 -- hours from start of combat when only carriers, capitals and subs get to attack (was 6)
NDefines.NNavy.ALL_SHIPS_ACTIVATE_TIME = 30 -- hours where all get to attack (was 8)
NDefines.NNavy.COMBAT_CHASE_RESIGNATION_HOURS = 1 -- Before we resign chasing enemy, give them some minimum time so the combat doesn't end instantly. (was 8, no fleet commander would chase enemy fleet due to fog of war)
NDefines.NNavy.ESCAPE_SPEED_PER_COMBAT_DAY = 0.15 -- daily increase in escape speed during combat duration (was 0.01, faster retreating to simulate real disengagement)
NDefines.NNavy.MAX_ESCAPE_SPEED_FROM_COMBAT_DURATION = 0.60 -- max escape speed that will be gained from combat duration (was 0.15)
NDefines.NNavy.SPEED_TO_ESCAPE_SPEED = 2 -- ratio to converstion from ship speed to escape speed (divided by hundred) (was 0.95)
NDefines.NNavy.CONVOY_DEFENSE_MAX_REGION_TO_TASKFORCE_RATIO = 4 -- each taskforce in convoy defense mission can at most cover this many regions without losing efficiency (was 5)
NDefines.NAI.SHIPS_PRODUCTION_BASE_COST = 25000
NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 65
NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5
NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0
NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02
NDefines.NAI.CARRIER_TASKFORCE_MAX_CARRIER_COUNT = 6
NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 6
NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5
NDefines.NAI.SCREENS_TO_CAPITAL_RATIO = 3
NDefines.NAI.MIN_CAPITALS_FOR_CARRIER_TASKFORCE = 8
NDefines.NAI.REPAIR_TASKFORCE_SIZE = 5
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5
NDefines.NAI.AI_WANTED_CARRIER_BASED_PLANES_FACTOR = 1.5
NDefines.NAI.CONVOY_ESCORT_SCORE_FROM_CONVOYS = 25
NDefines.NAI.MAIN_SHIP_RATIO_TO_SPLIT = 1.6
NDefines.NAI.MIN_MAIN_SHIP_RATIO = 0.6
NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE = 1.25
NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT = 1
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 30
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 30
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR = 15
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN = 0.00
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX = 0.25
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING = 0.0
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO = 0.20
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES = 250
NDefines.NAI.MAX_SCREEN_FORCES_FOR_INVASION_SUPPORT = 0.1
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS = 0.1
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME = 0.5
NDefines.NAI.SHIP_STR_RATIO_PUT_ON_REPAIRS = 0.6
NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 500
NDefines.NAI.REGION_CONVOY_DANGER_DAILY_DECAY = 10
--Naval Aviation / Carriers
NDefines.NNavy.NAVAL_COMBAT_AIR_LOW_AA_TARGET_SCORE = 1 -- how much score factor from low AA guns (scales between 0->this number) (was 5, AA doesn't matter in cv plane target selection)
NDefines.NNavy.NAVAL_COMBAT_AIR_CARRIER_TARGET_BASE = 500 -- base scoring for target picking for planes inside naval combat based on screening efficency, one define per ship type (was 10)
NDefines.NNavy.NAVAL_COMBAT_AIR_CAPITAL_TARGET_BASE = 80 -- base scoring for target picking for planes inside naval combat based on screening efficency, one define per ship type (was 10)
NDefines.NNavy.NAVAL_COMBAT_AIR_CARRIER_TARGET_SCALE = 1000 -- scaled scoring for target picking for planes inside naval combat, max value when zero screening efficency, one define per ship type (was 200)
NDefines.NNavy.SHIP_TO_FLEET_ANTI_AIR_RATIO = 1.0 -- total sum of fleet's anti air will be multiplied with this ratio and added to calculations anti-air of individual ships while air damage reduction (was 0.25, more AA contribution from other ships)
NDefines.NNavy.MAX_ANTI_AIR_REDUCTION_EFFECT_ON_INCOMING_AIR_DAMAGE = 0.66 -- damage reduction for incoming air attacks is clamped to this value at maximum. (was 0.75)
NDefines.NNavy.ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE = 0.15 -- received air damage is calculated using following: 1 - ( (ship_anti_air + fleet_anti_air * SHIP_TO_FLEET_ANTI_AIR_RATIO )^ANTI_AIR_POW_ON_INCOMING_AIR_DAMAGE ) * ANTI_AIR_MULT_ON_INCOMING_AIR_DAMAGE (was 0.18)
NDefines.NNavy.ANTI_AIR_TARGETTING_TO_CHANCE = 0.25 -- Balancing value to determine the chance of ground AA hitting an attacking airplane, affecting both the effective average damage done by AA to airplanes, and the reduction of damage done by airplanes due to AA support (was 0.07)
NDefines.NNavy.BASE_CARRIER_SORTIE_EFFICIENCY = 0.4 -- factor of planes that can sortie by default from a carrier (was 0.5)
NDefines.NNavy.CARRIER_OFFENSIVE_STANCE_SORTIE_RATIO = {0.25, 0.37, 0.50, 0.62, 0.75} -- The defensive stance sortie is 1.0 - value in index so their sum equals 1
NDefines.NNavy.NAVAL_COMBAT_PLANE_MIN_STACKING_PENALTY = 180 -- How many planes flying in a naval combat before penalties are introduced (was 80)
NDefines.NNavy.NAVAL_COMBAT_PLANE_STACKING_PENALTY_EFFECT = 0.01 -- Each plane above the optimal amount decreases the amount of airplanes being able to takeoff by such %. Subject to diminishing returns (was 0.005)
NDefines.NNavy.SHIP_SILHOUETTE_VALUE_PLANES_CARRIER = 500 --For dynamic plane efficacy, silhouette value (nominally in planes, but very abstract) (was 16)
NDefines.NAir.COMBAT_DAMAGE_SCALE_CARRIER = 40 -- same as above but used inside naval combat for carrier battles (was 5, more fighter damage from carrier)
NDefines.NAir.NAVAL_STRIKE_CARRIER_MULTIPLIER = 12 -- damage bonus when planes are in naval combat where their carrier is present (and can thus sortie faster and more effectively) (was 10)
NDefines.NNavy.CHANCE_TO_DAMAGE_PART_ON_CRITICAL_HIT_FROM_AIR = 1 -- the game will roll between 0-1 and will damage a random part if below this val on air critical hits (was 0.1, critical hit will definitely destroy critical parts)
--NDefines.NAir.HOURS_DELAY_AFTER_EACH_COMBAT = 2 -- How many hours needs the wing to be ready for the next combat. Use for tweaking if combats happens too often. (generally used as double because of roundtrip) (was 4)
--NDefines.NAir.CARRIER_HOURS_DELAY_AFTER_EACH_COMBAT = 3 -- how often carrier planes do battle inside naval combat (was 3, doesn't work, use above)
NDefines.NAir.DISRUPTION_FACTOR_CARRIER = 25.0 -- multiplier on disruption damage to scale its effects on carrier vs carrier planes (was 6, doesn't seem to work)
NDefines.NAir.NAVAL_STRIKE_DAMAGE_TO_STR = 2 -- Balancing value to convert damage ( naval_strike_attack * hits ) to Strength reduction. (was 1)
NDefines.NAir.NAVAL_STRIKE_DAMAGE_TO_ORG = 0.5 -- Balancing value to convert damage ( naval_strike_attack * hits ) to Organisation reduction. (was 1.5)
NDefines.NAir.AIR_AGILITY_TO_NAVAL_STRIKE_AGILITY = 0.06 -- conversion factor to bring agility in line with ship AA (was 0.02)
NDefines.NAir.CAPACITY_PENALTY = 3 -- scales penalty of having overcrowded bases. (was 2)
NDefines.NAir.CARRIER_PLANES_AMOUNT_FOR_POSITIONING = 180 -- below this amount of planes on a carrier we no longer get max benefit on enemy positioning (was 50)
--War Score
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_MANPOWER_FACTOR = 0.01 -- war score gained for every manpower killed when sinking a ship (was 0.004)
NDefines.NNavy.WAR_SCORE_GAIN_FOR_SUNK_SHIP_PRODUCTION_COST_FACTOR = 0.04 -- war score gained for every IC of the sunk ship (was 0.1)
--Spotting
NDefines.NNavy.SUBMARINE_REVEAL_BASE_CHANCE = 15 -- Base factor for submarine detection. It's modified by the difference of a spotter's submarines detection vs submarine visibility. Use this variable for game balancing. setting this too low will cause bad spotting issues. (was 11)
NDefines.NNavy.SUBMARINE_BASE_TORPEDO_REVEAL_CHANCE = 0.1 -- Chance of a submarine being revealed when it fires. 1.0 is 100%. this chance is then multiplied with modifier created by comparing firer's visibiility and target's detection (was 0.035)
NDefines.NNavy.UNIT_TRANSFER_SPOTTING_SPEED_MULT = 15 -- spotting speed mult against unit transfers (was 5)
NDefines.NNavy.NAVAL_INVASION_SPOTTING_SPEED_MULT = 30 -- spotting speed mult against naval invasion armies (was 10)
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_UNIT_TRANSFER_SPOTTING = 0.5 -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval transfer convoys (was 0.12)
NDefines.NNavy.SPOTTING_SPEED_EFFECT_FOR_INITIAL_NAVAL_INVASION_SPOTTING = 0.5 -- same as SPOTTING_SPEED_EFFECT_FOR_INITIAL_CONVOY_SPOTTING, but for naval invasion convoys (was 0.12)
NDefines.NNavy.NAVY_VISIBILITY_BONUS_ON_RETURN_FOR_REPAIR = 0.6 -- Multiplier for the surface/sub visiblity when the heavily damaged fleet is returning to the home base for reparation. 1.0 = no bonus. 0.0 = invisible. (was 0.9)
NDefines.NNavy.SPOTTING_MULTIPLIER_FOR_SURFACE = 2.5 -- task force surface spotting value is multiplied by this and added to spotting percentage every hour (was 1)
NDefines.NNavy.SPOTTING_MULTIPLIER_FOR_SUB = 0.9 -- task force sub spotting value is multiplied by this and added to spotting percentage every hour (was 1)
--Experience
NDefines.NNavy.EXPERIENCE_FACTOR_CONVOY_ATTACK = 0.05 -- xp from attacking convoys (was 0.04)
NDefines.NNavy.TRAINING_DAILY_COUNTRY_EXP_FACTOR = 0.005 -- Factor used to scale the Daily Country Navy XP gain from training (was 0.001)
NDefines.NNavy.TRAINING_MAX_DAILY_COUNTRY_EXP = 1 -- Maximum army XP gained per day from training (was 1)
NDefines.NNavy.UNIT_EXPERIENCE_PER_COMBAT_HOUR = 5 -- Unit xp gain per combat hour (was 10)
NDefines.NNavy.UNIT_EXPERIENCE_SCALE = 0.8 -- total unit xp factor (was 1)
--Naval Misc
NDefines.NNavy.CONVOY_EFFICIENCY_MIN_VALUE = 0 -- To avoid complete 0% efficiency, set the lower limit. (was 0.05)
NDefines.NNavy.PRIDE_OF_THE_FLEET_UNASSIGN_COST = 25 -- cost to unassign/replace pride of the fleet (was 100)
NDefines.NNavy.NAVAL_TRANSFER_BASE_SPEED = 4 -- base speed of units on water being transported (was 6)
NDefines.NNavy.AMPHIBIOUS_INVADE_SPEED_BASE = 0.25 -- every hour movement progress on amphibious invasion (was 0.5)
NDefines.NNavy.SHIP_SUPPORT_NEED_FACTOR = 0.25 -- The support need for a ship. This factor is multiplied with the ships dominance value (was 0.1)
NDefines.NNavy.STRIKE_FORCE_ON_BASE_FUEL_COST_FACTOR = 0.0 -- fuel cost for naval strike mission in port (was 0.25, ease the cost of assigning strike force)
NDefines.NNavy.AGGRESION_MULTIPLIER_FOR_COMBAT = 4 -- ships are more aggresive in combat (was 1.2)
NDefines.NNavy.AGGRESSION_SETTINGS_VALUES = {
0, -- do not engage
1.0, -- low
1.4, -- medium
2.2, -- high
10000, -- I am death incarnate!
}
NDefines.NNavy.MIN_TRACTED_ASSIST_DAMAGE_RATIO = 0.5 -- How much damage counts as assist damage (was 0.05)
--------------
--AI Defines--
--------------
--AI Fleet Composition (these seem not to work with ai_navy applied)
NDefines.NAI.NAVY_PREFERED_MAX_SIZE = 40 -- AI will generally attempt to merge fleets into this size, but as a soft limit. (was 25)
NDefines.NAI.CARRIER_TASKFORCE_MAX_CARRIER_COUNT = 4 -- optimum carrier count for carrier taskforces (was 4)
NDefines.NAI.CAPITAL_TASKFORCE_MAX_CAPITAL_COUNT = 6 -- optimum capital count for capital taskforces (was 12)
NDefines.NAI.SCREEN_TASKFORCE_MAX_SHIP_COUNT = 5 -- optimum screen count for screen taskforces (was 12)
NDefines.NAI.SCREENS_TO_CAPITAL_RATIO = 3 -- screens to capital/carrier count in carrier & capital taskforces (was 4)
NDefines.NAI.MIN_CAPITALS_FOR_CARRIER_TASKFORCE = 8 -- carrier fleets will at least have this amount of capitals (was 6)
NDefines.NAI.REPAIR_TASKFORCE_SIZE = 5 -- repair taskforce sizes are limited to this many ships (was 4)
NDefines.NAI.MAIN_SHIP_RATIO_TO_SPLIT = 1.6 -- if main ship ratio in a task force is larger than this, split it. (If a carrier TF wants 4 carriers (see defines above), but it has more than [this * 4] carriers, then we try to split the TF.) (was 1.8)
NDefines.NAI.MIN_MAIN_SHIP_RATIO = 0.6 -- if main ship ratio is below this, steal other ships. (was 0.3)
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MIN = 0.10 -- maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). (was 0.2)
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_CONVOY_DEFENSE_MAX = 0.25 -- maximum ratio of all screen-ships forces to be used in convoy defense (increases up to max as AI loses convoys). (was 0.7)
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_LAYING = 0.0 -- maximum ratio of screens forces to be used in mine laying (was 0.1)
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO = 0.20 -- if you have mines near your owned states, you will start priotize mine missions and will assign this ratio of screens (was 0.8)
NDefines.NAI.MAX_SCREEN_TASKFORCES_FOR_MINE_SWEEPING_PRIO_MIN_MINES = 250 -- if there are at least this many mines near our owned states, we will prioritize mine sweeping (was 10)
NDefines.NAI.SUGGESTED_NUM_MAX_CARRIERS = 4 -- We don't know exactly how many planes we should use when evaluating AI build so we need a suggested number to start things off. ALso used for task force suggestions list. (was 4)
--AI Production / Designs
NDefines.NAI.SHIPS_PRODUCTION_BASE_COST = 25000 -- Used by the AI to normalize IC values when picking what ship to build. (was 10000)
NDefines.NAI.NAVAL_DOCKYARDS_SHIP_FACTOR = 2.5 -- The extent to which number of dockyards play into amount of sips a nation wants (was 1.5)
NDefines.NAI.PRODUCTION_MAX_PROGRESS_TO_SWITCH_NAVAL = 0 -- AI will not replace ships being built by newer types if progress is above this (was 0.1, disable this so that AI won't cancel starting production)
NDefines.NAI.PRODUCTION_WAIT_TO_FINISH_IF_EXPENSIVE = 0.02 -- If produced item is expensive (producing less than one/week), wait to finish item if progress is above this (was 0.1)
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_FACTOR = 2 -- Scales how many carrier planes the AI want per carrier deck space. (was 1.5)
NDefines.NAI.WANTED_CARRIER_PLANES_PER_CARRIER_CAPACITY_IN_PRODUCTION_FACTOR = 1.5 -- Scales how many carrier planes the AI want per deck space of carriers in production. (was 1)
NDefines.NAI.AI_WANTED_CARRIER_BASED_PLANES_FACTOR = 1.5 -- Factor applied to desire for carrier based planes (total carrier space * define) (was 1)
NDefines.NAI.DESIRE_USE_XP_TO_UNLOCK_NAVAL_DOCTRINE = 1 -- How quickly is desire to unlock naval doctrines accumulated? (was 0.5)
NDefines.NAI.DESIRE_USE_XP_TO_UPGRADE_NAVAL_EQUIPMENT = 1 -- How quickly is desire to update/create naval equipment variants accumulated?
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_NAVY = 30 -- Navy XP needed before attempting to create a variant of a type (was 50)
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_NAVY = 30 -- If the AI lacks navy XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. (was 50)
NDefines.NAI.DEFAULT_MODULE_VARIANT_CREATION_XP_CUTOFF_AIR = 15 -- Air XP needed before attempting to create a variant of a type (was 25)
NDefines.NAI.VARIANT_CREATION_XP_RESERVE_AIR = 30 -- If the AI lacks air XP to create a variant it will reserve this much XP for variant creation so that it will eventually be able to create a variant. (was 50)
--AI Mission
NDefines.NAI.NAVAL_MISSION_ESCORT_NEAR_OWNED = 0 -- Extra escort mission score near owned provinces (was 300)
NDefines.NAI.NAVAL_MISSION_ESCORT_NEAR_CONTROLLED = 0 -- Extra escort mission score near controlled provinces (was 200)
NDefines.NAI.AI_MIN_DOMINANCE_MARGIN = 100 -- When trying to get control of a region, AI will try to exceed the required dominance by at least this amount (was 200)
NDefines.NAI.MIN_NAVAL_MISSION_PRIO_TO_ASSIGN = {
0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
200, -- PATROL
200, -- STRIKE FORCE
100, -- CONVOY RAIDING
200, -- CONVOY RAIDING
100, -- CONVOY ESCORT
100, -- MINES PLANTING
100, -- MINES SWEEPING
@@ -162,46 +218,71 @@ NDefines.NAI.MIN_NAVAL_MISSION_PRIO_TO_ASSIGN = {
0, -- RESERVE_FLEET
100, -- NAVAL INVASION SUPPORT
}
NDefines.NAI.HIGH_PRIO_NAVAL_MISSION_SCORES = {
NDefines.NAI.HIGH_PRIO_NAVAL_MISSION_SCORES = { -- priorities for regions to get assigned to a mission
0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
10000, -- PATROL
8000, -- STRIKE FORCE
4000, -- CONVOY RAIDING
1500, -- CONVOY ESCORT
100000, -- PATROL
1000, -- STRIKE FORCE
1500, -- CONVOY RAIDING
1000, -- CONVOY ESCORT
-1, -- MINES PLANTING
300, -- MINES SWEEPING
0, -- TRAIN
0, -- RESERVE_FLEET
3000, -- NAVAL INVASION SUPPORT
1000, -- NAVAL INVASION SUPPORT
}
NDefines.NAI.MAX_MISSION_PER_TASKFORCE = {
0, -- HOLD (consumes fuel HOLD_MISSION_MOVEMENT_COST fuel while moving)
3, -- PATROL
2, -- PATROL
4, -- STRIKE FORCE
2, -- CONVOY RAIDING
3, -- CONVOY ESCORT
4, -- CONVOY ESCORT
2, -- MINES PLANTING
2, -- MINES SWEEPING
0, -- TRAIN
0, -- RESERVE_FLEET
6, -- NAVAL INVASION SUPPORT
}
NDefines.NAI.CONVOY_ESCORT_SCORE_FROM_CONVOYS = 25 -- score for each convoy you have in area (was 15)
NDefines.NAI.MAX_ALLOWED_NAVAL_DANGER = 500 -- AI will ignore naval paths that has danger value of above this threshold while assigning units (was 80)
NDefines.NAI.REGION_THREAT_PER_SUNK_CONVOY = 5 -- Threat value per convoy sunk in a region. Decays over time. (was 25)
NDefines.NAI.REGION_CONVOY_DANGER_DAILY_DECAY = 1.5 -- When convoys are sunk it generates threat in the region which the AI uses to prio naval missions (was 1)
NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2
NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3
NDefines.NProduction.EQUIPMENT_MODULE_CONVERT_XP_COST = 1
NDefines.NProduction.EQUIPMENT_MODULE_REMOVE_XP_COST = 1
NDefines.NProduction.BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.1
NDefines.NProduction.MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR = 0.1
--AI Misc
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS = 0.1 -- ai will allocate at most this ratio of dockyards for repairs in peace time (was 0.25)
NDefines.NAI.NAVAL_BASE_RATIO_ALLOCATED_FOR_REPAIRS_IN_WAR_TIME = 0.5 -- ai will allocate at most this ratio of dockyards for repairs in war time (was 0.6)
NDefines.NAI.SHIP_STR_RATIO_PUT_ON_REPAIRS = 0.6 -- if ships are damaged below this ratio, they are put for repairs (was 0.8)
NDefines.NAI.NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR = 1000 -- each access reduces the desire of next access (was 150)
NDefines.NAI.NAVAL_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS = 500 -- each access reduces the desire of next access (was 250)
NDefines.NAI.AIR_BASE_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS_AT_WAR = 1000 -- each access reduces the desire of next access (was 150)
NDefines.NAI.AIR_BASE_ACCESS_SCORE_PENALTY_PER_EXISTING_ACCESS = 800 -- each access reduces the desire of next access (was 250)
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MIN = 0
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MAX = 0.4
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_EXISTING_CATEGORY_TYPES = 0.01
NDefines.NIntel.NAVY_SHIP_TYPE_COUNT_INTEL_MIN = 0.01
NDefines.NIntel.NAVY_SHIP_TYPE_COUNT_INTEL_MAX = 0.3
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_SHIP_CLASSES = 0.15
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_SHIP_DESIGN_DETAILS = 0.5
NDefines.NCountry.NAVY_USE_HOME_BASE_FOR_RANGE = false
----------------------
--Production Defines--
----------------------
NDefines.NProduction.EQUIPMENT_MODULE_ADD_XP_COST = 2 -- XP cost for adding a new equipment module in an empty slot when creating an equipment variant. (was 5)
NDefines.NProduction.EQUIPMENT_MODULE_REPLACE_XP_COST = 3 -- XP cost for replacing one equipment module with an unrelated module when creating an equipment variant. (was 6)
NDefines.NProduction.EQUIPMENT_MODULE_CONVERT_XP_COST = 1 -- XP cost for converting one equipment module to a related module when creating an equipment variant. (was 3)
NDefines.NProduction.EQUIPMENT_MODULE_REMOVE_XP_COST = 1 -- XP cost for removing an equipment module and leaving the slot empty when creating an equipment variant.
NDefines.NProduction.BASE_NAVAL_EQUIPMENT_CONVERSION_IC_COST_FACTOR = 0.1 -- Fraction of the hull industry cost which is always included in the refitting cost. (was 0.2)
NDefines.NProduction.MIN_NAVAL_EQUIPMENT_CONVERSION_RESOURCE_COST_FACTOR = 0.1 -- Minimum fraction of a naval equipment's strategic resource cost that any conversion will cost. (was 0.2)
-----------------
--Intel Defines--
-----------------
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MIN = 0 -- unlocks how many ships target has (was 0.1)
NDefines.NIntel.NAVY_SHIP_COUNT_INTEL_MAX = 0.4 -- works together with above one (was 0.8)
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_EXISTING_CATEGORY_TYPES = 0.01 --this is about disaplying ships by class category (was 0.1)
NDefines.NIntel.NAVY_SHIP_TYPE_COUNT_INTEL_MIN = 0.01 --this range is used both when for disaplying counts by class and counts by variant (was 0.3)
NDefines.NIntel.NAVY_SHIP_TYPE_COUNT_INTEL_MAX = 0.3 -- works together with above one (was 0.7)
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_SHIP_CLASSES = 0.15 --this unclocks the display of a given variant (was 0.5)
NDefines.NIntel.NAVY_MIN_INTEL_TO_SHOW_SHIP_DESIGN_DETAILS = 0.5 -- unlocks ship designs (was 0.8)
-------------------
--Country Defines--
-------------------
NDefines.NCountry.NAVY_USE_HOME_BASE_FOR_RANGE = false -- Fleet can use supply from nearby port (was true)

View File

@@ -56,7 +56,7 @@ new_fleet_in_being = {
{
#Screens
convoy_escort_efficiency = 0.10
screening_efficiency = 0.05
convoy_retreat_speed = 0.1
effect = {
if = {
limit = {
@@ -73,8 +73,10 @@ new_fleet_in_being = {
}
{
#Carriers
sortie_efficiency = 0.1
navy_anti_air_attack_factor = 0.1
carrier = {
carrier_surface_detection = 0.1
}
fighter_sortie_efficiency = 0.1
effect = {
if = {
limit = {
@@ -152,8 +154,10 @@ new_convoy_raiding = {
{
#Submarines
naval_torpedo_reveal_chance_factor = -0.1
convoy_raiding_efficiency_factor = 0.1
navy_submarine_attack_factor = 0.1
submarine = {
convoy_raiding_coordination = 0.1
naval_speed = 0.1
}
effect = {
if = {
limit = {
@@ -170,8 +174,8 @@ new_convoy_raiding = {
}
{
#Screens
screening_efficiency = 0.05
convoy_escort_efficiency = 0.1
mines_planting_by_fleets_factor = 0.1
naval_enemy_retreat_chance = -0.05
effect = {
if = {
limit = {
@@ -188,7 +192,10 @@ new_convoy_raiding = {
}
{
#Carriers
sortie_efficiency = 0.1
carrier = {
carrier_surface_detection = 0.05
carrier_sub_detection = 0.1
}
effect = {
if = {
limit = {
@@ -259,8 +266,11 @@ new_base_strike = {
milestones = {
{
#Submarines
naval_torpedo_reveal_chance_factor = -0.05
convoy_raiding_efficiency_factor = 0.1
submarine = {
surface_detection = 0.05
convoy_raiding_coordination = 0.05
}
naval_torpedo_screen_penetration_factor = 0.05
effect = {
if = {
limit = {
@@ -277,9 +287,8 @@ new_base_strike = {
}
{
#Screens
convoy_escort_efficiency = 0.1
screening_efficiency = 0.05
naval_retreat_speed = 0.05
screening_efficiency = 0.1
naval_retreat_chance = 0.1
effect = {
if = {
limit = {
@@ -314,8 +323,16 @@ new_base_strike = {
}
{
#Capital Ships
navy_anti_air_attack_factor = 0.15
positioning = 0.05
navy_anti_air_attack_factor = 0.1
battleship = {
surface_detection = 0.05
}
battle_cruiser = {
surface_detection = 0.05
}
SH_battleship = {
surface_detection = 0.05
}
effect = {
if = {
limit = {

View File

@@ -17,7 +17,6 @@ fast_battleship_primacy = {
factor = 75
OR = {
original_tag = ENG
original_tag = USA
original_tag = JAP
original_tag = ITA
original_tag = SOV
@@ -27,6 +26,7 @@ fast_battleship_primacy = {
# EFFECTS
strike_force_movement_org_loss = -0.1
naval_enemy_retreat_chance = -0.1
rewards = {
fast_squad = {
@@ -124,11 +124,19 @@ battlecruiser_supremacy = {
}
# EFFECTS
navy_max_range_factor = 0.1
equipment_bonus = {
capital_ship = {
naval_range = 0.1
instant = yes
}
}
strike_force_movement_org_loss = -0.05
rewards = {
scouting_fleet = {
SH_battleship = {
max_organisation = 5
}
battleship = {
max_organisation = 10
}
@@ -143,6 +151,9 @@ battlecruiser_supremacy = {
}
}
coordinated_communication = {
SH_battleship = {
naval_heavy_gun_hit_chance_factor = 0.05
}
battleship = {
naval_heavy_gun_hit_chance_factor = 0.05
}
@@ -179,6 +190,9 @@ battlecruiser_supremacy = {
}
}
decoy_tactics = {
SH_battleship = {
max_organisation = 5
}
battleship = {
max_organisation = 10
}
@@ -224,30 +238,31 @@ armored_raiders = {
# EFFECTS
screening_without_screens = 0.10
navy_max_range_factor = 0.05
ships_at_battle_start = -0.1
rewards = {
expert_reconnaissance = {
battle_cruiser = {
naval_range = 0.1
surface_detection = 0.05
}
battleship = {
naval_range = 0.1
surface_detection = 0.05
}
heavy_cruiser = {
naval_range = 0.1
surface_detection = 0.05
}
medium_cruiser = {
naval_range = 0.1
surface_detection = 0.05
}
}
speed_trials = {
equipment_bonus = {
capital_ship = {
naval_range = 0.10
instant = yes
}
}
naval_retreat_chance = 0.1
naval_retreat_speed = 0.05
positioning = 0.05
}
modernized_officer_education = {
battle_cruiser= {
@@ -275,12 +290,12 @@ armored_raiders = {
surface_detection = 0.1
}
heavy_cruiser = {
max_organisation = 5
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.1
}
medium_cruiser = {
max_organisation = 5
max_organisation = 10
convoy_raiding_coordination = 0.15
surface_detection = 0.1
}
@@ -315,7 +330,9 @@ coastal_defence_fleet = {
xp_cost = 50
xp_type = navy
ai_will_do = { }
ai_will_do = {
factor = 0.5
}
naval_supply_consumption_factor = -0.15
navy_max_range_factor = -0.25
@@ -356,11 +373,13 @@ coastal_defence_fleet = {
modifier = {
mines_planting_by_fleets_factor = 0.1
screening_without_screens = 0.05
navy_max_range_factor = -0.1
}
}
spare_part_logistics = {
modifier = {
refit_ic_cost = -0.15
repair_speed_factor = 0.1
}
}
}
@@ -372,14 +391,19 @@ naval_gunfire_support = {
description = SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC
icon = GFX_doctrine_naval_gunfire_support_medium
xp_cost = 100
xp_cost = 75
xp_type = navy
available = {
always = yes
}
visible = {
has_dlc = "No Compromise, No Surrender"
}
ai_will_do = { }
ai_will_do = {
factor = 0
}
shore_bombardment_bonus = 0.25
navy_capital_ship_attack_factor = -0.1
@@ -419,7 +443,7 @@ naval_gunfire_support = {
max_organisation = 5
}
modifier = {
convoy_escort_efficiency = 0.1
shore_bombardment_collateral_damage_factor = 0.15
}
}
@@ -452,11 +476,16 @@ battleship_antiair_screen = {
always = yes
}
visible = {
has_dlc = "No Compromise, No Surrender"
ai_will_do = {
factor = 1
modifier = {
factor = 100
original_tag = USA
}
}
navy_anti_air_attack_factor = 0.1
naval_retreat_chance_after_initial_combat = 0.1
rewards = {

View File

@@ -4,7 +4,7 @@ carrier_battlegroups = {
description = SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC
icon = GFX_doctrine_carrier_battlegroups_medium
xp_cost = 100
xp_cost = 125
xp_type = navy
ai_will_do = {
@@ -17,30 +17,43 @@ carrier_battlegroups = {
available = {
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
size > 4
}
NOT = {
has_doctrine = coastal_defence_fleet
has_doctrine = naval_gunfire_support
}
}
ai_will_do = { }
# EFFECTS
port_strike = 0.20
strike_force_movement_org_loss = -0.1
carrier_capacity_penalty_reduction = -0.1
rewards = {
long_distance_logistics = {
carrier = {
max_organisation = 10
}
equipment_bonus = {
carrier = {
naval_range = 0.1
instant = yes
}
}
modifier = {
navy_max_range_factor = 0.1
navy_fuel_consumption_factor = -0.05
}
}
bomber_scouting = {
carrier = {
carrier_surface_detection = 0.15
carrier_sub_detection = 0.05
}
modifier = {
navy_carrier_air_agility_factor = 0.1
naval_strike_agility_factor = 0.1
}
}
professional_deck_management = {
@@ -49,7 +62,6 @@ carrier_battlegroups = {
}
modifier = {
sortie_efficiency = 0.1
carrier_capacity_penalty_reduction = -0.1
}
}
fleet_antiair = {
@@ -65,7 +77,7 @@ carrier_battlegroups = {
alpha_strike = {
modifier = {
sortie_efficiency = 0.1
navy_carrier_air_targetting_factor = 0.1
naval_strike_targetting_factor = 0.15
carrier_capacity_penalty_reduction = -0.1
}
}
@@ -83,6 +95,14 @@ floating_airfields = {
available = {
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
size > 4
}
NOT = {
has_doctrine = coastal_defence_fleet
has_doctrine = naval_gunfire_support
}
}
ai_will_do = {
@@ -105,6 +125,10 @@ floating_airfields = {
}
# EFFECTS
carrier = {
carrier_surface_detection = 0.05
carrier_sub_detection = 0.05
}
navy_anti_air_attack_factor = 0.10
rewards = {
@@ -130,7 +154,7 @@ floating_airfields = {
anti_air_attack = 0.05
}
}
rough_weather_procedures = {
all_weather_combat = {
sortie_efficiency = 0.1
equipment_bonus = {
carrier = {
@@ -147,14 +171,29 @@ subsidiary_carrier_support = {
description = SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT_DESC
icon = GFX_doctrine_escort_carriers_medium
xp_cost = 100
xp_cost = 75
xp_type = navy
available = {
has_tech = early_ship_hull_carrier
has_navy_size = {
unit = carrier
size > 0
}
}
ai_will_do = {
factor = 1
modifier = {
is_major = no
factor = 100
}
}
convoy_escort_efficiency = 0.2
carrier = {
carrier_surface_detection = 0.1
surface_visibility = -0.1
}
sortie_efficiency = -0.1
rewards = {
evasive_convoy_maneuvers = {
@@ -191,7 +230,7 @@ carrier_concentration = {
description = SUBDOCTRINE_CARRIER_CONCENTRATION_DESC
icon = GFX_doctrine_carrier_primacy_medium
xp_cost = 100
xp_cost = 125
xp_type = navy
ai_will_do = {
@@ -203,24 +242,38 @@ carrier_concentration = {
}
available = {
has_tech = aviation_dawn
has_navy_size = {
unit = carrier
size > 5
}
NOT = {
has_doctrine = coastal_defence_fleet
has_doctrine = naval_gunfire_support
}
}
sortie_efficiency = 0.1
strike_force_movement_org_loss = -0.05
naval_strike_attack_factor = 0.05
rewards = {
deep_operative_support = {
carrier = {
reliability = 0.05
naval_range = 0.2
reliability = 0.1
supply_consumption = -0.05
}
equipment_bonus = {
carrier = {
naval_range = 0.2
instant = yes
}
}
}
mobile_force = {
carrier = {
max_organisation = 15
}
modifier = {
navy_carrier_air_targetting_factor = 0.1
naval_strike_targetting_factor = 0.1
}
}
improved_mission_oriented = {
@@ -236,12 +289,15 @@ carrier_concentration = {
supply_consumption = -0.15
fuel_consumption = -0.1
}
modifier = {
naval_strike_agility_factor = 0.1
}
}
massed_air_raid = {
modifier = {
sortie_efficiency = 0.1
carrier_capacity_penalty_reduction = -0.1
navy_carrier_air_attack_factor = 0.1
naval_strike_attack_factor = 0.1
}
}
}
@@ -258,7 +314,7 @@ naval_airfoce = {
xp_type = navy
ai_will_do = {
base = 1
base = 0
}
available = {
has_tech = early_ship_hull_carrier
@@ -275,16 +331,15 @@ naval_airfoce = {
}
land_based_support = {
category_nav_bomber = {
air_range = 0.2
air_range = 0.25
}
}
air_raiders = {
carrier = {
max_organisation = 10
category_nav_bomber = {
air_defence = 0.1
}
modifier = {
sortie_efficiency = 0.05
navy_carrier_air_targetting_factor = 0.05
naval_strike_targetting_factor = 0.1
}
}
evasive_engagements_focus = {
@@ -298,5 +353,12 @@ naval_airfoce = {
naval_strike_agility_factor = 0.1
}
}
mastery = {
equipment = {
carrier
}
categories = {
category_nav_bomber
}
}
}

View File

@@ -42,11 +42,17 @@ convoy_escort = {
convoy_escort_efficiency = 0.05
}
sweeping_duty = {
light_cruiser = {
mines_sweeping = 0.25
}
destroyer = {
mines_sweeping = 0.25
}
mines_sweeping_by_fleets_factor = 0.15
}
creeping_attack = {
destroyer = {
sub_detection = 0.10
surface_detection = 0.05
lg_attack = 0.05
}
light_cruiser = {
@@ -55,12 +61,14 @@ convoy_escort = {
}
as_below_so_above = {
destroyer = {
anti_air_attack = 0.15
max_organisation = 5
anti_air_attack = 0.1
}
light_cruiser = {
anti_air_attack = 0.15
max_organisation = 5
anti_air_attack = 0.1
}
convoy_escort_efficiency = 0.05
convoy_escort_efficiency = 0.1
}
}
}
@@ -92,15 +100,21 @@ support_integrated_operations = {
# EFFECTS
screening_efficiency = 0.05
equipment_bonus = {
screen_ship = {
naval_range = 0.1
instant = yes
}
}
rewards = {
first_line_of_defense = {
destroyer = {
max_organisation = 5
max_organisation = 10
anti_air_attack = 0.1
}
modifier = {
convoy_retreat_speed = 0.1
naval_retreat_speed = 0.1
}
}
first_line_of_attack = {
@@ -166,17 +180,18 @@ hunter_killers = {
}
# EFFECTS
naval_coordination = 0.10
naval_coordination = 0.10
naval_torpedo_enemy_critical_chance_factor = -0.1
rewards = {
search_and_destroy = {
destroyer = {
sub_detection = 0.1
sub_detection = 0.15
}
}
flotilla_leader = {
light_cruiser = {
sub_detection = 0.1
sub_detection = 0.15
}
}
group_operations = {
@@ -221,7 +236,7 @@ torpedo_primacy = {
xp_type = navy
ai_will_do = {
base = 0
base = 1
modifier = {
factor = 95
original_tag = JAP
@@ -231,7 +246,7 @@ torpedo_primacy = {
always = yes
}
naval_torpedo_hit_chance_factor = 0.1
convoy_raiding_efficiency_factor = 0.05
naval_torpedo_cooldown_factor = -0.125
rewards = {
@@ -243,6 +258,7 @@ torpedo_primacy = {
coordinated_fire_patterns = {
destroyer = {
max_organisation = 10
naval_torpedo_hit_chance_factor = 0.05
}
}
dedicated_torpedo_task_forces = {
@@ -253,7 +269,7 @@ torpedo_primacy = {
}
torpedo_rearming = {
modifier = {
naval_torpedo_cooldown_factor = -0.25
naval_torpedo_cooldown_factor = -0.125
}
}
night_combat_training = {
@@ -281,12 +297,16 @@ jeune_ecole = {
#TODO: special project
always = yes
}
ai_will_do = {
factor = 1
}
convoy_raiding_efficiency_factor = 0.1
destroyer = {
convoy_raiding_coordination = 0.1
torpedo_attack = 0.1
}
light_cruiser = {
convoy_raiding_coordination = 0.1
torpedo_attack = 0.1
}
@@ -312,11 +332,13 @@ jeune_ecole = {
convoy_escort = {
modifier = {
convoy_escort_efficiency = 0.1
convoy_retreat_speed = 0.1
}
}
coastal_patrol = {
modifier = {
mines_planting_by_fleets_factor = 0.2
naval_mines_damage_factor = 0.1
naval_enemy_fleet_size_ratio_penalty_factor = 0.1
}
}

View File

@@ -24,11 +24,12 @@ wolfpacks = {
max_organisation = 10
torpedo_attack = 0.05
}
sub_retreat_speed = 0.05
rewards = {
predictive_expertise = {
submarine = {
torpedo_attack = 0.05
torpedo_attack = 0.1
naval_torpedo_hit_chance_factor = 0.05
}
modifier = {
@@ -57,7 +58,7 @@ wolfpacks = {
}
wolfpack_coordination = {
submarine = {
max_organisation = 5
max_organisation = 10
surface_detection = 0.1
convoy_raiding_coordination = 0.15
}
@@ -99,14 +100,19 @@ submarine_fleet_operations = {
}
# EFFECTS
navy_submarine_attack_factor = 0.05
submarine = {
naval_torpedo_hit_chance_factor = 0.1
}
naval_torpedo_screen_penetration_factor = 0.05
rewards = {
long_range_patrol_schedule = {
submarine = {
naval_range = 0.1 #TODO: does this work?
}
equipment_bonus = {
submarine = {
naval_range = 0.15
instant = yes
}
}
}
sustained_operations = {
submarine = {
@@ -153,15 +159,17 @@ capital_hunters = {
}
naval_torpedo_reveal_chance_factor = -0.1
naval_torpedo_screen_penetration_factor = 0.05
rewards = {
fire_protocol_drills = {
submarine = {
naval_torpedo_hit_chance_factor = 0.1
torpedo_attack = 0.1
naval_torpedo_hit_chance_factor = 0.05
}
}
battle_line_priority = {
naval_torpedo_screen_penetration_factor = 0.05
naval_torpedo_screen_penetration_factor = 0.1
}
quick_reload_procedures = {
naval_torpedo_cooldown_factor = -0.125
@@ -169,8 +177,13 @@ capital_hunters = {
battleship_chase = {
submarine = {
fuel_consumption = -0.1
naval_range = 0.1
}
equipment_bonus = {
submarine = {
naval_range = 0.1
instant = yes
}
}
}
escape_when_empty = {
modifier = {
@@ -186,8 +199,11 @@ submarine_coastal_defense = {
description = SUBDOCTRINE_SUBMARINE_COASTAL_DEFENSE_DESC
icon = GFX_doctrine_undersea_blockade_medium
xp_cost = 100
xp_cost = 50
xp_type = navy
ai_will_do = {
base = 1
}
available = {
has_tech = midget_submarines
@@ -196,6 +212,12 @@ submarine_coastal_defense = {
submarine = {
supply_consumption = -0.02
}
equipment_bonus = {
submarine = {
naval_range = -0.25
instant = yes
}
}
rewards = {
@@ -212,6 +234,12 @@ submarine_coastal_defense = {
max_organisation = 5
surface_detection = 0.1
}
equipment_bonus ={
submarine = {
naval_range = -0.1
instant = yes
}
}
}
maneuever_fire = {
modifier = {
@@ -221,13 +249,83 @@ submarine_coastal_defense = {
locals_knowledge = {
submarine = {
max_organisation = 5
convoy_raiding_coordination = 0.05
convoy_raiding_coordination = 0.1
}
equipment_bonus ={
submarine = {
naval_range = -0.1
instant = yes
}
}
}
high_explosive_torpedo = {
submarine = {
torpedo_attack = 0.1
naval_torpedo_hit_chance_factor = 0.05
}
}
}
}
submarine_area_denial = {
track = submarines
name = SUBDOCTRINE_SUBMARINE_AREA_DENIAL
description = SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC
icon = GFX_doctrine_submarine_area_denial_medium
xp_cost = 100
xp_type = navy
ai_will_do = {
factor = 0
}
equipment_bonus = {
submarine = {
naval_range = -0.2
instant = yes
}
}
mines_planting_by_fleets_factor = 0.1
rewards = {
silent_sailing = {
submarine = {
sub_visibility = -0.05
}
equipment_bonus = {
submarine = {
naval_speed = -0.15
instant = yes
}
}
}
fortress_seas = {
modifier = {
mines_planting_by_fleets_factor = 0.15
naval_mine_hit_chance = -0.1
naval_mines_damage_factor = 0.1
}
}
low_echo_hull = {
submarine = {
sub_visibility = -0.1
max_organisation = -20
}
}
slow_electric_torpedo = {
modifier = {
naval_torpedo_hit_chance_factor = -0.15
naval_torpedo_reveal_chance_factor = -0.15
}
}
simplified_launching_protocal = {
submarine = {
sub_visibility = -0.05
}
modifier = {
sub_retreat_speed = 0.3
navy_submarine_attack_factor = -0.15
}
}
}
}

View File

@@ -178,10 +178,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Compromise, No Surrender" }
}
modifier = {
factor = 2
has_doctrine = screen_support_focus
}
}
}
etajima_naval_academy = {
@@ -339,13 +335,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = jeune_ecole
has_doctrine = patrol_boats
}
}
}
}
flexible_contracts_spirit = {
@@ -359,19 +348,10 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = coastal_defence_fleet
has_doctrine = screen_support_focus
}
}
}
}
integrated_designers_spirit = {
ledger = navy
available = { has_doctrine = new_convoy_raiding }
visible = { has_dlc = "Man the Guns" }
research_bonus = {
ship_modules_tech = 0.20
}
@@ -381,14 +361,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = anti_aircraft_cruisers
has_doctrine = battlecruiser_supremacy
has_doctrine = escort_carrier_support
}
}
}
}
naval_reform_spirit = {
@@ -403,21 +375,13 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = submarine_fleet_operations
has_doctrine = massed_carrier_fleet
has_doctrine = hunter_killers
}
}
}
}
naval_refit_yards_spirit = {
ledger = navy
modifier = {
refit_speed = 0.15
repair_speed_factor = 0.15
refit_speed = 0.1
repair_speed_factor = 0.1
}
ai_will_do = {
factor = 1
@@ -425,14 +389,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = naval_gunfire_support
has_doctrine = broad_naval_support
has_doctrine = screen_support_focus
}
}
}
}
@@ -504,7 +460,7 @@ ideas = {
available = {
has_navy_size = {
archetype = ship_hull_civilian
size > 30
size > 29
}
}
modifier = {
@@ -584,12 +540,8 @@ ideas = {
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = wolfpacks
has_doctrine = torpedo_primacy
has_doctrine = floating_airfields
}
factor = 100
tag = JAP
}
}
}
@@ -608,14 +560,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = wolfpacks
has_doctrine = battlecruiser_supremacy
has_doctrine = massed_carrier_fleet
}
}
}
}
efficient_communications_spirit = {
@@ -659,7 +603,7 @@ ideas = {
naval_retreat_chance = -0.1
naval_retreat_speed = -0.1
naval_torpedo_hit_chance_factor = 0.1
naval_hit_chance = 0.1
naval_hit_chance = 0.05
}
ai_will_do = {
factor = 1.5
@@ -697,14 +641,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Step Back" }
}
modifier = {
factor = 2
OR = {
has_doctrine = line_of_battle
has_doctrine = capital_hunters
has_doctrine = convoy_escort
}
}
}
}
bureau_of_ordnance_spirit = {
@@ -720,7 +656,6 @@ ideas = {
naval_tripwire_navy_spirit = {
ledger = navy
visible = { has_dlc = "No Compromise, No Surrender" }
available = {
OR = {
has_doctrine = new_convoy_raiding
@@ -737,10 +672,6 @@ ideas = {
factor = 0
NOT = { has_dlc = "No Compromise, No Surrender" }
}
modifier = {
factor = 2
has_doctrine = coastal_defence_fleet
}
}
}
@@ -794,7 +725,7 @@ ideas = {
inflexible_headquarter = {
ledger = navy
modifier = {
political_power_factor = 0.05
political_power_gain = 0.05
navy_advisor_cost_factor = 0.25
navy_leader_cost_factor = 0.25
navy_intel_to_others = 20
@@ -838,6 +769,9 @@ ideas = {
ship_hull_heavy_design_cost_factor = 0.2
production_speed_dockyard_factor = -0.25
}
ai_will_do = {
factor = 0
}
}
}
}

View File

@@ -22,12 +22,17 @@ ideas = {
naval_torpedo_screen_penetration_factor = 0.3
naval_light_gun_hit_chance_factor = 0.3
naval_heavy_gun_hit_chance_factor = 0.3
naval_torpedo_hit_chance_factor = 0.3
positioning = 0.3
screening_efficiency = 0.3
navy_carrier_air_agility_factor = 0.3
navy_carrier_air_attack_factor = 0.3
navy_carrier_air_targetting_factor = 0.3
sortie_efficiency = 0.3
fighter_sortie_efficiency = 0.3
air_carrier_night_penalty_reduction_factor = 0.3
carrier_night_traffic = 0.3
naval_mastery_gain_factor = 0.6
}
}
vnr_hard = {
@@ -52,12 +57,17 @@ ideas = {
naval_torpedo_screen_penetration_factor = 0.2
naval_light_gun_hit_chance_factor = 0.2
naval_heavy_gun_hit_chance_factor = 0.2
naval_torpedo_hit_chance_factor = 0.2
positioning = 0.2
screening_efficiency = 0.2
navy_carrier_air_agility_factor = 0.2
navy_carrier_air_attack_factor = 0.2
navy_carrier_air_targetting_factor = 0.2
sortie_efficiency = 0.2
fighter_sortie_efficiency = 0.2
air_carrier_night_penalty_reduction_factor = 0.2
carrier_night_traffic = 0.2
naval_mastery_gain_factor = 0.4
}
}
vnr_normal = {
@@ -82,12 +92,17 @@ ideas = {
naval_torpedo_screen_penetration_factor = 0.1
naval_light_gun_hit_chance_factor = 0.1
naval_heavy_gun_hit_chance_factor = 0.1
naval_torpedo_hit_chance_factor = 0.1
positioning = 0.1
screening_efficiency = 0.1
navy_carrier_air_agility_factor = 0.1
navy_carrier_air_attack_factor = 0.1
navy_carrier_air_targetting_factor = 0.1
sortie_efficiency = 0.1
fighter_sortie_efficiency = 0.1
air_carrier_night_penalty_reduction_factor = 0.1
carrier_night_traffic = 0.1
naval_mastery_gain_factor = 0.2
}
}
@@ -100,11 +115,11 @@ ideas = {
industrial_capacity_dockyard = 1
production_speed_dockyard_factor = 1
repair_speed_factor = 1
ship_hull_carrier_design_cost_factor = -0.75
ship_hull_heavy_design_cost_factor = -0.75
ship_hull_cruiser_design_cost_factor = -0.75
ship_hull_light_design_cost_factor = -0.75
ship_hull_submarine_design_cost_factor = -0.75
ship_hull_carrier_design_cost_factor = -0.9
ship_hull_heavy_design_cost_factor = -0.9
ship_hull_cruiser_design_cost_factor = -0.9
ship_hull_light_design_cost_factor = -0.9
ship_hull_submarine_design_cost_factor = -0.9
}
}
vnr_hard_production = {

View File

@@ -24,7 +24,7 @@ on_actions = {
add_to_array = { global.vnr_naval_powers = SOV }
add_to_array = { global.vnr_naval_powers = USA }
GXC = {
GDC = {
give_military_access = CHI
}

View File

@@ -213,7 +213,7 @@ set_shipyard_output_boost = {
if = {
limit = {
expert_ai_style = no
has_game_rule = { rule = ai_ship_design_style option = EXPERT }
}
every_country = {
limit = { is_ai_naval_major = yes }

View File

@@ -396,13 +396,9 @@ sp_naval_underway_replenishment = {
}
available = {
FROM = {
OR = {
has_tech = base_strike
has_tech = fleet_in_being
}
has_navy_size = {
size > 200
}
}
resource_cost = {

View File

@@ -631,7 +631,7 @@ technologies = {
custom_effect_tooltip = dd_tech_3_tt
}
research_cost = 0.8
research_cost = 0.6
start_year = 1930
@@ -791,7 +791,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = dd_tech_4_tt
}
research_cost = 1.25
research_cost = 1
navy_submarine_detection_factor = 0.2
@@ -854,7 +854,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = dd_tech_6_tt
}
research_cost = 0.8
research_cost = 0.65
enable_equipment_modules = {
ship_hull_light_role_dl
}
@@ -888,7 +888,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = dd_tech_8_tt
}
research_cost = 0.7
research_cost = 0.5
enable_equipment_modules = {
ship_hull_light_role_de
}
@@ -1581,7 +1581,7 @@ technologies = {
ship_decoy_launcher
}
research_cost = 0.4
research_cost = 0.25
start_year = 1951
folder = {
@@ -1607,7 +1607,7 @@ technologies = {
signal_control = {
navy_visibility = -0.1
research_cost = 0.8
research_cost = 0.75
start_year = 1951
folder = {
@@ -1636,9 +1636,9 @@ technologies = {
enable_equipment_modules = {
ship_radar_finder
}
naval_enemy_fleet_size_ratio_penalty_factor = 0.2
naval_enemy_fleet_size_ratio_penalty_factor = 0.1
research_cost = 1
research_cost = 0.6
start_year = 1954
folder = {
@@ -1784,7 +1784,7 @@ technologies = {
custom_effect_tooltip = ca_tech_3_tt
}
research_cost = 0.6
research_cost = 0.5
start_year = 1932
@@ -2156,7 +2156,7 @@ technologies = {
cruiser_gun_upgrade = {
on_research_complete = {
custom_effect_tooltip = ca_tech_4_tt
custom_effect_tooltip = ca_tech_12_tt
}
start_year = 1934
research_cost = 0.75
@@ -2190,7 +2190,7 @@ technologies = {
}
cruiser_aa_upgrade = {
on_research_complete = {
custom_effect_tooltip = ca_tech_6_tt
custom_effect_tooltip = dd_tech_10_tt
}
start_year = 1936
research_cost = 0.3
@@ -2262,7 +2262,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = ca_tech_0_2_tt
}
research_cost = 1.25
research_cost = 1
start_year = 1944
heavy_cruiser = {
@@ -2278,6 +2278,10 @@ technologies = {
ship_hull_cruiser_role_csr
}
dependencies = {
cavity_magnatron = 1
}
folder = {
name = mtgnavalfolder
position = { x = -2 y = @1940_module }
@@ -2297,7 +2301,7 @@ technologies = {
}
fighter_directional_system = {
research_cost = 1
research_cost = 0.8
start_year = 1945
navy_anti_air_attack_factor = 0.1
@@ -2696,7 +2700,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 1
research_cost = 0.85
start_year = 1932
@@ -2750,7 +2754,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 0.8
research_cost = 0.65
start_year = 1932
@@ -2794,7 +2798,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 1.25
research_cost = 1
start_year = 1941
@@ -3362,7 +3366,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.25
research_cost = 0.75
research_cost = 0.65
start_year = 1932
@@ -3395,7 +3399,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.25
research_cost = 1
research_cost = 0.8
start_year = 1942
@@ -3428,7 +3432,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.25
research_cost = 0.75
research_cost = 0.6
repair_speed_factor = 0.1
@@ -3466,7 +3470,22 @@ technologies = {
xp_research_bonus = 1.25
research_cost = 0.5
strike_force_movement_org_loss = -0.1
battleship = {
patrol_coordination = 0.1
surface_detection = 0.05
}
battle_cruiser = {
patrol_coordination = 0.1
surface_detection = 0.05
}
SH_battleship = {
patrol_coordination = 0.1
surface_detection = 0.05
}
battlecarrier = {
patrol_coordination = 0.1
surface_detection = 0.05
}
start_year = 1924
@@ -3574,7 +3593,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 0.5
research_cost = 0.25
critical_receive_chance = -0.05
@@ -3634,14 +3653,8 @@ technologies = {
start_year = 1943
battleship = {
anti_air_attack = 0.1
}
battle_cruiser = {
anti_air_attack = 0.1
}
SH_battleship = {
anti_air_attack = 0.1
on_research_complete = {
custom_effect_tooltip = dd_tech_10_tt
}
enable_equipment_modules = {
@@ -3681,40 +3694,9 @@ technologies = {
research_cost = 0.75
start_year = 1940
naval_retreat_speed_after_initial_combat = 0.25
SH_battleship = {
water_fjords = {
movement = 0.05
}
water_shallow_sea = {
movement = 0.05
}
water_deep_ocean = {
movement = 0.05
}
}
battleship = {
water_fjords = {
movement = 0.05
}
water_shallow_sea = {
movement = 0.05
}
water_deep_ocean = {
movement = 0.05
}
}
battle_cruiser = {
water_fjords = {
movement = 0.05
}
water_shallow_sea = {
movement = 0.05
}
water_deep_ocean = {
movement = 0.05
}
}
naval_retreat_speed_after_initial_combat = 0.1
naval_retreat_chance_after_initial_combat = 0.1
naval_torpedo_enemy_critical_chance_factor = -0.05
folder = {
name = mtgnavalfolder
@@ -3738,7 +3720,18 @@ technologies = {
research_cost = 0.5
start_year = 1944
navy_max_range_factor = 0.1
battleship = {
naval_range = 0.15
}
battle_cruiser = {
naval_range = 0.15
}
SH_battleship = {
naval_range = 0.15
}
battlecarrier = {
naval_range = 0.15
}
folder = {
name = mtgnavalfolder
@@ -3759,10 +3752,9 @@ technologies = {
}
radar_jammer = {
research_cost = 1
research_cost = 0.75
start_year = 1945
navy_visibility = -0.05
enable_equipment_modules = {
ship_radar_jammer
}
@@ -3883,7 +3875,7 @@ technologies = {
}
cryptography_revolution = {
research_cost = 0.8
research_cost = 0.65
start_year = 1950
army_intel_to_others = -25
@@ -3899,7 +3891,7 @@ technologies = {
}
ai_will_do = {
factor = 1
factor = 0.25
}
allow_branch = {
has_dlc = "La Resistance"
@@ -3917,7 +3909,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = cw_tech_2_tt
}
research_cost = 1.5
research_cost = 0.5
naval_hit_chance = 0.05
naval_critical_score_chance_factor = 0.05
@@ -4061,7 +4053,7 @@ technologies = {
}
}
recon_drones = {
research_cost = 1
research_cost = 0.5
enable_equipment_modules = {
recon_drone_1
}
@@ -4090,7 +4082,7 @@ technologies = {
}
}
electromagnetic_signature_study = {
research_cost = 2
research_cost = 1.25
navy_visibility = -0.1
naval_mines_effect_reduction = 0.1
@@ -4176,7 +4168,7 @@ technologies = {
leads_to_tech = early_ship_hull_carrier
research_cost_coeff = 1
}
research_cost = 0.5
research_cost = 0.8
start_year = 1920
@@ -4577,7 +4569,7 @@ technologies = {
start_year = 1932
xp_research_type = navy
xp_boost_cost = 10
xp_boost_cost = 50
xp_research_bonus = 2.5
experience_gain_carrier_training_factor = 0.1
@@ -4719,7 +4711,7 @@ technologies = {
}
}
air_fuel_storage = {
research_cost = 1.25
research_cost = 1
start_year = 1942
xp_research_type = navy
@@ -4737,9 +4729,6 @@ technologies = {
cv_nav_bomber = {
air_range = 0.2
}
carrier = {
surface_detection = 0.1
}
enable_equipment_modules = {
carrier_fuel_storage
}
@@ -4769,7 +4758,7 @@ technologies = {
}
carrier_mass_production = {
research_cost = 1.75
research_cost = 1.5
start_year = 1942
xp_research_type = navy
@@ -4814,7 +4803,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = cv_tech_7_tt
}
research_cost = 1.5
research_cost = 1.25
start_year = 1942
xp_research_type = navy
@@ -4892,7 +4881,7 @@ technologies = {
}
full_armored_carrier = {
research_cost = 0.7
research_cost = 1
start_year = 1944
carrier = {
@@ -4934,7 +4923,7 @@ technologies = {
}
carrier_angled_deck = {
research_cost = 0.5
research_cost = 0.75
start_year = 1944
enable_equipment_modules = {
@@ -4973,7 +4962,7 @@ technologies = {
on_research_complete = {
custom_effect_tooltip = cv_tech_3_tt
}
research_cost = 1
research_cost = 0.75
start_year = 1948
navy_carrier_air_targetting_factor = 0.1
@@ -5030,7 +5019,7 @@ technologies = {
}
}
iff_device = {
research_cost = 1
research_cost = 0.75
start_year = 1951
air_accidents_factor = -0.1
@@ -5056,7 +5045,7 @@ technologies = {
research_cost = 1
start_year = 1951
air_carrier_night_penalty_reduction_factor = -0.1
air_carrier_night_penalty_reduction_factor = 0.1
carrier_night_traffic = 0.1
folder = {
@@ -5541,7 +5530,7 @@ technologies = {
}
acoustic_signature = {
research_cost = 1
research_cost = 0.6
xp_research_type = navy
xp_boost_cost = 20
@@ -5768,7 +5757,7 @@ technologies = {
xp_research_type = navy
xp_boost_cost = 20
xp_research_bonus = 1.50
research_cost = 1.5
research_cost = 1.25
start_year = 1944
@@ -6229,6 +6218,10 @@ technologies = {
super_carriers = {
on_research_complete = {
custom_effect_tooltip = cv_tech_8_tt
if = {
limit = { original_tag = USA }
custom_effect_tooltip = topgun_spirit_tt
}
}
enable_equipments = {
vnr_ship_hull_super_carrier

View File

@@ -2993,8 +2993,8 @@ technologies = {
position = { x = 2 y = 12 }
}
repair_speed_naval_base_factor = 0.1
repair_speed_dockyard_factor = 0.1
repair_speed_naval_base_factor = 0.2
repair_speed_dockyard_factor = 0.2
special_project_specialization = { specialization_naval }
categories = {
naval_equipment
@@ -3148,7 +3148,6 @@ technologies = {
auxiliary_ship = {
max_strength = 0.1
}
navy_submarine_detection_factor = 0.05
enable_equipment_modules = {
ship_cruiser_camo_2
@@ -3392,7 +3391,7 @@ technologies = {
}
}
hospital_ship = {
research_cost = 0.35
research_cost = 0.15
start_year = 1918
ai_will_do = {
@@ -3509,7 +3508,7 @@ technologies = {
}
}
retardant_silo = {
research_cost = 0.75
research_cost = 0.4
start_year = 1936
ai_will_do = {
@@ -3527,7 +3526,7 @@ technologies = {
}
}
integrated_fuel_base = {
research_cost = 1
research_cost = 0.5
start_year = 1938
ai_will_do = {

View File

@@ -33,6 +33,7 @@ technologies = {
}
enable_equipment_modules = {
ger_11in_c34_triple
ger_15in_c34_double
}
}

View File

@@ -33,7 +33,7 @@ leader_traits = {
}
cost = 500
modifier = {
positioning = 0.25
positioning = 0.1
navy_org = 5
}
custom_gain_xp_trigger_tooltip = SUPERIOR_TACTICIAN_TRIGGER_TT

View File

@@ -208,6 +208,6 @@ critical_parts = {
}
chance = 0.05
org_damage_multiplier = 50
str_damage_multiplier = 50
str_damage = 150
}
}

View File

@@ -20,6 +20,7 @@ equipment_modules = {
reliability = -0.1
max_organisation = -0.2
carrier_surface_detection = 5
carrier_sub_detection = 3
supply_consumption = 0.02
}
manpower = 300 #outside the add_stats section for code reasons
@@ -44,6 +45,7 @@ equipment_modules = {
max_strength = 40
anti_air_attack = 2.5
carrier_surface_detection = 4
carrier_sub_detection = 2
supply_consumption = 0.015
}
manpower = 200 #outside the add_stats section for code reasons
@@ -68,6 +70,7 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 1000
carrier_surface_detection = 4
carrier_sub_detection = 2
max_strength = 30
anti_air_attack = 1.5
supply_consumption = 0.015
@@ -93,6 +96,7 @@ equipment_modules = {
carrier_size = 1
build_cost_ic = 700
carrier_surface_detection = 2
carrier_sub_detection = 1
max_strength = 20
anti_air_attack = 0.5
supply_consumption = 0.01
@@ -115,6 +119,7 @@ equipment_modules = {
build_cost_ic = 2000
max_organisation = -0.05
carrier_surface_detection = 5
carrier_sub_detection = 3
reliability = -0.05
max_strength = 55
anti_air_attack = 3
@@ -140,6 +145,7 @@ equipment_modules = {
reliability = -0.1
max_organisation = -0.1
carrier_surface_detection = 2
carrier_sub_detection = 1
supply_consumption = 0.015
}
manpower = 125
@@ -162,6 +168,7 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 2000
carrier_surface_detection = 8
carrier_sub_detection = 3
max_strength = 80
reliability = -0.1
anti_air_attack = 3
@@ -185,6 +192,7 @@ equipment_modules = {
carrier_size = 2
build_cost_ic = 2000
carrier_surface_detection = 4
carrier_sub_detection = 2
max_strength = 30
reliability = -0.025
anti_air_attack = 1.5

View File

@@ -1396,6 +1396,7 @@ equipment_modules = {
gui_category = ship_heavy_battery
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 5
add_stats = {
surface_visibility = 1
@@ -1423,6 +1424,7 @@ equipment_modules = {
gui_category = ship_heavy_battery
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 6
add_stats = {
surface_visibility = 1.2
@@ -1623,6 +1625,7 @@ equipment_modules = {
gui_category = ship_heavy_battery_triple
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 5
add_stats = {
surface_visibility = 1.1
@@ -1651,6 +1654,7 @@ equipment_modules = {
gui_category = ship_heavy_battery_triple
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 6
add_stats = {
surface_visibility = 1.3
@@ -1863,6 +1867,7 @@ equipment_modules = {
gui_category = ship_heavy_battery_quad
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 8
add_stats = {
surface_visibility = 1.2
@@ -1892,6 +1897,7 @@ equipment_modules = {
gui_category = ship_heavy_battery_quad
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 10
add_stats = {
surface_visibility = 1.5
@@ -1919,6 +1925,7 @@ equipment_modules = {
parent = ship_super_heavy_battery_big_1
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 7
add_stats = {
surface_visibility = 1
@@ -1944,6 +1951,7 @@ equipment_modules = {
parent = ship_super_heavy_battery_big_1_triple
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 9
add_stats = {
surface_visibility = 1.1
@@ -1969,6 +1977,7 @@ equipment_modules = {
parent = ship_super_heavy_battery_big_1_quad
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
xp_cost = 15
add_stats = {
surface_visibility = 1.2
@@ -2366,6 +2375,7 @@ equipment_modules = {
naval_speed = -0.08
surface_visibility = -0.02
}
xp_cost = 5
dismantle_cost_ic = 600
}
ship_missile_2 = {
@@ -2390,6 +2400,7 @@ equipment_modules = {
naval_speed = -0.1
surface_visibility = -0.025
}
xp_cost = 8
dismantle_cost_ic = 950
}
ship_cruise_missile_1 = {
@@ -2406,6 +2417,7 @@ equipment_modules = {
build_cost_ic = 0.05
naval_speed = -0.1
}
xp_cost = 3
dismantle_cost_ic = 600
}
ship_cruise_missile_sub_1 = {
@@ -2423,6 +2435,7 @@ equipment_modules = {
naval_speed = -0.1
sub_visibility = 0.15
}
xp_cost = 3
dismantle_cost_ic = 1100
}

View File

@@ -745,7 +745,7 @@ equipment_modules = {
add_equipment_type = capital_ship
multiply_stats = {
build_cost_ic = 0.08
build_cost_ic = 0.095
naval_speed = -0.07
max_strength = 0.05
}
@@ -788,7 +788,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_1
multiply_stats = {
build_cost_ic = 0.12
build_cost_ic = 0.14
naval_speed = -0.1
max_strength = 0.1
}
@@ -837,7 +837,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_2
multiply_stats = {
build_cost_ic = 0.15
build_cost_ic = 0.17
naval_speed = -0.15
max_strength = 0.15
}
@@ -886,7 +886,7 @@ equipment_modules = {
add_equipment_type = capital_ship
parent = ship_armor_carrier_heavy_3
multiply_stats = {
build_cost_ic = 0.18
build_cost_ic = 0.2
naval_speed = -0.2
max_strength = 0.2
}
@@ -936,7 +936,7 @@ equipment_modules = {
parent = ship_armor_carrier_heavy_4
multiply_stats = {
build_cost_ic = 0.2
build_cost_ic = 0.23
}
build_cost_resources = {
steel = 1

View File

@@ -22,11 +22,8 @@ equipment_modules = {
add_average_stats = {
hg_armor_piercing = 33
}
can_convert_from = {
module_category = ship_heavy_battery
convert_cost_ic = 200
}
dismantle_cost_ic = 1040
dismantle_cost_ic = 250
critical_parts = { damaged_heavy_guns }
forbid_module_categories = {
ship_depth_charge
@@ -54,11 +51,8 @@ equipment_modules = {
add_average_stats = {
hg_armor_piercing = 33
}
can_convert_from = {
module_category = ship_heavy_battery
convert_cost_ic = 300
}
dismantle_cost_ic = 2250
dismantle_cost_ic = 320
critical_parts = { damaged_heavy_guns }
forbid_module_categories = {
ship_depth_charge
@@ -83,7 +77,7 @@ equipment_modules = {
hg_armor_piercing = 22
lg_armor_piercing = 9
}
dismantle_cost_ic = 1000
dismantle_cost_ic = 180
critical_parts = { damaged_secondaries }
}
@@ -142,4 +136,32 @@ equipment_modules = {
ship_mine_layer
}
}
ger_15in_c34_double = {
category = ship_heavy_battery
gfx = ship_heavy_battery_2
sfx = sfx_ui_sd_module_turret
add_equipment_type = capital_ship
add_stats = {
surface_visibility = 0.5
hg_attack = 7.5
max_strength = 30
build_cost_ic = 500
}
multiply_stats = {
build_cost_ic = 0.02
naval_speed = -0.02
}
add_average_stats = {
hg_armor_piercing = 35
}
dismantle_cost_ic = 280
critical_parts = { damaged_heavy_guns }
forbid_module_categories = {
ship_depth_charge
ship_mine_layer
}
}
}

View File

@@ -588,6 +588,7 @@ equipments = {
fuel_consumption = 38
reliability = 0.7
surface_detection = 20
naval_speed = 20
sub_detection = 8.5
surface_visibility = 20
@@ -652,6 +653,7 @@ equipments = {
fuel_consumption = 23
reliability = 0.5
surface_detection = 15
naval_speed = 20
sub_detection = 4
surface_visibility = 16

View File

@@ -458,7 +458,7 @@ equipments = {
build_cost_ic = 3500
naval_speed = 26
surface_visibility = 26
naval_range = 5000
naval_range = 3000
max_strength = 140
reliability = 0.7
armor_value = 5
@@ -768,6 +768,7 @@ equipments = {
module_slots = inherit
naval_speed = 31
naval_range = 2500
build_cost_ic = 1800
manpower = 1000
surface_visibility = 26

View File

@@ -1,4 +1,4 @@
version="v2.6 - Tarawa Thunder"
version="v2.7 - Mariana Storm"
tags={
"Military"
"Translation"

View File

@@ -192,33 +192,135 @@ Auxiliary ship branch is centered around the debate over "range or speed". Speed
As for fuel branch, its research cost is insignificant with little bonus, making it an irrelevant factor in your game.
## Doctrine Tree ##
With doctrines totally overhauled in NCNS update, previous VNR doctrines are also reworked to fit in the grand-sub strategy system. Some doctrines from vanilla are removed or merged into others to create more condensed doctrine tree. Grand strategy sets the tone for your entire navy experience and thus has to be chosen wisely based on the fleet you have or plan to build. After that, you can choose subdoctrines for four tracks: carrier, capital ship, screen ship, and submarine. Typically, there are five levels of mastery on each subdoctrine, providing different bonuses (or debuffs) when mastery is achieved, and it also unlocks special bonuses with a track completed.
### Grand Strategy ###
**Decisive Battle**
*Decisive battle* strategy offers a quick start and the best fleet operation bonuses among all. Historically, it was adopted by many major powers in the 1910s which aims at building a fleet around capable battleships, by consolidating formation trainings. The most important bonus of *Decisive Battle* is the positioning bonus that allows you to operate a bigger fleet without penalty.
**Commerce Raiding**
For countries with ambitions to dominate seven seas, *Commerce Raiding* may not be the top pick as it offers limited improvements to surface ships. However, it has potential to salvage the underdog. Submarine is the most benefited ship with convoy raiding rewards from the strategy, promoting your ability to harrass stronger powers in their soft spots.
**Air-Sea Operation**
If you are patient enough, *Air-Sea Operation* will give you ample rewards better than any other strategies when fully mastered. The only problem is that it has a relatively weak start. To unleash the power of this strategy, you will need a massive carrier fleet and strong industrial power, which can only be achieved by few countries in the game.
### Sub Doctrine - Carrier ###
**Carrier Taskforce**
This is the authentic USN carrier tactics, with every features designed to showcase its success in history, such as leading sortie rate, deck management, and aerial attack capabilities. Just like *air-sea operation* strategy itself, *carrier taskforce* also has a humble start, but becomes horrible at the end. It provides the best sortie efficiency, reconnaissance, and carrier overfilling in all doctrines.
**Carrier Concentration**
As the rival to *carrier taskforce*, this strategy is adopted by IJN in real history at the early stage of the Pacific War. Unlike its counterpart, *carrier concentration* emphasizes on maximizing damage done by aircrafts, simulating elitism of Japan's naval aviation, which leads to lower sortie efficiency but a 15% bonus on aircraft attack.
**Floating Airfields**
This strategy is designed to represent how the Royal Navy used carrier in history. It potrays carrier more as a protector of fleet rather than a sole attacker. As a result, it unlocks many protection bonuses to carrier.
**Subsidiary Carrier Support**
For people who don't believe in air power, this doctrine depicts another possibility for carrier, which is to play a supportive role in fleet operations alongside other ships. You can get some non-combat bonuses from it to strengthen carrier's detection and air protection.
**Naval Airforce**
Contrary to prior ones, this is the most radical doctrines among all, stressing land-based naval bombers more than anything else, but weaker on usage of carriers compared to others. This can be an interesting but unstable option to explore.
### Sub Doctrine - Battle Line ###
**Fast Battleship Primacy**
This is a very authentic WWII main battle fleet doctrine that only the most powerful naval power can afford. Since its bonus only works on battleships, the doctrine has not been very friendly to battlecruiser enjoyers. Usually used together with *decisive battle* grand strategy, *fast battleship primacy* offers the best buffs on fleet positioning and organization.
**Specialized Scouting Fleet**
This is an old-school doctrine applied by many naval powers back in the WWI, which appeals to having a scouting fleet with dedicated and fast battlecruisers to provide early-warning and vanguard combat for the main battle fleet. Inferior to *fast battleship primacy* in terms of formation, it is the only doctrine that strengthens battlecruiser in conventional surface warfare.
**Armored Raiders**
*Armored Raiders* is a very specialized doctrine designed only for historically accurate Kriegsmarine, and the only one to boost convoy raiding efficiency of capital ships. Choosing this branch typically means you give up taking on fights against enemy battleships on the sea.
**Coastal Defense Fleet**
This doctrine can make refitting and repairing faster without giving battleships any benefits on combat. Instead, the combat bonuses are mostly about heavy cruisers and mines, and oriented around defending coastal provinces.
**Monitor Support**
Again, another meme doctrine, and it only improves invasion support in a quite awkward way. You can only unlock this doctrine with NCNS DLC.
**Taskforce Guardian**
Focusing on anti-air battleships, *Taskforce Guardian* is the historical strategy of USN in late-WWII period which offers fleet organization bonuses only next to *Fast Battleship Primacy* and a series of anti-air buffs. It begins being backward, but will be worth it when you achieve mastery, which turns out to be more balanced than others.
### Sub Doctrine - Screen Line ###
**Convoy Escort**
This is an all-round doctrine that offers moderate and balanced bonuses to every aspect you can think of about screen ships, including organization, anti-air, anti-submarine, reconnaissance, and most importantly, the convoy escort efficiency (means you can cover more merchantmen and sea areas in convoy escorting missions).
**Integrated Operations**
This is an authentic USN strategy adopted during WWII, which makes screen ships perfect helpers in fleet operations instead of convoy defenders. The bonuses it offers are less diverse, but more concentrated on screening and patrolling.
**Hunter Killer Groups**
*Hunter Killer Groups* is a doctrine which prioritizes anti-submarine warfare with generous buffs on detection and counter-measures against submarines, while still being able to shoulder other responsibilities like convoy escort.
**Torpedo Primacy**
*Torpedo Primacy* is a doctrine full of Japanese characteristics with its priority of torpedoes on various ships. Its reduction of torpedo loading by 2 hours is the greatest bonus on torpedo among all, and together with other rewards builds an interesting method around torpedoes.
**The New School**
*The New School*, or *Jeune Ecole* in French, was a doctrine developed with the advent of torpedo in reality. In the mod, it also emphasizes the importance of torpedo attacks but inferior to Japanese pratice. Instead, it is the only doctrine enabling screen ship convoy raiding with dedicated bonuses, mixed with other rewards on coastal defense and mine warfare.
### Sub Doctrine - Submarine ###
**Wolfpacks**
This is the most infamous submarine tactics in human history, and just like its name and historical impression potrays, it encourages concentrating and using submarines as a key factor to disable enemy's economy. *Wolfpacks* offers the best convoy raiding coordination to submarines, which makes them react and muster in a shorter period against convoys.
**Fleet Operations**
Despite less emphasis on commerce raiding and coordination, *Fleet Operations* turns submarines into long-range pickets operating out of core areas, providing extra spotting chance with conventional surface patrol force.
**Capital Hunters**
Another Japanese-style doctrine that buffs torpedo more than the equipment itself. It can expand usage scenario of torpedo further if used with *torpedo primacy*.
**Coastal Defense**
As its name suggests, the doctrine gives moderate and balanced bonuses on submarines at the cost of max range.
**Area Defense**
A unique double-edge-sword type of doctrine that offers reduction of visibility at great cost of HP and combat capabilities.
## Naval Battle ##
### Overview ###
Speaking of the mechanism of naval combat, it's mostly untouched in this mod, so your experience from vanilla still applies here. If you are not familiar with navy, I'd recommend you to read naval sections of HOI4 official wiki which owns a lot of details of basic concepts and advanced formulas of naval combat. [HOI4 wiki](https://hoi4.paradoxwikis.com/Naval_battle)
Speaking of the mechanism of naval combat, it's mostly untouched in this mod, so your experience from vanilla still applies here. If you are not familiar with navy, I'd recommend you to read naval sections of HOI4 official wiki which owns a lot of details from basic concepts to advanced formulas. [HOI4 wiki](https://hoi4.paradoxwikis.com/Naval_battle)
VNR modifies some parts of naval game to make it more intense and realistic, and the following introduction will only include things changed from vanilla. I will assume you know the basic concepts about naval combat such as screen efficiency, positioning and combat duration, otherwise please refer to the link above first.
VNR modifies some parts of naval game to make it more intense and realistic, and the following introduction will only include things changed from vanilla. I will assume you know the basic concepts about naval combat such as screen efficiency, positioning, and combat duration, otherwise please refer to the link above first.
### Fleet Composition ###
The question of fleet composition is based on the concept of screen ratio. This part is changed in VNR, which is 1:2. This means a capital ship (heavy ships and carriers) needs at least two screen ships (destroyers and light cruisers, basically anything in the first line of combat) to achieve max screen efficiency. Furthermore, carrier has its own version of screen efficiency that requires not only light ships but also heavy ships. This ratio is 1 to 1.
The question of fleet composition is based on the concept of screen ratio. This part is changed in VNR, which is 1:2. This means a capital ship (heavy ships and carriers) needs at least two screen ships (destroyers and light cruisers, basically anything in the first line of combat) to achieve max screen efficiency. Furthermore, carrier has its own version of screen efficiency that requires not only light ships (1:2) but also heavy ships (1:1).
For example, let's say you have 1 carrier, then you need at least 1 battleship and 4 destroyers or light cruisers (2 for carrier, 2 for battleship) to get 100% efficiency for every ship. However, this is only the lowest standard for a fleet, because you can't avoid losses of ships in the combat. As a result, this ratio has to be expanded to allow some redundancy, like 1:1.5:8.
Besides, make sure your fleet has a min speed over 30kn, this is extremely important to strike forces.
### Sea Supremacy ###
One of the major roles that navy plays in the game is securing sea supremacy to create opportunity for a naval invasion. Compared to vanilla, supremacy factor of different missions are changed. Among them, the factor of convoy raiding is greatly nerfed, meaning even though you have twice the ships in convoy raiding, they will lose in securing sea supremacy against a smaller strike force. The best way to gain control of a piece of waters is by naval invasion support or strike force.
Type of ship also affects efficiency in this area. Decent ships are required in the action, that means you can't secure the sea just with submarines.
Above all, the supremacy weight of each ship is calculated by a formula between IC and manpower. Big and expensive ships will always have an edge in the fight for sea supremacy.
### Combat Duration ###
To simulate carrier's capability to send over the horizon strikes, the duration of combat is made longer in the mod, but I still kept it under control so that other ships still hold a place in navy. Carrier can send air strikes every 2-3 hour (based on your sortie efficiency) in different squadron size (based on carrier traffic and some other factors). 20 hours after the battle begins, fleet will have a chance to retreat both automatically and manually. Only 22 hours into the battle, battleship gets to fire its first salvo, while light ships still have to wait to the 30th hour to fire.
To simulate carrier's capability to send over the horizon strikes, the duration of combat is made longer in the mod, but I still kept it under control so that other ships still hold a place in navy. Carrier can send air strikes every 8 hour (based on your sortie efficiency) in different squadron size (based on carrier traffic and some other factors). 20 hours after the battle begins, fleet will have a chance to retreat both automatically and manually. Only 22 hours into the battle, battleship gets to fire its first salvo, while light ships still have to wait to the 30th hour to fire.
### Night Combat ###
@@ -242,7 +344,15 @@ Retreating is made faster in VNR to simulate the quick disengagement in real nav
Positioning is typically used to measure how successful the fleet formation is in real life, which is a very important element in the era of ship of line. In the game, it is a factor applied to screen efficiency. Bad positioning may lead to degradation of screen efficiency. In that case, the preferred screen ratio is no longer 1:1:2, you will need more ships to achieve max screen efficiency.
Positioning is affected by several factors including relative size of fleet, speed, detection, etc. To achieve good positioning, make sure to have fast ships with good detection, and avoid maneuvering a super massive fleet around. Any fleets with more than 65 ships have a chance to get penalized for high relative size, which is -30% positioning with every doubling of ships than the other side, capped to -150%.
Positioning is affected by several factors including relative size of fleet, speed, detection, etc. To achieve good positioning, make sure to have fast ships with good detection, and avoid maneuvering a super massive fleet around. Any fleets with more than 40 ships have a chance to get penalized for high relative size, which is -50% positioning with every doubling of ships than the other side, capped to -300%.
To be more specific, I will provide you with a list to illustrate:
- 10 vs 1: threshold of 41 ships not reached, no positioning penalty
- 45 vs 10: more than 4 times bigger, 4 x (-50%) = -200% positioning
- 100 vs 70: doubling relative size not achieved, no positioning penalty
When positioning reaches 0%, you will have to face harsh debuffs such as -90% damage, -75% AA, and -125% screening efficiency.
### Supply Consumption ###

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After

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@@ -2220,7 +2220,7 @@ instant_effect = {
requested_factories = 1
progress = 0.93
amount = 1
industrial_manufacturer = mio:ITA_cantiere_oto_organization
industrial_manufacturer = mio:ITA_cantieri_navali_tosi_organization
}
add_equipment_production = {
equipment = {

View File

@@ -2976,7 +2976,7 @@ instant_effect = {
requested_factories = 2
progress = 0.78
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -2988,7 +2988,7 @@ instant_effect = {
requested_factories = 2
progress = 0.96
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3000,7 +3000,7 @@ instant_effect = {
requested_factories = 2
progress = 0.86
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3012,7 +3012,7 @@ instant_effect = {
requested_factories = 2
progress = 0.77
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3024,7 +3024,7 @@ instant_effect = {
requested_factories = 2
progress = 0.71
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3036,7 +3036,7 @@ instant_effect = {
requested_factories = 2
progress = 0.69
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3048,7 +3048,7 @@ instant_effect = {
requested_factories = 2
progress = 0.66
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3060,7 +3060,7 @@ instant_effect = {
requested_factories = 2
progress = 0.69
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3072,7 +3072,7 @@ instant_effect = {
requested_factories = 2
progress = 0.23
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3084,7 +3084,7 @@ instant_effect = {
requested_factories = 2
progress = 0.11
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3096,7 +3096,7 @@ instant_effect = {
requested_factories = 2
progress = 0.00
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3108,7 +3108,7 @@ instant_effect = {
requested_factories = 2
progress = 0.00
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3120,7 +3120,7 @@ instant_effect = {
requested_factories = 2
progress = 0.00
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3132,7 +3132,7 @@ instant_effect = {
requested_factories = 2
progress = 0.70
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3144,7 +3144,7 @@ instant_effect = {
requested_factories = 2
progress = 0.65
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3156,7 +3156,7 @@ instant_effect = {
requested_factories = 2
progress = 0.73
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3168,7 +3168,7 @@ instant_effect = {
requested_factories = 2
progress = 0.71
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3180,7 +3180,7 @@ instant_effect = {
requested_factories = 2
progress = 0.68
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3192,7 +3192,7 @@ instant_effect = {
requested_factories = 2
progress = 0.67
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3204,7 +3204,7 @@ instant_effect = {
requested_factories = 2
progress = 0.61
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3216,7 +3216,7 @@ instant_effect = {
requested_factories = 2
progress = 0.68
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3228,7 +3228,7 @@ instant_effect = {
requested_factories = 2
progress = 0.65
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3240,7 +3240,7 @@ instant_effect = {
requested_factories = 2
progress = 0.74
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3252,7 +3252,7 @@ instant_effect = {
requested_factories = 2
progress = 0.59
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3264,7 +3264,7 @@ instant_effect = {
requested_factories = 2
progress = 0.71
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3276,7 +3276,7 @@ instant_effect = {
requested_factories = 2
progress = 0.68
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3288,7 +3288,7 @@ instant_effect = {
requested_factories = 2
progress = 0.65
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3300,7 +3300,7 @@ instant_effect = {
requested_factories = 2
progress = 0.63
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3312,7 +3312,7 @@ instant_effect = {
requested_factories = 2
progress = 0.35
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3324,7 +3324,7 @@ instant_effect = {
requested_factories = 2
progress = 0.3
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3336,7 +3336,7 @@ instant_effect = {
requested_factories = 2
progress = 0.65
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3348,7 +3348,7 @@ instant_effect = {
requested_factories = 2
progress = 0.29
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3360,7 +3360,7 @@ instant_effect = {
requested_factories = 2
progress = 0.26
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3372,7 +3372,7 @@ instant_effect = {
requested_factories = 2
progress = 0.00
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3384,7 +3384,7 @@ instant_effect = {
requested_factories = 2
progress = 0.00
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3396,7 +3396,7 @@ instant_effect = {
requested_factories = 2
progress = 0.26
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3408,7 +3408,7 @@ instant_effect = {
requested_factories = 2
progress = 0.17
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3420,7 +3420,7 @@ instant_effect = {
requested_factories = 2
progress = 0.16
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3432,7 +3432,7 @@ instant_effect = {
requested_factories = 2
progress = 0.14
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3444,7 +3444,7 @@ instant_effect = {
requested_factories = 2
progress = 0.13
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3456,7 +3456,7 @@ instant_effect = {
requested_factories = 2
progress = 0.14
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3468,7 +3468,7 @@ instant_effect = {
requested_factories = 2
progress = 0.23
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {
@@ -3480,7 +3480,7 @@ instant_effect = {
requested_factories = 2
progress = 0.19
amount = 1
industrial_manufacturer = mio:USA_brooklyn_naval_yard_organization
industrial_manufacturer = mio:USA_norfolk_naval_yard_organization
}
add_equipment_production = {
equipment = {

View File

@@ -14,4 +14,9 @@ spriteTypes = {
textureFile = "gfx/interface/technologies/doctrine_tree/naval_airforce.png"
alwaystransparent = yes
}
spriteType = {
name = "GFX_doctrine_submarine_area_denial_medium"
textureFile = "gfx/interface/technologies/doctrine_tree/submarine_area_denial.png"
alwaystransparent = yes
}
}

View File

@@ -49,19 +49,18 @@
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT: "炮舰支援"
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC: "浅水重炮舰是一种在小型船体上安装不成比例的大口径舰炮的舰船,通常航速慢、防护差。但是作为对岸支援舰来说,它的浅吃水的特点则非常有效。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS: "航母特混舰队"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "航母正迅速取代战列舰,成为我们这个时代的主要海军武器。我们的舰队应以航母为核心。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "特混舰队是一种以航母为核心、具有高度灵活性的战术单位,通常以某种特殊目标为导向而建立,且可以依照执行的任务进行针对性的搭配。"
carrier_battlegroups_long_distance_logistics: "远洋后勤"
carrier_battlegroups_bomber_scouting: "全载荷侦察"
carrier_battlegroups_professional_deck_management: "专业甲板管制"
carrier_battlegroups_fleet_antiair: "舰队保护伞"
carrier_battlegroups_alpha_strike: "全甲板攻击"
SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从中榨取出最大限度的空中战力。"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。"
floating_airfields_enclosed_hangar: "封闭式机库"
floating_airfields_fleet_antiair: "舰队保护伞"
floating_airfields_reserved_fighters: "战斗机预备队"
floating_airfields_dogfight_training: "狗斗训练"
floating_airfields_rough_weather_procedures: "恶劣天气作业规范"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT: "航母辅助支援"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT_DESC: "航母应该作为帮手在其他舰船身边提供支援,并在航行中持续提供空中掩护。"
subsidiary_carrier_support_evasive_convoy_maneuvers: "运输队机动回避"
@@ -145,4 +144,12 @@
submarine_coastal_defense_patrol_vigilance: "巡逻警戒"
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
submarine_area_denial_low_echo_hull: "低回声设计"
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"

View File

@@ -1,7 +1,7 @@
l_english:
submarine: "潜艇"
submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。"
both_cruisers_desc: "§HCruiser§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
both_cruisers_desc: "§H巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
light_cruiser: "轻型巡洋舰"
light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。"
heavy_cruiser: "重型主力巡洋舰"

View File

@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.6塔拉瓦雷霆”§!\n\n§C重要新增§!\n\n-适配抗战到底更新\n-重做所有的海军学说\n-导弹科技树移动到海军武备区域\n\n§C更新§!\n\n-为海军支援科技增加一些鼠标悬停弹窗的艺术插图\n-降低水上飞机弹射器的反潜\n-删除俯冲轰炸机科技对穿甲炸弹的依赖\n-调高德国登陆挪威的AI倾向\n-意大利AI会试图争夺中地中海\n-AI禁用海域的上限调高\n-下调100%护航效率时对命中率的加成\n-后期的主力舰船体提速\n-调整支援舰船的数值到合理的范畴\n-替换支援船和维修船的立绘\n-重做部分科技图标\n-修改部分海军历史文本\n\n§C修复§!\n\n-修复代码中的一些重复定义\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_1_content: "§Hv2.7马里亚纳暴雨”§!\n\n§C重要新增§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制与原版新的舰载机补给时间对应加倍了舰载机伤害攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制阵位惩罚起始点改为41船\n\n§C更新§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

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@@ -312,8 +312,8 @@
modern_periscope_desc: "在先进探测器和反潜武器的面前,为了让潜艇适应更加严酷的环境,战后的潜艇采用一种整合了雷达、声呐和双潜望镜系统的集成感知系统。随着发达的电子器械体积越来越小,全新的潜艇指挥塔被铸造为流线型,可以在航速、隐匿性和容纳更多的设备之间找到最佳的平衡点。"
advanced_missile_system: "主动雷达制导导弹"
advanced_missile_system_desc: "电子器件在战后的革命性突破使得在导弹上安装体积更小的制导装置成为可能。采用主动雷达制导技术的导弹通常带有一个雷达收发器以及相应所需的电子元器件,可以自主地发现并跟踪目标,这一发明也成为了未来的射后不理技术的雏形。"
heavy_armor_research_tt: "§H在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "§H在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
heavy_armor_research_tt: "\n§G在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "\n§G在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
cryptography_revolution: "密码学革命"
cryptography_revolution_desc: "受战后算力突飞猛进的电子计算机推动,密码学取得了在加密算法和通讯技术等多方面的重大突破。工程方面的进步包括了电子加密机、升级的加密算法以及跳频通讯技术,在对军事机密的保护上已经趋于完美。"
cv_tech_0_tt: "\n\n\n\n\n£GFX_cv_desc_icon\n\n\n\n\n\n"
@@ -385,4 +385,5 @@
ca_tech_12_tt: "\n\n\n\n\n£GFX_ca_tech_12\n\n\n\n\n\n"
dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n"
dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!"

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@@ -5,12 +5,12 @@
GER_ship_heavy_battery_big_1_quad: "38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_triple_short: "三联38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_quad_short: "四联38cm SK L/45火炮"
GER_ship_heavy_battery_small_1: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK/L40火炮"
GER_ship_super_heavy_battery_big_1: "50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_short: "双联50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_triple: "50.8cm Modell 1928火炮"

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@@ -1197,4 +1197,7 @@
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
ger_15in_c34_double: "38cm SK C/34火炮"
ger_15in_c34_double_short: "双联38cm SK C/34火炮"
ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。"

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@@ -49,19 +49,18 @@
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT: "炮舰支援"
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC: "浅水重炮舰是一种在小型船体上安装不成比例的大口径舰炮的舰船,通常航速慢、防护差。但是作为对岸支援舰来说,它的浅吃水的特点则非常有效。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS: "航母特混舰队"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "航母正迅速取代战列舰,成为我们这个时代的主要海军武器。我们的舰队应以航母为核心。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "特混舰队是一种以航母为核心、具有高度灵活性的战术单位,通常以某种特殊目标为导向而建立,且可以依照执行的任务进行针对性的搭配。"
carrier_battlegroups_long_distance_logistics: "远洋后勤"
carrier_battlegroups_bomber_scouting: "全载荷侦察"
carrier_battlegroups_professional_deck_management: "专业甲板管制"
carrier_battlegroups_fleet_antiair: "舰队保护伞"
carrier_battlegroups_alpha_strike: "全甲板攻击"
SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从中榨取出最大限度的空中战力。"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。"
floating_airfields_enclosed_hangar: "封闭式机库"
floating_airfields_fleet_antiair: "舰队保护伞"
floating_airfields_reserved_fighters: "战斗机预备队"
floating_airfields_dogfight_training: "狗斗训练"
floating_airfields_rough_weather_procedures: "恶劣天气作业规范"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT: "航母辅助支援"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT_DESC: "航母应该作为帮手在其他舰船身边提供支援,并在航行中持续提供空中掩护。"
subsidiary_carrier_support_evasive_convoy_maneuvers: "运输队机动回避"
@@ -145,4 +144,12 @@
submarine_coastal_defense_patrol_vigilance: "巡逻警戒"
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
submarine_area_denial_low_echo_hull: "低回声设计"
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"

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@@ -1,7 +1,7 @@
l_english:
submarine: "潜艇"
submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。"
both_cruisers_desc: "§HCruiser§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
both_cruisers_desc: "§H巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
light_cruiser: "轻型巡洋舰"
light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。"
heavy_cruiser: "重型主力巡洋舰"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.6塔拉瓦雷霆”§!\n\n§C重要新增§!\n\n-适配抗战到底更新\n-重做所有的海军学说\n-导弹科技树移动到海军武备区域\n\n§C更新§!\n\n-为海军支援科技增加一些鼠标悬停弹窗的艺术插图\n-降低水上飞机弹射器的反潜\n-删除俯冲轰炸机科技对穿甲炸弹的依赖\n-调高德国登陆挪威的AI倾向\n-意大利AI会试图争夺中地中海\n-AI禁用海域的上限调高\n-下调100%护航效率时对命中率的加成\n-后期的主力舰船体提速\n-调整支援舰船的数值到合理的范畴\n-替换支援船和维修船的立绘\n-重做部分科技图标\n-修改部分海军历史文本\n\n§C修复§!\n\n-修复代码中的一些重复定义\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_1_content: "§Hv2.7马里亚纳暴雨”§!\n\n§C重要新增§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制与原版新的舰载机补给时间对应加倍了舰载机伤害攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制阵位惩罚起始点改为41船\n\n§C更新§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

View File

@@ -312,8 +312,8 @@
modern_periscope_desc: "在先进探测器和反潜武器的面前,为了让潜艇适应更加严酷的环境,战后的潜艇采用一种整合了雷达、声呐和双潜望镜系统的集成感知系统。随着发达的电子器械体积越来越小,全新的潜艇指挥塔被铸造为流线型,可以在航速、隐匿性和容纳更多的设备之间找到最佳的平衡点。"
advanced_missile_system: "主动雷达制导导弹"
advanced_missile_system_desc: "电子器件在战后的革命性突破使得在导弹上安装体积更小的制导装置成为可能。采用主动雷达制导技术的导弹通常带有一个雷达收发器以及相应所需的电子元器件,可以自主地发现并跟踪目标,这一发明也成为了未来的射后不理技术的雏形。"
heavy_armor_research_tt: "§H在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "§H在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
heavy_armor_research_tt: "\n§G在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "\n§G在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
cryptography_revolution: "密码学革命"
cryptography_revolution_desc: "受战后算力突飞猛进的电子计算机推动,密码学取得了在加密算法和通讯技术等多方面的重大突破。工程方面的进步包括了电子加密机、升级的加密算法以及跳频通讯技术,在对军事机密的保护上已经趋于完美。"
cv_tech_0_tt: "\n\n\n\n\n£GFX_cv_desc_icon\n\n\n\n\n\n"
@@ -385,4 +385,5 @@
ca_tech_12_tt: "\n\n\n\n\n£GFX_ca_tech_12\n\n\n\n\n\n"
dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n"
dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!"

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@@ -5,12 +5,12 @@
GER_ship_heavy_battery_big_1_quad: "38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_triple_short: "三联38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_quad_short: "四联38cm SK L/45火炮"
GER_ship_heavy_battery_small_1: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK/L40火炮"
GER_ship_super_heavy_battery_big_1: "50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_short: "双联50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_triple: "50.8cm Modell 1928火炮"

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@@ -1197,4 +1197,7 @@
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
ger_15in_c34_double: "38cm SK C/34火炮"
ger_15in_c34_double_short: "双联38cm SK C/34火炮"
ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。"

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@@ -49,19 +49,18 @@
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT: "炮舰支援"
SUBDOCTRINE_NAVAL_GUNFIRE_SUPPORT_DESC: "浅水重炮舰是一种在小型船体上安装不成比例的大口径舰炮的舰船,通常航速慢、防护差。但是作为对岸支援舰来说,它的浅吃水的特点则非常有效。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS: "航母特混舰队"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "航母正迅速取代战列舰,成为我们这个时代的主要海军武器。我们的舰队应以航母为核心。"
SUBDOCTRINE_CARRIER_BATTLEGROUPS_DESC: "特混舰队是一种以航母为核心、具有高度灵活性的战术单位,通常以某种特殊目标为导向而建立,且可以依照执行的任务进行针对性的搭配。"
carrier_battlegroups_long_distance_logistics: "远洋后勤"
carrier_battlegroups_bomber_scouting: "全载荷侦察"
carrier_battlegroups_professional_deck_management: "专业甲板管制"
carrier_battlegroups_fleet_antiair: "舰队保护伞"
carrier_battlegroups_alpha_strike: "全甲板攻击"
SUBDOCTRINE_CARRIER_AIRFIELDS: "海上机场"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从中榨取出最大限度的空中战力。"
SUBDOCTRINE_CARRIER_AIRFIELDS_DESC: "航母甲板是地球上最昂贵的“地产”,必须不遗余力地从任何种类的航空攻击中保存它的完整性。"
floating_airfields_enclosed_hangar: "封闭式机库"
floating_airfields_fleet_antiair: "舰队保护伞"
floating_airfields_reserved_fighters: "战斗机预备队"
floating_airfields_dogfight_training: "狗斗训练"
floating_airfields_rough_weather_procedures: "恶劣天气作业规范"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT: "航母辅助支援"
SUBDOCTRINE_SUBSIDIARY_CARRIER_SUPPORT_DESC: "航母应该作为帮手在其他舰船身边提供支援,并在航行中持续提供空中掩护。"
subsidiary_carrier_support_evasive_convoy_maneuvers: "运输队机动回避"
@@ -145,4 +144,12 @@
submarine_coastal_defense_patrol_vigilance: "巡逻警戒"
submarine_coastal_defense_maneuever_fire: "近距离精准射击"
submarine_coastal_defense_locals_knowledge: "占据地利"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
submarine_coastal_defense_high_explosive_torpedo: "高爆鱼雷战斗部"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL: "区域防御"
SUBDOCTRINE_SUBMARINE_AREA_DENIAL_DESC: "由专门建造的安静型柴电动力潜艇组成的拒止线可以威慑任何可能的海上干涉行径。"
submarine_area_denial_silent_sailing: "静默潜航"
submarine_area_denial_fortress_seas: "堡垒海域"
submarine_area_denial_low_echo_hull: "低回声设计"
submarine_area_denial_slow_electric_torpedo: "慢速电动鱼雷"
submarine_area_denial_simplified_launching_protocal: "简化发射流程"
floating_airfields_all_weather_combat: "全天候作战"

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@@ -1,7 +1,7 @@
l_simp_chinese:
submarine: "潜艇"
submarine_desc: "§H潜艇§!\n\n\n\n\n£GFX_ss_desc_icon\n\n\n\n\n\n潜艇被称为隐秘的死神这种舰船可以从水下利用鱼雷发动攻击或者浮出水面用甲板炮摧毁敌舰。虽然潜艇在未来的战争中扮演的角色已经十分明确但国际惯例仍然对其猎杀商船的行动方式有着约束效应这一般要求潜艇在确保商船船员转移到安全位置后再行击沉。与此同时技术的进步在潜艇的航程、耐力和可靠性方面起到了重要作用这也使它们成为了舰队侦察的核心力量如果能够运用得当也会是一件致命的武器。"
both_cruisers_desc: "§HCruiser§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
both_cruisers_desc: "§H巡洋舰§!\n\n\n\n\n£GFX_ca_desc_icon\n\n\n\n\n\n轻巡洋舰 - 由防护巡洋舰发展而来的轻型化舰体,其主要目标是为主力舰提供屏卫,驱离灵活的驱逐舰,同时也可以用威力巨大的鱼雷攻击缓慢的主力舰。\n\n重巡洋舰 - 由防护巡洋舰发展而来的重型化舰体,可执行非常多样的任务,包括独自袭扰敌方补给线或者在舰队当中担任斥候的角色。对于无力负担主力舰的国家而言是一个经济的选择。"
light_cruiser: "轻型巡洋舰"
light_cruiser_desc: "§H轻型巡洋舰§!\n\n\n\n\n£GFX_cl_desc_icon\n\n\n\n\n\n轻型巡洋舰有着防护巡洋舰发展而来的轻量化船体是舰队中用途多样的中流砥柱通常配备了6英寸主炮。从前出侦察到指挥鱼雷战队再到保护舰队免受敌方驱逐舰袭扰它们负担的任务种类也非常繁多。轻型巡洋舰在各国海军的保有量较多远超重型巡洋舰这也使它们成为了巡逻舰队和殖民地舰队的中坚力量。"
heavy_cruiser: "重型主力巡洋舰"

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@@ -4,7 +4,7 @@
navy_rework_welcome_splash_tab_3: "额外信息"
navy_rework_welcome_splash_tab_4: "致谢"
navy_rework_options_button_text: "继续"
navy_rework_welcome_splash_tab_1_content: "§Hv2.6塔拉瓦雷霆”§!\n\n§C重要新增§!\n\n-适配抗战到底更新\n-重做所有的海军学说\n-导弹科技树移动到海军武备区域\n\n§C更新§!\n\n-为海军支援科技增加一些鼠标悬停弹窗的艺术插图\n-降低水上飞机弹射器的反潜\n-删除俯冲轰炸机科技对穿甲炸弹的依赖\n-调高德国登陆挪威的AI倾向\n-意大利AI会试图争夺中地中海\n-AI禁用海域的上限调高\n-下调100%护航效率时对命中率的加成\n-后期的主力舰船体提速\n-调整支援舰船的数值到合理的范畴\n-替换支援船和维修船的立绘\n-重做部分科技图标\n-修改部分海军历史文本\n\n§C修复§!\n\n-修复代码中的一些重复定义\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加30%,最高可达150%。只有舰队规模超过65时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_1_content: "§Hv2.7马里亚纳暴雨”§!\n\n§C重要新增§!\n\n-为潜艇分支添加新的子学说“区域防御”\n-重做航母战斗机制与原版新的舰载机补给时间对应加倍了舰载机伤害攻击目标选择回调到1.17更新前的状态(强制锁定航母)\n-降低航程和航速带来的舰船制海权加成,增加重炮数值的加成\n-缩小AI舰队的编制阵位惩罚起始点改为41船\n\n§C更新§!\n\n-为航母机库添加以飞机填充率为基准的反潜探测值\n-削弱每个海军大战略中非学说核心舰船分支的里程碑奖励\n-加强狼群战术学说对潜艇的加成\n-为航母类学说添加检查航母数量的可用性检查\n-降低许多科技的研究时间\n-改进型指挥塔科技的效果改为增加主力舰的协同性和探测\n-删除战列舰防空改装科技的防空数值加成\n-舵效改良科技的效果改为增加撤退速度\n-大小燃料舱科技的效果改为仅为主力舰增加航程\n-为俾斯麦级战列舰添加特殊炮塔\n-为AI的舰队编组逻辑中加入部分超重型战列舰模板\n-美国AI会在战时建造更多驱逐舰和船坞\n-加速索敌流程\n-移除部分海军军官团精神对学说的检查\n-增加所有航母重型装甲带的造价\n-为美国的超级航母科技添加了可以解锁TOPGUN精神的说明\n\n§C修复§!\n\n-修复日本选择不签署海军条约会损失大量政治点的问题\n-修复中途补给特殊项目无法研究的问题\n-修复光学助降系统科技提供负面效果的问题\n-修复美国和意大利开局建造队列中MIO分配错误的问题\n-修复一些语法问题\n\n感谢你的游玩"
navy_rework_welcome_splash_tab_2_content: "§H这里包含了你想知道的关于海军重置的一切。§!\n\n§C设计器-§!\n£white_dot 在设计§Y驱逐舰§!、§Y巡洋舰§!或§Y战列舰§!的时候§Y主炮§!是和历史唯一的一一对应的装备。由于它们的火力和穿甲据此做了平衡§R请确保它们的数量和现实中接近§!。诸如§Y副炮§!和§Y鱼雷§!等装备则与原版没有区别。\n£white_dot 一些在原版受限的装备在本模组中是开放的,比如你可以建造超重炮战列舰,轻炮重巡,无甲巡洋舰等等。\n£white_dot 舰船角色在驱逐舰和巡洋舰上是必须的,它们可以提供不同的增益并解锁特殊的部件。\n£white_dot 巡洋舰的主力屏卫之分不由主炮口径为标准。所有巡洋舰(除装甲舰外)都初始默认为屏卫舰,且需要特殊的角色才能让它们成为主力舰。\n£white_dot §Y导弹§!可以安装在晚期的重型或巡洋舰船体上,不过后者需要专门的导弹巡洋舰角色来安装。\n£white_dot 此模组中实现最大屏卫效率的屏卫/主力比例为2\n£white_dot 鱼雷可以对重型舰船造成巨量的伤害不过重型装甲只能提供非常有限的鱼雷防护你需要安装§Y鱼雷防御系统§!来避免这一点。\n£white_dot 主炮的穿甲经过一定的平衡。其基础穿深为同时期装甲的1.1倍,这也意味着基础的装甲钢和混合防护方案可以避免被击穿,而下一代主炮则可以击穿使用重点防护的该型战舰。\n£white_dot 海战中的甲弹对抗公式以如下规则计算穿甲和装甲的比值与伤害权重之间的映射关系为超过200%为200%伤害100%到200%为100%伤害85%到100%为70%伤害75%到85%为60%伤害70%到75%为45%伤害65%到70%为35%伤害60%到65%为20%伤害55%到60%为10%伤害50%到55%为5%伤害30%到50%为2%伤害小于30%为1%伤害。\n£white_dot §Y超重型主炮§!根据炮管数量和§Y重型主炮§!归类在一起,但是它们仍然在某些船体上受到安装限制。\n£white_dot 设计器中的舰船分类符号可以帮助你更好地管理舰队。其仅仅表示该国对舰船的分类和定义,没有实际效果。\n£white_dot 辅助船非常脆弱,但是航程极长。由于舰队最大航程是由平均数决定的,因此在舰队中加入一些辅助船可以增加航程。\n\n§C科技树-§!\n£white_dot 尽管科技树的外观变化巨大,但是它的本质仍然和原版类似,你不需要花费大量时间去理解。\n£white_dot 并不是所有科技都是有价值的,请根据你的战略和地缘情况理智选择。\n£white_dot 子科技需要船体科技研究完成才能解锁。其中有一些还需要非海军科技的进步来推动。例如,主动声呐需要被动声呐研究完成,而一些火控系统则需要工程科技的进步作为前提。\n\n§C海战-§!\n£white_dot 海战的最短时间§Y已经被提高到20小时主力舰在第22小时开火其他舰艇在第30小时开火§!而§G航母则可以在刚加入战斗时就参与进攻§!。§Y航母堆叠限制§!被放宽到6。你使用舰载机的方式在本模组中更加重要。\n£white_dot 舰艇的防空和舰载战斗机的伤害与命中率都获得了提升。一支没有战斗机护航的航母舰队可能会在进攻中损失更多的舰载机。\n£white_dot 基础的阵位被削减为50%但优势的水面探测数值可以带来最多20%的阵位奖励。\n£white_dot 堆叠带来的阵位惩罚为每超过敌方数量的100%时增加50%,最高可达300%。只有舰队规模超过40时才会触发。\n£white_dot 水上飞机弹射器、航母和声呐在反潜战中的表现都更加有用和强力而§Y潜艇§!基础的§Y可见度§!相较原版被§R增加§!了,在面对有良好反潜能力的舰队时,潜艇不再拥有优势。\n£white_dot AI的设计模板是刻意默认设置为§Y史实向§!的。尽管这些模板比原版要强一些,但是过去的最优设计仍然是有效的。\n\n§C其他-§!\n£white_dot 玩家和AI都享有§G-15%§!海军燃料消耗减免。\n£white_dot 单个船厂的产出已被提高到§G160%§!一般在没有加成的情况下建造一艘满配战列舰的时间在1-2年之间。\n£white_dot AI控制的主要国家会分别在1940年1943年1945年和冷战时期如果没有投降的话获得一批海军科技和独特的舰船设计。\n£white_dot AI会根据历史上的学说选择和战争情况选择不同的海军建造策略包括舰载机。例如原版的§g德国§!会更加专注于潜艇而§B美国§!则会重视航母。"
navy_rework_welcome_splash_tab_3_content: "§H这里罗列关于海军重置的其他信息。§!\n\n§C兼容性-§!\n£white_dot 除非有§Y兼容包§!,本模组与修改科技树的模组不兼容,已有的兼容包链接都会在创意工坊界面列出。\n£white_dot §R所有生成舰船设计的国策/事件/决议都会失效,这是为了兼容性的考量和必要牺牲。§!\n\n§C二次创作-§!\n£white_dot 除了56之路外不会再有其他的官方兼容包发布希望社区可以更多地参与此事。目前日共重置与日本史实国策重做已完全兼容本模组。\n£white_dot 所有人都可以随意利用本模组的资源(代码/图标/文本),但在使用中请标明出处并通知我。感谢你的理解。"
navy_rework_welcome_splash_tab_4_content: "大家好海军重置已经走过了艰难的开发阶段如今史实设计器、初始海军编制和设计、图标和科技树都已经基本完成整个大框架完成后剩余的工作便是进一步丰富和扩充而这相比之前的开拓等等都要简单一些。借此机会我想和大家讲讲这个mod的过去和未来。\n\n我是2016年入的钢4坑在加里波第的噩梦版本也就是0.6时期接触到的KR当时就被它详实有趣的世界观所吸引之后几年KR一直是我玩的最多的mod之一。KR在0.8发布了海军重做也是我最喜欢最兴奋的一个版本由此我开始对海军感兴趣也越发经常地想象KR世界观中的海军和军舰会是什么样子的。\n\n2021年春节前夕的一个周五下午我在办公室摸鱼逛reddit看到了一位外国网友写的对KR中加拿大和日本海军的战舰原型考证这篇文章深深吸引了我我用了一个下午翻译后发布到了贴吧上收获了很多人的支持。尽管后来因为屏蔽的问题我转战知乎但我始终将KR海军考据的系列坚持了下来从海军大国到一些特色小国我都查阅了大量资料也为这个mod打下了基础。\n\n在KR0.22更新之前开发因为一些原因多次削减了海军的内容我一直感到很遗憾0.22的大改给了我这个动力去做之前我不敢想的事情。虽然写代码是我的老本行但是美工、文案和汉译英等等我都是从头开始学一次次试错一个人陆陆续续弄了大半年发布了KR和KX两版才做到现在这个地步我从中也学到了很多。如今我们也终于迎来了原版海军重置的发布。\n\n我想借这个机会感谢所有在这个过程中帮助我的朋友和玩家包括启发我的reddit网友Tragic-tragedy贴吧上对我的史料斧正的朋友在知乎上追更的朋友还有许多订阅海军重置的玩家没有你们的支持就没有这个mod谢谢你们\n\n最后我还想借此机会感谢我的外公他曾在中国人民解放军海军服役了几十年在我的孩提时代启发了我对海军的认识。上世纪七八十年代我的外公分别在几艘海军科考船上服役担任过气象专家和部门政委等职务他的大部分军旅生涯是在向阳红10号船上度过的这也是当时中国自主设计建造的吨位最大的远洋科考船。1980年向阳红10号作为新中国历史上最大规模远洋舰队的一员参加了中国第一次洲际弹道导弹发射试验这就是大家熟知的580任务。我的外公当时负责气象部门为回收导弹黑匣子的时间窗口提供预报支持。四年后他随船参加了中国第一次南极科考任务并在乔治王岛参与了长城站的建设。向阳红10号船之后被改装成了远望4号在2007年遇到事故损坏最后成了东风21D的靶子每每说起来他还是有些惋惜。我能看出来他对曾经的海军生涯有着复杂的情感一方面为对国家做出贡献而感到骄傲光荣而另一方面又为错过了孩子们的成长感到缺憾。不过尽管如此他从小给我讲述的故事仍然点燃了我对海军的兴趣为这个mod播下了一颗种子。\n\n随着我现在工作生活越来越忙不知道海军重置还能维持多久所以我在此也希望成立一个小团队用半做半学的方式把这个mod延续下去。\n\n有兴趣加我qq1245385638或海军重置群162239327"

View File

@@ -312,8 +312,8 @@
modern_periscope_desc: "在先进探测器和反潜武器的面前,为了让潜艇适应更加严酷的环境,战后的潜艇采用一种整合了雷达、声呐和双潜望镜系统的集成感知系统。随着发达的电子器械体积越来越小,全新的潜艇指挥塔被铸造为流线型,可以在航速、隐匿性和容纳更多的设备之间找到最佳的平衡点。"
advanced_missile_system: "主动雷达制导导弹"
advanced_missile_system_desc: "电子器件在战后的革命性突破使得在导弹上安装体积更小的制导装置成为可能。采用主动雷达制导技术的导弹通常带有一个雷达收发器以及相应所需的电子元器件,可以自主地发现并跟踪目标,这一发明也成为了未来的射后不理技术的雏形。"
heavy_armor_research_tt: "§H在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "§H在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
heavy_armor_research_tt: "\n§G在重型装甲上的技术进步可以使巡洋舰装甲技术受益。§!"
cruiser_armor_research_tt: "\n§G在巡洋舰装甲上的技术进步可以使重型装甲技术受益。§!"
cryptography_revolution: "密码学革命"
cryptography_revolution_desc: "受战后算力突飞猛进的电子计算机推动,密码学取得了在加密算法和通讯技术等多方面的重大突破。工程方面的进步包括了电子加密机、升级的加密算法以及跳频通讯技术,在对军事机密的保护上已经趋于完美。"
cv_tech_0_tt: "\n\n\n\n\n£GFX_cv_desc_icon\n\n\n\n\n\n"
@@ -385,4 +385,5 @@
ca_tech_12_tt: "\n\n\n\n\n£GFX_ca_tech_12\n\n\n\n\n\n"
dd_tech_10_tt: "\n\n\n\n\n£GFX_dd_tech_10\n\n\n\n\n\n"
dd_tech_11_tt: "\n\n\n\n\n£GFX_dd_tech_11\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
dd_tech_12_tt: "\n\n\n\n\n£GFX_dd_tech_12\n\n\n\n\n\n"
topgun_spirit_tt: "§H解锁一个特殊的海军军官团精神。§!"

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@@ -5,12 +5,12 @@
GER_ship_heavy_battery_big_1_quad: "38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_triple_short: "三联38cm SK L/45火炮"
GER_ship_heavy_battery_big_1_quad_short: "四联38cm SK L/45火炮"
GER_ship_heavy_battery_small_1: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK C/34火炮"
GER_ship_heavy_battery_small_1: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_short: "双联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad: "28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_triple_short: "三联28cm SK/L40火炮"
GER_ship_heavy_battery_small_1_quad_short: "四联28cm SK/L40火炮"
GER_ship_super_heavy_battery_big_1: "50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_short: "双联50.8cm Modell 1928火炮"
GER_ship_super_heavy_battery_big_1_triple: "50.8cm Modell 1928火炮"

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@@ -1197,4 +1197,7 @@
cruiser_ship_engine_4_gas_desc: "一种将燃料的能量转变为有用功的内燃式动力机械,比传统蒸气轮机产生的航速还要快很多。"
EQ_MOD_CAT_carrier_civilian_material_TITLE: "民用材料"
EQ_MOD_CAT_ship_deck_space_special_TITLE: "非常规机库"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
EQ_MOD_CAT_ap_shell_TITLE: "穿甲弹"
ger_15in_c34_double: "38cm SK C/34火炮"
ger_15in_c34_double_short: "双联38cm SK C/34火炮"
ger_15in_c34_double_desc: "为德国的俾斯麦级战列舰所设计的火炮。"