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姣姣 发表于 2006-10-9 21:09

荣誉王冠全科技一览表

[align=left]                                                    关于荣誉王冠中的科技

  荣誉王冠中可以获得的科技数目是由全国兵营和文化设施总数决定的,具体的公式为:可获得的科技数=全国兵营设施等级² /50+全国文化设施等级² /100,一旦这个数字(取整数)超过了你目前拥有的科技数目,那么每个季度初会让你选择一项或多项新科技。所有的科技之间基本不存在先后或前提关系。
  我以前有一点搞错了,就是以为每个国家选择科技时会出现哪些科技是随机的,现在发现不是。每个国家可以选择科技的是预先设定好的。法国在1805剧本中永远不能升Cavalry Ferocity(骑兵气势)而奥地利不能升炮兵驱动(Artillery Drivers)。[/align][align=left] [/align][align=left]下面是所有科技的一览表(按照名称英文字母排序)及其说明[/align][align=left] [/align][align=left][color=red]Advanced Scouting I 先进侦查 I[/color][/align][align=left]
units penetrate fog-of-war at +1 range during daytime turns.
单位在白天的回合视野+1[/align][align=left] [/align][align=left][color=red]Advanced Scouting II 先进侦查 II[/color] [/align][align=left]
units penetrate fog-of-war at +1 range during daytime turns. If a nation has both Advanced Scouting I and II then it scouts at +1 range during night-time turns.
单位在白天的回合视野+1。如果一个国家同时拥有先进侦查I和先进侦查II,那么其单位在夜晚的回合视野+1。[/align][align=left] [/align][align=left][color=red]Artillery Drivers 火炮驱动[/color]
火炮移动+3[/align][align=left] [/align][align=left][color=red]Artillery Organization 火炮组织[/color][/align][align=left]
+10% artillery damage
火炮造成的伤害+10%[/align][align=left] [/align][align=left][color=red]Artillery Ranging 火炮射距修正[/color][/align][align=left]
subtracts 2 hexes from the range of long range artillery attacks
火炮长程射击的显示范围-2格。[/align][align=left] [/align][align=left][color=red]Bayonet Practice 刺刀练习[/color][/align][align=left]
Infantry +10% on charge attacks
步兵冲锋时的攻击力+10%[/align][align=left] [/align][align=left][color=red]Cannonball Standards 炮弹标准化[/color]
artillery always use only one supply when attacking
火炮每次攻击时只会消耗1补给点。[/align][align=left] [/align][align=left][color=red]Cavalry Ferocity 骑兵气势[/color][/align][align=left]
+33% chance for cavalry to displace defenders
骑兵逼退防御方的几率+33%[/align][align=left] [/align][align=left][color=red]Cavalry Operations 骑兵操作[/color][/align][align=left]
cavalry may retain some movement points after charging
骑兵在冲锋后能保有一定的移动点[/align][align=left] [/align][align=left][color=red]Cavalry Organization 骑兵组织[/color][/align][align=left]
+33% bonus to Morale when cavalry change formations
骑兵转变阵形时有33%的士气奖励[/align][align=left] [/align][align=left][color=red]Cavalry Training 骑兵训练[/color][/align][align=left]
+20% to cavalry charge attacks
骑兵冲锋攻击力+20%[/align][align=left] [/align][align=left][color=red]Colonial Regiments I 殖民地军团I[/color][/align][align=left]
colonies provide (1 + colonies/20) Militia units during spring feudal levy
殖民地在每年春天的封建征募季提供(1+殖民地数/20)数量的民兵[/align][align=left] [/align][align=left][color=red]Colonial Regiments II 殖民地军团II[/color][/align][align=left]
Double the effect of Colonial Regiments I
殖民地军团I的效果加倍[/align][align=left] [/align][align=left][color=red]Colonial Warfare I 殖民地战争I[/color][/align][align=left]
gives +10% chance to capture colony of another nation at war each month; -4% of having colonies captured
每个月有10%的几率占领交战国的一块殖民地。殖民地被占领的几率-4%[/align][align=left] [/align][align=left][color=red]Colonial Warfare II 殖民地战争II[/color][/align][align=left]
Double the effect of Colonial Warfare I
殖民地战争I的效果加倍[/align][align=left] [/align][align=left][color=red]Column Fighting 纵列作战[/color][/align][align=left]
+25% infantry attack from Column
步兵在纵列阵形下的攻击力+25%[/align][align=left] [/align][align=left][color=red]Corps System  军团系统[/color][/align][align=left]
+1 size to nation’s corps
国家军团可容纳师的数量+1[/align][align=left] [/align][align=left][color=red]Desert Fighting  沙漠作战[/color][/align][align=left]
suffer no additional casualties in desert; no desert move penalty for rough terrain
去除在沙漠中额外的伤亡惩罚;去除在崎岖地形上的沙漠移动惩罚[/align][align=left] [/align][align=left][color=red]Divisional Artillery 步兵师火炮配置[/color][/align][align=left]
Infantry do +50% damage at ranges of more than two hexes. Infantry have +10% chance to smash Fortress
walls when attacking units located within a Fortress.
步兵对二格以外(不含)单位造成的伤害+50%;步兵在攻击驻扎于要塞内的单位时有10%的几率摧毁要塞的城墙[/align][align=left] [/align][align=left][color=red]Double Line Formation 双横列阵形[/color][/align][align=left]
Infantry are +33% damage when in Line Formation, but all hexes are +1 move cost for infantry in Line Formation.
步兵在横列阵形下造成的伤害+33%,但在横列阵形下每行进一格需要多耗费1移动点[/align][align=left] [/align][align=left][color=red]Efficient Supply 充足补给[/color][/align][align=left]
units are resupplied to a level of 13 supply (instead of 10).
单位的补给点上限由10提高到13[/align][align=left] [/align][align=left][color=red]Elite Guard 精锐卫队[/color][/align][align=left]
doubles the distance at which Guard units provide Morale increases[/align][align=left]禁卫兵单位士气加成的影响距离加倍[/align][align=left] [/align][align=left][color=red]Engineering Corps 工程兵编制[/color][/align][align=left]
Reduces cost to cross rivers by 50%. Add 20% to damage inflicted when attacking or charging Castles or Fortresses. 20% fewer casualties when defending in a Village. +20% chance to smash Fortress wall when
attacking; -10% chance of Fortress wall being smashed while defending within a Fortress.[/align][align=left]过河耗费的移动点减半;在攻击或冲锋时对要塞和城堡造成的伤害+20%;固守于村庄时遭受的伤害-20%;攻击时摧毁要塞城墙的几率+20%,固守于要塞时要塞城墙被摧毁的几率-10%[/align][align=left] [/align][align=left][color=red]Esprit de Corps 军团精神[/color][/align][align=left]
Morale is restored 33% faster when attempting to rally a unit
试图重整单位时士气恢复速度+33%[/align][align=left] [/align][align=left][color=red]Field Medicine I 战地医疗I[/color][/align][align=left]
take 8% fewer casualties
遭受的伤亡-8%[/align][align=left] [/align][align=left][color=red]Field Medicine II 战地医疗II[/color][/align][align=left]
take 8% fewer casualties
遭受的伤亡-8%[/align][align=left] [/align][align=left][color=red]Flanking Tactics 侧翼包围战术[/color] [/align][align=left]
doubles the bonus damage from enfilading fire.
纵向射击所造成的伤害奖励加倍[/align][align=left] [/align][align=left][color=red]Formation Drilling 阵形操练[/color][/align][align=left]
+16% Morale when making formation changes while undisordered. Don’t have to make change-of-formation
checks when not under enemy threat.[/align][align=left]
在失序状态下改变阵形时+16%士气;不受敌军威胁时并不一定要做变阵检定[/align][align=left] [/align][align=left][color=red]Impromptu Squares 临机方阵[/color][/align][align=left]
+33% Morale bonus when attempting to form impromptu Squares[/align][align=left]在试图布置紧急方阵时+33%士气值[/align][align=left] [/align][align=left][color=red]Irregular Tactics 非常规战术[/color][/align][align=left]
Irregular Cavalry/Cossacks have weaker charge but retain more move points and not as likely to disorder[/align][align=left]非正规骑兵和哥萨克单位冲锋能力减弱但保留更多的移动点并且不容易混乱[/align][align=left] [/align][align=left][color=red]Levee en Masse 国家动员[/color][/align][align=left]
increases draft training rate and strength-perpopulation-factor by 33%.
征募训练速率和后备军力数量+33%[/align][align=left] [/align][align=left][color=red]Line Marching 横列行进[/color][/align][align=left]
+4 move for infantry in Line Formation
步兵在横列阵形下的移动点+4[/align][align=left] [/align][align=left][color=red]March Logistics I 行军后勤学I[/color][/align][align=left]
increases strategic-level Initiative by +10%.
战略面上单位的机动值+10%[/align][align=left] [/align][align=left][color=red]March Logistics II 行军后勤学II[/color][/align][align=left]
increases strategic-level Initiative by +10%.
战略面上单位的机动值+10%[/align][align=left] [/align][align=left][color=red]March Logistics III 行军后勤学III[/color][/align][align=left]
increases strategic-level Initiative by +10%.
战略面上单位的机动值+10%[/align][align=left] [/align][align=left][color=red]March Training I 行军训练I[/color][/align][align=left]
Infantry +2 move
步兵+2移动点[/align][align=left] [/align][align=left][color=red]March Training II 行军训练II[/color][/align][align=left]
Infantry +2 move
步兵+2移动点[/align][align=left] [/align][align=left][color=red]Massed Artillery I 火炮集群I[/color][/align][align=left]
increases maximum strength of artillery units by +16%.
火炮师的最大兵力+16%[/align][align=left] [/align][align=left][color=red]Massed Artillery II 火炮集群II[/color][/align][align=left]
increases maximum strength of artillery units by +16%.
火炮师的最大兵力+16%[/align][align=left] [/align][align=left][color=red]Massed Artillery III 火炮集群III[/color][/align][align=left]
increases maximum strength of artillery units by +16%.
火炮师的最大兵力+16%[/align][align=left] [/align][align=left][color=red]Mixed Order 混合阵列[/color][/align][align=left]
non-Guard infantry in Line formation do -25% damage, but if they have at least 9 move points, can follow-up an
attack with a charge if defender can be charged and is disordered; adds +1.0 to unit Morale when attempting to
form a Line
步兵单位(禁卫兵单位除外)在横列阵形下造成的伤害-25%,但如果他们在射击后有至少9点移动点并且敌方单位可以被冲锋且处于混乱状态的话会试图进行一次冲锋;单位试图布置成横列时+1士气值[/align][align=left] [/align][align=left][color=red]Mobile Squares 机动方阵[/color][/align][align=left]
Infantry in Square Formation can move one additional hex
处于方阵下的步兵可以多移动一格[/align][align=left] [/align][align=left][color=red]Mobile Supply 机动补给[/color][/align][align=left]
+3 to supply caisson move
补给车的移动点+3[/align][align=left] [/align][align=left][color=red]Nationalism I 民族主义I[/color][/align][align=left]
add 10 to NML if NML < 100
如果国民士气低于100的话每个月+10国民士气[/align][align=left] [/align][align=left][color=red]Nationalism II 民族主义II[/color][/align][align=left]
add 25 to NML if NML < 100
如果国民士气低于100的话每个月+25国民士气[/align][align=left] [/align][align=left][color=red]Nationalism III 民族主义III[/color][/align][align=left]
add 50 to NML if NML < 100
如果国民士气低于100的话每个月+50国民士气[/align][align=left] [/align][align=left][color=red]Naval Guns 舰船火炮[/color][/align][align=left]
gives a +1 offensive bonus to ships in combat.
在海战中战舰+1进攻值[/align][align=left] [/align][align=left][color=red]Naval Maneuvers 海军机动[/color][/align][align=left]
provides large Initiative bonus to ships in combat.
在战斗中战舰的机动值大大增加[/align][align=left] [/align][align=left][color=red]Naval Repairs 海军修理[/color][/align][align=left]
gives a +1 defensive bonus to ships in combat. Increases chance to repair depleted ship units at sea from
20% to 90% per month.[/align][align=left]在战斗中战舰的防御值+1;每个月增加在海上修复受损舰船的几率(在20%-90%之间)[/align][align=left] [/align][align=left][color=red]Organized Foraging 组织觅食[/color][/align][align=left]
halves all casualties due to foraging. +1 bonus supply caisson when units in detailed battle are out of supply.
因觅食不足造成的伤亡减半;在详细战斗中如果部队在补给线之外的话会有一辆额外的补给车[/align][align=left] [/align][align=left][color=red]Patriotism 爱国主义[/color][/align][align=left]
adds additional .5 Morale when fighting in home territory
在本土作战时有0.5的士气奖励值[/align][align=left] [/align][align=left][color=red]Quality Horses 优质马匹[/color][/align][align=left]
+20% to cavalry movement
骑兵移动点+20%[/align][align=left] [/align][align=left][color=red]Rapid March 快速行军[/color][/align][align=left]
Corps or Army ordered to force-march take an additional move on the first movement sub-phase[/align][align=left]处于急行军状态下的军和军团在第一个移动子阶段可以多移动一次[/align][align=left] [/align][align=left][color=red]Rocket Horse 马载火箭[/color][/align][align=left]
Horse Artillery do +20% Morale loss to target
马拉火炮对目标造成的士气伤害+20%[/align][align=left] [/align][align=left][color=red]Skirmisher Training 散兵训练[/color][/align][align=left]
Infantry in Line formation take -20% damage from nonflanking
attacks.
处于横列阵形下的步兵在遭受非侧翼攻击时伤亡-20%[/align][align=left] [/align][align=left][color=red]Square Firepower 方阵火力[/color][/align][align=left]
Squares do 1/2 instead of 1/4 fire damage[/align][align=left]方阵下的单位的射击伤害由1/4提高到1/2[/align][align=left] [/align][align=left][color=red]Target Practice I 射击练习I[/color][/align][align=left]
+10% on infantry fire attacks
步兵射击攻击力+10%[/align][align=left] [/align][align=left][color=red]Target Practice II 射击练习II[/color][/align][align=left]
+10% on infantry fire attacks
步兵射击攻击力+10%[/align][align=left] [/align][align=left][color=red]Universal Service 全民配给[/color][/align][align=left]
reduces Food required for population increase in a province by 20%
降低单个省份人口增长所需的食物量20%[/align][align=left] [/align][align=left][color=red]Wheel Training 车轮式训练[/color][/align][align=left]
reduced cost of changing facing in Line Formation
降低在横列阵形下单位转变朝向所耗费的移动点[/align][align=left] [/align][align=left][color=red]Winter Fighting I 冬季作战I[/color][/align][align=left]
decrease extra casualties suffered in winter by 33%
在冬季作战时所遭受的额外伤亡-33%[/align][align=left] [/align][align=left][color=red]Winter Fighting II 冬季作战II[/color][/align][align=left]
if have both Winter Fighting I & II, then no move point penalty in winter[/align][align=left]如果同时拥有冬季作战I和冬季作战II,在冬天行军时没有季节惩罚[/align]

天之钥笛笛 发表于 2006-10-9 22:58

省下了翻英文字典的时间
太谢谢了

powerpup 发表于 2006-10-11 14:40

有了这个就方便多了,谢谢!同时想问一下,不知版主能不能把这些资料合并在一起,编成一本真正完整的手册呢?其次,上述这些科技的发展先后顺序,不知道版主有没有什么合理化建议呢?

[[i] 本帖最后由 powerpup 于 2006-10-11 14:51 编辑 [/i]]

梦者 发表于 2006-10-11 19:16

这个先后完全看自己的需要。你的部队中哪种是主力呢?你的殖民地多不多?等等。

姣姣 发表于 2006-10-11 23:15

[quote]原帖由 [i]powerpup[/i] 于 2006-10-11 14:40 发表
有了这个就方便多了,谢谢!同时想问一下,不知版主能不能把这些资料合并在一起,编成一本真正完整的手册呢?其次,上述这些科技的发展先后顺序,不知道版主有没有什么合理化建议呢? [/quote]
谢谢你的建议,但最近比较忙,整合的事么......:kiss:
楠木亚~过来做苦力吧~:)X

istan 发表于 2006-10-12 05:17

恭喜,此回复帖获得 7 PB

下载中~~试玩一下

xfct 发表于 2006-10-12 21:54

收获了  对我而言 任何游戏都是要看资料的

exshing 发表于 2006-11-7 18:08

就是不知道能不能弄明白啊~好象蛮难的~

花瓣上的泪 发表于 2006-11-7 18:22

-

-----------------------------飘过~

gw195619 发表于 2006-11-13 22:41

没有玩过的人飘过

syliu 发表于 2006-12-9 00:56

这个游戏的科技好多啊
感觉根本发展不了几个

joycen 发表于 2007-1-3 23:50

谢谢LZ分享,真是感谢

机械天敌 发表于 2007-7-21 19:56

没有中文版的吗??:dao :dao

a4b13 发表于 2007-7-31 04:55

现在还没有汉化吗

dreadnaught 发表于 2007-8-1 17:56

还是没有中文的吗?

拯救恐龙★ 发表于 2008-7-12 09:02

个人观点

个人认为mobile supply最重要,因为补给最重要。

867576039 发表于 2008-8-27 18:27

谢谢拉!

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