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World war ii game
Steel ambition

[Edit this paragraph] Game:

HOI, a heart of steel

English name has a heart of stone

Game board strategy

Game platform PC

The release date is 165438+20021October 26th.

Developer paradox

Publishers paradox

Game background during World War II 1936 to 1948.

brief introduction

In the game, you can control the historical process of any country's participation in World War II.

In the game, you are in charge: you are responsible for all the complicated affairs of the country, big or small, including official appointment, industrial development, scientific research and election campaign. As a player, you may find it complicated. The carefully arranged menu in the game solves this problem. The buttons on the upper right represent production, science and technology, military affairs, diplomacy and government respectively. Almost all the control in the game is completed around these five items: most of the production menus are to solve industrial construction, control the national production value and trade with other countries; Science and technology menu is in charge of scientific research; The military menu is responsible for building and deploying troops; The diplomatic menu is in charge of diplomatic relations with other countries, such as alliances and treaties, while the government menu is the place to appoint and remove officials and establish parliaments.

Production is the guarantee of national life and the key to winning the war. The game explains in detail how to establish the pillar industry of our country-industry, supplemented by various explanations. I believe that players will not find it difficult at this point. After the industry is guaranteed, you will see that the number of resources on the game is increasing, which is another problem you may have to face: how to supply a steady stream of resources to relevant departments, such as scientific research? Generally, resources will be deducted automatically when researching technology or building the army, but sometimes you may need the help of a frigate: it is responsible for transporting raw materials or goods from one province to another. As for how many ships to transport and how many ships to send, of course, it is the player's own operation. It is not difficult to imagine that transportation resources and anti-transportation are important components of war.

The technology tree in the game is naturally complicated. For example, there are many small scientific and technological topics under the big scientific and technological project of "Naval Warfare Regulations", each of which lists the cost, detailed introduction and current situation (unfinished, ongoing or completed), and each project is divided into different research levels. For example, the naval battle proposition just mentioned is the level 0 theory. Click an item with the mouse, and the screen will display the required conditions. You can first check which items can be learned according to your conditions, and the eligible items will be highlighted; Then we will see what the next project is. When you meet the requirements of completing the next project, you can look at the next project and so on, so that you can make an effective research plan. This design is still more considerate to the players.

Speaking of which, it's time to talk about the highlight of this game-military. The war mode of steel is more like a paper strategy game in Europe and America, that is, it is more complicated, but the game is played in real time and it is not so troublesome to play. The division of arms in the game is very detailed, exceeding 100 kinds of arms. In World War II, almost all the tanks, planes and arms you imagined appeared steel. Of course, some heavy weapons need high technical value, but once they appear, it is possible to turn the tide! It is not feasible to rely on equipment only without tactics. The game provides a variety of attack methods, such as formal attack, feint, and the famous blitzkrieg during World War II. In addition, there are some corresponding tactics that are used by specific arms. After the troops are deployed, the order and formation of the troops' attacks can be adjusted according to the timetable. Of course, the order and formation are related to the outcome of the war! In this way, the strategy of the game has been greatly reflected. It seems that the military part is indeed the most brilliant place for steel.

Diplomacy has always been an indispensable activity during the war, and it is also portrayed very realistically in Steel. There are three "isms" in the game: fascism, productism and democracy. Accordingly, all countries are divided into three camps: Axis countries, producer countries and allies. Germany, the Soviet Union and Britain are the leaders of these three camps, among which * * * producers can join the Axis countries or the Allies. Once you choose a location, you can go to the Allies, but you need to accumulate some diplomatic strength points first, which depends on your output and military index. After becoming an ally, if one side is in trouble, the other side will help. You can also enjoy technology and the army with your allies. Finally, when your power reaches the extreme, you can even let it cede territory until it becomes your vassal state!

The last menu is about the government. The biggest improvement of the steel government this time is to increase the post of "minister", which means that after any minister, he will help you undertake some management work and report some latest situation to you. In the "government" group, ministers can be appointed by designating candidates. All the candidates are real people in history! Do you want to try to command famous people in history? As long as you choose the right person, you can accurately control the government's management power and line and policy, and then be invincible in the war.

The structure of the game looks exciting and all kinds of "kung fu" are in place. As mentioned above, the game uses the engine of Euro II, and the exquisite 2D picture makes people feel very refreshing. Musically, "Steel" used two hours of MP3, which was a double harvest of effect and capacity. Valkyria's Flight and other popular music during World War II were included, which made people feel light and comfortable, tragic and magnificent, and really felt immersive. In addition, the game also comes with a powerful task editor, so that players can build their own World War II!

Introduction guide to games

2》(hearts of Iron 2 (commonly referred to as HOI2) is the work of Paradox, a Swedish game company. With World War II as the background, players can choose from dozens of countries, and there are several large-scale scripts, such as 1936 The Road to War and 194 1 Awakening Giant. At the same time, it also has many well-designed small-scale combat scripts, such as Project Barbarossa and Desert Fox.

After the game starts, first select your favorite script from the script list on the left, and then select the power you want to control from the powers listed above (note: the countries listed here are only countries recommended by players, and you can right-click their flags to select other powers from the drop-down list). After selecting the power supply, the description of the power supply will be displayed below. Click "Options" to adjust some game parameters. The difficulty determines the depreciation and appreciation of all aspects of the data in the game, so you can choose ordinary for the first time; The aggressiveness of AI determines the ability of other countries to be controlled by computers, and they generally choose madness; Regardless of the speed of the game; If you choose to open the fog of war, you can directly see the deployment of global forces, and generally choose to close it; Automatic storage is generally not open, because the storage and reading of this game is usually very slow; The use of military symbols determines whether the troops seen on the map in the game are military chess symbols or active icons, and they usually choose to turn them off; The end time refers to the date of the final statistical result of the game, which is generally 1946. In addition, the later expansion pieces of HOI2, such as Doomsday and Armageddon, not only add 1952 and 1964 to the ending time, but also add the options that democracy can wage war, non-native territory IC can be fully utilized, and science and technology groups from other countries can be taken over, which senior players can make good use of. After adjusting the options, click Accept, and then click on the lower right corner to start playing the game. Generally speaking, it is suggested that friends who are new to the game choose Germany, because Germany is typical in all aspects. As long as you play in Germany once, you can basically master all aspects of the game.

After entering the game, you will first see a small window showing the goal of the game. At this point, please press the pause interrupt key on the keyboard to pause the time, and then click the start game button on the small window.

First, introduce the interface of the game.

At the top of the game interface are all kinds of data of players' control power, first of all, the quantity of energy, metals, rare metals, oil, supplies and money, and then manpower, nuclear weapons, dissatisfaction, transportation capacity and industrial power.

In the game, the first important data is the industrial power in the upper right corner. IC, commonly known in the game, stands for the country's industrial manufacturing capacity. Using it to make troops, materials and currency is an important index to measure national strength.

The actual data of each script is somewhat different. As far as the script 1936 Road to War is concerned, the initial industrial strength is 282 IC in the United States, followed by 17 1 IC in the Soviet Union, 0/60 IC in the United Kingdom and 0/42 IC in Germany.

The issue of IC is an important task, and there are five projects here. "Consumer goods manufacturing" is to maintain national stability, and the IC invested here can generate a certain amount of money. "Products" are the production projects of various troops and buildings. If the IC input here is insufficient, the related production will stagnate. For example, an armored division may need 15IC, and the construction time is 150 days, so the player must ensure that 15IC is put into the production line within 150 days. If after 100 days, the player puts in less than 15, then the production will stop until the player puts in 15 IC again, and then the production of armored division will be completed 50 days later. If you invest IC in "replenishment", you can produce replenishment. Replenishment is not only the basis for the survival of the army and the country, but also the primary payment for purchasing resources in the international market, so it must be guaranteed. "Reinforcement" can supplement the troops that have lost strength, and "Upgrade" can upgrade the old model troops to the new model.

In addition to invading other countries through war to gain more industrial power, the usual way to increase domestic industrial power is to build factories. If a factory is built in an area for about one year, the IC in this area will increase by 1, and it will always occupy 5IC in the product production line during the construction process. The specific construction time varies according to the national economic policy and the degree of local infrastructure construction. In addition, additional IC can be obtained through some historical events, such as the Lending Act.

An IC with 1 point needs 2 points of energy to work normally, 1 point of metal and 0.5 point of rare metal. If the resources are insufficient, the integrated circuit will not run fully. When a certain resource is scarce, it can be purchased in the international market. The prices of common resources in different countries are different. For example, Germany had better buy resources from the Soviet Union. In the game, all countries except the United States lack all kinds of resources.

The basic ic is different from the actual IC, and the factors that determine the actual IC are difficulty, science and technology, government leadership and national economic policy. For example, the basic ic 100: the difficulty is simple, and the IC is increased by 20%; Industrial technology is an advanced machine tool, with an IC increase of15%; Economic policy is the extreme of central planning, with ic increasing by 25%; The head of government is a silent doer, and the IC is increased by 5%; The ordnance minister is an administrative genius, and the IC is increased by10%; The information minister is an industrial expert, and the IC is improved by 5%; Then the actual IC that the country can use is 180. Move the mouse to the IC in the upper right corner, and you can see the specific appreciation and depreciation information in the automatic window. Another minister will also play a huge role, that is, the Minister of Security. According to the setting in the game, the utilization rate of IC in non-domestic territory is one fifth, so if the total number of IC occupied territory other than domestic IC is 100, then the country can only get the bonus of 20 IC from occupied territory. However, if the candidate for security minister is a terrible giant, the IC utilization rate of the occupied area can be increased by 15%, so that the occupied 100IC can increase the IC value of the country by 35 points. Generally speaking, the ic that occupies the site in the later period will far exceed the IC of the domestic site, so the added value of this part of IC will be obvious.

Besides IC, the second most important data is manpower. Manpower is the foundation of architecture and army. For example, an infantry division needs 10 manpower, and a factory needs 1 manpower. Without sufficient manpower, it is impossible to build buildings, produce and replenish troops. Difficulties, science and technology, ideology and the positions of chief of staff and security minister have an impact on increasing manpower. The difficulty is very simple. It can increase the manpower by +30%, the ideological hawks by+10%, the tacticians of the General Staff by +25%, and the people's representative in the Minister of Security by+10%, and the total manpower by+10%. In the game, countries other than China, the Soviet Union and the United States usually lack manpower.

Another resource is very important in wartime, and that is oil. Motorized infantry, mechanized infantry, artillery, armored forces, navy, air force and later infantry divisions all need oil to run, and war can't be carried out without oil. The only way to increase oil production is energy conversion, except to invade the oil-producing area by force. When oil is less than half of energy reserves, it will automatically convert energy into oil according to one tenth of IC, and the conversion rate is determined by the level of science and technology. The initial conversion rate is 0. 1, and 20 oil can be obtained by consuming 200 energy every day under the condition of 200IC. The highest conversion rate can reach 1.2, that is, 200IC consumes 20 energy every day and gets 24 petroleum. In the game, countries except the United States, the Soviet Union, Venezuela and Romania usually lack oil resources.

Dissatisfaction represents the stability of the country. When the dissatisfaction is 0.00%, the country is in a normal state. Once the discontent rises, the IC, resistance rate and operational efficiency of the army will be affected. For example, when the dissatisfaction is 10%, the actual IC will be punished by-10%, and the operational efficiency of the army will be reduced by 5%, so it must be guaranteed to be zero as far as possible. Investing a lot of IC in "consumer goods production" can accelerate the decline of dissatisfaction. In addition, the leaders of some government departments will also have an impact on the ups and downs of dissatisfaction.

The role of money, in addition to purchasing resources in the international market, is mainly used to supply scientific research teams, as well as diplomatic and intelligence activities, and generally do not need to be too concerned.

Nuclear weapons represent the achievements of the host country in nuclear weapons research, including how many nuclear reactors there are, whether they know how to make atomic bombs, how many atomic bombs there are, and when the next atomic bomb will be made successfully.

Next, I will introduce a very creative setting in the game: TC. The simple understanding of TC is logistics support ability, and the basic TC conversion rate is 1.5 times that of ic, which means that the actual 200 IC can maintain 300TC. Through the logistics research project in infantry technology, the efficiency of transforming IC into TC can be improved, and the highest can reach1.5 *1.4 = 2.1. In addition, the type of marshal who listens to destiny in the Fuhrer can also increase the TC conversion rate of 15%. The troops themselves, troop mobilization, strategic deployment, occupation of territory and guerrilla rate of territory will all consume TC. When the consumption of TC is less than the total amount of TC, the supply efficiency will be 100%, while when the consumption of TC is much higher than the total amount of TC, the supply efficiency will be greatly reduced, thus seriously affecting the marching speed and operational efficiency. This aspect is the biggest feature of this game. For example, when Germany attacked the Soviet Union, including the industrial zone in the western part of the Soviet Union occupied in the early stage, the IC generally reached about 350, and the converted TC was about 500-600. When the Soviet territory west of Urals is occupied, the TC consumption is usually above 1000, so the German army will fight at 50% supply efficiency for a long time, which will have a great disadvantage compared with the Soviet army. Similar to China, the actual IC in Japan is usually around 120, and the TC is less than 200, so its supply efficiency will be very low in the whole war of aggression against China.

Under all the data, there are items in the main interface of the game. By default, it is a map, as well as science and technology, production, diplomacy and statistics. New pieces of information, such as the end of the world, have also added intelligence items. On the right is the time and menu in the game. Click on the game time to pause or continue the time. Right-click here to choose the speed of the game, usually the fastest is at the bottom. In addition, you can choose to use military chess icons or activity models to represent the troops on the map. Options in the menu include saving the game, setting parameters, prompting information and quitting the game. In the parameter settings, you can adjust the game speed and the volume of music sound effects. Another important option here is information setting. Information settings determine the measures that should be taken whenever an event occurs in the game. Among them, when we develop new technologies, when troops are built and ready for deployment, when a ship is built and ready for deployment, when an area is built, when a transport ship or escort ship is built, when a division is upgraded, when one of your generals dies, when a country occupies a certain area of you, when a rebellion occurs in your area, when our fleet is attacked, and so on. It is suggested that this kind of news should be displayed as a notification and suspended. In addition, in order to reduce the size of the archive file, some less important display items, such as strategic bombing in some areas, can be cancelled.

On the far right is the map project, which shows the map of the whole world where the script is located. The interface is divided into four parts. In the lower left corner is a small map, where you can quickly change the display area of the map, add and subtract signs to zoom the display size of the area, and the bottom ten buttons can choose how to represent the map, including country, economy, guerrilla degree and so on. Below is a row of information columns, where some information during the game, such as the result of the battle, diplomatic changes and so on, will be displayed.

The largest piece shows the areas of concern now. Usually, after the game starts, the area and troops near the capital will be displayed. The whole world map is divided into many areas. After clicking on these areas, the information interface of this area will appear on the left.

The first is the name of the region, and the national flag represents its ownership. For example, if the German flag is covered with the French flag, it means that the area now belongs to French territory, but it has been occupied by Germany. In addition, there may be a circle with numbers in the middle of the five-pointed star on the right side of the area name, indicating that there is a victory point in the area. If a faction occupies the most victory points, it will win at the end of the game. Below the victory point area is manpower, which represents the human resources that the region can provide for the country. There are eight data below, in which industrial power, air defense facilities, ground defense and coastal defense may all be built by clicking, while the resources of metals, energy, oil and rare metals usually remain unchanged. There are two data below the eight data. On the left is the infrastructure, which determines the speed of troops passing through the area and the speed of building in the area. Can be built by clicking; On the right is the guerrilla degree, which represents the degree of instability in this area. If it is occupied enemy-occupied areas, it generally shows the guerrilla degree 10%-30%, which mainly affects the consumption of TC. There may be some icons and data on the right side of the guerrilla degree, which respectively represent whether there are and how many airports, ports, radar stations, nuclear test sites and rocket test sites in this area. There are also a series of place names on the right side of the regional information, which represent which regions and ways the region is adjacent to. There are usually four situations: road access, waterway access, Haitong, and impassability. These data will also show all the army, navy and air force in the area.

There are six buttons above the area information. Click on them to list regions, army, air force, navy, battle and strategic deployment respectively.

You can select troops through the list, the area information bar and directly clicking the troops icon on the map. After selecting a unit, you can see its number, general, strength, marching speed, division and some States. If it is navy or air force, there will be a range of activities. After further selecting the division, you can see more detailed information, and you can also equip the division with strengthening brigades or dissolve the division. Navy ships can also see their own sinking records here.

Move the mouse over the general's head to see the general's skills, grades and achievements. Click on the general's head to replace the general. There are no systems such as capture and employment in the game, so there are usually no other generals except the native generals. The value of a general lies in his skill and rank. For example, skill attack theory can improve the operation efficiency of 10%, and level 5 can improve the operation efficiency by 25%. In the game, there are usually not many powerful army generals in other countries except Germany. Generals of different ranks can control different numbers of divisions. Among army commanders, Major General controls one division, Lieutenant General controls three divisions, General controls nine divisions and Marshal controls twelve divisions. Once a general's division exceeds his command ability, the operational efficiency of his troops beyond the rank customization will be reduced by 75%. When a general has a headquarters of his own army in his area or nearby area, his command ability can be doubled, that is, a marshal with headquarters support nearby can lead 24 divisions to attack with impunity. In the game, the number of divisions that can effectively attack in the same direction is limited to 24. Even if two marshals lead twenty-four divisions to take part in the attack with the support of the headquarters, twenty-four divisions will still be punished beyond the upper limit of the headquarters. Therefore, if there are extra troops, it is better to send them to other neighboring provinces to attack, which not only reduces the punishment beyond the upper limit of command, but also may cause the enemy to suffer siege punishment that reduces operational efficiency 10%. Unlike attack, the defensive side's command ability will be doubled, so a marshal can lead 48 divisions to defend with impunity with the support of the headquarters.