Rise Of The White Sun

Rise Of The White Sun

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The Art of War - 孙子兵法
By Maestro Cinetik
Learn the basics of army management in Rise of the White Sun.

学习《白日升起》中军队管理的基础知识。
   
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Main Army scores - 主力军得分
Click on an army on the map, then on the small eye icon to inspect it; that will open a panel to display this army's data and interact with it.

Here are the main data explained:

Morale: This may be the most important score for your army. It is represented by hearts, and the more hearts, the higher the morale. A unit with low morale will refuse to move, have a high desertion rate, and will probably lose its fights, even against weaker opponents. A unit with less than 3 Morale points is probably worthless from a fighting point of view. You increase morale by winning battles and paying your troops.

Training: Training is represented by stars. When 4 stars have been gained, the unit gains a quality level. This score has no other impact on the game than showing the current state of a unit's training. This score increases with each training action.

Quality: There are three levels of quality: green, hardened, and elite. Quality has a direct impact, both on morale checks and fighting results. It is very important if your unit is using modern weapons like artillery or machine guns.

Number of men: It is less important than you think. A large number of men is useful to absorb the fire of your opponent without being wiped out, but else it proves useful only if morale and quality are high.

♥♥♥♥♥♥♥ and trucks: They have an impact on your troop supplies. Not all troops need ♥♥♥♥♥♥♥, but regular soldiers do. Try having at least one ♥♥♥♥♥♥ per soldier, or else, your army will be undersupplied, and lose both men and morale. The ratio of one ♥♥♥♥♥♥ per soldier is not historical, but it makes it simpler for the player to know if he has enough of them. ♥♥♥♥♥♥♥ were so mistreated that they had a life expectancy measured in months (they were rarely volunteers for that job). This is why moving your army will just decrease the number of ♥♥♥♥♥♥♥ you have. A truck is worth 500 ♥♥♥♥♥♥♥, but they tend to break down easily, due to poor roads and maintenance.

Rifles: In warlord China, it was frequent to have more men than rifles. In some peasant militias, spears and swords were still the main weapons. In Rise of the White Sun, rifles are not as deadly as one might think, because bullets were often scarcely distributed.

Machine guns: These are serious and deadly weapons. However, you will rarely have enough of them to really impact the fight.

Artillery: Artillery is the deadliest weapon in your arsenal, and every fight starts with shelling. Artillery may have a serious effect on your opponent's morale.

Tanks and armored cars: Not as deadly as one may think, their best effect will probably be on the enemy's morale. Expect to lose them often due to mechanical failures.

Province of origin: This is a very important datum. It is used to resolve bribery attempts, reactions of the population, etc. Some troops may even feel homesick if they are far from home.

Other traits and improvements: There are too many army upgrades to list them all here. Hovering over any trait icon will display a tooltip explaining its effects.

-- -- -- --

在地图上点击一个军队,然后点击小眼睛图标来查看它;这将打开一个面板,显示这支军队的数据并与之交互。

以下是主要数据的解释:

士气:这可能是你的军队最重要的得分。它由心形图标表示,心形图标越多,士气越高。士气低的部队将拒绝行动,有很高的逃兵率,可能会输掉战斗,即使对手更弱。士气低于3点的单位从战斗角度来看可能毫无价值。你可以通过赢得战斗和支付士兵来提高士气。

训练:训练由星星表示。当获得4颗星星时,单位将提升一个品质等级。这个得分除了显示单位训练状态外,对游戏没有其他影响。这个得分会随着每次训练行动的增加而增加。

品质:品质有三个级别:绿色、磨砺和精英。品质直接影响士气检查和战斗结果。如果你的单位使用现代武器如炮兵或机枪,则非常重要。

人数:比你想象的重要性要低。大量的人员对吸收对手的火力而不被消灭是有用的,但如果士气和品质高的话,其他情况下它只有在数量庞大时才会有用。

苦力和卡车:它们对你的军队供给有影响。并非所有部队都需要苦力,但常规士兵需要。尽量保证每个士兵至少有一个苦力,否则你的军队将供给不足,同时失去人员和士气。按比例为每个士兵提供一个苦力并不历史准确,但这让玩家更容易知道是否有足够的苦力。苦力受到虐待,其寿命通常只有几个月(他们很少自愿从事这项工作)。这就是为什么移动你的军队只会减少你拥有的苦力数量。一辆卡车相当于500个苦力,但它们很容易因道路和维护不良而损坏。

步枪:在军阀时代的中国,拥有的士兵数量比步枪数量更多是很常见的。在一些农民民兵中,矛和剑仍然是主要武器。在《白日升起》中,步枪并不像人们想象的那样致命,因为子弹经常分配得很少。

机枪:这些是严重而致命的武器。然而,你很少会有足够的机枪真正影响战斗。

炮兵:炮兵是你军队中最致命的武器,每场战斗都以炮击开始。炮兵可能会对你的对手士气产生严重影响。

坦克和装甲车:并不像人们想象的那么致命,它们最好的效果可能是对敌人士气的影响。由于机械故障,你可能经常会失去它们。

起源省份:这是一个非常重要的数据。它用于解决贿赂尝试、人口反应等问题。一些部队甚至可能会因为远离家乡而感到思乡。

其他特征和改进:有太多的军队升级无法在此列出。将鼠标悬停在任何特征图标上将显示一个工具提示,解释其效果。


combat resolution - 战斗解决
Here is how combats are resolved in the game:

First, the algorithm will check the will to fight of the attacking officer. Depending on the situation, he may just stage a mock attack and make a false report, or simply sympathize with his opponent and turn back.

If the will to fight is genuine, the algorithm will then check if there is an ambush. Here are some factors that favor or prevent ambushes:

-High influence over local peasants
-Being a bandit unit or having the bandit role
-Having an officer with the "strategist" trait
-Being a cavalry unit or having cavalry attached to the unit
-Being in mountainous terrain
-Being a peasant or Communist unit with the "fish in the sea" trait

An attacker caught in an ambush will have a penalty to his morale and firepower. But will also not be able to start the fight with artillery preparation.

If there is no ambush (which is the most common case), the fight starts with artillery fire. Artillery fire will cause casualties and eventually a loss of morale to the enemy.

Then rifle fires and melee are resolved together, with the defender having a bonus to his firepower.

After the fight, if the defender still has some morale points and enough men alive, he will hold the ground and win the fight. So, expect several assaults to dislodge a motivated army.

The retreating army is then harassed by its opponent cavalry, if it has any.

The only parts of the algorithm with randomness are the different morale checks and the ambush check. Otherwise, the side with the highest morale and firepower will likely win.

-- -- -- --

以下是游戏中战斗的解决方式:

首先,算法将检查攻击军官的战斗意愿。根据情况,他可能只是发动一次模拟攻击并提交虚假报告,或者简单地表示同情对手并转身离去。

如果战斗意愿是真实的,算法将检查是否有伏击。以下是一些有利或阻止伏击的因素:

-对当地农民的高影响力
-是强盗单位或担任强盗角色
-有一位具有“战略家”特征的军官
-是骑兵单位或有骑兵附属于该单位
-处于山地地形
-是具有“水中之鱼”特征的农民或共产党单位
被伏击的攻击者将会受到士气和火力的惩罚。但也将无法通过炮火准备来开始战斗。

如果没有伏击(这是最常见的情况),战斗将以炮击开始。炮击将造成伤亡,最终使敌人士气下降。

然后步枪射击和近战一起解决,防御者的火力会有所提升。

战斗结束后,如果防守者仍有一些士气点和足够的幸存士兵,他将保持阵地并赢得战斗。因此,请期待多次进攻以驱逐一个积极的军队。

然后,正在撤退的军队将受到对手骑兵的骚扰,如果有的话。

算法中唯一具有随机性的部分是不同的士气检查和伏击检查。否则,拥有最高士气和火力的一方很可能会获胜。
Paying your armies - 支付你的军队
You will probably realize that you don't have enough income to pay all your troops every turn. This was common at that time, and only a part of every faction's army was combat-ready. The other units were left idle.

You will have to find ways to maintain large armies anyway.
A common strategy was to send your troops to another province as "guest armies" to live there on the land without causing harm to their own province. Unpaid armies will rot, plunder the country, or turn to banditry.

Other factions turned to massive opium cultivation or contracted large loans with foreign powers to finance their armies.

Can you disband a troop?

Sadly, the answer is probably "no". In the game, only a few federalist factions have the possibility to send the troops home. Another way to limit your army size is to rely on local militias for your territory defense. Such units can be sent home, whatever your faction, when you don't need them anymore.

Paying a unit immediately raises its morale and loyalty, so make sure to pay your units where and when you need them to be reliable.

You will see that there is an option to pay a unit automatically every turn. You should reserve that option for your crack unit.

-- -- -- --

你可能会意识到,你的收入不足以每个回合支付所有部队。

这在当时很常见。每个派系军队只有一部分真正具备战斗能力。其他单位只是闲置在那里。

你必须找到方法来维持庞大的军队。

一个常见的策略是将你的部队派往另一个省份,作为“客军”,在那里生活,而不对自己的省份造成伤害。

未支付工资的军队将会被遗弃、掠夺国家或转为匪类。

其他派系转向大规模的鸦片种植,或与外国势力签订大额贷款以资助他们的军队。

你能解散一个部队吗?

遗憾的是,答案很可能是“否”。
在游戏中,只有少数联邦派系有可能将部队遣送回家。

另一种限制你的军队规模的方法是依靠地方民兵来保卫你的领土。
无论你的派系是什么,这样的单位在你不再需要它们时都可以遣送回家。

立即支付一个单位会提高其士气和忠诚度:所以确保在需要时在你需要它们可靠的地方支付你的单位。

你会看到有一个选项可以每回合自动支付一个单位。
你应该将这个选项保留给你的精锐部队。
Logistics - 后勤
Armies primarily rely on the land to provide food. The number of troops a district can sustain is shown when you hover over it on the game map. This number is primarily influenced by the district's agricultural output.

Agricultural Income is a key factor in determining how many troops a district can feed. Districts with major ports and railways receive substantial bonuses, increasing their capacity to support larger numbers of troops.

If a district cannot support the troops present there, a red noodle bowl icon appears to indicate insufficient resources. Being stationed in such a district results in the depletion of ♥♥♥♥♥♥♥ and trucks. Once these resources are exhausted, troops begin to desert.

To maintain an adequately supplied army, movements typically occur along major railways and rivers where supplies are more abundant and easily transported.

The relationship with local populations affects logistics. If the local peasants fear the army, it becomes difficult to requisition additional labor or transportation resources like ♥♥♥♥♥♥♥ or carts.

Special Supply Conditions:

In the Steppes: Traditional supply methods like trucks or pressing ♥♥♥♥♥♥♥ into service are not viable in desert and steppes. Instead, armies must rely on seizing cattle (which can represent camels or sheep) to carry supplies or provide food.

Fengtian Supply System: In scenarios involving the Fengtian faction, there is a significant logistical advantage if their units are connected by rail to the Mukden factories. This connection enables them to support very large units along northern railway lines, thanks to enhanced supply capabilities.

-- -- --

军队主要依赖土地提供食物。当你在游戏地图上悬停在一个区域时,可以看到该区域能够维持的军队数量。这个数字主要受到该区域农业产出的影响。

农业收入是确定一个区域能够供养多少军队的关键因素。拥有主要港口和铁路的区域会获得相当大的奖励,增加了它们支持更多军队的能力。

如果一个区域无法支持驻扎在那里的军队,会出现一个红色的面条碗图标,表示资源不足。驻扎在这样的区域会导致苦力和卡车资源的枯竭。一旦这些资源耗尽,士兵们就会开始逃亡。

为了维持充足的供给,行动通常发生在主要铁路和河流沿岸,那里的资源更加丰富且易于运输。

与当地居民的关系影响后勤。如果当地农民害怕军队,就会很难征用额外的劳动力或运输资源,如苦力或车辆。

特殊的供给条件:

在草原上:传统的供给方法,如卡车或强行征用苦力,对于沙漠和草原并不可行。相反,军队必须依靠掠夺牲畜(可以代表骆驼或绵羊)来运输物资或提供食物。

奉天供给系统:在涉及奉天派系的情景中,如果他们的部队通过铁路连接到沈阳工厂,那么会有显著的后勤优势。这种连接使得他们能够沿着北方铁路线支援非常庞大的部队,得益于增强的供给能力。
Leadership - 领导能力
The leader commanding a troop has a direct influence on its efficiency.

some traits give bonuses to moral checks, ambush checks, or to calculate the firepower of the unit.

Strategist: this trait increases the chances to set an ambush and increases the fighting efficiency of the unit

Charismatic: this trait give a boost to morale checks

A leader can decide to lead personnaly an army, increasing the bonuses.
More traits are also involved in the moral checks, like swashbuckler, cold blooded.

Troops directly led fight much better, but it is a real risk of losing your character.

-- -- --

指挥军队的领导者直接影响其效率。

一些特征会为士气检查、伏击检查或计算部队火力提供加成。

战略家:这个特征增加了设伏的机会,并提高了部队的战斗效率。

魅力:这个特征为士气检查提供了提升。

领导者可以决定亲自领导一支军队,增加加成。
在士气检查中,还涉及更多特征,如好斗、冷血。

直接领导的部队战斗力更强,但是会有失去你的角色的真正风险。
Equipping your armies - 为你的军队装备武器
Your faction has an armory with a stock of equipment (rifles, machine guns, artillery, etc.).

When you recruit more troops, they are automatically equipped with the rifles in your inventory, if there are any. To equip your troops with heavier equipment, you will have to do it manually from the unit details' screen.

Finding weapons to equip your troops will be a real problem.

The main sources of weapons are:

Weapons captured after a victory: After a victory, you will be able to seize the rifles of the fallen enemies, and if you are lucky, also some heavier equipment.

Smuggling rifles: Districts near a river are often smuggling hubs. From there, you will be able to smuggle weapons.

Buy arms from foreign powers: Despite the embargo on arms trade with China, you can buy arms from a foreign power if your relationship is high enough. You can do that from the district management window.

Build an arsenal (or capture one): This will produce weapons for you each turn. But they are costly to build, and their development can take a very long time.

-- -- -- -- --

你的派系有一个武器库,储备着各种装备(步枪、机枪、炮兵等)。

当你招募更多的部队时,它们会自动装备你库存中的步枪,如果有的话。要给你的部队配备更重的装备,你需要手动在单位详情屏幕上进行操作。

寻找装备你的部队将是一个真正的问题。

武器的主要来源包括:

在胜利后缴获的武器:在胜利后,你将能够夺取倒下的敌人的步枪,如果幸运的话,还有一些更重的装备。

走私步枪:靠近河流的区域通常是走私的中心。从那里,你将能够走私武器。

从外国势力购买武器:尽管对中国的武器贸易禁运,如果你与外国势力的关系足够好,你可以从他们那里购买武器。你可以从区域管理窗口进行操作。

建造一个军火库(或夺取一个):这将每回合为你生产武器。但是建造它们成本高昂,而且它们的发展可能需要很长时间。
Different types of units - 不同类型的单位
Regular soldiers: The basic unit, they need ♥♥♥♥♥♥♥ to move and to be paid from time to time.

Cavalry units: They don't need ♥♥♥♥♥♥♥ and can move farther in the steppes.

Bandits: Better at setting ambushes, can avoid fighting when attacked, and don't need ♥♥♥♥♥♥♥ to move. However, they will do even more harm than the soldiers to the areas they operate in. They also don't have as many available actions and upgrades as regular armies.

Mintuan: These peasant militias can be summoned and disbanded. Their fighting capacity is very low, and their morale sinks when they travel far from their home district.

Merchant corps: These units can be well-equipped, sometimes even having machine guns. Their strength depends on local merchants' prosperity. They can be disbanded.

Police forces: Another light unit you can disband if needed. They will lose morale fast if you send them away from their home province.

Red guards: A communist unit available in late scenarios. As guerrilla, it has many bonuses when it fights in areas where Communist influence is high over peasants.

-- -- --

常规士兵:基本单位,他们需要苦力来移动,并且需要定期支付工资。

骑兵单位:他们不需要苦力,并且在草原上能够移动得更远。

强盗:擅长设伏,遭受攻击时可以避免战斗,并且不需要苦力来移动。然而,他们在活动地区造成的危害甚至比士兵还大。他们的可用行动和升级也没有常规军队多。

民团:这些农民民兵可以被召集和解散。他们的战斗能力非常低,而且当他们远离家乡区时,他们的士气会下降。

商团:这些单位可以装备良好,有时甚至有机枪。他们的实力取决于当地商人的繁荣程度。他们可以被解散。

警察部队:另一种轻型单位,如果需要的话,你可以解散它们。如果你把他们送出他们的家乡省份,他们会很快失去士气。

红卫兵:共产党单位,在后期情景中可用。作为游击队,他在农民中共产主义影响力较高的地区作战时有很多加成。
8 Comments
Maestro Cinetik  [author] 16 Jun @ 12:32am 
ty for the precision
RedBird BigRoad 15 Jun @ 7:20pm 
Red guards should be translated as 赤卫队. 红卫兵 is another concept in 1960s.
Maestro Cinetik  [author] 10 Apr @ 7:08am 
在外交界面中,有一个发送通函的动作。
caesarinchn 10 Apr @ 4:27am 
成就:发一封电报 要怎么完成?
Maestro Cinetik  [author] 22 May, 2024 @ 5:27am 
Con mucho gusto
@operativamente 22 May, 2024 @ 4:39am 
Done! Muchas gracias, estos días iré traduciendo la otras. Felicidades por el juegazo!!!
Maestro Cinetik  [author] 21 May, 2024 @ 10:11am 
Claro que si!
@operativamente 21 May, 2024 @ 8:36am 
Excelent! Can I translate to spanish?