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领土所有权在地区一级确定。对一个地区的资源和整个地区范围内的建设的控制,是确定一个地区的控制者的标准。这意味着控制胜利点最多的国家是一个地区的控制者。地区中的每个省份值 '''0.1''' 胜利点,但是某些省份(通常是城市)还有另外的胜利点。这些城市都已命名并在地图上标有小方块( '''1-15''' 胜利点,圆圈( '''20-40''' 胜利点)或星星(首都为 '''3-50''' 胜利点),当鼠标悬停在上方时,通过工具提示栏会显示它们的附加胜利点。抵抗力量也在相应的地区级别上计算。 | 领土所有权在地区一级确定。对一个地区的资源和整个地区范围内的建设的控制,是确定一个地区的控制者的标准。这意味着控制胜利点最多的国家是一个地区的控制者。地区中的每个省份值 '''0.1''' 胜利点,但是某些省份(通常是城市)还有另外的胜利点。这些城市都已命名并在地图上标有小方块( '''1-15''' 胜利点,圆圈( '''20-40''' 胜利点)或星星(首都为 '''3-50''' 胜利点),当鼠标悬停在上方时,通过工具提示栏会显示它们的附加胜利点。抵抗力量也在相应的地区级别上计算。 | ||
== | == 核心 == | ||
地区可以是'''核心地区''',或是'''殖民地地区'''。核心被认为是该国不可分割的一部分,所拥有的人口可以充分服兵役。在殖民地国家,国家对人力的惩罚为 {{red|-98 %}} ,并且可用建筑槽位只有核心地区的一半。各国可以像其他己方核心地区一样,在一半的时间和花费一半的政治点数中为外国拥有的己方核心地区进行正当化战争目标。此外,在确定一个国家是否投降时,只有核心地区的胜利点才算在内。当一个国家控制一个非核心地区时,该地区将产生[[resistance|抵抗]] 。 | |||
Unlike other Paradox games, there is normally no way for countries to gain cores. You can lose cores if you release/return territory of a country. However, some country-specific events and national focuses, like the Anschluss event for {{Flag|Germany}} or decisions for {{Flag|Mexico}} for central America, will grant cores. However, as of the [[La Resistance]] expansion, there is an exception to this rule, with {{Flag|Anarchist Spain}} able to core any state with enough compliance with the Global Defense Council focus. | Unlike other Paradox games, there is normally no way for countries to gain cores. You can lose cores if you release/return territory of a country. However, some country-specific events and national focuses, like the Anschluss event for {{Flag|Germany}} or decisions for {{Flag|Mexico}} for central America, will grant cores. However, as of the [[La Resistance]] expansion, there is an exception to this rule, with {{Flag|Anarchist Spain}} able to core any state with enough compliance with the Global Defense Council focus. | ||
Revision as of 22:52, 18 August 2020
- 参见:地区列表
地区(State)是《钢铁雄心4》的主要地理单位。一个州地区由一组省份组成。反过来,supply area,Strategic Region和国家的领土由一组地区组成。
外交
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这部分内容可能已不适合当前版本,最后更新于1.9。 |
- 主条目:外交
领土所有权在地区一级确定。对一个地区的资源和整个地区范围内的建设的控制,是确定一个地区的控制者的标准。这意味着控制胜利点最多的国家是一个地区的控制者。地区中的每个省份值 0.1 胜利点,但是某些省份(通常是城市)还有另外的胜利点。这些城市都已命名并在地图上标有小方块( 1-15 胜利点,圆圈( 20-40 胜利点)或星星(首都为 3-50 胜利点),当鼠标悬停在上方时,通过工具提示栏会显示它们的附加胜利点。抵抗力量也在相应的地区级别上计算。
核心
地区可以是核心地区,或是殖民地地区。核心被认为是该国不可分割的一部分,所拥有的人口可以充分服兵役。在殖民地国家,国家对人力的惩罚为
- 重定向 Template:红字 ,并且可用建筑槽位只有核心地区的一半。各国可以像其他己方核心地区一样,在一半的时间和花费一半的政治点数中为外国拥有的己方核心地区进行正当化战争目标。此外,在确定一个国家是否投降时,只有核心地区的胜利点才算在内。当一个国家控制一个非核心地区时,该地区将产生抵抗。
Unlike other Paradox games, there is normally no way for countries to gain cores. You can lose cores if you release/return territory of a country. However, some country-specific events and national focuses, like the Anschluss event for
- 重定向 Template:国旗 or decisions for
- 重定向 Template:国旗 for central America, will grant cores. However, as of the La Resistance expansion, there is an exception to this rule, with
- 重定向 Template:国旗 able to core any state with enough compliance with the Global Defense Council focus.
Construction
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这部分内容可能已不适合当前版本,最后更新于1.9。 |
- 主条目:Construction
Construction can be divided into three categories: state buildings, shared buildings and province buildings.
State buildings
State buildings are state-wide and every state may get the same maximum level of a certain building.
Infrastructure, airbases, anti-air and radar stations belong to this category.
Shared buildings are also state-wide, but the amount that can be built is limited to the number of free slots. Once all slots are occupied, no more shared buildings can be built.
Factories, dockyards, synthetic refineries, fuel silos, rocket sites, and nuclear reactors belong to this category
Province buildings
Province buildings are built per-province, their maximum levels depend on the type of building.
Naval bases and forts belong to this category.
Resources
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Resources for production are generated at the state level. The majority controller will have a certain amount of the resources of a state added to their resource pool depending on their occupation policy.
Population
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The population in a state is tracked by five numbers.
The total population is the population the state starts with; it is shown on the state's info panel. Monthly population growth is based on it and the total never declines. The game's duration usually spans less than a generation, so all inhabitants that could enter military service are already born at the start of the game.
The recruitable population is available for the controlling country to use in military service. Recruitable population gets reduced as manpower is used in the military, not just after taking casualties.
The recruitable population cap is a fraction of the total population that limits the recruitable population. For how the fraction is calculated, see recruitable population.
The civilian population is the portion of the population that is not available for military service.
The civilian population cap is a fraction of the total population that limits the civilian population. It is the total population minus the recruitable population cap.
Changes in the effective recruitable population ratio can cause one of the two population counts to overflow. In this case population is transferred to the other population type. For example, if a country raises its recruitment law, the civilian population cap will go down over time (according to the mobilization speed), which causes some civilian population to be transferred to recruitable population. Conversely, if a state is captured by a country that does not have a core on it, the recruitable ratio will be massively reduced and might cause recruitable population to transfer back to civilian population.
Growth
The state's total population grows by
- 重定向 Template:绿字 at the start of every month. The increase in population is distributed between recruitable and the civilian population by the recruitable ratio. Both increases are always at least one person respectively.
Occupation
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- 主条目:Occupation
The effects of occupation, including resistance, are computed at the state level.
Modding
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The monthly population growth of a state is NCountry.POPULATION_YEARLY_GROWTH_BASE/12 * (1+<global_monthly_population modifier of controller country>) * <state's current total population>.
hoi4de:State hoi4es:State hoi4fr:State hoi4pl:State hoi4pt:State hoi4ru:State