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=== Shared buildings === | === Shared buildings === | ||
Shared buildings | Shared buildings 也适用于整个地区范围,但是可以建造的数量仅限于可用建筑位的数量。一旦所有建筑位都被占用,就不能再建造shared buildings 。 | ||
工厂,海军船坞,合成炼油厂,fuel silos ,火箭基地和核反应堆属于这一类。 | |||
=== Province buildings === | === Province buildings === | ||
Revision as of 10:57, 19 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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- 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。在殖民地地区,地区对人力的惩罚为
- 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。
不像其他Paradox的游戏,国家通常没有办法获得地区的核心。如果解放/归还一个其他国家的领土,则可能会失去地区的核心。但是,某些针对特定国家/地区的事件和国策,例如
- 重定向 Template:国旗的Anschluss事件,或是中美洲国家
- 重定向 Template:国旗的决议,都将被授予某些地区的核心。 但是,自
- 重定向 Template:图标抵抗运动 以来,该规则还有一个例外,
- 重定向 Template:国旗能够在充分遵守Global Defense Council国策的前提下将任何国家的地区作为自己的核心。
建设
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- 主条目:建设
建筑可分为三类:state buildings,shared buildings和province buildings。
地区建筑
地区建筑是整个地区范围的,每个地区可以建造相同最高水平的特定建筑物。 基础设施,空军基地,防空火炮和雷达站属于这一类别。
Shared buildings也适用于整个地区范围,但是可以建造的数量仅限于可用建筑位的数量。一旦所有建筑位都被占用,就不能再建造shared buildings。
工厂,海军船坞,合成炼油厂,fuel silos,火箭基地和核反应堆属于这一类。
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