主要国家 |
次要国家 |
加拿大自治领 澳大利亚 新西兰 南非 英属印度 捷克斯洛伐克 匈牙利王国 罗马尼亚王国 南斯拉夫 中华民国 中共 满洲国 桂系 滇系 晋系 西北三马 新疆 墨西哥 荷兰 西班牙 葡萄牙 保加利亚 希腊王国 土耳其 立陶宛 拉脱维亚 爱沙尼亚 波兰 |
其它国家 |
小无编辑摘要 |
(→政党) |
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! | ! 党名!! 政治思想!! 支持率!! 政党领导人!! 国名!! 是否执政 | ||
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|<span style="color: red;">'''中国共产党'''||{{Icon|communism}} | |<span style="color: red;">'''中国共产党'''||{{Icon|communism}} 共产主义||100%|| 毛泽东|| 中共|| 是 | ||
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|<span style="color: blue;">国民党革命委员会||{{Icon|democracy}} | |<span style="color: blue;">国民党革命委员会||{{Icon|democracy}} 民主主义||0%|| 随机|| 中华共和国|| 否 | ||
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|<span style="color: orange;">法西斯||{{Icon|fascism}} | |<span style="color: orange;">法西斯||{{Icon|fascism}} 法西斯||0%|| 随机|| 中华帝国|| 否 | ||
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|<span style="color: grey;">中立||{{Icon|neutrality}} | |<span style="color: grey;">中立||{{Icon|neutrality}} 中立||0%|| 随机|| 陕系军阀|| 否 | ||
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中共(中华人民共和国,People's Republic of China),是东亚的一个小国。1936年开局时,它拥有701万人口。中共东边与 没有结果接壤,西边与 西北三马接壤,南边与 中华民国相邻。中共开局时通过极少的工厂和缺乏装备的军队控制了陕西这个贫穷的小省,但由于其多山的地形、合理的人口与开局时的要塞,使得他们不仅拥有良好的防御位置,还可以影响全中国甚至赢得内战。
1912年的辛亥革命将腐朽清王朝送入了坟墓,中华民国似乎继承了中国的正统。然而,在清王朝尸体上萌发的军阀之花却在暗示着这个“中国正统”的脆弱。1921年,随着西方列强在华势力的暂时下降, 苏维埃联盟积极支持中国共产党与 中华民国的国民党展开合作。在苏联的推动下,国共两党于1923年正式进行第一次合作,轰轰烈烈的国民大革命拉开了帷幕。然而,在1927年,以蒋介石为首国民党右派叛变革命,大肆屠杀中国共产党与国民党左翼进步人士,第一次国共合作随之破裂,国共十年对峙就此开始。
由于前期照搬照抄苏联经验,中国的南方的红色运动在1929年到1931年受到重大挫折。国民党为了彻底消灭中国共产党,实施了“攘外必先安内”的错误政策,这一政策让日本轻松占领了中国东北。在中国进步人士和国民党开明将领的努力下,中国在1932年到1933年对日作战中取得了一些胜利。然而国民党高层却选择了妥协,允许日本在平津附近驻军。
在1934年,国民党周密的行动几乎摧毁了中共的红军,但是,幸存的共产党人于1935-1936年在中国北方的延安进行了重组。在那里,毛泽东对共产主义的必然性的信念得到了加强。1937年, 日本入侵了 中华民国,内战暂时停止,中共和国民党第二次合作,组成了抗日民族统一战线与日本人作战。但在日本投降后,国民党立刻恢复内战,直到1949年 中华民国撤退至台湾,中国在毛泽东领导下,在大陆成立了新兴的中华人民共和国。
中共在 唤醒猛虎 DLC中获得了一个独特的国策树。在没有该DLC的情况下,中共将使用通用国策树。
中共的国策可分为四大支线:
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Communist China starts with only 2 research slots. It can gain three further slots from its national focuses: “Literacy Programs”, “China Medical University”, and “Form the Academy of Sciences". The first research slot is easily obtainable, but the other two require owning a certain number of factories to unlock.
Army Technology | Naval Technology | Air Technology | Electronics & Industry |
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Doctrines | |||
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Communist China starts the game bordering 中华民国, 西北三马, and 晋系. In the north 日本 may justify a war goal with the Chinese Border Incident, and Communist China will most likely end up at war with the Japanese.
Communist China begins with a stability of 57% and a war support of 52%.
If the Waking the Tiger expansion is active, Communist China starts with the following national spirits. Otherwise they start with none.
In the 1936 start date, Communist China has no alliances. In 1939 however, it is in the Chinese United Front faction with 中华民国 that is at war with 日本.
党名 | 政治思想 | 支持率 | 政党领导人 | 国名 | 是否执政 |
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中国共产党 | 共产主义 | 100% | 毛泽东 | 中共 | 是 |
国民党革命委员会 | 民主主义 | 0% | 随机 | 中华共和国 | 否 |
法西斯 | 法西斯 | 0% | 随机 | 中华帝国 | 否 |
中立 | 中立 | 0% | 随机 | 陕系军阀 | 否 |
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These are choices of advisors and design companies for Communist China.
Designer | Type | Effect | Cost () |
---|---|---|---|
莫洛佐夫机械设计局 | Mobile Tank Designer |
Requires focus Hire Soviet Designer |
150 |
Sino-German Technical Mission | Heavy Tank Designer |
Requires either focus Chinese Panzers or national spirit German Military Advisors |
150 |
Concern | Type | Effect | Cost () |
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Anshan Steel Works | Industrial Concern |
Controls Liaotung |
150 |
Western Refinery | Refining Concern |
Controls Liaotung |
150 |
Sino-Soviet Resource Survey | Refining Concern |
Controls Urumqi |
150 |
Shanghai Electronics | Electronics Concern |
Controls Shanghai |
150 |
Theorist | Type | Effect | Cost () |
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克莱尔·李·陈纳德 | Air Warfare Theorist |
Requires focus Hire Chennault |
75 |
刘伯承 | Military Theorist |
|
150 |
Hsia Tian | Air Warfare Theorist |
|
150 |
Zhang Wei | Naval Theorist |
|
150 |
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Communist China starts with the following laws in 1936:
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征兵法案 | 经济法案 | 贸易法案 |
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按需服兵役
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部分动员
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封闭经济
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Of note, “Closed Economy” is the most aggressive trade law.
3 Military Factories |
0 Naval Dockyard |
3 Civilian Factories |
Oil |
Aluminum |
Rubber |
Tungsten |
Steel |
Chromium |
0 | 0 | 0 | 4 | 4 | 0 |
*These numbers represent the available resources for production at start of the game. In the bracket are the complete numbers including those lost for trading.
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In 1936, Communist China starts with only a small army, and possess neither a navy nor an air force. Overall, it has a total manpower of 701.51K, of which 42.00k is tied in the army, leaving 659.51k available for recruitment. Manpower can be raised by changing the conscription law by spending 150 political power per level.
Type | No. | |
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Infantry | 8 | |
Total divisions | 8 |
Type | No. | |
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Total ships | 0 |
Type | No. | |
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Total planes | 0 |
Communist China's army in 1936 starts with 8 infantry divisions, with 5 of them made up of 6 battalions and 3 of them made up of 4 battalions.
Communist China in 1936 is landlocked and thus does not possess any ships.
Communist China does not start with an air force in 1936.
Name | Type | Effect | Cost () |
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Claire Lee Chennault | Ground Support (Expert) |
Requires focus Hire Chennault |
75 |
Fang Zeyi | Ground Support (Expert) |
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150 |
Gao Gang | Air Safety (Expert) |
|
150 |
中共 finds itself in an equally precarious position as 中华民国. While Nationalist China has to worry about its internal political stability, its unstable economy, its weak industry and military, hostile and opportunistic warlords and 日本 that can threaten its holdings, it does have access to a satisfactory amount of manpower, has enough industrial capacity to mount a workable (if desperate) defense and can, with enough effort, execute enough reforms to stabilize its government and economy, build up its industry and military and secure its own territorial holdings and national sovereignty.
Communist China on the other hand has equally pressing issues at hand; while the communists do not have have the same political and economic stability problems to worry about as the nationalists, they control very little territory, manpower, industry and material and are exhausted and crippled after the Long March and will therefore be hard-pressed to hold their own in a direct confrontation with the Nationalists, Japan or even other Chinese warlords. In addition to all that, Communist China also has a rather lofty "victory" condition to aim for: somehow, the communists must survive through the Chinese Civil War, take over all of China and repel Imperial Japan before they can consider themselves truly successful.
That being said, Communist China is not completely broken, for a cornered animal might just be the most dangerous animal, as the Nationalists will soon learn.
Communist China, unlike all other communist nations in the game, can actually decide what type of communism to adhere to: Marxism-Leninism or Maoism, or to adopt Social Democracy.
The Strengthen the Central Secretariat national focus leads to a crossroads with paths to choose from. Each one allows the player to clean up the internal mess of the government and recover from the damage suffered in the Long March by seeking support from other sympathetic nations.
The Marxist Orthodoxy national focus and all focuses following it are based around the idea of adhering to the original version of communism by drawing closer to the 苏维埃联盟 and the Comintern and having the two nations work together to spread the worker's revolution throughout the world. Electing this path will remove Mao Zedong from power and replace him with Wang Ming. Joining the Comintern can be helpful for players who either are new to Communist China or wish to play it safe and do not want to risk facing 日本 and/or 中华民国 alone as if Communist China is able to join the Comintern, any attacks directed against then will also draw the Soviet Union (and all of its allies/puppets as well) into the fight. The Soviet Union is one of the more powerful nations in the game and being in an alliance with them will not only offer a great deal of protection from hostile anti-communist nations but will also guarantee that the Soviets won't antagonize Communist China as long as it remains in the alliance.
The Agrarian Socialism national focus and all focuses following it are based around the idea of creating an uniquely Chinese interpretation of Karl Marx's theories (think Communism/Socialism with Chinese characteristics) and having Communist China take matters into its own hands and conquer Nationalist China through using its own abilities and resources. Mao Zedong will remain in power but Communist China will not be able to join an alliance unless via player intervention. Instead, it will form its own faction which can be used to invite other nations into, like 新疆 or any other warlord that decides to draw closer to the communists. This is the hardest path as Communist China will (in essence) be taking on Nationalist China and Imperial Japan on its own. Communist China will have to take maximum advantage of everything they have available for use including things such like infiltrating nationalist territory and staging uprisings, starting border wars to occupy neighboring provinces and boosting communist party popularity in Nationalist China among other things.
The Social Democracy national focus and all focuses following it are based around the idea of co-operating with the nationalists by forging a coalition government between 中共 and 中华民国 and then subverting the political system from within to gain control that way. Choosing this path will remove Mao Zedong from power and replace him with Zhang Lan and Communist China will enter into a power struggle with nationalist China for political leadership over China. They will never be able to take the national focus Proclaim the People's Republic and form the 中华人民共和国 but if Communist China wins the power struggle, they will annex Nationalist China.
The Land Redistribution national focus opens up into three sub-branches, a small one that grants more Research Slots as Communist China's industrial capacity and infrastructure improves, a second medium-sized one that increases the popular support for Communist China and gets rid of some of its starting penalties and a third, large-sized one named The Yan'an Base Area which deals with whether or not Communist China should cooperate with the Nationalists or compete with them. It also includes a sub-branch for dealing with Japan.
The Research Slot sub-branch should be progressed down whenever the player has the opportunity to do so as Communist China starts with only two Research Slots and can only unlock more by building up its industry and infrastructure.
The Land Redistribution branch allows Communist China to gradually get rid of the penalty Low Popular Support and it also presents them with a choice; Should Communist China embrace the Opium Trade by legalizing it and applying tax on it or should they ban it and exterminate it for good. Permitting the Opium Trade to continue will reduce the amount of factories allocated to Consumer Goods by 15% but will also apply a penalty named Government Corruption which causes a -10% penalty to Stability and Political Power output. This penalty is normally only found on the Chinese warlords and can be a notable hindrance in domestic politics. Exterminating the Opium Trade on the other hand, will award a flat +5% bonus to Stability with no strings attached.
The final branch of the national focus tree, named The Yan'an Base Area deals with Communist China's foreign policy. They can choose to either cooperate with the Nationalists and form a faction with them, force the warlords to submit to their control and confront Japan. The decisions to cooperate with the Nationalists and confronting Japan are independent from one another so it is possible to take on Japan by oneself while also opposing the Nationalists, although this is only recommended for skilled players.
It is also worth noting that this branch of the National focus tree plays very closely with the choices taken in the Strengthen the Central Secretariat branch of the National Focus Tree so one has to be aware of what choices they made in that branch so as to not pick conflicting policies. If the player decided to cooperate with the Nationalists by electing the Social Democracy national focus, then they should refrain from picking any focus in this branch that antagonizes Nationalist China as this will only make it harder to work together. At the same time, if one decided to oppose the Nationalists by picking either Marxist Orthodoxy or Agrarian Socialism then they can more freely choose whether they should confront Japan first or best the Nationalists and then go after Japan.
Electing to cooperate with the Nationalists will lead to the formation of a faction between Communist China and Nationalist China as well as demands for all Chinese warlords to join it, creating a unified coalition of Chinese nations to better oppose 日本. If Nationalist China decides to form the Chinese United Front on its own part, then Communist China can help provide more leverage by getting the Warlords to join the United Front as Nationalist China cannot do this by itself due to its focus tree lacking a national focus dedicated to that task while Communist China does have one. Once the Chinese United Front has been formed and all Chinese nations have joined it, Communist China will gain access to a repeatable decision that will, whenever it is taken, cause Japan and its puppets to suffer constant damage to their industry, infrastructure and even their army units, in hopes of provoking them into launching an attack.
Electing to oppose the Nationalists will unlock a number of decisions that allows Communist China to infiltrate Nationalist-held territories and stage uprisings, causing those territories to revert to Communist China's control. Communist China will also gain access to a national focus that will give it wargoals against its two neighbors, 晋系 and 西北三马, which can allow the communists to expand their holdings by a noticeable amount and gain space to build factories and infrastructure to better oppose the nationalists. These weak neighbors have few Victory Point provinces, so just bring some artillery support for an on-foot blitzkrieg onto their capital.
Even if Waking the Tiger is not present, you can increase communist popularity in Nationalist China to have neighboring provinces desert to you. Justify the "weak neighbor" wargoals manually: "retake core" is always quick. With no ideological choices ahead, you can take Sinkiang and join the Comintern for additional backup.
At the end of both of these sub-branches there will be a number of national focuses that will help improve Communist China's military high command as well as remove the Red Army Weakened penalty.
Because Communist China lacks both resources and manpower it can be quite challenging to build up and maintain a respectable military to contend with the other Chinese factions. As such, when it comes to military build-up, Communist China should strive to collect all the low-hanging fruit that is within its reach to secure every advantage it can. In other words, try to focus on maximizing the utility of all options that you have access to resource-, factory- and manpower-wise.
In the early stages of the campaign, the Communist Chinese player should first prioritize making sure that all of their units (Communist China starts with 8 Infantry divisions) are fully equipped. It does not matter if the the equipment they are using is outdated, just make sure that every man has a rifle and ammunition at hand. Once the equipment issues are taken care of, the player can begin expanding their military;Infantry is cheap and easy to produce but it pays greatly to also introduce specialized units to augment the army's fighting capability. Cavalry units can be of notable use as they are 1.8 times as fast as regular infantry at the cost of only being slightly more expensive in terms of supply use and equipment, which can make them useful as cheap rapid-response units to intercept and delay enemy units while other units make their way over to assist in the defense. Artillery can be quite a potent addition to Communist China's arsenal as, aside from 日本 and, to some extent, 中华民国, most other Chinese factions employ usually only Infantry along with some occasional Cavalry units so artillery can allow Communist China to score some decisive early victories against other warlords. Beware that artillery is rather expensive to produce in the early game given your lack of resources so it is best to first use support artillery (as it requires fewer guns, albeit at the cost of power) and only upgrade to line artillery (which is more powerful but requires more guns) once the player has secured the means to produce artillery reliably.
In addition to the base artillery, once sufficient industry and resources have been acquired, Communist China can further improve on its fighting capabilities by diversifying its arsenal and introducing Anti-Tank Artillery and Anti-Air Artillery to the fray, granting them some means to effectively deal with tanks, trucks and planes, which can be a very valuable asset when facing 日本
Given the limited initial manpower and industry of Communist China, if facing bigger opponents like Nationalist China or Japan, one possible strategy is to go for a more defensive approach by employing Fortifications and AA defenses. Take advantage of terrain features like rivers as well as any terrain that inflicts a penalty to attacking units, like mountains, hills etc., to maximize the effect of your fortifications. A strong and properly built defensive line (especially if built in layers of multiple successive fort lines) can allow the player to more easily hold off attacks by stronger opponents and inflict casualties to drain their manpower and equipment. Just like Chiang Kai-Shek did with Nationalist China in real life, trading space for time can allow one to build up their industry to launch a decisive counterattack to cut off the enemy's supply lines and maybe even encircle and destroy some of their units. One example includes building a defensive line through the provinces of Shanxi and Shaanxi (which are both mountainous) and using it to hold off Japan (or possibly Nationalist China) to buy time, allowing Communist China to build Synthetic Oil and Rubber Refineries, allowing it to then deploy Motorized, Mechanized or even Tank units to launch a counterattack and score a breakthrough.
When it comes to having an airforce, once again the lack of resources effectively prevents any sort of effective airplane production until Communist China can secure enough resources and factories to allow it. Once those resources and factories have been acquired, one could start by producing Interwar Fighters and Interwar Bombers to create at least a basic airforce to work with. Communist China will not be able to out-produce many of its opponents until later in the game, but having the means to acquire air superiority and bomb enemy units and buildings can go a long way in helping win the war. Be advised, though, that creating an airforce is a secondary priority; do not attempt it until you have the means to do it. Make sure that you are able to maintain a functional land army first.
主要国家 |
次要国家 |
加拿大自治领 澳大利亚 新西兰 南非 英属印度 捷克斯洛伐克 匈牙利王国 罗马尼亚王国 南斯拉夫 中华民国 中共 满洲国 桂系 滇系 晋系 西北三马 新疆 墨西哥 荷兰 西班牙 葡萄牙 保加利亚 希腊王国 土耳其 立陶宛 拉脱维亚 爱沙尼亚 波兰 |
其它国家 |
欧洲 |
阿尔巴尼亚 奥地利 比利时 保加利亚 捷克斯洛伐克 丹麦 爱沙尼亚 芬兰 法国 德意志国 希腊王国 匈牙利王国 爱尔兰 意大利 拉脱维亚 立陶宛 卢森堡 荷兰 挪威 波兰 葡萄牙 西班牙 罗马尼亚王国 斯洛伐克 苏维埃联盟 瑞典 瑞士 土耳其 联合王国 南斯拉夫 |
北美 |
加拿大自治领 哥斯达黎加 古巴 多米尼加共和国 萨尔瓦多 危地马拉 海地 洪都拉斯 墨西哥 尼加拉瓜 巴拿马 美利坚合众国 |
南美 |
亚洲 |
阿富汗 不丹 英属马来亚 英属印度 中华民国 中共 桂系 伊朗 伊拉克 日本 满洲国 蒙古国 蒙古 尼泊尔 阿曼 菲律宾 沙特阿拉伯 晋系 暹罗 新疆 唐努图瓦 西藏 西北三马 也门 滇系 |
非洲 |
大洋洲 |