第12行: | 第12行: | ||
=== 拥有傀儡国的好处 === | === 拥有傀儡国的好处 === | ||
*宗主国可以从其傀儡国或半吞并傀儡国以每工厂最多8单位的战略资源资源的标准进行贸易以[[贸易#进口|进口]]战略资源。当 {{icon|tfv}} [[共赴胜利]] 被激活时,一个傀儡国或者半吞并傀儡国(例如英属马来亚),宗主国联合王国的每个工厂可进口80单位战略资源(90%的贸易加成);对于其殖民地而言,联合王国的每个工厂可进口16单位的战略资源(50%的贸易加成);对于联合王国的自治领而言,联合王国的每个工厂则仅可进口10单位的战略资源(25%的贸易加成)。当没有 {{icon|tfv}} [[共赴胜利]] 时,殖民地与傀儡国待遇基本相同,唯一的区别是贸易加成仅对于傀儡国适用。 | *宗主国可以从其傀儡国或半吞并傀儡国以每工厂最多8单位的战略资源资源的标准进行贸易以[[贸易#进口|进口]]战略资源。当 {{icon|tfv}} [[共赴胜利]] 被激活时,一个傀儡国或者半吞并傀儡国(例如英属马来亚),宗主国联合王国的每个工厂可进口80单位战略资源(90%的贸易加成);对于其殖民地而言,联合王国的每个工厂可进口16单位的战略资源(50%的贸易加成);对于联合王国的自治领而言,联合王国的每个工厂则仅可进口10单位的战略资源(25%的贸易加成)。当没有 {{icon|tfv}} [[共赴胜利]] 时,殖民地与傀儡国待遇基本相同,唯一的区别是贸易加成仅对于傀儡国适用。 | ||
* | * 相比于直接吞并后使用 宗主国 自己的 贸易政策,傀儡国 在 使 用相同贸易政策的情况下总能向 宗主国 提供 更多的资源。宗主国额外的贸易加成 也 将基于傀儡国贸易法案给傀儡国提供额外贸易加成。因此,如果一个傀儡国拥有200单位的钢铁并且贸易法案是“自由贸易”,通常情况下(指作为主权国家时)将有80%份额的战略资源用于出口(即160单位的钢铁),剩下的部分则由该国自行使用。但是,由于傀儡国可以获得25%的额外贸易加成(取决于傀儡国的自治等级),傀儡国可出口的钢铁资源将由原来的160单位提升至170单位(160单位+10单位,增加的10单位钢铁来自于原先傀儡国自留的40单位钢铁中的25%)。这意味着即使傀儡国转而采用“封闭经济”的贸易法案,宗主国也可以进口该傀儡国所拥有的战略资源。事实上,额外的贸易加成用于进口没有出口的战略资源。 | ||
*半吞并傀儡国,德属德国总督辖区/帝国保护领以及合作政府/保护国需要将本国一小部分的民用工厂和大部分的军用工厂交予宗主国使用。海军船坞的使用权不受以上条件影响。详细数据请见游戏内部图表。 | *半吞并傀儡国,德属德国总督辖区/帝国保护领以及合作政府/保护国需要将本国一小部分的民用工厂和大部分的军用工厂交予宗主国使用。海军船坞的使用权不受以上条件影响。详细数据请见游戏内部图表。 | ||
*傀儡国达到一定的自治等级后,宗主国可以通过加成或无需任何代价地获得傀儡国所拥有装备的生产许可。获得生产许可后,宗主国除了可以不需要完成科技树内装备的科研就使用、生产该装备,在生产许可有效期间进行科研还可以获得额外的科研加成,从而加快本国(即获得生产许可的宗主国)的装备科研速度。 | *傀儡国达到一定的自治等级后,宗主国可以通过加成或无需任何代价地获得傀儡国所拥有装备的生产许可。获得生产许可后,宗主国除了可以不需要完成科技树内装备的科研就使用、生产该装备,在生产许可有效期间进行科研还可以获得额外的科研加成,从而加快本国(即获得生产许可的宗主国)的装备科研速度。 | ||
*宗主国有权要求调用傀儡国的军队;这一权力为宗主国提供了额外的可使用军队,尽管傀儡国的部队配置可能会很不合理。 | *宗主国有权要求调用傀儡国的军队;这一权力为宗主国提供了额外的可使用军队,尽管傀儡国的部队配置可能会很不合理。 | ||
*当需要快速获取傀儡国部队时,玩家最好向傀儡国起草[[装备|租借法案]]为其提供适量的装备,这样可以使傀儡国更快地训练部队,同时也可以应对傀儡国存在的装备短缺问题。另外,宗主国可以通过要求傀儡国为宗主国提供租借法案,从而从傀儡国获取装备,并可以将其库存一扫而空。 | *当需要快速获取傀儡国部队时,玩家最好向傀儡国起草[[装备|租借法案]]为其提供适量的装备,这样可以使傀儡国更快地训练部队,同时也可以应对傀儡国存在的装备短缺问题。另外,宗主国可以通过要求傀儡国为宗主国提供租借法案 (请求租借) ,从而从傀儡国获取装备,并可以将其库存一扫而空。 | ||
* 宗主国可以通过增加包括了宗主国本身和傀儡国的人力(殖民地70%的人力,傀儡国90%的人力,半吞并傀儡国100%的人力),从而有效地增加所拥有的人力。例如殖民地师可由宗主国来控制。对于招募军队时适役人口的来源可以在“招募与部署”界面中进行更改(通过单击“招募与部署”菜单中“编制”栏顶部的皇冠图标打开)。如果有新的傀儡国产生,其相关人力信息也将被收入该栏中并可供宗主国调控。 | * 宗主国可以通过增加包括了宗主国本身和傀儡国的人力(殖民地70%的人力,傀儡国90%的人力,半吞并傀儡国100%的人力),从而有效地增加所拥有的人力。例如殖民地师可由宗主国来控制。对于招募军队时适役人口的来源可以在“招募与部署”界面中进行更改(通过单击“招募与部署”菜单中“编制”栏顶部的皇冠图标打开)。如果有新的傀儡国产生,其相关人力信息也将被收入该栏中并可供宗主国调控。 | ||
* 直接吞并战败国相比于扶植一个傀儡政权将使得 {{icon|world tension|1}}[[全球紧张度]]提高得更多,因此扶植一个傀儡政权可以减少其它潜在的敌对国家进行干涉的可能性,从而在一定程度上保护战胜国的安全。 | * 直接吞并战败国相比于扶植一个傀儡政权将使得 {{icon|world tension|1}}[[全球紧张度]]提高得更多,因此扶植一个傀儡政权可以减少其它潜在的敌对国家进行干涉的可能性,从而在一定程度上保护战胜国的安全。 |
2021年2月20日 (六) 21:00的版本
“傀儡国”是一个法理上独立,却或多或少地为他国——常常是强国,所控制的国家,并拥有一个被组建起来的忠于宗主国的政府
当一个国家被他国傀儡,它的原政府就会被一个意识形态与宗主国相同,由宗主国重组的政府所替代。而如果宗主国陷入战争,则其可召唤傀儡国加入战争。作为战胜国,在战后的和会中peace conference,傀儡国不能自己提出要求,除非宗主国选择帮傀儡国提出要求。因此,一个傀儡国无法外交傀儡他国,但某些国策可以(比如社会主义西班牙)。
在阵营中没有其他主要国家的情况下,一旦宗主国被迫投降,傀儡国也将随之投降。如果仍有主要国家未投降,则傀儡国获得自治点(共赴胜利/唤醒猛虎/玉碎瓦全DLC开启情况下)。战胜一个拥有傀儡的宗主国(以及其阵营中其他主要国家)后,可以选择夺取傀儡国而自己成为宗主国或解放它们为独立自主的国家。社会主义国家傀儡他国的花费有70%的减成。 If a puppet master is forced to capitulate, its puppets will automatically capitulate as well if it isn't in a faction with a major country that has yet to capitulate. If a puppet master capitulates but there are still majors in a puppets faction, the puppet will earn autonomy points if TFV/DOD/WTT is enabled. Upon defeating a puppet master (and other majors in faction with it), the victorious nations can choose to detach puppeted countries from their puppet master, making them free-standing nations again. Communist countries get a 70% cost reduction for puppeting other countries.
作为宗主国
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.8。 |
拥有傀儡国的好处
- 宗主国可以从其傀儡国或半吞并傀儡国以每工厂最多8单位的战略资源资源的标准进行贸易以进口战略资源。当 共赴胜利 被激活时,一个傀儡国或者半吞并傀儡国(例如英属马来亚),宗主国联合王国的每个工厂可进口80单位战略资源(90%的贸易加成);对于其殖民地而言,联合王国的每个工厂可进口16单位的战略资源(50%的贸易加成);对于联合王国的自治领而言,联合王国的每个工厂则仅可进口10单位的战略资源(25%的贸易加成)。当没有 共赴胜利 时,殖民地与傀儡国待遇基本相同,唯一的区别是贸易加成仅对于傀儡国适用。
- 相比于直接吞并后使用宗主国自己的贸易政策,傀儡国在使用相同贸易政策的情况下总能向宗主国提供更多的资源。宗主国额外的贸易加成也将基于傀儡国贸易法案给傀儡国提供额外贸易加成。因此,如果一个傀儡国拥有200单位的钢铁并且贸易法案是“自由贸易”,通常情况下(指作为主权国家时)将有80%份额的战略资源用于出口(即160单位的钢铁),剩下的部分则由该国自行使用。但是,由于傀儡国可以获得25%的额外贸易加成(取决于傀儡国的自治等级),傀儡国可出口的钢铁资源将由原来的160单位提升至170单位(160单位+10单位,增加的10单位钢铁来自于原先傀儡国自留的40单位钢铁中的25%)。这意味着即使傀儡国转而采用“封闭经济”的贸易法案,宗主国也可以进口该傀儡国所拥有的战略资源。事实上,额外的贸易加成用于进口没有出口的战略资源。
- 半吞并傀儡国,德属德国总督辖区/帝国保护领以及合作政府/保护国需要将本国一小部分的民用工厂和大部分的军用工厂交予宗主国使用。海军船坞的使用权不受以上条件影响。详细数据请见游戏内部图表。
- 傀儡国达到一定的自治等级后,宗主国可以通过加成或无需任何代价地获得傀儡国所拥有装备的生产许可。获得生产许可后,宗主国除了可以不需要完成科技树内装备的科研就使用、生产该装备,在生产许可有效期间进行科研还可以获得额外的科研加成,从而加快本国(即获得生产许可的宗主国)的装备科研速度。
- 宗主国有权要求调用傀儡国的军队;这一权力为宗主国提供了额外的可使用军队,尽管傀儡国的部队配置可能会很不合理。
- 当需要快速获取傀儡国部队时,玩家最好向傀儡国起草租借法案为其提供适量的装备,这样可以使傀儡国更快地训练部队,同时也可以应对傀儡国存在的装备短缺问题。另外,宗主国可以通过要求傀儡国为宗主国提供租借法案(请求租借),从而从傀儡国获取装备,并可以将其库存一扫而空。
- 宗主国可以通过增加包括了宗主国本身和傀儡国的人力(殖民地70%的人力,傀儡国90%的人力,半吞并傀儡国100%的人力),从而有效地增加所拥有的人力。例如殖民地师可由宗主国来控制。对于招募军队时适役人口的来源可以在“招募与部署”界面中进行更改(通过单击“招募与部署”菜单中“编制”栏顶部的皇冠图标打开)。如果有新的傀儡国产生,其相关人力信息也将被收入该栏中并可供宗主国调控。
- 直接吞并战败国相比于扶植一个傀儡政权将使得 全球紧张度全球紧张度提高得更多,因此扶植一个傀儡政权可以减少其它潜在的敌对国家进行干涉的可能性,从而在一定程度上保护战胜国的安全。
- 傀儡国被允许保留所有的海军舰队,但是其建造主力舰所需要的时间将大大增加,这将有利于宗主国保持对傀儡国的海军优势。
- 拥有 抵抗运动 时,卫星国,自治领,联合政府以及傀儡国可以向间谍主管(即宗主国的间谍部门)提供间谍人员。
掌控一个傀儡国所带来的问题
- If 共赴胜利 is not active, a puppet retains full control of the territory you grant it, meaning that the master cannot build anything in a puppet's territory. It is then also not possible to annex a puppet, meaning that creating a puppet causes the mother nation to lose the ability to utilize the puppet's territory for construction.
- Puppeting small countries with few resources is less efficient than simply annexing the country, especially if the puppet has less than 8 units of the resource, as factories still have to be paid.
- If you give too much land to a puppet, it may refuse to give you your land back.
作为傀儡国
File:Ambox outdated info.png | 这部分内容可能已不适合当前版本,最后更新于1.8。 |
作为一个傀儡国的好处
- Puppets can receive lend lease from their master, even in peacetime. This may help in multiplayer games to grant a puppet a head-start in multiplayer games with a 1936 start date.
- If a nation declares war on a puppet, its master will automatically turn hostile towards the nation that declared war on it, bringing them as well as all their other puppets into the fight.
作为一个傀儡国所带来的问题
- A puppet receives a reduced number of factories for giving resources to its master. This can hinder early-game industry development.
- A puppet can neither justify war goals nor can it declare war on another country, in addition to that, puppets cannot make demands in a peace conference, meaning that a puppet's territorial expansion is entirely decided by the puppet master.
- If a puppet master declares war on a nation, they can freely force the puppet into the war. If matched up against a stronger opponent and fighting alone, the odds are clearly not in its favor. Even if the puppet proves stronger and defeats that enemy, it gets nothing but glory (and autonomy points) from the war unless the puppet master provides something in the peace or thereafter.
- A puppet has to deal with autonomy or risk further disadvantages in favor of its overlord. One of the quickest and most reliable ways to raise autonomy is to use a continous focus, wasting time that could be used for completeing other national focuses. However, puppets with unique focus trees usually have a national focus that is even quicker than said method.
自治度系统
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自治度等级
只适用于DLC共赴胜利激活时。 |
某个傀儡也许可以比其他傀儡有更多或更少的独立性,为了表示像加拿大或澳大利亚一样,拥有独立自主体系的大自治领,又或者像英属印度一样的自治殖民地,以及像英属马来亚一样依附母国的傀儡国家,游戏将以“自治等级”这个机制区分它们。在该机制下Autonomy 有从0到1000的数值(法西斯国家的傀儡略有不同,详见下表)在拥有1000自治度后,这个附庸可以选择提高自己的等级甚至在已是自治领的情况下和平独立。反之,在自治度达到0的时候,宗主国可以选择降低附庸的等级甚至在它们已经是半吞并傀儡的时候彻底吞并它们(会同时吞并附庸的军队于你的控制下但是不会给予核心)。降低或减少自治度等级都需要50政治点数,而吞并或独立时则需要300政治点数.
自治度等级 | 规则 | 修正 | 自治度花费 |
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独立 |
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自治领 |
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殖民领 |
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傀儡 |
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半吞并傀儡 |
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Autonomy levels (fascism)
只适用于DLC玉碎瓦全激活时。 |
Fascist countries that are subjects have a different system, with some similarities. While there are fewer levels of autonomy (3), more autonomy has to be increased overall to break free (or decreased to annex), as autonomy is now numerically classified from 0 to 1500 at each level except Satellite. Changing levels is the same as in other puppets, with a 50 political power requirement to change, and 300 political power to gain freedom or annex the subject.
Autonomy level | Rules | Modifiers | Autonomy Cost |
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Independent |
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Satellite |
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Reichsprotectorate |
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Reichskomissariat |
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Autonomy levels (Imperial Japan)
只适用于DLC唤醒猛虎激活时。 |
Fascist subjects of 日本 (and Fascist or Nonaligned subjects of 满洲国 if it becomes independent) have yet another system. There are only 2 basic autonomy levels, with an alternative level unique to 满洲国 (Imperial Subject) with the Assertiveness national focus. Moving from Imperial Protectorate to Imperial Associate requires 2500 autonomy and 50 political power, whereas moving from Imperial Associate to freedom requires 1500 autonomy and 300 political power. The Imperial Subject level caps at 1000 autonomy, and disallows freedom until the national focus "Independence War" is completed.
Autonomy level | Rules | Modifiers | Autonomy Cost |
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Independent |
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Imperial Subject |
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Imperial Associate |
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Imperial Protectorate |
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Supervised State (democratic)
只适用于DLC炮手就位激活时。 |
The Supervised State subject is created in a peace deal by a nation in a faction founded by a democratic nation. This subject type boosts the overlord's ideology in the subject. After some time, the subject nation may become free from its overlord. The overlord cannot annex this subject nation.
Autonomy level | Rules | Modifiers | Autonomy Cost |
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Independent |
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Supervised State |
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Collaboration Government
只适用于DLC抵抗运动激活时。 |
Fascist, Communist and Non-Aligned countries may form collaboration governments. If the average local collaboration in all occupied states for a certain core rises to 80%, the occupying nation will be given the opportunity to install a collaboration government formed from loyal and sympathetic local civilians, to administer and govern the occupied territories. When created, this autonomy level is placed below Integrated Puppet, Reichskomissariat, or Imperial Protectorate depending on what kind of subject the overlord can make. If this subject increases their autonomy, it must go through the Collaboration Government level in order to be annexed, however, the AI will not increase nor decrease their autonomy level. It may be re-annexed by the overlord nation.
Autonomy level | Rules | Modifiers | Autonomy Cost |
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Collaboration Government |
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Changing autonomy
Both overlord and subject actions can change autonomy. In general, the subject helping the overlord increases its autonomy, while the overlord helping the subject decreases it.
- Lend-leasing equipment to the subject lowers autonomy by 1 for every 100 production cost of the transferred equipment. For example, giving 1000 Infantry Weapons I (unit cost 0.5) will lower autonomy by (1000 * 0.5 / 100) = 5 units. The equipment must be at least as good as the best equipment of that type the subject can produce with its own technology, so dumping obsolete equipment will have no effect (lend leasing obsolete equipment from a master to a puppet might decrease the puppet's autonomy. This master-to-puppet effect needs to be confirmed. In one posting in the Bug Report forum, the British lend-leased 10,000 basic infantry equipment to the British Raj, lowering the Raj's autonomy by 30).
- Similarly, the subject lend-leasing equipment to the overlord will raise autonomy by 1 for every 100 production cost. The equipment must be as good as the best the overlord can produce, so draining a puppet of obsolete equipment does not weaken authority over the puppet.
- The overlord building factories or other constructions in the subject lowers autonomy by 0.7 for every 100 production output invested. For example, building a military factory, with a cost of 7200 units, will lower autonomy by (7200 * 0.7 / 100 = ) 50.4. Note that it's not possible to build in a dominion's territory, except through focus construction that provides an autonomy reduction.
- If the overlord trades for the subject's resources, the subject gains 0.04 autonomy per day for every 8 resources taken.
- The subject gains autonomy for its contributions to the overlord's warsExact formula TBD
- The continuous focus "Suppress subjects" lowers all subjects' autonomy by 0.5 daily, while the focus "Increase autonomy" raises it by 0.5 daily for the subject taking the focus.
- Several nation-specific focuses and National Spirits increase or decrease autonomy - currently, these are limited to the United Kingdom, Commonwealth nations, the Netherlands, and Manchukuo.
- If the overlord capitulates (to anyone), the subject immediately gains 500 autonomy.
- If the overlord is fascist and capitulates, the subject gains 800 autonomy instead (only occurs with Death or Dishonor DLC enabled).
- Send attache generates 0.05.
Achieving Independence
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Puppets can break free from their puppet masters, however, this cannot be done peacefully if the player wishes to do it swiftly. In vanilla, increasing support for a different ideology than the current government through political advisors and triggering a civil war is the only way of breaking free; once the war starts, the newly independent government will be at war with the original puppet government who may still call the puppet master for help. Once that happens, the fate of this struggle for independence depends on whether the rebels are able to overpower both the master and the loyalists. If the puppet succeeds, they will get the chance to puppet their former overlord.
If the player owns 共赴胜利, one can also become independent by increasing autonomy enough. The puppet master can counter this, however, by decreasing autonomy through the above methods. This means that breaking free peacefully is possible with Together For Victory, but it is a slow and complicated process.
Modding
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By modding, most aspects of the autonomy mechanic can be altered.
Autonomy Score and Types of Subjects
Every subject has an autonomy rating from 0 (annexed) to 1 (free). This is subdivided into 4000 autonomy points, which are the points seen in-game. The 4000 figure can be edited at row 247 in:
- C:\Program Files (x86)\Steam\steamapps\common\Hearts of Iron IV\common\defines\00_defines.lua
The scale can be thought to go from 0 to 4000 or from 0 to 1, but as almost all program files use the 0 to 1 scale, the rest of this section will consider 0 to be annexed and 1 to be free. In the game files, all of the different types of subjects can be found at:
- C:\Program Files (x86)\Steam\steamapps\common\Hearts of Iron IV\common\autonomous_states
For now, two mechanics need to be understood about subjects, each found in the subject_type.txt files in this folder:
- allowed = { }
- min_freedom_level = (value 0 to 0.99, it is advisable to give every subject a unique value)
The allowed value determines whether a subject type is allowed for a country, a reichskommisariat for example uses:
- allowed = { has_government = fascism }
Any puppet places all of its allowed puppet types on the 0-1 autonomy scale, with min_freedom_level representing a subject type's lowest possible autonomy score (given as 0 in-game) and the highest possible autonomy being the min_freedom_level of the puppet type directly above.
Rules and Modifiers
Every subject type has rules, which restrict their behavior, and modifiers, which modify stats.
Rules
Rules are defined by the rule = { } function, some examples of rules include:
- can_decline_call_to_war = yes (allows subject to decline call to arms).
- units_deployed_to_overlord = yes (causes recruited divisions to automatically come under the control of the overlord).
Most rules default to "no".
Modifiers
Modifiers are placed in the modifier = { } block, and include all modifiers on the Modifiers page. Some common examples include:
- cic_to_overlord_factor = number 0 to 1 (determines percentage of civilian factories that go to overlord)
- mic_to_overlord_factor = number 0 to 1 (determines percentage of military factories that go to overlord)
- autonomy_manpower_share = number 0 to 1 (manpower to overlord)
- can_master_build_for_us = 0 or 1 (1 means they can, 0 means they can't)
- extra_trade_to_overlord_factor = ≥-1 (0 means unmodified, 1 means 100% more resources per increment, -1 means 100% less)
- overlord_trade_cost_factor = ≥-1 (0 means unmodified, 1 means 100% more expensive, -1 means 100% less)
- license_subject_master_purchase_cost = ≥-1 (0 means unmodified, 1 means 100% more expensive, -1 means 100% less)
- autonomy_gain_global_factor = ≥-1 (all fascist subjects have -0.3 meaning 30% less gain)
- research_sharing_per_country_bonus_factor = ≥-1
Most of these values default to 0 when not specified.
AI
It seems to be possible to modify how desperate subjects and overlords are to reduce or increase autonomy.
- ai_subject_wants_higher = {
- factor = 1.0
- }
- ai_overlord_wants_lower = {
- factor = 1.0
- }
This is for example the values of a regular puppet. It is unknown exactly how these factors work.
Conditions for Changing Autonomy Level
It is possible to add additional conditions for changing autonomy level, for example:
- can_take_level = {
- always = no
- }
This will forever forbid subjects of that type from gaining an autonomy level, even with maximum autonomy score.
- can_lose_level = {
- trigger here
- }
This is what the condition for losing an autonomy level. Most default subject types have "#trigger here" in both brackets, adding no conditions.
History
Subjects can be established through the history files, however there is a quirk of the game which can reset the subjects politics.
To avoid this issue, make sure that the overlord's tag comes before the puppet's tag in common/countries_tags
政治 | 意识形态 • 阵营 • 国策 • 内阁 • 政府 • 傀儡国 • 外交 • 全球紧张度 • 内战 • 占领区 • 情报机构 • 权力平衡 |
生产 | 贸易 • 生产 • 建设 • 装备 • 燃料 • 军工机构 • 国际市场 |
科研与科技 | 科研 • 步兵科技 • 辅助部队(支援连)科技 • 装甲车辆科技 • 火炮科技 • 陆军学说 • 特种部队学说 • 海军科技 • 海军学说 • 空军科技 • 空军学说 • 工程学科技 • 工业科技 |
军事与战争 | 战争 • 和平会议 • 陆军单位 • 陆战 • 编制设计 • 坦克设计 • 陆军计划 • 集团军 • 指挥官 • 作战计划 • 战术 • 海军单位 • 舰艇设计 • 海战 • 空军单位 • 飞机设计 • 空战 • 经验 • 军官团 • 损耗与事故 • 后勤 • 人力 • 核弹 |
地图 | 地图 • 省份 • 地形 • 气候 • 地区 |
事件与决议 | 事件 • 决议 |
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