立陶宛

本页面所适用的版本可能已经过时,最后更新于1.9
立陶宛

Lithuania.png


首都:
考纳斯

政府类型:
威权政体,寡头政治

阵营:
中立

立陶宛的国旗 立陶宛(Lithuania)是位于波罗的海沿岸的小国,在波罗的海三国中位于最南。立陶宛北部是 拉脱维亚的国旗 拉脱维亚,西部与 德意志国的国旗 德意志国的东普鲁士地区相邻,隔波罗的海与 瑞典的国旗 瑞典相望,东、南两面与 波兰的国旗 波兰接壤。历史上,立陶宛在1940年6月14日被 苏维埃联盟的国旗 苏维埃联盟占领。

地理环境

立陶宛是一个西临波罗的海的国家。它由五个地区组成:Module:State/List does not have state:Module:State/List does not have state: [苏杜瓦]Module:State/List does not have state:Module:State/List does not have state: [考纳斯]Module:State/List does not have state:Module:State/List does not have state: [奥克斯泰体哈]Module:State/List does not have state:Module:State/List does not have state: [梅梅尔]Module:State/List does not have state:Module:State/List does not have state: [萨莫吉希亚]。与其陆上交界的国家有:拉脱维亚、波兰和德国。立陶宛也有波罗的海的海岸线。其地块由56%的平原,32%的森林,1块城市和南部的两块丘陵构成。

历史背景

立陶宛与其他波罗的海国家在1918年摆脱崩溃的俄罗斯帝国,并迅速陷入冲突以捍卫其新获得的独立。

立陶宛与波兰和其他波罗的海国家一起与苏俄(Russian Soviet Socialist Republic,苏维埃联盟的国旗 苏维埃联盟的前身)作战,并制止了1918-1919年的苏俄大攻势。在击败布尔什维克之后,立陶宛与其他波罗的海国家进行了内部战争,以对付西俄罗斯志愿军(West Russian Volunteer Army,本质上是俄罗斯帝国军的残余),后者在俄国内战中与亚历山大·高尔察克(Alexander Kolchak)的白俄军队正式联手(反对波罗的海独立)。在消灭了其领土上所有剩余的俄罗斯军队之后,立陶宛又与与新独立的波兰因领土争端爆发战争。原本在波罗的海独立战争后,俄罗斯人在和平条约中分配给立陶宛的维尔纽斯(Vilnius)地区,之后被波兰占领,并改名为维尔诺。

第二次世界大战爆发前夕,作为《里宾特洛甫-莫洛托夫条约》秘密协议的一部分,波罗的海地区将被 德意志国的国旗 德意志国划分给 苏维埃联盟的国旗 苏维埃联盟。立陶宛最初被迫割让梅梅尔地区(Memel)给 德意志国的国旗 德意志国,之后于1940年作为加盟共和国被苏联占领。1941年,德国发起巴巴罗萨行动(Operation Barbarossa)入侵苏联,将波罗的海国家重组为“帝国东方自治领”(Reichskommisariat Ostland)。该地区在1944-1945年苏联的军事行动中回到苏联控制,第二次世界大战结束后,波罗的海国家再次作为加盟国并入苏联,立陶宛重组为立陶宛苏维埃社会主义共和国(Lithuanian Soviet Socialist Republic)。1990年3月,立陶宛率先宣布脱离苏联独立,拉开了苏联解体的大幕。

国策树

主条目:立陶宛国策树

立陶宛的国旗 立陶宛寸步不退扩展包中获得了独特的国策树。未启用该扩展包时,立陶宛将使用通用国策树。

科技

立陶宛在1936年开局时拥有3个科研槽,科技基础薄弱。

陆军科技 海军科技 空军科技 电子科技与工业
  • 步兵装备I型
  • 支援装备
  • 火炮

  • 战间期型战斗机

事件

立陶宛需要在“德国索要梅梅尔”事件中做出选择。若拒绝,可能会导致战争;若接受,则割让梅梅尔给德国。另一些事件会导致苏联正当化对立陶宛的战争,并被其征服。

政治

民族精神

立陶宛在 寸步不退No Step Back扩展包中添加了4个民族精神,未启用该扩展包时,1936年开局时拉脱维亚没有任何民族精神。


铁狼团威胁-低 icon
铁狼团威胁-低
  • 人力适役人口修正:-15%
  • 每日指挥点数增长:-0.05
  • 法西斯主义法西斯主义理念每日新增支持率:+0.05
  • 征兵法案花费:+10%
农耕社会 icon
农耕社会
  • 人力适役人口修正:-50%
  • 生活消费品工厂:3.0%
  • 工厂产出:-20.00%
农业生产是立陶宛经济的核心。向周边国家的粮食出口是立陶宛最大的经济来源。
经费不足的军队 icon
经费不足的军队
  • 陆军指挥官花费:+50.0%
  • 每日指挥点数增长乘数:-50%
  • 陆军学说花费:+25%
议会 icon
议会
  • 稳定度稳定度-15.00%
  • 民主主义民主主义理念每日新增支持率:+0.05
  • 政治顾问花费:+15%
  • 经济法案花费:+15%


政党

1936年开局时,立陶宛的政党如下表:

意识形态 政党名称 支持率 领导人 国名 是否执政
Democratic 立陶宛基督教民主党(LKDP) 30% 随机 立陶宛共和国 No
Communist 立陶宛共产党 (LKP) 15% 安塔纳斯·斯涅什库斯 立陶宛人民共和国 No
Fascist 铁狼 15% 奥古斯丁纳斯·沃尔德马拉斯 铁狼立陶宛 No
Non-Aligned 立陶宛民族主义联盟 (LTS) 40% 安塔纳斯·斯梅托纳 立陶宛 Yes

(注:若被苏联傀儡,立陶宛将拥有额外的国家标签)

外交

作为中立主义国家,立陶宛与其他中立主义国家有很好的关系(+10)。与相同政党的国家有额外的关系修正,如其邻国拉脱维亚 (+20)。立陶宛与波兰尽管有相同的执政党,但因为波兰拥有立陶宛的一个核心地区——维尔诺,双方依然有(-10) 的关系修正。对于其它国家,立陶宛的外交关系只有简单的“不同意识形态”(-10)、“相同意识形态”(+10)和“相同执政党”(+20)。它与 拉脱维亚的国旗 拉脱维亚波兰的国旗 波兰德意志国的国旗 德意志国接壤,并拥有海岸和两个海军基地(均为1级)。在历史模式下,Module:State/List does not have state:Module:State/List does not have state: [Memel]地区通常会在1939年被德国占领。

外交规则

中立主义 立陶宛民族主义联盟(中立, 寡头政治)

  • No 强迫其他国家接受相同意识形态
  • No 附庸别国
  • 制造战争目标的全球紧张度限制:+50%
  • 租借法案的全球紧张度限制:+40%
  • 派遣志愿军的全球紧张度限制:+40%
  • 保障独立所需的全球紧张度限制:+40%
  • 加入阵营的全球紧张度限制:+40%
  • 意识形态变化抵制力度:-30%
  • 泄露给他国的民政情报:+20%
  • 泄露给他国的陆军情报:+10%
  • 泄露给他国的海军情报:+20%
  • 泄露给他国的空军情报:+10%

联盟

在游戏开始时,立陶宛没有加入任何联盟。当AI 波兰的国旗 波兰创建海间联盟并邀请立陶宛时,立陶宛会加入其中。

内阁与制造商

Political Advisors
顾问 Type Effect Cost (政治点数)
Leonas Bistras Compassionate Gentlemen
  • Improve Relations Opinion: +15%
150
Mečislovas Gedvilas Communist Revolutionary
  • Daily Communism Support: +0.10
  • Unlocks Communism On The Rise decisions.
150
Vladas Mironas Fascist Demagogue
  • Daily Fascist Support: +0.10
  • Unlocks Fascism on the Rise decisions.
150
Mykolas Sleževičius Prince of Terror
  • Effect of partisans on us: -25%
  • Foreign subversive activities efficiency: -30%
  • Non-core Manpower: +2%
150
Pranas Dovydaitis Democratic Reformer
  • Daily Democracy Support: +0.10
  • Unlocks Move Towards Democracy decisions.
150
Vladas Jurgutis Captain of Industry
  • 民用工厂Civilian Factory Construction Speed: +10%
  • Infrastructure Construction Speed: +10%
  • Refinery Construction Speed: +10%
150

经济

法案

征兵法案 经济法案 贸易法案
Limited conscription.png 有限征兵
  • 2.5% 适役人口
Civilian economy.png 民用经济
  • 35% 生活消费品工厂
  • –30% 军用工厂建造速度
  • –30% 民用工厂建造速度
  • +30% 军转民消耗
  • +30% 民转军消耗
  • -40% 石油转换燃油效率
  • -25% 燃油容量
Export focus.png 重视出口
  • 50% 可出口资源
  • +5% 科研速度
  • +10% 工厂/海军船坞产出
  • +10% 建造速度
  • +20% 泄露给他国的民政情报
  • +10% 泄露给他国的海军情报

工业与资源

1936开局时的工业
军用工厂
1 Military Factory
海军船坞
0 Naval Dockyards
民用工厂
4 Civilian Factories
1936开局时的资源
Oil.png
石油
Rubber.png
橡胶
Steel.png
Aluminum.png
Tungsten.png
Chromium.png
0 0 3 0 0 0

军事

Manpower totals 55.05K, with 27.09K Free Manpower.

陆军

3Infantry.pngPėstininkų Divizija


Total: 3

Manpower.png Manpower Used: 27.00K

Lithuania starts with 3 Infantry Divisions of 9 Infantry companies each.

海军

No No Ships

Total: 0 Ships

Manpower.png Manpower Used: 0

空军

48 Unknown Fighters

Total: 48 Planes

Manpower.png Manpower Used: 0.96k

策略与指南

总述

Lithuania is one of the most difficult minor nations to play, as it is a target of both the German Reich (who claims Memel) and the Soviet Union (who claims everything else). This makes Lithuania's position very precarious, as it cannot fight either power on its own. Since the USSR is by far the greatest threat to its survival, Lithuania must seek to ally itself with either the Axis or the Allies until it can stand on its own two feet.

Some things to know before starting:

  • If Lithuania becomes Communist, the people may ask to integrate into the Soviet Union. If accepted, the Soviet Union will annex Lithuania, ending the game for the player.
  • All the Formable Nations involving Lithuania require you to control Memel. Therefore, a strike swiftly will be needed if the player wishes to increase the country's core territory before Germany claims Memel.

Iron Wolf Lithuania and Forming the Baltic Unitary State

By far, the best path for an aggressive Lithuania (as with most other minor powers) is to go Fascist. At the start of the game, the player should blitz the Political Branch of the National Focus Tree until he reaches the "Militarism" focus. Next, he should begin to work on the Industry branch. As soon as the player has enough Political Power, he should get a Fascist Demagogue to quicken the change to Fascism. Performing Anti-Communist and Anti-Democratic Raids will help by slightly increasing stability in the long run as well as reducing the stability loss from the Non-Aligned party's weakening hold over the country.

Once the ruling party becomes Fascist, the player must justify a war goal against neighboring Latvia. To successfully conquer Latvia, its highly recommended that the player would have at least five or six Infantry Divisions, equipped with Engineer Companies, and have one or two more in training. Once a flanking manoeuvre is executed through western or central Latvia, the AI's tendency to rearrange its forces will likely kick in, allowing the player to occupy Latvia's three cities and force its government to capitulate.

The next target ought to be Estonia. As soon as you are at war with Latvia, begin justifying a war goal against Estonia. Estonia's limited population will prevent it from deploying more than three or four divisions (although these could potentially be 7 Infantry and 3 Artillery monster divisions). A smart player can outflank these forces with the more numerous Lithuanian divisions and force Estonia's capitulation in less than a month.

At this point, if Waking the Tiger is enabled, and the player still controls Memel, the player may take the decision Unite the Baltics, which grants cores on all the Baltic States and forms the Baltic Unitary State.

Greater Baltic Unification

To reclaim Vilnius from Poland under the Baltic Unitary State, significant luck is required. First, Poland must go down the "Poland First" branch of its focus tree, or else you will end up fighting an unwinnable war against the Allies. Next, Germany and the Soviet Union must not sign the Molotov-Ribbentrop Pact (this is not necessary, but it will make it much easier to take Vilnius without fighting the Soviet Union ). Start by joining the Axis and aiding Germany during the invasion of Poland. When the peace conference occurs, claim Wilno and any neighbouring states possible (states right next to the Soviet Union are not recommended as they will only lengthen the border you must defend). After the peace conference, the player may take the decision "Move the Capital to Vilnius", moving the player's capital to its rightful location. From here, the player can prepare for the inevitable war with the Soviet Union, and, in the event of victory, turn on whoever controls Memel and the rest of Poland to unite the entire Baltic region under one banner.

中立主义的立陶宛

One of the hardest challenges is trying to keep Lithuania Non-Aligned and trying to survive and even win the war without switching ideologies. This run is very heavily dependent on luck, as Soviet AI's decisions can ruin your game early, and in some cases, the allies you choose (either Japan, or Allies or Soviet Union) cannot defeat Germany in time. If you have access to 抵抗运动 La Résistance, a less luck based strategy of signing NAP's with Germany and/or Soviet Union can be used. See a more detailed NAP descriptions below.

Going down the political branch of Nationalism without ever changing your government is enough to get "Militarism" focus and wield a substantial force. The composition of the force should depend on your plans, and specifically on the nations you are planning to face.

Getting enough Army XP

A short relation improvement later, you can easily send an Attache to your favorite side in the Spanish civil war, granting you a handful of Army experience you can use to set up your ideal divisions for your wars. This usually gives in excess of what a "Military Theorist" advisor can generate in the same time, but hiring him as well is an option, provided your strategy can spare the political power.

Opposing German demands for Memel

Whenever Germany does "Reassert Easter Claims" focus, Lithuania gets an event demanding for Memel. If you have high relations with Britain or France, there's a good chance of getting a guarantee whenever you deny the German claims. Germany will declare war soon after. Depending on your goals, you can either join the Allies or remain a single state at war. If you manage the forces well, and make use of the general abilities, pushing at the German port can allow you to cut off German forces from supply allowing you to capture Ermland-Masuren and Königsberg states - this is very tricky to achieve, and might require multiple attempts. (Having many divisions in your army can sometimes be counter-productive as then the German AI can delay the start of the war and bring more troops over to your border, decreasing your chances or success considerably)

In this scenario German events concerning Czechoslovakia usually lead to Czechoslovakia joining the war and potentially raising the world tension to 50% opening your options by allowing justification of war-goals.

Sometimes, if the Allies are making good progress, this strategy leads to Germany delay the attack on Poland, or even forgo it entirely, which can spiral to Soviets attacking Poland in a couple of years, causing an Allies-Commintern conflict, that you can sometimes stay out off.

Having a good relation with Soviets sometimes gets you a few volunteer divisions against Germany (as the war for Memel usually starts before the Molotov-Ribentrop pact, and Germany and Soviets still don't have good relations) which also serves as an early warning-system for an impending Soviet attack. (They cannot declare war as long as you have their volunteers)

Baltic Unification as Non-Aligned

(requires justifying a war goal, so might be incompatible with seeking Alliance with Japan or Alliance with Soviets)

As the world tension reaches 50% (allowing justification of war-goals as non-aligned), and your luck is good, justifying on both Latvia and Estonia before Soviets send their ultimatums can allow you to reform the Baltic Unified States early (sometimes the Soviets start their justifications on Baltic states early, and their event forces the small nations to choose annexation with 100% certainty, robbing you of a chance to even declare war). It would also get Latvia and Estonia joining Axis as you declare the attacks. If you wish to join Allies, remember to start the justification first, as otherwise being in a Democratic faction can limit your war justification targets considerably. Conquering Latvia and Estonia can be done with a handful of 3-sized cavalry divisions (the template for which could be used for resistance suppression later) that prioritize going for victory points.

Seeking Alliance with Japan against Germany

(requires justifying a war goal, so might be incompatible with seeking Baltic Unification or Alliance with Soviets)

Justifying a war-goal on one of inner high-manpower provinces in China and declaring a war, can lead to Japan sending you a faction invite, potentially drawing Japan into a war against Germany together with Allies. Depending on Japan's success, this could be a very strong alliance, or a really bad one if Japan capitulates earlier than you do. If you have token divisions to spare, sending them to japan to gainin a small percentage of war-score could even land you a single Chinese province in a peace deal, which, with high enough compliance or through colonial templates, could improve your glaring manpower issues.

Seeking Alliance with Allies

By far the simplest option to go for- having a good relation with Britain or France gives you a high chance of getting a guarantee. Whenever you have a common war, the faction invite will come. Even when they don't guarantee you, holding out until the Allies join the war, would achieve the same thing.

Having an Alliance with Allies, also allows you to become a Government in Exile should you lose, but that strategy is not highly effective nor recommended.


Seeking Alliance with USSR

(requires justifying a war goal, so might be incompatible with seeking Baltic Unification or Alliance with Japan)

Justifying a war-goal on Finland and declaring war can get Finland joining axis, and if you time the start of your war just as Soviet-Finald war starts (since Soviet AI can vary on the order of events, this is an issue of luck) you can get a common war with Soviets, and in turn join the Comintern.


USSR Aggression

Whichever side you are on, the USSR will get claims on your cores. Should their faction be busy with other wars, you might not get justified against, but usually it happens sooner or later. Having a "Prince of Terror" advisor can make Soviets prioritize justifying on Latvia or Estonia. Holding back USSR without a backing of another faction is nearly impossible, especially if you are already at war. Very luck dependent. It is better to seek out a NAP, if you have access to 抵抗运动 La Résistance, or try to go for a membership in Comintern by declaring war at Finland.


German War With Poland

There is no fool-proof strategy on helping Poland hold out against Germany, and their loss is near guaranteed. However, if you are not a member of Allies, stationing a few troops at Kaunas-Vilno border, and pushing with them just as Poland capitulates can net you Lithuania's Former capital before the Soviet union claims their share. Wilno comes with a small boost to your manpower and (usually) a single civilian factory - if you join the Allies after getting Wilno, you get to keep it until he end of the war, provided you can hold onto it.

After Poland capitulates, holding the line against Germany until USA joins the war is your best bet. Since Soviet Union gets half of Poland, this leaves you with two potencial frontlines against germany. The first can be achieved by holding the German advance at Königsberg,, where there's a three-province border, or retreating inward, along the five provinces next to river Nemunas (six provinces, if you managed to get Wilno after Poland capitulation). If you have good army composition (including some source of penetration and hard attack to deal with German tanks, especially at later dates), holding out for a while while fortifying is an option.


Non Aggression Pacts options with 抵抗运动 La Résistance

This strategy can be applied not only to the Non-Aligned Lithuania, but is most useful for the Non-Aligned ideology, as both Fascist and Communist Lithuania are better served with an agressive start.

Successfully done it allows to safely wait out until the world tension reaches 50% and getting ability to justify war goals yourself, as well giving back control over when Lithuania can enter the war.

To gain some breathing room with Lithuania one should prioritize doing a few couple of civilian focuses of the generic tree before getting the military factories. "Construction Effort" and "Construction Effort II" coupled with changing mobilization laws to "Partial Mobilization" is just enough to have 5 required factories for establishing the secret service. (Getting five secret service upgrades or getting the "Illusive Gentleman" could increase the operative count but that is optional unless you plan to make extensive use of the operatives, and the factories are arguably better spent improving the economy).

Using your operative, coupled with a short improve-relations action, can get you NAP's with Germany and Soviets. Best time to start working on the NAP with Germany is soon after Anschluss, and with Soviets it's better done before Molotov-Ribbentrop Pact (it's important to this before modifiers for aggressive goals directed at Lithuania kick in). In this case, when Germany demands Memel, Lithuania can safely decline as the NAP will hold the Germans back. For as long as Lithuania has enough troops stationed on German-Lithuanian border the NAP will hold. This delay in German aggression also ensures a near-certain getting of guarantees from France and/or Britain. Getting a NAP with Soviets before Poland is attacked gets you a shared border before the Soviets can cancel the NAP, and keeping troops on the Lithuanian-Soviet border ensures that the Soviets cannot start justification on you, protecting you from the Soviet Ultimatum event.

If you need a better deterrent against breaking a NAP, remember that division size doesn't matter and stacking your border with 1-size divisions increases the amount of divisions Germany or Soviet Union needs to bring to your border to break the NAP.

The best moment to break the NAP would be at the start of German-USSR war. Joining Axis is a lot easier, since at that point USSR controls one of your cores, and being at war, your justification on Wilno would only take ~15 days, and barely cost any political power, allowing you to attack Soviets ~15 days after Germany does, leading to a near-guaranteed invitation to Axis. Mind, that at this point you do not need to join the Axis-Allies war, even as you will be constantly bombarded with invitations to that war from Axis members.

成就