边境战争

本页面所适用的版本可能已经过时,最后更新于1.8

边境战争是一种小规模的冲突,在不经过全面战争风险的情况下获得地区的手段。该机制主要作用于中国及其共产主义/民族主义之间的冲突,尤其对于 中共的国旗 中共的游戏过程来说,该机制是早期的规划内容。由于它主要由决议事件驱动,因此规则可能会略微混乱。

边境战争将经历几个阶段:造成边境事件的决议,承诺战斗的决议,战斗过程,升级冲突的可选决议,以及结果。它仅限于两方:攻击方和防守方(决议执行者和决议目标)。

Cause an Incident

A border conflict starts with the appearance of a decision to create a border incident. It requires finding the right parties to conflict over. If multiple countries are eligible targets, there will be one decision for each of them.

This decision is visible if:

  • No other Border Conflict has been initiated between the two parties
  • Neither party is in the same Faction or a subject of the other
  • Either:
    • The Decider has the Flag CHI_institute_cross_border_raids and neither Aggressor nor Defender are the Leader of China. (Comment: Warlord goes opposition can border war all other warlords (PRC counted as warlord here)
    • The Decider has the Flag CHI_provoke_border_clashes and the target is the leader of China (Comment: Warlord has completed focus to start shit against Leader of China)
    • The Target has the Flag CHI_provoke_border_clashes and the decider is the leader of China (Comment: Leader of China can kind of fight back)
    • The Decider has finished the focus CHI_anti_opposition_campaigns and both sides picked focuses to support in the Nationalist/Communist Conflict
    • The Decider is Communist China and the target cooperates with the Nationalists
  • The Target is any of the Chinese Factions
  • The Decider is any of the Chinese Factions
  • OR playing 日本的国旗 日本 and having a direct border with 苏维埃联盟的国旗 苏维埃联盟

This decision is available if the aggressor:

  • fully owns and controls a source state
  • has at least 1 division in the source state
  • does not have a active Border Conflict anywhere else
  • does not have a NAP with the Defender

The Decision costs 100 PP and runs for 30 days. Upon taking the decision, a random Defender State without a active border conflict is chosen. Then a random neighboring attacker State is also chosen. The decision can not be taken again for 180 days (state and Faction specific lockouts also exist). The defender is informed and both the defender and aggressor have the 30 days to bring troops in the states into position.

Committing

After the initial warning timeout has run it's course, the attacker has 30 days to decide to actually commit to the conflict. If he does, combat starts instantly. This can be used to prepare more forces. Or to reconsider, if the defenders forces or global situation no longer supports a conflict. However if the timer runs out, the Aggressor loses another 100 PP.

战斗

事件触发并引起冲突后,战斗将会打响:

  • 双方地区的6个师将被选中并组成一支独立部队。这支部队将从国家中随机分配一名将领。两支部队随机进入战斗。
  • 除了将部队移出冲突地区外,似乎没有办法控制选择哪些部队,且选择似乎完全是随机的。这超出了mod可修改的代码范围。
  • 同样,部队将领也是从全国范围内随机挑选出来的,这可以包括目前在另一战线行动或执勤的任何将军或元帅。被选召的将领不能使用能力。
  • 部队将被锁定在冲突地块,在冲突结束之前,任何一方都不能增加或移除师、将其分配到某一元帅或以其他方式影响他们。
  • 战斗的宽度为80,所有部队初始状态都是预备队。这可能会导致一方或双方有0个师积极作战,不会对对方造成伤害。
  • 不在边界处的选定部队首先必须移动到那里,才能放置在保留区后加入战斗。该条主要适用于原本执行驻军任务的选定师。
  • 如果该地区没有足够的师,将从全国各地抽调部队。这些部队仍然必须首先转移到冲突边界。
  • 因组织度损失而退出的师团将撤离以完全恢复,然后作为预备队重新投入战斗。
  • 战斗过程忽略所有地形和防御工事修正。
  • 堑壕值将被忽略,但任何计划加成都不会被忽略。
  • 如果在360天内没有人赢得冲突,则冲突被宣布为平局。

Escalation options

Both sides can decide to escalate the conflict. There is a 45 day cool-down between those options

The first escalation costs 200 PP, increases the width to 100 and gives both sides a +15% bonus.

The second escalation turns this into a full blown war after 15 days, canceling the border conflict and the combat.

Both sides can also decide to back out of the conflict, causing a instant win for the other side.

Result

If the attacker won, he gains 100 PP and control of the State. On the last state, the target is instead annexed.

If the defender won, he gains 150 PP, 30 Army XP, and a Tech bonus of 100% to 1 land doctrine. The attacker loses 150 PP instead.

If the conflict is canceled (like both sides starting war, joining the same faction or it timing out) both sides gain 30 Army XP and 50 PP.

Tactics

  • It is always 6 divisions that are picked, regardless of width. Accordingly it can help to design and encourage the picking of high width divisions.
  • The experience gain to manpower loss ratio for Border wars is exceptionally good, leading to a handful of extremely skilled Division which can be used for later attacks.
  • While terrain, entrenchment and other defensive modifiers are ignored, there is still a considerable advantage for the defender due to Defense tending to be higher then Breakthrough.
  • The defender can win by outlasting the enemy for the entire 360 days.
  • The attacker has to win by actually crushing the enemy with enough damage. But failing that, a draw is preferable over a defeat.
  • While leader abilities can not be used during the conflict, they can be chosen just before it and still should have effect.
  • As all units start in Reserve, the reinforcement score is extremely important
  • The AI is also unable to manipulate the divisions chosen for the combat and bring units into play. Often their garrison Cavalry Divisions are drawn into the combat. However it just having a manned frontline against the player will drastically improve the expected enemy troop quality.

Modding

  • The selection of which units join the fight can not be affected in any known way.
  • The decisions and results however are script driven and thus fully mod-able.
  • It is worth noting that the strait crossing penalties do still apply, as they were likely not considered for mainland china.