傀儡国

本页面所适用的版本可能已经过时,最后更新于1.8

“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.

宗主国

拥有傀儡国的好处

  • The puppet master nation may import goods from its puppet or subject state at a rate discounted below the standard trade rate of up to 8 loads of a resource per factory. If the 共赴胜利共赴胜利 DLC is active, a puppet or an integrated puppet (such as Malaya) provides 80 loads per factory to its British master (90% discount), while British Raj colony offers 16 loads (50% discount) and British dominions offer 10 loads per factory (25% discount). Without the DLC, the Raj is a puppet and the only discount is for puppets.
  • The puppet master may access far more of the puppet's resources than it could otherwise with its own trade laws if directly annexed. Extra Trade for overlord provides a bonus on top of the puppet's Trade Law to market rate. So if a Puppet would have 200 Steel available and have Free Trade, typically only 80% of their resources go to Export (160 steel) the rest can be kept for themselves. With the Extra trade bonus of +25% (from Dominion level autonomy) this brings the total steel available to export from a puppet to 170 (160 + 10, where 10 is 25% of 40, where 40 is 200 - 160) out of their total of 200. This can mean with Integrated Puppets the puppet master may purchase all of their resources even if they switch to 'Closed Economy'. Indeed, the extra trade to overlord is applied to the resources not exported.
  • Integrated Puppets, Reichskommissariats/Reichsprotektorates and Imperial Associates/Protectorates give a small share of their civilian factories and a major share of their military factories to the puppet master. Naval dockyards are unaffected. See charts for details.
  • At certain levels of autonomy a puppet master may request license production of a puppet's equipment, at a discount or even completely free. In addition to being given access to equipment without needing to research it, there is also a bonus conferred to researching that equipment while the license is in effect. Speeding up research for domestic equipment.
  • It is possible to "request" control over the troops of the puppet; this provides additional divisions for the puppet master, although puppet divisions may not be very well designed.
  • When doing so, it is desirable for the player to lend-lease appropriate equipment to the puppet nation which will allow for faster division training as well as combat any existing puppet equipment shortages. Alternatively, the master may request lend-lease equipment from the puppet to drain its equipment stocks.
  • The master can effectively boost their own manpower by raising units including a mix of master and puppet manpower (70% for a Colony, 90% for a Puppet, and 100% for an Integrated Puppet). Such colonial divisions are controlled by the puppet master. The templates for such colonial divisions are those taken or adapted from the puppet's own template list (open by clicking the Crown icon at the top of the Division Designer in the Recruit/Deploy menu). If a puppet is newly released, it will receive templates of the puppet master.
  • Puppeting countries can often be safer than annexing them as it generates less 全球紧张度全球紧张度 than territorial annexation, reducing the risk of foreign intervention by other potentially hostile countries.
  • Puppeting allows countries to retain any fleets. As capital ships take a long time to construct, this can drastically aid naval supremacy.
  • With 抵抗运动, Satellites , Dominions, Imperial Subjects, and Supervised States can contribute spies to a spymaster.

Disadvantages of having a puppet

  • If 共赴胜利共赴胜利 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.

Being a puppet

Advantages of being a puppet

  • 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.

Disadvantages of being a puppet

  • 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

自治度等级

{{expansion|tfv} 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AutonomyAutonomy 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政治点数政治点数,而吞并或独立时则需要300政治点数政治点数.

自治度等级 规则 修正 自治度花费
独立
Autonomy freedom icon.png
  • 是 可以宣战
  • 是 可以拒绝参战
  • No 宗主不可以控制其单位
  • No 宗主不可以在其省份建造建筑
  • 是 可以成为间谍首领
  • 是 为间谍首领贡献间谍
  • 是 可以创建合作政府
Dominion
Autonomy dominion icon.png
  • No禁止对其他国家宣战
  • No 不可以拒绝参战
  • No 宗主不可以控制其单位
  • No 宗主不可以在其省份建造建筑
  • 是 可以成为间谍首领
  • 是 为间谍首领贡献间谍
  • No 可以创建合作政府
  • 为宗主国的额外贸易: +25%
  • 宗主国的贸易花费: −25%
  • Autonomy 1000
殖民领
Autonomy colony icon.png
* No May declare wars
  • No 不可以拒绝参战
  • No 宗主不可以控制其单位
  • 是 宗主可以在其省份建造建筑
  • No 不可以成为间谍首领
  • No 不为间谍首领贡献间谍
  • No 不可以创建合作政府
  • 为宗主国的额外贸易: +50%
  • 宗主国的贸易花费: −50%
  • 共享科技修正: −50%
  • 为宗主国提供人力: +70%
  • Autonomy 1000
傀儡
Autonomy puppet icon.png
* No May declare wars
  • No 不可以拒绝参战
  • No 宗主不可以控制其单位
  • 是 宗主可以在其省份建造建筑
  • No 不可以成为间谍首领
  • No 不为间谍首领贡献间谍
  • No 不可以创建合作政府
  • 为宗主国的额外贸易: +100%
  • 宗主国的贸易花费: −90%
  • 共享科技修正: −50%
  • 为宗主国提供人力: +90%
  • Autonomy 1000
半吞并傀儡
Autonomy integrated puppet icon.png
* No May declare wars
  • No 不可以拒绝参战
  • 是 宗主可以控制其单位
  • 是 宗主可以在其省份建造建筑
  • No 不可以成为间谍首领
  • No 不为间谍首领贡献间谍
  • No 不可以创建合作政府
  • 为宗主国的额外贸易: +100%
  • 宗主国的贸易花费: −90%
  • 共享科技修正: −50%
  • 为宗主国提供人力: +100%
  • 被宗主国控制民用工厂: +25%
  • 被宗主国控制军用工厂: +75%
  • Autonomy 1000

Autonomy levels (fascism)

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
Independent
Autonomy freedom icon.png
  • 是 May declare wars
  • 是 May decline call to war
  • No Units are deployed to overlord
  • No Overlord can build in provinces
  • 是 Can be spymaster
  • 是 Generates spies for spymaster
  • 是 Can create collaboration governments
Satellite
Autonomy satellite.png
  • No May declare wars
  • No May decline call to war
  • No Units are deployed to overlord
  • No Overlord can build in provinces
  • No Can be spymaster
  • 是 Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +40%
  • Extra trade for overlord: +40%
  • Overlord trade cost: –40%
  • License cost between subject and master: –100%
  • All autonomy gain: –30%
  • Autonomy 1500
Reichsprotectorate
Autonomy reichsprotectorate.png
  • No May declare wars
  • No May decline call to war
  • No Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • No Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +70%
  • Recruitable population factor: -25%
  • Extra trade for overlord: +60%
  • Overlord trade cost: –60%
  • Civilian Industry controlled by overlord: +25%
  • License cost between subject and master: –100%
  • All autonomy gain: –30%
  • Autonomy 1500
Reichskomissariat
Autonomy reichskommissariat.png
  • No May declare wars
  • No May decline call to war
  • 是 Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • No Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +90%
  • Recruitable population factor: -50%
  • Extra trade for overlord: +100%
  • Overlord trade cost: –90%
  • Civilian Industry controlled by overlord: +25%
  • Military Industry controlled by overlord: +65%
  • License cost between subject and master: –100%
  • All autonomy gain: –30%
  • Autonomy 1000

Autonomy levels (Imperial Japan)

Fascist subjects of 日本的国旗 日本 (and Fascist or Nonaligned subjects of 满洲国的国旗 满洲国 if it becomes independent) have yet another system. There are only 2 basic autonomy levels, with an alternative level unique to 满洲国的国旗 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
Independent
Autonomy freedom icon.png
  • 是 May declare wars
  • 是 May decline call to war
  • No Units are deployed to overlord
  • No Overlord can build in provinces
  • 是 Can be spymaster
  • 是 Generates spies for spymaster
  • 是 Can create collaboration governments
Imperial Subject
Autonomy imperial associate.png
  • 是 May declare wars
  • 是 May decline call to war
  • No Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • 是 Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +50%
  • Extra trade for overlord: +25%
  • Overlord trade cost: –25%
  • Civilian Industry controlled by overlord: +10%
  • Military Industry controlled by overlord: +25%
Imperial Associate
Autonomy imperial associate.png
  • No May declare wars
  • No May decline call to war
  • No Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • No Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +70%
  • Extra trade for overlord: +60%
  • Overlord trade cost: –60%
  • Civilian Industry controlled by overlord: +25%
  • All autonomy gain: –30%
Imperial Protectorate
Autonomy imperial protectorate.png
  • No May declare wars
  • No May decline call to war
  • 是 Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • No Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +90%
  • Extra trade for overlord: +100%
  • Overlord trade cost: –90%
  • Civilian Industry controlled by overlord: +25%
  • Military Industry controlled by overlord: +65%
  • All autonomy gain: –30%
  • Autonomy 2500

Supervised State (democratic)

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
Independent
Autonomy freedom icon.png
  • 是 May declare wars
  • 是 May decline call to war
  • No Units are deployed to overlord
  • No Overlord can build in provinces
  • 是 Can be spymaster
  • 是 Generates spies for spymaster
  • 是 Can create collaboration governments
Supervised State
Supervised state.png
  • No May declare wars
  • No May decline call to war
  • No Units are deployed to overlord
  • No Overlord can build in provinces
  • No Can be spymaster
  • 是 Generates spies for spymaster
  • No Can create collaboration governments
  • Master ideology drift: +0.30
  • Extra trade for overlord: +25%
  • Overlord trade cost: –25%
  • Daily autonomy progress gain: +2.0
  • Autonomy 1250

Collaboration Government

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
Collaboration Government
Collaboration Government.png
  • No May declare wars
  • No May decline call to war
  • 是 Units are deployed to overlord
  • 是 Overlord can build in provinces
  • No Can be spymaster
  • No Generates spies for spymaster
  • No Can create collaboration governments
  • Subject manpower requirement: +100%
  • Extra trade for overlord: +100%
  • Overlord trade cost: –90%
  • Civilian Industry controlled by overlord: +75%
  • Military Industry controlled by overlord: +75%
  • Research sharing bonus factor: −50%
  • Autonomy 1000

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

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

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 = {
  1. 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


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