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 |
中共(Communist China),是中国境内的一个割据势力。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 蒋介石政权相邻。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地区,但由于其多山的地形、充足的人力与开局时的要塞,使得他们不仅拥有良好的防御位置,在未来甚至可以成功抵御外侵与打赢内战,成立 新中国。
仅仅两年前,中共还面临着生死存亡的危机。为保存革命力量,红军踏上了史诗般漫长的征程——后世将之称作“长征”。仅凭在长征艰苦卓绝考验中幸存的残军与薄如白纸的工业,国共内战中的胜机可谓渺茫。
但只要假以时日,人民群众便可集结在共产主义旗帜下,建立新的革命武装,开辟新的革命根据地。而待到时机成熟,中共的革命斗争将再度展开,直到取得革命的最终胜利。
面对日寇的全面侵略,国共两党艰难地达成了和解。国共双方都深知抗日民族统一战线并不会持久,而延安的中共革命根据地现已成为抵御日寇的最前线。
为保存革命火种,中共必须谨慎对待手中的资源。抗日斗争中的军力损失必将成为未来武装推翻国民党时的隐患,而这似乎正是蒋介石政权所期望的……
中共在 唤醒猛虎 DLC中获得了独特的国策树。没有该DLC时,中共将使用通用国策树。
中共的国策可分为四大支线:
1936年开局时,中共只有2个科研槽。中共可以从国策“扫盲计划”“中国医科大学”“设立中科院”中获得另外三个科研槽。第一个科研槽很容易获得,但另外两个需要拥有一定数量的工厂来解锁。
陆军科技 | 海军科技 | 空军科技 | 电子与工业 |
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学说 | |||
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陆军科技 | 海军科技 | 空军科技 | 电子与工业 |
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学说 | |||
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1936年开局时,中共与 西北三马, 晋系和 中华民国接壤。在北方, 日本可能会在中国边境正当化战争目标,中共最终极有可能与日本人一战。
1936年开局时,中共有57%的稳定度和52%的战争支持度。
1939年开局时,中共有32%的稳定度和100%的战争支持度。
在 唤醒猛虎 启用时,中共将启用独特的国策树。在没有该DLC的情况下,中共将使用通用国策树。
1936年拥有的民族精神:
在1936年初,中共没有结盟。但在1939年,中共在 中华民国领导的中国统一战线下,正与 日本开战。
党名 | 政治思想 | 支持率 | 政党领导人 | 国名 | 是否执政 |
---|---|---|---|---|---|
中国共产党 | 共产主义 | 100% | Mao Zedong | 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 | 中国 | 否 |
这里可以选择中共的顾问和制造商。
制造商 | 类型 | 影响 | 花费 () |
---|---|---|---|
中德技术使团 | 重型坦克制造商 |
需要完成中国装甲师的国策或者拥有民族精神德国军事顾问 |
150 |
莫洛佐夫设计局 | 轻型坦克制造商 |
需要完成聘请苏联设计师的国策 |
150 |
设计师 | 类型 | 影响 | 花费 () |
---|---|---|---|
太原兵工厂 | 火炮制造商 |
控制山西 |
150 |
辽宁迫击炮厂 | 摩托化装备制造商 |
控制辽宁 |
150 |
汉阳兵工厂 | 步兵装备制造商 |
控制湖北 |
150 |
奉天军械厂 | 步兵装备制造商 |
控制辽东 |
150 |
设计师 | 类型 | 影响 | 花费 () |
---|---|---|---|
昭和制钢所 | 工业企业 |
控制辽东 |
150 |
西方精炼厂 | 精炼企业 |
控制辽东 |
150 |
中苏资源调查 | 精炼企业 |
控制乌鲁木齐 |
150 |
上海电子 | 电子企业 |
控制上海 |
150 |
理论家 | 类型 | 影响 | 花费 () |
---|---|---|---|
克莱尔·李·陈纳德 | 空战理论家 |
需要完成聘请陈纳德的国策 |
75 |
刘伯承 | 军事理论家 |
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150 |
夏天 | 空战理论家 |
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150 |
张伟 | 海军理论家 | 插入段落
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150 |
中共在1936年使用以下法律:
File:Ambox outdated info.png | 这张表格可能已不适合当前版本,最后更新于1.9。 |
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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中共在1939年使用以下法律:
File:Ambox outdated info.png | 这张表格可能已不适合当前版本,最后更新于1.9。 |
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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值得注意的是,“封闭经济”是最激进的贸易法案。
3 军用工厂 |
0 海军船坞 |
3 民用工厂 |
3 军用工厂 |
0 海军船坞 |
3 民用工厂 |
石油 |
铝 |
橡胶 |
钨 |
钢 |
铬 |
0 | 0 | 0 | 4 | 4 | 0 |
*这些数字代表游戏开始时可用于生产的可用资源。括号中是完整的数字,包括因贸易而损失的数字。
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。 |
1936年,中国共产党从一支小部队开始,既没有海军也没有空军。总体而言,它的 manpower有701.51K,其中的42.00K在军队中,剩余659.51K可供招募。可以通过在每个征兵法等级上花费150 political power来改变征兵法来改变人力。
类型 | 数量 | |
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步兵 | 8 | |
陆军师总数 | 8 |
类型 | 数量 | |
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船舶总数 | 0 |
类型 | 数量 | |
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Total planes | 0 |
1936年,中国共产党有8个步兵师,其中有5个6营步兵师,3个4营步兵师。
1936年,中国共产党是一个内陆国,因此没有任何船只。
1936年,中国共产党没有空军。
海军部长 | 类型 | 影响 | 花费 () |
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肖劲光 | Naval Maneuver (Expert) |
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150 |
高秋 | Decisive Battle (Expert) |
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150 |
空军部长 | 类型 | 影响 | 花费 () |
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克莱尔·李·陈纳德 | Ground Support (Expert) |
Requires focus Hire Chennault |
75 |
方子翼 | Ground Support (Expert) |
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150 |
高岗 | Air Safety (Expert) |
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150 |
中国的新曙光=== 中共发现自己与 中华民国处于同样危险的地位。虽然 中华民国不得不担心其内部政治稳定、经济不稳定、工业和军事力量薄弱、敌对和机会主义军阀以及可能威胁其财产的{flag | Japan | Imperial Japan},但它确实拥有令人满意的人力资源,有足够的工业能力进行可行的(即使是绝望的)防御,并且能够通过足够的努力实施足够的改革以稳定其政府和经济,建设其工业和军事,并确保其自身的领土所有权和国家主权。
Communist 中共手头也有同样紧迫的问题;虽然共产党没有民族主义者那样担心的政治和经济稳定问题,但他们控制的领土、人力、工业和物资非常少,在长征后精疲力竭、瘫痪,因此很难在与军阀者的直接对抗中保持住自己的地位,日本甚至其他中国军阀。除此之外,共产主义中国还有一个相当崇高的“胜利”条件:不知为何,共产党人必须在中国内战中生存,接管整个中国,排斥日本帝国,才能真正取得成功。
尽管如此,中共并没有完全崩溃,因为走投无路的动物可能是最危险的动物,军阀很快就会知道这一点。
与游戏中的所有其他共产主义国家不同,中共实际上可以决定坚持什么样的共产主义:“马克思列宁主义”(追随苏联)或“毛泽东主义”(独立自主),或采用“社会民主主义”(和民国合作)。 “加强中央秘书处”的国策后是一个十字路口,可供选择。每一个都允许玩家通过寻求其他同情国家的支持来清理政府内部的混乱,并从长征中遭受的损失中恢复过来。
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 |