傀儡国:修订间差异

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=== Autonomy levels (fascism) ===
=== 自治度等级(法西斯主义)===
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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.
意识形态是法西斯主义的傀儡国拥有一套不同的自治度系统,当然也有一些相似性。虽然等级数量更少,只有3个等级,但总体上需要提高更多的自治度才能独立(或者降低更多的自治度来被吞并)。除去卫星国,其余每个等级的自治度点数都是从0至1500。改变自治度等级的操作同其它意识形态的傀儡国相同,单纯改变等级需要50点政治点数,独立或吞并傀儡需要300点政治点数。


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2021年3月22日 (一) 09:25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

拥有傀儡国的优势

  • 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 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 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 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。

拥有傀儡国的劣势

  • 如果 共赴胜利 共赴胜利 未开启,傀儡国完全掌控宗主国给予的领土,这意味着宗主国无法在傀儡国的领土上进行建设。同时也无法吞并傀儡国,意味着建立傀儡国会致使宗主国无法将傀儡国的领土资源用于自己的建设。
  • 傀儡化缺乏资源的小国家的效果不如简单吞并之,特别是当傀儡国的资源少于8个单位的情况,因为仍需要使用工厂贸易获得。(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.)
  • 如果给予傀儡国太多领土,傀儡国之后可能会拒绝归还。

作为傀儡国

作为傀儡国的优势

  • 傀儡国即使处于非战争状态下也可以接受来自宗主国的租借法案。在开始于1936年的多人模式游戏中,这将有利于帮助傀儡国的发展领先于他国。
  • 当其他国家向一个傀儡国宣战时,傀儡国的宗主国会立即将与该国的关系变为敌对状态并且带领本国的所有傀儡国一同对该国作战。

作为傀儡国的劣势

  • 由于需要向宗主国提供物力与资源,傀儡国可使用的工厂数量将会减少,这会导致傀儡国的工业在游戏的初期时发展困难。
  • 傀儡国不能对他国进行正当化战争目标操作或者对他国宣战。除此之外,傀儡国不能在和谈会议中提出自己的要求,这使得傀儡国的领土扩张完全取决于其宗主国。
  • 当宗主国向他国宣战后,宗主国有权力强制要求附庸于自己的傀儡国加入对该国的战争。与一个强大的国家单独作战,胜算显然很小,但是即使傀儡国击败了敌人证明了自己的强大,它能从战争中获得的也仅有荣耀(和自治度点数),除非宗主国愿意在和平时期或之后为其提供一些额外的好处。
  • 一个傀儡国必须处理自治的问题,否则就会使自己的宗主国面临更多的负面问题。提高自治度的最快、最可靠的方法之一是使用持续性国策,但是这将会浪费了本可以用于完成其他国策的时间。然而,具有独特国策树的傀儡国通常有一个有关自治度的国策,相比于持续性国策使用这些独特的国策可以更快地提升该国的自治度。

自治度系统

自治度等级

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
自治领
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 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
傀儡国
Autonomy puppet icon.png
  • 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
半吞并傀儡国
Autonomy integrated puppet icon.png
  • 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

自治度等级(法西斯主义)

意识形态是法西斯主义的傀儡国拥有一套不同的自治度系统,当然也有一些相似性。虽然等级数量更少,只有3个等级,但总体上需要提高更多的自治度才能独立(或者降低更多的自治度来被吞并)。除去卫星国,其余每个等级的自治度点数都是从0至1500。改变自治度等级的操作同其它意识形态的傀儡国相同,单纯改变等级需要50点政治点数,独立或吞并傀儡需要300点政治点数。

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

改变自治度

宗主国和傀儡国的行为都可以改变自治度。大体上,傀儡国帮助宗主国的行为会提高其自治度,而宗主国帮助傀儡国的行为会降低傀儡国的自治度。

  • 签订租借法案,将装备租借给傀儡国,每移交100点工业花费的装备降低傀儡国1点自治度。例如,租借给傀儡过1000单位的步兵装备I型(单位工业花费0.5)可以降低傀儡国自治度(1000 * 0.5 / 100) = 5点。租借的装备需要至少达到傀儡国能够制造的最高水平,所以把过期的装备一股脑扔给傀儡国是没有作用的(将过期装备租借给傀儡国可能会降低傀儡国的自治度。宗主和傀儡之间的影响需要进一步确认。错误举报论坛的一个帖子中的情况是,英国租借给英属印度10000单位的基础步兵装备,降低了印度30点自治度)。
  • 相似的是,傀儡国将装备租借给宗主国,每100点工业花费提高其1点自治度。租借的装备必须至少与宗主国能够制造的最高水平相当,所以即便把傀儡国所有过期的装备全都进贡给宗主国,也不会提高傀儡国的自治度。
  • 宗主国在傀儡国境内建造工厂或其它建筑,每投资100点费用降低傀儡国自治度0.7点。例如,建造一座耗资7200点的军用工厂会降低自治度(7200 * 0.7 / 100 = ) 50.4点。请注意,不可以在自治领的领土上建造,这种情况只能利用国策中的建设工程降低其自治度。 Note that it's not possible to build in a dominion's territory, except through focus construction that provides an autonomy reduction.
  • 宗主国从傀儡国处购买资源,每天每交易8点资源提高傀儡国自治度0.04点。
  • 傀儡国通过参加宗主国的战争提高其自治度具体的计算公式还需讨论
  • 持续性国策"压制附庸"每天降低所有傀儡国0.5点自治度,而持续性国策"提高自治度"每天提高傀儡国0.5点自治度。
  • 一些国家特定的国策和民族精神可以提高或降低自治度。目前只有联合王国、英联邦国家、荷兰和满洲国存在这类国策。
  • 如果宗主国投降(向任何国家),傀儡国立刻获得500点自治度。
    • 如果宗主国是法西斯主义政体,在宗主国投降后,傀儡国立刻获得800点自治度(仅当玉碎瓦全DLC开启时)。
  • 派遣军事顾问产生0.05点自治度变化。Send attache generates 0.05.

走向独立

傀儡国可以摆脱宗主国的控制,但是如果玩家想要快速独立就不能通过和平的方式。在原版游戏中,独立的唯一方式是聘用一位与当前政府意识形态相左的顾问来提高对应意识形态的支持率,然后引发一场内战。当战争打响之后,新成立的独立政府会与原傀儡政府敌对,而原傀儡政府可能请求宗主国的帮助。一旦出现这种情况,为独立而斗争的一方是否能够生存就要看他们能不能战胜敌对的宗主和傀儡政权了。如果独立政府获胜,则其还会有机会将原来的宗主国傀儡掉。

如果玩家开启了共赴胜利共赴胜利,就可以通过提高自治度来独立。宗主国也可以用上述方式降低傀儡国的自治度。这意味着开启共赴胜利DLC后,通过和平方式摆脱宗主控制是可行的,但过程会是缓慢且曲折的了。

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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