政府

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Katyusha233讨论 | 贡献2020年8月16日 (日) 17:32的版本 →‎政治点数

在游戏中,'“政府”'(Government)界面列出了玩家所使用的国家的各项事务。

政治点数

政治点数 政治点数代表了国家领导人在国家各项事务中的影响力,该项点数最多可以储存 2000[1]

被动获得

政治点数会以每天 +2的速率自动获得,该数值会受到游戏难度的影响,不同的游戏难度提供不同的修正,难度越高,获得的点数越少。[1]

难度 修正
平民 +50%
征召 +25%
正常 +0%
老兵 -10%
精英 -15%

拥有政治点数修正的领导人

一些国家领导人自身拥有政治点数的正面或负面修正,列在下表

领导人 特质 国家 修正
阿道夫.希特勒 独裁者 德意志国 +25% 政治点数
托洛茨基 永远的革命 苏联 −15% 政治点数, +15% 正当化战争目标时间, −30% 颠覆活动成本
爱德华VIII 不成熟的帝国主义者 大不列颠(中立意识形态的联合王国) −30% 政治点数, +5% 稳定度, −25% 正当化战争目标时间
杰克.里克特 操作大师 东德 +15% 政治点数
维多利亚 人民的皇帝 德意志第二帝国 (中立意识形态,需要通过“要求恢复英国王室头衔”决议后使该角色上台,且需要启用 唤醒勇虎 唤醒猛虎DLC +0.1% 每周稳定度变化, +5% 稳定度, +5% 战争支持度, +10% 核心领土防御力,+15% 政治点数

国策

主条目:国策

国策(National focus)取代了前作中的各项决议,每个国家一次只能选取一个国策,并需要花费一定世界来完成,通常为 70 天,在完成后获得一定的效果(获得各项修正或触发事件)。主要国家波兰的国旗 波兰会使用独特的国策树,一些国家可通过DLC获得独特国策树,没有独特国策树的国家使用通用国策树

政府与顾问

主条目:政府与顾问

政治点数可以被用来聘请顾问和企业或者更改法律,通常每项花费为 政治点数150,该项数值可能会受到民族精神、领导人特质、国策等的影响。

指挥官

主条目:指挥官

政治点数可以被用来获得新的指挥官来指挥集团军,该项花费受到已招募指挥官数量的影响。第一个指挥官花费为 政治点数5,此后每个指挥官花费增加 5,海军提督同理。

外交

主条目:外交

政治点数在外交活动中用途多样,包括正当化战争理由、保证独立以及改善关系

正当化战争理由的基础花费为 政治点数50 政治点数,如果拥有“外交中立”民族精神则会额外再加 5 点,每多正当化一个战争目标则需要多付出 10 点。另外,收复核心领土的战争理由基础花费为 25 点。

保证独立基础花费为 政治点数25点,此后每多保证一个国家独立会增加 25点。即保障一个国家独立花费 25 点,第二个为 50 点,以此类推。

改善关系需要一次性消耗 政治点数10 点政治点数,在开始改善关系后每天还会消耗点数,与相同意识形态国家为 0.2 点, 不同意识形态国家为 0.4 点。

决议

Decisions act as a middle ground between national focuses and events. The outcomes vary between instantaneous or timed effects.

The decisions tab is accessible by clicking the gavel icon in the top bar, or by pressing Shift+Q.

意识形态

主条目:Ideology

The player's government type is defined by their country leader and their ideology.

选举

Elections occur in democracies and some non-aligned countries. The length of time between an election depends on the country, ranging from one to eight years between elections. The player can see when the next election will be under the politics or diplomacy tabs. Elections enable the player to change power to other ideologies without violence. If a party has above 50% popularity during an election, they will win it and become the new ruling party. Elections can also trigger some other Election events.

民族精神 

主条目:National spirit

National spirits are special ideas which apply bonuses and/or maluses. These ideas can be gained through the nation's focus tree or via certain event chains.

While many of these are nation specific there are also some which are more generic in nature and can apply to more than one nation (such as those in the generic focus tree).

稳定度

Stability is expressed as a percentage from 0%[2] to 100%[3], and represents the people's support for the current government. Stability has various effects. At high stability, the nation receives production bonuses. At low stability, various crises can ravage the nation. Details below.

Stability above 50%[4] gives the following bonuses, which scale linearly from none at 50% to the full amount at 100%. At 100% stability, the bonuses are:

  • +20% factory and dockyard output
  • -5% consumer goods
  • +10% political power gain

Stability below 50% gives the following penalties, which scale linearly from none at 50% to the full amount at 0%. At 0% stability, the penalties are:

  • -50% factory and dockyard output
  • -20% political power gain

Further, stability affects resistance targets in occupied territories from 0% at 100%稳定度 up to +20% at 0%稳定度.

The effect of stability is rounded down to the nearest integer. For example, 81.6% stability results in the same bonus as 81.0% and both are displayed as 81%稳定度. The game internally stores stability to a higher precision.

If the player is at war, low stability may cause a crisis up to a civil war.

Being in wars adds a -30% modifier to stability.[5] The At War penalty is reversed when all active wars end.

Some modifiers such as Japan's leader bonus Emporer Showa give permanent stability increase to the nation. Others decrease it, such as the At War modifier.[6] When such modifiers add to above 100%, stability is displayed as 100% and the bonus effects capped at 100%. It is also possible that the sum of stability modifiers result in less than 100% maximum stability for the nation. When stability is at max after modifiers, any additional one-time stability from events, decisions and some national foci are lost.[7] Active permanent modifiers are listed in the in-game tooltip for stability. One-time changes are not otherwise recorded.

战争支持度

War support is expressed as a percentage from 0% to 100%, and represents the willingness of the population to endure the privations of war. Various laws and national focuses can only be enacted if war support is at a sufficient level.

War support above 50% will give up to the following benefits:

  • +30% mobilization speed
  • 10% army attack and defense on core territory
  • +50% command power gain

War support below 50% will give up to the following penalties:

  • -50% mobilization speed
  • -95% command power gain
  • -30% surrender limit
  • may cause a crisis while at war

国家领导人

Each Nation has a leader. This leader depends on which party is in power and the leader of said party. Most leaders are only flavor and have no effect on the game while some leaders have AI modifiers and/or certain bonuses and/or penalties.

参考资料

  1. 1.0 1.1 See in /Hearts of Iron IV/common/defines/00_defines.lua
  2. See in defines: MIN_STABILITY
  3. See in defines: MAX_STABILITY
  4. See in defines: DEFAULT_STABILITY
  5. See in defines: BASE_STABILITY_WAR_FACTOR
  6. Look for stability_factor in game files.
  7. Look for add_stability in game files for one-time stability changes.


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