立陶宛

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立陶宛

Lithuania.png


首都:
考納斯

政府類型:
威權政體,寡頭政治

陣營:
中立

立陶宛的國旗 立陶宛(Lithuania)是位于波羅的海沿岸的小國,在波羅的海三國中位於最南。立陶宛北部是 拉脫維亞的國旗 拉脫維亞,西部與 德意志國的國旗 德意志國的東普魯士地區相鄰,隔波羅的海與 瑞典的國旗 瑞典相望,東、南兩面與 波蘭的國旗 波蘭接壤。歷史上,立陶宛在1940年6月14日被 蘇維埃聯盟的國旗 蘇維埃聯盟佔領。

地理環境

立陶宛是一個西臨波羅的海的國家。它由五個地區組成: [814] [11] [815] [188] [189]。與其陸上交界的國家有:拉脫維亞、波蘭和德國。立陶宛也有波羅的海的海岸線。其地塊由56%的平原,32%的森林,1塊城市和南部的兩塊丘陵構成。

歷史背景

立陶宛與其他波羅的海國家在1918年擺脫崩潰的俄羅斯帝國,並迅速陷入衝突以捍衛其新獲得的獨立。

立陶宛與波蘭和其他波羅的海國家一起與蘇俄(Russian Soviet Socialist Republic,蘇維埃聯盟的國旗 蘇維埃聯盟的前身)作戰,並制止了1918-1919年的蘇俄大攻勢。在擊敗布爾什維克之後,立陶宛與其他波羅的海國家進行了內部戰爭,以對付西俄羅斯志願軍(West Russian Volunteer Army,本質上是俄羅斯帝國軍的殘餘),後者在俄國內戰中與亞歷山大·高爾察克(Alexander Kolchak)的白俄軍隊正式聯手(反對波羅的海獨立)。在消滅了其領土上所有剩餘的俄羅斯軍隊之後,立陶宛又與與新獨立的波蘭因領土爭端爆發戰爭。原本在波羅的海獨立戰爭後,俄羅斯人在和平條約中分配給立陶宛的維爾紐斯(Vilnius)地區,之後被波蘭佔領,並改名為維爾諾。

第二次世界大戰爆發前夕,作為《里賓特洛甫-莫洛托夫條約》秘密協議的一部分,波羅的海地區將被 德意志國的國旗 德意志國劃分給 蘇維埃聯盟的國旗 蘇維埃聯盟。立陶宛最初被迫割讓梅梅爾地區(Memel)給 德意志國的國旗 德意志國,之後於1940年作為加盟共和國被蘇聯佔領。1941年,德國發起巴巴羅薩行動(Operation Barbarossa)入侵蘇聯,將波羅的海國家重組為「帝國東方自治領」(Reichskommisariat Ostland)。該地區在1944-1945年蘇聯的軍事行動中回到蘇聯控制,第二次世界大戰結束後,波羅的海國家再次作為加盟國併入蘇聯,立陶宛重組為立陶宛蘇維埃社會主義共和國(Lithuanian Soviet Socialist Republic)。1990年3月,立陶宛率先宣佈脫離蘇聯獨立,拉開了蘇聯解體的大幕。

國策樹

立陶宛國策樹
主條目:立陶宛國策樹

立陶宛的國旗 立陶宛與其他波羅的海國家一道,在 寸步不退擴展包中獲得了專屬國策樹。未啟用 寸步不退擴展包時,立陶宛將使用通用國策樹。


The Lithuanian national focus tree can be divided into 3 branches and 5 sub-branches:

Rejoin the Railways Branch
This shared Baltic branch upgrades the industry and military of Lithuania. The left side requires investment from a 法西斯主義法西斯主義 or 民主主義民主主義 major.
Restore the Worker's Republic Branch
This shared Baltic branch allows Lithuania to turn 共產主義共產主義 and either become a 蘇維埃聯盟的國旗 蘇維埃聯盟 puppet or independent. It also allows expansion to the other Baltic states and Scandinavia.
Reconvene the Seimas Branch
This gives the decision to set Augustinas Voldemaras free, causing Lithuania to organize the Iron Wolf partisans and turn Lithuania 法西斯主義法西斯主義. It also allows the formation of 大立陶宛的國旗 大立陶宛 and gives cores and 戰爭目標戰爭目標 against surrounding countries.
  • Lithuanian Preservationism Sub-branch
This 中立主義中立主義 sub-branch modifies the Seimas and can make Lithuania a Military Dictatorship.
  • A King for Our People Sub-branch
The 中立主義Monarchist sub-branch enthrones Karl Gero von Urach as Mindaugas III, King of Lithuania. It creates a Personal Union Personal Union with 波蘭的國旗 波蘭, gives claims on former Greater Lithuanian territory, and creates the 波蘭-立陶宛聯邦的國旗 波蘭-立陶宛聯邦. It may also create the 利沃尼亞王國的國旗 利沃尼亞王國.
  • Formalize the Baltic Entente/ Beyond the Baltic Sub-branch
This shared Baltic branch allows Lithuania to ally with the other Baltic countries and gives bonuses to manpower and industry to all allied Baltic country and decide whether or not to unite the Baltic States. It also allows Lithuania to ally the United Kingdom or any other 民主主義民主主義 faction.
  • Integrate the Opposition/ Rastiki's Military Reforms Sub-branch
This sub-branch has no ideology preference requirements, but it has focuses that allows Lithuania to become 民主主義民主主義. It also can give political advisors and improves or hurts relations with 波蘭的國旗 波蘭, 德意志國的國旗 德意志國 or the 蘇維埃聯盟的國旗 蘇維埃聯盟.
  • Prepare for the Inevitable/ Appease the Russians/ Appease the Germans Sub-branch
This allows Lithuania to build up its industry and army after it has capitulated or appease the 德意志國的國旗 德意志國 or 蘇維埃聯盟的國旗 蘇維埃聯盟 and become a puppet.


科技

立陶宛在1936年開局時擁有3個科研槽,科技基礎薄弱。

陸軍科技 海軍科技 空軍科技 電子科技與工業
  • 步兵裝備I型
  • 支援裝備
  • 火炮

  • 戰間期型戰鬥機

事件

立陶宛需要在「德國索要梅梅爾」事件中做出選擇。若拒絕,可能會導致戰爭;若接受,則割讓梅梅爾給德國。另一些事件會導致蘇聯正當化對立陶宛的戰爭,並被其征服。

政治

民族精神

立陶宛在 寸步不退No Step Back擴展包中添加了4個民族精神,未啟用該擴展包時,1936年開局時拉脫維亞沒有任何民族精神。


鐵狼團威脅-低 icon
鐵狼團威脅-低
  • 人力適役人口修正:-15%
  • 每日指揮點數獲取:-0.05
  • 法西斯主義法西斯主義理念每日新增支持率:+0.05
  • 徵兵法案花費:+10%
農耕社會 icon
農耕社會
  • 人力適役人口修正:-50%
  • 生活消費品工廠:3.0%
  • 工廠產出:-20.00%
農業生產是立陶宛經濟的核心。向周邊國家的糧食出口是立陶宛最大的經濟來源。
經費不足的軍隊 icon
經費不足的軍隊
  • 陸軍指揮官花費:+50.0%
  • 每日指揮點數增長乘數:-50%
  • 陸軍學說花費:+25%
議會 icon
議會
  • 穩定度穩定度-15.00%
  • 民主主義民主主義理念每日新增支持率:+0.05
  • 政治顧問花費:+15%
  • 經濟法案花費:+15%


如果玩家操縱立陶宛走重新召集議會線,則必須處理鐵狼團,一個由Augustinas Voldemaras領導的準軍事組織。以下民族精神是按照LIT_iron_wolf_up_effectLIT_iron_wolf_down_effect發生時民族精神升降級排列的。如果立陶宛擁有Iron Wolf Military Iron Wolf Military民族精神時,LIT_iron_wolf_up_effect觸發,立陶宛將會得到+10.00%基礎 穩定度穩定度。如果立陶宛擁有Impending Iron Wolf Uprising 即將到來的鐵狼團起義民族精神時,LIT_iron_wolf_down_effect觸發,立陶宛將立即陷入一場 法西斯主義法西斯主義內戰。

鐵狼軍 icon
鐵狼軍
  • 人力適役人口修正:10%
  • 每日指揮點數獲取:+0.15
  • 徵兵法案花費:−20%
鐵狼志願軍 icon
鐵狼志願軍
鐵狼團威脅-低 icon
鐵狼團威脅-低
鐵狼團威脅-中 icon
鐵狼團威脅-中
鐵狼團威脅-高 icon
鐵狼團威脅-高
即將到來的鐵狼團起義 icon
即將到來的鐵狼團起義

政黨

1936年開局時,立陶宛的政黨如下表:

意識形態 政黨名稱 支持率 領導人 國名 是否執政
Democratic 立陶宛基督教民主黨(LKDP) 30% 隨機 立陶宛共和國 No
Communist 立陶宛共產黨 (LKP) 15% 安塔納斯·斯涅什庫斯 立陶宛人民共和國 No
Fascist 鐵狼 15% 奧古斯丁納斯·沃爾德馬拉斯 鐵狼立陶宛 No
Non-Aligned 立陶宛民族主義聯盟 (LTS) 40% 安塔納斯·斯梅托納 立陶宛 Yes

(註:若被蘇聯傀儡,立陶宛將擁有額外的國家標籤)

外交

作為中立主義國家,立陶宛與其他中立主義國家有很好的關係(+10)。與相同政黨的國家有額外的關係修正,如其鄰國拉脫維亞 (+20)。立陶宛與波蘭儘管有相同的執政黨,但因為波蘭擁有立陶宛的一個核心地區——維爾諾,雙方依然有(-10) 的關係修正。對於其它國家,立陶宛的外交關係只有簡單的「不同意識形態」(-10)、「相同意識形態」(+10)和「相同執政黨」(+20)。它與 拉脫維亞的國旗 拉脫維亞波蘭的國旗 波蘭德意志國的國旗 德意志國接壤,並擁有海岸和兩個海軍基地(均為1級)。在歷史模式下, [188]地區通常會在1939年被德國佔領。

外交規則

中立主義 立陶宛民族主義聯盟(中立, 寡頭政治)

  • No 強迫其他國家接受相同意識形態
  • No 附庸別國
  • 製造戰爭目標的全球緊張度限制:+50%
  • 租借法案的全球緊張度限制:+40%
  • 派遣志願軍的全球緊張度限制:+40%
  • 保障獨立所需的全球緊張度限制:+40%
  • 加入陣營的全球緊張度限制:+40%
  • 意識形態變化抵制力度:-30%
  • 泄露給他國的民政情報:+20%
  • 泄露給他國的陸軍情報:+10%
  • 泄露給他國的海軍情報:+20%
  • 泄露給他國的空軍情報:+10%

聯盟

在遊戲開始時,立陶宛沒有加入任何聯盟。當AI 波蘭的國旗 波蘭創建海間聯盟並邀請立陶宛時,立陶宛會加入其中。

內閣與製造商

政治顧問
頭像 顧問 類型與效果 前置條件 花費
A.S. 安納塔斯·斯涅什庫斯 共產主義革命家

No 已完成重建工人共和國的國策

150
A.V. 奧古斯丁那斯·沃爾德馬拉斯 激進的大臣
  • 政治點數:+10%
  • 法西斯主義法西斯主義理念每日新增支持率+0.10
  • 中立主義中立派每日新增支持率:+0.05
  • 法西斯主義外交接納度:+40
150
法西斯煽動家

未啟用 寸步不退No Step BackDLC

K.G. 卡濟斯·格里紐斯 民主改革家
  • 民主主義民主理念每日新增支持率:+0.10
No 已完成整合反對派的國策 150
S.R. 斯塔西斯·拉什蒂基斯 老兵大臣
  • 陸軍經驗增長:+10%
  • 最大指揮點數提高:+20
  • 每日指揮點數增長乘數:+10%
  • 總司令花費:−15%
No 已完成軍方總理的國策 150
V.J. 弗拉達斯·尤爾古蒂斯 工業領袖 150
L.B. 萊奧納斯·比斯特拉斯 慈悲的紳士
  • 關係改善關係:+15%
  • 對駐軍傷害:−15%
150
M.S. 米科拉斯·斯萊熱維丘斯 恐怖的巨頭
  • 對駐軍傷害:−25.00%
  • 來自外國的顛覆活動效率:−30%
  • 非核心人力:+2.00%
150
M.G. 梅奇斯洛瓦斯·格德維拉斯 馬克思原教旨主義者 No 已完成革命內閣的國策 150
V.M. 弗拉達斯·馬若內斯 教士總理 No 已完成教士總理的國策 150
A.V. 安塔納斯·文茨洛瓦 革命者詩人 No 已完成革命內閣的國策 150
V.A. 維陶塔斯·阿蘭塔斯 法西斯煽動家 150
E.G. 埃內斯塔斯·加爾瓦瑙斯卡斯 堅定的反德分子 No 已完成整合反對派的國策 150
V.P. 維陶塔斯·佩特魯利斯 農業資本主義
  • 生活消費品工廠:−5%
  • 中立主義中立派每日新增支持率:+0.05
No 已完成整合反對派的國策 150
A.S. 亞歷山德拉斯·斯圖爾金斯基斯 農業民族主義者 No 已完成重新召集議會的國策 150
J.S. 喬納斯·斯陶加蒂斯 密謀的暗害者
  • 顛覆活動成本:−25%
  • 意識形態變化抵制力度:+25%
No 已完成重新召集議會的國策 150
V.M-K. 文卡斯·米切維丘斯-卡普蘇卡斯 社會主義愛國者
  • 戰爭支持度:+10.00%
  • 共產主義共產主義理念每日新增支持率:+0.05
是 已完成革命內閣的國策 150
坦克製造商
製造商 類型 效果與前置條件 花費
裝甲製造商 坦克製造商
  • 裝甲研究速度:+15.0%
  • 裝甲科技:
    • 可靠性:+5.0%
150 pp
艦艇製造商
製造商 種類 效果與前置條件 花費
海軍製造商 艦艇製造商
  • 海軍研究速度:+15.0%
150 pp
飛行器設計商
製造商 種類 效果與前置條件 花費
皇家空軍 中型飛機製造商
  • 空軍研究速度:+15%
  • 生活消費品工廠:1.0%
  • 中型飛機:建造花費:-5.0%
  • 輕型飛機:建造花費:-5.0%
  • 重型戰鬥機:可靠性:+20%
  • 戰術轟炸機:可靠性:+20%
  • 偵查機:可靠性:+20%

No已完成邀請英國設計商的國策

150 pp
ANBO 輕型飛機製造商
  • 空軍研究速度:+15%
  • 戰鬥機:
    • 機動:+10%
    • 最大速度:+10%
  • 艦載戰鬥機:
    • 機動:+10%
    • 最大速度:+10%
150 pp
中型飛機製造商 中型飛機製造商
  • 空軍研究速度:+15%
  • 重型戰鬥機:可靠性:+20%
  • 戰術轟炸機:可靠性:+20%
  • 偵查機:可靠性:+20%
150 pp
重型飛機製造商 重型飛機製造商
  • 空軍研究速度:+15%
  • 戰略轟炸機:戰略轟炸:+10%
150 pp
海軍飛機製造商 艦載飛機製造商
  • 空軍研究速度:+15%
  • 海軍轟炸機:
    • 作戰半徑:+10%
    • 對海攻擊:+10%
  • 艦載海軍轟炸機:
    • 作戰半徑:+10%
    • 對海攻擊:+10%
  • 艦載戰鬥機:
    • 作戰半徑:+10%
    • 機動:+10%
  • 艦載近距支援機:
    • 作戰半徑:+10%
    • 對海攻擊:+10%
150 pp
軍需品設計
製造商 種類 效果與前置條件 花費
福特汽車公司 摩托化裝備製造商
  • 摩托化研究速度:+15%
  • 生活消費品工廠:2.0%
  • 卡車:建造花費:-15.00%
  • 機械化裝備:建造花費:-15.00%

No已完成考納斯福特工業的國策

75 pp
恩菲爾德皇家輕武器工廠 步兵裝備製造商
  • 武器和裝備研究速度:+15%
  • 生活消費品工廠:1.0%
  • 步兵裝備:建造花費:-5.00%
  • 支援裝備:建造花費:-5.00%

No已完成邀請英國設計商的國策

75 pp
皇家兵工廠 火炮製造商
  • 火炮研究速度:+15%
  • 生活消費品工廠:1.0%
  • 火炮:建造花費:-10.00%

No已完成邀請英國設計商的國策

75 pp
摩托化製造商 摩托化裝備製造商
  • 摩托化研究速度:+15.0%
150 pp
輕型武器製造商 步兵裝備製造商
  • 武器和裝備研究速度:+15%
150 pp
火炮製造商 火炮製造商
  • 火炮研究速度:+15%
150 pp
工業企業
企業 種類 效果與前置條件 花費
工業企業 工業企業
  • 工業研究速度:+15%
150 pp
電子企業 電子企業
  • 電子研究速度:+15%
150 pp
理論家
理論家 類型 效果 花費
約納斯·切爾紐斯 軍事理論家
  • 陸軍學說花費:-10.00%
100 pp
溫岑塔斯·拉托扎伊特 空戰理論家
  • 空軍學說花費:-10.00%
100 pp

經濟

法案

徵兵法案 經濟法案 貿易法案
Limited conscription.png 有限徵兵
  • 2.5% 適役人口
Civilian economy.png 民用經濟
  • 35% 生活消費品工廠
  • –30% 軍用工廠建造速度
  • –30% 民用工廠建造速度
  • +30% 軍轉民消耗
  • +30% 民轉軍消耗
  • -40% 石油轉換燃油效率
  • -25% 燃油容量
Export focus.png 重視出口
  • 50% 可出口資源
  • +5% 科研速度
  • +10% 工廠/海軍船塢產出
  • +10% 建造速度
  • +20% 泄露給他國的民政情報
  • +10% 泄露給他國的海軍情報

工業與資源

1936開局時的工業
軍用工廠
2 軍用工廠
海軍船塢
0 海軍船塢
民用工廠
5 民用工廠
1936開局時的資源
Oil.png
石油
Rubber.png
橡膠
Steel.png
Aluminum.png
Tungsten.png
Chromium.png
0 0 3 0 0 0

軍事

已部署人力共17.61K,無剩餘人力。

陸軍

3Infantry.pngPėstininkų Divizija
5Infantry.pngValstybės Sienos Apsaugos Skyrius
1Artillery.pngArtilerija Divizija


總計:9個師

Manpower.png 陸軍人力:16.65K

1936年開局時,立陶宛擁有3個九步師、5個二步二騎混編師和1個三步三炮一支援炮連炮兵師。

海軍

No 船隻

總計:0艘船

Manpower.png 海軍人力0

空軍

48 Fighter.png戰鬥機

總計:48架飛機

Manpower.png 空軍人力:0.96k

1936開局時,立陶宛擁有48架戰間期型戰鬥機。

策略與指南

總述

Lithuania is one of the most difficult minor nations to play, as it is a target of both the German Reich (who claims Memel) and the Soviet Union (who claims everything else). This makes Lithuania's position very precarious, as it cannot fight either power on its own. Since the USSR is by far the greatest threat to its survival, Lithuania must seek to ally itself with either the Axis or the Allies until it can stand on its own two feet.

Some things to know before starting:

  • If Lithuania becomes Communist, the people may ask to integrate into the Soviet Union. If accepted, the Soviet Union will annex Lithuania, ending the game for the player.
  • All the Formable Nations involving Lithuania require you to control Memel. Therefore, a strike swiftly will be needed if the player wishes to increase the country's core territory before Germany claims Memel.

Iron Wolf Lithuania and Forming the Baltic Unitary State

By far, the best path for an aggressive Lithuania (as with most other minor powers) is to go Fascist. At the start of the game, the player should blitz the Political Branch of the National Focus Tree until he reaches the "Militarism" focus. Next, he should begin to work on the Industry branch. As soon as the player has enough Political Power, he should get a Fascist Demagogue to quicken the change to Fascism. Performing Anti-Communist and Anti-Democratic Raids will help by slightly increasing stability in the long run as well as reducing the stability loss from the Non-Aligned party's weakening hold over the country.

Once the ruling party becomes Fascist, the player must justify a war goal against neighboring Latvia. To successfully conquer Latvia, its highly recommended that the player would have at least five or six Infantry Divisions, equipped with Engineer Companies, and have one or two more in training. Once a flanking manoeuvre is executed through western or central Latvia, the AI's tendency to rearrange its forces will likely kick in, allowing the player to occupy Latvia's three cities and force its government to capitulate.

The next target ought to be Estonia. As soon as you are at war with Latvia, begin justifying a war goal against Estonia. Estonia's limited population will prevent it from deploying more than three or four divisions (although these could potentially be 7 Infantry and 3 Artillery monster divisions). A smart player can outflank these forces with the more numerous Lithuanian divisions and force Estonia's capitulation in less than a month.

At this point, if Waking the Tiger is enabled, and the player still controls Memel, the player may take the decision Unite the Baltics, which grants cores on all the Baltic States and forms the Baltic Unitary State.

Greater Baltic Unification

To reclaim Vilnius from Poland under the Baltic Unitary State, significant luck is required. First, Poland must go down the "Poland First" branch of its focus tree, or else you will end up fighting an unwinnable war against the Allies. Next, Germany and the Soviet Union must not sign the Molotov-Ribbentrop Pact (this is not necessary, but it will make it much easier to take Vilnius without fighting the Soviet Union ). Start by joining the Axis and aiding Germany during the invasion of Poland. When the peace conference occurs, claim Wilno and any neighbouring states possible (states right next to the Soviet Union are not recommended as they will only lengthen the border you must defend). After the peace conference, the player may take the decision "Move the Capital to Vilnius", moving the player's capital to its rightful location. From here, the player can prepare for the inevitable war with the Soviet Union, and, in the event of victory, turn on whoever controls Memel and the rest of Poland to unite the entire Baltic region under one banner.

中立主義的立陶宛

One of the hardest challenges is trying to keep Lithuania Non-Aligned and trying to survive and even win the war without switching ideologies. This run is very heavily dependent on luck, as Soviet AI's decisions can ruin your game early, and in some cases, the allies you choose (either Japan, or Allies or Soviet Union) cannot defeat Germany in time. If you have access to 抵抗運動 La Résistance, a less luck based strategy of signing NAP's with Germany and/or Soviet Union can be used. See a more detailed NAP descriptions below.

Going down the political branch of Nationalism without ever changing your government is enough to get "Militarism" focus and wield a substantial force. The composition of the force should depend on your plans, and specifically on the nations you are planning to face.

Getting enough Army XP

A short relation improvement later, you can easily send an Attache to your favorite side in the Spanish civil war, granting you a handful of Army experience you can use to set up your ideal divisions for your wars. This usually gives in excess of what a "Military Theorist" advisor can generate in the same time, but hiring him as well is an option, provided your strategy can spare the political power.

Opposing German demands for Memel

Whenever Germany does "Reassert Easter Claims" focus, Lithuania gets an event demanding for Memel. If you have high relations with Britain or France, there's a good chance of getting a guarantee whenever you deny the German claims. Germany will declare war soon after. Depending on your goals, you can either join the Allies or remain a single state at war. If you manage the forces well, and make use of the general abilities, pushing at the German port can allow you to cut off German forces from supply allowing you to capture Ermland-Masuren and Königsberg states - this is very tricky to achieve, and might require multiple attempts. (Having many divisions in your army can sometimes be counter-productive as then the German AI can delay the start of the war and bring more troops over to your border, decreasing your chances or success considerably)

In this scenario German events concerning Czechoslovakia usually lead to Czechoslovakia joining the war and potentially raising the world tension to 50% opening your options by allowing justification of war-goals.

Sometimes, if the Allies are making good progress, this strategy leads to Germany delay the attack on Poland, or even forgo it entirely, which can spiral to Soviets attacking Poland in a couple of years, causing an Allies-Commintern conflict, that you can sometimes stay out off.

Having a good relation with Soviets sometimes gets you a few volunteer divisions against Germany (as the war for Memel usually starts before the Molotov-Ribentrop pact, and Germany and Soviets still don't have good relations) which also serves as an early warning-system for an impending Soviet attack. (They cannot declare war as long as you have their volunteers)

Baltic Unification as Non-Aligned

(requires justifying a war goal, so might be incompatible with seeking Alliance with Japan or Alliance with Soviets)

As the world tension reaches 50% (allowing justification of war-goals as non-aligned), and your luck is good, justifying on both Latvia and Estonia before Soviets send their ultimatums can allow you to reform the Baltic Unified States early (sometimes the Soviets start their justifications on Baltic states early, and their event forces the small nations to choose annexation with 100% certainty, robbing you of a chance to even declare war). It would also get Latvia and Estonia joining Axis as you declare the attacks. If you wish to join Allies, remember to start the justification first, as otherwise being in a Democratic faction can limit your war justification targets considerably. Conquering Latvia and Estonia can be done with a handful of 3-sized cavalry divisions (the template for which could be used for resistance suppression later) that prioritize going for victory points.

Seeking Alliance with Japan against Germany

(requires justifying a war goal, so might be incompatible with seeking Baltic Unification or Alliance with Soviets)

Justifying a war-goal on one of inner high-manpower provinces in China and declaring a war, can lead to Japan sending you a faction invite, potentially drawing Japan into a war against Germany together with Allies. Depending on Japan's success, this could be a very strong alliance, or a really bad one if Japan capitulates earlier than you do. If you have token divisions to spare, sending them to japan to gainin a small percentage of war-score could even land you a single Chinese province in a peace deal, which, with high enough compliance or through colonial templates, could improve your glaring manpower issues.

Seeking Alliance with Allies

By far the simplest option to go for- having a good relation with Britain or France gives you a high chance of getting a guarantee. Whenever you have a common war, the faction invite will come. Even when they don't guarantee you, holding out until the Allies join the war, would achieve the same thing.

Having an Alliance with Allies, also allows you to become a Government in Exile should you lose, but that strategy is not highly effective nor recommended.


Seeking Alliance with USSR

(requires justifying a war goal, so might be incompatible with seeking Baltic Unification or Alliance with Japan)

Justifying a war-goal on Finland and declaring war can get Finland joining axis, and if you time the start of your war just as Soviet-Finald war starts (since Soviet AI can vary on the order of events, this is an issue of luck) you can get a common war with Soviets, and in turn join the Comintern.


USSR Aggression

Whichever side you are on, the USSR will get claims on your cores. Should their faction be busy with other wars, you might not get justified against, but usually it happens sooner or later. Having a "Prince of Terror" advisor can make Soviets prioritize justifying on Latvia or Estonia. Holding back USSR without a backing of another faction is nearly impossible, especially if you are already at war. Very luck dependent. It is better to seek out a NAP, if you have access to 抵抗運動 La Résistance, or try to go for a membership in Comintern by declaring war at Finland.


German War With Poland

There is no fool-proof strategy on helping Poland hold out against Germany, and their loss is near guaranteed. However, if you are not a member of Allies, stationing a few troops at Kaunas-Vilno border, and pushing with them just as Poland capitulates can net you Lithuania's Former capital before the Soviet union claims their share. Wilno comes with a small boost to your manpower and (usually) a single civilian factory - if you join the Allies after getting Wilno, you get to keep it until he end of the war, provided you can hold onto it.

After Poland capitulates, holding the line against Germany until USA joins the war is your best bet. Since Soviet Union gets half of Poland, this leaves you with two potencial frontlines against germany. The first can be achieved by holding the German advance at Königsberg,, where there's a three-province border, or retreating inward, along the five provinces next to river Nemunas (six provinces, if you managed to get Wilno after Poland capitulation). If you have good army composition (including some source of penetration and hard attack to deal with German tanks, especially at later dates), holding out for a while while fortifying is an option.


Non Aggression Pacts options with 抵抗運動 La Résistance

This strategy can be applied not only to the Non-Aligned Lithuania, but is most useful for the Non-Aligned ideology, as both Fascist and Communist Lithuania are better served with an agressive start.

Successfully done it allows to safely wait out until the world tension reaches 50% and getting ability to justify war goals yourself, as well giving back control over when Lithuania can enter the war.

To gain some breathing room with Lithuania one should prioritize doing a few couple of civilian focuses of the generic tree before getting the military factories. "Construction Effort" and "Construction Effort II" coupled with changing mobilization laws to "Partial Mobilization" is just enough to have 5 required factories for establishing the secret service. (Getting five secret service upgrades or getting the "Illusive Gentleman" could increase the operative count but that is optional unless you plan to make extensive use of the operatives, and the factories are arguably better spent improving the economy).

Using your operative, coupled with a short improve-relations action, can get you NAP's with Germany and Soviets. Best time to start working on the NAP with Germany is soon after Anschluss, and with Soviets it's better done before Molotov-Ribbentrop Pact (it's important to this before modifiers for aggressive goals directed at Lithuania kick in). In this case, when Germany demands Memel, Lithuania can safely decline as the NAP will hold the Germans back. For as long as Lithuania has enough troops stationed on German-Lithuanian border the NAP will hold. This delay in German aggression also ensures a near-certain getting of guarantees from France and/or Britain. Getting a NAP with Soviets before Poland is attacked gets you a shared border before the Soviets can cancel the NAP, and keeping troops on the Lithuanian-Soviet border ensures that the Soviets cannot start justification on you, protecting you from the Soviet Ultimatum event.

If you need a better deterrent against breaking a NAP, remember that division size doesn't matter and stacking your border with 1-size divisions increases the amount of divisions Germany or Soviet Union needs to bring to your border to break the NAP.

The best moment to break the NAP would be at the start of German-USSR war. Joining Axis is a lot easier, since at that point USSR controls one of your cores, and being at war, your justification on Wilno would only take ~15 days, and barely cost any political power, allowing you to attack Soviets ~15 days after Germany does, leading to a near-guaranteed invitation to Axis. Mind, that at this point you do not need to join the Axis-Allies war, even as you will be constantly bombarded with invitations to that war from Axis members.

成就

This is going to be LIT.png
This is going to be LIT
立即燃起來了
扮演立陶宛,控制你所有鄰國的首都。
It has my name on it.png
It has my name on it
上面有我的名字
扮演任意波羅的海國家,完全征服波羅的海沿岸。