钢铁雄心 IV 中文离线资料库

州

原页面:State

本页中文翻译进度 69%,未译部分暂保留英文原文。
另见:州列表

The state is the primary geographic unit of Hearts of Iron 4. A state consists of a set of 省份. In turn, 战略地区 and the territory of 国家 consist of a set of states.

州 ID 编号地图。
显示空白州的地图。

外交

主条目:外交

Ownership over territory is determined at the state level. Control over both the resources and state-wide construction of a state is determined by the plurality controller of a state, meaning the country that controls the most victory points. Each province in a state is worth 0.1[1] victory points. Some provinces (usually cities) have additional victory points.

These are all named and marked with small squares (1 to 9 VPs), pentagons (10 to 15 VPs), circles (20 to 40 VPs), or stars (capitals with 1 to 50 VPs) on the map and their additional victory points are displayed in the tooltip when hovering over them. Resistance is computed at the state level.

Cores

States can be either core states or colony states. Cores are considered an integral part of the country, and the inhabitants are fully available for military service. Nations get a -98% penalty to manpower in colony states, and have half as many building slots available as in a core state.

Nations may justify war goals against foreign-owned core states in half the time and for half the political power as on other states. Only victory points in core states count when determining if a country will capitulate. When a nation controls a non-core state, that state will generate 抵抗度.

Unlike other Paradox games, there is normally no way for countries to gain cores. You can lose cores if you release/return territory of a country.

Some country-specific events and national focuses, like the Anschluss event for  德国 or decisions for  墨西哥 for central America, will grant cores. As of the 抵抗运动 expansion, there is an exception to this rule, with  无政府主义西班牙 able to core any state with enough compliance with the Global Defense Council focus.

建造

主条目:建造

Construction can be divided into three categories: state buildings, shared buildings and province buildings.

州级建筑

State buildings are state-wide and every state can reach the same maximum level for each building.

Infrastructure, airbases, anti-air and radar stations belong to this category.

共享建筑

Shared buildings are also state-wide, but the amount that can be built is limited to the number of free slots. Once all slots are occupied, no more shared buildings can be built.

Factories, dockyards, synthetic refineries, fuel silos, rocket sites, and nuclear reactors belong to this category

省级建筑

Province buildings are built per-province, their maximum levels depend on the type of building.

Naval bases, forts and supply hubs belong to this category.

资源

Resources for production are generated at the state level. The majority controller will have a certain amount of the resources of a state added to their resource pool depending on their occupation policy.

人口

州人口地图。
某个州的总人口会显示在其信息面板中。提示框包含其可招募人口与上限(第一行)、民用人口与上限(第二行)以及每月增长数值。

The population in a state is tracked by five numbers.

The total population is the population the state starts with; it is shown on the state's info panel. Monthly population growth is based on it and the total never declines. The game's duration usually spans less than a generation, so all inhabitants that could enter military service are already born at the start of the game.

The 可招募人口 is available for the controlling country to use in military service. Recruitable population gets reduced as 人力 is used in the military, not just after taking casualties.

The recruitable population cap is a fraction of the total population that limits the recruitable population. For how the fraction is calculated, see 可招募人口.

The civilian population is the portion of the population that is not available for military service.

The civilian population cap is a fraction of the total population that limits the civilian population. It is the total population minus the recruitable population cap.

Changes in the effective recruitable population ratio can cause one of the two population counts to overflow. In this case population is transferred to the other population type. For example, if a country raises its recruitment law, the civilian population cap will go down over time (according to the mobilization speed), which causes some civilian population to be transferred to recruitable population. Conversely, if a state is captured by a country that does not have a core on it, the recruitable ratio will be massively reduced and might cause recruitable population to transfer back to civilian population.

增长

The state's total population grows by +0.125% at the start of every month. The increase in population is distributed between recruitable and the civilian population by the recruitable ratio. Both increases are always at least one person respectively.

类别

The state category usually decides on the amount of shared building slots available to use. The category for any state is decided at the game's start and it isn't generally possible to change, however certain countries have content allowing them to upgrade the state category of certain states.[a] The state categories also determine the colour of the state in the states map mode. These state categories exist in the base game:

名称 Amount of slots Color in the states map mode
荒地 0
飞地 0
微型岛屿 0
牧区 1
小岛 1
乡村区 2
发达乡村区 4
稀疏城市区 5
城市区 6
密集城市区 8
大都市区 10
特大都市区 12

州修正

These are modifiers that states can have that can affect them in major ways. They are typically country specific.

修正 效果 国家
Krasnaya Gorka Battery (Soviet Union)
  • 工事构筑速度:+25.0%
  • 师防御:+10.0%
  • 最大工事:+10.0%
  • Entrenchment penalty: -15.0%
  • 对近距空中支援的伤害减免:-10.0%
 苏联
Seraya Loshad Battery (Soviet Union)
  • 工事构筑速度:+25.0%
  • 师防御:+10.0%
  • 最大工事:+10.0%
  • Entrenchment penalty: -15.0%
  • 对近距空中支援的伤害减免:-10.0%
 苏联
Armored Battery 35 (Soviet Union)
  • 工事构筑速度:+25.0%
  • 师防御:+10.0%
  • 最大工事:+10.0%
  • Entrenchment penalty: -15.0%
  • 对近距空中支援的伤害减免:-10.0%
 苏联
Capital of the Tsars
  • 本地建造速度:+25%
 苏联
International City
  • 本地工厂:-100%
  • 可征召人口:-100.00%
  • Local Available Resources: -100%
 波兰
International City
  • 本地工厂:-75%
  • 抵抗度增长速度:+120%
  • 可征召人口:-75.00%
  • Local Available Resources: -75%
 波兰
International City
  • 本地工厂:-50%
  • 抵抗度增长速度:+60%
  • 每日顺从度增长:+0.10%
  • 可征召人口:-50.00%
  • Local Available Resources: -50%
 波兰
International City
  • 本地工厂:-25%
  • 抵抗度增长速度:+20%
  • 每日顺从度增长:+0.40%
  • 可征召人口:-25.00%
  • Local Available Resources: -25%
 波兰
Unity Propaganda
  • 每日顺从度增长:+0.70%
 波兰
Military Appeasement
  • 抵抗度增长速度:-50%
 波兰
Military Plans (Poland)
  • 陆上要塞建造速度:+30.00%
 波兰
Anti-Russian Plans (Poland)
  • 师攻击:+10.0%
  • 师防御:+20.0%
  • 突破:+15.00%

 波兰
 苏联

Anti-German Plans (Poland)
  • 师攻击:+10.0%
  • 师防御:+20.0%
  • 突破:+15.00%

 波兰
 德意志国

Autonomous State
  • 州内最大工厂数:-25%
  • 可征召人口:-50.00%
  • Local Available Resources: -25%
  • 本地建造速度:-25%
 西班牙
Unplanned Offensive
  • Division Speed: -75.00%
  • Organization Regain: -50.00%
  • 对地支援:-75.00%
  • 师攻击:-90.0%
  • Ground Support Factor: -75.0
  • Attrition from weather only applies if controller is at war
 西班牙
Widespread Bulgarian Sentiment
  • 本地工厂:-10%
  • 抵抗度目标:+10%
  • 抵抗衰减速度:-10%
  • 抵抗度增长速度:+10%
  • 顺从度增长速度:-10%
  • Local Available Resources: -10%

 南斯拉夫
 希腊王国

Widespread Bulgarian Sentiment
  • 本地工厂:+10%
  • 抵抗度目标:-10%
  • 抵抗衰减速度:+10%
  • 抵抗度增长速度:-10%
  • 顺从度增长速度:+10%
  • Local Available Resources: +10%

 保加利亚

Skirmishes Against the IMRO
  • Organization Regain: -75.00%
  • Divisions Speed: -25.00%
  • 战略重新部署被禁用:是
  • 师损耗:+100.0%
  • Local Available Resources: -75%
  • 本地建造速度:-75%
 保加利亚
Pre-Arranged Bulgarian Territorial Expansion
  • States with Pre-Arranged Bulgarian Territorial Expansion Modifier will be transferred to Bulgaria once any faction ally controls the state and Bulgaria has joined the same faction as Germany

 罗马尼亚
 南斯拉夫
 希腊王国

Kemalist Loyalties
  • 可征召人口:+15.00%
  • 本地建造速度:+10%
 土耳其
凯末尔主义阴谋者
  • Division Speed: -50.00%
  • 可征召人口:-33.00%
  • 本地建造速度:-25%
 土耳其
Devout Traditionalists
  • 可征召人口:+15.00%
  • 本地建造速度:+10%
 土耳其
Traditionalists Placated
  • 本地建造速度:+5%
 土耳其
传统主义者反对派
  • 州内最大工厂数:-10%
  • 可征召人口:-5.00%
  • Local Available Resources: -10%
  • 本地建造速度:-15%
 土耳其
传统主义者叛乱宣传
  • 州内最大工厂数:-25%
  • Division Speed: -15.00%
  • 可征召人口:-25.00%
  • Local Available Resources: -25%
  • 本地建造速度:-25%
 土耳其
传统主义者暴动
  • 州内最大工厂数:-33%
  • Division Speed: -33.00%
  • 可征召人口:-50.00%
  • Local Available Resources: -50%
  • 本地建造速度:-33%
 土耳其
Separatist Fatigue
  • 抵抗衰减速度:+15%
  • 顺从度增长速度:+5%
  • Local Available Resources: -33%
 土耳其
库尔德人骚动
  • 抵抗度目标:+10%
  • 抵抗衰减速度:-10%
  • 抵抗度增长速度:+3%
  • Local Available Resources: -15%
 土耳其
库尔德分离主义
  • 抵抗度目标:+20%
  • 抵抗衰减速度:-20%
  • 抵抗度增长速度:+5%
  • 顺从度增长速度:-5%
  • 战略重新部署被禁用:是
  • Local Available Resources: -33%
 土耳其
库尔德人叛乱
  • 抵抗度目标:+35%
  • 抵抗衰减速度:-25%
  • 抵抗度增长速度:+7%
  • 顺从度增长速度:-10%
  • 战略重新部署被禁用:是
  • Local Available Resources: -33%
 土耳其
Conscription Exemptions Granted
  • 可征召人口:-85.00%
 土耳其
图兰主义同化
  • Non-core Manpower +25.00%
  • -10% 抵抗度增长速度
  • +5% 顺从度增长速度

 土耳其
 Turan

占领

主条目:占领

The effects of occupation, including resistance, are computed at the state level.

注释与参考文献

^ a: Some examples of this mechanic include:

  • Develop [Root.Capital.GetName] for countries in the Horn of Africa.
  • State Owned Industry for  埃塞俄比亚.
  • The Holy Lands for  意大利.
  • Jäniskoski Power Plant for  芬兰.
  •  Swedish决议"Promote Urbanization"


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