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军事同盟

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Offering an alliance and its tooltips

同盟是两个国家之间的双边军事协议。当一个国家与另一个国家建立了军事同盟,彼此之间将(Icon diplomacy relations.png+50 关系 )。这也将带来义务:一个国家可以在战时对结盟国家召唤盟友(CTA)。如果这个国家是防御一方,那么系统将自动发送请求,如果是进攻一方,由进攻国家主动选择是否提出、对哪个国家提出召唤请求。

建立同盟

玩家可以在一个国家的外交界面向其提出结盟请求。只要倾向于同意的因素大于倾向于拒绝的因素,AI国家就会接受军事同盟请求(见下)。

目标国家的特定态度(敌意/宿敌/愤怒等)可能阻止其选择成为玩家的盟友。设置一个盟友为宿敌将自动地解除盟约并阻止玩家再次结盟。除此之外,如果一个国家在和平协议中接受了解除盟约的条款,那么他们将不能在和平协议发布后10年内再次结盟。 维持每一个盟约消耗一个Diplomatic relations.png外交关系。如果超出上限将每月每个超出的国家消耗1点Diplomatic power.png外交点数。

与AI结盟

AI国家只会在正面因素多于负面因素的时候接受盟约:

因素 效果
提出盟约者的陆军力量 最高+20
最低-20
提出盟约者的海军力量
(如果目标国家沿海)
最高+10
最低-10
对提出盟约者的态度 Friendly attitude 友好: +50
Protective attitude 保护性: +50
Threatened attitude 受到威胁: +20
Neutral attitude 中立: -20
Hostile attitude 敌意: -100
Rivalry attitude 宿敌: -1000
提出盟约者是一个非朝贡属国 -1000
目标国家是一个非朝贡属国 -1000
历史宿敌 -1000
普通的竞争对手 +10
皇室联姻 +10
对提出盟约者的看法 +0.25每点正面关系
信任 50以上每点信任+0.5
50以下30以上每点信任-0.5
30以下信任-1000
目标国家同提出盟约者的宿敌结盟 -50
提出盟约者同目标国家的宿敌结盟 -50
提出盟约者的外交威望 每点正外交威望+5
每点负外交威望-5
提出盟约者处于战争 每场进攻性战争-1000
每场防御性战争-50
不在同一宗教组 -20
两国边境距离
(只在中立时计算)
超出30的边境距离每点-0.2
提出盟约者正被目标国家的宿敌所威胁 +20
提出盟约者已有强大的盟友 -50

注:边境距离只在调试模式可见。可以通过外交官的移动时间估测两个首都之间的距离,外交官的基础速度是每天20距离。

召唤盟友

一场战争中的战争领袖可以在任何时候向盟约请求加入其当前的所有其处于战争领袖地位的战争。被设为共同作战国的国家也可以呼叫盟友。如果没有对召唤盟友作出回应,将在两个月后自动拒绝。进攻方只能在战争开始30个月内呼叫盟友。拒绝加入战争将带来-25威望和持续十年的-1外交声望。

防御战争

如果一个国家被宣战,系统将自动召唤所有的盟友参战。响应防御战争不会使得一个国家受到打破停战协议、攻击有Royalmarriage.png皇室联姻的国家、目标国家与本国关系良好等惩罚。

进攻战争

当一个国家宣战时,其可以选择召唤特定的一个或数个盟友加入战争。响应进攻战争会使得一个国家受到打破停战协议、攻击有Royalmarriage.png皇室联姻的国家、目标国家与本国关系良好等惩罚。进攻者也可以选择是否将特定的一个或数个目标国家的盟友设为共同作战国。如果不设置共同作战国,夺取该国省份需要双倍的战争分数,并且对该国视为无战争理由,将消耗外交点数,但这样该国将无法召唤他们的盟友。

Consequences

Answering the call to arms brings a nation into the war on the side of its ally as a junior partner in the conflict. Because the ally is not a war leader, it can only negotiate peace with the opposing war leader and only on behalf of itself and its vassals. This is called a separate peace and choosing to make a separate peace will give Icon diplomacy relations.png-30 Relations penalty with co-belligerents, as well as -10 trust. Warscore for separate peace is calculated solely from occupations and blockades and will not consider battles or ticking warscore from wargoals.

Declining a call to arms will result in Prestige.png-25 Prestige and the cancellation of the alliance, as well as a Icon diplomacy relations.png-50 Relations penalty for refusing to join their war, plus Icon diplomacy relations.png-50 Relations for dishonoring the alliance. Refusing a call to arms from a nation that the nation is guaranteeing will result in an additional Prestige.png-25 Prestige penalty (for a total effect of Prestige.png-50 Prestige if the nation also had an alliance). In addition, declining a call to arms will give you -1 diplomatic reputation for 10 years.

召唤盟友冲突

如果一个国家同时与战争的双方有盟约或类似关系,那么其只能参与防御一方,详见宣战时召唤盟友的窗口。

避免被AI召唤加入战争

想要避免被AI召唤盟友的外交要十分小心。当想要召唤玩家加入进攻战争时,AI将会分析玩家是否愿意参战,就像对AI国家一样;防御战争中系统自动发出召唤。在一次进攻性战争的召唤盟友中,AI将只考虑玩家参与一场特定战争的能力,而不会考虑任何玩家参加AI一侧带来的其他影响。 A nation cannot be called at all if accepting would put it in a war against any nation it is already in a war with, either as an ally or an enemy.

AI nations will only send the player a call to arms if another AI in the position of the player would have accepted that call. A combination of the following options can be used to prevent the AI from sending an offensive call to arms:

  • Have a truce with the AI's war target
  • Have a royal marriage with the AI's war target
  • Make the AI's war target have a high opinion of the player. This is typically the easiest to achieve of all options.
  • Have low trust of the AI
  • Be in another war
  • Be far from the war target
  • Be in debt
  • Have low manpower
  • Have occupied or besieged provinces
  • Have high war exhaustion

In previous versions, it was possible to "cheat" by declaring other wars so the player could not answer calls to war. That has been stopped and the player must accept calls to arms or take the malus for declining.

召唤AI加入战争

Ask an ally to join a war. This action does not require a diplomat. An ally called into a war cannot call in his allies, unless it is a defensive war and the ally was named a co-belligerent by the attacker (note that the Emperor defending the empire is always considered a co-belligerent and will call in its allies. Coalition members are also always considered co-belligerents, but they cannot call in their own allies). If an AI will join it or not is shown in the declare war window.

The factors that influence an AI nation's proclivity for accepting a call to arms are

Factor Effect
Caller diplomatic skill +2 per ruler Diplomatic power.png diplomatic skill
Caller diplomatic reputation Positive: +5 per point
Negative: -5 per negative point
Trust Positive: +1 per point
Negative: -1 per point
Attitude towards caller (on offense) Defensive attitude Defensive: -30
Threatened attitude Threatened: -120
Hostile attitude Hostile: -150
Attitude towards caller (on defense) Hostile attitude Hostile: -20
Threatened attitude Threatened: -20
Attitude towards enemy (on offense) Rivalry attitude Rivalry: +40
Hostile attitude Hostile: +20
Neutral attitude Neutral: 0
Unknown attitude Unknown: 0
Threatened attitude Threatened: -40
Friendly attitude Friendly: -60
Attitude towards enemy (on defense) Neutral attitude Neutral: 0
Friendly attitude Friendly: -20
Defender is part of the empire and nation is the emperor
(calling emperor to defend HRE member)
+50
Defensive war +30
Would be called into multiple wars -1000
Allied with target in another war -1000
Fighting in another war together -1000
Has a truce with enemy -1000
Recently broke a promise to give land -1000
Nation is allied with target -1000
Not willing to join another offensive war until date -1000
Nation is the Holy Roman Emperor
(calling emperor against HRE member)
-1000
Emperor's opinion about HRE member (on defense) Negative: -1 per point
Accepting would destabilize nation -50 per point of Icon stability.png stability hit
Nation is in debt Offensive call to arms: -10 per month of income needed to pay off all loans
Defensive call to arms:
Defender of the Faith call to arms:
Fighting in another war -20
War exhaustion -10 per point
Prepared for War +20
Manpower low
Army strength low
Distant war

†: Actual monthly income may differ from amount reported in ledger

Among the factors that influence the AI's behaviour above, nation is in debt is generally the easiest one for human players to manipulate. If an AI ally is reluctant to join a war due to debt, establishing a maximum subsidy can significantly reduce this negative factor once the ledger registers the increased income. This allows one to quickly drag the AI ally into war, and the subsidy can be cancelled immediately if there is no concern over the ally's war enthusiasm. Sending a gift before establishing the subsidy may be helpful as well, though there is no guarantee that the AI will use the gift to pay down its debt.

盟约的终止

Dissolves an alliance with the target country if one exists. After an alliance is dissolved a 5-year truce is established between the former allies. Dissolving an alliance during peacetime will lower relations by -50 with said country. Breaking an alliance during wartime will incur an additional Icon stability.png -2 stability hit on top of the relation penalty.

盟约的其他影响

Having an alliance with a nation will lower the impact of aggressive expansion. Enemies or rivals may become outraged by a nation's actions, yet its allies will have a less severe reaction. If the nation continues to pile on aggressive expansion, even the closest friend might eventually break their alliance with a nation they consider a hostile warmonger.

Having an alliance can also affect relations with nations other than the ally. Allying with a country that other countries consider a rival will cause a Icon diplomacy relations.png-50 Relations relationship penalty with all countries that consider the ally their rival.

Being allied with a nation slowly builds up trust, which is factored in most diplomatic actions. It is especially important to the AI when weighing whether or not to accept an offensive call to arms.

Subjects

主条目:Subject nation

Vassals and personal unions experience a special non-negotiable alliance with their suzerain for the entire duration of their vassalage/union. A war on one necessarily involves the other, unless the overlord has enabled scutage.

Colonial nations can fight wars without their overlord becoming involved, so long as the war is with another colonial nation or independent Native American nation. The overlord can enforce peace to join any such war, which will also bring in the overlord of an opposing colonial nation. Colonial nations attacked by any other state automatically call their overlord in, just like vassals.

Two subjects of the same overlord may enter into a special alliance with each other. If one nation declares an independence war on its overlord, the other is called in. On success, both become independent.

Vassals, personal unions, and colonial nations can also get support for independence from independent nations. This acts as an alliance in case a subject declares an independence war against its overlord. In cases where multiple subjects are allied with one another, all nations supporting the independence of any of the allied subjects will be dragged into the independence war against the overlord.

Protectorates are not called into their overlord's wars, but their overlord will be called to defend them if they are attacked.

If Japan has the Shogunate government type, its vassals with the Daimyo government type can declare war on each other with the Sengoku casus belli without involving Japan in the war. See the Japan page for more information.

部落联盟

部落联盟土著议会政体专属的联合防御同盟机制。当联盟内一名成员受到攻击,所有成员都会收到召唤。部落联盟与常规的军事同盟并不相互排斥。联盟的领导者拥有外交声望与陆军士气的奖励。

支持独立

若目标国家发起独立战争,将参与目标国家一方对抗其宗主国。目标必须接受支持独立的提议,若目标国家是忠诚的就不会接受这样的提议。一旦独立战争爆发,支持独立关系就会转变成普通的同盟关系。

包围网

为了对抗某个高 Aggressive expansion impact.png 侵略扩张性的国家,许多国家会团结起来,组成称为包围网的军事集团。包围网的目的在于遏制某个共同的威胁:若目标国家向某个包围网成员国宣战,所有成员国都会无条件加入战争。但是,若某个成员国响应非成员国的召唤而加入对目标国家的战争,其它成员国则不会加入。对于非目标国家的宣战,成员国也没有相互支援的义务。即使不会结盟,互相宿敌的国家也可能加入对抗同一个国家的包围网。包围网的设定是为了模拟历史上抵御侵略征服者的联军,比如对抗革命法兰西的七次反法同盟。

加入包围网

  • 其他国家拥有对目标国家至少-50的“侵略扩张”(AE)负面关系时,对目标国家的态度会转变为 Outraged attitude “愤怒”,但 Rivalry attitude 宿敌则不会转变。
  • 若以下条件均满足,任何国家都可能组建、加入对目标国家的包围网:
    • 与目标国家之前没有停战;
    • 不是目标国家的同盟或附属国;
    • 对目标国家有至少-50AE;
    • 对目标国家的态度为宿敌或愤怒;
    • 至少有4个国家满足上述条件,且这些国家实力之和能对目标国家构成威胁。
  • 一个国家不能同时加入两个包围网。加入包围网是一项即时外交动作,不需要外交官。

退出包围网

  • 退出包围网是即时外交动作,不需要外交官。
  • 当AI国家与目标国家之间有停战时,会立即退出包围网。
  • 当AI国家满足下列条件之一时,它们会取消对目标国家的愤怒态度:与目标国家处在同一宗教同盟内、对目标国家的侵略扩张为0,或者与目标国家的关系达到+50。之后的几个月内,它们会退出包围网。
  • 当神罗成员国与神罗皇帝处于同一包围网时,若目标国家向该成员国宣战,神罗皇帝会作为包围网成员参战,但依然能召唤盟友。
  • 若包围网成员的实力之和远弱于目标国家,包围网会解散。有一种方法可以造成这个情况:对某个较强的包围网成员国(譬如说神罗包围网内的奥地利或普鲁士)的盟友宣战,停战之后该成员国就会被迫退出包围网。这样就会造成小国陆续退出包围网的连锁反应,最终导致整个包围网崩溃。(小心行事,如果你在战争中处于劣势,包围网可能会对你宣战)
  • 包围网成立后,若某个成员国对目标国家的AE少于-50,且满足以下条件之一,它们会取消对目标国家的愤怒态度并退出包围网:所有成员国对目标国家的AE都少于-50;或在2至5年内(随0至-200的关系浮动)对目标国家的AE一直少于-50。
  • 包围网成立后,若某个宿敌目标国家的成员国满足如下条件,它们会退出包围网:包围网的成员数小于等于3;或对目标国家的AE减少到0。

包围网战争

  • 包围网战争的召唤是自动的。所有成员国,不论其与目标国家有没有停战,都会加入战争,除非该成员国正在同其它成员国交战。成员国无法拒绝响应召唤。
  • 每场包围网战争都有一个主导国。如果是进攻战,主导国为宣战的国家;如果是防御战,主导国为被宣战的国家。
  • 主导国永远代表整个包围网参与和谈——和普通的军事联盟不同,包围网战争中的成员国无法单方面和谈。在和约中,成员国只能割取其核心省份。
  • 如果你对某个包围网成员国的盟友宣战,并且把该成员国设为联合交战方,该成员国也会召唤所有包围网成员国参战。但这种形式的战争并不是包围网战争,所以成员国没有+30的战争热情加成,并且可以单独和谈,然后脱离包围网。在处理大量小国组成的包围网(比如神罗包围网)时,这种手法尤其有用。
  • 战争主导国或作为神罗皇帝的成员国可以召唤非成员国的盟友加入战争,但这些盟友不受包围网规则约束——他们可以拒绝参战,可以单独和谈,也可以割取非核心省份。
  • 包围网战争结束后,包围网就会解散。但是已存在的侵略扩张并不会消失,所以停战结束后包围网可能会再次成立。

应对包围网

  • 侵略扩张是包围网的起因。玩家应该避免在同一地区扩张过多,减少包围网出现的可能性。
  • 任何国家都不能加入包围网对抗一个与之有和约的国家,并且包围网战争后包围网会自动解散。玩家可以在包围网成员国还不多时主动进攻并解散之,避免更多成员国的加入。为了避免出现更大的包围网,玩家在签订和约时应该避开那些产生侵略扩张的条款。赔款、解放国家、归还核心和羞辱宿敌都是不错的选择。
  • 玩家可以通过对某个包围网成员国使用“威胁开战”来获得与之的停战,迫使该国退出包围网。
  • 和被包围网宣战相比,玩家应该选择主动宣战包围网——包围网进攻战争中,所有成员国都会获得+30的战争热情加成,导致战争更持久、损失更大。
  • 如果停战结束后包围网有可能重建,玩家应当做好准备,在停战结束后立即进攻某个潜在的包围网成员国,阻止其加入包围网。
  • 包围网也可以通过外交手段瓦解。任何大于-90的关系都可以通过改善关系、赠送礼物、给予资助三连(如果你是列强,还可以加上影响国家)叠加到+50,足以使一个国家退出包围网。把一个强大的包围网成员国拉出包围网有可能会使得剩下的成员国陆续退出包围网,因为它们加起来也无法与你相匹敌。