欢迎访问欧陆风云4百科!注册一个账号,一起参与编写吧!这里是当前的工程

2018年4月服务器费用已由站长支付,若您想帮助我们可以点这里!欢迎所有对百科感兴趣的同学加入QQ群:602439518

本页面所适用的版本可能已经过时,最后更新于1.24

军事同盟

来自欧陆风云4百科
跳转至: 导航搜索
Offering an alliance and its tooltips

An alliance is a bilateral military agreement between two nations. When a nation creates an alliance with another nation, the nation receives a diplomatic relations bonus with the ally, but it also comes with obligations: a nation's allies are called to arms (CTA) when an alliance member has war declared on them (a defensive call to arms), or when they choose to call their allies into their own war of aggression (an offensive call to arms).

Generally an alliance is a good-faith pledge to come to the aid of the ally during a time of war. There are exceptions when an ally might refuse a call to join an offensive war (such as being in debt or having a high relationship value with the nation the player is planning to attack), or may not be able to respond to a defensive call-to-arms (for instance, if it is already involved in a war on the side of the aggressor nation).

Forming an alliance

The player may ask a nation to form an alliance through their diplomacy screen. As long as there are more positive reasons than negative reasons, the nation will accept the military alliance. Being in an alliance gives a major relationship boost (Icon diplomacy relations.png+50 Relations ) between the two allied nations.

Certain attitudes of the other nation (such as hostile) may preclude them from choosing to be the player's ally. Setting an allied nation as a rival will automatically break the alliance with this nation and prevents the player from allying again. Additionally, if either country has accepted a peace deal annulling treaties with the other, they cannot enter an alliance together for 10 years after the peace deal.

Maintaining an alliance uses a Diplomatic relations.png diplomatic relations slot for each nation. If a nation has more diplomatic relations than its diplomatic cap (for most nations this is initially 4), maintaining agreements costs 1 Diplomatic power.png diplomatic power a month for each excess nation.

Alliance with AI

AI nations will only accept alliance offers if they have more positive than negative reasons for doing so:

Factor Effect
Proposer army strength +20 max
-20 min
Proposer navy strength
(if target nation borders any sea)
+10 max
-10 min
Attitude towards proposer Friendly attitude Friendly: +50
Protective attitude Protective: +50
Threatened attitude Threatened: +20
Neutral attitude Neutral: -20
Hostile attitude Hostile: -100
Rivalry attitude Rivalry: -1000
Proposer is a subject nation -1000
Nation is a subject nation -1000
Historical rival -1000
Common rival +10
Royal Marriage +10
Nation's opinion about proposer +0.25 per positive relation
Trust at 50 0, +0.5 or -0.5 per point above or below.
Allied to proposer's rival -50
Proposer allied to rival -50
Proposer diplomatic reputation +5 per positive point
-5 per negative point
Proposer is at war -1000 per offensive war, -50 per defensive war
Not the same religious group -20
Distance between borders
(only if attitude is neutral)
-0.2 per distance between borders greater than 30
Proposer is threatened by nation's rival +20
Proposer already has a powerful ally -50

†: Distance between borders can only be seen in debug mode. It is possible to estimate distances using the fact that diplomats travel at a speed of 20 distance per day between capitals.

Call to arms

The current war leaders in a war may send a call to arms to their allies at any point in time, asking them to join all their current wars in which they are the war leader. Any co-belligerent can also call his allies to war. If no decision is made in regards to a call to arms, it will automatically be declined in two months. The attacker may only call in allies during the first 30 months of the war.

Defensive

If war is declared on a nation, it will automatically call on all its allies to come to its defence. Allies who answer a defensive call to arms will not suffer any penalties for breaking a truce, attacking nations they are in a Royalmarriage.png royal marriage with, or have good relations with. Nations who refuse to join will get -25 prestige and lose the alliance.

Offensive

When a nation declares war, it has the option of individually calling its allies into the fight. Allies who answer an offensive call to arms will suffer all penalties for breaking a truce, attacking nations they are in a royal marriage with, or having good relations with. The aggressor has the option of declaring each of the enemy's allies as co-belligerent or not; if not, taking that country's provinces costs double warscore and diplomatic power as well as additional aggressive expansion penalty, but they cannot call their own allies.

Players that are fielding any call to arms from an AI nation must be very careful about these penalties. As the player will enter all wars that the AI nation is leading, this may incur severe penalties on the player, though the same mechanic could be used against the AI nations as well. Defensive calls to arms are the most common culprit here because they are sent out automatically. For an offensive call to arms, AI nations will only consider the player's ability to join one specific war, and will not evaluate any secondary effects that may result from the player joining all the wars on the side of the AI.

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.

Conflicting call to arms

In the war declarations window, it's possible to see what will happen if there are conflicting calls to arms. Usually, the nation will only consider joining the defensive call to arms and not the attackers.

Avoiding call to arms

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.

Calling the AI into wars

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.

Ending an alliance

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.

Other relations effects of alliances

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.

邀请至联盟内

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

Join the independence war against the target country's side if this country as a subject declares war against its overlord. The target must accept the offer of independence and is unlikely to do so if it likes its overlord. If war breaks out, the support is converted to a regular alliance.

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。