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{{Version|pre-release}} [[File:UI politics movement.png|thumb|A law reform in progress and a movement to preserve the current law.|链接=Special:FilePath/UI_politics_movement.png]] 革命可以被认为是游戏中经济和政治失衡导致的失败结果。革命的产生意味着玩家没有成功平衡不同人群对物质和精神的需求,这将会导致一个或数个群体决定在他们掌控的土地上制造麻烦。这可能会产生非常恶劣的巨大社会动荡,但是如果玩家能妥善利用这场动乱,一个国家不仅有机会从这场灾难中翻身,更能够变得比原来更强。 武装起义是一个罕见的情况,但正因如此它是非常具有威胁的。如果玩家想要避免一场革命,在革命前是可以埋下很多伏笔并是有很多机会去补偿要革命的人群的。并不是所有的“运动”都会有足够力量或者说参与者为了这场运动足够愤怒以至于去发动一场革命。在这些情况下,这些运动不会把国家拖入一场毫无意义、结果显而易见的战争,而是等待时机,直到它们变得重要起来。 == 政治运动 == 一场革命总是以要求对国家法律进行某种改变的政治运动开始。需求可能是制定一些先进的东西,保护一些现有的东西,甚至恢复一些曾经存在的东西。如果运动足够激进,且玩家无法满足其要求,那么任何这些运动都可能以暴力起义告终。 === Support and radicalism === Political movements have two major attributes to keep an eye on: their support and their radicalism. A movement's support affects how much help they would lend to enacting their desired change if you choose to go along with them, or how much resistance they put up in case of a movement to preserve a law you're trying to change. It also determines how powerful a revolution they can muster, should it come down to that. Meanwhile, radicalism measures how likely they are to revolt if they don't get their way. A movement with strong support and high radicalism is very dangerous. A movement with strong support but low radicalism can be a nuisance but is relatively harmless: they'll work within the system, maybe organize a protest or two, but won't take up arms. Finally, a movement with low support but high radicalism might not stand much of a chance to overthrow the government on their own, but the instability caused by their ideological fervor could be damaging to the country in the short-term and might even create geopolitical opportunities for your neighbors. A movement's radicalism originates from two sources: the number of radicals among the pops that support the movement, and the clout of supporting interest groups with approval low enough to be Angry. Since an interest group's approval originates both from the laws of your country and also how Loyal vs radical its supporters are, radical pops can potentially double their impact on a movement's radicalism. The major difference between these two factors is that when pops act through their interest groups their impact is through clout (the national share of their political strength) while direct pop support makes a difference through sheer numbers. This means populist uprisings are possible even though the affected pops don't have any real representation in the halls of power, assuming they're angry enough about their living conditions. While a movement's demands remain unmet, any pops that belong to them will gradually gain radicals. Once the radicalism of a movement has exceeded a certain threshold it will begin organizing an armed uprising. You can monitor this progression in your outliner to see both how rapidly you're moving along the road to revolution and how far you have already gone, both determined by radicalism. This means you can have a direct impact on revolutionary progression. Of course you can cave to the movement's demands, which will placate them and eventually cause them to disband. But you can also address the problem by identifying the troublemakers and deal with them directly: either deradicalize them by improving their living conditions, or suppressing their contrarian ways by other means. If you manage to get the movement's radicalism under control, you can make the revolution fizzle out on its own without giving an inch. == Home affairs == Another way of keeping revolutions in check is by establishing a Home Affairs institution. By sinking Bureaucracy into Home Affairs you can more easily keep your troublesome elements in check, giving you more room to maneuver politically. As usual such an Institution can take several forms depending on what law establishes it. A National Guard can require you to take more overt, proactive steps to keep law and order, while a Secret Police is able to operate more effectively in the background. When radical movements are met with obstacles to their revolution for a long time, there's an increasing chance that its revolutionary fervor burns out and the movement disbands. == Revolutionary country == But let's say you don't manage to placate or obstruct the political movement and the revolutionary progression boils over a required threshold. In this case an armed uprising will take a number of your states, proportional to the strength of the movement and localized roughly where its supporters are, to form a new revolutionary country. This country has the same technology as you but with some differences in laws, to reflect the ideological desires of the political movement's leadership. Furthermore, the interest groups in this new country will become marginalized if they do not support the revolution, while the opposite is true in the loyalist part of the country. Obviously, characters supporting revolutionary interest groups will join the revolution. This includes not only interest group leaders, but also those Generals and Admirals you may have carefully nurtured over many military campaigns and who may by now be in charge of most of your forces. Even if you win against them, they won't be making it back to your country - alive, at least. All other properties of this new country are dependent on the states they won over. If the revolution takes all your Barracks and Arms Industries, you might be in big trouble; if the revolutionary states consist mostly of Paper Mills and Art Academies, maybe you're not so worried (until your Government Administrations start grinding to a halt and your aristocracy get mad about the lack of culture workers to patronize, that is). And of course, the loyalist part of the country retains all their hard-won diplomatic pacts and treaties, while the pretender has to start from scratch. == Revolutionary play == What follows is a Revolutionary [Diplomatic] Play where the stakes are very simple: the loyalist part of the country tries to crush the rebellion, while the revolutionary country tries to swarm the loyalists. Other countries with an Interest in the region can participate in this Play as usual. It is not uncommon for countries with good relations to the country before the revolution to support the loyalists in restoring order. It is also possible for a country whose government supports the ideals of the revolutionaries to back their side. As such, a revolution might not only result in you having to fight and kill your own people, but your nation might even become the ideological battleground of Great Powers. If the prospect of winning against the revolutionaries doesn't look good, like in all Diplomatic Plays you have the option of giving up. But rather than simply backing down and letting the revolutionaries have their way (which, to be frank, you could and should have done a long time ago if that was your intention), in Revolutionary Plays you only have an option to switch sides and take over the revolutionary part of the country in its fight against the loyalists. A daring player might decide to manufacture a powerful revolution on purpose in order to push some highly contentious laws through, though this strategy definitely straddles the line between brilliance and madness. It's important to note that there is no potential for a “white peace” in a revolution. Either side can capitulate, of course, but a peace cannot be signed without one party pressing their war goal and annexing the other side. By the end of the revolution, only one country will be left standing. == Cost == Needless to say, while all wars are expensive, civil wars are doubly so. A quick and decisive victory with minimal casualties is the best you can hope for - a long, drawn-out war amassing casualties and devastation on both sides might result in a country so broken it will take decades to rebuild. But once the war is over, the interest groups that lost the power struggle are defeated, for a time. Perhaps during this “golden age” you will have the opportunity to effect some much-needed political change and rise from the ashes? Losing a revolutionary war means your country loses all its territory and pops, in other words Game Over. This is something we've gone back and forth on during development, because while we do want you to be able to drastically transform your country through revolution, we don't want to encourage you to just give up if things are looking bleak because resisting means a prolonged conflict leading to a more war-torn country in the end. So pick your side, but do it carefully! Should you end up losing after all, just like in any Game Over situation you can choose to continue playing as a different country, including the political faction that just took over yours. == References == <references/> [[Category:政治]] [[en:Revolution]]
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