美利坚合众国:修订间差异

第1,608行: 第1,608行:
This entry becomes active when America owns all of California and Nebraska. The objective is to build a Railway in Nebraska, Wyoming, Utah, Nevada and California. This will trigger the event The First Transcontinental Railway which will give the player the choice of temporarily increasing migration attraction in either the Pacific Coast or Great Plains.
This entry becomes active when America owns all of California and Nebraska. The objective is to build a Railway in Nebraska, Wyoming, Utah, Nevada and California. This will trigger the event The First Transcontinental Railway which will give the player the choice of temporarily increasing migration attraction in either the Pacific Coast or Great Plains.


=== Negotiate the Alaska Purchase 阿拉斯加收购案 ===
=== 阿拉斯加收购案 ===
This is a decision America can take when America has achieved a GDP of at least 60 million and owns all of Washington. In addition relations with Russia must be at least 20 and Russia must be in debt, while America must not be in debt and neither country can be at war. When taken Russia will get an event that allows them to sell the state of Alaska to America in exchange for $3 million, which will be paid in weekly installments of $57,700 over the course of one year. The AI will always agree to this. If the offer is rejected then America will gain a claim on Alaska.
 这是当美国至少拥有60M的GDP并拥有华盛顿所有地区时,美国可以做出的决议。此外,与俄罗斯的关系必须至少为20,俄罗斯必须负债,而美国不能负债,两国都不能开战。 采取行动后 ,俄罗斯将获得一个允许他们将阿拉斯加州卖给美国以换取 300 万美元的事件,在一年内每周分期付款57700美元 ,AI 将始终同意这一点。如果报价被拒绝,美国将获得对阿拉斯加的主权。
 
 这是当美国至少拥有60M的GDP并拥有华盛顿所有地区时,美国可以做出的决议。此外,与俄罗斯的关系必须至少为20,俄罗斯必须负债,而美国不能负债,两国都不能开战。 当被占领时 ,俄罗斯将获得一个允许他们将阿拉斯加州卖给美国以换取 300 万美元的事件,在一年内每周分期付款57700美元 。AI 将始终同意这一点。如果报价被拒绝,美国将获得对阿拉斯加的主权。


== 成就 ==
== 成就 ==

2022年12月6日 (二) 22:53的版本

USA
1836年的美国国旗,拥有24颗星。

"面对欧洲列强,美利坚合众国坚决维护了美洲的独立权。不过,这个国家也正在强制驱赶数以千计的美洲原住民离开家园,同时各州就奴隶制问题展开了激烈的辩论。美国的未来会是什么模样?"

美国,全称美利坚合众国,是位于北美的国家。其首都是位于哥伦比亚特区的华盛顿城,贸易中心位于纽约州纽约城。

概况

America starts the game as a Great Power, albeit at the very bottom of that category at #6 with only 294 prestige. For comparison the #1 power Great Britain has a whopping 1405 prestige, so America has a long way to go to catch up, but its very possible for America to rise to #1. America starts with a relatively large geographic territory of initially 26 incorporated and 5 unincorporated states plus 8 in-progress colonies, relatively liberal laws, established early industry and the second highest literacy among the Great Powers, but a very small standing military of only 11 Battalions and 30 Flotillas; America is reliant on conscription via National Militia early on to fend off the more powerful Great Powers. America's primary quest is to achieve Manifest Destiny - to stretch all across North America from east to west coast, a quest that is facilitated by a number of unique journal entries and decisions and if successful can grow America's core territory to encompass 49 states. They may be able to convince Great Britain to peacefully hand over the Oregon territory, but Mexico is far less likely to give up its territory on the Pacific Coast to words alone. The territory of Texas however is in a war of secession against Mexico and would be more than willing to join America if they emerge victorious. There is also the matter of various Native American tribes still present in the west who won't be too keen on America gobbling them up - not that they can do much to stop it. However America's greatest obstacle may come from within: it is plagued by a fierce debate over the issue of slavery that threatens to tear the country in two.

America is a good country to play as if:

  • You want the benefits of being a Great Power without dominating the whole game from the start but also still able to rise to #1
  • You want to start unhindered by regressive laws or a dominant Landowner class
  • You want clearly defined expansion goals
  • You want to build a diverse and self-sufficient domestic economy
  • You want to be relatively far removed from the diplomatic chaos of Europe

America is a recommended country for the Economic Dominance objective.

地理

America's core territory at its greatest extent, after achieving Manifest Destiny and acquiring the Oregon Territory.
America's territory as of January 1, 1836. Texas is seceding from Mexico and Oregon (Columbia District) owns Oregon, Washington and Idaho
America's strategic regions

America's initial territory is located in the strategic regions of New England, Dixie and The Midwest with expansion already started into the Great Plains. It borders Lower Canada, Upper Canada, Hudson Bay Company and Columbia District (Oregon) in the north and Texas and Mexico in the south. The decentralized nations of Absaroka, Great Sioux Nation (Lakota), Arapaho, Pawnee, Comanche, Ute and Niitsitapi also border America with most of them already in the process of being colonized. America is also very likely to encounter Niimipuu, Apache and Navajo during its expansion. America's coastlines are adjacent to the Gulf of Maine, Atlantic Seaboard, Gulf of Mexico and eventually the Pacific Seaboard. At its greatest extent America's core territory contains 3,204 Arable Land resulting in a theoretical soft population cap of 320.4 million people.[1]

America initially controls the following state regions:

New England
州名 类别 民族 可耕地 农业 石油 伐木 捕鱼 捕鲸 修正
Maine Incorporated Yankee 24 Wheat, Livestock 17 8 4 New England Whaling: +20% Whaling Station building throughput

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

New Hampshire Incorporated Yankee 24 Tobacco, Wheat, Livestock 9 2 2 New England Whaling: +20% Whaling Station building throughput

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Vermont Incorporated Yankee 60 Tobacco, Wheat, Livestock 18 6 American Chestnut Forests: +25% building Hardwood output
Massachusetts Incorporated Yankee 102 Tobacco, Wheat, Livestock 56 36 14 10 8 New England Whaling: +20% Whaling Station building throughput

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Natural Harbors: +10% Shipyards throughput, +2 Port max level, +10 Naval Base max level

Rhode Island Incorporated Yankee 20 Tobacco, Wheat, Livestock 1 3 2 New England Whaling: +20% Whaling Station building throughput

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Connecticut Incorporated Yankee 44 Tobbaco, Wheat, Livestock 15 5 3 New England Whaling: +20% Whaling Station building throughput

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output (note: possibly due to a bug Connecticut has no logging potential)

New York Incorporated Yankee, Iroquoian 106 Wheat, Livestock 45 20 6 5 Niagara Falls: +20% Building Electricity Output

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

New York Harbor: +10% Shipyards throughput, +2 Port max level, +10 Naval Base max level

New Jersey Incorporated Yankee 92 Tobacco, Maize, Livestock 45 6 10 Newark Harbor: +10% Shipyards throughput, +2 Port max level, +10 Naval Base max level
Pennsylvania Incorporated Yankee 144 Tobacco, Maize, Livestock 120 57 36** 23 Ohio River: +20 Infrastructure

Appalachian Mountains: +10% Coal Mines building throughput, -10% Infrastructure, -10% State Construction Efficiency

Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Dixie
Name Type Homelands Arable Land Agriculture Sulfur Coal Iron Lead Fishing Logging Traits
Delaware Incorporated Dixie 20 Tobacco, Cotton, Livestock, Maize 5 4
Maryland Incorporated Dixie 32 Tobacco, Cotton, Livestock, Maize 9 6
District of Columbia Incorporated Dixie 16 Tobacco, Cotton, Livestock, Maize 1
Virginia Incorporated Dixie 90 Tobacco, Cotton, Livestock, Maize 60 30 8 17 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Appalachian Mountains: +10% Coal Mines building throughput, -10% Infrastructure, -10% State Construction Efficiency

North Carolina Incorporated Dixie 86 Tobacco, Cotton, Livestock, Maize 32 6 15
South Carolina Incorporated Dixie, Afro-American 78 Tobacco, Cotton, Livestock, Maize 5 11
Georgia Incorporated Dixie, Afro-American 92 Sugar, Tobacco, Cotton, Livestock, Maize 6 20
Florida Unincorporated Caddoan, Dixie, Afro-American 88 Sugar, Cotton, Livestock, Maize 15 23 Floridian Wetlands: -15% Infrastructure, -15% State construction efficiency

Bone Valley: +10% Sulfur Mines throughput (note: possibly due to a bug Florida has no potential for sulfur mines)

Alabama Incorporated Caddoan, Dixie, Afro-American 74 Sugar, Tobacco, Cotton, Livestock, Maize 28 30 24 3 17 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output
Mississippi Incorporated Dixie, Afro-American 60 Sugar, Tobacco, Cotton, Livestock, Maize 40 5 14 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Mississippi River: +20 Infrastructure

Louisiana Incorporated Cajun, Dixie, Afro-American, Afro-Antillean 62 Sugar, Tobacco, Cotton, Livestock, Rice 32 24 13 12 Mississippi River: +20 Infrastructure
Arkansas Unincorporated Cajun, Cherokee, Dixie 58 Tobacco, Cotton, Livestock, Rice 45 11 Mississippi River: +20 Infrastructure
The Midwest
Name Type Homelands Arable Land Agriculture Coal Iron Sulfur Lead Logging Traits
West Virginia Incorporated Dixie 54 Sugar, Tobacco, Cotton, Livestock, Maize 80 24 17 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Appalachian Mountains: +10% Coal Mines building throughput, -10% Infrastructure, -10% State Construction Efficiency

Ohio Incorporated Yankee 158 Tobacco, Livestock, Maize 60 36 14 Ohio River: +20 Infrastructure
Kentucky Incorporated Yankee, Dixie 64 Tobacco, Cotton, Livestock, Maize 140 33 17 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Appalachian Mountains: +10% Coal Mines building throughput, -10% Infrastructure, -10% State Construction Efficiency

Ohio River: +20 Infrastructure

Tennessee Incorporated Yankee, Dixie 72 Tobacco, Cotton, Livestock, Maize 30 17 Amazon Rainforest American Chestnut Forests: +25% building Hardwood output

Mississippi River: +20 Infrastructure

Michigan Unincorporated Algonquian, Yankee 122 Livestock, Maize 60 32 20 Great Lakes: +15 Infrastructure
Indiana Incorporated Yankee 86 Livestock, Maize 48 18 Ohio River: +20 Infrastructure
Wisconsin Unincorporated Dakota, Algonquian, Yankee 78 Livestock, Maize 24 32 23 Great Lakes: +15 Infrastructure
Illinois Incorporated Yankee 140 Tobacco, Livestock, Maize 60 90 11 Mississippi River: +20 Infrastructure
Iowa Unincorporated Dakota, Yankee 68 Tobacco, Livestock, Maize 64 40 11 Mississippi River: +20 Infrastructure
Missouri Incorporated Cajun, Yankee, Dixie 96 Tobacco, Cotton, Livestock, Maize 36 16 Mississippi River: +20 Infrastructure

The following state regions are in the process of being colonized by America:

Active Colonization
Name Region Natives Competitors Homelands Arable Land Agriculture Coal Oil Lead Iron Sulfur Logging Gold Traits
Minnesota The Midwest File:Lakota.png Lakota Dakota, Algonquian, Yankee 64 Livestock, Maize 45 40 20 Mississippi River: +20 Infrastructure
North Dakota Great Plains File:Lakota.png Lakota Dakota, Yankee* 44 Livestock, Wheat 48 11 The Great Plains: +20% Agriculture throughput, -10% Infrastructure
South Dakota Great Plains File:Lakota.png Lakota Dakota, Yankee* 46 Livestock, Wheat 32 9 8** The Great Plains: +20% Agriculture throughput, -10% Infrastructure
Nebraska Great Plains File:Lakota.png Lakota

File:Pawnee.png Pawnee

Dakota, Yankee* 54 Livestock, Wheat 5 The Great Plains: +20% Agriculture throughput, -10% Infrastructure
Kansas Great Plains File:Pawnee.png Pawnee

File:Comanche.png Comanche

Siouan, Yankee* 70 Livestock, Wheat 32 20** 18 7 The Great Plains: +20% Agriculture throughput, -10% Infrastructure
Montana Great Plains File:Absaroka.png Absaroka

File:Niitsitapi.png Niitsitapi

Dakota, Siouan, Yankee* 40 Livestock, Wheat 80 33 17 Rocky Mountains: -20% Infrastructure, -20% State Construction Efficiency
Wyoming Great Plains File:Lakota.png Lakota

File:Arapaho.png Arapaho

Siouan, Paiute, Yankee* 24 Livestock, Wheat 48 13 Rocky Mountains: -20% Infrastructure, -20% State Construction Efficiency
Colorado Great Plains File:Ute.png Ute

File:Arapaho.png Arapaho

File:Mexico.png Mexico Siouan, Paiute, Yankee* 30 Livestock, Maize 40 9 8** Rocky Mountains: -20% Infrastructure, -20% State Construction Efficiency

The following state regions are not initially controlled nor are being colonized by America but are highly encouraged expansion targets due to journal entries and/or decisions and the ability to gain homelands of primary cultures:

States of Interest
Name Region Initial Owners Natives Homelands Arable Land Agriculture Coal Sulfur Oil Iron Logging Rubber Fishing Whaling Gold Traits
Oklahoma Dixie File:Indian Territory.png Indian Territory File:Comanche.png Comanche Cherokee, Siouan, Dixie* 66 Cotton, Livestock, Wheat 40 20** 7
Texas Dixie File:Texas.png Texas

File:Mexico.png Mexico

File:Comanche.png Comanche Comanche, Dixie, Mexican, Afro-American 140 Sugar, Cotton, Livestock, Maize 28 36 50** 7 6
New Mexico Great Plains File:Mexico.png Mexico File:Comanche.png Comanche

File:Navajo.png Navajo

File:Apache.png Apache

Pueblo, Navajo, Apache, Comanche, Mexican, Dixie* 16 Cotton, Livestock, Wheat 20 6
Washington Pacific Coast File:Flag ORG.png Oregon Salish, Nez Perce, Yankee* 40 Livestock, Wheat 32 17 6 Columbia River: +20 Infrastructure

Cascades: -10% infrastructure, -10% state construction efficiency

Oregon Pacific Coast File:Flag ORG.png Oregon Salish, Nez Perce, Yankee* 32 Livestock, Wheat 20 5 Columbia River: +20 Infrastructure

Cascades: -10% infrastructure, -10% state construction efficiency

Idaho Pacific Coast File:Flag ORG.png Oregon File:Nimíipuu.png Nimíipuu Nez Perce, Paiute, Yankee* 24 Livestock, Wheat 16 Rocky Mountains: -20% Infrastructure, -20% State Construction Efficiency
California Pacific Coast File:Mexico.png Mexico Hokan, Yankee* 160 Cotton, Livestock, Wheat 40 60** 33 13 14 12** Sierra Nevada: -10% Infrastructure

Central Valley: +20% Agriculture throughput

Northern California Coastal Forests: +20% Logging industry throughput, -10% state construction efficiency

Nevada Pacific Coast File:Mexico.png Mexico Paiute, Yankee* 10 Livestock 24 4 15** The Great Basin Desert: -25% Agriculture throughput, -25% infrastructure, -25% state construction efficiency
Utah Pacific Coast File:Mexico.png Mexico File:Ute.png Ute

File:Navajo.png Navajo

Paiute, Yankee* 20 Livestock, Maize 30 6 Wasatch Range: -10% infrastructure
Arizona Pacific Coast File:Mexico.png Mexico File:Navajo.png Navajo

File:Apache.png Apache

Pueblo, Navajo, Apache, Dixie* 14 Cotton, Livestock, Wheat 21 2 5**
Alaska Pacific Coast File:Russia.png Russia Inuit, Athabaskan, Salish 32 Livestock 32 11 10 8 12** Yukon River Salmon Run: +20% Fishing industry throughput

*These homelands are not present at game start and are instead added through completing journal entries.

**Discoverable resources

文化与宗教

The homelands of America's two primary cultures, Yankee and Dixie, at their greatest extent after achieving Manifest Destiny and acquiring the Oregon Territory. Note that Missouri, Kentucky and Tennessee are homelands of both cultures.

America's primary cultures are Yankee and Dixie. Both cultures have the Anglophone and European Heritage traits. America's initial Citizenship law is Racial Segregation so other cultures of European Heritage will be accepted. America controls all Yankee and Dixie homelands except Texas at the start of the game, however both cultures can gain new homelands through events and decisions as the country expands westward until eventually all of the present-day United States except Alaska and Hawaii is considered Yankee and/or Dixie homeland. A small number of Yankee pops exist in Oregon (known as Columbia District at the start of the game) in the states of Washington and Oregon, which America can acquire through completing The Oregon Border Dispute which will also add Yankee homelands to these states. The vast majority of Texas' population is Dixie and Texas is also Dixie homeland from the start of the game. The American Civil War will cause either the primarily Dixie Confederate States of America or the primarily Yankee Free States of America to form (this is a special case where the war is triggered by revolution but with the goal of secession).

America is also home to a significant minority of Afro-Americans. Their traits are Anglophone and African Heritage so they are discriminated under America's starting Racial Segregation law but would be accepted under Cultural Exclusion or Multiculturalism. Afro-Americans are subject to slavery in slave states until Slavery Banned is enacted. Afro-Americans have homelands in Louisiana, Mississippi, Alabama, Florida, Georgia, South Carolina, Texas which can form the Afro-American country of New Africa through cultural secession or release.

If the American Civil War occurs and the Confederate States of America are defeated and re-annexed by America it is possible for America to gain Afro-American and/or lose Dixie as primary cultures during the Reconstruction process.

America will also have many smaller minorities of various Indigenous American tribes all of which have homelands in American territory. The Cherokee are particularly noteworthy as they are the subject of The Indian Removal, which will force them to migrate into the Indian Territory often at great loss of life. None of these tribes share any cultural traits with Yankee or Dixie and so will only be accepted under Multiculturalism. The Cherokee, Pueblo and Iroquoians each have their own countries that can form through cultural secession or release.

America's state religion is Protestant which has the Christian trait. America's initial church and state law is Total Separation so no other religions will face discrimination.

重建

America is an Empire that can be formed through Minor Unification by lesser countries with Yankee and/or Dixie primary culture, provided America does not currently exist. The following countries are capable of forming America:

Countries Able to form America
Name Tier Cultures
File:Confederate States of America.png Confederate States of America Kingdom Dixie
File:Flag FSA.png Free States of America Kingdom Yankee
File:New England.png New England Grand Principality Yankee
File:Texas.png Texas Principality Dixie
File:Michigan.png Michigan Principality Yankee
File:California.png California Principality Yankee, Mexican
File:Deseret.png Deseret Principality Yankee, Dixie
File:Flag ORG.png Oregon Principality Yankee, Anglo-Canadian

The forming country must fully control at least 75% of the state regions that are Yankee and/or Dixie homelands in order to form America. Note that those state regions marked with a * in the table below do not have Yankee or Dixie homelands at the start of the game and only count towards requirements and progress for unification if a previous incarnation of America completed the necessary journal entries and/or decisions to add Yankee and/or Dixie homelands to these state regions. Between 25 and 37 state regions could be required to form America.

States Needed to form America
Name
District of Columbia
Louisiana
New York
Virginia
Washington*
Oregon*
Idaho*
Colorado*
Wyoming*
Montana*
North Dakota*
South Dakota*
Nebraska*
Kansas*
Oklahoma*
Arkansas
Missouri
Iowa
Minnesota
Wisconsin
Indiana
Michigan
Ohio
Kentucky
Tennessee
Mississippi
Alabama
Florida
Georgia
West Virginia
Maryland
Delaware
Pennsylvania
New Jersey
Illinois
Rhode Island
Connecticut
Massachusetts
New Hampshire
Vermont
Maine
North Carolina
Utah*
South Carolina
Texas
Nevada*
Arizona*
New Mexico*
California*

The American Civil War has no impact on the formation of America. Dixie will always be a primary culture of a newly formed America and Afro-American will not. The Dixie homelands will also always be taken into account for the purpose of unification progress and requirements even if the previous incarnation of America discarded Dixie as a primary culture.

America is not able to form any countries.

可释放国家

America's releasable countries, except Texas and Louisiana which overlap with New Africa.

The following countries can be released by America or form through cultural secession.

Name Tier Cultures States
File:New Africa.png New Africa Kingdom Afro-American Louisiana, Mississippi, Alabama, Florida, Georgia, South Carolina, Texas
File:Flag LOU monarchy.png Louisiana Principality Cajun, Afro-Antillean Louisiana
File:Cherokee.png Cherokee Principality Cherokee Oklahoma, Arkansas
File:Pueblo.png Pueblo Principality Pueblo Arizona, New Mexico
File:New England.png New England Grand Principality Yankee Rhode Island, Connecticut, Massachusetts, New Hampshire, Vermont, Maine
File:Flag TEX.png Texas Principality Dixie Texas
File:Haudenosaunee.png Haudenosaunee Principality Iroquoian New York
File:Michigan.png Michigan Principality Yankee Michigan
File:California.png California Principality Yankee, Mexican California
File:Deseret.png Deseret Principality Yankee, Dixie Utah

In addition the American Civil War allows for the formation of one of two additional countries; the Confederate States of America or the Free States of America. If the player primarily opposed slavery then the Confederate States of America will form; its primary culture is Dixie and it will be formed dynamically from states where the Southern Planters and their revolutionary allies held power with a priority for slave states. If the player primarily supported slavery then the Free States of America will form; its primary culture is Yankee and it will be formed dynamically from states where the anti-slavery revolutionaries held power with a priority for non-slave states. Note that the Confederate States of America can be released after the civil war has been triggered regardless of which side actually seceded and it will always receive all state regions that have Dixie homelands (except District of Columbia if it is America's current capital) regardless of which states if any actually seceded.

政治

America's initial government is a Republic based on the Presidential Republic and Census Suffrage laws. The initial ruler is President Andrew Jackson, who is also the leader of the Rural Folk and guarantees that they will join the Democratic Party for as long as he leads them.[2]

The Landowners in America are the Southern Planters. They have the Ideology republican paternalistic.png Elitist ideology instead of the usual Paternalistic, which significantly changes their stances on several laws. Notably they prefer Presidential Republic or Parliamentary Republic instead of Monarchy or Theocracy and they have no stances on Economic System or Trade Policy. They also have the Pro-Slavery ideology because America does not have Slavery Banned. America starts with a unique modifier called The Missouri Compromise which gives the Southern Planters +25% political strength; combined with Local Police Force and Legacy Slavery they start with a total +60% political strength. The Southern Planters play a pivotal role in The Slavery Debate: if they start a revolution or if a revolution starts while they are in government, and The Slavery Debate is active then the revolution will become the American Civil War.

The Rural Folk have the Ideology frontier expansionist.png Frontier Expansion ideology instead of the usual Isolationist, which causes them to support Colonial Resettlement.

The Intelligentsia will be the Southern Planters' primary opponents in The Slavery Debate and are the interest group of Abraham Lincoln.

The Devout in America are the Evangelicals.

Starting Laws
Power Structure Economy Human Rights
Governance Principles Presidential Republic Economic System Interventionism Free Speech Right of Assembly
Distribution of Power Law census suffrage.png Census Suffrage Trade Policy Protectionism Labor Rights Serfdom Abolished
Citizenship Racial Segregation Taxation Law per capita taxation.png Per-Capita Taxation Children's Rights Child Labor Allowed icon Child Labor Allowed
Church and State Total Separation Colonization Colonial Resettlement icon Colonial Resettlement Rights of Women Legal Guardianship
Bureaucracy Elected Bureaucrats Policing Law local police force.png Local Police Force Welfare No Social Security
Army Model National Militia icon National Militia Education System Public Schools Migration No Migration Controls
Internal Security No Home Affairs Health System No Health System Slavery Legacy Slavery
Starting Institutions
Type Law Level
Colonial Affairs Colonial Resettlement icon Colonial Resettlement 2
Education Public Schools 2
Law Enforcement Law local police force.png Local Police Force 2
Dynamic Names for America
Name Condition
United States of America Has Presidential Republic or Parliamentary Republic
United Sovereign Archduchy Has Monarchy or Chiefdom
United Syndicates of America Has Council Republic
United Synods of America Has Theocracy
United Senators of America America's only state is the District of Columbia
United State of America America controls exactly one state not counting the District of Columbia
Flags for America
Flag Priority Condition
0 Default flag
File:Flag USA 100.png 5 The default flag dynamically gains stars as new states are incorporated, up to a maximum of 100. The District of Columbia is not included in the count for this purpose. West Virginia is also not included until the American Civil War occurs. As there are 77 total variations of this flag they are not all included here for the sake of brevity. See List of flags for all of the possible variations.
File:Flag USA coa.png 10 Has Monarchy or Chiefdom
File:Flag USA dictatorship.png 10 Has Law autocracy.pngAutocracy and any one of Presidential Republic, Parliamentary Republic or Council Republic
File:Flag USA theocracy.png 10 Has Theocracy
File:Flag USA communist.png 1500 Has Council Republic
File:Flag USA fascist.png 1500 Has Law autocracy.pngAutocracy and any one of Presidential Republic, Parliamentary Republic or Council Republic and ruler has Ideology leader fascist.png Fascist ideology
Political Parties
Type Name
Agrarian People's Party
Anarchist Anarchist Party
Communist Workingmen's Party OR Communist Party
Conservative Democratic Party
Fascist Silver Legion
Free Trade Free Trade Party
Liberal Whig Party OR Republican Party
Military Military Party
Radical Progressive Party
Religious Know Nothing Party
Social Democrat Socialist Party of America

角色

Historical Characters
Name Role Culture Interest Group Ideology Date of Birth Traits Available from To
Andrew Jackson Ruler and Politician Dixie Rural Folk Ideology leader radical.pngRadical March 15 1767 Bigoted, Colonial Administrator Game Start
John Calhoun Politician Dixie Southern Planters Ideology leader slaver.pngSlaver March 18 1782 Bigoted, Political Operator Game Start
Winfield Scott Politician and General Yankee Armed Forces Ideology leader jingoist.pngJingoist July 13 1786 Cautious, Political Operator Game Start
Cornelius Vanderbilt Politician Dixie Industrialists Ideology leader no ideology.pngModerate May 27 1794 Meticulous, Diplomat Game Start
Henry Clay Politician Dixie Intelligentsia Ideology leader pacifist.pngPacifist April 12 1777 Meticulous, Firebrand Game Start
Charles Finney Politician Dixie Evangelicals Ideology leader abolitionist.pngAbolitionist August 29 1792 Cautious, Traditionalist Commander Game Start
Daniel Webster Politician Dixie Petite Bourgeoisie Ideology leader no ideology.pngModerate January 18 1782 Arrogant, Political Operator Game Start
Robert Rantoul Politician Yankee Trade Unions Ideology leader no ideology.pngModerate August 13 1805 Meticulous, Political Operator Game Start
Zachary Taylor General Yankee Armed Forces unspecified November 24 1874 Innovative, Mountain Combat Expert Game Start
Isaac Hull Admiral Dixie Southern Planters unspecified March 9 1773 Expert Naval Commander, Persistent Game Start
Elie Agustus Frederick Lavallette Admiral Dixie Southern Planters Ideology leader no ideology.pngModerate February 9 1776 Brave, Naval Commander Game Start
Abraham Lincoln Politician Yankee Intelligentsia Ideology leader abolitionist.pngAbolitionist February 12 1809 Experienced Political Operator, Inspirational Orator, Tactful 1836 1890
Theodore Roosevelt Politician Yankee Industrialists Ideology leader reformer.pngReformer August 28 1858 Celebrity Commander, Explorer, Brave 1882 1919
Thomas Jesup General Dixie Armed Forces unspecified December 16 1788 Meticulous 1836 1860
William Shubrick Admiral Dixie Armed Forces unspecified October 31 1790 Experienced Naval Commander 1836 1862
George Dewey Admiral Yankee Armed Forces Ideology leader no ideology.pngModerate December 26 1837 Experienced Naval Commander, Persistent, Brave 1861 1903
David Farragut Admiral Dixie Armed Forcs Ideology leader no ideology.pngModerate July 5 1801 Experienced Naval Commander, Direct, Brave 1836 1860
Matthew Perry Admiral Yankee Armed Forces Ideology leader reformer.pngReformer April 10 1794 Innovative, Dockyard Master, Explorer 1836 1855
Franklin Buchanan Admiral Dixie Armed Forces Ideology leader no ideology.pngModerate September 17 1800 Experienced Naval Commander, Dockyard Master, Innovative 1841 1860
Robert Lee General Dixie Southern Planters Ideology leader no ideology.pngModerate January 19 1807 Experienced Defensive Strategist, Innovative, Direct 1846 1870
Thomas Jackson General Dixie Armed Forces Ideology leader traditionalist.pngTraditionalist January 21 1824 Surveyor, Stalwart Defender, Brave 1846 1870
James Longstreet General Dixie Armed Forces Ideology leader radical.pngRadical January 8 1821 Experienced Offensive Planner, Expert Defensive Strategist, Brave 1846 1874
William Tecumseh Sherman General Yankee Petite Bourgeoisie Ideology leader no ideology.pngModerate February 8 1820 Expert Offensive Planner, Resupply Commander, Pillager 1846 1874
Adna Chaffee General Yankee Armed Forces Ideology leader no ideology.pngModerate April 14 1842 Innovative, Offensive Planner 1882 1906
Ulysses Grant General Dixie Petite Bourgeoisie Ideology leader radical.pngRadical January 21 1822 Experienced Offensive Planner, Persistent, Alcoholic 1846 1874
John Pershing General Yankee Armed Forces Ideology leader no ideology.pngModerate September 13 1860 Experienced Offensive Planner, Persistent, Reserved 1895 1920
Philip Sheridan General Yankee Armed Forces Ideology leader no ideology.pngModerate September 13 1860 Experienced Offensive Planner, Pillager, Cruel 1895 1920

地标

The following unique monuments can be constructed or already exist in America's core territory. All effects assume the buildings are fully employed.

Name State Requirements Effect
White House District of Columbia already constructed Increases throughput of Government Administration in District of Columbia by 20%
Statue of Liberty New York Steel-Frame Buildings +75 Prestige, increases migration attraction by 25% nationwide

日志与决议

America has the following special Journal Entries and Decisions:

奴隶制辩论

此条目在游戏开始时处于进行状态,其目标是颁布《禁止蓄奴》,并在不引发内战的情况下使其持续10年。当此条目处于进行状态时,通常会触发事件,玩家可以选择安抚或激怒南方种植园主或知识分子。如果针对南方种植园的内战已经开始,或者在南方种植园主执政期间内战开始,则日志条目将失败,美国内战将开始。成功完成这一日志条目将完全避免美国内战,也将废止密苏里妥协案。

国家重建

This entry becomes active after America wins the American Civil War by defeating and re-annexing the Confederate States of America. America has a limited time to complete two sub-objectives, success or failure will determine whether America retains Dixie and/or gains Afro-American as primary cultures. In order to retain Dixie as a primary culture America must re-incorporate all states that have Dixie homelands and have at least 20% of the Dixie populations in each of these states be loyalists. In order to gain Afro-American as a primary culture America must pass a citizenship law that accepts Afro-American, either Cultural Exclusion or Multiculturalism. While this entry is active events will periodically occur that will give the player the option of making either Dixie or Afro-American more loyalist at the expense of making the other more radical.

In addition a third sub-objective Wild, Wild West will also be active during the Reconstruction process. While this entry is active events will occur that will ask the player to respond to outlaw activity in the west, typically by choosing between increasing devastation or radicals in a western state. More favorable options can be unlocked by passing Multiculturalism and/or raising National Guard investment to at least level 3. This entry will complete when turmoil and devastation in all state regions that are Yankee and/or Dixie homelands are reduced below 10%.

Reconstruction will be complete when all three sub-objectives are completed and any applicable changes to America's primary cultures will be applied at this time.

驱逐印第安人

This entry activates automatically very soon after the start of the game. As long as it is active standard of living for Cherokee pops in America will be reduced by 3 and America will periodically get events regarding the forced migration of Cherokee pops to the Indian Territory, typically giving the player a choice on whether to give financial aid to reduce casualties. There are three different ways to complete this entry, each with a different effect:

  • Enact Multiculturalism: America will annex the Indian Territory
  • Enact No Colonial Affairs: temporarily increase standard of living for Cherokee, Muskogean and Algonquian pops in America by 2
  • No Cherokee pops remain in America: A random interest group whose leader is Bigoted or Jingoist will temporarily gain 2 approval.

德克萨斯州

This entry is active at the start of the game. Texas must first win its initial war against Mexico, which typically happens by capturing Santa Anna. Then relations between America and Texas must be improved to at least 20. As soon as this is achieved and provided Texas is not at war Texas will get the event The Lone Star State which will determine Texas' relationship with America. If Texas is under AI control it will always choose to be annexed by America. If Texas is under player control then the Texas player may choose to become a Dominion of America or remain fully independent; if the latter option is chosen America will gain a claim on Texas.

昭昭天命

This is a decision America can take after researching Nationalism. This will give America claims on the states of California, Nevada, Utah, Arizona, New Mexico and Oklahoma and also start the journal entries Manifest Destiny: The Mexican Cession and Manifest Destiny: Frontier Wars. This decision also causes a Diplomatic Incident in Mexico that will increase America's infamy by 24 and reduce relations with all countries that have an interest in Mexico. The Mexican Cession will complete when America fully controls the state regions of California, Nevada, Arizona, New Mexico, Utah and Texas and will add Yankee and/or Dixie homelands to these state regions. Frontier Wars will complete when America fully controls the state regions of Montana, Wyoming, Colorado, North Dakota, South Dakota, Nebraska and Kansas and will add Yankee homelands to these state regions.

The Oregon Border Dispute

This entry is active at the start of the game. The objective is for America to fully control the state regions of Montana and Wyoming and raise relations with Great Britain to at least Cordial. In addition the Oregon Trail must be mapped by completing the Map the American Western Frontier expedition (America does not have to be the country that maps the trail). Once all of these requirements are met and provided the states of Oregon, Washington and Idaho are controlled by either Great Britain or one of its subjects (these states start under the control of Oregon, known as the Columbia District, which is a British subject at the start of the game) Great Britain will receive an event where they can peacefully cede these states to America. The AI will always agree to this. If the decision is rejected then America will gain claims on Oregon, Washington and Idaho and this journal entry will be replaced with Conquer Oregon. Regardless of how it is achieved, once America controls the states of Washington, Oregon and Idaho this journal entry will complete and these state regions will gain Yankee homelands.

The First Transcontinental Railway

This entry becomes active when America owns all of California and Nebraska. The objective is to build a Railway in Nebraska, Wyoming, Utah, Nevada and California. This will trigger the event The First Transcontinental Railway which will give the player the choice of temporarily increasing migration attraction in either the Pacific Coast or Great Plains.

阿拉斯加收购案

这是当美国至少拥有60M的GDP并拥有华盛顿所有地区时,美国可以做出的决议。此外,与俄罗斯的关系必须至少为20,俄罗斯必须负债,而美国不能负债,两国都不能开战。采取行动后,俄罗斯将获得一个允许他们将阿拉斯加州卖给美国以换取 300 万美元的事件,在一年内每周分期付款57700美元,AI将始终同意这一点。如果报价被拒绝,美国将获得对阿拉斯加的主权。

成就

以下成就是美国独有的:

Go West, Young Man icon 去西部吧,年轻人: 以美国开局,拥有加利福尼亚、俄勒冈和华盛顿州并在上述各地区都拥有至少25万人口。

满天星条旗: 作为美国,使100个已整合地区在你的国旗上出现。

策略与指南

Strategy 以下内容为诸多玩家中的一员所给出的,关于美利坚合众国的策略建议。请注意,由于游戏的动态机制,这些内容对其他玩家而言可能会以不同的方式展开。

Potential

If America acquires its entire potential core territory and utilizes all of its resources, attracts enough immigrants and supplements the economy with trade and Customs Unions, it can reach a weekly GDP of over $3 Billion with a population over 180 million and an average standard of living over 25 with near-100% literacy. GDP and population can go even higher through further conquest. These are not hard numbers and are only presented to give an idea of how powerful America can get just from its core territory.

Literacy

America's starting literacy of 44.7% makes it the second most literate of the Great Powers, second only to Great Britain in that regard. America should have no problem meeting literacy based qualifications and can thus begin or rather continue industrialization right away. Literacy can be expected to exceed 60% just from the starting Education institution investment. This high literacy also gives America a relatively high innovation cap and since America starts with the Academia and Dialetics technologies construction of Universities should be a top priority early on. The high literacy combined with Right of Assembly also gives America a lot of tech spread. All of this combined with its relatively high starting tech level should allow America to stay at the bleeding edge of the tech race and research every technology by the end of the game. Nationalism is a good first tech to research as it unlocks Manifest Destiny. Pharmaceuticals followed by Quinine should also be prioritized to be able to begin mapping the western frontier to eventually acquire Oregon, Washington and Idaho.

Economy

America is a geographically large country with access to an abundance and variety of natural resources, and both its territory and resources will expand throughout the game. This can be both a blessing and a curse. America's population tends to be rather small and spread out for its geographical area leaving each individual state with relatively few workers. Care must be taken not to have too many different industries in each state and instead focus each state on one or two industries to ensure all of them can benefit from economy of scale. At the very least factories should be built up to the economy of scale cap before building another of the same type in another state. Local bonuses should also be taken advantage of: Coal mining along the Appalachian Mountains, Whaling in New England, Logging in New England and California, Power Plants in New York and Grain farming in California and the Great Plains.

Attracting immigrants and investing heavily in a Health System will ensure rapid population growth and a steady stream of new workers. Many of America's states will have high migration attraction due to being sparsely populated, particularly those in the west. Make the migration attraction even higher by improving standard of living, raising the approval of the Intelligentsia and building the Statue of Liberty. America should focus on expanding its market throughout the western hemisphere not only to secure more customers and sources of Rubber but also to acquire a larger pool of potential immigrants. If America has Racial Segregation and Migration Controls this allows for almost all of the primary cultures in the western hemisphere to immigrate to America. It is also helpful to delay development of agriculture or at least leave some arable land unused in each state to absorb unemployed Pops and avoid the greatly reduced Migration Attraction that comes from them (Peasants do not penalize migration attraction).

America's resources are vast and varied but it is missing a few things, most notably Dye, Silk and Rubber. The lack of Dye and Silk hinders domestic production of Clothes, Luxury Clothes, Porcelain and Paper while Rubber will be needed for Electrics Industries and Automobiles. Dye and Silk can eventually be produced domestically through Synthetics Plants at the cost of Sulfur and Fertilizer, which America has plenty of. America is also not able to produce Coffee or Tea domestically, leaving Wine as the only domestic luxury drink. Producing Wine also comes at the cost of Fruit production. America should look to secure these resources through trade and market expansion.

America has a decent supply of Oil available domestically, but it won't be nearly enough to run every possible production method that requires it. Start with the products that absolutely require Oil to be made, namely Automobiles, Aeroplanes and Tanks. Then prioritize mines and Ports which are hard-capped in size. Production methods like Houseware Plastics should be low-priority; expanding Glassworks is always an option for increasing Glass production and by this stage of the game labor should not be an issue.

America starts with relatively liberal economic laws: Interventionism provides some investment funding from Capitalists while allowing all buildings to be subsidized, Per-Capita Taxation is a good source of early-game revenue and Protectionism allows the player to waive tariffs on desired trades while still being able to tariff undesirable trades. If the player does not care about subsidizing private buildings then Laissez-Faire will provide double the investment funding which can allow for much more economic growth. Meanwhile the extra Trade Capacity and Trade Route Competitiveness from Free Trade can come in handy in the mid to late game when increasing exports are necessary to keep growing the economy and the treasury isn't reliant on tariff income. Lastly Proportional Taxation will provide far more tax revenue than even Per-Capita Taxation as your GDP per capita increases.

Military

America starts with National Militia which allows for a large conscripted army but a small professional army due to capping Barracks at 5 levels per state. However despite this America can still field a surprisingly large professional army due to the sheer number of states it has. This should suffice for conquering northwestern Mexico. As such the player should not feel compelled to rush Professional Army as soon as possible, one can even hold out until Mass Conscription becomes available. America also has a large number of coastal states which allows for a large navy. America's core territory will ultimately cover five strategic regions, three of which have coastal access, so a minimum of five Generals and three Admirals will be necessary to manage America's entire military.

Notable officers to keep an eye out for include Ulysses (S) Grant, William Tecumseh Sherman and James Longstreet for their offense-boosting traits. Sherman in particular has some of the highest offense boosts available while Longstreet is good both on offense and excellent on defense. Robert (E) Lee and Thomas Jackson are particularly good defensive generals (assuming they didn't defect to the Confederate States).

The player should beware of building/expanding buildings especially military-related buildings in the Dixie region for as long as the Slavery Debate is ongoing as this is the region most likely to secede in the American Civil War and if so those buildings will be turned back against them. Conversely keeping these buildings out of the region can put the Confederate States at a major disadvantage in the civil war, especially if combined with convoy raiding to prevent imports.

Expansion

America's unique journal entries and decisions heavily encourage expanding west towards California, Oregon and Washington. This is already underway through colonization of the various Native American tribes. Manifest Destiny will give America claims on several Mexican-held territories, though not all of them: the player will also want to demand Mexican-held parts of Texas and Colorado and possibly Nebraska and Kansas if Mexico manages to colonize its way into those as well. Fortunately they won't cost much more infamy even without claims due to their relatively small size. The tricky part of course will be the Diplomatic Plays, which can be complicated by other Great Powers joining Mexico or simply Mexico backing down and giving you only one of your demands while also making you wait 5 years for another. Still you want to get ALL of this territory as it is necessary to complete the two Manifest Destiny journal entries and thus add Yankee/Dixie homelands to these states. If you do get your war it can be won relatively easily by having one or two generals advancing the front on your border with Mexico which should attract the attention of the entire Mexican army while sending a naval invasion to swiftly capture Mexico's capital. Getting the three states held by Canada/Columbia District is relatively simpler if somewhat RNG-based due to the mapping expeditions. Once its available though it should be as simple as clicking the decision and then Oregon, Washington and Idaho are yours complete with Yankee homelands. Be sure to incorporate all of these states after they've added Yankee and/or Dixie homelands, the primary culture homelands will make incorporation very fast (2 years) and cheap. All in all America's "core" territory will consist of 49 total states.

Alaska can be a worthwhile purchase thanks to its Gold Mines. The fishing bonus isn't huge but it's something. Be aware that it cannot gain homelands of any American primary cultures and the existing homelands have nothing in common with the same so it will take 20 years to incorporate.

There is no explicit incentive to conquer the Hawaiian Islands and they will take the longest possible time to incorporate (20 years) due to only having Hawaiian homeland which doesn't have anything in common with Yankee or Dixie, but it does have 48 Arable Land capable of growing Coffee and Tea and a 20% bonus to Agriculture throughput.

Unless one is explicitly attempting the "100 stars on the flag" achievement there is little reason to directly conquer more than the core territory, which is already expansive and rich in most resources.

Foreign Policy

America exists an ocean away from all of the other Great Powers and as such will rarely if ever directly compete with them for territory or resources. Even territories like Oregon and Alaska that America wants but are held by other Great Powers can be acquired through peaceful means. America is also hands-down the most powerful country in the western hemisphere and as such has relatively free reign of the region. America should seek to add as much of the western hemisphere to its market as possible, to secure exotic resources like Coffee, Dye, Fruit and eventually Rubber as well as to increase its customer base for manufactured goods and pool of potential immigrants. That said European powers will regularly declare interests in the western hemisphere and thus can interfere with America's aggressive actions, and America likely won't be equipped to deal with them until at least mid-game. Maintaining low infamy (below 25) and high relations with the other Great Powers will help ensure they do not interfere. On the other hand such powers are again an ocean away and will take time to arrive to a front, meaning if a war is quick then they may not arrive in time to make a meaningful difference.

Mexico will be an early enemy due to holding territory needed to achieve Manifest Destiny. After achieving Manifest Destiny relations with Mexico will be at rock-bottom but it is worth salvaging as they have valuable resources but will cost a lot of infamy to subjugate and add to the American Market through force making Customs Union the preferred way of adding them to the American Market.

Brazil is the other most valuable country in Central/South America, and like Mexico they will cost a lot of infamy to bring into the American Market through force so the diplomatic route is more recommended. This is complicated by the fact that three European powers share a land border with Brazil via small colonies while America doesn't which applies a -20 penalty to Brazil's acceptance of an American Customs Union. This can be rectified by first adding one of their neighbors to the market. Colombia is a prime target because one way or another America can gain a land border with them via Panama.

When building trade in preparations for a Customs Union most Central/South American countries can provide America with Coffee, Dye, Fruit and eventually Rubber while America in turn can provide manufactured goods like standard Clothes and Furniture. Avoid signing Defensive Pacts and/or Alliances with Central/South American countries as they are expensive to maintain and will provide little to no benefit. If the national budget allows it is worth Bankrolling these countries to aid their development and allow relations to increase up to Friendly, and if/when an Obligation is generated it can be used to get the country to accept a Customs Union significantly sooner than normal.

Colonies outside the western hemisphere such as in Africa are not strictly necessary especially if America succeeds in getting countries like Mexico and Brazil into its market. In fact African colonization can antagonize the European Great Powers.

Japan can be a worthwhile addition to the American Market for its Dye, Silk and Tea as well as large potential customer base and possibly immigrants as well if America has Multiculturalism or No Migration Controls. Forceful subjugation of Japan is out of the question as it costs more than 100 infamy which would instantly make America a Pariah so once again the diplomatic route is recommended. The first step is forcing them out of Isolationism, which may not even require a war if no Great Powers come to their aid. It may be worth colonizing Hokkaido early on to secure a land border and ease their integration into the American Market. Expanding the colony into Sakhalin is not recommended as Russia has a claim on that island. Alternatively a Treaty Port can also provide a land border, though this will require a second Diplomatic Play against Japan because it cannot be demanded until Japan has opened its market. Having a land border also eliminates the need for Japan to build a Port, which they don't always do of their own accord.

Indonesia is another region that has potential to be a valuable addition to the American Market with its Dye, Coffee, Tea, Fruit, Rubber, Oil and Gold. The island of Borneo is fragmented into several pathetically weak countries that, barring Great Power intervention, American can subjugate or conquer with little trouble. Conquering or subjugating at least one of the countries on the island will give the American Market a foothold from which diplomatic expansion can be pursued if desired, or just use the newfound land borders to continue conquering the rest of the island. It is worth noting that the Philippines have a land connection to Borneo via Sulu. The biggest prize in Indonesia though is the Dutch East Indies, primarily located on the islands of Sumatra and Java. They start as a Dominion of the Netherlands but tend to become independent one way or another during the game. Direct subjugation will cost over 70 infamy which is sure to provoke intervention from Great Powers and the infamy cost can even exceed 100 later in the game. An alternative strategy is to first conquer or subjugate Aceh or Siak to gain a land border with the Dutch East Indies, then Liberate them from the Netherlands (which costs no infamy). Once they're independent they can be added to the American Market through diplomatic means, a process that will be facilitated by the land border with the market via Aceh or Siak.

冷知识

America has two Liberal parties. The first is the Whig Party, which is replaced by the Republican Party as part of the American Civil War. However if the Civil War never happens then the Republican Party will never form and the Whig Party will remain as America's liberal party throughout the whole game.

Unlike the rest of the present day United States, America has no in-game incentive specifically related to the Hawaiian Islands despite having been acquired by the United States historically during the timeframe of Victoria 3 and being a full US state today.

It is possible for both the Confederate States of America and Free States of America to fully conquer the original America and then re-form America in their image.

Texas has an equivalent journal entry for Texan Statehood called Texan Independence, and in fact the latter journal entry is what actually governs the events whereas the American journal entry is purely informational.

The US Capitol building is a monument and is present on the map from the start of the game in the District of Columbia. For now it serves no functional purpose and is purely decoration.

注释

  1. This is based on the sum total of each state's soft population cap before overpopulation penalties are applied, which is equal to the state's arable land * 100,000.
  2. There is a specific modifier that adds +35 attraction to the Conservative party if the interest group's leader is Andrew Jackson specifically. According to comments this was done specifically to ensure that Jackson would be part of the Democratic Party at the start of the game as he was in real life.