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An '''Objective''' is an optional, overarching goal for the player to accomplish during a game. There are three regular objectives and one tutorial objective; only one objective can be chosen for a game, and it is also possible to start a game with no objective. Each objective recommends four starting countries, but any playable country can be chosen. | An '''Objective''' is an optional, overarching goal for the player to accomplish during a game. There are three regular objectives and one tutorial objective; only one objective can be chosen for a game, and it is also possible to start a game with no objective. Each objective recommends four starting countries, but any playable country can be chosen. | ||
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[[Category:Guides]] | [[Category:Guides]] | ||
[[en:Objective]] |
2022年12月21日 (三) 09:29的版本
An Objective is an optional, overarching goal for the player to accomplish during a game. There are three regular objectives and one tutorial objective; only one objective can be chosen for a game, and it is also possible to start a game with no objective. Each objective recommends four starting countries, but any playable country can be chosen.
During the game, the objective creates journal entries which represent sub-goals on the path to completing the objective. These journal entries generally require certain conditions to unlock, as well as often completing an earlier sub-goal.
游戏入门
This objective serves as a tutorial for Victoria 3, presenting the player with simple goals in order to familiarize new players with the mechanics of the game. Most journal entries for this objective also trigger a pop-up tutorial, or give an option to trigger one, to further explain the game mechanic(s) involved in that entry.
There are 37 sub-goals for this objective, ranging from building construction and management, to interacting with interest groups and laws, to diplomacy and war. Most sub-goals require another to have been completed before they can trigger. Not all sub-goals must be completed, only those which directly lead to the final sub-goal, Reach the End Date.
*Bold entries are the only ones needed for the Educated achievement.
Sub-goal | Prerequisite(s) | Other triggers | Completion trigger | Other |
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Recover from Default | — | Is in default | Is not in default | |
Fix Capacity Deficit | — | Bureaucracy, Authority, or Influence is below −10 | Have positive capacity for 4 weeks | |
Research a Technology | — | Is not researching a technology Can research a technology |
Has researched a technology | |
Expand a basic Building | — | A farm or ranch building exists | The farm or ranch building has been increased by 1 level | |
Change Production Method | Expand a basic Building | Can change production method for a farm, ranch, or logging building | Change the production method and wait 4 weeks | |
Expand a Productive Building | Change Production Method | Any non-government, non-subsidized building making more than 8£ | The building has been increased by 1 level | |
Fix Unproductive Building | Expand a Productive Building | Any non-government, non-subsidized building making less than 4.5£ | The building is subsidized or making more than 5£ for 4 weeks | |
Grow GDP | Expand a Productive Building Fix Unproductive Building |
— | Increase GDP by 25% | |
Increase Market Access by Decree | Expand a Productive Building | Any state has an infrastructure deficit | Use the Road Maintenance decree on the state for 12 weeks | |
Increase Infrastructure by Railways | Increase Market Access by Decree | Any state has an infrastructure deficit Has researched Railways |
Has at least 1 level of Railway in the state State does not have an infrastructure deficit |
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Increase Immigration | Increase Market Access by Decree | Any building has failed to hire and has 10000 open jobs | Building's state has gained 10000 population | |
Empty the Investment Pool | Increase Infrastructure by Railways | Has 10000£ in the Investment Pool Doesn't have Traditionalism or Command Economy Economic System laws |
Has 0£ in the Investment Pool | |
Establish a Trade Route | Expand a Productive Building | Has any goods shortage | Maintain a surplus of that good for 4 weeks | |
Improve Supply Network | Establish a Trade Route | Has a convoy shortage | Have 100 or more convoys than required for the supply network | |
Improve Access to Consumer Goods | Establish a Trade Route | Grain, Fish, or Fabric costs more than 25% above base price | The expensive good is less than 25% above base price | |
Bolster an Interest Group | Improve Access to Consumer Goods | — | Bolster any Interest Group for 4 weeks | |
Make Interest Group Happy | Bolster an Interest Group | Any non-Marginalized IG has less than 2 approval | Increase the Interest Groups approval to more than 2 | |
Stop the Revolution | Make Interest Group Happy | A revolution has 15% or more progress | The revolution has 0% progress | |
Passing an Institutional Law | Bolster an Interest Group | Any institution is not active | Activate the institution by passing its law | |
Invest into an Institution | Passing an Institutional Law | Any institution is not at max level | Increase the institution by 1 or more levels | |
Incorporate State | Invest into an Institution | Has an unincorporated state | Has incorporated a state | |
Reform the Government | Bolster an Interest Group | Legitimacy is less than 40% | Legitimacy is more than 60% | |
Increase Relations | Passing an Institutional Law OR Reform the Government |
— | Increase relations with a major power by one level | |
Improve Rank | Increase Relations | — | Improve country rank by one level | |
Earn Obligation | Increase Relations | No country owes an obligation to the player | Two countries owe an obligation to the player | |
Declare an Interest | Increase Relations | Has an unused declared interest | Has declared an additional interest | |
Target in Diplomatic Play | Declare an Interest | Is a diplomatic play target | Has set a wargoal for the diplomatic play | |
Colonize State | Declare an Interest | — | Begin a colony, then fully control that state | |
Expand the Military | Declare an Interest | — | Increase Army and Navy size by 20% (max 20) and don't have an unhealthy economy | |
Recruit and Promote a Commander | Expand the Military | — | Recruit a new commander, then promote them | |
Start Diplomatic Play | Recruit and Promote a Commander | — | Start a diplomatic play | |
Convoy Raiding | Recruit and Promote a Commander | Is at war Any admiral is not convoy raiding |
The admiral is convoy raiding | |
Mobilize an Army | Recruit and Promote a Commander | Is at war Any general is not mobilized |
Any general is mobilized | |
Send General to the Front | Mobilize an Army | Is at war Any general is mobilized and not at a front |
The general is at a front | |
Make Peace | Send General to the Front | Is at war | Is at peace | |
Reach the End Date | Make Peace | — | The date is December 31st, 1935 or later |
经济霸权
This objective pushes the player to become the dominant economy of the world, by controlling more than 25% of the global GDP within their market.
There are 10 sub-goals for this objective, all focused on increasing economic power. There are two mutually exclusive sub-goals, each with a following sub-goal, so only eight sub-goals can actually be completed. The final sub-goal is The Strong Market.
Sub-goal | Prerequisite(s) | Other triggers | Completion trigger | Other |
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Expand our Mining Industries | — | Has an Iron Mine or Coal Mine | Has increased the building level by 1 Building has more than 25% cash reserves, has more than 75% employment, is not subsidized, and is profitable. |
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Refining our Production | Expand our Mining Industries | — | Has at least 4 levels of Steel Mills in a state Building has 90% employment and is not subsidized |
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Lowering Consumption Prices | Refining our Production | — | Coal, Iron, and Steel cost less than 20% below base price | |
Specialized Goods Production | Refining our Production | — | Has at least 2 levels of Motor Industries in a state Building has 90% employment and is not subsidized |
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Improving Production | Specialized Goods Production | Has not completed Exporting our Profits |
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Utilizing our Strength | Specialized Goods Production | Has completed Improving Production | Engines cost more than 25% below base price[1] | |
Exporting our Profits | Specialized Goods Production | Has not completed Improving Production | Is exporting more than 50 Engines | |
Increasing Export Value | Specialized Goods Production | Has completed Exporting our Profits | Engines cost more than 50% above base price | |
Expanding our Market | Specialized Goods Production | — | Has 8 or more countries in the market | |
The Strong Market |
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霸主
This objective pushes the player to become the dominant power of the world, by controlling more than 50% of the world's population, either directly or through subjects.
There are 10 sub-goals for this objective, all focused on increasing military power or global control. There are three mutually exclusive sub-goals, so only eight sub-goals can actually be completed. The final sub-goal is The Hegemon.
Sub-goal | Prerequisite(s) | Other triggers | Completion trigger | Other |
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A Colonial Power | — | — | Has an active Colonial affairs institution | |
Form Alliances | A Colonial Power | — | Is allied with two or more major or great powers | |
Maintain Subjects | A Colonial Power | — | Has a total of 5 puppets, dominions, protectorates, or personal unions | |
African Colonies | A Colonial Power | — | Owns an entire, unincorporated state in Africa | |
Bolstering the Military | African Colonies | — | Has army size of at least 150 and navy size of at least 75 | |
Solidify Our Technological Advantage | Bolstering the Military | — | Has researched Bolt-Action Rifle, Dreadnought[2], and Malaria Prevention. | |
Major Power | A Colonial Power | Started the game below major power rank | Major power or higher rank | |
A Great Power | A Colonial Power | Started the game at major power rank | Great power rank | |
The Greatest Power | A Colonial Power | Started the game at great power rank | Number 1 country ranking | |
The Hegemon | Major Power OR A Great Power OR The Greatest Power |
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平等社会
This objective pushes the player to become a shining beacon for the world, by having less than 10% of their population as peasants, an average standard of living of 20 or higher, and literacy of 90% or higher.
There are six sub-goals for this objective, all focused on improving standard of living and pop rights. The final sub-goal is An Egalitarian Society.
Sub-goal | Prerequisite(s) | Other triggers | Completion trigger | Other |
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Encourage Liberal Thought | — | — | The Intelligentsia are powerful, being bolstered, and in the government | |
Liberate the Slaves | — | — | Has the Slavery Banned law active | |
Passing Laws | Encourage Liberal Thought OR Liberate the Slaves |
— | Has the laws Protected Speech, Public Schools, Multiculturalism, and not State Religion active | |
Public Services | Passing Laws | Has the laws Protected Speech, Public Schools, Multiculturalism, and not State Religion active | The institutions Education, Health System, Social Security, and Workplace Safety Office are all level 3 or higher | |
Women and Children | Public Services | Has the laws Protected Speech, Public Schools, Multiculturalism, and not State Religion active | Has the laws Compulsory Primary School and Women's Suffrage active | |
An Egalitarian Society | Women and Children Liberate the Slaves |
Has the laws Protected Speech, Public Schools, Multiculturalism, and not State Religion active |
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参考
- Objectives, their sub-goals, and their journal entries are in:
game/common/objectives
game/common/objective_subgoals
game/common/journal_entries
- The journal entries are in the files:
00_player_objectives_economic_dominance.txt
00_player_objectives_egalitarian_society.txt
00_player_objectives_hegemon.txt
00_tutorial.txt