|
|
第84行: |
第84行: |
| | {{iconify|Unrecognized regional power}} || {{green|+1}} | | | {{iconify|Unrecognized regional power}} || {{green|+1}} |
| |} | | |} |
| {{iconify|Mandate|power bloc}} progress is gained weekly based on the number and rank of non-leader members in a power bloc. Higher rank members give more mandate; {{iconify|insignificant power|4=0}} insignificant and unrecognized powers do not give any mandate progress. The total is also multiplied by the current {{iconify|cohesion|power bloc}} level. Reaching 2000 progress grants the power bloc leader a new mandate to select, upgrade, or change a principle. | | {{iconify|Mandate|power bloc}} progress is gained weekly based on the number and rank of non-leader members in a power bloc. Higher rank members give more mandate; {{iconify|insignificant power}} insignificant and unrecognized powers do not give any mandate progress. The total is also multiplied by the current {{iconify|cohesion|power bloc}} level. Reaching 2000 progress grants the power bloc leader a new mandate to select, upgrade, or change a principle. |
|
| |
|
| === List of principles === | | === List of principles === |
2024年7月5日 (五) 12:06的版本
Power blocs represent international organizations, associations, and empires. Each power bloc has a central identity and a number of principles. It costs 500
to be the leader of a power bloc.
Central identities
Each power bloc can have one of five central identities. These represent the type of power bloc. Without the
DLC, only the Trade League identity can be chosen for a new power bloc.
Identity |
Leader effects |
Member effects |
Non-leader effects |
Bloc effects
|
36px
|
+10% Trade route volume
|
|
+20% contribution to market owner
|
Is a customs union
|
36px
|
- −5% Weekly liberty desire from subjects
Can subjugate bloc members
|
|
|
|
36px
|
- −10% Law enactment time
Can impose Governance Principles law on bloc members
Can impose Distribution of Power law on bloc members
Can force regime change on bloc members
|
|
+30% Enactment success chance for laws the bloc leader has enacted
|
|
36px
|
- +10%
Prestige from army and navy power projection
May add a free wargoal when supporting another bloc member
|
+20% Training rate
|
|
|
36px
|
- +25%
investment pool contribution efficiency
Can impose state religion on bloc members
|
- +33%
Conversion
- +25%
political strength
|
|
|
Principles
Principle slot conditions
Slot |
Rank |
Members |
|
1 |
— |
— |
—
|
2 |
— |
— |
|
3 |
5th or better |
5 or more |
|
4 |
3rd or better |
10 or more |
|
Principles represent lesser aspects of a power bloc. Each central identity has two primary principles, with one primary principle restricted to that identity. A power bloc that does not have at least one primary principle for its central identity selected suffers a cohesion penalty.
If the
DLC is enabled, up to four principles can be selected, with the third and fourth slots requiring both a high power bloc rank and certain number of members. Without the DLC, only one principle can be used. Once a slot is filled, it can continue to be used even if the unlocking conditions are later false.
Each principle has three tiers and enacting a principle requires a number of
mandates equal to the principle tier; upgrading a principle costs the difference in tiers. Up to three mandates can be stored for use, so it is possible to enact a tier three mandate immediately, or to upgrade it tier by tier. Principles can be changed out at any time, as long as the mandate cost can be paid.
Mandate progress
Non-leader member rank |
|
Great power |
+10
|
Major power |
+5
|
Unrecognized major power |
+2
|
Minor power |
+2
|
Unrecognized regional power |
+1
|
Mandate progress is gained weekly based on the number and rank of non-leader members in a power bloc. Higher rank members give more mandate;
insignificant power insignificant and unrecognized powers do not give any mandate progress. The total is also multiplied by the current
cohesion level. Reaching 2000 progress grants the power bloc leader a new mandate to select, upgrade, or change a principle.
List of principles
Principle effects are cumulative, such that a tier 3 principle has the effects of tier 1 and tier 2 as well. The effects apply to all members unless otherwise specified. Without
, only Internal Trade and External Trade can be selected or upgraded.
Tier 2 and 3 primary principles also give +10 and +20
cohesion, but only for a single principle; enacting both primary principles for a central identity does not provide additional cohesion benefit.
General principles
Principle |
Tier |
Effect
|
Advanced Research
|
I
|
- +25% Institution size change speed for

- −10%
cost of 
- +5%
Tech spread per level of 
Cannot enact No Schools
Bloc leader can impose Education System law on bloc members
|
II
|
- +15% Institution size change speed for
(+40% total)
- −15%
cost of (+25% total)
- −5% Ahead of time penalty per level of

|
III
|
- +10% Institution size change speed for
(+50% total)
- −25%
cost of (+50% total)
- +15
Max innovation investment per level of 
|
Colonial Offices
|
I
|
- +25% Institution size change speed for

- −10%
cost of 
Cannot enact No Colonial Affairs
Bloc leader can impose Colonization law on bloc members
|
II
|
- +15% Institution size change speed for
(+40% total)
- −15%
cost of (+25% total)
- +.05 Colonial growth generation per level of

|
III
|
- +10% Institution size change speed for
(+50% total)
- −25%
cost of (+50% total)
- −5%
Infamy generation against unrecognized powers per level of 
|
Construction
|
I |
+10% State Construction Efficiency
|
II |
−75% usage for Construction sectors
|
III |
United Construction Conglomerate company unlocked
|
Food Standardization
|
I |
+10% Agriculture throughput
|
II |
−10% Mortality
|
III
|
- +1 Standard of Living
- Unlocks
Efficient Canning Practices for Food Industries
|
Foreign Investment
|
I |
Increased leverage from economic dependence
|
II |
−50% Costs for Nationalization
|
III |
Foreign investment rights in power bloc member with lower rank
|
Freedom of Movement
|
I |
+25% Migration quota
|
II |
+50% Mass migration attraction
|
III
|
Allow migration within power bloc
- Unlocks
Increased Exchange for Arts Academy and University
|
Market Unification
Trade League
|
I
|
- +10% Company throughput
Bloc members cannot embargo each other
|
II
|
- +20% Import and export tariffs on non-bloc member trade routes
- +10%

|
III
|
- +40%
contribution to market owner
Power bloc becomes a customs union
|
Militarized Industry
|
I
|
- +10% War Machine Industries throughput
- +10% Arms Industries throughput
- +10% Artillery Foundry throughput
- +10% Military Shipyards throughput
|
II |
−15% Military Goods Cost
|
III
|
- −33% Supply Route Cost
- Unlocks
Balloon Reconnaissance (mobilization option)
|
Police Coordination
|
I
|
- +25% Institution size change speed for

- −10%
cost of 
Cannot enact No Police
Bloc leader can impose Policing law on bloc members
|
II
|
- +15% Institution size change speed for
(+40% total)
- −15%
cost of (+25% total)
- −5% Political movement radicalism per level of

|
III
|
- +10% Institution size change speed for
(+50% total)
- −25%
cost of (+50% total)
- +50
per level of 
|
Transportation Infrastructure
|
I
|
- +33%
per 100k population
- +33% Maximum infrastructure from population
|
II |
+20%
|
III
|
- +50 Land trade capacity
- Unlocks
Joint Steam Trains for Railway
- Unlocks
Joint Electric Trains for Railway
- Unlocks
Joint Diesel Trains for Railway
|
Central identity primary principles
Principle |
Tier |
Effect
|
Creative Legislature
Ideological Union primary
|
I |
−33% Law enactment stall chance
|
II
|
- −33% Movement to Preserve support
- −33% Movement to Restore support
|
III |
+1 Maximum law enactment setbacks
|
Ideological Truth
Ideological Union only
|
I
|
- −33 Popularity of
agitators in opposition
- −25%
Suppression cost
- −25%
Bolstering cost
|
II |
20% Party whip impact on ideological incoherence
|
III |
+25 Minimum
|
Defensive Cooperation
Military Treaty primary
|
I |
Cannot start or join diplomatic plays against bloc members
|
II |
−50% Maneuvers cost to sway bloc members in a defensive play
|
III |
Can use the Call Ally sway on bloc members in defensive plays
|
Aggressive Coordination
Military Treaty only
|
I |
−30% Maneuvers cost for wargoals in offensive plays
|
II |
−15% War exhaustion from casualties
|
III
|
- −10
Power bloc cohesion
Can use the Call Ally sway on bloc members in all plays
- +15%
Infamy generation
|
Sacred Civics
Religious Convocation primary
|
I |
Higher diplomatic proposal acceptance for countries with same religion
|
II |
Reduced liberty desire for same religion
|
III |
Impose same Church and State law on bloc members
|
Divine Economics
Religious Convocation only
|
I
|
- +50% Devotee trade route competitiveness
- +50% Income transfer from heathen subjects
|
II |
Unlocks Increased Clergy Oversight for Financial Districts and Manor Houses
|
III
|
- −25%
s from SoL decreases in accepted religions
- +25%
s from SoL in accepted religions
|
Vassalization
Sovereign Empire primary
|
I |
+25 per subject
|
II |
+25% Income from subjects
|
III |
Can use decrees in subjects' states
|
Exploitation of Members
Sovereign Empire only
|
I
|
- −5
Power bloc cohesion
- +20% Bloc leader

- −20% Non-leader bloc member

|
II
|
- −5
Power bloc cohesion (−10 total)
- +20% Bloc leader

- −20% Non-leader bloc member

|
III
|
- −10
Power bloc cohesion (−20 total)
- 5% Tax income transfer to power bloc leader
|
External Trade
Trade League primary
|
I
|
- −25%
Trade route cost
- −75%
Trade route cost with bloc members
- +25% Trade route competitiveness
|
II |
Activates Influential Trade Center PM for Trade Centers
|
III |
Can establish trade routes without an interest
|
Internal Trade
Trade League only
|
I
|
- +20%
contribution to market owner
- +10% Company throughput
|
II
|
- +10%
contribution to market owner (+30% total)
- +20% Import and export tariffs on non-bloc member trade routes
- +10%

|
III
|
- +10%
contribution to market owner (+40% total)
- −25%
Cost of port connections
|
Cohesion
Cohesion is a value between 0 and 100 that represents how well a power bloc functions and is generally reduced by including more members. Each central identity has different factors that impact cohesion gain or loss. Each cohesion level applies various effects to the power bloc and its members and certain bloc leader actions require a high enough level of cohesion to use.
Level |
Cohesion value |
Effect
|
Fractured
|
0-19
|
- −50%
Leverage generation
- −60%
Mandate progress
|
Divided
|
20-39
|
- −20%
Leverage generation
- −30%
Mandate progress
|
Stable
|
40-59
|
−10% Mandate progress
|
Controlled
|
60-79
|
- +10%
Leverage generation
- +10%
Mandate progress
|
Orchestrated
|
80-100
|
- +20%
Leverage generation
- +25%
Mandate progress
|
Leverage
Leverage represents the amount of influence a bloc has over a given country. Each country has a pool of 1000 leverage that is divided between itself and all power blocs. A power bloc needs at least 200 more leverage than any other power bloc or the country in order to invite the country to the bloc.
References