外交博弈:修订间差异

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A diplomatic play is, in essence, diplomacy at the point of a gun. It allows the player to try to achieve any objective normally achievable by war by diplomatically maneuvering to force the other side to give it to them without a fight. To fully explain what I mean by that, we'll go over the mechanics of Diplomatic Plays in sequence - how they start, how they play out, and finally how they are resolved.
外交博弈的本质是枪口下的外交。它允许玩家用外交手段不战而胜,达成通常情况下战争能实现的任何目标。为了解释这个含义,我们将按顺序充分地展示外交行动的机制——它们如何开始,如何进行,最后如何解决。


== Starting a diplomatic play ==
== 开始外交博弈 ==
Diplomatic Plays start by demanding something from another country. For example, that they cede a particular state to you. In fact, there is no "declare war" button in Victoria 3. Instead, wars are always preceded by Diplomatic Plays.
外交博弈从向另一国家提出某项要求开始,例如要求其将特定省份割让给你。事实上,维多利亚3中没有“宣战”按钮,战争总是从外交博弈开始。


Once a Diplomatic Play is started, there's a number of things that happen immediately. First, the country that is being targeted is of course notified, along with any countries that are considered Potential Participants in the play. Who is considered a potential participant depends on the exact nature of the play, but usually it includes any country with an Interest in the Strategic Region where the Play is taking place as well as countries that have a strong diplomatic reason to get involved (such as allies or the overlord of the defender). At this point it's important to note that only the Initiator (the country starting the play) and Target (the country targeted) are active participants, all others just have the potential to take part.
一旦外交博弈开始,就会立刻发生许多事。首先,目标国家和潜在的其他参与者会收到通知。潜在参与者由博弈性质决定,但通常包括在博弈发生的战略区域有利益的国家以及具有强烈参与理由的国家(例如盟友或防御国的宗主国)。在这一点上重要的是活跃参与者只有博弈的发起国和目标国,其他国家只是有潜力参与博弈。


Next, the primary active participants on each side (the Initiator and the Target initially, though this can change if the overlord of either side steps into the play) are given a number of Maneuvers. This is a currency that primarily depends on Rank, with higher Rank countries having more maneuvers, and determines how many actions such as Swaying and adding Demands that said primary participant can take during the course of the play to try and gain the advantage over their enemy.
接下来,每方的主要活跃参与者(最初是发起国和目标国,可能会因任何一方的宗主国介入博弈而改变)会获得一些博弈行动力。这是一种由国际地位决定的货币,地位越高的国家拥有越多的博弈行动力,这决定了主要参与者在博弈过程中能采取多少诸如拉拢和添加要求的行动来获取优势。


== Opening Moves phase ==
== 开场行动阶段 ==
There are three distinct phases over which a Diplomatic Play plays, based on the level of Escalation, which is a value that increases each day after the play is started. The first of these is Opening Moves, during which participating countries take stock of the situation, set their initial stances and the Target has time to set their Main Demand (the Main Demand of the Initiator has already been set, as it depends on what type of Play was started). During the Opening Moves phase, it isn't possible for other countries to fully commit to one side or another, with the sole exception of overlords of the primary participants. It also isn't possible for either side to back down.
外交博弈根据激化度分为三个阶段,激化度在博弈开始后随天数增长。第一个阶段称为开场行动,在此期间参与国会评估局势,设定它们的初始立场,目标国则有时间设定它的主要要求(发起国的主要要求已经确定,外交博弈就是由此开始的)。在开场行动阶段,其他参与者不能完全支持某一方,主要参与者的宗主国除外。开场行动阶段双方不能让步。


== Diplomatic Maneuvering phase ==
== 外交操作阶段 ==
Once Escalation reaches a certain point, the Opening Moves phase ends and the Diplomatic Maneuvering phase starts. If by this point the Target has not set their Main Demand, they are automatically given one (usually War Reparations). This is the "main" phase of the Diplomatic Play, which occupies the majority of the escalation scale and during which most of the "action" takes place.
一旦激化度达到某个值,开场行动阶段就会转成外交操作阶段。如果此时目标国还没有设定主要要求,就会自动获得一个(通常是战争赔款)。本阶段是外交博弈的“主要”阶段,它占据了激化度规模的很大比例,大部分“行动”都发生在这个阶段。


During this phase, potential participants can now set any stance towards each side, from full support without requiring anything in return (something most AIs won't be keen to do as they're not big on having their troops die for charity, at least not in an offensive war), to leaning towards a particular side (which will signal to that side that they're likely willing to be swayed), to simply being on the fence with no particular preference for either side. It's also possible for countries that have not committed to one side or the other to simply Declare Neutrality and exit the play altogether, though this might have diplomatic consequences depending on the circumstances.
在这个阶段,潜在参与者可以在双方间切换立场,从不求回报地全力支持某一方(大多数 AI 不会热衷于这么做,它们不愿让部队为了慈善事业而死,至少不是在进攻战争中),倾向于某一方(这将向该方传递它们乐意被拉拢的信号),到简单地持观望态度,不偏向任何一方。还没承诺支持某一方的国家也可以简单地宣布中立,退出博弈,这可能会根据情况产生外交后果。


The Diplomatic Maneuvering phase is also when the primary participants are expected to use up their available Maneuvers on adding Demands and Swaying potential participants to their side. It is also possible to spend your Maneuvers during the Opening Moves phase on adding Demands for yourself, burning through most of them early might leave you at a significant disadvantage late.
外交操作阶段也是主要参与者全力使用博弈行动力来添加更多要求和拉拢潜在参与者的阶段。虽然也可以在开场行动阶段添加更多要求,但过早地消耗大部分博弈行动力可能会让自己在博弈后期处于明显劣势。


Demands are essentially Wargoals (and will turn into such if the Play escalates into war) and includes a wide variety of requests-under-duress such as ceding land, giving up claims or becoming a subject. Only the primary participants can add Demands, but in addition to demanding things on their own behalf they can also demand things on behalf of other countries backing them, if said country agrees that the Demand is something they want.
要求本质上是战争目标(如果博弈升级为战争也会变为战争目标),包括各种各样的胁迫要求,例如割让土地,放弃宣称或成为附属国。只有主要参与者可以添加要求,但除了为自己参加要求外,它们也可以为其他国家提出要求来获取支持,只要其他国家愿意。


While this may make it sound like it's a good idea to spend your maneuvers piling on as many Demands for yourself as possible, there's a couple reasons not to. First, adding certain aggressive Demands (such as demanding land) always results in a Diplomatic Incident, which will immediately give you Infamy and may degrade relations with countries you need to support you in the Play. Second, being seen as greedy and unreasonable in your Demands will in itself make it harder to get countries to back you up, and may in fact make it so undecided participants side against you just to put a stop to your mad dreams of conquest. It's worth noting though, that the Infamy from any Demands or Wargoals that end up not being pressed (for any reason) is partially or fully refunded, though their negative impact on relations remain.
虽然听起来把博弈行动力尽可能用来给自己添加要求像个好主意,但有几个理由不这么做。首先,添加某些侵略性要求(例如要求土地)总是导致外交事件,立即给自己带来恶名,并降低你与可能在博弈中支持你的国家的关系。其次,如果你的要求被视为贪婪和不合理,本身就会降低其他国家支持你的意愿,可能推动犹豫不决的参与者站在另一方反对你,只为了阻止你疯狂的征服梦想。不过值得注意的是,任何最终没有达成的要求和战争目标(出于任何原因)所产生的恶名将会部分或全部退还,尽管对关系的负面影响仍会持续。


=== Swaying potential participants ===
=== 拉拢潜在参与者 ===
Swaying, on the other hand, is the main way in which the primary participants get undecided participants over to their side, by making them a promise. This promise may be in the form of owing them an Obligation (more on this in a later dev diary) or promising them a Wargoal if the Play escalates into war. There's a few more such types of promises planned for release (promising to become their Protectorate or giving them a piece of land or a subject of yours, for example) but these are not yet implemented. If the country agrees, they will be set as backing the Swaying side in the Diplomatic Play, and will fight on their side if war breaks out, just as if they voluntarily set their stance to backing that side.
另一方面,拉拢是主要参与者使犹豫不决的参与者站在它们一边的主要方式,即向它们做出承诺。这个承诺的形式可能是欠它们一项义务,或者如果博弈升级为战争,将为它们添加一项战争目标。如果该国同意,就会在博弈中支持你,如果激化为战争也会站在你这一方,就像它们志愿支持你一样。


However, if you think the Play is over just because France threw their weight behind the Initiator and there isn't anyone strong enough to oppose them, you'd be wrong! It's possible for countries that have promised to back a side to betray that promise and go back to being undecided, or even switch sides entirely, perhaps because the other side made an even juicier offer. Doing this of course makes them lose out on anything that was promised to them and negatively impacts on relations with the betrayed side, but otherwise there is no limit to how many times a single country can switch sides in a Diplomatic Play (the AI will be rather reluctant to offer something to a country that has already forsaken them once unless they desperately need their support, though).
但是,如果你认为博弈仅仅会因为法国支持发起国而没人强到能反对就结束,那就大错特错!承诺支持某方的国家可能背叛承诺,回到犹豫不决的状态,甚至完全改变立场,也许是因为对方提出了更诱人的提议。这么做当然会使它们失去原先被承诺的东西,并破坏与被背叛方的关系,但除此之外,一个国家在外交博弈中可以无限次改变立场(AI除非迫切地需要支持,否则相当不愿向背叛过自己的国家提供提议)。


This also means that trying to "play it smart" by burning through your maneuvers immediately to sway all the countries you think you need early in the Play can backfire, as the other side is then free to try and "bid over" on your supporters while you're unable to do anything. Furthermore, it can also make it risky to not be upfront about your own territorial demands - doing the swaying first and then saying ‘oh, and by the way, I want London' might result in your side of the Play looking very empty all of a sudden as your former supporters scramble to distance themselves from you. Swaying and adding Demands during Diplomatic Maneuvering will also both pause Escalation for some time when carried out, to make it possible for the other side to react even if those actions are taken right at the end of the phase.
  这也意味着,在博弈早期试图“聪明地玩”来使用你的博弈行动力拉拢所有需要的国家可能适得其反,因为另一方之后可以自由地尝试给你的支持者“出价”,而你无能为力。此外,不坦率地表达自己的领土要求可能带来风险——先拉拢然后说“哦顺便一说我想要伦敦”可能会导致你这方突然变得非常空荡,你之前的支持者都争先恐后地和你保持距离。在外交操作阶段拉拢和添加要求也会暂停激化度增长一段时间,让你的对手有机会做出反应。


== Countdown to War phase ==
== 战争倒计时阶段 ==
The final phase of the Diplomatic Play is Countdown to War, which is exactly what it says on the tin. During Countdown to War, both sides are locked down and it's no longer possible for countries to declare or abandon support for either side, nor is it possible to add new Demands or do any Swaying. In fact, the only thing that is possible during this phase is Backing Down, and this is usually the phase when you will see one of the sides give in (though it is also possible to back down during Diplomatic Maneuvering).
外交博弈的最后阶段是战争倒计时,字面意思。在战争倒计时期间,博弈双方会被锁定,国家没法宣布或放弃支持某方,也无法拉拢或添加新的要求。事实上,在这个阶段唯一能做的事就是让步,让步也一般会在这个阶段发生(有时也会在外交操作阶段)。


Backing Down is, quite simply, one side deciding that the odds aren't looking in their favor and deciding to concede the Main Demand of the other side to cut their losses. It's important to note that only the Main Demand is ever conceded in this way, so any additional Demands that are either added or promised to supporters of the winning side are simply lost (with accrued Infamy fully refunded), along with of course all the Demands on the losing side. This means that there is actually in some cases a reason to want the Play to escalate into war (and hence, to not stack the odds in such a way that the other side sees no path to victory), as it is the only way in which you can simultaneously press multiple Demands/Wargoals, assuming you're willing (or at least think you're willing) to bear the heavy cost of the war. It's possible to back down all the way up until the Escalation meter hits 100, at which point the Diplomatic Play is over and War breaks out.
让步简单来说就是一方认为胜算不大,决定让出另一方的主要要求来减少损失。值得注意的是,只有主要要求会被承认,任何添加的要求和承诺给支持者的要求都会丢失(恶名会全额返还),当然也包括失败方的所有要求。这意味着某些情况下将博弈升级为战争是有利的(因此不要以让对方看不到胜利可能的方式来下注),因为这是唯一能同时获取多个要求/ 战争目标的方式,假设你愿意(或者至少认为你愿意)承受战争的沉重代价的话。让步总是可用的,直到激化度达到100,外交博弈结束,战争爆发。


== List of war goals ==
== 战争目标列表 ==


Most war goals cannot target decentralized nations and civil war countries. Starting a diplomatic play requires an interest in either the region containing the target state or the capital of the target country, depending on the war goal.
大多数战争目标不能针对松散部族和内战国家。开始一场外交博弈需要在目标省份或者目标国首都所在的区域有利益,取决于战争目标。


{| class = "wikitable sortable"
{| class = "wikitable sortable"
! Name !! Effect !! Requirements !! Initiating !! Can be added !! Ticking war score !! Base infamy
! 名称 !! 效果 !! 要求
! 可发起博弈 !! 可被添加 !! 战争目标倒计时 !! 基础恶名
|-
|-
| Annex Subject || Target is completely annexed || Target is an annexable [[subject]] type || {{icon|yes}} || ??? || Any land of the target is occupied? || 5
| 吞并附属国 || 完全吞并附属国 || 目标 [[subject|附属国]] 可吞并 ||{{ 图标|yes}} ||{{图标|yes}}|| 占领目标国的任何领土 || 5
|-
|-
| Ban Slavery || Target is forced to adopt "Slavery Banned" law || Target does not have "Slavery Banned" law || {{icon|yes}} || {{icon|yes}} || ??? || {{icon|no}}
| 废除奴隶制 || 目标国强制采用“禁止蓄奴法律 || 目标国未采用“禁止蓄奴”法律 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的首都 ||{{ 图标|no}}
|-
|-
| Conquer State || Target is ceded || Target state is not a treaty port || {{icon|yes}} || {{icon|yes}} || Any land in the target state is occupied || 5
| 征服地区 || 割让目标地区 || 目标地区不是条约港 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标地区的任何领土 || 5
|-
|-
| Cut Down to Size || Target releases all subjects (possibly bugged), and all states conquered in last 10 years || Target's infamy is Pariah ({{red|-100}}?) || {{icon|yes}} || ??? || ??? || {{icon|no}}
| 削减多余领土 || 目标国释放所有附属国(可能有漏洞)和10年内征服的所有地区 || 目标国的恶名是国际弃民 ({{red|-100}}?) ||{{ 图标|yes}} ||{{图标|no}}|| 占领目标国的首都 ||{{ 图标|no}}
|-
|-
| Humiliation || Target's prestige is reduced; target cannot join diplomatic plays opposing the war goal owner for 5 years || Target is a rival || {{icon|yes}} || {{icon|yes}} || ??? || {{icon|no}}
| 羞辱 || 降低目标国威望;目标国在5年内不能介入战争目标拥有者的外交博弈 || 目标国是宿敌 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的首都 ||{{ 图标|no}}
|-
|-
| Independence || Owner becomes independent || Target is the overlord of the war goal owner || {{icon|yes}} || {{icon|yes}} || ??? || {{icon|no}}
| 独立 || 战争目标拥有者独立 || 目标国是战争目标拥有者的宗主国 ||{{ 图标|yes}} || {{ 图标|yes}} || 发动国的首都未被占领 ||{{ 图标|no}}
|-
|-
| Liberate Country || Target releases a specified country as an independent nation || ??? || {{icon|no}} || {{icon|yes}} || ?? || {{icon|no}}
| 解放国家 || 目标国释放特定国家为独立国家 || 目标过至少拥有一个能被解放出来的子国家 ||{{ 图标|no}} || {{ 图标|yes}} || 占领能放出被解放国家的足够多的领土 ||{{ 图标|no}}
|-
|-
| Liberate Subject || Target becomes independent || Target is a subject of another country || {{icon|yes}} || {{icon|yes}} || ??? || {{icon|no}}
| 解放附属国 || 目标国独立 || 目标国是另一国家的附属国 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的任意领土 ||{{ 图标|no}}
|-
|-
| Make Dominion || Target becomes owner's dominion || Target is independent; target's rank is lower than owner's || {{icon|yes}} || {{icon|yes}} || Any land of the target is occupied? || 3
| 建立自治领 || 目标国变为战争目标拥有者的自治领 || 目标国独立;国际地位低于战争目标拥有者 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的任何领土 || 3
|-
|-
| Make Puppet || Target becomes owner's puppet || Target is independent; target's rank is lower than owner's || {{icon|yes}} || {{icon|yes}} || Any land of the target is occupied? || 3
| 扶植傀儡政权 || 目标国变为战争目标拥有者的傀儡国 || 目标国独立;国际地位低于战争目标拥有者 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的任何领土 || 3
|-
|-
| Make Vassal || Target becomes owner's vassal || Target is independent; owner is unrecognized || {{icon|yes}} || {{icon|yes}} || Any land of the target is occupied? || ???
| 强制附庸 || 目标国变为战争目标拥有者的附庸 || 目标国独立;战争目标拥有者是未受认可国家 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的任何领土 || 3
|-
|-
| Open Market || Target is forced to adopt "Free Trade" law || Target does not have "Free Trade" law || {{icon|yes}} || {{icon|yes}} || ??? || {{icon|no}}
| 开放市场 || 目标国强制采用“自由贸易”法律 || 目标国未采用“自由贸易”法律 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的首都 ||{{ 图标|no}}
|-
|-
| Regime Change || ??? || Governments of the target and the owner are not too "ideologically similar"; target is not owner's overlord || {{icon|yes}} || {{icon|yes}} || ??? || 0.5
| 被迫进行政权更迭 || 降低目标国威望,并将目标国政府利益集团调整至与发动国相同 || 目标国和战争目标所有者政府在“意识形态上不太相似”;目标国不是战争目标拥有者的宗主国 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标国的首都 || 0.5
|-
|-
| Return State || Target is ceded || War goal owner has a claim on the target state || {{icon|yes}} || {{icon|yes}} || Any land in the target state is occupied || 5?
| 归还地区 || 割让目标地区 || 战争目标拥有者拥有目标地区宣称 ||{{ 图标|yes}} || {{ 图标|yes}} || 占领目标地区的任何领土 || 2
|-
|-
| Take Treaty Port || A treaty port is created and ceded || Target is either a treaty port or a state with a valid treaty port province || {{icon|yes}} || {{icon|yes}} || Any land in the target state is occupied? || 2
| 放弃宣称
| 移除一个宣称
| 战争目标拥有者某一地区拥有敌人宣称
|{{图标|no}}
|{{ 图标|yes}}
| 目标地区未被占领
|{{ 图标|no}}
|-
|-
| Transfer Subject || Target becomes owner's subject || Target is a subject; owner can have that type of subject || {{icon|yes}} || {{icon|yes}} || ??? || 2
| 夺取条约港 || 创建并割让一个条约港 || 目标地区是条约港或不含条约港 ||{{ 图标|yes}}||{{ 图标|yes}}|| 占领目标地区的任何领土 || 2
|-
|-
| War Reparations || Target transfers 10% of tax income to the owner || ??? || {{icon|no}} || {{icon|yes}} || Any land of the target is occupied? || {{icon|no}}
| 转让属国 || 目标国变为战争目标拥有者的附属国 || 目标国是附属国;战争目标拥有者可拥有该类型附属国 ||{{图标|yes}}||{{图标|yes}}|| 占领目标国的任意领土 || 2
|-
| 战争赔款 || 目标国转让10% 税收给战争目标拥有者 || N/A ||{{图标|no}}||{{图标|yes}}|| 占领目标国的任何领土? ||{{ 图标|no}}
|-
|要求认可
|成为受认可的政权
|目标国是列强;发动国是未受认可国家;目标国不是发动国的宗主
|{{ 图标|yes}}
|{{图标|yes}}
| 占领目标国的任意领土
|{{ 图标|no}}
|}
|}


== References ==
== 参考资料 ==
<references/>
<references/>
[[Category:Diplomacy]]
[[Category:Diplomacy]]
[[en:Diplomatic play]]
[[en:Diplomatic play]]

2023年9月5日 (二) 21:49的最新版本


参见:外交

外交博弈的本质是枪口下的外交。它允许玩家用外交手段不战而胜,达成通常情况下战争能实现的任何目标。为了解释这个含义,我们将按顺序充分地展示外交行动的机制——它们如何开始,如何进行,最后如何解决。

开始外交博弈

外交博弈从向另一国家提出某项要求开始,例如要求其将特定省份割让给你。事实上,维多利亚3中没有“宣战”按钮,战争总是从外交博弈开始。

一旦外交博弈开始,就会立刻发生许多事。首先,目标国家和潜在的其他参与者会收到通知。潜在参与者由博弈性质决定,但通常包括在博弈发生的战略区域有利益的国家以及具有强烈参与理由的国家(例如盟友或防御国的宗主国)。在这一点上重要的是活跃参与者只有博弈的发起国和目标国,其他国家只是有潜力参与博弈。

接下来,每方的主要活跃参与者(最初是发起国和目标国,可能会因任何一方的宗主国介入博弈而改变)会获得一些博弈行动力。这是一种由国际地位决定的货币,地位越高的国家拥有越多的博弈行动力,这决定了主要参与者在博弈过程中能采取多少诸如拉拢和添加要求的行动来获取优势。

开场行动阶段

外交博弈根据激化度分为三个阶段,激化度在博弈开始后随天数增长。第一个阶段称为开场行动,在此期间参与国会评估局势,设定它们的初始立场,目标国则有时间设定它的主要要求(发起国的主要要求已经确定,外交博弈就是由此开始的)。在开场行动阶段,其他参与者不能完全支持某一方,主要参与者的宗主国除外。开场行动阶段双方不能让步。

外交操作阶段

一旦激化度达到某个值,开场行动阶段就会转成外交操作阶段。如果此时目标国还没有设定主要要求,就会自动获得一个(通常是战争赔款)。本阶段是外交博弈的“主要”阶段,它占据了激化度规模的很大比例,大部分“行动”都发生在这个阶段。

在这个阶段,潜在参与者可以在双方间切换立场,从不求回报地全力支持某一方(大多数 AI 不会热衷于这么做,它们不愿让部队为了慈善事业而死,至少不是在进攻战争中),倾向于某一方(这将向该方传递它们乐意被拉拢的信号),到简单地持观望态度,不偏向任何一方。还没承诺支持某一方的国家也可以简单地宣布中立,退出博弈,这可能会根据情况产生外交后果。

外交操作阶段也是主要参与者全力使用博弈行动力来添加更多要求和拉拢潜在参与者的阶段。虽然也可以在开场行动阶段添加更多要求,但过早地消耗大部分博弈行动力可能会让自己在博弈后期处于明显劣势。

要求本质上是战争目标(如果博弈升级为战争也会变为战争目标),包括各种各样的胁迫要求,例如割让土地,放弃宣称或成为附属国。只有主要参与者可以添加要求,但除了为自己参加要求外,它们也可以为其他国家提出要求来获取支持,只要其他国家愿意。

虽然听起来把博弈行动力尽可能用来给自己添加要求像个好主意,但有几个理由不这么做。首先,添加某些侵略性要求(例如要求土地)总是导致外交事件,立即给自己带来恶名,并降低你与可能在博弈中支持你的国家的关系。其次,如果你的要求被视为贪婪和不合理,本身就会降低其他国家支持你的意愿,可能推动犹豫不决的参与者站在另一方反对你,只为了阻止你疯狂的征服梦想。不过值得注意的是,任何最终没有达成的要求和战争目标(出于任何原因)所产生的恶名将会部分或全部退还,尽管对关系的负面影响仍会持续。

拉拢潜在参与者

另一方面,拉拢是主要参与者使犹豫不决的参与者站在它们一边的主要方式,即向它们做出承诺。这个承诺的形式可能是欠它们一项义务,或者如果博弈升级为战争,将为它们添加一项战争目标。如果该国同意,就会在博弈中支持你,如果激化为战争也会站在你这一方,就像它们志愿支持你一样。

但是,如果你认为博弈仅仅会因为法国支持发起国而没人强到能反对就结束,那就大错特错!承诺支持某方的国家可能背叛承诺,回到犹豫不决的状态,甚至完全改变立场,也许是因为对方提出了更诱人的提议。这么做当然会使它们失去原先被承诺的东西,并破坏与被背叛方的关系,但除此之外,一个国家在外交博弈中可以无限次改变立场(AI除非迫切地需要支持,否则相当不愿向背叛过自己的国家提供提议)。

这也意味着,在博弈早期试图“聪明地玩”来使用你的博弈行动力拉拢所有需要的国家可能适得其反,因为另一方之后可以自由地尝试给你的支持者“出价”,而你无能为力。此外,不坦率地表达自己的领土要求可能带来风险——先拉拢然后说“哦顺便一说我想要伦敦”可能会导致你这方突然变得非常空荡,你之前的支持者都争先恐后地和你保持距离。在外交操作阶段拉拢和添加要求也会暂停激化度增长一段时间,让你的对手有机会做出反应。

战争倒计时阶段

外交博弈的最后阶段是战争倒计时,字面意思。在战争倒计时期间,博弈双方会被锁定,国家没法宣布或放弃支持某方,也无法拉拢或添加新的要求。事实上,在这个阶段唯一能做的事就是让步,让步也一般会在这个阶段发生(有时也会在外交操作阶段)。

让步简单来说就是一方认为胜算不大,决定让出另一方的主要要求来减少损失。值得注意的是,只有主要要求会被承认,任何添加的要求和承诺给支持者的要求都会丢失(恶名会全额返还),当然也包括失败方的所有要求。这意味着某些情况下将博弈升级为战争是有利的(因此不要以让对方看不到胜利可能的方式来下注),因为这是唯一能同时获取多个要求/战争目标的方式,假设你愿意(或者至少认为你愿意)承受战争的沉重代价的话。让步总是可用的,直到激化度达到100,外交博弈结束,战争爆发。

战争目标列表

大多数战争目标不能针对松散部族和内战国家。开始一场外交博弈需要在目标省份或者目标国首都所在的区域有利益,取决于战争目标。

名称 效果 要求 可发起博弈 可被添加 战争目标倒计时 基础恶名
吞并附属国 完全吞并附属国 目标 附属国 可吞并 Yes Yes 占领目标国的任何领土 5
废除奴隶制 目标国强制采用“禁止蓄奴法律 目标国未采用“禁止蓄奴”法律 Yes Yes 占领目标国的首都 No
征服地区 割让目标地区 目标地区不是条约港 Yes Yes 占领目标地区的任何领土 5
削减多余领土 目标国释放所有附属国(可能有漏洞)和10年内征服的所有地区 目标国的恶名是国际弃民 (-100?) Yes No 占领目标国的首都 No
羞辱 降低目标国威望;目标国在5年内不能介入战争目标拥有者的外交博弈 目标国是宿敌 Yes Yes 占领目标国的首都 No
独立 战争目标拥有者独立 目标国是战争目标拥有者的宗主国 Yes Yes 发动国的首都未被占领 No
解放国家 目标国释放特定国家为独立国家 目标过至少拥有一个能被解放出来的子国家 No Yes 占领能放出被解放国家的足够多的领土 No
解放附属国 目标国独立 目标国是另一国家的附属国 Yes Yes 占领目标国的任意领土 No
建立自治领 目标国变为战争目标拥有者的自治领 目标国独立;国际地位低于战争目标拥有者 Yes Yes 占领目标国的任何领土 3
扶植傀儡政权 目标国变为战争目标拥有者的傀儡国 目标国独立;国际地位低于战争目标拥有者 Yes Yes 占领目标国的任何领土 3
强制附庸 目标国变为战争目标拥有者的附庸 目标国独立;战争目标拥有者是未受认可国家 Yes Yes 占领目标国的任何领土 3
开放市场 目标国强制采用“自由贸易”法律 目标国未采用“自由贸易”法律 Yes Yes 占领目标国的首都 No
被迫进行政权更迭 降低目标国威望,并将目标国政府利益集团调整至与发动国相同 目标国和战争目标所有者政府在“意识形态上不太相似”;目标国不是战争目标拥有者的宗主国 Yes Yes 占领目标国的首都 0.5
归还地区 割让目标地区 战争目标拥有者拥有目标地区宣称 Yes Yes 占领目标地区的任何领土 2
放弃宣称 移除一个宣称 战争目标拥有者某一地区拥有敌人宣称 No Yes 目标地区未被占领 No
夺取条约港 创建并割让一个条约港 目标地区是条约港或不含条约港 Yes Yes 占领目标地区的任何领土 2
转让属国 目标国变为战争目标拥有者的附属国 目标国是附属国;战争目标拥有者可拥有该类型附属国 Yes Yes 占领目标国的任意领土 2
战争赔款 目标国转让10%税收给战争目标拥有者 N/A No Yes 占领目标国的任何领土? No
要求认可 成为受认可的政权 目标国是列强;发动国是未受认可国家;目标国不是发动国的宗主 Yes Yes 占领目标国的任意领土 No

参考资料