危机:修订间差异

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{{version|Heart of Darkness}}
{{version|Heart of Darkness}}
The '''crisis''' system is a way for smaller, weaker nations to free their people from the oppression of [[great power]]s. By starting a crisis you threaten to bring the whole world crashing down in a war over your land, so be wary.
''' 危机''' 系统是弱小国家将其人民从[[ 列强]] 压迫下解放出来的一种方式。如果你引发了一场危机,你就有可能让整个世界在争夺你的土地的战争中崩溃,所以要小心。


It was a new addition to the game with the [[Heart of Darkness]] expansion
危机是在《黑暗之心》扩展包中引入的新机制。


==Starting a Crisis==
== 引发危机==
[[File:Crisis.jpg|thumb|There is a crisis between Romania and Austria. Austria is asking for Japan's support]]
[[File:Crisis.jpg|thumb| 罗马尼亚和奥地利之间有一场危机。奥地利正在请求日本的支持]]


A crisis can begin randomly in any flashpoint [[province]] with 100 tension points. A flashpoint province is any that has the [[cores]] of another nation, or pops of that nation's [[culture]]. Tension is generated by liberation or [[unification]] movements, and can also be increased by a [[national focus]] placed in another nation's territory for regions that have your cores. This focus is only usable by nations who are ''not'' Great Powers. So it is as an example not possible to take Mexico's [[Manifest Destiny]] provinces in this way as [[USA]].
危机会随机地在任何拥有100紧张度的动荡[[ 省份]] 引发。如果一个甲国的省份上有乙国的[[ 核心]] ,或者有属于乙国主流[[ 文化]] 的人群,这个省份就可能成为动荡省份(flashpoint province)。紧张度由解放运动或统一运动带来,一国在不属于自己的核心省份上设置[[ 国家焦点]] 也可以提升紧张度。只有非列强国家才能通过国家焦点提升紧张度。所以,举个例子,美国不能通过这种方式从墨西哥获得核心省份。


Tension is also generated by two nations [[colonizing]] the same provinces; as the level of colonial points invested by both sides increases and neither draws ahead then the area becomes a flashpoint and tension is generated, until one side backs down or a crisis is caused.
当两个国家[[ 殖民]] 同一个省份时,也可能造成紧张度的上升。当双方都在这个省份投资了大量殖民点数,并且双方都不放弃时,该省份就会变成动荡省份,并产生紧张度的上升,直到任何一方放弃殖民或者危机被引发。


All tensions are removed in all provinces when a crisis fires.
当一场危机被引发后,世界上所有省份的紧张度都会迅速减少到0。


==Resolving a Crisis==
== 解决危机==
When a crisis begins all great powers can attend, unless they are at war. Great powers on the same continent will suffer a [[prestige]] penalty of {{red|20%}} of their current prestige for not attending, but others on different continents will have no obligation. The AI will always show interest in a crisis. Each side in the crisis must seek a great power to back it, unless one of them is a great power, in which case they will back themselves.
当危机开始后,所有不处于战争状态的列强都可以参与其中。与危机发生地同大陆上的列强如果不参与,将受到其当前[[ 威望]]{{red|-20%}} 的惩罚,而不同大陆的列强则没有这项义务。AI总是对危机表现出兴趣。危机中的每一方都必须寻求一个列强来支持它,除非其中一方本身就是列强,在这种情况下,他视为自己支持自己。


From there the other powers can pick a side. Picking a side is the best option if you do attend, otherwise there is a [[prestige]] penalty for not doing so. Nations played by the AI will be reluctant to involve themselves early in the crisis, so the first nations to take sides will likely be the stalwart allies of the side they take.
然后,其他的列强可以选择一方支持。如果你参与了,在危机解决前最好选择一方站队,否则你会受到[[ 威望]] 惩罚。AI国家在危机早期会缺乏站队的意愿,因此首先站队的国家很可能是他们所站一边的坚定盟友。


If a neutral nation does not lean heavily one way or the other, the leading nations may wish to offer them various concessions to induce them to participate. These concessions are available for the leaders of the two sides to offer starting from the beginning of the crisis and, if accepted, will be added to the goals of the side they join; if a nation does not get what they asked for out of a crisis, then relations with them met will suffer.
如果某个中立的列强不严重倾向于任何一方,危机的主导国可能会向他们提供各种条款(对另一方的主导国或支持国强加的战争目标),以促使他们参与。这些条款可以由双方主导国在危机开始后的任意时间提出,如果该列强接受,则该列强将自动支持提出条款的那一方;如果一个国家在危机中得不到承诺给他们的条款,那么与主导国的关系就会受到影响。


====Crisis temperature====
==== 危机热度====
If the crisis goes on unresolved, the temperature of the crisis will increase. When it hits 100 it will end in a war.
如果危机一直得不到解决,危机热度就会上升。当危机热度达到100时,将会触发危机战争。危机开始后,支持任何一方的列强都可以提出解决危机的建议,但是提议被拒绝将使危机变得“更热”,从而更接近战争。
Right from the start the powers backing either side can make offers to solve the crisis, though a rejected offer will make the crisis "hotter" and therefore closer to war.


If this wheeling and dealing should fail then there is only one recourse: war. A war will be fought until one side or the other gives in and a peace is signed. This can bring all of the great powers in the world into a conflict without an alliance, so it is best to be vigilant and ensure good relations with anyone you want to particularly avoid fighting.
如果这种讨价还价失败了,那么只有一个办法:战争。危机战争将一直持续到任意一方让步并签署和平协议。这可能会使世界上所有大国陷入冲突,无法支援他们的盟友,因此最好保持警惕,并确保与任何你想避免战斗的国家保持良好关系。


After a side succeeds in a crisis, the leader's relations with all nations which gained something they wanted, or joined without asking for anything, will increase. A leader's relations with nations which do not get what they want, or with all of their allied nations if they capitulated, will suffer.
当一方在危机中取得成功后,主导国与所有支持国的关系都会增加,不论这些国家获得了他们想要的条款,还是什么都没要求。如果主导国没有给予某些支持国许诺给他们的条款,和这些支持国的关系就会下降;又或者主导国选择了投降,那么主导国和所有支持国的关系都会下降。


== Crisis wars ==
== 危机战争 ==


In the event that a crisis is not resolved diplomatically, the opposing sides fall into a crisis war. These wars function similarly to other wars, however in crisis wars no separate peace treaties can be signed, meaning that all belligerents in both factions must remain in the war until one side surrenders.
如果危机不能通过外交手段解决,对立双方就会陷入危机战争。危机战争的作用类似于一般战争,但在危机战争中,交战国不能签署单独的和平条约,这意味着交战双方所有成员必须坚持战争,直到一方全部投降为止。


==Crisis events==
== 危机事件==
Several [[events]] can increase the temperature of a current crisis, potentially starting a war by surprise.
There are also events, that adds tension to a province, when there is no ongoing crisis.


Here is a list of the events increasing tension:
有许多[[事件]]都会增加危机热度,这可能使得危机战争意外爆发。在危机还未出现时,也有事件会增加省份紧张度。
 
会增加紧张度的事件有:
* [[Tensions in §statename§]]
* [[Tensions in §statename§]]




Here is a list of the events increasing the temperature of a current crisis:
会增加危机热度的事件有:
* [[The §Statename§ Crisis]]
* [[The §Statename§ Crisis]]
* [[The destiny of §Statename§]]
* [[The destiny of §Statename§]]


== Common Crisis Locations ==
== 常见的危机地点 ==
 
* 巴尔干半岛——{{flag|Ottoman Empire}} 拥有许多国家的核心省份:{{flag|Serbia}}、{{flag|Bulgaria}}、{{flag|Greece}}、{{flag|Bosnia-Herzegovina}}和{{flag|Albania}}。这些国家都可能爆发危机,且有惊人的规律性。尤其是在[[ 斗争性]] 已经积累起来的游戏后期,要求自由的解放运动将会此起彼伏,而土耳其人很难阻止他们。
* The Balkans - All of these nationalities, Serbs, Bulgarians, Greeks, Bosniaks, and Albanians, languishing under the rule of the {{flag|Ottoman Empire}} can cause crises with alarming regularity. Particularly in the late game when [[militancy]] has built up. Liberation movements will spring up demanding freedom, and the Turks will be hard pressed to hold them back.


* {{flag|Poland}} - A relatively populous area, Poles have cores in {{flag|Prussia}} (which will likely become Germany later), {{flag|Austria}}, and {{flag|Russia}}. This means that any large liberation movement can cause a crisis for any of these three countries. Fortunately for someone playing as any of these nations, you will probably be backed by the other two as they have no wish to see a resurgent Poland with cores and a culture CB on them.
* 波兰——一个相对来说人口稠密的地区。{{flag|Poland}} {{flag|Prussia}} (后期可能会变为{{flag|Germany}})、{{flag|Austria}} {{flag|Russia}} 都有核心省份。这意味着大规模的解放运动可能给这三个国家中的任何一个带来危机。幸运的是,作为这些国家中的任何一个,你都有可能会得到其他两个国家的支持,因为他们不希望看到一个复兴的波兰对他们使用收复核心和统一文化的宣战理由。


* {{flag|Korea}} - In Heart of Darkness Korea begins as a free nation, opening them up to quick {{flag|Japan}}ese conquest. Beware however: the millions living there will resent your rule and with so many people the tensions rise awfully fast.
* 朝鲜——在《黑暗之心》中,{{flag|Korea}} 是一个独立国家,是{{flag|Japan}} 很好的征服对象。但是要小心:生活在那里的数百万人会憎恨你的统治,而如此多的人口会使得紧张局势迅速上升。


* Washington/Oregon - These two uncolonised provinces are both desired by the British and Americans. While the British will normally simply ignore Idaho, they will often send an expedition to Washington, and, if that is uncontested, to Oregon This can cause a crisis early on, so {{flag|USA}} players are advised to spend their diplomatic points seeking a backer on the continent, as a war with the British so early will go badly. Alternatively just withdraw, and claim it later as part of your Manifest Destiny.
* 华盛顿、俄勒冈——{{flag|United Kingdom}}和{{flag|USA}} 都希望殖民这两个地区。虽然英国通常会忽略爱达荷,但他们会派遣探险队前往华盛顿,如果殖民成功的话,他们接下来会前往俄勒冈,这可能会导致危机在游戏早期爆发。因此,对于玩家美国来说,建议花一些外交点在欧洲大陆寻找一个支持者,因为这么早与英国开战太糟糕了。或者干脆退出这个区域,然后在获得“昭昭天命”后再来索取它。
[[Category:Diplomacy]]
[[Category: 外交]]

2020年10月21日 (三) 13:49的最新版本

危机系统是弱小国家将其人民从列强压迫下解放出来的一种方式。如果你引发了一场危机,你就有可能让整个世界在争夺你的土地的战争中崩溃,所以要小心。

危机是在《黑暗之心》扩展包中引入的新机制。

引发危机

罗马尼亚和奥地利之间有一场危机。奥地利正在请求日本的支持

危机会随机地在任何拥有100紧张度的动荡省份引发。如果一个甲国的省份上有乙国的核心,或者有属于乙国主流文化的人群,这个省份就可能成为动荡省份(flashpoint province)。紧张度由解放运动或统一运动带来,一国在不属于自己的核心省份上设置国家焦点也可以提升紧张度。只有非列强国家才能通过国家焦点提升紧张度。所以,举个例子,美国不能通过这种方式从墨西哥获得核心省份。

当两个国家殖民同一个省份时,也可能造成紧张度的上升。当双方都在这个省份投资了大量殖民点数,并且双方都不放弃时,该省份就会变成动荡省份,并产生紧张度的上升,直到任何一方放弃殖民或者危机被引发。

当一场危机被引发后,世界上所有省份的紧张度都会迅速减少到0。

解决危机

当危机开始后,所有不处于战争状态的列强都可以参与其中。与危机发生地同大陆上的列强如果不参与,将受到其当前威望-20%的惩罚,而不同大陆的列强则没有这项义务。AI总是对危机表现出兴趣。危机中的每一方都必须寻求一个列强来支持它,除非其中一方本身就是列强,在这种情况下,他视为自己支持自己。

然后,其他的列强可以选择一方支持。如果你参与了,在危机解决前最好选择一方站队,否则你会受到威望惩罚。AI国家在危机早期会缺乏站队的意愿,因此首先站队的国家很可能是他们所站一边的坚定盟友。

如果某个中立的列强不严重倾向于任何一方,危机的主导国可能会向他们提供各种条款(对另一方的主导国或支持国强加的战争目标),以促使他们参与。这些条款可以由双方主导国在危机开始后的任意时间提出,如果该列强接受,则该列强将自动支持提出条款的那一方;如果一个国家在危机中得不到承诺给他们的条款,那么与主导国的关系就会受到影响。

危机热度

如果危机一直得不到解决,危机热度就会上升。当危机热度达到100时,将会触发危机战争。危机开始后,支持任何一方的列强都可以提出解决危机的建议,但是提议被拒绝将使危机变得“更热”,从而更接近战争。

如果这种讨价还价失败了,那么只有一个办法:战争。危机战争将一直持续到任意一方让步并签署和平协议。这可能会使世界上所有大国陷入冲突,无法支援他们的盟友,因此最好保持警惕,并确保与任何你想避免战斗的国家保持良好关系。

当一方在危机中取得成功后,主导国与所有支持国的关系都会增加,不论这些国家获得了他们想要的条款,还是什么都没要求。如果主导国没有给予某些支持国许诺给他们的条款,和这些支持国的关系就会下降;又或者主导国选择了投降,那么主导国和所有支持国的关系都会下降。

危机战争

如果危机不能通过外交手段解决,对立双方就会陷入危机战争。危机战争的作用类似于一般战争,但在危机战争中,交战国不能签署单独的和平条约,这意味着交战双方所有成员必须坚持战争,直到一方全部投降为止。

危机事件

有许多事件都会增加危机热度,这可能使得危机战争意外爆发。在危机还未出现时,也有事件会增加省份紧张度。

会增加紧张度的事件有:


会增加危机热度的事件有:

常见的危机地点

  • 巴尔干半岛——Ottoman Empire Ottoman Empire拥有许多国家的核心省份:Serbia SerbiaBulgaria BulgariaGreece GreeceBosnia-Herzegovina Bosnia-HerzegovinaAlbania Albania。这些国家都可能爆发危机,且有惊人的规律性。尤其是在斗争性已经积累起来的游戏后期,要求自由的解放运动将会此起彼伏,而土耳其人很难阻止他们。
  • 波兰——一个相对来说人口稠密的地区。Poland PolandPrussia Prussia(后期可能会变为Germany Germany)、Austria AustriaRussia Russia都有核心省份。这意味着大规模的解放运动可能给这三个国家中的任何一个带来危机。幸运的是,作为这些国家中的任何一个,你都有可能会得到其他两个国家的支持,因为他们不希望看到一个复兴的波兰对他们使用收复核心和统一文化的宣战理由。
  • 朝鲜——在《黑暗之心》中,Korea Korea是一个独立国家,是Japan Japan很好的征服对象。但是要小心:生活在那里的数百万人会憎恨你的统治,而如此多的人口会使得紧张局势迅速上升。
  • 华盛顿、俄勒冈——United Kingdom United KingdomUSA USA都希望殖民这两个地区。虽然英国通常会忽略爱达荷,但他们会派遣探险队前往华盛顿,如果殖民成功的话,他们接下来会前往俄勒冈,这可能会导致危机在游戏早期爆发。因此,对于玩家美国来说,建议花一些外交点在欧洲大陆寻找一个支持者,因为这么早与英国开战太糟糕了。或者干脆退出这个区域,然后在获得“昭昭天命”后再来索取它。