國家焦點

本頁面所適用的版本可能已經過時,最後更新於Heart of Darkness

國家焦點,或者簡稱焦點,是在一個地區推廣某樣東西的一種方式。一個國家可以使用的焦點數量取決於主流和已接受文化的人口的數量。但焦點數量存在上限,由政治思想科技所決定。

焦點會影響整個地區,但某些類型的焦點(如鼓勵神職人員)可能對該地區的每個省產生不同的影響。例如,一個省的神職人員比例可能比另一個省增長更快,這是由於人口數量和識字率等升職因素造成的;菜單欄上給出的百分比是整個地區的平均值,在該地區的所有省份可能並不相同。其他類型的焦點(如政黨支持度)同樣影響整個地區。

Here is a guide how to use the national focus on changing the population through promotion: National focus and population guide

國家焦點的數量

主流/已接受文化人口影響焦點數量的方式是通過defines.lua中的NATIONAL_FOCUS_DIVIDER定義的,在原版遊戲中這個值是400000,意味著主流/已接受文化人口除以400000再向下取整的結果就是焦點的數量。此外,不論人口多少,國家焦點的數量總是至少有1個。

國家焦點上限的基礎值是1個,並且每級政治思想科技會增加1個。由此,國家焦點上限的最大值為7個。

國家焦點類型

There are 30 different NFs. All of them are listed in Victoria II/common/national_focus.txt along with their effects.

National Focus Effect type Effect
Encourage Railroads Likeliness of capitalists to build railroads +50%
Encourage Immigration Attractiveness for immigrants +20%
Increase Tension[1] Flashpoint Tension +0.15
Encourage Aristocrats mini.pngAristocrats Likeliness for promotion +10%
Encourage Artisans mini.pngArtisans Likeliness for promotion +10%
Encourage Bureaucrats mini.pngBureaucrats Likeliness for promotion +10%
Encourage Capitalists mini.pngCapitalists Likeliness for promotion +10%
Encourage Clergymen mini.pngClergymen Likeliness for promotion +10%
Encourage Clerks mini.pngClerks Likeliness for promotion +10%
Encourage Craftsmen mini.pngCraftsmen Likeliness for promotion +10%
Encourage Farmers mini.pngFarmers Likeliness for promotion +10%
Encourage Labourers mini.pngLabourers Likeliness for promotion +10%
Encourage Officers mini.pngOfficers Likeliness for promotion +10%
Encourage Soldiers mini.pngSoldiers Likeliness for promotion +10%
Automotive Industry Likeliness for capitalists to build Resource automobiles.pngAutomobile, Resource tanks.pngTank and Resource aeroplanes.pngAeroplane factories +18.3
Electrical Industry Likeliness for capitalists to build Resource electric parts.pngElectrical Gear, Resource telephones.pngTelephone and Resource radios.pngRadio factories +18.3
Chemical Industry Likeliness for capitalists to build Resource fuel.pngFuel and Resource oil.pngOil factories +18.3
Shipping Industry Likeliness for capitalists to build Resource steamer convoys.pngSteamer and Resource clipper convoys.pngClipper Convoy factories +18.3
Textile Industry Likeliness for capitalists to build Resource dye.pngDye, Resource cloth.pngFabric, Resource regular clothes.pngClothes and Resource luxury clothes.pngLuxury Clothes factories +18.3
Wood Industry Likeliness for capitalists to build Resource lumber.pngLumber, Resource furniture.pngFurniture, Resource luxury furniture.pngLuxury Furniture and Resource paper.pngPaper factories +18.3
Basic Industry Likeliness for capitalists to build Resource cement.pngCement, Resource steel.pngSteel and Resource machine parts.pngMachine Parts factories +18.3
Armaments Industry Likeliness for capitalists to build Resource artillery.pngArtillery, Resource small arms.pngSmall Arms, Resource explosives.pngExplosive, Resource ammunition.pngAmmunition and Resource fertilizer.pngFertilizer factories +18.3
Consumer Industry Likeliness for capitalists to build Resource liquor.pngLiquor, Resource wine.pngWine and Resource glass.pngGlass factories +18.3
Fascist Party loyalty +0.001
Reactionary Party loyalty +0.001
Conservative Party loyalty +0.001
Socialist Party loyalty +0.001
Communist Party loyalty +0.001
Liberal Party loyalty +0.001
Anarcho Liberal Party loyalty +0.001
  1. HoD only. Must not be a Great Power, and can only use on foreign territory that has your cores.