Война

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Война является одним из основных способов получить территорию и другие концессии от других стран. Технические аспекты поддержания военной машины и её занятости на области освещаются в этих статьях — Сухопутная война и Морская война.

Начало войны[править]

Как и для большинства дипломатических действий, для объявления войны требуется дипломат. Война не может быть объявлена союзнику, субъекту или гарантируемой стране без разрыва отношений.

Повод для войны (Casus Belli)[править]

Основная статья: Повод для войны

Агрессор может выбрать повод для войны. Он будет влиять на цель войны, варианты, доступные в последующем мирном договоре и затраты (военный счёт), агрессивное расширение и дипломатические очки.

Файл:Declare war.png
Declaring War with a Casus belli

Без повода для войны[править]

Объявление войны без повода для войны приведет к -20 Aggressive expansion impact.png Агрессивная экспансия, к -2 понижению Icon stability.png стабильность, и +2 Icon war exhaustion.png Военное истощение. Эти штрафы разделены на два с полным Дипломатические идеи.

Хорошие отношения[править]

Война объявляющего страны с другим, чье мнение их выше, чем 100, вызовет -1 стабильность и + 1 военное истощение. Если мнение выше, чем 150, штраф увеличивается до -2 стабильность и + 2 военное истощение.

Co-воинственность[править]

Если страна не отмечена как союзник:

  • Та страна не может призвать своих союзников к оружию во время той войны (но ее субъекта называют как нормального). Остерегайтесь этого, император СРИ, защищающий империю, всегда является союзником.
  • Взятие, что области страны в мире подвергаются Aggressive expansion impact.png + 50% агрессивное расширение и затраты War score.png + 100% warscore.

Если страна отмечена как союзник:

  • Та страна может обратиться к своим собственным союзникам с просьбой бороться также
  • Если та страна имеет гаранта он вызывается также
  • Взятие областей страны будут стоить так же как области лидера войны

Противоборствующие стороны[править]

Война состоит из двух противостоящих сторон одной или более стран. Сторона может быть составлена из Коалиция, императора, Союзники или Защитник Веры, кто соблюдает их соглашения и/или вассалы и другие подчиненные страны.

Лидер войны[править]

Лидеры войны обозначены со звездой в военном экране, лидер войны на стороне нападения - страна, которая объявила войну, в то время как на стороне защиты - страна, которой война была объявлена (цель военной цели). Для каждой стороны во время войны лидер - страна, которая может призвать ее союзников и может договориться о мире от имени всех их военных союзников, одновременно заканчивая войну для всех. Они могут договориться об отдельном мире с каждой из враждебных воюющих сторон, кроме членов коалиции или зависимых государств. Они могут сдать территорию своих военных союзников, но не своего казначейства.

Вооруженные силы и доступ к порту[править]

У всех стран на той же самой стороне во время войны будет непосредственный военный проход к землям друг друга. Они могут также состыковаться в портах друг друга, хотя их быстроходный диапазон поставки не будет расширен. Кроме того, любая страна во время войны будет в состоянии идти через все страны, которые предоставили доступ к любой из воюющих сторон, даже если те не участвуют в войне.

Присоединение к стороне[править]

После того, как война началась, страна обычно не может присоединяться ни к одной из сторон если не призвано позже. Есть 2 исключения к этому правилу. enforce peace действие учитывает страну, чтобы вынудить нападающего военного руководителя подписать белый мир. Если нападавший не примет, то проведение в жизнь присоединится к войне со стороной защитника. Другим способом присоединиться к войне после того, как это началось, является для страны к вассалу одна из стран, вовлеченных в любую из сторон. Это будет тянуть нового повелителя на войну также. Способ косвенной борьбы во время войны для страны, чтобы сдать в аренду кондотьеры в одну из вовлеченных стран.

Ведение войны[править]

Основная статьяs: Сухопутная война, Морская война

Война может быть найдена и на земле и на море. См. соответствующие статьи для получения дополнительной информации.

Военное истощение[править]

Основная статья: Военное истощение

Военное Истощение представляет желание населения страны бороться. Высокое военное истощение иссушит способность армий страны бороться.

Призыв к миру[править]

Если warscore существенный (66.6% +), и это были по крайней мере 5 лет, с тех пор как война была объявлена, рассеянное население страны может призыв к миру. Этот модификатор увеличивает национальный ежемесячный журнал Icon war exhaustion.png военное истощение, начинающееся в +0.01 в месяц, и тикает другим +0.01 в месяц неопределенно. Это означает, что призыв к миру в конечном счете начнет увеличивать военное истощение страны, даже если у него будет ежемесячное сокращение, например от того, чтобы быть Защитник Веры, имея 6-ое Innovative idea, или имея Мягкосердечную черту правителя. Только человеческие игроки получают призыв к миру.

Warscore[править]

Warscore - средства измерения, идет ли война в пользу агрессора или защитника. Это - общая метрика, используемая через много Paradox Interactive игр.

Диапазоны шкал от 100 (полная победа для незаконной стороны) к-100 (полная победа для стороны защиты).

Warscore измерен, используя много различных параметров:

  • Занятые области
  • Сражения победили или проиграли максимум к 40% в любом направлении.
  • Блокированные порты
  • Военные цели, которым удовлетворяют. Военная цель, которой удовлетворяют, заставит военный счет постепенно тикать для того, какой бы ни сторона встретила его максимум к 25%.

Обратите внимание на то, что у обеих сторон есть симметрические военные цели. Ни для кого не возможно удовлетворить цели; в частности покажите, что превосходство warscore не будет тикать, если никакая сторона не выиграла 80% сражений, и цель области не будет тикать, если третье лицо (например, мятежники) будет управлять им.

Оккупация[править]

Оккупация - термин, использованный, чтобы описать, когда область была успешно принята враждебным государством. Это требует успешной осады или нападения местного укрепления. Во время оккупации провинции владелец больше не может использовать ее во многих целях:

  • Полки, корабли и здания больше не могут быть наняты/построены в провинции, и любой юнит или здание, которые были в стадии реализации (включая ядра, и религиозное или культурное преобразование) будут немедленно остановлены.
  • Весь провинциальный доход и торговое влияние больше не дается владельцу; часть дохода с области и торговой власти теперь дается оккупанту.
  • Владелец больше не может использовать провинцию как порт; любые суда, находящиеся в настоящее время в порту, вытесняются в смежную морскую зону. У диспетчера имеет доступ к этим портам.
  • Область не значит владельца для того, чтобы вычислить военно-морскую поставку, колониальную и торговую дистанция.
  • Владелец провинции может завербовать там наемников.
  • Занятые форты проектируют зону контроля над управляемой союзниками землей. Аналогично, занятые неукрепленные области затронуты зонами контроля соседних союзнических фортов.

Передача оккупации[править]

Страны могут теперь передать контроль над занятыми провинциями их союзникам во время войны. (24px Кнопка 'передачи оккупации' расположена на экране области.) Это позволит гарантировать, что страны будут вознаграждены за их участие в войне.

Administrative efficiency[править]

Основная статья: Overextension#Administrative efficiency

Administrative efficiency is a country wide bonus that is unlocked at administrative technology level 17 and increases at 23 and 27, up to a total of 60%. Administrative efficiency directly reduces core creation and diploannexation costs, also the impact of province development on overextension and warscore cost, allowing for much larger territories to be conquered at once.

Sue for peace[править]

This option will open the peace negotiation screen where the country will negotiate their demands, the terms of their surrender or simply a white peace. The leader of each war alliance can make peace separately with each independent country on the other side (except any that joined as part of a coalition), in which case only individual warscore against that country and its subjects is taken into account (battles only count towards overall score). This can be essential to get the desired peace deal - the overall warscore may be lower than against a single participant, so the country can get more out of the war by picking off participants one by one.

Безоговорочная капитуляция[править]

Upon offering unconditional surrender, all of the currently unoccupied provinces will fall under enemy control and the enemy will gain 100% warscore. Armies of the country that surrendered will become exiled and unable to fight in future battles until peace is signed. For the recipient of an unconditional surrender, it will be alerted of the enemy’s surrender and from then on will be able to enforce any possible peace up to 100% warscore cost. If the recipient country does not sign peace after a couple months, they will get call for peace giving them monthly war exhaustion which increases faster than normal. The peace will be automatically accepted by the nation that surrendered. The AI does not offer unconditional surrender. They are however able to accept them.

Peace terms[править]

Each term in a peace offer has an associated cost in warscore, Prestige gain/loss for both sides and possible aggressive expansion for anyone making sizable, selfish demands. An appropriate casus belli may modify any or all of these values, and is required to enable certain terms.

Demand Warscore Prestige Aggressive Expansion Effect
Annex province Province cost 5 15 The winner annexes the selected province of the loser. It must (eventually, after coring other provinces given in the peace) be possible for the annexing country to core this province, if it is not already a core. It must also not be occupied by a third party; if it is not occupied, it costs 10% more warscore (20% for capitals). In a coalition war, members of the coalition may only take cores. AI won't accept giving away unoccupied forts, or unfortified provinces that are near forts if none of them are occupied.
Revoke core Half province cost 1 0 The loser revokes their core on the selected province that they didn't own before the war. Revoking cores of third parties gives them a small relations bonus towards the winner. Never costs diplomatic power.
Return core Province cost 1 0 The loser returns the selected core province of an existing country, and loses their core if the province is not of their primary culture.
Concede Colonial Area Province cost x 1.33Unconfirmed 5 5 The loser (or their colonial subject) cedes all provinces in the selected area to the winner's colonial subject. Furthermore, for the duration of the truce, the loser may not establish any additional colonies in the region.
Give up claims 20% 2 per province 0 The loser revokes all claims on the selected country, who need not be involved in the war. If it's a third party, this gives them a small opinion bonus towards the winner.
Cancel subject Half of release nation cost 5 0 The selected subject of the loser becomes independent.
Release nation 2% + sum of province costs 1 per province 0 A new nation will be formed out of the loser's provinces with cores of that nation. The new nation will be included in the resulting truce. The new nation will have its capital's religion and culture. The loser also loses their cores except on provinces of their primary culture.
Force religion Sum of province costs 10 0 Loser converts state religion to that of the winner. Only possible within the same religious group.
Form Personal Union 60% 20 30 Loser becomes lesser partner of a personal union with the winner. Only available with Claim on Throne and Restore Union CBs.
Become vassal Sum of province costs 2 per province 15 Loser becomes a vassal of the winner.
Pay tribute 1% per month 0.1 per month 0 Loser pays an immediate lump sum of Gold Icon.png to the winner, measured in months of income. Limited to treasury plus one loan, and results in inflation for the winner.
Concede defeat 10% 10 0 A "white peace plus", the only change being a larger gain and loss of prestige than other peace deals such as paying gold (±10 instead of ±2). Not compatible with any other terms.
Annul treaties 10% 1 0 Loser cancels all treaties (including military access) with the selected country, and is not allowed to sign any new treaties with that country for a duration of 10 years. Royal marriages are unaffected.
Change government 50% Loser's government type changes to that of the winner. Only available with Government Type and Revolutionary War CBs.
Transfer trade power 60% 1 0 Establishes a "Transfer Trade Power" relationship from the loser to the winner, amounting in 50% of the trade power in all trade nodes where both countries have trade power. This lasts until cancelled, which the loser can't do until the truce expires. As of patch 1.16 this no longer occupies a relationship slot.
Humiliate 40% 5 0 Winner gains 30 power projection, loser loses 30 power projection. Note that the power projection bonus from humiliating any one rival caps out at 30; and doesn't stack, instead refreshing the bonus.
Show strength 100% 0 0 Winner gains 30 power projection + 100 of each monarch power, loser loses 30 power projection and 20 prestige. Note that the power projection bonus from humiliating any one rival caps out at 30; and doesn't stack, instead refreshing the bonus.
War reparations 10% 2 0 The losing party is forced to pay 10% of their income to the winning party as war reparations. This lasts for 10 years.
Establish protectorate 1% by province wealth 0.05 0.25 Establish a protectorate on a nation. Only works when the difference in technology group is large enough.
Revoke elector 60% 5 25 Revoke elector title.
Force migrations 100% 2 0 Force a primitive nation to migrate elsewhere. Only possible when the nation is small enough.
Enforced military access 15% 0 0 Enforce a nation to give military access until truce expires.
Enforced fleet basing rights 25% 0 0 Enforce a nation to give fleet basing rights until truce expires.
Enforce rebel demands 50% 2 0 Enforce a nation to accept the rebel demands. only works with the support rebels casus belli.

Unjustified demands.png Необоснованные требования[править]

Мирные условия, которые не являются частью военной цели, будут стоить 3 Diplomatic power.png за развитие затронутых провинций:

  • присоединение провинции
  • отпустить вассала
  • освободить народ
  • вассализацию

Никакой единственный вход мирного договора не может стоить больше чем 200 дипломатических очков (например, освобождение огромного младшего партнера по личной унии не будет стоить больше чем 200 дипломатических очков).

Стоимость дипломатических очков необоснованных требований может быть уменьшена:

Unjustified demands.png Традиции Идеи Бонусы Эдикты
−50%

  • Full Influence
−25%

  • Creek traditions
  • Siberian traditions
  • Деспотия: -10%
  • Требование провинций у конкурента: -33% только для захвата провинций
  • Наличие претензии: -10%

Distribution of spoils[править]

Файл:Distribute spoils.png
Shows distribute spoils in game.

When playing with the The Cossacks.png cossacks DLC, spoils of war are now distributed between its participants with prestige and money going to the belligerents of the war based on their war contribution rather than only to the war leader. For example, if Spain and France fight in a war against Great Britain and France gets 70% war contribution and Spain 30% then the prestige and money will be divided so that 70% goes to France and 30% goes to Spain.

Перемирие[править]

Once a peace deal is accepted, it results in a state of truce between every country on the offering side and every country on the accepting side. Specifically, when a country other than a war leader accepts peace, or offers a peace deal the other side's war leader accepted, it enters truce with every other country it fought in the war, but countries on its original side are not affected. A country cannot embargo or join a coalition against a country it has a truce with. It can still declare or join a war with the country with a truce, but with the following consequences: Breaking a truce will result in the following penalties:

Ideas Icon stability.png Stability Icon war exhaustion.png War exhaustion Aggressive expansion impact.png Aggressive expansion
Normal -5 +5 war exhaustion. -50
Full Diplomacy -3 +3 war exhaustion. -30

These stack with the penalties for other reasons. So attacking without a CB and without full diplomacy results in -7 stability, +7 war exhaustion and -70 aggressive expansion. As seen above, breaking a truce has very negative effects when declaring war or joining an offensive war against a country with whom a truce exists. The AI has -1000 reasons to join an offensive war if they have a truce with the defender and appears to never declare war or can in an ally in an offensive war if that would break a truce. Joining defensive wars does not give a penalty. The duration of the truce depends on the amount of warscore that was used to demand or offer tribute in the peace deal. The formula is

f...

so a white peace will result in a 5-year truce, whereas a full annexation at 100% war score will produce a 15-year truce. When a country is released in a peace deal, it starts with a 5-year truce with both the releasing nation and the opposing war leader.

Реваншизм[править]

Файл:Revanchism.png
Пример реваншизма из дневника разработчика EUIV.

Реваншизм - механика, которая помогает предотвратить "смертельную спираль" после проигрывания войны, когда страна обанкротилась бы, потеряла рекрутов и имела бы огромные восстания, сопровождаемые другими странами, объявляющими войну также, возглавляя страну, чтобы разрушить. Реваншизм получен от потерянных провинций во время войны и весов с прямого соответствия с военным счетом, взятом в мирном договоре с макс. 100% реваншизмом в 100% военный счет. Для смягчениия эффекта реваншизма в 100% требуется 20 лет , длясь дольше, чем получающееся перемирие, этот предел в 15 лет для 100% военного счета. Выпуск стран и возвращение ядер не предоставляют реваншизм.

С максимальным реваншизмом 100% (от наличия 100% значения военного счета взятого в мирном договоре), страна получает следующие модификаторы:

National tax modifier.png +50% Национальный модификатор налогов
Defensiveness.png +25% Защита форта
Manpower recovery speed.png +50% Скорость восстановления рекрутов
Army tradition.png +1% Ежегодная армейская традиция
Navy tradition.png +1% Ежегодная морская традиция
National unrest.png −5 Национальные беспорядки
Interest.png −2% Interest per annum
Horde unity +10 Yearly horde unity

Эти модификаторы измеряют линейно с реваншизмом от 0% до 100%.

Note that revanchism caps out at 100%, even if a peace deal worth more than 100% warscore in total was taken (such as in multiplayer that allows peace deals over 100% warscore or from multiple peace deals).

Negotiating Peace[править]

Human players are largely free to accept or refuse any peace deal. However, as with other diplomatic actions, the AI will accept a peace deal if and only if it has more positive than negative reasons to do so.

Военный счет[править]

Военный счет имеет основное значение. Каждый пункт военного счета дает +1 причину ИИ, чтобы принять мирный договор, тогда как каждая стоимость военного счета мирных условий даст -1 причину ИИ, чтобы принять мирный договор.

Требования чрезмерный военный счет приведут дополнительные отрицательные причины для ИИ, чтобы принять мирный договор, до -100 в 99%-ом военном счете и ниже. Требования чрезмерный 100%-ый военный счет дадут -1000 причины (неблагоразумные требования, чтобы не быть перепутанными с Необоснованным требованием). Человек требует, чтобы это стоило бы более чем 100%-ого военного счета, такого как вассализация страны, которая является слишком большой, не может быть отобрана.

Независимо от военного счета, ИИ может отказаться от мирных договоров, которые содержат условия, которых они не желают; например, провинции они будут неспособны к core.

Стоимость провинции[править]

Каждая провинция, которая изменяет контроль в мирном договоре, требует соответствующей стоимости в военном счете. Факторы, которые влияют на стоимость военного счета каждой провинции:

  • База: 5 за провинцию.
  • Развитие: 1 за развитие, предел в 30
  • Торговое влияние: 0.2 за базовое торговое влияние (прежде, чем модификаторы применили)
  • Столица: +2% из (база + развитие) стоимости, если провинция - столица
  • Местная автономия: -0.33% за процентную точку
  • Размер страны: -1% за 15 развитий страны (владелец)
  • Административная эффективность страны, которая захватывает провинцию

Местная автономия, размер страны и факторов административной эффективности применяются мультипликативно.

War enthusiasm[править]

Other factors also give reasons for the AI to accept or refuse a peace deal. These are summed up as war enthusiasm in the war screen. Positive War Enthusiasm is applied as negative reasons for that country to accept peace deals.

  • Длительность войны: +45 в начале войны, уменьшается на -0.75 в начале каждого последующего календарного месяца
  • Relative strength of alliances: -20 to +20 for war leader only
  • Ally in war: +10 for allies called in by war leader
  • Military strength: -20 to +20, depending on proportion of manpower and land force limit that is filled, as well as battles lost or won
  • Recent gains: -20 to +20 for war leader only. Note that due to a bug, it can be possible to get up past +20 temporarily, but it will be reset to +20 at the beginning of every month.
  • Hold their own capital: +5
  • War exhaustion: -1 per point of war exhaustion
  • Occupied and besieged provinces: scales linearly with base tax of provinces affected, up to -20 for full besiegement, and -40 for full occupation. The formula is roughly
f...
Colonies and distant overseas provinces are ignored in the calculation above.
  • Revolts in country: depends on the size of all rebellions relative to current military strength. The formula is
f...
with the final number rounded to the nearest integer and capped at -20.

If war enthusiasm is between 0 and 20 it's classified medium, below it is low and above it is high.

Stability Hit[править]

If a player refuses a peace offer that entails demands for less than 50% of the current warscore, the declining party takes a -1 hit to Icon stability.png stability. When a player is already at -3 Icon stability.png stability, any qualifying offer is automatically accepted on behalf of the player.

The AI will almost never refuse an offer that would result in a stability hit, so its main area of application is multiplayer games, where this mechanic aims to prevent players from unreasonably dragging out lost wars to harm his/her opponents (by deliberately causing war exhaustion to rise or rebels to spawn).

Strategies and tactics[править]

Declaring war[править]

"War cannot be avoided; it can only be postponed to the other's advantage." - Niccolò Machiavelli

To understand war and ultimately be victorious, it is necessary to differentiate between the reason a war broke out, and its cause. The reason is an event that happened recently, a short term effect of some sort. The cause of the war is the underlying conflict, a long-term situation that needs to be resolved, often by warfare.

Reasons for war[править]

In Europa Universalis IV the most common reason for war is that a country finds the military capabilities of their enemies inferior to their own. When a certain ratio is met, nations will declare war on others, seizing the opportunity of weakness. Another reason can be a shift in diplomatic relations, such as through border friction or allying with a rival of another ally, which can turn even close friends against each other. To prevent reasons from occurring, is to prevent a war breaking out. Notice that this applies even when nations are already at war - if anyone seems weak enough, enemies who would usually not, would join a war against them.

Cause of war[править]

Every nation has a long-term agenda; to understand this agenda is to understand the cause of war. Two nations situated on a confined piece of land, as with Scotland and England, will inevitably clash in conflict, even though this conflict can be resolved in different ways: annexation, vassalization, personal union or through the appearance of a bigger threat which can lead to an alliance until this threat is over, such as an expansionist France.

To deduce the long-term agenda of a country, the diplomatic view is essential. These will change with the diplomatic landscape, but will not be affected by minor changes. Nations should actively try to manipulate and control the change of this landscape, joining alliances and coalitions, siding with certain countries at certain times. As a general rule, each country seeks to become more powerful in the long run. Powerful countries will become competitors, but their competition may be continuously delayed by other circumstances. Controlling these circumstances means to control the relations between countries.

Everyone is a potential enemy. Constant attention and care to the diplomatic landscape and agendas of countries is needed to know of the potential causes. The one who knows the causes can predict future conflicts.

Types of war[править]

"War is not merely an act of policy but a true political instrument, a continuation of political intercourse carried on with other means." - Carl von Clausewitz

Even wars will (usually) not be fought just for fun, but to achieve a political goal. Despite the multitude of Casus Belli, countries will mainly be involved in only three types of wars. Each type defines with which goal the war is started, but not necessarily how the war is won. For strategies and tactics to win a war, see Strategies and Tactics for Land Warfare or Naval Warfare.

Defensive wars[править]

A war where the goal is for the country to defend itself from an enemy attack.

Conquering land[править]

A war where a country seeks to conquer their enemy's territory.

Force conversion[править]

A war where the country wants to force their enemy to convert to a certain religion.

Other wars[править]

War for trade power[править]

There might be situation where it is profitable to fight a war to obtain part of an enemy's trade power. However, a war will always be costly, and the enemy's trade power will only be transferred for the duration of the peace treaty. The advantage of such an undertaking is that only 30% warscore is required, and an opportunity to weaken a rival is provided.

War to weaken an enemy[править]

It can be reasonable to start or join a war with the only goal of weakening an enemy, be it by making the enemy waste manpower, release provinces to third parties or as new nations, or cancel subjects or alliances. This has the advantage that only a small warscore will be required to end the conflict through white peace or a minor demand for which no diplomatic power will be needed, and no aggressive expansion or overextension will result.

This war can serve three purposes: First, a weaker enemy is a less dangerous enemy. If they exhausted their manpower pool, it will take them many years to return their armies to full strength. Second, their weakness can lead to others seizing the opportunity and fighting the war of annexing provinces. When used with caution, it is possible to shape the political landscape and shift the balance in or out of a country's favor. Third, it may make future actions feasible that weren't before, due to excessively high warscore, diplomatic cost or overextension. Weakening the enemy is the essence of the "divide and conquer" strategy.

Another method to achieve the weakening of an enemy is to solely conduct a proxy war.

Enforcing Peace or to protect future interest[править]

It's the only casus belli that is not a casus belli. For example, when a ruler wants to protect a weak neighbor so they can be vassalized, annexed, or used as a buffer in the future, it's probably a good reason to enforce peace. Another fine reason for enforcing peace is when it is beneficial to not let either side of the war benefit from it. What happens when peace is enforced is that the nation at war with the nation that is getting attacked has to decide whether it's better to continue the war with the new extra enemy (the enforcer of the peace), or to lay down arms. If the second option is chosen, a white peace will be signed between the two parties.

Warnings and guarantees can serve similar purposes. Since a warner or guarantor will be called into the war, the enemy must take this into account when preparing for war, and may decide not to declare war at all. But remember that a formal guarantee to protect a nation which is planned to be annex later has to been done with care (as opposed to simply diplomatically vassalize), since revoking the guarantee results in a truce.

Civil war[править]

Every so often rebels, pretenders, separatists, patriots, religious zealots and others will try to disturb the peace within a country. Although they often come with only one army at a time and do not cooperate like a nation or coalition would do, mass uprisings can lead to a state of virtual war. These rebels come in different strengths, but their morale will always be comparable to or less than the soldiers of their overlord. These insurgents often have one specific goal of conquering certain provinces. Since it takes many months to win a siege and rebels will not actively seek out other armies, it is possible to stall for morale regeneration and reinforcements before engaging to break the siege.

Proxy wars[править]

Every time a nation actively supports a belligerent faction through indirect means, that qualifies as a proxy war. Examples include war subsidies, cheap loans, gifts, and renting out condottieri. The second method of conducting a proxy war is to support rebels. This can be especially effective when the enemy has provinces that are hard to defend, like islands or exclaves.

The main advantage of a proxy war is that one's nation is not involved directly, so the official diplomatic status and relations will be largely unchanged. Notice however that it is possible for a human player to notice such actions, as paying subsidies is visible for everyone, and diplomats being uncovered will reveal one's involvement and worsen relations.

Of course, the above methods can be mixed with classic warfare: It is possible to support war allies with money, while at the same time supporting rebels in enemy territory to further weaken them, while also militarily attacking them. Note that provinces held by supported rebels will not affect warscore. However, it can lead to the rebels forming a new nation which will be allied with their supporter. This will simultaneously decrease the enemy's total number of provinces, making warscore easier to gain as fewer provinces will have to be sieged.

Deliberately breaking a truce[править]

Breaking a truce is costly, but sometimes a necessary action to take. War exhaustion will be increased and stability will be lowered. When planning on breaking a truce, a nation should have enough Administrative power.png administrative power to boost their stability up again. Truces should only be broken when not intervening would result in dramatic consequences, such as a personal union between two very powerful nations.

Using subjects to annex provinces[править]

Provinces gained through peace deals will yield overextension, aggressive expansion penalties and eventually the need to core it. To avoid the coring and overextension costs, provinces can be sold or given (requires The Cossacks.png DLC) to subjects. This is only possible when the subject is not overextended, is able to core the province and is not currently being integrated. It is also possible to directly release a new vassal from newly annexed provinces, which will reduce overextension, aggressive expansion and the need to core it.

Сепаратный мир[править]

It is a good idea to sign separate peaces with minor parties in a war for a few reasons:

  • It removes their troops from the war, making the war leader more likely to agree to peace, and reducing opposition
  • It is not possible to negotiate a peace for more than 100 warscore, thus using separate peaces can lead to higher total gains

Be wary of raising overextension too high when doing this. It is entirely possible to get total overextension over several hundred percent when signing several separate peaces in quick succession. If possible, a country should focus on the secondary combatant at the beginning of the war. This will allow to take them out sooner and begin the coring of their newly annexed provinces earlier. By the time the war is over, the lands will be cored and new provinces can be taken from the war leader.

Note: this does not work against coalitions as their members can not sign a separate peace. Their provinces, however, can be taken when signing peace with the war leader.

Declaring war on the ally instead of the actual target[править]

Often, the target you want to attack will have a multitude of allies, turning an easy victory into a protracted one or a protracted, but more or less certain, victory into much more of a gamble. Of course, the nations that benefit the most from this tend to be either powerful or wealthy, which often makes them more desirable to attack than a weaker enemy.

One way around this is to declare war on an ally of theirs, ideally one which is significantly weaker and has fewer allies of their own; when your de facto target joins in on their side, you can fight the war normally, but largely ignore the "primary" target when the time comes to negotiate peace.

The obvious limitation to this is that (since you cannot declare the de facto target a co-belligerent without defeating the purpose of the strategy) you will have to pay an inflated warscore cost for the provinces you demand. However, this is often a relatively small price to pay; moreover, since enemy nations are typically more willing to concede their allies' provinces than their own, you may be able to demand the same amount at a relatively low warscore as long as you don't sign a separate peace.

Война
Сухопутная война АрмияВоенные юнитыДисциплинаРекруты
Морская война ФлотМорские юнитыМоряки
Прочее Лимит войскПовод для войныВоенное истощениеВоенные традицииЛидерыСоюзы