战争

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As long as there is at least one empire present that is not 极端和平主义 Fanatic Pacifist 极端和平主义Fanatic Pacifist, war is an almost inevitable aspect in any game and can be anything from a small border skirmish to a massive interstellar war of conquest.

Wars are how mid-game and end-game borders are usually drawn.

Casus belli and wargoals

In order for an empire to start a war, it needs a 宣战理由 Casus Belli 宣战理由Casus Belli – a reason to declare war. Each casus belli grants access to at least one type of wargoal, which represents the purpose of the war. Once a war is declared, the attacked empire has a year to choose its wargoals.

Casus belli and wargoals Requirements Surrender acceptance Victory effect Status quo effect
Claim
  • 战争 War Conquer
Existing claims on the target's systems
  • −10 per system
  • −100 per colonized system
Loser cedes all systems with claims to the victor, even if not occupied. All systems occupied by the loser are returned, regardless of claims. Each side keeps all systems they have fully occupied if they have claims on them.
Counterattack
  • 战争 War Counterattack
  • 共同防御 Mutual Defense 共同防御Mutual Defense resolution 3
  • No.png星海共同体 Galactic Community Target is not a member of the Galactic Community
  • 战争 War Target is at offensive war with a Galactic Community member
0 Loser cedes all systems with claims to the victor, even if not occupied. All systems occupied by the loser are returned, regardless of claims. Each side keeps all systems they have fully occupied if they have claims on them.
Subjugation
  • 附庸国 Vassal Vassalize
  • 朝贡国 Tributary Make Tributary
  • 朝贡国 Tributary Make Subsidiary
Demand Subject Status diplomatic action was refused −100 Loser becomes a subject of the victor, along with all its vassals (if any). If the empire is part of a federation, they will leave it. All systems fully occupied by the attacker will be turned into a subject of the attacker. The defender keeps their empire capital regardless of occupation.
Animosity
  • 评价 Opinion Humiliate
  • Rivalry
−25 Victor gains 100 影响力 Influence 影响力Influence. Loser loses all of its 影响力 Influence 影响力Influence, gains 影响力 Influence  −33% monthly influence gain and 幸福度 Happiness  10% 幸福度Happiness for 10 years. If the loser had the 霸权主义 Supremacist 霸权主义Supremacist Diplomatic Stance policy, it is changed to 恃强凌弱 Belligerent 恃强凌弱Belligerent. Each side keeps all systems they have fully occupied if they have claims on them.
Imperial Rebuke
  • 评价 Opinion Imperial Rebuke
  • Rivalry and Galactic Emperor
−25 Victor gains 100 影响力 Influence 影响力Influence. Loser loses all of its 影响力 Influence 影响力Influence, gains 影响力 Influence  −33% monthly influence gain and 幸福度 Happiness  10% 幸福度Happiness for 10 years. If the loser had the 霸权主义 Supremacist 霸权主义Supremacist Diplomatic Stance policy, it is changed to 恃强凌弱 Belligerent 恃强凌弱Belligerent. None
Ideology
  • 输入意识形态 Impose Ideology Impose Ideology
  • 政策 Policy War philosophy policy set to Liberation Wars
  • No.png格式塔意识 Gestalt Consciousness Target is not a Gestalt Consciousness
−100 Loser is forced to shift ethics towards those of the victor and will leave a federation if it's part of one. Its ruler is also replaced. All systems fully occupied by the attacker will be turned into an empire with the attacker's ethics. The defender keeps their empire capital regardless of occupation.
Punishment
  • 评价 Opinion Humiliate
  • 评价 Opinion Stop Atrocities
  • 评价 Opinion Outlaw AI
  • 评价 Opinion Cleanse Holy Worlds
  • 评价 Opinion Decontaminate Border Territories
  • 长者之裔 Elder Race Only available to fallen empires
  • Either the fallen empire's demand was refused or they were rivaled
0 The refused demands are enforced. If the losing empire is not a 格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness, its ruler will also be assassinated by the winning fallen empire, unless they are the Ancient Caretakers. Includes Animosity effects. None
Despoliation
  • 战争 War Plunder
野蛮掠夺者 Barbaric Despoilers 野蛮掠夺者Barbaric Despoilers civic −25 Loser loses 能量币 Energy Credits  250 能量币Energy Credits and 矿物 Minerals  250 矿物Minerals for every planet they own. Victor will then gain those resources even if the loser didn't have enough. Loser gets −20% 能量币 Energy Credits 能量币Energy Credits and 矿物 Minerals 矿物Minerals for 10 years. Each side keeps all systems they have fully occupied if they have claims on them.
Expropriation
  • 商业协议 Commercial Pact Expel Corporation
  • No.png商业协议 Commercial Pact联邦 Federation No shared Commercial Pact or Federation
  • Corporate empire has at least one branch office on an owned planet
−50 Corporate empire closes all branch offices on the attacker's planets. Attacker gains 1000 能量币 Energy Credits 能量币Energy Credits per branch office. Corporate empire closes all branch offices on the attacker's planets. Corporate empire gains 1000 能量币 Energy Credits 能量币Energy Credits per branch office.
Hostile Takeover
  • 商业协议 Commercial Pact Seize Assets
  • 企业政府 Corporate Both empires have Corporate authority
  • Target has at least one branch office
  • No.png罪犯世家 Criminal Heritage Criminal Heritage civic
−75 All branch offices on planets whose owners have a commercial pact or federation with victor are transferred to the victor. If loser is part of a federation, branch offices on other members' planets are kept. None
Claim the Galatron
  • 关闭边境 Closed Borders Take Galatron
  • R galatron.png Target empire has the Galatron relic
  • No.png同化斗士 Driven Assimilator Driven Assimilator civic
  • No.png种族洁癖 Fanatic Purifiers噬杀蜂群 Devouring Swarm铁心灭绝者 Determined Exterminator Genocidal
−40 Victor gains the Galatron relic and 100 影响力 Influence 影响力Influence. Loser loses all of its 影响力 Influence 影响力Influence and gains 影响力 Influence  −33% monthly influence gain and 幸福度 Happiness  −10% 幸福度Happiness for 10 years. Attacker gains 1000 能量币 Energy Credits 能量币Energy Credits.
Hegemon
  • 联邦 Federation Establish Hegemony
霸权 Hegemony President of a level 3+ Hegemony federation
  • No.png联邦 Federation Target is not in federation
−100 Loser becomes a member of the victor's 霸权 Hegemony 霸权Hegemony All systems fully occupied by the attacker will be turned into a new member empire of the attacker's 霸权 Hegemony 霸权Hegemony.
Scion
  • 附庸国 Vassal Bring Into Fold
先辈子弟 Scion 先辈子弟Scion origin −100 Loser becomes a subject of the Scion's overlord. If the empire is part of a federation, they will leave it. All systems fully occupied by the Scion will be turned into a subject of the Scion's overlord.
Imposed Inclusion
  • Diplomacy pathofchains.png Bring Into Fold
化身天灾 Become the Crisis 化身天灾Become the Crisis ascension perk −100 Loser becomes a subject of the victor, along with all its vassals (if any). If the empire is part of a federation, they will leave it. All systems fully occupied by the crisis empire will be turned into a new vassal empire of the attacker.
Trial of Advancement
  • Diplomacy seize council seat.png Council Seat
  • Target is a member of the Imperial Council
  • Resolution create council.png By Trial of Advancement resolution
−100 The victor replaces the loser in the Imperial Council. None
Imperial Crusade
  • Diplomacy imperial crusade.png Force Into Imperium
Resolution galactic market.png Imperial Crusade resolution −100 Loser joins the Galactic Imperium. If the empire is part of a federation, they will leave it. All systems fully occupied by members of the Galactic Imperium will be turned into a member of the Galactic Imperium.

Paired wargoals

The following wargoals are paired together. If an empire starts a war with either of the paired wargoals the defender will automatically use the other wargoal and cannot pick another one.

Paired wargoals with −1000 surrender acceptance lead to a Total War. In Total Wars, all occupied systems automatically change ownership. Their new owner will be the participant with the highest claim count on it or the occupier if none of his allies claim this system.

Casus belli and wargoal 1 Casus belli and wargoal 2 Requirements Surrender acceptance Victory effect Status quo effect
Subject
  • 正在合并 Is integrating Independence
Subject
  • 附庸国 Vassal Assert Overlordship
  • 附庸国 Vassal Subject and overlord
  • 联邦 Federation Subject not in a federation with overlord
0 If the subject wins, it becomes independent and the former overlord loses all claims on the former subject's systems. The subject becomes independent and the former overlord gains claims on the former subject's systems.
Secession
  • 正在合并 Is integrating Leave Hegemony
Secession
  • 附庸国 Vassal Assert Hegemony
联邦 Federation President refused member to leave federation 0 If the attacker wins, it leaves the federation and the president loses all claims on the former member's systems. If the president wins, both empires gain a temporary 评价 Opinion  −20 评价Opinion towards each other. The attacker leaves the federation and the president gains claims on the former member's systems.
Imperium
  • 星海共同体 Galactic Community Restore Community
Imperium
  • Galactic Imperium Crush the Rebellion
  • 灭世天罚 Nemesis Imperium: Spark Rebellion operation
0 Losers gain -60% 外交权重 Diplomatic Weight 外交权重Diplomatic Weight for 6 years. If the attackers win the Galactic Imperium becomes the Galactic Community again. If the defenders win the Galactic Imperium gains 100 Authority. All attackers leave the Galactic Imperium and form a federation.
Containment
  • 战争 War End Threat
Subjugation
  • 附庸国 Vassal Domination
Yes.png Awakened Empire −1000 (Total War) Victory can only be achieved by conquering all colonized systems of the opposition, ending the opposing empire. If a defeated empire had starbases in uncolonized systems that were not conquered, they are removed, making the territory neutral again. Each side keeps all conquered systems.

In case of the Existential Expulsion war goal, uncolonized systems become neutral during the war.

Purification
  • 战争 War Cleansing
种族洁癖 Fanatic Purifiers 种族洁癖Fanatic Purifiers or 铁心灭绝者 Determined Exterminator 铁心灭绝者Determined Exterminator
Hunger
  • 战争 War Absorption
噬杀蜂群 Devouring Swarm 噬杀蜂群Devouring Swarm
Sublimation
  • 战争 War Assimilation
同化斗士 Driven Assimilator 同化斗士Driven Assimilator
Existential Expulsion
  • Diplomacy pathofblood.png Wipe Them Out
化身天灾 Become the Crisis 化身天灾Become the Crisis ascension perk
Colossus
  • 宿敌 Rival Colossus
Stop Colossus
  • 宿敌 Rival Stop Colossus
启示录 Apocalypse Either empire has a Colossus
Preemptive War
  • 宿敌 Rival Preemptive War
Self-Defense
  • 宿敌 Rival End Threat
  • 共同防御 Mutual Defense 共同防御Mutual Defense resolution 5
  • No.png星海共同体 Galactic Community 星海共同体Galactic Community One empire is not a member of the Galactic Community
Crisis War
  • Diplomacy pathofblood.png Crisis War
Crisis War
  • Diplomacy pathofblood.png Crisis War
  • Resolution declare crisis.png Declare Crisis resolution
  • No.pngResolution declare crisis.png Repeal Crisis resolution
Event
  • 星神兽故事包 Leviathans Story Pack War in Heaven
Event
  • 星神兽故事包 Leviathans Story Pack War in Heaven
星神兽故事包 Leviathans Story Pack Awakened Empire
Event
  • 智械黎明故事包 Synthetic Dawn Story Pack Machine Uprising
Event
  • 智械黎明故事包 Synthetic Dawn Story Pack Machine Uprising
智械黎明故事包 Synthetic Dawn Story Pack Creator empire and AI rebellion

Claims

While casus belli and wargoals represent the purpose of a war, claims represent territorial ambitions — the systems which will be controlled by the victor. Which systems can be claimed depends on an empire's 政策 Policy War Philosophy policy, with the Unrestricted Warfare philosophy allowing for the claiming of any system not owned by a fellow 联邦 Federation 联邦Federation member. It is possible to claim the same system multiple times to gain a stronger claim on it, which can outbid the competing claims of allies when going to war together. If multiple empires have the same number of claims on a system the oldest claim is considered the strongest. In general claims are expensive in the early game and become less so later on to allow for more decisive wars to be fought. Claims cannot be rescinded while at war.

Claims have a base cost of 50 影响力 Influence 影响力Influence, modified by the following:

  1. Additive costs:
    • +25 per hyperlane distance from owned territory
    • +25 if the system has an upgraded 恒星基地 Starbase 恒星基地Starbase (i.e. not just an Outpost)
    • +25 if the system is colonized
  2. Additive multipliers:
    • +100% 战争 War during an offensive war
    • –10% 议程 Agenda Expansionist Overtures 统治者 Ruler Ruler agenda
    • –10% 政策 Policy 恃强凌弱 Belligerent 恃强凌弱Belligerent or 霸权主义 Supremacist 霸权主义Supremacist Diplomatic Stance policy
    • –10% 星际战役 Interstellar Campaigns 星际战役Interstellar Campaigns technology
    • –10% 星河战役 Galactic Campaigns 星河战役Galactic Campaigns technology
    • –10% 军事同盟 Miltiary Alliance 军事同盟Miltiary Alliance federation level 2 perk
    • –10% 军国主义 Militarist 军国主义Militarist ethic
    • –15% 国民主义热忱 Nationalistic Zeal 国民主义热忱Nationalistic Zeal civic
    • –20% 极端军国主义 Fanatic Militarist 极端军国主义Fanatic Militarist ethic
    • –20% 星际主权 Interstellar Dominion 星际主权Interstellar Dominion ascension perk
    • –20% 可汗王座 Khan's Throne 可汗王座Khan's Throne relic
  3. –20% 宿敌 Rivalry if the system is owned by a Rival (multiplicative, after other multipliers)

If the modifier reaches a total of –100%, claims then cost 0 影响力 Influence 影响力Influence.

Defenders can freely claim systems owned by their attackers in a defensive war regardless of their War Philosophy policy. Any system lost by any side during a conquest war or total war will give the former owner 10 claims on it.

Winning war with any non-conquest wargoals will always enforce all claims made by the victorious empires before any other effects, regardless of whether these systems were occupied. For example, an empire winning a war with the subjugation wargoal will annex all claimed systems from the loser before making a 附庸国 Vassal 附庸国Vassal of the loser's remaining systems.

Federation warfare

The Federation is the more serious counterpart of the Defensive pact and the inviting attackers mechanic. While it does offer a unique amount of defensive cooperation, builds trust and allows military cooperation using the federation fleet, establishing a conquest strategy can be made very difficult because of the need for consent of the members to declare war, and each member's expectation of a fair share of spoils from each war. The empire that wishes to declare war can ask the other federation members for their war goals by using the "Suggest Demands" button. However, AI empires will be very hesitant to declare war on empires that are much stronger than them or have very powerful allies. In that case, the "Suggest Demands" button will not give any results.

One exception to this are wars of liberation or to a lesser extent vassalization: usually AI will agree to a liberation war even if all the war goals are assigned to the player. The resulting splinter empire could then be vassalized and later integrated by the player.

In case a federation member is attacked, all allies automatically join the war as defenders without need for a further declaration of war. In this case, the member being attacked has a free hand in choosing federation war goals, which might be all in its own favor.

War exhaustion

War Exhaustion goes from 0% to 100%, and measures the total weariness and attrition suffered by all empires on one side in a war. War exhaustion goes up from suffering losses during space and ground warfare, destruction of planets (either from Colossus weapons or 末日审判 Armageddon 末日审判Armageddon Bombardment), and a passive accumulation over time called Attrition. When a side's war exhaustion hits 100% they can be forced into a status quo peace after 24 months. The speed at which war exhaustion accumulates is influenced by factors such as ethics, traditions, technology and the amount of claims being pressed - an empire that is fighting to hold onto a handful of border systems will tire faster in a costly conflict than one whose very independence is being threatened. War exhaustion also means that an empire that is losing a war can still fight to minimize their territorial losses by inflicting high war exhaustion on the enemy.

War exhaust gain can be reduced by the following:

Source Reduction
传媒集团 Media Conglomerate 传媒集团Media Conglomerate civic −5%
国民主义热忱 Nationalistic Zeal 国民主义热忱Nationalistic Zeal civic −10%
星际战役 Interstellar Campaigns 星际战役Interstellar Campaigns technology −10%
星河战役 Galactic Campaigns 星河战役Galactic Campaigns technology −10%
恃强凌弱 Belligerent 恃强凌弱Belligerent diplomatic stance −10%
霸权主义 Supremacist 霸权主义Supremacist diplomatic stance −20%
格式塔意识 Gestalt Consciousness 格式塔意识Gestalt Consciousness ethic −20%
Resolution rules of war.png Rules of War resolution 2 −5%
Resolution rules of war.png Rules of War resolution 3 −10%
Resolution rules of war.png Rules of War resolution 4 −15%
Resolution rules of war.png Rules of War resolution 5 −20%
Tradition unyielding never surrender.png Never Surrender tradition −25%
Menace.png Crisis level 2 −75%

Ending wars

Wars can end in two ways: With the surrender of either side or with a negotiated Status Quo peace.

Surrender means that the victor's wargoal is enforced; any claims the winning side has on the losing side are automatically ceded regardless of occupation status and the defeated empire is forced to keep borders open towards the attacker for 10 years. All wars except those of independence have a negative surrender acceptance, which are countered by factors such as relative navy strength (up to +50), war exhaustion (up to +100) and occupation percentage (up to +100). If an empire and all of its allies (if any) has lost control of all of its systems and/or planets during the war, then a surrender will occur automatically.

Status Quo means that the war has reached a point where neither side is able to score a decisive victory against the other or all wargoals have been achieved decisively before any major battles took place, and both sides agree to cease hostilities and settle for whatever gains or losses they have acquired/suffered. Under a Status Quo peace, all fully occupied systems claimed by a belligerent empire are ceded to the belligerent with the strongest claim. In the case of a tie, whoever has the oldest claim on the system is considered the stronger claimant. In addition both sides must keep their borders open towards each other for 10 years. Since AI won't surrender to a Total War, they can end only in Status Quo or the destruction of one empire. Status Quo can be enforced by either side as soon as 24 months have passed since the opposing side reached 100% war exhaustion, and if both sides reach 100% war exhaustion, the Status Quo is enforced automatically after 24 months.

War names

Wars will always be named after the attacker and the defender, followed by one of the following names depending on the wargoal:

Name Wargoal Other requirements
War Any Offensive war against a Fallen Empire
  • Federation War
  • Galactic War
  • Great War
  • War of the Alliances
Any War between two Federations
  • Annexation Attempt
  • Territorial Invasion
  • War of Aggression
  • War of Conquest
Conquer
  • War of Beliefs
  • War of Ideologies
  • War of Philosophies
Impose Ideology
  • Border War
  • Confrontation
  • War of Humiliation
  • War of Rivalry
Humiliate Regular empire
Punitive Expedition Humiliate Fallen Empire
Anti AI Police Action Outlaw AI
Buffer Zone Creation Decontaminate Border Territories
Holy Purge Cleanse Holy Worlds
Moral Intervention Stop Atrocities
  • Freedom Struggle
  • Independence War
  • Secessionist War
  • War of Independence
  • War of Liberation
Independence
  • Servitude Campaign
  • War of Obedience
  • War of Overlordship
  • War of Subjugation
Vassalize
Tributary War Make Tributary Not 企业政府 Corporate 企业政府Corporate authority
Enforced Sponsorship Make Tributary 企业政府 Corporate 企业政府Corporate authority
The War In Heaven War in Heaven
  • Intervention War
  • Preemptive Action
  • Preventative War
  • Self Protection War
End Threat
  • War of Cleansing
  • Xeno Filth Removal
  • Xeno Purification
Cleansing 种族洁癖 Fanatic Purifiers 种族洁癖Fanatic Purifiers civic
  • Extermination Campaign
  • Organic Disinfection Program
  • Organic Euthanization War
Cleansing 铁心灭绝者 Determined Exterminator 铁心灭绝者Determined Exterminator civic
  • Absorption War
  • Biomass Accumulation
  • Great Gorging
Absorption
Machine Uprising Machine Uprising
Subsidiary Acquisition Make Subsidiary
Hostile Takeover Hostile Takeover
  • Embargo War
  • Expulsion War
  • War of Expropriation
Expel Corporation
War for the Galatron Take Galatron
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