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Communism[edit]

 Can force government.


 30% cost reduction when puppeting other countries.

Democracy[edit]

 Cannot send volunteers.


 Cannot puppet another country.
 Cannot occupy a country without war (captured neutral territory will be returned).
 25% cost increase of Taking States.
 50% cost increase of Annexing country.

Fascism[edit]

 Cannot force government.


 Can occupy a country without war.

Neutrality[edit]

 Cannot force government.


 Cannot send volunteers.
 Can puppet another country.
Political power cost[edit]
It's necessary to spend a certain amount of political power to start justification of a war goal.
The base cost is xx, then the following modifications can apply:

 -90% When justifying war goal against a major power at war.


Once the justification is ongoing, It will also be necessary to spend 0.2 political power per day on the
war goal justification to complete it in the minimum number of days. Any deficiency in political power
will stall the war goal justification.

Territorial control[edit]
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it.

Province control[edit]
Control of a province changes when the first division of a country at war with the current controller
enters the province while no defenders are present. This usually happens after the attackers won a
battle or because the province was undefended to begin with. Divisions may enter from a
neighboring land province, via paradrop, or naval invasion. Control can potentially pass to any
eligible country subject to the following rules. A country is eligible if it is at war with the original
province controller and has given military access to the division's country, either explicitly or by being
in the same faction.
The claim of an eligible country can be categorized with descending strength:

 owns the state the province is in


 has a core claim on the state
 has a generic claim on the state
The country with the strongest claim gains control. Ties between multiple countries with the same
kind of claim are broken as follows:

 if the division's country is among them and it controls more neighboring provinces than
any other tied country, it gains control
 otherwise the candidate with the largest civilian industry gains control
If no eligible country has a claim:

 the eligible country controlling the most neighboring provinces gains control (ties are
broken by civilian industrial size)
 otherwise the division's country gains control
In all cases except the neighborhood rule, control passes to the master if the selected country is
a subject.

State control[edit]
When an owner loses control of a state completely (i.e. when losing the last province) and the new
controller controls an adjacent state as well, they gain full control of the state. Otherwise the
surrounding states' controllers are checked for co-belligerent faction members of the new controller.
If any are found, the state gets handed over to the one with the largest industry, with a slight bonus
towards the faction leader.
Members of the same faction can explicitly pass control of states among each other with the
diplomatic actions "Give control of state" and "Ask for control of state". AI allies will generally only
agree to this if they consider their own share of controlled states large enough and the share of the
other country not too large.

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