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Bakara is one of the oldest democracies on Griffonia, its system having survived many years of conflict and wars. It's naval traditions are second to none in the Riverlands, with a history of being a seaborne power. A proud member of the River Coalition, it stands in harmony along with the other nations in the Riverlands, working towards a unified Federation. However, with the rise of radicalism all over the world, Bakaran democracy will be put to the test in the upcoming elections. Will the status quo remain once more? Or will the ancient republic fall to the radical ideologues of Supremacists and Communists?

Lore[]

The history of Bakara proper starts in 357 ALB as the River Empire, founded by Grand Prince Blessed Sword from modern Flag of Lake City Lake City in 66 BLB, shatters after 4 years of civil war and the provinces of Rijekograd, Wittenland, Nimbusia, Bakara and Zaphzia gain independence.

Early in its history, the country would quickly start to form some of its oldest institutions, notably establishing a Republic and turning much of their attention towards shipbuilding. This would allow Bakara to prosper, as many of its citiziens became renowned captains and traders in a land that allowed the average pony to engage with the political system.

Bakara would be an early proponent of the Treaty of Coltstream of 898, a defensive treaty signed between Bakara, Lake City, River Republic and Nimbusia after the bloody invasion carried out by Emperor Grover II just a few decades prior. and the incessant raids by gryphons from Hellquill, Longsword and Gryphia. The treaty would soon come to incorporate most of the Riverlands as Wittenland, Diamond Mountain, Pònaidhean and Deponya chose to join the alliance.

In 1007 the ancient republic finds itself torn from inside. For a long time Bakaran sentiment against the River Coalition has grown, as many citiziens see it as a failure for allowing slavers, such as the dogs from Diamond Mountain and the ponies from Nimbusia, to take part in a treaty with free nations. This is election year, and it promisses to be the bloodiest in known history, with tensions ever climbing between harmonists, communists and supremacists, some in the ever-powerful navy may find it necessary to intervene if the nation is to remain as one...

Starting Situation[]

Bakara is a small nation in the Riverlands with a decent population, 11 factories (2 military, 5 civilian and 4 dockyards) and a small amount of resources, including a notable 20 oil.

Military[]

Bakara starts with 5 divisions, including 3 pure infantry divisions and 2 marine divisions for a total of 37.6k ponypower in the field. They have a navy of 13 ships, two of which are capital ships, thus putting Bakara as a dominant naval power in the the region.

Threats and Opportunities[]

As a member of the River Coalition, with allies on all of your land borders, you should be safe for all of the early and mid game. This does, however, also limit your expansion opportunities.

Should you follow one of the paths that leaves the River Coalition, you will likely have to clash with your former allies sooner rather than later, this may be an a hard war, but you will come out as a significant power should you defeat them.

Gameplay Mechanics[]

The Presidential Race[]

1007 is an important year for Bakara, the most vicious election in its history is happening and it is in your hand to guide its results.

From day one you will have to choose one of the parties to support. The Supremacist BFZ, the Communist ZDS, the Non-Aligned BSP or the incumbent Harmonist SDH.

After selecting the party you wish to support 4 new decisions will appear. Three of them will allow you to lower the support of one of the opposing parties while raising your own, it will also raise electoral unrest by 5%. The last decision will lower it by 10%.

Throughout the year a series of event will happen which will make the support of the parties change and raise electoral unrest. The result of the election will happen in 330 days. Should the electoral unrest be at 70% or should the communists be elected, the admiralty may attempt to coup the republic. If you wish to avoid this you will likely have to lower the unrest thrice, the initial focuses of the River Federation Tree can be useful if you find yourself in need of political power.

National Focus[]

The Initial Focus Tree for Bakara

Bakara's intial Focus Tree can be divided into three sections, industrial, military and the generic tree for members of the River Coalition. Once you have gone through the elections, a new political tree will load depending on who is in power.

Political Trees[]

Like Lillies in the Rain[]

The Harmonist Tree for Bakara

Should Water Lily be re-elected, she will receive this tree. Her tree is dedicated to improving the life of the ponies and bringing the River Coalition closer together.

On the left branch you can quickly acquire a research slot, you will also receive 2 Civilian factories and unlock decisions to curtail communism and fascism. The middle path will give you one federation standing and give you a decision which will allow you to instantly complete one of the focuses of the Federation Tree.

The right branch will improve your Science Base, give you a Military Factory and give you decisions to build railroads on the core lands of the Coalition, after building them all, you will receive one federation standing. You will also receive a series a bonuses such as: +10% Construction Speed, +20% Monthly Population, +1 Operative Slot and +15% War Support.

Pure and Simple[]

The Non-Aligned Tree for Bakara

If the non-aligned party win, Tea Drip will take power and she will receive this tree. Her tree involves economically developing the country and influencing the River Coalition.

In this tree you will receive 4 Civilian Factories, 1 Military Factory and 2 Naval Dockyards. You can also receive a Research Slot, improve your Science Base and set your trade law to Free Trade. There are also a few bonuses such as: +1.5% Recruitable Population, +5% Division Recovery Rate, +1 Operative Slot, -3% Consumer Goods Factory and +10% Factory Output.

The two focuses on the right will also allow you to complete one Federation Tree focus at will and to block others from doing Federation focuses for 70 days.

The ZDS Ascendant[]

The Communist Tree for Bakara

With the triumph of the communists and the failure of the coup, the ZDS will be in power under Bray Foam and you will automatically leave the River Coalition. Bakara will be in shambles after the elections and as such, much of the early communist tree focuses on putting the nation back together so that you may eventually spread the revolution to the rest of the Riverlands.

The left branch focuses on the military and will give you a series of choices, you may get rid of admiral Sea Lily; you will have a choice between working with the moderates or reeducating them; you may also choose to commit a great military purge, which will give you severe debuffs for 210 days, or try to make your officers loyal without bloodshed.

Meanwhile the right branch focuses on the bakaran economy. In it, you will have some options which will give you varying bonuses related to factories as well a potential +10% Recruitable Population. If you have gone a harsh route of centralization, the final focus will give you 2 Civilian and 2 Military factories.

The central branch will give you stability, research speed, infrastructure and increase support of communism. In it you may also acquire a research slot and improve your science base.

Upon getting into power, should Caramel Haze rule in the Flag of River Republic River Republic, you will receive a National Spirit called "Revolutionary Orthodoxy", which starts at 100% and grants a few buffs, thoughout the tree some events and focuses will lower said orthodoxy. After you have finished all three trees you will have a choice on how to proceed, two of them require Caramel Haze to be in power in the River Republic. If you have 50% or lower Revolutionary Orthodoxy a split between him and Bray Foam can happen, if it is at 50% or higher, you may unite the nations leading to a game over.

After this buildup, the time will have come to finally attempt to unify the Riverlands. The Great Patriotic War of Unification will make you declare war on all the original members of the River Coaliton, regardless of whether they are still in it, this will be a hard war where you will likely need to fight with much smaller numbers, if other nations are communists they may opt to become your puppets. Should you succeed and annex or puppet your enemies, you will gain cores on all of the Riverlands and become known as the United Socialist River Republics (U.S.R.R).

In the immediate aftermath of the Great Patriotic War, you will recieve a series of debuffs which will have to be removed with the following focuses of the tree. Once those issues are dealt with, you may work to spread the revolution further, declaring on and being able to core both the Hillponies (Flag of Farbrook Farbrook, Flag of Firtree Villages Firtree Villages and Flag of Watertowns Watertowns) and the southern states of Flag of Barrad Magocracy Barrad, Flag of Kása Free State Kása Free State and Flag of Austurland Austurland. You will also receive Puppet War Goals against Flag of Ordensstaat Hellquill Hellquill, Flag of Longsword Longsword, Flag of Free Towns of Gryphus Free Towns of Gryphus and the Flag of Gryphian Host Gryphian Host.

A Flame the Ages Shall not Extinguish![]

The Supremacist Focus Tree for Bakara

A victorious supremacist party will see Firm Scow lead the the nation, Bakara will leave the River Coalition and this tree will be loaded.

Following the left branch will allow you to improve your economy, receiving a number of factories, a research slot, improving your science base as well as gaining some notable bonuses such as: -4% Consumer Goods Factories, +7.5% Production Efficiency Growth and +7.5% Factory Output.

The right branch deals with politics and will improve the popularity of your party and give you stability and political power, as well as -7.5% Division Training Time and +7.5% Division Recovery Rate. Depending on a few choices you may get Construction Speed, Minus Consumer Goods Factories or Resource Gain Efficiency, among other bonuses.

Once the focus A Flame the Ages Shall Not Extinguish! is taken, you will declare war on Flag of Lake City Lake City, Flag of Deponya Deponya, Flag of River Republic River Republic, Flag of Nimbusia Nimbusia, Flag of Kingdom of Wittenland Kingdom of Wittenland, Flag of Diamond Mountain Diamond Mountain and Flag of Ponaidhean Ponaidhean. Should you win you will be able to core all of those lands, you will also have a series of issues to deal with. Later you will be able to attack and integrate Flag of Farbrook Farbrook, Flag of Firtree Villages Firtree Villages, Flag of Watertowns Watertowns, Flag of Barrad Magocracy Barrad, Flag of Kása Free State Kása Free State and Flag of Austurland Austurland.

In Defence of Democracy[]

The Tree for the Coup post communist victory

If the communists win the election, you will be given the option to coup the government as Cobalt Wind.

The first focus on the tree wil choose who the admiralty shall work with, the harmonists or the non-aligned. If the former is chosen the left branch will be unlocked, this path will help you restabilize the republic and increase the popularity of harmony, you will also receive a Military Factory and a few bonuses such as: +7.5% Resource Gain Efficiency, +7.5% Construction Speed and +20% Monthly Population.

Should you choose to work with non-aligned, the right branch will be unlocked. Here you will gain stability and political power, you will also gain 2 Civilian Factories, 2 Naval Bases and 2 Naval Dockyards. Your trade law will be set to Free Trade and you will gain -3% Consumer Goods Factories and +10% Factory Output.

The initial central branch is short but will give you nice bonuses like the ability to curtail extreme ideologies, +1.5% Recruitable Population, +1 Operative Slot, a Research Slot and an improvement to your Science Base. Once it and one of the other branches has been finished, you may take A Republic Reforged, giving you significant stability and +20% Recruitable Population Factor.

From there you will be able to declare war on Flag of Diamond Mountain Diamond Mountain, which won't be able to call in the River Coalition for 90 days, coring Dit-Kazar and releasing a puppet in the rest of their lands. You will also be able to war and core Flag of Greneclyf Greneclyf and obtain 3 Naval Dockyards and 3 Naval Bases. Finally you will receive especial espionage operations against the Hillponies as well as attack Flag of Farbrook Farbrook and core their states.

To Save a Nation[]

The Tree for the Coup should tensions be too high

Should electoral unrest reach 70% or more, Cobalt Wind may choose to seize power, leading the new supremacists, the Bakarski Admiralitet and leaving the River Coalition.

Following the left branch you will gain some stability, lower the popularity of other parties and gain some espionage bonuses. You will also be faced with a choice, in which you may invest in the military, receiving 1 Military Factory and up to +2% Recruitable Population, or invest in the civilian sector, granting you 1 Civilian Factory and production bonuses. The left branch follows a similar vein, stabilizing the nation and giving you a choice between the military and civilian industrial sectors, you will also improve your Science Base.

The central branch will give you some choices. You may either hold new elections (overseen by the admiralty) or elect to enact Emergency Powers, Cobalt Wind will remain in power regardless. You may also influence the media or allow minor opposition talk. This path will also give you a Research Slot, +10% Defense and Attack on Core Territory and +1% Recruitable Population.

Once the nation is stable you will be able to look outwards, attacking Flag of Diamond Mountain Diamond Mountain (which won't be able to call the River Coalition for 90 days) and coring Dit-Kazar while setting up a vassal in the rest of their states. You will also be able to war and core Flag of Greneclyf Greneclyf and Flag of Farbrook Farbrook.

Industrial Tree[]

The Industrial Tree for Bakara

Bakara has a strong industrial tree which allows the nation to quickly develop itself technologically and industrially. Some notable focuses:

  • The Ponies are the Future can be completed very early, it will give you a decision which can be taken twice and will raise your Literacy Level to Negligible Iliteracy.
  • National Geology Survey will give you the possibility to prospect for resources, you will obtain more oil, chromium and steel in your lands.
  • Both Technology Over All and The Workshop of the East will improve your Science Base and give you some small bonuses.
  • Completing either of the previous will allow you to Create the BNAPZ, granting you a Research Slot.
  • Synthetic Crystal Manufacturing will make your Synthetic Refineries produce crystals and Adopting Modern Steel Milling Methods will make your Civilian Factories produce steel.

The tree will also give you several small bonuses, some factories and various one-off research bonuses, in particular the last focus will give you a one time 300% Research Bonus for Nuclear Technology.

Military Tree[]

The Military Tree for Bakara

After its initial focus, which will give you +5% Base War Support and 15 experience of all types, the tree can be roughly divided into three sections, one for the airforce, one for the army and one for the navy.

In the airforce branch you will have an early choice between Naval Bombers, Close Air Support or a bonus to Doctrine Research Speed and Air Experience Gain. You may gain 2 Air Bases, 1 Radar Station, 20 Experience and a small stockpile of planes. There are also several one-off research bonuses, in particular +300% Jet technology at the end of the tree.

The army branch will give you several choices. Lower production cost for Infantry Equipment or Soft Attack and Reliability, a strong offensive or defensive Chief of Army, more or better Special Forces and finally improving or scraping the Militia System. You will also improve all of your army leaders, receive 2 Military Factories and a small stockpile of equipment as well as various one-off research bonuses and small improvements to non-mechanized land forces.

On the navy branch you will receive a large number of one-off research bonusese, with the first focus granting you 3x 100% Research Bonus for Naval Doctrine. You may also obtain 4 Naval Bases, 4 Naval Dockyards as well as obtain two marines divisions and the possibilty to obtain the Torpedo Cruiser technology.

Name Trait Prereqs Effects Cost
defaultadvisor
 Velvet Hooves


Infantry (Specialist)
  • Has completed focus Review the Officer Corps
  • Infantry Division Attack: +5.0%
  • Infantry Division Defense: +10.0%
150
defaultadvisor
 Crimson Meadow


Artillery (Specialist)
  • Has completed focus Review the Officer Corps
  • Artillery Attack: +10.0%
  • Artillery Defense: +5.0%
150
defaultadvisor
 Dayglow


Army Offense (Genius)
  • Has completed focus The Spearhead
  • Division Attack: +15.0%
  • AI Modifier: Focus on Offense: +15.0%
150
defaultadvisor
 Moon Beam


Army Defense (Genius)
  • Has completed focus The Bulwark
  • Division Defense: +15.0%
  • AI Modifier: Focus on Defense: +15.0%
150

Technology[]

Army Naval Air Tech / Industry
  • Harpuna M92 (Breech-Loaded Rifles)
  • Marines I
  • Mountain Infantry I
  • Engineer Company I
  • Recon Company I
  • Land Carronade (Pre-Industrial Artillery)
  • 1007 Destroyer
  • Smoke Generators
  • Basic Depth Charges
  • Early Cruiser
  • Early Heavy Ship
  • Early Submarine
  • Basic Torpedo
  • Naval Gunnery
  • Casemate Secondary Battery
  • Fire Fighting Drills
  • Traport Ship
  • Contact Mine
  • P-L-V (Prototip Letečega Vozila) (Early Fighter)
  • P-L-V-B (Prototip Letečega Vozila - Bombnik) (Early Bomber)
  • None
Doctrine Racial
  • None
  • Fleet in Being
  • None
  • Pegasus Division

Politics[]

National Spirits[]

Shipmasters of the East.png
Shipmasters of the East
  • Naval Experience Gain: +0.03 daily
  • Navy Chief Cost: -10%
  • Naval Doctrine Research Speed: +10%
  • Naval Research Speed: +5%

The storied Bakaran naval tradition is unrivaled across the entire East. For centuries, the skill of our sailors has allowed our people to prosper and become renowned traders and merchants. Although outsiders sometimes find the cultural importance placed on Bakaran shipbuilding strange, sea power has served us very well throughout the ages.

The Bakaran Militia System.png
The Bakaran Militia System
  • Mobilization speed: +10.00%
  • Division Organization: -10.0%
  • Division Recovery Rate: +5.0%
  • Division Attack on core territory: +5.0%
  • Division Defense on core territory: +5.0%
  • Planning Speed: -15.0%

Instead of having an official centralised army, Bakara's dedicated land forces are composed of self-organised groups of passionate volunteers. These militia companies, although quite enthusiastic, often suffer from poor discipline.

The Ancient Republic.png
The Ancient Republic
  • Daily Political Power Gain: +0.05
  • Stability: +10.00%
  • Surrender Limit: +5.00%

Bakarans take great pride in their nation for being one of the oldest Republics in the world. This democratic tradition remains strong to this day, and many citizens see it as Bakara's special duty to stand as a bastion for democracy and justice.

The Election of 1007.png
The Election of 1007
  • Political Power Gain: -15%
  • Acceptance of Harmonist Diplomacy: +25
  • Acceptance of Communist Diplomacy: +25
  • Acceptance of Supremacist Diplomacy: +25
  • Acceptance of Unaligned Diplomacy: +25

This year's upcoming election has become highly contentious, with the different parties' incompatible visions for Bakara's future exposing deep societal divisions. The campaign has already seen unprecedented levels of political violence, and many fear the worst is yet to come.

Treaty of Coltstream Member.png
Treaty of Coltstream Member
This state has signed the Treaty of Coltstream. In 898 the River Coalition was founded after an attack by the Griffon Orders was pushed back. The founding members of the treaty were Lake City, Deponya, River Republic and Nimbusia. Although the treaty has been mainly a defensive alliance since its inception, some politicians and their supporters advocate to expand the treaty to allow for more cooperation between the states of the River Coalition.

Leaders[]

Leader Party Description Traits
Water Lily
Water Lily


Harmony

SDH (Stranka Družbene Harmonije)

Born: 964, Rural Bakara near Mareibor

Biography: Born to a relatively poor farming family in the rural countryside of Bakara, far from the coasts for which the nation is famous, Water Lily surely would not have expected to be where she is today. Moving to Bakara city to pursue higher education, she became a teacher and was able to support herself and her new husband, a fellow university graduate. As a teacher, she became involved in her community and began to see the poverty that surrounded her in Bakara. In an attempt to amend this, she ran for the Mayorship of the city as a dark horse candidate and won against all the odds. It has been many years since then, and now Water Lily, the head of the SDH, must hold to her values and protect democracy and unity in Bakara against huge odds. This isn't just the classroom anymore.
Portrait By: Scroup

Tea Dip
Tea Dip


Non-Aligned

BSP (Bakarska Stranka Pravica)

Born: 968, Bakara City

Biography: Tea Dip is the type of mare where you will never see a frown on her face. Endlessly charismatic and eternally suave, she rose up from a simple dock worker to the prodigal daughter of the CEO of the largest shipping company in Bakara. When he passed, she began a battle over company leadership with his biological son, eventually winning out through business guile, and a marriage proposal. With her new husband in tow, Tea prepared to do what she loved the most. Making obscene amounts of money. But to her dismay, she found herself liberated by the economic freedom allowed by the treaty of Coltstream, but stifled by the political aspects of the same body, and countless other Bakaran merchants felt the same way. Finding something to fight for, she handed control of her company to her husband and used her wealth to found the "Bakarska Stranka Pravica" and has campaigned with it ever since. Now as leader of her nation she will finally have the chance to put her ideas into practice.
Portrait By: Ignacio

Bray Foam
Bray Foam


Communism

ZDS (Združena Komunistična Stranka)

Born: 940, Marelje

Biography: Son of a common laborer in the north-west of Bakara, Bray Foam quickly began to rise above the circumstances of his birth. Becoming fascinated with numbers and statistics, he eventually began to study economics in depth. He soon left his town to study this in Rijektograd and returned as a economic advisor to his community. But while in Rijekograd, he met a pony by the name of Caramel Haze. While at the time they both had little to do with politics, the meeting would change both their lives. They began a correspondence and slowly both adopted socialist ideas, with Foam becoming Haze's "2nd" in many ways. From there, Bray Foam became more and more involved in Bakaran politics, and one day, when the former de facto leader of the nation's socialists died in a mining strike, many turned to the modern educated economist in their midst. From there, Bray brought the Bakaran socialists closer to their brothers in the River Republic, but whether he keeps that course remains to be seen.
Portrait By: Twotail

Firm Scow
Firm Scow


Supremacy

BFZ (Bakarska Fašistična Zveza)

Born: 983, Bakara City

Biography: Firm Scow is the inheritor of a legacy, and has a lot to prove to her family and her nation. The daughter of her party's previous leader, the infamous Scorch Scow, Firm has definitely made a name for herself separate from her father's legacy. While he was known to be curt and harsh, Firm is open and amenable. Where he shut the party's doors to all but the most fanatical, Firm opened the BFZ to the wider population. And this change in leadership marked a sea change for the party. Growing from a minuscule fringe under her father, Firm Scow has lead a massive expansion and is hailed as a leader many times that of her dad. But none would say this to her face, her father is many years dead now. Struck down by a "sleeping sickness". And despite her distant and often seriously troubled relationship with him, she guards his memory fiercely. And now Firm Scow stands at her nation's helm. Ready to guide it, and the Riverlands as a whole into a new age of prosperity and opportunity. And if it is not that easy, she only needs to remember her father's old adage, "Mares and stallions may say they don't want something. But there is always something that can convince them. Always.
Portrait By: Vanilla Swirl

Cobalt Wind
Cobalt Wind


Harmony / Supremacy / Non-Aligned

SDH (Stranka Družbene Harmonije) / Admiralitet (Bakarsk Admiralitet) / BSP (Bakarska Stranka Pravica)

Born: 978, Vetailje

Biography: Admiral Cobalt Wind has lived her life as almost all would expect. The daughter of two former admirals, she has grown up in the family profession and embraced her inherited role as Bakara's greatest Admiral. An intelligent mind with a knack for being in front of cameras, Cobalt has brought the Navy to the forefront of the Bakaran mindset once again, and has become a public figure in her own way. This is where her similarities to her parents end though, while they were generally a-political, Cobalt has never held her tongue on matters of national policy and has spoken out many times against government policies, while never directly aligning herself with any of the opposition parties. The one view she has made clear however, is her hatred of communism, which she sees as the cause of societal degradation, and has made a point of trying to keep socialist sympathies out of the Navy. But now it seems her life takes a new heading. As Bakaran head of state, Cobalt Wind will apply her military mindset to national governance. And her citizens can only guess how that will end up.
Portrait By: Silverstorm

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Silver Sail
 Silver Sail


Captain of Industry
Hedonist
None
  • Infrastructure construction speed: +10.00%
  • Civilian Factory construction speed: +10.00%
  • Refinery construction speed: +10.00%
  • Stability: -5.00%
150
Star Chaser
 Star Chaser


Minister of Agriculture None
  • Monthly Population: +15.0%
150
Spice Barque
 Spice Barque


Silent Workpony None
  • Political Power Gain: +15%
150
Sunshine Carrack
 Sunshine Carrack


Compassionate Grandee None
  • Improve relations opinion: +15.00%
  • AI Modifier: Focus on Peace: +5.0%
150
Ebony Wing
 Ebony Wing


Financial Expert None
  • Consumer Goods Factories: -3.0%
150
defaultadvisor
 Piles Honey


Illusive Gentlestallion
  • Has created an Intelligence Agency
  • Operative slots: +1
  • Agency upgrade time: -15.0%
150

Tank Designer

Name Trait Prereqs Effects Cost
Solinar Automobiles
 Solinar Automobiles


Medium Tank Designer None
  • Armor Research Speed: +10%
  • Medium Tank:
    • Max Speed: +5%
    • Soft attack: +5%
  • Armor:
    • Reliability: +5%
    • Soft attack: +5%
150
Tomos Heavy Armour Manufacturing
 Tomos Heavy Armour Manufacturing


Heavy tank designer None
  • Armor Research Speed: +10%
  • Heavy Tank:
    • Breakthrough: +5%
    • Hardness: +5%
  • Armor:
    • Armor: +5%
    • Hard attack: +5%
150

Ship Designer

Name Trait Prereqs Effects Cost
Elan Shipping
 Elan Shipping


Raiding Ship Designer None
  • Naval Research Speed: +10%
  • Carrier:
    • Surface Visibility: -10.0%
    • Max Speed: +10%
    • Deck size: -10%
  • Capital Ship:
    • Surface Visibility: -10.0%
    • Max Speed: +10%
    • Heavy Attack: -10%
  • Screen:
    • Surface Visibility: -10.0%
    • Max Speed: +10%
  • Submarine:
    • Sub Visibility: -10.0%
    • Surface Visibility: +10%
    • Max Speed: +10%
150
Iskra Shipbuilding
 Iskra Shipbuilding


Battlefleet Designer None
  • Naval Research Speed: +10%
  • Capital Ship:
    • Armor: +15%
    • Heavy Attack: +15%
  • Screen:
    • Torpedo attack: +25%
    • Sub detection: -25%
150
Zoot Dockyards
 Zoot Dockyards


Lunar Ocean Fleet Designer None
  • Naval Research Speed: +10%

Carrier:

  • Deck size: +25%
  • Armor: -15%
  • Max Range: +25%
  • Capital Ship: +25%
  • Screen: +25%
  • Submarine: +25%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Amis Aerodynamics
 Amis Aerodynamics


Range-focused Aircraft Designer None
  • Air Research Speed: +10%
  • Fighter: Range: +10%
  • Scout Planes: Range: +10%
  • Heavy Fighter:
    • Range: +10%
    • Reliability: +20%
  • Tactical Bomber: Reliability: +20%
150
Istrabenz Flights
 Istrabenz Flights


Heavy Aircraft Designer None
  • Air Research Speed: +10%
  • Strategic Bomber: Strategic Bombing: +10%
150
Tehnika Aerodynamics
 Tehnika Aerodynamics


CAS Designer None
  • Air Research Speed: +10%
  • Close Air Support:
    • Ground Attack: +10%
    • Reliability: +10%
  • Carrier CAS:
    • Ground Attack: +10%
    • Reliability: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Koper Armoury
 Koper Armoury


Artillery Designer None
  • Artillery Research Speed: +10%

Towed Artillery:

  • Soft attack: +5%
  • Defense: +5%
150
Žiri Cannon Foundry
 Žiri Cannon Foundry


Infantry Equipment Designer None
  • Weapons and Equipment Research Speed: +10%

Infantry Equipment:

  • Breakthrough: +5%
  • Defense: +3%
150
Gorica Motors
 Gorica Motors


Motorized Equipment Designer None
  • Motorization Research Speed: +10%
  • Motorized: Max Speed: +5%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Kamnik Drilling
 Kamnik Drilling


Refining Concern None
  • Synthetic Resources Research Speed: +10%
  • Refinery construction speed: +5.00%
150
Amebis Electronics
 Amebis Electronics


Electronics Concern None
  • Electronics Research Speed: +10%
150
Gorenje Industries
 Gorenje Industries


Industrial concern None
  • Industrial Research Speed: +10%
150

Theorist

Name Trait Prereqs Effects Cost
defaultadvisor
 Lightning Charm


Military Theorist None
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +10%
150
defaultadvisor
 Violet Dusk


Air Warfare Theorist None
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Speed: +10%
150
defaultadvisor
 Apple Cider


Naval Theorist None
  • Navy Experience Gain: +0.05 daily
  • Naval Doctrine Research Speed: +10%
150

Chief of Army

Name Trait Prereqs Effects Cost
defaultadvisor
 Forest Green


Army Organization (Expert) None
  • Division Organization: +8.0%
150
defaultadvisor
 Windy Breeze


Army Drill (Expert) None
  • Division training time: -10.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Cobalt WindM
 Cobalt Wind


Capital Ships (Genius)
  • Has unit leader: Cobalt Wind
  • Capital Ship Attack: +15.0%
  • Capital Ship Armor: +15.0%
150
defaultadvisor
 Stormy Skies


Old Guard
Screens (Genius)
None
  • Political Power Gain: +10%
  • Naval Experience Gain: -10.0%
  • Screen Attack: +15.00%
  • Screen Defense: +20.00%
150
defaultadvisor
 Sea Lily


Fleet Logistics (Genius)
  • Has unit leader: Sea Lily
  • Naval max range factor: +15.00%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
defaultadvisor
 Morning Light


Ground Support (Expert) None
  • Ace Superiority: +10.00%
150
defaultadvisor
 Song Bird


Naval Strike (Expert) None
  • Naval Bombing: +3%
  • Naval Targeting: +3%
  • Naval Agility: +3%
  • AI Modifier: Focus on Naval Air: +5.0%
150
defaultadvisor
 Platinum Wind


Airborne Assault (Expert) None
  • Paradrop attack: +2.00%
  • Paradrop defense: +5.00%
  • Paradrop agility: +5.00%
150
defaultadvisor
 Arctic Breeze


Airborne Assault (Expert) None
  • Interception attack: +5.00%
  • Interception defense: +5.00%
  • Interception agility: +5.00%
150

Military High Command

Name Trait Prereqs Effects Cost
defaultadvisor
 Star Bristle


Army Logistics (Genius) None
  • Division Attrition: -12.0%
150
defaultadvisor
 Pearl Diver


Commando (Specialist) None
  • Special forces Attack: +10.0%
  • Special forces Defense: +10.0%
150
defaultadvisor
 Wild Mane


Armor (Expert) None
  • Armor Division Attack: +10.0%
  • Armor Division Defence: +10.0%
150

Military Leaders[]

Army Commanders

Name Traits Skills Race
Tough Bunker
Field Marshal
Tough Bunker


Inflexible Strategist.png Inflexible Strategist

Skilled but stubborn. A good enough plan can survive contact with the enemy.

  • Defense: +1
  • Logistics: +1

Defensive Doctrine.png Defensive Doctrine
Especially skilled in fighting on the Defensive.

  • Max Entrenchment: +30.0%

Expert Delegator.png Expert Delegator
The art of delegation allows this leader to efficiently command several armies.

  • General Max Army Group Size: +2
Lv. 2
Attack.png: 1
Defense.png: 5
Planning.png: 2
Logistics.png: 3
Pony.png
Direct Drive
General
Direct Drive


Reckless.png Reckless

A good officer needs to lead from the front.

  • Planning Speed: +20.0%
  • Chance to get wounded in combat: +50.0%

Invader.png Invader
An expert in performing naval invasions. The perfect guy for preparing an invasion of a hostile beach and carrying it out.

  • Invasion Preparation Time: -30.0%
  • Amphibious Invasion Speed: +30.0%

Winter Specialist.png Winter Specialist
Possesses an intuitive understanding of the difficulties of fighting in Cold conditions.

  • Winter Attrition: -50.0%
Lv. 2
Attack.png: 2
Defense.png: 2
Planning.png: 2
Logistics.png: 2
Pony.png
Fall Line
General
Fall Line


Politically Connected.png Politically Connected

This leader has political connections which has smoothed the way for his career. Perhaps too quickly.

  • Leader Experience Gain: -10.0%
  • Promation Cost: -50.0%
Lv. 1
Attack.png: 1
Defense.png: 3
Planning.png: 1
Logistics.png: 1
Pony.png
Flight Risk
General
Flight Risk


Air Force Commander.png Air Force Commander

Either a former pilot or an air force officer relegated to army command, this general uses their experience to better coordinate joint air and land operations.

  • Air Superiority: +5.00%
  • Ground support: +3.00%

Ambusher.png Ambusher
Expertly able to trick enemy forces into ambushes.

  • Max Entrenchment: +5.0
  • Recon Bonus While Entrenched: +25.0%
Lv. 2
Attack.png: 1
Defense.png: 1
Planning.png: 3
Logistics.png: 3
Pony.png
Golden Target
General
Golden Target


Infantry Expert.png Infantry Expert

A true expert in leading infantry.

  • Infantry Division Attack: +10.0%

Artillery Expert.png Artillery Expert
A true expert in directing artillery.

  • Artillery Attack: +10.0%
Lv. 2
Attack.png: 3
Defense.png: 1
Planning.png: 1
Logistics.png: 2
Pony.png
Keen Perspective
General
Keen Perspective


Skilled Staffer.png Skilled Staffer

Surrounded by some of the best staff, this leader is able to organize and manage a larger number of units.

  • General Max Army Size: +6

Engineer Trait.png Engineer
Adept in the arts of crossing rivers and constructing field fortifications.

  • River
    • Attack: +5.0%
  • Fort
    • Attack: +10.0%
Lv. 2
Attack.png: 1
Defense.png: 1
Planning.png: 3
Logistics.png: 3
Pony.png

Naval Commanders

Name Traits Skills Race
Cobalt Wind
Admiral
Cobalt Wind


Media Personality.png Media Personality

This Admiral has a knack for giving the right quote to the right person.

  • Attack when in combat alogside the Pride of the Fleet: +10.00%
  • Defense when in combat alogside the Pride of the Fleet: +10.00%

Bold.png Bold
The difference between a bold attack and a stupid attack is that the bold attack succeeds.

  • Naval Speed: +10%
  • Damage: +5.00%

Career Officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.

  • Leader Experience Gain: +10.0%

Battleship Adherent.png Battleship Adherent
Naval air power will never become a viable alternative to big guns.

  • Naval AA attack: -20.00%
  • Capital Ship Attack: +10.00%
Lv. 3
Attack.png: 4
Defense.png: 3
Maneuvering.png: 3
Coordination.png: 3
Pony.png
Generic Navy Pony 7
Admiral
Sea Lily


Battleship Adherent.png Battleship Adherent

Naval air power will never become a viable alternative to big guns.

  • Naval AA attack: -20.00%
  • Capital Ship Attack: +10.00%

Lone Wolf.png Lone Wolf
While organising a large fleet is a difficult task, so is using a small force to its maximum potential.

  • Enemy fleet size penalty: +10.00%

Marksman.png Marksman
"Put the next salvo half a meter aft, right into their magazine."

  • Chance to score Critical Hit: +10.00%
Lv. 2
Attack.png: 1
Defense.png: 1
Maneuvering.png: 4
Coordination.png: 3
Pony.png
Generic Navy Pony 8
Admiral
Stormy Skies


Chief Engineer.png Chief Engineer

This officer knows how the ship actually works.

  • Chance to Receive Critical Hit: -20.00%
  • Capital Ship Attack: -5.0%

Career Officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.

  • Leader Experience Gain: +10.0%

Naval Lineage.png Naval Lineage
It takes 3 years to build a ship. It takes 300 years to build a tradition.

  • Number of ships in the first contact: +25%
  • Retreat Decision Chance: -25%
Lv. 3
Attack.png: 1
Defense.png: 5
Maneuvering.png: 4
Coordination.png: 4
Pony.png

Economy[]

Laws and Development[]

Laws and Development
Conscription Law Trade Law Economy Law
Volunteer Only.png Volunteer Only
  • Recruitable Population: 1.50%
Export Focus.png Export Focus
  • Construction Speed: +10.00%
  • Research Speed: +5.00%
  • Factory Output: +10.00%
  • Dockyard Output: +10.00%
  • Resources to Market: +50%
  • Civilian intelligence to others: +20.0%
  • Navy intelligence to others: +10.0%
Civilian Economy.png Civilian Economy
  • Industrial Research Speed: +3%
  • Electronics Research Speed: +2%
  • Consumer Goods Factories: 35.0%
  • Military to Civilian Factory conversion cost: +30.00%
  • Civilian to Military Factory conversion cost: +30.00%
  • Fuel Gain per Oil: -40.00%
  • Fuel Capacity: -25.00%
  • Infrastructure construction speed: +10.00%
  • Military Factory construction speed: -30.00%
  • Civilian Factory construction speed: -30.00%
  • Refinery construction speed: +5.00%
Scientific Development Society Development Illiteracy
Small Science Base.png Small Science Base
  • Daily Political Power Gain: +0.20
  • Research Speed: -55.00%
Outdated Industrial Sector.png Outdated Industrial Sector
  • Resource Gain Efficiency: -10.00%
  • Construction Speed: -10.00%
  • Research Speed: -10.00%
  • Factory Output: -10.00%
  • Dockyard Output: -10.00%
Modest Illiteracy.png Modest Illiteracy
  • Construction Speed: -10.00%
  • Research Speed: -30.00%
Poverty Race
Negligible Poverty.png Negligible Poverty
  • No penalties
Pony.png Pony
  • Uses Pony Racial Tree

Industry and Resources[]

Factories
Military factory
2 Military Factories
Naval dockyard
4 Naval Dockyards
Civilian factory
5 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
18 15 0 0 7 5 0
Countries
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