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The County of Greifwald has long mastered the art of balancing many powers on the griffon continent, as its sits between the powers of Flag of Kingdom of Aquileia Aquileia and the Flag of Griffonian Empire Griffonian Empire. The current establishment of Greifwald has ruled for long already, but the County is troubled by many problems. Its citizens are poor, its industry greatly obsolete. And while the current regime tries its best to keep everything stable, there exists a small but hardworking anarchistic party there that could pose a great threat to the government. But more worryingly, there are whispers in the dark of Prelate Ebonwing's great ambition and plans.

Lore[]

As the Griffonian Empire collapsed in 978 the County of Greifwald was one of the many countries that left it.

In the mid 980's the territories of Lissay and Eagletown broke away from Greifwald and formed their own nation, Flag of County of Adelart Adelart. One of the few things all factions in Greifwald agree on is that territories held by Adelart must be taken back.

Count Cloudet and his cabinet currently rule Greifwald. However, in their rule poverty has remained a constant issue. This has lead to the rise of the Greifwald Anarchy Party led by Nestor Bernier which intends to overthrow the current regime and liberate their neighbours, or else. To help with the Greifwald's issues some have suggested following Prelate Ludwig Ebonwing plans to help improve the County, but many remain suspicious of his motives.

Currently Greifwald retains its independence, but it would find itself in major danger if Aquileia were to expand or a resurgent Griffonian Empire rise.

Starting Situation[]

Greifwald sits in a dangerous position between the Griffonian Empire and Aquileia. Both can get war goals against Greifwald. The main problem for Greifwald will be its lack of griffonpower and industry: It starts with a core population of meagre 2.08M and only has two military and four civilian factories. Once Adelart is annexed the core population will be 3.31M. Fortunately, all political paths give bonuses to recruitable population and griffonpower. Greifwald starts with a small military of 12.5k deployed griffons in 3 divisions.

Greifwald starts with the "Poverty" national spirit. Until it is removed Greifwald will be suffering crippling penalties. The player should seek to quickly remove it by going down whatever political path they choose.

How Greifwald deals with Aquilea and the Griffonian Empire will depend on what political path it chooses. Going non-aligned will see Greifwald allying with one against the other. However if it goes Communist or Supremacist, then Greifwald will be rapidly expanding to be able to fight against whichever great power comes. A Supremacist and Communist Greifwald are unable to form the Empire and Aquileia.

Threats and Opportunities[]

  • The Flag of Griffonian Empire Griffonian Empire is the main threat to Greifwald. It will usually go after Greifwald once it has united its vassals and defeated its enemies in the north. By then it will have a massive industry and military, allowing it to easily crush an unprepared Greifwald. There are generally two ways to deal with the Empire: Either fortify the borders and wait for it to attack or if Greifwald has built up its army, attack it while it is busy in northern Griffonia.
  • The Flag of Kingdom of Aquileia Kingdom of Aquileia is the second main threat to Greifwald. In all its political paths it will get a war goal against it.
  • The Flag of County of Adelart County of Adelart used to be part of Greifwald and thus it has cores on them. All political paths for Greifwald give a war goal against them and they will usually be the first target.
  • Flag of Pomovarra Pomovarra, Flag of City of Flowena Flowena, and Flag of House Avian House Avian are other minor nations to the east and further targets for expansion. Depending on the political path Greifwald will get war goals and cores on them.

National Focus[]

Griefward Focus Tree

The County of Greifwald has mostly normal military, air, and navy trees. A notable focus in its army tree is the research slot at the end.

The industrial path gives its typical bonuses. A particular path to take note of is the right side: It requires states owned by Adelart and adds more oil to those states. From these focuses Greifwald can get -5% consumer goods and 81 oil in those states allowing Greifwald to become the oil capital of Griffonia.

Political Paths

The County of Greifwald has 3 political paths to choose from.

The Communist path starts with the Anarchists waging war against the current Greifwaldian government. After Nester declares Greifwald a free territory the anarchists will then focus on making Greifwald into a utopia and liberating their neighbors. This path will give war goals and cores on Flag of Pomovarra Pomovarra, Flag of House Avian House Avian and Flag of City of Flowena City of Flowena. Notably, it will gain +25% non-core griffonpower and -50% justify war goal time which makes it ideal for expansion and helps compensate for the lower griffonpower.

The Non-Aligned path is more focused on diplomacy. Initially, Greifwald can either pursue a policy of neutrality between Aquileia and the Griffonian Empire or seek cooperation with them. Eventually, Greifwald can ask for guarantees from the two major powers and remove the war goals against them from their focus tree. The left and right paths are not mutually exclusive.So a Greifwald player can seek bonuses from both Aquileia and Griffonia (left + right), or the neutral path (centre).

The Supremacist path starts with accepting the Prelate's plans to improve the military and economy before he takes over. Once the Prelate becomes the ruler he will make more radical changes. The end gives a choice between “Answer the Fatherland’s Call” and ‘Fight for Independence”. The former will have the Griffonian Empire annex Greifwald. While it's shorter than the other political paths, the poverty national spirit and science bases are immediately improved and a research slot is given earlier than in the other paths.

Spoilers below, we recommend these are best experienced in game before reading

Greifwald has 2 hidden paths in its political tree.

Secret Non-Aligned Path

In the Non-Aligned path, after taking the focus "Loosen Immigration Laws" the decision "A Change of Pace" will become available if the Flag of Changeling Lands Changelings have capitulated. Taking the decision will reveal a branch below the Non-Aligned path. This branch will allow changeling refugees to come to Greifwald in exchange for their aid in improving Greifwald's military, industry, and research. In addition, the states of Greifwald will see increases in population from these focuses.

Secret Supremacy Path

In the Supremacy path, after taking the "Destroy Adelart" focus, the focus "Fight for Independence" will change to "Whispers in the Dark...". Its effect will change to a 40% loss in stability. Twenty days after the focus is complete you will get an event which reveals the rest of the Supremacy path. The Prelate has began receiving visions of Maar and will follow the orders of his dark god. This path will give war goals and cores on Pomovarra, Flowena, and House Avian. The states will see decreases in population in return for strong bonuses. This path is suited for expansion as you will get -50% justify war goal time and 20% non-core griffonpower. Keep in mind after taking "Return of the Old One" the trade law will automatically change to Closed Economy and cannot be changed. The focus will also unlock "Maarite Favour" decisions, which will decrease the population of specific states in exchange for boosts to political power and stability, military, or production.

The national spirit the "Visions of Madness" focus gives the following maluses to attacked nations:

Triumphant will.png
Visions of Madness
  • Planning Speed: -15.0%
  • Daily Political Power Gain: -0.15
  • Division Attack: -10.0%
  • Division Defence: -10.0%
  • Division Organization: -5.0%

Visions of madness, death and destruction plague the waking and sleeping moments of our soldiers making the war that much harder.


Spoiler end.

Technology[]

Army Naval Air Tech / Industry
  • Musket
  • Mountain Infantry I
  • Recon Company I
  • Pre-Industrial Artillery
  • None
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • Knights Division I
  • We Can Fly?!

Politics[]

National spirits[]

Adelart Revanchism
  • Recruitable Population Factor: 5%
  • War Support: +10%

The loss of Adelart has made the population more inclined towards war.

Leaders[]

Leader Party Description Traits
NewCloudet.png
Count Cloudet
Non-Aligned/Harmony

D'Graf vum Kabinett

Nestor-0.png
Nestor Bernier
Communist

Griefwald Anarchistescher Unioun

Prelate.png
Prelate Ludwig Ebonwing
Supremacy

D'Keeser Kierch

Spoilers below, we recommend these are best experienced in game before reading
Leader Party Description Traits
Trommel.png
Count Cloudet
Non-Aligned

D'Graf vum Kabinett

Great War Hero
  • War Support: +5%
  • Stability: +5%
  • Division Attack on core territory: +20%
  • Division Defence on core territory: +20%
  • This is Trimmel in disguise as Count Cloudet

Spoiler end.

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Saskia Skarmony Silent Workpony None
  • Political Power Gain: +15.0%
150
Reinhold Grinfeather Backroom Backstabber None
  • Political Power Gain: +5.0%
  • Ideology drift defence: +15.0%
150
Albert Greenclaw Ruthless Industrialist None
  • Construction Speed: +5%
  • Production Efficiency Cap: +5%
  • Daily Political Power Cost: +0.10
150
Thibault Rosewing Captain of Industry None
  • Civilian Factory construction speed: +10.0%
  • Infrastructure construction speed: +10.0%
  • Refinery construction speed: +10.0%
150
Elva Smailtail Prince of Terror None
  • Effect of partisans on us: -25.0%
  • Foreign subversive activities efficiency: -30.0%
  • Non-core Ponypower: +2.0%
150
Quentin Taranbeako Financial Expert None
  • Consumer Goods Factories: -5%
150
Hademar Stormbreath Occultist None
  • Ideology drift defence: +5.0%
  • Daily Political Power Cost: -0.05
  • Research Time: -2.5%
150
Eirik Syvertsen Cult Leader None
  • Ideology drift defence: +10.0%
  • Stability: +5.0%
  • Political Power Gain: +10%
150

Tank Designer

Name Trait Prereqs Effects Cost
Armour Company Tank Designer None
  • Armour Research Time: -10%
  • Armour Reliability: +5%
150

Ship Designer

Name Trait Prereqs Effects Cost
Naval Company Ship Designer None
  • Naval Research Time: -10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Light Air Company Light Aircraft Designer None
  • Air Research Time: -10.0%
  • Fighter Agility: +10%
  • Fighter Max Speed: +10%
  • Carrier Fighter Agility: +10%
  • Carrier Fighter Max Speed: +10%
150
Medium Air Company Medium Aircraft Designer None
  • Air Research Time: -10.0%
  • Heavy Fighter Reliability: +20%
  • Tactical Bomber Reliability: +20%
150
Heavy Air Company Heavy Aircraft Designer None
  • Air Research Time: -10.0%
  • Strategic Bomber Strategic Bombing: +10%
150
Naval Air Company Naval Aircraft Designer None
  • Air Research Time: -10%
  • Naval Bomber Range: +10%
  • Naval Bomber Naval Attack: +10%
  • CV Naval Bomber Range: +10%
  • CV Naval Bomber Naval Attack: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Motorisation Company Motorised Equipment Designer None
  • Motorisation Research Time: -10.0%
150
Small Arms Company Infantry Equipment Designer None
  • Weapons and Equipment Research Time: -10.0%
150
Artillery Company Artillery Designer None
  • Artillery Research Time: -10.0%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Industrial Company Industrial Concern None
  • Industrial Research Time: -10.0%
150
Electronics Company Electronics Concern None
  • Electronics Research Time: -10.0%
150

Theorist

Name Trait Prereqs Effects Cost
Kaspar Hellwing Military Theorist None
  • Land Doctrine Research Time: -10.0%
  • Experience Gain Army: +0.05 Daily
150
Edouard Lussier Air Warfare Theorist None
  • Air Doctrine Research Time: -10.0%
  • Experience Gain Air: +0.05 Daily
150
Walfried Lightail Naval Theorist None
  • Naval Doctrine Research Time: -10.0%
  • Experience Gain Navy: +0.05 Daily
150

Chief of Army

Name Trait Prereqs Effects Cost
Gunther Sunfeather Army Defence (Genius) None
  • Division Defence: +15.0%
  • AI Modifier: Focus on Defense: +10.0%
150
Landrich Goldplume Army Offensive (Specialist) None
  • Division Attack: +5.0%
150
Alwina Foresttalon Army Organisation (Expert) None
  • Division Organisation: +8.0%
  • AI Modifier: Focus on Offense: +10.0%
150
Annie Boulle Army Drill (specialist) None
  • Division training time: -5.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Sylvaine Lagarde Commerce Raiding (Expert) None
  • Convoy Raiding Efficiency: +15.0%
150
Jannik Petalbeak Fleet Logistics (Expert) None
  • Naval max range: +10.0%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Heinrich Moonfeather Air Superiority (Expert) None
  • Air Superiority attack: +3.0%
  • Air Superiority defence: +3.0%
  • Air Superiority agility: +3.0%
150
Fernand Auguste Strategic Bombing (Expert) None
  • Bomber Attack: +2.0%
  • Bomber Defence: +2.0%
  • Bomber Agility: +2.0%
  • Strategic Bombing: +5.0%
150
Lydia Bluecrest All-Weather (Specialist) None
  • Bad Weather Penalty: -10.0%
150

Military High Command

Name Trait Prereqs Effects Cost
Hans Highclaw Artillery (Specialist) None
  • Artillery Attack: +10.0%
  • Artillery Defence: +5.0%
150
Henry Brazier Infantry (Specialist) None
  • Infantry Division Attack: +5.0%
  • Infantry Division Defence: +10.0%
150
Wingberta Moonwing Armour (Expert) None
  • Armour Division Attack: +10.0%
  • Armour Division Defence: +10.0%
150
Harald Mistfeather Army Regrouping (Genius) None
  • Division Recovery Rate: +12.0%
150
Jasmin Bonnet Commando (Genius) None
  • Special forces Attack: +20.0%
  • Special forces Defence: +20.0%
150

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%
Industrialising Society.png Industrialising Society
  • Resource Gain Efficiency: -20.00%
  • Monthly Population: -10.0%
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -10.00%
  • Research Speed: -20.00%
  • Factory Output: -20.00%
  • Dockyard Output: -20.00%
  • Factory Bomb Vulnerability: -25.00%
Modest Illiteracy.png Modest Illiteracy
  • Construction Speed: -10.00%
  • Research Speed: -30.00%
Poverty Race
Extreme Poverty.png Extreme Poverty
  • Monthly Population: -15.0%
  • Recruitable Population: -0.90%
  • Consumer Goods Factories: 15.0%
  • Construction Speed: -20.00%
  • Research Speed: -15.00%
Griffon.png Griffon
  • Uses Griffon Racial Tree

Industry and Resources[]

Factories
Military factory
2 Military Factories
Naval dockyard
0 Naval Dockyards
Civilian factory
4 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
0 0 0 11 12 0 0
Countries
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