In Equestria at War, some countries are modern societies with electricity, universities, and thriving industries. Others are agrarian and tribal. To model these vast differences all countries are assigned a Science Base, which measures their capacity for modern learning and discovery, and an Industrial Base, which measures their ability to support modern industry and make full use of infrastructure and resources. The industrial level is also used for special conditions, such as Detached Country.
Scientific Development[]
Developed Science Base
No penalties
The famed universities of this nation are known for having educated countless exceptional individuals who have gone on and made breakthrough discoveries that have changed everyone's perception about nature. Their contribution to science is appreciated around the entire world.
Substantial Science Base
Daily Political Power Gain: +0.10
Research Speed: -30%
There are many talented scientists in this country, though not as many as in the most advanced nations of the world. Nevertheless they contribute much to science and regularly participate in the global community of intellectuals.
Small Science Base
Daily Political Power Gain: +0.20
Research Speed: -55%
Some philosophers and scholars in this country question traditional conceptions of nature and propose innovative explanations for how the world works. They also engage in discussion with fellow intellectuals abroad.
Poor Science Base
Daily Political Power Gain: +0.30
Research Speed: -80%
This country has very few intellectuals and scholars, who are primarily elders and priests. Even then, they focus primarily on recording knowledge instead of refining it or creating anything new.
Reforming Science[]
Naturally, less developed nations will wish to improve their base as soon as possible. The method varies from country to country.
Unique Focus Trees[]
Nations with unique focus trees typically use special focuses and events tailored for their country to reform, and other methods are locked out.
Griffonian Generic Focus Tree[]
The Griffon industrial tree has Focuses that improve the science base as follows.
Level
Focus to Reach
Prerequisites
Poor Science Base
N/A
N/A
Small Science Base
Education Reform
None
Substantial Science Base
Scientific Effort
>14 Factories
Developed Science Base
Scientific Effort II
None
Generic Reform[]
Some nations can reform their science base directly if they meet the conditions for a cost of 40PP per level. However, this path may be locked for many nations. To do this, click the Science Base icon in the nation page.
Level
Prerequisites
Poor Science Base
N/A
Small Science Base
>2 Civilian Factories
Technology - Musket
Substantial Science Base
Owns an Industrial Griffonian State
Owns a Cultural Griffonian State
>9 Factories
Developed Science Base
Owns an Industrial Griffonian State
>17 Factories
The list of states are as follows
Industrial Griffon States
The Imperial City
Skyfall
Falconia
Karthin
Aquilea
Griffonia
Featherzne
Sunset
Cultural Griffonian States
Luckport
Cloudbury
Midoria
The Residence
Griffonstone
Romua
Society Development[]
Modern Society
No penalties
This nation is at the forefront of economic and industrial capabilities. Increased wages for workers are spreading wealth from the immensely prosperous capitalists to the lower classes, greatly growing the standard of living. Automation is continually increasing to the point where the service industry is rapidly growing. The citizens are healthy and prosperous for the most part, with plenty of free time to spend on entertainment such as cinema and sports.
Outdated Industrial Sector
Resource Gain Efficiency: -10.00%
Construction Speed: -10.00%
Research Speed: -10.00%
Factory Output: -10.00%
Dockyard Output: -10.00%
Despite industrialising, this nation has largely failed to keep their industrial sector up to date with more modern nations. A lack of competitiveness is hurting the economy, but it is still growing quickly, with increased production allowing for the widespread adoption of many revolutionary technologies such as telegraph wires, railroads and sewage systems. First steps to adopt the use of combustion engines and electricity are being taken.
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%
A society in the process of industrial revolution. New machines are imported from abroad and sometimes even manufactured domestically, allowing for far more efficient production of goods. A more extensive bureaucracy and a principle of meritocracy improve governance, economy and healthcare, allowing for the population to grow more. With less workers needed on farms, many are migrating to cities looking for work in the newly established factories. Rural landowners are losing power while urban merchants are rapidly gaining it.
Agrarian Society
Resource Gain Efficiency: -50.00%
Monthly Population: -25.0%
Construction Speed: -50.00%
Production Efficiency Cap: -20.00%
Research Speed: -50.00%
Factory Output: -50.00%
Dockyard Output: -50.00%
Factory Bomb Vulnerability: -50.00%
An agrarian society is where a substantial portion of the populace, around 90%, is engaged in agriculture. The countryside is divided into countless small villages and towns, with only a few larger urban settlements. Because of this, rural landowners exert a considerable amount of influence. Hierarchies are strict and titles are often inherited. Production is the responsibility to crafters who often form fraternal societies otherwise known as guilds.
Tribal Society
Resource Gain Efficiency: -70.00%
Monthly Population: -30.0%
Stability: -30.00%
Construction Speed: -70.00%
Production Efficiency Cap: -30.00%
Research Speed: -60.00%
Factory Output: -70.00%
Dockyard Output: -70.00%
Factory Bomb Vulnerability: -70.00%
Loosely defined, a tribal society is one where boundaries and hierarchies are not clear. Their leaders have limited powers and are rarely hereditary. Family ties are very important, with most individuals belonging to a clan. Some of the populace relies on agriculture while most are pastoralists or hunter-gatherers. Specialized crafters, few in number, are responsible for production.
Special Societies[]
Communal Society
Daily Political Power Gain: +0.20
Resource Gain Efficiency: -50.00%
Monthly Population: -30.0%
Stability: +10.00%
Construction Speed: -50.00%
Production Efficiency Cap: -30.00%
Division Attack on Core Territory: +15.0%
Division Defense on Core Territory: +15.0%
Research Speed: -70.00%
Factory Output: -50.00%
Dockyard Output: -50.00%
Factory Bomb Vulnerability: -70.00%
AI Modifier: Focus on Peace: +25.0%
This primitive society is similar to a tribal one, but ownership is primarily communal. Everything is shared, including property and resources. Hierarchies are near non-existent, with leaders primarily having a ceremonial role and most of the population being equal. Such nations are somewhat similar to communist societies in the developed parts of the world, but have no connection to their ideology and are traditional, indigenous societies.
Communal societies are similar to Agrarian Societies, but have some bonuses to combat and stability. Currently this level is only used for the Northern Tribes and Watertowns, two Pony nations who shun the higher tech of their southern brethren. If upgraded by a focus, they will become an Agrarian Society.
Detached Country
Daily Political Power Cost: +0.20
Monthly Population: -30.0%
Construction Speed: -65.00%
Production Efficiency Cap: -10.00%
Research Speed: -800.00%
Factory Bomb Vulnerability: -70.00%
Ideology Drift Defense: +100.0%
Civilian intelligence to others: -80.0%
Army intelligence to others: -80.0%
Navy intelligence to others: -80.0%
Airforce intelligence to others: -80.0%
This nation has barely any connections to the outside world, having completely closed its borders and constantly patrolling them for intruders. As such, no new foreign ideas enter the country, and the society remains stuck in the past, unable to advance and closely following old traditions.
Detached countries are cut off from the rest of the world - other countries can't declare war on them, and although their military production is strong, their construction and research abilities are crippled. This is used for special countries that are in the middle of an isolated conflict or civil war that other countries will not meddle in - until the war is resolved, these countries are detached and can fight well, but cannot expand or improve. Currently only the Arcturian Order and the Dread League are detached societies.
Reforming Industry[]
Naturally, less developed nations will wish to improve their base as soon as possible. The method varies from country to country.
Unique Focus Trees[]
Nations with unique focus trees typically use special focuses and events tailored for their country to reform, and other methods are locked out.
Griffonian Generic Focus Tree[]
The Griffon industrial tree has Focuses that improve the industrial base. It works differently from the other methods, read carefully. Each focus improves industry by 1 level.
Level Up Focus
Max Level Reachable
Prerequisites
Industrial Revolution
Pre Industrial Society
None
Industrial Effort II
Outdated Industrial Sector
>14 Factories
Modernise Society
Modern Society
>14 Factories
Scientific Breakthrough
Modern Society
>50 Factories
Two examples as follows.
Deponya is an Agrarian Society. It needs to level up 3 times to reach modern society. By taking Industrial Revolution, Industrial Effort II, and Modernise Society, it will fully upgrade.
House Eyrie is an industrializing society. It only needs 2 levels to reach modernity, but the first focus, Industrial Revolution, cannot upgrade it past Industrializing Society. It will need to reach the 2nd and 3rd focuses, Industrial Effort II and Modernise Society to fully upgrade.
Equestrian Generic Focus Tree[]
The Equestrian industrial tree has Focuses that improve the industrial base. There are few generic nations in Equestria - this is usually only witnessed in tiny nations or puppets.
Level
Focus Required
Prerequisites
Tribal Society
N/A
N/A
Agrarian Society
Transform
>15 Factories
Pre Industrial Society
Agrarian Society
>25 Factories
Outdated Industrial Sector
Early Industrial Society
>35 Factories
Modern Society
Modern Society
>40 Factories
Illiteracy[]
Negligible Illiteracy
No penalties
The literacy rate in this country is above 90%, primarily thanks to universal schooling. The fight against illiteracy here is therefore considered to be concluded.
Limited Illiteracy
Construction Speed: -5%
Research Speed: -15%
Less than a fourth of the population cannot read, but increasingly cheap or even free education ensures most citizens attain basic reading skills.
Modest Illiteracy
Construction Speed: -10%
Research Speed: -30%
Despite continued efforts half of the populace in this country remains illiterate, with many being unable to attain a higher education.
Broad Illiteracy
Construction Speed: -15%
Research Speed: -45%
More than three quarters of the population in this nation is unable to read and many more cannot write. The amount of experts and skilled workers is relatively low.
Mass Illiteracy
Construction Speed: -20%
Research Speed: -60%
Due to pandemic illiteracy and a poor education system this nation's scientific capabilities are severely impaired, hence it cannot hope to make any significant scientific advances in the near future.
Poverty[]
Negligible Poverty
No penalties
This country has a functional economy with a minimal poverty rate. Work is readily available and jobs are easy to find.
Mild Poverty
Monthly Population: -4%
Consumer Goods Factories: 4%
Construction Speed: -5%
This country's economy is mostly functional, but there is some degree of poverty. Many are unemployed for now, but should be able find work in the near future.
Low Poverty
Monthly Population: -7%
Consumer Goods Factories: 7%
Construction Speed: -10%
Research Speed: -2.5%
This country has trouble with maintaining a competitive economy, and as a result poverty rates have risen. Unemployment is growing and many citizens rely on the generosity of others.
Moderate Poverty
Monthly Population: -12%
Consumer Goods Factories: 10%
Construction Speed: -15%
Research Speed: -5%
This country has a stuttering economy, with many being unemployed and struggling to survive. The local currency is suffering from inflation. In towns, bread lines are becoming longer and longer, and many businesses are closed.
High Poverty
Monthly Population: -13%
Consumer Goods Factories: 11%
Construction Speed: -16%
Research Speed: -7.5%
This country has serious economic issues, with masses of destitute civilians begging on the streets. Inflation is skyrocketing and riots are commonplace. Towns are emptying as citizens either migrate abroad or seek work in the countryside. Crime rates are steadily growing.
Severe Poverty
Monthly Population: -14%
Consumer Goods Factories: 13%
Construction Speed: -18%
Research Speed: -10%
This country is stricken by widespread poverty that especially affects the lower classes. Hunger ravages the poor who wander the land, begging for food. Cities, once humming with activity, have become quiet ghost towns. Crime is rampant as citizens become desperate.
Extreme Poverty
Monthly Population: -15%
Recruitable Population: -0.9%
Consumer Goods Factories: 15%
Construction Speed: -20%
Research Speed: -15%
This country has suffered a near total economic collapse leading to tremendous levels of poverty all across the board. Local money has become completely worthless. Crime lords dominate the land as the government cannot afford to maintain law and order. There is a mass exodus of civilians out of the country.