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For centuries, necromancers and vampires have resided in the frozen north of Griffonia, with only the Flag of Arcturian Order Arcturian Order to protect the other nations of Griffonia from invasion.

Yet the patrols of the Flag of Arcturian Order Arcturian Order grow infrequent, and the fractious league still plots from its hidden fortress of Magehold, their numbers swelling as practitioners of dark magic are compelled to travel there by the calling of the strange evil that taints the land.

Rosa Maledicta, a pony necromancer of skill, ambition, and talent - is a rising star in this dark council. She is prepared to go to any length to unite the Dread League into a true empire and wipe the curse of life from the world.

Will the mortals be ready to face the oncoming tide, or will hordes of flesh and bone consume them all?

Lore[]

The Structure of the League[]

The ancient and long-lived Dread League is one of the most peculiar nations in all of history, with a political system run by two societies of liches and vampires.

Muzius the Hallowed

A Necromancer of the Society of Bones

The necromancers of the Society of Bones raised ancient bones as skeletons and recent corpses as zombies, raiding graveyards and fresh battlefields to create a powerful tide of mindless horror. Their most powerful necromancers became liches, near-immortal individuals with their souls sealed away in a phylactery.

Fractured Note

A Vampire of the Coven of Blood

The vampires of the Coven of Blood, though few in number, fought with superpony ferocity and agility, converting promising individuals to their number, and entrancing mortals to serve them as servants and soldiers - thralls. Their education, appreciation of tactics and manipulation gave them a subtle danger different from that of the mindless hordes.

The ghouls provided the unglamorous backbone of the empire. Intelligent and undead, they needed to feast on flesh, especially brains, to prevent decay into mindless zombies, and provided the labour, manufacture, and intelligence needed to run the empire.

Headmaster Torygg

Headmaster Torygg maintains the vigil of the Arcturian Order

The Flag of Arcturian Order Arcturian Order was founded to halt the tide of the Dread League, but they found inhabiting an inaccessible frozen wasteland difficult, and soon dwindled in number and strength. Interest in fighting in some eternal crusade against the dark forces of Magehold dwindled, and patrols that once scoured the land now rarely passed.

Rosa Maledicta[]

Rosa Maledicta

Rosa Maledicta, currently the most powerful member of the Dread League

Change is stirring in the Flag of Dread League Dread League. Rosa Maledicta is one of many necromancers who are struggling for control over the fractured nation which is the Dread League. Rosa has recently risen as the de-facto leader of the necromancer council, but in the fickle lands of darkness, that may well quickly change. Rosa rules with an iron hoof, crushing all opposition with ruthless aggression and tyranny.

Once a unicorn living in the peaceful lands of Flag of Equestria Equestria, she has been called to the land of the dead by promises of power and justice. She was never happy in Flag of Equestria Equestria. Ponies rejected her dark talents and she has been betrayed by her old pony friends more times than she can count.

Never again. If the world will not love her, the world will learn to fear the name of Rosa Maledicta...

Gameplay Mechanics[]

Starting Mechanics[]

The Dread League's gameplay is completely dominated by three sets of penalties and bonuses.

Detached Country represents the Dread League as essentially a land forgotten by time and cut-off from the rest of the world, mostly stagnant.

  • 800% penalty to research speed,
  • -65% to construction speed and -10% to Production Efficiency Cap
  • Cannot be justified on

Magehold national spirit represents the Dread League's unique attributes as an undead army.

  • Mass armies of the dead - 20% Recruitable population, and 100% monthly population represent their large size and quick production, and 0% non-core ponypower to represent that (living) non-core ponypower cannot be used for their armies. They also receive -0.5 Width for Infantry and Magical Infantry, allowing them to fit greater hordes of undead into any battle
  • Need little supply, with -50.0% supply consumption, -80.0% division attrition, and no heat or winter attrition. This means that Dread League armies can function effectively across tough terrain and in almost all conditions.
  • Research Penalties - with a further 100% penalty to research on top of the Detached country penalty, you won't be researching fast
  • Command Power Mechanics - With -100% command power generation, command power will generate far more slowly. This command power can be spent on unique abilities - Dread League does not have the standard Force Attack / Last Stand / Staff Office Plan abilities.

Diplomatic Penalties - The undead are mortal enemies of all life, and all factions receive a -100 penalty to opinion. The Dread League cannot improve opinion, and thus cannot trade with anyone.

Cannot Justify Wargoals - The Dread League will have two enemies. First, the Arcturian Order, and then, every nation on the planet. There are no half measures when it comes to this war.

In short, the Dread League uses giant hordes of low tech, attrition/supply immune undead to overwhelm enemies, and will have to do so alone without the benefits of war justifications. The Dread League starts with 2 regular trained division totaling 12k used ponypower equipped with medieval melee weapons.

Raising the Dead[]

Starting with 25% recruitable population (out of a total population of ~1.7 million), the Dread League shouldn't struggle to fill their armies for the conquest of the Flag of Arcturian Order Arcturian Order. However once the war is won, extra bodies will pose a problem, as the Dread League cannot receive non-core ponypower.

The Dread League receives new decisions to begin converting the living in their conquered states. Running this decision will use crystals and reduce PP gain, but in exchange, each month, a portion of the living in conquered states will be killed and added as undead ponypower.

These hordes shall provide more than enough ponypower - the Dread League's greatest challenge is producing enough weaponry to equip its near-endless manpower.

Spending Crystals[]

Dread League special abilities are unlocked with the Mors Lucis focus. The Dread Army relies on the use of CrystalCrystal and Political PowerPolitical Power for many of their special abilities.

Just as with production, resource usage is temporary. For example, Steel will be unavailable for use whilst it is being used to produce guns, but available once production is ended. Similarly, Crystals will be unavailable for use whilst being used for Dread League decisions, but will return after some time once the decision is completed.

Decision CrystalCrystal Political PowerPolitical Power Description
Channel Dark Energy 2 20 Generate 6 Command power
Begin Converting the Living 12 100 Every 30 days, a portion of population in non-core states will be killed and added to recruitable ponypower. Dread League produces -5% political power whilst active
Stop Converting the Living 20 This will stop the converting the living decision, returning the crystals
Raise Crumbling Dead 10 150 This decision will spawn a random number of 3000 man divisions with 80% equipment that will vanish after 30 days. It will spawn at least 2 divisions, and then each border state will have a further solid chance to produce 1, or even 2 divisions
Create Weapons 12 150 +200% Factory output for 60 days
Rise Again 8 150 -75% Experienced soldier losses and -50% Training Time for 60 days

Spending Command Power[]

With -100% command power generation, command power will generate far more slowly. This command power can be spent on unique abilities - Dread League does not have the standard Force Attack / Last Stand / Staff Office abilities. Note that these abilities are extremely powerful, and will likely be critical to the success of the Dread League.

Drown them in Bodies
Base Cost 0.22/battalion, 7 days
Attack: +25%
Breakthrough: +25%
Organisation Losses: -100%
Strength Losses: +15%
Cannot Retreat While Attacking
Terrorise
Base Cost 0.22/battalion, 7 days
Division Recovery Rate: +50%
Divisions Speed: +20%
Breakthrough: 30%
Strength Losses: -30%
Undying
Base Cost 0.22/battalion, 14 days
-50% Organisation Losses
-80% Strength Losses
Spoilers below, we recommend these are best experienced in game before reading

Rosa's Transformation[]

Once Rosa reaches the end of her respective Bone / Blood tree, she will take a quest for the Chalice, which will ascend her to a more powerful being - a Lich or Vampire. This will grant her very large bonuses, shown below.

Leader Party Description Traits
Rosa Maledicta the Queen of Bones
Rosa Maledicta the Queen of Bones


Supremacy

Necromancer Council

This monster is a far cry from the unicorn of old. Rosa Maledicta has enacted a dark ritual and turned herself into a ferocious lich. With her phylactery well hidden, she is now pulsing with dark power. Her seeming invincibility makes her cocky and aggressive. If she was ruthless before, now she has redefined the meaning of the word. Rosa seems angrier than before, quick to take life and raise it again in her service. Any remark about her monstrous appearance is quickly rewarded with death and she strides with a wicked confidence. No longer does she need to harsh punishments and harsher threats to keep her fellow necromancers in line, now she simply does such things for the pleasure. She is Rosa Maledicta the Queen of Bones. She comes for your soul and there will be no negotiation. The Queen of the Dead

This character is The Queen of the Dead, a fearsome adversary.

  • Daily Political Power Gain: +0.20
  • Stability: 40%
  • War Support: 40%
  • Recruitable Population: 15%
  • Factory Output: +50%
  • AI Modifier: Focus on Offense +1000.0%

Queen of Bones (national spirit)

  • Recruitable Population: 5%
Rosa Maledicta the Queen of Blood
Rosa Maledicta the Queen of Blood


Supremacy

Necromancer Council

While the beauty of some ponies is a blissful dream, Rosa's is much more akin to a dark yet sensual nightmare. She flaunts her new vampiric skin quite readily and her harsh tyranny has cooled somewhat. One might be mistaken into thinking Rosa has become much more agreeable. One would be very wrong. Rosa is just as forceful and tyrannical as ever, but instead of almost desperate anger. She struts. There is a quiet sensual confidence about her which pulls others to her way of thinking. She has learned the vampire arts of influence well, and wields it masterfully. She is Rosa Maledicta the Queen of Blood. She comes for your soul and there will be no negotiation. The Queen of the Dead

This character is The Queen of the Dead, a fearsome adversary.

  • Daily Political Power Gain: +0.20
  • Stability: 40%
  • War Support: 40%
  • Recruitable Population: 15%
  • Factory Output: +50%
  • AI Modifier: Focus on Offense +1000.0%

Queen of Blood (national spirit)

  • Recruitable Population: 5%

War With the Arcturian Order[]

On completion of the Ravening Hunger / All Consuming Horde focus, the Dread League may declare war upon the Arcturian Order for 100 political power. However alternatives are available for both the Coven of Blood and Society of Bones paths. Should either attempt fail war will be automatically declared.

Diplomacy (Coven of Blood)[]

Rosa may call a diplomatic meeting with the Arcturian Order. The Arcturian Order will have an opportunity to agree to a meeting or decline.

Should a meeting be agreed, Rosa can attempt to corrupt their leadership, or falsely propose a treaty of peace and friendship.

Corruption Effort

The Flag of Arcturian Order Arcturian Order will receive a decision on whether fall under Rosa's sway

Rosa Succeeds - Rosa will attempt to further corrupt their leader and propose unification. The Arcturian Order will receive a decision
Rosa Succeeds 2 - Arcturian Order is annexed
Rosa Fails - War is declared
Rosa Fails - Arcturian Order will counter, attempting to sway Rosa from her corrupted ways. Dread League will receive a decision on this.
Rosa Agrees - Rosa agrees to disband the Dread League and their members shall embrace the light. Arcturian Order receives a focus to auto-annex them.
Rosa Refuses - 'War is declared.

Treaty Effort

Rosa will request peace and friendship under false pretenses. The Flag of Arcturian Order Arcturian Order will receive a decision.

They are receptive - Rosa is taken back and they push the idea. Dread League receives a decision
Agree to peace - The Dread League is annexed by the Arcturian Order.
Refuse - War is declared
They reject the idea - Rosa will accuse them of hypocrisy and not embracing the peace they claim to defend.
They embrace her criticism - embracing darkness, they will join the Dread League
They dismiss her words - war is declared.

Infiltration (Society of Bones)[]

The Dread League will send a small team of their finest necromancers to raise dead behind the lines of Flag of Arcturian Order Arcturian Order, striking deep within their territory. Three methods will be available, each with a different effect on them if successful. The war will begin after completion, regardless. In general, this method will succeed.

Food Sabotage
Recruitable Population: -3%
Monthly Population: -50%
Industry Sabotage
Production Efficiency Cap: -40%
Production Efficiency Growth: -25%
Terror Attacks
Recruitable Population: -1%
Army Organisation: -50%
Effect of Enemy Partisans: +50%
Army Offence: -20%

The Black Crusade[]

Once the Arcturian Order is defeated, the Focus Finus Omnium Vitarum is unlocked, which will start the Black Crusade. This will continuously declare war on any neighbouring countries. The timing and positioning is absolutely critical, as it will mean taking on heavy hitters such as the Griffonian Empire, River Federation and even eventually Equestria. Do not capture a neighbour unless you are prepared to war with their neighbour.

The post Crusade Tree provides generous allocations of factories, urgently needed buffs (notably a piercing / hard attack buff that will enable the Dread League to manage against tanks), and even a further -100% to research speed. However, all of these take a long time.

More critical are the Black Crusade Decisions, that will help offset a critical lack of tech. All tech bonuses are from research if not ahead of time, or for ahead of time penalty if ahead of time.

Need to be at war with PP Cost Bonus
Flag of River Republic River Republic 400 3x 100% bonuses to Infantry Weapons
Flag of Skyfall Trade Federation Skyfall Trade Federation 400 6x 100% bonuses to Ships
Flag of Kingdom of Vedina Kingdom of Vedina 200 2x 100% bonuses to Armour
Flag of Griffonian Empire Griffonian Empire 500 +100000 Ponypower

- 100000 Ponypower in Griffonian Empire

Flag of Equestria Equestria 800 10 military factories

Once the Dread League has taken >9 nations, every major and faction leader will be given an event to declare war on the Dread League.

Can you conquer the entire world with an army of undead and complete Rosa's mission?


Spoiler end.

National Focus[]

DED 1

The Dread League Focus Tree

Coven of Blood and Society of Bones[]

Rosa Maledicta must choose between the two competing factions - the Coven of Blood and Society of Bones. These trees must be completed before the Dread League can go to war and they have a dramatic effect on the style of gameplay. The Vampires of the Coven of Blood are more powerful combatants, and will dramatically reduce the tech penalties of the Dread League. The skeletons of the Society of Bones are more numerous, hardy, and organised, but retain the very large tech penalties.

To summarise, the Coven of Blood favor a more aggressive attitude when going to war. Their focus tree helps the Dread League stay at odds with the enemy by reducing technology research penalties. Their bonuses to division attack, planning, speed and recovery rate help them launch successful offensives against the enemy, help your divisions quickly recover and get ready to defend your newly gained territories. Their bonuses to division attack, speed and recovery rate also help them quickly encircle divisions and prevent any attempts of the enemy to relieve the encirclement. While the Society of Bones favor a more defensive attitude when going to war. Their focus tree helps them repel any attempts by the enemy to launch a successful offensive or counteroffensive by giving bonuses to division defence and organization. Their focus tree does not give any bonuses to research time reduction or division attack, but instead give bonuses to division training time, monthly population and recruitable population. This favors a war of attrition tactic when deciding to attack, forcing you to micromanage your divisions, deciding which exact divisions and the amount of them to use when attacking certain provinces and waiting for the enemy to wreck their own supply lines and use up all of their available ponypower by stacking more and more divisions in one state.

From The Dread Council's Decision to War with the Order
Tree Bonus Coven of Blood Society of Bones
CompleteTimeTime To War on Arcturian Order 1435 1435
Political
StabilityStability 20% 20%
Political PowerPolitical Power (Flat) 100 100
Military
War supportWar support 60% 60%
ManpowerRecruitable Pop +10000 5%
TrainingIconTraining Time -10%
Construction
Civilian factoryCivilian factory 6 1
Production
Military factoryMilitary factory 4 4
Science
ResearchtimeResearch Time (all) -500%
Combat
AttackIconAttack (All) / (Core) / (Inf) 0% / 0% / 20% 0% / 0% / 0%
DefenceIconDefence (All) / (Core) / (Inf) 0% / 0% / 0% 20% / 0% / 10%
SpeedIconSpeed 10%
OrganizationIconOrganization 50%
ReocveryIconRecovery Rate 10%
PlanningIconMax Planning 10%
Resources
SteelSteel 15
CrystalCrystal 12 12
Other Notes / Bonuses
Monthly Population
Army Experience
Research Slots
Tech
Other
-70%
+20
1
None
None
+190%
+20
1
Early Fighter
Kamikaze

Supporting Trees - Ghouls and Voodoo[]

The following two trees can help develop the Dread League. They are not mutually exclusive.

Tree Bonus Ghoul Reforms Uu't U'Kra Voodoo Cabal
CompleteTimeComplete Time (d) 840 630
Political
StabilityStability 5% 10%
Political PowerPolitical Power (Flat) 200
Political PowerPolitical Power (%) 20%
Military
TrainingIconTraining Time -10%
Construction
Civilian factoryCivilian factory 2 1
ConsumergoodsConsumer Goods -10% -5%
Production
Naval dockyardNaval dockyard 2
Production Efficiency CapProduction Efficiency Cap +10%
Science
ResearchtimeResearch Time (all) -80%
Combat
ReocveryIconRecovery Rate 5%
AttritionIconAttrition Reduction 50%
SupplyIconSupply Consumption -10%
Resources
CrystalCrystal 5 15
Other Notes / Bonuses
Monthly Population
Tech
Units
50%
None
None
20%
Early Destroyers
4 Destroyers

Technology[]

Army Naval Air Tech / Industry
  • Primitive Weapons (Pre-Gunpowder Equipment)
  • None
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • None

Politics[]

National Spirit[]

Magehold
Magehold
  • Non-Core Ponypower: -100.00%
  • Monthly Population: +100.0%
  • Recruitable Population: 20.00%
  • Division Attrition: -80.0%
  • Winter Attrition: -100.0%
  • Heat Attrition: -100.0%
  • Out of Supply: -50.0%
  • Supply Consumption: -50.0%
  • Foreign subversive activities efficiency: -100%
  • Improve relations opinion: -100.0%
  • Research Speed: -80.00%
  • Encryption: +100.0%
  • Training Time: -10.00%
  • Equipment Capture Ratio Gain: +15.0%
  • Ideology drift defense: +100.0%
  • Daily Command Power Gain Multiplier: -100%
  • Resistance Target in our states occupied by the enemy: +25%
  • Resistance Growth Speed in our states occupied by the enemy: +50%
  • Compliance Growth Speed: -10000%
  • Compliance Growth Speed in our states occupied by the enemy: -10000%
  • CryLv Cryptology Level: +100
  • Enemy operative detection chance factor: +100%
  • Enemy operative capture chance: +100%
  • Civilian intelligence to others: -100.0%
  • Army intelligence to others: -100.0%
  • Navy intelligence to others: -100.0%
  • Airforce intelligence to others: -100.0%
  • Magic Research Speed: +10%
  • Infantry Width: -0.5
  • Magical Infantry Width: -0.5

The haunted fortress of Magehold is a tenebrous location in which time does not flow, laws of nature are ignored and the very ground is cursed for an eternity. Its inhabitants are all ancient and powerful, having seen many historical events come and pass - and have participated in many battles as well. Yet their power has waned and they are now a remnant of their former terrible glory, but one can still fulfill their dread calling...

Leaders[]

Leader Party Description Traits
Rosa Maledicta
Rosa Maledicta


Supremacy (Necrocracy)

Necromancer Council

Rosa Maledicta is one of many necromancers who are struggling for control over the fractured nation which is the Dread League. Rosa has recently risen as the de-facto leader of the necromancer council, but in the fickle lands of darkness that may well quickly change. Rosa rules with an iron fist, crushing all opposition with ruthless aggression and tyranny. Once a unicorn living in the peaceful lands of Equestria, she has been called to the land of the dead by promises of power and justice. She was never happy in Equestria. Ponies rejected her dark talents and she has been betrayed by her old pony friends more times than she can count. Never again. If the world will not love her, the world will learn to fear the name of Rosa Maledicta. Hopeful Necromancer
  • Daily Political Power Gain: -0.50
Skellinore
Skellinore


Harmony (Harmonic Democracy)

Necromancer Council

Comrade Salikov
Comrade Salikov


Communist (Equestrian Socialism)

Necromancer Council

Unknown Pony
Necromancer Council


Non-Aligned (Despotism)

Necromancer Council

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Commissar Khemsarov
 Commissar Khemsarov


Prince of Terror None
  • Non-Core Ponypower: +2.00%
  • Foreign subversive activities efficiency: -30%
  • Damage to Garrisons: -25.00%
150
Sonya Götzmane
 Sonya Götzmane


Captain of Industry None
  • Infrastructure construction speed: +10.00%
  • Civilian Factory construction speed: +10.00%
  • Refinery construction speed: +10.00%
150
Bitzen Van Castreins
 Bitzen Van Castreins


War Industrialist None
  • AI Modifier: Focus on War Production: +10.0%
  • Military Factory construction speed: +10.00%
  • Dockyard construction speed: +10.00%
  • Fuel Silo construction speed: +10.00%
150

Tank Designer

Name Trait Prereqs Effects Cost
Generic Tank Designer
 Armor Company


Tank Designer None
  • Armor Research Speed: +10%
  • Armor: Reliability: +5%
150

Ship Designer

Name Trait Prereqs Effects Cost
Generic Ship Designer
 Naval Company


Ship Designer None
  • Naval Research Speed: +10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Generic Light Aircraft Designer
 Light Air Company


Light Aircraft Designer None
  • Air Research Speed: +10%
  • Fighter:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter:
    • Agility: +10%
    • Max Speed: +10%
150
Generic Medium Aircraft Designer
 Medium Air Company


Medium Aircraft Designer None
  • Air Research Speed: +10%
  • Heavy Fighter: Reliability: +20%
  • Tactical Bomber: Reliability: +20%
  • Scout Planes: Reliability: +20%
150
Generic Heavy Aircraft Designer
 Heavy Air Company


Heavy Aircraft Designer None
  • Air Research Speed: +10%
  • Strategic Bomber: Strategic Bombing: +10%
150
Generic Naval Aircraft Designer
 Naval Air Company


Naval Aircraft Designer None
  • Air Research Speed: +10%
  • Naval Bomber:
    • Range: +10%
    • Naval Attack: +10%
  • CV Naval Bomber:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS:
    • Range: +10%
    • Naval Attack: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Generic Motorized Equipment Designer
 Motorization Company


Motorized Equipment Designer None
  • Motorization Research Speed: +10%
150
Generic Infantry Equipment Designer
 Small Arms Company


Infantry Equipment Designer None
  • Weapons and Equipment Research Speed: +10%
150
Generic Artillery Designer
 Artillery Company


Artillery Designer None
  • Artillery Research Speed: +10%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Generic Industrial Concern
 Industrial Company


Industrial Concern None
  • Industrial Research Time: +10%
150
Generic Electronics Concern
 Electronics Company


Electronics Concern None
  • Electronics Research Time: +10%
150

Theorist

Name Trait Prereqs Effects Cost
Somvas Nc
 Somvas Nc. Aromancer


Military Theorist None
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +2%
150

Chief of Army

Name Trait Prereqs Effects Cost
Warlord Rattlebones
 Warlord Rattlebones


Army Offense (Expert) None
  • Division Attack: +10.0%
  • AI Modifier: Focus on Offense: +15.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Admiral K'tu A'dana
 Admiral K'tu A'dana


Decisive Battle (Expert) None
  • Capital Ship Attack: +10.00%
  • Capital Ship Armor: +10.00%
  • Screen Attack: +10.00%
  • Screen Defense: +10.00%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Swiftcarrion
 Swiftcarrion


Ground Support (Expert) None
  • Air Superiority: +10.00%
150

Military High Command

Name Trait Prereqs Effects Cost
Edhoof Schirlitz
 Edhoof Schirlitz


Infantry (Expert) None
  • Infantry Division Attack: +10.0%
  • Infantry Division Defense: +15.0%
150
Ekaterina Buckernheim
 Ekaterina Buckernheim


Army Regrouping (Specialist) None
  • Division Recovery Rate: +4.0%
150
Aleksandyr Assenhoof
 Aleksandyr Assenhoof


Entrenchment (Expert) None
  • Entrenchment speed: +8.0%
150

Military Leaders[]

Army Commanders

Name Traits Skills Race
Volgar Bloodhoof
Field Marshal
Volgar Bloodhoof


Old Guard Old Guard

While not the most brilliant officer, he is unlikely to cause trouble.

  • Max Entrenchment: +1.0
  • Leader Experience Gain: -25.0%
Lv. 2
Attack: 3
Defense: 2
Planning: 2
Logistics: 1
Undead
Fractured Note
General
Fractured Note


Lv. 2
Attack: 2
Defense: 2
Planning: 1
Logistics: 1
Undead
Kadai Montanya
General
Kadai Montanya


Reckless Reckless

A good officer needs to lead from the front.

  • Planning Speed: +20.0%
  • Chance to get wounded in combat: +50.0%
Lv. 2
Attack: 3
Defense: 1
Planning: 3
Logistics: 1
Undead
Muzius the Hallowed
General
Muzius the Hallowed


Harsh Leader Harsh Leader

Discipline is necessary to lead an army, but some leaders take it a bit too far.

  • Division Recovery Rate: -10.0%
  • Attack: +1
Lv. 2
Attack: 3
Defense: 1
Planning: 2
Logistics: 2
Undead
Skellinore
General
Skellinore


Media Personality Media Personality

This general will go out of his way to talk to the media and will always try to be in the limelight.

  • Army reassignment duration: +100.0%

Infantry Officer Infantry Officer
Trained as an infantry officer.

  • Infantry Leader experience gain: 100%

War Hero War Hero
Hailed as a hero from their actions in war.

  • Promotion Cost: -50.0%
  • Army reassignment duration: +50.0%

Infantry Leader Infantry Leader
Skilled at leading infantry in combat.

  • Infantry Division Defense: +10.0%

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

  • Winter Attrition: -50.0%

Winter Expert Winter Expert
Hard earned experience has taught this leader how to fight in harsh winter conditions.

  • Cold acclimatization gain factor: +40.0%
Lv. 4
Attack: 4
Defense: 3
Planning: 2
Logistics: 2
Undead
Sombra Oscura
General
Sombra Oscura


Ranger Ranger

Rangers lead the way, especially when it involves fighting in Forests.

  • Forest
    • Movement: +5.0%
    • Attack: +10.0%
    • Defense: +10.0%
Lv. 1
Attack: 1
Defense: 1
Planning: 2
Logistics: 1
Undead
Tanzor
General
Tanzor


Lv. 1
Attack: 1
Defense: 1
Planning: 1
Logistics: 1
Undead
Vincent Firestorm
General
Vincent Firestorm


Lv. 2
Attack: 1
Defense: 2
Planning: 2
Logistics: 1
Undead
Windrunner
General
Windrunner


Hill Fighter Hill Fighter

Excels at fighting in Hilly terrain.

  • Hills
    • Movement: +5.0%
    • Attack: +10.0%
    • Defense: +10.0%
Lv. 2
Attack: 2
Defense: 1
Planning: 1
Logistics: 2
Undead

Economy[]

Laws and Development[]

Laws and Development
Conscription Law Trade Law Economy Law
Extensive Conscription Extensive Conscription
  • Recruitable Population: 5.00%
  • Training time: +10.00%
Closed Economy Closed Economy
  • Resources to Market: 0%
  • Trade deal opinion factor: -75.00%
Partial Mobilization Partial Mobilization
  • Consumer Goods Factories: 25.0%
  • Military to Civilian Factory conversion cost: -10.00%
  • Civilian to Military Factory conversion cost: -10.00%
  • Fuel Gain per Oil: -10.00%
  • Military Factory construction speed: +10.00%
Scientific Development Society Development Illiteracy
Poor Science Base Poor Science Base
  • Daily Political Power Gain: +0.30
  • Research Speed: -80.00%
Detached Country 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%
  • Cannot perform or be the target of manual Diplomatic actions
Negligible Illiteracy Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Undead Undead
  • Uses Generic Racial Tree

Industry and Resources[]

Factories
Military factory
2 Military Factories
Naval dockyard
0 Naval Dockyards
Civilian factory
2 Civilian Factories
Resources*
Oil
Oil
Aluminum
Aluminum
Rubber
Rubber
Tungsten
Tungsten
Steel
Steel
Chromium
Chromium
MagCrystal
Crystal
0 0 0 7 13 0 6
Countries
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