Equestria at War Wiki
Advertisement
WikiPropagandaicon2compress.png
Attention: This page is in progress!
Our Wizards are hard at work writing or updating this article. Some information may be absent or outdated. Want to speed things up? Visit us on Discord and volunteer to help out!

This nation contains SECRETS. These are not catalogued on the Wiki. Explore and discover them all!

Located in the distant north-east of Griffonia, Farbrook is a small feudal society. Chief Cenhelm has led them well, but his term is ending, and some ponies don't think he's tough enough to protect Farbrook in these trying times. Threats loom from within and without. To the north, the grim Arcturian Order keeps at bay the terrible darkness that our sailors can faintly see across the ocean. To the south lie the Riverponies, friendly but inscrutable. To the west prowl the Griffon Knights, historic oppressors and foes of all ponykind. In the face of these perils, will Farbrook turn to extremism? Or will they hold true to the path of Harmony?

Lore[]

Past[]

The nation of Farbrook was founded roughly thousands of years ago far after the ponies migrated from northern Equestria to Griffonia. Throughout the years, before officially settling in the north-eastern area of Griffonia, the Farbrook tribes fought with the Griffons in small battles and skirmishes, before finally settling along the coast. During these times the nation developed strong traditional values, that hold to the present day.

Present[]

Farbrook has remained a small feudal society until as of late where problems have begun to rise. The current leader, Chief Cenhelm, has led the nation well, but with the looming threat of the Dread League to the north and the growing griffon threat to the west, more action is needed to take place.

Cenhelm, ruler of the Ironhelm Tribe, has led Farbrook for seven years, and has done well by most ponies’ standards. The economy has grown slowly but comfortably, and despite the north being a dangerous place, Farbrook has remained relatively peaceful during his reign. However, his time is nearly up, leaving the door open for him or others to be in power to tackle the issues. Radicals are looking to take a more extreme route to solving the problems while others believe a calm approach to the problems at hoof would work just fine. The Clan Council will have to meet to decide whether or not he should remain in power

The radicals aiming to take power from Cenhelm are the North Eastern Socialist Party and the vicious, warlike White Hooves Clan.

The NESP is a ragtag, disorganised bunch and has 2 leaders varying for control of the party. The first is Hempstand, a carefree young stallion from the nearby Watertowns. He believes that socialism must be achieved through inner peace and justice and right relations between members of our society, not through force. He is an idealist, and popular with a certain type of pony.

The other is Applethorn, a young, fiery revolutionary who spent years fighting for the GLA in Prywhen. She wishes to heavily modernise and industrialise the backwater country, then spread the Revolution to the neighbouring countries.

The White Hooves Clan is led by Hermane Gering, the slightly-delusional leader of the White Hooves tribe. He is a stallion driven by relentless ambition. He believes that Farbrook is not only great, but the greatest nation on Griffonia, and that its borders deserve to match.

However, the lack of a proper military and industry, it still leaves many things in question on how to move forward. The people cling tightly to traditional values but many have seen the power that steam engines have unlocked in the west. It remains to be seen what the fate will be for Farbrook but the country’s future lies in the hooves of the Chief Council.

Starting Situation[]

Farbrook starts in a very poor spot. While it may be the strongest of the hillponies it isn't saying much considering the rather weak strength of the rest of the hill ponies. With an agrarian society, poor science base, and low industrial ability, it will take a lot of effort to modernise Farbrook, and, depending on the paths taken a full modernisation might not be possible. However, it should be able to dominate the 2 other weaker hillpony nations.

Military[]

Farbrook starts with a single 6-width infantry division, containing a total of 6K ponypower.

Threats and Opportunities[]

  • Flag of Watertowns Watertowns and Flag of Firtree Villages Firtree Villages - Your two weaker hill pony neighbors. Depending on the paths taken you may ally or go to war with them.
  • Flag of Greneclyf Greneclyf - A Communist and Supremacy Greneclyf have focuses to cause a civil war in Farbrook. Invasion of Greneclyf will require a navy, luckily Greneclyf lacks the means to build its own navy most of the time.
  • Flag of Diamond Mountain Diamond Mountain - Your southern neighbor. They have a fair industry and a lot of resources. Depending on their ideology they may get a war goal against Farbrook. A Harmonic Diamond Mountain will get a war goal on a Communist or Supremacy Farbrook. While a Communist Diamond Mountain will get a war goal on a Non-Communist Farbrook.

Be aware if the River Federation forms then they will get a war goal from the Pacify the North focus against Farbrook if Farbrook is not harmonic.

Gameplay Mechanics[]

Army Loyalty and Influence[]

The army has influence and loyalty. These can be affected by decisions, focuses from the army tree, and events concerning the protests against modernisation. Loyalty will affect political power gain while influence affects army experience and command power gain, and recruitable population factor. Also both high and low influence and loyalty have associated events, some good, and some bad. Most of these events have a MTTH of around 6 months.

High army influence events:

  • If war support is under 80%. Army is seen as glorious. Gain +5% war support.
  • If ponypower is under 75000. More recruits to the army. Choice between +5000 ponypower or +50 PP.
  • Army gets lazy. Spend -30 PP or suffer minor army penalties for 200 days.

Low Army influence events:

  • Unemployed stallions. Gain +30 or spend -30 and gain +30 command power.
  • Soldiers retire. Lose -3000 ponypower.
  • Officers retire. Lose -20 army experience and command power.

High army loyalty events:

  • Army informs on political opponents. Gain +30 PP
  • If stability is under 70%. People feel safe. Gain +5% stability

Low army loyalty events:

  • If stability is over 25%. People don't feel safe. Lose -5% stability.
  • Army leaks secrets. Lose -25 PP.

Beware if the army has low loyalty and overwhelming then you will not be able to do the focuses in the army tree and the military will eventually attempt a coup.

National Focus[]

Farbrook's Focus Tree

Economic Tree[]

Farbrook has a poor development level and industrial base. Improving this will be a difficult task. There are 2 options, Gradual Development will preserve your stability but it won't lead to as much improvement in Farbrook's industrial ability. However, the last couple of focuses offer you some good development benefits in exchange for stability. Rapid Industrialisation will give the most benefits to Farbrook's industrial ability but it will cost you lots of stability and you will have to halt your modernisation efforts at times to keep you stability up. The Rapid Industrialisation path is only available to the fascists and communists.

Once you start your economic tree you will have to watch your stability. If your stability is below 60% then protest events will occur against the modernisation efforts every couple of months. These protests will cost stability and PP unless you halt your modernisation efforts. If the army is not absolutely loyal then they too can protest as well. The costs of these events get higher under 40% stability. Things get dangerous under 20% stability as the population will resort to destroying machinery instead which will damage civilian factories and infrastructure.

Things get very bad under 15% stability as a mission will activate. If you do not bring your stability back over 15% in 150 days then the Agrarian Revolt will occur which will have terrible consequences for Farbrook.

Luckily these events won't occur once your Society Development level has been brought to the highest it can be. Outdated Industrial Sector for the Rapid Industrialisation path and Pre-Industrial Society for the Gradual Development path.

Tree Bonus Gradual Development Rapid Industrialisation
CompleteTime.pngComplete Time (d) 420 504
Political
StabilityStability +5% (+10% 1L)(-5% 1R)(-10% 2R)(+5% weekly 3L)(-10% 3R) -50%(-5% 1L)(-5% 2R)
Political PowerPolitical Power (Flat) -100 (-50 1L)
Political PowerPolitical Power (Daily) (+0.05 3L)
Military
ManpowerRecruitable Pop -1789 ponypower
Construction
Civilian factoryCivilian factory 1 1
Constructspeed.pngConstruction Speed (+5% 1R)
Consumergoods.pngConsumer Goods (+5% 1L)(-7% 1R)
InfrastructureInfrastructure 3

(+5% 1R) construction speed

Production
Military factoryMilitary factory 1
Science
Focusbonus.pngOne-off reductions (50%)
  • 1xExcavation I
  • (2 2L)xRace-specific technology
  • 1xExcavation I
  • (1 1L)xIndustry
Resources
AluminumAluminum 8
TungstenTungsten 8
SteelSteel 16
Other Notes / Bonuses
  • +12% monthly population
  • Reduced penalties from Mass Illiteracy
  • 1 research slot
  • 1 (+1 2R) increase in science base
  • (+1 3R) increase in society development
  • (+10% 2L)(+20% 2R) monthly population
  • 1 (+1 1L) research slot
  • 2 increases in society development
  • Reduced penalties from Mass Illiteracy
  • 1 increase in science base
  • Event choice can give up to 3 civilian and military factories at cost of 30% stability

Political Tree[]

The Political Tree is based on the decision of the Council. They can either keep Cenhelm or look for a new ruler which will lead to either the NESP or the White Hooves taking power.

Cenhelm

If Cenhelm remains in charge then he will have to find a way to deal with external and internal threats.

To deal with external threats Cenhelm can either create a faction with his neighbours or join the River Coalition. By choosing to create his own faction. Cenhelm can invite his 3 close neighbors.

  • Flag of Watertowns Watertowns can be invited if they are communist or harmonic
  • Flag of Firtree Villages Firtree Villages can be invited once they deal with the crisis concerning Shinespark's return and stayed harmony. However, they might leave later on if they turn communist due to their leader getting possessed.
  • Flag of Greneclyf Greneclyf can be invited if they successfully deal with their crisis of faith or chose the Maintain the Status Quo path if they are unsuccessful with dealing with the crisis.

Joining the River Coalition is the safest choice and you will be able to do a focus to get some oil after you improved to at least a pre-industrial society. However, Farbrook will won't be able to get the war goals further down the focus tree and it may take a very long time for the Offer Membership to the North focus to be taken by any of the River Coalition members.

Protector of the North will unlock a set of decisions that will give war goals after 70 days on your 3 close neighbors if they do not have peaceful governments.

For internal threats, Cenhelm will have to deal with the White Hooves and NESP. Cenhelm can choose to ally with one against the other or destroy them both.

The bonuses from the next set of focuses depend on if you chose to create your own faction or joined the River Coalition. Joining the River Coalition will give a higher amount of factories and research bonuses. While creating your own faction will give a lower amount but the rest of your faction members will benefit as well.

At the end you will be able to get war goals if you created you own faction. These war goals will be on a non-harmonic Flag of Sunstriker Clan Sunstriker Clan, Supremacy Flag of Ordensstaat Hellquill Ordensstaat Hellquill, and Flag of Lake City Lake City if the Princely Coup was successful and they choose to leave the River Coalition.

NESP[]

The NESP will have to chose between the 2 communist leaders, the peaceful agrarian Hempstrand or the fiery revolutionary Applethorn.

Hempstrand

As part of his Manifesto Hempstrand will focus on bringing peace to Farbrook and removing all industry to achieve his vision of a utopia society. Bear in mind his policies might have some unintended consequences down the line...

Applethorn

Applethorn will focus modernising and industrialising the backwater country and a buildup of the military in preparations to spread the revolution to neighboring countries.

The Seven-Year Plan and Armories of the Revolution will provide highly beneficial to Farbrook's small industry however it will cost stability. The stability lost will depend on Farbrook's society development level. A higher level will cost less stability when doing these focuses.

With preparations completed the North Eastern Socialist Union faction will be created and you will have focuses to deal with Flag of Watertowns Watertowns, Flag of Firtree Villages Firtree Villages, Flag of Sunstriker Clan Sunstriker Clan, and Flag of Ordensstaat Hellquill Ordensstaat Hellquill. If they are communist you will send an invitation for them to join your faction. If the invite is declined or they are not communist then you will get a war goal on them.

The focuses down the middle are only available once your industry is strong enough. They are based around helping your faction members, giving them factories and infantry equipment.

The final focus is a choice between focussing inward and creating a Worker's Paradise giving division defense on core territory and bonuses to volunteer forces. The other choice is spreading the revolution which will give a war goal on the Flag of Griffonian Empire Griffonian Empire.

White Hooves

Hermane Gering and his White Hooves will aim to make Farbrook a great nation by ways of expansion. First he will build up the military. Establish Armories will give event to add military factories at a cost of 5% stability per factory. Up to 3 factories can be added. The Warrior Tithe will increase conscription law to the next level, up to extensive conscription.

Next he must choose who he wants to ally with, if he wants any. The options are:

  • Flag of Griffonian Empire Griffonian Empire. They have a fairly decent chance of choosing to help Farbrook. They won't get involved directly in Farbrook's conflict but will send 3 20 widith infantry divisions and a lot of infantry equipment
  • Flag of Lake City Lake City. if the Princely Coup was successful and they choose to leave the River Coalition. You will get an invitation to join the Co-Prosperity Sphere when they create it. If they haven't created the Co-Prosperity then the first focus will be a event asking for infantry equipment from Lake City. Otherwise the reward will be 100PP. The 2nd focus will send an event to fellow members of the Co-Prosperity Sphere where if accepted will give Farbrook a small amount of infantry equipment and infantry research bonus.
  • The difficult path of going alone with no allies and no help. At the very least this will give 2% recruitable population and 5% division attack and defense on core territory.

The next few focuses will allow Farbrook to take over the rest of the hill pony nations and core their territory. The Southern Question has Hermane deciding if he wants to honor or break off his current alliances and can then choose between several different paths depending on the allies made before and his choice in the event.

If Farbrook chose to stay allied with Lake City then The Prince and the Chieftain is the only path they can choose. This path will see Farbrook fighting with Lake City against the rest of the River Coalition.

The Stab In The Back is available if Farbrook broke their alliance with Lake City and will see Farbrook attacking their former ally. After defeating Lake City, there is a choice between asking for mutual guarantees with the rest of the River Coalition or conquering them instead.

An Independent People is only available to paths where Farbrook currently has no allies. This path will see Farbrook focussing on holding its gains on the territory held by the hill ponies and see no further expansion. This path benefits from additional recruitable population, division attack and defense on core territory, and stability.

Prepare For Total War is available if Farbrook broke their alliance with the Griffonian Empire or never had any allies. This path is about going to war with the River Coalition.

West is The New North is only available if Farbrook stayed allied to the Griffonian Empire. This path will see "westernisation" and closer ties with the Griffonian Empire. This path brings big benefits to Farbrook's development including an increase in social development and science base.

If you play your cards just right then you might just achieve Hermane Gering's dream of making Farbrook great.

Army Tree[]

The army tree has a few focuses that affect army loyalty and influence, and some research bonuses. However the main purpose is to fix Farbrook's tribal army of with there are 2 paths to do so. The final bonuses from the national spirit affected are shown below.

Reform the Tribal Militia Create A Standing Army For Farbrook
  • Division Recovery Rate:+10%
  • Mobilization Speed:+25%
  • Division Speed:+25%
  • Division Attack on core territory:+12.5%
  • Division Defense on core territory:+12.5%
  • Recruitable Population Factor:+15%
  • Training Time:-5%
  • Infantry Equipment Reliability:+5%
  • Division Recovery Rate:+10.0%
  • Mobilization Speed:+25%
  • Division Attack:+10%
  • Division Defense:+10%
  • Division Organization:+10%
  • Army Organization Regain:+5%
  • Max Planning:+20%
  • Planning Speed:+20%
  • Recruitable Population Factor:-15%
  • Training Time:+20%
  • Infantry Equipment Reliability:+5%

Navy Tree[]

The naval tree has a fairly standard choice between focussing on submarines or battleships. Noticeably focussing on submarines will lead to Revive The Blue Flag Pirates which will give bonuses to naval invasion time and convoy raiding. On the battleship path, Construct A Capital Ship will unlock a decision to to spend 125 PP to build either a Battleship I or Carrier I after 300 days. Only one can be built and you need to have the first battleship/carrier technology researched.

Noticeably a large number of dockyards can be given from the naval tree. Expand Farbrook Harbor and Great Northern Port gives 3 and 4 dockyards respectively, adding to a total of 7 dockyards.

Air Tree[]

You will only be able to access the air tree once you have improved to at least a pre-industrial society. The air tree is fairly small and basic. Starting with a airbase then a choice between fighter and bomber research. Ending with an air doctrine research bonus.

Technology[]

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

Politics[]

National Spirits[]

The Great Pacts Idea.png
The Great Pacts
  • Daily Political Power Gain: +0.10
  • Resource Gain Efficiency: +10.00%
  • Construction Speed: +10.00%

The ancient Farbrookian-Greneclyf friendship is symbolised by two pairs of tapestries, each weaved by Farbrook and Greneclyf. One represents the First Sharing from around 800 years ago, whereas the other depicts the Frozen Refuge, both events that are very significant for both Greneclyfians and Farbrookians.

Collectively known as the Great Pacts, this hoofscraft stands as a testament of the historic friendship and collaborative nature between the two peoples, trascending biological barriers and proving that Harmony is truly universal.

Disjointed Government.png
The Unprotected North
  • Stability: -10.00%
  • War Support: +10.00%
  • Daily Harmony Support: -0.03

The wild northlands of Griffonia are dangerous, and unlike the hicks in Firtrees and Watertown, we cannot afford to close our eyes to danger. Dark magic, the rising dead? Diamond Dogs and Griffon Knights? Any one of these things could destroy us, and the ponies of Farbrook feel the need for protection. If not dealt with, this may drive them to extremism...

Fascism Idea.png
White Hoof Insurrectionists
  • Daily Supremacy Support: +0.03

Among the many tribes of Farbrook, the White Hooves are most notorious for their warlike, extremist behaviour. Their chieftain, Hermane Gering is not a stallion to be trifled with. He is not just the largest brute among his similars, but a dangerous and cunning leader with a vision for the future.

Communism Idea.png
NESP Agitators
  • Daily Communism Support: +0.03

Although industrialisation and workers' rights are unfamiliar concepts to many ponies in Farbrook, this hasn't stopped the NESP from operating in Farbrook. Even if this land is largely agrarian, and thus unsuitable for the workers' revolution according to Marks, they argue that it offers an unique opportunity for creating a pure socialist society.

Warrior Pony Idea.png
Tribal Army
  • Recruitable Population Factor: -10%
  • Division Recovery Rate: -20.0%
  • Training Time: -25.00%
  • Planning Speed: -25.0%
  • Infantry Equipment:
    • Reliability: -10%
    • ProdCost.png Production Cost: +10.00%

The idea of a professional, standing army is a foreign concept to the Hillponies. Those who wish to fight simply join roving warbands with whatever weaponry they can scrounge up, and these often act independently in spite of our leaders' desires. Although we can quickly deploy large numbers of ponies when it is required, their training and skill leaves much to be desired.

Yet, it would be unwise to reform this outdated system too hastily, lest we suffer an armed revolt from the various warrior chieftains, who value their social position over anything else.

General Staff Idea.png
Moderate Army Influence
The Army has a modest amount of influence in the country. Recruitment numbers are healthy, and the soldier's profession is regarded as necessary, if a little distasteful.
Unhappy Army2 Idea.png
Moderate Army Loyalty
The Army is loyal to the State, though they often grumble about not being paid enough, or not being respected enough. There shouldn't be any serious trouble from them.

Leaders[]

Leader Party Description Traits
Cenhelm of Farbrook
Cenhelm of Farbrook


Harmony (Harmonic Monarchy)

Ironhelm Tribe

Generic Communist Council
A Squabbling Group of Stallionists


Communist (Equestrian Socialism)

North Eastern Socialist Party

Hermane Gering
Hermane Gering


Supremacy (Imperialism)

White Hooves Tribe

The Warrior Chief
  • Division Recovery Rate: +5.0%
  • War Support: +10.00%
  • AI Modifier: Focus on Offense: +1000.0%
Unknown Pony
Council of Chieftains


Non-Aligned (Despotism)

Council of Chieftains

Comrade Applethorn
Comrade Applethorn


Communist (Equestrian Socialism)

FRVP (Farbrook Revolutionary Vanguard Party)

Hempstrand
Hempstrand


Communist (Agrarian Socialism)

SAP (Socialist Agrarian Party)

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Greycoat
 Greycoat


Silent Workpony None
  • Political Power Gain: +15%
  • Research Speed: +5.00%
150
Thrift Grift
 Thrift Grift


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
Unknown Northern Riverpony Advisor
 Glint Gold


Captain of Industry None
  • Infrastructure construction speed: +10.00%
  • Civilian Factory construction speed: +10.00%
  • Refinery construction speed: +10.00%
150
Unknown Northern Riverpony Advisor
 Warmheart


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


Propaganda Master
  • One of the following must be true:
    • Current ruling party is Supremacy.
    • Has completed focus Ally With The White Hooves
  • War Support: +10.00%
150
Applethorn
 Applethorn


Backroom Backstabber
  • One of the following must be true:
    • Current ruling party is Communist.
    • Has completed focus Ally With The N.E.S.P.
  • Political Power Gain: +5.0%
  • Ideology drift defense: +15.0%
150
defaultadvisor
 Generic Advisor


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

Tank Designer

Name Trait Prereqs Effects Cost
Tugworth Tractor Factory
 Tugworth Tractor Factory


Mobile Tank Designer None
  • Armor Research Speed: +12%
  • Armor:
    • Max Speed: +5%
    • Reliability: +10%
150
Maxima Armor Concern
 Maxima Armor Concern


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

Ship Designer

Name Trait Prereqs Effects Cost
Losthope Shipping Co.
 Losthope Shipping Co.


Escort Fleet Designer None
  • Naval Research Speed: +10%
  • Screen:
    • Max Range: +30%
    • Sub detection: +10%
    • Max Speed: +10%
    • Production Cost: +10.00%
150
Bakaran Emissaries
 Bakaran Emissaries


Coastal Defense Fleet Designer None
  • Naval Research Speed: +10%
  • Carrier:
    • Production Cost: -25.00%
    • Deck size: -20%
    • Max Range: -50%
  • Capital Ship:
    • Production Cost: -25.00%
    • Armor: -20%
    • Heavy Attack: -20%
    • Max Range: -50%
  • Screen:
    • Production Cost: -25.00%
    • Max Range: -50%
  • Submarine:
    • Production Cost: -25.00%
    • Max Range: -50%
150
Blue Flag Pirates
 Blue Flag Pirates


Raiding Fleet Designer
  • Has completed focus Revive The Blue Flag Pirates
  • 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: -10.0%
    • Max Speed: +10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Hillwings Aviation
 Hillwings Aviation


Light Aircraft Designer None
  • Air Research Speed: +10%
  • Fighter:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter:
    • Agility: +10%
    • Max Speed: +10%
150
Northern Wind Co.
 Northern Wind Co.


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

Materiel Designer

Name Trait Prereqs Effects Cost
Farbrook Munition Co.
 Farbrook Munition Co.


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


Infantry Equipment Designer None
  • Weapons and Equipment Research Speed: +10%
150
Whiteline Vehicles
 Whiteline Vehicles


Motorized Equipment Designer None
  • Motorization Research Speed: +10%
  • Motorized Rocket Artillery Research Speed: +50%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Unknown Idea
 Farbrook Guild of Merchants


Industrial Concern None
  • Industrial Research Speed: +10%
150
Jezeragrad Electronics Co (Farbrook Branch)
 Jezeragrad Electronics Co (Farbrook Branch)


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

Theorist

Name Trait Prereqs Effects Cost
Unknown Northern Riverpony Advisor
 War Room


Military Theorist None
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +7%
150
Unknown Northern Riverpony Advisor
 Red Feathers


Air Warfare Theorist None
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Speed: +15%
150
Unknown Northern Riverpony Advisor
 Bright Spark


Rocket Scientist
  • Has Modern Society
  • Rocket Research Speed: +10%
150

Chief of Army

Name Trait Prereqs Effects Cost
Iratus Arcana
 Iratus Arcana


Army Defense (Expert) None
  • Army Defense: +10.0%
  • AI Modifier: Focus on Defense: +15.0%
150
Featherhooves
 Featherhooves


Army Maneuver (Expert) None
  • Divisions Speed: +10.00%
150
Dugout
 Dugout


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

Chief of Navy

Name Trait Prereqs Effects Cost
Unknown Northern Riverpony Advisor
 Seashanty


Decisive Battle (Expert) None
  • Capital Ship Attack: +10.00%
  • Capital Ship Armor: +10.00%
  • Screen Attack: +10.00%
  • Screen Defense: +10.00%
150
Unknown Northern Riverpony Advisor
 Saltlick


Submarines (Genius) None
  • Submarine Attack: +20.00%
  • Submarine Defense: +15.00%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Unknown Northern Riverpony Advisor
 Whitefeathers


Ground Support (Expert) None
  • Air Superitory: +10.00%
150
Golden Wing
 Golden Wing


Air Reformer (Expert) None
  • Air Experience Gain: +7.5%
  • AI Modifier: Focus on Aviation: +10.0%
150

Military High Command

Name Trait Prereqs Effects Cost
Sure Shot
 Sure Shot


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


Army Maneuver (Expert) None
  • Division Speed: +10.00%
150
Barrel Chest
 Barrel Chest


Army Morale (Expert) None
  • Division Recovery Rate: +8.0%
150
Unknown Northern Riverpony Advisor
 Keen Eye


Army Organization (Specialist) None
  • Division Organization: +4.0%
150

Military Leaders[]

Army Commanders

Name Traits Skills Race
Cenhelm of Farbrook
Field Marshal
Cenhelm Ironhelm


Inflexible Strategist.png Inflexible Strategist

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

  • Defense: +1
  • Logistics: +1

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%
  • Promotion Cost: -50.0%
Lv. 2
Attack.png: 1
Defense.png: 4
Planning.png: 2
Logistics.png: 3
Pony.png
Comrade Applethorn
Field Marshal
Comrade Applethorn


Harsh Leader.png 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

Infantry Officer.png Infantry Officer
Trained as an infantry officer.

  • Infantry Leader experience gain: 100%
Lv. 3
Attack.png: 3
Defense.png: 2
Planning.png: 3
Logistics.png: 2
Pony.png
Hermane Gering
Field Marshal
Hermane Gering


Inflexible Strategist.png Inflexible Strategist

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

  • Defense: +1
  • Logistics: +1

Reckless.png Reckless
A good officer needs to lead from the front.

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

Infantry Officer.png Infantry Officer
Trained as an infantry officer.

  • Infantry Leader experience gain: 100%
Lv. 4
Attack.png: 4
Defense.png: 3
Planning.png: 3
Logistics.png: 3
Pony.png
Generic Pony General 6
General
Chief Brightflank


Old Guard.png Old Guard

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

  • Max Entrenchment: +1.0
  • Leader Experience Gain: -25.0%

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

  • Promotion Cost: -25.0%
Lv. 1
Attack.png: 1
Defense.png: 3
Planning.png: 3
Logistics.png: 2
Pony.png
Generic Pony General 3
General
Mertweth of Losthope


Infantry Officer.png Infantry Officer

Trained as an infantry officer.

  • Infantry Leader experience gain: 100%
Lv. 1
Attack.png: 2
Defense.png: 1
Planning.png: 2
Logistics.png: 2
Pony.png
Generic Pony General 5
General
Minnyhooves


Old Guard.png Old Guard

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

  • Max Entrenchment: +1.0
  • Leader Experience Gain: -25.0%

Reckless.png Reckless
A good officer needs to lead from the front.

  • Planning Speed: +20.0%
  • Chance to get wounded in combat: +50.0%
Lv. 1
Attack.png: 3
Defense.png: 1
Planning.png: 2
Logistics.png: 1
Pony.png
Taffy Swirl
General
Taffy Swirl


Cautious.png Cautious

Takes their time and plans carefully.

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

Promising Leader.png Promising Leader
This leader has proven to be a quick learner.

  • Leader Experience Gain: +25.0%
Lv. 1
Attack.png: 1
Defense.png: 2
Planning.png: 2
Logistics.png: 1
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
Poor Science Base.png Poor Science Base
  • Daily Political Power Gain: +0.30
  • Research Speed: -80.00%
Agrarian Society.png 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%
Mass Illiteracy.png Mass Illiteracy
  • Construction Speed: -20.00%
  • Research Speed: -60.00%
Poverty Race
Negligible Poverty.png Negligible Poverty
  • No penalties
Pony.png Pony
  • Uses Pony Racial Tree

Industry and Resources[]

Factories
Military factory
1 Military Factory
Naval dockyard
1 Naval Dockyard
Civilian factory
3 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 5 13 3 0
Countries
Advertisement