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The Federated Parishes of Sicameon are a long standing unique anomaly within Griffonia, a proto-Syndicalist, federal republic that has never truly been subjugated by the Griffonian Empire nor its splinter kingdoms. Sicameon sits nestled snugly on the Makomo Peninsula and guarded by the Arahno and Snowtop Mountains, a geography that has lent itself to the individualistic minded nation’s defense.

The country itself is named for the Griffonian sea goddess Sycaecia, and thusly Sicameon boasts a great seafaring culture, greatly valuing sea bound commerce and maintaining a strong navy, but as a consequence of its relatively laissez-faire economic policy, pirates such as the homegrown Freeholders’ Syndicate have managed to take root in the cracks.

While Sicameon is comparatively very stable, prosperous, and educated as compared to its neighbors, not suffering from economic crisis, famine, brain drain, or a high degree of illiteracy, the Doge and the federal legislature is at a tumultuous crossroads.

With the rest of the continent falling into chaos and wars already beginning to ignite, the rather politically weak government of the peasant republic must reach for new power it has never handled before, while managing the legislature’s two main factions: the peaceful, defensive, and harmonic traditionalists; and the more radical elements demanding revenge on their monarchist neighbors, moving into the future.

Lore[]

Formation Of The Federated Parishes[]

Before it was unified as federated parishes, Sicameon was a region filled with squabbling, independent parishes, which each had surprisingly democratic traditions. This all changed when the aging Emperor of the Flag of Griffonian Empire Griffonian Empire, Grover I, led a small task force into the parishes. The decentralized parishes united under the common banner of the Federated Parishes of Sicameon, and adopted guerrilla, defensive tactics to continue to drive back Grover's scouting forces.

Grover's War[]

26 years after Grover I first attacked Sicameon, the Griffonian Empire once again attacked the Federated Parishes, but this time, instead of small scouting forces, they brought a vast army under command of the new, warlike emperor, Grover II. Grover II, desiring eastern supply routes to Cyanolisia and Minotauria, crushed the parishes and established a new Grand Duchy in its place. The democratic traditions of the parishes were crushed by Griffonian might, and the first republic created on the Griffonian continent was ended. Did this mean the end of the democratic dream for the Sicameonese people?

Revolutionary Guerrilla Warfare[]

The people of Sicameon were not welcoming to their Griffonian invaders. For decades, they launched revolutions in cities, destroyed Griffonian armories, and assassinated powerful knights and administrators. Even the Grand Dukes themselves were not safe, and when a particularly violent revolution began in Sicameon, Grover III, who had just been crowned months earlier, knew his father's mistake had to be corrected. Just as the Sicameonese were about to take the capital and proclaim the Federated Parishes once more, Grover III announced that the Grand Duchy was officially abolished, and the parishes would be restored. Democracy had come again to Sicameon, but the democracy Grover III had in mind for Sicameon was much more militant. The commander in chief had striking executive powers, and the country was much less decentralized.

Threats and Situation[]

Sicameon faces threats from the north, with the eventual expansion of Flag of Griffon Liberation Army Prywhen, and from the west, with Supremacy Flag of Falcor Principality Falcor Principality or Supremacy / Neutral Flag of Kingdom of Wingbardy Kingdom of Wingbardy, and eventually of course the inheritor of the Flag of Griffonian Empire Griffonian Empire's claims. However, in the immediate early game, there are no major threats, and if Sicameon stays out of the Cyanolisia-Asterion conflict, they will have an easy time to develop peacefully.

If they are Supremacy, the Flag of Blackrock Bandits Blackrock Bandits may also make occasional raids and may demand tribute.

National Focus and Events[]

Sicameon Focus Tree

Leve/Midoria Plan[]

The Sicameonese focus tree starts with you choosing either the Midoria Plan or the Leve Plan, which will choose if you become a more centralized republic, or a traditional, decentralized federation of parishes. While these do not directly choose your ideology, the communist and harmonic bonuses you get from each plan will determine who wins the elections.

The Midoria Plan is a plan dedicated to centralization, and will bring the Federated Parishes closer to the PIS-R, the radical faction of the Sicameonese Independence Party, which supports socialist economics and a more centralized government. In general, The Midoria Plan will focus on centralization, giving the player bonuses to communist support and strengthening the executive.

The Leve Plan is a traditional and harmonic plan. It asserts that the Sicamonese political system is fine as it is, and it does not need major changes to the balance of power. This plan is closely aligned with the values of the moderate faction of the Sicameonese Independence Party, the PIS-M, which is also the current ruling party of Sicameon.

The Upcoming Elections[]

The Sicameonese elections are on the horizon, and there are three paths available for these elections: the PIS-M, PIS-R, or the elections can be rigged by the nefarious Freeholder corsairs...

Communist Path (The Red Cascades)[]

The communist path is focused on reforming the nation into a syndicalist and socialist society. The first four focuses are choices, allowing the player to choose how they will guide Sicameonese syndicalism into the future. How to Handle the Harmonists allows you to choose between striking the harmonists or allying with them. The Divine Issue allows you to pick how you want to organize religion - will the head of state have the power, or the pontiffs? Codify Sicameonese Syndicalism and Officialize The Syndicates allow you to either separate syndicates from parishes, or replace the parishes with a syndical legislature, to cast away the system of the Federated Parishes. Flushing Out the Wharf Rats allows you to root out Supremacism, destroying both internal and external enemies.

Once you have done all that, you can then industrialize and expand the nation. A Resurgent Republic focuses on building up a socialist army and industry, and Beyond The Snowtops deals with expansion. You can fight Flag of County of Cyanolisia Cyanolisia, Flag of Falcor Principality Falcor, and even Flag of Kingdom of Griffonstone Griffonstone in your quest to rule the South.

Harmonic Path (Tradition Triumphs)[]

The harmonic path is focused on maintaining the traditional structure of the federated parishes and embracing democratic government. There are two main branches in the focus tree:

More Than A Peasant's Republic focuses on building a new, better, Sicameon. You can gain political power and stability by discrediting and attacking Communists and Supremacists, or you can ally with them for a beneficial national spirit at the cost of said political power and stability.

Looking Outward is about diplomacy, though unlike the communist tree, there is much more peaceful cooperation with allies. If Flag of Republic of Asterion Asterion forms their democratic faction, you can help them by developing their country and yours at the same time. Jojo's Bizzare Situation deals with the Flag of Falcor Principality Falcor Principality's claim on the Sicameonese state of Jojo. You can reconcile with Falcor by giving the province to them and gain an alliance, but this focus does not give you a war goal under any circumstance, so don't be mean to Falcor! You can also defeat Supremacist nations such as Blackrock and Cyanolisia, and forge trade and military pacts with the Griffonian Republic and Skyfall. However, you cannot create a faction by yourself.

Supremacist Path (Like Winning a Rigged Lottery)[]

The supremacist path has two options: The Suit and The Scoundrel that change the temporary bonuses, permanent bonuses, diplomacy and factions you can receive. Both receive a puppet war goal against Asterion, both start with a national spirit debuffs to political power gain, stability and war support, and both can take the same focuses regarding slavery (which will be covered later in this article)

The Suit[]

This path focuses on entrenching the illegals businesses of the Don deep into the state, giving temporary debuffs to stability in exchange for temporary buffs in supremacy support, daily supremacy support, subversive activities efficiency and ideology drift defense while giving a permanent buff to your economy by boosting resource gain, production efficiency growth, production efficiency base and lowering your resources to market. Eventually you will get rid all buffs and debuffs (except the ones to your economy) gathered by the previous focuses while unlocking the slavery and foreign policy focuses (including the war goal on Asterion)

The foreign policy focuses include free political power, an annex war goal on Kasa, a chance to get a free general and a guarantee on Blackrock, free stability, a faction (which Blackrock will join should the Don marry Blackrock's supremacist leader) and unlocking Criminal Ambitions decisions

The Scoundrel[]

This path focuses on appeasing the people and gives you greater buffs to stability and daily supremacy support along with a buff to your economy in the form of Production efficiency retention, production efficiency cap, conversion speed bonus and trade deal opinion factor. Eventually you will get rid of the stability and daily supremacy support buffs along with the starting debuffs to stability, war support and political power gain. After that, you unlock foreign policy which gives you the chance to puppet Blackrock, a puppet war goal on Kasa, free political power, free stability, a faction which your puppets will join and unlocks Naval Raid decisions

Slavery[]

Slavery has 3 different options: No Guarantees being the most radical with the largest buffs to Factory Output, Dockyard Output, Factory Repair Speed and Free Repair while having the largest amount of consumer factories and the worst debuffs to daily political power gain and stability. Citizen Immunity is the least radical with the smallest buffs and debuffs to the previously mentioned affects. Indentured Servitude sits as a nice middle ground to both, Which ones you can choose depend on your choice for the stance on slavery, with No Guarantees and Indentured Servitude requiring you choose to have no restrictions and take a stability hit while Citizen Immunity requires you restrict it to non citizens only, giving you free political power and stability

After this initial choice is made, there is a second option between Homegrown 'Stock' and Foreign 'Stock' with homegrown stock only being available if you take No Guarantees or Indentured Servitude and Foreign 'Stock' requiring Citizen Immunity.

Foreign 'Stock' gives buffs to non-core ponypower and division training time while giving debuffs to daily political power gain, damage to garrisons and foreign subversive activities efficiency while Homegrown 'Stock' gives buffs to monthly population and minimum training level while decreasing recruitable population and giving steep debuffs to daily political power game and stability

Economic/ Modernization Focuses[]

Sicameon's Economic section largely focuses on building up your industry and resource base. You can decide to spread your new industry or around your lands or centralize it within your capitol. You will receive free civilian factories and building slots, tech bonuses to extraction and industry, buffs to Construction Speed, economy laws cost, trade laws cost, factory repair and free factory repair along with extra steel and chromium

The Modernization path is focused around the choice to maintain religious temple schools or modernize to more modern, secular teachings with buffs to research speed and electronics out of the gate along with bonuses to production efficiency growth, production efficiency base, electronics research, magical research and tech research buffs for electronics, computing and magic tech if the starting industry and modernization paths are taken and middle tree is focused on. Secular and Religious both end with a second extra research slot

Secular Schooling[]

This option gets ride of the research debuff from the temple schools while giving a minor buff to war support and a -0.03 daily support for non-aligned.

Religious Schooling[]

This option gives negative consumer goods factories, a slight buff to war support, slightly increases non-aligned support and keeps a minus 5% research debuff.

Once both the economic and the modernization paths are complete, the focus Public Research Grants will move you to Developed Science Base while The Modern Peasant will give you Modern Society.

Military Focuses[]

Militia Dependency[]

The biggest issue facing your military is your militia dependency which greatly lowers your division org and effective ponypower while greatly increasing cost for military high command. It has 5 levels, with the debuffs waning with each progression. Examining the Parish Militias will unlock a decision akin to reforming the Chinese army to reduce the debuff. Enact Defense Reforms cost 50 army XP and will get rid one of level of the debuff each time. Going The Midoria Plan will give two focuses (Pursuing Aggressive Foreign Policy, Integrate the Parish Militias) which will eliminate a level each while Standardizing the Militias and Expanding the National Guard will also get rid of one level each. So 50 army XP will be required to get rid of the debuff entirely.

Army[]

The tree is split into equipment acquirement and doctrine/ specialized divisions. The equipment acquirement will provide 3 military factories, a material manufacturer, research buffs to motorized, armor, artillery and infantry weapons along with a national spirit giving war support, a decrease to training time and buffs to factory conversion speed.

The doctrine/ specialized division branch will give either a bonus to Superior Firepower or Grand Batteplan Doctrines, give a research bonus to army doctrine, give research bonuses to mountaineers, engineer support companies, marines, radio and signal companies and knights (Retiarii) technologies. It will also either give a small minus to attrition taken, a buff to max entrenchment and to entrenchment speed or a greater minus to attrition taken and a buff to infantry movement speed.

Navy[]

Focuses on modernizing and increasing the relatively large fleet that Sicameon starts with with the New Naval Infrastructure path giving temporary buff to dockyard build speed, a total of 10 dockyards and either a permanent minus to dockyard construction cost, submarine, destroyer, light cruiser and heavy cruiser (at the cost of increased battle cruiser, carrier and battleship build cost) or a small minus to all ship build cost. The New Millennium Naval Review branch gives research bonuses to all ships types, torpedoes, mines, naval training, minuses to trade convoy production cost, a buff to escort efficiency and unlocks a Naval Designer. The Modernize the Command Structure branch gives research bonuses to either fleet in being or base strike doctrine, research bonuses to naval doctrine and a buff to naval experience gain while lowering military leader cost.

Airforce[]

Gives air experience, builds air fields and gives research bonuses to fighters, bombers, air doctrine, naval doctrine, CAS doctrine, CAS, Radar technology, technology, and carrier models along with a buff to ace generation chance and a decrease to bad weather penalty

Technology[]

Army Naval Air Tech / Industry
  • Weapon 989 (Fusil Md. 71)
  • Marines I
  • Mountain Infantry I
  • Engineer Company I
  • Recon Company I
  • Artillery I (Cañón de 70/22)
  • 990 Destroyer
  • 990 Cruiser
  • 990 Early Ship
  • 990 Submarine
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • Retearii Division I
  • We Can Fly?!

Politics[]

National Spirits[]

Generic volunteer expedition bonus-0.png
G.P.Q.S
  • Resource Gain Efficiency: +10.0%
  • Recruitable Population: 2.0%
  • Production Efficiency Growth: +5.0%
  • Division Attack on Core Territory: +5.0%
  • Division Defend on Core Territory: +5.0%
  • Defensive War Penalty Stability Modifier: +50.0%
  • Economy Laws Cost: +25%
  • Trade Laws Cost: +25%
  • Conscription Laws Cost: +25%
  • Political Advisor Cost: +25%

Standing for 'Los Grifos y Parroquias de Sicameon', or more simply defined as Sicameonese federalism, this abbreviation simply refers to our uniquely democratic and egalitarian style of governance in contrast to our largely monarchist neighbors. We have maintained these republican traditions first laid out by the Five Founding Cities for over 700 years, longer than even the existence of the Empire, and we have no intention of giving them up now.

Generic pp unity bonus.png
Sycaecian Temple Schooling
  • Research Speed: -15.0%

Public schooling has historically been an alien concept in Griffonia, and the lack of it can easily be seen in the illiterate masses of the former Imperial nations. This has not been the case in Sicameon, where we have taught our youth to read, write, and count within Her holy temples for centuries, however it is becoming apparent that this system is becoming dated, and debates have sprung up over the importance of religious teachings in an increasingly scientific world.

Generic navy bonus.png
Armed Merchant Marine
  • Screen Attack: +5.0%
  • Screen Defence: +5.0%

While many other nations have either made armed merchant ships illegal or otherwise fall out of favor, we have maintained the old traditions of the East Hindiagriff. While they are certainly no longer a match for modern battlefleets, they are enough to ward off would-be pirates and disguised raiders, and provide a ready base of partially trained sailors for our navy.

Griffon army1.png
Extreme Millitia Dependance
  • Division Organization: -25.0%
  • Recruitable Population Factor: -50%
  • Foreign Subversive Activities Efficiency: -50%
  • Effect of Partisans on us: -50.0%
  • Army Chief Cost: +50%
  • Air Chief Cost: +50%
  • Navy Chief Cost: +50%
  • High Command Cost: +50%

Our military has traditionally been based on a mandatory levy system on the part of the parishes, groups of minutegriffs ready to defend their homes, but always with a rather loose connection to national authority as mandated by our Federal Charter. As a result we have rarely had a true standing military other than at the actual outbreak of war or during times of tension, which in this new age of warfare greatly limits our ability to effectively defend against a built up and rapidly advancing invader.

Idea generic local self management.png
Constiutionalized Decentralization
  • Political Power gain: -50%
  • Economy Laws Cost: +50%
  • Trade Laws Cost: +50%
  • Conscription Laws Cost: +50%
  • Political Advisor Cost: +50%

From the earliest notions of a unified Sicameon to the signing of the original Federal Charter of 773, there has always been a fear that a strong central authority would be able to overtake our republic from within, and so through a series of clauses the federal government was severely limited and instead vested in the parishes. So far this has worked soundly for us, and only Grover II's invasion in 799 has prompted increases in federal power. But with the once again growing ambitions in our neighbors, there are new concerns that such a weak authority may not be responsive enough to counter modern threats.

Leaders[]

Leader Party Description Traits
Alexis de Sicameon.png

Alexis de Sicameon

Harmony

Partido de la Independencia Sicameon-Moderado

Remige Plumar.png

Remige Plumar

Communist

Partido de la Independencia Sicameon-Radical

Don Espadarte.png

Don Espadarte

Supremacy

Los Corsarios Libres

Alexis de Sicameon.png

Alexis de Sicameon

Non-Aligned

Los Verdaderos Creyentes

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Carlos de Midoria Deal Broker N/A
  • Economy Laws Cost: -25%
  • Trade Laws Cost: -25%
  • Conscription Laws Cost: -25%


150
Asunción Cola Infernal Propaganda N/A
  • War Support: +10%
150
Ana Pluma de Hierro Collaborating Press Chief N/A
  • Daily Political Power Gain: +0.10
150
Federico Plumanegra Smooth-Talking Charmer N/A
  • Resources to Market: -5%
  • Trade deal opinion factor: +10.00%
150
Camilo Nidoalto Fortifications Engineer N/A
  • AI Modifier: Focus on Defense: +5.0%
  • Land Fort construction speed: +20.00%
  • Coastal Fort construction speed: +20.00%
  • Anti Air construction speed: +20.00%
150
Jacinto Picorroble Captain of Industry N/A
  • Infrastructure construction speed: +10.00%
  • Civilian Factory construction speed: +10.00%
  • Refinery construction speed: +10.00%
150
Santiago Ramón Garra de la Tormenta Social Reformer Current Ruling Party is: Harmony
  • Stability: +15.00%
  • Daily Harmony Support: +0.10
150
Jorge Orellana Socialist Novelist Current Ruling Party is: Communist
  • War Support: +10.00%
  • Daily Communism Support: +0.10
150
Pedro Crestazul Corporatist Industrialist Current Ruling Party is: Supremacist
  • Consumer Good Factories: -3.0%
  • Daily Supremacy Support: +0.10
150
Jeronimo Ala Illusive Gentlebird Has created an Intelligence Agency
  • Operative slots: +1
  • Agency upgrade time: -15%
150

Tank Designer

Name Trait Prereqs Effects Cost
Arahno Vehiculos Especiales Mobile Tank Designer N/A Armor Research Speed: +10%
  • Armor Max Speed: +5%
  • Armor Reliability: +10%
150
Compañia de Tractores Agricolas Medium Tank Designer N/A Armor Research Speed: +10%
  • Armor Reliabilty +5%
  • Armor Soft Attack: +5%
150

Ship Designer

Name Trait Prereqs Effects Cost
Astilleros y Talleres de Queruscos Escort Fleet Designer N/A Naval Research Speed: +10%
  • Screen Max Range: +30%
  • Screen Sub detection: +10%
  • Max Speed: +10%
  • Screen Production Cost: +10%
150
Eritonaval Costal Defense Fleet Designer N/A Naval Research Speed: +10%
  • Carrier Production Cost: -25:00%
  • Carrier Deck Size: -20%
  • Carrier Max Range: -50%
  • Capital Production Cost: -25.00%
  • Capital Armor: -20%
  • Capital Heavy Attack: -20%
  • Capital Max Range: -50%
  • Submarine Production Cost: -25.00%
  • Submarine Max Range: -50%
150
The Fast Battleship Committee Raiding Fleet Designer Completed the focus The Fast Battleship Committee Naval Research Speed: +10%
  • Carrier Surface Visibility: -10%
  • Carrier Max Speed: +10%
  • Deck Size: -10%
  • Screen Surface Visibility: -10%
  • Screen Max Speed: +10%
  • Submarine Visibility: -10%
  • Submarine Surface Visibility: -10%
  • Submarine Max Speed: +10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Ala-Vuelo CAS Designer N/A
  • Air Research Time: -10.0%
  • Close Air Support Ground Attack: +10.0%
  • Close Air Support Reliability: +10.0%
  • Carrier CAS Air Ground Attack: +10.0%
  • Carrier CAS Reliability: +10.0%
150
CAEA Light Aircraft Designer N/A
  • Air Research Time: -10.0%
  • Fighter Agility: +10%
  • Fighter Max Speed: +10%
  • Carrier Fighter Agility: +10%
  • Carrier Fighter Max Speed: +10%
150
Grupo Aviones Keowen Naval Aircraft Designer N/A
  • Air Research Time: -10%
  • Naval Bomber Range: +10%
  • Naval Bomber Naval Attack: +10%
  • CV Naval Bomber Range: +10%
  • CV Naval Bomber Naval Attack: +10%
  • Carrier CAS Range: +10%
  • Carrier CAS Naval Attack: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Arsenal Nacional Sycamore Completed focus Founding the Sycamore National Armory Artillery Research Speed: +5%

Weapons and Equipment Research Speed: +10%

Artillery:

  • Production Cost: -5.00%
  • Reliability: +2%

Infantry Equipment:

  • Production Cost: -5.00%
  • Reliability: +2%


150
Estrlla Infantry Equipment Designer Weapons and Equipment Research Speed: +10%
Motores Makomo Motorized Equipment Designer
  • Motorization Research Time: -10.0%
150

Industrial Concern

Name Trait Prereqs Effects Cost
FOCS Industrial Concern
  • Industrial Research Time: -10.0%
150
Nacional de Electricidad Midoria Electronics Concern
  • Electronics Research Time: -10.0%
150
Laboratorio de Isla Escarlata Electronics Concern completed focus Found the Laboratorio de Isla Escarlata
  • Electronics Research Time: -10.00%
  • Magic Research Time: -5.00%
150

Theorist

Name Trait Prereqs Effects Cost
Lucía Pico de Fuego Military Theorist
  • Land Doctrine Research Time: -5.0%
  • Experience Gain Army: +0.05
150
José Plumarroja Naval Theorist
  • Land Doctrine Research Time: -5.0%
  • Experience Gain Navy: +0.05
150

Chief of Army

Name Trait Prereqs Effects Cost
Miguel Alarroja Army Defense (Expert)
  • Army Defence: +10.0%
150
Manuel Colacero Army Reformer (Expert)
  • Experience Gain Army: +10.0%
150
Ricardo Alacero Entrenchment (Genius)
  • Entrenchment speed: +12.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Ángel Picorroca Commerce Raiding (Genius)
  • Convoy Raiding Efficiency: +20.0%
150
Garcilaso Alaviento Decisive Battle (Expert)
  • Capital Ship Attack: +10.0%
  • Capital Ship Armor: +10.0%
  • Screen Attack: +10.0%
  • Screen Defense: +10.0%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Rosa Garraoscura Ground Support (Expert)
  • Air Support: +10.0%
150
Federico Plumagris Naval Strike (Genius)
  • Naval Bombing: +5%
  • Naval Targeting: +5%
  • Naval Agility: +5%
150

Military High Command

Name Trait Prereqs Effects Cost
Rafael Colarroja Army Regrouping (Expert)
  • Division Recovery Rate: +8.0%
150
Francisco Garranegra Artillery (Specialist)
  • Artillery Attack: +10.-%
  • Artillery Defense: +5.0%
150
Iñaki Garralarga Concealment (Genius)
  • Enemy Air Support: +15.0%
150
María del Carmen Alarrosa Commando (Specialist)
  • Special forces Attack: +10.0%
  • Special forces Defense: +10.0%
150
Juan de la Garra Motorized(Expert)
  • Mechanized Attack: +10.0%
  • Mechanized Defense: +10.0%
  • Motorized Attack: +10.0%
  • Motorized Defense: +10.0%
150
Victoria Plumaluz Army Maneuver (Expert)
  • Division Speed: +10.0%
150

Economy[]

Laws and Development[]

Laws and Development
Conscription Law Trade Law Economy Law
Limited Conscription.png Limited Conscription
  • Recruitable Population: 2.50%
Free Trade.png Free Trade
  • Construction Speed: +15.00%
  • Research Speed: +10.00%
  • Factory Output: +15.00%
  • Dockyard Output: +15.00%
  • Resources to Market: +80%
  • Trade deal opinion factor: +30.00%
  • Civilian intelligence to others: +40.0%
  • Navy intelligence to others: +20.0%
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
Substantial Science Base.png Substantial Science Base
  • Daily Political Power Gain: +0.10
  • Research Speed: -30.00%
Outdated Industrial Sector.png Outdated Industrial Sector
  • Resource Gain Efficiency: -10.00%
  • Construction Speed: -10.00%
  • Research Speed: -10.00%
  • Factory Output: -10.00%
  • Dockyard Output: -10.00%
Negligible Illiteracy.png Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty.png Negligible Poverty
  • No penalties
Griffon.png Griffon
  • Uses Griffon Racial Tree

Industry and Resources[]

Factories
Military factory
3 Military Factories
Naval dockyard
6 Naval Dockyards
Civilian factory
8 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
2 0 19 27 41 0 89
Countries
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