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The Firtree Villages are a collection of small autonomous villages that have come together to solve things a single village cannot. It is an isolated place and one of the great mysteries hidden within their deep forests. But change is brewing, the chief of the Coldmouth clan has died without an heir, leaving the politics of the villages in disarray, but even more dangerous the spirits that lie in the forests seem to be restless, ready to make the world remember they still live.

Lore[]

In the year 1007 ALB, the world still knows close to nothing about the Firtree Villages. Bandits hardly bother raiding them, diplomats look over them on their maps, with no industry or technology to speak of the Firtrees are possibly isolated even more so than even their fellow hill ponies. But the people of Firtree prefer it this way. For now, they are content to live their lives separate from the world, and especially away from magic. But the world seems to be getting closer, as the Chief of the Coldmouth clan dies without an official heir people begin to point out his exiled daughter who was sent away for practicing forbidden magic but many also point to the Grand Elder Iorweth who already leads them spiritually, why not also temporally? But as all of this occurs the shamans begin to have visions, visions of the return of the forest spirits. But all of them know, if Firtrees is to survive things are going to have to change. 

Starting Situation[]

Give us an overview of the things you need to consider starting out - what are the good and bad things, what directions could you take, etc.

Military[]

The Firtree Villages start with 2 infantry divisions armed with Medieval Weapons and each containing 6 battalions.

Threats and Opportunities[]

Threats[]

The Firtree Villages is surrounded by mostly weak and unindustrialized nations, such as Flag of Farbrook Farbrook and Flag of Watertowns Watertowns. To it's south lies Flag of Diamond Mountain Diamond Mountain, which is allied with the entirety of the River Federation, and Flag of Ordensstaat Hellquill Ordensstaat Hellquill, which often becomes a Griffon supremacist government that may prove problematic to ponies.

If Farbrook goes Supremacist or Communist, they will always attack the Firtrees. However, this will often happen later in the game, usually after 1010, and them going non-harmonist is highly unlikely.

Opportunities[]

If the Firtrees expand into the surrounding area, they will find many weak nations with outdated technology. If Farbrook forms the Hillpony League, which they do as Harmonist, Firtrees will be able to kill two birds with one stone.

A Firtrees player, once they have dealt with the surrounding pony nations, might expand south into Hellquill or west into the Flag of Sunstriker Clan Sunstriker Clan. This is best done as the Supremacists, as they can get war goals on Watertowns, Farbrook, and the Sunstriker Clan, though any ideology that can justify is good for expansion.

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[]

Firtree Focus Tree

Firtree politics center around the ban on magic within Firtrees society with the slim exception of the seers who commune with the spirits. Years ago the perspective heir of Firtrees Shinespark was exiled for practicing highly dangerous and illegal magic, and there are rumors she will return. When she does there will be significant conflict over whether she should assume leadership of the Firtrees or not. If the debate gets to heated a civil war can break out for Shinespark's leadership or not. Then the focus splits into whether or not Firtrees will remain isolated or if they will open themselves up to the world.

If Iorweth remains in power he can either open up the villages, either signing treaties with or warring against their two hill pony neighbors; with the treaties granting steel from Farbrook and a national spirit granting stability and monthly population for Watertowns. Or he had turn inward into the spirit woods to decide Firtree's future. This will lead to a communion with spirits at which time Iorweth will either become the Avatar of the 4 elements and unlock a tree related to this, or the great spirit of the forest will take control of Iorweth and lead the nation himself.

If Shinespark gains power she will either turn to raiding and dirty warfare to gain enough slaves and test subjects for her work in her "outward" branch, or she will turn to her own homeland to support her experiments, and possibly even reach out to some old friends for help...

The non-political national focuses of Firtree follow the same general theme as those of their neighbor Farbrook.

Economic policy is dependent on whether or not the player has accepted Shinespark's ideas on industry as it is the only way to go with rapid industrialization. The player can choose between industrializing rapidly ending with an Outdated industrial Sector or stick with traditions ending you with a pre-industrial society. Rapid industrialization is better in every way except for the fact you rapidly loose stability and it can cause a revolt if you do not manage your stability well.

The army policy of Firtrees is decided by whether or not you adopted Shinespark's military ideas, if you do you can go with the Standing army branch. The army tree has a few focuses that affect army loyalty and influence, and some research bonuses. However the main purpose is to fix Firtree's tribal army of with there are 2 paths to do so. The final bonuses from the national spirit affected are shown below. Reforming the tribal militia grants moderate bonuses specially on core territory while a standing army allows for an extremely capable fighting force albeit with less manpower and significantly more time to train.

Reform the Tribal Militia Create A Standing Army For Firtrees
  • 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%

Technology[]

Army Naval Air Tech / Industry
  • Medieval Melee Weapons
  • None
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • None

Politics[]

National Spirits[]

Idea generic fascism banned.png
Suppression of Magic
  • Daily Supremacy Support: -0.02
  • Magical Weapons Research Time: +25%
Disjointed Government.png
Golden-Horn Disruption
  • Stability: -25.0%
  • Daily Political Power Cost: +0.10

The secret society known as the "Golden-Horns" have been engaging in thefts and other civil disturbances in recent months, disturbing our peaceful society. From our investigations, it seems that they may be working for the exiled mage, Shinespark! This is worrying, but so far it hasn't devolved into anything extreme.

Warrior Pony Idea.png
Tribal Army
  • Division Recovery Rate: -20.0%
  • Planning Speed: -25.0%
  • Recruitable Population Factor: -10%
  • Training Time: -25.0%

Infantry Equipment

  • Reliability: -10%
  • Production Cost: +10.0%
Idea general staff.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
Iorweth the Spirit Speaker
Iorweth the Spirit Speaker


Harmony

The Sacred Order

Shinespark
Shinespark


Supremacy

The Golden-Horns

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Saddlebag Silent Workpony None
  • Political Power Gain: +15.0%
  • Research Time: -5.0%
150
Gun Better War Industrialist None
  • Military Factory construction speed: +10.0%
  • Dockyard construction speed: +10.0%
  • AI Modifier: Focus on War Production: +10.0%
150
Top Hat Captain of Industry None
  • Civilian Factory construction speed: +10.0%
  • Infrastructure construction speed: +10.0%
  • Refinery construction speed: +10.0%
150
Gold Bridle Smooth-Talking Charmer None
  • Trade deal opinion factor: +10.0%
150
Brick House Fortification Engineer None
  • Land Fort construction speed: +20.0%
  • Coastal Fort construction speed: +20.0%
  • Anti Air construction speed: +20.0%
  • AI Modifier: Focus on Defense: +5.0%
150 150

Tank Designer

Name Trait Prereqs Effects Cost
Firtree Tractor Co. Mobile tank designer None
  • Armor Research Time: -12.0%
  • Armor Maximum Speed: +5.0%
  • Armor Reliability: +10.0%
150
Bonedrift Armor Co. Medium tank designer None
  • Armor Research Time: -10.0%
  • Armor Armor Value: +5.0%
  • Armor Soft Attack: +5.0%
150

Ship Designer

Name Trait Prereqs Effects Cost
Brightfoam Merchant Shipping Co. Escort fleet designer None
  • Naval Research Time: -10.0%
  • Screen Range: +30.0%
  • Screen Sub Detection: +10.0%
  • Screen Speed: +10.0%
  • Screen Build Cost Ic: +10.0%
150
Kyzna Rymbal, Firtree Branch Coastal Defense Fleet Designer None
  • Naval Research Time: -10.0%
  • Carrier Deck Size: -25%
  • Capital Armor: -20%
  • Capital Attack: -20%

All Ships

  • Max Range: -50%
  • Production Cost: -25.00%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Blue Wings Aeronautics Light Aircraft Designer None
  • Air Research Time: -10.0%
  • Fighter Agility: +10%
  • Fighter Max Speed: +10%
  • Carrier Fighter Agility: +10%
  • Carrier Fighter Max Speed: +10%
150
Thunderbolt Aircraft Medium Aircraft Designer None
  • Air Research Time: -10.0%
  • Heavy Fighter Reliability: +20%
  • Tactical Bomber Reliability: +20%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Buckanberg Boomsticks Artillery Designer None
  • Artillery Research Time: -10.0%
150
Bitbridle Rifle Co, Firtree Branch Infantry Equipment Designer None
  • Weapons and Equipment Research Time: -10.0%
150
Greyhooves Halftracks Motorized Equipment Designer None
  • Motorization Research Time: -10.0%
  • Motorized Rocket Artillery Research Time: -50.0%
150

Industrial Concern

Name Trait Prereqs Effects Cost
"Firtree Merchant Guilds Industrial Concern None
  • Industrial Research Time: -10.0%
150
Jezeragrad Electronics, Firtree Branch Electronics Concern None
  • Electronics Research Time: -10.0%
150

Theorist

Name Trait Prereqs Effects Cost
Crimson Hooves Military Theorist None
  • Land Doctrine Research Time: -7.0%
  • Army Experience Gain: +0.05 daily
150
Wingfledge Air Warfare Theorist None
  • Air Doctrine Research Time: -7.0%
  • Air Experience Gain: +0.05 daily
150
Starry Sky Rocket Scientist None
  • Rocket Research Time: -10.0%
150

Chief of Army

Name Trait Prereqs Effects Cost
Chief Lies-In-Wait Army Defense (Expert) None
  • Army Defence: +10.0%
  • AI Modifier: Focus on Defense: +15.0%
150
Chief Quickstep Army Maneuver (Expert) None
  • Divisions speed: +10.0%
  • AI Modifier: Focus on Offense: +5.0%
150
Chief Earthworks Entrenchment (Expert) None
  • Entrenchment speed: +8.0%
  • AI Modifier: Focus on Defense: +5.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Foamsurf Decisive Battle (Expert) None
  • Capital Ship Attack: +10.0%
  • Capital Ship Armor: +10.0%
  • Screen Attack: +10.0%
  • Screen Defense: +10.0%
150
Silver Tooth Submarine (Genius) None
  • Submarine Attack: +20.0%
  • Submarine Defense: +15.0%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Cloudstrafe Ground Support (Expert) None
  • Air Superitory: +15.0%
150
Freewings Air Reformer (Expert) None
  • Experience Gain Air: +10.0%
  • AI Modifier: Focus on Aviation: +10.0%
150

Military High Command

Name Trait Prereqs Effects Cost
Wynne Infantry (Expert) None
  • Infantry Division Attack: +10.0%
  • Infantry Division Defense: +15.0%
150
Battlehardy Old Guard None
  • Army Experience Gain: -10.0%
  • Political Power Gain: +10.0%
150 150
Aquaria Lance Army Morale (Expert) None
  • Division Recovery Rate: +8.0%
150
Chief Earthworks Entrenchment (Expert) None
  • Entrenchment speed: +8.0%
  • AI Modifier: Focus on Defense: +5.0%
150

Economy[]

Laws and Development[]

Laws and Development
Conscription Law Trade Law Economy Law
Disarmed Nation.png Disarmed Nation
  • Recruitable Population: 1.00%
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
0 Naval Dockyards
Civilian factory
2 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 7 0 9 7 0 0
Countries

Central Griffonia Reichspakt: Griffonian Empire.png The Empire Barony of Angriver.png Angriver County of Bronzehill.png Bronzehill Grand Duchy of Feathisia.png Feathisia Greifenmarschen.png Greifenmarschen Katerin Principality.png Katerin Free City of Romau.png Romau Strawberry Duchy.png Strawberry Yale Rectorate.png Yale Rectorate
Others: Kingdom of Griffonstone.png Griffonstone House Avian.png House Avian House Erie.png House Erie House Eyrie.png House Eyrie Barony of Rumare.png Rumare Ordensstaat Hellquill.png Hellquill County of Longsword.png Longsword
Northern Griffonia Arcturian Order.png Arcturian Order Dread League.png Dread League Griffonian Republic.png The Republic Northern Tribes.png Northern Tribes Socialist Republic of Skynavia.png SRS Sunstriker Clan.png Sunstriker Clan Kingdom of Vedina.png Vedina Northern Storm.png Northern Storm
Evi Valley Blackrock's Bandits.png The Bandits Free Towns of Gryphus.png Gryphus Gryphian Host.png Gryphian Host Principality of Lushi.png Lushi Kingdom of Brodfeld.png Brodfeld Griffon Liberation Army.png GLA
The Riverlands River Coalition: Bakaran Republic.png Bakara Deponya.png Deponya Diamond Mountain.png Diamond Mount. Lake City.png Lake City Nimbusia.png Nimbusia Pònaidhean.png Pònaidhean River Republic.png River Republic Kingdom of Wittenland.png Wittenland
Others: Barrad Magocracy.png Barrad Farbrook.png Farbrook Greneclyf.png Greneclyf Firtree Villages.png Firtree Villages Austurland.png Austurland Kása Free State.png Kása Free State Watertowns.png Watertowns
Southern Griffonia Karthinian Pact: Kingdom of Wingbardy.png Wingbardy Barony of Arantiga.png Arantiga County of Francistria.png Francistria Duchy of Talouse.png Talouse
Others: County of Cyanolisia.png Cyanolisia Falcorian Queendom.png Falcor Federated Parishes of Sicameon.png Sicameon Republic of Asterion.png Asterion Commonwealth of New Mareland.png New Mareland
Western Griffonia Kingdom of Aquileia.png Aquileia: Barony of Pridea.png Pridea Duchy of Rila.png Rila Duchy of Vinovia.png Vinovia Marquisate of Westkeep.png Westkeep
Others: Township of Fezera.png Fezera County of Greifwald.png Greifwald County of Adelart.png Adelart Haukland.png Haukland Skyfall Trade Federation.png Skyfall City of Flowena.png Flowena Pomovarra.png Pomovarra
Secessionists Republic of Tarrin.png Tarrin

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