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Equestria has fallen. Queen Chrysalis's victorious army has divided the nation into protectorates with one goal - extraction of Love for the Flag of Changeling Lands Changeling Lands. Formerly a bureaucrat in Chrysalis's general staff, the newly appointed Lady Protectress Lilac finds herself in charge of Equestria's prosperous, populated east coast - the Manehattan Protectorate. Already, resistance grows as war becomes insurgency.

Can Lilac meet the dictates of the Queen? Can she build up her own power base in a nation that hates her? Can the resistance be crushed, or will the protectorate be immersed in chaos? Only time will tell...

Lore[]

The Occupation[]

During the Great War, Manehattan and its satellites, Hayston and Bronclyn, constituted a quarter of Equestria's industrial capacity. Today, as Equestria lies beneath the Changeling jackboot, and as their new Protectorates rise from the ashes, the Lady Protectress watches over her demesne with a hawk's eye.

Manehattan was brought low by the War, but Queen Chrysalis has no doubt that the city will soon reclaim what had been lost, rise again, and be remade into a glittering metropolis of the Hegemony - and more importantly an efficient industrial source of Love.

The Resistance[]

However, the ponies of the east coast have their own desires. Encompassing not only Fillydelphia and Albion, but also a stretch of inland territory reaching Hollow Shades in the west and bordering Flag of Stalliongrad Severyana in the north, the Changeling garrison is woefully understrength for the task of pacifying the entirety of the East Coast.

All over the Protectorate, the Harmonic Resistance plots to overthrow the Changeling occupiers, to restore the ideals of freedom and liberty to the ponies. The Princesses and Mane Six may be gone, but even absent, the Magic of Friendship continues to be felt, as talented unicorns and former comrades of Twilight Sparkle, Starlight Glimmer and Trixie Lulamoon, take up the fight.

Starting Situation[]

Starting borders of the Manehattan Protectorate.

Starting borders of the Manehattan Protectorate if the Changeling Lands had capitulated Flag of Stalliongrad Stalliongrad and decided to form the Severyana Protectorate before the Manehattan Protectorate.

The Manehattan Protectorate can be formed once Manehattan and some of its states are occupied by the Changeling Lands. Its territory and industry will vary depending on what year it is formed and its development during the great war.

Military[]

The protectorate starts with 22 divisions. However, there are only 48k changelings deployed, with none in reserve. Most divisions are extremely weak garrisons consisting of just 1 batallion each, with only three of them being standard infantry divisions, and two of them motorized.

Fortunately, these divisions should be more than enough if the resistance is properly handled.

Threats and Opportunities[]

As a mid-game country and a puppet, the Manehattan Protectorate is under the protection of the Flag of Changeling Lands Changeling Lands, but is expected to pay taxes in return.

Typically, the Changeling Lands will have completely or nearly conquered Equus with no serious threats remaining. The only threat to the Manehattan Protectorate is its own domestic policy failure, leading to the emergence of the Flag of Equestrian Liberation Front Equestrian Liberation Front with the possible support of Flag of New Mareland New Mareland. In the late game, the Protectorate may be called upon to support a war with a consolidated power in Griffonia such as the Flag of Griffonian Empire Griffonian Empire or a united River Federation.

Gameplay Mechanics[]

Establishing the Protectorate[]

To form the Protectorate, a decision will need to be taken as the Flag of Changeling Lands Changeling Lands.

To activate it, they must have capitulated Equestria, control Canterlot, and at least one state on Equestria's east coast (this includes the strategic air regions Celestial Coast, North Celestial Coast, Saint Petershoof, and Starswirl Valley). The Flag of Equestrian Liberation Front Equestrian Liberation Front cannot have been formed yet.

The decision costs 22k ponypower and 50 PP, and takes 70 days. The player will then be given a choice between switching, to take control of the Protectorate themselves, or remain as the Changeling Lands. Manually tag switching is ill-advised, as certain essential mechanics will not be enabled this way.

The Love Tax[]

The collection, provision and usage of love is essential to the Protectorate. Tax is collected from pacified states by divisions. To do this states must be kept pacified and a group of low ponypower divisions should be kept available.

After collection, Love is measured in Erots. Before they are taxed, Erots can also be spent on the local changeling population

Love Tax mechanics begin after taking the Negotiate the Love Tax focus.

The mechanics are mostly controlled through decisions:

Spoilers below, we recommend these are best experienced in game before reading

The Love Tax mechanics after Negotiate the Love Tax focus:

  • Fulfill Love Tax Quotas - can be paid every 200 days to the Queen. This decision will give some boosts, and avoid making Chrysalis angry (which will result in debuffs). Paying taxes will use approximately 2/3 of Love production.
  • Love Rations - By spending Love, the Protectorate can boost a variety of stats, which will be added later while going through the focus tree. This decision is repeatable.

And Military Love Requisition is available after All's Fair in Love & War focus:

  • One-time decision to hire the Griffon Accountants - makes taxes a bit more effective (example: it is possible to gather 2.53 erots of Love - without this decision gains only 2.5, meaning increased efficiency)
  • Love Requisition Operations - Temporary stability, political power and command power decrease for Love gain - repeatable.
  • Punitive Harvesting Operations - base stability and Love in exchange for a large temporary stability decrease and a small ponypower decrease - repeatable.

After completing the Pursue Urban Renewal focus, the following Special Project decisions become available:

  • Urban developments at: Fillidelphya, Albion, Bridlepolis, Stratusburg, Detrot and Prance. This decisions give some ponypower to provinces and the most important - upgrades the state region's category.
  • Further Urban Development in Bridlepolis, Stratusburg, Detrot and Prance.

State of Affairs decisions - shows (they are mostly affected by focuses and choices made in events):

  • 3 and final - phases of Strengthen Changeling Rules - Reduces the Garrison Shortcomings National Spirit effects, if final stage completed - removes it. Shows that the changelings can control the situation with army forces.
  • 2 - phases of Expand Collaborationist Presence - Reduces the Public Hostility National Spirit effects. Shows that, for one reason or another, the locals are willing to work with their changeling occupiers.
  • 3 and final - phases of Suppress the Resistance - Reduces the Resistance Subversion National Spirit effects, if final stage completed - removes it. Shows how big the Resistance influence on day-to-day operations.
  • Also contains decisions for completing the Resistance Suppression and Consolidation of Changeling Power phases (unlocked by events)
  • In the late game contains an option to reintegrate the "rebellious states" to get the cores on them back

Officers of the Ost-Kommando decisions (are unlocked after The New Blood focus):

  • Makes it possible to get five good generals: Kevin, Schaelli, Alyx, Forctis and Scile;
  • As Manehattan gains more generals, it can begin to promote them into government positions and later recruit them as politics advisors, theorists, chiefs of army, etc;
  • Unlocks unique technology.

Some additional Military Actions category decisions after completing the focus:

  • Pegasus Upgrade I - unlocks technology Pegasus division II
  • Pegasus Upgrade II - unlocks technology Pegasus division III
  • Pegasus Upgrade III - unlocks technology Pegasus division IV
  • Hegemony military training

Non-decision mechanic expansion - Unique unit leader ability - Tear Gas Bombardment after completing Weaponised Lachrymation focus.

Gain some more Prospect for Resourses category decisions.

Sometimes there will be Uprising events happening - Protectorate needs to suppress them or get a big debuffs.

If Lilac's politics fails - she can start the Flag of Equestrian Liberation Front Equestrian Liberation Front rise for itself - by decision:

  • Lilac's Gamble - unlocks the dire way to deal up with the resistance - additional focus tree to get some buffs and debuffs, build some forts, finish small war preparations and rise the ELF rebellion.
  • Secure The Regime - when the rebellion rises, needed to remove the negative National Spirit.

The Eastern Bulwark coastal defensive decisions:

  • Construct the Northern Stretch - coastal defences at the north, from Mirazh to Prance
  • "Construct the Southern Stretch - coastal defences at the south, from Phillydelpia to Manehattan

After completing the An Economic Miracle? focus, the following decision will be available:

It allows MAN to get an offmap Civilian Factories with some prerequisites

Ost-Equestrian Expansionism decisions are available after An Ost-Equestrian Identity focus:

  • "Operations" - to attack the Dragon Isles, Haukland, Stalliongrad, New Mareland, Township Fezera, Penguins and Kingdom of Vedina;
  • Mandatory - to puppet countries, conquered during "Operations".

Spoiler end.

National Focus[]

Continuous Focuses[]

Manehattan Protectorate has its uniqual continuous focuses, based on its mechanics:

  • The Love Harvest - Gives Erots of Love in cost of Factories usage, as longer this focus activated - as more erots it gives;
  • Free Love For All - Adds Political Power and Stability in cost of Love, more erots in stockpile -> more Politics Power and Stability gain.

Main Focus Tree[]

Starting and "Main" MAN Focus Tree

The Main tree of Protectorate that is starts from. It contains 5 Branches:
  • Middle - The main focus branch - attaches to Left-Middle and Right-Middle branches to get more bonuses and contains most of the country mechanics and politics. The whole tree starts here - from 84 Crystal Avenue focus; ++ also contains A Free Ost-Kommando and New Collaborationism tree;
  • Left Small - Very important garrison army focuses with uniqual bonuses, this branch starts from The Eastern Garrison focus;
  • Right Small - Architectural, construction focuses, mostly - some rare Collaborationists Presence points. This branch starts from Building Bridges? focus and is important to finish the whole tree without problems with Flag of Equestrian Liberation Front Equestrian Liberation Front, but is not necessary if no care of their uprising;
  • Left-Middle - Resistance Suppression focuses, starts from Smash the Resistance focus;
  • Right-Middle - Collaborationists-based focuses - second place in list of good bonuses. Branch starts from Confer with the Collaborationists focus and is important to finish the whole tree without problems with Flag of Equestrian Liberation Front Equestrian Liberation Front, but is not necessary if the player does not care about their uprising.

The table below contains only bonuses shown on the Main focus tree and not contains event bonuses information: they are mostly mutually exclusive or have complex event chains.

Focus Tree Effects

Tree Bonus

Middle++ Left-Middle Right-Middle Right Small Left Small
RushTime.pngRush Time (d)

... Research Slot (117)

Full "++" Tree (260)

Lilac's

Gamble

tree available (332)

Full Tree without ++ (397)

Late-Game

Focus

Tree

available

(1362)

Full Tree (135 (212 if nothing done in the Middle branch)) Full Tree (155 (242 if nothing done in the Middle branch)) Full Tree (200) Full Tree (200)
Political
StabilityStability
  • +18%
  • +10% for 60 days
  • -10% for 270 days
+17,5% +2.5% +2.5%
Political PowerPolitical Power (Flat) +270 +150 +130 +70
Political PowerPolitical Power Gain
  • -10% for 60 days
  • +5% for 270 days
  • -5%
Military
War supportWar support +2.5%
ManpowerRecruitable Pop
  • weekly: +300 for 300 days
  • Factor: +2%
  • Factor: +5% for 270 days
+15k one time +80k one time +15k one time
Air experienceAir experience
Army experienceArmy experience +30 +30
Navy experienceNavy experience
Victory pointCommand Power
  • +30
  • Maximum: +50
+60
Construction
Constructspeed.pngConstruction Speed
  • Civilian<->Military Factory Conversion Cost: -15%
  • -5% for 120 days

Bonuses with 150 days time limit:

  • Civilian<->Military Factory Conversion Cost: -25%
  • Civilian<->Military Factory Conversion Speed: +25%
  • Military Factory: +25%
  • Dockyard: +25%
  • Naval Base: +25%
  • +5% for 400 days
  • Naval Base: +10% (250 days)
  • Dockyard: +10% (250 days)
Production Efficiency GrowthProduction Efficiency Growth +5% for 400 days
Production Efficiency CapProduction Efficiency Cap +5% +5% for 400 days
Naval baseNaval base
  • 2 in Manehattan
  • 2 in Fillydelphia
Consumer GoodsConsumer Goods +5% +5% for 250 days
Military factoryMilitary factory 3
Naval dockyardNaval dockyard 2
Building slotBuilding slot 5 4
Output
  • Dockyard: +25% for 150 days
  • Military Factory: +25% for 150 days
Combat
ReocveryIcon.pngTraining Time
  • -15% for 300 days
  • +15% for 150 days
ReocveryIcon.pngExperience Gain
  • Army: +15% for 300 days
  • Army: -15% for 150 days
ReocveryIcon.pngReinforce Rate -15% for 150 days
PegasiSpecial Forces Capacity Multiplier
  • +15% for 300 days
  • +15%
OrganizationIcon.pngAttack Jaegers: +5%
OrganizationIcon.pngDefense Jaegers: +5%
OrganizationIcon.pngSpeed Jaegers: +5%
Science
Researchtime.pngResearch Time Industrial: -10% for 120 days
Focusbonus.pngOne-off reductions (300%) 2x Encryption methods and Decryption methods
  • 1x Support Technology
  • 1x Industry
1x Construction Technology
  • 1x Infantry Weapons
  • 1x Land Doctrine (+ 1.5 year research penalty decrease)
Other Notes / Bonuses
  • Most of Manehattan Mechanics and events
  • Unlocks Electronics Industrial Concern
  • 1 Research Slot
  • Control and Core on Griffish Isles region
  • General Ocellus Available
  • Allows to recruit new Generals
  • Military Leader Cost multiplier: +50%
  • Autonomy Points: +600
  • Resourses to Market: -2.5% for 150 days
  • Political Advisor Cost: -10%
  • Laws and Military Staff Cost: -15%
  • Daily Supremacy Support: +0.05
  • Encryption: +2.5%
  • Decryption: +2.5%
  • Ideology Drift Defense: +5%
  • Ideology Drift Defense: +5% for 270 days
  • Ideology Drift Defense: +15%
  • General Vesper Available
  • Resistance Growth: -100%
  • Foreign subversive activities efficiency: -10%
  • Unlocks Industrial Concern and Design Company
  • Forms 7 Auxiliary divisions
  • Forms 5 Incognito divisions
  • Forms 3 Parachutist Regiment divisions
  • Unlocks the Political Advisor
  • Adds 1.5k units of Infantry Equipment
  • Resourse units in Freeside: +12 Steel
  • General Soryn 'Inkognito' Available
  • General Wind Rider Available
  • Special Manehattan Region Buff
  • Uniqual "Merchant Cruisers" technology
  • Unlocks the Political Advisor
  • 4 infantry divisions
  • 2 jaeger divisions
  • 300 units of light tank equipment
  • Uniqual Land Unit Leader ability
  • Uniqual "Chemical Warfare Units" technology
  • 1 General
  • 500 units of support equipment
  • 2.50k units of infantry equipment

Lilac's Gamble Focus Tree[]

Spoilers below, we recommend these are best experienced in game before reading

Lilac's Gamble Focus Tree

This Focus Tree will only be available if Lilac failed her politics and can't continue doing the main focus tree branches. This focuses are the last thing to do, because if they are finished - the Equestrian Liberation Front will rise on Protectorate territory, and perspectively even beat the whole Hegemony.

However, this tree allows the Protectorate to prepare for future war and destroy the resistance forces really quickly, that will be followed with removing of negative national spirits and rebelion unrest mechanics, and will let Protectorate get the so-called below "Late-Game Focus Tree" if it was not possible to continue the Main one.

Focus Tree Effects

Tree Bonus

Effects on Protectorate (MAN)

Effects on Equestrian Liberation Front (ELF)

RushTime.pngRush Time (d)

Full Focus Tree (172)

Rise up (172)

Political
StabilityStability
  • -42.5%
  • +0.2 weekly
-25%
Political PowerPolitical Power (Flat) -500
Political PowerPolitical Power (Daily) +20%
Military
War supportWar support -25% -25%
ManpowerRecruitable Pop
  • +3950 one time
  • Factor: +40%
Victory pointCommand Power +120
Construction
Constructspeed.pngConstruction Speed +20%
Production Efficiency CapProduction Efficiency Cap -5% -25%
Combat
ReocveryIcon.pngRecovery Rate
  • +5% (500 days)
ReocveryIcon.pngReinforce Rate -25%
ReocveryIcon.pngTraining Time -20%
ReocveryIcon.pngExperience Gain
  • Army: +5% (500 days)
OrganizationIcon.pngAttack
  • +5% (500 days)
  • +20%
  • +10% on core territories
OrganizationIcon.pngDefense
  • +5% (500 days)
  • +20%
  • +10% on core territories
OrganizationIcon.pngOrganization
  • +5% (500 days)
  • +20%
Science
Researchtime.pngResearch Time -20%
Other Notes / Bonuses
  • Mobilization Speed: -25%
  • Deploys 5 Garrison Brigades
  • Effect of Partizans on Us: +25%
  • Surrender Limit: -25%
  • Resourse Gain Efficiency: +20%
  • 3 Land Forts in Manehattan
  • Ideology drift Defense: +20%
  • Removes Cloud Strafer - Chief of Airforces
  • Mobilization Speed: -25%
  • Out Of Supply: +25%
  • Rise up of ELF forces

Spoiler end.

Late-game Focus Tree[]

Spoilers below, we recommend these are best experienced in game before reading

Manehattan's Late-game Focus Tree

If Lilac chose the way of independence at the end of "Main Focus Tree" - she will get this one.

This focuses allow the Protectorate to become a De Jure Puppet and later - even an independent ally of Changeling Lands.

Focus Tree Effects

Tree Bonus

Value
RushTime.pngRush Time (d)

Research Slot (192)

Independence (352)

Full tree (1212)

Political
StabilityStability +25.5%
Political PowerPolitical Power (Flat) +730
Military
War supportWar support +15%
ManpowerRecruitable Pop
  • Factor: +15%
  • Monthly Population: +40%
  • Weekly Population (in regions): +8000
  • Weekly Population (in Urban/Dense Urban/Metropolis/Megalopolis regions): +10000/+15000/+20000/+25000
  • +66k one time

+

  • Factor: +2%

OR

  • Weekly Ponypower: +200
Air experienceAir experience
  • +30
  • Gain: +5%
Army experienceArmy experience
  • +50
  • Gain: +15% (270 days)
Navy experienceNavy experience
  • +50
  • Gain: +10%
Victory pointCommand Power
  • +55
  • Gain: +15% (270 days)
Construction
Constructspeed.pngConstruction Speed
  • Naval Base: +15% (300 days)
  • Coastal Fort: +15% (300 days)
  • Dockyard: +10%
Production Efficiency GrowthProduction Efficiency Base +10%
Production Efficiency GrowthProduction Efficiency Retention +10%
Radar Stations 4
InfrastructureInfrastructure +1 in every core state
Production costProduction cost
  • Light Tanks: -15%
  • Jet Fighters: -15%
Output
  • Factory: +10%
  • Dockyard: +20%
Combat
OrganizationIcon.pngAttack
  • +5% on Core territory
  • Magical Infantry: +5%
ArtillerySoft Attack Motorized Artillery: +5%Support Artillery: +5%

Artillery: +5%

OrganizationIcon.pngDefense
  • +5% on Core territory
  • Magical Infantry: +5%
OrganizationIcon.pngSpeed
  • Armor: +5%
  • Magical Infantry: +5%
  • All tanks and armor variants Movement (Jungle, Forest, Hills, Mountains): +10%
  • All tanks and armor variants Movement (Plains, Marsh): +5%
OrganizationIcon.pngOrganization +5%
OrganizationIcon.pngPlanning speed +5%
MarineNaval
  • Spotting chance: +10%
  • Max Range factor: +10%
Air baseAir
  • Air superiority: +5%
  • Air superiority Attack: +2.5%
  • Air superiority Defense: +2.5%
  • Air superiority Agility: +2%
Science
Researchtime.pngResearch Time
  • Everything: -7.5%
  • Naval Doctrine: -10%
  • Naval: -10%
  • Air Doctrine: -10%
  • Air: -10%
Focusbonus.pngOne-off reductions (300%)
  • 1x RADAR Technology
  • 1x Nuclear Researches and Atomic Technologies
  • 1x Mechanized models
  • 1x Jet Technology
  • 1x Jet Technology (+ 1.5 year research penalty decrease)
  • 1x Rocketry Technology
  • 1x Magical Technology (+ 1.5 year research penalty decrease)
  • 2x Race-Specific Technology
  • 1x Industry (75%)
  • 1x Infantry Weapons
  • 1x Support Artillery
  • 1x Jager Technology
  • 2x Armor Technology (200%)
  • 1x Land Doctrine (+ 1 year research penalty decrease) (200%)
Other Notes / Bonuses
  • Unique Free Trade Law - blocks the Trade Laws(!)
  • Unique Decisions, including expansion
  • Encryption: +2.5%
  • Decryption: +2.5%
  • 3 mechanized divisions and 1 powerful medium tank division
  • Creates two battleships: one is finished, second is almost finished
  • +1 Flying Ace, General, and Field Marshal
  • Love: +4.6 Erots
  • Removes Negative National Spirits
  • Adds Politic Advisors
  • Supremacy Popularity: +10%
  • Unique Mechanics Changes: lowers some debuffs
  • Resources to Market: -5%
  • Max Volunteer Force divisions: +6
  • + 500 Fighter and 150 Tactic Bomber Aircrafts

Two bonus variations:

  • 4 Pegasi divisions
  • Pegasus Politics Advisor

OR

  • 5 Magic Infantry divisions
  • Unicorn Politics Advisor

Two bonus variations = {

1 Variation = {

  • Political Power: +150
  • Mobilization Speed: +5%
  • Recruitable Population Factor: +2%
  • Reinforce Rate: +5%
  • Max Planning: +10%
  • Stability: +5%

}

2 Variation = {

  • Political Power Gain: +5%
  • Surrender Limit: +2.5%
  • War Support: +2.5%
  • Production Efficiency Cap: +5%
  • Production Efficiency Growth: +2.5%
  • Production Efficiency Base: +2.5%
  • Trade deal opinion factor: +10%
  • Stability: +5%

}}

  • Gets 1 Griffons Race-Tech
  • Independence

Spoiler end.


Technology[]

The technologies available at the establishment of the protectorate are the same as the Changelings. See Changeling_Lands#Technology.

Can get unique Merchant Cruisers, Closed-circuit Television Surveillance Network, Chemical Warfare Units, Urban Warfare and some more technologies from focus tree and decisions.

Can get Pegasi Divisions I and Mage Companies.

Politics[]

National Spirits[]

Idea love tax CHN MAN.png

The Love Tax

ELF invincible.png

Public Hostility - Critical

  • Resource Gain Efficiency: -50.00%  
  • Recruitable Population Factor: -50%  
  • Construction Speed: -50.00%  
  • Production Efficiency Cap: -50.00%  
  • Research Speed: -50.00%  
  • Ideology Drift Defense: -50.0%  

Stage 1 of 3.

There is no denying that Lilac's Changeling soldiers are an unwelcome host of foreign occupiers. The ponies of Manehattan and the eastern cities, cosmopolitan as they may be, bear a great deal of resentment towards our regime. Their lack of cooperation means that vital organs of government and industry are crippled without their willing collaboration.

Unhappy army 3.png

Resistance Subversion - Critical

  • Recruitable Population Factor: -50%  
  • Stability: -50.00%  
  • Surrender Limit: -25.00%  
  • Division Attack on Core Territory: -25.00%  
  • Division Defense on Core Territory: -25.00%  

Stage 1 of 5.

As can be expected from a population of vengeful ponies, the Harmonic Resistance is a constant, throbbing thorn in the side of the Changeling regime. Their partisans fill the cracks where our control is loose, and their sympathisers proliferate in every level of society. At every turn, they sabotage our rule and undermine the legitimacy of our regime. We must not leave this menace unchecked, lest the ponies find it in themselves to rise up in open rebellion against us.

MAN garrison shortcomings lvl 1.png

Garrison Shortcomings - Critical

  • Political Power Gain: -50%  
  • Division Organization: -50.0%  
  • Division Attack: -50.0%  
  • Division Defense: -50.0%  
  • Training Time: +50.00%  

Stage 1 of 5.

The Changeling military, fearsome as it is, has become severely overextended following the Queen's conquest of Equestria. Spread out over the territory of the eastern Equestrian seaboard, the Garrison of the Manehattan Protectorate is crippled with a myriad of shortcomings; of personnel, equipment, resources, expertise - you name it.

Leaders[]

Leader Party Description Traits
Protectress Lilac
Protectress Lilac


Supremacy

Changeling Administration

Trained at the prestigious Vesalipolis Military Academy, Lilac was nevertheless relegated to administrative duties working on the Queen's General Staff during the Great War against Equestria. Whilst her classmates achieved glory for the Changeling Lands on the battlefield, she was stuck in Vesalipolis kowtowing to Chrysalis.

Her service to the Queen seemed to have paid off, though, as she was bestowed the title of Protectress over the exalted metropolis of Manehattan following its conquest.

The Lady Protector
  • Daily Political Power Gain: +0.25
  • Stability: +5.00%
Coco Pommel Harmony

Equestrian Liberation Front

Everypony knows who Coco Pommel is. Nuff said.

Lefty Pone Communist

Communist

Gladmane
Gladmane


Non-Aligned

Collaborationist Establishment

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Tantalus
Tantalus


Queen's Guard

Note: Is automatically selected at the start Cannot be removed unless on of the following is true:

  • Manehattan is a notsubject of Flag of Changeling Lands Changeling Lands
  • Has been removed by focus A Free Ost-Kommando
150
Tyrian
Tyrian


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
Venture Capital
Venture Capital


Captain of Industry One of the Following Must Be True:

- One of the Following Must be True:

  • Has National Spirit Public Hostility - Serious
  • Has National Spirit Public Hostility - Manageable

- All of the Following Must be True:

  • Does Not Have National Spirit Public Hostility - Critical
  • Does Not Have National Spirit Public Hositility - Serious
  • Does Not Have National Spirit Public Hostility - Manageable
  • Infrastructure Construction Speed: +10.00%
  • Civilian Factory Construction Speed: +10.00%
  • Refinery Construction Speed: +10.00%
150
Vesper
Vesper


Prince of Terror Vesper is a general
  • Non-Core Manpower: +2.00%
  • Foreign Subversive Activities Efficiency: -30%
  • Effect of Partisans on us: -25.00%
150
Soryn
Soryn


Inkognito Soryn is a general
  • Encryption: +2.50%
  • Decryption: +2.50%
  • Infiltrator Company Attack: +10.00%
  • Infiltrator Company Defence: +10.00%
150
Pedicel
Pedicel


Millitary Pioneer
  • Pedicel is a general
  • Has Completed Focus Trappings of a Stratocracy
  • Daily Political Power Gain: -0.25
  • Division Recovery Rate: +10.0%
  • Stability: +5.00%
150
Suri Polomare
Suri Polomare


Uniform Designer None
  • Winter Attrition: -5.0%
  • Heat Attrition: -3.50%
  • Division Recovery Rate: +2.5%
150
East Coast Chamber of Commerce


State Investor Is available (unlocks during A Changeling Tax Haven focus)
  • Research Speed: +2.50%
  • Consumer Goods Factories: -2%
  • Trade Deal Opinion Factor: +5.00%
  • License Purchase Cost: -5%
150
Michael Zubenko
Michael Zubenko


Deal Broker Is available (unlocks during Horse Tranquilizers focus)
  • Economy Laws Cost: -25%
  • Trade Laws Cost: -25%
  • Conscription Laws Cost: -25%
150
Hartman Bridlemark
Hartman Bridlemark


Collaborating Police Chief Is available (unlocks during Institutionalise the Constabulary focus)
  • Daily Political Power Gain: +0.10
  • Effect of Partisans on us: -25.00%
150
Svengallop
Svengallop


Backroom Backstabber Is available (unlocks during Formalise the State focus)
  • Political Power Gain: +5%
  • Ideology Drift Defence: +15.0%
150
Noble Finesse
Noble Finesse


Silent Workpony Is available (unlocks during Formalise the State focus) Political Power Gain: +15% 150
Highfalutin de Prance
Highfalutin de Prance


Landed Noblepony Is available (unlocks during Noble Compradors focus)
  • Resource Gain Efficiency: +15.00%
  • Factory Output: +5.00%
  • Dockyard Output: +5.00%
150
Cumulonimbus Storm


Pegasi Aerosupremacist Is available (unlocks during Elevate the Pegasi focus)
  • Pegasi Attack: +5.00%
  • Pegasi Deffense: +5.00%
  • Pegasi Speed: +5.00%

Tank Designer

Name Trait Prereqs Effects Cost
KLA Arsenal
KLA Arsenal


Medium Tank Designer Is in Faction With Flag of Changeling Lands Changeling Lands

Armour Research Speed: +10% Armour:

  • Reliability: +5%
  • Soft Attack: +5%
150
Lancel Mechanics
Lancel Mechanics


Heavy Tank Designer None Armour Research Speed: +10%Armour:
  • Armour: +5%
  • Hard Attack: +5%
150
Scarab Ironclad
Scarab Ironclad


Main Battle Tank Designer
  • Scarab Ironclad Has Been Unlocked (by A Native Panzerkorps focus)
  • Is in Faction With Flag of Changeling Lands Changeling Lands
Armour Research Speed: +10%

Armour:

  • Reliability: +2%
  • Armour: +2%
  • Soft Attack: +2%
  • Hard Attack: +2%
  • Max Speed: +2%
150
Detrot Motors
Detrot Motors


Mobile Tank Designer
  • Has full control of Tricorn
  • One of the Following Must Be True:

- One of the Following Must be True:

    • Has National Spirit Public Hostility - Manageable

- All of the Following Must be True:

    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Armour Research Speed: +10%

Armour:

  • Max Speed: +5%
  • Reliability: +10%
150

Ship Designer

Name Trait Prereqs Effects Cost
Naxta Nautical
Naxta Nautical


Raiding Fleet Designer
  • Naxta Nautical Has Been Unlocked (unlocks by Business As Usual focus)
  • Is in Faction With Flag of Changeling Lands Changeling Lands
Naval Research Speed: +10%

Carrier:

  • Surface Visability: -10.0%
  • Max Speed: +10%
  • Deck Size: -10%

Capital Ship:

  • Surface Visability: -10.0%
  • Max Speed: +10%
  • Heavy Attack: -10%

Screen:

  • Surface Visability: -10.0%
  • Max Speed: +10%

Submarine:

  • Sub Visibility: -10.0%
  • Surface Visability: -10.0%
  • Max Speed: +10%
150
Albion Dockyard
Albion Dockyard


Escort Fleet Designer Has Full Control of Albion

One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Naval Research Speed: +10%

Screen:

  • Max Range: +30%
  • Sub Detection: +10%
  • Max Speed: +10%
  • Production Cost: +10.00%
150
Seaward Shoals Dockyard
Seaward Shoals Dockyard


Celestial Sea Fleet Designer Has Full Control of Mirage

One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Naval Research Speed: +10%

Carrier:

  • Armour: +50%
  • HP: +10%

Capital Ship:

  • Armour: +10%
  • Heavy Attack: +10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
BurY Limited
BurY Limited


Medium Aircraft Designer BurY Limited Has Been Unlocked (by Bombengeschwader-Ost focus)
  • Air Research Speed: +8%
  • Air Accidents Chance: -2.0%
  • Heavy Fighter: Reliability: +20%
  • Tactical Bomber: Reliability: +20%
150
Stratus Company
Stratus Company


CAS Designer Has Full Control of Kemono Fields

One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Air Research Speed: +10%

Close Air Support:

  • Ground Attack: +10%
  • Reliability: +10%

Carrier CAS:

  • Ground Attack: +10%
  • Reliability: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Nidhogg Industries
Nidhogg Industries


Infantry Equipment Designer
  • Nidhogg Inustries Has Been Unlocked (in event after The Economic Frontier focus)
  • Is in Faction With Flag of Changeling Lands Changeling Lands
  • Weapons And Equipment Research Speed: +10%
  • Jäger Technology Research Speed: +5%
150
Fillydelphia Motors
Fillydelphia Motors


Motorized Equipment Designer
  • Fillydelphia Motors Has Been Unlocked (in event after The Economic Frontier focus)
  • Has Full Control of Fillydelphia
  • Motorization Research Speed: +10%
  • Motorized Rocket Artillery Research Speed: +50%
150
Manehatten Arsenal
Manehatten Arsenal


Infantry Equipment Designer Has Full Control of Manehatten

One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Weapons And Equipment Research Speed: +10% 150

Industrial Concern

Name Trait Prereqs Effects Cost
HoVa Corporation
HoVa Corporation


Industrial Concern The HoVa Corporation Has Been Unlocked (unlocks by Business As Usual focus)
  • Industrial Research Speed: +10%
  • Factory Output: +2.50%
150
Prench Institute
Prench Institute


Research Centre Has Full Control of Loupia

One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Research Speed: +2.50% 150
Manehatten Polytechnic
Manehatten Polytechnic


Electronics Concern Has Full Control of Manehatten

Manehatten Polytechnic has been unlocked (unlocks during the Conscript the Scientists focus) One of the Following Must be True:

  • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Electronics Research Speed: +10% 150

Theorist

Name Trait Prereqs Effects Cost
Tarsic
Tarsic


Military Theorist Tarsic is a General (Unit Leader)
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Speed: +10%
150
Coccyx
Coccyx


Air Warfare Theorist None
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Speed: +10%
150
Thysbe
Thysbe


Naval Theorist None
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Speed: +10%
150
Dairyn
Dairyn


Blitzkrieg Theorist Dairyn is a General
  • Army Experience Gain: +0.05 daily
  • Mobile Warfare Doctrine: +10%
  • Armour: Max Speed: +10%
150

Chief of Army

Name Trait Prereqs Effects Cost
Forctis
Forctis


Army Defence (Expert) Forctis is a General
  • Division Defence: +10.0%
  • AI Modifier: Focus on Defence: +15.0%
150
Carpais
Carpais


Army Organisation (Genius) None Division Organisation: +4.0% 150
Scile
Scile


Old Guard Scile is a General
  • Political Power Gain: +10%
  • Army Experience Gain: -10.0%
  • Maximum Command Power Increase: +50
150
Schaelli
Schaelli


Army Drill (Genius) Schaelli is a General Divison Training Time: -15.0% 150

Chief of Navy

Name Trait Prereqs Effects Cost
Sea Salt
Sea Salt


Commerce Raiding (Expert) One of the Following Must Be True:
  • One of the Following Must be True:
    • Has National Spirit Public Hostility - Serious
    • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
Convoy Raiding Efficiency: +15.00% 150
Clavicus
Clavicus


Fleet Logistics (Expert) None Naval Max Range Factor: +10.00% 150

Chief of Airforce

Name Trait Prereqs Effects Cost
Cloud Strafer
Cloud Strafer


Air Superiority (Specialist) Has Not Completed Focus Take out the Trash

One of the Following Must Be True:

  • One of the Following Must be True:
    • Has National Spirit Public Hostility - Serious
    • Has National Spirit Public Hostility - Manageable
  • All of the Following Must be True:
    • Does Not Have National Spirit Public Hostility - Critical
    • Does Not Have National Spirit Public Hositility - Serious
    • Does Not Have National Spirit Public Hostility - Manageable
  • Air Superiority Attack: +2.00%
  • Air Superiority Defence: +2.00%
  • Air Superiority Agility: +2.00%
150
Wind Rider
Wind Rider


Ground Support (Genius) Wind Rider is a General Air Superiority: +15.00% 150
Coracoid
Coracoid


Night Operations (Expert) None Night Operations Penalty: -20.00% 150

Military High Command

Name Trait Prereqs Effects Cost
Tiber
Tiber


Artillery (Specialist) None
  • Artillery Attack: +10.0%
  • Artillery Defence: +5.0%
150
Cercus
Cercus


Infantry (Expert) None
  • Infantry Divison Attack: +10.0%
  • Infantry Divison Defence: +15.0%
150
Jaspy
Jaspy


Commando (Expert) Jaspy is a General
  • Special Forces Attack: +15.0%
  • Special Forces Defence: +15.0%
150
Kevin
Kevin


Army Logistics (Expert) Kevin is a General Bad Weather Penalty: -8.0% 150
Alyx
Alyx


Army Regrouping (Genius) Alyx is a General Division Recovery Rate: +12.0% 150

Economy[]

Laws and Development[]

Laws and Development
Conscription Law Trade Law Economy Law
Changeling Garrison.png Changeling Garrison
  • Recruitable Population: 2.50%
  • Infiltrator Company Attack: +2.50%
  • Infiltrator Company Defense: +2.50%
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
Developed Science Base.png Developed Science Base
  • No penalties
Modern Society.png Modern Society
  • No penalties
Negligible Illiteracy.png Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty.png Negligible Poverty
  • No penalties
Changeling.png Changeling
  • Uses Changeling Racial Tree

Industry and Resources[]

Factories
Military factory
6 Military Factories
Naval dockyard
3 Naval Dockyards
Civilian factory
11 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
5 0 0 0 26 0 0
  • All values are the amounts extracted INCLUDING effects of negative Industrial Ideas (agrarian society, etc) and National Spirits.
  • Values used are taken from the full extent of the Protectorate's core lands at beginning of the game in 1007 and will differ greatly by the time the Protectorate is established and the politics situation in the World (Like "Is Stalliongrad annexed during the Great war").
Countries
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