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With the collapse of the Flag of Griffonian Empire Griffonian Empire nearly 30 years ago Nova Griffonia found itself independent for the first time after 200 years. However, due to Nova Griffonia's over-reliance on Imperial industrial goods and military protection she has found herself suffering heavily in recent years. Her armies are comprised of militias barely held together by their commanders, the economy has practically collapsed, and to top it off the many dissidents the old Empire sent to her shores have become more active and violent than ever. The only thing keeping the country together is Governor Teafeather's sheer force of will, but no one lives forever.

Lore[]

The land that is now Nova Griffonia was previously settled by Flag of Kingdom of Pingland Penguins and Flag of Kingdom of Yakyakistan Yaks. Over time starting around 600 ALB griffon settlers began arriving seeking new land and adventure, eventually making new settlements that were small and disconnected. This all changed in 783, when Nova Griffonia was founded from the towns by Grover I as a colony of the Griffonian Empire. They slowly drove the native Penguins and Yaks further inland. Whilst many griffons went to Nova Griffonia for new opportunities, it was also where the Empire sent its many political opponents. When the Griffonian Empire collapsed into revolution in 978, the colony suddenly found itself independent. However, this caused a number of problems for Nova Griffonia.

Problems[]

The former colony relied heavily on the Empire for protection and with no military units coming from Griffonia, Nova Griffonia found itself forced to use local militia to patrol the country. While this has kept order in the country the militia is led by elected commanders who have no experience in planning complex operations. If Nova Griffonia is to compete with the other armies on the Equestrian continent, then it will have to solve its military problem.

Nova Griffonia relied heavily on manufactured goods from the Empire and after its collapse, these goods stopped coming. The colony lacked an industrial base, which caused the economy to nearly collapse. After many years it still has not completely recovered.

In recent years the political climate has grown unstable. The many political opponents the Empire sent to Nova Griffonia have organized themselves into several groups and tensions are high between them. The only thing keeping the groups from fighting each other is Governor Teafeather. If he were to die, the country would descend into chaos.

Lastly, beyond the formal borders of Nova Griffonia lies the Flag of Griffon Frontier Griffon Frontier. Nominally administered by Nova Griffonia via Governor Muck, the realm is poor, mountainous, and filled with smugglers, bandits, and tribes of cannibals.

Starting Situation[]

Nova Griffonia starts with a decently sized industry. By going through its powerful industrial tree and annexing the Griffon Frontier, Nova Griffonia can quickly become the strongest out of its neighbors.

The Nova Griffonian Army starts with 76.4k deployed griffons in 12 divisions: 8 infantry and 4 mountaineers. They are all 12-width and fully equipped.

The Nova Griffonian Air Force consists of 150 early fighters and 25 early bombers.

The Nova Griffonian Navy contains 5 heavy cruisers, 4 light cruisers, and 15 destroyers. Without Battleships or Submarines even researched Nova Griffonia might struggle against the bigger and more modern Stalliongradian Navy.

Threats and Opportunities[]

Griffon Frontier starts as an autonomous puppet of Nova Griffonia and Nova Griffonia has cores on all of its states. Upon completing their first focus they will ask Nova Griffonia for funds. If funds are given then the Griffon Frontier will develop itself before being peacefully annexed by Nova Griffonia at the end of 1008. If funds are not given then the Griffon Frontier will become independent and Nova Griffonia will have to go to war to reclaim it.

If the player is very patient, they may wish to get more factories in the long run, but they won't have access to the generous supply of crystals of the Griffon Frontier in the meantime. This will require Nova Griffonia to not give Muck funds, then fail to win the war against the Frontier (if the player makes no progress for a few months the option for a white peace will be available). Griffon Frontier's "victory" will unlock a variety of factory and mining focuses, and will inevitably declare war on the player later, much stronger than early game.

If both the Griffon Frontier and Nova Griffonia are Communist then the Griffon Frontier can do a focus that lets Nova Griffonia annex them peacefully.

  • Flag of Kingdom of Pingland Kingdom of Pingland and Flag of Polar Bear Communities Polar Bear Communities are targets for expansion in the north. Due to their weak industry and low population they should be the first victims. Do note that a harmonic Pingland may ask Equestria for a guarantee or create the Northern Pact consisting of Penguins, Polar Bears, and the Yaks in response to a Supremacy or Communist Nova Griffonia, and that Communist Pingland can join Flag of Stalliongrad Stalliongrad in a faction.
  • Flag of Kingdom of Yakyakistan Kingdom of Yakyakistan is another potential target for expansion. However due to its relatively strong industry, strong army and mountainous terrain it can be a difficult target. They should only be targeted after the Polar Bear Communities and Kingdom of Pingland are defeated.
  • Flag of Stalliongrad Stalliongrad is a Communist country directly south of Nova Griffonia. Their actions towards Nova Griffonia will depend on who is elected as General Secretary. If Sinister is elected as General Secretary then Nova Griffonia will be the first target of Sinister's militaristic policy. If Vasiliy is elected as General Secretary then Stalliongrad can support left-wing forces in Nova Griffonia after Teafeather's assassination. The Communist influence can be removed, however it can potentially lead to Stalliongrad declaring war on Nova Griffonia. Vasiliy can be an ally for a Communist Nova Griffonia.
  • Flag of Griffonian Empire Griffonian Empire is Nova Griffonia's former overlord. Should they conquer Griffonia and reach the end of their focus tree, they will be able to demand you become their puppet or gain a war goal on you. Fortunately, it will take some time for them to reach the focus giving you plenty of time to prepare.
  • Flag of Changeling Lands Changeling Lands can target Nova Griffonia after it has defeated Equestria, though this is rare.
  • Flag of Equestria Equestria can sometimes interfere with an expansionist Nova Griffonia by guaranteeing its neighbors. Nova Griffonia has claims on the Village Up North and may seize it via a border conflict decision if Equestria is in a civil war. Should the Flag of Lunar Empire Lunar Empire win the civil war or the Flag of Solar Empire Solar Empire appear, they will eventually gain war goals on Nova Griffonia.

National Focus[]

Nova Griffonia Focus Tree

The industrial branch will help put Nova Griffonia's economy back on track. This branch will initially reduce the effects of the Colonial Administration national spirit and open several mines, allowing Nova Griffonia to gain more resources. This is a powerful branch as in addition to the above benefits, the focuses give numerous factories and a research slot. It is highly recommended the player start this branch first.

Political Paths

The political path is locked until Governor Teafeather is assassinated, which happens around the middle of 1009. Around half a month after the initial two focuses are completed, Nova Griffonia will get an event where Highhill will attempt a coup on the council.

Highhill's Coup Succeeds[]

The NGDF and FfNGSP will rebel against Highill and cause a civil war. This is not a normal civil war as there won't be another nation to fight. Instead all states except for the capital will become demilitarized, representing rebel control over these areas. Working down the focuses on either side of the focus tree will let you reclaim them, restoring stability and gaining PP. Along the way, Highhill will ally with Reyhard Ironclaw, leader of the Party of Griffon Interests (FfIfG) and Skeiron Goldfeather, a ruthless capitalist.

After the civil war has ended there are 3 different paths Nova Griffonia can take. Either Highhill stays in power, Goldfeather negotiates with Highhill to dissolve the military junta and declare him the new head of state, or Ironclaw and his FfIfG take power in another coup. Meaningful bonuses are listed below.

Tree Bonus The Griffon on the High Hill Wildcard March of the Falcons
CompleteTime.pngComplete Time (d) 602 623 602
Political
StabilityStability 15% 10% 7.50%
Political PowerPolitical Power (Flat) 150 -200 -25
Political PowerPolitical Power (Daily) 0.15 -0.15
Military
War supportWar support 15% 25%
ManpowerRecruitable Pop 3% 1.5% 5.5%
PopulationRecruitable Pop Factor -30% -15%
Construction
Civilian factoryCivilian factory 6 4 3
Constructspeed.pngConstruction Speed 10% 10%
Consumergoods.pngConsumer Goods -10%
Production
Military factoryMilitary factory 2 2
Factoryout.pngFactory Output 10% 10%
Production Efficiency CapProduction Efficiency Cap 10% 10%
Science
Researchtime.pngResearch Time (all) 7.5%
Focusbonus.pngOne-off reductions (50%)
  • 3x Race-specific technology
  • 2x Nuclear technology
Combat
AttackIcon.pngAttack (All) / (Core) / (Inf) 5% / 5% / 0% 5% / 0% / 0%
DefenceIcon.pngDefence (All) / (Core) / (Inf) 0% / 5% / 0% 0% / 0% / 0%
OrganizationIcon.pngOrganization 5%
ReocveryIcon.pngRecovery Rate 15% 5%
AttritionIcon.pngAttrition Reduction -10%
Resources
Syntheticrefinery.pngSynthetic Refinery 3
OilOil 38
Other Notes / Bonuses
War Goals
  • Yakyakistan, Polar bears, Penguins, and Griffon Frontier
  • -25% justify war goal time
  • Yakyakistan, Polar bears, Penguins, Griffon Frontier, and Flag of Haukland Haukland
  • -25% justify war goal time
Generals 3 new generals Erwin Highhill removed as field marshal Erwin Highhill removed as field marshal
Other
  • 5000 ponypower
  • 15 army experience
  • 5% Encryption and Decryption
  • Change the current economy law to the above level
  • -10% monthly population
  • +5 Max volunteer force divisions
  • -50% divisions required for sending volunteer forces.
  • Private Military contract decisions.
  • +50% trade deal opinion factor
50000 ponypower

The Private Military Contract decisions allow Nova Griffonia to offer to send a minimum of 5 volunteer divisions to other nations in exchange for 4 civilian factories. These civilian factories are active as long as the volunteer divisions are present.

Highhill's Coup Fails[]

Elections will take place after Highhill has been dealt with and either the Nova Griffonian Social Democratic Party (NGDF), Liberal Front (LF) or the Federation of Nova Griffonian Socialist Parties (FfNGSP) are elected.

Each path will provide its own unique buffs, with a few focuses shared between certain parties. Other than all getting rid of the Falcons of Griffonstone national spirit, they all vary on the effects, events and factories they give. However, they all converge at the bottom, with either The Federal Republic or The Unitary Republic. The Liberal Party can only take the federal form, the Socialist Parties can only take the unitary form, and the Social Democratic Party can take either. Both will finally fix the Eased Tensions national spirit.

Once the government form and policies have been established, Nova Griffonia will create the Northern Bloc, a new faction comprised of minor Northern Equus nations. It will allow you to gain an annex wargoal on the Griffonian Frontier if you haven't annexed them already, and invite neighboring nations to the faction if they have a similar ideology. If not, you will gain a puppet wargoal on them instead.

The rest of the focus tree centers on aiding the Flag of Griffonian Republic Griffonian Republic across the ocean against the Empire and giving buffs to every current faction member, including yourself.

Military Tree[]

The military tree is fairly standard, offering the usual choice of different doctrine bonuses. A three choice focus at the start of the army tree, Increase Militia Autonomy, The Art of Compromise, and Reform The Militia offer different bonuses for handling the militia issue, and will be improved once the final focus is taken.

Apart from the standard tech boosts and minor buffs, the following focuses are notable. Create the Military Research Department adds a research slot, Standing on the Back of Giants gives all infantry +10% to attack, defence, and movement on mountains, supporting a mountain fighting strategy, Standardised Officer Training boosts all officer stats by 1, Import Changeling Panzers adds 300 light tanks to the stockpile and Expand the Ranger Corps adds a new general and two elite ranger units (2x Veteran units of 9 mountaineer battalions).

Technology[]

Army Naval Air Tech / Industry
  • Infantry Equipment I
  • Mountain Infantry I
  • Engineer Company I
  • Recon Company I
  • Early Tank
  • Artillery I
  • Anti Tank I
  • Early Destroyer
  • Basic Depth Charges
  • Early Cruiser
  • Basic Torpedo
  • Naval Gunnery
  • Casemate Secondary Battery
  • Transport Ship
  • Contact Mine
  • Early Fighter
  • Early Bomber
  • Fuel Storage
Doctrine Racial
  • None
  • None
  • None
  • We Can Fly?!

Politics[]

National Spirits[]

Great depression.png
Colonial Administration
  • Stability: -20%
  • War Support: -20%
  • Production Efficiency Cap: -20%
  • Factory Output: -10%
  • Construction Speed: -10%
  • Consumer Goods Factories: 15%

The fall of the Griffonian Empire almost 40 years ago took its toll on the Colony's economy. With no influx of manufactured goods from the Fatherland our economy is on the brink of collapse.

Triumphant will-0.png
Falcons of Griffinstone
  • Daily Supremacy Support: +0.01
  • Daily Political Power Gain: -0.10
  • Stability: -10.0%
  • War Support:+5.0%

Founded in 983 by Ironclaw himself the Falcons are considered a militant arm of the PGI (Party of Griffon Interests). While they see themselves as the vanguard of Ironclaw's new world order, everyone else sees them as merely thugs and ruffians.

Idea GRF militias.png
Griffon Militias
  • Recruitable Population: 1.00%
  • Division Recovery Rate: +5.0%
  • Division Organization: -10.00%
  • Planning Speed: -10.00%

Since the fall of the old Empire our armies have mostly been comprised of local militias, led by self-appointed commanders. While this has allowed us to easily patrol and police our own country, it isn't exactly doing our high command any favours.

Leaders[]

Leader Party Description Traits
Silverwing.png
Wilhelm Silverwing
Harmony

Nova Griffonyan Demokratik Front

Wilhelm Silverwing, once a popular militia commander, has swapped his military battlefield with a political one. He simply could not rest as he saw many destitute griffons lacking basic necessities such as shelter, food or even jobs. Thus, he and his party worked closely with Governor Teafeather to fund the welfare programs, with the little money they could secure in the nation's crashed economy. While not as popular as the Governor, Wilhelm earned the approval of the lower classes.

Few grieved as much as he did on Teafeather's funeral, but it was no time to weep. Through his old contacts in the militia, he learned of the planned coup, and he could not allow this. Thus, Erwin Highhill's coup was nipped before it could truly spread, allowing for true democracy to choose the nation's next leader. With the extremist parties drawing little support, the griffons, who wished for prosperity to return, elected Silverwing with a large majority in the newly formed Republic of Nova Griffonia.

Heinrich Redtail.png
Heinrich Redtail
Communism

Federeyshan fun Nova Griffonyan Sosyalist Partyes

A well read intellectual from Federstadt, Heinrich Redtail was visiting the Equestrian region of Severyana when the uprising occurred. Due to an eventful venture, he became a friend of Steel Stallion, who he spent many nights with, discussing the merits of Markism. Being rather physically weak, he did not directly participate in the Severyan Revolution, but he helped codify some of the Revolution's tenets. He returned to his hometown afterwards, hoping to rally the impoverished proletariat into action, yet his coup did not get off the ground as he, together with his conspirators, were quickly arrested. After being released from prison, he decided to start a peaceful political party, gaining moderate popularity, yet never truly being able to challenge the colonial administration.

This changed following the events of Teafeather's death, as Redtail's party was successful in securing enough votes to claim victory in the election. With a fertile ground for the spread of socialism, he now seeks to remake Nova Griffonia in the image of his distant friend, where the workers will finally be free of exploitation.

Triton Blackpeak.png
Triton Blackpeak
Harmony

Liberal Fartey

NewIronclaw.png
Reyhard Ironclaw
Supremacy

Fartey fun Interesn fun Grifon

Reyhard Ironclaw, a colonial native, did not show interest in politics until he was given a series of books on the conquests of Grover the First. Being an avid reader, he was entranced by the books' historical content - the strength of griffons, a vast united country, a single undisputed ruler. It became clear to him that the colony's dilapidated state was the result of it lacking all these qualities. With that, he founded his reliable Falcons and has spent a great amount of time trying to convince the populace of his vision. Unfortunately, his ideas were in a minority as most griffons simply saw no need for such a drastic change of leadership, nor did they agree with his demeaning comments on ponykind.

Clearly, he benefited from Teafeather's demise. With the nation shattered in a brutal civil war, he opportunistically allied himself with Marshal Highhill's coup, then disposed of him once the marshal was past his usage. Ironclaw always regarded Highhill as an uninspired stooge, lacking his grand vision, one that is now set to become a reality in the reformed colony.

Governor Teafeather.jpg
Governor Teafeather
Non-Aligned

Nashanal Administratyon Kamiti

Scion of minor Imperial nobility far from home, Governor Teafeather made his reputation as a capable, charismatic leader of the Griffonian Colony. But for all his talent, he could not prevent the economic collapse caused by the Empire's downfall, and he keeps struggling to keep the nation together ever since. Fortunately for him, the public opinion is firmly on his side, and the extremist elements are marginalised. He yearns for the day the colony can stand for itself again, leaving him free to retire and return to his family in Brantbeak. With his newly developed economic plan, that day is set to come very soon.
Highhill.png
Erwin Highhill

Non-Aligned


Military Junta

Marshal Erwin Highhill has led a storied life before assuming complete control of the griffon colony. Once, he was a general in the Griffonian Empire's army, back in the day when it was still a unified, but quickly crumbling force. He quickly became infamous for routinely ignoring orders from the high command, always complaining that his strategic genius was being undermined. Erwin was too connected with the nobility to be forcibly relieved of his duty without a hassle. Instead, the high command offered Highhill the position of supreme military commander of the Griffonian Colony. Eager for glory, he accepted without pause.

Unfortunately, he quickly realised that his "promotion" was but a derogatory reassignment, from which he couldn't turn back, and furthermore, as the Empire collapsed, things turned all the more sour. Stuck in a foreign land, he could do little more but annoy Governor Teafeather with demands for increased military budget, while instilling a sense of personal loyalty in his troops.

Some say he had a claw in Teafeather's assassination. It matters not what anygriffon says now, for Marshal Highhill has finally achieved his dream - undisputed authority.

Skeiron Goldfeather.png
Skeiron Goldfeather

Supremacy


Talon Gunworks Inc

Founder and CEO of the Talon Gunworks, Skeiron Goldfeather has always been notorious for his unhealthy obsession with wealth. It was his greed that led to his exile from the capitalist haven of Skyfall. While stories vary on what exactly was the reason, all can agree that he crossed a line, and the Iron Chancellor himself was involved in his swindling scheme. Taking what assets he could, he made his way to the crumbling colony, sensing a business opportunity in the wreckage - there were no major weapon manufacturers in the country, which ensued him a monopoly on firearm sales, as the other companies could not compete with his unscrupulous tactics.

War is profitable regardless of who is involved, and in the chaos after Teafeather's death, he made an even greater gain funding both sides in the civil war. With the strife coming to a close, he requested one final meeting with the victorious Marshall Highhill. It is anygriff's guess what occurred, but afterwards, Goldfeather found himself in charge of the war-torn nation. His rivals quietly left the country, their pockets full of Skeiron's blood money. He now leads the radically reorganised colony as one of his company's subdivisions - focused entirely on financial interest.

Ruthless Capitalist
  • Consumer Goods Factories: -5%
  • Daily Political Power Gain -0.20
Council-0.png
Provisional Council

Non-Aligned


Nashanal Administratyon Kamiti

Provisional Government

  • Justify war goal time: +100%
  • Generate war-goal tension: +100%
  • Join faction tension: +100%
  • Lend lease tension: +100%
  • Send volunteers tension: +100%
  • Guarantee tension: +100%

Staff and Designers[]

Political Advisors

Name Trait Prereqs Effects Cost
Andor Softcrest Prince of Terror
  • Damage to Garrisons: -25.0%
  • Foreign subversive activities efficiency: -30.0%
  • Non-core Ponypower: +2.0%
150
Skeiron Goldfeather War Industrialist
  • Military Factory construction speed: +10.0%
  • Dockyard construction speed: +10.0%
  • Fuel Silo construction speed: +10.0%
150
Oscar Nighttail Silent Workbird
  • Political Power Gain: +15.0%
150
Triton Blackpeak Captain of Industry
  • Civilian Factory construction speed: +10.0%
  • Infrastructure construction speed: +10.0%
  • Refinery construction speed: +10.0%
150
Irmela Weinbacher Backroom Backstabber
  • Political Power Gain: +5.0%
  • Ideology Drift Defense: +15.0%
150
Myron Greenwing Compassionate Grandee
  • Improve Relations Opinion: +15.0%
150

Tank Designer

Name Trait Prereqs Effects Cost
Ironwheel Motors Mobile tank designer
  • Armour Research Time: -12.0%
  • Armour Maximum Speed: +5.0%
  • Armour Reliability: +10.0%
150
Starpoint Motors Medium tank designer
  • Armour Research Time: -10.0%
  • Armour Reliability: +5.0%
  • Armour Soft Attack: +5.0%
150

Ship Designer

Name Trait Prereqs Effects Cost
Vanguard Shipping Escort fleet designer
  • 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
Felicity Shipping Coastal Defense Fleet Designer
  • 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
Yellow Aviation Light Aircraft Designer
  • Air Research Time: -10.0%
  • Fighter Agility: +10%
  • Fighter Max Speed: +10%
  • Carrier Fighter Agility: +10%
  • Carrier Fighter Max Speed: +10%
150
Blue Aviation Medium Aircraft Designer
  • Air Research Time: -10.0%
  • Heavy Fighter Reliability: +20%
  • Tactical Bomber Reliability: +20%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Talon Industries Infantry Equipment Designer
  • Weapons and Equipment Research Time: -10.0%
150
Dragon Motors Motorized Equipment Designer
  • Motorization Research Time: -10.0%
150
Cannonstone's Cannons and Accessories Artillery Designer
  • Artillery Research Time: -10.0%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Blackpeak INC. Industrial Concern
  • Industrial Research Time: -10.0%
150
Weter Electronics Electronics Concern
  • Electronics Research Time: -10.0%
150

Theorist

Name Trait Prereqs Effects Cost
Ares Bronzefeather Military Theorist
  • Land Doctrine Research Time: -7.0%
  • Army Experience Gain: +0.05 daily
150
Cedric Sunwing Air Warfare Theorist
  • Air Doctrine Research Time: -15.0%
  • Air Experience Gain: +0.05 daily
150
Frida Heavenbeak Rocket Scientist
  • Rocket Research Time: -10.0%
150

Chief of Army

Name Trait Prereqs Effects Cost
Ophion Duskcrest Army Defence (Expert)
  • Army Defence: +10.0%
150
Astraea Crownpeak Army Maneuver (Specialist)
  • Divisions speed: +5.0%
150
Eyda Grimfeather Entrenchment (Expert)
  • Entrenchment speed: +8.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Hyperion Seakbeak Decisive Battle (Expert)
  • Capital Ship Attack: +10.0%
  • Capital Ship Armour: +10.0%
  • Screen Attack: +10.0%
  • Screen Defence: +10.0%
150
Erebos Goldquill Submarines (Genius)
  • Submarine Attack: +20.0%
  • Submarine Defence: +15.0%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Eir Phantomtail Air Reformer (Expert)
  • Experience Gain Air: +10.0%
150
Ciaphas Phantomtail Ground Support (Genius)
  • Air Support: +15.0%
150

Military High Command

Name Trait Prereqs Effects Cost
Eurus Goldcrest Army Organisation (Specialist)
  • Division Organisation: +4.0%
150
Edwin Highhill Army Morale (Expert)
  • Division Recovery Rate: +8.0%
150
Pontus Thorntail Armor (Expert)
  • Armor Division Attack: +5.0%
  • Armor Division Defense: +5.0%
150
Erwin Highhill Infantry (Specialist) Not: Highhill's Coup Failed

Has unit leader: Erwin Highhill

  • Infantry Division Attack: +5.0%
  • Infantry Division Defense: +10.0%
150

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
Developed Science Base.png Developed Science Base
  • No penalties
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
6 Military Factories
Naval dockyard
3 Naval Dockyards
Civilian factory
9 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
15 15 0 13 20 4 10

Incl. Flag of Griffon Frontier Griffon Frontier

Factories
Military factory
7 Military Factories
Naval dockyard
6 Naval Dockyards
Civilian factory
10 Civilian Factories
Resources*
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
15 15 0 13 20 4 57
Countries
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