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A secessionist state that appears during the Lunar civil war, the communists of Vanhoover rally under Adrimal Dust Hoover, breaking away from Flag of Equestria Equestria to proclaim their own commune. Though how long this dream of the Vanhoover workers last, remains to be seen.


Lore Edit

While Flag of Stalliongrad Stalliongrad was the first socialist state to break away from Flag of Equestria Equestria, it was certainly not the only place with communist support. When Caramel Mark's new radical ideology spread throughout Equestria, it found a lot of supporters within the poorly treated workers of Vanhoover. While many had symphatised with the communist of Flag of Stalliongrad Stalliongrad and their ideas, most were content, enjoying the eternal peace of Equestria, and their status as an important harbour and a center of trade with the deer of Flag of Kingdom of Olenia Olenia, it is also close to the border with Flag of Changeling Lands Changeling Lands.

But now, with the sudden appearance of Nightmare Moon and the spark of the civil war, Equestrian troops have left for the front, and digruntled citizens are left behind supporting a war they did not want. Admiral Hoover and his supporters, saw this as an excellent opportunity to take over the region, proclaiming the Vanhoover Commune. Now starts the march to the Mayor's office in Vanhoover, to deal with the last of the loyalist forces within the commune.

Surrounded with enemies on all sides, small and weak, Vanhoover stands alone. And they will either bring forth their very own paradise of the workers, or perish.

Gameplay and Strategy Edit

Starting Situation Edit

Vanhoover starts in a weak position. They have no possible paths for expansion at the start, and only start with a small army of 5 fully equipped divisions of three 10 width militia and two 12 width pegasi militia. Later on, you will have a focus to spawn more militia divisions. Their armed forces uses a total of 27K ponypower, with a reserve ponypower of 8.48K. Vanhoover only has a small stockpile of 20 convoys at the start.

Threats and Opportunities Edit

Flag of Equestria Equestria - Your former overlord, Equestria, is more powerful than you in every way. Fortunately Vanhoover can expand via a combination of peaceful expansion and border wars, which are much more winnable. AI Equestria will always offer puppeting instead of annexation, so that overwhelming Equestrian force does not need to be the end.

Flag of Lunar Empire Lunar Empire - If the Lunar Empire wins, it will always attempt to annex you. An Equestrian victory is preferable.

Flag of Changeling Lands Changeling Lands - While they do not pose any direct threat to you, the are still useful. Most of the time, you can use the changeling invasion of Flag of Equestria Equestria to start your own, which will make the war much easier.

Flag of Kingdom of Olenia Kingdom of Olenia - While they do not pose any direct threat to you, they can still be invaded for more land. Usually, attacking Olenia same time as the Flag of Changeling Lands Changelings might allow you to grab some of the eastern land from Olenia, provided you have sufficient war score.

Fortress Vanhoover Edit

Vanhoover is a fortification oriented nation, needing to hold against both the Changelings and Equestria. To this end it has decisions for fort construction. At the end of the chain both Vanhoover's states will have level 2 forts and the two cities will have level 6 forts.

Forts, in conjunction with the development focuses on the industrial tree, will also allow decisions to construct off map factories - 2 military factories in Vanhoover, 1 military and 2 civil in Arcadia.

Expansion Edit

Vanhooverexp

Vanhoover after successfully completing both stages of expansion

Vanhoover receives mechanics to allow it to expand. Unfortunately, there is little industry available for the taking, however the most important regions are.

  • Roe Plains (Salt Lick City) - development focuses available
  • Tall Tale - 1 military factory, 2 civilian, development focuses available
  • Calfornia - development focuses available
  • Upper Unicorn Range - 18 steel

Expansion proceeds in two stages.

Stage 1 can be peaceful via completing focuses or militarist via border wars, depending on your chosen focus path. It takes Fairflanks, Roe Plains, Upper Unicorn Range and Tall Tales.

Stage 2 can only proceed via border wars, and is available to both political paths taking Pine Creek, Unicorn Range, Tall Woods, and Coltfortnia.

National Focus Edit

As the Commune raises it's head, the workers must decide upon the future of this newly formed nation.

Vanhoover-0

Starting Focuses Edit

The first focus will grant Vanhoover cores to the two states it owns, spawn five militia divisions. Fate of the Mayor will deal with the former Major, offering mercy for stability, or harsh punishment for political power. The third will craft a new constitution, grant 10% stability and remove the single national spirit.

This leads to the two choices of candidate - Strawberry Snowflake and Admiral Dusthoover.

Empower The Communes Edit

The first candidate is Strawberry, who desires a peaceful Vanhoover, preferring a step towards a more democratic institution than before, where the workers will be able to to decide upon the matters of the commune themselves.

Her polices involves such things as: inviting the trade unions into the government, guaranteeing the worker's rights, and giving them better living standards than before. This will guarantee the loyalty of the workers, the backbone of the commune. These policies will lead the commune into a more peaceful and neutral nation, where every worker, with enough hard work, will be able to succeed.

They will eventually get events to integrate the regions of Salt Lick City and Tall tales, both regions wishing to remain neutral in the civil war will rather integrate themselves into the commune than to be a part of the war.

All Power To The Admiral Edit

The second candidate is the current leader of the revolution, Admiral Dust Hoover. As a former leader of the navy, he believes that the commune is threatened by all sides, and that only a firm hoof and a strong will guarantee it's safety and continued existence. As such, he will gather more power unto himself, eventually becoming a dictator with undisputed power in the commune.

To ensure the safety of the commune, he will create various state driven organizations, such as the Military committee of Air, Sea and Land, to better organize and control the different branches of the military effectively. He will also proceed to form a well regulated militia loyal only to the state, with high amounts of conscription. Economy wise, he will attempt to start mass producing weapons, in order to arm the rapidly growing armed forces of the commune. This notably gives a generous -40% to infantry equipment production speed.

Through an extensive use of propaganda, he will eventually manage to convince the populace the commune has rightful territory beyond its current borders, giving Vanhoover cores to all its neighboring Equestrian states. They will also get decisions to get off-map factories, and to fortress their borders with Flag of Equestria Equestria.

Below are bonuses received from each political tree (WESR stands for "Western Equestrian Soviet Republic).

Tree Bonus Empower The Communes All Power To The Admiral
CompleteTimeComplete Time (d) 452 370
Political
StabilityStability +20%
Political powerPolitical Power (Flat) +150 +220
Political powerPolitical Power (%) +25%
Political powerPolitical Power (Daily) +0.50
Military
War supportWar support +50%
TrainingIconTraining Time -30%
Construction
Civilian factoriesCivilian factory 2
ConstructspeedConstruction Speed

+15% Civilian
+5% Refinery
+5% Infrastructure
+7% Land Forts

ConsumergoodsConsumer Goods -3%
Production
FactoryoutFactory Output +5%
PecapProduction Efficiency Cap

+10%

Science
ResearchtimeResearch Time (all) -6.50%
ResearchtimeResearch Time (specific)

-10% Naval doctrine -2% Land doctrine

Combat
AttackIconAttack (All) / (Core) / (Inf) 0% / 0% / 0% +5% / 0% / 0%
OrganizationIconOrganization +5%
ReocveryIconRecovery Rate +5%
EntrenchmentIconMax Entrenchment +1.0
SupplyIconSupply Consumption -2% -10%
Other Notes / Bonuses

-30% Trade laws cost
+5% Max factories
+1% Weekly stab
+1% Local ponypower
+15% Monthly pop
+8% PE Growth
Cores on neighbours

+0.03 Army XP
+20% Mob speed
-40% Infantry equipment cost
-20% Support equipment cost
-20% Justify wargoal time
Cores on neighbours

Industrial Path Edit

The Communist government will attempt to redistribute the land, and to build new, efficient buildings to house the workers, replacing the numerous small houses and shacks. This tree gives a large amount of both civilian and military factories, as well as few one-off research bonuses and some resources.

Army Path Edit

The army tree will at first grant five additional militia units and a national spirit, which gives horrendous debuffs to both planning speed and organization, but instead giving a big boost of 6% ponypower and +5% attack/defense on core territory. This tree mainly gives various one-off research bonuses, but will later on spawn one 10 width marine division and one 10 width motorised division.

Navy Path Edit

This tree is fairly small, giving some naval dockyards and one-off research bonuses to both destroyers and submarines.

Technology Edit

The technologies available at the beginning of the civil war are the same as Equestria. See Equestria#Technology

Politics Edit

National Spirits Edit

Chaos idea
Fear, Uncertainty, and Doubt
  • Weekly Stability: -0.20%
  • Division Recovery Rate: -10.0%
  • Division Attack: -15.00%
  • Construction Speed: -10.00%
  • Daily Political Power Gain: -0.25
  • Recruitable Population -1.00%

The Vanhoover Commune seems like a pipe dream to everyone involved, no one knows how long it will last.

Leaders Edit

Leader Party Description Traits
Dust Hoover
Dust Hoover
Communist
Dictator: Political Power Gain: +25.00%
Strawberry Snowflake
Strawberry Snowflake
Communist

Staff and Designers Edit

Political Advisors

Name Trait Prereqs Effects Cost
Communist Politician Communist Revolutionary
  • Daily Communism Support: +0.10
150
Pro-Harmony Politician Democratic Reformer
  • Daily Democracy Support: +0.10
150
Fascist Politician Fascist Demagogue
  • Daily Fascism Support: +0.10
150
Star Scarlet War Industrialist
  • Military Factory construction speed: +10.0%
  • Dockyard construction speed: +10.0%
150
Platinum Lilly Captain of Industry
  • Civilian Factory construction speed: +10.0%
  • Infrastructure construction speed: +10.0%
  • Refinery construction speed: +10.0%
150
Thunder Fashion Fortification Engineer
  • Land Fort construction speed: +20.0%
  • Coastal Fort construction speed: +20.0%
  • Anti Air construction speed: +20.0%
150

Tank Designer

Name Trait Prereqs Effects Cost
Armour Company Tank Designer
  • Armour Research Time: -10%
  • Armour Reliability: +5%
150

Ship Designer

Name Trait Prereqs Effects Cost
Naval Company Ship Designer
  • Naval Research Time: -10%
150

Aircraft Designer

Name Trait Prereqs Effects Cost
Light Air Company 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
Medium Air Company Medium Aircraft Designer
  • Air Research Time: -10.0%
  • Heavy Fighter Reliability: +20%
  • Tactical Bomber Reliability: +20%
150
Heavy Air Company Heavy Aircraft Designer
  • Air Research Time: -10.0%
  • Strategic Bomber Strategic Bombing: +10%
150
Naval Aircraft Company Naval Aircraft Designer
  • Air Research Time: -10%
  • Naval Bomber Range: +10%
  • Naval Bomber Naval Attack: +10%
  • CV Naval Bomber Range: +10%
  • CV Naval Bomber Naval Attack: +10%
150

Materiel Designer

Name Trait Prereqs Effects Cost
Small Arms Compant Infantry Equipment Designer
  • Weapons and Equipment Research Time: -10.0%
150
Motorisation Company Motorised Equipment Designer
  • Motorisation Research Time: -10.0%
150
Artillery Company Artillery Designer
  • Artillery Research Time: -10.0%
150

Industrial Concern

Name Trait Prereqs Effects Cost
Industrial Company Industrial Concern
  • Industrial Research Time: -10.0%
150
Electronics Company Electronics Concern
  • Electronics Research Time: -10.0%
150

Theorist

Name Trait Prereqs Effects Cost
Comet Wings Military Theorist
  • Land Doctrine Research Time: -7.0%
  • Experience Gain Army: +0.05
150
Rapid Little Air Warfare Theorist
  • Air Doctrine Research Time: -7.0%
  • Experience Gain Air: +0.05
150
Wild Cinnamon Naval Theorist
  • Naval Doctrine Research Time: -7.0%
  • Experience Gain Navy: +0.05
150

Chief of Army

Name Trait Prereqs Effects Cost
Wild Lilly Army Defence (Expert)
  • Army Defence: +10.0%
150
Steel Fashion Army Offence (Specialist)
  • Army Attack: +10.0%
150

Chief of Navy

Name Trait Prereqs Effects Cost
Thunder Mythic Anti-Submarine (Expert)
  • Submarine Detection: +15.0%
150
Rapid Bubblegum Decisive Battle (Expert)
  • Capital Ship Attack: +10.0%
  • Capital Ship Armour: +10.0%
  • Screen Attack: +10.0%
  • Screen Defence: +10.0%
150

Chief of Airforce

Name Trait Prereqs Effects Cost
Comet Dew All-Weather (Expert)
  • Bad Weather Penalty: -20.0%
150
Star Colt Close Air Support (Expert)
  • Close Air Support Attack: +3.0%
  • Close Air Support Defence: +3.0%
  • Close Air Support Agility: +3.0%
150

Military High Command

Name Trait Prereqs Effects Cost
Mister Star Air Combat Training (Expert)
  • Ace generation chance: +10.0%
150
Rapid Colt Army Logistics (Expert)
  • Division Attrition: -8.0%
150
Wild Colt Artillery (Expert)
  • Artillery Attack: +15.0%
  • Artillery Defence: +10.0%
150
Thunder Solar Fleet Logistics (Expert)
  • Naval max range: +10.0%
150

Economy Edit

Laws and Development Edit

Conscription Law Economy laws Trade laws
Volunteer Only Volunteer Only
  • 1.5% Recruitable population
Civilian Economy Civilian Economy
  • 35% Consumer Goods factories
  • –30% Factory construction speed
  • +30% Factory (type) conversion cost
  • +10% Infrastructure Construction Speed
  • +5% Refineries Construction Speed
  • -3% Industrial Research Time
  • -2% Electronics Research Time
Export Focus Export Focus
  • 50% Resources to market
  • –5% Research time
  • +10% Factory/Dockyard output
  • +10% Construction speed
Scientific Development Industrial Base Race
Developed Science Base Developed Science Base
  • No penalties
Modern Society Modern Society
  • No penalties
Pony Pony
  • Uses Pony Racial Tree

Industry and Resources Edit

Factories
Military factories
1 Military Factories
Naval dockyards
1 Naval Dockyards
Civilian factories
1 Civilian Factories
Resources*
Oil
Oil
Aluminum
Aluminum
Rubber
Rubber
Tungsten
Tungsten
Steel
Steel
Chromium
Chromium
MagCrystal
Crystal
0 0 0 0 0 0 0
  • All values are the amounts extracted INCLUDING effects of negative Industrial Ideas (agrarian society, etc) and National Spirits.
Countries
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