Aztlan Free State

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Aztlan Free State
Aztlan Free State.png

JUN map.png

IdeologyDespotism.png Despotism
Leader
Doctor Caballeron
Ruling partyCaballeron's Supporters (80%)
PopulationPopulation 1,296,280
PonypowerPonypower 16,868
RacePony Pony
StabilityStability 67%
War supportWar support 59%
FactoriesFactory 0
CapitalTenochtitlan
ContinentSouthern Equus
DiplomacyDeclare warAt war with Flag of Baltimare Republic Baltimare Republic

Declare warAt war with Flag of Celestial State Celestial State

Declare warAt war with Flag of Disciples of the Night Disciples of the Night
DemonymAztlanian
TagJUN
Color  #4B7234

Dr. Cabelleron, dubious archaeologist, finds himself caught in the middle of a savage jungle civil war, equipped only with bands of well armed mercenaries and a native population at best suspicious of his actions. But where some see trash, others see treasure... and Cabelleron is determined to use that treasure to his greatest advantage.

Lore

Dr. Caballeron used to care about two things - profit and his studies into the Equestrian Southeast. He has spent his life as an "archaeologist", raiding ancient temples and making shady trades in ancient artifacts for a quick bit to fund both his studies into the natives and his degree, despite Daring Do continuously attempting to intervene and rescue the artifacts.

Caballeron was deep in the jungle, leading armed mercenaries when the War of the Two Sisters broke out in Flag of Equestria Equestria, and suddenly the jungles are filled with Flag of Disciples of the Night Nightmare Moon cultists, Flag of Celestial State Celestial loyalists led by old enemy Daring Do, and a communist insurrection in the Flag of Baltimare Republic Baltimare Republic.

Trapped in the middle, Caballeron used his mercenary teams to drive out the lunarist forces around Tenochtitlan and declared himself an independent nation. His self-proclaimed mission: protect the natives and their culture from those who would seek to destroy it. Making a profit in the process is just a welcome bonus.

National Focus

The pre-unification Aztlan tree.

The Aztlan Free State begins with a general wartime focus tree. The left path mostly gives infantry equipment, the central gives infrastructure, forts and factories, and the right gives free divisions. The final focus, Fight for Aztlan, gives a substantial army buff for 180 days.

After winning the War in the South, the Aztlan Free State will load its actual focus tree. The tree is divided into five parts; a political tree, an industry tree, and the army, navy, and air force trees.

AztlanPost-FocusTree.png

The Federation

The political tree is a rather simple one, having one path for the Aztlan Free State to follow. Dr. Caballeron will proclaim the Aztlan Federation, gaining cores on all the conquered territories (this takes 124 days), and work to unite the new Federation by trying to accommodate the leftists, the natives, and the thestrals.

The post-war Aztlan Free State starts with two negative political national spirits, "Lunar Remnants" and "Discontent in the Cities", which reduces political power gain, stability, recruitable population, factory output, and gives daily support to the Supremacy, Harmonic, and Communist parties. Finishing the left and right sides of the political tree (each taking 155 days total) will remove these two negative national spirits, while adding some stability in the process.

The political tree also grants one extra research slot in the middle. The final focus, The Southern Beacon grants additional stability, political power gain, war support, surrender limit and daily Unaligned support.

The Three Economic Regions

Their industry tree focuses on building up industry in Stableside, Tenochtitlan, and Baltimare, as well as getting rid of the national spirit "Economic Underdevelopment".

  • The Stableside part of the tree grants steel, aluminum, and oil production, as well as some factories and infrastructure.
  • The Tenochtitlan part of the tree grants rubber production, infrastructure, one research slot, and a national spirit that gives extra political power gain and improving relations.
  • The Baltimare part of the tree grants many factories, two 100% industry research bonuses, steel production, and a +5% research speed national spirit.

By the end of the tree, the player can choose one of the three cities to be the primary economic city (Stableside, Tenochtitlan or Baltimare Primacy). Stableside grants production efficiency growth, conversion speed and military factory construction speed. Tenochtitlan grants resource gain efficiency, monthly population and -5% consumer goods. Baltimare grants more max factories in a state, construction speed and factory output.

The final focus in the tree, unlocked after choosing a Primacy focus, removes the negative national spirit "Economic Undevelopment".

The Milchimalli

The army part of the focus tree unlocks once the Aztlan Federation is formed, starting with The Milchimalli. After choosing either the Equestrian Grand Battleplan or Aztlan Mass Assault doctrines, the tree begins in earnest. Notable focuses include Scour the Jungles for Talent, which grants three new generals, Put Them Through Tartarus and Born Out of the Jungle, two mutually exclusive focuses which grant leader stats and buffs to jungle warfare respectively, and Integrate the Tzinacatl Divisions which can only be taken once "Lunar Remnants" has been removed and grants three pegasi divisions. The final focus, The Protectors of Aztlan grants recruitable population, division organization, attack and defense.

The Aztlan Navy and Air Force

Both the navy and air force focus paths are small, granting dockyards or air bases respectively. They also give decent research bonuses to aircraft and ships. The final focuses for each tree grant a national spirit related to their respective path.

Gameplay and Strategy

Eqs civwar south.png

The Aztlan Free State declares independence one or two months into the Equestrian Civil War, and is immediately thrust into the War in the South: an isolated sub-civil war in the Southeastern jungle regions of Equestria, fought between the Aztlan Free State, Flag of Disciples of the Night Disciples of the Night, the Flag of Celestial State Celestial State, and the Flag of Baltimare Republic Baltimare Republic.

Even should the Aztlan Free State triumph, maintaining its independence will be a challenge for it.

War in the South

The Aztlan Free State starts with no industry and no resources. Although this disadvantage can be offset by building factories in the area as Equestria before the civil war, excellent micromanagement and opportunistic play is the name of the game.

The four-way War in the South begins soon after the player starts playing as the Aztlan Free State. This triggers an event where 18 divisions spawn in the capital, each having a division template of 4 infantry battalions.

Once you organize your new divisions, set up a front line along the border with the Disciples. Take free territory when you can, and make sure to focus on encirclements. Don't bother trying to push into Baltimare when you gain a border with them; they have enough units to fully cover their borders along with Stalliongrad volunteers. Remember to always raise native militia units when you can to fill in the gaps. The decisions to raise militia units only cost 5 political power and consist of two to three infantry battalions, making them excellent at pulling off encirclements and defending territory. However in order to raise them you need to control 100% of a state.

Once the Disciples are defeated, your next opponents will be the Celestial State and the Baltimare Republic. The Celestial State is easier to defeat, as its army is overstretched and vulnerable to encirclements. Baltimare is usually harder because they don't get a lot or any provinces from defeating the Disciples and thus their army isn't as badly stretched. Plus, they've got the help of Staliongrad's volunteers which also help them negate the dangers of an overstretched army and their tanks can be a hassle to handle if encountered. Once you find a safe opening, you can attempt to rush down their three Victory Points, capitulating them.

Be careful about the Celestial State's focus, Infiltration of the Jungles which will spawn 6 units near your capital. They can easily capitulate you if not dealt with quickly, so make sure to keep an eye out on when they do that focus.

The Great Powers

The Flag of Lunar Empire Lunar Empire will always choose to declare war on you when they're ready to reconquer their claimed territories, or intervene in favor of the Disciples if the war is still raging. If Flag of Equestria Equestria turns into the Flag of Solar Empire Solar Empire, they will declare war on you too. However, both countries will have to wait until after they win the civil war, and sooner or later the Flag of Changeling Lands Changeling Lands will declare war on whichever country wins the civil war, or both if it's still raging, as well as on you. Use the time they take fighting each other to prepare a defense.

You will get a decision both after winning the South-East war and after Equestria wins the War of the Two Sisters on whether you want to join their alliance and side with them in the Civil War if it is still raging. While this allows you to directly intervene between the two nations, remember that Equestria can still gain a war goal if you refuse to become their puppet after they take the United Equestria focus.

The Flag of Confederation of Southern States Confederation of Southern States to the west may either gain a war goal on you or offer you to join their alliance. Refusing will also give them a war goal on you.

Technology

Army Naval Air Tech / Industry
  • Lavender Rifle
  • Jackalope AS-3
  • Basic Armored Car
  • Support Equipment
  • Engineer Company I
  • Recon Company I
  • Military Police I
  • Breezie
  • Model 8 (Model 8 70mm Howitzer)
  • Anti-Air (Towed Anti-Air)
  • Anti-Tank (Towed Anti-Tank)
  • 1007 Destroyer
  • Passive Sonar
  • Smoke Generators
  • Basic Depth Charges
  • 1007 Cruiser
  • Early Heavy Ship
  • Deck Conversions
  • Early Submarine
  • Basic Torpedo
  • Basic Light Battery
  • Basic Medium Battery
  • Basic Heavy Battery
  • Turreted Secondary Battery
  • Transport Ship
  • Contact Mine
  • Minelaying Submarine
  • Early Fighter
  • NAV I (Naval Bomber I)
  • Early Bomber
  • Basic Fire Control System
  • Fuel Storage
Doctrine Racial
  • Trench Warfare
  • None
  • None
  • Pegasus Division

Politics

National Spirits

{{effectbox|War of the Two Sisters|file=EQS_civil_war | The unthinkable has happened - the once peaceful land of Equestria has been divided and torn apart in a vicious struggle. As Princess Celestia and Nightmare Moon battle to claim supremacy over Equus, opportunists, revolutionaries and secessionists have proclaimed their own sovereign nation-states, deepening the conflict even further. | modifiers =

  • Political Power Gain: -10%
  • Mobilization speed: +10.00%
  • Division training time: -10.0%
  • Stability: -20.00%
  • War Support: -15.00%
  • Construction Speed: -10.00%
  • Can not declare wars
  • Can not join factions

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Doctor Caballeron
Despotism.png
Despotism
Non-Aligned

Caballeron's Supporters
Born in Puerto Caballo, Caballeron has long been a student of archeology, fascinated by the cultures, languages and history of southeastern Equestria. To fund his studies, he sold artifacts he found, sometimes to rather questionable individuals. This proved to be worth it as he eventually graduated with a Doctor's degree, despite Daring Do, his arch-nemesis, often trying to intervene and rescue the relics before he could sell them.

After the Equestrian Civil War began, Caballeron used the wealth he had acquired from the sale of artifacts to hire mercenaries and drove out the Lunarist forces from the region around Tenochtitlan. He claims to be defending the natives, though some doubt if his motives are truly honest.


Mayor Goldwin
Mayor Goldwin
Harmonic Republicanism.png
Harmonic Republicanism
Harmony

Celestial Loyalists
None


Addie Hoover
Addie Hoover
Equestrian Socialism.png
Equestrian Socialism
Communism

Urban Socialists
None


Fuhrer Seaterror
Fuhrer Seaterror
Fascism.png
Fascism
Supremacy

Lunar Loyalists
None



Parties

Political parties
Name Ideology Leader Popularity
Caballeron's Supporters Despotism.png Despotism
Non-Aligned
Doctor Caballeron 80%
Celestial Loyalists Harmonic Republicanism.png Harmonic Republicanism
Harmony
Mayor Goldwin 2%
Urban Socialists Equestrian Socialism.png Equestrian Socialism
Communism
Addie Hoover 13%
Lunar Loyalists Fascism.png Fascism
Supremacy
Fuhrer Seaterror 5%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Mazel Tov
Mazel Tov
Captain of Industry
Hedonist
None
  • Stability: −5%
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Velvet Glow
Velvet Glow
Bookworm
None
  • Research Speed: +5%
Political Power 150
Lily Valley
Lily Valley
Sociopathic Bureaucrat
None
  • Political Power Gain: −10%
  • Consumer Goods Factories factor: −10%
Political Power 150
Teuicolt
Teuicolt
Prince of Terror
None
  • Non-Core Ponypower: +2%
  • Foreign subversive activities efficiency: −30%
  • Damage to Garrisons: −25%
Political Power 150
Ixtilal
Ixtilal
Chief of the Xiopili
None
  • Division Recovery Rate: +10%
  • Infantry Division Attack: +5%
Political Power 150
Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • Has created an Intelligence Agency
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
"White Hoof" Test Site Laboratories
Mobile Tank Designer
  • Armor Research Speed: +18%
  • Armor technology:
    • Max Speed: +5%
    • Reliability: +10%
  • Armored Car:
    • Max Speed: +5%
    • Reliability: +10%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Baltimare Designs
Baltimare Designs
Celestial Sea Fleet Designer
  • Owns Baltimare
  • Naval Research Speed: +15%
  • Carrier:
    • HP: +10%
    • Armor: +50%
  • Capital Ships:
    • Armor: +10%
    • Heavy Attack: +10%
Political Power 150
Seaward Shoals Dockyard
Seaward Shoals Dockyard
Lunar Ocean Fleet Designer
  • Owns Tall Tale
  • Naval Research Speed: +15%
  • Carrier:
    • Max Range: +25%
    • Armor: −15%
    • Deck size: +100%
  • Capital Ships:
    • Max Range: +25%
  • Screens:
    • Max Range: +25%
  • Submarine:
    • Max Range: +25%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Heavy Wings
Medium Aircraft Designer
  • Air Research Speed: +15%
  • Heavy Fighter Airframe:
    • Reliability: +20%
  • Medium Airframe:
    • Reliability: +20%
  • Scout Plane Airframe:
    • Reliability: +20%
Political Power 150
Vanilla Clouds
Light Aircraft Designer
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Sturdy Stable Industries
Infantry Equipment Designer
  • Weapons and Equipment Research Speed: +15%
Political Power 150
ASTIMARE
Artillery Designer
  • Artillery Research Speed: +20%
Political Power 150
Blue Mare Motors
Motorized Equipment Designer
  • Motorization Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Professional, Scientific & Technical Services "Baltimare United"
Industrial Concern
  • Industrial Research Speed: +18%
Political Power 150
"Phantom" Machinery Works
Machine Tools Producer
  • Industrial Research Speed: +8%
  • Production Efficiency Growth Production Efficiency Growth: +8.00%
Political Power 150
Sierra Caballo Mining Company
Mining Company
  • Industrial Research Speed: +8%
  • Resource Gain Efficiency: +10.00%
Political Power 150
Tenochtitlan University
Electronics Concern
  • Electronics Research Speed: +15%
  • Research Speed: +5.00%
Political Power 150
"Shooting Horn" Lab
Magical Concern
  • Magic Research Speed: +15%
  • Research Speed: +5.00%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Fancy Hooves
Fancy Hooves
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Nimbus
Nimbus
Army Organization (Expert)
None
  • Army Experience Gain: +0.30
  • Division Organization: +8%
Political Power 100

Command power 20

Zambezi
Zambezi
Army Defense (Genius)
None
  • Army Experience Gain: +0.40
  • Division Defense: +15%
  • AI Modifier: Focus on Defense: +15%
Political Power 200

Command power 10

Midnight Dasher
Midnight Dasher
Army Maneuver (Expert)
None
  • Division Speed: +10%
  • Army Experience Gain: +0.30
Political Power 100

Command power 20

Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Silver Song
Silver Song
Anti-Submarine (Genius)
None
  • Naval Experience Gain: +0.40
  • Submarine Detection: +20%
Political Power 200

Command power 10

Pearl Swirl
Pearl Swirl
Submarines (Expert)
None
  • Naval Experience Gain: +0.30
  • Submarine Attack: +15%
  • Submarine Defense: +10%
Political Power 100

Command power 20

Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Star Dash
Star Dash
All-Weather (Expert)
None
  • Air Experience Gain: +0.30
  • Bad Weather Penalty: −20%
Political Power 100

Command power 20

Wild Star
Wild Star
Air Superiority (Expert)
None
  • Air Experience Gain: +0.30
  • Air superiority attack: +3%
  • Air superiority defense: +3%
  • Air superiority agility: +3%
Political Power 100

Command power 20

Select high command.png Military High Command
Name Trait Requirement Effect Cost
Ivory Tail
Ivory Tail
Commando (Specialist)
None
  • Special forces Attack: +5%
  • Special Forces Cap: 3
Political Power 50

Command power 30

Blue Heart
Blue Heart
Army Morale (Expert)
None
  • Non-Combat Out of Supply Penalties: −6%
Political Power 100

Command power 20

Ruby Bolt
Ruby Bolt
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100

Command power 20

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Doctor Caballeron
Field Marshal
Doctor Caballeron
Trait inspirational leader.png Charismatic
A natural leader. Soldiers will face their worst fears when backed by a powerful leader.
  • Division Recovery Rate: +10%
See description:
Born in Puerto Caballo, Caballeron has long been a student of archeology, fascinated by the cultures, languages and history of southeastern Equestria. To fund his studies, he sold artifacts he found, sometimes to rather questionable individuals. This proved to be worth it as he eventually graduated with a Doctor's degree, despite Daring Do, his arch-nemesis, often trying to intervene and rescue the relics before he could sell them. After the Equestrian Civil War began, Caballeron used the wealth he had acquired from the sale of artifacts to hire mercenaries and drove out the Lunarist forces from the region around Tenochtitlan. He claims to be defending the natives, though some doubt if his motives are truly honest.
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 4
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Pony.png
Pony
Generals
General Traits Description Skills Race
Jungle Trek
General
Jungle Trek
Jungle Trek (advisor).png
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
Trait jungle rat.png Jungle Rat
Undeterred by rodents of unusual size, and skilled in Jungle warfare.
  • Jungle:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
Trait heat expert.png Heat Specialist
Possesses an intuitive understanding of the difficulties of fighting in Hot conditions.
  • Heat Attrition: −50%
Trait adaptable.png Adaptable
A natural understanding of how to fight in various terrains and adapt to different environments.
  • Cold acclimatization gain factor: +10%
  • Hot acclimatization gain factor: +10%
  • Terrain Penalty Reduction: +30%
See description:
Born: December 22nd, 984, Tonaltzintli

Biography: Born in the jungles away from the populated coastal cities of the South-East, Jungle Trek did not have the typical foalhood of an Equestrian. Far away from any schools or places of education, his father did his best to teach Jungle, and while he quickly learned basic subjects such as math, science and history, he was more interested in exploring the world and jungles around him. Seeing what more was out there was always one of his deepest desires, but so was there a deep appreciation for the untamed environment that surrounded him.

Once he reached adulthood, Jungle set off to find his own path in life, having a brief stint serving as a henchpony for Doctor Caballeron's schemes before finally settling in with a traveling mercenary band. Working for bits in Equestria and beyond, his charisma and his natural skill in combat earned him the admiration and respect of many of his peers, with one in-joke within the group being that he could have convinced Princess Celestia herself to marry him had he been given the chance. When the previous captain eventually died in battle, Jungle was agreed upon by the majority to become his successor, and their new leader.

After becoming captain, Jungle did not have long before he was contacted by his former employer in his homeland, with an offer for employment in fighting for a newly declared Aztlan. He quickly accepted, not just for the money or out of loyalty for the Doctor, but also to return to the one place he always felt closest to. With a strong moral compass only occasionally blinded by bits and the loyalty of the ponies under him, Jungle Trek is ready to fight for a new flag, and perhaps a nation he can soon truly call home.

Portrait By: Rari
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 3
Planning.pngPlanning: 1
Logistics.pngLogistics: 3
Pony.png
Pony
Nimbus
General
Nimbus
Nimbus (advisor).png
Trait jungle rat.png Jungle Rat
Undeterred by rodents of unusual size, and skilled in Jungle warfare.
  • Jungle:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Pony.png
Pony
Serene Storm
General
Serene Storm
Serene Storm (advisor).png
Trait jungle rat.png Jungle Rat
Undeterred by rodents of unusual size, and skilled in Jungle warfare.
  • Jungle:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Thestral.png
Thestral
Sweet Water
General
Sweet Water
Sweet Water (advisor).png
Trait swamp fox.png Swamp Fox
While somewhat soggy, the Swamp Fox knows his way around Swamps and Marshes.
  • Marsh:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
Trait jungle rat.png Jungle Rat
Undeterred by rodents of unusual size, and skilled in Jungle warfare.
  • Jungle:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
See description:
A filly full of adventure and exploration, Sweet Water grew up without much of any supervision, going about at her heart's content. Be it swamp, jungle, desert, no climate was out of her reach growing up and volunteering in any situation or company or explorer's guild to get down and dirty.

At the appropriate age, enlisting in the Lunar Guard auxiliary and serving a short term doing essentially, nothing of significance walking tiled floor and great halls, she quickly became bored and as soon as her enlistment was to expire, she rucked it South to continue her exploring. Getting approached one day, with the opportunity to be highly paid and lead ponies and militias through the jungles by the infamous Caballeron, she quickly accepted.

The little swamp fox, the jungle rat as it were, would train her ponies and take them through thick and dirty and make them a feared jungle fighting force. All the while, getting to get very dirty and muddy in the process.
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Pony.png
Pony
Tailcoatl
General
Tailcoatl
Tailcoatl (advisor).png
Trait jungle rat.png Jungle Rat
Undeterred by rodents of unusual size, and skilled in Jungle warfare.
  • Jungle:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 3
Pony.png
Pony
Zambezi
General
Zambezi
Zambezi (advisor).png
Trait commando.png Commando
Skilled in Amphibious operations, Air Assaults, and Cold weather conditions - the Commando is a man of many talents.
  • Non-Combat Out of Supply Penalties: −25%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Zebra.png
Zebra

Flags

Flags
Flag Information
Aztlan Free State.png
Aztlan Free State / Equestrian South-East Federation / Nightmare Moon Loyalists

Despotism.pngHarmonic Republicanism.pngFascism.png
Equestrian South-East Federation.png
Equestrian South-East Federation

Equestrian Socialism.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Volunteer Only Volunteer Only
  • Recruitable Population: 1.50%
Export Focus 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 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 Developed Science Base
  • No penalties
Modern Society Modern Society
  • No penalties
Negligible Illiteracy Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Pony Pony
  • Uses Pony Racial Tree

Industry and Resources

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
0 0 0 0 0

Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.

Resources
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel icon.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
0 0 0 0 0 0 0

Numbers in red indicate how many resources are reserved for export due to trade laws.