Chiropterra
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| “ | After the failure of Nightmare Moon's initial rebellion, many of her supporters fled Equestria, seeking a place to rebuild and rearm in secret. Now, the lands of Zebrica play host to Chiropterra, an ultra-militaristic slaver state that seeks to bring about Her return. Through worship of The Nightmare and the possibility for generations of slaves to achieve full citizenship, they have augmented their numbers and promoted fierce doctrine of might and belief. Given the decades the Imperial Legions have had to plan and prepare, their swift assistance to the Nightmare is assured if she should rise, but will their aid be enough in bringing Her to power?
— Chiropterra's Brief History in Country Selection
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” |
| Chiropterra | |
|---|---|
| The Waiting Nightmare | |
| Ideology | |
| Leader | |
| Ruling party | Her Imperial Majesty's Legionary Council - Hardliners (69%) |
| Population | |
| Ponypower | |
| Race | |
| Stability | |
| War support | |
| Factories | |
| Capital | New Ayacachtli |
| Continent | Northern Zebrica |
| Demonym | Chiropterran |
| Tag | BAT |
| Color | #002147 |
Lore
The Founding of Chiropterra
Over a thousand years ago,
Equestria fell into conflict during the uprising of Nightmare Moon. However, despite their best efforts, the Nightmare's followers failed in their first mission. Not wanting to be put on trial for spearheading an insurrection, the great houses that supported Her gathered their assets and resources, then fled as far as they could to avoid the long hoof of justice. Eventually, these self-imposed exiles reached foreign shores on a far southern continent, the land which would come to be known as Zebrica. Here, their inherent desire for order and discipline led the exiles to maintain their principles of obedience to the Nightmare, even in this foreign land. They maintained belief in Her return and a near constant state of military preparedness for the day that they'd be needed to return to their former homes.
Society
Since then, the Great Legions of Chiropterra have kept up the ancient traditions. All full-blooded citizens are born into Legions, which have their own structure for military and non-military individuals. Each Legion is quite unique, and a reflection upon the hereditary history of the old founders, the ancient nobility that settled in exile. Militarily, the Legions allow any true citizen the opportunity to advance in rank, though a lot of the leadership are formed from noble lineages. Lower caste or those separated insufficiently from 'acquired' labourers who pursue a military path may find themselves in the Auxiliary forces, perhaps treated with disdain by their commanding officers, but still given a chance to prove themselves in battle. Those seeking a more righteous path may find solace in the Moonspeakers, those adherents who whisper kind words and minister to the faithful. The exact devotion to the faith is something permitted to each individual - at least, full citizens - discretion. Those who have not, by the grace of good birth, been born in Chiropterra, can attempt to bring their family and dependents out of their shame and into the radiance of the Moon, by attending sermons given by the Moonspeakers.
The Gathering Storm
Currently, Chiropterra is positioning to aid in the return of Nightmare Moon should She arise once more in Equestria, as the Elements of Harmony were successful in stopping Her recent attempt at ascending to power. Failing this, the nearby countries of Tobuck, Warzena and Zarantia are ripe for the pillaging, as the locals would most certainly make for good labourer stock, and the well-trained Chiropterran forces have little to fear from warring tribals and desert nomads. To the north however, lurks a greater but slumbering threat, that of Hippogriffia. Should the full might of the mountain awaken to meet the Legions, the conflict might spill out to the whole north of Zebrica.
Geography
In 1007, Chiropterra is an isolated nation, cut off from all outside contact due to a strict policy dictating the necessity of absolute secrecy. It borders
Warzena to the northeast and
Tobuck to the southeast. The rest of the nation's border is with the sea, with
Hippogriffia to the north across the narrow Seaquestrian strait.
Most of Chiropterra is hills, with plains further inland near the border with
Tobuck and
Warzena. About a quarter of its population is concentrated in its capital city, New Ayacachtli. The rest of the nation is largely rural, with the exception of Chiropterra's second largest city, Ursagrad, in New Mareidian.
National focus
Starting Tree
The starting tree consists mainly of focuses that give bonuses to
The Lunar Empire and debuffs to
Equestria in the event of the Equestrian Civil War. Should the Equestrian Civil War break out, the remainder of the tree will be automatically bypassed, so it's important to rush for the focuses you want most.
Once the final focus, "One Minute to Midnight," is completed, a new tree is loaded depending on whether the Equestrian civil war happens or is avoided.
Civil War Tree
If Nightmare Moon returns and the Equestrian Civil War begins, Chiropterra automatically joins
The Lunar Empire's faction and gains a new focus tree. Focuses in this branch increase Chiropterra's economy law and grant equipment, factories, divisions, and labourers. Some focuses grant positive national spirits to
The Lunar Empire and
The Disciples of The Night, and some grant negative national spirits to
Equestria and its allies.
Winning the civil war will grant the moonshine success focus tree, losing will grant the moonshine failure focus tree.
Moonshine Success
The civil war is over and Nightmare Moon finally rules over all of Equestria. But Chiropterra's struggles aren't over yet. The nation still has neighbours to subjugate and internal problems. Nightmare Moon's rule over Chiropterra is represented by the Lunar Dominion national spirit, which can later be modified by focuses. The focus tree is split into four areas:
- Navy (The Chiropterran Admiralty)
- Economic (Open The Markets)
- Political (Orders From Above)
- Army (Veteran of Long War)
Navy Tree
The navy tree grants research bonuses, naval technologies, naval doctrine discounts, naval dockyards and naval bases, and national spirits. At the end of the tree there is a choice between the "Supply Line Distruption Tactics" and "Long Distance Operation" national spirits. The first one grants bonuses to submarines and convoy raiding, while the latter increases navy organisation and maximum range.
Economy Tree
The economy tree increases societal development and spawns some buildings and resources. This tree contains various national spirits and 1 research slot. It also unlocks economic investment decisions, allows you to directly acquire test subjects, and unlocks "Single Pegasus Project" decisions which allow you to manipulate the weather.
Political Tree
The political tree grants national spirits and unlocks decisions to declare war on and core
Tobuck and
Zarantia. The focuses at the end of the tree declare war on
Colthage,
Warzena, and
Hippogriffia. This tree also grants 1 research slot and 1 operative slot.
Army/Air Focus Tree
The army and airforce tree gives doctrine discounts, research bonuses, technologies which grants global stats, a new unit leader ability, and national spirits.
Moonshine Success Chiropterran Commonwealth
Once you've conquered or allied with
Colthage, and defeated
Warzena and
Hippogriffia, an event appears informing you that in 180 days, a new government will take power depending on which party has higher popularity. During this time a number of events will appear with choices that increase either non-aligned or supremacy support. After the 180 days are up, the debate will reach Nightmare Moon's ears, and She will make a decision to end the deadlock.
Having higher non-aligned support will lead to the civilian government path, while having higher supremacist support will lead to the legionary council path, maintaining the status quo.
Civilian Government Tree
If non-aligned support is higher than supremacy support, Nightmare Moon decrees that Chiropterra must move towards civilian governance. Now, the problem of integrating all of Chiropterra's new lands finally comes up. You lose all the additional cores you have gained, and have to complete the bush war mechanic to get them back. The civilian government tree contains focuses which help to suppress resistance. This tree also contains airforce, economy and political focuses. They generally provide national spirits and research bonuses, along with 1 operative slot and a free nuclear reactor. Notably, "Private Military Design Contractors" grants a +10% research speed for artillery, armour, weapons, and equipment research speed.
Unlike the legionary council path, this path focuses on defence.
Legionary Council Tree
If supremacy support is higher than non-aligned support, Nightmare Moon decrees that Chiropterra should maintain its current system of government. As with the civilian government tree, you lose cores on all your conquests and have to win the bush war to get them back. This tree is largely the same as the civilian one, with some minor changes.
Unlike the civilian government path, this path focuses on offence and grants large buffs to recruitable population.
Moonshine Failure
This path is unlocked if
The Lunar Empire loses the Equestrian Civil War, or if the civil war is avoided and
Equestria's thestral problem is resolved peacefully. Either way, Chiropterra gets a new focus tree and the "Bitter Taste of Defeat" national spirit, which grants various minor buffs, including minor combat bonuses against
Equestria.
This focus tree has three main branches:
- Economy (A Failure On the Homefront)
- Politics and Navy (Turn Back the Clock)
- Army (Examine What Went Wrong)
Economy Tree
The economy tree can be separated into two main areas:
The first subbranch divides further, beginning with the mutually-exclusive Tighten the Grip and The Velvet Glove national focuses. This choice determines your labourer policy going forward.
Tighten the Grip and subsequent focuses lead to a more oppressive policy against labourers, granting additional test subjects and labourers along with a national spirit that boosts research speed at the cost of political power and population.
The Velvet Glove focuses on reforming the labourer system into something slightly more ethical. It decreases the number of labourers needed for decisions, while converting a quarter of the labourers used into ponypower. It also grants a national spirit that increases non-core ponypower and recruitable population at the cost of stability.
Shared between these two subpaths are a few focuses which give more labourers and unlock new decision in the Native Affairs Commission decision category.
The second subbranch of the economy tree focuses on other aspects of the economy. It unlocks more Native Affairs Commission decisions and unlocks the Opium Production decision category. This tree also has focuses which increase society development, give free buildings, additional resources, a research slot, and national spirits that grant various economy-related buffs.
Political Tree
The political tree has 3 subpaths, the first two of which merge at the end.
The first subpath begins with Prepare the Second Great Conquest, and focuses on expansion. It increases your economy law, unlocks decisions to conquer and core
Tobuck and
Zarantia, and allows you to form a faction with
Colthage while granting you both national spirits to aid in coming North Zebrican War.
The second subpath starts with Sway The Old Guard and focuses more on general politics. It grants national spirits, allows you to change economy laws, grants labourers, unlocks decisions, and gives a research slot.
The third subpath focuses on the navy. It contains naval doctrine discounts, technologies, research bonuses, and national spirits. The branch ends in a choice between two focuses. Supply Line Disruption Tactics focuses on submarines bonuses while Long Distance Operation focuses on organization and maximum naval range bonuses.
Army tree
The army tree provides research bonuses, technologies, discounts for chosen army doctrine, and powerful national spirits.
Moonshine Failure Chiropterran Commonwealth
After winning the North Zebrican War, a new focus tree loads. We have to supress resistance and subjugate our new lands. This tree splits on four area: Aircraft and Economy focuses, Supressing Resistance focuses and Political focuses which splits on another 2 area: Neutral and Supremacy path, which depends on the currently ruling party.
Air Tree
Air tree contains national spirits and research bonuses. Last focus will add nuclear reactor.
Economy Tree
Durning completion this tree we will get buildings, new occupation law which can convert factories into offmap factories by usuing "Relocate Industry" decision, and replace economy law with "Cartelised Economy" which give (Construction Speed +10%, Research Speed +5%, Factory Output +10%, dockyard Output +10%, Resourses to Market +25% and etc).
Resistance Supression
Unlocks new decision category which allows to manually supress resistance. The tree will add new generals and new occupation law that will help us with getting intel on resistance leaders. In general, this tree just gives us bonuses to Anti-Terrorist Operations or Gather Intel decisions.
Politic Tree
Last two paths are political, which determines which way will go Chiropterra: neutral-aligned or supremacist.
Neutral-aligneed path focuses on helping us to core new territories and reducing consumer goods factories factor.
While supremacist path focuses on both helping with resistance and industry. Noteably, "A Society Of Warriors" focus increases efficiency of our Conscription Laws by 1%.
Between these two paths locates two neutral focuses which you can pick no matter what path u went. Those gives us manpower and some equipment.
Civilian Goverment Tree
Failures happens and its okay... Chiropterra was defeated by its neighbors. Carrot Stick comes to power, which means new Chiropterra's history page. Because for the first time in our history we creating civilian goverment, and we must decide, which path we will follow: communism, harmony or we will get back to our godness Nightmare Moon. To get needed path, you have to click decisions in "The National Catastrophe" to gain popularity to party you want to play as. And after you won the country that conquered Chiropterra, party with most popularity will become ruling.
This tree have 3 different trees.
First one is Politic Tree, which will be removed after we retook all our lands back (as well as national spirits we got from this tree). Political tree focuses on gaining a party popularity while gaining some random goods such as buildings, equipment, ponypower and national spirits. Politic tree can be separated on three branches: left one is communist, middle one is harmonist/supremacy, right one is non-aligned/supremacy. there is no only supremacy branch.
Second one is Economic Tree. Economic tree will help us to rebuild our economy to retake our lands. It will give us buildings, additional steel, 1 research slot and grant us some national spirits while removing "Economy Devastation" negative spirit.
Anyway, you need to do atleast 8 economic focuses to declare a war on country what conquered us.
And third one is Military Tree. This tree combine all aircraft, navy and army focuses, and grant us national spirits, research bonuses, techonogies, doctrine discounts, buildings and wargoal on country what conquered us (We All Lift Together Focus).
But you have to do some economic focuses in order to be able to complete focuses in military tree
Carrot Stick Focus Tree
Carrot Stick decides to take everything in his hooves and take control over Chiropterra. He teams up with Dusk Wayne, arrest Ocean Spray and kill Batton. After this new focus tree loads: Carrot Stick's focus tree can be separated on 3 areas:
- economy (The Meadow-Ivory Commission)
- politic (Ratify The Constitution)
- army (The Legions Of Democracy)
Economy Tree are available only after we complete "The Chropterran Economic Miracle" focus. This tree will get us national spirit and modify previous ones. In total we will get production bonuses, population bonuses and resource gain efficiency bonuses. Also this tree have free buildings, atomic research and research bonuses.
Politic Tree unlocks by default and will grant us alot of national spirits which boosts our research speed, production, factories, population, agency and recruitable population. This tree also contains 1 research slot and 2 operative slots. The last focus unlocks political decision to form the "Federated Provinces of North Zebrica" after we got Mayirzim province (Warzena)
Army Tree are available only after we complete "Revitalise The Legions" or "Modern Day Legionarism" focus. Army tree grants us positive national spirits for devisions, airships and tank production. But takes away some recruitable population. Also this tree contains free airship techologies and research bonuses.
Dusk Wayne Focus Tree
Dusk Wayne betrays Carrot Stick, breaks Batton's car's brakers and in the end get rid of them two. But Dusk Wayne couldnt kill Ocean Spray in time, so he tells everything about Dusk Wayne's murders at radio and new focus tree loads: At the start 9 paramilitary groups supports us. This focus tree can be separated on three main areas:
- Economy (Labourist Economics)
- Politic (Denounce The Past)
- Army (The People's Legions)
Economy Tree are available only after we complete "The Chiropterran Economic Miracle" focus. Economy tree will add one national spirit and modify previous ones. It will give us research speed bonuses, industry bonuses and population bonuses. Also the economy tree adds free atomic research and buildings.
Politic Tree have alot of national spirits that gives us population, production, research speed, factory, agency and army bonuses. Also this tree have 1 research slot, 2 operative slots and free buildings. the last focus unlocks decision to form the "Federated Provinces of North Zebrica" after we got Mayirzim province (Warzena)
Army tree are available only after we complete "Revitalise The Legions" or "Modern Day Legionarism" focus.Military tree grants us positive national spirits for devisions, aircrafts and tank production. But takes away some recruitable population. Also this tree contains free aircraft techologies and research bonuses.
George Batton Focus Tree
This was expected to Batton become the leader of Chiropterra. he was popular and a respected soldier. But few days after retaking our lands, huge exploising passing through chiropterra by Ocean Spray, and a few more days later, Dusk Wayne tell labourers of Chiropterra to unite against new leader. We have to calm them down, and at the start only 5 paramilitary groups supports us. This focus tree can be separated on three main areas:
- Economy (Punching Above Our Weight)
- Politic (The national Address)
- Army (The Legions Of The Modern Age)
Economy Tree are available only after we complete "The Chiropterran Economic Miracle" focus. This tree will give us positive national spitits which is useful for our industry and army. Also this tree have free buildings.
Politic Tree have alot of useful national spirits. In total they gave us research speed bonuses, army bonuses and population bonuses. The last focus will unlock decision to fight Warzena and form the "Federated Provinces of North Zebrica" after we got Mayirzim province (Warzena)
Army Tree are available only after we complete "Revitalise The Legions" or "Modern Day Legionarism" focus. This tree gives us useful for army and tank production national spirits, atomic research, techonoligies, research bonuses and military factories.
Ocean Spray Focus Tree
After taking all land back, Ocean Spray plants explosives to murder all of his enemies and take the control over Chirroptera, setting the country on fire. At the start only 3 paramilitary groups supports us. Ocean Spray's focus tree can be separated on three main areas:
- Economy (Economic Reactionarism)
- Politic (Recalibrate The Plan)
- Army (The Zuwena Legionary reforms)
Economy Tree are available only after we complete "The Chiropterran Economic Miracle" focus. This tree will give us positive national spirits, useful for our construction and production. Also this tree will give us free buildings and the last focus will change our economy to "Cartelised Economy" which give (Construction Speed +10%, Research Speed +5%, Factory Output +10%, dockyard Output +10%, Resourses to Market +25% and etc)
Politic Tree will grant us many postive national spirits which are good for our army. Politic tree also have 1 research slot, 3 operative slots, buildings, and the last focus unlocks new occupation law and political decisions to declare war on Warzena and Hippogriffia and form "The Nightmare Dominion".
Army Tree are available only after we complete "Revitalise The Legions" or "Modern Day Legionarism" focus. This tree contains useful for our amries national spirits, research bonuses, land doctrine discounts and some techonlogies. Noteable, "Venomous Agent X Implementation" will add technology called "Blessed Agents of Nerve Annihilation" which give (Ground Support +10%, Strategic Bombing +10%, Capital Ship Attack +10%. all artillery: Soft Attack +10%. all infantry and motorized/mecanaized: Defence +5%, Breakthrought +5%).
Stirling Silver Focus Tree
Stirling Silver comes to Ocean Spray bedroom, thinking about the fact how this so called "The Savior of Chiropterra" just set the whole country on fire. He decides to kill Ocean Spray and control the country by himself. To unlock this path you must complete two Stirling Silver releated focuses (Support The Stirling Clique and Leave The Wetwork To Stirling) and then go Ocean Spray path. This focus tree can be separated on three main areas:
- Economy (Nurture the Economic Miracle)
- Politic (The Principle of Cultural Rejuvenation)
- Army (Next Generation Warfare)
Economy Tree are available only after we complete "The Chiropterran Economic Miracle" focus. Economic tree will grant us useful for industry, population and army national spirits. Also this tree have free atomic research, construction research bonuses and buildings.
Politic Tree gives us alot of national spirits. Some of them give us population and recruitable population bonuses, some of them give us research speed bonuses, some of them give us factory and devision bonuses. Also this tree have 1 additional research slot and the last focus will unlock a political decision to get a war goal for Maregypt and form "Chiropterran Imperum".
Army Tree are available only after we complete "Revitalise The Legions" or "Modern Day Legionarism" focus. This tree will grant us new positive national spirits and modify our old national spirits. And also army focus tree have free atomic research, air techologies, research bonuses and militiary factories.
Technology
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Designers, concerns and theorists
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Cosmetics
Politics
National Spirits
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War Penalty Stability Modifier: +10.00%- Surrender Limit: +5.00%
War Support: +10.00%- Resistance Target in our states occupied by the enemy: +25%
- Resistance Growth Speed in our states occupied by the enemy: +25%
- (
Equestria) Attack bonus against country: +5.00% - (
Equestria) Defense bonus against country: +5.00%

- Operative Slots: +1
- Our operative detection chance factor: -10%
- Enemy operative detection chance factor: +10%
The truth of the matter is not all ponies can be persuaded to abandon their gods, their cultures or their beliefs; unfortunately for them they are soon taken in by the Native Affairs Commission, which in turn is tasked with finding an appropriate role for them - In the vain hopes that their pitiful existence will in some manner assist in the betterment of Chiropterra.
Parties
| Political parties | |||||
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| Name | Ideology | Leader | Popularity | ||
| HIMLC-H Her Imperial Majesty's Legionnary Council - Hardliners |
Authoritarian Theocracy Supremacy |
Autumn Breeze | 69% | ||
| HIMLC-M Her Imperial Majesty's Legionnary Council - Moderates |
Theocracy Non-Aligned |
Autumn Breeze | 31% | ||
| Traitors | Harmonic Libertarianism Harmony |
The Jackal | 0% | ||
| Traitors | Religious Socialism Communism |
Dusk Wane | 0% | ||
Leaders
Chiropterra has a unique mechanic for changing leaders, the Legionary Council. At the start of the game, or when the current leader has been in their position for at least a year, the player may use a decision to replace them so long as either faction of the HIMLC remains in control. The decision costs
0 and allows Chiropterra to change its focus much faster than other nations.
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| Starting leaders | |||||||
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| Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Intricate Webweaver
Without Intricate Webweaver
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Born: 31st of December, 942 in New Ayacachtli
Rank: Lord Commander Of The Nightmare Legion Biography: Baron Autumn Breeze III, one of the last scions of the venerable Clan Reed of Fillydelphia, whom a millennium ago were one of the first Equestrian noble families to recognize the righteousness of her Imperial Majesty Nightmare Moon's Rebellion, and although the first rebellion was a catastrophic failure Clan Reed never betrayed their Empress and as such were the first of her Majesty's loyal subjects to set off for the savage lands of Zebrica, and it was they who laid the foundations for the creation of Chiropterra those countless centuries ago. Since those dark days Clan Reed and by extension the Nightmare Legion they have been charged with leading have laid in the shadows; Slowly but surely laying the seeds of doubt that will one day lead to the return of the Empress and the destruction of Equestria. But for now Autumn Breeze must attend to the matters of the present. He is a proud supporter of Chiropterra's noble traditions, and believes firmly that the way they have lived for a millennium will guide the nation on into the future. For when Nightmare Moon does return, it shall be the venerated Nobles of the Legions who shall spread her mandate, and none shall dare to stop them. Portrait by: Kessel |
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Intricate Webweaver
Without Intricate Webweaver
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The Red Apostate
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| Post-start leaders [may contain spoilers] | |||||||
| Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Head Of Medical Research
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Born: 7th of February, 965 in Firstport
Rank: Lady Commander Of The Silver Moon Legion Biography: There have been those who called Emerald Light a 'mad scientist', though she herself would refute the notion quite strongly, as would many others even though the reasoning might differ. Born - like so many others in Chiropterra - to two legionnaires, Emerald Light was something of an outcast in her martially oriented family. Her mind always sought deeper answers, and where her parents might want to teach her how to kill something, Emerald Light could only wonder how it lived, what made it tick, why, and how to change it. This proclivity set her path not into the ranks of the Legions, but rather into the LMRD, where she quickly proved herself an excellent researcher. Her seniors remarked on her steel-trap mind, which seemed able to lock onto an issue and, to the exclusion of all other things, figure it out even if she had to simply brute force it. Additionally, her utter disinterest in office politics and goal-focused thinking made her reliable enough that - after a series of purges of the LMRD's ranks - she was a perfect candidate for heading the division when the old guard was dismissed. Under Emerald Light, the LMRD flourished and turned its efforts to more and more radical experiments. They were after all the servants of Nightmare Moon, and half-hearted efforts had no place under her, and with the plethora of test subjects at their disposal, the sky was the limit, and any lingering shreds of ethics was the first thing discarded on this route. In time, her technocratic and apolitical disposition combined with her results made her a perfect fit for the role of commander of the Silver Moon Legion. Dividing her time between the LMRD and the Silver Moon Legion, her fascination with pushing the very limits of science - no matter what needed to be done - has remained. She does not consider herself mad though: madness leads to irrationality, and she holds rationality in highest regard. Neither do others: that would make her a victim of her own mind, an excuse few can stomach giving her after seeing what she is capable of do. Portrait by: Kessel |
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Resource Allocation Expert
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Born: 6th of July, 929 in Ursagrad
Rank: Lord Commander Of The Ursa Legion Biography: Eternal Eclipse is somewhat of a legend in Chiropterra, though not the kind that foals are told stories about and play dress up as, but rather as the kind all know about and respect. For his entire 61 years of service, he has worked diligently and faithfully to carry out the will of Her Majesty, dutifully awaiting her return and working to further the cause of the Legions. After a 12 year stint starting in 986 as the Lord Commander of the Ursa Legion, he assumed his post as the chief of the Native Affairs Commission, running the program as any other he has led before, with calm efficiency, prioritizing pragmatic results over dogmatic orthodoxy. This reputation has earned him the unbridled respect of all the other Legionary commanders, who trust him to get things done when decisive action is needed. And because of his reputation of impartiality, he often smooths the ruffled fur between some of the other commanders. But even legends must eventually come to an end, and so comes Eternal Eclipse's legacy, the one thing that many debate. With his age constantly in the back of his mind, Eternal has spent much of his time cementing his Legion's succession; becoming more and more preoccupied with his successor, his grandson Lucent Eclipse. While he is nearly as respected as his Grandfather, some worry about his more... reform-minded ideas. Lucent already runs the military affairs of the Legion due to his grandfather's advanced age and often ill health, setting him up as the unchallenged successor to the Legion his Grandfather has guided for years.\n\nWhatever the legacy of Eternal Eclipse's time at the head of the Ursa Legion may be, none can deny that he has done more than most to bring the dream of Her Majesty's return to fruition, and that he isn't the type of thestral to brag about it. Portrait by: Kessel |
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Frothing Fanatic
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Born: 3rd of January, 969 in Moonspeaker Hollow
Rank: Lady Commander Of The Children of the Moon Legion Biography: The life of Lunar Hail started quite simply, born to a poorer thestral family in the Moonspeaker Hollow, they had no political power, no prestigious military position, and not much property to their name. What they did have was their daughter. They confided in her their deep faith in the Nightmare and admiration for the Children of the Moon Legion, who her family saw as the most devout protectors of their nation. Lunar was always a sheepish foal, upstanding and genuine, but often reserved. It seemed that Lunar Hail would continue this line, as a labourer for the entirety of her life, until one faithful night. When she was thirteen, her family found that she was not home one night, finding her asleep in a nearby forest grove, and when they brought her home, she began to speak of the things she had seen. She told her parents that she had seen a vision of Nightmare Moon's return, she didn't know when it would happen, but the vision was so glorious, that she knew what her cause in life must be, to help bring this event about, and so her journey into faith deepened. As soon as she could, she began to study to become a moonspeaker, and then joined the Children of the Moon as a military chaplain. She became more charismatic, she spoke with a confidence she had never had before, and could easily work crowds into a frenzy, especially when speaking on religious matters. With this, she became a sought after preacher within her Legion. Often, officers far above her rank would request her to give sermons at meetings or dinners, which gave her entry into the halls of power. In the year 1000, the previous Chief Moonspeaker of the nation died of natural causes, and in his will, the Moonspeaker asked for his funeral sermon to be given by Lunar Hail. To many, this was as good as choosing a successor, and Lunar Hail became the nation's foremost preacher and prophet. Four years later, the Children of the Moon's Commander also died, and since Lunar Hail already held a high position in her Legion, it wasn't difficult to get the other officers and moonspeakers of the Legion to elect her their leader. And now, with a Legion in one hoof, and the nation's faith in the other, Lunar Hail sets forth to wage war to bring about the Nightmare's eternal Glory. Portrait by: Kessel |
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Strict Disciplinarian
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Born: 12th of October, 950 in Firstport
Rank: Lady Commander Of The Firstborn Legion Biography: Lightning Charm is one of the Legionary Commanders whose life story has most prepared her for her current position. Born to soldiers, raised a soldier, and still proud to be a soldier. Lightning Charm has crafted her Legion into the most disciplined and professional of Her Majesty's forces and prides herself on leading what she considers the most elite of the Legions, though she would hesitate to say that to any of the other commanders' faces. She thinks of the Children of the Moon and their leader Lunar Hail as too zealous for his own good, Emerald Light as scraping up scraps that cost too much for what the military gets out of them, and has even said Autumn Breeze may be a bit too stuck up. But even if the other Commanders have heard this, they don't bother commenting. They know Lightning Charm always has Her Majesty's goals in mind, and that her criticisms are efforts to improve all the legions as much as she can. Even if they sting a little. Lightning Charm brings a rigorous style of leadership to the Warmaster's office. The nation is run even more like an army than before, and everything is expected to run at full capacity, and if it doesn't, it will be reprimanded harshly. But through all her personal qualms, like all the other Legionary commanders, she has only one goal in mind: the ever-increasing glory of her Majesty Nightmare Moon. All hail the Nightmare. Portrait by: Bunnyshrubby |
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Fortification Expert
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Born: 18th of April, 957 in Metztunalia
Rank: Lord Commander Of The Starborn Legion Biography: If, six years ago, you would have asked any soldier of the Starborn Legion who their next Commander would be, none would have said Stone Palisade. Sure, he held a relatively high post in the Starborn Legion, attending to its work in the nation's eastern territories, but that was all. He was one more Legionary in a land with over one hundred thousand of those. Then came the Yetis. The first sign of the Storm King's approach came from an agent of The Nightmare's Hoof in Maregypt, a horde was coming, massive airships that flew through the sky, and magic of thunder and frost. It was then that Palisade decided he needed to act, moving without orders to secure resources he began constructing defensive redoubts along Chiropterra's border, securing it against yeti attack. In this, he set up anti-air defenses, defensive chokepoints, citadels, mines, as well as defenses along the southern coast to defend against an invasion over the water. So when the time came, and the armies of the mighty Storm King arrived upon the borders of Chiropterra, Stone Palisade's defiant defenses and his legion stood ready to turn them back. But no attack came, as when the Storm King looked upon this "Nightmare Line" as Palisade had called it, he deemed the land too much trouble to attack and simply moved further north. After this, Palisade was called to New Ayacachtli for an unknown reason. He himself has told close confidants that he feared he would be reprimanded for acting without orders or even face some worse punishment, but he would be proven wrong. For when he arrived in the city, he was asked to meet with the Commander of his legion, and what he was told is unknown to this day. We know though, that when he left that room, he was designated as the Starborn Legion's next Commander, and from there, he has only risen. Now, as Lord Commander, he has an interesting relationship with the rest of the Council. He is not a charismatic creature, and prefers to speak in data points rather than flamboyant speeches. In general, they view him as one of Chiropterra's best defenders, but should be left out of the picture if anyone is ever needed to make an impassioned speech or an inspired prayer. Portrait by: Bunnyshrubby |
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Political Advisors
Chiropterra starts with three advisors already hired. These advisors are tied to the current leader, and change when a new one is appointed by the Legionary Council. The advisors can be removed, however this serves no purpose as they cannot be replaced by another.
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Cosmetics
| Cosmetics | |||
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| Flag | Country Name | Ideologies | Notes |
| Chiropterra | ![]() ![]() ![]() ![]() |
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| Chiropterran Commonwealth | ![]() ![]() ![]() |
North Zebrican War victory | |
| Federated Provinces of North Zebrica | ![]() |
Gorge Z. Batton has conquered | |
| Nightmare Dominion | ![]() |
Ocean Spray has conquered | |
| Chiropterran Imperium | ![]() |
Stirling Silver has conquered the entire Green Bay coast | |
| Chiropterra | ![]() |
Defeated by | |
| Federated Provinces of North Zebrica | ![]() |
Carrot Stick has conquered | |
| Chiropterra | ![]() |
Dusk Wane takeover | |
| Federated Provinces of North Zebrica | ![]() |
Dusk Wane has conquered | |
| Custom vassal cosmetics | ||||
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| North Zebrican War victory path (Supremacy or Non-Aligned) | ||||
| Flag | Base Countries | Country Name | Ideologies | Notes |
| Same as default | Colthaginian Governorate | ![]() ![]() |
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| Same as default | Hippogriffian Governorate | ![]() ![]() |
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| Same as default | Quaggatai Governorate | ![]() ![]() |
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Economy
Laws and Development
Industry and Resources
Military Factories |
Naval Dockyards |
Civilian Factories |
Fuel Silos |
Synthetic Refineries |
|---|---|---|---|---|
| 6 | 5 | 8 (-4) | 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.
Oil |
Aluminum |
Rubber |
Tungsten |
Steel |
Chromium |
Crystal |
|---|---|---|---|---|---|---|
| 0 | 0 | 0 | 29 | 22 | 0 | 28 |
Numbers in red indicate how many resources are reserved for export due to trade laws.
Military
Army
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Type | No. | |
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| Imperial Auxiliary | 2 | |
| Imperial Legion | 6 | |
| Imperial Rifles Division | 2 | |
| Motorised Imperial Rifles Division | 1 | |
| Total divisions | 11 | |
| Ponypower used | 90.30k |
| Field Marshal | ||||
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| Field Marshal | Traits | Description | Skills | Race |
Lightning Charm |
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See description:
Born: 12th of October, 950 in Firstport Rank: Lady Commander Of The Firstborn Legion |
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| Generals | ||||
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| General | Traits | Description | Skills | Race |
Lunar Hail |
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See description:
Born: 3rd of January, 969 in Moonspeaker Hollow Rank: Lady Commander Of The Children of the Moon Legion |
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Stone Palisade |
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See description:
Born: 18th of April, 957 in Metztunalia Rank: Lord Commander Of The Starborn Legion |
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Gorge Z. Batton |
A good officer needs to lead from the front.
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See description:
Born: 11th of November, 956 in New Ayacachtli Rank: Lieutenant General |
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Dead Air |
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See description:
Born: 3rd of May, 960 in Moonspeaker Hollow Rank: Major General |
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Ecliptic Brine |
See description:
Born: 5th of December, 962 in Metztunalia Rank: Lieutenant General |
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Flavius Goldmane |
See description:
Born: 19th of January, 980 in Ursagrad Rank: Brigadier General |
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Falling Star |
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See description:
Born: 12th of December, 973 in Batsby Rank: Lieutenant Colonel |
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Lucent Eclipse |
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See description:
Born: 28th of January, 980 in Ursagrad Rank: Lord Commander Of The Ursa Legion |
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Leaf LeHay |
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See description:
Born: 15th of November, 971 in Moonspeaker Hollow Rank: Lord Commander Of The Children of the Moon Legion |
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Eclipse Ember |
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See description:
Born: 19th of September, 984 in New Ayacachtli Rank: Lieutenant |
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Stefanos Blusterous |
Discipline is necessary to lead an army, but some leaders take it a bit too far.
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See description:
Born: 9th of July, 982 in Ursagrad Rank: Lieutenant Colonel |
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Division composition list
Tank Variants list
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Type | No. | |
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| Carrier | 1 | |
| Battleship | 1 | |
| Battlecruiser | ||
| Heavy Cruiser | 2 | |
| Light Cruiser | 5 | |
| Destroyer | 10 | |
| Submarine | 13 | |
| Total ships | 32 | |
| Ponypower used | 15.82k |
| Admirals | ||||
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| Admiral | Traits | Description | Skills | Race |
Perfect Shot |
The difference between a bold attack and a stupid attack is that the bold attack succeeds.
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Aurora Gale |
An expert in keeping small ships away from the big ships.
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Lakana Pandeha |
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Naval units list
Air
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
| Type | No. | |
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| Close air support | ||
| Fighter | 100 | |
| Naval bomber | 75 | |
| Heavy fighter | ||
| Tactical bomber | ||
| Transport plane | ||
| Total planes | 175 | |
| Ponypower used | 3.50k |
Military staff
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Strategies and guides
Starting situation
Chiropterra's start is heavily dependent on the Equestrian Civil War. If it occurs, it will be their dominant focus in the early game and will delay their interactions in Zebrica(conquest). If it is prevented from occurring, Chiropterra will suffer temporary maluses, but will be able to focus entirely on themselves and their conquests.
Chiropterra themselves is a highly industrialized with 19 Total Factories, just under Colthage's 20, and more then Tobuck and Zarantia combined. Chiropterra starts with a Closed economy, Negilable Poverty and illiteracy.
Threats and opportunities
Equestria: Should the Equestrian Civil War occur, Chiropterra will spent all of the early game aiding the Lunar Empire in crushing Equestria.
Tobuck: Should the ECW not occur, or Tobuck beats Zarantia, they will be Chiropterra's first war and should prove an easy victory.
Zarantia: Like above, Zarantia will be Chiropterra's first war if they made an alliance with Tobuck, or annexed it. They as well are easy but will prove slightly harder due to their decentralized state requiring you to take most of it, rather than just their cities.
Warzena: Warzena can either be an easier win than Tobuck, or the catalyst to war with Hippogriffia due to how Warzena's tree has them request a guarantee to Hippogriffia, which will pull them into the war if they agree.
Colthage: Due to the wide array of Colthage's content, they can be your sole ally, an enemy, or a non-issue. If they are not open to an alliance however, it will dramatically increase the difficulty of the war with Hippogriffia, especially so if Harmonist Colthage allies with Hippogriffia. Likewise, if the Lunar Empire exists, they will bar Chiropterra from allying with Colthage.
Hippogriffia: The sole threat to Chiropterran Hegemony in North Zebrica. This will be the hardest and last war of Chiropterra. It will be very difficult if Chiropterra failed to gain any allies, even moreso if Hippogriffia and Colthage form an Alliance.
Kingdom of Wingbardy: The northern Kingdom in most runs will be a nonissue to Chiropterra. However, if Colthage is allied with Chiropterra and Wingbardy is fascist, they will join in the war against Aris.
Guides
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