Coltvan Republic
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Coltvan Republic | |
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Ideology | ![]() |
Leader | |
Ruling party | Liberation Army of the East (58%) |
Population | ![]() |
Ponypower | ![]() |
Race | ![]() |
Stability | ![]() |
War support | ![]() |
Factories | ![]() |
Capital | Kizil-Zeb |
Continent | Northern Zebrica |
Demonym | Coltvan |
Tag | CVA |
Color | #F53E20 |
Lore
Founding and Under Zur
In the seventh century Before Lunar Banishment, when Colthaginian traders looked north towards Griffonia, another city founded a fort at the bay which later grew into Kizil-Zeb. Zur was Colthage’s ancient and legendary rival, and Kizil-Zeb was a gambit to whisk eastern trade away from their more dominant neighbour. The fort, named Metzudah, and her natural harbour provided a safe haven for
Macawian and
Hindian ships, after which their wealth was directed towards the mother city. As the Zonic wars raged between Colthage and
Karthin, Zur profited and eventually became the hegemonic power in Northern Zebrica, which caused the colonists from Kizil-Zeb to project power over the area now known as
Coltva.
Drifting Apart from Colthage
Zur’s prominence did not last, however, and exactly six hundred years after Metzudah was founded, Kizil-Zeb declared independence from the mother city, only for Colthage to eventually come to exert influence over Coltva yet again. Influences from Hindia and Macawia, along with the old legacy of Zur, meant that Colthage never fully managed to culturally absorb Coltva, and especially during the rule of the Quagga Khans over Zonicia, the two cultures diverted. The advent of modernity and the atrocities committed during the fight against the Storm King fuelled Coltvan unrest and cemented the Coltvan identity in opposition to Colthaginian culture.
Present Day
Shortly after the end of the war with the Storm King and establishment of Zalatheal Zarca as the new sufrit of Colthage, the local farmers, having enough of their land being taken by influential Colthaginian landowners, staged protests, which were violently crushed, and their organisers branded as criminals. Unable to get a fair treatment in a peaceful way, they had no other choice than to form armed resistance. Thus, the Liberation Army of the East had been formed, led by the charismatic Zeshmunazash Zeirutid - an idealistic zebra who gave up his privileged life in the name of equity for all.
As of January 1007, they operate as guerilllas in the eastern Colthaginian Republic. They merely desire reforms, not to take power in the entire country, or a full independence; but if that's what is needed to make them happen, they are willing to go as far as they must.
Starting Situation
Coltva starts under occupation of Colthaginian Republic (holding 3 states),
Quaggatai (1 state) and
Llambet (also 1 state). Coltva will secede from Colthage if resistance in their states exceeds 70% for longer than one month. Certain other conditions may also lead to Coltva gaining independence (for more info of those, see the page for the
Colthaginian Republic).
Colthage is not allowed to release Coltva through the Occupied Territories menu. Although the other two occupiers (and, in general, any other foreign force which gains control of the region) are not forbidden from releasing Coltva, it is not recommended to play Coltva that was released manually, as:
- If Coltva is released as independent, they will not be able to complete even their first focus (which, under normal circumstances, would be bypassed).
- The ideology of a puppet depends on the ideology of its master. If Coltva is released as a puppet at the start of the game, the focus
“The End Of the Revolutionary Junta” and all those which follow it will not be available, as they require Coltva to be harmonist, whereas Llambet and Quaggatai are communist and non-aligned respectively.
- Many other foci require the Coltvan revolution to have taken place; releasing a nation does not count as such.
- Part of the Colthaginian focus tree and decisions revolving around Coltva will be broken.
- Some foci in the tree require owning the Coltvan provinces in Colthage.
- The focus tree doesn't give any option to retake Coltva's cores in Colthage; if you want them back, you will have to justify a wargoal.
To summarise, releasing Coltva from Llambet/Quaggatai the focus tree will make the focus tree broken to the point that the nation will become borderline unplayable. The only time when the tree works mostly as intended is when a third, harmonic party (e.g. harmonist Chital or
Hippogriffia) conquer the region and release Coltva as a puppet. However, by that point, there is little point in doing so.
Military
National Focus
Coltva has custom focus trees.
The Coltvan Revolution
The starting focus tree, when Coltva appears.
In Zeshmunazash's Memory
Should talks between Colthaginian Constitutionalists and Coltva result in Zesh's death, and then Coltva emerges victorious in the second civil war, this focus tree is loaded.
If you want to play as Coltva during the first civil war and ensure that it happens, set the Colthaginian AI behaviour rule to "Neutrality - Long Live The Revolution".
The Red Sufrit
Replaces the In Zeshmunazash's Memory focus tree if you complete it without disintegrating the nation.
The Accidental Revolution
The focus tree should Coltvans find themselves in charge of Colthage while Zesh is alive.
A More Perfect Union
After completing The Accidental Revolution focus tree.
Technology
Coltva inherits its starting technology from Colthage. The below table lists Colthage's starting technology, which may have added to depending on the player's research choices prior to the Coltvan uprising.
Army | Naval | Air | Tech / Industry |
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With
Without
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With
Without
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With
Without
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Doctrine | ![]() | ||
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Politics
National spirits
Both Zeshmunazash's and Zarishat's rebellions start with roughly the same national spirits. The following three national spirits are identical for both:

- Political Power Gain: -5%
- Resource Gain Efficiency: -15.00%
- Consumer Goods Factories: 10.0%

- Division Organization: -5.0%
- Recruitable Population: 1.00%
- Division Recovery Rate: +5.0%
- Planning Speed: -10.0%
- Resistance Growth Speed in our states occupied by the enemy: +10%
- Unable to train new units, disband units, or edit unit templates
The only starting national spirit difference is the description for the The War of Independence, as shown below. Zeshmunazash's version focuses on opposing the Zarcids, while Zarishat's focuses on the Constitutionalists. It should be noted that even if Zeshmunazash leads Coltva in revolt against the Constitutionalists, the spirit nonetheless keeps its anti-Zarcid description.

- War Penalty Stability Modifier: +30.00%
- Surrender Limit: +5.00%
- (
Colthaginian Republic) Attack bonus against country: +10.0%
- (
Colthaginian Republic) Defense bonus against country: +10.0%
Leaders
Starting leaders | |||||||
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Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
The Lion Of Coltva
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Born: 5th of January, 964 in Kizil-Zeb
Born to a family of well-off farmers, Zeshmunazash Zeirutid seemed to many to be destined for greatness. A highly intelligent and charismatic young zebra, he excelled in school and could have risen high, maybe even raise the Zeirutid family up among the patricians. It could have happened, were it not for his persistent and uncompromising need for fairness. His parents had instilled in him a belief in helping your neighbours, and when local landlords began to seize the farmlands in the region, Zeshmunazash were among those who protested the seizures. As 'legal' as they might be, all he saw was a distant senate who did not listen to its people, and let greedy landowners run roughshod over them. As it turned out, the landowners had enough power to not only have the protests violently dispersed, but also brand the organisers as criminals. At eighteen years of age, Zeshmunazash became an outlaw, and fled into the wilds. Harsh action provokes a strong reaction, however, and Zeshmunazash became determined to bring down the corrupt landlords with whatever means necessary. Though there may be strong similarities between him and figures like Steel Stallion and Filip Redglad, Zeshmunazash has never quite bought into the mainstream socialist ideas, and instead has created his own brand of the revolution. He still believes Colthage can be saved, but not as long as the Zarcids hold sway, and not as long as the elites are allowed to do as they please. He did not want to become an outlaw, and he did not want to be a leader, but that is the price to pay so that his fellow farmers can grow their crops without fear of being driven from their homes, then he'll happily pay it. Portrait by: Sesek |
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Depressed Alcoholic
Hedonist
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Born: 8th of April, 966 in Kizil-Zeb
Zarishat could have had it all, had it not been for her older brother's need to try to save the world. As a talented student with a knack for building useful connections, she had arranged everything for her career in Colthage where she would work for a member of the Zarcid family. It would have been her springboard to wealth and recognition, had not Zeshmunazash ruined everything with his need to challenge authority. After Zeshmunazash became an outlaw, Zarishat's future fell apart before her eyes, and it was not long before the authorities came looking for her as well. Though her brother bailed her out, Zarishat never forgave him, nor did she ever forget what she lost thanks to him. As part of the Liberation Army of the East, Zarishat's ambition found some distractions as she refused to not get involved, but though she earned her place, she ended drinking heavily when she realized she would likely never become anything more than a simple criminal stuck in her brother's delusional crusade. Zeshmunazash dying was the only good thing her brother had ever done for her, as she found herself in a position to seize control over the LAE and finally, for the first time in many years, turn the path of her life the way she wanted it to go. Zarishat could have had it all, and with her brother out of the way, she may have it yet. |
If Zeshmunazash is dead
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Champion Of The People
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Post-1007 leaders [may contain spoilers] | |||||||
Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
The Lion Of Coltva
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See above
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Complete focus The Accidental Revolution | |||||
Hedonist
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See above
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Complete focus Evolve The Revolution
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Let Zarishat's Colthage fall into anarchy
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Parties
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
LAE Liberation Army of the East |
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Agrarian Socialism Communism |
58% | ||
Harmonites | ![]() |
Social Harmonism Harmony |
Zenarvo Ozid | 42% | |
Zarcids | ![]() |
Supremacy | Generic leader | 0% | |
Gerzids | ![]() |
Non-Aligned | Generic leader | 0% |
Staff and Designers
Regardless of who leads the Revolution, Coltva will have the same set of starting advisors. After defeating Colthage, Zeshmunazash's Coltva gains a set of unique advisors, replacing its starting advisors, while Zarishat's Coltva keeps its starting set, with focuses and events adding new advisors. For both paths' post-start advisors, see Zeshmunazash's and Zarishat's path sections below.
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Name | Trait | Requirement | Effect | Cost |
Silent Workpony |
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Grassroots Populist |
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Propaganda Master |
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Friendly Preacher |
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War Industrialist |
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Captain of Industry |
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Illusive Gentlebeing |
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Flags
Economy
Laws and Development
Industry and Resources
In states occupied by Colthaginian Republic
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() Synthetic Refineries |
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2 | 0 | 2 (-1) | 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 |
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0 | 6 (-3) | 9 (-4) | 0 | 0 | 0 | 0 |
Numbers in red indicate how many resources are reserved for export due to trade laws.
In all core states as of 1.1.1007
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() Synthetic Refineries |
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2 | 1 | 2 (-1) | 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 |
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0 | 6 (-3) | 17 (-8) | 0 | 0 | 0 | 0 |
Numbers in red indicate how many resources are reserved for export due to trade laws.
Military
Army
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Field Marshal | ||||
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Field Marshal | Traits | Description | Skills | Race |
Zeshmunazash Zeirutid |
![]() Hailed as a hero from their actions in war.
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See description:
Born: 5th of January, 964 in Kizil-Zeb
Born to a family of well-off farmers, Zeshmunazash Zeirutid seemed to many to be destined for greatness. A highly intelligent and charismatic young zebra, he excelled in school and could have risen high, maybe even raise the Zeirutid family up among the patricians. It could have happened, were it not for his persistent and uncompromising need for fairness. His parents had instilled in him a belief in helping your neighbours, and when local landlords began to seize the farmlands in the region, Zeshmunazash were among those who protested the seizures. As 'legal' as they might be, all he saw was a distant senate who did not listen to its people, and let greedy landowners run roughshod over them. As it turned out, the landowners had enough power to not only have the protests violently dispersed, but also brand the organisers as criminals. At eighteen years of age, Zeshmunazash became an outlaw, and fled into the wilds. Harsh action provokes a strong reaction, however, and Zeshmunazash became determined to bring down the corrupt landlords with whatever means necessary. Though there may be strong similarities between him and figures like Steel Stallion and Filip Redglad, Zeshmunazash has never quite bought into the mainstream socialist ideas, and instead has created his own brand of the revolution. He still believes Colthage can be saved, but not as long as the Zarcids hold sway, and not as long as the elites are allowed to do as they please. He did not want to become an outlaw, and he did not want to be a leader, but that is the price to pay so that his fellow farmers can grow their crops without fear of being driven from their homes, then he'll happily pay it. Portrait by: Sesek |
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Generals | ||||
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General | Traits | Description | Skills | Race |
Zenarvo Ozid |
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Zarishat Zeirutid |
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Zanit Monzano |
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Zammo Jazelid |
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Zanuzel Zala |
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