Coltvan Republic

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Coltvan Republic

Coltvan Republic.png

CVA map.png

IdeologyAgrarian Socialism.png Agrarian Socialism
Leader
Zeshmunazash Zeirutid
Ruling partyLiberation Army of the East (58%)
PopulationPopulation 3,186,030*
PonypowerPonypower 77,430*
RaceZebra Zebra
StabilityStability 58%
War supportWar support 75%
FactoriesFactory 5*
  • 2* Military factory
  • 1* Naval dockyard
  • 2* Civilian factory
CapitalKizil-Zeb
ContinentNorthern Zebrica
DemonymColtvan
TagCVA
Color  #F53E20

Lore

Founding and Under Zur

In the seventh century Before Lunar Banishment, when Flag of Colthaginian Republic 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 Flag of Macawia Macawian and Flag of Doelhi Confederation Hindian ships, after which their wealth was directed towards the mother city. As the Zonic wars raged between Colthage and Flag of Kingdom of Wingbardy 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 Flag of Coltvan Republic 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 Flag of Quaggatai 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 Flag of Colthaginian Republic Colthaginian Republic (holding 3 states), Flag of Quaggatai Quaggatai (1 state) and Flag of Llambet 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 Flag of Colthaginian Republic 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 DOM End Judicial Corruption.pngThe 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 Flag of Yarildom of Chital Chital or Flag of Hippogriffia 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

CVA focus tree 1.png

The starting focus tree, when Coltva appears.

In Zeshmunazash's Memory

CVA focus tree 2.png

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

CVA focus tree 3.png

Replaces the In Zeshmunazash's Memory focus tree if you complete it without disintegrating the nation.

The Accidental Revolution

CVA focus tree 4.png

The focus tree should Coltvans find themselves in charge of Colthage while Zesh is alive.

A More Perfect Union

CVA focus tree 5.png

After completing The Accidental Revolution focus tree.

Technology

Coltva inherits its starting technology from Flag of Colthaginian Republic 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
  • Primitive Weapons
    • Muzzle-loaders
  • Breech-Loaded Rifles
  • Mountain Infantry I
  • Support Equipment
    • Engineer Company I
    • Recon Company I
  • Civilian train
  • Pre-Industrial Artillery
    • Artillery
    • Anti-Air

With No Step Back No Step Back:

  • Early Tank Development

Without No Step Back No Step Back:

  • Early Tank
  • Modernised Coastal Submarine
    • Fleet Submarine
  • Designated Landing barges

With Man the Guns Man the Guns:

  • Torpedo Boat Destroyer
    • Smoke Generators
    • Basic Depth Charge
    • Enlarged Destroyer
  • Scout and Armoured Cruisers
  • Basic Cruiser Armor Scheme
    • Inclined Belt Armor Scheme
  • Fast Battleships and Dreadnoughts
    • Long Range Battleships
  • Naval Gunnery
    • Basic Light Battery
    • Basic Medium Battery
    • Basic Heavy Battery
  • Basic Torpedo
  • Contact Mine
    • Minelaying Submarine

Without Man the Guns Man the Guns:

  • Torpedo Boat Destroyer
    • Enlarged Destroyer
  • Scout Cruiser
  • Late Armoured Cruiser
  • Fast Battleship
    • Battlecruiser

With By Blood Alone By Blood Alone:

  • Early Small Airframe
    • Basic Small Airframe
  • Early Medium Airframe
  • Aerial Bombs
  • Dedicated Aircraft Machine Guns
  • Dedicated Aircraft Engines
    • Applied Wartime Construction Experience
    • Aircraft Inline Engines

Without By Blood Alone By Blood Alone:

  • Early Fighter
    • Basic NAV
  • Early Bomber
  • Organised Fuel Storage
Doctrine Zebra.png Racial
  • None
  • Trade Interdiction
  • None
  • Charger Division
  • War Canoes
    • Deep Sea Canoes

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:

The Coltvan Monopolists icon
The Coltvan Monopolists
  • Political Power Gain: -5%
  • Resource Gain Efficiency: -15.00%
  • Consumer Goods Factories: 10.0%
Much of the land in Coltva belongs to a small clique of Colthaginian landowners, who are not very enthusiastic about the current rebellion and have a strong power base thanks to their estates. They must be handled swiftly before they can coalesce into a wider movement against us.
Gerzid Discontent icon
Gerzid Discontent
  • Stability: -10.00%
  • Research Speed: -5.00%
  • Factory Output: -10.00%
The Colthaginian general Benoam Gerza is fanning the divide between our urban and rural supporters, hoping to unravel our movement from within.
Insurrectionary Army icon
Insurrectionary Army
  • 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 people of Coltva have arisen to fight against their oppressors! Though volunteers are numerous, many lack any real combat experience aside from the veterans of the insurgency.


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.

The War of Independence icon
The War of Independence
Zeshmunazash-led Coltva:
The time has come for Coltva to rise. The struggle before us will be hard, but we must endure. Through rifles and bayonets, we shall conquer our freedom! Death to the Zarcids!
Zarishat-led Coltva:
We've been betrayed! The Constitutionalists have proven themselves to be no better than the Zarcid oppressors. For Coltva!



Leaders


Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Zeshmunazash Zeirutid
Agrarian Socialism.png
Agrarian Socialism
Communism

LAE
Liberation Army of the East
The Lion Of Coltva
  • Division Recovery Rate: +5%
  • Division Defense: +5%
  • War Support: +5%
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


Zarishat Zeirutid
Agrarian Socialism.png
Agrarian Socialism
Communism

LAE
Liberation Army of the East
Depressed Alcoholic
  • Division Recovery Rate: −10%
  • Surrender Limit: −5%
  • War Support: −10%

Hedonist

  • Stability: −5%
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


Zenarvo Ozid
Harmonic Socialism.png
Harmonic Socialism
Harmony

Harmonites
Champion Of The People
  • Supply Consumption: −5%
  • Research Speed: +5%
  • Monthly Population: +10%
  • Daily Harmony Support: +0.01
None


Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Zeshmunazash Zeirutid
Harmonic Socialism.png
Harmonic Socialism
Harmony

NUF - Z
National Unity Front Of Colthage And Coltva - Zeirutists
The Lion Of Coltva
  • Division Recovery Rate: +5%
  • Division Defense: +5%
  • War Support: +5%
See above
Complete focus The Accidental Revolution
Agrarian Socialism.png
Agrarian Socialism
Communism

NUF - E
National Unity Front Of Colthage And Coltva - Evolutionaries
Republicanism.png
Republicanism
Non-Aligned

NUF - P
National Unity Front Of Colthage And Coltva - Pragmatists
Zarishat Zeirutid
Zarishat Zeirutid
Market Socialism.png
Market Socialism
Communism

ZASP
Zonician Agrarian Socialist Party
Hedonist
  • Stability: −5%
See above

Complete focus Evolve The Revolution


Zanit Monzano
Zanit Monzano
Military Government.png
Military Government
Non-Aligned

Provisional Junta
Provisional Junta of the Colthaginian Federal Army
None

Let Zarishat's Colthage fall into anarchy



Parties

Political parties
Name Ideology Leader Popularity
LAE
Liberation Army of the East
Agrarian Socialism.png Agrarian Socialism
Communism
  • Zeshmunazash Zeirutid[1]
  • Zarishat Zeirutid[2]
58%
Harmonites Harmonic Socialism.png Harmonic Socialism
Harmony
Zenarvo Ozid 42%
Zarcids Autocracy.png Supremacy Generic leader 0%
Gerzids Despotism.png 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.

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Abibaal Zakanmid
Abibaal Zakanmid
Silent Workpony
None
  • Political Power Gain: +15%
Political Power 150
Ahirom Zadadid
Ahirom Zadadid
Grassroots Populist
None
  • Political Power Gain: +10%
  • Monthly Population: +5%
Political Power 150


Zarisha Zadonys
Zarisha Zadonys
Propaganda Master
None
  • Political Power Gain: +5%
  • War Support: +5%
  • Resistance Decay Speed: +15%
Political Power 150


Bedezorus Zimridatid
Bedezorus Zimridatid
Friendly Preacher
None
  • Daily Political Power Cost: +0.1
  • Division Recovery Rate: +2.5%
  • Stability: +5%
Political Power 150


Tabnit Zatammuzid
Tabnit Zatammuzid
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150


Tanyih Zatanitid
Tanyih Zatanitid
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150


Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150


Flags

Flags
Flag Information
Coltvan Republic.png
Coltvan Republic

Equestrian Socialism.png
Zonician Republic.png
Zonician Republic

Autocracy.png
Zonician Confederation.png
Zonician Federation/Zonician Confederation

Alicorn Rule.png
Zonician Sovereign Socialist Federation.png
Zonician Sovereign Socialist Federation/Zonician Confederation

Equestrian Socialism.png
Colthaginian Federation.png
Coltvan Republic

Alicorn Rule.png
Coltvan Republic (Supremacy).png
Coltvan Republic

Autocracy.png
Coltvan Republic (Non-Aligned).png
Coltvan Republic

Despotism.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
Substantial Science Base Substantial Science Base
  • Daily Political Power Gain: +0.10
  • Research Speed: -30.00%
Industrialising Society Industrialising Society
  • Resource Gain Efficiency: -20.00%
  • Monthly Population: -10.0%
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -10.00%
  • Research Speed: -20.00%
  • Factory Output: -20.00%
  • Dockyard Output: -20.00%
  • Factory Bomb Vulnerability: -25.00%
Limited Illiteracy Limited Illiteracy
  • Construction Speed: -5.00%
  • Research Speed: -15.00%
Poverty Race
Low Poverty Low Poverty
  • Monthly Population: -7.0%
  • Consumer Goods Factories: 7.0%
  • Construction Speed: -10.00%
  • Research Speed: -2.50%
Zebra Zebra Race
  • Uses Zebra Racial Tree

Industry and Resources

In states occupied by Flag of Colthaginian Republic Colthaginian Republic

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

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

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

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

Field Marshal
Field Marshal Traits Description Skills Race
Zeshmunazash Zeirutid
Field Marshal
Zeshmunazash Zeirutid
Zeshmunazash Zeirutid (advisor).png
Trait war hero.png War Hero
Hailed as a hero from their actions in war.
  • Promotion Cost: −50%
  • Army reassignment duration: +50%
Trait inspirational leader.png Charismatic
A natural leader. Soldiers will face their worst fears when backed by a powerful leader.
  • Division Recovery Rate: +10%
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
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
Level 4
Attack.pngAttack: 3
Defense.pngDefense: 5
Planning.pngPlanning: 3
Logistics.pngLogistics: 4
Zebra.png
Zebra
Generals
General Traits Description Skills Race
Zenarvo Ozid
General
Zenarvo Ozid
Zenarvo Ozid (advisor).png
Trait brilliant strategist.png Brilliant Strategist
A natural born strategist that is able to adapt to the dynamics of the battlefield.
  • Attack: +1
  • Planning: +1
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
Trait war hero.png War Hero
Hailed as a hero from their actions in war.
  • Promotion Cost: −50%
  • Army reassignment duration: +50%
None
Level 3
Attack.pngAttack: 4
Defense.pngDefense: 2
Planning.pngPlanning: 4
Logistics.pngLogistics: 2
Zebra.png
Zebra
Zarishat Zeirutid
General
Zarishat Zeirutid
Zarishat Zeirutid (advisor).png
Trait substance abuser.png Substance Abuser
Addiction can be a bad thing, but it's really under control. Really.
Trait politically connected.png Politically Connected
This leader has political connections which has smoothed the way for his career. Perhaps too quickly.
  • Leader Experience Gain: −10%
  • Promotion Cost: −50%
Trait reckless.png Reckless
A good officer needs to lead from the front.
  • Planning Speed: +20%
  • Chance to get wounded in combat: +50%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Zebra.png
Zebra
Zanit Monzano
General
Zanit Monzano
Zanit Monzano (advisor).png
Trait hill fighter.png Hill Fighter
Excels at fighting in Hilly terrain.
  • Hills:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
Trait engineer.png Engineer
Adept in the arts of crossing rivers and constructing field fortifications.
  • River:
    • Attack: +5%
  • Fort:
    • Attack: +10%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Zebra.png
Zebra
Zammo Jazelid
General
Zammo Jazelid
Zammo Jazelid (advisor).png
Trait reckless.png Reckless
A good officer needs to lead from the front.
  • Planning Speed: +20%
  • Chance to get wounded in combat: +50%
Trait career officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.
  • Promotion Cost: −25%
Trait skilled staffer.png Skilled Staffer
Surrounded by some of the best staff, this leader is able to organize and manage a larger number of units.
  • General Max Army Size: +6
None
Level 3
Attack.pngAttack: 3
Defense.pngDefense: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Zebra.png
Zebra
Zanuzel Zala
General
Zanuzel Zala
Zanuzel Zala (advisor).png
Trait urban assault specialist.png Urban Assault Specialist
An expert in Fighting In Someone's House and Causing Havoc In People's Streets.
  • Urban:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Zebra.png
Zebra


  1. Default
  2. If Zeshmunazash is killed