Disciples of the Night

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Disciples of the Night
Disciples of the Night.png

NMS map.png

IdeologyStratocracy.png Stratocracy
Leader
Stars Whirl
Ruling partyLunar Loyalists (67%)
PopulationPopulation 1,321,850*
PonypowerPonypower 13,436*
RacePony Pony
StabilityStability 50%*
War supportWar support 60%*
FactoriesFactory 0*
  • 0 Military factory
  • 0 Naval dockyard
  • 0 Civilian factory
CapitalAyacachtli
ContinentSouthern Equus
DiplomacyDeclare warAt war with Flag of Aztlan Free State Aztlan Free State

Flag of Baltimare Republic Baltimare Republic

Flag of Celestial State Celestial State
TagNMS
Color  #586189

For centuries, dark cults of thestral Nightmare Moon worshippers have bided their time, awaiting her return. Entrusted with her dark secrets, they have readied for the civil war, poised to march forth and join Nightmare Moon's vast army in the north.

Or that was the plan, until Daring Do led an impromptu militia to ambush them on the eve of battle and Baltimare was lost to a counter-uprising. Now, savage warfare has erupted through the jungles of South-East Equestria. These southern upstarts must be defeated for Nightmare Moon.

May the Night last forever!

Lore

Luna and the Thestrals

A more comprehensive discussion of the history between ponies and thestrals can be found in the Lunar Empire article.

Thestrals (bat ponies), night-time counterparts of the pegasi have long been the unofficial fourth pony tribe of Equestria. Featuring leathery wings, fluffy ears, good night vision and batlike fangs, these ponies preferred to work and play at night.

Loyal to Princess Luna, thestrals were always somewhat mistrusted and isolated due to their reclusive, nocturnal practices. However this schism widened when Luna was corrupted, transformed into Nightmare Moon and ultimately banished to the Moon by Celestia.

Cults of the Jungle

As a result of the disaster, terrified ponies drove bat ponies out of their homes into the far reaches of Equestria, including the jungles of the south.

The bat ponies of the south, natives to the land were mostly tribals that worshiped the moon and Luna along with it. However, some of the thestrals fleeing south were true Nightmare Moon supporters, who spread their beliefs across the jungle. Worship of Nightmare Moon flourished, and small cults sprang up, calling themselves the Disciples of the Night.

Luna's Return

The cultists held that Nightmare Moon would one day return and inevitably triumph over Celestia. Naturally, her return and immediate defeat was greeted with shock and a crisis of faith.

Some abandoned their beliefs, heeding Luna's call to abandon worship of Nightmare Moon and live peacefully alongside Equestrians.

Others became convinced that Luna was secretly biding her time, gathering alliances and pretending peace for the inevitable betrayal. They decided to follow Luna's supposed example, gathering allies among naive Equestrian bat sympathisers.

But most became more fervent, convinced that they had failed Nightmare Moon, unable to assist her in her time of triumph. They embraced darker magics and darker allies, searching for the strength to defeat Equestria and free Nightmare Moon. Their clashes with the "fictional" Equestrian adventurer Daring Do became the stuff of legend and their presence slowed the inevitable encroachment of civilisation and cities into the south.

The Civil War

When Nightmare Moon began gathering support in the world of dreams, the Disciples were ready, supporting cults and subtly steering bat sympathizer groups across Equestria. They readied an army to sweep north through Baltimare, supporting Nightmare Moon's impending Manehatten uprising.

Luna's peaceful thestral supporters became alarmed by the strange omens in the sky, the dark dreams, and the stirring in the southern jungles. Investigating, they sought out Daring Do, who had foiled the plots of the cults so many times in the past, and on the eve of the civil war, an impromptu militia of citizens and local garrisons took the cult by surprise, ambushing their march to the north.

Reinforcements failed to arrive in Baltimare, the first city taken by the Disciples, and it was lost to a counter-uprising by communists, who now arm for full war with the cultists.

And deep in the jungles, a ragtag band of mercenaries led by Doctor Caballeron have allied with the Neighua and taken Tenochtitlan, along with the surrounding land.

As disciplined armies march in war across the plains of Equestria, a more savage struggle plays out in its hidden jungles.

Gameplay and Strategy

Eqs civwar south.png

Starting Situation

The Disciples start with a decent army - 33 divisions, 13 of which are infantry cultists (4 inf battalions) and 20 pegasi divisions (4 pegasi battalions). However their industry is poor, the terrain is harsh and enemies are on all sides.

  • The Aztlan Free State to the east, with no industries and 54K ponypower on the field with 18 divisions.
  • The Baltimare Republic to the north, with 2 civilian factories, one dockyard, and 48K ponypower on the field with 12 divisions.
  • The Celestial State to the west, with 1 civilian factory, one military factory, and 75K ponypower on the field with 15 divisions.

A Secondary War

The conflict is isolated from the main conflict between the Lunar Empire and Equestria. The isolation cannot be broken until the northern or southern wars end. The Disciples must race to finish the war as soon as possible in the south so that they can assist Nightmare Moon, for if Equestria wins to the north, all their efforts are likely moot.

This war is going to be very difficult because you're fighting a two-front war. First, you should set up a frontline against the Flag of Celestial State Celestial State as they will be your main opponent in the war. Select a small number of divisions and set up a fallback line on the Flag of Baltimare Republic Baltimare Republic and Flag of Aztlan Free State Aztlan Free State borders. This is necessary as you cannot fight a three-front war. Raise as many native militias as you can because, even letting land go you're still fighting a two-front war. They're very weak but they're good encirclement and defense units. Once you've defeated the Celestial State, delete the fallback line and set up a frontline in the same spot where the fallback line was on the border with Baltimare and Aztlan. Once you have done this guard the Baltimare border but attack the Aztlan border. This should be done to avoid an overstretched army and more divisions in a single border will help you a lot.

Disciples Victorious - When Baltimare, Celestial State and the Aztlan Free State are defeated, the Disciples will join the war in the north as a puppet of the Flag of Lunar Empire Lunar Empire if they choose to stay loyal and the Empire grants them autonomy, or go isolationist if they reject the Nightmare. If the Lunar Empire doesn't exist when you win, then you will automatically get the decision for a civilian government or a military one if you choose Our Fate. The Confederacy to the west can also ask you to join their faction if you choose to go independent.

Northern War Ends - If the Lunar Empire wins the war, then they can do War Plan Green to aid you in your war if it is still raging. However, the focus will instead give them a wargoal on you if you have already won and chose to stay independent. If Flag of Equestria Equestria wins, they can immediately declare war on you.

National Focuses

Wartime Focus Tree

Disciples pre-war tree.

The Disciples start out with a wartime focus tree similar to that of Aztlan. After taking the first focus, the left path will give Infantry Equipment along with other bonuses, ending with giving all the other South-East combatants a negative national spirit involving supply. The central path gives factories, infrastructure, ponypower and a temporary national spirit that improves your own supply. The right path gives three pegasi divisions, increases your conscription law and a temporary national spirit that increases division speed. The last focus, For the Empress!, grants an army buff for 180 days.

Post-War Focus Tree

Disciples Post-Tree.png

Once all the other South-East breakaways are defeated, the Disciples load their actual focus tree, along with getting three negative national spirits, "Discontent in the Cities", "Native Resistance", and "Economic Underdevelopment".

They have a few options on a political standpoint, supporting Nightmare Moon in the War of the Two Sisters if it hasn't ended already. If she agrees to grant autonomy to the South-East, you can either put in a civilian government under Light Narrative or Starry Glory, or keep the military administration under Stars Whirl. There is a third option, however; rejecting the Empress completely and creating a new state for the Thestrals.

A New Government

Governor Starry Glory

Starry Glory was once a harsh writer and orator for the thestrals, a hardliner that promoted bat pony supremacy. As time passed, he slowly became ostracized, though that didn't stop him from continuing his work. His idea for the South-East is creating a purely Thestral-led society, along with taking drastic measures to contain the natives.

Going down the right side of his path will give you events that generally give you negative effects, leading up to The Reservation System. This lessens the stability debuff from "Native Resistance" and grants +10% resource gain and +5% production efficiency gain.

The left side gives various national spirits, two of which notably give +30% population growth. Stabilize the Situation lessens the effect of "Discontent in the Cities", and Mine Eyes Have Seen The Glory turns it into "A Thestral Homeland". It switches out all the debuffs for various buffs, notably 1% Recruitable Population and +10% Division Recovery rate.

Governor Light Narrative

A reporter from Equestria, Light Narrative is a leader based on dialogue and pragmatism. He focuses on creating a nation where all ponies of society can live together in peace, though Lunar orientation is a given.

As one of the civilian governors, Light can immediately take Educational Reforms for the research slot. Going down the left side of Light's tree will eventually lead to The Paramount Chiefs, a focus that changes "Native Resistance" to "Native Autonomy", turning the negative debuffs into positive ones. The right side of the focus tree gives various positive national spirits and lessens the effect of "Discontent in the Cities". The final focus, A Shining Beacon gets rid of it completely, also replacing it with "The Jewel of the South".

The Military Mandate

Stars Whirl, the leader of the Disciples chooses to continue the military occupation, militarizing almost all parts of society and becoming an army with a state to serve the Empress. Her tree gives buffs mostly related to the army, fighting in the service of Nightmare Moon.

After completing Formalize the Military Frontier, there are three small branches. The left path gives a research slot and +10% land doctrine research speed, the middle gives military factory bonuses and increases your conscription law, and the right path adds a total of 41 rubber production. All three paths must be completed to take Pacify the Cities and Pacify the Jungles, which get rid of "Discontent in the Cities" and "Native Resistance" respectively. The final focus, An Army with a State gives +5% division recovery rate, 1.5% recruitable population and +10% attack and defence.

Reject The Nightmare

The bat pony natives, tired of fighting choose to launch a coup against the government. Stars Whirl and her various loyal military staff are rounded up and killed, save for Light Narrative. The future of the nation is now in the hands of the Moonspeaker Conclave, who after deliberation chose Light Narrative as the new Tlatoani, their leader.

The national spirit "Native Resistance" is immediately replaced with "Neighua Resistance", a less severe version of it.

After crowning the Tlatoani, the path temporarily splits into three. The left removes "Neighua Resistance", and Hayglian Dialectics will give a negative national spirit that turns into a positive one after 180 days.The right turns "Discontent in the Cities" into "The Red Tribes", increasing factory output. Codify the Faith in the middle path gives a research slot. Finally, The Organic Kingdom will improve a positive national spirit you have, including 1% Recruitable Population.

Another thing to note is that as the natives, you will get an event that will allow you to use Ursa Companies.

Economic Tree

Once you establish your government in the South East, the economic tree for getting rid of "Economic Underdevelopment" is unlocked. You will get an event for two options; focusing on the countryside or the industrial centers. Both paths get rid of the negative nation spirit, but the bonuses they give are vastly different.

Focus on the Countryside centers on resource bonuses, with the national spirit replacing "Economic Underdevelopment" granting +10% resource gain, -5% consumer goods and +5% production efficiency base. Other focuses grant 64 rubber production and 1 building slot in every state. Focus on the Industrial Centers, on the other hand, replaces the spirit with "The New Industrial Revolution", which grants +15% construction speed, +10% factory output and +10% efficiency cap. The Steel Mills of Baltimare also grants 36 steel production.

Both trees merge at the bottom, which grants a research slot.

The Army

The military focus tree has two mutually exclusive paths which depend on which leader you chose in the political tree. The Tlatoani and Light Narrative paths can only choose A Brand New Army, while Starry Glory can only choose An Army of Bats. Stars Whirl can choose either one.

The left path gives bonuses to jungle warfare, allows use of the Guerilla Warfare tactic, and gives 3 Level 2 Generals. The national spirit gives recruitable population, division recovery rate and division defense at the cost of some organization.

The right path a massive +80% special forces capacity modifier at the cost of a -60% recruitable population factor. The effect is slightly lessened later with A New Nimbusia, which modifies the national spirit by +10% recruitable population factor and an extra +15% special forces capacity modifier. The focus tree branch also gives 2 Level 3 Generals and adds +1 skill in every category for every leader.

The final focus for both paths grants a research slot.

The Navy and the Air Force

The naval tree give dockyards at the beginning of it, progressing into research bonuses for various ship types. It ends with a national spirit giving +0.05 Naval Experience gain every day.

The Air Force tree starts by adding fighters and bombers to your stockpile, then goes into airbases and plane research bonuses. The Night Squadrons gives a bonus to operations at night, and Masters of the Sky gives Ace Generation Chance, Air Attack and a reduction to Bad Weather Penalty.

Technology

Army Naval Air Tech / Industry
  • Bolt-Action Rifles (Lavander Rifle)
  • Truck (Jackalope AS-3)
  • Engineer Company I
  • Recon Company I
  • Military Police I
  • Field Hospital I
  • Basic Light Tank Chassis
  • Artillery
  • Anti Tank
  • Enlarged Destroyer
  • Smoke Generators
  • Basic Depth Charges
  • Hydrophone
  • Escort and Upgunned Cruisers
  • Inclined Belt Armor Scheme
  • Long Range Battleships
  • Deck Conversions
  • Modernised Coastal Submarine
  • Basic Light Battery
  • Basic Medium Battery
  • Basic Large Battery
  • Improved Ship Torpedo Launcher
  • Designated Landing Barges
  • Contact Mine
  • Minelaying Submarine
  • Early Small Airframe
  • Early Medium Airframe
  • Early Large Airframe
  • Aerial Bombs
  • Dedicated Aircraft Machine Guns
  • Applied Wartime Construction Experience
  • Aircraft Inline Engines
  • Central Fire Control
  • Organised Fuel Storage
Doctrine Racial
  • Trench Warfare
  • Fleet in Being
  • None
  • Pegasus Division

Politics

National Spirits

War of the Two Sisters icon
War of the Two Sisters
  • Political Power Gain: -10%
  • Mobilization Speed: +10.0%
  • Division Training Time: -10.0%
  • Stability: -20.0%
  • War Support: -15.0%
  • Construction Speed: -10.0%
  • AI Modifier: Call Ally Desire: -2000
  • AI Modifier: Join Ally Desire: -2000
  • AI Modifier: Desire to be in or expand a faction: -2000
  • AI Modifier: Focus on Offense: +300.0%
  • Can not declare wars
  • Can't join factions
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.
Disrupted Communications icon
Disrupted Communications
  • AI Modifier: Desire to be in or expand a faction: -0
  • Can't join factions.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Stars Whirl
Stratocracy.png
Stratocracy
Supremacy

LMA
None
A minor officer before the civil war, Stars Whirl was stationed in Saltmane when the fighting broke out. Despite not being a thestral herself, she has sided with Nightmare Moon and emerged as the most capable leader in the southeast. Stars Whirl's swift and decisive measures ensure that victory is achieved no matter the cost. Her drive has ensured the loyalty of the bat pony subordinates, and the personal favour of the Empress.


Kekers
Kekers
Harmonic Socialism.png
Harmonic Socialism
Harmony

Celestial Loyalists
None
None


Baltimare Band
Baltimare Band
Equestrian Socialism.png
Equestrian Socialism
Communism

Urban Socialists
None
None


Nobody
Despotism.png
Despotism
Non-Aligned

Native Resistance
None
None


Alternate Leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Starry Glory
Ultranationalism.png
Ultranationalism
Supremacy

NLEL
New Lunar Empire Loyalists
None
Writer and occultist, Starry Glory has been infamous for his seditious speeches against the peaceful Equestrian order. The ordinary pony would have been much more sympathetic to the thestral plight if it weren't for his extremist rhetoric. Neither a ban from writing or a short prison sentence has deterred Starry Glory, although his influence waned as he became ostracised.

Fortunes have changed due to the civil war, which has given him the platform to propagate his thestral supremacy theory. The brutal war in the southeastern jungles has convinced the higher ups in the Lunar administration that drastic measures are needed to contain the natives, and Starry Glory was chosen to lead the new nation. He intends to transform it into a bat pony paradise, which he personally calls "the Free Thestral Empire", although the name has yet found recognition within the wider populace.


Light Narrative
Autocracy.png
Autocracy
Supremacy

LDP
Lunar Dominionist Party
None
Having written for numerous newspapers, such as Baltimare Times, Equestria Daily, Manehattan Tribunal and even the Canterlot Inquirer, Light Narrative has made a name for himself in the Equestrian journalist circles by publishing divisive, yet factual articles on thestral rights. Despite his best intentions, the anti-bat pony bias meant that he did not remain employed for long.

After another slump following his most recent discharge, Light Narrative traveled to the Equestrian southeast to research and report on the mysterious native tribes that inhabit its jungles. His investigation was interrupted by the civil war, which in no way did it interfere with his publishing, and he has sided with the thestral uprising to write about the successes of the Lunar garrison. Following the pacification of the region, Empress Nightmare Moon has recommended the intrepid journalist for the leadership role, believing that his moderate approach would ensure continued peace in the war-torn southeast.


Moonspeaker Conclave
Theocracy.png
Theocracy
Non-Aligned

The Grand Moonspeaker Conclave
None
The conclave is composed of every Moonspeaker representing an individual Tzinacatl tribe in the southeast Equestria. Moonspeakers are spiritual leaders of a tribe, in charge of interpreting the Moon's will. A singular Moonspeaker may propose a decision, upon which the Conclave votes, and only proposals which achieve qualified majority are passed.


Tlatoani Acazotic Huehuetlatolli I
Tlatoani Acazotic Huehuetlatolli I
Theocracy.png
Theocracy
Non-Aligned

The Grand Moonspeaker Conclave
Popular Figurehead
  • Stability: +5%
Having written for numerous newspapers, such as Baltimare Times, Equestria Daily, Manehattan Tribunal and even the Canterlot Inquirer, Light Narrative has made a name for himself in the Equestrian journalist circles by publishing divisive, yet factual articles on thestral rights. Despite his best intentions, the anti-bat pony bias meant that he did not remain employed for long.

After an another slump following his most recent discharge, Light Narrative traveled to the Equestrian southeast to research and report on the mysterious native tribes that inhabit its jungles. His investigation was interrupted by the civil war, which in no way did it interfere with his publishing, and he has sided with the thestral uprising to write about the successes of the Lunar garrison.

However, a most unexpected surge of events has transpired. The native bat ponies have risen up against the foreign extremists in the service of Nightmare Moon, and declared their own independent nation. After the first Grand Conclave of the Moonspeakers, Light Narrative has been chosen as Tlatoani, the spiritual leader and inspiration for the ponies.



Parties

Political parties
Name Ideology Leader Popularity
Lunar Loyalists Stratocracy.png Stratocracy
Supremacy
Stars Whirl 67%
Celestial Loyalists Harmonic Socialism.png Harmonic Socialism
Harmony
Kekers 13%
Urban Socialists Equestrian Socialism.png Equestrian Socialism
Communism
Baltimare Band 3%
Native Resistance Despotism.png Despotism
Non-Aligned
Nobody 17%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Poppy Bliss
Poppy Bliss
Jungle Warfare Expert
None
  • Heat Attrition: −10%
  • Non-Combat Out of Supply Penalties: −10%
  • Division Recovery Rate: +2.5%
Political Power 150
Celeste
Celeste
Cult Leader
None
  • Political Power Gain: +10%
  • Ideology drift defense: +10%
  • Stability: +5%
Political Power 150
Colt Ice
Colt Ice
Ruthless Industrialist
None
  • Daily Political Power Gain: −0.05
  • Construction Speed: +5%
  • Efficiency cap texticon.png Production Efficiency Cap: +5%
Political Power 150
Shimmer Moon
Shimmer Moon
Demagogue
None
  • Daily Political Power Gain: +0.1
  • Recruitable Population: 0.5%
  • War Support: +10%
Political Power 150
Orchid Light
Orchid Light
Prince of Terror
None
  • Non-Core Ponypower: +2%
  • Foreign subversive activities efficiency: −30%
  • Damage to Garrisons: −25%
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
Dancing Wing
Dancing Wing
Defense Theorist
None
  • Infantry Division Defense: +10%
  • Land Doctrine Cost: −10%
  • Land Fort construction speed: +5%
Political Power 150
Star Breeze
Star Breeze
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Peach Whirl
Peach Whirl
Army Drill (Expert)
None
  • Army Experience Gain: +0.30
  • Division Attack: +10%
  • AI Modifier: Focus on Offense: +15%
Political Power 100

Command power 20

Onyx Dash
Onyx Dash
Army Manuever (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
Tepin Metzli
Tepin Metzli
Commerce Raiding (Genius)
None
  • Naval Experience Gain: +0.40
  • Convoy Raiding Efficiency: +20%
Political Power 200

Command power 10

Sacnite Notchtli
Sacnite Notchtli
Screens (Expert)
None
  • Naval Experience Gain: +0.30
  • Screen Attack: +10%
  • Screen Defense: +15%
Political Power 100

Command power 20

Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Fancy Mane
Fancy Mane
Night Operations (Genius)
None
  • Air Experience Gain: +0.40
  • Night Operations Penalty: −30%
Political Power 200

Command power 10

Yolotli Zyana
Yolotli Zyana
Close Air Support (Expert)
None
  • Air Experience Gain: +0.30
  • Close air support attack: +3%
  • Close air support defense: +3%
  • Close air support agility: +3%
Political Power 100

Command power 20

Select high command.png Military High Command
Name Trait Requirement Effect Cost
Izel Citlali
Izel Citlali
Army Drill (Expert)
None
  • Division training time: −10%
Political Power 100

Command power 20

Achcauhtli Moyolehuani
Achcauhtli Moyolehuani
Commando (Expert)
None
  • Special forces Attack: +10%
  • Special Forces Cap: 6
Political Power 100

Command power 20

Chalchiuitl Itzel
Chalchiuitl Itzel
Army Regrouping (Expert)
None
  • Division Recovery Rate: +8%
Political Power 100

Command power 20

Ichtaca Eztli
Ichtaca Eztli
Army Reformer (Expert)
None
  • Army Experience Gain: +10%
  • AI Modifier: Focus on Military Advancements: +10%
Political Power 100

Command power 20

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Stars Whirl
Field Marshal
Stars Whirl
Stars Whirl (advisor).png
Trait defensive doctrine.png Defensive Doctrine
Especially skilled in fighting on the Defensive.
  • Max Entrenchment: +30%
Trait inspirational leader.png Charismatic
A natural leader. Soldiers will face their worst fears when backed by a powerful leader.
  • Division Recovery Rate: +10%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Pony.png
Pony
Generals
General Traits Description Skills Race
Star Chaser
General
Star Chaser
NMS Star Chaser (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
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: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Berry Meadow
General
Berry Meadow
Berry Meadow (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
Trait mountaineer.png Mountaineer
An excellent climber and skilled at Mountain warfare.
  • Mountain:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Thestral.png
Thestral
Comet Chaser
General
Comet Chaser
Comet Chaser (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
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: 2
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Thestral.png
Thestral
Light Narrative
General
Light Narrative
Light Narrative (advisor).png
Trait media personality.png Media Personality
This general will go out of his way to talk to the media and will always try to be in the limelight.
  • Army reassignment duration: +100%
Trait promising general.png Promising Leader
This leader has proven to be a quick learner.
  • Leader Experience Gain: +25%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 4
Thestral.png
Thestral

Flags

Flags
Flag Information
Disciples of the Night.png
Disciples of the Night / Equestrian South-East States

Stratocracy.pngUltranationalism.pngAutocracy.pngHarmonic Socialism.png
NMS communism.png
Socialist Union of the South-East

Equestrian Socialism.png
Tzinacatlia.png
Tzinacatlia

Moonspeaker coup

Theocracy.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

The factory number shown below is true only at the beginning of the war and without factories built in the region by Equestria.

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.

The factory number shown below is true only at the end of the war, with all three enemies territories conquered, with all war focuses completed and without factories build in the region by Equestria. These numbers may change depending of the focuses completed by the enemies during the war.

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
2 2 4 (-2) 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
28 (-14) 0 75 (-37) 12 (-6) 32 (-16) 14 (-7) 8 (-4)

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