Farbrook

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Farbrook
The Home of the Hillponies
Farbrook.png

FBK map.png

IdeologyTribal Federation.png Tribal Federation
Leader
Cenhelm of Farbrook
Ruling partyIronhelm Tribe (66%)
PopulationPopulation 1,948,261
PonypowerPonypower 20,277
RacePony Pony
StabilityStability 50%
War supportWar support 50%
FactoriesFactory 5
  • 1 Military factory
  • 1 Naval dockyard
  • 3 Civilian factory
CapitalFarbrook
ContinentEastern Griffonia
DiplomacyGuarantee receiverGuaranteed by Flag of River Republic River Republic
DemonymFarbrookian
TagFBK
Color  #8689D5

This nation contains SECRETS. These are not catalogued on the Wiki. Explore and discover them all!

Located in the distant north-east of Griffonia, Farbrook is a small feudal society. Chief Cenhelm has led them well, but his term is ending, and some ponies don't think he's tough enough to protect Farbrook in these trying times. Threats loom from within and without. To the north, the grim Arcturian Order keeps at bay the terrible darkness that our sailors can faintly see across the ocean. To the south lie the Riverponies, friendly but inscrutable. To the west prowl the Griffon Knights, historic oppressors and foes of all ponykind. In the face of these perils, will Farbrook turn to extremism? Or will they hold true to the path of Harmony?

Lore

Past

The nation of Farbrook was founded roughly thousands of years ago far after the ponies migrated from northern Equestria to Griffonia. Throughout the years, before officially settling in the north-eastern area of Griffonia, the Farbrook tribes fought with the Griffons in small battles and skirmishes, before finally settling along the coast. During these times the nation developed strong traditional values, that hold to the present day.

Present

Farbrook has remained a small feudal society until as of late where problems have begun to rise. The current leader, Chief Cenhelm, has led the nation well, but with the looming threat of the Dread League to the north and the growing griffon threat to the west, more action is needed to take place.

Cenhelm, ruler of the Ironhelm Tribe, has led Farbrook for seven years, and has done well by most ponies’ standards. The economy has grown slowly but comfortably, and despite the north being a dangerous place, Farbrook has remained relatively peaceful during his reign. However, his time is nearly up, leaving the door open for him or others to be in power to tackle the issues. Radicals are looking to take a more extreme route to solving the problems while others believe a calm approach to the problems at hoof would work just fine. The Clan Council will have to meet to decide whether or not he should remain in power

The radicals aiming to take power from Cenhelm are the North Eastern Socialist Party and the vicious, warlike White Hooves Clan.

The NESP is a ragtag, disorganised bunch and has 2 leaders varying for control of the party. The first is Hempstand, a carefree young stallion from the nearby Watertowns. He believes that socialism must be achieved through inner peace and justice and right relations between members of our society, not through force. He is an idealist, and popular with a certain type of pony.

The other is Applethorn, a young, fiery revolutionary who spent years fighting for the GLA in Prywhen. She wishes to heavily modernise and industrialise the backwater country, then spread the Revolution to the neighbouring countries.

The White Hooves Clan is led by Hermane Gering, the slightly-delusional leader of the White Hooves tribe. He is a stallion driven by relentless ambition. He believes that Farbrook is not only great, but the greatest nation on Griffonia, and that its borders deserve to match.

However, the lack of a proper military and industry, it still leaves many things in question on how to move forward. The people cling tightly to traditional values but many have seen the power that steam engines have unlocked in the west. It remains to be seen what the fate will be for Farbrook but the country’s future lies in the hooves of the Chief Council.

Starting Situation

Farbrook starts in a very poor spot. While it may be the strongest of the hillponies it isn't saying much considering the rather weak strength of the rest of the hill ponies. With an agrarian society, poor science base, and low industrial ability, it will take a lot of effort to modernise Farbrook, and, depending on the paths taken a full modernisation might not be possible. However, it should be able to dominate the 2 other weaker hillpony nations.

Military

Farbrook starts with a single 6-width infantry division, containing a total of 6K ponypower.

Threats and Opportunities

  • Flag of Watertowns Watertowns and Flag of Firtree Villages Firtree Villages - Your two weaker hill pony neighbors. Depending on the paths taken you may ally or go to war with them.
  • Flag of Greneclyf Greneclyf - A Communist and Supremacy Greneclyf have focuses to cause a civil war in Farbrook. Invasion of Greneclyf will require a navy, luckily Greneclyf lacks the means to build its own navy most of the time.
  • Flag of Diamond Mountain Diamond Mountain - Your southern neighbor. They have a fair industry and a lot of resources. Depending on their ideology they may get a war goal against Farbrook. A Harmonic Diamond Mountain will get a war goal on a Communist or Supremacy Farbrook. While a Communist Diamond Mountain will get a war goal on a Non-Communist Farbrook.

Be aware if the River Federation forms then they will get a war goal from the Pacify the North focus against Farbrook if Farbrook is not harmonic.

Gameplay Mechanics

Army Loyalty and Influence

The army has influence and loyalty. These can be affected by decisions, focuses from the army tree, and events concerning the protests against modernisation. Loyalty will affect political power gain while influence affects army experience and command power gain, and recruitable population factor. Also both high and low influence and loyalty have associated events, some good, and some bad. Most of these events have a MTTH of around 6 months.

High army influence events:

  • If war support is under 80%. Army is seen as glorious. Gain +5% war support.
  • If ponypower is under 75000. More recruits to the army. Choice between +5000 ponypower or +50 PP.
  • Army gets lazy. Spend -30 PP or suffer minor army penalties for 200 days.

Low Army influence events:

  • Unemployed stallions. Gain +30 or spend -30 and gain +30 command power.
  • Soldiers retire. Lose -3000 ponypower.
  • Officers retire. Lose -20 army experience and command power.

High army loyalty events:

  • Army informs on political opponents. Gain +30 PP
  • If stability is under 70%. People feel safe. Gain +5% stability

Low army loyalty events:

  • If stability is over 25%. People don't feel safe. Lose -5% stability.
  • Army leaks secrets. Lose -25 PP.

Beware if the army has low loyalty and overwhelming then you will not be able to do the focuses in the army tree and the military will eventually attempt a coup.

National Focus

Farbrook's Focus Tree

Economic Tree

Farbrook has a poor development level and industrial base. Improving this will be a difficult task. There are 2 options, Gradual Development will preserve your stability but it won't lead to as much improvement in Farbrook's industrial ability. However, the last couple of focuses offer you some good development benefits in exchange for stability. Rapid Industrialisation will give the most benefits to Farbrook's industrial ability but it will cost you lots of stability and you will have to halt your modernisation efforts at times to keep you stability up. The Rapid Industrialisation path is only available to the fascists and communists.

Once you start your economic tree you will have to watch your stability. If your stability is below 60% then protest events will occur against the modernisation efforts every couple of months. These protests will cost stability and PP unless you halt your modernisation efforts. If the army is not absolutely loyal then they too can protest as well. The costs of these events get higher under 40% stability. Things get dangerous under 20% stability as the population will resort to destroying machinery instead which will damage civilian factories and infrastructure.

Things get very bad under 15% stability as a mission will activate. If you do not bring your stability back over 15% in 150 days then the Agrarian Revolt will occur which will have terrible consequences for Farbrook.

Luckily these events won't occur once your Society Development level has been brought to the highest it can be. Outdated Industrial Sector for the Rapid Industrialisation path and Pre-Industrial Society for the Gradual Development path.

Tree Bonus Gradual Development Rapid Industrialisation
CompleteTime.pngComplete Time (d) 420 504
Political
Stability Stability +5% (+10% 1L)(-5% 1R)(-10% 2R)(+5% weekly 3L)(-10% 3R) -50%(-5% 1L)(-5% 2R)
Political Power Political Power (Flat) -100 (-50 1L)
Political Power Political Power (Daily) (+0.05 3L)
Military
PonypowerRecruitable Pop -1789 ponypower
Construction
Civilian factory Civilian factory 1 1
Constructspeed.pngConstruction Speed (+5% 1R)
Consumergoods.pngConsumer Goods (+5% 1L)(-7% 1R)
Infrastructure Infrastructure 3

(+5% 1R) construction speed

Production
Military factory Military factory 1
Science
Focusbonus.pngOne-off reductions (50%)
  • 1xExcavation I
  • (2 2L)xRace-specific technology
  • 1xExcavation I
  • (1 1L)xIndustry
Resources
Aluminum Aluminum 8
Tungsten Tungsten 8
Steel Steel 16
Other Notes / Bonuses
  • +12% monthly population
  • Reduced penalties from Mass Illiteracy
  • 1 research slot
  • 1 (+1 2R) increase in science base
  • (+1 3R) increase in society development
  • (+10% 2L)(+20% 2R) monthly population
  • 1 (+1 1L) research slot
  • 2 increases in society development
  • Reduced penalties from Mass Illiteracy
  • 1 increase in science base
  • Event choice can give up to 3 civilian and military factories at cost of 30% stability

Political Tree

The Political Tree is based on the decision of the Council. They can either keep Cenhelm or look for a new ruler which will lead to either the NESP or the White Hooves taking power.

Cenhelm

If Cenhelm remains in charge then he will have to find a way to deal with external and internal threats.

To deal with external threats Cenhelm can either create a faction with his neighbours or join the River Coalition. By choosing to create his own faction. Cenhelm can invite his 3 close neighbors.

  • Flag of Watertowns Watertowns can be invited if they are communist or harmonic
  • Flag of Firtree Villages Firtree Villages can be invited once they deal with the crisis concerning Shinespark's return and stayed harmony. However, they might leave later on if they turn communist due to their leader getting possessed.
  • Flag of Greneclyf Greneclyf can be invited if they successfully deal with their crisis of faith or chose the Maintain the Status Quo path if they are unsuccessful with dealing with the crisis.

Joining the River Coalition is the safest choice and you will be able to do a focus to get some oil after you improved to at least a pre-industrial society. However, Farbrook will won't be able to get the war goals further down the focus tree and it may take a very long time for the Offer Membership to the North focus to be taken by any of the River Coalition members.

Protector of the North will unlock a set of decisions that will give war goals after 70 days on your 3 close neighbors if they do not have peaceful governments.

For internal threats, Cenhelm will have to deal with the White Hooves and NESP. Cenhelm can choose to ally with one against the other or destroy them both.

The bonuses from the next set of focuses depend on if you chose to create your own faction or joined the River Coalition. Joining the River Coalition will give a higher amount of factories and research bonuses. While creating your own faction will give a lower amount but the rest of your faction members will benefit as well.

At the end you will be able to get war goals if you created you own faction. These war goals will be on a non-harmonic Flag of Sunstriker Clan Sunstriker Clan, Supremacy Flag of Ordensstaat Hellquill Ordensstaat Hellquill, and Flag of Lake City Lake City if the Princely Coup was successful and they choose to leave the River Coalition.

NESP

The NESP will have to chose between the 2 communist leaders, the peaceful agrarian Hempstrand or the fiery revolutionary Applethorn.

Hempstrand

As part of his Manifesto Hempstrand will focus on bringing peace to Farbrook and removing all industry to achieve his vision of a utopia society. Bear in mind his policies might have some unintended consequences down the line...

Applethorn

Applethorn will focus modernising and industrialising the backwater country and a buildup of the military in preparations to spread the revolution to neighboring countries.

The Seven-Year Plan and Armories of the Revolution will provide highly beneficial to Farbrook's small industry however it will cost stability. The stability lost will depend on Farbrook's society development level. A higher level will cost less stability when doing these focuses.

With preparations completed the North Eastern Socialist Union faction will be created and you will have focuses to deal with Flag of Watertowns Watertowns, Flag of Firtree Villages Firtree Villages, Flag of Sunstriker Clan Sunstriker Clan, and Flag of Ordensstaat Hellquill Ordensstaat Hellquill. If they are communist you will send an invitation for them to join your faction. If the invite is declined or they are not communist then you will get a war goal on them.

The focuses down the middle are only available once your industry is strong enough. They are based around helping your faction members, giving them factories and infantry equipment.

The final focus is a choice between focussing inward and creating a Worker's Paradise giving division defense on core territory and bonuses to volunteer forces. The other choice is spreading the revolution which will give a war goal on the Flag of Griffonian Empire Griffonian Empire.

White Hooves

Hermane Gering and his White Hooves will aim to make Farbrook a great nation by ways of expansion. First he will build up the military. Establish Armories will give event to add military factories at a cost of 5% stability per factory. Up to 3 factories can be added. The Warrior Tithe will increase conscription law to the next level, up to extensive conscription.

Next he must choose who he wants to ally with, if he wants any. The options are:

  • Flag of Griffonian Empire Griffonian Empire. They have a fairly decent chance of choosing to help Farbrook. They won't get involved directly in Farbrook's conflict but will send 3 20 widith infantry divisions and a lot of infantry equipment
  • Flag of Lake City Lake City. if the Princely Coup was successful and they choose to leave the River Coalition. You will get an invitation to join the Co-Prosperity Sphere when they create it. If they haven't created the Co-Prosperity then the first focus will be a event asking for infantry equipment from Lake City. Otherwise the reward will be 100PP. The 2nd focus will send an event to fellow members of the Co-Prosperity Sphere where if accepted will give Farbrook a small amount of infantry equipment and infantry research bonus.
  • The difficult path of going alone with no allies and no help. At the very least this will give 2% recruitable population and 5% division attack and defense on core territory.

The next few focuses will allow Farbrook to take over the rest of the hill pony nations and core their territory. The Southern Question has Hermane deciding if he wants to honor or break off his current alliances and can then choose between several different paths depending on the allies made before and his choice in the event.

If Farbrook chose to stay allied with Lake City then The Prince and the Chieftain is the only path they can choose. This path will see Farbrook fighting with Lake City against the rest of the River Coalition.

The Stab In The Back is available if Farbrook broke their alliance with Lake City and will see Farbrook attacking their former ally. After defeating Lake City, there is a choice between asking for mutual guarantees with the rest of the River Coalition or conquering them instead.

An Independent People is only available to paths where Farbrook currently has no allies. This path will see Farbrook focussing on holding its gains on the territory held by the hill ponies and see no further expansion. This path benefits from additional recruitable population, division attack and defense on core territory, and stability.

Prepare For Total War is available if Farbrook broke their alliance with the Griffonian Empire or never had any allies. This path is about going to war with the River Coalition.

West is The New North is only available if Farbrook stayed allied to the Griffonian Empire. This path will see "westernisation" and closer ties with the Griffonian Empire. This path brings big benefits to Farbrook's development including an increase in social development and science base.

If you play your cards just right then you might just achieve Hermane Gering's dream of making Farbrook great.

Army Tree

The army tree has a few focuses that affect army loyalty and influence, and some research bonuses. However the main purpose is to fix Farbrook's tribal army of with there are 2 paths to do so. The final bonuses from the national spirit affected are shown below.

Reform the Tribal Militia Create A Standing Army For Farbrook
  • Division Recovery Rate:+10%
  • Mobilization Speed:+25%
  • Division Speed:+25%
  • Division Attack on core territory:+12.5%
  • Division Defense on core territory:+12.5%
  • Recruitable Population Factor:+15%
  • Training Time:-5%
  • Infantry Equipment Reliability:+5%
  • Division Recovery Rate:+10.0%
  • Mobilization Speed:+25%
  • Division Attack:+10%
  • Division Defense:+10%
  • Division Organization:+10%
  • Army Organization Regain:+5%
  • Max Planning:+20%
  • Planning Speed:+20%
  • Recruitable Population Factor:-15%
  • Training Time:+20%
  • Infantry Equipment Reliability:+5%

Navy Tree

The naval tree has a fairly standard choice between focussing on submarines or battleships. Noticeably focussing on submarines will lead to Revive The Blue Flag Pirates which will give bonuses to naval invasion time and convoy raiding. On the battleship path, Construct A Capital Ship will unlock a decision to to spend 125 PP to build either a Battleship I or Carrier I after 300 days. Only one can be built and you need to have the first battleship/carrier technology researched.

Noticeably a large number of dockyards can be given from the naval tree. Expand Farbrook Harbor and Great Northern Port gives 3 and 4 dockyards respectively, adding to a total of 7 dockyards.

Air Tree

You will only be able to access the air tree once you have improved to at least a pre-industrial society. The air tree is fairly small and basic. Starting with a airbase then a choice between fighter and bomber research. Ending with an air doctrine research bonus.

Technology

Army Naval Air Tech / Industry
  • Primitive Weapons (Pre-Gunpowder Equipment)
  • Early Destroyer
  • Transport Ships
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • None

Politics

National Spirits

The Great Pacts icon
The Great Pacts
  • Daily Political Power Gain: +0.10
  • Resource Gain Efficiency: +10.00%
  • Construction Speed: +10.00%
The ancient Farbrookian-Greneclyf friendship is symbolised by two pairs of tapestries, each weaved by Farbrook and Greneclyf. One represents the First Sharing from around 800 years ago, whereas the other depicts the Frozen Refuge, both events that are very significant for both Greneclyfians and Farbrookians.

Collectively known as the Great Pacts, this hoofscraft stands as a testament of the historic friendship and collaborative nature between the two peoples, trascending biological barriers and proving that Harmony is truly universal.

The Unprotected North icon
The Unprotected North
  • Stability: -10.00%
  • War Support: +10.00%
  • Daily Harmony Support: -0.03
The wild northlands of Griffonia are dangerous, and unlike the hicks in Firtrees and Watertown, we cannot afford to close our eyes to danger. Dark magic, the rising dead? Diamond Dogs and Griffon Knights? Any one of these things could destroy us, and the ponies of Farbrook feel the need for protection. If not dealt with, this may drive them to extremism...
White Hoof Insurrectionists icon
White Hoof Insurrectionists
  • Daily Supremacy Support: +0.03
Among the many tribes of Farbrook, the White Hooves are most notorious for their warlike, extremist behaviour. Their chieftain, Hermane Gering is not a stallion to be trifled with. He is not just the largest brute among his similars, but a dangerous and cunning leader with a vision for the future.
NESP Agitators icon
NESP Agitators
  • Daily Communism Support: +0.03
Although industrialisation and workers' rights are unfamiliar concepts to many ponies in Farbrook, this hasn't stopped the NESP from operating in Farbrook. Even if this land is largely agrarian, and thus unsuitable for the workers' revolution according to Marks, they argue that it offers an unique opportunity for creating a pure socialist society.
Tribal Army icon
Tribal Army
  • Recruitable Population Factor: -10%
  • Division Recovery Rate: -20.0%
  • Training Time: -25.00%
  • Planning Speed: -25.0%
  • Infantry Equipment:
    • Reliability: -10%
    • ProdCost.png Production Cost: +10.00%
The idea of a professional, standing army is a foreign concept to the Hillponies. Those who wish to fight simply join roving warbands with whatever weaponry they can scrounge up, and these often act independently in spite of our leaders' desires. Although we can quickly deploy large numbers of ponies when it is required, their training and skill leaves much to be desired.

Yet, it would be unwise to reform this outdated system too hastily, lest we suffer an armed revolt from the various warrior chieftains, who value their social position over anything else.

Moderate Army Influence icon
Moderate Army Influence
The Army has a modest amount of influence in the country. Recruitment numbers are healthy, and the soldier's profession is regarded as necessary, if a little distasteful.
Moderate Army Loyalty icon
Moderate Army Loyalty
The Army has a modest amount of influence in the country. Recruitment numbers are healthy, and the soldier's profession is regarded as necessary, if a little distasteful.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Cenhelm of Farbrook
Tribal Federation.png
Tribal Federation
Harmony

Ironhelm Tribe
None
None


A Squabbling Group of Stallionists
A Squabbling Group of Stallionists
Revolutionary Dictatorship.png
Revolutionary Dictatorship
Communism

NESP
North Eastern Socialist Party
None
None


Hermane Gering
Kratocracy.png
Kratocracy
Supremacy

White Hooves Tribe
The Warrior Chief
  • Division Recovery Rate: +5%
  • AI Modifier: Focus on Offense: +1 000%
  • War Support: +10%
None


Council of Chieftains
Council of Chieftains
Tribal Chiefdom.png
Tribal Chiefdom
Non-Aligned

Council of Chieftains
None
None
Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Comrade Applethorn
Equestrian Socialism.png
Equestrian Socialism
Communism

FRVP
Farbrook Revolutionary Vanguard Party
None
None


Hempstrand
Agrarian Socialism.png
Agrarian Socialism
Communism

SAP
Socialist Agrarian Party
None
None



Parties

Political parties
Name Ideology Leader Popularity
Ironhelm Tribe Tribal Federation.png Tribal Federation
Harmony
Cenhelm of Farbrook 67%
NESP
North Eastern Socialist Party
Revolutionary Dictatorship.png Revolutionary Dictatorship
Communism
A Squabbling Group of Stallionists 14%
White Hooves Tribe Kratocracy.png Kratocracy
Supremacy
Hermane Gering 16%
Council of Chieftains Tribal Chiefdom.png Tribal Chiefdom
Non-Aligned
Council of Chieftains 3%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Hermane Gering
Hermane Gering
Propaganda Master
  • At least one of the following is true:
    • Current ruling party is SupremacySupremacist
    • Has completed national focus Focus HOL deal with right.png Ally With The White Hooves
  • War Support: +10%
Political Power 150
Comrade Applethorn
Comrade Applethorn
Backroom Backstabber
  • At least one of the following is true:
    • Current ruling party is CommunismCommunist
    • Has completed national focus Goal red star dove.png Ally With The N.E.S.P.
  • Subversive activities cost: −25%
  • Ideology drift defense: +25%
Political Power 150
Greycoat
Greycoat
Silent Workpony
None
  • Research Speed: +5%
  • Political Power Gain: +15%
Political Power 150
Thrift Grift
Thrift Grift
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Glint Gold
Glint Gold
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Warmheart
Warmheart
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
Tugworth Tractor Factory
Tugworth Tractor Factory
Mobile Tank Designer
None
  • Armor Research Speed: +18%
  • Armor technology:
    • Max Speed: +5%
    • Reliability: +10%
  • Armored Car:
    • Max Speed: +5%
    • Reliability: +10%
Political Power 150
Maxima Armor Concern
Maxima Armor Concern
Medium Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Soft attack: +5%
    • Reliability: +5%
  • Armored Car:
    • Soft attack: +5%
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Losthope Shipping Co.
Losthope Shipping Co.
Escort Fleet Designer
None
  • Naval Research Speed: +15%
  • Screens:
    • Sub detection: +10%
    • Production cost.png Production Cost: +10%
    • Max Speed: +10%
    • Max Range: +30%
Political Power 150
Bakaran Emissaries
Bakaran Emissaries
Coastal Defense Fleet Designer
None
  • Naval Research Speed: +15%
  • Carrier:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Capital Ships:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
    • Armor: −20%
    • Heavy Attack: −20%
  • Screens:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Submarine:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
Political Power 150
Blue Flag Pirates
Blue Flag Pirates
Raiding Fleet Designer
  • Has completed national focus Goal ZES raid.png Revive The Blue Flag Pirates
  • Carrier:
    • Surface Visibility: −10%
    • Max Speed: +10%
  • Capital Ships:
    • Surface Visibility: −10%
    • Max Speed: +10%
    • Heavy Attack: −10%
  • Screens:
    • Surface Visibility: −10%
    • Max Speed: +10%
  • Submarine:
    • Surface Visibility: −10%
    • Sub Visibility: −10%
    • Max Speed: +10%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Hillwings Aviation
Hillwings Aviation
Light Aircraft Designer
None
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
Northern Wind Co.
Northern Wind Co.
Medium Aircraft Designer
None
  • Air Research Speed: +15%
  • Heavy Fighter Airframe:
    • Reliability: +20%
  • Medium Airframe:
    • Reliability: +20%
  • Scout Plane Airframe:
    • Reliability: +20%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Farbrook Munition Co.
Farbrook Munition Co.
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Bitbridle Rifles
Bitbridle Rifles
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Whiteline Vehicles
Whiteline Vehicles
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
  • Motorized Rocket Artillery Research Speed: +50%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Farbrook Guild of Merchants
Farbrook Guild of Merchants
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Jezeragrad Electronics, Farbrook Branch
Jezeragrad Electronics, Farbrook Branch
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
War Room
War Room
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Red Feathers
Red Feathers
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 100
Bright Spark
Bright Spark
Rocket Scientist
  • Has Idea modern society.png Modern Society active
  • Rocket Research Speed: +15%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Iratus Arcana
Iratus Arcana
Army Defense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Defense: +10%
  • AI Modifier: Focus on Defense: +15%
Political Power 100
Command power 20
Featherhooves
Featherhooves
Army Maneuver (Expert)
None
  • Division Speed: +10%
  • Army Experience Gain: +0.30
Political Power 100
Command power 20
Dugout
Dugout
Entrenchment (Expert)
None
  • Army Experience Gain: +0.30
  • Entrenchment speed: +16%
Political Power 100
Command power 20
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Seashanty
Seashanty
Decisive Battle (Expert)
None
  • Naval Experience Gain: +0.30
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
Political Power 100
Command power 20
Saltlick
Saltlick
Submarines (Genius)
None
  • Naval Experience Gain: +0.40
  • Submarine Attack: +20%
  • Submarine Defense: +15%
Political Power 200
Command power 10
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Whitefeathers
Whitefeathers
Ground Support (Genius)
None
  • Air Experience Gain: +0.40
  • Air Superiority: +15%
Political Power 200
Command power 10
Golden Wing
Golden Wing
Air Reformer (Expert)
None
  • Air Experience Gain: +0.30
  • Air Experience Gain: +10%
  • AI Modifier: Focus on Aviation: +10%
Political Power 100
Command power 20
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Sure Shot
Sure Shot
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100
Command power 20
Fleethoof
Fleethoof
Army Maneuver (Expert)
None
  • Division Speed: +10%
Political Power 100
Command power 20
Barrel Chest
Barrel Chest
Army Morale (Expert)
None
  • Non-Combat Out of Supply Penalties: −6%
Political Power 100
Command power 20
Keen Eye
Keen Eye
Army Organization (Specialist)
None
  • Division Organization: +4%
Political Power 50
Command power 30

Military Leaders

Field Marshals
Field Marshal Traits Description Skills Race
Hermane Gering
Field Marshal
Hermane Gering
Hermane Gering (advisor).png
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
Trait reckless.png Reckless
A good officer needs to lead from the front.
  • Planning Speed: +20%
  • Chance to get wounded in combat: +50%
Trait infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
None
Level 4
Attack.pngAttack: 4
Defense.pngDefense: 4
Planning.pngPlanning: 3
Logistics.pngLogistics: 4
Pony.png
Pony
Comrade Applethorn
Field Marshal
Comrade Applethorn
Comrade Applethorn (advisor).png
Trait harsh leader.png Harsh Leader
Discipline is necessary to lead an army, but some leaders take it a bit too far.
  • Division Recovery Rate: −10%
  • Attack: +1
Trait infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
None
Level 3
Attack.pngAttack: 3
Defense.pngDefense: 3
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Pony.png
Pony
Cenhelm of Farbrook
Field Marshal
Cenhelm of Farbrook
Cenhelm of Farbrook (advisor).png
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
Trait 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%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 4
Planning.pngPlanning: 1
Logistics.pngLogistics: 3
Pony.png
Pony
Generals
General Traits Description Skills Race
Chief Brightflank
General
Chief Brightflank
Generic Pony General 5 (advisor).png
Trait old guard.png Old Guard
While not the most brilliant officer, he is unlikely to cause trouble.
  • Leader Experience Gain: −25%
  • Max Entrenchment: +1
Trait career officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.
  • Promotion Cost: −25%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 3
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Pony.png
Pony
Taffy Swirl
General
Taffy Swirl
Taffy Swirl (advisor).png
Trait cautious.png Cautious
Takes their time and plans carefully.
  • Planning Speed: −20%
  • Chance to get wounded in combat: −50%
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: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 1
Pony.png
Pony
Mertweth of Losthope
General
Mertweth of Losthope
Generic Pony General 3 (advisor).png
Trait infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Pony.png
Pony
Minnyhooves
General
Minnyhooves
Generic Pony General 4 (advisor).png
Trait old guard.png Old Guard
While not the most brilliant officer, he is unlikely to cause trouble.
  • Leader Experience Gain: −25%
  • Max Entrenchment: +1
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 2
Attack.pngAttack: 3
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Pony.png
Pony

Flags

Flags
Flag Information
Farbrook.png
Farbrook

Tribal Federation.pngTribal Chiefdom.png
Worker's Republic of Farbrook.png
Worker's Republic of Farbrook

Revolutionary Dictatorship.pngEquestrian Socialism.pngAgrarian Socialism.png
Chiefdom of Farbrook.png
Chiefdom of Farbrook / Kingdom of Farbrook

Kratocracy.pngFascism.png
Grand Duchy of Farbrook.png
Grand Duchy of Farbrook / Reichsmandat Hügelland / Reichskommissariat Hügelland / Hügelland

Flag of Griffonian Empire Griffonian Empire puppet

Kratocracy.png
Kingdom of Beorgfordas.png
Kingdom of Beorgfordas

Flag of Kingdom of Aquileia Kingdom of Aquileia puppet

Despotism.png
Research Grounds "Dalt".png
Research Grounds "Dalt"

Flag of Colthaginian Republic Ascendant puppet

Esotericism.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
Poor Science Base Poor Science Base
  • Daily Political Power Gain: +0.30
  • Research Speed: -80.00%
Agrarian Society Agrarian Society
  • Resource Gain Efficiency: -50.00%
  • Monthly Population: -25.0%
  • Construction Speed: -50.00%
  • Production Efficiency Cap: -20.00%
  • Research Speed: -50.00%
  • Factory Output: -50.00%
  • Dockyard Output: -50.00%
  • Factory Bomb Vulnerability: -50.00%
Mass Illiteracy Mass Illiteracy
  • Construction Speed: -20.00%
  • Research Speed: -60.00%
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Pony Pony
  • Uses Pony Racial Tree

Industry and Resources

Factories
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
1 1 3 (-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 0 0 5 (-3) 14 (-7) 3 (-2) 0

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