Firtree Villages

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Firtree Villages
Hidden in the Woods
Firtree Villages.png

FIR map.png

IdeologyIrenic Theocracy.png Irenic Theocracy
Leader
Iorweth the Spirit Speaker
Ruling partyThe Sacred Order (59%)
PopulationPopulation 1,914,809
PonypowerPonypower 5,235
RacePony Pony
StabilityStability 43%
War supportWar support 40%
FactoriesFactory 3
  • 1 Military factory
  • 0 Naval dockyard
  • 2 Civilian factory
CapitalBonedrift
ContinentEastern Griffonia
DiplomacyGuarantee receiverGuaranteed by the Flag of River Republic River Republic
DemonymFirtree
TagFIR
Color  #3E6158

The Firtree Villages are a collection of small autonomous villages that have come together to solve things a single village cannot. It is an isolated place and one of the great mysteries hidden within their deep forests. But change is brewing, the chief of the Coldmouth clan has died without an heir, leaving the politics of the villages in disarray, but even more dangerous the spirits that lie in the forests seem to be restless, ready to make the world remember they still live.

Lore

In the year 1007 ALB, the world still knows close to nothing about the Firtree Villages. Bandits hardly bother raiding them, diplomats look over them on their maps, with no industry or technology to speak of the Firtrees are possibly isolated even more so than even their fellow hill ponies. But the people of Firtree prefer it this way. For now, they are content to live their lives separate from the world, and especially away from magic. But the world seems to be getting closer, as the Chief of the Coldmouth clan dies without an official heir people begin to point out his exiled daughter who was sent away for practicing forbidden magic but many also point to the Grand Elder Iorweth who already leads them spiritually, why not also temporally? But as all of this occurs the shamans begin to have visions, visions of the return of the forest spirits. But all of them know, if Firtrees is to survive things are going to have to change. 

Starting Situation

Give us an overview of the things you need to consider starting out - what are the good and bad things, what directions could you take, etc.

Military

The Firtree Villages start with 2 infantry divisions armed with Medieval Weapons and each containing 6 battalions.

Threats and Opportunities

Threats

The Firtree Villages is surrounded by mostly weak and unindustrialized nations, such as Flag of Farbrook Farbrook and Flag of Watertowns Watertowns. To it's south lies Flag of Diamond Mountain Diamond Mountain, which is allied with the entirety of the River Federation, and Flag of Ordensstaat Hellquill Ordensstaat Hellquill, which often becomes a Griffon supremacist government that may prove problematic to ponies.

If Farbrook goes Supremacist or Communist, they will always attack the Firtrees. However, this will often happen later in the game, usually after 1010, and them going non-harmonist is highly unlikely.

Opportunities

If the Firtrees expand into the surrounding area, they will find many weak nations with outdated technology. If Farbrook forms the Hillpony League, which they do as Harmonist, Firtrees will be able to kill two birds with one stone.

A Firtrees player, once they have dealt with the surrounding pony nations, might expand south into Hellquill or west into the Flag of Sunstriker Clan Sunstriker Clan. This is best done as the Supremacists, as they can get war goals on Watertowns, Farbrook, and the Sunstriker Clan, though any ideology that can justify is good for expansion.

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

Firtree Focus Tree

Firtree politics center around the ban on magic within Firtrees society with the slim exception of the seers who commune with the spirits. Years ago the perspective heir of Firtrees Shinespark was exiled for practicing highly dangerous and illegal magic, and there are rumors she will return. When she does there will be significant conflict over whether she should assume leadership of the Firtrees or not. If the debate gets to heated a civil war can break out for Shinespark's leadership or not. Then the focus splits into whether or not Firtrees will remain isolated or if they will open themselves up to the world.

If Iorweth remains in power he can either open up the villages, either signing treaties with or warring against their two hill pony neighbors; with the treaties granting steel from Farbrook and a national spirit granting stability and monthly population for Watertowns. Or he had turn inward into the spirit woods to decide Firtree's future. This will lead to a communion with spirits at which time Iorweth will either become the Avatar of the 4 elements and unlock a tree related to this, or the great spirit of the forest will take control of Iorweth and lead the nation himself.

If Shinespark gains power she will either turn to raiding and dirty warfare to gain enough slaves and test subjects for her work in her "outward" branch, or she will turn to her own homeland to support her experiments, and possibly even reach out to some old friends for help...

The non-political national focuses of Firtree follow the same general theme as those of their neighbor Farbrook.

Economic policy is dependent on whether or not the player has accepted Shinespark's ideas on industry as it is the only way to go with rapid industrialization. The player can choose between industrializing rapidly ending with an Outdated industrial Sector or stick with traditions ending you with a pre-industrial society. Rapid industrialization is better in every way except for the fact you rapidly loose stability and it can cause a revolt if you do not manage your stability well.

The army policy of Firtrees is decided by whether or not you adopted Shinespark's military ideas, if you do you can go with the Standing army branch. The army tree has a few focuses that affect army loyalty and influence, and some research bonuses. However the main purpose is to fix Firtree's tribal army of with there are 2 paths to do so. The final bonuses from the national spirit affected are shown below. Reforming the tribal militia grants moderate bonuses specially on core territory while a standing army allows for an extremely capable fighting force albeit with less manpower and significantly more time to train.

Reform the Tribal Militia Create A Standing Army For Firtrees
  • 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%

Technology

Army Naval Air Tech / Industry
  • Medieval Melee Weapons
  • None
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • None

Politics

National Spirits

Suppression of Magic icon
Suppression of Magic
  • Daily Supremacy Support: -0.02
  • Magical Weapons Research Time: +25%
The villages of Firtrees highly value their traditions, and one of their most important ones is the restriction of magic usage to everypony outside of the Sacred Order. Few ponies dare to openly question the usefulness of such a policy in these modern times, but most are content that the arcane dangers are kept hidden and out of sight.
Golden-Horn Disruption icon
Golden-Horn Disruption
  • Stability: -25.0%
  • Daily Political Power Cost: +0.10
The secret society known as the "Golden-Horns" have been engaging in thefts and other civil disturbances in recent months, disturbing our peaceful society. From our investigations, it seems that they may be working for the exiled mage, Shinespark! This is worrying, but so far it hasn't devolved into anything extreme.
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
Iorweth the Spirit Speaker

See alternate portraits:
Avatar
Irenic Theocracy.png
Irenic Theocracy
Harmony

The Sacred Order
None
None


The Keepers
The Keepers
Agrarian Socialism.png
Agrarian Socialism
Communism

The Sacred Order
None
None


Shinespark
Tyrannical Magocracy.png
Tyrannical Magocracy
Supremacy

The Golden-Horns
None
None


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

The Tribes
None
None
Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Avatar Iorweth
Harmonic Magocracy.png
Harmonic Magocracy
Harmony

The Sacred Order
Avatar of the Spirits
  • Division Recovery Rate: +10%
  • Division Attack on core territory: +15%
  • Division Defense on core territory: +15%
  • AI Modifier: Join Ally Desire: −40
  • AI Modifier: Desire to be in or expand a faction: −60
  • AI Modifier: Focus on Defense: +50%
  • Stability: +10%
  • War Support: +10%
None
Iorweth?
Iorweth?
Agrarian Socialism.png
Agrarian Socialism
Communism

The Sacred Order
None
None



Parties

Political parties
Name Ideology Leader Popularity
The Sacred Order Irenic Theocracy.png Irenic Theocracy
Harmony
Iorweth the Spirit Speaker 59%
The Sacred Order Agrarian Socialism.png Agrarian Socialism
Communism
The Keepers 15%
The Golden-Horns Tyrannical Magocracy.png Tyrannical Magocracy
Supremacy
Shinespark 17%
The Tribes Tribal Chiefdom.png Tribal Chiefdom
Non-Aligned
Council of Chieftains 9%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Saddlebag
Saddlebag
Silent Workpony
None
  • Research Speed: +5%
  • Political Power Gain: +15%
Political Power 150
Gun Better
Gun Better
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Top Hat
Top Hat
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Gold Bridle
Gold Bridle
Smooth-Talking Charmer
None
  • Trade deal opinion factor: +10%
  • Improve relations maintain cost: −50%
Political Power 150
Brick House
Brick House
Fortification Engineer
None
  • Land Fort construction speed: +20%
  • Coastal Fort construction speed: +20%
  • Anti Air construction speed: +20%
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
Firtree Tractor Co.
Firtree Tractor Co.
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
Bonedrift Armor Co.
Bonedrift Armor Co.
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
Brightfoam Merchant Shipping Co.
Brightfoam Merchant 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
Kyzna Rymbal, Firtree Branch
Kyzna Rymbal, Firtree Branch
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
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Blue Wings Aeronautics
Blue Wings Aeronautics
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
Thunderbolt Aircraft
Thunderbolt Aircraft
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
Buckanberg Boomsticks
Buckanberg Boomsticks
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Bitbridle Rifle Co, Firtree Branch
Bitbridle Rifle Co, Firtree Branch
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Greyhooves Halftracks
Greyhooves Halftracks
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
Firtree Merchant Guilds
Firtree Merchant Guilds
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Jezeragrad Electronics, Firtree Branch
Jezeragrad Electronics, Firtree Branch
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Crimson Hooves
Crimson Hooves
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Wingfledge
Wingfledge
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 100
Starry Sky
Starry Sky
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
Chief Lies-In-Wait
Chief Lies-In-Wait
Army Defense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Defense: +10%
  • AI Modifier: Focus on Defense: +15%
Political Power 100
Command power 20
Chief Quickstep
Chief Quickstep
Army Maneuver (Expert)
None
  • Division Speed: +10%
  • Army Experience Gain: +0.30
Political Power 100
Command power 20
Chief Earthworks
Chief Earthworks
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
Foamsurf
Foamsurf
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
Silver Tooth
Silver Tooth
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
Cloudstrafe
Cloudstrafe
Ground Support (Genius)
None
  • Air Experience Gain: +0.40
  • Air Superiority: +15%
Political Power 200
Command power 10
Freewings
Freewings
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
Chief Earthworks
Chief Earthworks
Entrenchment (Expert)
None
  • Entrenchment speed: +16%
Political Power 100
Command power 20
Wynne
Wynne
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100
Command power 20
Battlehardy
Battlehardy
Old Guard
None
  • Maximum Command Power Increase: +10
Political Power 50
Aquaria Lance
Aquaria Lance
Army Morale (Expert)
None
  • Non-Combat Out of Supply Penalties: −6%
Political Power 100
Command power 20

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Chief Iron Hooves
Field Marshal
Chief Iron Hooves
Generic Pony General 3 (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 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
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Pony.png
Pony
Generals
General Traits Description Skills Race
Glamroth Oakenhoof
General
Glamroth Oakenhoof
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 cautious.png Cautious
Takes their time and plans carefully.
  • Planning Speed: −20%
  • Chance to get wounded in combat: −50%
None
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 3
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Pony.png
Pony
Heortweth The Brave
General
Heortweth The Brave
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 infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
Trait war hero.png War Hero
Hailed as a hero from their actions in war.
  • Promotion Cost: −50%
  • Army reassignment duration: +50%
None
Level 2
Attack.pngAttack: 4
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Pony.png
Pony

Flags

Flags
Flag Information
Firtree Villages.png
Firtree Villages

Irenic Theocracy.pngHarmonic Magocracy.pngAgrarian Socialism.pngTribal Chiefdom.png
Firtree Magocracy.png
Firtree Magocracy

Tyrannical Magocracy.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Disarmed Nation Disarmed Nation
  • Recruitable Population: 1.00%
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 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 7 (-4) 0 10 (-5) 7 (-4) 5 (-3) 0

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