Free Towns of Gryphus
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Free Towns of Gryphus | |
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The Ports of Liberty | |
Ideology | ![]() |
Leader | |
Ruling party | Trade Unions (46%) |
Population | ![]() |
Ponypower | ![]() |
Race | ![]() |
Stability | ![]() |
War support | ![]() |
Factories | ![]() |
Capital | Riaportu |
Continent | Eastern Griffonia |
Demonym | Gryphussian |
Tag | GRU |
Color | #508779 |
Lore
The Free Towns of Gryphus is a coalition of trade cities located on the so-called East Griffon Frontier - a strip of land between pony states to the east and griffon heartlands to the west.
Pre-Imperial Gryphus
The lands that would one day become the Free Towns of Gryphus were first settled by various griffon tribes related to the Cossacks of the Gryphian Host many centuries ago. They established several independent towns and city-states, and the lack of a central authority left the territory without strict law and order. This created a unique sense of freedom which attracted many migrants and merchants to the region.
However, the region's independence would not go unchallenged forever. In 747 ALB Emperor Grover I crossed the Creeper Mountains and conquered the griffon principalities west of the Evi River. This left many of the Gryphussians' trading partners under the control of the Griffonian Empire. Imperial influence over the region continued to grow as the Cossacks became an Imperial March in 749. Although the Empire posed an existential threat, the various towns and city-states of Gryphus were unable to unite against it, as their animosity towards each other was too great to overcome.
Imperial Conquest and Administration
In preparation for his crusade against the ponies of the Riverlands, Emperor Grover II began a campaign against the few remaining independent states of Southern Griffonia in 799 ALB. After conquering the Federated Parishes of Sicameon and the Kingdom of
Asterion, Grover II set his sights on Gryphus. As his army moved through the region, most towns and city-states surrendered without a fight in the face of overwhelming Imperial force. The griffons of the region were subsequently forced to supply Grover II's armies when his crusade against the Riverlands began in 810. Grover II also established the knightly Order of Opinicus in Gryphus to stabilize and protect the frontier against the eastern ponies. Although the Order's purpose was defensive, over time its members became increasingly zealous and aggressive. In 872 the Order launched a crusade against the territory that would later become the
Kása Free State, but its knights were defeated by Kásan forces under First Commander Sinóra Pon at the Battle of Ebryon.
The beginning of Grover III's reign in 854 ALB saw prosperity return to the cities of Gryphus. Now that they were within the Empire, the Gryphussians were able to re-establish old trade connections with other Imperial provinces. However, Imperial trade also brought new players into Gryphussian politics. In 874 Emperor Grover III granted the Gryphus Südkontinent-Gesellschaft (Gryphus Southern Continent Company, a centuries-old company based in Sicameon) a charter which gave it a monopoly on commerce in the southern seas. In the following years the Southern Continent Company's influence in Gryphus would increase exponentially. The Company established trade posts throughout the region and attracted numerous migrants from Sicameon. This immigration wave created a cultural divide in the region as antagonisms grew between the native Gryphussians, the Sicameonese traders and the Herzlander knights. Although the relationship between these groups was often tense, each of their cultures would contribute to the development of modern Gryphus. The capital of modern Gryphus, Riaportu, is the result of a native Gryphussian town, an Order of Opinicus chapter house, and a Southern Continent Company trading post growing into one settlement over time.
Independence
In 978 ALB the Republican Revolution in Griffenheim shattered the Griffonian Empire. Gryphus, like many other Imperial subjects, used this opportunity to declare independence. Learning from their history, the cities and towns of the region sought strength in unity and formed a single nation. Thus the Free Towns of Gryphus was born, now governed by an elected council.
Independence has come with a new set of challenges. The Free Towns are plagued by a bitter cultural divide, political gridlock, and archaic institutions. Yeve de Viartorré, the current chairgriffon of the Free Towns' Council, is a reform-minded griffon. To address the main issues facing the nation, the Chairgriffon plans to hold a great congress in Riaportu with representative from every corner of Gryphus.
The two most prominent factions at the congress will undoubtedly be the Order of Opinicus and the Gryphus Southern Continent Company. The Chairgriffon will have to balance between the interest of these organizations and the many native Gryphussians who would like to see their influence curtailed. Both the Order and the Company could pose a major threat to the Council if they attempted to take power.
National Focus
Gryphus' Focus Tree can be divided into three. The Industrial Tree, the MIlitary Tree and the Political Tree.
Industrial Tree
The left branch becomes available if you've chosen to develop the interior during the Riaportu Congress (see below). This branch grants 6 infrastructure in the interior, 2 military factories, 2 civilian factories and 2 fuel silos. It also grants one-off research bonuses for dispersed industry and excavation technology, and the Fuel Storage technology.
The right branch becomes available if you've choosen to develop the coast during the Riaportu Congress. This branch grants 5 infrastructure on the coast, 2 military factories, 2 civilian factories and 2 synthetic refineries. It also grants one-off research bonuses for concentrated industry and construction technology, and the Synthetic Oil Experiments technology.
The central branch will give you some resources, building slots, a research slot, and a few one-off research bonuses. You will also be able to improve your Literacy and Poverty Level.
The two focuses at the bottom of the central branch are fairly unique. The Cloudtower of Riaportu will unlock the decision to build said tower, after it is complete, you will be able to magically alter the weather in the states of Night Forest South, Pythagorea and Balisemont. You may also conduct an experiment which will eventually give you 25 crystals in Pythagorea.
The Great Ribs of Tiefbrunnen will trigger a short event chain, in it you will eventually receive a choice. If you choose to drive-off the natives you will initially obtain some oil as well as 1 fuel silo and 1 synthetic refinery, but these will end up destroyed and the oil will be lost. If you choose to give up on the expedition, you will unlock the commander Jaspis Białoryb.
Military Tree
The left branch of the tree deals with the navy. In it you will receive 25 Navy Experience, 2 Naval Dockyards and 4 Naval bases. You will also receive various one-off research bonuses to different ships, naval doctrine and marines.
The right branch deals with the airforce. You will gain 25 Air Experience and 4 Air Bases. There are also one-off research bonuses for various ships, air doctrine and paratroopers.
The middle branch deals with the army. You will receive 25 Army Experience and various one-off research bonuses for different parts of the army. At the bottom of the tree you may also obtain +10% Special Forces Capacity Multiplier, +10% Knights Speed, +0.05 daily Army Experience Gain and some bonuses to organization and planning. Finally, you can unlock the Ironpaws Division technology, allowing you to build the Diamond Dog special forces.
Political Tree
The Riaportu Congress
In 1007 Gryphus finds itself a divided nation, there are three notable groups: The native Gryphussians, The Herzlander Order of Opinicus and the Sicameonese Gryphus Southern Continent Company. The early focuses of the tree will revolve around The Riaportu Congress, which is attempting to bring peace between the factions.
Debate | Requirement | Choice 1 | Choice 2 |
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The Languages of Gryphus | Finish focus The Linguistic Debate | Political Power -50 National Spirit Multilingualism Encouraged: Political Power Gain +2% Recruitable Population Factor +10% Antagonize the Order |
Political Power +150 Appease the Order |
The Matter of the Santa Búsqueda | Random Event | Political Power -50 | Political Power -50 |
The Power of the Knightly Orders | Finish focus The Power of the Order | National Spirit The Military Order of Opinicus: Political Power Gain +5% Recruitable Population Factor +15% War Support +5% Ideology Drift Defense +5% Special Forces Capacity +5% Appease the Order |
Political Power -75 Antagonize the Order |
The Indigenes' Appeal | Random Event | Political Power -50 Appease the Order |
Stability +5% Antagonize the Order |
The Two Houses of Camafeu | Random Event | Political Power -50 | Political Power -50 |
The Power of the Free Towns | Finish focus The Power of the Free Towns | Political Power -50 National Spirit Increased Regional Autonomy: Resource Gain Efficiency -10% Surrender Limit +10% Economy Laws Cost +10% Trade Laws Cost +10% Conscription Laws Cost +10% Political Laws Cost +10% Antagonize the Company |
Political Power +150 Appease the Company |
The Power of the Trading Houses | Finish focus The Power of the Company | National Spirit The Gryphus Southern Continent Company: Consumer Goods Factories +1% Economy Laws Cost -20% Trade Laws Cost -20% Antagonize the Company |
Political Power -175 Appease the Company |
The Free Towns' Appeal | Random Event | Political Power -50 Appease the Company |
Stability +5% Antagonize the Company |
The Gryphussian Economy | Finish focus The Economic Debate | Allows you to take the focus The Transcostal Railway | Allows you to take the focus The Night Forest Express |
It is worth pointing out that, regardless of which of the three factions comes out ahead, you will be able to improve your Poverty Level, Industrial Society, Literacy Level and Science Base through shared focuses at the bottom of the tree.
There are several possible results to the Congress:
- Should you successfuly appease both the Order and the Company, the Council will remain in power.
- Should either the Order or the Company attain too much influnce, the other will attempt to overthrow the Council. At this point you may either submit or ask the other faction for help, if they accept, the Council may yet remain in power.
- Should you fail to appease both the Order and the Company, open conflict between them will start. Depending on your choices one of the factions will defeat the other and take power or, should both sides fight to a standstill, the natives will rise up and a communist civil war will be ignited.
Note: If the Order comes to power you will lose the Multilingualism Encouraged spirit, if the Company comes to power you will lose the Increased Regional Autonomy spirit.
The Order of Opinicus Resurgent
Should the Order take power, your nation will be named Ordensstaat Opinicus, led by Grand Master Weißfisch.
Under the order you will receive 7 Fundamentalist Militias (6-width infantry), some espionage bonuses and few other notable ones such as +25% Recruitable Population Factor and +3% Recruitable Population. You will also gain 50 Army Experience, several forts on the border with the Barrad Magocracy and commit purges which will kill dozens of thousands of griffons.
Upon finishing the last focus you will be faced with a choice: Either become a monarchy or start crusading. Should the former be chosen, you will become the Kingdom of Gryphus, led by King Jürgen von Grypsburg.
The Holy Gryphussian Crusade
If you choose the path of the crusades, you will unlock decisions which shall give you Annex War Goals against the Kása Free State,
Austurland and the
Barrad Magocracy. Once defeated, you will be able to core the states of Fireshore and Ilhas Lagosta, you will also be able to release a puppet on the rest of the states.
After releasing the puppet, you will have decisions to acquire new Annex War Goals, this time on the Gryphian Host, the
Kingdom of Wittenland and
Pònaidhean. You will be able to core Pohryfynnja and Chykchyryn; also, release puppets on the other states.
The Council Remains in Power
Should the power of the council only be kept thanks to the help of one of the factions, you will unlock the lateral focuses which will allow some loss of political power for stability, Harmonist and Non-Aligned popularity. Regardless, the middle branch will always be available.
In this path you will receive 6 indigenous militias (6-width infantry), some new advisors and a research slot. Other notable bonuses are +10% Resource Gain Efficiency, +15% Construction Speed and +25% Monthly Population. Upon finishing the branch, you will become Harmonist.
The Company Takes Control
Should the Company take power, the nation will be renamed to The Gryphus Southern Continent Company, led by Governor-Executive Felchen.
Through this branch you will receive 4 corporate militias (6-width infantry), your trade policy will be locked to Free Trade, you will be able to improve your Science Base and Poverty Level as well as receive a research slot. You will also gain 2 military factories, 2 civilian factories, 11 building slots and forts along your coastal states. Notable bonuses include: -7.5% Consumer Goods Factories, +15% Resource Gain Efficiency, +25% Max Factories in State and -25% Justify war goal time.
The Company has special cosmetic tags when releasing puppet states on most of the nations in the Evi Valley and some Southern Riverlands nations.
Workers of Gryphus, Unite!
With the start of the civil war, the newly formed Union of Gryphus will receive a new political tree.
A short branch will deal with the civil war itself. It will give you political power, ponypower, war support and infantry equipment, as well as spawn 7 divisions to help you fight. Once victorious in the civil war an election will be held, in which you may choose to either elect Aniela Gryfoń of The United Workers' Party or Edward Piórowski of The Solidarity Trade Union.
Regardless of the victor in the elections you will have access to the central branch. With it you will be able to improve your Poverty Level, Science Base and Literacy. This branch will also give you 1 civilian and 1 military factories, as well as -5% Consumer Goods Factories, +25% Monthly Population and will make it easier to send volunteers abroad. Finally, you will either gain Puppet War Goals on several nations or, should they be communist, attempt to ally them; the nations in which you may gain a Puppet War Goal are: Gryphian Host,
Kingdom of Brodfeld,
Kása Free State,
Principality of Lushi and
Asterion.
Stronger United
The leftmost branch will be unlocked if Aniela Gryfoń wins the elections. In it you will obtain 2 civilian and 2 military factories, you will improve your Poverty Level, Literacy and receive a research slot. You will also receive various espionage bonuses and some other notable ones such as Consumer Goods Factories, Construction Speed and Monthly Population, however, these will not last. You will receive negative events which will weaken most of the National Spirits and make you lose the research slot, should you finish the last focus, the National Spirits will be removed, Edward Piórowski will come into power and the right branch will be unlocked.
A Free Confederacy
The rightmost branch will be unlocked if Edward Piórowski is in power. In it you will obtain 2 civilian and 1 military factory, you will improve your Poverty Level, Science Base, Literacy Level, Industrial Sociey and receive a research slot. You will also receive an assortment of bonuses, notably a total of -5% Consumer Goods Factories, +5% Non-core ponypower, +10% Division Defense on core territory and +10% Construction Speed.
Technology
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Politics
National Spirits

- Political Power Gain: -5%
- Recruitable Population Factor: -5%
- Special Forces Capacity Multiplier: +25.0%
- Knights Attack: +5.00%
- Knights Defense: +5.00%
- Knights Speed: +5.00%
Unless they get rid of the government and assume direct control over the nation, that is...

- Consumer Goods Factories: -3.5%
- Trade deal opinion factor: +25.00%
- License purchase cost: -10%
- Economy Laws Cost: +25%
- Trade Laws Cost: +25%
- Political Advisor Cost: -10%
Leaders
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Starting leaders | |||||||
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Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Provisional Government
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Ideological Crusader
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Post-1007 leaders [may contain spoilers] | |||||||
Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Provisional Government
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Dictator
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Financial Expert
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Hero of the Revolution
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Parties
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
Trade Unions | ![]() |
Centrism Non-Aligned |
Chairgriffon Yeve de Viartorré | 46% | |
APU Alianza Progresista Unida |
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Harmonic Republicanism Harmony |
Chairgriffon Yeve de Viartorré | 35% | |
ZPR Zjednoczona Partia Robotnicza |
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Marksism Communism |
Revolutionary Coalition | 7% | |
Privy Council Geheimrat der Militärorden Opinicus |
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Zealous Knightly Order Supremacy |
Grand Master Weißfisch | 12% |
Staff and Designers
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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Name | Trait | Requirement | Effect | Cost |
Wealthy Industrialist |
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Ruthless Industrialist | ![]() | |||
Deal Broker |
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Prince of Terror |
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Armaments Organizer |
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Illusive Gentlebeing |
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Name | Trait | Requirement | Effect | Cost |
Mobile Tank Designer |
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Medium Tank Designer |
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Name | Trait | Requirement | Effect | Cost |
Raiding Fleet Designer |
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Coastal Defense Fleet Designer |
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Name | Trait | Requirement | Effect | Cost |
Light Aircraft Designer |
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Heavy Aircraft Designer |
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Infantry Equipment Designer |
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Artillery Designer |
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Name | Trait | Requirement | Effect | Cost |
Industrial Concern |
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Electronics Concern |
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Name | Trait | Requirement | Effect | Cost |
Military Theorist |
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Military Leaders
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Field Marshal | ||||
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Field Marshal | Traits | Description | Skills | Race |
Jürgen von Grypsburg |
![]() Surrounded by some of the best staff, this leader is able to organize and manage a larger number of units.
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Generals | ||||
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General | Traits | Description | Skills | Race |
Gerhardt Weißfisch |
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Master of War Craft |
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Albus Piscis |
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Admirals | ||||
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Admiral | Traits | Description | Skills | Race |
Fernando Pescada |
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Matthias Felchen |
![]() This officer instills a sense of respect in subordinates and enemies alike.
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Flags
Economy
Laws and Development
Industry and Resources
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() Synthetic Refineries |
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3 | 2 | 5 (-2) | 0 | 0 |
![]() Oil |
![]() Aluminum |
![]() Rubber |
![]() Tungsten |
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0 | 25 (-13) | 0 | 12 (-6) | 50 (-25) | 0 | 0 |
Military
Gryphus starts with 8 fully supplied divisions, 4 garrison units, 3 knights and 1 infantry for a total of 36k ponypower in the field. It has a navy of 1 Battleship, 8 Destroyers, 1 Heavy Cruiser and 2 Light Cruisers, which can easily compete with most of its neighbours. With a conscription law of Volunteer Only and Civilian Economy, the country does not start in a war footing.
Strategies and guides
Starting Situation
Gryphus is medium size country in southeastern Griffonia, the country has a fairly low core population and an industry of 10 factories (5 civilian, 3 military and 2 dockyards), it also has some small amount of Aluminium, Rubber, Tungsten and Iron.
Threats and Opportunities
- The fate of Gryphus depends on the actions of its western neighbour
Kingdom of Brodfeld. If the Communist
Griffon Liberation Army wins the civil war, it can try to take over Gryphus through a normal invasion, or by sending infiltrators and igniting a communist uprising.
- Should
Asterion reclaim its mainlaind holdings, it may attempt to either attack you or invite you to their faction the Concordat of Free Nations.
- The
Gryphian Host is likely to attack you sometime in the early game, however if they do it alone, they can be easily defeated.
Guides
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