Greifenmarschen

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Greifenmarschen
The Peasant Republic
Greifenmarschen.png

PYT map.png

IdeologyCentrism.png Centrism
Leader
Erebus Whiteplume
Ruling partyGreifenmarschen Konservative Volkspartei (30%)
PopulationPopulation 2,189,206
PonypowerPonypower 24,716
RaceGriffon Griffon
StabilityStability 59%
War supportWar support 50%
FactoriesFactory 5
  • 2 Military factory
  • 0 Naval dockyard
  • 3 Civilian factory
CapitalOldwingburg
ContinentCentral Griffonia
DiplomacyMember of the Reichspakt
Nominal VassalNominal Vassal of Flag of Griffonian Empire Griffonian Empire
DemonymGreifenmarsian
TagPYT
Color  #545294

The Peasant Republic of Greifenmarschen is a democracy in the south Herzland. Born out of a revolt long ago, it has for centuries maintained its form of direct voting as a way of ensuring no despotic ruler rose ever again. However, the winds of change are once again blowing throughout the land, and soon enough a stronger guiding claw may be needed to steer this nation through its dark times...

Lore

Greifenmarschen is unique throughout the world in that it is the only true Peasant Republic in it. Its form of direct democracy was created when Erebus Blacktalon, the infamous duke was overthrown by the local peasants. Because he had always been a thorn in the side of Emperor Grover I of the Flag of Griffonian Empire Griffonian Empire, he allowed them to govern themselves in exchange for them swearing their eternal loyalty to him. The commoners accepted, creating the republic. In order to ensure that the past did not repeat itself, a complex system of voting was created, in which referendums were held on most matters of state and a council led by a Statthalter which was re-elected every 3 months. This has protected the rights of the citizens in Greifenmarschen, but has made the country extremely slow to any reforms or changes.

When the Revolution of 978 began, the peasants were saved by their own citizen militia, the Bauernmiliz. It suffered the same drawbacks that the government did; though there were plenty of recruits ready for the cause, plans and officers were voted on, with no discipline and reforms. However, it has kept the country safe to this very day. Ever since those fateful years, radical ideologies like Fascism and Communism led by Dietrich Mach and Wingbert Rohmer have sprung up and gained popularity, and Archibald Dawnfeather's return from Equestria has seen an increase in popularity for Harmony. Greifenmarschen's form of government ensures the country's stability, though, even with such a split of popularity. No one opposes the form of democracy currently in place, though some wish for changes to the system.

Those changes may be coming sooner to Greifenmarschen then the peasants think...

Starting Situation

Greifenmarschen starts as a poor and relatively un-industrialized nation, with only three civilian and two military factories. It is a nominal vassal to the Empire, though it will always break free once a regent is chosen for Grover VI. To the northeast is fellow vassals Flag of Grand Duchy of Feathisia Feathisia, Flag of Free City of Romau Romau and Flag of Yale Rectorate Yale, and to the southwest is Flag of Free Territory of Adelart Adelart and Flag of House Avian Avian.

All political parts start at roughly equal popularity.

Military

Greifenmarschen starts with 6 divisions of Bauerngarde, each with 5 battalions of infantry. This adds up to a total of 30k ponypower in the field.

Threats and Opportunities

  • Flag of Griffonian Empire Griffonian Empire: As a Herzland nation, Greifenmarschen will be a target of annexation or conquest from the Empire, and progression in Greifenmarschen's story requires taking over the Empire and reuniting the Herzland.
    • The Empire is the strongest nation in the Herzland region. To defeat the Empire, Greifenmarschen must fight the Empire as soon as possible (before the Empire rearms), and fight alongside other countries against the Empire.
    • Griffenheim is the key province in Herzland, and must be acquired at all costs. Earn as many war score as possible in the war with the Empire so that Greifenmarschen can take Griffenheim. Taking over Griffenheim and declaring the successor to the Empire grants many industrial, manpower, and political bonuses, and unlocks focuses that grant war goals on other countries, allowing Greifenmarschen to conquer the rest of the Herzland at its own pace.
  • Flag of Katerin Principality Katerin Principality: Greifenmarschen can ally with Communist Katerin to defend against the Empire.

Gameplay Mechanics

Greifenmarsian Elections

In the early game of Greifenmarschen, before their political tree is unlocked, an election event will fire every three months to elect a new Statthalter. Any of the four party leaders can be elected to power: Archibald Dawnfeather of the Harmonists, Dietrich Mach of the Fascists, Wingbert Rohmer of the Communists and Erebus Whiteplume of the Non-Aligned. Doing so changes the ruling party to the elected party, and also gives a small boost to their party popularity.

The popularity of the ruling party in Greifenmarschen serves as a prerequisite to unlock parts in the focus tree (see below). Once Greifenmarschen becomes independent, decisions to boost the popularity of any of the four parties are unlocked, allowing the player to gain passive party popularity gain at the cost of either War Support or Stability.

Once the ruling party reaches more than 49% popularity, a decision to implement a change in regime in favor of the ruling party is unlocked. Doing so unlocks an event where the ruling party cements its rule over Greifenmarschen, and unlocks the political tree of that party. The party boost decisions will be made unavailable and the election events will no longer fire.

National Focus

Greifenmarschen's military and economic focus trees.

Greifenmarschen has the unique mechanic of its focus tree in that focuses are locked behind ruling party popularity. For example, the first focus of the air force tree requires 25% popularity, the army 30%, and the economy 35%. Keep this in mind as if your popularity ever drops below the requirement, the focus will be canceled.

Another strange feature is the lack of a political focus tree. This is because in order to gain one, a single party must have more then 49% popularity. A decision will then be unlocked which will disable the three-month elections and load their respective focuses. Ways to gain include re-electing the respective leader over and over, as well as taking the decision to boost them once it becomes unlocked. However, it will replace "The Peasant Republic" with "A New Regime", giving negative debuffs until you can get rid of it.

The Military

The military focuses are locked behind either popularity or controlling a coastal state. However, they are less restrictive then the requirement for the economy, meaning that they are good early focuses. Some political paths will also require you to complete one side of the Army focus tree to progress down them.

The Army

The army has two mutually exclusive paths; one for Mass Assault type doctrine and one for Grand Battleplan. They both require 30% popularity, though the last three focuses for each side require 35%.

The Perfect as Is path gives free divisions, equipment and army experience, ending with reforming the army into The Volksstrum. It reduces the maluses of your starting national spirit "The Bauernmiliz", while increasing the buffs it bestows.

The Strictly Professional path gives a conscription law increase and military factories, ending with turning "The Bauernmilz" into The Volksarmee. It completely removes some buffs from the spirit, but also completely removes all maluses and turns them into different buffs.

The shared central path gives bonuses to research and is not locked behind party popularity.

The Air Force/Navy

The Air Force tree consistently requires 25% popularity for it, making it the tree to go down if your party still has low support. It grants free techs for the early plane models, as well as airbases and jet research bonuses at the end. Napalm grants a national spirit that gives bonuses to bombing.

The Naval tree is only unlocked once you control a coastal state, and has no popularity requirements. It gives dockyards and research bonuses to various ship classes and marines.

The Economy

The first economic focus requires 35% ruling party popularity. There are two options for how to revitalize the economy and remove the maluses from "Ruralism"; Stick to the Classics and Industrialization. The shared focus between the two, Begin the War Against Illiteracy will eventually get rid of the national spirit "Mass Illiteracy". Some political focus trees will require you to complete one path of the economy tree in order to progress.

Agrarianism gives slow but good production, focusing more on developing farmland then factories. It grants bonuses to resource gain, consumer goods and production efficiency. It also has mostly positive events associated with it that can help boost your current party's popularity.

Political Focus Trees

Dawnfeather's Harmony

Archibald's political tree.

After the popularity of the GVHP skyrocketed, Archibald Dawnfeather, leader of the party peacefully protested by blocking the entrance to the temple with his fellow party members. After an intense fight, all the other leaders of the parties were arrested, and Dawnfeather assumed control of the country.

There are two paths to go down; a moderate approach to harmony, blending griffon and Equestrian characteristics, or going full on Equestrian and restyling it in their likeness. Going down the far left or far right branches requires you to have completed The Volksstrum or The Volksarmee from the military tree. The branch shared between the two paths gives civilian and military factories, and the last focus, Harmony Must be Fought For gives a war goal on the Flag of Griffonian Empire Griffonian Empire.

The Equestrian Model

Dawnfeather announces that, seeing that Equestria is the greatest country in the world, yet also has a monarchy, it is clear that democracy is not needed for prosperity and dissolves the council and the peasant's republic for good, creating the Principality of Greifenheim.

Dawnfeather's School for Gifted Griffons will grant increased research speed, An Army for the People will further improve whichever army national spirit you have, and Harmonic Parliamentarism will increase your society development. The Griffon Wonderbolts will also increase your special forces capacity. Most of the focuses work towards getting rid of the negative national spirit, "A New Regime".

Archibald's Equestrian Model Post-Griffenheim Tree.

After conquering the Empire, forming the Herzland Principality and crowning yourself Prince of the Herzland after Princess Celestia, you will load the lower half of the political focus tree. The first section gives you war goals on all the remaining vassals in the Herzland, and The Principality of Herzland will give you cores on their territory.

After, Dawnfeather will work to cultivate the six tenets of Equestrian society into the Herzland, sending letters to Princess Twilight as her "faithful student" in the events for the focuses Loyalty, Honesty, Generosity, Kindness, Laughter and Magic.

Notable focuses on this path include The Pony Foreign Legion which unlocks Mage Companies for usage, Pony Innovations for a research slot, and Invite Pony Settlers for another building slot in all states. Many focuses either modify national spirits you already have or give positive new ones.The final focus, Guardians of Harmony unlocks decisions to ally with other harmonist nations. It also unlocks decisions to release other griffon nations as puppets.

The Griffon Path to Harmony

Dawnfeather, seeing that the differences between ponies and griffons are too great to directly copy Equestria's ideas, chooses instead to blend the two together, creating a unique form of Griffonian Harmony for Greifenmarschen.

Guardians of the Faithful will modify whichever army national spirit you have, Paladins will spawn in two free griffon knight divisions, and The Blessing of Eyr will give a free building slot in all states.

Archibald's Griffon Path Post-Griffenheim Tree.

Once the Empire is defeated and you form the Herzland Republic, the second half of the focus tree will be revealed. The following four focuses give war goals on various nations in the Herzland, and A Holy Republic gives cores on all their territory.

Interesting focuses below are The Invisible Claw of the Free Market, which permanently forces you to use the Free Market, Godly Education for the research slot, and The Paladins of Herzland for a bonus to knight combat. Finally, Make Amends with the Republicans unlocks diplomacy decisions that allow you to ally other harmonic nations.

Erebus's Greifenmarschen

Erebus's starting tree.

Erebus Whiteplume, with the full support of the GKVP, peacefully convinces the other council members to give up their seats and power for the good of Greifenmarschen. With the endless gridlocked debates now over, true reform to the Peasant Republic can begin.

But now the old Statthalter has a choice to make; either to reform the democratic system for the safety of the country... or to take power himself.

Note that the far left path for each branch requires you to have completed either The Volksarmee or The Volkssturm from the army tree, while the far right path for both sides requires either A Green Society or An Industrial Nation from the economic tree.

A Guiding Claw

Realizing that the republic is flawed and almost destroyed itself with its outdated code and laws, Erebus embarks on a series of wide reforms to ensure the democracy stays in the republic, though rationalized and more efficient. The country becomes a benevolent dictatorship, with the GKVP in charge of the state at all times.

Miltary Standardization will improve your army national spirit, State Industrial Programs will increase your society development level, and the various articles from the central focuses will help remove "A New Regime".

Erebus's democratic post-unification tree.

Once Griffenheim is taken and the Empire is reformed, the rest of the focus tree is unlocked. After gaining conquering and gaining cores on all of the Herzland through The First All Herzland Congress, Erebus will retire and you will have three parties to choose from:

  • HVKP, led by Werner Ebonplume and the conservatives, who seek to build a united centralized republic.
  • HSLP, led by Fiona Schmitz and the liberals, who seek to build a liberalized federal republic.
  • HPdR, led by Anton Moldernik and the nationalists, who seek to build a regionalist confederation of states.

The New Duke

Erebus's monarchic post-unification tree

After becoming leader of Greifenmarschen, Erebus rapidly becomes disillusioned with politics. He then suffers a fall, which causes him to act erratically, to the point where his colleagues can hardly claim to know him. In his delusion, Erebus seeks to use his newfound power to restore the Duchy of Greifenheim that had been destroyed by the republic 200 years prior. Erebus, now styling himself Duke Erebus II, will begin a campaign to secure his rule by force, dismantling all of the opposing factions and creating a state apparatus that ensures that nothing will threaten his absolute authority.

Recreate the Herzoliche Garde will improve your army national spirit, and Legacy of Erebus I will improve Erebus II's leader trait and give some base war support, stability, and political power. Modernization Effort will increase your society development level and provide two factories, one of each type, while Prepare the Economy will increase the militarization of your economy by one level and add two military factories.

After you take Griffenheim and take the decision to succeed the Empire, the remainder of the political focus tree will unlock. The tree is primarily geared towards reclaiming the entirety of the Griifonian Empire at its peak, with only two relatively minor choices to be made within the tree itself regarding the nobility and the Archons.

Dietrich's Putsch

Dietreich's initial political focus tree

Dietrich Mach, leader of the NAP and its paramilitary wing The Bohngarde, realizes that the flawed democratic system of Greifenmarschen will prevent them from responding to the ongoing crisis in Herzland. Thus, he uses the Bohngarde to encircle the council chambers and force all of the representatives inside to swear loyalty to him.

Now in control of the state, Dietrich prepares to strike against what remains of the Empire, especially the Archons who some in the NAP blame for the region's woes.

Unlike the harmonic and nonaligned trees, there is only one path initially available to Dietrich. Note that you must have either A Green Society or An Industrial Nation from the economic tree in order to progress down the rightmost path of the political focus tree.

The National Republic

Dietrich's post-unification tree

Dietrich will attempt to stabilize his regime as quickly as possible in preparation for a confrontation with the Empire. To do this, he uses the Bohngarde to supplement the existing army, institutes tight press controls, militarizes the economy, and eventually attempts removes his rebellious second in command, Woitke Truthahn.

Mobilize the People will increase your conscription law by one level, Officialize the Bohngarde and Bohngarde Loyalty Officers will give you the Bohngarde national spirit which improves recruitable population factor, division recovery rate, division attack, decryption, and gives you a small amount of daily supremacy support.

Truthahn's post-unification tree

Mobilize the Economy will increase the militarization of your economy by one level and Implement Corporatism will change your Industrialism national spirit into the Corporatism national spirit, which reduces the percentage of required consumer goods factories and slightly improves construction speed, but slightly reduces production cap and efficiency as well as factory output.

After taking the focus Dispose of Truthahn, you will get the option to decide whether Truthahn retires peacefully or goes into hiding. If you decide that Truthahn escapes, you will then get a subsequent event that gives you the option to place Truthahn in charge. Doing this incurs a significant stability and political power cost between the two events, but it gives a different focus tree after defeating the Empire.

Who you choose to lead Greifenmarschen before defeating the Empire will determine the country's path afterwards. Staying with Dietritch will lead you to form the Herzland National Republic, whose territorial ambitions only extend to Herzland itself, but will form a faction called the Einheitspakt allowing you to ally some minor neighboring nations. However, if you chose to allow Truthahn to usurp Dietrich, you will instead take the mantle of the Griffonian Empire and get a focus tree that revolves around reconquering the historical lands of the Empire.

Rohmer’s Red Tide

Wingbert Rohmer's initial political focus tree

With support for the KPG constantly growing, its leader, Wingbert Rohmer, sees his opportunity to transform Greifenmarschen into a true communist state. Forming a militia from the workers of Oldwingburg, he seizes all the government buildings in the city, including the council chambers. He then arrests the delegates from the other parties and declares that the country will now be ruled by a collection of worker’s councils, overseen, of course, by himself.

Like Dietrich’s path, there is only one path initially available to Rohmer. Note that you must have either A Green Society or An Industrial Nation from the economic tree in order to progress down the rightmost path of the political focus tree, and The Volkssturm or The Volksarmee from the military tree in order to go down the leftmost path.

The Revolutionary Republic

Rohmer's post-reunification tree

Rohmer implements his reforms in order to achieve communism Greifenmarschen, and in doing so he also prepares to liberate the rest of Herzland from the Empire once and for all.

The Greifenmarschen Red Army will improve your army national spirit, and Fresh Blood will increase your conscription law by one. Planned Economy will increase your societal development level, and It Belongs to the State will increase your science base.

Once you defeat and succeed the empire, you will become the United Griffonian Soviet Socialist Republic, or UGSSR. After you reunite Herzland, you will get the decision to continue the dictatorship or end it and replace it with a slightly more democratic system. Both choices keep Rohmer in charge. Beyond this, the focus tree revolves around spreading communism to the rest of the former Empire.

Technology

Army Naval Air Tech / Industry
  • Weapons 989
  • Mountain Infantry I
  • Support Equipment
  • Engineer Company I
  • Recon Company I
  • 990 Destroyer (without Man the Guns)
  • Basic Depth Charges (with Man the Guns)
  • 990 Cruiser (without Man the Guns)
  • Basic Torpedo (with Man the Guns)
  • Naval Gunnery (with Man the Guns)
  • Casemate Secondary Battery (with Man the Guns)
  • Transport Ship
  • 990 Submarine (without Man the Guns)
  • Early Destroyer (with Man the Guns)
  • Early Cruiser (with Man the Guns)
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • Knights Division I
  • We Can Fly?!

Politics

National Spirits

The Peasant's Republic icon
The Peasant's Republic
  • Political Power Gain: +15%  
  • Stability: +10.00%
  • War Support: +10.00%
The Republic of Peasants was founded in 720 ALB after the peasantry rose up against Duke Erebus Blacktalon - one of Grover I's many early political opponents. The Emperor rewarded the peasantry by allowing them to organise their own government.

Thus Greifenmarschen was created, a peculiar nation even by Griffonian standards. It can safely be called the first Republic on the continent, but it can also be considered the most flawed Republic on the continent. Operating on the principles of total equality and liberty for all of its citizens, quite literally every single minor thing in Greifenmarschen is voted on elections are held every three months. While this system evokes an unmatched sense of loyalty to the Republic it also means that implemeting any sort of reforms is nigh impossible.

The Bauernmiliz icon
The Bauernmiliz
  • Division Organization: -15.0%  
  • Recruitable Population: 1.00%
  • Division Recovery Rate: +10.0%
  • Division Attack on core territory: +10.0%
  • Division Defense on core territory: +10.0%
  • Planning Speed: -20.0%}
Greifenmarschen's Army or rather the Bauernmiliz suffers from many of the same issues that its government does. Officers and plans are voted upon, any sense of discipline is nonexistent, and any reforms are hard to pass.

On the bright side there is no shortage of eager recruits ready and willing to defend their beloved Republic.

Ruralism icon
Ruralism
  • Resource Gain Efficiency: +10.00%  
  • Consumer Goods Factories: -5%
  • Production Efficiency Cap: -30.00%
  • Production Efficiency growth: -30.00%
  • Factory Output: -30.00%
The nature of Greifenmarschen's government and people has made it rather hard to create any proper industrial centers, as such most of our economy is reliant on farming and mining.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Erebus Whiteplume
Centrism.png
Centrism
Non-Aligned

GKVP
Greifenmarschen Konservative Volkspartei
None
Erebus is an old griffon who has been active in the political scene of Greifenmarschen for around 40 years. He has held the office of Statthalter dozens of times but has gotten tired of Greifenmarsian democracy. Due to his longevity, experience and personal travels he's come to realise that their system is extremely inefficient compared to most other countries in the world. While he does respect the democratic traditions of the country he thinks they need to be bureaucratized and rationalized.


Archibald Dawnfeather
Harmonic Republicanism.png
Harmonic Republicanism
Harmony

GVHP
Greifenmarschen Volksharmonie-Partei
None
Archibald was not born on Grifenmarsian soil, but still has Greifenmarsian blood in his veins. His family migrated to Equestria many years ago but his father ensured his son inherited both his love of their true homeland and his Old Believer faith. Eventually Archibald emigrated to Greifenmarschen and soon joined the GVHP, wishing to spread Equestrian values of harmony and friendship among his people. Despite being only in his mid-twenties, his enthusiasm and flowery promises of change have already made him very popular, but his reputation is marred by rumours that he enjoys writing fictional stories about a secret incestual relationship between the Equestrian Princesses.


Wingbert Rohmer

See alternate portraits:
Heart of Steel
Revolutionary Dictatorship.png
Revolutionary Dictatorship
Communism

KPG
Kommunistische Partei der Griefenmarschen
None
Wingbert is a die-hard communist, believing Greifenmarschen to be a proto-communist nation whose democracy is threatened by capitalism. He believes that it is his duty to improve the lives of his people and ensure true communism is finally embraced.


Dietrich Mach
Ultranationalism.png
Ultranationalism
Supremacy

NAP
Nationale Aktionpartei
None
Dietrich is a young militiagriff who has quickly risen to prominence among the ranks of NAP, becoming its unofficial leader thanks to his charisma and reasonable yet passionate speeches. He is a Herzlander supremacist, believing that all of Herzland must be united under one banner, with force if necessary.


Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Pan-Griffonian Congress
Republicanism.png
Republicanism
Non-Aligned

KP
Kaiserliche Partei
None
None


The Herzland Congressional Council
The Herzland Congressional Council
Centrism.png
Centrism
Non-Aligned

HKVP
Herzland Konservative Volkspartei
Provisional Government
  • Generate war goal tension limit: +100%
  • Join faction tension limit: +100%
  • Lend-lease tension limit: +100%
  • Send volunteers tension limit: +100%
  • Guarantee tension limit: +100%
  • Justify war goal time: +100%
None
Werner Ebonplume
Republicanism.png
Republicanism
Non-Aligned

HKVP
Herzland Konservative Volkspartei
None
None


Fiona Schmitz
Republicanism.png
Republicanism
Non-Aligned

HSLP
Herzland Soziale Liberale Partei
None
Born: 13th of April, 973 in Griffing

Biography: Hailing from a family of wealthy landowners, Fiona Schmitz grew up in a mansion, the eldest of six children. Her formal education began at a young age under the direction of highly regarded tutors from across the Empire. A diligent student, Schmitz displayed an avid curiosity in all fields, and outside her studies often read books from her family's sprawling library

After graduating with highest honours, she began working as a law clerk, eventually becoming a lawyer in her own right. Thanks to family connections, her client list soon included members of Angriver's elite families. In the course of practicing law, Schmitz was exposed to rampant corruption endemic in Angriver's legal system, and developed a keen interest in curbing it.

This interest caused her to come into contact with Otto Weschler, a conscientious leader within the civil service who shared her goal of reforming the machinery of government. Schmitz was inspired by the ideals espoused by Weschler, and quickly became his devoted protege. They both believed that the injustices and excesses of Angriver were the result of institutional failures rather than griffon nature, and that individual liberties combined with political equality were antidote to arbitrary government.

A staunch believer in the virtue of republicanism, Schmitz's vision for a better society emphasizes secularism, a free yet regulated market, and protections for civil liberty

Portrait By: Cofido


Anton Moldernik
Populism.png
Populism
Non-Aligned

HPdR
Herzland Partei der Rechte
None
Born as the son of a manager in the Aiwle oil business, Anton Moldernik got the best education money could buy, namely a social science degree at Bruma university in Yala. Both his parents were part of the FNV party and Anton would become a member at an early age. Intelligent and ruthless, Moldernik managed to get ahead in the party and to get himself on the candidacy list, securing his election victory in Aiwle. In parliament, he became the party spokesperson on agricultural affairs, a topic the FNV's main competitor, the FHP, was strong in. Nevertheless, Moldernik managed to impress the populace in debates, presenting his monarchist counterparts as spineless conservatives

After about a decade in politics, Moldernik got elevated tot he level of party leader, which he would remain until the Regency crisis broke out. With tensions flaring up, he attempted to win the Feathisian elections. Much to his dismay, his homeland was soon embroiled in war and his comfortable life was forever changed.

It took the nationalist some time to adjust to the new situation, but the fascist grew into his role as leader of the new HPdR party. Now that the guns are silent and with his powers reaffirmed, Anton Moldernik faces the task of redefining Herzland and giving meaning to the lives of its people.


Wilke Truthahn
Reactionarism.png
Reactionarism
Supremacy

NAP
Nationale Aktionpartei
Eccentric
  • Political Power Gain: −5%
  • Division Defense: +5%
  • Encryption: +10%
  • AI Modifier: Focus on Offense: +25%
Wilke Truthahn, the former deputy of NAP and the current supreme leader of Greifenmarschen, is a Clerical Fascist and a member of the religious sect known as Old Believers. He strongly believes that the Archons must be overthrown and the Archonates dismantled, for every griffon can talk to the Gods without the aid of geezers wearing silly clothes.



Parties

Political parties
Name Ideology Leader Popularity
GKVP
Greifenmarschen Konservative Volkspartei
Centrism.png Centrism
Non-Aligned
Erebus Whiteplume 30%
GVHP
Greifenmarschen Volksharmonie-Partei
Harmonic Republicanism.png Harmonic Republicanism
Harmony
Archibald Dawnfeather 27%
KPG
Kommunistische Partei der Greifenmarschen
Revolutionary Dictatorship.png Revolutionary Dictatorship
Communism
Wingbert Rohmer 20%
NAP
Nationale Aktionspartei
Ultranationalism.png Ultranationalism
Supremacy
Dietrich Mach 23%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Albert Raedler
Albert Raedler
Rural Populist
None
  • Resource Gain Efficiency: +5%
  • Recruitable Population Factor: +5%
  • Resistance Growth Speed in our states occupied by the enemy: +10%
  • Monthly Population: +15%
Political Power 150
Emanuel Von Landstal
Emanuel Von Landstal
Rearmer
None
  • Factory Output: +5%
Political Power 150
Emmerich Greybeak
Emmerich Greybeak
Silent Workbird
None
  • Political Power Gain: +15%
Political Power 150
Mathias Gruber
Mathias Gruber
Defender of the Faith
None
  • Stability: +5%
  • War Support: +5%
Political Power 150
Wilhelm Starbill
Wilhelm Starbill
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
Oldwingburg Tractor Factory
Oldwingburg Tractor Factory
Mobile Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Max Speed: +5%
    • Reliability: +10%
  • Armored Car:
    • Max Speed: +5%
    • Reliability: +10%
Political Power 150
Bronzetail Foundries
Bronzetail Foundries
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
Raven Shipping
Raven Shipping
Raiding Fleet Designer
None
  • Naval Research Speed: +15%
  • 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
Crab Shipyards
Crab Shipyards
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
Asselt Aviation Workshop
Asselt Aviation Workshop
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
Old And Reliable Aviation
Old And Reliable Aviation
Heavy Aircraft Designer
None
  • Air Research Speed: +15%
  • Large Airframe:
    • Strat. Bombing: +10%
  • Transport Plane:
    • Range: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Landstal Gunsmiths' Guild
Landstal Gunsmiths' Guild
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Nortfome Cannon Foundry
Nortfome Cannon Foundry
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Landstal Steelworks
Landstal Steelworks
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Nortfome Drilling Company
Nortfome Drilling Company
Refining Concern
None
  • Synthetic Resources Research Speed: +30%
  • Excavation Technologies Research Speed: +30%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Elise Schönfinkel
Elise Schönfinkel
Defence Theorist
None
  • Infantry Division Defense: +10%
  • Land Doctrine Cost: −10%
  • Land Fort construction speed: +5%
Political Power 100
Niclas Bluequill
Niclas Bluequill
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Hecaterus Mahler
Hecaterus Mahler
Army Defense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Defense: +10%
  • AI Modifier: Focus on Defense: +15%
Political Power 100
Command power 20
Silvia Whitetail
Silvia Whitetail
Army Reformer (Expert)
None
  • Army Experience Gain: +0.30
  • Army Experience Gain: +10%
  • AI Modifier: Focus on Military Advancements: +10%
Political Power 100
Command power 20
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Dietmar Lerch
Dietmar Lerch
Decisive Battle (Specialist)
None
  • Naval Experience Gain: +0.20
  • Capital Ship Attack: +5%
  • Capital Ship Armor: +5%
  • Screen Attack: +5%
  • Screen Defense: +5%
Political Power 50
Command power 30
Hesperus Kuhn
Hesperus Kuhn
Screens (Specialist)
None
  • Naval Experience Gain: +0.20
  • Screen Attack: +5%
  • Screen Defense: +10%
Political Power 50
Command power 30
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Britta Schrempf
Britta Schrempf
Bomber Interception (Expert)
None
  • Air Experience Gain: +0.30
  • Interception attack: +3%
  • Interception defense: +3%
  • Interception agility: +3%
Political Power 100
Command power 20
Gotthard Kuchler
Gotthard Kuchler
Air Superiority (Expert)
None
  • Air Experience Gain: +0.30
  • Air superiority attack: +3%
  • Air superiority defense: +3%
  • Air superiority agility: +3%
Political Power 100
Command power 20
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Verona Schlamme
Verona Schlamme
Army Drill (Expert)
None
  • Division training time: −10%
Political Power 100
Command power 20
Emil Drach
Emil Drach
Entrenchment (Expert)
None
  • Entrenchment speed: +16%
Political Power 100
Command power 20
Linus Felsenbaum
Linus Felsenbaum
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%
Political Power 50
Command power 30
Margarethe Ebonnail
Margarethe Ebonnail
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
Wulf Isenbrand
Field Marshal
Wulf Isenbrand
Generic Griffon General 9 (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 brilliant strategist.png Brilliant Strategist
A natural born strategist that is able to adapt to the dynamics of the battlefield.
  • Attack: +1
  • Planning: +1
Trait war hero.png War Hero
Hailed as a hero from their actions in war.
  • Promotion Cost: −50%
  • Army reassignment duration: +50%
Trait defensive doctrine.png Defensive Doctrine
Especially skilled in fighting on the Defensive.
  • Max Entrenchment: +30%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 5
Planning.pngPlanning: 4
Logistics.pngLogistics: 2
Griffon.png
Griffon
Generals
General Traits Description Skills Race
Paul von Griffinburg
General
Paul von Griffinburg
Paul von Griffinburg (advisor).png
Trait organizer.png Organizer
Able to plan and organize the movement of large armies.
  • Planning Speed: +10%
None
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 4
Logistics.pngLogistics: 4
Griffon.png
Griffon
Wilma Ratzenberger
General
Wilma Ratzenberger
Generic Griffon General 13 (advisor).png
Trait reckless.png Reckless
A good officer needs to lead from the front.
  • Planning Speed: +20%
  • Chance to get wounded in combat: +50%
Trait infantry officer.png Infantry Officer
Trained as an infantry officer.
  • Infantry Leader experience factor: +100%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Griffon.png
Griffon
Zacharias Keilberth
General
Zacharias Keilberth
Generic Griffon General 12 (advisor).png
Trait politically connected.png Politically Connected
This leader has political connections which has smoothed the way for his career. Perhaps too quickly.
  • Leader Experience Gain: −10%
  • Promotion Cost: −50%
Trait skilled staffer.png Skilled Staffer
Surrounded by some of the best staff, this leader is able to organize and manage a larger number of units.
  • General Max Army Size: +6
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Griffon.png
Griffon
Ethel Weiz
General
Ethel Weiz
Generic Griffon General 6 (advisor).png
Trait promising general.png Promising Leader
This leader has proven to be a quick learner.
  • Leader Experience Gain: +25%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Griffon.png
Griffon

Flags

Flags
Flag Information
Greifenmarschen.png
Greifenmarschen / Duchy of Greifenheim / Republic of Greifenheim / Herzland Principality

Centrism.png
Greifenmarschen (Harmony).png
Greifenmarschen / Principality of Greifenheim / Republic of Greifenheim / Herzland Principality

Harmonic Republicanism.pngDemocratic Monarchism.png
Greifenmarschen (Communism).png
Greifenmarschen / Greifenmarschen Soviet Socialist Republic / Union of Griffonian Socialist Soviet Republics

Revolutionary Dictatorship.png
Greifenmarschen (Supremacy).png
Greifenmarschen

Ultranationalism.png
Spoilers below, we recommend these are best experienced in game before reading
Regionalist Herzland Republic.png

Spoiler end.
Herzland Republic

Centrism.pngRepublicanism.pngPopulism.pngHarmonic Republicanism.png
Spoilers below, we recommend these are best experienced in game before reading
Herzland National Republic.png

Spoiler end.
Herzland National Republic

Ultranationalism.pngReactionarism.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
Small Science Base Small Science Base
  • Daily Political Power Gain: +0.20
  • Research Speed: -55.00%
Industrialising Society Industrialising Society
  • Resource Gain Efficiency: -20.00%
  • Monthly Population: -10.0%
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -10.00%
  • Research Speed: -20.00%
  • Factory Output: -20.00%
  • Dockyard Output: -20.00%
  • Factory Bomb Vulnerability: -25.00%
Mass Illiteracy Mass Illiteracy
  • Construction Speed: -20.00%
  • Research Speed: -60.00%
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Griffon Griffon
  • Uses Griffon 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
2 0 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
9 (-5) 0 0 4 (-2) 8 (-4) 0 0

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