Haukland

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Haukland
Meyer's Fiefdom
Haukland.png

HAU map.png

IdeologyDespotism.png Despotism
Leader
Hermann Meyer
Ruling partyMeyer's Gruppe (49%)
PopulationPopulation 667,684
PonypowerPonypower 5,024
RaceGriffon Griffon
StabilityStability 57%
War supportWar support 50%
FactoriesFactory 5
  • 1 Military factory
  • 1 Naval dockyard
  • 3 Civilian factory
CapitalHaukhamn
ContinentWestern Griffonia
DemonymHauklander
TagHAU
Color  #904B29

Haukland is one of the numerous splinter-states born out of the Griffonian Empire’s collapse. Lead by the eccentric flying ace Hermann Meyer, it stands at the crossroads between Griffonia and Equus and has become a hotbed of piracy, pirates with air-support no less. Despite his status as a warlord, Meyer rules the nation as a benevolent dictator, content to let his griffons be as long as they don't interfere with his authority and allow him his antics. For years, he has let Haukland go with the flow, secure and thriving in its unique and rudimentary way but now, he seems bored with the status quo. And the Hauklanders know that Meyer is never as dangerous and unpredictable as when he is bored.

Lore

Haukland, Haven of Scum and Villainy

In its former years, the Hauklandish Isles lived in infamy as a safehaven for pirates and smugglers. Exiles fleeing prosecution or scandal would find themselves here. Its strategic location in the north of the Celestial Sea, between Equus and Griffonia, made it a natural point of stoppage. A special tax was levied on passersby treading the waters.

Countless ponies found harbor in Haukland, stopping there before traveling to their true destination on the Eastern Continent.

In spite of this, many Flag of Equestria Equestrian ponies traveled to the isles, using it as a base from which they would go elsewhere on the griffon continent itself. In this time, it became known as "The Crossroad". The islands continued to grow in wealth and population, from traders passing through and settlers seeking adventure, in addition to less honest sources of revenue.

This time would eventually come to an end. The newly formed Flag of Griffonian Empire Griffonian Empire, under Kaiser Grover I, conquered the isles with ease. Under Imperial rule, Haukland was no place for scoundrels, and order was instated.

Before long, the Empire used Haukland as a stepping stone for future ventures of its own on Equus. Troops were stationed at Haukland before being sent to forcefully carve a colony for the Empire, founding Flag of Nova Griffonia Nova Griffonia in 783 ALB from the coastal holdings of the Flag of Kingdom of Yakyakistan Yaks and Flag of Kingdom of Pingland Penguins.

"The world is shrinking... the blank edges of the map filled in." The Griffonian Empire's forces finally brought an end to Haukland's Golden Age of Piracy. ~Artist: Amarynceus

With time however, naval technology advanced, allowing for greater range, and with time, Haukland declined. It was no longer the crossroads it had once been, nor the smuggler's den, and ships advanced enough could bypass it entirely. Relatively isolated from the rest of the Empire, the hive of scum and villainy became naught but a simple fishing province.

Hermann Meyer's Wild Ride

In 978 ALB, the Empire was thrown into chaos. Years of instability and unrest have culminated in the Republican Uprising, and many of its former vassals secede, the young emperor having fled the capital. The Flag of Griffonian Republic Griffonian Republic is declared. Kemerskai and other officers lead the revolt, among them, a young griffon named Hermann Meyer. Meyer was a gifted, charismatic, if eccentric, pilot in the recently-founded Imperial Air Force before the revolution, and was instated as head of the new Republican Air Force, though he ultimately cared little for the Republican dream.

The republic didn't hold control for long, and was overthrown by the Counter-Revolution in the next year. Meyer, rather than die "in the defense of a fool's dream", fled to Haukland with all of his pilots who would follow, to make their own place in history. Together, they dropped everything, and took off. Their cross-country flight ignored all warnings and hails from either side's forces, and stopped for nothing, save for Meyer giving air support as a favor to a Republican officer. This mad dash would later be known as the "Wild Ride".

"Meyer's Flying Aces", as they would later be known, arrived at Haukland and Meyer declared himself as its independent ruler. There was no resistance, the garrison having either deserted or left for the war on the continent. The populace accepted, having long lost their spirit, expecting the Empire to return. But it never did.

Haukland is home to a rowdy bunch of rascals, scoundrels, villains, and knaves once more- and they like it that way. ~Artist: Equestria-Prevails

Under Meyer's rule, Haukland's legacy has been revitalized. The harbors became a haven of piracy once more, with Meyer's aircraft giving a much needed edge over modern ships. The Crossroads Tax was re-instated, much to the protest of surrounding powers, who sent threats, but ultimately conceded, determining it would simply be cheaper to pay the tax than fight the pirates. Meyer's Haukland is dominated by cronies but has largely adopted a Laissez-faire policy, with loose regulations and low taxes. These only encourage more immigrants in search of opportunity.

Creatures come from all over the world for a bit of adventure and spoils. Who's to say the self-proclaimed Graf can't take a path of his own?

Starting Situation

Haukland is a small island nation located between the Equus and Griffonia continents. It consists of two island chains: the northern Winterhold and World's End islands, and the southern Haukland islands, the latter of which holds Haukhamn, the capital city of Haukland. Haukland has a very low population, generally low social development levels, and very poor industry.

The Flag of Kingdom of Vedina Kingdom of Vedina maintains a land connection with Winterhold. It is worth considering fortifying this connection, as the loss of the northern islands, though not enough to ordinarily cause capitulation, would be a significant blow regardless. They hold nearly a third of the population, and a singular civilian factory. If this connection can be held, enemy forces may only enter Haukish territory through naval landings or para-drops, each of which Haukland can better handle.

Military

Haukland's Land Forces include two divisions of marines with 6.5k ponypower each, split between Haukland's islands. More troops will be needed to adequately defer landings, or hold the crossing from Winterhold to Vedina. Ponypower is very low starting out and should be managed between the military's branches with care.

Haukland's Naval Forces are rather weak, consisting of two Destroyer Is and a Battlecruiser I, but should be built up to prevent invasions. Having competitive naval strength will also allow Haukland to raid any nations it has a navy equal to or stronger in force.

Haukland's Air Forces are its biggest strength, with a wing of 150 fighters and 75 bombers, each made up of veterans and led by aces. Though the aircraft are outdated, their highly experienced pilots will make up for it, for a time. There is only one air base present in Haukland itself, and though the bombers can make the distance, Haukland's fighters will not be able to cover most of the northern holdings with their early aircraft.

Threats and Opportunities

  • Flag of United Dragon Lands The Dragons hold several islands to the Southeast of Equestria. Meyer will launch an invasion to subjugate them later. Though the attack itself isn't particularly difficult, as the dragons cannot maintain a strong military, a navy with sufficient range will be needed to land a naval invasion. If the player splits off the heavy cruiser they begin with, and manually move it, they will have the range necessary for the invasion.
  • Flag of Kingdom of Vedina Vedina is also one of Meyer's targets. Haukland will face them if they are to complete their political focus tree.
  • Flag of Socialist Republic of Skynavia Skynavia, northeast of Vedina, will potentially be the most powerful of enemies Meyer seeks to conquer. They may have annexed or created a puppet state in Vedina by the time Meyer is ready to attack.
  • Flag of Skyfall Trade Federation Skyfall may invade Haukland through a decision unlocked through their foreign policy focuses. Their starting navy is significantly stronger, so proper preparation will be needed for this, if it does happen. Haukland will be warned with an event popup when Skyfall unlocks the decision to invade Haukland.
  • Flag of Griffonian Empire The Empire may return to prominence and attempt to retake Haukland. Haukish forces will likely be highly outmatched, with ponypower as a limiting factor. Their best bet for survival in this case is holding defenses until another participant joins the war.

Gameplay Mechanics

Naval Raiding

Haukland's history of piracy lives on, and naval raids may be conducted on powers with lesser navies. Haukland may only conduct naval raids on countries with a weaker naval strength (total number of ships) than itself. There is a 75% chance of success in each raid launched, regardless.

As pictured, Haukland is unable to attack a nation with a navy calculated to be stronger than its own. Compare the three Haukish ships with the 33 Equestrian ships.
In this example, Haukland's navy is superior to that of Rila, which posesses no ships. Thus, the raid may be carried out.

A successful raid will immediately give 50 political power (for a total of -25), and -100 ponypower. Haukland will also receive a national spirit, granting:

  • +.05 political power gain
  • -2% consumer goods factories
  • +3% factory output
  • 3% dockyard output

The national spirit will last for one year, during which Haukland may not launch any raids. Once it expires, another raid may be launched.

If Haukland fails the raid, it will immediately result in -10 political power, -3% stability, -3% war support, and -500 ponypower.

Victims of successful raids are faced with -10 political power, -1% stability, and -500 ponypower, but gain 3% war support, for 1 year. If the raid is held off, the target will lose -250 ponypower, but gain 20 political power.

National Focus

Haukland Tree.png

Haukland's focus tree consists of three trees: a main story tree under Meyer's Fiefdom, an Industry tree under Bridging the Archipelago, and a military tree under Branching Out.

Meyer's Fiefdom

Hermann Meyer has ruled over Haukland for many years, but is preparing for something bigger. The first half of Haukland's main tree (from Meyer's Fiefdom to The King of the Isles) strengthens Haukland in general, with improvements for a variety of areas.

Following The King of the Isles, Meyer begins to expand his domain and begin his own conquests. Meyer will seek to conquer the Flag of United Dragon Lands United Dragon Lands first. Annexing and coring the Dragonlands will give Haukland much potential, as they will have access to special, powerful dragon troops.

Once the dragons have been properly dealt with, Meyer will continue his expansion into northern Griffonia, declaring war on the Flag of Kingdom of Vedina Kingdom of Vedina and the Flag of Socialist Republic of Skynavia Socialist Republic of Skynavia. Should he succeed, he will finish his story by declaring himself the King of Vedina, coring all Vedinan and Skynavian lands.

Bridging the Archipelago

Bridging the Archipelago improves the land Haukland holds, and empowers it with national spirits. This tree can greatly speed up research in general, and improves production. A choice will need to be made between Industrialization Effort and The Riches of Haukland. While the former aids in production, the latter serves to increase the resources extracted and trade.

Tree Bonus Industrialization Effort The Riches of Haukland
CompleteTime.pngComplete Time (d) 252 252
Construction
Civilian factory Civilian factory 2
Consumergoods.pngConsumer Goods -5%
Infrastructure Infrastructure 3
Production
Military factory Military factory 2
Factoryout.pngFactory Output +10.00%
Naval dockyard Naval dockyard 2
Production Efficiency Cap Production Efficiency Cap +5.00%
Production Efficiency Growth Production Efficiency Growth +5.00%
Resources
Resourcegain.pngResource Gain Efficiency +15.00%
Traded factories icon.pngResources to Market +10.00%
Oil Oil 34
Steel Steel 20
Chromium Chromium 30
Other Notes / Bonuses
  • Improves Scientific Development up one level
  • Improves Scientific Development up one level
Branching Out

Branching Out deals with strengthening Haukland's military. Most focuses here give research bonuses in their respective technologies, but some will actually create buildings and spawn divisions and ships. A few automatically research technologies as well. There are powerful national spirits and equipment to be gained.

Alternate Path

The Great Retreat

Spoilers below, we recommend these are best experienced in game before reading
Haukland Republic Focus Tree.png

If Haukland had not yet conquered the Dragons, a new political path will become available when the Flag of Griffonian Republic Griffonian Republic is fully annexed by any country other than the National Republican Army. An event will fire which shows the remnants of Kemerskai's Republican forces mounting an organized retreat towards Haukland.

Another event will fire where Meyer will order his generals to purge the Republicans. His generals can choose to follow Meyer's orders or secretly aid the Republicans instead. If Meyer's generals helped the Republicans, another event will fire where the Republicans will attempt a coup on Meyer, which can succeed or fail.

If the Republicans' coup fails, general Erhard Frosch, who defected to the Republicans, will be killed. A cosmetic event appears, showing Meyer extinguishing the Republican dream for good by killing all the Republican leaders and symbolically tossing Kemerskai Jr.'s Republican flag into the sea.

If the generals helped the Republicans, and the Republicans are successful in their coup, they will take over Haukland, opening up a new political focus tree. The military and the industry trees will be maintained.

Haukland will hoist the Republican tricolor and take up the mantle of the Griffonian Republic. Meyer and Onyx Star will stop being generals. The national spirit The Old Guard is replaced with The New Guard, which grants -15% Stability, +5% War Support, +10% Division Attack and Defense on core territory.

Once the Republicans take over Haukland, a Military Council is put into power. Kemerskai did not flee Cloudbury and went down with his Republic; the current Republican leadership consists of veteran Schnabel Sunglider, statesgriff Walter Emerich, and Kemerskai's son Alexander Kemerskai Jr. The remnant Republic will honor the Iron Marshal and bring Meyer to justice.

Hold The Haukhamn Conference will have the triumvirate of leaders convene in Meyer's mansion to decide on the direction the Republic should take. Each leader corresponds to one political path.

  • Military Unification: Alexander Kemerskai Jr. has been chosen to lead the Republic. Grieved by the death of his father, Kemerskai Jr. has adopted a hardline stance to militarily consolidate the last of the Republic's forces and stand against the Imperials.
    • Into The Future: Kemerskai Jr. declares the Republic reborn and looks forward to another war with the Imperials. Grants +5% War Support and +5% Division Attack and Defense on core territory.
    • Learn From The Past: Kemerskai Jr. slows down and tries to prevent himself from becoming yet another tyrant. Grants +10% stability.
  • Political Tutelage: Schnabel Sunglider has been chosen to lead the Republic. Sunglider is a Republican veteran, and will uphold Kemerskai's policies, creating a strong but benevolent state in Haukland that will slowly transition the nation into a democracy.
    • For Our Defense: Sunglider focuses Haukland's resources on its military. Grants +7.5% stability and +5% Division Defense on core territory.
    • For Our Prosperity: Sunglider focuses Haukland's resources on the people's welfare. Grants +7.5% stability and +5% production efficiency cap.
  • Constitutional Government: Walter Emerich has been chosen to lead the Republic. Emerich has heared the grievances the Hauklanders have on the Republicans, and decides to embrace the Republic's ideals and trust in the people, implementing democracy and synthesizing the Republican and Hauklander identity.
    • The Dream Above All: Emerich upholds the Republic's old dreams of a true Griffonian Republic. Grants +0.15 Daily PP Gain and +7.5% stability.
    • A New Dream: Emerich proclaims a new Republican vision on Haukland, abandoning its pan-Griffonian vision in favor of a regional republic. The national spirit The Last Guard (the renamed version of The New Guard when Disband The Council is taken) will be removed, the country will be renamed to Republic of Haukland, and the country's ideology changes to Harmony.

The center three focuses, Go It Alone, Our Friends From Across The Sea, and A Deal With Maar, are the Republic's foreign policy focuses.

  • Go It Alone: The Republic continues its fight alone. Grants the national spirit Alone And Armed, which gives +15% PP gain, Improve relations opinion +25%, Division defense on core territory +5%, Justify war goal time on us +25%, and Ideology drift defense +25%.
  • Our Friends From Across The Sea: Available if Flag of Nova Griffonia Nova Griffonia is independent and became a Republic (if Highhill's coup fails). The Republic will seek a guarantee from Nova Griffonia.
  • A Deal With Maar: Available if Flag of Equestria Equestria is independent and Harmonist. The Republic will seek a guarantee from Equestria.
Table of Political Paths and Foreign Policy Paths
Political Path Go It Alone Our Friends From Across The Sea A Deal With Maar
Military Unification Yes Yes No
Political Tutelage Yes Yes Yes
Constitutional Government No Yes Yes

Spoiler end.

Technology

Army Naval Air Tech / Industry
  • Weapon 989 (Breech-Loaded Rifles)
  • Support Equipment
  • Artillery I (Towed Artillery)
  • Marines I
  • Destroyer I
  • Light Cruiser I
  • Heavy Cruiser I
  • Battlecruiser I
  • Submarine I
  • Transport Ships
  • Early Fighter
  • Early Bomber
  • None
Doctrine Racial
  • None
  • None
  • None
  • Knights Division I
  • We Can Fly?!

Politics

National Spirits

The Crossroad icon
The Crossroad
  • Political Power Gain: +5%  
  • Consumer Goods Factories: -2%
  • Trade Deal Opinion Factor: +15.00%
Haukland stands as a strategic location north of the Celestial Sea, very literally at the crossroad between Griffonia and Equus. In the past, it has allowed Haukland to be a bridgehead for invasions between the two continents and a hotspot of piracy. After the subjugation by the Grover Dynasty, Haukland became a simple series of halfway ports between the Empire's shores and Nova Griffonia, much to the free-minded Hauklanders' dismay. Under the leadership of Meyer, Haukland has resurrected the old crossroad toll. Ships either pay for protection, supplies or simply to get the Hauklanders off their back. Nova Griffonians, griffons of all stripes, Vedinians, Equestrians, pirates or even Communists from Stalliongrad, Meyer welcomes them all as long as they pay up. Many do. As it turns out, many ships don't think twice faced with pirates with air support. And all this trickles back down the pockets of Meyer's clique.
The Old Guard icon
The Old Guard
  • Ace Generation Chance: +15.00%  
  • Air Attack: +5%
Haukland has been restored to independence by flying aces and they have left their mark on the tiny state. So much so that it has become known as an airforce with a state. With this comes a mastery of air warfare and a force to be reckoned with. However, it is also an aging force, one that has more and more trouble maintaining its superiority in a field which saw several decades of technological and doctrinal progress.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Hermann Meyer
Despotism.png
Despotism
Non-Aligned

Meyer's Gruppe
Eccentric
  • Political Power Gain: −5%
  • Division Defense: +5%
  • Encryption: +10%
  • AI Modifier: Focus on Offense: +25%
Born: 5th of October 953 in Crona

Biography: Born out of wedlock in Crona in 953 from a minor noble and a peasant, Hermann Kissenberg-Bothkamp lived a strange childhood. His father was an imperial diplomat but devoid of fortune due to gambling. He still enjoyed a life of luxury, being hosted at a mansion outside Griffenheim by a noblegriff who had an affair with his mother. This situation gave him little stability or happiness but he did get to travel with his father and to attend a prestigious military cadet schools. As a young cadet, he had little interest in the knightly ways but there was one invention that captured his mind: the airplane. Sadly, joining the Imperial Air Academy was seen as a too lowly position for him. It was during that time that his family was expelled from the mansion of his youth years and that his father, now a drunk, began to lose favor at court. In a strange twist of fate, this left him free to follow his dream. After bidding farewell to his mother, Hermann signed on for the Academy with his mother's surname: Meyer.

Hermann proved to be a naturally gifted and popular pilot, graduating top of his class in 974. He spent the following years writing extensively about aerial tactics much to the annoyance of the inept nobles in charge of the Academy who saw him as nothing more than an upstart fool. They regularly sent him away on useless missions. It was not all bad as a trip to Vedina in 977 lead him to meet the love of his life: Stella who he married within a year.

After the Griffonian Revolution in 978, he was put in charge of the new republican air force despite caring little for Kemerskai's dreams. When the Republic fell, he hopped in his plane with his comrades and they flew away to Haukland. While he found great success in reanimating the old Hauklandish traditions of raids and piracy, he also found tragedy as Stella died of pneumonia in Vedina in 980.

Now, Meyer has made a name of himself as the Graf of Haukland and no more a simple flying ace or a traitor to both the Revolution and the Empire. But it is not enough for him. He desires more, much more.

Portrait By: Scroup

Social Banditry.png
Social Banditry
Harmony

Demokratische Berater
Anarcho-Communism.png
Anarcho-Communism
Communism

Sozialistische Berater
Kleptocracy.png
Kleptocracy
Supremacy

Faschistische Berater
Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
King Hermann the Conqueror
King Hermann the Conqueror
Despotism.png
Despotism
Non-Aligned

Meyer's Gruppe
None
Born: 5th of October 953 in Crona

Biography: Born from a minor noble and a peasant, Hermann Kissenberg-Bothkamp lived a strange life. Ill-born into nobility and badly educated by an ill-adequate father, he struck out on his own, taking the name of his mother and joined the Imperial Air Academy. His superiors didn't recognize his talent however and it was only in 978 that he was recognized as great, being given the role of leading the Republican Air Force. However, when the counter-revolution happened, he once again struck out on his own with his comrades and fled to Haukland. There, he became the Graf of Haukland and the scourge of the sea. But that wasn't enough. In 1007, he began to reorganize Haukland to make it fit for a great war. Now, his achievement is over. He is Herman Meyer, First of his name, king of Vedina and lord of dragons. A legend, albeit an old and heirless one. But who cares about what happens ever after?

Portrait By: Scroup



Parties

Political parties
Name Ideology Leader Popularity
Meyer's Gruppe Despotism.png Despotism
Non-Aligned
Hermann Meyer 49%
Demokratische Berater Social Banditry.png Social Banditry
Harmony
Hermann Meyer 13%
Sozialistische Berater Anarcho-Communism.png Anarcho-Communism
Communism
Hermann Meyer 17%
Faschistische Berater Kleptocracy.png Kleptocracy
Supremacy
Hermann Meyer 21%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Eric Neumark
Eric Neumark
Silent Workbird
None
  • Political Power Gain: +15%
Political Power 150
Margaret Dornhainin
Margaret Dornhainin
Backroom Backstabber
None
  • Subversive activities cost: −25%
  • Ideology drift defense: +25%
Political Power 150
Alleke Graven
Alleke Graven
Smooth-Talking Charmer
None
  • Trade deal opinion factor: +10%
  • Improve relations maintain cost: −50%
Political Power 150
Griseke Ruh
Griseke Ruh
Fortification Engineer
None
  • Land Fort construction speed: +20%
  • Coastal Fort construction speed: +20%
  • Anti Air construction speed: +20%
Political Power 150
Johan Schnitzer
Johan Schnitzer
Quartermaster General
None
  • Air Base construction speed: +15%
  • Naval base construction speed: +15%
  • Rocket Site construction speed: +15%
  • Radar Station construction speed: +15%
  • Nuclear Reactor construction speed: +15%
Political Power 150
Jochim Selvingers
Jochim Selvingers
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Bartholt Rússel
Bartholt Rússel
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Hiltegundis von Neckerburg
Hiltegundis von Neckerburg
Popular Figurehead
None
  • Stability: +15%
Political Power 150
Reichart Schnider
Reichart Schnider
Propaganda Master
None
  • War Support: +10%
Political Power 150
Otto Wirtz
Otto Wirtz
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
Armor Company
Armor Company
Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Reliability: +5%
  • Armored Car:
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Naval Company
Naval Company
Ship Designer
None
  • Naval Research Speed: +15%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Light Air Company
Light Air Company
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
Medium Air Company
Medium Air Company
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
Heavy Air Company
Heavy Air Company
Heavy Aircraft Designer
None
  • Air Research Speed: +15%
  • Large Airframe:
    • Strat. Bombing: +10%
  • Transport Plane:
    • Range: +10%
Political Power 150
Naval Air Company
Naval Air Company
Naval Aircraft Designer
None
  • Air Research Speed: +15%
  • Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter Airframe:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS Airframe:
    • Range: +10%
    • Naval Attack: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Small Arms Company
Small Arms Company
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Artillery Company
Artillery Company
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Motorization Company
Motorization Company
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Haukland Fischkonservenfabrik
Haukland Fischkonservenfabrik
Industrial Concern
  • Owns state Haukland (659)
  • Has completed national focus Goal generic construct civ factory.png Haukland Fischkonservenfabrik
  • Industrial Research Speed: +15%
  • Improve relations opinion: +10%
  • Monthly Population: +5%
Political Power 150
Electronics Company
Electronics Company
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Jens Schnitzer
Jens Schnitzer
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Eleonora Kremers
Eleonora Kremers
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 100
Herbert Scheffler
Herbert Scheffler
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Clauwes Rischer
Clauwes Rischer
Infantry (Expert)
None
  • Army Experience Gain: +0.30
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100
Command power 20
Eckardt Schneiderman
Eckardt Schneiderman
Army Regrouping (Genius)
None
  • Army Experience Gain: +0.40
  • Division Recovery Rate: +12%
Political Power 200
Command power 10
Joest Staÿmer
Joest Staÿmer
Army Logistics (Specialist)
None
  • Division Attrition: −4%
  • Army Experience Gain: +0.20
Political Power 50
Command power 30
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Burchard von Zeppffenhain
Burchard von Zeppffenhain
Naval Aviation (Genius)
None
  • Naval Experience Gain: +0.40
  • Naval Air Attacks from Carriers: +10%
  • Naval Air Targeting from Carriers: +12%
  • Naval Air Agility from Carriers: +15%
Political Power 200
Command power 10
Martin Buchheim
Martin Buchheim
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
Anita Bartels
Anita Bartels
Commerce Raiding (Genius)
None
  • Naval Experience Gain: +0.40
  • Convoy Raiding Efficiency: +20%
Political Power 200
Command power 10
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Brandt Gútschen
Brandt Gútschen
Ground Support (Expert)
None
  • Air Experience Gain: +0.30
  • Air Superiority: +10%
Political Power 100
Command power 20
Dirik von Bern
Dirik von Bern
All-Weather (Specialist)
None
  • Air Experience Gain: +0.20
  • Bad Weather Penalty: −10%
Political Power 50
Command power 30
Jonatha Zorrers
Jonatha Zorrers
Naval Strike (Specialist)
None
  • Naval Bombing: +2%
  • Naval Targeting: +2%
  • Naval Agility: +2%
  • Air Experience Gain: +0.20
Political Power 50
Command power 30
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Brünhild Obst
Brünhild Obst
Army Regrouping (Expert)
None
  • Division Recovery Rate: +8%
Political Power 100
Command power 20
Yannick Lohmiller
Yannick Lohmiller
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Command power 20
Florian Wendlinger
Florian Wendlinger
Anti-Submarine (Expert)
None
  • Submarine Detection: +15%
Political Power 100
Command power 20
Erhard Guttmacher
Erhard Guttmacher
Naval Air Defense (Specialist)
None
  • Naval AA attack: +8%
Political Power 50
Command power 30
Reinhold Geller
Reinhold Geller
Fleet Logistics (Expert)
None
  • Naval max range factor: +10%
Political Power 100
Command power 20
Maria Rödl
Maria Rödl
Air Superiority (Genius)
None
  • Air superiority attack: +5%
  • Air superiority defense: +5%
  • Air superiority agility: +5%
Political Power 200
Command power 10
Tom Strecker
Tom Strecker
All-Weather (Specialist)
None
  • Bad Weather Penalty: −10%
Political Power 50
Command power 30
Jürgen Blumenfeld
Jürgen Blumenfeld
Naval Strike (Expert)
None
  • Naval Bombing: +3%
  • Naval Targeting: +3%
  • Naval Agility: +3%
Political Power 100
Command power 20
Henny Schulz
Henny Schulz
Bomber Interception (Expert)
None
  • Naval Bombing: +3%
  • Naval Targeting: +3%
  • Naval Agility: +3%
Political Power 100
Command power 20

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Hermann Meyer
Field Marshal
Hermann Meyer
Hermann Meyer (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 air controller.png Air Force Commander
Either a former pilot or an air force officer relegated to army command, this general uses their experience to better coordinate joint air and land operations.
  • Air Superiority: +5%
  • Ground support: +3%
Trait war hero.png War Hero
Hailed as a hero from their actions in war.
  • Promotion Cost: −50%
  • Army reassignment duration: +50%
See description:
Born: 5th of October 953 in Crona

Biography: Born out of wedlock in Crona in 953 from a minor noble and a peasant, Hermann Kissenberg-Bothkamp lived a strange childhood. His father was an imperial diplomat but devoid of fortune due to gambling. He still enjoyed a life of luxury, being hosted at a mansion outside Griffenheim by a noblegriff who had an affair with his mother. This situation gave him little stability or happiness but he did get to travel with his father and to attend a prestigious military cadet schools. As a young cadet, he had little interest in the knightly ways but there was one invention that captured his mind: the airplane. Sadly, joining the Imperial Air Academy was seen as a too lowly position for him. It was during that time that his family was expelled from the mansion of his youth years and that his father, now a drunk, began to lose favor at court. In a strange twist of fate, this left him free to follow his dream. After bidding farewell to his mother, Hermann signed on for the Academy with his mother's surname: Meyer.

Hermann proved to be a naturally gifted and popular pilot, graduating top of his class in 974. He spent the following years writing extensively about aerial tactics much to the annoyance of the inept nobles in charge of the Academy who saw him as nothing more than an upstart fool. They regularly sent him away on useless missions. It was not all bad as a trip to Vedina in 977 lead him to meet the love of his life: Stella who he married within a year.

After the Griffonian Revolution in 978, he was put in charge of the new republican air force despite caring little for Kemerskai's dreams. When the Republic fell, he hopped in his plane with his comrades and they flew away to Haukland. While he found great success in reanimating the old Hauklandish traditions of raids and piracy, he also found tragedy as Stella died of pneumonia in Vedina in 980.

Now, Meyer has made a name of himself as the Graf of Haukland and no more a simple flying ace or a traitor to both the Revolution and the Empire. But it is not enough for him. He desires more, much more.

Portrait By: Scroup
Level 3
Attack.pngAttack: 4
Defense.pngDefense: 1
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Griffon.png
Griffon

Flags

Flags
Flag Information
Haukland.png
Haukland

Despotism.png
Haukland Republic.png
Haukland Republic

Social Banditry.png
Haukland People's Republic.png
Haukland People's Republic

Anarcho-Communism.png
Haukland State.png
Haukland State

Kleptocracy.png
Griffonian Republic.png
Griffonian Republic

Flag of Griffonian Republic Republican remnants have couped Meyer

Despotism.png
Haukland Protectorate.png
Haukland Protectorate

Flag of Changeling Lands Changeling puppet

Kleptocracy.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%
Newly Industrialized Society Newly Industrialized Society
  • Resource Gain Efficiency: -10.00%
  • Construction Speed: -10.00%
  • Research Speed: -10.00%
  • Factory Output: -10.00%
  • Dockyard Output: -10.00%
Modest Illiteracy Modest Illiteracy
  • Construction Speed: -10.00%
  • Research Speed: -30.00%
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
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
5 (-3) 0 0 0 4 (-2) 0 0
Numbers in red indicate how many resources are reserved for export due to trade laws.