Hippogriff decisions

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Spoilers below, we recommend these are best experienced in game before reading
Spoilers below, we recommend these are best experienced in game before reading

Decision category generic economy.png Economic Policy

id

Decision generic construction.pngBuild up Warzenan Industry


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus Zebra economy.png “North Zebrican Development Commission”
Prerequisites

Cost

50


Effects for duration of 180 days
  • Civilian Factory Use: +5
Effects after 180 days
  • Flag of Kingdom of Warzena Kingdom of Warzena:
    • Scripted Effect: two_random_industrial_complex=yes
  • The North Zebrican Development Commission has built factories in Warzena (?)


id

Decision generic construction.pngBuild Up Zumidian Industry


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus Zebra economy.png “North Zebrican Development Commission”
Prerequisites

Cost

50


Effects for duration of 180 days
  • Civilian Factory Use: +5
Effects after 180 days
  • Flag of Kingdom of Zumidia Kingdom of Zumidia:
    • Scripted Effect: two_random_industrial_complex=yes
  • The North Zebrican Development Commission has built factories in Zumidia (?)


id

Decision generic decision.pngRestart the Travel Industry


With the end of wars plaguing our nation, we can now provide incentives and assistance to the the Travel Industry to once again attract large swathes of tourists across the world!


 
Visible when
  • Has completed national focus Goal endless money.png “Come On Down To Hippogriffia!”
  • None of:
    • Has the National Spirit HIP beach ball.png “Hippogriffian Tourism Industry”
  • Is at peace
Prerequisites
  • None of:
    • Has the National Spirit HIP beach ball.png “Hippogriffian Tourism Industry”
    • Chiropterran Puppet (?)
    • The country is in chaos. (?)
  • Is at peace

Cancelled when
  • Is at war

Cost

75


Effects for duration of 150 days
  • Daily Political Power Gain: −0.1
Effects after 150 days
  • Gets the National Spirit HIP beach ball.png “Hippogriffian Tourism Industry”
Hippogriffian Tourism Industry icon
Hippogriffian Tourism Industry
  • Consumer Goods Factories: −2.5%


id

Decision generic factory.pngRestore War Measures: Phase 2


 
Visible when
  • Country flag HIP_can_remobilise is set
  • At least one of the following is true:
    • Has completed national focus Focus generic tank production.png “The Economics Of War”
    • Country flag HIP_total_war_flag is set
  • Is an independent nation
Prerequisites
  • Is at war
  • At least one of the following is true:
    • Has more than 5% surrender progress
    • [SCOPE]Any allied country:
      • Is a Major country
      • Has more than 25% surrender progress
  • We have completed the first stage of war remobilisation. (?)

Cancelled when
  • Is at peace

Cost

50


Effects after 30 days
  • If:
    • Limited to:
      • Country flag HIP_total_war_flag is set
    • Gets the National Spirit HIP AF totalwar.png “Total War”
Total War icon
Total War
  • Consumer Goods Factories: −5%
  • Division training time: −10%
  • Factory Output: +10%
  • Dockyard Output: +10%
  • Recruitable Population: 1.5%
  • Minimum training level: −5%
  • Weekly Stability: −0.3%
  • Weekly War Support: −0.3%
  • Recruitable Seapony Population: +1.5%
  • Military Factory construction speed: +10%
Every facet of life is being geared towards winning the war. Every good is rationed, every frivolity cut, every scrap of material used, every minute of labour time devoted to supplying the war effort. The nation is being run to exhaustion, and if final victory is not achieved soon, it will run itself into the ground.
  • If:
    • Limited to:
      • Has completed national focus Focus generic tank production.png “The Economics Of War”
    • Modify the National Spirit Generic production bonus.png “Industrial Mobilisation”
Industrial Mobilisation icon
Industrial Mobilisation
  • Efficiency texticon.png Production Efficiency Growth: +10%
  • Daily Political Power Gain: −0.1
  • Resource Gain Efficiency: +15%
  • Consumer Goods Factories: −2.5%
  • Production Efficiency Retention: +10%
  • Construction Speed: +10%
  • Civilian to Military Factory conversion cost: −30%
  • Stability: −5%
  • Civilian Factory construction speed: −15%


id

Decision generic factory.pngRestore War Measures


 
Visible when
  • Country flag HIP_can_remobilise is set
  • Is an independent nation
  • None of:
    • At least one of the following is true:
      • Has the National Spirit Generic production bonus.png “Industrial Mobilisation”
      • Has the National Spirit Generic production bonus.png “Industrial Mobilisation”
      • Has the National Spirit Generic production bonus.png “Industrial Mobilisation”
Prerequisites
  • Is at war

Cancelled when
  • Is at peace

Cost

50


Effects after 30 days
  • Clear country flag HIP_can_remobilise
  • If:
    • Limited to:
      • At least one of the following is true:
        • Country flag HIP_total_war_flag is set
        • Has completed national focus Focus generic tank production.png “The Economics Of War”
    • We have completed the first stage of war remobilisation. (?)
  • If:
    • Limited to:
      • Has completed national focus Goal generic consumer goods.png “Raise War Taxes”
    • Modify the National Spirit Generic production bonus.png “Industrial Mobilisation”
Industrial Mobilisation icon
Industrial Mobilisation
  • Efficiency texticon.png Production Efficiency Growth: +5%
  • Resource Gain Efficiency: +15%
  • Consumer Goods Factories: −2.5%
  • Civilian to Military Factory conversion cost: −25%
  • Else, if:
    • Limited to:
      • Has completed national focus Goal industrial pony.png “Victory Plan”
    • Modify the National Spirit Generic production bonus.png “Industrial Mobilisation”
Industrial Mobilisation icon
Industrial Mobilisation
  • Efficiency texticon.png Production Efficiency Growth: +5%
  • Resource Gain Efficiency: +15%
  • Civilian to Military Factory conversion cost: −25%
  • If:
    • Limited to:
      • Has completed national focus Focus mex privatisation.png “Harmony Bonds”
    • Gets the National Spirit Generic goods red bonus.png “Harmony Bonds”
Harmony Bonds icon
Harmony Bonds
  • Daily Political Power Gain: −0.1
  • Consumer Goods Factories: −2.5%
  • If:
    • Limited to:
      • All of the following must be true:
        • Country flag HIP_wood_high_interest_bonds_flag is set
        • Country flag HIP_sacrifice_for_victory_flag is set
        • None of:
          • Queen Novo has dismissed the government. (?)
    • Gets the National Spirit HIP AF warbond.png “Rationing and Bonds”
Rationing and Bonds icon
Rationing and Bonds
  • Daily Political Power Gain: −0.3
  • Resource Gain Efficiency: +15%
  • Consumer Goods Factories: −5%
  • Factory Output: +20%
  • Dockyard Output: +20%
  • Else, if:
    • Limited to:
      • All of the following must be true:
        • Country flag HIP_wood_high_interest_bonds_flag is set
        • Country flag HIP_arisfirst_war_bonds_flag is set
        • None of:
          • Queen Novo has dismissed the government. (?)
    • Gets the National Spirit HIP AF warbond.png “High-interest Victory Bonds”
High-interest Victory Bonds icon
High-interest Victory Bonds
  • Daily Political Power Gain: −0.25
  • Consumer Goods Factories: −5%
  • Factory Output: +15%
  • Dockyard Output: +15%
  • Military Factory construction speed: +10%
  • Else, if:
    • Limited to:
      • All of the following must be true:
        • Country flag HIP_arisfirst_war_bonds_flag is set
        • None of:
          • Queen Novo has dismissed the government. (?)
    • Gets the National Spirit HIP AF warbond.png “Victory Bonds”
Victory Bonds icon
Victory Bonds
  • Daily Political Power Gain: −0.2
  • Consumer Goods Factories: −5%
  • Factory Output: +10%
  • Dockyard Output: +10%
  • Else, if:
    • Limited to:
      • All of the following must be true:
        • Country flag HIP_sacrifice_for_victory_flag is set
        • None of:
          • Queen Novo has dismissed the government. (?)
    • Gets the National Spirit HIP AF seize.png “Strict Rationing”
Strict Rationing icon
Strict Rationing
  • Daily Political Power Gain: −0.1
  • Resource Gain Efficiency: +15%
  • Factory Output: +10%
  • Dockyard Output: +10%


id

Decision SOV academy of sciences.pngHigh-tech exports


 
Visible when
  • Has completed national focus High Tech Sector.png “The High-Tech Industry”
  • None of:
    • Has the National Spirit HIP Leading High Tech Sector.png “Cutting-edge tech exports”
Prerequisites
  • If:
    • Limited to:
      • After June 1 of 1026
    • Has Early Transistor Computers technology researched
    • Has Industrial Robots technology researched
  • Else, if:
    • Limited to:
      • After June 1 of 1022
    • Has Magical Electron Tubes technology researched
    • Has Lean Production technology researched
  • Else, if:
    • Limited to:
      • After June 1 of 1018
    • Has Early Random-Access Memory technology researched
    • Has Continuous Production technology researched
  • Else, if:
    • Limited to:
      • After June 1 of 1015
    • Has Room-Sized Digital Computers technology researched
    • At least one of the following is true:
      • Has Additional Worker Training technology researched
      • Has Streamlined Assembly Lines technology researched
  • Else, if:
    • Limited to:
      • After June 1 of 1013
    • Has Electronic Digital Computers technology researched
    • Has Powered Assembly Lines technology researched
  • Else:
    • Has Improved Computing Machine technology researched
    • Has Proliferation of Servomechanisms technology researched
  • None of:
    • Has the Trade Law Idea generic closed economy.png “Closed Economy”

Effects when selected
  • Gets the National Spirit HIP Leading High Tech Sector.png “Cutting-edge tech exports”
Cutting-edge tech exports icon
Cutting-edge tech exports
  • Consumer Goods Factories: −3%
  • Research Speed: +5%
  • Electronics Research Speed: +10%
  • Industrial Research Speed: +5%
Arisian circuit boards, vacuum tubes, computers, and servomechanisms are admired the world over, and we turn a tidy profit off them.
This national spirit will be removed if we fall behind the technology curve

Decision category generic political actions.png Foreign Policy

id

Decision generic decision.pngHIP_ai_send_arty_to_EQS


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is AI-controlled
  • Flag of Equestria Equestria:
    • Current ruling party is Harmony Harmonic
    • None of:
      • Has the National Spirit EQS civil war.png “War of the Two Sisters”
    • [SCOPE]Any enemy country:
      • Is a Major country
  • None of:
    • Has the National Spirit EQS civil war.png “War of the Two Sisters”
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Goal arms dealing.png “Lend-Lease”
  • More than 399 of type Towed Artillery stored in stockpile
  • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=no

Cooldown

90 days


Effects when selected
  • Send 200 Towed Artillery to Flag of Equestria Equestria prioritising older equipment
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_has_sent_gear is set
    • Flag of Equestria Equestria:
      • Trigger country event “[HIP.GetNameDef] sends us equipment!”


id

Decision generic decision.pngHIP_ai_send_guns_to_EQS


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is AI-controlled
  • Flag of Equestria Equestria:
    • Current ruling party is Harmony Harmonic
    • None of:
      • Has the National Spirit EQS civil war.png “War of the Two Sisters”
    • [SCOPE]Any enemy country:
      • Is a Major country
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Goal arms dealing.png “Lend-Lease”
  • More than 1 999 of type Infantry Equipment stored in stockpile
  • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=no

Cooldown

30 days


Effects when selected
  • Send 750 Infantry Equipment to Flag of Equestria Equestria prioritising older equipment
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_has_sent_gear is set
    • Flag of Equestria Equestria:
      • Trigger country event “[HIP.GetNameDef] sends us equipment!”


id

Decision generic decision.pngHIP_ai_send_support_to_EQS


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is AI-controlled
  • Flag of Equestria Equestria:
    • Current ruling party is Harmony Harmonic
    • None of:
      • Has the National Spirit EQS civil war.png “War of the Two Sisters”
    • [SCOPE]Any enemy country:
      • Is a Major country
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Goal arms dealing.png “Lend-Lease”
  • More than 999 of type Support Equipment stored in stockpile
  • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=no

Cooldown

90 days


Effects when selected
  • Send 500 Support Equipment to Flag of Equestria Equestria prioritising older equipment
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_has_sent_gear is set
    • Flag of Equestria Equestria:
      • Trigger country event “[HIP.GetNameDef] sends us equipment!”


id

Decision generic decision.pngHIP_ai_send_tanks_to_EQS


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is AI-controlled
  • Flag of Equestria Equestria:
    • [SCOPE]Any enemy country:
      • Is a Major country
    • Current ruling party is Harmony Harmonic
    • None of:
      • Has the National Spirit EQS civil war.png “War of the Two Sisters”
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Goal arms dealing.png “Lend-Lease”
  • More than 299 of type Light Tank stored in stockpile
  • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=no

Cooldown

180 days


Effects when selected
  • Send 200 Light Tank to Flag of Equestria Equestria prioritising older equipment
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_has_sent_gear is set
    • Flag of Equestria Equestria:
      • Trigger country event “[HIP.GetNameDef] sends us equipment!”


id

Decision generic decision.pngHIP_ai_send_trucks_to_EQS


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is AI-controlled
  • Flag of Equestria Equestria:
    • Current ruling party is Harmony Harmonic
    • None of:
      • Has the National Spirit EQS civil war.png “War of the Two Sisters”
    • [SCOPE]Any enemy country:
      • Is a Major country
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Goal arms dealing.png “Lend-Lease”
  • More than 199 of type Truck stored in stockpile
  • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=no

Cooldown

30 days


Effects when selected
  • Send 100 Truck to Flag of Equestria Equestria prioritising older equipment
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_has_sent_gear is set
    • Flag of Equestria Equestria:
      • Trigger country event “[HIP.GetNameDef] sends us equipment!”


id

Decision generic decision.pngJoin the Great War


With no major threats at home in North Zebrica and our population finally ready to shoulder the burdens of war, it is time to repay our Equestrian friends for helping us defeat the Storm King. To arms, Hippogriffs! To arms, Seaponies! We set sail for Equestria!


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Slumber.png “Stirring From Slumber”
  • Flag of Equestria Equestria:
    • Is at war with Flag of Changeling Lands Changeling Lands
    • None of:
      • Fighting war on same side as our country
    • Current ruling party is Harmony Harmonic
  • None of:
    • Hippogriffia has been defeated (?)
    • We have emerged victorious from the North Zebrican War! (?)
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • After June 1 of 1013
  • Has completed national focus HIP gawake.png “The Mountain Awakes”
  • None of:
    • Scripted Trigger: any_of_potential_and_current_enemies_justifying_or_has_wargoal_on_THIS=yes
  • Flag of Chiropterra Chiropterra:
    • At least one of the following is true:
      • Does not exist
      • Is a subject nation
      • The Chiropterran Republic Has Been Established (?)
  • Flag of Equestria Equestria:

Cancelled when Effects when cancelled

Cost

50


Effects when selected
  • [SCOPE]Every other country:
    • Limited to:
    • Trigger country event “[HIP.GetNameDef] is Preparing to Intervene!”
  • Hidden effect:
Effects for duration of 30 days
  • Daily Political Power Cost: +1
Effects after 30 days


id

Decision generic decision.pngEstablish new government in Wingbardy


Wingbardy is defeated, and we must establish a new government there, so that the Wingbardians will no longer be a threat to us.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • We have emerged victorious from the North Zebrican War! (?)
Prerequisites
  • We have emerged victorious from the North Zebrican War! (?)
  • At least one of the following is true:

Effects when selected
  • If:
    • Limited to:
      • Has leader “Crack Lightning”
    • Trigger country event “Meet the New Boss”
  • Else, if:
    • Limited to:
      • Has leader “Raft Wood”
      • Raft Wood:
        • None of:
          • are currently a duumvirate. (?)
    • Trigger country event “Wingbardy Defeated”
  • Else, if:
    • Limited to:
      • Has leader “Posada”
    • Trigger country event “Victory Over Wingbardy”
  • Else, if:
    • Limited to:
      • Current ruling party is Harmony Harmonic
    • Trigger country event “The Liberation of Wingbardy”
  • Else:
    • Custom effect tooltip: We must stabilize our government before we can choose a new power in Wingbardy.


id

Decision generic decision.pngSend the Elements


Princess Skystar and the hippogriffs need our help immediately against the siren menace, and we must do all that we can to aid them. The Elements of Harmony and their bearers, despite their importance here are the best weapons we have against such threats, and they already made a personal friendship with the Princess from their last adventure to Zebrica. And, if the need ever truly arises, we can always call them back.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Equestria Equestria
  • Country flag HIP_EQS_elements_available is set
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic

Cost

50


Effects when selected
  • Custom effect tooltip: The Element Bearers will be unavailable as advisors until we either go to war, Skystar's resistance is victorious or is defeated.
  • We have sent the Element Bearers to Hippogriffia. (?)
  • Flag of Hippogriffia Hippogriffia:
    • Trigger country event “Old Friends” in 6 days


id

Decision generic decision.pngStrike Chiropterra


The Chiropterrans have revealed themselves by intervening in the Equestrian Civil War. We must strike down these fanatics while they lick their wounds, lest they come for us next.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Current ruling party is Harmony Harmonic
  • At least one of the following is true:
    • Equestrian Civil War has started (?)
    • Equestrian Civil War has ended. (?)
  • [SCOPE]FROM
Prerequisites
  • Is at peace
  • Current ruling party is Harmony Harmonic
  • Has completed national focus Slumber.png “Stirring From Slumber”
  • Has completed national focus HIP gawake.png “The Mountain Awakes”
  • Flag of Lunar Empire Lunar Empire:
    • At least one of the following is true:
      • Does not exist
      • Has more than 60% surrender progress

Cancelled when
  • At least one of the following is true:
    • Is a subject nation
    • Flag of Chiropterra Chiropterra:
      • At least one of the following is true:
        • Does not exist
        • Is a subject nation
        • Is at war with our country

Cost

25

Targets for decision

Flag of Chiropterra Chiropterra


Effects when selected
  • Adds AI strategy
  • Flag of Chiropterra Chiropterra:
    • Trigger country event “Hippogriffs Preparing Preemptive Strike”
    • Adds AI strategy
Effects after 42 days
  • Declares a Annex war against Flag of Chiropterra Chiropterra
  • Flag of Chiropterra Chiropterra:
    • Adds AI strategy
  • Adds AI strategy
  • Hidden effect:
    • Flag of Chiropterra Chiropterra:
      • Trigger country event “bat.999” in 60 days

Decision category generic political actions.png Political Actions

id

Decision generic decision.pngAbandon North Zebrica


With the Zumidian mandate either sufficiently stable to withdraw from or somecreature else's problem, and our neighbours not looking particularly dangerous, Aris First can do what it has always promised to do: leave North Zebrica and never look back.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • At least one of the following is true:
    • Country flag HIP_gave_ZUM_willing is set
    • Country flag HIP_averted_nzw is set
  • Current ruling party is Neutrality Non-Aligned
  • None of:
    • “The Looming Crisis” mission is active
  • Is an independent nation
Prerequisites
  • Is at peace
  • After June 1 of 1013

Effects after 50 days
  • If:
  • We have emerged victorious from the North Zebrican War! (?)
  • We have avoided the North Zebrican War entirely. (?)
  • Refresh the focus tree restarting the checks in allow_branch
  • Complete national focus Everlasting Victory.png “An Everlasting Victory!”
  • Lose 20% War support War Support


id

Decision generic decision.pngWithdraw from Zumidia


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Everlasting Victory.png “An Everlasting Victory!”
  • Country flag HIP_raft_can_release_ZUM is set
  • [Scope]Ain Trotgourait (697):
Prerequisites
  • [Scope]Ain Trotgourait (697):
  • [Scope]Aurez Hills (698):
  • [Scope]Zirta (710):
  • [Scope]Annaza (711):
  • Is at peace

Effects when selected
  • Gain Political Power 25 Political Power
  • Trigger country event “Zumidian Independence” in 4 days


id

Decision generic decision.pngRevoke guarantee of Warzena


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • At least one of the following is true:
    • None of:
      • Has completed national focus Everlasting Victory.png “An Everlasting Victory!”
    • We have avoided the North Zebrican War entirely. (?)
  • None of:
    • [SCOPE]Any scope in the array ZUM.core_states:
      • Scripted Trigger: is_owned_by_ROOT_or_ally=yes
    • [SCOPE]Any scope in the array WAR.core_states:
      • Scripted Trigger: is_owned_by_ROOT_or_ally=yes
Prerequisites

Effects when selected


id

Decision generic decision.pngForm the North Zebrican Coalition


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Is at war
  • None of:
    • The cult has taken over (?)
Prerequisites

Effects when selected


id

Decision generic merge plant tank.pngInitiate Kar-Alpaka Military Operation


 
Visible when
  • Has completed national focus Goal HIP pcolt.png “Free The Slaves”
  • None of:
    • Owns state Kar-Alpaka (1092)
  • [Scope]Kar-Alpaka (1092):
    • [SCOPE]State owner:
      • Scripted Trigger: can_have_border_war_with_ROOT=yes
Prerequisites
  • Has completed national focus Goal HIP pcolt.png “Free The Slaves”
  • Is at peace
  • Has full control of state Goatlestan (1094)
  • Has more than 0 divisions in state Goatlestan (1094)

Cost

30

Cooldown

90 days


Effects when selected
  • Start a border war between Goatlestan (1094) and Kar-Alpaka (1092)
    • For the attacker trigger “Victory in the Kar-Alpaka Operation” on win
    • For the defender trigger “We Held Them Off!” on win
    • For the attacker trigger “Failure in the Kar-Alpaka Operation” on loss
    • For the defender trigger “Kar-Alpaka Seized!” on loss
    • For the attacker trigger “Stalemate in the Kar-Alpaka Operation” on cancel
    • For the defender trigger “Stalemate in the Kar-Alpaka Operation” on cancel

Decision category generic prospect for resources.png Prospect for Resources

Our geologists have found a number of promising resource deposits within our territories. We can spend some capital to develop these fields. Advances in extraction technology might make more deposits viable for exploitation.

id

Decision chromium.pngDeep Sea Chromium Deposits


Chromium is the one major strategic resource it has thus far been impractical to source domestically. In order to complete Arisian autarky, we must develop the hard-to-reach deposits in the seas around the outer islands. This will mean constructing whole mining towns on these remote locales.


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Autarky Perfected.png “Autarky Perfected”
  • None of:
    • We have found all 3 undersea Chromium deposits. (?)
Prerequisites
  • Has completed national focus Autarky Perfected.png “Autarky Perfected”
  • None of:
    • We have found all 3 undersea Chromium deposits. (?)
  • Has more than 8 Civilian factory Civilian factory that can be used for projects
  • If:
    • Limited to:
      • Country flag HIP_chromium_2 is set
    • Has Early Open-Pit Mining Operations technology researched
  • Else, if:
    • Limited to:
      • Country flag HIP_chromium_1 is set
    • Has Standardised Mechanisation technology researched
  • Else:
    • Has Hydraulic Drills technology researched

Cost

50


Effects when selected
  • If:
    • Limited to:
      • Value of variable HIP_deep_sea_chromium_duration is less than 60
    • Set variable HIP_deep_sea_chromium_duration to 60
Effects while active
  • Civilian Factory Use: +9
Effects after {{{days_remove}}}
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_chromium_1 is set
    • [Scope]Feathered Isles (687):
      • Add production of 9 Chromium Chromium
    • Set country flag HIP_chromium_1
    • Increase variable HIP_deep_sea_chromium_duration by 40
  • Else, if:
    • Limited to:
      • None of:
        • Country flag HIP_chromium_2 is set
    • [Scope]Talonzarote (694):
      • Add production of 5 Chromium Chromium
      • Gain Ponypower 16 000 Ponypower
    • [Scope]North Aris (686):
      • Lose Ponypower 16 000 Ponypower
    • Set country flag HIP_chromium_2
    • Increase variable HIP_deep_sea_chromium_duration by 40
  • Else:
    • [Scope]Trots and Canters Islands (1199):
      • Add production of 18 Chromium Chromium
      • Gain Ponypower 30 400 Ponypower
    • [Scope]Westshore (1202):
      • Lose Ponypower 30 400 Ponypower
    • We have found all 3 undersea Chromium deposits. (?)


id

Decision oil.pngDeep Sea Oil Extraction


We have access to the vast oil deposits under the sea thanks to Seaquestria. This oil comes to the surface via the refinery at Canterford. With investment, we can expand our deep sea oil drilling efforts.


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Value of variable HIP_deep_sea_oil is less than 4
  • None of:
    • The cult has taken over (?)
Prerequisites
  • At least one of the following is true:
    • Has completed national focus HIP shell.png “Shell Oil Company”
    • Has completed national focus Productionpos.png “Worker-Owned Means Of Production”
  • Has more than 5 Civilian factory Civilian factory that can be used for projects
  • Owns state East Aris (685)
  • Controls state East Aris (685)
  • Custom trigger tooltip:
    • Tooltip: We can only develop deep sea oil up to 4 times
    • Yes Always

Cost

25


Effects when selected
  • If:
    • Limited to:
      • Value of variable HIP_deep_sea_oil_extraction_duration is less than 30
    • Set variable HIP_deep_sea_oil_extraction_duration to 30
Effects while active
  • Civilian Factory Use: +6
Effects after {{{days_remove}}}
  • Increase variable HIP_deep_sea_oil_extraction_duration by 30
  • Increase variable HIP_deep_sea_oil by 1
  • [Scope]East Aris (685):
    • Add production of 12 Oil Oil


id

Decision tungsten.pngAurez Hills Tungsten Mines


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP SIR ARI spoils of zumidia.png “The Spoils Of Zumidia”
  • Owns state Aurez Hills (698)
  • Controls state Aurez Hills (698)
  • [Scope]Aurez Hills (698):
    • None of:
      • State flag siren_aurez_hills_tungsten is set
Prerequisites
  • Has completed national focus HIP SIR ARI spoils of zumidia.png “The Spoils Of Zumidia”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 25
    • Value of variable HIP_siren_power is greater than 25
  • Owns state Aurez Hills (698)
  • Controls state Aurez Hills (698)

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -25
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 50 days
  • Daily Magic Drift: −1
Effects after 50 days
  • [Scope]Aurez Hills (698):
    • Set state flag siren_aurez_hills_tungsten
  • [Scope]Aurez Hills (698):
    • Add production of 22 Tungsten Tungsten


id

Decision oil.pngDeep Sea Oil Extraction


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • [Scope]East Aris (685):
    • None of:
      • State flag siren_deep_sea_oil is set
Prerequisites
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40
  • Owns state East Aris (685)
  • Controls state East Aris (685)

Cost

125


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 150 days
  • Daily Magic Drift: −3
Effects after 150 days
  • [Scope]East Aris (685):
    • Set state flag siren_deep_sea_oil
  • [Scope]East Aris (685):
    • Add production of 40 Oil Oil


id

Decision aluminium.pngDevelop Grand Alaudia Bauxite Mine


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Owns state Grand Alaudia (696)
  • Controls state Grand Alaudia (696)
  • [Scope]Grand Alaudia (696):
    • None of:
      • State flag siren_grand_alaudia_aluminium is set
Prerequisites
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40
  • Owns state Grand Alaudia (696)
  • Controls state Grand Alaudia (696)

Cost

100


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 120 days
  • Daily Magic Drift: −2
Effects after 120 days
  • [Scope]Grand Alaudia (696):
    • Set state flag siren_grand_alaudia_aluminium
  • [Scope]Grand Alaudia (696):
    • Add production of 20 Aluminum Aluminum


id

Crystals.pngExpand Aris Crystal Mines


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Owns state Mount Aris (1165)
  • Controls state Mount Aris (1165)
  • [Scope]Mount Aris (1165):
    • None of:
      • State flag siren_mount_aris_crystals is set
Prerequisites
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 30
    • Value of variable HIP_siren_power is greater than 30
  • Owns state Mount Aris (1165)
  • Controls state Mount Aris (1165)

Cost

75


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -30
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 90 days
  • Daily Magic Drift: −1
Effects after 90 days
  • [Scope]Mount Aris (1165):
    • Set state flag siren_mount_aris_crystals
  • [Scope]Mount Aris (1165):
    • Add production of 15 {{{caption}}} Crystals
  • Set country flag HIP_SIR_crystal_mines_expanded
  • If:
    • Limited to:
      • Country flag HIP_SIR_scientifids_integrated is set
    • Hidden effect:
      • Trigger country event “A Study of Scientifics”


id

Decision rubber.pngSoaring Woods Rubber Plantations


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Owns state Soaring Woods (683)
  • Controls state Soaring Woods (683)
  • [Scope]Soaring Woods (683):
    • None of:
      • State flag siren_soaring_woods_rubber is set
Prerequisites
  • Has completed national focus HIP SIR ARI what we have.png “Taking What We Have”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 30
    • Value of variable HIP_siren_power is greater than 30
  • Owns state Soaring Woods (683)
  • Controls state Soaring Woods (683)

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -30
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 75 days
  • Daily Magic Drift: −1
Effects after 75 days
  • [Scope]Soaring Woods (683):
    • Set state flag siren_soaring_woods_rubber
  • [Scope]Soaring Woods (683):
    • Add production of 16 Rubber Rubber

Decision category army reform.png Military Actions

id

Decision generic army support.pngDisband the Last Warband


The Last Warband has fulfilled their purpose, and have no place in our army going forward. Some will return to Zarantia, and others will be resettled.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • At least one of the following is true:
    • We have emerged victorious from the North Zebrican War! (?)
    • Hippogriffia has been defeated (?)
  • Country flag HIP_has_last_warband is set
Prerequisites
  • None

Effects when selected
  • Delete template “Last Warband” and delete all units created from this template
  • Clear country flag HIP_has_last_warband


id

Decision generic decision.pngResearch Grand Battleplan Doctrine


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Country flag HIP_can_learn_GBP is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Has not learned any other doctrine from the wargames.
    • Country flag HIP_can_learn_GBP is set
  • Hidden trigger:
    • Has more than 99 Army experience Army experience

Cost

Army experience 20x20.png 100


Effects when selected
  • Hidden effect:
    • Lose Army experience 100 Army Experience
  • Hidden effect:
    • Clear country flag HIP_can_learn_SFP
    • Clear country flag HIP_can_learn_MW
    • Clear country flag HIP_can_learn_MA
  • Gets the National Spirit Idea general staff.png “Essentials of Grand Battleplan”
Essentials of Grand Battleplan icon
Essentials of Grand Battleplan
  • Entrenchment speed: +25%
  • Max Entrenchment: +10
The Arisian general staff has incorporated the Grand Battleplan doctrine of their allies into their own strategies.
Effects for duration of 120 days
  • Division Organization: −10%
Effects after 120 days
  • Gets the National Spirit Idea general staff.png “Essentials of Grand Battleplan”
Essentials of Grand Battleplan icon
Essentials of Grand Battleplan
  • Entrenchment speed: +25%
  • Max Entrenchment: +10
The Arisian general staff has incorporated the Grand Battleplan doctrine of their allies into their own strategies.


id

Decision generic decision.pngResearch Mass Assault Doctrine


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Country flag HIP_can_learn_MA is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Has not learned any other doctrine from the wargames.
    • Country flag HIP_can_learn_MA is set
  • Hidden trigger:
    • Has more than 99 Army experience Army experience

Cost

Army experience 20x20.png 100


Effects when selected
  • Hidden effect:
    • Lose Army experience 100 Army Experience
  • Hidden effect:
    • Clear country flag HIP_can_learn_GBP
    • Clear country flag HIP_can_learn_MW
    • Clear country flag HIP_can_learn_SFP
Effects for duration of 120 days
  • Division Organization: −10%
Effects after 120 days
  • Gets the National Spirit Idea general staff.png “Essentials of Mass Assault”
Essentials of Mass Assault icon
Essentials of Mass Assault
  • Reinforce Rate: +2%
  • Minimum training level: −10%
The Arisian general staff has incorporated the Mass Assault doctrine of their allies into their own strategies.
  • Hidden effect:
    • Add technology: Relentless Assault Tactic
  • Custom effect tooltip: Unlocks tactic: Relentless Assault


id

Decision generic decision.pngResearch Mobile Warfare Doctrine


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Country flag HIP_can_learn_MW is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Has not learned any other doctrine from the wargames.
    • Country flag HIP_can_learn_MW is set
  • Hidden trigger:
    • Has more than 99 Army experience Army experience

Cost

Army experience 20x20.png 100


Effects when selected
  • Hidden effect:
    • Lose Army experience 100 Army Experience
  • Hidden effect:
    • Clear country flag HIP_can_learn_GBP
    • Clear country flag HIP_can_learn_SFP
    • Clear country flag HIP_can_learn_MA
Effects for duration of 120 days
  • Division Organization: −10%
Effects after 120 days
  • Gets the National Spirit Idea general staff.png “Essentials of Mobile Warfare”
Essentials of Mobile Warfare icon
Essentials of Mobile Warfare
  • Division Speed: +10%
  • Org Loss when Moving: −10%
  • Planning Speed: +50%
The Arisian general staff has incorporated the Mobile Warfare doctrine of their allies into their own strategies.
  • Hidden effect:
    • Add technology: Unexpected Thrust Tactic
  • Custom effect tooltip: Unlocks tactic: Unexpected Thrust


id

Decision generic decision.pngResearch Superior Firepower Doctrine


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Country flag HIP_can_learn_SFP is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Has not learned any other doctrine from the wargames.
    • Country flag HIP_can_learn_SFP is set
  • Hidden trigger:
    • Has more than 99 Army experience Army experience

Cost

Army experience 20x20.png 100


Effects when selected
  • Hidden effect:
    • Lose Army experience 100 Army Experience
  • Hidden effect:
    • Clear country flag HIP_can_learn_GBP
    • Clear country flag HIP_can_learn_MW
    • Clear country flag HIP_can_learn_MA
Effects for duration of 120 days
  • Division Organization: −10%
Effects after 120 days
  • Hidden effect:
    • Add technology: HIP_sfp_barrage
  • add_ideas = HIP_SPF_idea
  • Custom effect tooltip: Unlocks tactic: Suppressive Barrage


id

Decision generic air.pngPerfect the Bomber Offensive


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal bombs away.png “Transcontinental Air Warfare”
  • Hidden trigger:
    • Has more than 74 Air experience Air experience
    • Has more than 29 Political Power Political Power

Cost

Air experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Hidden effect:
    • Lose Air experience 75 Air Experience
    • Lose Political Power 30 Political Power
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Combined bomber offensive.png “Trans-Continental Air Warfare”
Trans-Continental Air Warfare icon
Trans-Continental Air Warfare
  • Large Airframe:
    • Range: +35%
    • Production cost.png Production Cost: −15%


id

Decision generic air.pngPerfect Cluster Munitions


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal MAF Napalm.png “Cluster Bombing”
  • Hidden trigger:
    • Has more than 74 Air experience Air experience
    • Has more than 29 Political Power Political Power

Cost

Air experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Hidden effect:
    • Lose Air experience 75 Air Experience
    • Lose Political Power 30 Political Power
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Strategic bombing focus.png “Advanced Cluster Bombs”
Advanced Cluster Bombs icon
Advanced Cluster Bombs
  • Close Air Support Airframe:
    • Ground Attack: +15%
  • Medium Airframe:
    • Ground Attack: +15%
  • Carrier CAS Airframe:
    • Ground Attack: +15%


id

Decision generic air.pngExpand the Young Flyers Programme


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal air armada.png “Young Fliers Program”
  • Hidden trigger:
    • Has more than 74 Air experience Air experience
    • Has more than 29 Political Power Political Power

Cost

Air experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Hidden effect:
    • Lose Air experience 75 Air Experience
    • Lose Political Power 30 Political Power
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Generic air bonus.png “The Young Fliers Program”
The Young Fliers Program icon
The Young Fliers Program
  • Ace generation chance: +40%
  • Air Wing Training Experience Gain: +20%
  • Air Wing Mission Experience Gain: +30%


id

Decision generic army support.pngFurther Integrate Griffonian Tactics


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal griffon special force.png “Invite Griffon Theorists”
  • Hidden trigger:
    • Has more than 74 Army experience Army experience
    • Has more than 29 Political Power Political Power

Cost

Army experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
  • Hidden effect:
    • Lose Army experience 75 Army Experience
    • Lose Political Power 30 Political Power
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Idea CZE planning bonus.png “Griffonian Advisors”
Griffonian Advisors icon
Griffonian Advisors
  • Max planning: +25%


id

Decision generic naval.pngPerfect Rapid Strike Tactics


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal generic wolf pack.png “Underwater Supremacy”
  • Hidden trigger:
    • Has more than 74 Navy experience Navy experience
    • Has more than 29 Political Power Political Power

Cost

Navy experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
  • Hidden effect:
    • Lose Navy experience 75 Navy Experience
    • Lose Political Power 30 Political Power
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Idea generic navy carrier bonus.png “Rapid Strike Tactics”
Rapid Strike Tactics icon
Rapid Strike Tactics
  • Sortie efficiency: +30%


id

Decision generic army support.pngExpand the Special Service Force


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Focus military derpy.png “Special Forces Concentration”
  • Hidden trigger:
    • Has more than 74 Army experience Army experience
    • Has more than 29 Political Power Political Power

Cost

Army experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
  • Hidden effect:
    • Lose Army experience 75 Army Experience
    • Lose Political Power 30 Political Power
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Idea eng special air service.png “Military Special Service Force”
Military Special Service Force icon
Military Special Service Force
  • Special Forces Division training time: −10%
  • Special Forces Capacity Multiplier: +10%


id

Decision generic army support.pngFurther Integrate Stormland Tactics


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Legacy of The King.png “Lessons From The Enemy”
  • Hidden trigger:
    • Has more than 74 Army experience Army experience
    • Has more than 29 Political Power Political Power

Cost

Army experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
  • Hidden effect:
    • Lose Army experience 75 Army Experience
    • Lose Political Power 30 Political Power
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Idea chi wargaming division.png “Storm King Military Theory”
Storm King Military Theory icon
Storm King Military Theory
  • Division Organization: +7.5%
  • Planning Speed: +30%


id

Decision generic naval.pngPerfect Underwater Supremacy


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Arisian Warfare Perfected.png “Arisian Warfare Perfected”
Prerequisites
  • Has completed national focus Goal generic wolf pack.png “Underwater Supremacy”
  • Hidden trigger:
    • Has more than 74 Navy experience Navy experience
    • Has more than 29 Political Power Political Power

Cost

Navy experience 20x20.png 75 Pol power 20x20.png 30


Effects when selected
  • Set country flag HIP_perfecting_warfare to 1 for 90 days
  • Hidden effect:
    • Lose Navy experience 75 Navy Experience
    • Lose Political Power 30 Political Power
Effects for duration of 90 days
  • Research Speed: −10%
Effects after 90 days
  • Modify the National Spirit Generic navy bonus.png “Underwater Supremacy”
Underwater Supremacy icon
Underwater Supremacy
  • Submarine:
    • Surface detection: +15%
    • Sub Visibility: −15%


id

Decision generic naval.pngDevelop Torpedo Cruisers


Our naval theorists have suggested a specialized type of light cruiser built entirely around torpedoes. With a bit of work, we could design this new craft.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • At least one of the following is true:
    • If:
      • Limited to:
        • DLC Man the Guns Man the Guns is enabled
      • Has improved_ship_hull_cruiser technology researched
      • Else:
        • At least one of the following is true:
          • Has improved_light_cruiser technology researched
          • Has improved_heavy_cruiser technology researched
    • Has completed national focus Goal battlefleet.png “Expand The Escort Fleet”
  • None of:
    • The cult has taken over (?)
Prerequisites
  • If:
    • Limited to:
      • DLC Man the Guns Man the Guns is enabled
    • Has improved_ship_hull_cruiser technology researched
    • Else:
      • At least one of the following is true:
        • Has improved_light_cruiser technology researched
        • Has improved_heavy_cruiser technology researched
  • At least one of the following is true:
    • Has completed national focus Navypos.png “Victory On The High Seas”
    • Has completed national focus Goal battlefleet.png “Expand The Escort Fleet”
  • Hidden trigger:
    • Has more than 150 Navy experience Navy experience
    • Has more than 29 Political Power Political Power

Cost

Navy experience 20x20.png 150 Pol power 20x20.png 30


Effects when selected
  • Hidden effect:
    • Lose Navy experience 150 Navy Experience
    • Lose Political Power 30 Political Power
Effects after 90 days
  • If:
    • Limited to:
      • None of:
        • DLC Man the Guns Man the Guns is enabled
    • Add technology: Torpedo Cruiser
  • Else:
    • Add technology: Torpedo Cruiser

Decision category generic.png Anti-Harmonic Activities Committee

The Anti-Harmonic Activities Committee has been established with two goals in mind: Ensure the continued unity of hippogriffs and seaponies, and prevent foreign ideas that could damage the fabric of society from crossing our borders.

The more powers given the more they can do to achieve that goal. However, if given too many powers the committee might become something more than intended.

Requirements for category to appear:

id

Handcuffs.pngAnti-Harmonic Terrorism Act


Anti-Harmonists have no limits in what they will do. They will attack innocents, and hide behind due process to prevent us from stopping them proactively. We will propose an act to Queen Novo which will rectify this weakness.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Foreign nationals are under the AHAC's jurisdiction (?)
  • None of:
    • Has completed national focus Goal griffon harmony.png “Harmony Above All”
  • None of:
    • Has completed national focus HIP arisfirst.png “Empower Aris First”

Cost

50


Effects when selected
  • Custom effect tooltip: Recruitable population factor: +5%

War Support: +5% Garrison Penetration Chance: -5% Daily Supremacy support: 0.02%

  • Hidden effect:
    • Trigger country event “The Anti Harmonic Terrorism Act”


id

Decision generic decision.pngBan Wingbardian Books


Fascism is every bit as dangerous as communism, and Wingbardy is the heart of this foul ideology. Banning all book imports from Wingbardy or originally written in Wingbardian will keep us safe from these ideologues.


 
This decision can be activated only once during a campaign.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites

Cost

25


Effects when selected
  • Trigger country event “The Wingbardian Book Ban”
  • Lose 10% Supremacy Supremacist party popularity
  • Gets the National Spirit Generic research reduction.png “Wingbardian Books Banned” for 180 days
Wingbardian Books Banned icon
Wingbardian Books Banned
  • Research Speed: −7.5%
In the name of preventing the spread of fascism in Hippogriffia, the Anti-Harmonic Activities Committee has banned Wingbardian books. Unfortunately this includes several major works of philosophy and a chemistry textbook. The academic world is scrambling to fill the gaps, but it will take time.


id

Decision generic decision.pngThe Definition Of Harmony


The AHAC has been frequently frustrated by the fuzziness of key terms: we need a more robust definition of what we are trying to defend than "Honesty, Laughter, Generosity, Kindness, Loyalty, and Magic." Who better to write this definition than the experts of the AHAC?


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • The Anti-Harmonic Terrorism Act has been signed (?)
  • None of:
    • Has completed national focus Goal griffon harmony.png “Harmony Above All”
  • None of:
    • Has completed national focus HIP arisfirst.png “Empower Aris First”

Cost

50


Effects when selected
  • Harmony has been defined in law (?)
  • Custom effect tooltip: The AHAC will draft its own definitions of the Elements of Harmony.
  • Hidden effect:
    • Trigger country event “What Is "Harmony"?”


id

Handcuffs.pngExpand Coverage to Foreign Nationals


Our mandate is to protect Harmony from foreign ideologues, and yet our jurisdiction only extends to Hippogriffian citizens. This must change: any creature entering our borders will be subject to the rules, including foreign nationals.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • The AHAC has been granted the power of arrest (?)
  • None of:
    • Has completed national focus Goal griffon harmony.png “Harmony Above All”
  • None of:
    • Has completed national focus HIP arisfirst.png “Empower Aris First”

Cost

50


Effects when selected
  • Foreign nationals are under the AHAC's jurisdiction (?)
  • Hidden effect:
    • Trigger country event “Silverstream's Declaration”
  • Custom effect tooltip: Consumer Goods: -2%

War Support: +5%


id

Handcuffs.pngGrant the Power of Arrest


We are toothless without the ability to arrest and imprison suspected threats to harmony. The AHAC will request the power of arrest from Queen Novo, and will coordinate with local police to ensure enemies of Harmony comply or face jail time.


 
This decision can be activated only once during a campaign.
Cost

50


Effects when selected
  • The AHAC has been granted the power of arrest (?)
  • If:
    • Limited to:
      • None of:
        • Has the Political Advisor “Violet Facade”
    • Gets the Political Advisor “Violet Facade”
  • Custom effect tooltip: Violet Facade will be unable to be removed from our cabinet.


id

Decision generic decision.pngPatrol the Deepest Depths


The Mareiana Trench is the deepest oceanic trench in the world, going so far into the planet that even we do not know how far down it goes. Due to its relatively unexplored nature from such harsh conditions, it has been the target of countless speculation and rumors over the years, from simple odd sounds to sea monsters. Even if such an expedition may be expensive in the short term, sending a team to explore it further may put many seaponies' minds at ease.


 
This decision can be activated only once during a campaign.
Visible when
  • Current ruling party is Harmony Harmonic
  • None of:
    • At least one of the following is true:
      • Has completed national focus Goal griffon harmony.png “Harmony Above All”
      • Has completed national focus HIP arisfirst.png “Empower Aris First”
  • Is an independent nation
Prerequisites
  • None

Cost

50


Effects when selected
  • Gain 5% Stability Stability
  • If:
    • Limited to:
      • At least one of the following is true:
        • None of:
          • Has the National Spirit HIP divided society 3.png “Divided Society - Seapony Priority”
          • Has the National Spirit HIP divided society 4.png “Divided Society - Seapony Leaning”
          • Has the National Spirit HIP divided society 5.png “Divided Society - Balanced”
          • Has the National Spirit HIP divided society 6.png “Divided Society - Hippogriff Leaning”
          • Has the National Spirit HIP divided society 7.png “Divided Society - Hippogriff Priority”
        • Is AI-controlled
    • Hidden effect:
      • Trigger country event “The Mareiana Report” in 20 days
Effects for duration of 20 days
  • Daily Political Power Gain: −0.1
  • Consumer Goods Factories: 5%


id

Decision generic decision.pngReach Out to SMILE


SMILE, the Equestrian intelligence agency, has a wealth of counterintelligence experience we can learn from.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Flag of Equestria Equestria:
    • Exists
    • Current ruling party is Harmony Harmonic
    • None of:
      • Is at war with our country
  • None of:
    • Has reached out to the OHS (?)

Cost

75


Effects when selected
  • Has reached out to SMILE (?)
  • Flag of Equestria Equestria:
    • Trigger country event “A Meeting With Hippogriffs” in 2 hours to 4 hours
    • Custom effect tooltip: If they accept:
    • Custom effect tooltip: Stability: +10%

Damage to Garrisons: -25%


id

Decision generic decision.pngReach Out to the OHS


The OHS in Rijekograd is unmatched in their effectiveness in for defending Harmony against internal subversion. We should share knowledge with them to better defend Harmony.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Flag of River Republic River Republic:
    • None of:
      • Current ruling party is Communism Communist
      • Current ruling party is Supremacy Supremacist
    • Has completed national focus Goal riv ofi.png “Strengthen the OHS”
    • None of:
      • Is at war with our country
  • None of:
    • Has reached out to SMILE (?)
  • If:
    • Limited to:
      • DLC La Résistance La Resistance is enabled
    • Has created an Intelligence Agency

Cost

75


Effects when selected
  • Has reached out to the OHS (?)
  • Flag of River Republic River Republic:
    • Trigger country event “A Meeting with Hippogriffs” in 2 hours to 4 hours
  • If:
    • Limited to:
      • DLC La Résistance La Resistance is enabled
      • Custom effect tooltip: If they accept:
      • Custom effect tooltip: Counter intelligence: +0.75

Own operative detection factor: -25%

  • Else:
      • Custom effect tooltip: If they accept:
      • Custom effect tooltip: Foreign subversive activities efficiency: -15%

Subversive activities cost: -25%


id

Decision generic decision.pngRoot Out Unjust Businessgriffs


Ruthless exploitation and embezzlement is hardly Harmonic. As part of our mandate, we can combat corruption which undermines faith in Harmony.


 
Visible when
  • None of:
    • Has the National Spirit HIP SIR plumage moonfeather.png “Partially Monopolised Economy”
    • Has the National Spirit HIP SIR plumage moonfeather.png “Heavily Monopolised Economy”
    • Has the National Spirit HIP SIR plumage moonfeather.png “Totally Monopolised Economy”
    • Has leader “Plumage Moonfeather”
Prerequisites
  • None of:
    • At least one of the following is true:
      • Has the National Spirit HIP SIR plumage moonfeather.png “Public-Private Partnerships”

Cost

75

Cooldown

180 days


Effects for duration of 70 days
  • Efficiency texticon.png Production Efficiency Growth: +15%
  • Political Power Gain: −15%
  • Factory Output: +10%
  • Dockyard Output: +10%
  • Civilian Factory construction speed: −10%


id

Decision generic decision.pngSeize Communist Publications


Communist doctrines of materialism, class war, and violent revolution are among the greatest threats to Harmony worldwide, so we should prevent them from publishing their manifestos to keep them from infecting Hippogriffia.


 
Cost

25

Cooldown

60 days


Effects for duration of 30 days
  • Political Power Gain: −5%
  • Daily Communism Support: −0.05


id

Decision generic decision.pngSilence Republican Groups


Republicans claim to be Harmonists, but their Harmony is not our Harmony. They seek to abolish the monarchy, and many of them hold "democratic" socialist sympathies. Republicans therefore represent a clear threat to Hippogriff Harmony and should be investigated and curtailed as part of the AHAC's mandate.


 
Cost

20

Cooldown

90 days


Effects for duration of 30 days
  • Daily Political Power Gain: +1
  • Daily Harmony Support: −0.05

Decision category generic political actions.png Extensive Army Reforms

Requirements for category to appear:

id

Decision war thunder.pngBorn to Fly


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Air experience 20x20.png 50


Effects when selected
  • Lose Air experience 50 Air Experience
  • Increase variable HIP_antifa_air_mission_efficiency by 0.2
  • Custom effect tooltip: Modify Military for the Future by

Air Mission Efficiency: +20%


id

Decision war thunder.pngDaring Offensives


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 50


Effects when selected
  • Lose Army experience 50 Army Experience
  • Increase variable HIP_antifa_army_attack_factor by 0.1
  • Custom effect tooltip: Modify Military for the Future by

Army Attack Factor: +10%


id

Decision war thunder.pngCovering Retreats


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 50


Effects when selected
  • Lose Army experience 50 Army Experience
  • Increase variable HIP_antifa_army_defense_factor by 0.1
  • Custom effect tooltip: Modify Military for the Future by

Army Attack Factor: +10%


id

Decision war thunder.pngExpand the High Command


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

50


Effects when selected
  • Increase variable HIP_antifa_command_power_gain_mult by 0.25
  • Custom effect tooltip: Modify Military for the Future by

Command Power Gain: +25%


id

Decision war thunder.pngAdvanced Trench Work


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 25


Effects when selected
  • Lose Army experience 25 Army Experience
  • Increase variable HIP_antifa_max_dig_in by 3
  • Custom effect tooltip: Modify Military for the Future by

Max Entrenchment: +3.0


id

Decision war thunder.pngSonar Synchronization


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Navy experience 20x20.png 50


Effects when selected
  • Lose Navy experience 50 Navy Experience
  • Increase variable HIP_antifa_navy_submarine_detection_factor by 0.15
  • Custom effect tooltip: Modify Military for the Future by

Sub Detection: +15%


id

Decision war thunder.pngModern Naval Screening


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Navy experience 20x20.png 50


Effects when selected
  • Lose Navy experience 50 Navy Experience
  • Increase variable HIP_antifa_screening_efficiency by 0.25
  • Custom effect tooltip: Modify Military for the Future by

Screening Efficiency: +25%


id

Decision war thunder.pngNew Quartermasters


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 50


Effects when selected
  • Decrease variable HIP_antifa_supply_consumption_factor by 0.1
  • Lose Army experience 50 Army Experience
  • Custom effect tooltip: Modify Military for the Future by

Supply Consumption: -10%


id

Decision war thunder.pngExtreme Supply Reserves


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 50


Effects when selected
  • Lose Army experience 50 Army Experience
  • Increase variable HIP_antifa_no_supply_grace by 48
  • Custom effect tooltip: Modify Military for the Future by

Supply Grace: +48


id

Decision war thunder.pngPreemptive Training Initiative


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Army experience 20x20.png 25


Effects when selected
  • Lose Army experience 25 Army Experience
  • Decrease variable HIP_antifa_training_time_army_factor by 0.1
  • Custom effect tooltip: Modify Military for the Future by

Training Time: -10%

Decision category generic.png Skystar's Political Leaning

While the "Pink" Harmonist and "Blue" Communist factions are united around Skystar's leadership, they each try to influence Skystar and the new state towards their ideals.

Requirements for category to appear:

  • Country flag HIP_pink_blue_conflict is set

Decision category generic communism.png Praise and Denounce Communist Regimes Worldwide

Requirements for category to appear:

id

Decision generic decision.pngDenounce the South-East State


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Official Statement on the South-East State”
  • Flag of Baltimare Republic Baltimare Republic:
    • Trigger country event “Official Statement on the South-East State”


id

Decision generic decision.pngApproach [JER.GetName] for Closer Relations


 
This decision can be activated only once during a campaign.
Visible when Prerequisites

Cost

10


Effects after 7 days
  • Trigger country event “A Fond Farewell”
  • Flag of Kingdom of Aquileia Kingdom of Aquileia:
    • Trigger country event “A Fond Farewell”


id

Decision generic form nation.pngOffer Associate Membership to the Revintern


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Current ruling party is Communism Communist
  • Is leader of a faction
  • Has completed national focus HIP comintern.png “Form The Revintern”
  • [SCOPE]FROM
    • Current ruling party is Communism Communist
    • Is an independent nation
    • None of:
      • Has the Society Development Idea detached country.png “Detached Country”
      • Has the Society Development Idea communal society.png “Communal Society”
      • Is at war with Flag of Hippogriffia Hippogriffia
      • Is Flag of Blackrock's Bandits Blackrock's Bandits
      • MARESOC have taken control. (?)
      • All of the following must be true:
        • Is Flag of Socialist Republic of Longsword Socialist Republic of Longsword
        • At least one of the following is true:
          • Has leader “Abba Povner”
          • Has leader “Ludwig von Pliater”
      • All of the following must be true:
      • All of the following must be true:
      • Country flag HIP_considered_comintern is set
  • Current ruling party is Communism Communist
  • Is leader of a faction
  • Has completed national focus HIP comintern.png “Form The Revintern”
  • [SCOPE]FROM
    • Current ruling party is Communism Communist
    • None of:
      • Has the Society Development Idea detached country.png “Detached Country”
      • Has the Society Development Idea communal society.png “Communal Society”
      • Is at war with Flag of Hippogriffia Hippogriffia
      • Is Flag of Blackrock's Bandits Blackrock's Bandits
      • MARESOC have taken control. (?)
      • All of the following must be true:
        • Is Flag of Socialist Republic of Longsword Socialist Republic of Longsword
        • At least one of the following is true:
          • Has leader “Abba Povner”
          • Has leader “Ludwig von Pliater”
      • All of the following must be true:
      • All of the following must be true:
Prerequisites
  • None

Cost

25


Effects after 30 days
  • [SCOPE]FROM
    • Trigger country event “Hippogriffs offer Associate Status in the Revintern” in 1 hour to 2 hours


id

Decision generic form nation.pngOffer Membership to the Revintern


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Is player-controlled
  • Current ruling party is Communism Communist
  • Is leader of a faction
  • Has completed national focus HIP comintern.png “Form The Revintern”
  • [SCOPE]FROM
    • Current ruling party is Communism Communist
    • Is an independent nation
    • At least one of the following is true:
    • None of:
      • Country flag HIP_considered_full_comintern is set
  • Current ruling party is Communism Communist
  • Is leader of a faction
  • Has completed national focus HIP comintern.png “Form The Revintern”
  • [SCOPE]FROM
Prerequisites
  • None

Cost

50

Targets for decision

Flag of Socialist Republic of Skynavia Socialist Republic of Skynavia, Flag of Commonwealth of New Mareland Commonwealth of New Mareland, Flag of County of Bronzehill County of Bronzehill, Flag of Stalliongrad Stalliongrad


Effects after 30 days
  • [SCOPE]FROM
    • Trigger country event “Hippogriffs offer Full Status in the Revintern” in 1 hour to 2 hours


id

Decision generic decision.pngDenounce Radical Equalism


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Hippogriffia Denounces Our Blackhollow”
  • Flag of Blackrock's Bandits Blackrock's Bandits:
    • Trigger country event “Hippogriffia Denounces Our Blackhollow”


id

Decision generic decision.pngDenounce Oligarchical Collectivism


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Hippogriffia Denounces MARESOC”
  • Flag of Commonwealth of New Mareland Commonwealth of New Mareland:
    • Trigger country event “Hippogriffia Denounces MARESOC”


id

Decision generic decision.pngAnalyse [FEA.GetNameDef]'s bizarre system


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Hippogriffia Critically Supports [FEA.GetNameDef]”
  • Flag of Grand Duchy of Feathisia Grand Duchy of Feathisia:
    • Trigger country event “Hippogriffia Critically Supports [FEA.GetNameDef]”


id

Decision generic decision.pngDenounce the Genocidal "Communists"


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Flag of Socialist Republic of Longsword Socialist Republic of Longsword:
    • At least one of the following is true:
      • Has leader “Abba Povner”
      • Has leader “Ludwig von Pliater”
Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Hippogriffia Denounces [LSC.GetName]”
  • Flag of Socialist Republic of Longsword Socialist Republic of Longsword:
    • Trigger country event “Hippogriffia Denounces [LSC.GetName]”


id

Decision generic decision.pngExpress an opinion about Proletarino's politics in Wingbardy


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days


id

Decision generic decision.pngDenounce the Gray Pact


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

10


Effects after 7 days
  • Trigger country event “Hippogriffia Denounces the Gray Pact”
  • Flag of Stalliongrad Stalliongrad:
    • Trigger country event “Hippogriffia Denounces the Gray Pact”

Decision category spr civil war offensives.png Special Economic Zone Designation

With the Hegemony secured, the time has come to specialize every zone within for specific purposes. However, we must not lose sight of what is truly important. The bureaucracy must be strengthened and expanded, or else we could face serious instability.

Requirements for category to appear:

id

Decision generic merge plant tank.pngSpecialize in the Bureaucracy


The elaborate economic systems of the Hegemony require an ever-growing army of administrators to handle, both in central administrative offices and scattered throughout the barracks.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Askalion (688), Mayirzim (743), Azimgav (744), Miharzehir (1205), Rashmenuch (1206), Ain Trotgourait (697), Greenback (398), Zirta (710), Annaza (711)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “Bureaucracy Specialization” to FROM providing the following effects:
      • Intel to Enemies: −10%
      • Custom modifier tooltip: This will preserve the Hegemony.
      • Limited to:
        • Yes Always
    • Bureaucracy Specialization (?)
  • Increase variable HIP_hegemony_bureaucracy_factor by 0.05
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: +5% Compliance Growth Factor: +5% Political Power Factor: +5%


id

Decision generic merge plant tank.pngSpecialize in Commerce


Designating special commercial zones will allow us to import vital resources which the Hegemony lacks, most notably Chromium and substitutes.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Askalion (688), Mayirzim (743), Azimgav (744), Miharzehir (1205), Rashmenuch (1206)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “Commerce Specialization” to FROM providing the following effects:
      • Chromium: +3
      • Custom modifier tooltip: This will nurture the Hegemony.
      • Limited to:
        • Yes Always
    • Commerce Specialization (?)
  • Increase variable HIP_hegemony_bureaucracy_factor by 0.02
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1%


id

Decision generic merge plant tank.pngSpecialize in Advanced Industry


Chemicals, pharmeceuticals, automobiles, military hardware, and other high-value-add goods. Workers are well-paid, and products are sold to the captive markets of the Hegemony.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Soaring Woods (683), Central Aris (684), East Aris (685), North Aris (686), Feathered Isles (687), Terrarife (693), Talonzarote (694), Terraceia (695), Grand Alaudia (696), South Aris (1164), Mount Aris (1165), Trots and Canters Islands (1199), Westshore (1202), Eastwings (1203), Winggarden (1204)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “High-Tech Specialization” to FROM providing the following effects:
      • Max Factories in State: +10%
      • Local Construction Speed: +15%
      • Local Factories: +10%
      • Limited to:
        • Yes Always
    • High-Tech Specialization (?)
  • Decrease variable HIP_hegemony_bureaucracy_factor by 0.01
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1%


id

Decision generic merge plant tank.pngSpecialize in Manufacturing


Textiles, ironworking, concrete, and other basic industries where cheap labour can substitute for high tech machinery. Workers are organized via the Barrack system, and conditions are mostly sweat-shops.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Alaudid Range (699), Karamane (700), Zur (701), Sophoovene (702), Zebinop (703), Amanesya (704), Zeordu (705), Trotkat (706), Sivmareas (709), Zjerba (714), Zamitha (852), Colthage (875), Zalihli (876), Tefemanei (877), Zrumqi (933), Kar-Alpaka (1092), Kizil-Zeb (1093), Goatlestan (1094), Qatrain (1095), Zerankara (707), Ispardur (708), Zahal (751), Karmanegdan (1089)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “Manufacturing Specialization” to FROM providing the following effects:
      • Local Factories: +35%
      • Limited to:
        • Yes Always
    • Manufacturing Specialization (?)
  • Decrease variable HIP_hegemony_bureaucracy_factor by 0.01
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1%


id

Decision generic merge plant tank.pngSpecialize in the Military


The creatures of this region are seen as excellent fighters, either in a civilized or a savage sense. Whether patriotic soldiers or well-paid mercenaries, they enjoy a privileged status over others.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Soaring Woods (683), Central Aris (684), East Aris (685), North Aris (686), Feathered Isles (687), Terrarife (693), Talonzarote (694), Terraceia (695), Grand Alaudia (696), South Aris (1164), Mount Aris (1165), Trots and Canters Islands (1199), Westshore (1202), Eastwings (1203), Winggarden (1204), Menzaka (730), Senmare (746), Agzhat (747), Zinder (748), Zawagh (754), Shizra (755), Zamfara (756), Zajhari (878)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “Martial Specialization” to FROM providing the following effects:
      • Recruitable Population: +25%
      • Division Attack on core territory: +10%
      • Limited to:
        • Yes Always
    • Martial Specialization (?)
  • Decrease variable HIP_hegemony_bureaucracy_factor by 0.01
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1%


id

Decision generic merge plant tank.pngSpecialize in Resource Extraction


Raw resource extraction to serve the Hegemony's ravenous military-industrial complex.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP top.png “Codify The Hierarchy of Species”
  • [SCOPE]FROM
    • Scripted Trigger: is_owned_and_controlled_by_ROOT_or_ally=yes
    • None of:
      • High-Tech Specialization (?)
      • Martial Specialization (?)
      • Resource Specialization (?)
      • Bureaucracy Specialization (?)
      • Manufacturing Specialization (?)
      • Commerce Specialization (?)
Prerequisites
  • None

Cost

25

Targets for decision

Menzaka (730), Senmare (746), Agzhat (747), Zinder (748), Zawagh (754), Shizra (755), Zamfara (756), Zajhari (878), Ain Trotgourait (697), Aurez Hills (698), Zirta (710), Annaza (711), Alaudid Range (699), Karamane (700), Zur (701), Sophoovene (702), Zebinop (703), Amanesya (704), Zeordu (705), Trotkat (706), Sivmareas (709), Zjerba (714), Zamitha (852), Colthage (875), Zalihli (876), Tefemanei (877), Zrumqi (933), Kar-Alpaka (1092), Kizil-Zeb (1093), Goatlestan (1094), Qatrain (1095), Zerankara (707), Ispardur (708), Zahal (751), Karmanegdan (1089)


Effects when selected
  • [SCOPE]FROM
    • Add the dynamic modifier “Resource Specialization” to FROM providing the following effects:
      • Resource Gain Efficiency: +35%
      • Limited to:
        • Yes Always
    • Resource Specialization (?)
  • Decrease variable HIP_hegemony_bureaucracy_factor by 0.01
  • Custom effect tooltip: Modify Hegemonic Bureaucracy by

Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1%

Decision category ger reichskommissariats.png Strike the Weak

Crack Lightning has always had an eye for weakness. For Aris to be a true world power, it must expand its holdings, seizing other islands to threaten the major powers of Equus and Griffonia. Although the preferred method is to stroll up in a carrier and plant the flag, we are open to more subtle forms of imperialism...

Requirements for category to appear:

id

Decision generic merge plant tank.pngAttack [MER.GetName]


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP overseas.png “Overseas Adventurism”
Prerequisites

Cost

25


Effects when selected


id

Decision generic merge plant tank.pngAttack [PCB.GetName]


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP overseas.png “Overseas Adventurism”
Prerequisites

Cost

25


Effects when selected


id

Decision rubber.pngPurchase Eldoran and Boltaire


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP saber.png “Rattle The Saber”
Prerequisites
  • [Scope]Southern Cross (360):
    • [SCOPE]State owner:
      • None of:
      • At least one of the following is true:
        • All of the following must be true:
          • Is an independent nation
          • Is a Major country
        • None of:
          • All of the following must be true:
            • Is a subject nation
            • [SCOPE]Overlord:
              • [SCOPE]Any enemy country:
                • Is a Major country

Cost

25


Effects when selected
  • If:
    • Limited to:
      • [Scope]Southern Cross (360):
        • [SCOPE]State owner:
          • Is a subject nation
    • [Scope]Southern Cross (360):
      • [SCOPE]State owner:
        • [SCOPE]Overlord:
          • Trigger country event “Hippogriffia Offers to Purchase Eldoran and Boltaire” in 1 day
  • Else:
    • [Scope]Southern Cross (360):
      • [SCOPE]State owner:
        • Trigger country event “Hippogriffia Offers to Purchase Eldoran and Boltaire” in 1 day


id

Decision rubber.pngPurchase Summer Islands


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP saber.png “Rattle The Saber”
Prerequisites
  • [Scope]Summer Islands (1195):
    • [SCOPE]State owner:
      • At least one of the following is true:
        • All of the following must be true:
          • Is an independent nation
          • Is a Major country
        • None of:
          • All of the following must be true:
            • Is a subject nation
            • [SCOPE]Overlord:
              • [SCOPE]Any enemy country:
                • Is a Major country

Cost

25


Effects when selected
  • If:
    • Limited to:
      • [Scope]Summer Islands (1195):
        • [SCOPE]State owner:
          • Is a subject nation
    • [Scope]Summer Islands (1195):
      • [SCOPE]State owner:
        • [SCOPE]Overlord:
          • Trigger country event “Hippogriffia Offers to Purchase Summer Islands” in 1 day
  • Else:
    • [Scope]Summer Islands (1195):
      • [SCOPE]State owner:
        • Trigger country event “Hippogriffia Offers to Purchase Summer Islands” in 1 day


id

Crossed swords.pngOperation: Ras


Many Abyssinians are still grateful to us for our role in liberating them from Wingbardy. Between that, the leverage our control over Purrsia and Katren give us, and our overwhelming naval supremacy, we can pressure Abyssinia into our sphere of influence.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Flag of Kingdom of Abyssinia Kingdom of Abyssinia:
    • Country flag HIP_liberated_ABY is set
    • Is an independent nation
    • Is not in a faction
  • [Scope]Katren (1200):
    • Is owned and controlled by our country
  • Has completed national focus HIP saber.png “Rattle The Saber”
Prerequisites
  • Is at peace
  • naval_strength_ratio
  • Hidden trigger:
    • Has more than 34 Command power Command power

Cost

Command power icon.png 35 Pol power 20x20.png 75


Effects when selected
  • Hidden effect:
    • Lose Political Power 75 Political Power
    • Lose Command power 35 Command Power
Effects after 21 days


id

Crossed swords.pngPrepare Operation: Telegraph


We will work with contacts in the Changeling VOPS to disrupt communications between Equestria and Puerto Caballo, giving us a narrow window to secure the island before they can call Equestria to help them.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP overseas.png “Overseas Adventurism”
Prerequisites

Cost

Command power icon.png 35 Pol power 20x20.png 75


Effects when selected
  • Hidden effect:
    • Lose Political Power 75 Political Power
    • Lose Command power 35 Command Power
Effects after 30 days
  • Trigger country event “Operation: Telegraph Mission Briefing”


id

Decision ger mefo bills.pngHIP_release_EQC


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP saber.png “Rattle The Saber”
  • Country flag fighting_maresoc is set
Prerequisites

Effects when selected
  • Trigger country event “Being the Good Guy”


id

Decision generic intelligence operation.pngCross Island or War!


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP saber.png “Rattle The Saber”
Prerequisites
  • [Scope]Southern Cross (360):
    • [SCOPE]State owner:
      • At least one of the following is true:
        • All of the following must be true:
          • Is an independent nation
          • Is not a Major country
        • All of the following must be true:
          • Is a subject nation
          • [SCOPE]Overlord:
            • [SCOPE]Any enemy country:
              • Is a Major country

Cost

25


Effects when selected
  • If:
    • Limited to:
      • [Scope]Southern Cross (360):
        • [SCOPE]State owner:
          • Is a subject nation
    • [Scope]Southern Cross (360):
      • [SCOPE]State owner:
        • [SCOPE]Overlord:
          • Trigger country event “Hippogriffia Demands Cross Island” in 1 day
  • Else:
    • [Scope]Southern Cross (360):
      • [SCOPE]State owner:
        • Trigger country event “Hippogriffia Demands Cross Island” in 1 day


id

Decision generic intelligence operation.pngSummer Islands or War!


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP saber.png “Rattle The Saber”
Prerequisites
  • [Scope]Summer Islands (1195):
    • [SCOPE]State owner:
      • At least one of the following is true:
        • All of the following must be true:
          • Is an independent nation
          • Is not a Major country
        • All of the following must be true:
          • Is a subject nation
          • [SCOPE]Overlord:
            • [SCOPE]Any enemy country:
              • Is a Major country

Cost

25


Effects when selected
  • If:
    • Limited to:
      • [Scope]Summer Islands (1195):
        • [SCOPE]State owner:
          • Is a subject nation
    • [Scope]Summer Islands (1195):
      • [SCOPE]State owner:
        • [SCOPE]Overlord:
          • Trigger country event “Hippogriffia Demands Summer Islands” in 1 day
  • Else:
    • [Scope]Summer Islands (1195):
      • [SCOPE]State owner:
        • Trigger country event “Hippogriffia Demands Summer Islands” in 1 day


id

Crossed swords.pngOperation: Telegraph


 
Activates when Completed when
  • [Scope]Puerto Caballo (1193):
  • [Scope]Matrotanzas (1194):
Activated by

The event “Operation: Telegraph Mission Briefing” option “The Iron Dice will roll.”


Effects when completed
  • Trigger country event “Operation: Telegraph Succeeds”
Effects when not completed within 21 days
  • Trigger country event “Operation: Telegraph Fails”

Decision category generic.png Rising Defeatism

Requirements for category to appear:

  • We have refused the enemy's peace offer (?)

id

Decision generic decision.pngBeg For Peace


 
This decision can be activated only once during a campaign.
Visible when Prerequisites

Cost

20


Effects when selected
Effects for duration of 14 days
  • Weekly War Support: −10%


id

Decision generic decision.pngRising Defeatism


 
Activates when Completed when
  • At least one of the following is true:
    • Is at peace

Cancelled when
  • Custom trigger tooltip:
    • Tooltip: We have retaken Ain Trotgourait
    • Flag of Hippogriffia Hippogriffia:
      • Controls state Ain Trotgourait (697)

Effects when completed
  • Hidden effect:
    • Remove: We have refused the enemy's peace offer (?)
    • Clear country flag HIP_defeatism_flag_2
Effects when not completed within 1 year
  • Lose Political Power 50 Political Power
  • Lose 20% War support War Support
  • Lose 5% Stability Stability


id

Decision generic decision.pngRising Defeatism


 
Activates when Completed when
  • Is at peace

Cancelled when
  • Custom trigger tooltip:
    • Tooltip: We have retaken Ain Trotgourait
    • Flag of Hippogriffia Hippogriffia:
      • Controls state Ain Trotgourait (697)

Effects when completed
  • Hidden effect:
    • Remove: We have refused the enemy's peace offer (?)
Effects when not completed within 90 days
  • Gets the National Spirit Post War Crisis.png “Crushing Defeatism”
Crushing Defeatism icon
Crushing Defeatism
  • Daily Political Power Gain: −0.1
  • Weekly Stability: −0.4%
  • Surrender Limit: −5%
  • Weekly War Support: −0.4%
With the military having failed to retake even a clawhold on the mainland after nearly a year, [HIP.GetName]'s citizens are losing all hope in the possibility of victory.
  • Set country flag HIP_defeatism_flag_2

Decision category border conflicts.png Devastate Cities with Shore Bombardment

Requirements for category to appear:

id

Decision eng support imperialist coup.pngPulverize New Ayacachtli


 
Visible when Prerequisites
  • ships_in_area
    • area = 238
    • size > 0
    • type = capital_ship
  • Is at war with owner of The Imperial Hills (712)
  • Hidden trigger:
    • Has more than 29 Command power Command power

Cost

Command power icon.png 30


Effects when selected
  • Hidden effect:
    • Lose Command power 30 Command Power
  • [Scope]The Imperial Hills (712):
    • [SCOPE]State controller:
      • Scripted Effect: save_current_manpower=yes
  • [Scope]The Imperial Hills (712):
    • The Infrastructure Infrastructure receives 2 levels of damage
    • The Military factory Military Factory receives 2 levels of damage
    • The Civilian factory Civilian Factory receives 2 levels of damage
    • The Naval dockyard Naval Dockyard receives 2 levels of damage
    • Lose Ponypower 5 000 Ponypower
  • [Scope]The Imperial Hills (712):
    • [SCOPE]State controller:
      • Scripted Effect: restore_previous_manpower=yes
      • Lose 2.5% War support War Support


id

Decision eng support imperialist coup.pngShatter Colthage


 
Visible when Prerequisites
  • ships_in_area
    • area = 240
    • size > 0
    • type = capital_ship
  • Is at war with owner of Colthage (875)
  • Hidden trigger:
    • Has more than 29 Command power Command power

Cost

Command power icon.png 30


Effects when selected
  • Hidden effect:
    • Lose Command power 30 Command Power
  • [Scope]Colthage (875):
    • [SCOPE]State controller:
      • Scripted Effect: save_current_manpower=yes
  • [Scope]Colthage (875):
    • The Infrastructure Infrastructure receives 2 levels of damage
    • The Military factory Military Factory receives 2 levels of damage
    • The Civilian factory Civilian Factory receives 2 levels of damage
    • The Naval dockyard Naval Dockyard receives 2 levels of damage
    • Lose Ponypower 5 000 Ponypower
  • [Scope]Colthage (875):
    • [SCOPE]State controller:
      • Scripted Effect: restore_previous_manpower=yes
      • Lose 5% War support War Support


id

Decision eng support imperialist coup.pngBreak Hippone


 
Visible when Prerequisites
  • ships_in_area
    • area = 240
    • size > 0
    • type = capital_ship
  • Hidden trigger:
    • Has more than 29 Command power Command power
  • Is at war with owner of Alaudid Range (699)

Cost

Command power icon.png 30


Effects when selected
  • Hidden effect:
    • Lose Command power 30 Command Power
  • [Scope]Alaudid Range (699):
    • [SCOPE]State controller:
      • Scripted Effect: save_current_manpower=yes
  • [Scope]Alaudid Range (699):
    • The Infrastructure Infrastructure receives 2 levels of damage
    • The Military factory Military Factory receives 2 levels of damage
    • The Civilian factory Civilian Factory receives 2 levels of damage
    • The Naval dockyard Naval Dockyard receives 2 levels of damage
    • Lose Ponypower 5 000 Ponypower
  • [Scope]Alaudid Range (699):
    • [SCOPE]State controller:
      • Scripted Effect: restore_previous_manpower=yes
      • Lose 5% War support War Support


id

Decision eng support imperialist coup.pngCrush Wrobert


 
Visible when Prerequisites
  • ships_in_area
    • area = 210
    • size > 0
    • type = capital_ship
  • Is at war with owner of Wrobert (369)
  • Hidden trigger:
    • Has more than 29 Command power Command power

Cost

Command power icon.png 30


Effects when selected
  • Hidden effect:
    • Lose Command power 30 Command Power
  • [Scope]Wrobert (369):
    • [SCOPE]State controller:
      • Scripted Effect: save_current_manpower=yes
  • [Scope]Wrobert (369):
    • The Infrastructure Infrastructure receives 2 levels of damage
    • The Military factory Military Factory receives 2 levels of damage
    • The Civilian factory Civilian Factory receives 2 levels of damage
    • The Naval dockyard Naval Dockyard receives 2 levels of damage
    • Lose Ponypower 5 000 Ponypower
  • [Scope]Wrobert (369):
    • [SCOPE]State controller:
      • Scripted Effect: restore_previous_manpower=yes
      • Lose 5% War support War Support

Decision category generic political actions.png Divided Society

Our society is divided between Mount Aris and Seaquestria. While we are able to transform between our seapony and hippogriff forms thanks to the shards of Novo's Pearl of Transformation which every hippogriff carries, the overwhelming majority of our citizens spend nearly all their time in one form or another. This leads to different cultures, different ways of life, different economic and infrastructural needs, and a different attitude towards the world: seaponies see very little to gain from the outside world, since no one but us makes things for undersea living, while the hippogriffs mostly desire increased interaction with the broader world. We must balance these different needs, lest we fall into civil strife.

Requirements for category to appear:

  • Country flag HIP_SIR_society_removed is not set

id

Decision generic decision.pngCountdown to Disaster


We must act quickly if our kingdom is to survive.


 
Activates when Completed when
  • The post-war crisis has concluded. (?)
Activated by

Completing the national focus Defeat In Zebrica.png “Defeat In Zebrica”


Effects when not completed within 1 year and 3 days
  • Seapony Independence (?)
  • Scripted Effect: HIP_seapony_breakway=yes
  • The post-war crisis has concluded. (?)


id

Decision generic civil support.pngHippogriff Independence


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • Has the National Spirit Idea chi war of resistance3.png “Hippogriff Resentment - Catastrophic”
    • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
    • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
    • Has the National Spirit HIP divided society 7.png “Divided Society - Hippogriff Priority”
Prerequisites
  • Has the National Spirit Idea chi war of resistance3.png “Hippogriff Resentment - Catastrophic”
  • None of:
    • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
    • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
    • Has the National Spirit HIP divided society 7.png “Divided Society - Hippogriff Priority”

Effects after 150 days
  • Hippogriff Independence (?)
  • Scripted Effect: HIP_hippogriff_breakway=yes


id

Decision generic decision.pngReaffirm the Elements of Harmony


It is obvious now that the "patriotic" definition of Harmony adopted in recent years represented an attempt to impose legalism onto a philosophy that is beyond the law. We will disavow these definitions, and return to the more personal, nebulous understanding of Harmony which have guided us before.


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Queen Novo has dismissed the government. (?)
  • We have fully rejected the Equestrian understanding of Harmony. (?)
Prerequisites
  • We have fully rejected the Equestrian understanding of Harmony. (?)
  • Queen Novo has dismissed the government. (?)

Cost

50


Effects when selected
  • Gain 5% Stability Stability
  • Gain 7.5% Harmony Harmonic party popularity
  • Decrease variable HIP_AHAC_war_support_factor by 0.05
  • Remove: We have fully rejected the Equestrian understanding of Harmony. (?)


id

Decision generic decision.pngRepeal the AHTA


The Anti-Harmonic Terrorism Act is one of the most controversial laws on the books, and has become a symbol of the Aris First government. Repealing it would go a long way to putting that time behind us, and appease some of our critics.


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Queen Novo has dismissed the government. (?)
  • The Anti-Harmonic Terrorism Act has been signed (?)
Prerequisites
  • The Anti-Harmonic Terrorism Act has been signed (?)
  • Queen Novo has dismissed the government. (?)

Cost

25


Effects when selected
  • Gain 10% Stability Stability
  • Gain 7.5% Harmony Harmonic party popularity
  • Decrease variable HIP_AHAC_conscription_factor by 0.05
  • Decrease variable HIP_AHAC_war_support_factor by 0.05
  • Increase variable HIP_AHAC_resistance_garrison_penetration_chance by 0.05
  • Decrease variable HIP_ahac_fascism_drift by 0.02


id

Decision generic decision.pngReplace Hippogriffs in Government with Seaponies


It may not be strictly fair, but a cabinet reshuffle could allow the increasingly-agitated seaponies to have their concerns addressed.


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • Country flag HIP_razorbeak_hates_seaponies is set
Prerequisites
  • At least one of the following is true:
    • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
    • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
    • Hidden trigger:
      • Has completed national focus HIP seapony.png “Reintroduce School-Based Life”
      • None of:
        • Has the National Spirit HIP united society.png “A Perfect Union”
        • Has the National Spirit HIP divided society 0.png “Divided Society - Everypony A Seapony”

Cost

100

Cooldown

60 days


Effects when selected
  • Lose 10% Stability Stability
  • Scripted Effect: HIP_decrease_divided_society=yes


id

Decision generic decision.pngReplace Seaponies in Government with Hippogriffs


It may not be strictly fair, but a cabinet reshuffle could allow the increasingly-agitated hippogriffs to have their concerns addressed.


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • Country flag HIP_razorbeak_hates_seaponies is set
Prerequisites
  • At least one of the following is true:
    • Has the National Spirit HIP divided society 1.png “Divided Society - Seapony Total Control”
    • Has the National Spirit HIP divided society 2.png “Divided Society - Seapony Primacy”

Cost

100

Cooldown

60 days


Effects when selected
  • Lose 10% Stability Stability
  • Scripted Effect: HIP_increase_divided_society=yes


id

Decision generic civil support.pngRising Hippogriff Agitation


 
This mission can be activated only once during a campaign.
Activates when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has the National Spirit HIP divided society 1.png “Divided Society - Seapony Total Control”
  • None of:
    • Has the National Spirit Idea chi war of resistance3.png “Hippogriff Resentment - Catastrophic”
Completed when
  • None of:
    • Has the National Spirit HIP divided society 1.png “Divided Society - Seapony Total Control”
  • None of:
    • Has the National Spirit HIP divided society 2.png “Divided Society - Seapony Primacy”

Effects when not completed within 150 days
  • If:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance2.png “Hippogriff Resentment - Dangerous”
    • Replace the National Spirit Idea chi war of resistance2.png “Hippogriff Resentment - Dangerous” with the National Spirit Idea chi war of resistance3.png “Hippogriff Resentment - Catastrophic”
Hippogriff Resentment - Catastrophic icon
Hippogriff Resentment - Catastrophic
  • Stability: −20%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Serious”
    • Replace the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Serious” with the National Spirit Idea chi war of resistance2.png “Hippogriff Resentment - Dangerous”
Hippogriff Resentment - Dangerous icon
Hippogriff Resentment - Dangerous
  • Stability: −15%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Worrying”
    • Replace the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Worrying” with the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Serious”
Hippogriff Resentment - Serious icon
Hippogriff Resentment - Serious
  • Stability: −10%
  • Else:
    • Gets the National Spirit Idea chi war of resistance.png “Hippogriff Resentment - Worrying”
Hippogriff Resentment - Worrying icon
Hippogriff Resentment - Worrying
  • Stability: −5%


id

Decision generic civil support.pngRising Seapony Agitation


 
This mission can be activated only once during a campaign.
Activates when
  • Original country is Flag of Hippogriffia Hippogriffia
  • At least one of the following is true:
    • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
    • Has the National Spirit HIP divided society 10.png “Divided Society - Everygriff A Hippogriff”
  • None of:
    • Has the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
  • None of:
    • Has completed national focus HIP raz violence.png “Violence As Exultation”
Completed when
  • None of:
    • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
  • None of:
    • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • None of:
    • Has the National Spirit HIP divided society 10.png “Divided Society - Everygriff A Hippogriff”

Effects when not completed within 150 days
  • If:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous”
    • Replace the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous” with the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
Seapony Resentment - Catastrophic icon
Seapony Resentment - Catastrophic
  • Stability: −20%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious”
    • Replace the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious” with the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous”
Seapony Resentment - Dangerous icon
Seapony Resentment - Dangerous
  • Stability: −15%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
    • Replace the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying” with the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious”
Seapony Resentment - Serious icon
Seapony Resentment - Serious
  • Stability: −10%
  • Else:
    • Gets the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
Seapony Resentment - Worrying icon
Seapony Resentment - Worrying
  • Stability: −5%


id

Decision generic civil support.pngSeapony Independence


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • Has the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
    • Has the National Spirit HIP divided society 1.png “Divided Society - Seapony Total Control”
    • Has the National Spirit HIP divided society 2.png “Divided Society - Seapony Primacy”
    • Has the National Spirit HIP divided society 3.png “Divided Society - Seapony Priority”
Prerequisites
  • Has the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
  • None of:
    • Has the National Spirit HIP divided society 1.png “Divided Society - Seapony Total Control”
    • Has the National Spirit HIP divided society 2.png “Divided Society - Seapony Primacy”
    • Has the National Spirit HIP divided society 3.png “Divided Society - Seapony Priority”

Effects after 150 days
  • Seapony Independence (?)
  • Scripted Effect: HIP_seapony_breakway=yes


id

Decision generic decision.pngCrackdowns against sea ponies


We lost the war because of the cowards, who was hiding under the water. The time has come to deal with these traitors. After that, however, our underwater construction efforts will be significantly slowed down.


 
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Country flag HIP_razorbeak_hates_seaponies is set
Prerequisites
  • At least one of the following is true:
    • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
    • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious”
    • Has the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous”
    • Has the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
  • Hidden trigger:
    • Has more than 24 Political Power Political Power
    • Has more than 29 Command power Command power

Cost

Command power icon.png 30 Pol power 20x20.png 25

Cooldown

60 days


Effects when selected
  • Hidden effect:
    • Lose Command power 25 Command Power
    • Lose Political Power 25 Political Power
Effects for duration of 14 days
  • Weekly Ponypower: −100
Effects after 14 days
  • If:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
    • Remove the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious”
    • Replace the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious” with the National Spirit Idea chi war of resistance.png “Seapony Resentment - Worrying”
Seapony Resentment - Worrying icon
Seapony Resentment - Worrying
  • Stability: −5%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous”
    • Replace the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous” with the National Spirit Idea chi war of resistance.png “Seapony Resentment - Serious”
Seapony Resentment - Serious icon
Seapony Resentment - Serious
  • Stability: −10%
  • Else, if:
    • Limited to:
      • Has the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic”
    • Replace the National Spirit Idea chi war of resistance3.png “Seapony Resentment - Catastrophic” with the National Spirit Idea chi war of resistance2.png “Seapony Resentment - Dangerous”
Seapony Resentment - Dangerous icon
Seapony Resentment - Dangerous
  • Stability: −15%


id

Decision generic decision.pngUnite Arisian Society


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Scripted Trigger: HIP_has_divided_society=yes
Prerequisites
  • Scripted Trigger: HIP_has_divided_society=yes
  • None of:
    • At least one of the following is true:
      • Has the National Spirit Post War Crisis.png “Postwar Crisis”
      • Has the National Spirit Post War Crisis.png “Postwar Crisis”
      • Has the National Spirit Post War Crisis.png “Postwar Crisis”
  • At least one of the following is true:
    • Has completed national focus HIP aris4aris.png “Aris For The Arisians!”
    • Has completed national focus Entrench Representative Institutions.png “A Perfect Union”
    • Has completed national focus Posadaspace.png “The Immortal Science Of Dialectical Materialism”
    • Hidden trigger:
      • Country flag HIP_once_united is set
  • Has the National Spirit HIP divided society 5.png “Divided Society - Balanced”
  • Is an independent nation
  • If:
    • Limited to:
      • Has completed national focus HIP arisfirst.png “Empower Aris First”
    • None of:
      • Raft Wood:
        • are currently a duumvirate. (?)
        • Is the country leader

Effects when selected
  • Replace the National Spirit HIP divided society 5.png “Divided Society - Balanced” with the National Spirit HIP united society.png “A Perfect Union”
A Perfect Union icon
A Perfect Union
  • Daily Political Power Gain: +0.1
  • AI Modifier: Focus on Navy: +10%
  • AI Modifier: Focus on Aviation: +10%
  • Stability: +20%
  • Air Doctrine Cost: −10%
  • Naval Doctrine Cost: −10%
  • If:
    • Limited to:
      • None of:
        • Has leader “Crack Lightning”
        • Has leader “Posada”
    • Set cosmetic tag to HIP_united_society
  • If:
    • Limited to:
      • Has leader “Crack Lightning”
    • Set cosmetic tag to HIP_united_society_2


id

Decision generic decision.pngUnity Propaganda


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • Country flag HIP_razorbeak_hates_seaponies is set
Prerequisites
  • Scripted Trigger: HIP_has_divided_society=yes
  • At least one of the following is true:
    • Has completed national focus Goal generic national unity claws.png “Hippogriff-Seapony Friendship”
    • Has completed national focus Sicklepos.png “Raceless Society”
    • Has completed national focus HIP aris4aris.png “Aris For The Arisians!”
  • None of:
    • Has the National Spirit HIP divided society 5.png “Divided Society - Balanced”

Cost

50

Cooldown

30 days


Effects when selected
  • If:
    • Limited to:
      • Scripted Trigger: HIP_is_going_hippogriff=yes
    • Scripted Effect: HIP_decrease_divided_society=yes
  • Else, if:
    • Limited to:
      • Scripted Trigger: HIP_is_going_seapony=yes
    • Scripted Effect: HIP_increase_divided_society=yes
Effects for duration of 30 days
  • Daily Political Power Gain: −0.1

Decision category generic.png Cracks in the Duumvirate

Crack Lightning and Raft Wood, the two leaders of Aris First, and through it, the nation of Hippogriffia. They have formed a duumvirate to administrate Aris in these troubled times. But their visions are proving incompatible, and in the end there will only be one ruler. Who will claim control of Aris?

Requirements for category to appear:

id

Decision generic decision.pngThe Looming Crisis


There will be a reckoning.


 
Activates when Completed when
  • At least one of the following is true:
    • Has leader “Crack Lightning”
    • All of the following must be true:
      • Has leader “Raft Wood”
      • Raft Wood:
        • None of:
          • are currently a duumvirate. (?)
Activated by

As an immediate effect of the “One Mountain, One People...” event


Effects when not completed within 2 years
  • If:
    • Limited to:
      • Value of variable party_popularity@neutrality is greater than party_popularity@fascism
    • Trigger country event “The Reckoning”
  • Else:
    • Trigger country event “The Reckoning”

Decision category generic.png Exotic Weaponry

The Exotic Weaponry Commission is devoted to unconventional applications of military science. These projects will require investment to prove their worth, but we are confident that with so many avenues being explored, our military might will be secured.

Any projects that cost Nuclear Bombs may additionally require a long-term investment from our nuclear stockpile.[Root.HIP_project_salvo][Root.HIP_project_shooting_star][Root.HIP_project_shatter][Root.HIP_project_tidalwave][Root.HIP_project_bottomfeeder][Root.HIP_project_barnacle][Root.HIP_project_barracuda][Root.HIP_project_fallout][Root.HIP_project_tatzlwurm][Root.HIP_project_tankbuster][Root.HIP_project_standoff][Root.HIP_project_bombthrower][Root.HIP_project_starfire]

Requirements for category to appear:

id

Sinister cutiemark.pngProject STANDOFF


The potential of air-launched cruise missiles to strike enemy silos and airbases cannot be overstated. If successful, these will allow our strategic bombers to essentially act as mobile missile silos, safe from enemy fire and impossible to counter.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP wp hydro.png “[Root.HIPHydrogenName]”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes
  • Has Early ICBMs and Crystal-Rocket Engines technology researched

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project STANDOFF”


id

Decision generic air.pngProject STARFIRE


Traditional bombers remain highly vulnerable to fighters and interceptors. To counter this threat and truly become a global power, we will have to design something radically different. Flying far faster and higher than traditional bombers, our Valkyrie will be virtually invulnerable to conventional AA as well as interceptors. While this may necessitate some compromises in other parts of the design, it will surely prove worthwhile once completed.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • If:
    • Limited to:
      • DLC By Blood Alone By Blood Alone is enabled
    • Has Semi-Modern Large Airframe technology researched
  • Else:
    • Has jet_strategic_bomber1 technology researched

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project STARFIRE”


id

Decision ger military buildup.pngProject SALVO


One of Terrafin's dearest desires is to see every infantrygriff carrying a weapon of the future. This has already manifested in the use of magical weaponry, but we must go further. Imagine recoil-dampening spells, weapons firing three times as fast as traditional rifles, guns that fire small explosive charges to effectively shoot around corners! Although the venerable slugthrower will be very hard to improve on, our scientists are surely up to the task.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project SALVO”


id

Decision generic intelligence operation.pngProject SHATTER


Heavy tanks are obviously the future of armored warfare, but current heavies simply aren't powerful enough and run into problems with their transmissions and engines. A true super-heavy tank, not merely an upscaled heavy but a tank designed to kill them, will provide a powerful front-line advantage over heavy tanks and comfortable superiority against anything lighter.

To be properly useful, of course, it will have to be amphibious as well.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project SHATTER”


id

Decision war thunder.pngProject TIDALWAVE


Planes flying low over the water have reported a curious increase to their lift, dubbed the "ground effect". This may make possible larger plane/boat hybrids, capable of moving extremely fast and avoiding enemy RADAR by simply flying under it. Ideally such plane/boats would be able to hold missiles or torpedoes. Therefore, these "ground effect vehicles" must be investigated as soon as possible.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has Jet Engines technology researched

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project TIDALWAVE”


id

Vasily cutiemark.pngProject SHOOTING STAR


Airplanes in the night sky are a powerful asset for the Revolutionary Air Force, but they're not enough. Rotary aircraft have the potential to totally change the nature of air-land battle. We must jump-start the helicopter age and gain supremacy over the supremacists of the world.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project SHOOTING STAR”


id

Decision generic air.pngProject FALLOUT


A single strategic bomber can rightfully be called a "Flying Fortress," and an entire formation of them is extremely difficult for our fighters to engage. Project FALLOUT would see some of our fighters armed with unguided air-to-air rockets tipped with a low-yield nuclear warhead: the massive blast wave would turn enemy bomber's formations against them, downing an entire wing in a single fireball.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP wp hydro.png “[Root.HIPHydrogenName]”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project FALLOUT”


id

Crossed swords.pngProject BOTTOMFEEDER


Our current depth charges are effective, but due to their limited blast radius they often fail to disable their targets, particularly if the submarine detects the charge and changes depth before it goes off. The Exotic Weaponry Commission has come up with a solution to that problem which some are calling overkill: arming our depth charges with low-yield nuclear bombs, to kill every submarine in the area regardless of changing depth.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP applications.png “Unconventional Nuclear Applications”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes
  • If:
    • Limited to:
      • DLC Man the Guns Man the Guns is enabled
    • Has Depth Charge Mortar technology researched
  • Else:
    • Has Improved Destroyer (Destroyer III) technology researched

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project BOTTOMFEEDER”


id

Decision hol drain water lines.pngProject TATZLWURM


Our pioneer corps could benefit from the recent explosion of new uses for nuclear technology. If we could engineer a safe, reliable demolition charge with a nuclear payload, it would make collapsing large buildings and clearing out the biggest minefields so much easier. They could also serve quite well as area-denial weapons.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP wp hydro.png “[Root.HIPHydrogenName]”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project TATZLWURM”


id

Decision generic naval.pngProject BARNACLE


While it may seem insane to leave nuclear weapons floating around in the ocean, the fact is that a single naval mine, if equipped with a nuclear payload, can sink entire flotillas of enemy vessels, and can effectively deny a much larger area to the enemy since enemy vessels those far away from the blast could be damaged or sunk.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP applications.png “Unconventional Nuclear Applications”
  • DLC Man the Guns Man the Guns is enabled
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project BARNACLE”


id

Decision generic ignite civil war.pngProject TANKBUSTER


Project TANKBUSTER aims to produce the smallest nuclear weapon yet: one capable of being fired out of a conventional rocket artillery system. The idea of equipping even our ground forces with nuclear weapons is tantalizing, although Terrafin is quick to point out the logistical and strategic limitations of such an endeavour. Still, if the project is successful its value in destroying armoured formations, area denial, attacking fortifications, and sheer Shock and Awe cannot be overstated.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP wp hydro.png “[Root.HIPHydrogenName]”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project TANKBUSTER”


id

Decision generic naval.pngProject BARRACUDA


One obvious naval application of nuclear weapons is in torpedoes. A torpedo tipped with a nuclear warhead, even a low-yield one, could effortlessly sink even the heaviest warships. With our recent advances in nuclear technology, this formidable new weapon may finally be in reach.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP applications.png “Unconventional Nuclear Applications”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has more than 4 nukes

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
  • add_nuclear_bombs = -5
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project BARRACUDA”


id

Decision hol engelandvaarders.pngProject BOMBTHROWER


An interesting request has come to us from below, from a commissar in an infantry battalion. She has raised issues with the range of rifle grenades, and has suggested a "personal grenade launcher", to be carried by one creature per platoon. More portable than a mortar, it would allow easy response to enemy situations and hefty firepower in a small package.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • Has completed national focus HIP wp hydro.png “[Root.HIPHydrogenName]”
Prerequisites
  • None of:
    • Researching an Exotic Weapon Project (?)
  • Has Support Weapons VIII technology researched
  • Has Improved Infantry Equipment V technology researched

Cost

25


Effects when selected
  • Researching an Exotic Weapon Project (?)
Effects for duration of 180 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 180 days
  • Remove: Researching an Exotic Weapon Project (?)
  • Trigger country event “Project BOMBTHROWER”

Decision category generic political actions.png The Middle Sea Treaty

We have decided to take the lead in protecting Harmony in our region, inviting Harmonist and Harmony-friendly states into an alliance of cooperation and mutual defence.

Requirements for category to appear:

id

Decision generic decision.pngInvite Colthage


The Colthaginians have gone from a revanchist dictatorship to what seems to be a functioning Harmonic republic. We should congratulate them, and offer membership in our alliance to our new friends.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • Is at peace
    • Current ruling party is Harmony Harmonic
  • Is at peace
  • None of:
    • Has the Economy Law Idea isolation.png “Isolation”

Cost

50

Targets for decision

Flag of Colthaginian Republic Colthaginian Republic


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Decision generic decision.pngInvite New Mareland


The New Marelanders have left Equestria, but they had their reasons, and they have not turned their backs on friendship. We should ally with them, so that they are not left alone in this dangerous world.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • [SCOPE]FROM
    • Exists
    • At least one of the following is true:
      • Current ruling party is Harmony Harmonic
      • Has leader “Kingfisher”
  • [SCOPE]FROM
Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • Is at peace
    • None of:
      • The Equestrian Government has fled to New Mareland (?)
    • At least one of the following is true:
      • Current ruling party is Harmony Harmonic
      • Has leader “Kingfisher”
  • Is at peace
  • None of:
    • Has the Economy Law Idea isolation.png “Isolation”

Cost

50

Targets for decision

Flag of Commonwealth of New Mareland Commonwealth of New Mareland


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Decision generic decision.pngInvite Puerto Caballo


Puerto Caballo may have left Equestria, but they had their reasons, and they have not turned their backs on friendship. We should ally with them, so that they are not left alone in this dangerous world.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • [SCOPE]FROM
    • Exists
    • Current ruling party is Harmony Harmonic
  • [SCOPE]FROM
Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • Is at peace
    • Current ruling party is Harmony Harmonic
  • Is at peace
  • None of:
    • Has the Economy Law Idea isolation.png “Isolation”

Cost

50

Targets for decision

Flag of Puerto Caballo Puerto Caballo


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Decision generic decision.pngInvite Tobuck


While Tobuck had a rocky start, they have pulled together around a new government that, while somewhat unusual, genuinely seems to be embracing Harmonist values.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • Is at peace
    • Current ruling party is Harmony Harmonic
  • Is at peace
  • None of:
    • Has the Economy Law Idea isolation.png “Isolation”

Cost

50

Targets for decision

Flag of Republic of Tobuck Republic of Tobuck


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Decision generic decision.pngInvite Warzena


Warzena has long been one of the most pro-Hippogriff of the zebra nations. They are a natural choice for our alliance.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • [SCOPE]FROM
    • Exists
    • At least one of the following is true:
      • Current ruling party is Neutrality Non-Aligned
      • Current ruling party is Harmony Harmonic
  • [SCOPE]FROM
Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • At least one of the following is true:
    • None of:
      • Current ruling party is Supremacy Supremacist
      • Current ruling party is Communism Communist
  • At least one of the following is true:
  • At least one of the following is true:
    • None of:
      • Has the Economy Law Idea isolation.png “Isolation”
    • Is at war with Flag of Chiropterra Chiropterra

Cost

50

Targets for decision

Flag of Kingdom of Warzena Kingdom of Warzena


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Decision generic decision.pngInvite Zarantia


The Zarantians are a strange folk, but they respect somecreature willing to deal with them fairly and honestly, and have a reputation as stalwart allies. They will make fine partners in our alliance.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • [SCOPE]FROM
    • Exists
    • Current ruling party is Harmony Harmonic
    • Has completed national focus Zebra Hat.png “An Eternal Federation”
  • [SCOPE]FROM
Prerequisites
  • [SCOPE]FROM
    • Exists
    • Is not in a faction
    • Is an independent nation
    • Is at peace
    • None of:
      • Current ruling party is Supremacy Supremacist
      • Current ruling party is Communism Communist
  • Is at peace
  • None of:
    • Has the Economy Law Idea isolation.png “Isolation”

Cost

50

Targets for decision

Flag of Zarantia Zarantia


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”

Harmony cat.png The Only Beacon of Harmony

Old Equestria is no more, but the light of Harmony will not go out so long as Mount Aris stands. We must move to protect those we can from the empire now stretching over Equus, and to preserve the light of Harmony through the long night.

Requirements for category to appear:

  • Has completed national focus The Only Beacon Of Harmony.png “The Only Beacon Of Harmony”

id

Decision generic decision.pngContact School of Friendship Graduates


Silverstream will reach out to her former classmates at the School of Friendship.


 
This decision can be activated only once during a campaign.
Cost

25


Effects when selected
  • Hidden effect:
    • We are conducting a covert operation (?)
Effects after 14 days
  • Trigger country event “A Letter to Sandbar”
  • Hidden effect:
    • Remove: We are conducting a covert operation (?)
    • We are rescuing dissidents within Equestria (?)
  • Custom effect tooltip: We will gain access to decisions to rescue dissidents within Equestria.


id

Decision generic decision.pngProvide Asylum to Princess Luna


Princess Luna has gone into hiding, and is proving quite elusive to the forces occupying Equestria. If we can make contact with her, we can smuggle her to Aris.


 
This decision can be activated only once during a campaign.
Visible when
  • None of:
    • Equestrian Civil War has started (?)
  • Flag of Commonwealth of New Mareland Commonwealth of New Mareland:
    • None of:
      • The Equestrian Government has fled to New Mareland (?)
Prerequisites
  • We are rescuing dissidents within Equestria (?)
  • None of:
    • We are conducting a covert operation (?)

Cost

50


Effects when selected
  • We are conducting a covert operation (?)
Effects after 30 days
  • Remove: We are conducting a covert operation (?)
  • One of the following at random:
    • 70% (70) chance of:
      • Chance increases x 0.8 if:
        • All of the following must be true:
          • We are acting against the Solar Empire (?)
          • [SCOPE]Event target solar_empire:
            • All of the following must be true:
              • Has the National Spirit SOL Imperial Inquisition idea.png “Imperial Inquisition”
      • Chance increases x 1.1 if:
        • All of the following must be true:
          • We are acting against the Solar Empire (?)
          • [SCOPE]Event target solar_empire:
            • At least one of the following is true:
              • Has the National Spirit Idea tree of harmony.png “Harmonic Resistance”
              • Has the National Spirit Idea tree of harmony.png “Harmonic Resistance”
      • Chance increases x 0.7 if:
        • We are acting against the Changeling Queendom (?)
      • Chance increases x 1.2 if:
        • All of the following must be true:
          • We are acting against the Changeling Queendom (?)
          • Flag of Changeling Lands Changeling Lands:
            • At least one of the following is true:
              • Has the National Spirit CHN equestria chaos3.png “Anti-Changeling Insurgency: Utter Chaos
              • Has the National Spirit CHN equestria chaos2.png “Anti-Changeling Insurgency: Widespread
      • Chance increases x 1.1 if:
        • All of the following must be true:
          • We are acting against the Changeling Queendom (?)
          • Flag of Changeling Lands Changeling Lands:
            • Has the National Spirit CHN equestria chaos1.png “Anti-Changeling Insurgency: Sporadic
      • Trigger country event “Operation Wax succeeds”
    • 30% (30) chance of:
      • Chance increases x 0.9 if:
        • Violet Facade:
          • is_advisor = yes
      • Chance increases x 0.6 if:
        • has_idea = HIP_nightmare_hoof_allies
      • Trigger country event “Operation Wax Fails”
  • Custom effect tooltip: Low chance of operation failure


id

Decision generic decision.pngOffer New Mareland Protection


Daybreaker looks to New Mareland with hungry eyes. We will offer them protection. If that deters her, so much the better. If that means a war on the high seas, so be it.


 
This decision can be activated only once during a campaign.
Visible when
  • We are acting against the Solar Empire (?)
Prerequisites
  • Flag of Commonwealth of New Mareland Commonwealth of New Mareland:
    • Exists
    • Is an independent nation
    • None of:
      • Current ruling party is Supremacy Supremacist
      • MARESOC have taken control. (?)

Cost

50


Effects when selected


id

Decision generic decision.pngCall on Carrot Stick's Contacts


President Carrot Stick has some old friends in the Nightmare's Hoof. We should think carefully before calling on such dangerous creatures, but we might be able to apply their talents for good.


 
This decision can be activated only once during a campaign.
Visible when
  • Flag of Chiropterra Chiropterra:
    • Is in the same faction as our country
    • Current ruling party is Harmony Harmonic
Prerequisites
  • None

Cost

50


Effects when selected
  • Hidden effect:
    • We are conducting a covert operation (?)
  • Lose 5% Stability Stability
Effects after 14 days
  • Set country flag HIP_nightmare_hoof_allies
  • Hidden effect:
    • Remove: We are conducting a covert operation (?)


id

Decision generic decision.pngUndermine the Austral Protectorate


The Austral Protectorate is our most likely landing spot for any future conflict with the Changelings. We can smuggle in weapons and advisors to help the resistance there, which will be even more effective if we have extradited Princess Luna, who is revered among some of the batponies there.


 
This decision can be activated only once during a campaign.
Visible when
  • We are acting against the Changeling Queendom (?)
Prerequisites

Cost

25


Effects when selected
  • Hidden effect:
    • We are conducting a covert operation (?)
Effects after 30 days
  • Hidden effect:
    • Remove: We are conducting a covert operation (?)
  • Custom effect tooltip: The situation in the Austral Protectorate will worsen
  • Flag of Baltimare Republic Baltimare Republic:
    • Increase variable BAL_resistance by 4
  • If:
    • Limited to:
      • At least one of the following is true:
    • Flag of Baltimare Republic Baltimare Republic:
      • Increase variable BAL_resistance by 2
      • Increase variable BAL_natives by 2

Decision category SOV paranoia.png Organize and Weaponize the Left

Requirements for category to appear:

id

Decision generic decision.pngConspire with Unions


With a few choice words to union organizers, we can paralyze the economy, reminding the bourgeois just how badly they need us.


 
Visible when Prerequisites
  • None

Cost

25

Cooldown

60 days


Effects for duration of 30 days
  • Factory Output: −5%
  • Dockyard Output: −5%
  • Daily Communism Support: +0.05


id

Decision generic decision.pngEmbolden Marksist Students


As Rosey Luxembark wrote in "On the Severyanian Revolution", either the most radical parts of a revolution will inevitably come to dominate, or the revolution will slide back into reaction and monarchism. There are a contingent of students who, despite being Marksists, restrict their demands to a democratic socialist state with a figurehead monarchy. We must help them build their courage and demand a true dictatorship of the proletariat!


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Has selected the decision “Proletarize the Lumpen”

Cost

25


Effects when selected
  • Trigger country event “The Party Line”


id

Decision generic decision.pngDeals with the Anarchists


The anarchists are at once our closest allies and our fiercest competitors, for while our goals are very similar, we also know that one vision will come to dominate Hippogriffia. To keep goodwill afloat and keep us cooperating, we should make some concessions, such as promising to permit non-hierarchical schools once we have power.


 
This decision can be activated only once during a campaign.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • The different factions of the left have promised to never betray each other (?)
Prerequisites
  • None

Cost

25


Effects for duration of 30 days
  • Daily Support for Unaligned: +0.01
  • Daily Communism Support: +0.05


id

Decision generic decision.pngProletarize the Lumpen


The lumpenproletariat - the robbers, the thieves, the charlatans, all those who get by on the labor of others - are a potential army for the reactionaries, and lack class consciousness. In order to broaden our appeal and neutralize a threat in one move, we will begin a campaign to teach theory and class consciousness to the lumpenproletariat.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None of:
    • Has selected the decision “Embolden Marksist Students”

Cost

25


Effects when selected
  • Lose 5% Stability Stability
Effects after 30 days
  • Trigger country event “There's No Such Thing as a Free Lunch...”


id

Decision generic decision.pngPromise Free Education


The largest portion of the left are radical students who desire free college, healthcare, perhaps even universal basic income. But a dictatorship of the proletariat is offputting to them. Therefore we must inform them of all the good they will have access to under revolutionary communism.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

25


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
  • Research Speed: +10%
Effects after 30 days
  • Gain 5% Communism Communist party popularity


id

Decision generic decision.pngRadicalize the Moderates


A commitment to better working conditions and fairer pay, while admirable, is hardly enough. We must shift the window of acceptable public opinions left, far left. Soon, mainstream figures will be calling for the abolition of the wage system!


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

25


Effects when selected
  • Lose 5% Stability Stability
Effects for duration of 30 days
  • Daily Communism Support: +0.15
Effects after 30 days
  • Gain 5% War support War Support


id

Decision generic decision.pngGive Skybolt Spear a Platform


One of our only friendly contacts in the military, Skybolt Spear seriously considered joining Skynavia's radical movement and still has friends there. He could provide a valuable persuader of the proletarian members of Aris First. Of course, his paranoia will mandate strong security measures...


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

Command power icon.png 30 Pol power 20x20.png 25


Effects when selected
  • Lose Command power 20 Command Power
  • Lose Political Power 50 Political Power
Effects after 30 days
  • Trigger country event “A Blue Rally”


id

Decision generic decision.pngSway the Harmonists


The harmonists are a curious bunch. Their values are quite similar to ours, but they are unwilling to go all the way to achieve those values. We must engage in debates and proselytizing to win new supporters.


 
Visible when Prerequisites
  • None

Cost

25

Cooldown

60 days


Effects for duration of 30 days
  • Daily Harmony Support: −0.1


id

Decision generic decision.pngForm Theory Clubs


One of Posada's brainchildren, theory clubs allow for discussion of communist principles and organizing more effectively. They can also be picked for quotable slogans we can plaster on posters and pamphlets.


 
Visible when Prerequisites
  • None

Cost

25

Cooldown

60 days


Effects for duration of 30 days
  • Daily Harmony Support: −0.02
  • Daily Support for Unaligned: −0.02
  • Daily Supremacy Support: −0.02
  • Daily Communism Support: +0.05


id

Decision generic decision.pngTrain Revolutionary Cadres


While we hope it does not come to that, an armed insurrection may prove the only path to communism. We must begin secretly acquiring weaponry and fuel and training soldiers to fight.


 
Visible when Prerequisites
  • None

Cost

Infequip small.png 250 Infantry Equipment Fuel texticon.png 10000 Fuel

Cooldown

90 days


Effects after 30 days
  • Gain 7.5% Communism Communist party popularity
  • Gain Army experience 10 Army Experience
  • Gain Navy experience 10 Navy Experience
  • Gain Air experience 10 Air Experience


id

Decision generic decision.pngForm a Programme for the United Front of the Left


While the RWP has come to greater prominence than the SLPA, they are still some of our best allies, and the PCCCA is still wary about a transitory state. We should reach out to Salina Blue and Sponge Sluice to create a manifesto we can all agree on, broadening our appeal and creating a powerful force that can stand united against reaction.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • None

Cost

25


Effects for duration of 30 days
  • Ideology drift defense: −25%
Effects after 30 days
  • Trigger country event “The Left Programme”

Hammer and horseshoe.png Coring the North

Requirements for category to appear:

id

Decision SOV secure the administration.pngIntegrate [From.GetName]


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has completed national focus Intpos.png “Integrate North Zebrica”
  • [SCOPE]FROM
    • State is owned by our country
    • None of:
      • Is a core state of our country
  • [SCOPE]FROM
    • State is owned by our country
    • None of:
      • Is a core state of our country
Prerequisites
  • [SCOPE]FROM
    • Is owned and controlled by our country
    • Has more than 70% compliance
    • Has less than 5% resistance

Cost

25

Targets for decision

Ain Trotgourait (697), Aurez Hills (698), Zirta (710), Annaza (711), Askalion (688), Mayirzim (743), Azimgav (744), Miharzehir (1205), Rashmenuch (1206)


Effects when selected
  • [SCOPE]FROM
    • our country gains a core on this state

Decision category generic magic.png Visions of the Star-Chest

While a prisoner of the Storm King, the General Secretary came across a strange artifact that gave her visions she could not understand. While her memory is still fragmented and uneasy, she sometimes has visions. As we progress our understanding of science, especially in the nuclear field, perhaps Posada's memory will begin to improve...

Requirements for category to appear:

  • Has leader “Posada”

id

Generic magic.pngThe Fifth Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Thermonuclear Experiments technology researched
  • Has leader “Posada”
  • Country flag HIP_vision_4 is set
Prerequisites
  • None

Effects when selected
  • Trigger country event “V”
  • Set country flag HIP_vision_5


id

Generic magic.pngComplete the Revolutionary Mission


 
This decision can be activated only once during a campaign.
Visible when
  • Phase Three of the RWP's aims have been accomplished (?)
  • [SCOPE]All countries in the world:
    • At least one of the following is true:
      • Has the Society Development Idea detached country.png “Detached Country”
      • None of:
        • Current ruling party is Supremacy Supremacist
Prerequisites
  • None

Effects when selected
  • If:
    • Limited to:
      • Country flag HIP_first_therm_strike is set
      • Trigger country event “A Job Well Done”
    • Hidden effect:
      • Trigger country event “The Emergency Government”
  • Else:
    • Trigger country event “A Job Well Done”


id

Generic magic.pngThe First Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Atomic Research technology researched
  • Has leader “Posada”
Prerequisites
  • None

Effects when selected
  • Trigger country event “I”
  • Set country flag HIP_vision_1


id

Generic magic.pngThe Fourth Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Nuclear Naval Power technology researched
  • Has leader “Posada”
  • Country flag HIP_vision_3 is set
Prerequisites
  • None

Effects when selected
  • Trigger country event “IV”
  • Set country flag HIP_vision_4


id

Generic magic.pngThe Second Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Nuclear Reactor technology researched
  • Has leader “Posada”
  • Country flag HIP_vision_1 is set
Prerequisites
  • None

Effects when selected
  • Trigger country event “II”
  • Set country flag HIP_vision_2


id

Generic magic.pngThe Sixth Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Miniaturized Nukes technology researched
  • Has leader “Posada”
  • Country flag HIP_vision_5 is set
Prerequisites
  • None

Effects when selected
  • Trigger country event “VI”


id

Generic magic.pngThe Third Vision


 
This decision can be activated only once during a campaign.
Visible when
  • Has Nuclear Bombs technology researched
  • Has leader “Posada”
  • Country flag HIP_vision_2 is set
Prerequisites
  • None

Effects when selected
  • Trigger country event “III”
  • Set country flag HIP_vision_3

Decision category generic political actions.png Psychological Warfare

Requirements for category to appear:

id

Decision POL organize strike two.pngDisrupt Colthaginian Command


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites

Cancelled when
  • At least one of the following is true:
Effects when cancelled
  • Flag of Colthaginian Republic Colthaginian Republic:
    • [SCOPE]Every employed unit leader:
      • Unit leader loses trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%

Cost

Command power icon.png 30 Pol power 20x20.png 25


Effects when selected
  • Hidden effect:
    • Lose Political Power 25 Political Power
    • Lose Command power 30 Command Power
  • Flag of Colthaginian Republic Colthaginian Republic:
    • [SCOPE]Every employed unit leader:
      • Unit leader gains trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%
Effects after 180 days
  • Flag of Colthaginian Republic Colthaginian Republic:
    • [SCOPE]Every employed unit leader:
      • Unit leader loses trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%


id

Decision hol draw up staff plans.pngMotivate the Home Front


 
Visible when
  • None
Prerequisites
  • Is at war

Cost

50

Cooldown

60 days


Effects when selected
  • Gain Command power 25 Command Power
Effects for duration of 60 days
  • War Support: +10%


id

Decision POL organize strike two.pngIncite Coltvan Unrest


 
Visible when
  • None
Prerequisites

Cost

50

Cooldown

180 days


Effects when selected
  • 500 units of Infantry Equipment is removed from the national Stockpile
  • [SCOPE]Every state:
    • Limited to:
    • add_resistance_target
      • amount = 10
      • days = 180
    • Compliance:−7.5%


id

Decision generic intelligence operation.pngAnalyse Chiropterran Weaknesses


Each legion has its own unique way of war. This means that specific units will fall back on specific tactics regardless of the enemy's grand strategy. With proper analysis we can learn how to exploit this.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites

Cost

50


Effects after 7 days
Analysed the Legions icon
Analysed the Legions


id

Decision generic intelligence operation.pngDisrupt Chiropterran Command


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites

Cancelled when
  • At least one of the following is true:
    • Has more than 30% surrender progress
    • None of:
Effects when cancelled
  • Flag of Chiropterra Chiropterra:
    • [SCOPE]Every employed unit leader:
      • Unit leader loses trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%

Cost

Command power icon.png 30 Pol power 20x20.png 25


Effects when selected
  • Hidden effect:
    • Lose Political Power 25 Political Power
    • Lose Command power 30 Command Power
  • Flag of Chiropterra Chiropterra:
    • [SCOPE]Every employed unit leader:
      • Unit leader gains trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%
Effects after 180 days
  • Flag of Chiropterra Chiropterra:
    • [SCOPE]Every employed unit leader:
      • Unit leader loses trait:
        • Disrupted Command
          • Division Recovery Rate: −10%
          • Planning Speed: −20%

Decision category generic political actions.png Changeling Negotiations

Victory has been achieved, but peace has not yet come. The partition of Equestria between us and our Changeling allies will be a complex task, and each region is desperately contested between us and them. Still, if we played our cards right during the war, we should be able to turn these negotiations to our benefit. The changelings are no fools, but not even they are immune to a little manipulation and, in some cases, brute force.

Southeast Equestria is currently: Siren Controlled
Southwest Equestria is currently: [Root.HIP_SIR_southwest_status]
Eastern Equestria is currently: [Root.HIP_SIR_manehattan_status]
Stalliongrad is currently: [Root.HIP_SIR_stalliongrad_status]
Central Equestria is currently: [Root.HIP_SIR_canterlot_status]
The Crystal Empire is currently: [Root.HIP_SIR_crystal_empire_status]
Northwest Equestria is currently: Changeling Controlled

Requirements for category to appear:

  • Country flag HIP_SIR_equestria_partition_start is set
  • The cult has taken over (?)

id

Decision generic merge plant tank.pngFinish Negotiations


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • The status of the Crystal Empire has been resolved. (?)
  • The status of the Southwest has been resolved. (?)

Effects when selected
  • Custom effect tooltip: Negotiations with the changelings will end, for better or for worse.
  • We have finished negotiations with the Changelings. (?)
  • Set country flag HIP_SIR_negotiations_successful
  • Hidden effect:
    • Flag of Changeling Lands Changeling Lands:
      • Set country flag HIP_CHN_negotiations_ended
      • Trigger country event “The End of the Great War”


id

Decision generic merge plant tank.pngThe Status of Canterlot


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • At least one of the following is true:
  • At least one of the following is true:
  • At least one of the following is true:
  • The status of Manehattan has been resolved. (?)

Effects when selected
  • Trigger country event “The Status Of Canterlot”


id

Decision generic merge plant tank.pngThe Status of Manehattan


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites

Effects when selected
  • Trigger country event “The Status Of Manehattan”


id

Decision generic merge plant tank.pngThe Status of Stalliongrad


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • At least one of the following is true:
  • The status of Manehattan has been resolved. (?)

Effects when selected
  • Trigger country event “The Status Of Stalliongrad”


id

Decision generic merge plant tank.pngThe Status of the Crystal Empire


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • At least one of the following is true:
  • The status of Stalliongrad has been resolved. (?)
  • The status of Canterlot has been resolved. (?)

Effects when selected
  • Trigger country event “The Status Of The Crystal Empire”


id

Decision generic merge plant tank.pngThe Status of the Southwest


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites

Effects when selected
  • Trigger country event “The Status Of The Southwest”

Decision category generic political actions.png Colthaginian Integration

The nation is Colthage is a very volatile place, a den of unrest and factionalism just waiting to boil over. As sirens, we of course have no trouble in subduing this place for our own purposes. How exactly we accomplish that, however, remains to be seen, and the options we may take are many. Depending on what we do, the benefits and the ultimate fate of Colthage in our realm may change for better or for worse...

Allowing various factions influence in Colthage may give us benefits once our integration is complete. Authority will be required for completely securing and taking full advantage of the region. However, should we want to choose the other path, allowing the warlords to run rampant would certainly give us magic to work with...

Authority from Colthage is currently: [Root.HIP_SIR_colthage_authority_color]
Scientifid influence is currently: [Root.HIP_SIR_colthage_scientifid_color]
Landowners influence is currently: [Root.HIP_SIR_colthage_landowners_color]
Warlordism is currently: [Root.HIP_SIR_colthage_warlords_color]

Category requirements

  • Country flag HIP_SIR_colthage_integration_start is set
  • The cult has taken over (?)

id

Decision generic decision.pngFinish Integration


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_integration_start is set
Prerequisites
  • Has completed national focus HIP SIR SNA issue of nationalism.png “On The Issue Of Nationalism”
  • Has completed national focus HIP SIR SNA issue of collaboration.png “On The Issue Of Collaboration”
  • Has completed national focus HIP SIR SNA issue of centralism.png “On The Issue Of Centralism”
  • None of:
    • Has the National Spirit Idea HIP SIR SNA centralize colthage.png “Centralization in Colthage”
    • Has the National Spirit Idea HIP SIR SNA decentralize colthage.png “Decentralization in Colthage”

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_integrate_colthage=yes


id

Decision generic decision.pngIntegrate Coltdar


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
Prerequisites
  • [Scope]Zahal (751):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zerankara (707):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Ispardur (708):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Karmanegdan (1089):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

50


Effects when selected
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Zahal (751)
        • Is state Zerankara (707)
        • Is state Ispardur (708)
        • Is state Karmanegdan (1089)
    • Flag of Hippogriffia Hippogriffia gains a core on this state
  • Set country flag HIP_SIR_coltdar_secured


id

Decision generic decision.pngHIP_SIR_integrate_colthage_decision


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
Prerequisites
  • [Scope]Karamane (700):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zur (701):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Sophoovene (702):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Colthage (875):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zalihli (876):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

50


Effects when selected
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Karamane (700)
        • Is state Zur (701)
        • Is state Sophoovene (702)
        • Is state Colthage (875)
        • Is state Zalihli (876)
    • Flag of Hippogriffia Hippogriffia gains a core on this state
  • Set country flag HIP_SIR_colthage_secured


id

Decision generic decision.pngIntegrate Coltva


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
Prerequisites
  • [Scope]Kar-Alpaka (1092):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Kizil-Zeb (1093):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Goatlestan (1094):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Qatrain (1095):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zrumqi (933):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

50


Effects when selected
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Kar-Alpaka (1092)
        • Is state Kizil-Zeb (1093)
        • Is state Goatlestan (1094)
        • Is state Qatrain (1095)
        • Is state Zrumqi (933)
    • Flag of Hippogriffia Hippogriffia gains a core on this state
  • Set country flag HIP_SIR_coltva_secured


id

Decision generic decision.pngIntegrate Hippone


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
Prerequisites
  • [Scope]Alaudid Range (699):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Tefemanei (877):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zamitha (852):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Sivmareas (709):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

50


Effects when selected
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Alaudid Range (699)
        • Is state Tefemanei (877)
        • Is state Zamitha (852)
        • Is state Sivmareas (709)
    • Flag of Hippogriffia Hippogriffia gains a core on this state
  • Set country flag HIP_SIR_hippone_secured


id

Decision generic decision.pngIntegrate Trotkat


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
Prerequisites
  • [Scope]Zebinop (703):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Amanesya (704):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zeordu (705):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Trotkat (706):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Zjerba (714):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

50


Effects when selected
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Zebinop (703)
        • Is state Amanesya (704)
        • Is state Zeordu (705)
        • Is state Trotkat (706)
        • Is state Zjerba (714)
    • Flag of Hippogriffia Hippogriffia gains a core on this state
  • Set country flag HIP_SIR_trotkat_secured


id

Decision generic decision.pngSecure Coltdar


 
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
  • None of:
    • Country flag HIP_SIR_coltdar_secured is set
Prerequisites
  • None of:
    • We are securing a region of Colthage. (?)

Cost

50


Effects when selected
  • We are securing a region of Colthage. (?)
Effects for duration of 50 days
  • Daily Political Power Gain: −0.1
  • Stability: −10%
  • War Support: −5%
  • Daily Magic Drift: −1
Effects after 50 days
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Zahal (751)
        • Is state Zerankara (707)
        • Is state Ispardur (708)
        • Is state Karmanegdan (1089)
    • Compliance:+15%
    • Resistance: −10%
  • Remove: We are securing a region of Colthage. (?)


id

Decision generic decision.pngSecure Colthage


 
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
  • None of:
    • Country flag HIP_SIR_colthage_secured is set
Prerequisites
  • None of:
    • We are securing a region of Colthage. (?)

Cost

50


Effects when selected
  • We are securing a region of Colthage. (?)
Effects for duration of 50 days
  • Daily Political Power Gain: −0.1
  • Stability: −10%
  • War Support: −5%
  • Daily Magic Drift: −1
Effects after 50 days
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Karamane (700)
        • Is state Zur (701)
        • Is state Sophoovene (702)
        • Is state Colthage (875)
        • Is state Zalihli (876)
    • Compliance:+15%
    • Resistance: −10%
  • Remove: We are securing a region of Colthage. (?)


id

Decision generic decision.pngSecure Coltva


 
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
  • None of:
    • Country flag HIP_SIR_coltva_secured is set
Prerequisites
  • None of:
    • We are securing a region of Colthage. (?)

Cost

50


Effects when selected
  • We are securing a region of Colthage. (?)
Effects for duration of 50 days
  • Daily Political Power Gain: −0.1
  • Stability: −10%
  • War Support: −5%
  • Daily Magic Drift: −1
Effects after 50 days
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Kar-Alpaka (1092)
        • Is state Kizil-Zeb (1093)
        • Is state Goatlestan (1094)
        • Is state Qatrain (1095)
        • Is state Zrumqi (933)
    • Compliance:+15%
    • Resistance: −10%
  • Remove: We are securing a region of Colthage. (?)


id

Decision generic decision.pngSecure Hippone


 
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
  • None of:
    • Country flag HIP_SIR_hippone_secured is set
Prerequisites
  • None of:
    • We are securing a region of Colthage. (?)

Cost

50


Effects when selected
  • We are securing a region of Colthage. (?)
Effects for duration of 50 days
  • Daily Political Power Gain: −0.1
  • Stability: −10%
  • War Support: −5%
  • Daily Magic Drift: −1
Effects after 50 days
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Alaudid Range (699)
        • Is state Tefemanei (877)
        • Is state Zamitha (852)
        • Is state Sivmareas (709)
    • Compliance:+15%
    • Resistance: −10%
  • Remove: We are securing a region of Colthage. (?)


id

Decision generic decision.pngSecure Trotkat


 
Visible when
  • Country flag HIP_SIR_colthage_cores_unlocked is set
  • None of:
    • Country flag HIP_SIR_trotkat_secured is set
Prerequisites
  • None of:
    • We are securing a region of Colthage. (?)

Cost

50


Effects when selected
  • We are securing a region of Colthage. (?)
Effects for duration of 50 days
  • Daily Political Power Gain: −0.1
  • Stability: −10%
  • War Support: −5%
  • Daily Magic Drift: −1
Effects after 50 days
  • [SCOPE]Every state:
    • Limited to:
      • At least one of the following is true:
        • Is state Zebinop (703)
        • Is state Amanesya (704)
        • Is state Zeordu (705)
        • Is state Trotkat (706)
        • Is state Zjerba (714)
    • Compliance:+15%
    • Resistance: −10%
  • Remove: We are securing a region of Colthage. (?)

Decision category generic political actions.png The Arisian Resistance

The hippogriffs of Aris may be down, but they are not out for the count. Though few in number, those that avoided falling under our spell are now waging a war of resistance against our rule, sabotaging factories, eliminating key underlings and even breaking more and more hippogriffs free to join their cause. Together they are unstoppable, but their coalition is diverse and fractured along ideological lines, and that will be their downfall. If their unity can be cracked, then each faction could be taken down one by one...

The Arisian Resistance's unity is currently: [Root.HIP_SIR_resistance_unity_color]

Skystar's Harmonists faction strength is currently: [Root.HIP_SIR_resistance_skystar_color]
Crack Lightning's Aris First faction strength is currently: [Root.HIP_SIR_resistance_lightning_color]
Posada's Communists faction strength is currently: [Root.HIP_SIR_resistance_posada_color]

Category requirements

  • The cult has taken over (?)
  • Country flag HIP_SIR_resistance_actions is set
  • Country flag HIP_SIR_resistance_defeated is not set
  • Is player-controlled

id

Decision generic decision.pngCrimes of the Communists


Revolutions are not friendly or beautiful things. They cause terror and death wherever they spawn, resulting in the deaths of thousands of simple peasants if they fail, or the rich and the nobility if they succeed. Posada continues to advocate for Revolution, so ask yourself; what does that entail? Can you honestly believe that your leader and Princess Skystar, or your Queen Novo will be alive at the end of it?


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI lies deception.png “Lies And Deception”
Prerequisites
  • Has completed national focus HIP SIR UNI lies deception.png “Lies And Deception”

Cost

30


Effects after 20 days
  • Trigger country event “Crimes Of The Communists”


id

Decision generic decision.pngFire up the Workers


The factories are normally the one exception we have for arguments and infighting, as we need them to be focused on their tasks to build weapons of war for us. In this extreme situation, however, we can make an exception. Productivity will suffer in the long-term obviously, but what does it matter if we get some more magic in the short-term to work with?


 
Visible when
  • Has completed national focus HIP SIR UNI rising resistance.png “The Rising Resistance”
Prerequisites
  • None

Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to 40
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 50 days
  • Factory Output: −10%
  • Dockyard Output: −10%


id

Decision generic decision.pngRelease Raft Wood


While Crack Lightning may have been able to escape our grasp for now, the same could not be said for his former partner, a seapony by the name of Raft Wood. Currently he is being held as one of our high-priority targets, down in Seaquestria. It would be a real shame if he were able to "break" free however, and make his way back to the little resistance on Aris.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI fear doubt.png “Fear And Doubt”
Prerequisites
  • Has completed national focus HIP SIR UNI fear doubt.png “Fear And Doubt”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 30
    • Value of variable HIP_siren_power is greater than 30

Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -30
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects after 20 days
  • Trigger country event “The "Escape"”


id

Decision generic decision.pngSecure the Factories


The factories are one of the favorite targets of the resistance, being easy to hit and sabotage without getting caught. Of course, with our unique skills, we can make things a bit more difficult by having the guards not be the only ones looking out for subversives. Any worker can fight, after all.


 
Visible when
  • Has completed national focus HIP SIR UNI rising resistance.png “The Rising Resistance”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 70 days
  • Factory Output: +10%
  • Dockyard Output: +10%


id

Decision generic decision.pngSegregation Tactics


A large amount of both the resistance of Aris First and the Harmonists involves cooperation between cells in Seaquestria and Aris, done between the connections set up within cities and on the coastline. Cutting these threads will strike a major blow to both factions, even if it may be difficult in accomplishing that. Maintaining a vigilant guard across the necessary areas will take a hefty toll on our magic, but the results should be well worth it.


 
This decision can be activated only once during a campaign.
Visible when
  • At least one of the following is true:
    • Has completed national focus HIP SIR UNI nationalist.png “The Nationalist”
    • Has completed national focus HIP SIR UNI princess.png “The Princess”
Prerequisites
  • Has completed national focus HIP SIR UNI nationalist.png “The Nationalist”
  • Has completed national focus HIP SIR UNI princess.png “The Princess”
  • Has the National Spirit Idea HIP SIR ADG beacons.png “Beacons of Music”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 50
    • Value of variable HIP_siren_power is greater than 50

Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -50
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 50 days
  • Daily Magic Drift: −1
Effects after 50 days
  • Trigger country event “Chance Meeting”


id

Decision generic decision.pngShut Down the Universities


Communism on Aris started from one place, that being ideological clubs within the places of thought and education, also known as the universities. That means that these places are dangerous, subversive, and must be dealt with. Any institution of so-called "higher learning" that is found to possibly have sympathies with the communists will be shut down immediately, and the staff and students brought in for immediate musical correction.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI revolutionary.png “The Revolutionary”
Prerequisites
  • Has completed national focus HIP SIR UNI revolutionary.png “The Revolutionary”

Cost

50


Effects for duration of 40 days
  • Research Speed: −10%
Effects after 40 days
  • Trigger country event “On The Matter Of Learning”


id

Decision generic decision.pngSlacken the Reins


Our magic is the most important thing we need, and we must keep it at any cost. Though the side effects of withdrawal from being under our spell for long periods of time are not optimal in the situation, giving some unimportant hippogriffs a bit more autonomy should cause some wonderful strife we can use.


 
Visible when
  • Has completed national focus HIP SIR UNI rising resistance.png “The Rising Resistance”
Prerequisites
  • None

Cost

50


Effects for duration of 35 days
  • Daily Magic Drift: +1


id

Decision generic decision.pngSuppress the Hippogriffs


Sometimes it pays to be subtle, to be tactful in dealing with opposition to our rule. And sometimes, the only way to put it down is with brute, unrelenting force. The majority of Aris First lies here, on the mainland, and so we will crack down hard on the Hippogriffs to root out those foolish enough to continue their attacks against us with sheer blunt oppression.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI nationalist.png “The Nationalist”
Prerequisites
  • Has completed national focus HIP SIR UNI nationalist.png “The Nationalist”

Cost

35


Effects after 20 days
  • Custom effect tooltip: The strength of the Aris First faction will fall.
  • Decrease variable HIP_SIR_resistance_lightning_level by 1


id

Decision generic decision.pngThe Equestrian Example


Years ago, a socialist republic spawned in the former Equestrian territory of Severyana, created from a revolution caused by so-called "injustices" against them. And yet, not only have they gone from failure to failure, but Equestria, the "close friend" of the Hippogriffs and bastion of "Harmony", refuses to even acknowledge their existence. Do you need any further proof that the two nations, no, two ideologies can not get along? Why would that fact change here?


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI lies deception.png “Lies And Deception”
Prerequisites
  • Has completed national focus HIP SIR UNI lies deception.png “Lies And Deception”

Cost

50


Effects after 30 days
  • Custom effect tooltip: The unity of the resistance will fall.
  • Decrease variable HIP_SIR_resistance_unity_level by 1


id

Decision generic decision.pngThe Nail in the Coffin


With Posada and Crack Lightning dealt with and out of the picture, the Harmonic Resistance is teetering on its last legs. They are alone, alone against us. With our full, undivided attention on them and them alone, it won't take much to push them into despair and apathy. They will practically give themselves up to us, for they know they can not win now.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI princess.png “The Princess”
Prerequisites
  • Has completed national focus HIP SIR UNI princess.png “The Princess”
  • Has completed national focus HIP SIR UNI fall of aris.png “The Fall Of Aris”
  • Has completed national focus HIP SIR UNI death of revolution.png “Death Of The Revolution”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 25
    • Value of variable HIP_siren_power is greater than 25

Cost

40


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -25
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects after 15 days
  • Custom effect tooltip: The strength of the Harmonist faction will fall.
  • Decrease variable HIP_SIR_resistance_skystar_level by 1


id

Decision generic decision.pngThe Royal Hostage


We may not have the Princess, but we have the Queen. And Novo, as far as we can tell was well loved by the populace, particularly among those who now make up the Harmonic faction of the Resistance. She is completely under our spell, at our mercy, and her fate is up to us alone. Perhaps it is time to remind the hippogriffs and seaponies of that fact.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI princess.png “The Princess”
Prerequisites
  • Has completed national focus HIP SIR UNI princess.png “The Princess”

Cost

50


Effects after 20 days
  • Trigger country event “The Radio Broadcast”


id

Decision generic decision.pngThe Truth of Aris First


The question is not what is Aris First, but what was Aris First. How did they immediately have such discipline, such experience in resistance operations? And why is Crack Lightning's former second-in-command an army colonel? Perhaps he was planning his own coup before we came along? Or perhaps the only true question now is; how long will it take after we are gone for him to turn on you?


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI fear doubt.png “Fear And Doubt”
Prerequisites
  • Has completed national focus HIP SIR UNI fear doubt.png “Fear And Doubt”

Cost

50


Effects after 40 days
  • Custom effect tooltip: The unity of the resistance will fall.
  • Decrease variable HIP_SIR_resistance_unity_level by 1


id

Decision generic decision.pngThreaten the Civilians


Sentimentality is a funny thing. It causes even the most rational creatures to do anything to save the things they say they love. Many hippogriffs who follow Skystar claim that they will never give up, that they will follow her into the depths of Tartarus and back if that is what it takes to defeat us. We'll see if they feel the same way when it isn't just their lives on the line.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI princess.png “The Princess”
Prerequisites
  • Has completed national focus HIP SIR UNI princess.png “The Princess”

Cost

35


Effects after 35 days
  • Trigger country event “A Simple Threat”


id

Decision generic decision.pngTighten the Grip


With the resistance an active threat, we can not afford to lose the hippogriffs we believe we can trust to act in our stead, much less doubt their loyalty. With some magic, we can make sure they remain... motivated in their duties.


 
Visible when
  • Has completed national focus HIP SIR UNI rising resistance.png “The Rising Resistance”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 70 days
  • Daily Political Power Gain: +0.25


id

Decision generic decision.pngUtilize the Constant


There is nothing that our new puppet, Moonfeather, hates more than communism, except perhaps losing money. In fact, he is almost begging us to allow him to deal with the situation his way, and promises results within the month should we allow him free rein to take punitive action. If he can solve this problem for us, then we are just fine sitting back and watching the magic happen.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI revolutionary.png “The Revolutionary”
Prerequisites
  • Has completed national focus HIP SIR UNI revolutionary.png “The Revolutionary”
  • Has the Political Advisor “Plumage Moonfeather”
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 30
    • Value of variable HIP_siren_power is greater than 30

Cost

25


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -30
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects after 25 days
  • Custom effect tooltip: The strength of the Communist faction will fall.
  • Decrease variable HIP_SIR_resistance_posada_level by 1


id

Decision generic decision.pngWeaken Aris First


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI break apart.png “Break Them Apart”
  • None of:
    • Country flag HIP_SIR_crack_lightning_weakened is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Aris First's faction strength is Moderate or lower.
    • Value of variable HIP_SIR_resistance_lightning_level is less than 3

Effects when selected
  • Increase variable HIP_RESISTANCE_stability_factor by 0.05
  • Increase variable HIP_RESISTANCE_war_support_factor by 0.05
  • Custom effect tooltip: Modifies The Arisian Resistance by:
  Stability: +5.00%
  War Support: +5.00%
  • Set country flag HIP_SIR_crack_lightning_weakened


id

Decision generic decision.pngWeaken Aris First


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI break apart.png “Break Them Apart”
  • Country flag HIP_SIR_crack_lightning_weakened is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Aris First's faction strength is Defeated.
    • Value of variable HIP_SIR_resistance_lightning_level is equals 0

Effects when selected
  • Increase variable HIP_RESISTANCE_magic_drift by 1
  • Custom effect tooltip: Modifies The Arisian Resistance by:
  Daily Magic Drift: +1.00
  • Crack Lightning's faction has been completely weakened. (?)


id

Decision generic decision.pngWeaken the Communists


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI break apart.png “Break Them Apart”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Posada's faction strength is Defeated.
    • Value of variable HIP_SIR_resistance_posada_level is equals 0

Effects when selected
  • Increase variable HIP_RESISTANCE_magic_drift by 1
  • Custom effect tooltip: Modifies The Arisian Resistance by:
  Daily Magic Drift: +1.00
  • Posada's faction has been completely weakened. (?)


id

Decision generic decision.pngWeaken the Harmonists


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI break apart.png “Break Them Apart”
  • None of:
    • Country flag HIP_SIR_skystar_weakened is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Skystar's faction strength is Moderate or lower.
    • Value of variable HIP_SIR_resistance_skystar_level is less than 3

Effects when selected
  • Increase variable HIP_RESISTANCE_political_power_gain by 0.1
  • Custom effect tooltip: Modifies The Arisian Resistance by:
  Daily Political Power Gain: +0.10
  • Set country flag HIP_SIR_skystar_weakened


id

Decision generic decision.pngWeaken the Harmonists


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR UNI break apart.png “Break Them Apart”
  • Country flag HIP_SIR_skystar_weakened is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Skystar's faction strength is Defeated.
    • Value of variable HIP_SIR_resistance_skystar_level is equals 0

Effects when selected
  • Increase variable HIP_RESISTANCE_magic_drift by 1
  • Custom effect tooltip: Modifies The Arisian Resistance by:
  Daily Magic Drift: +1.00
  • Princess Skystar's faction has been completely weakened. (?)

Decision category border conflicts.png Siren Expansionism

This simple fact can not be denied: we, as sirens, are meant to rule the world. However, the inhabitants of said world are not appreciative or very enthusiastic about such a notion. Fortunately, there are quite a few easy targets that we are able to strike, to get both land and creatures to put in their place to serve and adore us...

Category requirements

  • The cult has taken over (?)

id

Decision generic merge plant tank.pngAttack Puerto Caballo


Once an Equestrian dominion, the island of Puerto Caballo is now free from Equestrian rule. While an impressive feat, it also means that they are devoid of the protection they bring, and their position would give us a strategic advantage in a conflict on Equus. We will be far better masters than the Equestrians were anyway.


 
This decision can be activated only once during a campaign.
Visible when
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Puerto Caballo Puerto Caballo:
    • Is an independent nation
    • Is not in a faction
    • Exists
  • [SCOPE]FROM
Prerequisites
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Puerto Caballo Puerto Caballo:
    • Is an independent nation
    • Is not in a faction

Cost

30

Targets for decision

Flag of Puerto Caballo Puerto Caballo


Effects after 25 days


id

Decision generic merge plant tank.pngDestroy Klugetown


By taking over both Maregypt and Abyssinia, we have surrounded the curious city of Klugetown, a place where the most unlikely of criminals and gangs call home. Of course, we can't let such a prize go untaken, especially one so vulnerable to our armies. It should be a simple matter to march in and take what is rightfully ours.


 
This decision can be activated only once during a campaign.
Visible when
  • Owns state Katoum (772)
  • Owns state Khaneigh (763)
  • Flag of Klugetown Klugetown:
    • Is an independent nation
    • Is not in a faction
    • Exists
  • [SCOPE]FROM
Prerequisites
  • Flag of Klugetown Klugetown:
    • Is an independent nation
    • Is not in a faction

Cost

20

Targets for decision

Flag of Klugetown Klugetown


Effects after 15 days


id

Decision generic merge plant tank.pngExtend the Agzhat Line


The conquest of Warzena has given us more land and zebras, but also a longer border to guard against our enemies. The Agzhat Line must be expanded along the river, to include the new region as a part of our fortified defenses. Their armies will break against ours, until we are able to press the advantage.


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_securing_zumidia is set
  • Flag of Chiropterra Chiropterra:
    • Exists
    • Owns state Tobuck (728)
  • Owns state Mayirzim (743)
  • Country flag HIP_SIR_agzhat_line_built is set
Prerequisites
  • Controls state Azimgav (744)

Cost

25


Effects for duration of 30 days
  • Daily Magic Drift: −1
Effects after 30 days
  • [Scope]Zirta (710):
    • Add 2 Land fort Land Fort, on the province (18604)
  • [Scope]Azimgav (744):
    • Add 2 Land fort Land Fort, on the province (18599)
    • Add 2 Land fort Land Fort, on the province (18600)
    • Add 2 Land fort Land Fort, on the province (18584)
    • Add 2 Land fort Land Fort, on the province (18589)
    • Add 2 Land fort Land Fort, on the province (18581)
    • Add 2 Land fort Land Fort, on the province (18559)
    • Add 2 Land fort Land Fort, on the province (18548)
    • Add 2 Land fort Land Fort, on the province (18527)


id

Decision generic merge plant tank.pngFortify the Warzenan Bank


The river separating Warzena and the heart of Chiropterra itself would make an excellent location for border defenses, with aggression from both us and them making conflict inevitable. With the land to the north of it relatively difficult to pass through itself, as long as we hold the river we will have a knife ready to strike at the heart of the Zebrican nation.


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_securing_zumidia is set
  • Flag of Chiropterra Chiropterra:
    • Exists
  • Owns state Mayirzim (743)
Prerequisites
  • Controls state Mayirzim (743)

Cost

50


Effects for duration of 50 days
  • Daily Magic Drift: −1
Effects after 50 days
  • [Scope]Mayirzim (743):
    • Add 2 Land fort Land Fort, on the province (18547)
    • Add 2 Land fort Land Fort, on the province (18563)
    • Add 2 Land fort Land Fort, on the province (18577)
    • Add 2 Land fort Land Fort, on the province (18572)


id

Decision generic merge plant tank.pngIntegrate Maregypt


Our efforts have paid off, and Maregypt has finally been broken to a point where they can be safely integrated as a full part of our nation, loyal thralls to our music. A great wrong has been righted today, as the ponies that once insulted us with their existence now sing us praises. Truly, only a mere sign of what the future holds for us and for everyone else in the world.


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_maregypt_integration_start is set
Prerequisites
  • [Scope]Somnambula (733):
    • Is controlled by our country
    • Has more than 60% compliance
  • [Scope]Neighile Delta (734):
    • Is controlled by our country
    • Has more than 60% compliance

Cost

100


Effects after {{{days_remove}}}
  • [SCOPE]Every state:
  • [SCOPE]Every state:
    • Limited to:
    • Compliance:+20%
  • Set country flag HIP_SIR_maregypt_integration_finish


id

Decision generic merge plant tank.pngNegotiate for Purrsia


The isles of Purrsia would make an excellent naval base for us, as well as provide security for our holdings in mainland Abyssinia. However, they are currently held by Wingbardy, who took it from the cats as a colony a while back. If there's one thing we learned, it's that everyone has their price, so we shall send Moonfeather over to see if we can get the colonies using more... subversive means. A full war on Griffonia is not something we want for the moment.


 
This decision can be activated only once during a campaign.
Visible when
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Kingdom of Wingbardy Kingdom of Wingbardy:
    • Owns state Purrsia (784)
Prerequisites
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Kingdom of Wingbardy Kingdom of Wingbardy:
    • Owns state Purrsia (784)

Cost

75


Effects when selected


id

Decision generic merge plant tank.pngSecure Maregypt


We have done much to punish Maregypt, but they are still not cowed yet. The distance from our main power base on Aris and the Maregyptians' willingness to use violent defiance makes securing the region no easy task, but rarely is anything worth doing to us easy. It doesn't matter what it takes; they will listen to us and our song.


 
Visible when
  • Country flag HIP_SIR_maregypt_integration_start is set
  • None of:
    • Country flag HIP_SIR_maregypt_integration_finish is set
Prerequisites
  • None

Cost

50


Effects for duration of 65 days
  • Weekly Ponypower: −1 000
  • Daily Political Power Gain: −0.15
  • Stability: −10%
  • Daily Magic Drift: −2
Effects after 65 days
  • [SCOPE]Every state:
    • Limited to:
    • Compliance:+15%
  • [SCOPE]Every state:
    • Limited to:
    • Compliance:+10%


id

Decision generic merge plant tank.pngStrike the Colthaginian Warlords


We have taken the city of Colthage itself, but there are still successor states who see the city as theirs, who may wish to retake what we rightfully own. These pathetic warlords must be shown their place, and their territory integrated for us to establish a better control over the region and the mainland as a whole.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • At least one of the following is true:
Prerequisites
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • At least one of the following is true:

Cost

50


Effects when selected
  • If:
  • If:
    • Limited to:
      • Flag of Coltvan Republic Coltvan Republic:
        • Exists
        • None of:
          • Is at war with our country
    • Declares a Annex war against Flag of Coltvan Republic Coltvan Republic
  • If:
    • Limited to:
      • Flag of Hippone Hippone:
        • Exists
        • None of:
          • Is at war with our country
    • Declares a Annex war against Flag of Hippone Hippone
  • If:
    • Limited to:
      • Flag of Trotkat Trotkat:
        • Exists
        • None of:
          • Is at war with our country
    • Declares a Annex war against Flag of Trotkat Trotkat
  • If:
    • Limited to:
      • Flag of Coltdar Coltdar:
        • Exists
        • None of:
          • Is at war with our country
    • Declares a Annex war against Flag of Coltdar Coltdar


id

Decision generic merge plant tank.pngTake Coltdar


Coltdar is the last region of Colthage, being stolen from them by the Quagga during the chaos of the Storm King. Now, the area is in a prime position for us to strike, and absorb into our current Colthaginian holdings.


 
This decision can be activated only once during a campaign.
Visible when
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • None of:
  • None of:
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • None of:
  • None of:
  • [SCOPE]FROM
    • Owns state Ispardur (708)
Prerequisites
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • None of:

Cost

50

Targets for decision

owner of Ispardur (708)


Effects when selected
  • Declares a Annex war against FROM


id

Decision generic merge plant tank.pngTake Kar-Alpaka


Kar-Alpaka was a part of the region of Coltva in the history of Zonicia, until Llambet seized it for their own. While we personally care little for such disputes, our ownership of the region does technically give a valid region for us to seize it without drawing too much attention from nearby powers we do not want to deal with yet.


 
Visible when
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • None of:
    • Owns state Kar-Alpaka (1092)
  • [Scope]Kar-Alpaka (1092):
    • [SCOPE]State owner:
      • Scripted Trigger: can_have_border_war_with_ROOT=yes
Prerequisites
  • Has completed national focus HIP SIR ADG zonician excuse.png “The Zonician Excuse”
  • Is at peace
  • Has full control of state Goatlestan (1094)
  • Has more than 0 divisions in state Goatlestan (1094)

Cost

30

Cooldown

90 days


Effects when selected
  • Start a border war between Goatlestan (1094) and Kar-Alpaka (1092)
    • For the attacker trigger “Kar-Alpaka Taken!” on win
    • For the defender trigger “Successful Defense of Kar-Alpaka!” on win
    • For the attacker trigger “Failure in Kar-Alpaka!” on loss
    • For the defender trigger “Loss in Kar-Alpaka!” on loss
    • For the attacker trigger “Stalemate in Kar-Alpaka!” on cancel
    • For the defender trigger “Stalemate in Kar-Alpaka!” on cancel


id

Decision generic merge plant tank.pngTake the Meridiennes


A former colony of Aquileia, the Meridiennes now finds itself alone, easy prey for someone like us. Their proximity to Equestria is useful, making them a perfect target. A few invasions from the sea, and they will fall like a domino.


 
This decision can be activated only once during a campaign.
Visible when
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Les Meridiennes Les Meridiennes:
    • Is an independent nation
    • Is not in a faction
    • Exists
  • [SCOPE]FROM
Prerequisites
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of Les Meridiennes Les Meridiennes:
    • Is an independent nation
    • Is not in a faction

Cost

50

Targets for decision

Flag of Les Meridiennes Les Meridiennes


Effects after 20 days


id

Decision generic merge plant tank.pngThe Agzhat Line


Chiropterra has taken Zarantia, which now gives them a direct border with our holdings in Zumidia. This is a direct threat we can not ignore, so a defensive line will be constructed along the southern border to prepare for their coming attack. Our safety must take priority over anything else.


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_securing_zumidia is set
  • Flag of Chiropterra Chiropterra:
    • Owns state Agzhat (747)
Prerequisites
  • Controls state Zirta (710)
  • Controls state Annaza (711)

Cost

50


Effects for duration of 50 days
  • Daily Magic Drift: −1
Effects after 50 days
  • [Scope]Annaza (711):
    • Add 2 Land fort Land Fort, on the province (18652)
    • Add 2 Land fort Land Fort, on the province (18640)
    • Add 2 Land fort Land Fort, on the province (18638)
    • Add 2 Land fort Land Fort, on the province (18633)
    • Add 2 Land fort Land Fort, on the province (18627)
    • Add 2 Land fort Land Fort, on the province (18616)
  • Set country flag HIP_SIR_agzhat_line_built


id

Decision generic merge plant tank.pngThe Dragon Lands


Physically and magically, the dragons are a force to behold, possessing immense strength and powerful fire breath. Such abilities provide little protection against our magical song, fortunately. Their land is extremely underdeveloped and not of much use in the material sense, but it is extremely close to the Equestrian Southeast, and such a location can not be ignored. The dragons, once proud, will bow to us.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • We are able to attack the nations in the Canterbbean. (?)
  • Flag of United Dragon Lands United Dragon Lands:
    • Is an independent nation
    • Is not in a faction

Cost

50

Targets for decision

Flag of United Dragon Lands United Dragon Lands


Effects after 35 days


id

Decision generic merge plant tank.pngThe Trotgourait Line


With the enemy already having taken Warzena, it is unlikely that we will be able to hold the region of Zirta. Instead we will build a fallback line behind the river, so that we may ensure that the crucial port of Ain Trotgourait is not compromised. It is the keystone to our hold on Zebrica, and under no circumstances can we allow it to fall.


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_securing_zumidia is set
  • Flag of Chiropterra Chiropterra:
    • Owns state Mayirzim (743)
Prerequisites
  • Controls state Ain Trotgourait (697)
  • Controls state Annaza (711)

Cost

50


Effects for duration of 50 days
  • Daily Magic Drift: −1
Effects after 50 days
  • [Scope]Annaza (711):
    • Add 2 Land fort Land Fort, on the province (18632)
    • Add 2 Land fort Land Fort, on the province (18636)
    • Add 2 Land fort Land Fort, on the province (18656)
  • [Scope]Ain Trotgourait (697):
    • Add 2 Land fort Land Fort, on the province (18671)
    • Add 2 Land fort Land Fort, on the province (18681)

Decision category generic industry.png Musical R&D Department

Category requirements

  • The cult has taken over (?)
  • At least one of the following is true:
    • Country flag HIP_SIR_research_unlocked is set
    • Country flag HIP_SIR_merge_designers is set
  • Is player-controlled

id

Decision generic decision.pngFund Aerial Development


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Fighter models bonus) (1 use) towards:
    • Fighter models
    • Heavy Fighter models
    • Close Air Support models
    • Tactical Bomber models
    • Strategic Bomber models
    • Naval aircraft


id

Decision generic decision.pngFund Artillery Development


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Infantry Weapons bonus) (1 use) towards:
    • Support Artillery
    • Anti-Tank
    • Anti-Air


id

Decision generic decision.pngExplore Doctrinal Development


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 75
    • Value of variable HIP_siren_power is greater than 75

Cost

50

Cooldown

300 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -75
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain 1 use of +50% (Land doctrines bonus) doctrine cost reduction for:
    • Land Doctrine
  • Gain 1 use of +50% (Naval Doctrine Research Bonus) doctrine cost reduction for:
    • Naval Doctrine
  • Gain 1 use of +50% (Air doctrine bonus) doctrine cost reduction for:
    • Air Doctrine


id

Decision generic decision.pngFund Electronics Developments


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Industrial bonus) (1 use) towards:
    • Electronics


id

Decision generic decision.pngForm the Siren Aircraft Merger


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_merge_designers is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 100
    • Value of variable HIP_siren_power is greater than 100

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -100
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 60 days
  • Daily Magic Drift: −3
Effects after 60 days
  • Set country flag HIP_SIR_designer_aircraft_merged
  • Gets the Aircraft Designer Idea HIP SIR aircraft merger.png “Siren Aircraft Merger”
  • Custom effect tooltip: This designer company will not be removable!


id

Decision generic decision.pngForm the Siren Industrial Merger


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_merge_designers is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 100
    • Value of variable HIP_siren_power is greater than 100

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -100
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 60 days
  • Daily Magic Drift: −3
Effects after 60 days
  • Set country flag HIP_SIR_designer_industrial_merged
  • Gets the Industrial Concern Idea HIP SIR industrial merger.png “Siren Industrial Merger”
  • Custom effect tooltip: This designer company will not be removable!


id

Decision generic decision.pngForm the Siren Material Merger


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_merge_designers is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 100
    • Value of variable HIP_siren_power is greater than 100

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -100
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 60 days
  • Daily Magic Drift: −3
Effects after 60 days
  • Set country flag HIP_SIR_designer_material_merged
  • Gets the Materiel Designer Idea HIP SIR materiel merger.png “Siren Materiel Merger”
  • Custom effect tooltip: This designer company will not be removable!


id

Decision generic decision.pngForm the Siren Naval Merger


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_merge_designers is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 100
    • Value of variable HIP_siren_power is greater than 100

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -100
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 60 days
  • Daily Magic Drift: −3
Effects after 60 days
  • Set country flag HIP_SIR_designer_naval_merged
  • Gets the Ship Designer Idea HIP SIR naval merger.png “Siren Naval Merger”
  • Custom effect tooltip: This designer company will not be removable!


id

Decision generic decision.pngForm the Siren Tank Merger


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_merge_designers is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 100
    • Value of variable HIP_siren_power is greater than 100

Cost

50


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -100
  • Scripted Effect: HIP_SIR_magic_change=yes
Effects for duration of 60 days
  • Daily Magic Drift: −3
Effects after 60 days
  • Set country flag HIP_SIR_designer_tanks_merged
  • Gets the Tank Designer Idea HIP SIR tank merger.png “Siren Tank Merger”
  • Custom effect tooltip: This designer company will not be removable!


id

Decision generic decision.pngIncrease Research Funding


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • None

Cost

50

Cooldown

1 day


Effects for duration of 70 days
  • Research Speed: +10%
  • Daily Magic Drift: −2


id

Decision generic decision.pngFund Industrial Development


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Industrial bonus) (1 use) towards:
    • Industry


id

Decision generic decision.pngFund Infantry Weapons Research


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Infantry Weapons bonus) (1 use) towards:
    • Infantry Weapons


id

Decision generic decision.pngExplore Magi-Nuclear Capabilities


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +300% research bonus (Wonder weapons bonus) (1 use) towards:
    • Nuclear Technology


id

Decision generic decision.pngFund Naval Research


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Ship Research Bonus) (1 use) towards:
    • Destroyer models
    • Submarine models
    • Light Cruiser models
    • Heavy Cruiser models
    • Battleship models
    • Carrier models


id

Decision generic decision.pngFund Hippogriff Racial Research


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Race Research Bonus) (1 use) towards:
    • Race-specific technology


id

Decision generic decision.pngFund Special Forces Research


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Special Forces bonus) (1 use) towards:
    • Special Forces Technology


id

Decision generic decision.pngFund Infantry Support Research


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

80 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Infantry Research Bonus) (2 uses) towards:
    • Support technology


id

Decision generic decision.pngFund Armored Development


 
Visible when
  • Country flag HIP_SIR_research_unlocked is set
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 40
    • Value of variable HIP_siren_power is greater than 40

Cost

30

Cooldown

150 days


Effects when selected
  • Set temporary variable HIP_SIR_magic_change_var to -40
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Gain +100% research bonus (Armor models bonus) (1 use) towards:
    • Armor technology

Decision category generic industry.png Seapony Conscription

Seaquestria is home to a vast population of millions of seaponies. Just like any of our other subjects, they will come to serve in our armies when called upon, and called upon they shall be. After all, no creature can be left behind in the glorious pursuit of spreading our song and rule.

Current Recruitable Population: [?HIP_conscription_target_displayed]% of Eligible Seaquestrian Population ([?HIP_seapony_population_displayed]M)

-Recruitable Population: [?HIP_var_seapony_recruitable_pop_modif_displayed]%
-Recruitable Population Factor:

Category requirement

  • Original country is Flag of Hippogriffia Hippogriffia
  • The cult has taken over (?)

Decision category generic industry.png Underwater Construction

Seaquestria is a vast underwater realm that's almost untouchable to surface-dwellers. Few even know it is there. Its cities on the sea floor are just as large and developed as those on the surface, and the seaponies are masters of life under the waves. While building industry underwater may be expensive to undertake, and our practical space there is limited, to not take advantage of such a realm would be idiocy. If we simply put the effort into it over time, we will gain an unassailable bastion of industry to help conquer our enemies.

Civilian Factories: [?HIP_underwater_civ|Y0]
Military Factories: [?HIP_underwater_mil|Y0]
Naval Dockyards: [?HIP_underwater_dockyard|Y0]
Synthetic Refineries: [?HIP_underwater_refinery|Y0]
Fuel Silos: [?HIP_underwater_fuel_silo|Y0]
Total Underwater Buildings: [?HIP_underwater_buildings|Y0]
Underwater Building Slots: [?HIP_underwater_slots|Y0]

| allowed =

| visible =

  • The cult has taken over (?)

id

Decision generic construction.pngBuild Underwater Civilian Factory


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

50


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects for duration of 60 days
  • Daily Magic Drift: −1
Effects after 60 days
  • Increase variable HIP_underwater_civ by 1
  • Decrease variable HIP_underwater_civ_remove by 1
  • Add 1 off map Civilian factory Civilian Factory


id

Decision generic construction.pngBuild Underwater Naval Dockyard


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

50


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects for duration of 60 days
  • Daily Magic Drift: −1
Effects after 60 days
  • Increase variable HIP_underwater_dockyard by 1
  • Decrease variable HIP_underwater_dockyard_remove by 1
  • Add 1 off map Naval dockyard Naval Dockyard


id

Decision generic construction.pngBuild Underwater Fuel Silo


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

50


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects for duration of 90 days
  • Daily Magic Drift: −2
Effects after 90 days
  • Increase variable HIP_underwater_fuel_silo by 1
  • Decrease variable HIP_underwater_fuel_silo_remove by 1
  • Add 1 off map Fuel silo Fuel Silo


id

Decision generic construction.pngBuild Underwater Military Factory


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

50


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects for duration of 60 days
  • Daily Magic Drift: −1
Effects after 60 days
  • Increase variable HIP_underwater_mil by 1
  • Decrease variable HIP_underwater_mil_remove by 1
  • Add 1 off map Military factory Military Factory


id

Decision generic construction.pngBuild Underwater Synthetic Refinery


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

50


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects for duration of 90 days
  • Daily Magic Drift: −2
Effects after 90 days
  • Increase variable HIP_underwater_refinery by 1
  • Decrease variable HIP_underwater_refinery_remove by 1
  • Add 1 off map Synthetic refinery Synthetic Refinery

Decision category generic political actions.png The Magic of Music

A Siren is a powerful creature indeed, able to enthrall any other into serving its bidding from mere conflict to full control. Unfortunately we, like any other creature have our limits, and our moves must be chosen carefully.

Our ability to keep the country stable and under our control is only through our Magic, which can be amassed and expended towards different goals and parts of the nation. However, our power comes from sowing discord and strife in lesser creatures from the shadows, not direct control over their every action. This means we must balance the need of discipline and loyalty within sectors of the nation with the need to maintain our spell. Event choices, focuses and decisions will all affect both our magic and our flow of it. If our magic should ever run out completely, we will face dire consequences.

The current magic level is: [?HIP_siren_power]/[?HIP_siren_power_max]
The current magic drift is: [?HIP_siren_daily_power_shift]

Category requirements

  • The cult has taken over (?)
  • Is Player-controlled

id

Decision generic decision.pngAid Wallnut


Out of all the creatures in North Zebrica, the curious Chiropterran in Tobuck named Wallnut Drive is one that has caught Sonata Dusk's attention. Known for his laid-back and partying nature, Sonata for some unfathomable reason feels some sort of affinity for the thestral, and wishes to send him military aid. Let's just hope that Adagio and Aria don't find out about it...


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • More than 299 of type Infantry Equipment stored in stockpile
  • Custom trigger tooltip:
    • Tooltip: Magic level is above 10
    • Value of variable HIP_siren_power is greater than 10

Cost

15


Effects when selected
  • 300 units of Infantry Equipment is removed from the national Stockpile
  • Set temporary variable HIP_SIR_magic_change_var to -10
  • Scripted Effect: HIP_SIR_magic_change=yes
  • Trigger country event “Supporting "Allies"”


id

Decision generic decision.pngReduce Magical Conscription


By decreasing the amount of creatures being conscripted for our army, and instead letting them run and fight each other, we can sacrifice potential soldiers for magic.


 
Visible when
  • Has completed national focus HIP SIR ARI army of own.png “An Army Of Our Own”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the lowest level of magical conscription.
    • Value of variable HIP_SIR_MAGIC_conscription_level is greater than 0

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_conscription_down=yes


id

Decision generic decision.pngLoosen the Economy


We will let our workers run free and argue, giving us more magic to work with but decreasing our overall production from the factories.


 
Visible when
  • Has completed national focus HIP SIR ARI no time games.png “No Time For Games”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the lowest level of magical economy.
    • Value of variable HIP_SIR_MAGIC_economy_level is greater than 0

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_economy_down=yes


id

Decision generic decision.pngSlacken the Reins


By purposely stoking anger and hatred in the arms factories, we will gain more magic at the cost of efficiency and weapons production.


 
Visible when
  • Has completed national focus HIP SIR ARI means of production.png “The Means Of Production”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the lowest level of magical production.
    • Value of variable HIP_SIR_MAGIC_production_level is greater than 0

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_production_down=yes


id

Decision generic decision.pngIncrease Army Infighting


Desperate times call for desperate measures, and our magic takes precedence over the effectiveness of our army. Even if it isn't ideal, our soldiers are another possible source of strife we can utilize for other purposes.


 
Visible when
  • Has completed national focus HIP SIR ARI fight for us.png “Those Who Fight For Us”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the lowest form of magical professionalism.
    • Value of variable HIP_SIR_MAGIC_professionalism_level is greater than 0

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_professionalism_down=yes


id

Decision generic decision.pngExpand Magical Conscription


We need more bodies for the army, and as such we will bring more enthralled creatures into our army, even if it may prove to be a detriment on keeping our spell as a whole in check.


 
Visible when
  • Has completed national focus HIP SIR ARI army of own.png “An Army Of Our Own”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the highest level of magical conscription.
    • Value of variable HIP_SIR_MAGIC_conscription_level is less than 5

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_conscription_up=yes


id

Decision generic decision.pngTighten the Economy


To increase production and free up more factories for our bidding, we will use our magic to make sure the hippogriff workers remain compliant and in line with our commands.


 
Visible when
  • Has completed national focus HIP SIR ARI no time games.png “No Time For Games”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the highest level of magical economy.
    • Value of variable HIP_SIR_MAGIC_economy_level is less than 4

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_economy_up=yes


id

Decision generic decision.pngRein in the Factories


By spending some magic, we can force out the natural arguments and inefficiencies in the production line to get more out of the creatures and the factories they work in.


 
Visible when
  • Has completed national focus HIP SIR ARI means of production.png “The Means Of Production”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the highest level of magical production.
    • Value of variable HIP_SIR_MAGIC_production_level is less than 4

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_production_up=yes


id

Decision generic decision.pngDiscipline the Soldiers


We need an army with absolute discipline and order, even if that goes against the exact idea of how we gain magic. They must be the exception if we are going to use them to defend us and conquer our enemies.


 
Visible when
  • Has completed national focus HIP SIR ARI fight for us.png “Those Who Fight For Us”
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Is not on the highest level of magical professionalism.
    • Value of variable HIP_SIR_MAGIC_professionalism_level is less than 3

Cost

50


Effects when selected
  • Scripted Effect: HIP_SIR_MAGIC_professionalism_up=yes


id

Decision generic decision.pngAdagio's Primacy


The natural leader and most charismatic of the three, Adagio Dazzle, will take leadership of the sirens and lead them to reclaim their natural birthright.


 
Visible when
  • The cult has taken over (?)
Prerequisites
  • None of:
    • Has leader “Adagio Dazzle”
  • Has completed national focus HIP SIR UNI weve got music.png “We've Got The Music”

Cost

50


Effects when selected
  • Adagio Dazzle:
    • Becomes the leader for the Supremacist party.
  • Remove the Political Advisor “Adagio Dazzle”
  • If:
    • Limited to:
      • Has the Political Advisor “Aria Blaze”
    • Gets the Political Advisor “Sonata Dusk”
  • If:
    • Limited to:
      • Has the Political Advisor “Sonata Dusk”
    • Gets the Political Advisor “Aria Blaze”


id

Decision generic decision.pngAria's Primacy


The sarcastic yet level-headed Aria Blaze will take leadership, and manage the country to ensure that we will be ready for anything that could attempt to subvert the nation, internal or external.


 
Visible when
  • The cult has taken over (?)
Prerequisites
  • None of:
    • Has leader “Aria Blaze”
  • Has completed national focus HIP SIR UNI weve got music.png “We've Got The Music”

Cost

50


Effects when selected
  • Aria Blaze:
    • Becomes the leader for the Supremacist party.
  • Remove the Political Advisor “Aria Blaze”
  • If:
    • Limited to:
      • Has the Political Advisor “Adagio Dazzle”
    • Gets the Political Advisor “Sonata Dusk”
  • If:
    • Limited to:
      • Has the Political Advisor “Sonata Dusk”
    • Gets the Political Advisor “Adagio Dazzle”


id

Decision generic decision.pngSonata's Primacy


The passionate but clumsy Sonata Dusk will be allowed to take command, and use her... unique skills abroad to help keep and unify our lands under our rule.


 
Visible when
  • The cult has taken over (?)
Prerequisites
  • None of:
    • Has leader “Sonata Dusk”
  • Has completed national focus HIP SIR UNI weve got music.png “We've Got The Music”

Cost

50


Effects when selected
  • Sonata Dusk:
    • Becomes the leader for the Supremacist party.
  • Remove the Political Advisor “Sonata Dusk”
  • If:
    • Limited to:
      • Has the Political Advisor “Aria Blaze”
    • Gets the Political Advisor “Adagio Dazzle”
  • If:
    • Limited to:
      • Has the Political Advisor “Adagio Dazzle”
    • Gets the Political Advisor “Aria Blaze”

Decision category eng organize the blackshirts.png Spreading the Cults

The time approaches, and we must make our move. As our masters slowly awaken and rise from the abyss, it is critical that we begin securing control of the mainland for their arrival. By expanding our ranks on Hippogriffia itself, we can grow in strength and ensure that states are ours in the event of a civil war. However, our main objective will be to continue spreading until we have the power to capture and overthrow the government on Mount Aris with minimal bloodshed.


  • We have chosen to side with the cultists. (?)

id

Decision eng blackshirt speech.pngAppease the Non-Believers


With our recent work, the country is starting to destabilize, and we could have a civil war on our hooves soon. This is not an optimal situation for us, and to the end of avoiding it we are forced to start limited appeasement of our enemies. Purposely being captured, allowing ourselves to be watched and spreading a message of relative peace and support can all go towards reassuring those who do not see as we do yet, and allow us to go back to subverting rule over Hippogriffia.


 
This decision is canceled when the requirements for being visible are not met.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • We have chosen to side with the cultists. (?)
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has less than 80% Stability Stability

Cost

50


Effects when selected
  • Custom effect tooltip: Our cultists will purposely act non-threatening to assuage fears and help prevent civil war.
Effects for duration of 60 days
  • Weekly Stability: +2%


id

Decision eng blackshirt march.pngCapture Mount Aris


We are ready. Our numbers are now strong enough to move on the capital itself, and forcibly take over the government by disposing the Queen. Then, our true masters will finally rise to rule, and our mission will be complete.


 
This decision can be activated only once during a campaign.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has full control of state Mount Aris (1165)
  • Supremacy Supremacy popularity is more than 50%

Cost

100


Effects when selected
  • Trigger country event “Song Of The Deep” in 1 day


id

Decision eng propaganda campaigns.pngEnsure Peaceful Gatherings


While we must grow our numbers as fast as possible, remaining undercover and refraining from excessive violence with officers and locals is essential to our plans going off without a hitch. To ensure that the situation does not fall into civil war, we must tighten the leash on members and avoid unnecessary conflict at all costs... for now.


 
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • None of:
    • We have already taken measures to ensure peace. (?)

Cost

25


Effects when selected
  • [Scope]Grand Alaudia (696):
    • Set state flag HIP_has_cult_support
  • Custom effect tooltip: Greatly reduces the chances of violence confrontation in the next spreading of the cult.
  • We have already taken measures to ensure peace. (?)
  • Custom effect tooltip: If stability falls below 40% before we can capture the capital, a civil war will start!


id

Decision eng blackshirt speech.pngPassive Subversion


There are more ways to sway hippogriffs to our cause than just going from province to province spreading the word en masse. Word of beak, whispers passing from house to house will slowly but surely attract converts who see the true path for the nation. Like a spider spins its web, so will our cause reach across the farthest shores of Aris.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • Is Flag of Hippogriffia Hippogriffia
  • We have chosen to side with the cultists. (?)
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites

Cost

50


Effects when selected
  • Gets the National Spirit Idea chi war of resistance.png “Passive Subversion”
Passive Subversion icon
Passive Subversion
  • Daily Supremacy Support: +0.05


id

Decision eng blackshirt march.pngSpread Cults in Central Aris


Our members will be sent to Central Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Central Aris (684)

Cost

75


Effects when selected
  • [Scope]Central Aris (684):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 7.5% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 15% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 20% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_central_aris
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in East Aris


Our members will be sent to East Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state East Aris (685)

Cost

75


Effects when selected
  • [Scope]East Aris (685):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 7.5% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 15% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 20% Stability Stability
        • Gain 10% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_east_aris
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Eastwings


Our members will be sent to Eastwings to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Eastwings (1203)

Cost

50


Effects when selected
  • [Scope]Eastwings (1203):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 5% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 9% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 12% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_eastwings
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Grand Alaudia


Our members will be sent to Grand Alaudia to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Grand Alaudia (696)

Cost

25


Effects when selected
  • [Scope]Grand Alaudia (696):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 3% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 6% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 8% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_grand_alaudia
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Mount Aris


Our members will be sent to Mount Aris to spread the word and increase our numbers substantially. However, if it turns violent we may very well fall into civil war immediately.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Mount Aris (1165)

Cost

125


Effects when selected
  • [Scope]Mount Aris (1165):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 21% Stability Stability
        • Gain 28% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 42% Stability Stability
        • Gain 28% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 56% Stability Stability
        • Gain 28% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_mount_aris
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in North Aris


Our members will be sent to North Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state North Aris (686)

Cost

75


Effects when selected
  • [Scope]North Aris (686):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 6% Stability Stability
        • Gain 7.5% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 11% Stability Stability
        • Gain 7.5% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 15% Stability Stability
        • Gain 7.5% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_north_aris
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Soaring Woods


Our members will be sent to Soaring Woods to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Soaring Woods (683)

Cost

50


Effects when selected
  • [Scope]Soaring Woods (683):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 4% Stability Stability
        • Gain 5% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 7.5% Stability Stability
        • Gain 5% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 10% Stability Stability
        • Gain 5% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_soaring_woods
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in South Aris


Our members will be sent to South Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state South Aris (1164)

Cost

50


Effects when selected
  • [Scope]South Aris (1164):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 3% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 6% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 8% Stability Stability
        • Gain 4% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_south_aris
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Terraceia


Our members will be sent to Terraceia to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Terraceia (695)

Cost

25


Effects when selected
  • [Scope]Terraceia (695):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 1% Stability Stability
        • Gain 2% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 3% Stability Stability
        • Gain 2% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 4% Stability Stability
        • Gain 2% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_terraceia
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Westshore


Our members will be sent to Westshore to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Westshore (1202)

Cost

100


Effects when selected
  • [Scope]Westshore (1202):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 13% Stability Stability
        • Gain 17.5% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 26% Stability Stability
        • Gain 17.5% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 35% Stability Stability
        • Gain 17.5% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_westshore
  • We are already spreading the cult. (?)


id

Decision eng blackshirt march.pngSpread Cults in Winggarden


Our members will be sent to Winggarden to spread the word and increase our numbers, which will certainly aid in our greater cause.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None of:
    • We are already spreading the cult. (?)
  • Has full control of state Winggarden (1204)

Cost

50


Effects when selected
  • [Scope]Winggarden (1204):
    • Save as event target named HIP_cult_gathering_state
  • One of the following at random:
    • 25% (25) chance of:
      • Trigger country event “Peaceful Spread In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 5% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
    • 50% (50) chance of:
      • Trigger country event “Minor Confrontation In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 9% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
    • 25% (25) chance of:
      • Chance increases x 0.2 if:
        • We have already taken measures to ensure peace. (?)
      • Trigger country event “Violent Outbreak In [HIP_cult_gathering_state.GetName]” in 1 day
        • Lose 12% Stability Stability
        • Gain 6% Supremacy Supremacist party popularity
  • Custom effect tooltip: Cultists take root in the state, ensuring that it will take our side in case of a civil war.
  • Set country flag HIP_cultist_temp_winggarden
  • We are already spreading the cult. (?)

Decision category generic.png Modify Refineries for Crystals

id

Sombra crystals.pngSynthetic Crystals I


We can heavily alter the machinery within a refinery to cause it to produce crystals instead of rubber. However, it won't come cheap and there will be no going back.


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Synthetic Material Experiments technology researched

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −3 Synthetic refinery
  • Modify {{{caption}}} resource output by: +3 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals II


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Semi-Synthetic Rubber Processing technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals III


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Initial Synthetic Rubber Processing technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals IV


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Sodium-based Polymerisation technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals V


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Butadiene-based Polymerisation technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals VI


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Dehydrogenation Catalysts technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals VII


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Styrene-Butadiene Rubber technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals VIII


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Polymerisation Refinements technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery
  • Completed the previous Synthetic Crystals decision (?)


id

Sombra crystals.pngSynthetic Crystals IX


 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Has Modern Techniques technology researched
  • Completed the previous Synthetic Crystals decision (?)

Cost

10


Effects for duration of 30 days
  • Consumer Goods Factories: 5%
Effects after 30 days
  • Modify Rubber resource output by: −1 Synthetic refinery
  • Modify {{{caption}}} resource output by: +1 Synthetic refinery

Decision category generic.png Thermonuclear Weapons

id

Sombra crystals.pngDeploy Thermonuclear Weapon on [FROM.GetName]


 
Visible when
  • Original country is Flag of Hippogriffia Hippogriffia
  • Has more than 49 nukes
  • [SCOPE]FROM
    • Is at war with our country
    • Is a Major country
  • None of:
    • Thermonuclear strike canceled (?)
  • [SCOPE]FROM
    • Is a Major country
    • Is at war with our country
    • Current ruling party is Supremacy Supremacist
Prerequisites
  • None

Cancelled when
  • Thermonuclear strike canceled (?)

Targets for decision

enemies


Effects when selected
  • Trigger country event “Countdown”
Effects after 3 days
  • add_nuclear_bombs = -50
  • If:
    • Limited to:
      • None of:
        • Country flag HIP_first_therm_strike is set
    • Custom effect tooltip: We are opening a box we may never close...
    • [SCOPE]FROM
      • [SCOPE]Capital state:
        • [SCOPE]Our country
          • launch_nuke
            • Is state the previously mentioned state
            • controller = FROM
            • use_nuke = no
        • Scripted Effect: save_current_manpower=yes
        • Lose Ponypower 2 000 000 Ponypower
        • Scripted Effect: restore_previous_manpower=yes
        • Remove Military factory Military Factory by up to −10
        • Remove Civilian factory Civilian Factory by up to −10
        • Remove Naval dockyard Naval Dockyard by up to −10
        • Remove Infrastructure Infrastructure by up to −10
        • Remove Synthetic refinery Synthetic Refinery by up to −10
        • Remove Anti-air Anti-Air by up to −5
        • Remove Radar station Radar Station by up to −10
        • Remove Rocket site Rocket Site by up to −5
        • Remove Nuclear reactor Nuclear Reactor by up to −1
        • Remove Air base Air Base by up to −10
        • Set Land fort Land Fort to level 0, on all provinces
        • Set Coastal fort Coastal Fort to level 0, on all provinces
        • Set Naval base Naval Base to level 0, on all provinces
      • Trigger news event “The Day of the Second Sun” in 6 hours to 12 hours
    • Set country flag HIP_first_therm_strike
  • Else:
    • [SCOPE]FROM
      • [SCOPE]Capital state:
        • [SCOPE]Our country
          • launch_nuke
            • Is state the previously mentioned state
            • controller = FROM
            • use_nuke = no
        • Scripted Effect: save_current_manpower=yes
        • Lose Ponypower 2 000 000 Ponypower
        • Scripted Effect: restore_previous_manpower=yes
        • Remove Military factory Military Factory by up to −10
        • Remove Civilian factory Civilian Factory by up to −10
        • Remove Naval dockyard Naval Dockyard by up to −10
        • Remove Infrastructure Infrastructure by up to −10
        • Remove Synthetic refinery Synthetic Refinery by up to −10
        • Remove Anti-air Anti-Air by up to −5
        • Remove Radar station Radar Station by up to −10
        • Remove Rocket site Rocket Site by up to −5
        • Remove Nuclear reactor Nuclear Reactor by up to −1
        • Remove Air base Air Base by up to −10
        • Set Land fort Land Fort to level 0, on all provinces
        • Set Coastal fort Coastal Fort to level 0, on all provinces
        • Set Naval base Naval Base to level 0, on all provinces

Decision category generic industry.png Seapony Conscription

Seaquestria is home to a vast population of millions of seaponies. While many of them hold isolationist views, they are still our subjects, so they will serve in our military when the need arises. As two equal parts of one united nation, Aris and Seaquestria must share the burden of conscription evenly.

Current Recruitable Population: [?HIP_conscription_target_displayed]% of Eligible Seaquestrian Population ([?HIP_seapony_population_displayed]M)

-Recruitable Population: [?HIP_var_seapony_recruitable_pop_modif_displayed]%
-Recruitable Population Factor:

| allowed =

| visible =

  • Original country is Flag of Hippogriffia Hippogriffia
  • None of:
    • The cult has taken over (?)
  • None of:
    • Country flag HIP_seapony_conscription_disabled is set

Decision category generic industry.png Underwater Construction

Seaquestria is a vast underwater realm that's almost untouchable to surface-dwellers. Few even know it is there. Its cities on the ocean floor are just as large and developed as those on the surface, and the seaponies are masters of life under the waves. While building industry underwater may seem odd at first, it would be foolish to not include half of our nation in our economic growth. So long as our kingdom remains united, we will both prosper, with the right investments.

Current Underwater Buildings:[GET_HIP_UNDERWATER_BUILDINGS_CATEGORY]


  • None of the following is true:
    • Seapony Independence (?)
    • Hippogriff Independence (?)
    • The cult has taken over (?)
  • At least one of the following is true:
    • Original country is Flag of Hippogriffia Hippogriffia
    • Has completed national focus HIP f pardev.png “Parallel Development”

id

Decision generic construction.pngBuild Underwater Civilian Factory


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_civ by 1
  • Decrease variable HIP_underwater_civ_remove by 1
  • Add 1 off map Civilian factory Civilian Factory

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Civilian Factory


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_civ by 1
  • Decrease variable HIP_underwater_civ_remove by 1
  • Add 1 off map Civilian factory Civilian Factory

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Naval Dockyard


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_dockyard by 1
  • Decrease variable HIP_underwater_dockyard_remove by 1
  • Add 1 off map Naval dockyard Naval Dockyard

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Naval Dockyard


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_dockyard by 1
  • Decrease variable HIP_underwater_dockyard_remove by 1
  • Add 1 off map Naval dockyard Naval Dockyard

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Fuel Silo


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_fuel_silo by 1
  • Decrease variable HIP_underwater_fuel_silo_remove by 1
  • Add 1 off map Fuel silo Fuel Silo

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Fuel Silo


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_fuel_silo by 1
  • Decrease variable HIP_underwater_fuel_silo_remove by 1
  • Add 1 off map Fuel silo Fuel Silo

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Military Factory


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_mil by 1
  • Decrease variable HIP_underwater_mil_remove by 1
  • Add 1 off map Military factory Military Factory

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Military Factory


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_mil by 1
  • Decrease variable HIP_underwater_mil_remove by 1
  • Add 1 off map Military factory Military Factory

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Nuclear Reactor


 
Visible when
  • Has completed national focus Goal HIP preactor.png “Undersea Reactors”
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • Has completed national focus Goal HIP preactor.png “Undersea Reactors”
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_reactor by 1
  • Decrease variable HIP_underwater_reactor_remove by 1
  • Add 1 off map Nuclear reactor Nuclear Reactor

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control” -->


id

Decision generic construction.pngBuild Underwater Nuclear Reactor


 
Visible when
  • Has completed national focus Goal HIP preactor.png “Undersea Reactors”
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Has completed national focus Goal HIP preactor.png “Undersea Reactors”
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_reactor by 1
  • Decrease variable HIP_underwater_reactor_remove by 1
  • Add 1 off map Nuclear reactor Nuclear Reactor

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Synthetic Refinery


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 7 Civilian factory Civilian factory that can be used for projects
  • Has Synthetic Material Experiments technology researched
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +8
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_refinery by 1
  • Decrease variable HIP_underwater_refinery_remove by 1
  • Add 1 off map Synthetic refinery Synthetic Refinery

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngBuild Underwater Synthetic Refinery


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects
  • Has Synthetic Material Experiments technology researched
  • Custom trigger tooltip:
    • Tooltip: We have at least 1 underwater building slot available.
    • Value of variable HIP_underwater_slots is greater than HIP_underwater_buildings

Cost

HIP_underwater_building_cost


Effects when selected
  • Increase variable HIP_underwater_buildings by 1
Effects while active
  • Civilian Factory Use: +4
Effects after {{{days_remove}}}
  • Increase variable HIP_underwater_refinery by 1
  • Decrease variable HIP_underwater_refinery_remove by 1
  • Add 1 off map Synthetic refinery Synthetic Refinery

“Divided Society - Hippogriff Priority”

      • Has the National Spirit HIP divided society 8.png “Divided Society - Hippogriff Primacy”
      • Has the National Spirit HIP divided society 9.png “Divided Society - Hippogriff Total Control”
  • Base weight * 0 if the following is true: Country flag HIP_razorbeak_hates_seaponies is set -->


id

Decision generic construction.pngDecrease Undersea Investment


 
Visible when
  • We have increased investment in underwater construction. (?)
Prerequisites
  • At least one of the following is true:
    • Has completed national focus HIP gund.png “Refine Underwater Construction Techniques”
    • Has completed national focus Goal HIP punderwater.png “Aqueous Construction Initiative”
  • We have increased investment in underwater construction. (?)
  • Custom trigger tooltip:
    • Tooltip: We are not currently doing any underwater construction.
    • None of:
      • Has selected the decision “Build Underwater Nuclear Reactor”
      • Has selected the decision “Build Underwater Civilian Factory”
      • Has selected the decision “Build Underwater Naval Dockyard”
      • Has selected the decision “Build Underwater Fuel Silo”
      • Has selected the decision “Build Underwater Military Factory”
      • Has selected the decision “Build Underwater Synthetic Refinery”

Effects when selected
  • We have increased investment in underwater construction. (?)
  • Multiply variable HIP_underwater_civ_time by 2
  • Multiply variable HIP_underwater_mil_time by 2
  • Multiply variable HIP_underwater_dock_time by 2
  • Multiply variable HIP_underwater_refinery_time by 2
  • Multiply variable HIP_underwater_silo_time by 2
  • Multiply variable HIP_underwater_reactor_time by 2
  • Remove: We have increased investment in underwater construction. (?)


id

Decision generic construction.pngIncrease Undersea Investment


 
Visible when
  • None of:
    • We have increased investment in underwater construction. (?)
Prerequisites
  • Has more than 9 Civilian factory Civilian factory that can be used for projects
  • At least one of the following is true:
    • Has completed national focus HIP gund.png “Refine Underwater Construction Techniques”
    • Has completed national focus Goal HIP punderwater.png “Aqueous Construction Initiative”
  • Custom trigger tooltip:
    • Tooltip: We are not currently doing any underwater construction.
    • None of:
      • Has selected the decision “Build Underwater Nuclear Reactor”
      • Has selected the decision “Build Underwater Civilian Factory”
      • Has selected the decision “Build Underwater Naval Dockyard”
      • Has selected the decision “Build Underwater Fuel Silo”
      • Has selected the decision “Build Underwater Military Factory”
      • Has selected the decision “Build Underwater Synthetic Refinery”

Effects when selected
  • We have increased investment in underwater construction. (?)
  • Multiply variable HIP_underwater_civ_time by 0.5
  • Multiply variable HIP_underwater_mil_time by 0.5
  • Multiply variable HIP_underwater_dock_time by 0.5
  • Multiply variable HIP_underwater_refinery_time by 0.5
  • Multiply variable HIP_underwater_silo_time by 0.5
  • Multiply variable HIP_underwater_reactor_time by 0.5
  • We have increased investment in underwater construction. (?)

Decision category generic.png Research Zebra Magic

With millions of zebras now numbering among our citizenry, we have a golden opportunity to combine the magic of our races to benefit us all. We will invite zebra alchemists and metallurgists into our schools to teach courses on their craft, and will integrate those methods into our own manufacturing processes. Together, we can achieve so much more than we ever could apart!

id

Zebra charger.pngResearch Basic Zebra Alchemy


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Metallurgy”
    • Has selected the decision “Research Advanced Zebra Metallurgy”
    • Has selected the decision “Further Develop Zebra Metallurgy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: Zebra Alchemy


id

Zebra charger.pngResearch Advanced Zebra Alchemy


 
This decision can be activated only once during a campaign.
Visible when
  • Has Zebra Alchemy technology researched
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Metallurgy”
    • Has selected the decision “Research Advanced Zebra Metallurgy”
    • Has selected the decision “Further Develop Zebra Metallurgy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: Potion of Toughness


id

Zebra charger.pngFurther Develop Zebra Alchemy


 
This decision can be activated only once during a campaign.
Visible when
  • Has Potion of Toughness technology researched
  • Has completed national focus Federation.png “The North Zebrican Federation”
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Metallurgy”
    • Has selected the decision “Research Advanced Zebra Metallurgy”
    • Has selected the decision “Further Develop Zebra Metallurgy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: Nighteye Potion


id

Zebra charger.pngResearch Basic Zebra Metallurgy


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Alchemy”
    • Has selected the decision “Research Advanced Zebra Alchemy”
    • Has selected the decision “Further Develop Zebra Alchemy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: Mastering the Steel


id

Zebra charger.pngResearch Advanced Zebra Metallurgy


 
This decision can be activated only once during a campaign.
Visible when
  • Has Mastering the Steel technology researched
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Alchemy”
    • Has selected the decision “Research Advanced Zebra Alchemy”
    • Has selected the decision “Further Develop Zebra Alchemy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: Prioritising Purpose


id

Zebra charger.pngFurther Develop Zebra Metallurgy


 
This decision can be activated only once during a campaign.
Visible when
  • Has Prioritising Purpose technology researched
  • Has completed national focus Federation.png “The North Zebrican Federation”
Prerequisites
  • None of:
    • Has selected the decision “Research Basic Zebra Alchemy”
    • Has selected the decision “Research Advanced Zebra Alchemy”
    • Has selected the decision “Further Develop Zebra Alchemy”

Cost

75


Effects for duration of 160 days
  • Consumer Goods Factories: 5%
  • Research Speed: −10%
Effects after 160 days
  • Add technology: No Stone Unturned