Hippogriff decisions
Economic Policy
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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!
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Cancelled when
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75 | |
Effects for duration of 150 days
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Foreign Policy
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Cooldown
90 days | |
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Cooldown
30 days | |
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Cooldown
90 days | |
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Visible when
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Cooldown
180 days | |
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30 days | |
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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!
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Wingbardy is defeated, and we must establish a new government there, so that the Wingbardians will no longer be a threat to us.
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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.
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50 | |
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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.
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Political Actions
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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.
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Cost
30 |
Cooldown
90 days |
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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.
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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.
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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.
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125 | |
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100 | |
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Effects for duration of 120 days
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75 | |
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Effects for duration of 90 days
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Military Actions
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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.
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The Arisian general staff has incorporated the Mass Assault doctrine of their allies into their own strategies.
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The Arisian general staff has incorporated the Mobile Warfare doctrine of their allies into their own strategies.
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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.
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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:
- Has completed national focus “The Anti-Harmonic Activities Committee”
- Country flag HIP_Antifa_Skystar_flag is not set
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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.
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50 | |
Effects when selected
War Support: +5% Garrison Penetration Chance: -5% Daily Supremacy support: 0.02%
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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.
- Is a subject of Kingdom of Wingbardy
- Has Kingdom of Wingbardy as a subject nation -->
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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?
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50 | |
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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.
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50 | |
Effects when selected
War Support: +5% |
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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.
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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.
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SMILE, the Equestrian intelligence agency, has a wealth of counterintelligence experience we can learn from.
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Cost
75 | |
Effects when selected
Damage to Garrisons: -25% |
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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.
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Cost
75 | |
Effects when selected
Own operative detection factor: -25%
Subversive activities cost: -25% |
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Ruthless exploitation and embezzlement is hardly Harmonic. As part of our mandate, we can combat corruption which undermines faith in Harmony.
Visible when | Prerequisites |
Cost
75 |
Cooldown
180 days |
Effects for duration of 70 days |
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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
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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
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Extensive Army Reforms
Requirements for category to appear:
- Has completed national focus “The Military Failure”
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Air Mission Efficiency: +20% |
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Army Attack Factor: +10% |
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Army Attack Factor: +10% |
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50 | |
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Command Power Gain: +25% |
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Max Entrenchment: +3.0 |
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Sub Detection: +15% |
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Screening Efficiency: +25% |
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Supply Consumption: -10% |
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Supply Grace: +48 |
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Training Time: -10% |
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
Praise and Denounce Communist Regimes Worldwide
Requirements for category to appear:
- Has completed national focus “An Universal Communist Goal”
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Cost
10 | |
Effects after 7 days
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Cost
10 | |
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Visible when
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Cost
25 | |
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Cost
50 | |
Targets for decision
Socialist Republic of Skynavia, Commonwealth of New Mareland, County of Bronzehill, Stalliongrad | |
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10 | |
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10 | |
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10 | |
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Cost
10 | |
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10 | |
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10 | |
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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:
- Has completed national focus “Codify The Hierarchy of Species”
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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.
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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
Stability: +5% Compliance Growth Factor: +5% Political Power Factor: +5% |
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Designating special commercial zones will allow us to import vital resources which the Hegemony lacks, most notably Chromium and substitutes.
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Cost
25 | |
Targets for decision
Askalion (688), Mayirzim (743), Azimgav (744), Miharzehir (1205), Rashmenuch (1206) | |
Effects when selected
Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1% |
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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.
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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
Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1% |
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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.
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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
Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1% |
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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.
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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
Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1% |
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Raw resource extraction to serve the Hegemony's ravenous military-industrial complex.
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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
Stability: -1% Compliance Growth Factor: -1% Political Power Factor: -1% |
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:
- At least one of the following is true:
- Has completed national focus “Rattle The Saber”
- Has completed national focus “Overseas Adventurism”
- Is an independent nation
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Visible when
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Cost
25 | |
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Cost
25 | |
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25 | |
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25 | |
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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.
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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.
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Visible when
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25 | |
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Visible when
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Cost
25 | |
Effects when selected
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Activates when
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Completed when
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Activated by
The event “Operation: Telegraph Mission Briefing” option “The Iron Dice will roll.” | |
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Effects when not completed within 21 days
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Rising Defeatism
Requirements for category to appear:
- We have refused the enemy's peace offer (?)
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Cost
20 | |
Effects when selected
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Effects for duration of 14 days
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Crushing Defeatism
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.
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Devastate Cities with Shore Bombardment
Requirements for category to appear:
- Has completed national focus “Staging Ground Aris”
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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
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We must act quickly if our kingdom is to survive.
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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.
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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.
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It may not be strictly fair, but a cabinet reshuffle could allow the increasingly-agitated seaponies to have their concerns addressed.
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It may not be strictly fair, but a cabinet reshuffle could allow the increasingly-agitated hippogriffs to have their concerns addressed.
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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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.
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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:
- “The Looming Crisis” mission is active
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There will be a reckoning.
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As an immediate effect of the “One Mountain, One People...” event | |
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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:
- Has completed national focus “Form The Exotic Weaponry Commission”
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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:
- Is leader of a faction
- Has completed national focus “The Hippogriff Century”
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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.
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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.
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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.
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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.
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Warzena has long been one of the most pro-Hippogriff of the zebra nations. They are a natural choice for our alliance.
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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.
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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:
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Silverstream will reach out to her former classmates at the School of Friendship.
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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.
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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.
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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.
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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.
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Organize and Weaponize the Left
Requirements for category to appear:
- Has completed national focus “Organize The Left”
- Current ruling party is not Communist
- Has not completed national focus “The Revolution Triumphant”
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With a few choice words to union organizers, we can paralyze the economy, reminding the bourgeois just how badly they need us.
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60 days |
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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!
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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.
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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.
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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.
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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!
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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...
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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.
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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.
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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.
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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.
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Coring the North
Requirements for category to appear:
- Has completed national focus “Integrate North Zebrica”
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Targets for decision
Ain Trotgourait (697), Aurez Hills (698), Zirta (710), Annaza (711), Askalion (688), Mayirzim (743), Azimgav (744), Miharzehir (1205), Rashmenuch (1206) | |
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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”
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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Psychological Warfare
Requirements for category to appear:
- Has completed national focus “Psychological Warfare”
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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.
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Analysed the Legions icon Analysed the Legions
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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 (?)
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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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 (?)
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50 | |
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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
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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?
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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?
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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.
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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40 | |
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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.
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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?
Visible when | Prerequisites |
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50 | |
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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.
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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.
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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.
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Stability: +5.00% War Support: +5.00%
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Daily Magic Drift: +1.00
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Daily Magic Drift: +1.00
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Daily Political Power Gain: +0.10
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Daily Magic Drift: +1.00
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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 (?)
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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.
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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.
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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.
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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.
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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.
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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.
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75 | |
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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.
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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.
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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.
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owner of Ispardur (708) | |
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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.
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30 |
Cooldown
90 days |
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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.
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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.
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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.
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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.
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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
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Cost
30 |
Cooldown
150 days |
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Cost
30 |
Cooldown
150 days |
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50 |
Cooldown
300 days |
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30 |
Cooldown
150 days |
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50 | |
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Effects for duration of 60 days
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50 | |
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Effects for duration of 60 days
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50 | |
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50 | |
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50 |
Cooldown
1 day |
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Cost
30 |
Cooldown
150 days |
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30 |
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150 days |
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30 | |
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30 |
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150 days |
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30 |
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150 days |
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30 |
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150 days |
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30 |
Cooldown
80 days |
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30 |
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150 days |
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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 Hippogriffia
- The cult has taken over (?)
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 =
- Original country is Hippogriffia
| visible =
- The cult has taken over (?)
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50 | |
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Effects for duration of 60 days
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50 | |
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Effects for duration of 60 days
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50 | |
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Effects for duration of 90 days
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Effects after 90 days |
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50 | |
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50 | |
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Effects for duration of 90 days
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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
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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...
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15 | |
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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.
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50 | |
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We will let our workers run free and argue, giving us more magic to work with but decreasing our overall production from the factories.
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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 | Prerequisites
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Cost
50 | |
Effects when selected
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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 | Prerequisites
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Cost
50 | |
Effects when selected
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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 | Prerequisites
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Cost
50 | |
Effects when selected
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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.
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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 | Prerequisites
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Cost
50 | |
Effects when selected
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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 | Prerequisites
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Cost
50 | |
Effects when selected
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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
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Cost
50 | |
Effects when selected
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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
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Cost
50 | |
Effects when selected
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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.
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Cost
50 | |
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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. (?)
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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.
Visible when
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Cost
50 | |
Effects when selected
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Effects for duration of 60 days
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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.
Visible when | Prerequisites
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Cost
100 | |
Effects when selected
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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.
Visible when | Prerequisites
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Cost
25 | |
Effects when selected
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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.
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Cost
50 | |
Effects when selected |
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Our members will be sent to Central Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
75 | |
Effects when selected
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Our members will be sent to East Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
75 | |
Effects when selected
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Our members will be sent to Eastwings to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
50 | |
Effects when selected
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Our members will be sent to Grand Alaudia to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
25 | |
Effects when selected
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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.
Visible when | Prerequisites
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Cost
125 | |
Effects when selected
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Our members will be sent to North Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
75 | |
Effects when selected
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Our members will be sent to Soaring Woods to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
50 | |
Effects when selected
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Our members will be sent to South Aris to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
50 | |
Effects when selected
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Our members will be sent to Terraceia to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
25 | |
Effects when selected
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Our members will be sent to Westshore to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
100 | |
Effects when selected
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Our members will be sent to Winggarden to spread the word and increase our numbers, which will certainly aid in our greater cause.
Visible when | Prerequisites
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Cost
50 | |
Effects when selected
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Modify Refineries for Crystals
- Has completed national focus “Crystal Extraction & Synthesis”
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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.
Visible when
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
10 | |
Effects for duration of 30 days
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Effects after 30 days |
Thermonuclear Weapons
- Has completed national focus “The Thermonuclear Arsenal”
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Visible when
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Prerequisites
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Cancelled when
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Targets for decision
enemies | |
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Effects after 3 days
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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 =
- At least one of the following is true:
- Original country is Hippogriffia
- Original country is Winggarden
| visible =
- Original country is Hippogriffia
- None of:
- The cult has taken over (?)
- None of:
- Country flag HIP_seapony_conscription_disabled is set
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]
- At least one of the following is true:
- Original country is Hippogriffia
- Original country is Winggarden
- 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 Hippogriffia
- Has completed national focus “Parallel Development”
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Visible when
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HIP_underwater_building_cost | |
Effects when selected
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Effects while active
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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Visible when
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HIP_underwater_building_cost | |
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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Visible when
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HIP_underwater_building_cost | |
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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HIP_underwater_building_cost | |
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“Divided Society - Hippogriff Priority”
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Visible when
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HIP_underwater_building_cost | |
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“Divided Society - Hippogriff Priority”
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Visible when
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HIP_underwater_building_cost | |
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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Visible when
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HIP_underwater_building_cost | |
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“Divided Society - Hippogriff Priority”
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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HIP_underwater_building_cost | |
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Effects while active
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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“Divided Society - Hippogriff Priority”
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when | Prerequisites |
Cost
HIP_underwater_building_cost | |
Effects when selected
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Effects while active
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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“Divided Society - Hippogriff Priority”
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Cost
HIP_underwater_building_cost | |
Effects when selected
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Effects while active
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Effects after {{{days_remove}}} |
“Divided Society - Hippogriff Priority”
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Visible when
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Prerequisites
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Effects when selected
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
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!
- Has completed national focus “A Nation Of Three Races”
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Visible when
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Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when | Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when
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Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Visible when | Prerequisites
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Cost
75 | |
Effects for duration of 160 days
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Effects after 160 days
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