Hippogriff national focus tree: Rise Up! branches
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- For the main page of the Hippogriff focus tree, see Hippogriff national focus tree.
- For the Harmony Above All branches of the Hippogriff focus tree, see Hippogriff national focus tree: Harmony Above All branches
- For the Organize The Left branches of the Hippogriff focus tree, see Hippogriff national focus tree: Organize The Left branches
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The Non-aligned/Supremacy branch of the Hippogriff national focus tree.
Clicking on a national focus icon leads to the appropriate table row.
Civil War Branch
Focus | Prerequisites | Effects |
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Summon The Seaponies
Below the waves we have thousands of seaponies who have joined us, keeping our hold over the underwater kingdom secure. But that will not matter if we lose the war on the mainland! Summon them all to the surface, have them join the war in hippogriff form, taking Aris is the only thing that matters now!
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Everygriff To The Front
Hippogriffs hide and cower, refusing to die for our masters. This is not only a waste of our resources and time, it is unacceptable with the war still raging! Pull them from their families, make them see the truth, get all to join our forces and destroy the traitors who dare to raise arms against our cause!
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Our Last Chance
This is it. If we lose, if we fall here, everything we stand for will die. Our masters will never return, and our failure will be eternal. So we must win! Take your hatred, your anger, and use it against the Hippogriffs who would take everything from you! It is our future, it is the future, and we must fight with everything we have to see it through!
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Siren Branch
Focus | Prerequisites | Effects |
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Welcome To The Show
Finally, after over a thousand years of banishment, we have returned. The world has changed beyond our wildest thoughts, but still, our destiny remains the same. To spread our song for all to hear, and for every creature to fall under our sway. There is no time to lose, and the show must begin.
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We've Got The Music
Three. In all our time, the only sirens we have ever known have been ourselves. And now it is us against the entire world. So, we work together against them, our song playing above all else, because only we have the music to rule all. And if our partnership means we have to listen to each other now and again, so be it.
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Ready The Masses
Our magic is powerful, but it is clear that magic is not the only weapon is this world now. Heroes and monsters do not win battles, armies and weapons do. Adagio may not realize it, but we will need these things if we are to survive in this era now. And the first step to this is making sure our future soldiers aren't too busy fighting themselves instead of our enemies...
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No Time For Games
Industrialization has changed this world to be nearly unrecognizable, with factories making up the power of a nation as much as its people or its magic. We are fortunate enough to be ahead of the rest of the world in many ways, but the system in place is... horribly inefficient for our plans. Some changes will have to be made, even if it may take some magic to do so.
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An Army Of Our Own
One pony can no longer win a war. And unfortunately, neither can one siren. Fortunately, we have a lot of spare bodies in the form of our new subjects to fight instead. It will mean that they will no longer be able to fight for us to feed on, but that is a small price we will have to pay for an army.
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Taking What We Have
There are many resources on this island, but much of it was wasted by the hippogriffs for trivial matters. That changes now, whether they like it or not. Ever drop of oil, every bit of metal will be used by us, for us, and we will do whatever it takes to find more to further our plans. Adagio might find the magical crystals under Mount Aris interesting as well...
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The Means Of Production
Weapons are no longer made by craftsmen and blacksmiths in forges, but by ordinary creatures lined up in factories. Normally places like these would be ideal for sowing discord, but in this case we need every factory working towards our defense and our future rule. Keeping them all in line and productive may be taxing, but in the end it may be the line between our victory and defeat.
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Those Who Fight For Us
A modern army is built on discipline, order and the "chain of command". Unfortunately, these are traits that do not exactly go hoof-in-hoof with the effects our magic has on creatures. If we want to have an effective, strong, and most importantly united army to fight our enemies, sacrifices may have to be made...
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Last Minute Preparations
Many countries on this world have countless years of experience in warfare, battle and weapon technology, having fought each other for centuries in wars that have killed thousands for petty reasons. We do not have that luxury, nor the time to make up for it. Still, these "war games" can at least mitigate the gap, and hopefully help us catch up on military knowledge before our plans are truly set in motion.
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Lies And Deception
Can you really trust the one they call Posada? Her claims of a new society may be grand, but they are rooted in a truly insidious ideology, one which is incompatible with "Harmony" itself. Their crimes can not be allowed to continue, so why do you let them into your very ranks? Can't you see that you're playing right into her hooves?
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Fear And Doubt
Aris First tells you that they only have the interests of hippogriffs at heart and nothing more. But in truth, their ambitions are far greater than they would have you believe. Nationalism is a rot, a poison that kills everything you claim to fight for. It causes pain, suffering and death, and allowing it into your nation will cause all those things to closely follow.
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The Revolutionary
Posada. A nobody turned firebrand revolutionary, and the face of the communist faction of the resistance. She holds perhaps the most disgusting ideology we have ever heard of, holding beliefs that all creatures are "equal" and that the world is meant to achieve some sort of "revolution" together. Such ideals have no place in our new domain, and neither does she.
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The Nationalist
Crack Lightning, a wolf in sheep's clothing. Charismatic, intelligent, and deceptive. In a different situation, he might have even been able to take over this country. Unfortunately for him, we are the ones who hunt wolves. He may think himself a big fish now, but soon he'll see just how small of a pond he was in.
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Daily Political Power Gain: +0.10 Stability: +5.00% War Support: +5.00% Factory Output: +5.00% Dockyard Output: +5.00%
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The Fall Of Aris
Aris First is no more, its leadership in our hooves. The idea of a strong Aris, of any sort of nation separate from us is dead, as it should be. And while we may hold Crack Lightning in higher regard than most of these pathetic creatures, that does not mean we will show any more mercy for daring to go against our will.
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Daily Political Power Gain: +0.10 Stability: +5.00% War Support: +5.00% Factory Output: +5.00% Dockyard Output: +5.00%
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The Sound Of My Voice
A voice is a siren's very being, the core of who they are and what they do. Such a talent proved unmatched before our banishment, and it remains so today. Is there no better reason for our inherent right to rule the world and all the pathetic creatures on it? We are only giving them what they deserve; a taste of our beautiful song.
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The Siren Constant
Having to manage every single affair on this island is tiring, and ultimately a waste of a siren's ability. But keeping one to absolute loyalty usually has negative effects on their capability to manage said affairs. What I need is someone new, someone else who can deal with the trivial issues in our stead, while being loyal without a song or magic.
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The Collaboration Corps
Despite the surprisingly competent work that our new Constant has done, he is only one Hippogriff. With that in mind, he has requested permission to create his own group of non-enthralled lackeys, which he promises he will be able to keep in line with more standard threats and uses of force. As long as it does not bother us, we see no problem with this.
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Led by Plumage Moonfeather and informally known as the Collaboration Corps, this group of unenthralled but loyal hippogriffs help keep order on Hippogriffia, as well as enforcing Plumage's and by extension our will on the populace.
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The Web Of My Song
We have done much already, but we are still only three sirens. We can not be everywhere at once, and enthralling entire populations would prove... troublesome, to say the least. Fortunately, I have thought of an excellent solution involving those magical crystals under the capital. Who says we have to be the only ones that can sing to a crowd?
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What Comes After
In shortsighted foolishness, many creatures choose to take up arms and fruitlessly fight against us, even after victory. Our magic may make their efforts futile, but it does nothing to cease their efforts directly. Should we wish to secure or pacify our future territories, we will have to take more... direct approaches.
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While the magic of the sirens means that any occupation of once foreign territory is relatively easy, it also makes regular collaboration and stabilization impossible. Direct effort will be needed to promote stability in such areas.
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Utilize The Seaponies
The underwater realm we used to take over the rest of this island still has its uses, if used correctly. With it, we control the seaponies, the depths below the ocean, and most importantly, a place where we can build whatever we may need for the future that none of our enemies can touch.
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Subjects To Serve
Compliance towards us, despite all we've done and all the work our subjects have accomplished, is still lacking. In particular, the few elite that Moonfeather has been unable to convince remain annoyances. They will be brought into the fold no matter what they think, and Aria will be satisfied about the companies left behind.
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Our Time Is Now
The time for planning and preparation is ending. Now is the time act, to begin to show the rest of the world what we are bringing to them. With everything in place, we will be ready to spread the song to more than just this island, which was only the start. No, this is only the beginning of our glorious rule over all.
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The effects of our voices and our song is magical in nature, causing creatures to argue and fight with each other. That strife generates magical energy we can feed on to further use our magic. The more creatures under our spell, the more magic we gain. With our position solidified, the full power of the hippogriffs and seaponies are now at our disposal.
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Return To The Mainland
Ravaged by a "Storm King" just a few years prior, the Hippogriffs once had control over the territory known as Zumidia, who took the chaos created in our rise to break away as an independent nation. Now they will serve as the springboard for our entrance onto the continent, as the first nation of many to fall to our armies, our magic, and our song.
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Crescendo
Zumidia has fallen, as we knew it would. The new population of zebras will serve us well, as a new source of magic to feed off of. But now that we are on Zebrica itself, it is time to prepare for the next major step in our plans; the conquest of all the nations surrounding us, to bring more subjects under our control.
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The effects of our voices and our song is magical in nature, causing creatures to argue and fight with each other. That strife generates magical energy we can feed on to further use our magic. The more creatures under our spell, the more magic we gain. Our recent conquest of Zumidia has given us a new population of zebras to expand our spell to, strengthening our magic in the process.
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Strike The Colthaginians
To the east lie the Colthaginians, a powerful nation of North Zebrica that could potentially rival us militarily in power if given the chance. Though it is not a part of our primary goal, that being revenge against those who banished us, a preemptive attack will ensure non-interference in our future affairs.
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Ignore The Distraction
Colthage is nothing more than a distraction from our true goals, and going after such an irrelevant region would be nothing but a waste of time. Effort would be better spent fortifying the border not out of any fear, but to dissuade any thoughts from the Colthaginians of trying to press any notions of 'rightful land'. If they will leave us alone, than we shall do the same... for now.
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The Zonician Excuse
Much of the propaganda used in Colthage for any conflict was based on some ancient cultural construct known as 'Zonicia', or a union of zebras in the region. While such claims are obviously pathetic compared to our right to rule all, it would serve well as an excuse to grab some more land we desire...
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The Southern Threat
Upon studying conflicts before our return, we have found that the nations of Quaggatai and Colthage have never had good relations. In fact, relations were actively hostile, with the former stealing land after the latter's weakness. The anger that the Zonicians have at such a perceived crime can now be used for an actual purpose; war against the ancient enemy of their proud culture.
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Warzena's Mistake
When Hippogriffia was still under a weak harmonic monarchy, Warzena relied on them for protection, believing that they would save them from any threats. Now, with us in charge, they have nowhere else to turn to. We are generous enough to offer a new kind of protection, however; a place as our subjects and a seat for the show.
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Clean The Mess
The fact that Chiropterra still exists after a thousand years just goes to show that the Equestrians will never clean up after their own mistakes, especially their ancient ones. It's time for us to do what they won't, and wipe this mess that they left behind who plagued the region for over a thousand years. They will give up their faith and serve us alone now, whether they like it or not.
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Against The Menace
Chiropterra is an interesting state, to put it mildly. Fanatically devoted to their goddess almost as much as our subjects are to us, they are nothing but a relic of a bygone era fighting for a failed cause. To say that others in North Zebrica hate them would be putting it mildly, and now that we are in direct conflict with them we can use those sentiments for a greater purpose.
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Against the Lunarists
Our war against the state of Chiropterra is widely supported by the creatures and soldiers even without the outside influence of magic, making them more motivated, more willing to fight, and most importantly gives them a target of hatred.
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The Sandy Wastes
Zarantia is little more than a desert wasteland, with little value to be gained from taking it. Yet, they hold a key piece we need, that being a connection to Maregypt, our future target. So, they too will experience the wonder that is our song, and be subjects to our rightful rule.
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Wipe The Slate
A false state, Tobuck does not have a right to exist. Or at least, that seems to be the popular opinion here, with it surrounded by three nations that all claim it as their own. While their rhetoric turned out to be all bark and no bite, we will show that our demands are more than just words.
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Leave The Wetwork
Being depopulated, hot and unindustrialized, spending time in Zarantia would be a complete waste of time for any of us. Our Constant and a few Beacons of Magic will be sent instead to deal with any issues that appear there; the Beacons will be able to pacify such a wasteland with relative ease, and perhaps the Constant will even be able to find some use from the endless dunes.
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Under Our Spell
North Zebrica is ours, and all of the immediate threats to us have been dealt with. But as our spell and power expands, so too does our ambitions. It's time for us to focus on what we care about most; revenge against those who have wronged us, whether that be our neighbors to the west or our old homeland from across the seas.
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The effects of our voices and our song is magical in nature, causing creatures to argue and fight with each other. That strife generates magical energy we can feed on to further use our magic. The more creatures under our spell, the more magic we gain. Now that North Zebrica has fallen under our control, its population is ours to use and feed on. Our magic grows stronger, yet we are still not done...
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Homophony
There are three sirens, but there can only be one leader. One voice must rise above the other two for them to follow. Our system of switching leads has worked so far, but it is time for a more permanent solution to be found in this regard. One siren must learn to fill the role, and the two must learn to follow their lead.
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Destroy The Insult
Maregypt's existence is a stain upon this world, and a direct insult to us. They dare name their capital after one of those "Pillars of Equestria", the very same ponies who banished us all those years ago! Even now they harbor Somnambula herself, a figure of praise in their revisionist history. This will not stand.
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Leave No Trace
The city of Somnambula, in particular its name, is an offense to our existence that we can not tolerate. They glorify one of the greatest villains of the ancient times, who kept creatures from enjoying the freedom and music we bring, and delegating us to mere legend. This city must be renamed, the old one being erased from history. No one will remember that blasted "Pillar" by the time we are done.
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The Springboard
Abyssinia is the last step in our plans westward in Zebrica. They hold no particular value themselves, but their land will be necessary for our invasion of Equestria across the ocean. With their petty territorial dispute with Maregypt and the Storm King's attack years ago, defeating them should be trivial.
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The effects of our voices and our song is magical in nature, causing creatures to argue and fight with each other. That strife generates magical energy we can feed on to further use our magic. The more creatures under our spell, the more magic we gain. With Maregypt and Abyssinia ours, our magic is stronger than it has ever been before. We can finally turn our eyes to the last, greatest target yet; Equestria, our homeland.
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The Islands Of The Canterbbean
There are many small islands between Zebrica and Equestria, possible naval bases and staging points for our attack on the continent. Many of them are subjects of powers we do not wish to fight yet, but should that situation change, they would make easy targets for us...
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Our Natural Allies
We and the changelings are species that are similar yet opposites. They feed on love, we feed on hate. And yet we share a common goal; the fall of Equestria and Harmony. They too were disgraced by the ponies, banished back to their hives only a few years ago. They would make excellent, if temporary, allies against our common enemy.
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All We Need Is Us
We do not need anyone else in our question for vengeance. So-called 'allies' are nothing but weakness, a disgraceful idea akin to such ones as "friendship". The only thing we need is us, as sirens, to defeat anyone. We will not compromise, we will take all of our old homeland alone, no matter what it takes to do it!
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The War of Vengeance
We are alone in our fight against Equestria, but that just makes us all the more determined to achieve victory. There will be no sacrifice too great, no cost too high, and no life (other than our own) too valuable to ensure that at the end of it all, it is us standing as the rulers of Equestria and Canterlot.
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Consolidate Zebrica
While we fight a glorious war on Equus, we can not afford our Zebrican holdings to have any sort of insubordination or trouble, especially when our armies will be an ocean across. Necessity requires that problems no longer be a possibility, so both our loyal Constant and our Beacons of Magic will have their resources expanded to better achieve their duties at hoof.
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Fully integrated in all parts under siren control, Plumage Moonfeather and his Collaboration Corps are now tied with almost every part of governance all across North Zebrica, embedding themselves everywhere from bureaucracy to the armed forces they call police.
Beacons of Music
Ensuring that every creature is enthralled, obedient and listening to the magic of music, the Beacons have slowly turned from a small group into a wide variety of races across the siren holdings, their ranks rising by the day. And every day, their purpose to keep the magic saturated becomes more and more effective.
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Revenge
This is it, the moment we've been waiting for. And no, it's not lunch this time. Our great return back to our old feeding grounds, our great revenge; this is what everything we have done has led up to. The lands of Equestria shall fall, and the ponies shall return to how things should be; with us as their one and only masters!
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The Partition
The war is over, but our rule is not secure yet. The changelings did play a part in defeating the Equestrians, and they expect their share of the spoils. They do not trust us anywhere near actual negotiations, so we will send our Constant to discuss the terms of Equestria's land and ponies. The fate of the Pillars of Equestria will, of course, be non-negotiable.
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Dealing With The "Partners"
Our alliance was always meant to be temporary. A means to an end until we inevitably backstab them and being them into our musical fold. But pacifying Equestria will take time, and a long war against our former allies is not in our interests at the moment. One way or another, our relationship with our new neighbors must be resolved.
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The Jewels Of Equestria
Equestria has changed. Where there was once farmland and mere peasant villages, there are now sprawling cities with millions of ponies all in a single place. These are the new jewels of Equestria, and they are ours to claim, all we have to do is go and take them for ourselves.
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Nothing Can Stop Us Now
The ponies are ours. Equestria, ours. Vengeance, ours. We have all we want and more, everything we ever desired at our hooves bowing before us. Our journey may not be over yet, but with everything we've done, all the music we've spread to the unenlightened masses... nothing can stop us now.
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Learn From Our Mistakes
Despite the progress we've made, we can never stop learning from the present and the new experiences we have. Both us and our military have to be constantly able to adjust to new situations, new developments, and new tactics of warfare to remain effective. In particular now is our failures in the planning and supply during our invasion of Zumidia, issues that will now be rectified.
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The Spoils Of Zumidia
Zumidia has something very important beneath the ground, reserves of Tungsten we will need for the future. The hippogriffs likely knew this, but they did little to exploit or extract the metal, either lacking the technology or not wanting to seem like imperialists or foolish reasons along those lines. We have no such qualms, and are certainly willing to put in the effort required.
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Secure The Mainland
We can not rest just because Zumidia and the foothold on Zebrica is ours. If we do not act upon our gains, we could just as easily lose it. Railroads, infrastructure, defensive lines must be planned and constructed across the region so that when war inevitably comes, whether it be by us or by them, we will be prepared.
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Lessons Of The Invasion
The invasion of Zumidia may have been easy compared to what the future has in store, but there are still important lessons we can take from it. Many of our enthralled soldiers did not have everything they needed to fight or occupy the territory, decreasing their effectiveness in the war. Developing specific sections of the army to fill such gaps could prove useful for later.
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Factories On The Front
Zumidia is relatively unindustrialized compared to our holdings on Aris, and most of our industry remains on the latter. However, there may come a need where such an industry is required on Zumidia as well. Focusing on their capital of Ain Trotgourait would likely be a worthwhile investment.
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War In The Sky
Land and sea may be important to hold, but the sky has always been a part of warfare as well. Creatures that fly have always had an advantage over those that don't, and the invention of the plane has made this third dimension even more crucial to fight in. Victory in every way must be guaranteed to secure success.
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The Panopticon
A very interesting idea has been discovered, one that may hold much potential. Rough plans, sketches for a structure called a panopticon, which in theory would be able to watch hundreds of people from a single tower, while only needing one or two creatures stationed inside. Given how difficult the resistance was to deal with, acting on such measures may not be as ridiculous as first thought...
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The Issue Of Races
The conquest of North Zebrica has given us a multitude of races as our subjects, from the ponies and thestrals in Chiropterra to the zebras in Zarantia. While our policy of playing seaponies and hippogriffs against each other was practical and worked well before, such racial conflicts do not help us in creating a united and more importantly secure state. Something must be done.
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The Legacy Of Zonicia
One thing united the zebras of Colthage beyond borders, and that was a cultural idea of Zonicia. Adagio was right in it being irrelevant in the grand scheme of things, but that does not mean the idea has no use. We control all the zebras labeled as such, and they can be lumped into one region to make dealing with any issues that may arise slightly easier.
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Rubber Plantations Of Kizil-Zeb
The Coltvans are a stubborn part of Colthage, waging a guerilla war against their masters only to try and free themselves from the perceived chains of the landowners. This may have posed a problem to many, but for us the solution is simple; the local rubber plantations need zebras to work them, and they are an excellent place to keep zebras we think may be subversive against us.
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The Scientifids
In Colthage, there was a class of zebras known as the Scientifids, who had a high amount of influence in the function of the state. They are scattered to the wind now, but many of their qualities are ones that would be useful to us. We will find the intellectuals left and bring them back together to serve us, and bring order and progress to our creatures.
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The Eastern Frontier
To call Quaggatai a backwater or a wasteland would be an understatement compared to the more developed regions of North Zebrica. Should we be attacked from the east, though, it would be the first point of contact between our armies and them. The eventuality must be prepared for, and the infrastructure built up to keep the region connected to our other holdings.
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Control The Cities
It is not the land that we have conquered that we care about, but the creatures that live on it. And nowhere are they more concentrated than the urban cities. These places must be the first we focus on, keeping our hold steady and stable so they in time become loyal and obedient thralls to our rule.
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Shatter The Chiropterrans
Even with our song, our armies and our might, the Chiropterrans do not give up. They are relentless in their resistance, fighting us and our lessers at every opportunity. This will not stand. Swift retribution and decisive force will be used to blow any thought of fighting back away, and they will fall in line just like everyone else.
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Motorize The Armies
Our armies must be mobile, flexible and well-supplied for future conflict at all times. A key part of all these points is the truck, the vehicle which allows speeds far beyond any non-mechanical method. Research will be put into improving such vital parts of warfare, so that our soldiers may always fight at their best.
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Use The LMRD
The Legionary Medical Research Department, or commonly abbreviated as the LMRD was the primary medical and biological task force working for the state of Chiropterra. Some may consider their methods and results unethical, or their members as sociopaths, but such things do not bother us if they give results. It's time to give their facilities a visit.
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Beneath The Sand
Adagio's Constant, despite his failings and his obvious self-interest, has actually found something of use for once. In Zarantia, massive wells of oil have been discovered, enough for us to possibly reach self-sufficiency with time. The "black gold" as it is called must be ours, whether it be by manipulation or force.
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Chiropterran Military Tactics
The Chiropterran military, in particular the Legions was a highly skilled combat force, using experience and tactics that made them all the more effective. We will never be able to practically recreate such units, but we can adopt their most tested and useful strategies for our own uses.
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Military Adaptation
With the conquest of Chiropterra we have learned from their military methods for our own ends, giving our special forces an extra step up and helping our staff office plan offensives.
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Connect The North
It became painfully obvious during war that the various regions in Zebrica are unacceptably underdeveloped and disconnected from each other. If we are to get the most from all the creatures under our spell, we need to be able to reach them quickly and effectively. And that means building more railroads.
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Underwater Colonies
Seaquestria has already proven itself almost untouchable by our enemies by sheer virtue of being deep beneath the waves. With that in mind, it would be a folly not to replicate its success elsewhere. Seapony colony cities along the coast will extend our influence into the seas and act as invincible bases from which to coordinate action, occupation and administration.
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Military Adaptation
New underwater seapony colonies and bases make targeting their important centers by any resistance almost impossible and giving us local bases to extend anti-partisan. It is so flawless and efficient, in fact, that it is freeing up more soldiers for the front.
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Bases Of The Invasion
The islands between Zebrica and Equus pale in comparison to our other holdings, but they have an important purpose nonetheless. They make important air and naval bases to station and maintain our air force and navy. Both of such places should be immediately expanded, so they can find a better purpose and fit better in that role.
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The Westward Railways
Stretching across the central seas, we have once again run into the problem of the disconnect between Abyssinia, Maregypt and the rest of the mainland possessions due to incompetence in coordination between countries. Fortunately, it seems that the regions are already connected themselves, with a few holes to cover. That, we can manage ourselves.
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Press The Maregyptians
We still haven't forgotten the insult the Maregyptians committed upon us by daring to vindicate and even memorialize a Pillar like Somnambula as a hero. Loss of independence and enthrallment is not enough of a punishment for them; even Adagio agrees on this for once. They need a harsh lesson in who controls who now, and perhaps some service in the military can teach them that lesson the hard way.
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Four Cities Of The West
Adagia. R'ataphet. Coltuba. Panthera. These four cities make up the most important parts of Maregypt and Abyssinia, three of them being ports and shipyards along the coast. They must be expanded for that purpose, while Panthera will be turned into a city of factories producing more weapons for our war efforts.
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Hold The Seas
The role of our navy will play a critical part in our war with the ponies. Not only will we need to make landfall, but also keep supply lines open across the ocean to keep our soldiers supplied as they ensure the fall of Equestria for us. Temporary measures will keep our naval dominance secure, at least for the war.
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Holding the Seas
The navy has been given extra attention while the war with Equestria rages, to ensure that the seas remain in our control for the time being.
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Bolster The Garrisons
The Equestrians will not quietly bow to our rule. That much we learned the hard way over a thousand years ago. There will be no chances taken this time; they will have no opportunity afforded to them. No matter how much it takes to send over, we will keep the ponies obedient, in line, and out of trouble until the war ends and we can focus on a more... permanent solution.
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Garrisons Bolstered
The armed garrisons have had their numbers and equipment vastly expanded to keep resistance secure and ponies pacified while the war with Equestria continues.
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The Elites Of Equestria
Equestria has fallen, but its creatures remain. The process of integrating them as another part of our lands will be long, and unfeasible in any reasonable amount of time. That does not mean we can not start taking the first steps, though. The elites of former Equestria would be a good start; we just need to decide exactly who.
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Hippogriffs And Zebras
The hippogriffs have experience on Zumidia, having run some sort of "mandate" for multiple years over them. We should put that experience to use, and send a few over to help keep things safe over there. After all, if they already know each other, everything will go better, right?
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The Child King
Apparently the King of Zumidia or whatever is a child who had some council ruling for him instead. Now Adagio wants me to go over and make sure that he'll work with us to keep his country pacified, since he's been behaving ever since she locked him in his own palace. She never told me exactly how to convince him, though...
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Combine The Corporations
Aria has given a pretty good suggestion, that being having all the hippogriffs merge their military corporations into one big one so we can manage them easier. We could even have them be separate from that bird Plumage for once, even if he gets mad about it. We can't have him do everything, after all.
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Ending The Mandate
When the hippogriffs were here before, Zumidia was never meant to be more than a temporary mandate until a better solution could be found. But now, we are that better solution. With the Zumidians fully integrated under our control, any concept of another "mandate" has been replaced with full integration as a part of our lands.
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The Musical R&D Department
Another idea by Aria was to create a sort of research group that we keep unenthralled, so that they can work well together to invent and create new things for us to use to take over the world! It sounds fun, and interesting too, which is surprising for something coming from that no-fun siren...
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The Proposal
Many would assume that we do not care about the lives of our subjects. That we see them as nothing more than pawns in a game. And they are pawns, but that does not mean we do not care about them in our own special way. A predator caring for its prey may be a strange idea, but we need to keep our sources of magic alive and well.
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Survey The Situation
There's a lot we're going to have to do in North Zebrica, each place in a different way from the others. But, being honest, we have no idea what those things we need to do are, or even what's going on. Just looking around and figuring out what we need to do will be a good first step.
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Bring Together The Zebras
In many ways, Warzena has a lot in common with Zumidia, a region which we've already got completely under our control. Therefore, the easiest and most straightforward option is to just make it an extended part of Zumidia, with the same methods we used for the zebras. It will still take a while, but this way we can just sit back and wait for everything to fix itself.
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Warzenan-Zumidian Integration
The former nation of Warzena is being integrated as a part of Zumidia, bringing the two nations under one recognized region. The bureaucracy and administration is struggling to adjust, and we are having to compensate with our own resources.
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Pearl Of The Bay
Tobuck is a central city in North Zebrica, and possibly the most important one we've taken. Fortunately, there aren't that many problems with it, besides perhaps a few underground cells and a few warlords left behind in the chaos running around. Nothing too of notice, but fixing whatever small issues we need to will go a long way in this case.
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The Laborers Of Chiropterra
There were two primary classes in Chiropterra; the regular loyalists, and the laborers taken from raids to work as practical slaves for their cause. Being such a totalitarian, oppressive regime, we could actually gain a major bit of goodwill for freeing them on their former masters. At the same time, the old system was efficient, and Aria wants to keep it around to keep all those creatures in check...
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The City Reclaimed
With any minor inconveniences solved, we can now go ahead and bring in Tobuck as an integral part of our lands, and as our newest creatures to fall under our complete control. We'll make better rulers than anyone else nearby anyway, right? We aren't some warlord who wants some crazy goal, and we do care about people, so that makes us the good guys!
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Music And The Moon
Chiropterra as a state, as a culture, everything about it revolved around one thing; bringing about the return of some alter-ego for an Equestrian princess. Their devotion rivaled even what those under our spell have, and it may be a good idea to pull that devotion out to make sure they praise us alone. Our song still keeps them compliant, however, so maybe that would be more trouble that it's worth?
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Dunes Of Zarantia
Considering the little population in Zarantia and the nature of the desert they live in, the full integration of the former nation could be described as little else but tedious. Fortunately, the same things that made it difficult also made it quick, and the matter of keeping the place under our control should be wrapped up soon, just like all the rest of the creatures here.
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A Mistake Rectified
After a long period of reforms, tedious decision making, and generally unfun activities, the state of Chiropterra is, for better or for worse, an integral part of our holdings. Their population now serving us, they can finally find a use serving new masters, not some young and insane moon immortal.
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On The Issue Of Land
Land was and still is an ever-present question in Colthage, one that has divided landowner and peasant for years now, particularly in the region of Coltva. There are no issues or rebellion from the peasant masses anymore, of course, but the fact remains we still need to take a side in this debate. Who should control and own the land on our behalf?
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On The Issue Of Politics
It turns out that none of us three want to actually move to Colthage and make sure everything works there. Go figure. However, the hole in authority that we left by taking over still has to be filled by someone, even as they are still subject to us. The question in this case is; who will that be?
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On The Issue Of Nationalism
There are two tangible movements of nationalism simultaneously in Colthage; one of pan-Zonicianism and one of regionalism. Each has its own use, whether it be for keeping the Colthaginians together or driving them apart. We can't support both of them at once obviously, so the choice lies not in whether we care about Zonicia, but how divided we want them to be.
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On The Issue Of Collaboration
No region would be complete or secure at this point without our Constant getting his claws dug somewhere in it. We can't just let him choose whoever he wants in Colthage, though. This will require a bit more finesse, and he will work with who we tell him to work with, no matter his opinion on it.
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On The Issue Of Centralism
The relationship between the city of Colthage and the land it is supposed to control is a tenuous one. When it was a state, there was apparently many a debate on how centralized or federalist the nation should be. Allowing the city the total control many wanted would stabilize the nation-region, but some could say that is a bad thing in our case. The final decision is up to us.
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Expand The Systems
We have more land and enthralled creatures now, but just because they once fought us doesn't mean they should be treated differently from the hippogriffs and zebras of before. The systems we have created must be focused on and expanded to everyone so that they can also benefit from our decisions.
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Musical Patronage
We are actively encouraging others with talent to create their own music to play, allowing them more privileges and inadvertently creating a new social "class" in the country.
Keeping areas to the bare minimum, we are allowing hospitals to operate without the natural conflict-creating effects of our magic to ensure the critically injured can recover to eventually create more conflict.
Extensive Medical Service
Hospitals, medical education and research... we are putting a large effort into ensuring that our subjects suffer the least amount of death possible to keep the population we can feed off of high, even if it overall takes a toll to keep the system running.
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The Question Of Manedalusia
Manedalusia was a very contested area between Maregypt and Abyssinia, who both saw it as their own rightful land. Both of their peoples would appreciate it officially being regarded as a part of their region, and now we have ended up as the mediators. The Maregyptians are our enemies, yeah, but maybe that's exactly why they should get the region...
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Maregyptian Integration
Now that the Manedalusia issue is solved, we can finally start the process of making sure they never think of making fun of us again. They honoured Somnambula once, and now we can make them honour us in the same way; we are now the heroes in the story, and they'll learn that soon enough.
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Business In Abyssinia
Unlike Maregypt, which was an insult to us, or North Zebrica which was an important part of our initial expansion, Abyssinia was purely a target to give us another place from which to launch invasions towards Equus. We needed the land, not the creatures, so our stance towards them can be relatively lax. As long as they stay in line and do as we say, we can leave them to their own devices.
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Reopen The Skydocks
Criminals, thieves and murderers. All make their home in the city of Klugetown, a place that despite its seedy underground remained a thriving trading port before our takeover. That underground now serves as a hotbed of resistance against us, something that will not stand. We will root out such villains and return it to how it should be; a place of our laws, and our rules alone.
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