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House Erie |
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Ideology | Despotism |
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Leader | Duke Vincent Erie |
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Ruling party | Herzogs Hof (46%) |
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Population | 1,473,008 |
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Ponypower | 28,116 |
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Race | Griffon |
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Stability | 59% |
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War support | 47% |
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Factories | 5 |
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Capital | Erie |
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Continent | Central Griffonia |
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Demonym | Erie |
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Tag | ERI |
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Color | #4E586A |
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Erie, the Griffon House of Night, and
Eyrie, the Griffon House of Day, are locked in perpetual rivalry despite their obvious and confusing similarity.
They both have decisions to start border wars and full wars with each other, and an event to white peace the war when one side is winning.
House Erie is led by Duke Vincent Erie and House Eyrie by Duke Iovinius Eyrie, who both believe they are the rightful duke of Verenia.
Meanwhile, major Griffonian powers are on all sides, the
Griffonian Empire will gain claims after its Northern Expansion. Erie and Eyrie have bigger problems, but can they see it amongst the squabbling?
Lore
Gameplay and Strategy
Starting Situation
National Focus
Erie uses the Generic Griffonia Focus Tree.
Technology
Army
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Naval
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Air
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Tech / Industry
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- Breech-Loaded Rifles
- Mountain Infantry I
- Support Equipment
- Recon Company I
- Civilian Train
- Artillery (Towed Artillery)
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- Torpedo Boat Destroyer
- Naval Gunnery
- Designated Landing Barges
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Doctrine
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Racial
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- Knights Division I
- We Can Fly?!
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Politics
National Spirits
Two households, both alike in dignity,
From ancient grudge break to new mutiny,
Where civil blood makes civil claws unclean.
The bitter feud between the rival houses of Eyrie and Erie - both houses as irreconcilable to each other as the Sun and Moon, Day and Night - has led to decades of incessant internecine violence between the two heavily militarised houses. Both leaders of the houses claim to be the rightful and legitimate Dukes of Verenia, and both of them refuse to negotiate with each other. The violence will likely continue until one side proves triumphant.
Leaders
Parties
Staff and Designers
Political Advisors
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Communist Revolutionary
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None
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- Daily Communism Support: +0.1
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150
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Generic Advisor
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Pro-Harmony Reformer
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None
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- Daily Harmony Support: +0.1
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150
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Generic Advisor
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Supremacist Demagogue
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None
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- Daily Supremacy Support: +0.1
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150
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Generic Advisor
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Captain of Industry
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None
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- Civilian Factory construction speed: +10%
- Infrastructure construction speed: +10%
- Railway construction speed: +10%
- Refinery construction speed: +10%
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150
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Generic Advisor
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Fortification Engineer
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None
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- AI Modifier: Focus on Defense: +5%
- Land Fort construction speed: +20%
- Coastal Fort construction speed: +20%
- Anti Air construction speed: +20%
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150
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Generic Advisor
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War Industrialist
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None
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- AI Modifier: Focus on War Production: +10%
- Military Factory construction speed: +10%
- Dockyard construction speed: +10%
- Fuel Silo construction speed: +10%
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150
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Generic Advisor
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Illusive Gentlebeing
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- Has created an Intelligence Agency
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- Operative slots: +1
- Agency upgrade time: −15%
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150
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Tank Designers
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Name
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Trait
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Requirement
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Effect
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Cost
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Armor Company
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Tank Designer
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None
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- Armor Research Speed: +15%
- Armor technology:
- Armored Car:
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150
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Ship Designers
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Name
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Trait
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Requirement
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Effect
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Cost
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Naval Company
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Ship Designer
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None
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- Naval Research Speed: +15%
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150
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Aircraft Designers
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Name
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Trait
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Requirement
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Effect
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Cost
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Light Air Company
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Light Aircraft Designer
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None
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- Small Airframe:
- Agility: +10%
- Max Speed: +10%
- Carrier Fighter Airframe:
- Agility: +10%
- Max Speed: +10%
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150
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Medium Air Company
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Medium Aircraft Designer
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None
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- Heavy Fighter Airframe:
- Medium Airframe:
- Scout Plane Airframe:
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150
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Heavy Air Company
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Heavy Aircraft Designer
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None
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- Large Airframe:
- Transport Plane:
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150
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Naval Air Company
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Naval Aircraft Designer
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None
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- Naval Bomber Airframe:
- Range: +10%
- Naval Attack: +10%
- Carrier Naval Bomber Airframe:
- Range: +10%
- Naval Attack: +10%
- Carrier Fighter Airframe:
- Range: +10%
- Agility: +10%
- Carrier CAS Airframe:
- Range: +10%
- Naval Attack: +10%
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150
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Materiel Designers
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Name
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Trait
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Requirement
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Effect
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Cost
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Small Arms Company
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Infantry Equipment Designer
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None
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- Weapons and Equipment Research Speed: +15%
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150
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Artillery Company
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Artillery Designer
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None
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- Artillery Research Speed: +15%
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150
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Motorization Company
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Motorized Equipment Designer
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None
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- Motorization Research Speed: +15%
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150
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Industrial Concerns
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Name
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Trait
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Requirement
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Effect
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Cost
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Industrial Company
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Industrial Concern
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None
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- Industrial Research Speed: +15%
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150
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Electronics Company
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Electronics Concern
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None
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- Electronics Research Speed: +15%
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150
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Theorists
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Military Theorist
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None
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100
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Generic Advisor
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Naval Theorist
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None
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- Naval Doctrine Cost: −10%
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100
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Generic Advisor
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Air Warfare Theorist
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None
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100
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Chiefs of Army
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Army Offense (Specialist)
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None
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- Army Experience Gain: +0.20
- Division Attack: +5%
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50
30
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Generic Advisor
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Army Defense (Specialist)
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None
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- Army Experience Gain: +0.20
- Division Defense: +5%
- AI Modifier: Focus on Defense: +15%
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50
30
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Chiefs of Navy
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Decisive Battle (Expert)
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None
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- Naval Experience Gain: +0.30
- Capital Ship Attack: +10%
- Capital Ship Armor: +10%
- Screen Attack: +10%
- Screen Defense: +10%
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100
20
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Generic Advisor
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Anti-Submarine (Expert)
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None
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- Naval Experience Gain: +0.30
- Submarine Detection: +15%
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100
20
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Chiefs of Airforce
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Close Air Support (Expert)
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None
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- Air Experience Gain: +0.30
- Close air support attack: +3%
- Close air support defense: +3%
- Close air support agility: +3%
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100
20
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Generic Advisor
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All-Weather (Expert)
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None
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- Air Experience Gain: +0.30
- Bad Weather Penalty: −20%
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100
20
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Military High Command
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Name
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Trait
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Requirement
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Effect
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Cost
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Generic Advisor
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Artillery (Specialist)
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None
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- Artillery Attack: +10%
- Artillery Defense: +5%
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50
30
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Generic Advisor
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Army Logistics (Expert)
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None
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100
20
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Generic Advisor
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Fleet Logistics (Specialist)
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None
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- Naval max range factor: +5%
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50
30
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Generic Advisor
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Air Combat Training (Expert)
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None
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- Ace generation chance: +10%
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100
20
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Military Leaders
Field Marshal
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Field Marshal
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Traits
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Description
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Skills
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Race
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Field Marshal Duke Vincent Erie
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Fast Planner
Knows all the shortcuts when preparing for battle - Efficiency is key!
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None
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Level 2
Attack: 4
Defense: 1
Planning: 1
Logistics: 1
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Griffon
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Flags
Flags
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Flag
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Information
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House Erie

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Commune of Erie
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House Erie
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Economy
Laws and Development
Laws and Development
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Conscription Law |
Trade Law |
Economy Law
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Volunteer Only
- Recruitable Population: 1.50%
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Export Focus
- Construction Speed: +10.00%
- Research Speed: +5.00%
- Factory Output: +10.00%
- Dockyard Output: +10.00%
- Resources to Market: +50%
- Civilian intelligence to others: +20.0%
- Navy intelligence to others: +10.0%
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Civilian Economy
- Industrial Research Speed: +3%
- Electronics Research Speed: +2%
- Consumer Goods Factories: 35.0%
- Military to Civilian Factory conversion cost: +30.00%
- Civilian to Military Factory conversion cost: +30.00%
- Fuel Gain per Oil: -40.00%
- Fuel Capacity: -25.00%
- Infrastructure construction speed: +10.00%
- Military Factory construction speed: -30.00%
- Civilian Factory construction speed: -30.00%
- Refinery construction speed: +5.00%
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Scientific Development
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Society Development
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Illiteracy
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Small Science Base
- Daily Political Power Gain: +0.20
- Research Speed: -55.00%
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Industrialising Society
- Resource Gain Efficiency: -20.00%
- Monthly Population: -10.0%
- Construction Speed: -20.00%
- Production Efficiency Cap: -10.00%
- Research Speed: -20.00%
- Factory Output: -20.00%
- Dockyard Output: -20.00%
- Factory Bomb Vulnerability: -25.00%
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Modest Illiteracy
- Construction Speed: -10.00%
- Research Speed: -30.00%
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Poverty
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Race
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Moderate Poverty
- Monthly Population: -12.0%
- Consumer Goods Factories: 10.0%
- Construction Speed: -15.00%
- Research Speed: -5.00%
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Griffon
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Industry and Resources
Factories
 Military Factories
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 Naval Dockyards
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 Civilian Factories
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 Fuel Silos
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 Synthetic Refineries
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2
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0
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3 (-2)
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0
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0
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Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.
Resources
 Oil
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 Aluminum
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 Rubber
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 Tungsten
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 Steel
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 Chromium
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 Crystal
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0
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7 (-4)
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0
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0
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7 (-4)
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0
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0
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Numbers in red indicate how many resources are reserved for export due to trade laws.
Country navbox |
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Griffonia |
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Central Griffonia | |
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Northern Griffonia | |
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Evi Valley | |
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The Riverlands | |
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Southern Griffonia | |
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Western Griffonia | |
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Special | |
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Equus |
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Northern Equus | |
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Southern Equus | |
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Special | Equestrian Civil War | |
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Pax Chrysalia | |
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Other | |
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Zebrica |
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Northern Zebrica | |
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Northeastern Zebrica | |
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Eastern Zebrica | |
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Northwestern Zebrica | |
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Central Zebrica | |
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Great Lakes | |
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Southern Zebrica | |
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Southeastern Zebrica | |
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Southwestern Zebrica | |
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Special | |
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