Jaki-Clan

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Country Presentation Yakistan EN.png
Jaki-Clan

Jaki-Clan.png

JAK map.png

IdeologyTribal Chiefdom.png Tribal Chiefdom
Leader
Prince Bradford
Ruling partyWhite Council (94%)
PopulationPopulation 3,104,581
PonypowerPonypower 32,473
RaceYak Yak
StabilityStability 54%
War supportWar support 40%
FactoriesFactory 4
  • 2 Military factory
  • 0 Naval dockyard
  • 2 Civilian factory
CapitalSaihan Tolgod
ContinentNorthern Equus
DiplomacyHas a truce with Flag of Kingdom of Yakyakistan Kingdom of Yakyakistan
DemonymJakistani
TagJAK
Color  #6496C1

Lore

As the great god Yak watches over the North, so do the yaks of Yakyakistan guard their lands against all threats. From time immemorial they have warred with the other northern peoples, from the bears to the griffons to the penguins to the changelings to Sombra's crystal ponies to the monsters who roam across borders. They conquered, and slew, and triumphed, and once an ancient Khaganate spanned much of the North, ruling from the Frozen Sea to what is now Weter.

According to myth, the yaks were the first grass-eaters to stand their ground against the monsters of legend. As ponies fled from the Windigos, the penguins and changelings cowered beneath the might of the bears and their monstrous allies. But the yaks looked north into the boreal wind itself, and refused to surrender to the nightmares that prowled the long polar night. While they have sometimes been conquered, they have never been held for long. Something in the yak soul, perhaps, makes foreign rule nigh-impossible.

But not all has been perfect in yak history. Recently, the eastern territories were lost to the griffons, causing doubt in these ancient beliefs. Griffons have not only taken this land, but held it, and resisted all efforts to retake it.

In response to this catastrophe, the previous king, King Winford of Clan Mangchijid, declared a grand isolation and policy of strict neutrality, to avoid any further entanglements. As he passed away in 1003, his firstborn, Prince Rutherford, took the throne. But when Rutherford declared the next year that the isolation would end and Equestrians would be welcomed into the nation, his younger brother, Prince Bradford, declared a secession with the backing of the Jakichikh clan. A brief war was fought with no clear victory, and a truce was signed.

Bradford's situation has grown direr with each year. Running low on supplies, morale, and public support, many of his advisors are urging him to surrender quickly and beg his brother's mercy. But so far he has refused. The Prince may have one more ace up his sleeve...

Starting Situation

The Jaki-Clan is in a difficult position. Small and low tech, with Agrarian Society and only two research slots, it starts with 24.5k deployed yaks in 5 small, poorly equipped divisions, including 1 mountaineer unit and 23.5k available yakpower.

It faces an easy first war against Yakyakistan - war with AI-controlled Kingdom of Yakyakistan can be very fast because it cannot fully control the frontline and there will be free spots to go through to its capital and big cities with some support of frontline divisions.

But after this, it may face the unstoppable might of the Flag of Changeling Lands Changeling Lands to the west, and the modern nations of Flag of Nova Griffonia Nova Griffonia and Flag of Stalliongrad Stalliongradto the east. The Jaki-Clan political tree is isolationist - players will need to manually justify or conquer via defensive wars to expand.

Jaki-Clan has strong focuses to catch up in technology, good national ideas and can boost its mountaineers. Unfortunately it does not have good defensive terrain - only mountains in Yakyakistan. Expanding opportunistically through manual justification or a lucky defensive war, especially against Nova Griffonia is needed to build up a industrial base.

Threats and Opportunities

Typically, Yakyakistan, Changeling Lands, Stalliongrad (under Sinister) and Nova Griffonia will be Jaki-Clan's greatest threat.

  • Flag of Kingdom of Yakyakistan Kingdom of Yakyakistan - your main rival until the end of the civil war
  • Flag of Equestria Equestria will not invade you, unless it becomes the Lunar or Solar Empires, which will eventually declare war. All paths interact with Equestria in some way, be it small-scale cooperation, a war against them, and possibly even liberation.
  • Flag of Stalliongrad Stalliongrad they send volunteers to Yakyakistan during the civil war. Regardless of whether they elect Vasily or Sinister, they will eventually attack Jaki-Clan. Only an independent non-communist Nova Griffonia may prevent that. As if that wasn't enough, Vasily will also attempt to increase communist party popularity, even without having a direct border with you, though it is removable by decision.
  • Flag of Nova Griffonia Nova Griffonia they hold some of the states that you claim which must be recovered in all paths, for which their civil war presents a perfect opportunity. Supremacist paths require conquering the entirety of the country. In the long term, Skeiron Goldfeather will always leave you alone. If you are non-aligned, an independent communist or harmonic Nova Griffonia will invite you to their faction in the late game. They rarely survive confrontation with Stalliongrad, though. Ultimately, all of their states are corable by decisions in all paths.
  • Flag of Crystal Empire Crystal Empire will only attack you if King Sombra returns. In supremacist paths, you will likely end up fighting them at some point.
  • Flag of Changeling Lands Changeling Lands sends volunteers to you during the civil war, provided that they aren't attacking anyone else at that moment, for instance Olenia. Will attack the Yaks after or sometimes even during the Great War with Flag of Equestria Equestria. Khan Kerr allies with them. As a player, after the Great War, you have an opportunity to anger them so much that they kick you out of their faction, which ultimately leads you to war against them.
  • Flag of Polar Bear Communities Polar Bear Communities will usually be puppeted by changelings some time after their war against the supremacist penguins, putting Bjornling in charge. Khan Kerr may annex them peacefully if they are both in the faction with changelings. Otherwise, Bjornling may sometimes attack Jaki-Clan during the Great War, which you may prefer to avoid by splitting their country with the penguins.

Game Mechanics

Yak clans map.png

Jaki-Clan starts in a truce with Yakyakistan to the west. Around mid-1008, as indicated by a mission timer the war between the two yak rulers will recommence. Their armies are composed of various banner-divisions provided by the various clans, which is represented by various non-editable templates. Convincing some of the clans still loyal to Rutherford to switch sides will be essential to surviving the coming conflict.

Yakyakistan will attempt to ensure this loyalty through various decisions, and to some degree focuses. Likewise, you use decisions, unlocked by one of two focuses, to lower their loyalty and make them switch sides. Some of those decisions include certain promises. The promise of mining rights to the Noyamanans changes absolutely nothing in gameplay terms. The remaining promises can be categorized as either promises to make them a great clan, or miscellaneous promises. This may have various positive or negative consequences, depending on the path you take after the civil war, though not much worse than some modest stability or political power penalty. Giving a promise to one clan to make them great is always beneficial; even if you change your mind later for some reason, as you will be able to deny them without consequences. Promising the same to two or three clans will incur some unavoidable stability penalty of up to 15%, though it's still bearable. Some decisions may bring down loyalty by two steps rather than one, which are especially worth your while if you have political power to spare. Generally, try to focus on one clan before moving on to the next.

If a clan's loyalty (as shown in the relevant decision category) drops to a minimum, Yakyakistan has a short time to bring it back at least back to the middle value. If they fail, the clan will officially pledge loyalty to Bradford, their generals will switch sides, their banner-divisions will be removed from their map, their template deleted, and you will gain a core on their states. In returnAfter the civil war, it's still possible to gain a core on states belonging to clans that didn't switch a side. However, the strength of the Unity of the Clans national spirit will be reduced, and it may even become a malus. Furthermore, if that clan bordered your territory, their states will be transferred as well, and you will gain the appropriate number of divisions and their templates. If there is no such land connection, their states will turn into a demilitarized zone, forcing Yakyakistan's units to withdraw. When a clan bordering your territory decides to secede, they will also bring with them any demilitarized zones owned by disloyal clans that they border (adding their divisions and removing the demilitarization status); this effect does not (probably) cascade further, to the neighbors of neighbors. The Juyilkhai and the Noyamanan are not considered to be bordering clans for the purpose of those mechanics; same with Mangchijids and Kiyatukh. Conversely, Arusharii and Juyilkhai are considered neighbours.

A clan can only switch sides once, letting you focus on other clans. Yürkids are guaranteed to switch side shortly after the start, demonstrating the mechanic to the player. Mangchijids and Ghenikhans will always stay loyal to the king.

A loyal clan's territory may also become demilitarized if they are surrounded by disloyal clans. This doesn't make their divisions disappear or cause defections of generals, but makes them unable to defend their states effectively, giving you some easy free victory points (though probably not enough of them to allow you to win without capturing the capital city). The Mangchijid clan, being the clan with the capital city, is immune to this mechanic. Juyilkhai, Noyamanan, and Arusharii also cannot be surrounded, since they border the capital clan with no strings attached. Mankhutayids can be surrounded – despite the fact that they border the always-loyal Ghenikhans – once all of their other neighbours switch sides (even if Noyamanan remained loyal and one could trace a path to the capital city through their lands), while Ghenikhans are only surrounded when Arusharii, Noyamanan, and Mankhutayids have switched sides.

When the civil war begins, all allegiances will be locked in; no more clans will be able to switch sides from then on, and decisions related to their loyalty will disappear.

Example 1: let's assume that Jaki-Clan controls all of their starting territory plus the Yürkids, and turned Kiyatukh, Arusharii, and Noyamanan into demilitarized zones. Despite being separated from the capital by demilitarized zones, the loyal clans on the border are not considered surrounded yet.

  • If Süldintjids switch sides, both their and Kiyatukh states and divisions will transfer, while Arusharii and Noyamanan remain demilitarized. Mankhutayids will be considered surrounded, but Ghenikhans will not.
  • Instead, if Mankhutayids switch sides, both Kiyatukh and Arusharii would transfer with them, while Noyamanan remains demilitarized. This would also cause Süldintjids and Ghenikhans to become surrounded, demilitarizing them, but not transferring any generals or divisions to the enemy.

Example 2: let's assume Jaki-Clan controls all of their starting territory plus Yürkids, Süldintjids and Mankhutayids, while Noyamanan and Juyilkhai are demilitarized.

  • if Arusharii switch side, they will bring Noyamanan and Juyilkhai states and divisions with them. This will also surround both Ghenikhans and Kiyatukh, despite the latter being shown on the map as still bordering Mangchijids.

As Jaki-Clan you are able to launch occasional border raid against Yakyakistan. Select six of your best divisions and station them in the southernmost state, along the border with the Ghenikhan clan, and always pick that spot as the place to launch the border raid. This means that not only six of their random divisions will be forced to fight six of your best (for border raids, divisions already in the state are prioritized), but they will also have difficulty keeping them supplied in that remote panhandle.

Balance of Power

Another important mechanic is the balance of power between traditionalists and communists. To check its current state and access decisions relating to it, open the political window, and then click a special box near your party popularity pie chart. Those decisions and the balance will remain active both during the initial preparation period, and during the civil war itself, helping you build up and recruiting additional divisions. Which ones are available to you depends on your completed focuses.

Its final position at the end of civil war shall decide the path available to you.

National Focus

Main article: Jaki-Clan shared national focus tree/scriptoutput

Pre-war focus tree


Civil war focus tree

There are three main paths available to Jaki-Clan after the civil war; two regular ones, and one secret one, all of which may have different lengths depending on the political situation on the continent.

Isolationist path is available if you ended the civil war with balance of power either balanced or on the isolationist side. Prince Bradford's goal is to simply regain yak-inhabited states from Nova Griffonia through military means. Afterwards, he will seek to reconcile with his brother. If Equestria still exists and is harmonic, the yaks will join their research group, be able to send more volunteers if needed, and both will receive some small bonuses. You will not actually join their faction, though. However, if Equestria fell or is not harmonic (for instance as a result of being ruled by Daybreaker), you will end up at war with the most powerful supremacist country on the continent (which was likely the one responsible for Equestria's fall from grace) and bring harmony back to the pony land, and possibly to yaks as well.

Expansionist path is available if you ended the civil war with balance of power on the expansionist side and haven't fulfilled the requirements for the secret path. Khan Kerr will overthrow Prince Bradford, and seek to conquer as much of northeastern Equus as he is able, before becoming a member of Queen Chrysalis' faction and diplomatically annexing Polar Bears (if he hasn't conquered them earlier). Once in control of the lands he desired, one of the two things happens.

  • If he is in faction with the changelings, the "loyalist" subpath unlocks, in which you help them win the Great War. Afterwards, a disagreement about methods of occupation will lead the two countries to war against one another (unless both countries are AI-controlled). This path ends once all of Equus, with the exception of Les Meridiennes, is conquered by you, which may require some manual justifications on countries like United Dragon Lands (or their owner).
  • If Kerr wasn't able to join Chrysalis' faction, he will instead go to war against the changeling, to establish a puppet. Afterwards, he gains wargoals on all remaining tags on Equus. This subpath is fairly basic and has no unique story attached to it.

"Harmonic" path is available if you completed the entire middle branch of the pre-civil-war focus tree, hired both advisors that you get from it, completed the focus Mandate of Origin during the civil war, and ended the civil war with balance of power on the expansionist side. A few days after Kerr's coup, Star Mountain, a pony exiled from Severyana, will coup him herself. Using perverted interpretation of harmony, and extremely brutal methods, she will embark on a revenge quest against communism. Like Kerr, she conquers all of northeastern Equus countries, before turning her sights on Stalliongrad. Afterwards, she will request to join Equestria's faction, but is guaranteed to be refused by anyone except for Daybreaker. If Daybreaker accepts, you become a solar puppet and the story ends there. In all other cases, she embarks on the conquest of the entire continent, with the exception of Les Meridiennes. The finale is quite unexpected.

Technology

Jaki-Clan starts with 2 research slots available.

Army Naval Air Tech / Industry
  • Primitive Weapons
  • Muzzle-loaders
  • Breech-loaded Rifles
  • Mountain Infantry I
  • Support Equipment
    • Engineer Company I
    • Recon Company I
    • Maintenance Company I
  • Pre-Industrial Artillery
  • Artillery
  • Torpedo Boat Destroyer
    • Basic Depth Chargers
  • Scout and Armoured Cruisers
  • Naval Gunnery
  • Basic Torpedo
  • Designated Landing Barges
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • Floofy Hides

Politics

National Spirits

Jak Resilience icon
Jak Resilience
  • Division Attack on Core Territory: +5.0%
  • Division Defense on Core Territory: +5.0%
  • Reinforce Rate: +2.0%
  • Resistance Target in our states occupied by the enemy: +10.0%
Jaks are strong! Water is wet!
Unity of the Clans icon
Unity of the Clans
  • Political Power Gain: +20%
  • Division Organisation: +20.0%
  • Division Attack: +20.0%
  • Daily Command Power Gain: +0.20
Though our hold on the few clans we've held for centuries is strong, if we are to compete with the Yaks to the west we need more. This will inevitably reduce the unity we've had for so long, yet it is a temporary necessity as we take charge of Yakyakistan's future.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Prince Bradford
Tribal Chiefdom.png
Tribal Chiefdom
Non-Aligned

White Council
None
Born: 15th of March, 971 in Yakistown.

Biography: To the east of the internationally recognized country of Yakyakistan, Prince Bradford holds claim over a clan of Yaks whom call themselves the 'Jaki-Clan', a shortened version of their full name--the 'Jakichikh Clan Confederation'. A long-time rival of his brother, Prince Rutherford of Yakyakistan, Bradford simply wishes for his Yaks to be left alone. Unfortunately for Bradford, with tensions rising with the Changelings to the West, the griffons to the East, and Prince Rutherford practically breathing down its neck, the Jaki-Clan finds itself in a precarious position. Not to mention his fears of being undermined by his own so-called allies... Portrait By: Scroup


Star Mountain
Benevolent Absolutism.png
Benevolent Absolutism
Harmony

SMP-H
Severyanian Monarchist Traditionalist Party - Harmonists
None
Born: 31st of December, 979 in Zvezdopadovo.

Biography: Star Mountain, born Burushka Zvezdopadovskaya, is a true anomaly in Yakyakistan. A Severyanian noble, her parents and older sister Sveta were lynched in the Winter Revolution, leaving only her and her beloved brother Seva alive. The two of them, then teenagers, had to beg on their knees to be spared, and even then they were ordered to leave forever, eventually winding up in eastern Yakyakistan. Disease struck Seva the next year, and the primitive yak medicine was unable to save him.

When the Jakichikh seceded, Star Mountain sided with them, but not out of ideological reasons. She knows that harmony is necessary to keep different classes and races at peace, and that was sorely lacking in both Stalliongrad and Yakyakistan, but she knew her only shot at justice for her family was to bide her time. When Kerr overthrew Bradford, she took her chance. Now that all threats to her rule are out of the way, the new Khatun of Yakyakistan, reincarnation of the great founder Prince Ulysses, stands ready to bring her vision of harmony and order to all the countries of North Equus. And then, spirits willing, to punish Stalliongrad for its crimes.

Portrait By: Leo


Communist Remnants
Communist Remnants
Vanguard Socialism.png
Vanguard Socialism
Communism

YRPL(c)
Yak Revolutionary People's League (Councilists)
None
None


Khan Bradford
Khan Bradford
Autocracy.png
Autocracy
Supremacy

Khanate Restorationists
Dictator
  • Political Power Gain: +25%
  • AI Modifier: Desired Divisions Factor: +20%
  • Weekly War Support (Combat Casualties): +0.1%
None


Post-1007 leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Khan Kerr
Autocracy.png
Autocracy
Supremacy

Khanate Restorationists
Dictator
  • Political Power Gain: +25%
  • AI Modifier: Desired Divisions Factor: +20%
  • Weekly War Support (Combat Casualties): +0.1%
Born: 18th of April, 962 in Bara'dur.

Biography: Kerr is the leader of the Yürkids, the most militaristic and expansionist of the clans, and a onetime friend of Prince Bradford's. Unfortunately, politics must always come before friendship, and Bradford would have led Yakyakistan to ruin through his tepid isolationism. How could he not see the growing threats on the continent? The changelings would never be content to have the yaks as a neutral nation, and nor would the ponies let the enclave live in peace with Rutherford and Yona slandering them. No, only by massively expanding the army and striking first can the yaks be safe. By proclaiming himself Khan, Kerr has thrown a gauntlet at the rulers of North Equus--no more will the yaks just accept the attacks against them. No longer will the yaks cower. No, from now on, it will be those others who cower at the yaks' hooves!

Portrait By: BlakaSmoko

Complete the civil war with balance of power on the expansionist side
Stratocracy.png
Stratocracy
Supremacy

YNR
Yak National Republicans

As Kerr, complete the focus Black Horde of the Northern Wind while in a faction with Queen Chrysalis to unlock additional focuses. Then, complete To Sack a Continent and wait a week or so until Changelings kick you out from their faction to unlock even more focuses. Finally, complete the focus Destiny. This will trigger a series of events, where you will have to choose between keeping Kerr (albeit with a new subideology), or replacing him with Yngvar or Yakkenkova.


Prince Bradford
Tribal Federation.png
Tribal Federation
Harmony

Yaki Royalty
Reluctant Harmonist
  • Max volunteer force divisions: +3
  • Max volunteer force divisions: +30%
  • Divisions required for sending volunteer force: −30%
  • Air volunteer cap: +3
  • AI Modifier: Focus on Defense: +100%
  • AI Modifier: Focus on Peace: +100%
  • Surrender Limit: +5%
  • Daily Harmony Support: +0.01
Born: 15th of March, 971 in Yakistown.

Biography: To the surprise of all, Prince Bradford has finally embraced his brother's ways. He has become a harmonist! He's not that happy about it... but he loves his brother enough he's willing to put those feelings aside. Having saved Equestria and even welcomed Yona home, he's become unrecognizable to the yak he once was. No one would have believed it if they hadn't seen it themselves. Now he's even willing to talk of sending Yak heroes across the world to defend harmony! While not exactly popular with his original followers, this has won him the total support of his brother. And in the end, that's what really matters.

Portrait By: Scroup

End the civil war with balance of power either balanced or on the isolationist side. When Equestria is conquered or turns non-harmonic, complete the focus Reach Out to Brother... Again. This will unlock four additional focuses, starting with Our Worst Fears Realized, after which you unlock even more focuses. Finally, complete the focus A Better, More Loving World.


Star Mountain
Reactionarism.png
Reactionarism
Supremacy

SMTP-H
Severyanian Monarchist Traditionalist Party - Harmonists
Unlocked gradually during the playthrough, and ultimately combined into the final one.
Khatun of Yakyakistan
  • Political Power Gain: +20%
  • Monthly Population: −10%
  • Justify war goal time: −50%
  • AI Modifier: Focus on Offense: +50%
  • Stability: −10%
  • Weekly Stability: −0.1%
  • Daily Command Power Gain Multiplier: +15%
  • Required Garrisons: −15%

Tsaritsa of Severyana

  • Monthly Population: −20%
  • Division Organization: +10%
  • Recruitable Population Factor: +10%
  • Reinforce Rate: +2%
  • Mobilization speed: +15%
  • Stability: −20%
  • Weekly Stability: −0.2%
  • Attack against major countries: +5%

Princess of Equestria

  • Monthly Population: −30%
  • Stability: −30%
  • Weekly Stability: −0.3%
  • Damage Reduction Against CAS: +10%
  • HP: +10%
  • Resistance Activity Chance: −25%
  • air_close_air_support_org_damage_factor = 0.1

Empress of Equus

  • Political Power Gain: +20%
  • Monthly Population: −95%
  • Division Organization: +10%
  • Recruitable Population Factor: +10%
  • Justify war goal time: −50%
  • Reinforce Rate: +2%
  • AI Modifier: Focus on Offense: +50%
  • Mobilization speed: +15%
  • Stability: −95%
  • Weekly Stability: −0.9%
  • Daily Command Power Gain Multiplier: +15%
  • Damage Reduction Against CAS: +10%
  • HP: +10%
  • Starting Compliance: +5%
  • Required Garrisons: −15%
  • Resistance Activity Chance: −25%
  • Attack against major countries: +5%
  • air_close_air_support_org_damage_factor = 0.1
Born: 31st of December, 979 in Zvezdopadovo.

Biography: Star Mountain, born Burushka Zvezdopadovskaya, is a true anomaly in Yakyakistan. A Severyanian noble, her parents and older sister Sveta were lynched in the Winter Revolution, leaving only her and her beloved brother Seva alive. The two of them, then teenagers, had to beg on their knees to be spared, and even then they were ordered to leave forever, eventually winding up in eastern Yakyakistan. Disease struck Seva the next year, and the primitive yak medicine was unable to save him.

When the Jakichikh seceded, Star Mountain sided with them, but not out of ideological reasons. She knows that harmony is necessary to keep different classes and races at peace, and that was sorely lacking in both Stalliongrad and Yakyakistan, but she knew her only shot at justice for her family was to bide her time. When Kerr overthrew Bradford, she took her chance. Now that all threats to her rule are out of the way, the new Khatun of Yakyakistan, reincarnation of the great founder Prince Ulysses, stands ready to bring her vision of harmony and order to all the countries of North Equus. And then, spirits willing, to punish Stalliongrad for its crimes.

Portrait By: Leo

1. Before the civil war starts, complete the focus Special Pony Magic Trick and hire both Cinnamon Dobrolybova and Star Mountain as your advisors
2. During the civil war complete the focus Mandate of Origin
3. Finish the civil war with balance of power on the expansionist side. After Kerr takes over, wait a few more days

Neo-Feudalism.png
Neo-Feudalism
Supremacy

SMTP-H
Severyanian Monarchist Traditionalist Party - Harmonists
See description:
Born: 31st of December, 979 in Zvezdopadovo.

Biography: "My name is surrounded with such hate and fear that no one can judge what is the truth and what is false, what is history and what myth. Some have called me brutal; they cannot understand as yet that I am not fighting a political party but a sect of murderers of all that is sacred and holy. And they cannot understand that I am not a pony, not anymore, for Burushka died with her brother. Only Star Mountain remains.

I am the baton that hits the disharmonist, the gun that fires upon the insurrection, the axe that strikes down the communist, the inferno that burns out the changeling. I am the hungry ghost of Yakyakistan, the revenant that haunts the North, the shield against republicanism and the sword against revolution.

I pledge my life and my honor to the Holy Severyanian cause, the extermination of the rebels wherever they may hide, for this night and all the nights to come. For my father, my mother, my sister, my brother, I swear by the divine stars that I shall not rest until the blight of communism is excised from this blessed continent."

Portrait By: Leo

As Star Mountain, complete the focus Home at Last, to unlock additional focuses, and then The Return of Serfdom.


Yngvar
National Communism.png
National Communism
Supremacy

Smashers
All-Yak Invincible Smashers
Socialist Autocrat
  • Political Power Gain: +20%
  • Enemy Air Support: −5%
  • Maximum Command Power Increase: +75
  • HP: +5%
  • Initiative: +10%
  • Daily Communism Support: +0.05

Grand Marshal of the Transpolar Host

  • Political Power Gain: −5%
  • Attacking divisions speed: +10%
  • Stability: −5%
  • Attack against major countries: +15%
  • Motorized Infantry Unit Design Cost: −25%
  • Mechanized Infantry Unit Design Cost: −25%
  • Magical Motorized Unit Design Cost: −25%
  • Magical Mechanized Unit Design Cost: −25%
Born: 13th of October, 970 in Karsakag.

Biography: In a surprising twist, the diehard communist Yngvar now sits atop the Black Horde of the Northern Wind. While some might consider him a traitor to the cause, he has never let it die in his heart. Now he plans to implement pro-worker reforms while maintaining the constitutional structure of Yakyakistan. Enough blood has been spilled already--there's no need for a civil war on top of everything else.

Portrait By: BunnyShrubby

Like Stratocratic Kerr, except for the choice in the final event.


Yakkenkova
Zealous Knightly Order.png
Zealous Knightly Order
Supremacy

Knights of Death
Scourge of the Gods
  • Division Speed: +20%
  • Weekly Ponypower: +250
  • Division Attack: +20%
  • Division Defense: −20%
  • Weekly Stability: −0.1%
  • Surrender Limit: +5%
Reduced cost for Take States action on Griffon culture cores in Peace Conferences.
Born: 29th of July, 961 in Kingsmare Lake Valley.

Biography: Yakkenkova is a monster of folklore brought to life, a living spectre of vengeance. While her election as President has mildly softened the colonial policy in the Changeling Lands, it has horrifically intensified the brutality in Nova Griffonia. She has one goal, one mission, one purpose: annihilation of those who sought to destroy the yak people!

Portrait By: Veri

Like Stratocratic Kerr, except for the choice in the final event.


Maihov
Reactionarism.png
Reactionarism
Supremacy

White Council
Nothing Ever Happens
  • Offensive War Penalty Stability Modifier: −100%
  • Defensive War Penalty Stability Modifier: +100%
  • Acceptance of Communist Diplomacy: −1 000
  • Acceptance of Harmonist Diplomacy: −1 000
  • Acceptance of Supremacist Diplomacy: −1 000
  • Acceptance of Unaligned Diplomacy: −1 000
Born: 18th of November, 960 in Saihan Tolgod.

Biography: Unbelievable. After all Maihov had done for him, Bradford was nothing more than a copy of his brother! Well, not anymore. Now Bradford is under house arrest, the other harmonists are sidelined, and the commies are imprisoned. The yaks, with all their useless new land, have a single vision in mind. One phrase will guide yakkind for aeons to come:

Nothing ever happens.

Portrait By: BunnyShrubby

Shortly after Bradford becomes harmonic, Maihov will attempt to launch a coup, and will take over if he's successful.



Parties

Political parties
Name Ideology Leader Popularity
White Council Tribal Chiefdom.png Tribal Chiefdom
Non-Aligned
Prince Bradford 94%
SMP-H
Severyanian Monarchist Traditionalist Party - Harmonists
Benevolent Absolutism.png Benevolent Absolutism
Harmony
Star Mountain 0%
YRPL(c)
Yak Revolutionary People's League (Councilists)
Vanguard Socialism.png Vanguard Socialism
Communism
Communist Remnants 1%
Khanate Restorationists Autocracy.png Autocracy
Supremacy
Khan Bradford 5%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Lucinidea Antax
Lucinidea Antax
Changeling Consul
None
  • Weekly Ponypower: +50
  • Same ideology monthly opinion: +15%
  • Research Speed: +5%
  • Acceptance of Supremacist Diplomacy: +50
  • Balance of Power Decision Request More Changeling Aid Cost: -50%
Political Power 150
Alastair
Alastair
Staunch Aristocrat
None
  • Consumer Goods Factories factor: −20%
  • Ideology drift defense: +15%

See description:
Isolationist.
Political Power 150
Ingville
Ingville
Speaker at the Gate
None
  • Daily Political Power Gain: +0.05
  • Weekly Stability: +0.3%

See description:
Isolationist.
Political Power 150
Nora
Nora
The Spider
None
  • Land Night Attack: +10%
  • Night Operations Penalty: −10%
  • naval_night_attack = 0.1

See description:
Expansionist.
Political Power 150
Archibald
Archibald
National Propagandist
None
  • Political Power Gain: +15%
  • Daily Supremacy Support: +0.05

See description:
Expansionist.
Political Power 150
Yemina
Yemina
Aristocratic Industrialist
None
  • Construction Speed: +10%
  • Daily Support for Unaligned: +0.03
  • Land Fort construction speed: +25%
  • Coastal Fort construction speed: +25%

See description:
Isolationist.
Political Power 150
Gunnel
Gunnel
Nationalist Shorooniist Shaman
None
  • Weekly Ponypower: +200
  • Political Power Gain: +5%
  • Daily Supremacy Support: +0.05

See description:
Expansionist.
Political Power 150
Grimhorn
Grimhorn
Expansionist Policies
None
  • Generate war goal tension limit: −25%
  • Justify war goal time: −25%

Reduced cost for Take States action on @GRF @GFF @PNG @PLB Northern Equus cores in Peace Conferences.


See description:
Expansionist.
Political Power 150
Ylva
Ylva
Resistance Leader
None
  • Political Power Gain: +10%
  • Resistance Target in our states occupied by the enemy: +10%
  • Resistance Decay Speed in our states occupied by the enemy: −10%
  • Damage to Enemy Garrisons in our states occupied by the enemy: +10%
  • High Command Cost: −25%

See description:
Isolationist.
Political Power 150
Abram the Editorgoat
Abram the Editorgoat
Editor
None
  • Political Power Gain: +5%
  • Stability: +5%

See description:
The rebellious government of the Jaki-Clan rules over a largely illiterate populace, yet in the cities, many yaks read foreign newspapers and books. They often contain ideas that go against the yak Way of Life, and as such censorship is required. A strange creature offered to help Jaki-Clan with their task of cleaning up texts from abroad: Abram the goat. He offered to simply eat all paper which contained offensive or misguided text. The yaks, lacking the technology of paper shredders, happily accepted Abram's offer. It is a symbiotic relationship: Abram gets to eat all the paper he wants, while the Jaki-Clan gets to control what its subjects read. Noyak knows how a goat even got into Yakyakistan, but Abram is seen as a trustworthy honorary yak, so his backstory does not matter.
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
YakisTanks
YakisTanks
Mobile Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Max Speed: +5%
    • Reliability: +10%
  • Armored Car:
    • Max Speed: +5%
    • Reliability: +10%
Political Power 150
Buuhtan Motors
Buuhtan Motors
Medium Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Soft attack: +5%
    • Reliability: +5%
  • Armored Car:
    • Soft attack: +5%
    • Reliability: +5%
Political Power 150
Maintenance Plant Neg
Maintenance Plant Neg
Tank Refurbishment Plant
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Reliability: +5%
  • Armored Car:
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Serekh ni Khurtel
Serekh ni Khurtel
Raiding Fleet Designer
None
  • Naval Research Speed: +15%
  • Carrier:
    • Surface Visibility: −10%
    • Max Speed: +10%
  • Capital Ships:
    • Surface Visibility: −10%
    • Max Speed: +10%
    • Heavy Attack: −10%
  • Screens:
    • Surface Visibility: −10%
    • Max Speed: +10%
  • Submarine:
    • Surface Visibility: −10%
    • Sub Visibility: −10%
    • Max Speed: +10%
Political Power 150
Shipbuilding Unity Front
Shipbuilding Unity Front
Repair-Refurbishment Plant
None
  • Naval Research Speed: +15%
  • Screens:
    • Production cost.png Production Cost: −5%
  • Submarine:
    • Production cost.png Production Cost: −5%
  • Capital Ships:
    • Production cost.png Production Cost: −5%
  • Carrier:
    • Production cost.png Production Cost: −5%
Political Power 150
Polar Convoy Systems
Polar Convoy Systems
Escort Fleet Designer
None
  • Naval Research Speed: +15%
  • Screens:
    • Sub detection: +10%
    • Production cost.png Production Cost: +10%
    • Max Speed: +10%
    • Max Range: +30%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Northwind Designs
Northwind Designs
Light Aircraft Designer
None
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
Boreal Death
Boreal Death
CAS Designer
None
  • Air Research Speed: +15%
  • Close Air Support Airframe:
    • Ground Attack: +10%
    • Reliability: +10%
  • Carrier CAS Airframe:
    • Ground Attack: +10%
    • Reliability: +10%
Political Power 150
Dark Sky Aeronautics
Dark Sky Aeronautics
Medium Aircraft Designer
None
  • Air Research Speed: +15%
  • Heavy Fighter Airframe:
    • Reliability: +20%
  • Medium Airframe:
    • Reliability: +20%
  • Scout Plane Airframe:
    • Reliability: +20%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Ryben Industries - Small Arms
Ryben Industries - Small Arms
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
  • Infantry Equipment:
    • Production cost.png Production Cost: −10%
Political Power 150
Ryben Industries - Cannons
Ryben Industries - Cannons
Advanced Artillery Manufacturer
None
  • Artillery Research Speed: +15%
  • Artillery Attack: +3%
  • Towed Artillery:
    • Production cost.png Production Cost: −10%
    • Reliability: +5%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Saihan Hydroelectic Plant
Saihan Hydroelectic Plant
Hydroelectric Concern
  • Owns state Saihan Tolgod (274)
  • Electronics Research Speed: +15%
  • Steel: +10
  • Aluminum: +10
  • Civilian Factory construction speed: +15%
Political Power 150
Saihan Loggers
Saihan Loggers
Forestry Company
  • Owns state Saihandale (267)
  • Industrial Research Speed: +15%
  • Max Factories in a State: +30%
Political Power 150
Yakistown Extraction Team
Yakistown Extraction Team
Mining Company
  • Owns state Yakistan Valley (11)
  • Construction Tech Research: +15%
  • Excavation Technology Research Speed: +30%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Dougal Khan
Dougal Khan
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Dougal Khan
Dougal Khan
Army Organization (Expert)
None
  • Army Experience Gain: +0.30
  • Division Organization: +8%
Political Power 100
Irvine
Irvine
Army Offense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Attack: +5%
  • AI Modifier: Focus on Offense: +15%
Political Power 50
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Heroi
Heroi
Decisive Battle (Specialist)
None
  • Naval Experience Gain: +0.20
  • Capital Ship Attack: +5%
  • Capital Ship Armor: +5%
  • Screen Attack: +5%
  • Screen Defense: +5%
Political Power 50
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Skychief Agnes
Skychief Agnes
Air Reformer (Expert)
None
  • Air Experience Gain: +0.30
  • Air Experience Gain: +10%
  • AI Modifier: Focus on Aviation: +10%
Political Power 100
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Prince Bradford
Prince Bradford
Infantry (Specialist)
None
  • Infantry Division Attack: +5%
  • Infantry Division Defense: +10%
  • When added:
    • The Balance of Power moves Right10%
  • When removed:
    • The Balance of Power moves Left10%
Political Power 50
Skychief Agnes
Skychief Agnes
Air Combat Training (Expert)
None
  • Ace generation chance: +10%
Political Power 100
Finbar
Finbar
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Boomer
Boomer
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%
Political Power 50

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Maihov
Field Marshal
Maihov
Maihov (advisor).png
Trait gre stauch monarchist.png Staunch Monarchist
This leader respects and reveres the monarchy as an institution.
Trait organizer.png Organizer
Able to plan and organize the movement of large armies.
  • Planning Speed: +10%
See description:
Maihov is the leader of the Jakichikh, or at least used to be. He adopted Bradford as a brother and then abdicated, for reasons still debated. Without his support, Bradford's revolt might have ended before it began. While Bradford is very grateful, he worries what Maihov might be up to, or what 'gifts' he might ask for someday...
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 4
Logistics.pngLogistics: 1
Yak.png
Yak
Generals
General Traits Description Skills Race
Garrin
General
Garrin
Garrin (advisor).png
Trait newmareland digger.png Digger
Professional trench digger.
  • Max Entrenchment: +10%
Trait ambusher.png Ambusher
Expertly able to trick enemy forces into ambushes.
  • Max Entrenchment: +5
  • Recon Bonus While Entrenched: +25%
See description:
Garrin, the fiery leader of the Ubkhait clan army is quite different than her clan's cold tradition. She is easily angered and never forgets a slight--perhaps the reason she led her clan to the Jakichikh an old grudge with Rutherford. It's rumored that this grudge dates back to Rutherford spurning her affection, but she refuses to discuss such matters. Still, she is very experienced at holding the line, and the Shield of the East will not be broken easily.
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 7
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Yak.png
Yak
Yakkenkova
General
Yakkenkova
Yakkenkova (advisor).png
Trait swift wing.png Kleptomaniac
This general has a talent for making acquisitions in the field. It would be best not to question where the supplies come from, however.
  • Equipment Capture Ratio Gain: +5%
  • Fort:
    • Attack: +5%
Trait scavenger.png Scavenger
More likely to scavenge and repair captured equipment for use by their own troops.
  • Equipment Capture Ratio Gain: +3%
See description:
Yakkenkova has seen her whole life destroyed by the vile griffon expansions. A Khata'ut worthy, she longs for vengeance against the griffon colonialists. Until then, she satisfies herself with unauthorized raids on random griffon villages along the Frontier. It might not restore the Khaganate, but at least it's fun.
Level 2
Attack.pngAttack: 3
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Yak.png
Yak

Flags

Flags
Flag Information
Jaki-Clan.png
Jakichikh Clan Confederation

Tribal Chiefdom.png
Kingdom of Yakyakistan.png
Kingdom of Yakyakistan

Civil war victory, Bradford remains in power

Tribal Chiefdom.png
Khanate of Yakyakistan.png
Khanate of Yakyakistan

Khan Kerr coup

Autocracy.png
Yakyakistan Protectorate.png
Protectorate of Yakyakistan

Joins the Flag of Changeling Lands Changeling Hegemony as Kerr

Autocracy.png
Severyanian Khaganate.png
Severyanian Khaganate

Star Mountain coup

Reactionarism.pngNeo-Feudalism.png
Khaganate of the Dawn.png
Khaganate of the Dawn

Joins the Flag of Solar Empire Solar Empire as Star Mountain

Neo-Feudalism.png
Great Yak Confederation.png
Great Confederation of Yaks / Ikh Sarlagiin Kholboo

Controls Northeastern Equus as Bradford

Tribal Chiefdom.pngTribal Federation.pngReactionarism.png
Black Horde of the Northern Wind.png
Black Horde of the Northern Wind

Controls Northeastern Equus as Kerr

Autocracy.pngStratocracy.pngNational Communism.pngZealous Knightly Order.png
Equestrian Khaganate.png
Equestrian Khaganate

Star Mountain victory over Flag of Equestria Equestria

Neo-Feudalism.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Limited Conscription Limited Conscription
  • Recruitable Population: 2.50%
Export Focus Export Focus
  • Construction Speed: +10.00%
  • Research Speed: +5.00%
  • Factory Output: +10.00%
  • Dockyard Output: +10.00%
  • Resources to Market: +50%
  • Civilian intelligence to others: +20.0%
  • Navy intelligence to others: +10.0%
Early Mobilization Early Mobilization
  • Industrial Research Speed: +2%
  • Consumer Goods Factories: 30.0%
  • Fuel Gain per Oil: -25.00%
  • Infrastructure construction speed: +5.00%
  • Military Factory construction speed: -10.00%
  • Civilian Factory construction speed: -10.00%
Scientific Development Society Development Illiteracy
Substantial Science Base Substantial Science Base
  • Daily Political Power Gain: +0.10
  • Research Speed: -30.00%
Agrarian Society Agrarian Society
  • Resource Gain Efficiency: -50.00%
  • Monthly Population: -25.0%
  • Construction Speed: -50.00%
  • Production Efficiency Cap: -20.00%
  • Research Speed: -50.00%
  • Factory Output: -50.00%
  • Dockyard Output: -50.00%
  • Factory Bomb Vulnerability: -50.00%
Broad Illiteracy Broad Illiteracy
  • Construction Speed: -15.00%
  • Research Speed: -45.00%
Poverty Race
Moderate Poverty Moderate Poverty
  • Monthly Population: -12.0%
  • Consumer Goods Factories: 10.0%
  • Construction Speed: -15.00%
  • Research Speed: -5.00%
Yak Yak Race
  • Uses Yak Racial Tree

Industry and Resources

Factories
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
2 0 2 (-1) 0 0

Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.

Resources
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel icon.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
0 0 0 1 (-1) 6 (-3) 0 5 (-3)

Numbers in red indicate how many resources are reserved for export due to trade laws.

Awards

Main article: Awards
Fine, I'll Do It Myself icon
Fine, I'll Do It Myself
As the Jaki-Clan, after Thorax wins the Changeling Civil War, launch the Great War.
I'm Something of a Harmonist Myself icon
I'm Something of a Harmonist Myself
As the Jaki-Clan, bring serfdom back to Severyana.