Klugetown
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Klugetown | |
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Ideology | Kleptocracy |
Leader | |
Ruling party | Brutal Mafia (20%) |
Population | 516,888 |
Ponypower | 3,460 |
Race | Unknown |
Stability | 43% |
War support | 15% |
Factories | 3 |
Capital | Klugetown |
Continent | Northwestern Zebrica |
Diplomacy | Guaranteed by Maregypt, and Kingdom of Abyssinia |
Demonym | Klugetowner |
Tag | KLG |
Color | #4B2D25 |
Lore
Starting Situation
Military
National Focus
Klugetown uses the Zebrican generic focus tree.
Technology
Army | Naval | Air | Tech / Industry |
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Doctrine | Racial | ||
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Politics
National Spirits
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
When the Storm King invaded us with his army, we managed to avoid his wrath with either humble tribute, clever diplomacy, cunning trickery or by other means. We gave away all of our valuables and artifacts and in return the Storm King was content leaving us alone for the most part, only sacking and destroying a few towns. Afterwards we became a tributary until he eventually perished. Some of our citizens grumble that we should've fought back against the warlord, but at least our country remains mostly intact.
In Klugetown, anything can be bought for the right price. From exotic drugs to hardened mercenaries, from debt-slaves to forged papers, Klugetown offers services most other nations deem immoral if not outright illegal.
Organized crime has completely supplanted the normal state, to the point that unhappy citizens turn to the crime bosses for recourse. Their rule has kept Klugetown stable for decades, and they don't take kindly to conquerors seizing their land.
Leaders
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Starting leaders | |||||||
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Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
A clever criminal and entrepreneur who has ruled Klugetown for over 20 years, Verko kept Klugetown in business even during the Storm King's rule. With a strict code of honor and a talent for bargaining, Verko is widely respected and feared. As a client state to the Storm King Klugetown prospered, and even following an unfortunate run-in with Tempest Shadow he held onto power. One thing's for sure: Klugetown will stay open, no matter what!
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Capper has spent most of his life on the run. Growing up an orphan, he had to steal to eat. He wound up a low-level concat in Verko's employ. After meeting the Elements of Harmony, Capper reformed, and now pushes for a free Klugetown that can serve as a haven to the oppressed or persecuted, where freedom and Harmony are loved in equal measure—a Kása of the South.
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Parties
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
Brutal Mafia The Mafia's Brutal Members |
Kleptocracy Supremacy |
Verko | 20% | ||
Respectible Mafia The Mafia's Respectable Members |
Oligarchy Non-Aligned |
Verko | 64% | ||
FFFTP Friendship, Freedom, and Free Trade Party |
Harmonic Libertarianism Harmony |
Capper | 15% | ||
Revisionists Revisionist Exiles from Stalliongrad |
Syndicalism Communism |
Hammer Steel | 1% |
Staff and Designers
This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Political Advisors | ||||
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Name | Trait | Requirement | Effect | Cost |
Communist Revolutionary |
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150 | ||
Pro-Harmony Reformer |
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150 | ||
Supremacist Demagogue |
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150 | ||
Captain of Industry |
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150 | ||
Fortification Engineer |
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150 | ||
War Industrialist |
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150 | ||
Illusive Gentlebeing |
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150 |
Tank Designers | ||||
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Name | Trait | Requirement | Effect | Cost |
Tank Designer |
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150 |
Ship Designers | ||||
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Name | Trait | Requirement | Effect | Cost |
Ship Designer |
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150 |
Military Leaders
Klugetown does not start with any military leaders.
Flags
Flags | |
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Flag | Information |
Economy
Laws and Development
Laws and Development | ||
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Conscription Law | Trade Law | Economy Law |
Volunteer Only
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Export Focus
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Civilian Economy
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Scientific Development | Society Development | Illiteracy |
Small Science Base
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Industrialising Society
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Modest Illiteracy
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Poverty | Race | |
High Poverty
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(unrecognized string "Unspecified" for Template:Icon) Unspecified
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Industry and Resources
Military Factories |
Naval Dockyards |
Civilian Factories |
Fuel Silos |
Synthetic Refineries |
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1 | 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.
Oil |
Aluminum |
Rubber |
Tungsten |
Steel |
Chromium |
Crystal |
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27 (-14) | 0 | 0 | 0 | 11 (-6) | 0 | 0 |
Numbers in red indicate how many resources are reserved for export due to trade laws.