Lunar Empire

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Lunar Empire
The Return of Eternal Night
Lunar Empire.png

NLR map.png

IdeologyAutocracy.png Autocracy
Leader
Nightmare Moon
Ruling partyLunar Imperial Court - Hardliners (69%)
PopulationPopulation 18,409,433*
PonypowerPonypower 230,424*
RacePony Pony
StabilityStability 15%
War supportWar support 32%
FactoriesFactory 28*
CapitalManehattan
ContinentSouthern Equus
Diplomacy
DemonymLunar
TagNLR
Color  #29256E

The Lunar Empire is a formable nation of Equestria, led by Princess Luna's malevolent alter ego Nightmare Moon. It can be formed as a result of the Luna led reforms event chain if the attempts to bring equal rights to thestrals fail.

Lore

Luna and The Thestrals

Luna and Celestia Ruled as a Diarchy over Equestria

Over a millennium ago, Luna and Celestia ruled Flag of Equestria Equestria together. Every morning, Celestia would raise the sun and hold court, addressing the concerns of the Kingdom and representing the royal sisters. Every evening, Luna would raise the moon and shape the dreams of Equestria's subjects, battling nightmares and imparting wisdom and counsel. Together, Harmony reigned.

Luna loved her ponies, but it was the unofficial fourth tribe - the thestrals (batponies), the night-time counterparts of the pegasi, that she enjoyed the company of the most. Featuring leathery wings, fluffy ears, good night vision and batlike fangs, these ponies preferred to work and play at night. Luna fondly employed batponies as her Royal Guard and closest servants, though most preferred the distant mountains and caves of Equestria to the growing urban centres of the new kingdom, where they faced discrimination, mistrust, and inconvenient business hours.

Growing Disharmony

Thestrals, also referred to as bat ponies, were and still are favoured of Princess Luna. (Artist Credit: Deadlycomics)

Luna gradually became envious and resentful of her older sister, as ponies were awake to enjoy the day and to admire Celestia's work, whilst sleeping through Luna's night. Luna worked in the shadows, her subjects unaware of her protection both psychic and physical. Always the younger, weaker, and slower of the two, Luna had been continually overshadowed and now her childhood insecurities became real once again. She longed to be a true Goddess of the Night.

More and more, Luna sought comfort with bat ponies and their loyal appreciation. But instead of comfort, she saw her own pain reflected in them - every day they were unappreciated, mistreated and misunderstood by others.

The Origin of Nightmare Moon

Luna, spurned, eventually grew into Nightmare Moon (Artist Credit: Chio-Kami)

Luna's bitterness is well known. But what happened next is less understood. Some ponies insist that the dark powers that infest the moon, waiting for a chance to strike, overpowered Luna in a moment of vulnerability, taking her mind. Others say that the corruption was hers and hers alone. Yet more say that all alicorns must struggle with corruption inherent in their power.

Whatever the case, as a rare solar eclipse overshadowed the sun, so too did Luna overshadow her sister, a towering warrior of the night writhing with magic energy and hatred - Nightmare Moon.

To depose Celestia and usher in a reign of Eternal Night, she attacked. Celestia was driven back, unable to match the newfound power of her sister. In desperation, she called upon the Elements of Harmony to defeat Nightmare Moon, banishing her to the moon.

The struggle of the two sisters was not the only battle that night. The thestrals, sensing that Luna was in danger, rushed to her aid, overpowering the Royal Guard, only to arrive too late. Ponies, terrified of the eternal night and Nightmare Moon's rise, formed angry mobs, killing and driving bat ponies out of the fledgling Equestrian society and into the mountains and caves. Ponies and thestrals were split that day, and the bat ponies cursed Celestia's sun and those who supported it, mourning their Princess.

Celestia sat on her throne, resolute but uneasy, as prophecies whispered that in a thousand years, on the Summer Solstice, the peak of Celestia's power, Nightmare Moon would make her return to seek revenge.

Return and Redemption

Twilight and her friends incarnated as the Elements of Harmony to return Luna to her old self. (Artist ~ Dreatos)

Years turned into decades, decades turned into centuries. Celestia, whether out of pain, guilt, or self-interest, never spoke of the past. Luna, once a Princess of the realm, became an old mare's tale relegated to dusty tomes and stories to frighten children. Only the bat ponies truly remembered.

Soon, the thousandth year of return drew close. Celestia entrusted her hopes to her star magical protege, the young unicorn Twilight Sparkle, whom she dispatched to Ponyville to learn about Friendship and Harmony.

As feared, Nightmare Moon escaped her bonds. She moved swiftly, defeating Celestia and destroying the Elements of Harmony. But Celestia's gamble paid off, and Twilight Sparkle and her friends were able to incarnate as the avatars of the Elements of Harmony, restoring the old Princess Luna.

Present day

Luna patrols the dreams of Equestria once again, but still struggles against the darkness (Artist ~ aJVL)

Today Luna reigns again, raising the moon and patrolling the dreams of the night. Celestia has worked hard to gain Luna acceptance and recognition amongst Equestria. The suspicion of dark poorly remembered tales has been replaced by trust in Celestia's word and the powerful symbolism of unity between Sun and Moon. Luna has accepted the solitude related to her role, lives in the love and encouragement of her elder sister and has sworn to never let her shadow take over once more.

However 7 years later, a darkness is returning to Luna, indeed to all of Equestria. Thestrals continue to live apart from the 3 Tribes, mistrusted and exploited as cheap labor within Equestria. Luna, returning as their beloved Princess from the ancient stories, seethes at the continued oppression of the thestrals, and quietly prepares a bold proposal to remake Equestria.

Despite her anger, Luna takes solace in one fact. She sleeps more soundly than she can ever recall.

Meanwhile marginal religious cults dedicated to the eternal night and Nightmare Moon have emerged from the shadows, growing in number. Many new recruits report dreams in which they are called by Nightmare Moon to serve, given directions, orders and secret instructions.

Can Luna resist the call of darkness? Or will Nightmare Moon rise again?

Starting position

Equestria at the very beginning of the civil war

Raising the fires of civil war against what is theoretically the most powerful country in the world, the Lunar Empire begins in a delicate situation and will require some skill to eclipse Celestia's Sun.

Starting the civil war will do a few things.

  • Nightmare Moon will receive 40k ponypower
  • Existing military units will be split, with Nightmare Moon between 20-80% of the Equestrian army, depending on choices made in the lead-up to the civil war.
  • Both Equestria and the Luna Empire will receive many new spawned units, all fully equipped.
  • Flag of Lunar Empire Lunar Empire - The Empire starts with the eastern half of Equestria, from the Griffish Isles to Comet Province. The Lunar Empire does not have cores on the rest of Equestria - pushing west will not increase your manpower and may in fact be a drain on it due to garrisons.
  • Flag of Chiropterra Chiropterra - Chiropterra will enter the war and join your faction as an autonomous puppet. It will try to support you and the Disciples of the Night through its focus tree by providing various buffs for the Lunar side and debuffs for the Solar side.
  • Flag of Equestria Equestria - Military-Industrial potential is slightly lower or higher depending on whether you have completed the industrial focus with Equestria. However, its civil and maritime industrial potential is superior. If the civil war were to immediately happen upon game start, Equestria will have 43 divisions of 230k ponies deployed, a superior navy of 30 ships and a population of 22.0 million. That being said, Equestria will still have a large part of its potential locked behind The Magic of Friendship and Stagnation of Harmony which will take time until they can be removed
  • Flag of Crystal Empire Crystal Empire - will receive a choice whether to remain neutral, support Celestia, or support Nightmare Moon in this conflict. The AI will rarely support Nightmare Moon and is more likely to support Celestia, if subordination focuses have been taken. Crystal Empire has a population of 13.7M, usually less than 10 divisions.
  • Flag of Commonwealth of New Mareland New Mareland - will receive a choice whether to remain neutral, support Celestia, or support Nightmare Moon in this conflict. If New Mareland takes Patriation, it will always elect to stay neutral.
  • Flag of Stalliongrad Stalliongrad - Stalliongrad will start neutral but will gain a decision to creep south and retake their cores. The AI will always take this decision early on.

Territory Changes and Secessions

The War in the South

Four secessionist states will start a mini civil war in South-Eastern Equestria, each fighting against the other three: Flag of Disciples of the Night Disciples of the Night, Flag of Aztlan Free State Aztlan Free State, Flag of Celestial State Celestial State, and Flag of Baltimare Republic Baltimare Republic. Neither Equestria nor the Lunar Empire can intervene in this war until after they have won the 'main' Civil War.

If the Disciples win the War in the South, they will join the Lunar Empire and declare war on Equestria after they take the focus Our Fate. If the Celestial State wins the War in the South, they will join Equestria and declare war on the Lunar Empire after they take the focus Prepare the Offence.

Equestria can launch a limited intervention in the War in the South through an event that only triggers under some circumstances.

  • If the Disciples of the Night and the Celestial State both have not yet capitulated, Equestria will get an event after the civil war to join the war on Celestial State's side against the Disciples.
    • However, Equestria strangely only declares war on the Disciples, not the Baltimare Republic nor the Aztlan Free State (and there is no corresponding intervention event for these two factions). If one of these two factions have not yet capitulated, then Equestria has to wait for the War in the South to finish properly before they can approach the victor to negotiate for reintegration (through the focus United Equestria).
    • If the Disciples of the Night have not yet capitulated, yet the Celestial State has capitulated, the same intervention event will appear, but it will have no effects. Equestria again has to wait for the War in the South to finish and approach the victor to negotiate for reintegration.
    • Additional note, if the Disciples have won the War in the South after Equestria has defeated the Lunar Empire, Equestria will immediately declare war on the Disciples, even if they went down the Reject The Nightmare path.

The Lunar Empire can launch a full intervention in the War in the South through the focus War Plan: Green, which will unlock a decision on dealing with the South-East.

  • If the Disciples have not yet capitulated, and the war is still ongoing, the decision will let them join the war on the Disciples' side and go to war with all other factions in the South-East.
  • If the Disciples have capitulated, then the decision will allow the Lunar Empire to declare war on whoever wins the war in the South-East.
  • If the Disciples have united the South-East but went down the Reject The Nightmare path, resulting in them seceding from the Lunar Empire and renaming themselves Tzinacatlia, the decision will declare war on Tzinacatlia.

National Focuses

Newly revised focus tree of the Lunar Empire, V 1.8.3

The focus tree of Lunar Empire is divided into three main sections. From left to right:

  • Military Tree
  • Political and Conquest Tree
  • Industrial and Research Tree

Political Tree - Post-Civil War

Once the civil war has concluded, the political tree will finally be unlocked and you will gain cores on all the lands of former Equestria, along with gaining another negative national spirit, Fractured Society. While this spirit is present, it will tank your political power gain, stability and war support, as well as making you unable to declare wars. You can remove it with the focus Law And Order Restored.

As you go down the first segment of the political tree, various events and mutually exclusive focuses will determine what alignment Nightmare Moon leans towards, and will grant different bonuses depending on which option you choose. There are three possible alignments: Benevolent, Neutral and Vengeful. The alignments will change the events and effects that occur later during the conquest and re-integration tree.

When the domestic situation within the Empire is finally settled, the tree shifts into conquest through the War Plans. The first four focus on reclaiming Equestrian territories which include the breakaways, the Crystal Empire and Stalliongrad. Once all those territories have been conquered, secured and cored, the next war plan is against the Changeling Lands. This will be a much more difficult fight then any of the breakaways and should be prepared in advance. Once the Changelings are dealt with, the remaining war plans allow you to conquer the rest of Equus, and New Mareland if they did not side with you during the civil war or rejoin you after it by then. The very last focus, The Empress of Equus gives Nightmare Moon another trait which gives more recruitable population and reduced justify war goal time, giving a good springboard for a potential invasion of Griffonia should you so choose.

Military Tree

Military Tree

The opening part of the military tree provides bonuses geared for the civil war, including equipment, leader skills and free divisions. These focuses will bypass if not completed once the civil war is over. The Warmaster of Equus will give two research bonuses to a doctrine of your choice, and is required to start the rest of the military tree.

The left branch is about expanding the air force, granting free planes and research bonuses for aircraft, as well as a national spirit and free paratroopers. The central branch is focused on the army and has free equipment, factories, national spirits and research bonuses. The right branch has dockyards, ports, a free marine division and naval national focuses. The Imperial Fleet Reborn, the last focus requires many naval techs researched beforehand, but gives a free navy in 210 days. The templates will be made beforehand, so you have that amount of time to edit them and replace them with modules of your own if you have the Man the Guns DLC if you wish.

Economic Tree

Economic Tree

The economic tree's initial focuses are geared towards the civil war, much like the military tree, and will bypass once the conflict with Equestria is over. Focuses past that can be taken at any time, granting factories, national spirits and a research slot. The right branch can only be taken once the civil war is over, and gives various bonuses to research speed among other things.

Strategy

This strategy guide uses "gamey" techniques in order to make the civil war easier for the player. More roleplay / fairness orientated players may take this as a guideline.

General Considerations

The Lunar Empire player has to consider several elements.

  • Industry - Should be build in advantageous locations in the east. Civilian industry will be mostly irrelevant due to harsh construction speed penalties and equipment shortages. The focuses Manehattan Steel Factories and Fillydelphia Automobile Factories will grant them in starting Lunar territory, so those particular focuses are very beneficial.
  • Stockpiles -The Lunar player will receive no stockpiles. Equestria will keep its existing stockpiles. Guns should be in hooves, not in stockpiles. Although Lunar Empire receives only 20-40% of the Equestrian army, this is preferable to giving 100% of stockpiled equipment to Equestria.
  • Political Power - The Lunar Empire will not receive any Equestrian staff or design companies. Therefore pre-war Equestria should waste PP on things that will not benefit Equestria instead of building an effective cabinet - special construction decisions, prospecting for resources, useless design companies and useless high command are good potential choices.
  • Political Focuses - The Lunar Empire's greatest advantage is it starts on a war footing unlike Equestria - do not assist Equestria by taking The Ministry of Defense. Parts of the industrial tree favours Luna so is the best choice. For wasting focuses the Buffalo Relations tree provides little of value early on. The outbreak of the civil war can be roughly timed, and if you need a bit more to finish a focus or research a technology you can always delay events if you need to.
  • Flag of Changeling Lands Changeling Lands - will invade towards the end of 1010 (this tends later if non-historical). Fighting Equestria and the Changelings at the same time will be disastrous. You should aim to win before early 1010, so you will have the time to prepare for war and use your militarised industry.

Starting the Civil War

See Equestria#Luna Led Reforms.

Fighting Celestia's forces

General Tactics

Like most civil wars, sound micromanagement, encirclement, and a combination of smaller holding divisions and higher quality fighting divisions is the key to victory. Patience should reward you against the AI, though be careful as the AI is quite opportunistic and can catch you in encirclements as well - a dry loss of several core divisions is likely to sign the outright defeat of the Lunar Empire.

The Lunar Empire doesn't have core on the land it doesn't start with, only claims, so focusing on kills and encirclements instead of territory may be prudent until either their army is small enough or yours is massive enough to push forward. Major cities like Canterlot however, should the chance come, should always be taken due to their industry.

Positioning

Equestria will start the war with most of the army, and like the Lunar Empire, will receive many extra divisions automatically. Unlike the Lunar Empire, these extra forces are often poorly equipped. Let's hope you remembered to use up the stockpile!

Despite this, the front is far too big to be fully covered and focuses will provide reinforcements for the Lunar Empire. With the states that will secede and given the concentration of industry, it is best to concentrate most on the northern half of Equestria (above the narrow bit). Reinforcements will fill out the southern sections.

Depending on the choices made during the reforms event chain you may start with divisions in either Whinnyapolis or Ponderosa. While it is unlikely that they will be able to hold for long, they can serve as a distraction for Equestrian forces and are close enough to the starting frontline to be relieved should you be able to push fast.

It is advised to hold the general front on the north and central parts of the border, as the south is a narrow space of land that can be easily lost. Pushing to Las Pegasus can allow for an easy encirclement in the Rockville strip, allowing you to destroy any divisions that were left behind there.

New Mareland's Invasions

If the game is played on historical then New Mareland will fight for Equestria. They will likely attempt naval invasions and so make sure to keep a defensive fleet (of submarines if necessary) New Mareland's low population mean that any landings, if mopped up quickly with encirclements, will essentially knock them out of the war.

The Final Push

If the player is not distracted, loses no divisions and regularly encircles enemy divisions, the Lunar Empire should gradually have the numerical advantage. When this is the case, start your advance in enemy territory, and be careful of some of the low supply mountainous regions in the central west. Once you take Rockville, Whinnyapolis and the Crystal Empire should it have joined the war against you, victory is almost assured and all you need to do is usher the final blow.

Focus Selection

The Lunar Empire is most crippled by equipment. There is more than enough ponypower, but not enough rifles. With the Celestial Resistance it suffers -25% to production efficiency cap. Fortunately, decisions and the Military tree can help solve both problems. Suggested focus choices below.

  • All The Little Ponies creates 12 equipped divisions.
  • Guns, Grenades And Uniforms gives a major stockpile of needed weapons, which should help counteract any equipment deficit.
  • In the economic tree, The New Equestrian Economy will allow access to a war plan, which will also allow you to take Radio Nox for even more ponypower.

Once these 3 focuses have been completed the player has more freedom. Some potential routes:

  • The economic tree allows for more factories should you need them.
  • The Warmaster of Equus will give a doctrine bonus and unlock the rest of the military tree.
  • Standardization of Equipment and the focuses following it give even more free equipment as well as research bonuses.

Note that you will also start with a negative national spirit, Celestial Resistance, which can slowly be negated and removed via decisions.

Aftermath of the Civil War

The player must now prepare for the Changelings, as the maluses slough away and the full industrial might of Equestria comes to bear.

  • Flag of Stalliongrad Stalliongrad - If it has not already been taken by your forces of Night, it is even more essential to remove it quickly, to remove a threat of a two front war and build up factories.
  • Flag of Crystal Empire Crystal Empire - Controlling this former vassal will increase the frontline that the Changelings have to fight, further overextending their forces.
  • Breakaways - By now you will have cores on all their territory, so the more you can conquer the more ponypower and factories you gain.

Once these are finished, defensive strategies are like that of Equestria on the standard route - well equipped infantry, good air support, use of the unique pony magical tree and powerful magical infantry, fortifications on the border, and fallback lines, and heavy use of rivers. Remember that the Changelings tend to use numerous tank and motorised divisions - get the anti-tank supports, use Last Stand to hold the line, and if they break through let them overextend and then encircle.

Once the threat has been eliminated, all that remains is to reclaim any remaining secessionist states as well as the rest of Equus. Once New Mareland is puppeted, it will receive a unique Lunar Empire tree, and can eventually get a wargoal against Wingbardy under certain leaders. Only a unified Griffonian Empire can possibly stop you now.

Technology

The technologies available at the beginning of the civil war are the same as Equestria. See Equestria#Technology

Politics

National Spirits

Starting Spirits
When selecting the Civil War game rule these are the spirits present at game start.

The national spirits of "Minor Hidden Weapons Caches", "Confused Workers" and "Unprepared Thestral Forces" may be different from the following,depending on the decisions you have chosen in the war preparation events.

War of the Two Sisters icon
War of the Two Sisters

  • Political Power Gain: -10%
  • Mobilization Speed: +10.00%
  • Division Training Time: -10.0%
  • Stability: -20.0%
  • Surrender Limit: -10.00%
  • War Support: -15.00%
  • Construction Speed: -10.00%
  • Justify War Goal Time: +200.0%
  • AI Modifier: Join Ally Desire: −2 000
  • AI Modifier: Desire to be in or expand a faction: −2 000
  • AI Modifier: Desire to be in or expand a faction: −2 000
  • AI Modifier: Focus on Offense: +300%
  • NoCan not declare wars
  • NoCan't join factions
The unthinkable has happened - the once peaceful land of Equestria has been divided and torn apart in a vicious struggle. As Princess Celestia and Nightmare Moon battle to claim supremacy over Equus, opportunists, revolutionaries and secessionists have proclaimed their own sovereign nation-states, deepening the conflict even further.
Celestial Resistance icon
Celestial Resistance

  • Political Power Gain: -5%
  • Division Recovery Rate: -15.0%
  • Stability: -15%
  • Construction Speed: -25.00%
  • Efficiency cap texticon.png Production Efficiency Cap: −25.00%
  • Factory Repair Speed: -25.00%
Not all have readily accepted our official story regarding the uprising. Unwilling to accept anypony but Celestia as their ruler, many ponies are openly disobedient and cause disarray at the home front. Most work alone, but more and more are gathering in organised groups, making tactical sabotages where we are weakest.
Minor Hidden Weapons Caches icon
Minor Hidden Weapons Caches

  • Division Organization: +2.5%
  • Division Recovery Rate: +2.5%
  • Division Attack: +2.5%
We initially made several daring raids to steal Equestrian equipment, but quickly moved to more cautious methods. As a result we have small but helpful collection of supply caches to assist in supporting our troops.
Confused Workers icon
Confused Workers

  • Efficiency texticon.png Production Efficiency Growth: +5.00%
  • Factory Output: +5.00%
  • Infantry Equipment: Production Cost: -5.00%
Although Luna campaigned effectively on the east coast generating strong support, her weak minded focus on friendship and kindness left many workers confused and unsure how this war reflects those values. Fortunately "Luna"'s true identity remains only a whispered rumour and production continues mostly unchanged.
Unprepared Thestral Forces icon
Unprepared Thestral Forces

  • Political Power Gain: +5%
  • Weekly Ponypower: +500
Thestral planning for any conflict was mostly limited to defensive and isolationist plans. The national nature of the civil war has taken them off guard and their contibution to the war effort is lacking.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Nightmare Moon
Autocracy.png
Autocracy
Supremacy

LIC-H
Lunar Imperial Court - Hardliners
Empress of the Night
  • Daily Political Power Gain: +0.2
  • Justify war goal time: −12.5%
  • AI Modifier: Focus on Offense: +30%
Born: Time Immemorial

Biography: Myths and fables tell of two regal sisters who ruled together, creating harmony for all the land. The eldest used her alicorn powers to raise the sun at dawn; the younger brought out the moon to begin the night. While it is obvious today that the tales speak of the Royal Pony Sisters who rule Equestria, few, if any concrete facts are known about their history.

However, the one legend imprinted in everypony's mind speak of a dark nightmare who attempted to overthrow the fair Princess of the Sun, driven by her jealousy and hatred. They clashed in the old Castle of the Two Sisters, and their battle left the proud edifice desolate and ruined. Afterwards, the entity calling herself Nightmare Moon was banished, soon forgotten except in cautionary foal stories.

In what would be shown as a rude awakening, the Nightmare returned after a millennium in exile to bring once more eternal night and despair; but she was defeated by a group of six mares who wielded the legendary Elements of Harmony, revealing the long lost sister of Princess Celestia, Luna. Although Luna tried to reintegrate into the modern world, the strain of leadership, combined with the injustice towards thestrals, have let loose her old grudges and allowed the darkness to take hold again. Now she rules with an iron hoof, yet abandoning some of her more extreme stances in favour of cold, calculating measures.

Portrait by: Scroup

Despotism.png
Despotism
Non-Aligned

LIC-M
Lunar Imperial Court - Moderates
Sunny Daze
Sunny Daze
Benevolent Absolutism.png
Benevolent Absolutism
Harmony

Celestial Resistance
None


Astral Vision
Astral Vision
Revolutionary Dictatorship.png
Revolutionary Dictatorship
Communism

PCP
Ponies' Communist Party
None



Parties

Political parties
Name Ideology Leader Popularity
LIC-H
Lunar Imperial Court - Hardliners
Autocracy.png Autocracy
Supremacy
Nightmare Moon 59%
Celestial Resistance Benevolent Absolutism.png Benevolent Absolutism
Harmony
Sunny Daze 18%
PCP
Ponies' Communist Party
Revolutionary Dictatorship.png Revolutionary Dictatorship
Communism
Astral Vision 0%
LIC-M
Lunar Imperial Court - Moderates
Despotism.png Despotism
Non-Aligned
Nightmare Moon 23%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Corona Australis
Corona Australis
Silent Mule
None
  • Political Power Gain: +5%
Political Power 150
Nightshade
Nightshade
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Primrose
Primrose
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Boo
Boo
Financial Expert
None
  • Consumer Goods Factories factor: −15%
Political Power 150
Umbra
Umbra
Cult Leader
None
  • Political Power Gain: +10%
  • Ideology drift defense: +10%
  • Stability: +5%
Political Power 150
Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • DLC La Résistance La Résistance is enabled
  • Can create an Intelligence Agency
  • Has created an Intelligence Agency
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
Detrot Motors
Detrot Motors
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
Nightmare Motors INC.
Nightmare Motors INC.
Heavy Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Hard attack: +5%
    • Armor: +5%
  • Armored Car:
    • Hard attack: +5%
    • Armor: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Baltimare Designs
Baltimare Designs
Celestial Sea Fleet Designer
  • Owns state Baltimare (13)
  • Naval Research Speed: +15%
  • Carrier:
    • HP: +10%
    • Armor: +50%
  • Capital Ships:
    • Armor: +10%
    • Heavy Attack: +10%
Political Power 150
Seaward Shoals Dockyard
Seaward Shoals Dockyard
Lunar Ocean Fleet Designer
  • Owns state Tall Tale (59)
  • Naval Research Speed: +15%
  • Carrier:
    • Max Range: +25%
    • Armor: −15%
    • Deck size: +100%
  • Capital Ships:
    • Max Range: +25%
  • Screens:
    • Max Range: +25%
  • Submarine:
    • Max Range: +25%
Political Power 150
Orca Shipping
Orca Shipping
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
Moonglade Industries
Moonglade Industries
Coastal Defense Fleet Designer
None
  • Naval Research Speed: +15%
  • Carrier:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Capital Ships:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
    • Armor: −20%
    • Heavy Attack: −20%
  • Screens:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
  • Submarine:
    • Production cost.png Production Cost: −25%
    • Max Range: −50%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Moonlight Aviation
Moonlight Aviation
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
Starfall Aviation Inc.
Starfall Aviation Inc.
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
Manehattan Arsenal
Manehattan Arsenal
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Cannie's Amazing Cannonry
Cannie's Amazing Cannonry
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Triumph Motors
Triumph Motors
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
  • Motorized Rocket Artillery Research Speed: +50%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Imperial Industries
Imperial Industries
Industrial Concern
None
  • Industrial Research Speed: +10%
Political Power 150
Sleeping Mare Entertainment
Sleeping Mare Entertainment
Electronics Concern
None
  • Electronics Research Speed: +10%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Lampa
Lampa
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Moonshadow
Moonshadow
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 100
Somber
Somber
Nuclear Scientist
None
  • Nuclear Research Speed: +15%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Speck
Speck
Army Defense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Defense: +10%
  • AI Modifier: Focus on Defense: +15%
Political Power 100
Command power 20
Echo
Echo
Army Maneuver (Specialist)
None
  • Division Speed: +5%
  • Army Experience Gain: +0.20
Political Power 50
Command power 30
Cloud Skipper
Cloud Skipper
Entrenchment (Expert)
None
  • Army Experience Gain: +0.30
  • Entrenchment speed: +16%
Political Power 100
Command power 20
Paint Splotch
Paint Splotch
Army Offense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Attack: +10%
  • AI Modifier: Focus on Offense: +15%
Political Power 100
Command power 20
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Cresting Seas
Cresting Seas
Decisive Battle (Expert)
  • Naval Experience Gain: +0.30
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
Political Power 100
Command power 20
Jungle Mango
Jungle Mango
Naval Aviation (Expert)
None
  • Naval Experience Gain: +0.30
  • Naval Air Attacks from Carriers: +6%
  • Naval Air Targeting from Carriers: +7%
  • Naval Air Agility from Carriers: +8%
Political Power 100
Command power 20
Burning Straits
Burning Straits
Naval Air Defense (Expert)
None
  • Naval Experience Gain: +0.30
  • Naval AA attack: +15%
Political Power 100
Command power 20
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Star Dust
Star Dust
Bomber Interception (Expert)
None
  • Air Experience Gain: +0.30
  • Interception Mission Efficiency: +10%
Political Power 100
Command power 20
Lightning Dust
Lightning Dust
Strategic Bombing (Genius)
None
  • Strategic Bombing: +9%
  • Air Experience Gain: +0.40
  • Bomber defense: +3%
Political Power 200
Command power 10
Cometfall
Cometfall
Night Operations (Genius)
None
  • Air Experience Gain: +0.40
  • Night Operations Penalty: −30%
Political Power 200
Command power 10
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Tempest Wind
Tempest Wind
Armor (Specialist)
None
  • Armor Division Attack: +5%
  • Armor Division Defense: +5%
Political Power 50
Command power 30
Silver Soldier
Silver Soldier
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Command power 20
Safe Swell
Safe Swell
Anti-Submarine (Expert)
None
  • Submarine Detection: +15%
Political Power 100
Command power 20
Acerbus von Sanguinis
Acerbus von Sanguinis
Army Regrouping (Expert)
None
  • Division Recovery Rate: +8%
Political Power 100
Command power 20
Midnight Storm
Midnight Storm
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100
Command power 20
Stormy Skies
Stormy Skies
All-Weather (Expert)
None
  • Bad Weather Penalty: −20%
Political Power 100
Command power 20

Military Leaders

Field Marshals
Field Marshal Traits Description Skills Race
Speck
Field Marshal
Speck
Speck (advisor).png
Trait defensive doctrine.png Defensive Doctrine
Especially skilled in fighting on the Defensive.
  • Max Entrenchment: +30%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 3
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Thestral.png
Thestral
Acerbus von Sanguinis
Field Marshal
Acerbus von Sanguinis
Acerbus von Sanguinis (advisor).png
Trait sanguinary prince.png Sanguinary Prince
Bloodthirsty at night, vampire bats are known to be the most devout followers of the Night Goddess, and make formidable foes. Just... stay away from the sunlight.
  • Max planning: +5%
  • Reconnaissance: +20%
  • Night:
    • Attack: +5%
    • Defense: +5%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Thestral.png
Thestral
Generals
General Traits Description Skills Race
Silver Soldier
General
Silver Soldier
Silver Soldier (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
None
Level 1
Attack.pngAttack: 2
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Pony.png
Pony
Midnight Blossom
General
Midnight Blossom
Midnight Blossom (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Thestral.png
Thestral
Echo
General
Echo
Echo (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 3
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Cloud Skipper
General
Cloud Skipper
Cloud Skipper (advisor).png
None
Level 1
Attack.pngAttack: 3
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Pony.png
Pony
Night Blade
General
Night Blade
Night Blade (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
None
Level 1
Attack.pngAttack: 3
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Tzyca
General
Tzyca
Tzyca (advisor).png
Trait bat terror thing.png Tribal Queen
Tzyca Tezischia joined forces with the Lunar Rebellion not out of a sense of unity with her nocturnal siblings but rather out of a desperate need for survival. Her loyalty stand primarily with the bat ponies she leads and that loyalty is repaid in kind as she can inspire a fierce fighting spirit from her troops. While her loyalty to the Lunar matriarch is questionable, Tzyca's skill in the battlefield is a useful asset that'd be a shame to squander.
  • Army Experience Gain: +3%
  • Division Organization: −5%
  • Division Recovery Rate: +5%
  • Reconnaissance: +5%
  • Night:
    • Attack: +5%
    • Defense: +5%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Icy Breeze
General
Icy Breeze
Icy Breeze (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
Trait winter specialist.png Winter Specialist
Possesses an intuitive understanding of the difficulties of fighting in Cold conditions.
  • Winter Attrition: −50%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 3
Thestral.png
Thestral
Nightbreeze Thunderstorm
General
Nightbreeze Thunderstorm
Nightbreeze Thunderstorm (advisor).png
Trait engineer.png Engineer
Adept in the arts of crossing rivers and constructing field fortifications.
  • River:
    • Attack: +5%
  • Fort:
    • Attack: +10%
Trait naval invader.png Invader
An expert in performing naval invasions. The perfect guy for preparing an invasion of a hostile beach and carrying it out.
  • Amphibious Invasion Speed: +30%
  • Invasion Preparation Time: −30%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Cleansing Night
General
Cleansing Night
Cleansing Night (advisor).png
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 3
Thestral.png
Thestral
Seaward March
General
Seaward March
Seaward March (advisor).png
Trait harsh leader.png Harsh Leader
Discipline is necessary to lead an army, but some leaders take it a bit too far.
  • Division Recovery Rate: −10%
  • Attack: +1
Trait scavenger.png Scavenger
More likely to scavenge and repair captured equipment for use by their own troops.
  • Equipment Capture Ratio Gain: +3%
None
Level 2
Attack.pngAttack: 3
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 3
Pony.png
Pony
Galaxy Rose
General
Galaxy Rose
Galaxy Rose (advisor).png
Trait night guard.png Night Guard
The Night Guards are ponies chosen to lead the Night Princess' armies. They have received specialised training which, during night-time, greatly improves the performance of the troops under their command. The night sees all.
  • Night:
    • Attack: +5%
    • Defense: +5%
Trait medical expert.png Medical Expert
This general has experience in medical field and will never leave their friends behind.
  • Division Recovery Rate: +3%
  • Division Defense: +3%
  • Experienced soldier losses: −5%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Thestral.png
Thestral
Admirals
Admiral Traits Description Skills Race
Safe Swell
Admiral
Safe Swell
Safe Swell (advisor).png
Trait cautious.png Cautious
This admiral prefers to move slowly to avoid enemy mines and listen carefully for submarines.
  • Naval Speed: −10%
  • Submarine Detection: +15%
  • Naval mines avoidance: +15%
Trait admiral screening master.png Fleet Protector
An expert in keeping small ships away from the big ships.
  • Screening Efficiency: +20%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 2
Maneuvering.pngManeuvering: 1
Coordination.pngCoordination: 1
Thestral.png
Thestral
Cresting Seas
Admiral
Cresting Seas
Cresting Seas (advisor).png
Trait media personality.png Media Personality
This Admiral has a knack for giving the right quote to the right person.
  • Attack when in combat alongside the Pride of the Fleet: +10%
  • Defense when in combat alongside the Pride of the Fleet: +10%
Trait ironside.png Ironside
Determined to defend our home waters with the most powerful ships our navy can muster.
  • Capital Ship Armor: +10%
None
Level 2
Attack.pngAttack: 2
Defense.pngDefense: 3
Maneuvering.pngManeuvering: 1
Coordination.pngCoordination: 1
Thestral.png
Thestral

Flags

Flags
Flag Information
Lunar Empire.png
Lunar Empire

Autocracy.pngDespotism.png
New Lunar Republic.png
New Lunar Republic

Benevolent Absolutism.png
Lunar Socialist State.png
Lunar Socialist State

Revolutionary Dictatorship.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Volunteer Only Volunteer Only
  • Recruitable Population: 1.50%
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%
War Economy War Economy
  • Daily Political Power Gain: -0.20
  • Consumer Goods Factories: 20.0%
  • Military to Civilian Factory conversion cost: -20.00%
  • Civilian to Military Factory conversion cost: -20.00%
  • Military Factory construction speed: +20.00%
Scientific Development Society Development Illiteracy
Developed Science Base Developed Science Base
  • No penalties
Modern Society Modern Society
  • No penalties
Negligible Illiteracy Negligible Illiteracy
  • No penalties
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Pony Pony Race
  • Uses Pony 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
6 5 17 (-4) 1 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 are inherited from held Equestrian Territory.