Ovingoland
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Ovingoland | |
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Ideology | Non-Aligned |
Leader | Generic Leader |
Ruling party | Non-Aligned (100%) |
Population | 907,487* |
Ponypower | 13,538* |
Race | Zebra |
Stability | 75% |
War support | 40% |
Factories | 3* |
Capital | Mareoë |
Continent | Northwestern Zebrica |
Demonym | Ovingo |
Tag | MKS |
Color | #B85034 |
Lore
Starting Situation
Ovingoland starts under occupation of Maregypt. Maregypt cannot release Ovingoland through the Occupied Territories menu, but another country can do so if they occupy the land or can release them in a peace deal.
Military
National Focus
Ovingoland 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
Ovingoland starts with no national spirits.
Leaders
Ovingoland has no set leaders, generic ones are created at the start of the game.
Parties
Political parties | |||||
---|---|---|---|---|---|
Name | Ideology | Leader | Popularity | ||
Non-Aligned | Non-Aligned | Generic leader | 100% | ||
Harmonic | Harmony | Generic leader | 0% | ||
Communist | Communism | Generic leader | 0% | ||
Supremacist | Supremacy | Generic leader | 0% |
Staff and Designers
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 |
Flags
Flags | |
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Flag | Information |
Economy
Laws and Development
Industry and Resources
Military Factories |
Naval Dockyards |
Civilian Factories |
Fuel Silos |
Synthetic Refineries |
---|---|---|---|---|
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 |
---|---|---|---|---|---|---|
2 (-1) | 0 | 0 | 0 | 6 (-3) | 0 | 0 |
Numbers in red indicate how many resources are reserved for export due to trade laws.