Roaman Kaiserate

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Roaman Kaiserate
IdeologyAutocracy.png Autocracy
Leader
Kaiser Augustus
Ruling partyKaiser's Rule (59%)
PopulationPopulation 4,522,110
PonypowerPonypower 71
RaceZebra Zebra
StabilityStability 20%
War supportWar support 57%
FactoriesFactory 8
  • 3 Military factory
  • 0 Naval dockyard
  • 5 Civilian factory
CapitalRoam
ContinentSoutheastern Zebrica
DiplomacyOffensive warIn an offensive war against:
DemonymRoaman
TagROA
Color  #A70A64

Lore

Starting Situation

The Roaman Kaiserate is one of the generic nations in the Chisimbi region, stretching from Flag of Twizanyika Twizanyika in the west, to Flag of Tzhimane Confederacy Tzhimane Confederacy in the north, and to Flag of Zeblu Zeblu in the east, and Roaman Kaiserate, Flag of Ibhayiz Ibhayiz, and Flag of Imba-Zaru Principality Imba-Zaru Principality in between. They all share a series of decisions leading them to the conquest of one another, and ultimately to some other nearby regions.

The game starts with Roam in war against Imba-Zaru, and Ibhayiz in war against Tzhimane. Each country that defeats their starting opponent can take the decision that spawns some free divisions, unlocks the next decision, and grants some other bonus depending on the nation.

The next decision, Cross The Divide, unlocks in June of 1008. Any of the four countries that was at war at the beginning and completed their previous decision, will be able to declare war on others (Roam or Imba-Zaru on the north, and Ibhayiz or Tzhimane on the south). Thus, if anyone hasn't been able to deal with their initial war yet, they may end up being invaded by someone who has, so it's important to deal with the first war quickly, so you have the initiative.

However, this is the opportunity that Zeblu is just waiting to take advantage of. Once someone takes the Cross The Divide, Zeblu unlocks their own decision called Let Loose The Horde, spawning some free divisions and attacking all countries involved in the central conflict. Twizanyika is not going to sit idly, either. After Zeblu lets their horde loose, Twizanyika is also able to attack everyone else, including Zeblu.

If none of the four middle nations ended up crossing the divide by June of 1009, for instance due to being stuck fighting their starting wars, both Zeblu and Twizanyika will be able to take their decisions regardless. This is also the moment where any other country in this region unlocks the decision to attack Twizanyika, which is useful if Twizanyika decided not to take their own decision for some reason.

Once any of the six nations conquers or subjugates the others, they will be able to take yet another decision that allows them to core the entire region via compliance. If you created any puppet states, they will also be automatically annexed. Furthermore, any unifier except Roam will change their cosmetic tag to United Chisimbi, the exact name depending on their ideology.

Their appetite doesn't end at just unifying Chisimbi. The unifier unlocks the decision to attack Flag of Kingdom of Zongo Kingdom of Zongo, Flag of Melahaka Melahaka, and Flag of Tanaigha Tanaigha in July of 1010, followed by another decision to unlock compliance coring of that region. Somewhat unfairly, the attacked nations (neither those three, nor any that are going to be mentioned later in this section) do not get the opportunity to core Chisimbi. Afterwards, three additional avenues unlock for Chisimbi, which you can embark on in any order.

Firstly, in January of 1011 there is another decision to conquer Flag of Naugdaw Naugdaw, Flag of Maglibing Maglibing, and Flag of Talarayi Talarayi, and then another to core them via compliance.

Secondly, you get a decision that allows coring Flag of Sambovato Sambovato and Flag of Feathisian South Zebrides Feathisian South Zebrides via compliance. Notably, there is no decision to attack them. They are meant to be manually justified against by the player, as the AI would seriously struggle trying to conquer those island nations.

Thirdly, in January of 1012 you unlock the decision to conquer Zaikiria, the region consisting of Flag of Lan Kir Militarchy Lan Kir Militarchy, Flag of Khamrin Khamrin, and Flag of Sen Kinh Sen Kinh (which by now have likely already unified under Lan Kir). However, coring that region is not possible, being inhabited primarily by the kirin.

Finally, there is a decision to attack the Flag of Realm of Kiria Realm of Kiria and any of its potential breakaways (besides Changeling Fragrance), which unlocks in January of 1013. Despite its late unlock date, this decision doesn't actually require the conquest of Zongo or any countries beyond it, only the unification of Chisimbi. Like with Zaikiria, coring that area is not possible.

Military

The Roaman Kaiserate has an army of 9 divisions of 6 infantry battalions, 1 division of 8 knight battalions with a recon detachment, and 1 division of 8 charger battalions with with a recon detachment.

National Focus

The Roaman Kaiserate uses the Zebrican generic focus tree.

Technology

Army Naval Air Tech / Industry
  • Breech-Loaded Rifles
  • Support Equipment
  • Recon Company I
  • Civilian Train
  • Pre-Industrial Artillery
  • Designated Landing Barges
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • Knights Division I*
  • Charger Division
* = Not researchable

Politics

National Spirits

Chisimbi Unification Wars icon
Chisimbi Unification Wars
  • Surrender Limit: -15.00%
  • Division Attack: +10.0%
  • Max Entrenchment: -25.0%
  • Resistance Target: -15%
  • Required Garrisons: -50%

  • Reduced cost for Take States action on Flag of Imba-Zaru Principality Flag of Roaman Kaiserate Flag of Tzhimane Confederacy Flag of Ibhayiz Flag of Zeblu Flag of Twizanyika Chisimbi states in Peace Conferences
Even though the Storm King barely touched Chisimbi, he has left his mark on the region. The rise of the self-styled Kaiser Augustus in his wake has led Roam on a conquering spree. The temporary collapse of trade has allowed the slaves of Ibhayiz to rise up against Tzhimaneish masters. Even the Zeblu are looking north after their recent truce with Zongo. With old and new conflicts finally coming to a climax, one thing is certain: there can only be one winner.
Legionaries icon
Legionaries
  • HP: +12.00%
  • Training time: +16.00%
  • Minimum training level: +10%
  • Special Forces Capacity Multiplier: +8.0%
  • Knights Attack: +6.00%
  • Knights Defense: +6.00%
Centuries ago, the griffons of the Romau Legion found themselves stranded on the shores of southern Zebrica. Initially working as mercenaries for griffon cartographers, merchants, and explorers, in 807 they founded the city of Roam in the midst of a Zeblu invasion. The city has prospered ever since, with the legion forming the centrepiece of its military. And far from being the only legion now, its traditions have been spread by Augustus to all forces of the Assini.
Aspiring Empire icon
Aspiring Empire
  • War Support: +12.00%
  • Compliance Growth Speed: +4%
  • Military Factory construction speed: +6.00%
Kaiser Augustus, commander of the Assini militias, can certainly be said to be an ambitious stallion. After he removed weak and indecisive city governments from power, he quickly mobilized the economy and started to look for opportunities for conquest. While he framed his first strikes as retaking Assini cities, he since dropped any pretence. Roam marches to war, to forge an empire like Zebrica has never seen.

Leaders

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

Kaiser's Rule
None


Dassal Tessandri
Benevolent Absolutism.png
Benevolent Absolutism
Harmony

Imperial Senate
None


Lansin Vlessa
Lansin Vlessa
Revolutionary Dictatorship.png
Revolutionary Dictatorship
Communism

Slave Revolt
Socialst Liberation Front of Eastern Zebrica
None


Valcostus
Centrism.png
Centrism
Non-Aligned

Provisional Government
None



Parties

Political parties
Name Ideology Leader Popularity
Kaiser's Rule Autocracy.png Autocracy
Supremacy
Kaiser Augustus 59%
Imperial Senate Benevolent Absolutism.png Benevolent Absolutism
Harmony
Dassal Tessandri 3%
Slave Revolt
Socialst Liberation Front of Eastern Zebrica
Revolutionary Dictatorship.png Revolutionary Dictatorship
Communism
Lansin Vlessa 17%
Provisional Government Centrism.png Centrism
Non-Aligned
Valcostus 21%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Communist Revolutionary
None
  • Daily Communism Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Pro-Harmony Reformer
None
  • Daily Harmony Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Supremacist Demagogue
None
  • Daily Supremacy Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Fortification Engineer
None
  • Land Fort construction speed: +20%
  • Coastal Fort construction speed: +20%
  • Anti Air construction speed: +20%
Political Power 150
Generic Advisor
Generic Advisor
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
Armor Company
Armor Company
Tank Designer
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
Naval Company
Naval Company
Ship Designer
None
  • Naval Research Speed: +15%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Light Air Company
Light Air Company
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
Medium Air Company
Medium Air Company
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
Heavy Air Company
Heavy Air Company
Heavy Aircraft Designer
None
  • Air Research Speed: +15%
  • Large Airframe:
    • Strat. Bombing: +10%
  • Transport Plane:
    • Range: +10%
Political Power 150
Naval Air Company
Naval Air Company
Naval Aircraft Designer
None
  • Air Research Speed: +15%
  • Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter Airframe:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS Airframe:
    • Range: +10%
    • Naval Attack: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Small Arms Company
Small Arms Company
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Artillery Company
Artillery Company
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Motorization Company
Motorization Company
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Industrial Company
Industrial Company
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Electronics Company
Electronics Company
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 150
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Alsa Vessari
Alsa Vessari
Army Offense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Attack: +10%
  • AI Modifier: Focus on Offense: +15%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Generic Advisor
Generic Advisor
Army Defense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Defense: +5%
  • AI Modifier: Focus on Defense: +15%

Max. Command Power increase (Command power icon.png ): +10

Political Power 50
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Decisive Battle (Expert)
None
  • Naval Experience Gain: +0.30
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Generic Advisor
Generic Advisor
Anti-Submarine (Expert)
None
  • Naval Experience Gain: +0.30
  • Submarine Detection: +15%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Close Air Support (Expert)
None
  • Air Experience Gain: +0.30
  • Ground attack factor: +5%
  • Air Support Mission Efficiency: +10%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Generic Advisor
Generic Advisor
All-Weather (Expert)
None
  • Air Experience Gain: +0.30
  • Bad Weather Penalty: −20%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Dassal Tessandri
Dassal Tessandri
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Generic Advisor
Generic Advisor
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%

Max. Command Power increase (Command power icon.png ): +10

Political Power 50
Generic Advisor
Generic Advisor
Army Logistics (Expert)
None
  • Division Attrition: −8%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100
Generic Advisor
Generic Advisor
Fleet Logistics (Specialist)
None
  • Naval max range factor: +5%

Max. Command Power increase (Command power icon.png ): +10

Political Power 50
Generic Advisor
Generic Advisor
Air Combat Training (Expert)
None
  • Ace generation chance: +10%

Max. Command Power increase (Command power icon.png ): +20

Political Power 100

Military Leaders

Field Marshal
Field Marshal Traits Description Skills Race
Kaiser Augustus
Field Marshal
Kaiser Augustus
Trait brilliant strategist.png Brilliant Strategist
A natural born strategist that is able to adapt to the dynamics of the battlefield.
  • Attack: +1
  • Planning: +1
Trait offensive doctrine.png Offensive Doctrine
More Offensive-minded than most.
  • Org Loss when Moving: −30%
  • Attack: +1
Trait politically connected.png Politically Connected
This leader has political connections which has smoothed the way for his career. Perhaps too quickly.
  • Leader Experience Gain: −10%
  • Promotion Cost: −50%
None
Level 2
Attack.pngAttack: 5
Defense.pngDefense: 1
Planning.pngPlanning: 3
Logistics.pngLogistics: 1
Zebra.png
Zebra
Generals
General Traits Description Skills Race
Valcostus
General
Valcostus
Valcostus (advisor).png
Trait old guard.png Old Guard
While not the most brilliant officer, he is unlikely to cause trouble.
  • Leader Experience Gain: −25%
  • Max Entrenchment: +1
Trait inflexible strategist.png Inflexible Strategist
Skilled but stubborn. A good enough plan can survive contact with the enemy.
  • Defense: +1
  • Logistics: +1
Trait career officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.
  • Promotion Cost: −25%
None
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Zebra.png
Zebra
Alsa Vessari
General
Alsa Vessari
Alsa Vessari (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 reckless.png Reckless
A good officer needs to lead from the front.
  • Planning Speed: +20%
  • Chance to get wounded in combat: +50%
Trait unpredictable.png Unpredictable
Favors exotic and unconventional strategies. All warfare is based on deception.
  • Division Organization: −7.5%
  • Division Attack: +15%
Trait ranger.png Ranger
Rangers lead the way, especially when it involves fighting in Forests.
  • Forest:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 2
Attack.pngAttack: 3
Defense.pngDefense: 2
Planning.pngPlanning: 1
Logistics.pngLogistics: 2
Zebra.png
Zebra
Dassal Tessandri
General
Dassal Tessandri
Dassal Tessandri (advisor).png
Trait media personality.png Media Personality
This general will go out of his way to talk to the media and will always try to be in the limelight.
  • Army reassignment duration: +100%
Trait armor officer.png Armor Officer
Trained as an armor officer.
  • Panzer Leader experience factor: +100%
Trait bleeding heart.png Bleeding Heart
Doesn't like killing.
  • Division Attrition: −10%
  • Experienced soldier losses: −5%
Trait engineer.png Engineer
Adept in the arts of crossing rivers and constructing field fortifications.
  • River:
    • Attack: +5%
  • Fort:
    • Attack: +10%
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Zebra.png
Zebra
Marius Ironcross
General
Marius Ironcross
Marius Ironcross (advisor).png
Trait arrow.png Passionate
Inspires their troops to follow them anywhere and often leads the charge personally.
  • Division Speed: +5%
  • Division Attack: +3%
  • Chance to get wounded in combat: +50%
Trait career officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.
  • Promotion Cost: −25%
Trait commando.png Commando
Skilled in Amphibious operations, Air Assaults, and Cold weather conditions - the Commando is a man of many talents.
  • Non-Combat Out of Supply Penalties: −25%
See description:
Born: 15 September 979, Arksturi

Marius Ironcross is an illegitimate son of a Roaman noble and a pony slave. After the death of his father in 996, he was quickly sold as a domestic servant to a general from Quaggatai, and learned many tricks while overhearing military meetings. After the Storm Kingdom's collapse, he found himself stranded in Zumidia, where he briefly work at an hippogriffian automobile factory, before travelling back to Roam and starting his career in the military. For his initiative in the assault of the city of Aureliss, he was promoted to legate by the Kaiser.
Level 1
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 1
Logistics.pngLogistics: 1
Zony.png
Zony

Cosmetics

Cosmetics
Flag Country Name Ideologies Notes
Roaman Kaiserate.png
Roaman Kaiserate
Autocracy.pngCentrism.png
Roaman Republic
Revolutionary Dictatorship.png
Southeastern Zebrican Empire
Autocracy.pngCentrism.png
Unifies Chisimbi and conquers Flag of Kingdom of Zongo Zongo, Flag of Melahaka Melahaka and Flag of Tanaigha Tanaigha
Southeastern Zebrican Republic
Revolutionary Dictatorship.png
Roaman Empire.png
Roaman Empire
Benevolent Absolutism.png
Southeastern Zebrican Kingdom Unifies Chisimbi and conquers Flag of Kingdom of Zongo Zongo, Flag of Melahaka Melahaka and Flag of Tanaigha Tanaigha

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%
  • Market construction boost multiplier: 10.00%
Slave-Based Economy Slave-Based Economy
  • Daily Political Power Gain: -0.2
  • Resource Gain Efficiency: +15.00%
  • Consumer Goods Factories: 25.0%
  • Stability: -20.00%
  • Military to Civilian Factory conversion cost: +15.00%
  • Civilian to Military Factory conversion cost: +15.00%
  • Construction Speed: +15.00%
  • Production Efficiency Cap Production Efficiency Cap: -10.00%
  • Production Efficiency Growth Production Efficiency Growth: -10.00%
  • Factory Output: -10.00%
  • Dockyard Output: -10.00%
  • Factory Repair Speed: +15.00%
  • Fuel Gain per oil: -10.00%
  • Acceptance of Harmonist Diplomacy: -25
  • Acceptance of Communist Diplomacy: -25
  • Electronics Research Speed: -5%
  • Industrial Research Speed: -5%
Scientific Development Society Development Illiteracy
Small Science Base Small Science Base
  • Daily Political Power Gain: +0.20
  • Research Speed: -55.00%
  • Air Doctrine Cost: +55%
  • Land Doctrine Cost: +55%
  • Naval Doctrine Cost: +55%
  • Special Project Speed: -35%
Industrialising Society Industrialising Society
  • Resource Gain Efficiency: -20.00%
  • Monthly Population: -10.0%
  • Supply Consumption: -30.00%
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -10.00%
  • Research Speed: -20.00%
  • Factory Output: -20.00%
  • Dockyard Output: -20.00%
  • Factory Bomb Vulnerability: -20.00%
Broad Illiteracy Broad Illiteracy
  • Construction Speed: -15.00%
  • Research Speed: -45.00%
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Zebra Zebra Race
  • Uses Zebra 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
3 0 5 (-2) 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 8 (-4) 11 (-6) 39 (-20) 0

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