Sunstriker Clan

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Sunstriker Clan
The Bandit Kingdom
Sunstriker Clan.png

MNC map.png

IdeologyKleptocracy.png Kleptocracy
Leader
Eriviar Sunstriker
Ruling partySunstriker Loyalists (70%)
PopulationPopulation 1,020,622
PonypowerPonypower 19,940
RaceGriffon Griffon
StabilityStability 0%
War supportWar support 45%
FactoriesFactory 3
  • 1 Military factory
  • 0 Naval dockyard
  • 2 Civilian factory
CapitalBrantbeak
ContinentNorthern Griffonia
DiplomacyMember of the Reichspakt
Nominal Vassal of Flag of Griffonian Empire Griffonian Empire
DemonymSunstriker
TagMNC
Color  #586373

Eriviar and his Sunstriker bandits have ruled the Whitetail Mountains for years, becoming rich off raiding and pillaging their Pony and Griffon neighbors. Having become such an issue, the Emperor was forced to deal with them personally. The Emperor and Eriviar struck a pact; the bandits would receive weapons and funding from the Emperor in exchange for swearing fealty to the Empire and keeping the Republicans and Ponies busy. However, many political dissidents and opponents have used this opportunity to move into Whitetail. A clash between these forces might be unavoidable.

Lore

A Raiding way of Life

While the collapse of the Griffin Empire in 978 was a disaster for many griffons, in the ensuing chaos some found opportunities to prosper. For the griffons in the Whitetail Mountains raiding had been a way of life for centuries, even at the Empire's peak. When the Griffonian Empire collapsed the lack of social order allowed the griffons of Whitetail Mountains to escalate their raids.

The largest of these bandit groups and the one that had the most authority over the Whitetail Mountains was the Sunstriker Clan, named after their infamous leader Eriviar Sunstriker.

The Emperor Intervenes

The bandits raids became so serious to the Empire that the Emperor, Grover V personally had to find a solution to the bandit raids. However, due to the chaos engulfing the Empire, Grover V was unable to marshal troops to deal with the bandits, forcing him to make a deal - as long as Grover V was alive the bandits would stop raiding the Empire in exchange for their support in weapons and funding. Eriviar for his part accepted the deal as he was starting to face political opposition at home. With the Empire's support Eriviar was able to drive the Republicans led by Runa Teafeather into the Griffonian Republic and the Communists under Guntbert Greyfeather into hiding.

The End of a Deal?

While raiding has made the griffons of Whitetail Mountains quite wealthy it has caused a number of issues.

The excessive banditry has made foreigners and even its own people nervous about being in the Whitetail Mountains. As a result, skilled professionals such as scientists, engineers and artificers have emigrated to its much safer neighbours.

As a collection of bandit clans, it lacks the bureaucracy, law and administrative powers of a nation. Revenue from raiding is not as fair, consistent or sustainable as tax collection. If the griffons of Whitetail Mountains ever want to be more then just bandits then they must build themselves into a modern proper state.

Eriviar has ruled the Whitetail Mountains without opposition for years. However, when the life of Grover V ends so does the deal the bandits made with the Empire.

With imperial support gone it would be a great opportunity for Eriviar's many political opponents to once again challenge his rule...


National Focus

Sunstriker Focus Tree

The Sunstriker Clan focus tree is locked until a few days after Grover V dies.

Army Reforms - gives typical military bonuses including good doctrinal and special forces research. The player can select Superior Firepower or Grand Battle Plan, with a bonus +10% attack for SF and +10% defense for GBP.

Construct the Brantbeak Airport - gives standard air bonuses, notably the Aerial Raiders Focus which increases ace generation 10%, air experience +0.05 daily and air superiority attack +5%.

Industrial Buildup - gives typical industrial bonuses and is needed to reform to Substantial, then Developed, Science base. Notable bonus is the Extensive Mining Operations national spirit which gives Resource Gain Efficiency +10% and Production Efficiency Cap +5%. Expand the Whitetail Crystal Mines unearths farther crystal resources useful for magical infantry in crystal starved Griffonia. Dig For Gold gives The Whitetail Gold Mines national spirit which initially only decreases consumer goods by 2%, however a set of decisions to expand the mine will unlock. A fully expanded whitetail gold mines will decrease consumer goods factories by 10%.

Political Tree

With the death of Grover V and the lost of imperial support political dissidents are taking the opportunity to challenge the rule of Eriviar. The Republicans under Runa Teafeather have returned from the Griffonia Republic and the Communists under Guntbert Greyfeather have come out of hiding. The winner of the power struggle will determine the political path. The political tree initially has 3 different paths. All political paths will, give a research slot, fix the economy, give a national spirit that gives bonus to recruitable population and various military stats. 

Eriviar is overthrown

If Eriviar is overthrown then the Banditry Based Economy national spirit is replaced by Shattered Economy and only the political focus can be done until the economy is back on track

In the Harmonic path Runa and the republicans succeeds in overthrowing Eriviar Sunstriker. After dealing with the remaining bandits and communist they will focus on rebuilding the country into the Whitetail Republic. The focus The-Pan-Griffonian Referendum gives a event where the country can either be annexed into the Griffonian Republic (will end the game) or remain a independent republic. Notable bonus is the Brantbeak Constitution national spirit which increases stability by 5% and political power gain by 10%.

In the Communist path Greyfeather and the Communists succeed in overthrowing Eriviar Sunstriker. After dealing with the remaining bandits and republicans they will focus on rebuilding the country into the Whitetail Socialist Republic. Notable bonus from this path is the Ministry of Public Safety national spirit which will increase stability, decryption, and encryption by 5%

Eriviar stays in power

However if Eriviar stays in power then he will initially cut down on the banditry. The Journey of the Centre of the Mind focus will start a event chain where Eriviar will fall into a coma. During the coma Eriviar will receive a vision of Maar asking Eriviar to serve him. Whether Eriviar chooses to serve or reject Maar will determine the next political path.

In the Supremacy path Eriviar chooses to serve Maar and comes out of the coma a changed griffon. He will focus on creating a Kingdom that will serve Maar. Notable is the addition of a total of 6 free units each with 10 battalions of griffon knights and a recon company. 3 units of these units each are given from completing the Maar's Chosen and The Father's Favored Son focus respectively. Also notable is the focus Maar's Favor will unlock the Raise the Dead decision which is extremely helpful due to Sunstriker Clan's low pony power. At a cost of 75PP and 9999 state population it gives 20,000 ponypower.

In the Non-Aligned path Eriviar rejects Maar and comes out of the coma as a more rational griffon. He will work on building the country into a proper Kingdom with a judicial system. Notable is this path gives the most factories at at 3 military and 4 civilians factories.

The focuses at the end of each political path Proclaim the Whitetail Republic, Proclaim the Kingdom of Whitetail, Proclaim the Whitetail Socialist Republic will change the name of the country to the name in the focus, give 150 PP, and give claims on Windford, Lost Gates, and Elf Lake.

All political paths have a shared branch at the bottom. This path allows the newly proclaimed country to wage border conflicts for Windford, Lost Gates, and Elf Lake. Further focuses allow these states to be developed and cored.

Technology

Army Naval Air Tech / Industry
  • Musket
  • Mountain Infantry I
  • Recon Company I
  • Pre-Industrial Artillery
  • None
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • We Can Fly?!

Politics

National Spirits

Sunstriker Bandits icon
Sunstriker Bandits
  • Stability: -30.0%
  • Daily Political Power Gain: -0.20
  • War Support: +15.0%
  • Recruitable Population: 3.0%
  • Division Attack: +10.0%
Named after their infamous leader Eriviar Sunstriker, the Sunstriker Bandits have terrorized the Ponies of the North for years and while they are good at looting and burning down townships, they're hardly suited for any job that involves using more than two brain cells.
Banditry Based Economy icon
Banditry Based Economy
  • Stability: -20.0%
  • Production Efficiency Cap: -20.0%
  • Production Efficiency Growth: -20.0%
  • Factory Output: -20.0%
Most of our actual economy is based around raiding our neighbors to the north, and while this does tend to create a surplus of goods, it also means that we have practically no industrial sector to speak of.


Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Eriviar Sunstriker
Kleptocracy.png
Kleptocracy
Supremacy

Sunstriker Loyalists
Deranged
  • Daily Political Power Gain: −0.15
  • Division Attack: +5%
  • Planning Speed: −10%
  • AI Modifier: Focus on Offense: +50%
None
Despotism.png
Despotism
Non-Aligned

Mountain Clans
Runa Teafeather
Harmonic Socialism.png
Harmonic Socialism
Harmony

SDBP
Social-Democratic Brantbeak Party
None
None


Guntbert Greyfeather
Equestrian Socialism.png
Equestrian Socialism
Communism

BWP
Brantbeak Workers' Party
None
None



Parties

Political parties
Name Ideology Leader Popularity
Sunstriker Loyalists Kleptocracy.png Kleptocracy
Supremacy
Eriviar Sunstriker 70%
SDBP
Social-Democratic Brantbeak Party
Harmonic Socialism.png Harmonic Socialism
Harmony
Runa Teafeather 5%
BWP
Brantbeak Workers' Party
Equestrian Socialism.png Equestrian Socialism
Communism
Guntbert Greyfeather 5%
Mountain Clans Despotism.png Despotism
Non-Aligned
Eriviar Sunstriker 20%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Eirik Syvertsen
Eirik Syvertsen
Cult Leader
None
  • Political Power Gain: +10%
  • Ideology drift defense: +10%
  • Stability: +5%
Political Power 150
Sigmund Deathfeather
Sigmund Deathfeather
Backroom Backstabber
None
  • Subversive activities cost: −25%
  • Ideology drift defense: +25%
Political Power 150
Linnea Starclaw
Linnea Starclaw
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Gudmund Shadowtalon
Gudmund Shadowtalon
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Bertram Thrane
Bertram Thrane
Prince of Terror
None
  • Non-Core Ponypower: +2%
  • Foreign subversive activities efficiency: −30%
  • Damage to Garrisons: −25%
Political Power 150
Ernst Duskfeather
Ernst Duskfeather
Unhindered Scientist
None
  • Political Power Gain: −15%
  • Research Speed: +5%
Political Power 150
Albert Marshwing
Albert Marshwing
Occultist
None
  • Daily Political Power Gain: −0.05
  • Research Speed: +2.5%
  • Ideology drift defense: +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
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
Brantbeak Aircraft Factory
Brantbeak Aircraft Factory
Light Aircraft Designer
  • Owns state Brantbeak (581)
  • Has completed national focus Goal generic air production.png Construct the Brantbeak Airport
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
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
Bandits Black Market
Bandits Black Market
Infantry Equipment Designer
  • Current ruling party is SupremacySupremacist
  • Weapons and Equipment Research Speed: +15%
  • Infantry Equipment:
    • Production cost.png Production Cost: −20%
Political Power 100
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
Whitetail Gold Mines
Whitetail Gold Mines
Industrial Concern
  • Owns state Brantbeak (581)
  • Has completed national focus Goal gold reserve.png Dig For Gold
  • Industrial Research Speed: +15%
  • Resource Gain Efficiency: +10%
Political Power 150
"Clear Skies" Radio
"Clear Skies" Radio
Electronics Concern
  • Owns state Brantbeak (581)
  • Has completed national focus Goal generic radar.png Clear Skies Radio
  • Electronics Research Speed: +15%
  • Research Speed: +5%
Political Power 100
Acres of Brantbeak
Acres of Brantbeak
Agricultural Concern
  • Owns state Brantbeak (581)
  • Resources to Market: −5%
  • Monthly Population: +10%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Julius Greyclaw
Julius Greyclaw
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 100
Ulla Henningsen
Ulla Henningsen
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 100
Arnstein Hellbreath
Arnstein Hellbreath
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 100
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Nikoline Ottosen
Nikoline Ottosen
Army Defense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Defense: +5%
  • AI Modifier: Focus on Defense: +15%
Political Power 50
Command power 30
Hilda Thuesen
Hilda Thuesen
Army Offense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Attack: +10%
  • AI Modifier: Focus on Offense: +15%
Political Power 100
Command power 20
Halvard Redfeather
Halvard Redfeather
Army Organization (Expert)
Old Guard
None
  • Army Experience Gain: +0.30
  • Division Organization: +8%
  • Army Experience Gain: +0.30
  • Maximum Command Power Increase: +10
Political Power 150
Command power 20
Joachim Stenberg
Joachim Stenberg
Army Morale (Genius)
None
  • Non-Combat Out of Supply Penalties: −9%
  • Army Experience Gain: +0.40
Political Power 200
Command power 10
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Kirsten Baardson
Kirsten Baardson
Commerce Raiding (Expert)
None
  • Naval Experience Gain: +0.30
  • Convoy Raiding Efficiency: +15%
Political Power 100
Command power 20
Nikolai Paulsrud
Nikolai Paulsrud
Fleet Logistics (Expert)
None
  • Naval Experience Gain: +0.30
  • Naval max range factor: +10%
Political Power 100
Command power 20
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Arnfinn Hellem
Arnfinn Hellem
Air Superiority (Genius)
None
  • Air Experience Gain: +0.40
  • Air superiority attack: +5%
  • Air superiority defense: +5%
  • Air superiority agility: +5%
Political Power 200
Command power 10
Sigurd Ebontail
Sigurd Ebontail
Ground Support (Specialist)
None
  • Air Experience Gain: +0.20
  • Air Superiority: +5%
Political Power 50
Command power 30
Emma Petalbreath
Emma Petalbreath
Night Operations (Expert)
None
  • Air Experience Gain: +0.30
  • Night Operations Penalty: −20%
Political Power 100
Command power 20
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Ragna 'Shalupon' Beamcrest
Ragna 'Shalupon' Beamcrest
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%
Political Power 50
Command power 30
Esther Sundahl
Esther Sundahl
Infantry (Specialist)
None
  • Infantry Division Attack: +5%
  • Infantry Division Defense: +10%
Political Power 50
Command power 30
Mikael Walberg
Mikael Walberg
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Command power 20
Olav Goldcrest
Olav Goldcrest
Commando (Genius)
None
  • Special forces Attack: +15%
  • Special Forces Cap: 10
Political Power 200
Command power 10
Steffen Callesen
Steffen Callesen
Army Regrouping (Expert)
None
  • Division Recovery Rate: +8%
Political Power 100
Command power 20

Military Leaders

Generals
General Traits Description Skills Race
Ingrich Schaw
General
Ingrich Schaw
Ingrich Schaw (advisor).png
None
Level 2
Attack.pngAttack: 3
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Griffon.png
Griffon
Hoodie
General
Hoodie
Hoodie (advisor).png
None
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Griffon.png
Griffon
Ragna 'Shalupon' Beamcrest
General
Ragna 'Shalupon' Beamcrest
Ragna 'Shalupon' Beamcrest (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 mountaineer.png Mountaineer
An excellent climber and skilled at Mountain warfare.
  • Mountain:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 1
Attack.pngAttack: 4
Defense.pngDefense: 1
Planning.pngPlanning: 2
Logistics.pngLogistics: 1
Griffon.png
Griffon

Flags

Flags
Flag Information
Sunstriker Clan.png
Sunstriker Clan / Kingdom of Whitetail

Kleptocracy.pngDespotism.pngMaar Worship.png
Brantbeak Federation.png
Brantbeak Federation / Whitetail Republic

Harmonic Socialism.png
Brantbeak Socialist Republic.png
Brantbeak Socialist Republic / Whitetail Socialist Republic

Equestrian Socialism.png
Punavuori.png
Punavuori

Flag of Barrad Magocracy Viiradian puppet

Tyrannical Magocracy.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%
Criminal Economy Criminal Economy
  • Daily Political Power Gain: -0.20
  • Consumer Goods Factories: 20.0%
  • Stability: -20.00%
  • Military to Civilian Factory conversion cost: +20.00%
  • Civilian to Military Factory conversion cost: -20.00%
  • Factory Output: +20.00%
  • Fuel Gain per Oil: +20.00%
  • Military Factory construction speed: -20.00%
  • Civilian Factory construction speed: -20.00%
Scientific Development Society Development Illiteracy
Poor Science Base Poor Science Base
  • Daily Political Power Gain: +0.30
  • Research Speed: -80.00%
Industrialising Society Industrialising Society
  • Resource Gain Efficiency: -20.00%
  • Monthly Population: -10.0%
  • Construction Speed: -20.00%
  • Production Efficiency Cap: -10.00%
  • Research Speed: -20.00%
  • Factory Output: -20.00%
  • Dockyard Output: -20.00%
  • Factory Bomb Vulnerability: -25.00%
Modest Illiteracy Modest Illiteracy
  • Construction Speed: -10.00%
  • Research Speed: -30.00%
Poverty Race
Negligible Poverty Negligible Poverty
  • No penalties
Griffon Griffon
  • Uses Griffon 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
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.

Resources
Oil.png
Oil
Aluminum.png
Aluminum
Rubber.png
Rubber
Tungsten.png
Tungsten
Steel icon.png
Steel
Chromium.png
Chromium
MagCrystal.png
Crystal
0 27 (-14) 0 8 (-4) 24 (-12) 10 (-5) 42 (-21)

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

Strategies and guides

Starting Situation

The Sunstriker Clan starts the game as a nominal vassal of the Griffonian Empire. They will become independent shortly after Grover V dies. They begin in an extremely difficult position with poor research ability, a crippling economic national spirit, and weak industry. Worse, their core population is only 970k and will struggle to get enough ponypower to face the might of the Griffonian Empire.

Sunstriker Clan starts with a small military of 23.50k deployed men in 4 divisions.

Fortunately, the country can play to its strengths - it's terrain is mountainous and defensible, whilst border conflicts (raids) allow it to easily gain stability, war support, and political power.

Sunstriker Clan's focus tree allows it to get cores on the nearby states of Windford, Lostgates, and Elf Lakes. However, time is of the essence and the Sunstriker Clan must balance the must balance conquering and conquering new land with industrial focuses to hold off the Griffonian Empire. With their low strength every little bonus from their focus tree counts.

Threats and Opportunities

Flag of Griffonian Empire Griffonian Empire is the biggest threat to the Sunstriker Clans. Being in the north the Sunstriker Clans will be among the first group of countries the Griffonian Empire will target after annexing its vassals. Sunstriker Clan can mount a successful defense due to its mountainous terrain but due to its lack of pony power lacks the ability to advance into the Empire itself. They often have to rely one of the Griffonian Empire's major enemies such as Aquileia to defeat the Empire while they help by occupying some of the Empire's troops.

Flag of Griffonian Republic Griffonian Republic is the Sunstriker Clan's neighbour to the west. Sunstriker Clan has the option to wage border wars for Windford and Lost Gates. However due to their strength it can be difficult to win the border war against them unless the player is sufficiently prepared. .

Flag of Northern Tribes Northern Tribes are located north of the Sunstriker Clan. Sunstriker Clan has the option to wage a border war for Elf Lake. If playing an expansionist Sunstriker Clan, then they are generally the first target for expansion.

Flag of Dread League Dread League will typically defeat the Arcturian Order and get a border with the Sunstriker Clan. However as the AI Dread League will never take the Finis Omnium Vitarum focus they will not pose a threat to the Sunstriker Clan.

Raiding Mechanics

As experienced bandits, the Sunstriker Clan gets special decisions to launch raids on their neighbors. A raid must first be prepared by selecting a decision. The raid will take 30 days to prepare, after which the player has 30 days to start the raid or it will be cancelled.

The raid will take place in the form of a border war. In a border war, the frontage is 80 (subject to modifiers) and both sides can get up to 80 width of troops in combat by sending them to the frontier. The game selects the troops committed from nearby and chooses the commander for the conflict. The player can observe but not control or stop the border conflict once under way, although troops can be added if less than the full combat width was committed at the start of combat. If the relative strengths are very unequal, the conflict can end quickly, so it can be worthwhile to send 80 width of good troops to the border in conflict, fully prepared for combat.

It is recommended to raid Watertowns as they are the weakest neighbour. A good strategy is to activate force attack before entering the border conflict and use units with high soft attack (high artillery units) - the organization will not be a factor as they quickly rout the enemy under the influence of force attack.

Should the player be victorious in the border conflict, they will receive 2-6 loot, depending on the target's industrial amount. Loot can be used to gain stability and political power, extra ponypower, or build a single civilian or military factory.

Guides

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