User:ATeaAddict/Coltva

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Notes

  • Multiple ways the country can appear (structure page accordingly):
    • Each section should identify the similarities and differences between the different ways (e.g. different army, focus trees, politics, etc.)

Article

Coltvan Republic
Coltvan Republic.png

[[File:.png|]]

IdeologyAgrarian Socialism.png Agrarian Socialism
LeaderZeshmunazash Zeirutid
Ruling partyLiberation Army of the East
PopulationPopulation TBA
PonypowerPonypower TBA
RaceZebra Zebra
StabilityStability TBA
War supportWar support TBA
FactoriesFactory TBA
CapitalTBA
ContinentNorthern Zebrica
DiplomacyTBA
DemonymColtvan
TagCVA
ColorTBA

INTRODUCTION

Appearance

Explain the different ways Coltva can appear as a country:

  • Playable: Normal rebellion (Zesh v. Zarca/Const.) or 2nd Civil War (Zarishat v. Const.)
  • Non-playable: 3rd Civil War (Ozid; generic focus tree)

Lore

Geography

  • Geography of just Coltva (natural landscape, borders, etc.)

National focus

Main article: Coltvan Republic/National focus tree
  • Starting tree (The Coltvan Revolution)
    • Implement Land Reform branch
    • The Liberation Army Of The East branch
    • The End Of the Revolutionary Junta branch (post-revolution OR Harmonic autonomy)
    • Look To The Sea branch (post-revolution)
Spoilers below, we recommend these are best experienced in game before reading
  • Zesh's trees (consolidation & main)
  • Zarishat's trees (consolidation & main)
  • Monzano's tree (3rd civil war)

Spoiler end.

Technology

Coltva inherits its starting technology from Flag of Colthaginian Republic Colthage. The below table lists Colthage's starting technology, which may have added to depending on the player's research choices prior to the Coltvan uprising.

Army Naval Air Tech / Industry
  • Primitive Weapons
    • Muzzle-loaders
  • Breech-Loaded Rifles
  • Mountain Infantry I
  • Support Equipment
    • Engineer Company I
    • Recon Company I
  • Civilian train
  • Pre-Industrial Artillery
    • Artillery
    • Anti-Air

With No Step Back No Step Back:

  • Early Tank Development

Without No Step Back No Step Back:

  • Early Tank
  • Modernised Coastal Submarine
    • Fleet Submarine
  • Designated Landing barges

With Man the Guns Man the Guns:

  • Torpedo Boat Destroyer
    • Smoke Generators
    • Basic Depth Charge
    • Enlarged Destroyer
  • Scout and Armoured Cruisers
  • Basic Cruiser Armor Scheme
    • Inclined Belt Armor Scheme
  • Fast Battleships and Dreadnoughts
    • Long Range Battleships
  • Naval Gunnery
    • Basic Light Battery
    • Basic Medium Battery
    • Basic Heavy Battery
  • Basic Torpedo
  • Contact Mine
    • Minelaying Submarine

Without Man the Guns Man the Guns:

  • Torpedo Boat Destroyer
    • Enlarged Destroyer
  • Scout Cruiser
  • Late Armoured Cruiser
  • Fast Battleship
    • Battlecruiser

With By Blood Alone By Blood Alone:

  • Early Small Airframe
    • Basic Small Airframe
  • Early Medium Airframe
  • Aerial Bombs
  • Dedicated Aircraft Machine Guns
  • Dedicated Aircraft Engines
    • Applied Wartime Construction Experience
    • Aircraft Inline Engines

Without By Blood Alone By Blood Alone:

  • Early Fighter
    • Basic NAV
  • Early Bomber
  • Organised Fuel Storage
Doctrine Zebra.png Racial
  • None
  • Trade Interdiction
  • None
  • Charger Division
  • War Canoes
    • Deep Sea Canoes

Designers, concerns and theorists

  • Tank Designers
  • Ship Designers
  • Aircraft Designers
  • Material Designers
  • Industrial Concerns
  • Theorists

Technology cosmetics

Unique technology cosmetics used by Coltva.

Politics

National spirits

Both Zeshmunazash's and Zarishat's rebellions start with roughly the same national spirits. The following three national spirits are identical for both:

The Coltvan Monopolists icon
The Coltvan Monopolists
  • Political Power Gain: -5%
  • Resource Gain Efficiency: -15.00%
  • Consumer Goods Factories: 10.0%
Much of the land in Coltva belongs to a small clique of Colthaginian landowners, who are not very enthusiastic about the current rebellion and have a strong power base thanks to their estates. They must be handled swiftly before they can coalesce into a wider movement against us.
Gerzid Discontent icon
Gerzid Discontent
  • Stability: -10.00%
  • Research Speed: -5.00%
  • Factory Output: -10.00%
The Colthaginian general Benoam Gerza is fanning the divide between our urban and rural supporters, hoping to unravel our movement from within.
Insurrectionary Army icon
Insurrectionary Army
  • Division Organization: -5.0%
  • Recruitable Population: 1.00%
  • Division Recovery Rate: +5.0%
  • Planning Speed: -10.0%
  • Resistance Growth Speed in our states occupied by the enemy: +10%
  • Unable to train new units, disband units, or edit unit templates
The people of Coltva have arisen to fight against their oppressors! Though volunteers are numerous, many lack any real combat experience aside from the veterans of the insurgency.


The only starting national spirit difference is the description for the The War of Independence, as shown below. Zeshmunazash's version focuses on opposing the Zarcids, while Zarishat's focuses on the Constitutionalists. It should be noted that even if Zeshmunazash leads Coltva in revolt against the Constitutionalists, the spirit nonetheless keeps its anti-Zarcid description.

The War of Independence icon
The War of Independence
Zeshmunazash-led Coltva:
The time has come for Coltva to rise. The struggle before us will be hard, but we must endure. Through rifles and bayonets, we shall conquer our freedom! Death to the Zarcids!
Zarishat-led Coltva:
We've been betrayed! The Constitutionalists have proven themselves to be no better than the Zarcid oppressors. For Coltva!



Parties

Political parties
Name Ideology Leader Popularity
LAE
Liberation Army of the East
Agrarian Socialism.png Agrarian Socialism
Communism
  • Zeshmunazash Zeirutid[1]
  • Zarishat Zeirutid[2]
58%
Harmonites Harmonic Socialism.png Harmonic Socialism
Harmony
Zenarvo Ozid 42%
Zarcids Supremacy.png Supremacy Generic leader 0%
Gerzids Non-Aligned.png Non-Aligned Generic leader 0%

Leaders

Zesh and Zarishat first, followed by starting leaders of other ideologies

  • Post-start includes all other potential leaders (playable and not)
Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Zeshmunazash Zeirutid
Agrarian Socialism.png
Agrarian Socialism
Communism

LAE
Liberation Army of the East
The Lion of Coltva
  • Division Recovery Rate: +5.0%
  • War Support: +5.00%
  • Division Defense: +5.0%
Born: 5th of January, 964 in Kizil-Zeb

Born to a family of well-off farmers, Zeshmunazash Zeirutid seemed to many to be destined for greatness. A highly intelligent and charismatic young zebra, he excelled in school and could have risen high, maybe even raise the Zeirutid family up among the patricians. It could have happened, were it not for his persistent and uncompromising need for fairness.

His parents had instilled in him a belief in helping your neighbours, and when local landlords began to seize the farmlands in the region, Zeshmunazash were among those who protested the seizures. As 'legal' as they might be, all he saw was a distant senate who did not listen to its people, and let greedy landowners run roughshod over them. As it turned out, the landowners had enough power to not only have the protests violently dispersed, but also brand the organisers as criminals. At eighteen years of age, Zeshmunazash became an outlaw, and fled into the wilds. Harsh action provokes a strong reaction, however, and Zeshmunazash became determined to bring down the corrupt landlords with whatever means necessary.

Though there may be strong similarities between him and figures like Steel Stallion and Filip Redglad, Zeshmunazash has never quite bought into the mainstream socialist ideas, and instead has created his own brand of the revolution. He still believes Colthage can be saved, but not as long as the Zarcids hold sway, and not as long as the elites are allowed to do as they please. He did not want to become an outlaw, and he did not want to be a leader, but that is the price to pay so that his fellow farmers can grow their crops without fear of being driven from their homes, then he'll happily pay it.

Portrait by: Sesek

Default leader

Zarishat Zeirutid
Agrarian Socialism.png
Agrarian Socialism
Communism

LAE
Liberation Army of the East
Depressed Alcoholic
  • Division Recovery Rate: -10.0%
  • Surrender Limit: -5.00%
  • War Support: -10.0%
Hedonist
  • Stability: -5.00%
Born: 8th of April, 966 in Kizil-Zeb

Zarishat could have had it all, had it not been for her older brother's need to try to save the world. As a talented student with a knack for building useful connections, she had arranged everything for her career in Colthage where she would work for a member of the Zarcid family. It would have been her springboard to wealth and recognition, had not Zeshmunazash ruined everything with his need to challenge authority.

After Zeshmunazash became an outlaw, Zarishat's future fell apart before her eyes, and it was not long before the authorities came looking for her as well. Though her brother bailed her out, Zarishat never forgave him, nor did she ever forget what she lost thanks to him. As part of the Liberation Army of the East, Zarishat's ambition found some distractions as she refused to not get involved, but though she earned her place, she ended drinking heavily when she realized she would likely never become anything more than a simple criminal stuck in her brother's delusional crusade.

Zeshmunazash dying was the only good thing her brother had ever done for her, as she found herself in a position to seize control over the LAE and finally, for the first time in many years, turn the path of her life the way she wanted it to go.

Zarishat could have had it all, and with her brother out of the way, she may have it yet.

Death of Zeshmunazash

Zenarvo Ozid
Harmonic Socialism.png
Harmonic Socialism
Harmony

Harmonites
Champion Of The People
  • Monthly Population: +10.0%
  • Supply Consumption: -5.0%
  • Research Speed: +5.00%
  • Daily Harmony Support: +0.01
None

TBA

Post-start leaders [may contain spoilers]
Leader Leader Ideology and party Traits Description Comes to power by
Zeshmunazash Zeirutid
Harmonic Socialism.png
Harmonic Socialism
Harmony

NUF - Z
National Unity Front Of Colthage And Coltva - Zeirutists
The Lion of Coltva
  • Division Recovery Rate: +5.0%
  • War Support: +5.00%
  • Division Defense: +5.0%
Same as start
Complete focus The Accidental Revolution
Agrarian Socialism.png
Agrarian Socialism
Communism

NUF - E
National Unity Front Of Colthage And Coltva - Evolutionaries
Republicanism.png
Republicanism
Non-Aligned

NUF - P
National Unity Front Of Colthage And Coltva - Pragmatists
Zarishat Zeirutid
Zarishat Zeirutid
Market Socialism.png
Market Socialism
Communism

ZASP
Zonician Agrarian Socialist Party
Hedonist
  • Stability: -5.00%
Same as start

Complete focus Evolve The Revolution

Zanit Monzano
Zanit Monzano
Military Government.png
Military Government
Non-Aligned

Provisional Junta
Provisional Junta of the Colthaginian Federal Army
TBA
None

Let Zarishat's Colthage fall into anarchy


Political advisors

  • Note: Check advisors if autonomy is given to Coltva

Regardless of who leads the Revolution, Coltva will have the same set of starting advisors. After defeating Colthage, Zeshmunazash's Coltva gains a set of unique advisors, replacing its starting advisors, while Zarishat's Coltva keeps its starting set, with focuses and events adding new advisors. For both paths' post-start advisors, see Zeshmunazash's and Zarishat's path sections below.

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Abibaal Zakanmid
Abibaal Zakanmid
Silent Workpony
None
  • Political Power Gain: +15%
Political Power 150
Ahirom Zadadid
Ahirom Zadadid
Grassroots Populist
None
  • Political Power Gain: +10%
  • Monthly Population: +5%
Political Power 150
Zarisha Zadonys
Zarisha Zadonys
Propaganda Master
None
  • Political Power Gain: +5%
  • War Support: +5%
  • Resistance Decay Speed: +15%
Political Power 150
Bedezorus Zimridatid
Bedezorus Zimridatid
Friendly Preacher
None
  • Daily Political Power Cost: +0.1
  • Division Recovery Rate: +2.5%
  • Stability: +5%
Political Power 150
Tabnit Zatammuzid
Tabnit Zatammuzid
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Tanyih Zatanitid
Tanyih Zatanitid
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
Illusive Gentlebeing
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150

Economy and industry

Laws and development

  • Starting situation table; summary of practical effects on gameplay
  • Potential changes (focus trees)
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%
Civilian Economy Civilian Economy
  • Industrial Research Speed: +3%
  • Electronics Research Speed: +2%
  • Consumer Goods Factories: 35.0%
  • Military to Civilian Factory conversion cost: +30.00%
  • Civilian to Military Factory conversion cost: +30.00%
  • Fuel Gain per Oil: -40.00%
  • Fuel Capacity: -25.00%
  • Infrastructure construction speed: +10.00%
  • Military Factory construction speed: -30.00%
  • Civilian Factory construction speed: -30.00%
  • Refinery construction speed: +5.00%
Scientific Development Society Development Illiteracy
Substantial Science Base Substantial Science Base
  • Daily Political Power Gain: +0.10
  • Research Speed: -30.00%
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%
Limited Illiteracy Limited Illiteracy
  • Construction Speed: -5.00%
  • Research Speed: -15.00%
Poverty Race
Low Poverty Low Poverty
  • Monthly Population: -7.0%
  • Consumer Goods Factories: 7.0%
  • Construction Speed: -10.00%
  • Research Speed: -2.50%
Zebra Zebra
  • 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
2 0 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 6 (-3) 9 (-4) 0 0 0 0
Numbers in red indicate how many resources are reserved for export due to trade laws.
  • Potential changes (focus trees, decisions; Horizontal Economic Planning)

Military

Army

  • Zesh:
Starting army (Zeshmunazash)
Type No.
Infantry
Liberation Army Division
  • Infantry 7 Infantry battalions
  • Support Artillery Support Artillery
1
InfantryLow Priority
Somor Mahnit
  • Infantry 4 infantry battalions
9
Army experience Total divisions 10
Ponypower Ponypower used 43,300
  • Zarishat:

Navy and air force

Coltva starts without a navy or air force, nor any dockyards and airbases, though these can be gained through annexing Colthage.

Military staff

  • Chief of Army
  • Chief of Navy
  • Chief of Air Force
  • Military High Command

Strategies and guides

Starting situation

Threats and opportunities

  • Flag of Colthaginian Republic Colthage (main and immediate opponent during the uprising)
  • Flag of Chiropterra Chiropterra
  • Flag of Hippogriffia Hippogriffia
  • Flag of Republic of Asterion Asterion (Zarishat, wargoal (Operation: Black Bull); only wargoal if a separate country, will bypass if not; cores are still required for colonisation focus (Settle The Thousand Isles))
  • Flag of Macawia Macawia and Flag of Protectorate of Uusi Hirvimaa Uusi Hirvimaa (wargoals: The Macawian Threat, Operation: Cockatoo; war-focuses for Macawia: Rule The Skies, Dominate The Seas; colonisation focus for Macawia: Settle The Thousand Isles)
  • Flag of Quaggatai Quaggatai (both paths; war started through focus)
  • Flag of Llambet Llambet (both paths; demand Kar-Alpaka; instant war if refused)
  • Flag of Kása Free State Kása (Zarishat wargoal)

Gameplay walkthrough

  • First focus tree: Coltvan revolution
  • Replaced, if Coltva annexes Colthage
  • Coltvan Uprising (70% resistance)/2nd Civil War (1st Civil War coup; violent response)
  • Federation: The Levers of Power mechanic (focus comparisons; list of advisors)
    • Stick To The Plan (event: The Plan Of Kizil-Zeb):
      • Option 1 (no change): -3 Evolutionary
      • Option 2 (change): +3 evolutionary
Comparison
Evolutionary.png Evolutionary Orthodox Zeirutist.png Orthodox Pragmatist.png Pragmatist
Stick To The Plan
(focus and event)
  • No change: -3
  • Change: +3
  • Confederation: Changing/developing national spirits, Horizontal Economic Planning, League of Liberty & foreign relations.
  • Advisors:
Select advisor.png Political Advisors (The Accidental Revolution)
Name Trait Requirement Effect Cost
Jezabzella Zeshmid
Jezabzella Zeshmid
Lady Oleander
None
  • Political Power Gain: +5%
  • Weekly Stability: +0.20%
  • Improve relations opinion: +15.00%
  • Weekly Orthodox Zeirutist.png Orthodox Zeirutist Influence Change: +0.20%
Political Power 150
Azruzaal Azarago
Azruzaal Azarago
The Compassionate Colonel
None
  • Army Experience Gain: +0.02 daily
  • Recruitable Population Factor: 5%
  • Damage to Garrisons: -5.00%
  • Required Garrisons: -5%
  • Weekly Orthodox Zeirutist.png Orthodox Zeirutist Influence Change: +0.20%
Political Power 150
Zenarvo Ozid
Zenarvo Ozid
Champion Of The People
None
  • Monthly Population: +10.0%
  • Supply Consumption: -5.0%
  • Research Speed: +2.50%
  • Weekly Orthodox Zeirutist.png Orthodox Zeirutist Influence Change: +0.20%
Political Power 150
Azizelquart Zahummid
Azizelquart Zahummid
Financial Mastermind
None
  • Consumer Goods Factories: -3.0%
  • Trade deal opinion factor: +15.00%
  • Weekly Pragmatist.png Pragmatist Zeirutist Influence Change: +0.20%
  • Trade Laws Cost: -10%

See description:
Azizelqart Zahummid is a name most in Colthage will know, but they can't tell you much about him. His whole life, he has been an economist working in the back rooms of Colthaginian government to guide its ship of state. A member of Zamilcar Zarca's favored Scientific Clique, he fled with Zalathel when the Storm King arrived and served in his cabinet when he re-established his rule over Colthage, earning him a high place in the economics ministry.
Political Power 150
Zarishat Zeirutid
Zarishat Zeirutid
Connected Kleptocrat
None
  • Stability: -5.00%
  • Factory Output: +5.00%
  • Dockyard Output: +5.00%
  • Weekly Pragmatist.png Pragmatist Zeirutist Influence Change: +0.20%
Political Power 150
Zanit Monzano
Zanit Monzano
Stern Militarymare
None
  • Division Organization: +2.5%
  • Recruitable Population Factor: 5%
  • War Support: +5.00%
  • Weekly Pragmatist.png Pragmatist Zeirutist Influence Change: +0.20%
Political Power 150
Ahirom Zadadid
Communal Organiser
None
  • Resource Gain Efficiency: +5.00%
  • Factory Output: +5.00%
  • Dockyard Output: +5.00%
  • Weekly Evolutionary.png Evolutionary Influence Change: +0.20%
Political Power 150
Zammo Jazelid
Zammo Jazelid
Flamboyant Revolutionary
None
  • Division Recovery Rate: +5.0%
  • War Support: +5.00%
  • Justify war goal time: -10.0%
  • Weekly Evolutionary.png Evolutionary Influence Change: +0.20%
Political Power 150
Zanuzel Zala
Zanuzel Zala
Urbanite Intellectual
None
  • Political Power Gain: +5%
  • Research Speed: +2.50%
  • Weekly Evolutionary.png Evolutionary Influence Change: +0.20%
Political Power 150

  • 2nd Civil War (1st Civil War coup; negotiation response)
  • Federation in Flames mechanic (potential 3rd civil war)
  • The Red Sufrit (politics, trade, military and foreign policy branches)

  • Collapse of Zarishat's government, replacement by Monzano's government (independent, but not playable, Coltva)
  • Potential tag switch to Hippone (Star Father) or Trotkat (Gerza), or sticking with Monzano (incomplete path, with focus tree only for the civil war).

In-depth guides

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Cosmetics

Awards

Notes and references

  1. Default
  2. If Zeshmunazash is killed

See also

  • Coltvan decisions
  • Coltvan events