User:Vengir/Hippone

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Vengir/Hippone

Hippone (Supremacy).png

Map of Hippone at the start of the third Colthaginian Civil War

IdeologyAutocracy.png Supremacy
Ruling partySupremacist (60%)
(by default, if spawned through console commands)
PopulationPopulation varies
PonypowerPonypower varies
RaceZebra Zebra
StabilityStability varies
War supportWar support varies
FactoriesFactory varies
CapitalHippone
ContinentZebrica
DemonymHipponian
TagHIE
Color  #CD50C8

Hippone (also referred to as the Ascendancy after its sole playable path) is a nation that may appear at some point over the course of a playthrough. It doesn't have any core or claims at the start of the game.

Spawns by:

  • colthage_other.122 - Batrun Zaryes's authority in Colthaginian Republic collapses (one or more generals are disloyal, but none of them have sufficient power; number of nations spawned depends on how many were disloyal; Ochzor is for Hippone)
  • colthaginian_federation.53 (main one) - Zarishat's Colthage collapses
  • arisfirst.72 - Raft Wood redraws the borders of Colthaginian Republic

Lore

According to historical records, Hippone as a city is older than Colthage itself. Founded millennia ago by Zonician colonists, it quickly became one of the most preeminent cities in northern Zebrica thanks to its geographical location and excellent deepwater harbour. Nestled between hills, it has always been easy to defend and history has treated it far better than Colthage. Many ancient buildings stand to this day, mostly unharmed and well maintained by the citizenry.

These marvelous buildings hint to the rich culture of the city. Throughout history, Hippone has been the cultural heart of Zonician civilization. It is a shining example of urban planning, with the streets closely following the contours of the hills surrounding the city's center. There are numerous parks and orchards full of tropical plants. These green areas are favoured by the city's numerous artists and musicians who enjoy the calm refuges from urbanity.

The beauty of the city is funded by the wealthy local merchants, who are also patrons of the arts. The patricians draw their prosperity from the vital east-west naval trade, acting as an entrepot and stopping point for travelling ships. However, the recent modernization of the Colthaginian Republic and other nearby nations has replaced wooden vessels with long-ranged ships of steel which can travel directly to their destination.

As such, Hippone's importance has diminished over the years. It is almost like the city itself refuses to adapt to modernity, as its patricians wish to preserve the beauty of the city. The first factories and urban apartments of Hippone were purposefully built far from the city proper. Time will tell if the local resistance to modernity will last much longer. The city will either adapt or fade into irrelevance, becoming little more than a beautiful tourist attraction.

Unbeknownst to the general populace, a secret and peculiar club has formed, gathering intellectuals from University of Hippone and other nearby educational facilities. They vow to realise the Covenant of Zebrakind and many among them express concerningly radical views of avian species. With such highly-educated membership, it's almost certain that they are among the most influential zebras in the country; some perhaps even close to the sufrit himself. At present, however, support for their vision among others is minuscule, and unless something

Geography

The city of Hippone lies on the western coast of the Flag of Colthaginian Republic Colthaginian Republic. It is separated from the jungles further inland by the Alaudid mountain range. It, and another city a bit to the south are the only two ports in their part of the country. Though the Alaudid Range state is relatively well developed, it has no natural resources.

Which states end up beign a part of the country of Hippone when it spawns on the map depends on the circumstances that caused it. This is especially true for Zauro Ochzor's secession, as in that case it will include any states over which Ochzor was given control, which in the most exteme instance may include nothing more than the Alaudid Range.

National Focus

Ascendancy's civil war tree

HIE civil war focus tree.png

Only one version of Hippone has unique focus trees. If Zarishat-led Flag of Coltvan Republic Coltvan Republic wins the second Colthaginian civil war, and then too many of their prefectures fall into anarchy, the third civil war will break out - a three-way conflict between general Monzano in Colthage, Benoam Gerza's cronies centered around Trotkat, and mysterious cultists from Hippone. The latter's main forces will be concentrated in the western part of the country, though they also have some smaller presence in the east, which is going to distract Flag of Trotkat Trotkat somewhat.

The civil war tree is divided into the main trunk and side branches. The completion of the former is mandatory to progress the story. One of the focuses will grant you a temporary national spirit that will prevent you from completing certain other focuses further down until it expires, so plan accordingly. Some of the focuses near the bottom are only available after the civil war ends. Focuses in the side branches are there to help you finish the civil war if it is taking too long.

Post civil war

HIE main focus tree.png

The main focus tree is divided into three branches, economic on the left, political in the center, and military on the right, with the neighbouring branches overlapping somewhat at the bottom. The break around the halfway point of the tree is mostly for aesthetic and clarity purposes. Before you can start any focus in the lower half, you must first complete one of the three mutually-exclusive focuses at the bottom of the upper half of the political branch. For economic and military branches in the lower half, you need to complete both the political branch in the upper half, and one of the two mutually-exclusive focuses in their respective branches at the bottom of the upper half.

In the upper half of the political branch two schools of political thought compete; Zumanites (or artists) and Umundites (or academics). The first two mutually-exclusive focuses will determine their ultimate power, which affects which focus will be available to you in the third mutually-exclusive pair, as well as which two out of the three mutually-exclusive ones at the bottom. As academics start at a slight advantage, the only way to unlock artist focuses is to support them both times. The middle out of the three mutually-exclusive focuses is always available, regardless of which school is more dominant. It's also impossible to have both schools be equally influential. If all you care about is completing this portion of the focus tree as quickly as possible, support artists both times to be able to complete The Transcendental Magistrates, but finish the tree with the neutral The Beauty Of The Equine Experience. A purely academic route which ends with Cherish The Intellect Of The Godhead is only about 15 days longer, so it may also be worth considering.

Similarly, in the upper half of the economic branch, two schools of economic thought compete: Zynskaites (or agrarians) and Zidonites (or urbanists). In this case, however, their relative strength is not determined by which focuses you have taken (with one exception), but primarily through their projects in each state. Each of your owned corable state in mainland Zebrica, of which there can be a maximum of 22 (starting Colthaginian states plus Coltvan and Coltdarian states), is eligible for implementation of either agrarian or urban economic model. Those projects can be further upgraded a few times, but only the first step affects the relative influence of each school. Another way to strengthen one school or the other is through a series of ecological projects unlocked after Nature Must Be Nourished. Finally, agrarians can be strengthened once through the focus A Return To Nature. Which school is stronger determines what national spirit you will get after completing mutually-exclusive focuses. Those bonuses are determined only upon the completion of the focus, and you will not gain the other if the balance shifts later. Only the final pair of mutually-exclusive focuses requires that the relevant school is stronger than the other.

The popularity of the two schools of economic thought is measured on a scale from 0 to 5, described by different adjectives (Non-Existent, Low, Minor, Moderate, Decent, and Overwhelming), and they can never drift further than Non-Existent versus Overwhelming. Further supporting the school of Overwhelming popularity has no effect. This also means that at most you only need to support the weaker school three times in a row to make it dominant (bringing the balance to Moderate versus Minor), regardless of your earlier actions. For example, if you support agrarians 14 times, and afterwards you support urbanists 3 times, the latter will still become more popular, even though you supported the former more times in total.

In the lower half of the political branch, in the focus Approach The Legionaries Of The Night, you get the option to ally with Flag of Chiropterra Chiropterra. It may be wise to rush here as soon as you can, as you stand a much better chance against Flag of Hippogriffia Hippogriffia with them by your side, and they are unlikely to win against them without help. Around the top of the political branch you unlock the ability to embark on journeys to gather alchemical ingredients from around the world and prepare concoctions out of them. This is important to achieve the ending and will give various buffs along the way, so it should be done relatively early.

The military branch offers variety of bonuses to your land forces and air force, but none to navy. Winning against an opponent with a stronger navy will require the utilisation of some strategy involving naval bombers, paratroopers, or both.

The final focus requires a certain amount of crystals to be present in Colthage. You generate them primarily by inflicting casualties in wars, so try to encircle and destroy enemy divisions whenever possible. This is further improved by one of the potions that you can make. Other methods of increasing resources present in a state, such as building infrastructure or implementing agrarian school of economic thought, also work.

Technology

Hippone generally inherits technology of their predecessor nations. The only exception to that is if it was formed by Raft Wood's border redraw or certain console commands, in which case it is granted technologies listed below.

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 Racial
  • None
  • Trade Interdiction
  • None
  • Charger Division
  • War Canoes
    • Deep Sea Canoes

Designers, concerns and theorists

By selecting a Design Company they will permanently affect capabilities on all equipment researched and designed while they are hired.


Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
Maztrotta Cars
Maztrotta Cars
Infantry Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Soft attack: +5%
    • Armor: +5%
  • Armored Car:
    • Soft attack: +5%
    • Armor: +5%
Political Power 150
Hippone Tractor Factory
Hippone Tractor Factory
Medium Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Soft attack: +5%
    • Reliability: +5%
  • Armored Car:
    • Soft attack: +5%
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Mercantile Escort Shipyard
Mercantile Escort Shipyard
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
Cothon Of Colthage
Cothon Of Colthage
Battlefleet Designer
  • Owns state Colthage (875)
  • Naval Research Speed: +15%
  • Capital Ships:
    • Armor: +15%
    • Heavy Attack: +15%
  • Screens:
    • Sub detection: −25%
    • Torpedo attack: +25%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
National Aviation Workshops
National Aviation Workshops
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
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Ochzor Rifle Designs
Ochzor Rifle Designs
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
  • Infantry Equipment:
    • Soft attack: +5%
Political Power 150
Ochzor Cannon Designs
Ochzor Cannon Designs
Artillery Designer
None
  • Artillery Research Speed: +15%
  • Towed Artillery:
    • Breakthrough: +5%
    • Defense: +5%
Political Power 150
Army Materiel Command
Army Materiel Command
Support Equipment Designer
None
  • Support Unit Research Speed: +15%
  • Support Equipment:
    • Production cost.png Production Cost: −15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Scientific Innovation Committee
Scientific Innovation Committee
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Zimrida Ikkalid
Zimrida Ikkalid
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 50
Hyrum Zalissanid
Hyrum Zalissanid
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 50
Zyrum Adoniahit
Zyrum Adoniahit
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 50

Cosmetic Names

Vengir/Hippone has many unique cosmetic names for its equipment, listed here.

Pre-industrial equipment
Type Name
Pre-firearm Zonician Swords
Muskets Quaggatai Matchlocks
Infantry & motorized techs
Type 989 1007 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1023 1025
Infantry Equipment Garcano-Ochzor Model 989 Ochzor Rifle C-1007 Aztarte C-1010 Aztarte C-1013 Rezheph M-1 Rezheph M-2
Magical Infantry Equipment Zothar Rifle Or Shotgun M-1 Zephon C-1019 Or Shotgun M-2
Aircraft techs
Tech Year Close Air Support (Carrier) Fighter (Carrier) Naval Bomber (Carrier) Heavy Fighter Tactical Bomber Strategic Bomber (Superheavy) Scout PlaneLa Résistance
1004 National Aviation Workshop Serie B Aztarte Hocico
1007 Aztarte Bombardero Prototipo 1 (Aztarte Bombardero Prototipo 1 Transportadora) National Aviation Workshop Serie E (National Aviation Workshop Serie C) Columbroni-NAW Lanza 1 (Columbroni-NAW Lanza 2) Clypeus Ataque Aztarte Rabo Tabnit Grande Clypeus Ataque Exploradora
1011 Aztarte Bombardero Pequeño 2 'Kan' (Aztarte Pequeño Bombardero Portaaviones 2) National Aviation Workshop Serie G (National Aviation Workshop Serie F) Columbroni-NAW Lanza 4 (Columbroni-NAW Lanza 3) Clypeus Pezuña Aztarte Ala Tabnit Bombardeo Clypeus Pezuña Exploradora
1015 Aztarte Bombardero Pequeño 5 'Río' (Aztarte Pequeño Bombardero Portaaviones 7) National Aviation Workshop Serie J (National Aviation Workshop Serie I) Columbroni-NAW Lanza 6 (Columbroni-NAW Lanza 5) Aztarte Sierra Aztarte Bucear Tabnit Desde Arriba
Jet Engine Technology
1016 National Aviation Workshop Serie N (National Aviation Workshop Serie O) Zahummid Sol
1021 National Aviation Workshop Serie Y (National Aviation Workshop Serie X) Aztarte Luna Tabnit Delantero Reacción
1026 Aztarte Estrella Tabnit Trituradora (Tabnit Monstruosidad)

Politics

National Spirits

By default, Hippone has no starting national spirits. If it appears as a result of the Third Colthaginian Civil War, it is granted the following:

Devastating Famine icon
Devastating Famine
  • Monthly Population: -30.0%
  • Recruitable Population Factor: -30%
  • Consumer Goods Factories factor: 30.0%
  • Production Efficiency Cap Production Efficiency Cap: -30.00%
  • Factory Output: -30.00%
  • Dockyard Output: -30.00%
  • Resources to Market: -30%
The Age of Strife icon
The Age of Strife
  • War Penalty Stability Modifier: +15.00%
  • Surrender Limit: +5.00%
  • This National Spirit will be removed at the end of the Civil War!
  •  
  • (The Coltaginian Federal Army Forces) Attack bonus against country: +5.0%
  • (The Coltaginian Federal Army Forces) Defense bonus against country: +5.0%
  • (The United Colthaginian Republican Front) Attack bonus against country: +5.0%
  • (The United Colthaginian Republican Front) Defense bonus against country: +5.0%
Lessons of the Father, Number 1: In the beginning, there was the Godhead, and they were Good. Then, the Arch-Enemy, Za'al-Maar tricked the Godhead and shattered them. Only now through virtuous action will the world be made pure, and the Godhead restored.
The Lockstep Legions icon
The Lockstep Legions
  • Mobilization speed: -10.00%
  • Division Organization: +5.0%
  • Recruitable Population Factor: -15%
  • Division Recovery Rate: +5.0%
  • This National Spirit will be removed at the end of the Civil War!
The Star Father has spoken, and his servants march.


If Hippone forms through Raft Wood's border redraw, it instead is granted the following:

Colthage Shattered icon
Colthage Shattered
  • Weekly Stability: -0.10%
  • Weekly War Support: +0.10%
  • No Can join factions
Colthage lies broken. Until we are reunified, we will endure chaos and misery.

Diplomacy

If the Third Colthaginian War is taking place, Hippone will end up at war with the other two factions very soon after forming. Otherwise, there is no special diplomatic status with other countries. If Raft Wood decides to redraw the borders of Colthage, Hippone will become an independent nation, not a puppet.

Parties

The initial popularity between the political parties is similar in all three scenarios with minor alterations. Zauro Ochzor starts with more popularity for his party. Hippone created by Raft Wood is ruled by a Non-Aligned party with weak support, and the Third Colthaginian Civil War version of the country enjoys a moderate support for their ruling party.

After Raft Wood's border redraw:

Political parties
Name Ideology Leader Popularity
Non-Aligned Despotism.png Non-Aligned
Non-Aligned
' 20%
Supremacist Autocracy.png Supremacy
Supremacy
60%
Harmonic Alicorn Rule.png Harmony
Harmony
10%
Communist Equestrian Socialism.png Communism
Communism
10%

If Zauro Ochzor secedes:

Political parties
Name Ideology Leader Popularity
Ochzorids Stratocracy.png Stratocracy
Supremacy
Zauro Ochzor 80%
Non-Aligned Despotism.png Non-Aligned
Non-Aligned
20%
Harmonic Alicorn Rule.png Harmony
Harmony
0%
Communist Equestrian Socialism.png Communism
Communism
0%

At the start of the Third Colthaginian Civil War:

Political parties
Name Ideology Leader Popularity
The Covenant
The Covenant, The Sword, And The Hoof Of Equinity
Esotericism.png Esotericism
Supremacy
Hiram Zerranid 60%
Heathens Despotism.png Non-Aligned
Non-Aligned
20%
Heathens Alicorn Rule.png Harmony
Harmony
10%
Heathens Equestrian Socialism.png Communism
Communism
10%

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Generic Leader
Generic Leader
Despotism.png
Non-Aligned
Non-Aligned

None
None

Raft Wood's Hippogriffia has redrawn the borders of the Colthaginian Republic


Zauro Ochzor
Stratocracy.png
Stratocracy
Supremacy

Ochzorids
Infantry Equipment Designer
  • Infantry Equipment:
    • Production cost.png Production Cost: −10%
Zauro Ochzor is one of the senior generals of the Colthaginian army, and is greatly respected by soldiers and civilians alike. Born in Colturubis, he entered the military academy of Colthage and graduated as an artillery officer. His father had been an engineer and Zauro had developed a fascination with firearms from a young age, so it was inevitable that he ended up becoming a designer of military materiel.

As Zamilcar Zarca was modernizing the Colthaginian army, he needed zebras like Zauro to create a modern arsenal. Zauro answered the call and proved to be an ingenius and diligent designer, taking Griffonian designs and modifying them to perfection. His most famous work is the Garcano-Ochzor Model 989, the standard weapon of Colthaginian infantry. He also wrote several manuals on weapons and was promoted to Director of the Department of Artillery.

After the invasion of the Storm King, he started work on the world's first gas-operated semi-automatic rifle, which he calls the C-1007 and which others simply call the Ochzor Rifle. It is a revolutionary design, but he is distracted by his duties as a general of the army during a period of instability. While he is loyal to the Zarcid regime, he also believes that other factions in Colthage would be foolish to not adopt his superior design once it is finished.

When Flag of Colthaginian Republic Colthaginian Republic's government is couped by the Militarists, and then Zauro Ochzor's loyalty towards the leader is either Dangerously Low or Non-existent, while his power is neither Dangerously High nor Negligible, and no other general is both disloyal and has Dangerously High power.


Hiram Zerranid
Esotericism.png
Esotericism
Supremacy

The Covenant
The Covenant, The Sword, And The Hoof Of Equinity
None
Biography: Born to a rich patrician family in Hippone, Hiram Zerranid had an easy life and could focus freely on his studies. As an adult, he enrolled in the University of Hippone and studied history, philosophy, hippology and alchemy. During his time there, he joined a small, secret society and quickly rose through its ranks due to his charismatic nature, eventually becoming its leader. Over time this society slowly grew in numbers, though it likely would have remained as such that had the government not collapsed multiple times in quick succession.

By the end of the Second Colthaginian Civil War, Hiram's followers had grown from a small club to a legion of thousands. His teachings gave the aimless purpose and the destitute hope. Once he had gained enough support, he made the daring act of rebelling against Zarishat's regime under the pretense of her being unfit to rule. As a direct result of this, his influence skyrocketed and the knowledge of his beliefs spread throughout Colthage. To others he was no longer Hiram Zerranid, for his followers whispered a new name in reverence while his enemies cursed the title that he had come to be known by: The Star Father.

Now that the Age of Strife has begun, only time will tell what will come of this mysterious zebra and his new religion. Will he be content with brutally cleansing his homeland of the "evil" he claims infests it, or will he strive for higher, more terrifying goals?

Portrait By: Scroup

As Flag of Coltvan Republic Coltvan Republic cause Zarishat to become the leader, win the Second Colthaginian Civil War, and finally, have too many prefectures end up in an anarchy.


Political Advisors

Select advisor.png Political advisors
Name Trait Requirement Effect Cost
Tabnit Abibaalid
Tabnit Abibaalid
Silent Workpony
  • There was no third Colthaginian Civil War. (?)
  • Political Power Gain: +15%
Political Power 150
Arvad Zimridatid
Arvad Zimridatid
Occultist
  • There was no third Colthaginian Civil War. (?)
  • Daily Political Power Gain: −0.05
  • Research Speed: +2.5%
  • Ideology drift defense: +5%
Political Power 150
Arvad Zimridatid
Arvad Zimridatid
Conductor Of The Choir Of Knowledge
  • The third Colthaginian Civil War happened. (?)
  • Research Speed: +7.5%
  • Weekly War Support: +0.25%
  • Resistance Growth Speed: −2.5%
Political Power 150
Adoniah Tanyihit
Adoniah Tanyihit
Propaganda Master
  • There was no third Colthaginian Civil War. (?)
  • Political Power Gain: +5%
  • War Support: +5%
  • Resistance Decay Speed: +15%
Political Power 150
Jezalla Zaalatit
Jezalla Zaalatit
Cult Leader
  • There was no third Colthaginian Civil War. (?)
  • Political Power Gain: +10%
  • Ideology drift defense: +10%
  • Stability: +5%
Political Power 150
Jezalla Zaalatit
Jezalla Zaalatit
Architect Of The Works Of Beauty
  • The third Colthaginian Civil War happened. (?)
  • Political Power Gain: +10%
  • Weekly Stability: +0.25%
  • Compliance Growth Speed: +2.5%
Political Power 150
Qarnaim Sikarbaalid
Qarnaim Sikarbaalid
War Industrialist
  • There was no third Colthaginian Civil War. (?)
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Qarnaim Sikarbaalid
Qarnaim Sikarbaalid
Arcadian Idealist
  • The third Colthaginian Civil War happened. (?)
  • Resource Gain Efficiency: +5%
  • Consumer Goods Factories factor: −5%
  • Recruitable Population Factor: +5%
  • Monthly Population: +10%
Political Power 150
Zisa Shibanit
Zisa Shibanit
Captain of Industry
  • There was no third Colthaginian Civil War. (?)
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
The Guide
The Guide
Wielder of The Guidance
  • The Alchemical Super Projects have been unlocked via the focus The Secrets Of Alchemy. (?)
  • Daily Political Power Gain: −0.05
  • Alchemical Super Projects: Cooldown Time: −20%
  • Journal: Time Taken Factor: −15%
  • Journal: Success Odds Factor: +7.5%
  • The Guide's connections allows her to call in favors in aid of her expeditions.
Political Power 75

Flags

Flags
Flag Information
Hippone.png
Hippone/The Hipponian Republic

Despotism.pngAlicorn Rule.png
Hippone (Supremacy).png
Hippone

Autocracy.png
Hippone (Communism).png
Hippone

Equestrian Socialism.png
The Covenant.png
The Covenant, The Sword, And The Hoof Of Equinity
The Ascendancy Of Zebrakind

Esotericism.png

Economy

Laws and Development

Default

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
Developed Science Base Developed Science Base
  • No penalties
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%
Negligible Illiteracy Negligible Illiteracy
  • No penalties
Poverty Race
High Poverty High Poverty
  • Monthly Population: -13.0%
  • Consumer Goods Factories: 11.0%
  • Construction Speed: -16.00%
  • Research Speed: -7.50%
Zebra Zebra Race
  • Uses Zebra Racial Tree

Hiram

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%
Early Mobilization Early Mobilization
  • Industrial Research Speed: +2%
  • Consumer Goods Factories: 30.0%
  • Fuel Gain per Oil: -25.00%
  • Infrastructure construction speed: +5.00%
  • Military Factory construction speed: -10.00%
  • Civilian Factory construction speed: -10.00%
Scientific Development Society Development Illiteracy
Developed Science Base Developed Science Base
  • No penalties
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
High Poverty High Poverty
  • Monthly Population: -13.0%
  • Consumer Goods Factories: 11.0%
  • Construction Speed: -16.00%
  • Research Speed: -7.50%
Zebra Zebra Race
  • Uses Zebra Racial Tree

Industry and Resources

Balkanized

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
3 1 3 (-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 3 (-1) 24 (-12) 0 5 (-2) 0 14 (-7)

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


Hiram

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
3 2 3 (-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 3 (-1) 44 (-9) 0 0 0 0

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


Ochzor (just the capital state)

Factories*
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
1 1 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 0 0 0 0 0 0

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

Military

Army

WIP - add Hiram's OOB

Army
Type No.
ChargersHigh Priority Transcendental Legion Division 6
Infantry Transcendental Aspirant Division 6
Infantry Transcendental Cohort Division 6
Army experience Total divisions 18
Ponypower Ponypower used 125.40k

Though intended for Hiram's path, all versions of Hippone have access to the six Grandmasters. Zauro Ochzor is only available as a general if Hippone formed by him seceding from militarist Colthage.

Generals
General Traits Description Skills Race
Gradmaster Of Love
General
Gradmaster Of Love
Gradmaster Of Love (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 trickster.png Trickster
Doing the unexpected in combat can give you a large advantage.
  • Reconnaissance: +25%
Trait guerilla fighter.png Guerilla Fighter
The skilled guerilla fighter is an expert at using natural terrain and obstacles to their advantage.
  • Entrenchment speed: +50%
None
Level 3
Attack.pngAttack: 3
Defense.pngDefense: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Zebra.png
Zebra
Grandmaster Of Joy
General
Grandmaster Of Joy
Grandmaster Of Joy (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 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 infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
Trait skilled staffer.png Skilled Staffer
Surrounded by some of the best staff, this leader is able to organize and manage a larger number of units.
  • General Max Army Size: +6
None
Level 3
Attack.pngAttack: 4
Defense.pngDefense: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Zebra.png
Zebra
Grandmaster Of Pleasure
General
Grandmaster Of Pleasure
Grandmaster Of Pleasure (advisor).png
Trait midnight poppy.png Master of Psychology
Having studied Psychology long before joining the military, this pony knows how to use their expertise to convince their troops to put in that extra effort into everything they do.
  • Division Organization: +5%
  • Division Recovery Rate: +5%
Trait organizer.png Organizer
Able to plan and organize the movement of large armies.
  • Planning Speed: +10%
Trait trickster.png Trickster
Doing the unexpected in combat can give you a large advantage.
  • Reconnaissance: +25%
None
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 1
Planning.pngPlanning: 4
Logistics.pngLogistics: 4
Zebra.png
Zebra
Grandmistress Of Companionship
General
Grandmistress Of Companionship
Grandmistress Of Companionship (advisor).png
Trait infantry leader.png Infantry Leader
Skilled at leading infantry in combat.
  • Infantry Division Defense: +13%
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%
Trait hill fighter.png Hill Fighter
Excels at fighting in Hilly terrain.
  • Hills:
    • Movement: +5%
    • Attack: +10%
    • Defense: +10%
None
Level 3
Attack.pngAttack: 1
Defense.pngDefense: 4
Planning.pngPlanning: 3
Logistics.pngLogistics: 2
Zebra.png
Zebra
Grandmistress Of Poetry
General
Grandmistress Of Poetry
Grandmistress Of Poetry (advisor).png
Trait artillery specialist.png Artillery Leader
Skilled at directing artillery in combat.
  • Artillery Defense: +10%
Trait artillery expert.png Artillery Expert
A true expert in directing artillery.
  • Artillery Attack: +10%
Trait heat expert.png Heat Specialist
Possesses an intuitive understanding of the difficulties of fighting in Hot conditions.
  • Heat Attrition: −50%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 2
Planning.pngPlanning: 3
Logistics.pngLogistics: 3
Zebra.png
Zebra
Grandmistress Of Violence
General
Grandmistress Of Violence
Grandmistress Of Violence (advisor).png
Trait cautious.png Cautious
Takes their time and plans carefully.
  • Planning Speed: −20%
  • Chance to get wounded in combat: −50%
Trait engineer.png Engineer
Adept in the arts of crossing rivers and constructing field fortifications.
  • River:
    • Attack: +5%
  • Fort:
    • Attack: +10%
Trait fortress buster.png Fortress Buster
Assaulting a Fort holds no terror for this officer.
  • Fort:
    • Attack: +15%
None
Level 3
Attack.pngAttack: 2
Defense.pngDefense: 4
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Zebra.png
Zebra
Zauro Ochzor
General
Zauro Ochzor
Zauro Ochzor (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 career officer.png Career Officer
Dedicated to the life as an officer, with ambitions to match.
  • Promotion Cost: −25%
Trait artillery specialist.png Artillery Leader
Skilled at directing artillery in combat.
  • Artillery Defense: +10%
See description:
Zauro Ochzor is one of the senior generals of the Colthaginian army, and is greatly respected by soldiers and civilians alike. Born in Colturubis, he entered the military academy of Colthage and graduated as an artillery officer. His father had been an engineer and Zauro had developed a fascination with firearms from a young age, so it was inevitable that he ended up becoming a designer of military materiel.

As Zamilcar Zarca was modernizing the Colthaginian army, he needed zebras like Zauro to create a modern arsenal. Zauro answered the call and proved to be an ingenius and diligent designer, taking Griffonian designs and modifying them to perfection. His most famous work is the Garcano-Ochzor Model 989, the standard weapon of Colthaginian infantry. He also wrote several manuals on weapons and was promoted to Director of the Department of Artillery.

After the invasion of the Storm King, he started work on the world's first gas-operated semi-automatic rifle, which he calls the C-1007 and which others simply call the Ochzor Rifle. It is a revolutionary design, but he is distracted by his duties as a general of the army during a period of instability. While he is loyal to the Zarcid regime, he also believes that other factions in Colthage would be foolish to not adopt his superior design once it is finished.
Level 2
Attack.pngAttack: 1
Defense.pngDefense: 2
Planning.pngPlanning: 2
Logistics.pngLogistics: 2
Zebra.png
Zebra

Division composition list

Division composition list
Division Name list Support companies Combat battalions
NATO chargers.png Transcendental Legion Division None Recon Detachment, Engineer Company 9x Chargers
NATO infantry.png Transcendental Aspirant Division None Artillery, Engineer Company 6x Infantry
NATO infantry.png Transcendental Cohort Division None Military Police 4x Infantry

Tank Variants list

Tank Variants list (With No Step Back No Step Back)
Name Chassis Suspension Armor? Engine? Main Armament Turret Special Features
Early Light Tank Early Light Tank Bogie Riveted 1 Gasoline 1 Heavy Machine Gun One Pony Turret
* marks a variant as "outdated".

Navy

Hippone doesn't have a predefined navy. If formed through Zauro Ochzor declaring independence, a portion of Colthaginian navy will be transferred to them. Likewise, Admiral Zamalad Ochzor will also defect to Hippone, whose stats are listed below.

If formed through other means, Hippone starts with no admirals, and must build their navy from scratch.

Admiral
Admiral Traits Description Skills Race
Zamalad Ochzor
Admiral
Zamalad Ochzor
Zamalad Ochzor (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%
Pirate supporter.png Pirate
This character is a pirate and is loyal to the pirate code.
Trait blockade runner.png Blockade Runner
Able to rapidly Disengage from Naval Combat.
  • Retreat Decision Chance: +20%
  • Fleet speed while retreating: +15%
  • Convoy speed while retreating: +5%
Trait spotter.png Spotter
The Spotter pays special attention to keeping an eye out for enemy fleets.
  • Spotting Speed: +10%
Trait admiral concealment expert.png Concealment Expert
This officer has completed the government-mandated training course on how not to be seen.
  • Visibility: −20%
None
Level 3
Attack.pngAttack: 3
Defense.pngDefense: 1
Maneuvering.pngManeuvering: 5
Coordination.pngCoordination: 1
Zebra.png
Zebra

Air

Hippone doesn't have an air force. If formed through Zauro Ochzor declaring independence, a portion of Colthaginian aircraft will be transferred to them.

If formed through other means, Hippone must build their air force from scratch.

Military staff

Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Philosir Zabdosirid
Philosir Zabdosirid
Army Offense (Expert)
None
  • Army Experience Gain: +0.30
  • Division Attack: +10%
  • AI Modifier: Focus on Offense: +15%
Political Power 100
Command power 20
Zitthobaal Zishanit
Zitthobaal Zishanit
Army Organization (Expert)
None
  • Army Experience Gain: +0.30
  • Division Organization: +8%
Political Power 100
Command power 20
Izabel Zadoniait
Izabel Zadoniait
Army Morale (Expert)
None
  • Non-Combat Out of Supply Penalties: −6%
  • Army Experience Gain: +0.30
Political Power 100
Command power 20
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Aqhat Hailamaid
Aqhat Hailamaid
Naval Maneuver (Genius)
None
  • Naval Speed: +15%
  • Naval Experience Gain: +0.40
Political Power 200
Command power 10
Zashtartyaton Abdosirys
Zashtartyaton Abdosirys
Commerce Raiding (Specialist)
None
  • Naval Experience Gain: +0.20
  • Convoy Raiding Efficiency: +10%
Political Power 50
Command power 30
Izavel Belzid
Izavel Belzid
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
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Milkherem Zikkalid
Milkherem Zikkalid
Air Safety (Genius)
None
  • Air Accidents Chance: −15%
  • Air Experience Gain: +0.40
Political Power 200
Command power 10


Zibibaal Tammuzid
Zibibaal Tammuzid
Ground Support (Expert)
None
  • Air Experience Gain: +0.30
  • Air Superiority: +10%
Political Power 100
Command power 20


Adoncia Zhemenid
Adoncia Zhemenid
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
Resheph Tammuzit
Resheph Tammuzit
Infantry (Expert)
None
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
Political Power 100
Command power 20
Zadohnes Hibanit
Zadohnes Hibanit
Army Regrouping (Specialist)
None
  • Division Recovery Rate: +4%
Political Power 50
Command power 30
Tanith Carnaid
Tanith Carnaid
Commando (Expert)
None
  • Special forces Attack: +10%
  • Special Forces Cap: +6
Political Power 100
Command power 20
Kanmi Autpanid
Kanmi Autpanid
Air Combat Training (Specialist)
None
  • Ace generation chance: +5%
Political Power 50
Command power 30
Tabnit Shapashays
Tabnit Shapashays
Air Superiority (Genius)
None
  • Air Superiority Mission Efficiency: +15%
Political Power 200
Command power 10
Domina Emeshmonys
Domina Emeshmonys
Bomber Interception (Expert)
None
  • Interception Mission Efficiency: +10%
Political Power 100
Command power 20
Zaqhat Hiramit
Zaqhat Hiramit
Fleet Logistics (Expert)
None
  • Naval max range factor: +10%
Political Power 100
Command power 20
Zatrun Akarbaalys
Zatrun Akarbaalys
Naval Air Defense (Genius)
None
  • Naval AA attack: +20%
Political Power 200
Command power 10
Zaqhat Zezidys
Zaqhat Zezidys
Submarines (Specialist)
None
  • Submarine Attack: +10%
  • Submarine Defense: +5%
Political Power 50
Command power 30

Gameplay and Strategy

As Hiram is the only playable leader of Hippone, this section focuses entirely on his path.

How to form

For Ascendancy to appear, a specific sequence of events must occur.

  1. In Colthaginian Republic, Constitutionalists revolt against Zarcids. Upon reaching certain surrender progress, when militarists offer their help with overthrowing the sufrit, they must accept.
  2. Zeshmunazash from Coltva must agree to the negotiations in Colthage, resulting in Zarishat replacing him (and Coltva appearing on the map, if it didn't already exist) and the second civil war.
  3. Zarishat defeats the Constitutionalists, but fails to maintain control of the country, resulting in the third civil war.

A wise thing to do from the start of the game is to construct some rail connections between supply hubs, especially in the southern part of the country. This will help keep your army supplied during civil wars. Additionally, while the focus to fortify Coltva builds forts on the eastern and southeastern border, one of those provinces will be on the frontline of the first and second civil war, which may prove beneficial when you are defending as Coltva.

As all of this involves switching tags, you may be tempted to delete your army and stockpile before doing so. If you have no reservations against playing like that, the best way might be to maintain normal garrison in Coltva, never weaken the Constitutionalists before the first Civil War, switch to them, and capitulate Zarcids before Coltva revolts. Delete any units you are allowed to before you switch to Coltva. As long as Coltva still isn't on the map, you will be able to switch after the failed negotiations. If Coltva appears during the first civil war when you have already switched to Constitutionalists, the only way to switch to Coltva will be through console commands.

However, if you want keep the first two civil wars more fair for your enemy, it might be wiser to allow Coltva to rise during the first civil war. Before starting the game, set the AI behavior for the Colthaginian Republic to the non-aligned path (to ensure that Constitutionalists accept Militarists' aid). At the start of the game, set your occupation law in Coltva to no garrison and wait. When the Constitutionalists start the civil war, keep playing as Zarcids until Coltva revolts and switch to them instead. You may weaken the Constitutionalists once (for example through the event chain started by quelling the student protests) to ensure that Zarcids don't fall too early. This has the benefit of allowing Coltva to complete the first few focuses in their tree and setting up their divisions in beneficial defensive positions before being forced to fight on their own against Constitutionalists.

Threats and Opportunities

  • Naval Invasions - a significant portion of your playthrough will be spent fighting countries with stronger navies. The AI likes targeting ports in your core states the most. One decent or two weak divisions per port ought to be sufficient to protect it. Without a captured port for supply, the enemy divisions that land in a neighbouring province will be easy prey. This is important especially during the second civil war and the war against Hippogriffia.
  • Flag of Chiropterra Chiropterra - your only potential ally if they don't fall to Hippogriffia too early and there wasn't an Equestrian Civil War that was won by Nigthmare Moon. The North Zebrican War may start later if Flag of Kingdom of Warzena Kingdom of Warzena is not guaranteed by or in faction with the hippogriffs.
  • Flag of Hippogriffia Hippogriffia - probably your first big enemy after winning the third civil war. They have a much stronger navy, which you need to either slowly whittle down with your naval and tactical bombers (for that, you want to eventually cover all of their ports with port strikes, in addition to naval strikes on surrounding sea regions), bypass with paratroopers, or both (for example, you might capture minor islands, which are likely to be weaker, with paratroopers, which will reduce the number of regions where you need to maintain port strikes). They have two air bases: one in Ain Trotgourait, and another on Mount Aris, in the centre of the island. When pushed from mainland Zebrica, they will likely only be able to maintain air superiority on the two air regions covering their home island. Extra bases of your own on the hippogriff islands connected by strait crossing to the mainland and in the northern state of Chiropterra might help your planes get some extra range you need. If they have already won the North Zebrican War, are harmonic, and in faction with Equestria, they will be basically unbeatable. If they are led by Crack Lightning from the radical branch of Aris First, they will not guarantee Warzena or ally anyone. If led by Posada's communist party, they won't guarantee them either, but will be quite strong by themselves.
  • Flag of Sirenalia Sirenalia - they may appear instead of Hippogriffia. After retaking Zumidia, they might declare war on you even before you're done with the third civil war, let alone in alliance with Chiropterra. However, in the hands of the AI, they are prone to running out of steam early. Be aware that at the time when Ascendancy released, Sirenalia was a player-only country, so it's possible that certain interactions will not go as you'd expect. Set this path at your own risk.
  • Flag of Coltvan Republic Coltvan Republic, Flag of Quaggatai Quaggatai and Flag of Llambet Llambet - hold some of the mainland states that you can core. Confrontation is inevitable, but will be easy if you're not otherwise busy. You can create custom puppets out of the latter two.
  • Flag of Yarildom of Chital Yarildom of Chital - regardless of their path, they have competing interests in Llambet, which may lead to a confrontation. At the same time, if led by Eva Pillai, they will fight against Macawia together with you. Do not accept a non-aggresion pact with them, as that may complicate things if you don't get everything you need.
  • Flag of Macawia Macawia - the final Zebrican country that is in your sphere of interest. Their two largest islands hold all the victory points needed to capitulate them, but to progress your focus tree, you need to become the owner of the five states located on their small islands. Do not let anyone else take them in the peace conference, especially not your ally (or you will need to change ownership via console or kick them from faction and declare war against them).
  • Flag of Republic of Asterion Republic of Asterion - the final country with a free wargoal from the focus tree and your potential gateway to Griffonia. If they are harmonic, they will form a faction and invite some nearby countries, including Macawia. Although the relevant focus bypasses if they no longer exist, most of their potential enemies prefer to merely puppet them instead.
  • Flag of Kása Free State Kása Free State - the only Griffonian country with a significant zebra population, Kása can be manually justified against and invaded for some potential core states. As they are considered a crypto-avian nation, the justification time reduction will still apply.
  • Various powers of Griffonia - while you don't technically need to fight anyone else on Griffonia, both the war justification time reduction and the story encourages you to get your remaining blood crystals in Griffonia rather than Zebrica. By the time you get there, however, most of the continent would have already consolidated under only a handful of nations, unless you have carefully selected AI behaviour settings to limit that. All of Griffonia, as well as northeastern Equus can be turned into custom puppets, but you will likely have sufficient amount of crystals after conquering the south of the continent.
    • A combination of Lord Protector in Griffonian Empire, Claus Rosewing in Griffonian Republic, Supremacist Aquileia, Centrist Wingbardy, The Order of Opinicus Gryphus (to get rid of Prywhen), Supremacist Asterion, and Supremacist Sicameon will result in griffons staying separated in manageable chunks, even in the late game.
    • If you also wish to force Riverlands into infighting, set Nimbusia and Wittenland to Supremacist, Lake City to Princely Restoration, River Republic to Nova Whirl, and Diamond Mountain to Communist. When the dust settles, only River Republic, Pònaidhean, and Wittenland will likely remain.
    • Dark Wing's Stalliongrad, Corporate Nova Griffonia, and Communist Pingland, will likely leave the avians of Equus outside any alliances, with the rest of the continent in faction with Equestria.

Gameplay Mechanics

  • After the focus Bring About The End Of Soul Theft you will be locked into the Hidden Economy Trade Law. As a result, you won't be able to import any resources, not even from your puppets. This limitation may be bypassed if Wittenland constructs a special dam project in one of their states and you capture it. Partly as a result of that, it may make creating puppets less desirable.
  • Custom puppets of most avian nations have severe maluses, rendering them practically useless beyond short-term bonuses. However, you can still request garrison support from them, making the occupation of conquered territories less taxing on your ponypower. Avians have their uses, after all.
  • Any time you want to justify a war goal on another nation, you need to check whether a nation is avian (meaning that you get a justification time reduction) or not. To do that, you must first left-click on one of that nation's states, then right-click it, click an avian skull next to the justification button, and finally close and reopen the diplomacy window for that nation. Simply right-clicking won't make the avian skull appear.
    • An avian nation is any nation whose race is bird-like, that is hippogriff, harpy, griffon, or penguin. The former two are taken care of through the focus tree.
    • Flag of County of Bronzehill County of Bronzehill, Flag of Kása Free State Kása Free State, and communist Flag of County of Longsword County of Longsword are considered "crypto-avian" nations, meaning that they are eligible for the same justification time reduction like any other nation. This is especially noteworthy for Kása, which is corable.
  • After the third civil war, enemy casualties you inflict in wars generate crystal resources in your capital state. They can be used like any other crystals (for magical weapons and nuclear reactors), for transmutation, and finally, for the final ritual. The rate at which you can gain crystal can be doubled with one of the potions.
  • Through resource transmutation you can change all of one type of resource in a given state to another.
  • 22 mainland corable states can be designated for implementation of either urbanist or agrarian economic thought, granting relevant bonuses. Each project can be upgraded a few times. When one economic thought has 7, 14, or 22 states with fully upgraded projects, you get additional milestone bonuses. It may be wise to split the states 14 to 7 between the factions (with the 22nd going to either) to get two milestone bonuses from one faction, and one milestone from the other.

Alchemy, The Guide, and the Journal

The most unique mechanic of the nation is the alchemical journal. It is unlocked through the focus The Secrets Of Alchemy and accessed through the special button next to the clock. You may send The Guide on various missions across the globe to collect unique potion ingredients. Hire The Guide as an advisor to receive various benefits. The focus The Strange Friends Of Hiram Zerranid may change some of the events you receive and is required before you can embark on a mission to Manehattan, but it doesn't change anything else.

Before each mission, you can send supplies to The Guide in the form of (Political Powerpolitical power, support equipment, Command powercommand power, and Army experiencearmy experience) for percentage points that can be spent to increase success rate of the next mission by that amount. Unspent points carry over for another mission, so feel free to give The Guide everything, if you can afford it. A successful mission adds a new ingredient to your collection.

Each potion requires three different ingredients to brew. You can try different combinations without consequences or cooldowns, until you find one that works. The position of each ingredient doesn't matter, only that you have the correct combination of three. Once you find a working combination, you'll get a new potion, granting you some positive effects (and in most cases, some negative effects as well), a cooldown will initiate before you are allowed to brew another potion, and the three ingredients will be removed from your collection so that you don't waste your time trying them again for other potions.

When you have three ingredients that can make a potion, you will receive a hint from The Guide on how to make it. One of those ingredients should be the most recently obtained one, and some hints refer to the place or the creature you got them from, so it's worth keeping such information in mind. Since patch 2.2.1.3, hints can be reviewed in the journal.

Gameplay Walkthrough

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Awards

Main article: Awards
Ascension icon
Ascension
As the Ascendancy, complete the Grand Ritual.