User:Vengir/Hippone
Vengir/Hippone | |
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Ideology | ![]() |
Ruling party | Supremacist (60%) (by default, if spawned through console commands) |
Population | ![]() |
Ponypower | ![]() |
Race | ![]() |
Stability | ![]() |
War support | ![]() |
Factories | ![]() |
Capital | Hippone |
Continent | Zebrica |
Demonym | Hipponian |
Tag | HIE |
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 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
Only one version of Hippone has unique focus trees. If Zarishat-led 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
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
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 Chiropterra. It may be wise to rush here as soon as you can, as you stand a much better chance against
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 |
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With
Without
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With
Without
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With
Without
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Doctrine | Racial | ||
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Designers, concerns and theorists
By selecting a Design Company they will permanently affect capabilities on all equipment researched and designed while they are hired.
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Name | Trait | Requirement | Effect | Cost |
Electronics Concern |
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Cosmetic Names
Vengir/Hippone has many unique cosmetic names for its equipment, listed here.
Type | Name |
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Pre-firearm | Zonician Swords |
Muskets | Quaggatai Matchlocks |
Type | 989 | 1007 | 1009 | 1010 | 1011 | 1012 | 1013 | 1014 | 1015 | 1016 | 1017 | 1018 | 1019 | 1020 | 1021 | 1023 | 1025 |
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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 |
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:
![The Age of Strife icon](/images/a/af/HIE_world.png)
- 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%
![The Lockstep Legions icon](/images/e/e6/HIE_leg.png)
- 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!
If Hippone forms through Raft Wood's border redraw, it instead is granted the following:
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 | |||||
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Name | Ideology | Leader | Popularity | ||
Non-Aligned | ![]() |
Non-Aligned Non-Aligned |
' | 20% | |
Supremacist | ![]() |
Supremacy Supremacy |
60% | ||
Harmonic | ![]() |
Harmony Harmony |
10% | ||
Communist | ![]() |
Communism Communism |
10% |
If Zauro Ochzor secedes:
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
Ochzorids | ![]() |
Stratocracy Supremacy |
Zauro Ochzor | 80% | |
Non-Aligned | ![]() |
Non-Aligned Non-Aligned |
20% | ||
Harmonic | ![]() |
Harmony Harmony |
0% | ||
Communist | ![]() |
Communism Communism |
0% |
At the start of the Third Colthaginian Civil War:
Political parties | |||||
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Name | Ideology | Leader | Popularity | ||
The Covenant The Covenant, The Sword, And The Hoof Of Equinity |
![]() |
Esotericism Supremacy |
Hiram Zerranid | 60% | |
Heathens | ![]() |
Non-Aligned Non-Aligned |
20% | ||
Heathens | ![]() |
Harmony Harmony |
10% | ||
Heathens | ![]() |
Communism Communism |
10% |
Leaders
Starting leaders | |||||||
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Leader | Leader | Ideology and party | Traits | Description | Comes to power by | ||
Raft Wood's Hippogriffia has redrawn the borders of the Colthaginian Republic
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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
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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 |
Political Advisors
Flags
Flags | |
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Flag | Information |
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The Ascendancy Of Zebrakind ![]() |
Economy
Laws and Development
Default
Hiram
Industry and Resources
Balkanized
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() 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.
![]() Oil |
![]() Aluminum |
![]() Rubber |
![]() Tungsten |
![]() Steel |
![]() Chromium |
![]() 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
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() 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.
![]() Oil |
![]() Aluminum |
![]() Rubber |
![]() Tungsten |
![]() Steel |
![]() Chromium |
![]() 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)
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
![]() 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.
![]() Oil |
![]() Aluminum |
![]() Rubber |
![]() Tungsten |
![]() Steel |
![]() Chromium |
![]() 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
Type | No. | |
---|---|---|
![]() ![]() |
Transcendental Legion Division | 6 |
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Transcendental Aspirant Division | 6 |
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Transcendental Cohort Division | 6 |
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Total divisions | 18 |
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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 | ||||
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General | Traits | Description | Skills | Race |
Gradmaster Of Love |
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Grandmaster Of Joy |
![]() While not the most brilliant officer, he is unlikely to cause trouble.
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Grandmaster Of Pleasure |
![]() ![]() ![]() ![]() |
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Grandmistress Of Companionship |
![]() ![]() ![]() ![]() |
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Grandmistress Of Poetry |
![]() ![]() ![]() ![]() |
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Grandmistress Of Violence |
![]() Takes their time and plans carefully.
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Zauro Ochzor |
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. |
![]() ![]() ![]() ![]() |
Division composition list
Tank Variants list
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 | ||||
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Admiral | Traits | Description | Skills | Race |
Zamalad Ochzor |
![]() This general will go out of his way to talk to the media and will always try to be in the limelight.
![]() Able to rapidly Disengage from Naval Combat.
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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
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.
- In Colthaginian Republic, Constitutionalists revolt against Zarcids. Upon reaching certain surrender progress, when militarists offer their help with overthrowing the sufrit, they must accept.
- 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.
- 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.
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
Kingdom of Warzena is not guaranteed by or in faction with the hippogriffs.
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.
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.
Coltvan Republic,
Quaggatai and
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.
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.
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).
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.
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.
County of Bronzehill,
Kása Free State, and communist
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 power, support equipment,
command power, and
army 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