Yarildom of Sambar

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Yarildom of Sambar
Yarildom of Sambar.png

SAM map.png

IdeologyAutocracy.png Autocracy
Leader
Herra Manfred Vanistö
Ruling partyManfred Regency (12%)
PopulationPopulation 11,134,167
PonypowerPonypower 100,181
RaceDeer Deer
StabilityStability 21%
War supportWar support 45%
FactoriesFactory 9
  • 3 Military factory
  • 2 Naval dockyard
  • 4 Civilian factory
CapitalBuckgal
ContinentNortheastern Zebrica
DemonymSambari
TagSAM
Color  #CCFFCC

Lore

Starting Situation

Military

Army

Army
Name Composition No.
InfantryLow Priority
Sambari Garrison Division Infantry x3 5
Infantry
Sambari Infantry Division Infantry x5 7
Army experience Total divisions 12
Ponypower Ponypower used 50,000

Navy

Navy
Type No.
Battleship Battleship 1
Heavy Cruiser Heavy Cruiser 2
Light Cruiser Light Cruiser 2
Destroyer Destroyer 11
Submarine Submarine 5
Navy experience Total ships 21
Ponypower Ponypower used 10,550

Airforce

The Yarildom of Sambar starts with no airforce.

National Focus

The Yarildom of Sambar uses the Zebrican generic focus tree.

Technology

Army Naval Air Tech / Industry
  • Parvati Jezail (Muzzle-loading Guns)
  • Pre-Industrial Artillery
  • Torpedo Boat Destroyer
  • Basic Depth Charges
  • Scout and Armored Cruisers
  • Modernised Coastal Submarine
  • Naval Gunnery
  • Casemate Secondary Battery
  • Designated Landing Barges
  • Contact Mine
  • None
  • None
Doctrine Racial
  • None
  • None
  • None
  • None

Politics

National Spirits

Legacy of '05 icon
Legacy of '05
  • PonypowerRecruitable Population Factor: -10%
  • Division Recovery Rate: -5.0%
  • War supportWar Support: -10.00%
  • Daily Harmony Support: +0.01
  • Daily Communism Support: +0.02
Native princes, Doelhi insurgents, and Macawian-backed democrats revolted against the Sambari government in a harrowing event known as the "Summer Revolution", where the Yaril was murdered and the government of Sambar itself was briefly replaced by a native council. Pledging to institute a princely federation in the style of Doelhi before a further government could be chosen, the native council received broad support from Sambar's Hindian class, who still grieve its loss. Although with the help of the navy, our glorious leader Manfred Vanistö eventually brought an end to the rebellion, the damage was already done. The direct patrilineal line of the Yarils of Sambar was extinguished, and Vanistö found himself ruling a city of ashes and a country torn apart by the effects of the revolution.

The natives have not forgotten the crackdowns of Vanistö nor the glories of their first revolution, and are determined to set Sambar right once more - whatever the cost.

The Iron Regency icon
The Iron Regency
  • Resource Gain Efficiency: +10.00%
  • StabilityStability: -10.00%
  • Military factoryFactory Output: +10.00%
Herra Manfred Vanistö, regent of Sambar, took power following the events of 1005, but has refused to coronate a new Yaril ever since. The sheer brutality of Vanistö in his quest to eradicate native rebellion has led him to be known as the "Iron Regent" - a hero among the Olenian settlers that saw their towns ravaged by the Summer Revolution, but scarce beloved by any. The natives, of course, have a different idea, and even much of the nobility has begun to disagree with the methods of Vanistö in his quest to return Sambar to the old way.

One thing is clear, however - Vanistö must choose a new Yaril for Sambar soon.

The Jewel of the Sambari icon
The Jewel of the Sambari
  • Consumer GoodsConsumer Goods Factories: 10.0%
  • Screen Attack: +10.00%
  • Screen Defense: +10.00%
  • Naval dockyardDockyard Output: +15.00%
Sambar's great navy, affectionally titled "Samambarhee Ka Gahana", or "the Jewel of the Sambari", has never been defeated by rival vikings, Macawian pirates, nor foreign peacekeeping forces. The fact that Sambar has faced so many revolts, harsh summers, and failed industrialization policies makes its navy a symbol of stability and order in a chaotic landscape. However, not all is well within the ranks of the navy - its bloated budget has seen Sambari suffer to conserve their jewel, and the commanders themselves have shown displeasure for the violent, hostile actions of Regent Vanistö and his zealous reliance on the admiralty to do his dirty work.

As long as Herra Manfred has the navy on his side, there is little chance any petty revolt could stop him - but if the admirals ever had an interest in ending the regency, there would be nothing to stop them.

Leaders

Starting leaders
Leader Leader Ideology and party Traits Description Comes to power by
Herra Manfred Vanistö
Autocracy.png
Autocracy
Supremacy

Manfred Regency
Illegitimate Tyrant
  • Daily Political Power Gain: −0.15
  • Improve relations opinion: −25%
  • Trade deal opinion factor: −25%
Biography: Only one and a half years after the end of the Summer Revolution, the rule of Manfred Vanistö threatens to send Sambar into civil war once more. The "Iron Regent", as he is called, has hung on to power through a combination of treachery, intimidation, and bloodlust, and has refused to allow the young Yaril of Sambar to inherit at any costs, despite the deer already of an age to succeed the throne as is his right. Nobles and monarchists stand outraged that the regent will not give up even an inch of his power to the rightful ruler of the country, while an increasingly discontent agrarian population plots another revolution in the shadows, and continues to harass noble holdings across the country, reject conscription, and demand the restoration of a true people's ruler, selected among the ranks of the native Hindians.

The road ahead is treacherous, but with the power of the navy and the settlers behind him, a ship to Olenia might not be in order for the Iron Regent after all.

Portrait by: MonAx



Parties

Political parties
Name Ideology Leader Popularity
Manfred Regency Autocracy.png Autocracy
Supremacy
Herra Manfred Vanistö 12%
SPU - Princely Union
Sambari People's Union - Princely Union
Harmony.png Harmony Generic leader 25%
SPU - Radicals
Sambari People's Union - Socialists
Communism.png Communism Generic leader 18%
Yaril Supporters Non-Aligned.png Non-Aligned Generic leader 42%

Staff and Designers

Select advisor.png Political Advisors
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Communist Revolutionary
None
  • Daily Communism Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Pro-Harmony Reformer
None
  • Daily Harmony Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Supremacist Demagogue
None
  • Daily Supremacy Support: +0.1
Political Power 150
Generic Advisor
Generic Advisor
Captain of Industry
None
  • Civilian Factory construction speed: +10%
  • Infrastructure construction speed: +10%
  • Railway construction speed: +10%
  • Refinery construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Fortification Engineer
None
  • Land Fort construction speed: +20%
  • Coastal Fort construction speed: +20%
  • Anti Air construction speed: +20%
Political Power 150
Generic Advisor
Generic Advisor
War Industrialist
None
  • Military Factory construction speed: +10%
  • Dockyard construction speed: +10%
  • Fuel Silo construction speed: +10%
Political Power 150
Generic Advisor
Generic Advisor
Illusive Gentlebeing
  • Operative slots: +1
  • Agency upgrade time: −15%
Political Power 150
Idea slot tank manufacturer.png Tank Designers
Name Trait Requirement Effect Cost
Armor Company
Armor Company
Tank Designer
None
  • Armor Research Speed: +15%
  • Armor technology:
    • Reliability: +5%
  • Armored Car:
    • Reliability: +5%
Political Power 150
Idea slot naval manufacturer.png Ship Designers
Name Trait Requirement Effect Cost
Naval Company
Naval Company
Ship Designer
None
  • Naval Research Speed: +15%
Political Power 150
Idea slot aircraft manufacturer.png Aircraft Designers
Name Trait Requirement Effect Cost
Light Air Company
Light Air Company
Light Aircraft Designer
None
  • Air Research Speed: +15%
  • Small Airframe:
    • Agility: +10%
    • Max Speed: +10%
  • Carrier Fighter Airframe:
    • Agility: +10%
    • Max Speed: +10%
Political Power 150
Medium Air Company
Medium Air Company
Medium Aircraft Designer
None
  • Air Research Speed: +15%
  • Heavy Fighter Airframe:
    • Reliability: +20%
  • Medium Airframe:
    • Reliability: +20%
  • Scout Plane Airframe:
    • Reliability: +20%
Political Power 150
Heavy Air Company
Heavy Air Company
Heavy Aircraft Designer
None
  • Air Research Speed: +15%
  • Large Airframe:
    • Strat. Bombing: +10%
  • Transport Plane:
    • Range: +10%
Political Power 150
Naval Air Company
Naval Air Company
Naval Aircraft Designer
None
  • Air Research Speed: +15%
  • Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Naval Bomber Airframe:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter Airframe:
    • Range: +10%
    • Agility: +10%
  • Carrier CAS Airframe:
    • Range: +10%
    • Naval Attack: +10%
Political Power 150
Idea slot materiel manufacturer.png Materiel Designers
Name Trait Requirement Effect Cost
Small Arms Company
Small Arms Company
Infantry Equipment Designer
None
  • Weapons and Equipment Research Speed: +15%
Political Power 150
Artillery Company
Artillery Company
Artillery Designer
None
  • Artillery Research Speed: +15%
Political Power 150
Motorization Company
Motorization Company
Motorized Equipment Designer
None
  • Motorization Research Speed: +15%
Political Power 150
Idea slot industrial concern.png Industrial Concerns
Name Trait Requirement Effect Cost
Industrial Company
Industrial Company
Industrial Concern
None
  • Industrial Research Speed: +15%
Political Power 150
Electronics Company
Electronics Company
Electronics Concern
None
  • Electronics Research Speed: +15%
Political Power 150
Select theorist.png Theorists
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Military Theorist
None
  • Land Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Naval Theorist
None
  • Naval Doctrine Cost: −10%
Political Power 150
Generic Advisor
Generic Advisor
Air Warfare Theorist
None
  • Air Doctrine Cost: −10%
Political Power 150
Select army chief.png Chiefs of Army
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Army Offense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Attack: +5%
  • AI Modifier: Focus on Offense: +15%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Army Defense (Specialist)
None
  • Army Experience Gain: +0.20
  • Division Defense: +5%
  • AI Modifier: Focus on Defense: +15%
Political Power 50
Command power 30
Select navy chief.png Chiefs of Navy
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Decisive Battle (Expert)
None
  • Naval Experience Gain: +0.30
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
Anti-Submarine (Expert)
None
  • Naval Experience Gain: +0.30
  • Submarine Detection: +15%
Political Power 100
Command power 20
Select air chief.png Chiefs of Airforce
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Close Air Support (Expert)
None
  • Air Experience Gain: +0.30
  • Close air support attack: +3%
  • Close air support defense: +3%
  • Close air support agility: +3%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
All-Weather (Expert)
None
  • Air Experience Gain: +0.30
  • Bad Weather Penalty: −20%
Political Power 100
Command power 20
Select high command.png Military High Command
Name Trait Requirement Effect Cost
Generic Advisor
Generic Advisor
Artillery (Specialist)
None
  • Artillery Attack: +10%
  • Artillery Defense: +5%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Army Logistics (Expert)
None
  • Division Attrition: −8%
Political Power 100
Command power 20
Generic Advisor
Generic Advisor
Fleet Logistics (Specialist)
None
  • Naval max range factor: +5%
Political Power 50
Command power 30
Generic Advisor
Generic Advisor
Air Combat Training (Expert)
None
  • Ace generation chance: +10%
Political Power 100
Command power 20

Military Leaders

Yarildom of Sambar does not start with any military leaders.

Flags

Flags
Flag Information
Yarildom of Sambar.png
Yarildom of Sambar / Sambar Republic / Sambar Commune / Sambar

Supremacy.pngHarmony.pngCommunism.pngNon-Aligned.png

Economy

Laws and Development

Laws and Development
Conscription Law Trade Law Economy Law
Volunteer Only Volunteer Only
  • Recruitable Population: 1.50%
Export Focus Export Focus
  • Construction Speed: +10.00%
  • Research Speed: +5.00%
  • Factory Output: +10.00%
  • Dockyard Output: +10.00%
  • Resources to Market: +50%
  • Civilian intelligence to others: +20.0%
  • Navy intelligence to others: +10.0%
Slave-Based Economy Slave-Based Economy
  • Daily Political Power Gain: -0.25
  • Resource Gain Efficiency: +15.00%
  • Consumer Goods Factories: 25.0%
  • Stability: -20.00%
  • Military to Civilian Factory conversion cost: +15.00%
  • Civilian to Military Factory conversion cost: +15.00%
  • Construction Speed: +15.00%
  • Production Efficiency Cap Production Efficiency Cap: -10.00%
  • Production Efficiency Growth Production Efficiency Growth: -10.00%
  • Factory Output: -10.00%
  • Factory Repair Speed: +15.00%
  • Fuel Gain per oil: -10.00%
  • Electronics Research Speed: -5%
  • Industrial Research Speed: -5%
Scientific Development Society Development Illiteracy
Small Science Base Small Science Base
  • Daily Political Power Gain: +0.20
  • Research Speed: -55.00%
Agrarian Society Agrarian Society
  • Resource Gain Efficiency: -50.00%
  • Monthly Population: -25.0%
  • Construction Speed: -50.00%
  • Production Efficiency Cap: -20.00%
  • Research Speed: -50.00%
  • Factory Output: -50.00%
  • Dockyard Output: -50.00%
  • Factory Bomb Vulnerability: -50.00%
Broad Illiteracy Broad Illiteracy
  • Construction Speed: -15.00%
  • Research Speed: -45.00%
Poverty Race
Low Poverty Low Poverty
  • Monthly Population: -7.0%
  • Consumer Goods Factories: 7.0%
  • Construction Speed: -10.00%
  • Research Speed: -2.50%
Deer Deer
  • Uses Deer Racial Tree

Industry and Resources

Factories
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
Fuel Silos
Synthetic refinery
Synthetic Refineries
3 2 4 (-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
6 (-3) 24 (-12) 23 (-12) 0 8 (-4) 7 (-4) 11 (-6)

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

Awards

Main article: Awards
Hindia Superpower By 1020 icon
Hindia Superpower By 1020
As a Hindian nation, be a major country and have at least one million army ponypower and 100 factories before 1020.