Kingdom of Olenia

## Lore

### Early Days

The land of Olenia is an ancient one. It can trace its lineage back to 2 BLB, when King Harald Fairantlers of Hjortland united several petty deer kingdoms. Olenia has since been a seagoing nation, with bustling trade ports.

In the early days the deer launched regular raids against  Equestria, plundering their sea villages with longships. However, in 143 ALB, a permanent peace was signed, although occasional unauthorized raids have occurred since, and the two nations relations have remained somewhat standoffish.

To the north, occasional incursions from the  Changeling Lands have been a problem, although the Changeling Lands have always fought each other far more than outsiders.

In spite of these raids, the Kingdom has generally been at peace, a nation of relative stability on Equus.

### The Modern Era

The deer began industrialization alongside Equestria, quickly becoming famous for their production of durable electrical equipment. While not as fast or as efficient as their pony neighbors, Olenia remained a generally modern nation of factories and industry.

Since the restoration of the Equestrian Diarchy, the Daughter of Aldar II, Velvet, became interested in Equestrian Harmonic Principles, with Equestria being eager for her future ascension as Queen.

To everyone's surprise, however, King Aldar II died under suspicious circumstances, with his illegitimate bastard son Johan quickly seizing the throne with the help of religious leaders, corrupt businessdeer, and greedy nobles. "Queen" Velvet, the rightful heir, was forced to flee to Equestria.

The crown sits uneasy on Johan's head, as he faces pressure from all sides. Velvet attempts to rally support with the superpower of Equestria, the people grow tired of his rule, religious leaders wield a large amount of influence, and the corrupt businessdeer hold back the economy. Worst of all, the Changeling Lands have done something that has never occurred before in recorded history, uniting under one banner, and grow stronger every day.

One way or another, something is going to change. Who will force that change, however, remains to be seen.

## National Focus Tree

### Political Branches

Olenia has 4 Political Branches:

* True Queen (Harmonic) - will attempt to overthrow the pretender King Johan, and install the rightful heir Queen Velvet. This will nearly always cause a civil war, but the end of the tree allows an alliance with Equestria, which can be key to holding off the Changelings, but such an alliance may not always come. It also gives a Research Slot not available in other paths.
* Great Strike (Communist) - will install a Communist government. As with the Harmonic branch this will nearly always cause a civil war. Support and a future alliance with Stalliongrad is possible.
* Placate the Nobles (Neutral) - will continue the rule of King Johan. Can voluntarily submit to the Changelings as a Satellite, or fight against them as well.
* Placate the Godar (Supremacy) - will have the Olenian Church overthrow King Johan, leading to a Great Crusade. Will get a war goal on Equestria.

These branches are summarised below. Some of these branches include sub-branches, designated in the effects as L (Left) and R (Right)

\*For the Placate the Godar path, there is an event to deal with Johan, that includes the following choices (not shown in the details above):

* Exile Him - **+100** PP, **+5%** Stability
* Execute Him - **+150** PP, **+5%** Stability
* Useful Pawn - **+10%** Stability, **+0.20** Daily PP, **-75** PP

### Changeling Focuses

Once the instability is resolved, the **Changeling Threat** and **Approach Chrysalis** focuses will become available.

* **Approach Chrysalis** is only available under King Johan and will result in Olenia becoming a protectorate, allowing them to request a share of occupied Equestrian territory once the Great War is over.
* **Changeling Threat** will begin preparations for the Changeling Invasion, giving strong bonuses to recruitable population, offensive operations, and defensive operations, wproviding a variety of other buffs. Both paths will allow rushing down key sections of the Deer racial tech tree which are useful for mountain fighting and special deer tactics.

### Industrial Tree

The Industrial Tree is listed below. It notably includes several focuses around fortifications. Players should be careful of focuses which grant infrastructure, which can be counterproductive giving the Changelings Critical Infrastructure they need to push into the unforgiving Olenian Territory. However, they may also allow you to station more troops in low infrastructure areas to hold back the tide.

* **+20%** Fort
* **+20%** Anti Air
* (**+10%** Military L)
 Consumer Goods
* 2x**25%** Infantry Weapons
* 1 Research Slot
* L2 Forts on Equestrian Border
* L1 Forts on Changeling Border
* 9x L3 Fort\*

\*This line is to the north of the Hjortland Peninsula. It leaves 6 provinces, all bordered by river, undefended to the west.

### Military Trees

Olenia has a unique but standard Army, Navy, and Airforce Tree. Due to the speed of the likely Changeling Invasion, the player will have little reason to pursue the Air or Naval Trees early game.

The Army Branch supports a **Mobile Warfare** or **Superior Firepower** focus, providing research speed improvements. Notably, **Haakon's Tank Experiments**, the third focus in the tree (mobile warfare), provides 3 Light Tank Divisions (4xTank Battalions), for a total of 720 Light Tanks. The last mutually exclusive focus in the Superior Firepower branch, however, will give a bonus to artillery.

## Gameplay Walkthrough

### Starting Situation

**Military** - Olenia starts off with 103.6k deerpower deployed, with 63.76k spare for recruitment.

The Army consists of 8 Divisions of 6-Width Infantry with Artillery Support, 2 Divisions of 3-Width Infantry, 2 Divisions of 4-Width Infantry with Recon, 3 Divisions of 14-Width Mountaineers with Recon, and 2 Divisions of 8-Width Light Tanks.

The Airforce has 75 Early Fighters and 30 Early Tactical Bombers, with the Navy having 5 Cruisers, 4 Destroyer II ships, 6 Destroyer I ships, and 4 Submarines.

All branches of the Olenian Military are extremely weak at the start compared to its neighbors. The Army is sufficient enough to mount a small defense of vital territory, but nowhere near enough to guard it all, let alone launch a counterattack.

The Olenian Player will need to make use of the few advantages the deer have - excellent mountaineers, winter resistance, decent generals, a Chief of Army with **+15%** Defense, with some focuses and other Military Staff orientated around a fort building strategy. Olenia has extremely poor infrastructure, which can be used defensively. The deer racial tech may also prove incredibly useful in this situation.

**Industry** - Olenia's Industry is incredibly weak at the start of the game. Your only boost for a while will be trading thanks to the large number of resources you can extract. At the same time, your national spirits will impede your growth due to the debuffs they apply. You should aim to get rid of them as soon as possible in order to undertake the expansion of the Olenian Industry, and make use of your massive resource base.

### Civil Wars

**Internal Civil Wars** - Communist or Harmonist Civil Wars can be triggered by taking the respective paths. Both of these have a 10% chance of Johan stepping down peacefully, averting the civil war. The rebellion receives 60% of the nation's military strength, giving them a small but decisive advantage. Both have options to request help from Stalliongrad or Equestria as appropriate, which will give the nations an option to provide nothing, 500 guns, or 500 guns and 5000 volunteers.

**Equestrian Coup** - Equestria can trigger a civil war by taking the **Stage Coup** focus. This will start a Harmonic Coup D'état with 70% of the nation's military strength. Note that this can happen regardless of other events or political stability in Olenia unless it is already Harmonic. If an Equestrian supported Queen Velvet ascends, Equestria will request Olenia become a Dominion, although the player can just join the United Ponies Front, or outright decline. In the case of a civil war, the player should focus on capitulating the enemy as fast as possible, due to the impending Changeling Invasion (if the Changelings are not Harmonic).

**King Johan goes to the Changelings** - During a civil war, King Johan can pursue the Approach the Changelings focus. This is unlikely to succeed unless the civil war drags on. However, if successful, it is highly unlikely you will be able to defeat both Johan and the Changelings at once.

### Handling the Changelings

The Changelings pose a massive threat to Olenia, and can challenge even expert players, primarily due to their ability to declare war very early in the game (504 days if rushed). WIth a Historical Path the Changelings will move quickly.

Shortly before the war begins, the Changelings will demand two border states of Olenia. There is no benefit to giving the lands to the Changelings as they will declare war shortly after regardless, with refusing to cede them denying Chrysalis of some PP.

**Fight (Alone)** - Fighting alone against the Changelings can be extremely difficult without adequate preparation. In theory, the mountains, cold weather, low supply, and support all provide fertile ground for defense. However, the Olenian Army is so small that careful deployment is key. Currently the best tactic to hold the AI is to fortify and defend a corner of Olenia, which includes the Hjortland Peninsula, allowing the Changelings to advance. This can be manageable as Chrysalis's starting Army and Industry cannot overcome an entrenched Olenian Army, buying time for the player to tech up their infantry and counter-attack.

**Fight (Equestrian Support)** - Equestrian support will make the fight against the Changelings much more winnable. This can be achieved in two different ways:

* Equestria rushes a coup in Olenia, forming a faction after Velvet has won.
* Olenia rushes to the end of Velvet's path, forming a faction. Note that a rushing Changeling player can still declare war shortly before Olenia can finish this focus. Furthermore, Equestria might decide not to assist Olenia, leaving the player to face the Changelings alone.

The war is much more winnable, but the player should still be sure to act carefully against the Changelings, and not become careless.

**Submit** - Submission is also an option, albeit a dishonourable and dangerous one. Only Johan can pursue this option. In the submission path the first focus will gain a NAP., with the second one turning Olenia into a Satellite. After a victory against Equestria, Olenia may request several territories from its Changeling overlord, though the Changelings are likely to be stingy.

## Technology

* **Mountain Infantry I**
* **Recon Company I**
* **Early Tank** (Haakon T2)
* **Artillery I** (76 K/00)
* **Anti Tank I** (20 PstK/6)
* **Cruiser I**
* **Submarine II**
* **Transport Ship**
* **Basic Depth Charges**
* **Basic Torpedo**
* **Naval Gunnery**
* **Casemate Secondary Battery**
* **Contact Mine**
* **Minelaying Submarine**
* **Early Bomber**
 * **None**

## Politics

### National spirits

* Stability: **-20%**
* War Support: **-10%**
* Construction Speed: **-25%**
* Production Efficiency Cap: **-20%**
* Factory Output: **-15%**

     **Raising Dissent** | * Daily Political Power Cost: **+0.10**
* Stability: **-10%**

The rule of King Johan has been opposed since the very beginning, but crackdowns ensure that open rebellion does not occur. Nonetheless, a spark could change all that...

### Leaders

House Jelzek

Velvet's Supporters (Party for Return of Harmony)

Deer's Party

Aärimviiki (Aärimviiki Peurkonto)

House Jelzek

### Staff and Designers

**Political Advisers**

**Tank Designer**

* Armor Reliability: **+5%**
* Armor Soft Attack: **+5%**
 Haakon Tank Co.
* Armor Maximum Speed: **+5.0%**
* Armor Reliability: **+10.0%**

**Ship Designer**

* Screen Ship Naval Range: **+30.0%**
* Screen Ship Sub Detection: **+10.0%**
* Screen Ship Naval Speed: **+10.0%**
* Screen Ship Build Cost Ic: **+10.0%**
 Peura Shipbuilders
* Carrier Deck Size: **-20%**
* Capital Ship Armour: **-20%**
* Capital Ship Heavy Attack: **-20%**

All Ships
* Max Range: **-50%**
* Production Cost: **-25.00%**

**Aircraft Designer**

* Fighter Agility: **+10%**
* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**
 Paakaupunki
* Heavy Fighter Reliability: **+20%**
* Tactical Bomber Reliability: **+20%**
* Scout Planes Reliability: **+20%**
 Huufsen
* Strategic Bomber Strategic Bombing: **+10%**
 Seagull & Co.
* Naval Bomber Range: **+10%**
* Naval Bomber Naval Attack: **+10%**
* CV Naval Bomber Range: **+10%**
* CV Naval Bomber Naval Attack: **+10%**
* Carrier Fighter Range: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier CAS Range: **+10%**
* Carrier CAS Naval Attack: **+10%**

**Materiel Designer**

 Korvensuu
 Keisarillinen

**Industrial Concern**

 Lokia

**Theorist**

* Army Experience Gain: **+0.05** daily
 Ilma Mieli
* Air Experience Gain: **+0.05** daily
 Puinen Alus
* Navy Experience Gain: **+0.05** daily

**Chief of Army**

 Kaveri Ilkeä
* Armor Division Defense: **+15%**
 Spurdo S. Perkele
* Artillery Defence: **+10%**
 Lord Roshuo
Has as General / FM

**Chief of Navy**

 Meriässä Blule
* Capital Ship Armor: **+10.0%**
* Screen Attack: **+10.0%**
* Screen Defense: **+10.0%**

**Chief of Airforce**

 Oleni Olensson

**Military High Command**

## Economy

### Laws and Development

  Volunteer Only

* Recruitable Population: **1.50%**

* 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%**

* 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%**
 Scientific Development
  Developed Science Base

* No penalties

* Resource Gain Efficiency: **-10.00%**
* Construction Speed: **-10.00%**
* Research Speed: **-10.00%**
* Factory Output: **-10.00%**
* Dockyard Output: **-10.00%**

 Poverty
  Negligible Poverty

* No penalties

* Uses Deer Racial Tree

### Industry and Resources

Factories

Resources*\**
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