recursal/Fanatic-Fandom huggingface dataset:
Cassandra Moore

**Cassandra Moore** is a major of the New California Republic Army, initially serving in the Mojave Territories. Should the NCR elections result in a stalemate, or a victory for Mossman, Moore can take over as the President-General of the NCR.

## Background

Major Cassandra Moore served as an NCR Ranger from a young age, fighting raiders, as well as four tours against the Brotherhood of Steel. However, in her continued service, she suffered a serious injury in the Mojave Territories, making her unable to fight on the front lines, but was promoted to a commanding position of colonel as a result. As a Ranger, she gained instincts that allowed her to strike hard, fast, and without mercy, being able to see enemies before they emerge, as well as a battleplan to take them out ready before they're able to strike. If the NCR is to remain stabilized, she and Chief Hanlon see eye-to-eye, knowing that hard choices have to be made to save the Republic.

If the NCR does fall into chaos due to being unable to have a conclusive election, Moore is able to work with Ranger General Mossman to resolve issues with the NCR Brahmin Barons in Redding, as well as creating the Californian State. However, either after Mossman's death by a terrorist bomb, or being killed by Moore's forces, Moore will become the President-General of the Californian State, taking out Lost Hills, Caesar's Legion, and resolving revolts throughout California. By the end, she becomes the self-imposed "Mother of California", having the largest wasteland military, and taking out all enemies that could oppose them.

## Appearances

Cassandra Moore appears only in the *Hearts of Iron IV* mod *Old World Blues*.

## Behind the scenes

* Faeelin created the initial focus tree path for Moore, resulting in some criticism of the path being overly fascist. After this, Tar created an alternative communist focus tree path for Calhoun to counteract the fascist tone of Moore's path (which can be accessed here), which was used until the overall change and removal in Old World Blues patch 4.0.3.

## References

1. ↑ Mojave Territories national focus tree, Promote Maj. Moore focus description: *"Major Cassandra Moore was a Ranger from a young age, serving the Republic loyally as it fought off raiders across California and surviving four tours during the Brotherhood-NCR war. Unfortunately, earlier this year Moore suffered a serious injury whilst garrisoned in the Mojave, meaning she can no longer fight on the fronts. However, she still possess a sharp mind and has a knack for battle tactics. We would be wise to make her a commander."*
2. ↑ Cassandra Moore leader description: *"Moore does not blink, does not hesitate; her ranger instincts have made her into the sort to strike hard, fast and without mercy. She can see threats before they emerge, and can have a battleplan ready before they can strike."*
3. ↑ Mojave Territories national focus tree, Hanlon and Moore focus description: *"Unlike other fools at the NCR military, Moore and I saw eye to eye. We both know that somebody has to make the hard choices to save the Republic from its impending demise."*
Blackfoot

Blackfoot is a Legion releasable nation. It can be released through the ocuppied teritories tab. Blackfoot is first tribe to be integrated into, and infact become Caesar's Legion. Originally the tribe held Edward Sallow, Joshua Grahm, and Bill Calhoun as hostages but Edward would teach them the art of war and ascend to Caeser.

## Location

Blackfoot is located in the northern outcrop of 2275 Legion territory, bordering the Dead Horses to the north and the Foragers and Ciphers to the East, though mountains block any access to them, along with the Navajo Nation and Caesers Legion. This location is sufficiently upstream of the Colorado that safe fords are located here, allowing for crossing. These crossings are the only direct river crossings (if controlled by the Legion) into Utah.

Location of Blackfoot in 2275
## Focus tree

Should Blackfoot be Released normally as a standard nation, it will use the Raider Focus Tree

Should it be released as a puppet by the Legion, it will then use the generic Legion puppet focus tree.

Blackfoot focus tree
## Trivia and Bugs

* It is generally unadvised to release Blackfoot, at least in 2275 as Caesars Legion looses cores and valuable resources. Releasing Blackfoot in 2275 leads to them ending up with **NO ECONOMY** and without means to build more factories or any army.
* It's leader, Canyon Runner, is the only cannon member of the tribe within Fallout Lore.
List of design companies

This is a **list of design companies** in the *Hearts of Iron IV* mod *Old World Blues*.

Design companies are ideas that can be bought for 100 political power. They provide research speed increases and stat bonuses to different technologies and equipment. Only one design company of each type can be selected at a time, but they can be removed for free or replaced at the price of the replacement.

## Pre-war Designs

Pre-war Designs represent the nations ability to acces **schematics** of famous pre-war companies. In addition to political power, the Pre-war Design companies have specific research/schematic and state ownership prerequisites. The prerequisite technologies can be obtained through the Procurement of Things decisions.
Indyclone77

Real-life person

**Indyclone77** is a developer who worked with the Old World Blues development team as one of the lead developers of the mod.

## Background

Indyclone77 joined the *Old World Blues* team in January 2018.

During their time working on the mod, beginning in August of 2018, Indyclone77 worked as a Beta Tester for the *Paradox Interactive* games *Stellaris* and *Crusader Kings III*. In addition, they worked for *Paradox Interactive*, as well as on the *Strategy Mill* 2018 indie game Terminal Conflict, as a 2D artist beginning with the *La Résistance* DLC, and continuing to create additional art for the *Battle for the Bosporus* and *No Step Back* DLCs.

## Contributions

* Petro Chico - Unfinished (2.0)
* Washington Brotherhood - Focus tree (2.0)
* Mojave Chapter - Focus tree (2.0)
* Generic Brotherhood Focus trees (2.0)
* Broken Coast - Localization (2.0)

## References

1. ↑ Indyclone77: *"Still on going on all PDS stuff from August 2018- and TC was 2018 and I joined OWB in January 2018"*
- Obtained from Discord, 3/30/2022
2. ↑ Indyclone77: *"Plus Stellaris Beta Tester and HOI4 No Step Back Additional Art and 2D artist on Terminal Conflict"*
- Obtained from Discord, 3/30/2022
3. ↑ Indyclone77: *"For the mod itself Petro Chicos concept is mine"*
- Obtained from Discord, 3/28/2022
4. ↑ Indyclone77: *"I helped localize Broken Coast and I also designed Brotherhood Washington, Mojave and Generic BoS trees"*
- Obtained from Discord, 3/28/2022
Luminous Ones

The **Luminous Ones** are a civilized raider nation based in the state of Colorado.

## Historical background

The Luminous Ones are a fanatic occult kingdom made up of Ghouls, following their Glowing One "Necromancer" leader, who ghoulifies non-ghouls in a dictator-like authoritarian fashion.

## Politics

### National spirits

The Luminous Ones start with no national spirits.

## Behind the scenes

* The Luminous Ones were created by Lord Militus as a flavor nation, along with the Withered Dogs.

## References

1. ↑ Development Diary #18 (Developer Diary 18: Van Buren's Bounty): *"East of the Glowbugs you have the **Withered Dogs**, an older community suggested nation of feral ghouls led by “Old Dog”. You have a few more Old World Blues written nations here as well! From the ghoulish, occultist **Luminous Ones** to two ghoul Chinese Remnant factions in **Hexie Lu** & **Doushou Lu**."*
2. ↑ Lord Militus: *"Luminous Ones are a Kingdom of fanatic ghouls following the Glowing One or 'Necromancer', who forcefully ghoulifies people in a dictator, full authoritarion way."*
- Obtained from Discord, 8/23/2021
3. ↑ Lord Militus: *"Luminous ones and Withered Dogs were created for flavour next to Duoshu Lu and Hexie Lu, which I am working on."*
- Obtained from Discord, 8/23/2021
Klamath

**Klamath** is a civilized settler nation in the West Coast region.

## Historical background

Klamath is a nation of trappers that hunt the giant, mutant lizards, called geckos, in the area. Highly prized for their pelts, especially those of the golden geckos, they are the lifeblood of the community. In addition, Klamath is the stopping point for caravans on their way to the tribal villages around the area, such as Umbra and Arroyo.

## Politics

### National spirits

Klamath starts with two national spirits:

**Gecko Abundance**

* Weekly Manpower: **-1**
* Starting Planning skill level of new army leaders: **+1**
* Passive Caps Income: **+10.0**
Klamath earns enough money from trapping and skinning the near infinite supply of geckos to ensure the settlement survives and thrives. Some poor fools still fall victim to them, however.

**Professional Trappers**

* Damage to Enemy Garrisons in our states occupied by the enemy: **+35.00%**
* Population Nomadicity: **+15.00%**
* **Support Equipment**:
	+ Production Cost: **-5.00%**
	+ Reliability: **+15%**
While Klamath's residents are best equipped for trapping geckos, if push came to shove they could conceivably use their skills for other means. If the trap can kill a gecko, you don't want to imagine what it can do to some poor raider's leg...

## Behind the scenes

* Klamath is based on the town of the same name in *Fallout 2*, which was based on the real world city of Klamath Falls, Oregon.
Chickasaw-Muscogee Coalition

## Historical background

The Great War has destroyed much, but it didn't destroy people's need for leisure time and entertainment. It also did not destroy greed and jealousy. The Chicasaw-Muscogee-Coalition are a nation steeped in all of these things. Led by Lushanya Harjo, the head of one of the biggest casino families in the nation, they are powder keg of criminal activity waiting to explode.

All the while strange things are happening to the west threatening not only them, but everyone in the region.
- Scenarios country selection screen quote
## Focus tree

Main article : Chickasaw-Muscogee Coalition Focus Events

## Starting Position

Chickasaw-Muscogee Coalition starts in South and North Oklahoma between The Last Patrol to the north, Cherokee Nation and Choctaw Nation to the east, Tubeheads to the south, and The Chained Choir and Scrappers Compact to the west. The Canadian Tributary bisects Chickasaw-Muscogee Coalition's territory, with three crossings between Chickasaw-Muscogee Coalition and two crossings to Scrappers Compact. The Cimarron River runs along the north border of Chickasaw-Muscogee Coalition's territory, with two crossings to The Last Patrol. The Red River runs along the south border of Chickasaw-Muscogee Coalition's territory, with two crossings to Tubeheads.

Chickasaw-Muscogee Coalition starts with a production of 1 factory producing Infantry Equipment.

Chickasaw-Muscogee Coalition starts with these division templates:

* Militia Force (4 Militia battalions)
* Bouncers (9 Infantry battalions)

Chickasaw-Muscogee Coalition starts with 4 divisions:

* 4 Bouncers, fully equipped.
Garnithor

Real-life person

**Garnithor** is a developer who worked with the Old World Blues development team as one of the senior developers of the mod.

## Contributions

* The entirety of the Research trees.
	+ Equine technologies research tree.
* Game balancing.
* Almost every unit in the game.
* Part of the scavenging system.
* Development decisions involving the repair of power plants and military bases.
* Traits for generals and officers.
* Broken Coast - Focus tree (2.0)
* Heaven's Gate - Focus tree (2.0)
* Texan Brotherhood - Coding (3.0)
	+ Created Edward J. Rusk and Sidney McDonald. The latter was cut due to time constraints, and was to serve as a reformist to contrast Rusk's traditionalist nature.
* Alamo Chapter - Coding (3.0)
* Western Brotherhood - Developed alongside Zusk

## References

1. ↑ Garnithor: *"Somebody went through and actually found all the references. I had some morbid fun making this tech tree"*
- Obtained from Discord, 4/8/2022
2. ↑ Garnithor: *"I mean, granted. Buut, like every single tech tree in the game, the entire balance setup. Practically every unit with one exception."*
- Obtained from Discord, 3/28/2022
3. ↑ Garnithor: *"Part of the scavenging system"*
- Obtained from Discord, 3/28/2022
4. ↑ Garnithor: *"Development decisions"*
Soleful Phoenix: *"Development decisions?"*
Garnithor: *"If you conquer certain locations, you can repair power plants
And military bases"*
- Obtained from Discord, 3/28/2022
5. ↑ Garnithor: *"I also did the general and officer traits"*
- Obtained from Discord, 3/28/2022
6. ↑ Garnithor: *"It's having creative standards evolve over time. Hea and BRK were the first trees I made. BRK is still solid to this day, but HEA is not."*
- Obtained from Discord, 4/9/2021
7. ↑ Garnithor: *"I also coded
The Texas brotherhood"*
- Obtained from Discord, 3/28/2022
8. ↑ Garnithor: *"I had originally two leaders planned for Texas Brotherhood, but if I had made both unique, it would have taken 4 more weeks to get the thing out there :stuck\_out\_tongue:"*
- Obtained from Discord, 10/27/2020
9. ↑ Garnithor: *"Sidney McDonald, twas the name originally
The intent was to make a reformist/traditionalist clash
With Rusk being traditionalist
Trying to bring Alamo and Texas together
While Sydney was like YEHAW"*
- Obtained from Discord, 3/28/2022
10. ↑ Garnithor: *"And the Alamo chapter"*
- Obtained from Discord, 3/28/2022
11. ↑ Garnithor: *"And have worked on Western Bos with Zusk"*
- Obtained from Discord, 3/28/2022
Eagle Rock

**Eagle Rock** is a settler nation in East Utah.

## Historical background

A people-oriented nation.

**Trading Blimps**

* Air Wing Experience loss when killed: **+25%**

* **Airship**:
	+ Range: **+45%**
	+ Production Cost: **-5.00%**
	+ Air Attack: **-10%**
	+ Air Defense: **-10%**
	+ Ground Attack: **-25%**
	+ Strategic Bombing: **-25%**

**Ineffective Army**

* Division training time: **-30.0%**
* Division Organization: **-15.0%**
* Army Leader Cost: **+30.0%**
* Division Attack: **-20.0%**
* Division Defense: **-10.0%**

## Behind the scenes

* Eagle Rock is based on the area of the same name depicted in *Van Buren*, under the renamed title of Burham Springs.
Binary Counts

**Binary Counts** are an elite nation in the Plaguelands region.

## Historical background

An elite-oriented nation.

Fallen Reavers icon**Fallen Reavers**

* Research Speed: **+15.00%**
Once proud members of the Reaver Movement, the Binary Counts travelled behind **the Firewall** to find true salvation. All they found however, was a fate worse than death and knowledge beyond comprehension.

The Binary Counts icon**The Binary Counts**

* Recruitable Population Factor: **-35%**
Using a blood purification implant the Binary Counts are able to keep the Blue Flu at bay. The price is paid in the blood of innocents that's used in the process.

### Leaders

Main article: Political parties and leaders
Baudelio Ranchers

The **Baudelio Ranchers** is a settler nation in the north Mexican region of North Chihuahua.

## Historical background

A settler nation northwest of the Republic of The Rio Grande, having established themselves by helping, and being helped by, communities north of Mexico, trading with nearby settler nations.

## References

1. ↑ **What's the deal with Pecos, Baudelios, and Granajas? I always assumed Pecos was an RRG colony from the name, but they all seem to have close ties with the republic given how easy it is to incorporate them in Guerra's tree**
Zapdude: *"They're settler nations in the north of Mexico. Pecos Colony is just named after the original settlement effort for Pecos. Some of the people who migrated there might have come from the RRG, but it wasn't set up by the RRG. They have close ties with the north because the north is filled with fellow settler nations.
They've spent decades improving relations with, helping, and being helped by communities across the north of mexico
they trade amongst eachother regularly, etc etc
It's easy to incorporate them based off of these mutual roots, and also because times are changing.
With the Bull at your door, slaughtering its way across the wasteland, and Mexico in chaos as the region's stability dies with Tlaloc
Going with your friendly neighbourhood RRG in the hard times is a no brainer"*
- Obtained from Discord, 9/10/2019
Mirelurk Tribe

## Historical background

The Mirelurk Tribe is a faction available in Old World Blues.

Their leader "M'lulu" is the leader of the Elites.

## Events

Main article: Mirelurk Tribe events

The Coral Court icon**The Coral Court**

* Recruitable Population Factor: **+20%**
* Stability: **+10.00%**
* Encryption: **+10.00%**
* Daily Elite Support: **+0.05**
The Coral Court are a group of oracles, prophets and priests who tend to and protect M'lulu from outside threats. They, in all respects guide the fate of the Mirelurk Tribe and its destiny.
The Apostles of the Ruddy Man were deemed as heretics by the Coral Court when they would not uphold to their beliefs. Thus, they were banished to the south.

500 Eggs icon**500 Eggs**

* None
M'lulu's current clutch of eggs.
They move around inside sometimes. They must be close to hatching.

## Technology

The Mirelurk Tribe has access to the unique Mirelurks technology, enabling Mirelurk platoons. As a tribal nation, they have access to the Tribal technology tree. Through their focus tree, they can become a settled nation and gain access to Intermediate Support Tech, Basic and Intermediate Vehicle Tech, Intermediate Naval Tech, Intermediate Construction Tech, Intermediate Exploitation Tech, Intermediate Industry Tech, and Intermediate Infantry Tech.

## Behind the scenes

* Zusk worked on the Mirelurk Tribe in the 2.1 update.

## References

1. ↑ Sole Survivor: *"For my first question, what nations have you created, or otherwise worked on/contributed to?"*
Zusk: *"Heyo! I am a big content designer for Old World Blues and have touched my hands into most of the mod, at one point or another.

Before I joined the team, I did the Yakuza Rising submod!
After I joined the team...

2.0
Tzotzil ( Coding )

2.1
Troll Warren ( Redesign )
Marrow Drinkers
Mirelurk Tribe
Apostles
Bonedancers

3.0
Shale's Army
Unity of Austin
Ironmongers
Twin Mothers
Hangdogs ( Initial design and some scripting )
Mojave Chapter
Think Tank
New Vegas ( Partial Redesign )
Western Brotherhood ( Partial Redesign )

3.1
The Last Patrol

3.2
Lanius's Cohort ( Redesign )
- Obtained from Discord, 10/19/2021*
Lanius's Cohort events

This is a list of all events relating to Lanius's Cohort (from /Old World Blues/events\_LAC\_l\_english.yml).

 id
### The Beast of the East

*Lanius was the greatest warrior of the Hidebarks, one of the greatest foes the Legion face. Or was he born a slave, whose natural talents let him become a legionary at the age of 12? Is it true that he slaughtered all the males of his tribe? Or were they assimilated into the Legion? Only Caesar and Lanius know for sure, and they aren't talking. What is undeniable is that Lanius is among the greatest leaders of the Legion. Some call him a savage brute, but there may be more to the man behind the mask than they know...*

**He is a natural leader of men.*** **Lanius** becomes a Commanding Officer.
* Lanius is Charismatic

**He moves like the wind.*** **Lanius** becomes a Commanding Officer.
* Lanius is Agile

**Some are born lucky. Lanius was lucky to be born.*** **Lanius** becomes a Commanding Officer.
* Lanius is Lucky

**Some wonder whether he is smarter than Caesar himself....*** **Lanius** becomes a Commanding Officer.
* Lanius is Intelligent

 id### Swift, Honest, Purchased With Blood

*The Legion's resources are vast, but not infinite. Lanius had to choose who to bring with him to the east. Some said the strongest, skilled with firearms. Some said a horde of fanatics, ready to kill and be killed. And some said the swiftest. But the decision was Lanius' alone.*

**A well equipped expedition.*** Add technology: **Basic Ballistic Weaponry**.
* 5 **Locked** **Cohorts** with Demolitions and Recon support will be deployed.

**The survivors will gain skill.*** 8 **Locked** **Cohorts** of pure infantry will be deployed.

**The chariots thunder across the plains.*** Add technology: **Scrap Motorcycles**.
* Add technology: **Salvaged Motorcycles**.
* 4 **Locked** **Cohorts** of Legion Chariots will be deployed.

 id### Forging A Vast, Razor-Sharp Scythe.

*When Lanius occupied Fort Summers, he had to decide what to do with its inhabitants of this spirited little village.*

**Form them into a army of slaves.**
Unknown

**Steal their riches and seize their fortunes.**
Unknown

 id### Woe to the Vanquished!

*The Lambda Tribe of New Mexico were enslaved without mercy, much like the Hidebarks were. To show his victory, Lanius named their chief village the Staging Grounds. As for the tribe itself?*

**Behold, more slaves!*** Gain **1.50** k slaves

**They joined the Legion's ranks.*** Gains National Spirit **Survivors of the Colorado Brotherhood**, which grants (Research Speed: **+4.00%**).

**They were taught the virtue of industria.*** **Castrum Mars** Set **Infrastructure** to level **5**.
* **Longknife**:
	+ Add production of 8 (unrecognized string "Scrap Metal" for Template:Icon) in Longknife.
	+ Set **Infrastructure** to level **5**.
* **The Staging Grounds**:
	+ Add production of 8 (unrecognized string "Scrap Metal" for Template:Icon) in The Staging Grounds.
	+ Set **Infrastructure** to level **5**.
* **Castrum Saltus**:
	+ Add production of 8 (unrecognized string "Water" for Template:Icon) in Castrum Saltus.
	+ Set **Infrastructure** to level **5**.
Flubbins

Real-life person

**Flubbins** is a Contributor and moderator for the *Hearts of Iron IV* mod *Old World Blues* and its Discord.

## Contributions

* Merged 5 files into 3 files, tweaking image files.
* Provided Violet and LusaLy with a description for their unique advisor seen in the Montana Chapter.

## References

1. ↑ Flubbins: *"i contributed a file merge
5 into 3"*
- Obtained from Discord, 12/18/2022
2. ↑ Flubbins: *"required a few small tweaks with imaged but that sums it"*
- Obtained from Discord, 12/18/2022
3. ↑ Flubbins: *"that was lusa and violet not me lmao
i did give them the description of the advisor if that counts lmao"*
- Obtained from Discord, 12/18/2022
Elko Posse

The **Elko Posse** are a raider group in the West Coast region.

## Historical background

A raider nation that conquered the towns of Elko County, taking over its gold mine, and planning to take over the nearby area of Vault City.

## Politics

### National spirits

Elko Posse starts with one national spirit:

**The Gold Mine**

* Resource Gain Efficiency: **+8.00%**
* Recruitable Population: **5.00%**
* Division Attack: **+5.0%**
Lewis Bradley's conquest of the towns of Elko County gave him access to one of Nevada's gold mines. The mine, now run with slave labour, fuels a warband that plots to seize Vault City.

### Leaders

Main article: Political parties and leaders

## Behind the Scenes

* Elko Posse took the place of the pre-patch 4.0 nation of the Pale Folk.
Hexie Lu

The **Hexie Lu** are a Chinese remnant nation located in Northeast Colorado.

## Background

Led by Captain Zhang King, a former Chinese captain, operating a variant of communism known as "Zhangism", the Hexie Lu reside north of their neighbors, the Doushou Lu, who they do not get along with due to the Doushou's own variant of communism, "Luism".

## Behind the scenes

* The Hexie Lu were created by Lord Militus.

## References

1. ↑ Lord Militus: *"Captain Zhang King is the leader of Hexie Lu, a patient, calm pre-war ghoul who sees war as a necessity, not something he wants. He prefers the idea of moving on from the past of war and recovering, aiding American or Chinese, mutant or non-mutant.

Lieutenant Lui Wei leads the Doushou Lu. A much more aggressive man who was part of Chinese special forces pre-war and is still intend on killing Americans, no matter how long ago the war was.

What their paths leads down, you'll have to wait. :wink:"*
- Obtained from Discord, 7/21/2020
2. ↑ Lord Militus: *"As to the 'how tf' you'll find out when their content releases. The lore is - simply put - that they are military remnants from before the war, both with differing views on communismn, namely Zhangism & Luism and do not get along. You can see more by hovering over their leader portrait or going to their pages on the wiki."*
- Obtained from Discord, 3/8/2022
Choctaw Nation

The **Choctaw Nation** are an American Indian tribe in the Texan region.

## Historical background

The Choctaw have kept the tradition of the storyteller alive through many hardships before the Great War and they have not stopped yet. Nashoba Solomon has many stories to tell himself, but nowadays he is happiest seeing his home prosper. And an opportunity opened itself up that would have not been possible before the war. Ghouls, in many regions feared or despised, can offer their stories collected over their long, long lives to the current generation. Helping to guide them and to not repeat what lead to the world they live in.

## Politics

### National Spirits

Choctaw Nation starts with three national spirits.

Keepers of Knowledge icon**Keepers of Knowledge**

* Division training time: **+10.0%**
* Consumer Goods Factories: **2.0%**
* Research Speed: **+2.00%**
* Starting Planning skill level of new army leaders: **+3**
The Choctaw Nation are famous for there seers and shamans, who tell the stories of their ancestors and their victories in their past. This tradition has persisted for generations and even the harshness of atomic fire can't stop the tales of the past.

The Support of Our People icon**The Support of Our People**
This national spirit will gain bonuses based on the support of the clans and city dwellers.

Three Nations Trade Center icon**Three Nations Trade Center**
All three nations have invested heavily into a shared trade center in First People's Junction and all will earn their share of the profits from it.

## Starting Position

Choctaw Nation starts in Southern Oregon, between Cherokee Nation to the north, Assassin City and Desperados to the south, and Chickasaw-Muscogee Coalition to the west. The Red River runs along the south border of Choctaw Nation's territory, with 2 crossings to Assassin City and 1 crossing to Desperados. The Canadian Tributary and Arkansas Tributary run along the north border of Choctaw Nation's territory, with 4 crossings to Cherokee Nation.

Choctaw Nation starts with a production of 1 factory producing Infantry Equipment.

Choctaw Nation starts with these division templates:

* Militia Force (4 Militia battalions)
* Guardians (9 Infantry battalions)

Choctaw Nation starts with 4 divisions:

* 4 Guardians, fully equipped.
Carcass Walkers

The **Carcass Walkers** are a raider nation in the West Coast region.

## Historical background

A raider nation composed of cannibals.

**Raider Nation**

* Construction Speed: **-10.00%**
* Training time: **+15.00%**

Don't Walk the Bone Roads icon**Don't Walk the Bone Roads**

* Division Attrition: **-10.0%**
* Reconnaissance: **+10.0%**
* Division Defense on core territory: **+10.0%**
Never enter the Carcass Wastes, the roads are littered with the bodies of those who wanted to uncover the secrets of them. Nobody return, perhapos what lies there is not meant to be uncovered.

## Starting Position

Carcass Walkers starts in South Oregon, between Rib Breakers to the north, Marrow Drinkers to the east, Troll Warren and The Apostles to the south, and Mirelurk Tribe to the west.

Carcass Walkers starts with a production of 1 factory producing Melee Equipment.

Carcass Walkers starts with these division templates:

* Exiles (4 Militia battalions)

Carcass Walkers starts with 5 divisions:

* 5 Exiles, fully equipped.
Arborg Junta

**Arborg Junta** is a raider nation based in Central and Northern Manitoba in The Great North region.

## Politics

### National spirits

* Manitoban Funding
	+ +5% Division Recovery Rate
	+ +10% Army Leader Cost
	+ -15% Caps Expenses

### Leaders

Main article: Political parties and leaders

## Starting Position

Arborg Junta starts in Northeast Manitoba, between The Damned and The Republic of Three Rivers.

They start with a production of 4 factories making Infantry Equipment.

Their division templates are:

* Militia Force (4 Militia battalions)
* Infantry Brigade (5 Infantry battalions)

Their order of battle spawns 4 units:

* 4 Infantry Brigades, all fully equipped.
Gente del Sol events

This is a list of all events relating to Gente del Sol (from /Old World Blues/events\_GDT\_l\_english.yml).

 id### The Child of the Sun

*If you ask the Generalissimo, even as a child all knew he was destined for greatness. He will gladly tell you that he was born under a solar eclipse, although he is oddly reticent on which one. And he took after the sun, for he was:*

**As bright as the sun.*** Gains National Spirit **A Sunny Disposition**, which grants (Daily Political Power Gain: **+0.25**).

**As constant as the sun.*** Gains National Spirit **An Even Keel**, which grants (Surrender Limit: **+100.00%**, Research Speed: **+5.00%**).

**As fierce as the sun.*** Gains National Spirit **A Fiery Temper**, which grants (Division Organization: **+5.0%**, Division Attrition: **-20.0%**, Division Attack: **+10.0%**, Division Defense: **+5.0%**).

 id### The Menace from the Deep!

*Thirty years ago, El Generalissimo was peacefully providing voluntary protection to the people of Puerto Libertad when monstrous cangrejos emerged from the depths. When the leader of his troop fled, El Generalissimo rallied the men and coordinated their attacks brilliantly! When the dust was cleared, the people of Puerto Libertad were so grateful that they voluntarily offered leadership of their now weakly defended town to the young soldier. And several of the women of the town voluntarily offered something else.

And the people feasted!*

**A great hero!*** Gains National Spirit **Brave**, which grants (Division Recovery Rate: **+5.0%**, Special forces Attack: **+10.0%**, Special forces Defense: **+10.0%**).

**A cunning hero!*** Gains National Spirit **Cunning**, which grants (Construction Speed: **+10.0%**, Max planning: **+5.0%**, **Infrastructure** construction speed: **+10.0%**).

 id### The Free Exchange of Ideas and Ammunition

*Despite what Las Tres Mascaras says, El Generalissimo has proven to be a capable ruler. He may enjoy his margaritas and mujeres, but what leader doesn't? He has turned Gente into a prosperous city. But its prosperity rests, to a large degree, on guns and mercenaries.*

**If you've got money, he's got guns!*** Prioritize selling guns.

**Prioritize producing guns.*** Gains National Spirit **Gun Production**, which grants (**Infantry Equipment** (unrecognized string "greenwrench" for Template:Icon) Production Cost: **-10.0%**).

**Prioritize building tools to build guns.*** **Gente City**:
	+ Add **3** Building Slots.
	+ Add **3 Arms Workshop**.
Free Fighters

The **Free Fighters** are a triarchy in the Mexican region.

## Historical background

Surrounded by cartels on all sides, hounded by drug pushers and pimps with mercenary armies, the Free Fighters have maintained their liberty by force. Luchadores of all shapes and sizes create and don unique masks, fighting with brass knuckles and shotgun gauntlets against anyone and everyone.

A pantheon of famous pre-war luchadores forms the core of their identity, enabling them to determine their own qualities through the luchadores they revere at any one given time. They are known to play both face and heel—good guy and bad guy—as it suits them.
- Scenarios country selection screen quote
## Politics

### National spirits

The Free Fighters start with four national spirits:

**Protector's Guarantee**

* Stability: **+5.00%**
* Conscription Laws Cost: **+75%**
**Tlaloc's Guarantees only protect (a few) Mexican nations from outsiders,

but they will not protect the cartels from other Mexican nations!**

**Wrestlemongers**

* Send volunteers tension limit: **-100.00%**
* Max volunteer force divisions: **+3**
* Divisions required for sending volunteer force: **-50.0%**
* Diplomacy Distance Factor: **+25%**
* Appeal to refugees: **+10.00%**
Suplexing Legionaries, Chokeslamming Yakuza, or just RKOing Graven's boys. **Nobody fights without the Lucha!**

**Recent Victories**

* Send volunteers tension limit: **-100.00%**
* Max volunteer force divisions: **+3**
* Divisions required for sending volunteer force: **-50.0%**
* Diplomacy Distance Factor: **+25%**
* Appeal to refugees: **+10.00%**
Victory against the Cartels has whetted the appetite for conflict, for the time being.

The Recent Victories spirit is removed upon the 31st of December, 2275.

**Las Tres Mascaras**

## Behind the scenes

* Loonybinjin created the Free Fighters, while Skip and Shudderfly assisted in developing its lore.
* The focus tree for the Free Fighters was created by MrBlazzar, Skip, Loonybinjin, and Shudderfly.

## References

1. ↑ MrBlazzar: *"Loony is the maker of them. Skip and Shudder filled in the lore pieces as they coded the tree."*
- Obtained from Discord, 10/4/2019
2. ↑ **I see, ty. And if you remember, what other trees he worked on?**
Faeelin: *"FFI for sure
Texas, april fool's stuff"*
- Obtained from Discord, 3/19/2021
3. ↑ **who made the free fighters? Also is there somewhere were you can find credit for who(m) created each nation?**
The\_Colonel: *"No to the last part currentlu
but the tree was made by Loony, Skip, Blazzar, and Shudderfly"*
- Obtained from Discord, 10/3/2019
Laws

**Laws** (also known as **Gowernment** **Ideas**) are a feature from *Hearts of Iron 4*, which *Old World Blues* greatly expands on.

* Army Training
* Army Wages
* Drugs Law
* Conscription Law
* Economy Law
* Mutant Recruitment / Normies Recruitment
* Officer Training
* Outsider Recruitment
* Press Laws
* Slavery (currently no effect / removed)
* Trade Law
* Undesirables Recruitment
Ironmongers events

This is a list of all events relating to the Ironmongers (from /Old World Blues/events\_attis\_l\_english.yml).

 id### Remnants of the Attis Army

*Attis was a super mutant without equal. Intelligent, cruel, cunning. When the Master fell they led a army east, away from the Brotherhood and growing Californian Republic - hoping to find some answers as to the origin of FEV. This origin would eventually be found in the city of Los near somewhere known as the "Secret Vault" - there, ultimately is where he would have met his end, the army fracturing shortly after into several sub-groups.
We served under them in their army as one of their lieutenants. What did Attis value in us to trust us so highly?*

**Our Strategy.*** Army Experience: **+10**.

**Our Loyalty.*** Gain Base Stability: **+5.00%**.

**Our Cunning.*** Gain Base War Support: **+5.00%**.

 <abbr title="nf\_attis.2
nf\_attis.2.d.imo">id### Our Assignment

*Before Attis met his end, he gave us a assignment to follow.
He tasked us with taking the southern industrial heartland of Texas and use those arms to help further the super mutant cause. What supplies would he have given us to accomplish this task?*

**Construction Equipment*** (**Forge of Giants**):
	+ Add **1 Civilian Workshop**.
	+ Add **1** Building Slots.

**Ammunition*** (**Forge of Giants**):
	+ Add **1 Arms Workshop**.
	+ Add **1** Building Slots.

 <abbr title="nf\_attis.3
nf\_attis.3.d.imo">id### Our Legacy

*After we took the southern industrial land our warband experienced a massive culture change. We went from a band of marauders to a band of smiths - the urge to use the tools we found to build, craft and experiment with larger and larger tools of war forged our very identity! A few decades in and the idea of still following Attis's orders seemed so strange - why listen to the words of a dead man when our life here is so perfect?*

**I will build an empire of iron and silver!*** Politics will change:
* **Juggernaut** gains:
	+ **Mastersmith**
	+ - Extra (unrecognized string "Scrap Metal" for Template:Icon): **+5**
Belden Area Authority

The **Belden Area Authority** is an elite nation in the Plaguelands region.

## Historical background

A puppet of The Order, fulfilling orders for the group, and utilizing Forlorn as workers, imported from Omaha.

## Politics

### National spirits

The Belden Area Authority starts with two national spirits:

**Puppet of the Order**

* Stability: **-5.00%**
* Acceptance of Elite Diplomacy: **+10**
With the Order being the de facto overlord of the Belden Area Authority, orders are usually fulfilled, even if not everyone is happy.

**Increased Workforce**

* Resource Gain Efficiency: **+15.00%**
* Factory Output: **+5.00%**
Due to Forlorn being shipped from Omaha, there's rarely a lack of workers.

### Leaders

Main article: Political parties and leaders
Haida Confederation

The **Haida Confederation** are a civilized settler nation on an island off the coast of British Colombia.

## Politics

### National spirits

The Haida Confederation starts with two national spirits:

**The Raven and the Eagle**

* Resource Gain Efficiency: **+8.00%**
* Monthly Population: **+12.0%**
* Stability: **+6.00%**
Haida social life is broadly split by two moieties: the Raven and the Eagle. A family's moiety dictates which side of a village they live on, the history they are taught, and where they fish. Despite the differences between the two groups, both would be united within families, providing a strong sense of unity between the two.

**Whaling Chiefs**

* Spotting Speed: **+7%**
* Number of ships in the first contact: **+7%**
* Passive Caps Income: **12.0**
Hunting for whales has long been part of Hiada's economy for millennia, ever since their distant relatives first reached the Pacific Northwest. Whaling Chiefs ('haw’iih') hold economic and social power within the Nation, and successful chiefs command great reverence for their successes on hunting expeditions. According to ancient traditions, these Whaling Chiefs can even connect to Whales in the spirit world, allowing them to be located and hunted.

## Behind the scenes

* The Haida Confederation was noted in part by Loonybinjin to have been planned in-line with real world cultural presence, stating that the Confederation are "basically canadian Vikings."

## References

1. ↑ Loonybinjin: *"The Haida tribe is already planned.
And on the map.
They are basically canadian Vikings."*
- Obtained from Discord, 6/28/2017
Minutemen

The **Minutemen** are a Custom Game Rules-exclusive nation taking the place of New Victoria in the West Coast region.

## Historical background

The Minutemen are a volunteer civilian defense militia, acting as citizen soldiers banding together to protect themselves and their communities.

## Politics

### National spirits

The Minutemen start with no national spirits.

### Leaders

Main article: Political parties and leaders

## Behind the scenes

* The Minutemen are based on the Commonwealth Minutemen featured in *Fallout 4*.
Map

The **map** or **world map** is the way of navigating the game world in the *Hearts of Iron IV* mod *Old World Blues*. The map provides insight into where most tactical and strategic decisions happen, as well as also providing information related to these purposes, such as weather, air combat, land combat, naval combat, and buildings.

## 4.0

View of the whole OWB map circa version 4.0.0Colored Old World Blues province map, circa 4.0.5Map with corresponding nations with generic and unique focus trees circa version 4.1.7Map with corresponding nations with generic and unique focus trees circa version 4.0.0
## 3.0

View of the whole OWB map circa version 3.4.0Map with corresponding nations with generic and unique focus trees circa version 3.4.0
## Map divisions

The map can be divided into three divisions:

* **Provinces** are the smallest division of the map. It is here that terrain, weather, capitals, land combat, supply, and victory points are handled.

* **States** are the next smallest division of the map, where construction, manpower, population, and country borders are decided.

* **Strategic Regions** are the largest of the divisions, and are where naval combat and air combat occur.

### Map modes

Using different **map modes**, you can alter the information presented on the map. These map modes can be activated by either clicking on the appropriate button (icon) located in the lower right corner of the main screen or by pressing the associated hotkey. Additional map modes can be revealed by clicking the "open all" arrow button.
Bayou Motors

**Bayou Motors** is a tribal nation in the Texan region.

## Historical background

Bayou Motors is a tribal nation of traders that specialize in the production and trading of boats and shipping equipment to nations around the Gulf of Mexico.

They were established by a collection of pioneers who got together enough money to inhabit and developed a beached cannery ship on Marsh Island, which they expanded out of to turn it and the surrounding docks on the coast of Louisiana into repair yards. They primarily deal in collecting and selling scrap, repairing ships, collecting and rebuilding wrecked ships, hauling cargo, and selling canned meat and tobacco, primarily fish, and local grown mutant tobacco on Marsh Island.

## Politics

### National spirits

Bayou Motors starts with one national spirit:

Canning Our Food icon**Canning Our Food**

* Consumer Goods Factories: **-5.0%**
* Production Efficiency Growth: **+2.00%**
* Factory Output: **+2.00%**
* Passive Caps Income: **+2.0**
The Bayou Motors being based within an old cannery by the name of 'Mama Dolces' has led them to begin canning food. This food lasts much longer, and is often sold for profit, granting the Bayou much needed income.

## Economy

Starting Industry

Starting Resources

## Starting Position

Bayou Motors starts in West Louisiana, south-east of The Patrolmen. They have access to the Gulf of Mexico sea zone to the south.

Bayou Motors starts with a production of 1 factory producing Infantry Equipment.

Bayou Motors starts with these division templates:

* Boat Guards (10 Militia battalions)

Bayou Motors starts with 4 divisions:

* 4 Boat Guards, fully equipped.

## Trivia

* The Bayou Motors are one of only 4 regular nations in *Old World Blues* that have access to **Sophisticated Naval Tech** (New Victoria, Broken Coast, Bayou Motors, Ejército Mexicano). Making them somewhat unique.
* The Bayou Motors do not currently have a unique Country Leader unlike nearly all other nations in Old World Blues.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Bayou Motors**: a trader nation that specialises in, produces, and sells boats and shipping equipment to most of the Gulf."*
2. ↑ **Will have Bayou motors some Cajuns culture?**
Zapdude: *"They're not Cajuns, they're a large and diverse group because their roots are in prospecting, merchant caravans, and mercenary work
They were established by a collection of pioneers who got together enough money to inhabit and developed a beached cannery ship on Marsh Island, which they expanded out of to turn it and the surrounding docks on the coast of Louisiana into repair yards
They primarily deal in collecting and selling scrap, repairing ships, collecting and rebuilding wrecked ships, hauling cargo, and selling canned meat and tobacco
Primarily fish, and local grown mutant tobacco on Marsh Island
There could be cajuns among them, but their origins and roots spread beyond Louisiana, stretching across the whole gulf
They're basically a merchant dynasty"*
- Obtained from Discord, 6/17/2020
Highland Watch national focus tree

Highland Watch, as one of the many sub-major powers of The Great North, has a unique national focus tree.

The Highland Watch national focus tree can be divided into four branches and two sub-branches:

* The Steppes of Wyoming Branch

This branch allows Highland Watch to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation.
* The Fields of Wyoming Branch

The resource production and manpower branch. The branch allows expansion of infrastructure, production, and manpower, while also allowing for economic gain.
* The Fires Upon the Hills Branch

The armed forces branch. The branch provides both national spirits, building construction, and research bonuses to the warfare abilities of Highland Watch.
* Orange-Sky, Meet Ophelia Branch

The Arapaho cooperation branch. It focuses on establishing a relationship with the Arapaho, as well as advancing medical research and adding demolition equipment and elite weaponry to the nation stockpile.
* The Rawlins-Arapaho Federation Sub-branch

The branch resulting from the decision to have the Arapaho leave Rawlins to fend for themselves.
* The Cowboys Will Ride Alone Sub-branch

The branch resulting from the decision to create a formal federation between Rawlins and the Arapaho.

## The Steppes of Wyoming Branch

* None
* Requires the following:
	+ The Steppes of Wyoming
* Requires the following:
	+ Alton Bourges' Legacy
KD

Real-life person

KD
--

**KD** was a Vault-Tec Scientist and Engineer for the *Hearts of Iron IV* mod *Old World Blues*, until their departure from the team on June 12, 2022.

## Contributions

* Generic operations (3.0)
	+ Chichen Itza/Nueva Aztlán Flower Wars operations. (3.0)
	+ Caesar's Legion Lanius's Cohort-adjacent special operations. (3.0, in collaboration with Alexander)
* Mojave Chapter operations storyline (3.0)
* Mojave Territories rework (4.0)
	+ Mojave Territories civil war content (4.0)
* Eureka (4.0)
* Arroyo rework pre-2279 (4.0)
	+ Dimitri, Nagor, Chitsa (4.0)
* Max Sec (4.0)
* Packers (4.0)
* Umbra rework (4.0)
* Fourways (4.0)
* Unifier Custom Game Rules
* Dam Busters remake (TBD, originally created by Meldanen)
* Two Peoples design and national spirits.

## References

1. ↑ KD: *"Special operations for Itza/Aztlan in the Flower Wars
Special operations for Legion (with Alexander). I did most the operations for Lanius-adjacent stuff where he did more operations on the NCR iirc (I can't remember exactly so if he says otherwise go with him)
Generic operations
Operation storyline for Mojave Chapter (will probably be removed soon though)
Mojave Territories rework in 4.0
Mojave Territories civil war content
All Eureka content that isn't Enclave-related
All Arroyo content prior to 2279
- Special shoutout to Dimitri, Nagor, and Chitsa.
Max Sec, Packers, Umbra, and Fourways design/crises (original designs were Happy's, but I wrote all the actual text about them and changed a decent amount)
Unifier game rules"*
- Obtained from Discord, 6/11/2022
2. ↑ KD: *"100% of Dam Busters content is by me, original specification is by Meld
Two Peoples design/national idea"*
- Obtained from Discord, 6/11/2022
Mosquito

**Mosquito** is an artificial intelligence nation in The Realm of The Sister Gods area of The Great North region.

## Politics

### National spirits

Mosquito starts with one national spirit:

**Blood Pact**

* Weekly Manpower: **+1**
* Monthly Population: **-11.0%**
* Research Speed: **+11.00%**
* Appeal to Refugees: **-45.00%**
**>The deeds with the nearby resources continue. They are abiding by the arrangement.
>Experimentation continues on application of matter. Construct Nu subject to live exercise against bandit site. Capture and process survivors.
>Batch arrival from resources. Undesirables are of poor quality. Expected. Shall make for testing. Perhaps augmentation then release into wild for study.
>Renew contract after incident. Threat of possible outbreaks.**

### Leaders

Main article: Political parties and leaders