Kingdom of Wingbardy

Attention: This page is out of date!This article is for an earlier version of this nation. Our Wizards are at work updating it, but some information is incomplete or outdated. Want to speed things up? Visit us on Discord and volunteer to help out!

## Kingdom of Wingbardy

### Population:

9.89M

The **Kingdom of Wingbardy** is one of the oldest and most powerful of Griffon nations. Located on the southern coast of the continent, it has long been a home to trade, manufacturing and technological innovation. The first to secede from the collapsing  Griffonian Empire, Wingbardy today is a shadow of its proud self. With famine, mass unemployment, and rising radicalism, Wingbardy is at the point of both crisis and opportunity for a shakeup.

Will it emerge a reforged power in the Empire, or will its resurgence falter, swallowed up by other rising powers or its old nemesis, the  Griffonian Empire?

## Lore

### Wingbardy Pre-Empire

#### The Griffonian Empire

Wingbardy was conquered in 705 ALB by Grover I. Along with  Kingdom of Aquileia, its conquest marks the beginning of the Griffonian Empire.

For centuries, Wingbardy was the jewel in the Griffonian crown. One of the richest and most prosperous nations in the Empire, it was the envy of the north. However, scheming nobles in the capital of the Griffonian Empire were always looking to undermine it.

### Secession

This came to a head in 971 ALB when King Gumberto died under suspicious circumstances whilst attending a party in Griffenheim. His son, the newly crowned King Garibald Talonuel III, demanded that the lords of Griffenheim and the Imperial Heartlands launch a full investigation into the incident, but his demands fell on deaf ears. In protest, Wingbardy officially seceded from the Empire, taking its former vassals of the  Duchy of Talouse, the  County of Francistria, and the  Barony of Arantiga.

This move would trigger the collapse of the Griffonian Empire. The collapse decimated the Empire's economy, and Wingbardy's economy along with it. A long and bloody war with  Falcor Principality to unite the south won them their greatest city of Falcor, but at a terrible cost.

### The Falcor War

The Falcor War started on the 28th of July 985. For years since independence, tensions between Falcor and Wingbardy have been rising over where exactly their border lies. Under the empire, there was a lot of blur between the borders with citizens of each side living in towns and villages either side. Gradually both nations attempted to lock down what they saw was the border. This led to clashes between border guards on each side and riots in the border towns. Both sides, of course, blamed the other of encroaching on their territory and they poured more troops in to try and secure their land.

On the 28th of July, fighting broke out between a Wingbardian and Falcorian infantry regiments in the border town of Meranclawo. Both sides moved reinforcements into the battle. The battle spread out either side of the town. Before anyone knew it, Wingbardy was marching on Falcor.

By December, Wingbardy was at the gates of Falcor.

The war remained relatively stalemate with neither side gaining or losing ground until 24th October 987 where Falcor launched a counter offensive in the north at the Battle of Clawporett which broke through the Wingbardian lines and sent the Wingbardian 2nd Army into a full route. Falcor troops poured across the border and pushed deep into Wingbardy nearly unopposed, only to come to a stop in November at the river Piumave which flooded heavily in a freak storm, most of the Wingbardian army having made it across just in time. This gave Wingbardy the chance it needed to dig in and reorganise. However, this advance left Wingbardy's left flank wide open to Falcor, and they preceded to take advantage of it.

However, the Wingbardians managed to halt the advance in the 3rd Battle of Asbolus Forest.

This lasted until 24th October 989 where Wingbardy launched an offensive all along the line. The Garibald Offensive, named after the king, managed to break through the demoralised and out of supply Falor lines and retake large amounts of land. The Falcor 1st Army entirely surrendered at the Battle of Garibald Gergamo (a town named after the King's grandfather). Francistria also joined the war on Wingbardy's side. Falcor quickly sort an armistice that was signed on 11th November.

By that point, Falcor was in turmoil, at the mercy of Wingbardy, and the southern Jo-Jo islands seceded to join Sicameon

### Present Day

Economic decline, famine and political instability has left national unity low and radical factions vying for power. The fascist PNF lead by Giulio Beakolini and the communist PCW lead by Antonino Proletarino are drawing griffons from all walks of life to their cause as they offer an alternative to the ineffective governments of the past.

Beakolini, a silver-tongued, aggressive speaker speaks of his desire to make Wingbardy great again. A radical socialist at heart, he fell out with the first communist thinkers and decided to make his own party and ideology. Fascism, as he named it, was welcomed among the disenfranchised veterans of the Falcor war and the more conservative griffons left in despair over the economic crisis. Unhappy with the current political deadlock, he has announced a march on Karthin in an attempt to seize power from the elected government with popular support.

With the announced march drawing close, Antonino Proletarino and his communist followers have sworn to stop the fascists, and prevent their thuggery by any means necessary, even violence.

However, King Garibald Talonuel III still holds power and most of the nation is on his side. It is he who has the final say in how his nation goes. Whether they side with the fascists, or crackdown on both radical parties, the future of Wingbardy is in his talons.

## Gameplay and Strategy

### Starting Situation

Wingbardy starts in a fairly strong position. With 8 military and 17 civilian factories, it has a high factory count. It has a respectable core population of 10.29M and no immediate threats. It starts as the leader of the Karthinian Pact with several allies.

Its main weakness are that it starts with several crippling national spirits and will need time to go through its focus tree to remove them. With weak neighbors to the east for expansion and the potential to core most of southern Griffonia, Wingbardy has the potential to become one of the strongest nations on the Griffonia continent, being able to directly challenge the Griffonian Empire.

### Military Forces

Overall, Wingbardy starts with a small, but serviceable military, especially in comparison to neighbouring powers. However, its crippled economy won't allow it to expand for quite a while.

Wingbardy begins with 90k regular, equipped troops, supported by 3 token air wings and a spare 50k men available for recruitment. The small navy includes a battleship, a heavy cruiser, and around a dozen support ships.

Wingbardy's strength is in its strong Air and Land trees. Wingbardy's Air tree, which includes very little padding, a generous 4 air doctrine bonuses, is required to unlock a research slot. The land tree provides, depending on the choice, some good support, tank and artillery bonuses.

### Threats and Opportunities

* Griffonian Empire: The main continental power, the Empire is the main enemy of Wingbardy, as the Empire will seek to reconquer Wingbardy in their continental conquest. Being in the south, Wingbardy will be one of the last countries the Griffonain Empire attacks. Rather then waiting for the Empire to strike, its recommended to attack them while they are still busy attacking their other enemies.
* Talouse,  County of Francistria,  Arantiga: Wingbardy's fellow allies in in the Karthinian Pact, most of the time Wingbardy will eventually absorb them and gain cores on their land. Arantiga tends to leave the Karthinian Pact on historical focus.
* Falcorian Queendom: Wingbardy's neighbor in the north. They have a core on the Falcor state owned by Wingbardy. A non-aligned/supremacist Wingbardy has two options of dealing with Falcor using either the **Pressure Falcor** or **Reapproach Falcor** focus.
	+ If Wingbardy chooses to pressure Falcor, then Falcor is more likely to accept submission if Wingbardy has sufficiently built up its army.
	+ If Wingbardy chooses to offer an alliance with Falcor then most of the time they will either refuse or only join if Wingbardy gives Falcor its core back. Either way they should eventually be annexed to gain the cores on their land.
* Federated Parishes of Sicameon: A nation further east of Falcor, Wingbardy will often get a war goal against them from their focus tree. Their territory is needed to gain cores on all of the south. They have a tendency to ally with Asterion, creating an alliance that requires real effort to defeat. Be on guard for naval invasions in this case, an unnoticed one can ruin your game.
* Griffon Liberation Army: The Griffon Communists in Prywhen starts in a civil war with Brodfeld, and will likely go down an expansionist path after winning the civil war. Once the GLA capture Griffonstone, Wingbardy will get a war goal against them. The Griffonian Empire will often also attack the GLA and it will be a race between Wingbardy and the Empire to see who can capture it.
* Republic of Asterion: The Republic of Minotaurs can be invited to the Karthinian Pact by a non-aligned/supremacist Wingbardy, if it's not already in a faction. They will generally accept. On historical settings they usually ally with Sicameon over Wingbardy. A communist Wingbardy can get a war goal against them if they ally with the Griffon Liberation Army.
* Kingdom of Aquileia: Another regional power on the Griffonian continent. If the radical communists are elected then they will eventually create a faction which a communist Wingbardy can join via their focus tree. However, if they are not communist then a communist Wingbardy can get a war goal against them if they do not choose to ally with the Griffon Liberation Army.
* Equestria: A harmonic Wingbardy can attempt an alliance with Equestria.
* Commonwealth of New Mareland: The Equestria-backed pony nation in Southern Griffonia. New Mareland's territory can be demanded by a supremacist Wingbardy. The demand will nearly always be rejected by Equestria. A communist Wingbardy can get a war goal against New Mareland if they ally with Aquileia. Due to the risks of a war with Equestria, it is not recommended to go after New Mareland unless it is independent.
	+ An independent New Mareland may seek to conquer Wingbardy if they go Communist, Supremacist, or is led by Kingfisher. A Supremacist independent New Mareland led by Duke Haygle also has a chance to join Supremacist Wingbardy's faction instead of going to war with Wingbardy.
* Barony of Rumare: The small Barony will sometimes choose to join the Karthinian Pact when its led by a non-aligned/supremacist Wingbardy.

### Coring the South

The **Wingbardian Empire** and **The Workers' Empire** focus will unlock a decision to core all states previously owned by Talouse, Francistria, Arantiga, Falcor and Sicameon if those states are owned by Wingbardy. If those countries are in the same faction as Wingbardy then a separate set of decisions will allow Wingbardy to puppet them and they will gain a national spirit that decreases their autonomy by 1 point every day. Wingbardy should eventually annex them using the autonomy system.

If the player does not have the Together For Victory DLC then this will not work!

## National Focus

    As Beakolini's March begins, the focus tree is divided by this critical choice.

### March on Karthin

#### The Supremacist Path - Support Beakolini

The King invites Beakolini to take power and use his force and popularity to reform the government. Beakolini now has to make good on his promised political and economic reforms. First by fixing the rampant unemployment, the famine and education problems that plague the nation. At the same time he will secure fascist control over the parliament.

Next Wingbardy will focus on closer cooperation with its allies. Benefits include the **Southern Security Council** will give Wingbardy and its allies +15% planning speed and a tech sharing group between them. Wingbardy will then ally and get war goals on its various neighbors. At the end there is a choice for Wingbardy between claiming the throne of the Griffonian Empire or creating their own Wingbardian Empire. The main benefits of this path is **Censored Press** will give 1% weekly war support, allowing Wingbardy to easily max its war support over time and the political power gain.

#### The Communist Path - Fight Beakolini

Believing Beakolini and his Blackwings will lead Wingbardy to ruin and oppose the common worker, the communists will rise up, capturing the capital and coastal states. With only the northern states under his control, the king will let Beakolini take control of the remaining forces. This will lead Wingbardy into a civil war. At the start of the civil war, 14 divisions with 3 battalions of infantry will spawn for the communists. The communists have a slight advantage in troop numbers and the higher industry of the south as such the civil war is in their favor. The fascists will find it difficult to fill their frontline, with micromanagement the communists can try to sneak some units in to capture their victory points

Once the communists win, they find themselves with the task of fixing its previous problems that lead to the communists’ rise to power. They can decide on how to spread communism to their neighbors, either by liberating them via war or increasing their communism support. If increasing the communist support then they will change to communism in around 4 years.

They have a choice to ally with the Griffon Liberation Army, a communist Aquileia, or create their own faction. After which they can get war goals against the various nations near them. The main benefits to this path are **Mines for the Miners** giving a +15% resource efficiency gain and **Griffon Liberation Army** giving -15% training time and 10% recruitable population factor.

### Stop the March!

The King could just say no to any such actions from the fascists and communists by clamping down on Beakolini before he can carry out his march. Doing so will present the King with two choices; the first of which is to use his royal power to control a loyal conservative government. Exclusive to these paths is **The Royal Academy of Science** which will give Wingbardy an extra research slot.

#### A Conservative Government

These conservatives include many who would have sided with the fascists if they came to power, hence offering similar options in reforming the economy. The King shares similar goals with Beakolini as such they share their diplomacy branch. The main benefits of this path is the **Royal Aluminum Company** giving Wingbardy a total of 22 Aluminum and **Strengthen the King** will make advisors, companies, and military staff 25% cheaper.

#### A Harmonic Government

Of course, the King could also decide to let the more radical Partito Wingbardo dell’Armonia take power. This pro-harmony party will seek to fix Wingbardy’s problems by reducing government regulation of industry, promoting trade and making friends with the ponies across the sea.

Eventually they’re left with a choice.

**Embrace the Pony Way**

Wingbardy will seek to ally with Equestria. The first focus will give Equestrian an event that lets them merge the United Ponies Alliance and Karthinian Pact together. **School for Gifted Griffons** will give Equestria an event to create a techs sharing group between Wingbardy and them.

**Harmony with Griffon Characteristics**

By going their own way, Wingbardy is offered powerful bonuses. Notably, **Arsenal of Harmony** will give Wingbardy with 6 military factories and 6 naval dockyards in addition to 50 army, naval, and air experience.

No matter which path is chosen a harmonic Wingbardy can do **United Against Disharmony** whichlowers guarantee tension limit by 100% and cost by 75%, allowing Wingbardy to easily intervene in conflicts.

### Industrial Tree

After the government has got its act together and put effort into reforming the economy. Wingbardy will finally be able to fix its economy and remove the braindrain, gaining a research slot and several civilian factories in the process. Notably, Wingbardy can add several units of oil and rubber.

The bottom part of the tree allows WIngbardy to help its allies economically. The final focus creates the **Southern Economic Community** with its allies giving a notable 7% increase in production efficiency cap, factory output, and consumer goods to Wingbardy and its allies.

### Military Tree

#### Naval Tree

In addition to providing the usual research bonus Wingbardy has a choice between dedicating themselves to coastal ships, preferring superior numbers to overwhelm their enemies or by focusing on producing large capital ships. Both will unlock an appropriate naval company and research bonuses. Notably if Wingbardy chooses **Overwhem the Seas** they gain access to the **Froggriff** focus which provide bonuses to Torpedo attack and surface visibility to submarines, destroyers, and light cruisers.

#### Air Tree

The air tree is fairly short and standard. Notably **Royal Aeronautics Institute** will give a research slot and **Airbase Expansion** will increase construction speed of Air Bases and Anti Air by 15%.

#### Army Tree

Finally, there is the army, and the matter of how it should be used. The younger officers are promoting that they use Wingbardy’s industrial might to produce the latest inventions in warfare, tanks. Meanwhile, there are the old guard who prefer the old ways of long plans and throwing more griffons at the problem.

Either way, each path will provide powerful bonuses to Wingbardy’s equipment production.

## Technology

* **Fawn 626** (Motorized)
* **Marines I**
* **Mountain Infantry I**
* **Support Equipment**
* **Engineer Company I**
* **Recon Company I**
* **Fawn 3000** (Early Tank)
* **Cannone da 75/27 (Cannone da 75/27 modello 06)** (Artillery I)
* **Greda Model 7 (Greda modello 7)** (Anti-Air I)
* **Basic Depth Charges**
* **1007 Cruiser**
* **Basic Cruiser Armor Scheme**
* **1007 Heavy Ship**
* **1007 Submarine**
* **Basic Torpedo**
* **Naval Gunnery**
* **Basic Medium Battery**
* **Casemate Secondary Battery**
* **Transport Ship**
* **Contact Mine**
* **Minelaying Submarine**
* **SA.79 Sparviero (Strigivoia-Afroaves SA.79 Sparviero)** (NAV 1)
* **Early Bomber**
 Doctrine
 * **None**
* **We Can Fly?!**

## Politics

### National spirits

	+ Daily Political Power Gain: **+0.15**
	+ Division Recovery Rate: **+5.0%**
	+ Stability: **+10.00%**

**Born**: 11th November 940, Karthin, Wingbardy.
**Biography**: Known as the 'Soldier King' due to his leadership during the Falcor War, Garibald Talonuel di Almieri is well respected and beloved by the Wingbardian griffons. In 972 ALB his father, King Gumberto, was murdered in the Imperial Palace in Griffenheim while attending a party for the young Grover V. The newly crowned Garibald demanded justice but was given none. In protest he severed all ties with the Empire, declaring Wingbardy to be independent for the first time in over a century. The rest of the empire soon took Wingbardy's lead, quickly leading to the Empire's collapse.
The first few years of independence was prosperous for Wingbardy, however a border dispute with Falcor in 985 lead to four long and bloody years of conflict that scarred Wingbardy to this day. During the war, King Garibald Talonuel III was known to often visit the frontline and had significant support among his troops.
However, the years since the war have only seen Wingbardy's situation grown worse. Failed government after failed government, along with a crippled economy, has lead to many Wingbardians demanding that he step in and find a way to resolve their situation. With the rise of Fascism and Communism, it became clear that only he could decide Wingbardy's future.
He sees his son, Gumberto, as a disappointment and secretly fears for the future of the monarchy unless his son can better himself. In the King's free time he is an avid stamp collector. His collection of postal stamps is the largest in the world.
 File:Political Deadlock.png  **Political Deadlock** | * Daily Political Power Gain: **+0.50**
* Stability: **-10.00%**
* Weekly Stability: **-0.30%**
* War Support: **-10.00%**

**This national spirit will only be removed if a party or coalition rules with a majority of seats in the Chamber of Deputies.**

 File:Great Depressio.png  **Economic Crisis** | * Consumer Good Factories: **20.0%**
* Construction Speed: **-20.00%**
* Factory Output: **-15.00%**
* Dockyard Output: **-15.00%**
* Daily Communism Support: **+0.03**
* Daily Supremacy Support: **+0.03**

Wingbardy experienced rapid industrial growth during the last few years of the Empire. However, the collapse of the Empire and the long, bloody war with Falcor has left the nation in catastrophic economic decline.
 File:Stilted Education.png  **Stilted Education** | * Research Speed: **-30.00%**

 File:Outdated Army.png  **Outdated Army** | * Division Organization: **-15.0%**
* Army Leader Cost: **+50.0%**
* Division Attack: **-15.0%**
* Land Doctrine Research Speed: **-50%**

 File:Generic Purge.png  **Powerful Mafia** | * Consumer Goods Factories: **4.0%**
* Stability: **-7.00%**

### Leaders

PLW (Partito Liberale Wingbardo)
**Biography**: Gallo Ventriglio graduated from the University of Talonin with a degree in law. He became a lawyer and solicitor and eventually entered politics, becoming a councillor and then mayor of the town of Plumerolo.
When the Falcor War broke out, he joined anti-war movements and denounced the conflict that would claim the life of his son, Giovanni Ventriglio, who was shot down while on a bombing mission over Falcor.
In recent years, he was appointed Prime Minister after the collapse of the Gonomi government. His outspokenness against Beakolini's fascist movement has lead to many hoping for a quick crackdown of the Blackwings.
     **King Placeholder**

PLACEHOLDER

PLACEHOLDER

PLACEHOLDER

### Staff and Designers

Political Advisers

Tank Designer

* Armor Reliability: **+5%**

Ship Designer

* Carrier Carrier Size: **+25.0%**
* Carrier Armor Value: **-15.0%**
* Carrier Naval Range: **+25.0%**
* Capital Ship Naval Range: **+25.0%**
* Screen Ship Naval Range: **+25.0%**
* Submarine Naval Range: **+25.0%**
 Alcedinidae
* Carrier Deck Size: **-20%**
* Carrier Max Range: **-50%**
* Capital Ship Armour: **-10%**
* Capital Ship Firepower: **-10%**
* Capital Ship Max Range: **-50%**

**All ships**
* Production Cost: **-25.00%**
* Max Speed: **+10%**

Aircraft Designer

* Fighter Agility: **+10%**
* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**
 Strigivoia-Afroaves
* Heavy Fighter Reliability: **+20%**
* **T**actical Bomber Reliability: **+20%**
 Columbroni
* Strategic Bomber Strategic Bombing: **+10%**
 Pigeonio
* Naval Bomber Range: **+10%**
* Naval Bomber Naval Attack: **+10%**
* CV Naval Bomber Range: **+10%**
* CV Naval Bomber Naval Attack: **+10%**

Materiel Designer

 Taloncia
 Greda

Industrial Concern

 Owlivetti

Theorist

Chief of Army

 Griffgo Gavallero
 Grietro Gadoglio

Chief of Navy

 Ginigo Gampioni
* Capital Ship Armour: **+5.0%**
* Screen Attack: **+5.0%**
* Screen Defence: **+5.0%**
 Garturo Griccardi
* Navy Carrier Air Targetting Factor: **+3.0%**
* Navy Carrier Air Agility Factor: **+4.0%**

Chief of Airforce

 Griffancesco Pricolo
 Gitalo Galbo

**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 Griffon Racial Tree

### Industry

Factories

Resources*\**
 39