recursal/Fanatic-Fandom huggingface dataset:
Baja State Focus Events

This page contains information about all the events which are triggered by progressing throught the Baja State focus tree, whose outcome is not visible from the focus tree itself.

## Initial Focuses

Baja State has, like many other nations, three starting focuses that set up the nations lore and starting bonuses. Each focus takes 7 days to complete.

### The Bear victorious

This focus decides the lore behind the NCR's victory over the Paz Bandits and the Valle Bandits.

1. They starved us out and forced us to surrender.
	* for **180** days (Monthly population: **-25.0%**)
2. They destroyed our livelihoods with economic might.
	* for **180** days (Consumer Goods factories**5.0%**)
3. They decived us through political trickery.
	* for **180** days (Political Power gain : **-25.0%**)

### The Siege of La Yaqui

This focus decides what was the last great show of defience from the Baja bandits.

1. We fought till the last man, as one!
	* Manpower : **-500**
	* Gain Base War support : **+10.00%**
2. We fought in the burning rubble of our homes till we were finished.
	* (**La Paz**): Industry in this state is **decimated** *(usualy this means -1 mil factory, 1 mil. and 1 civ. factory fully damaged)*
	* (**Puertecitos**): Industry in this state is **decimated** *(you loose nothing, as the state is usualy already empty)*
	* Manpower : **+250**
3. Our Leader fought their bravest men in single combat.
	* Gain Base Stability : **-10.00%**
	* Manpower : **-1**

### The N.C.R. Teritorial Administration

This focus decides what was the first task N.C.R.T.A. set out to acomplish.

1. New industry and jobs for the people
	* Construction speed : **+15.00%**
2. Better acces to warter and food for the impoverished.
	* Resource gain Efficiency : **+10.00%**
3. Rebuilding the state administration.
	* Daily Autonomy progress : **+0.1**
Cowboy Country

The Cowboy Country, otherwise known as The Cochise County Cowboys are a settler nation located in Southern Arizona and Western Sonora, Mexico.

The group is well known for skirmishing with the Legion. However, they quickly flee before any serious Legion troops arrive. This is unlikely to go unnoticed for long as the Legion has plans to nail the remnants of the Arizona Rangers to crosses soon, once they get around to it.

They are one of the conquests Two Sun receives in the early game.
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.

## Politics

### National spirits

Bayou Motors starts with one national spirit:

**Tribal Nation**

* Construction Speed: **+10.00%**
* Required Garrisons: **-25%**
* Strengthen Resistance efficiency: **+25%**
* Civilian intelligence to others: **+20.0%**
* Army intelligence to others: **+20.0%**
* Navy intelligence to others: **+20.0%**

## 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."*
Navajo

The **Navajo** are an American Indian tribe, independent, although subjected under the rule of Caesar's Legion.

## Historical background

The Navajo have lived in the southwest for centuries, and survived wave after wave of conquerors. The Spaniards, the Mexicans, and the Americans could not break them. Caesar, to them, is just one more in a line of great powers to adapt to. Although the Navajo are, in theory, subjects of the Legion, the Navajo view their relationship as once of equals. The tribe's councils are divided between those who wish to work with the Legion and the riches it brings, and those who dream of making the Navajo masters of their fate once again.

## National focus

*Main article: Navajo national focus tree*

The Navajo national focus tree can be divided into 3 branches and 5 Sub-Branches:

The History of the People Branch
This branch allows the Navajo to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches and sub-branches of the nation.
* Remember When They Called us Tribals? Sub-branch

The American Indian sub-branch. It focuses on negotiating and working with nearby American Indian nations in order to benefit the Navajo by way of economic and political means.
* The Navajo Scouts Sub-branch

The Navajo army sub-branch. It focuses on giving national spirits, additional manpower, and more advanced equipment, to the Navajo's military force.
* The Three Sisters Sub-branch

The Navajo industrial sub-branch. It focuses on increasing agricultural, electrical, and economic production.
* The Reservation System Sub-branch

The Navajo-The Reservation sub-branch. It focuses on investigating the nearby nation of The Reservation, either gaining a war goal against the nation or guaranteeing them as an ally.
I Will Fight Some More Forever Branch
This Branch guarantees the Navajo will resist against Caesar's Legion and their Legion puppet status, culminating in gaining a war goal against the Legion.
The Best Tribe in the Legion Branch
This Branch guarantees the Navajo will continue their Legion affiliation, eventually resulting in becoming a nation equal to, or independent from, Caesar's Legion.
* Plains Sign Language Sub-branch

The Navajo research sub-branch. Unlocked by siding with the Legion or resisting them, the sub-branch focuses in increasing research bonuses and adding a research slot.

## Politics

### National spirits

The Navajo starts with one national spirit:

**The Navajo Pathfinders**

* Heat Attrition: **+15.00%**
* Special Forces Minimum Capacity: **+20**
Archdiocese of Santa Fe

The **Archdiocese of Santa Fe** is a religious nation in the Western United States region.

## Historical background

A religious nation, based on the preserved Memorabilia and teachings of a Pre-War engineer named Leibowitz.

## Politics

### National spirits

The Archdiocese of Santa Fe starts with three national spirits:

**The "Memorabilia"**

* Stability: **+5.00%**
* Research Speed: **+4.00%**
The greatest mission of the Santa Fe Archdiocese is to preserve the "Memorabilia" of the Old World, writings that have survived the Great War and the Chaos that followed it. Through hiding, smuggling, memorizing and copying Old World writings, they have made great strides to the day.

**The Legacy of Saint Leibowitz**

* Divisions speed: **+3.00%**
* Surrender Limit: **-15.00%**
* Max Entrenchment: **+3.0%**
Saint Leibowitz was an electrical engineer before the Great War. When the bombs fell he fled the military base he worked in, seeking refuge from the nuclear fire in one of the Churches of the Archdiocese of Santa Fe. There he became a monk in the order, becoming one of the Archdiocese's best agents. Betrayed by his close friend, Leibowitz became a Martyr. Years later, he was canonized by the 102nd Archbishop in recognition for his work protecting valuable remnants of the Old World. The monks continue to guard his relics, but would rather lose their lives than see them lost.

**Legacy of Centurion Paullus**

* Divisions speed: **-20.00%**
* Army Experience Gain: **+0.05%** daily
* Division Defense: **-20.0%**
* Population Nomadicity: **-40.00%**
* Appeal to Refugees: **-20.00%**
* **Infrastructure** construction speed: **-20.00%**
Butcher, Betrayer, Monster - New Mexico was considered many things during his time in Arizona. The "Mad" Centurion's raid across the many little settlements in Arizona helping the Centurion to build the strength his cohort needed to attack Gloria. Even today the infrastructure of New Mexico still has not recovered from Paullus's raids.

The Legacy of Centurion Paullus spirit is removed upon the 23rd of August, 2276.
Houston Rockets

The **Houston Rockets** is a civilized raider nation in the Texan region.

## Historical background

Before the Great War, the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit. After the Great War, the region was dominated by raider gangs, who had little to no understanding of the technology in the area.

## Trivia

* The Houston Rockets background references the National Aeronautics and Space Administration (NASA), however, in the *Fallout* series, NASA is only mentioned in *Fallout 2*, with the United States Space Administration (USSA) having taken their place throughout the rest of the games.
* The Houston Rockets are loosely based off the Bloomfield Space Center, a location that was to be featured in *Van Buren*. The location featured raiders who did not know or understand the technology they had access to, similar to the depiction of the Houston Rockets.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Houston Rockets**: the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit."*
2. ↑ Freddy: *"Bloomfield Space Center is what its loosely based off of"*
 - Obtained from Discord, 6/29/2021
3. ↑ Freddy: *"Raiders who have no idea what they've got their hands on"*
 - Obtained from Discord, 6/29/2021
Ciphers

The **Ciphers**, also known as the **Ciphers of the West** are a tribe in the West Coast region.

## Historical background

A tribal nation, living in the area encompassing their own reservation, as well having influence in the town of Modoc.

## Behind the scenes

* The Ciphers are sometimes referred to as the Painted Men.
* The Ciphers are based on the tribe of the same name that was to be featured in the cancelled *Fallout* game *Van Buren*, although the tribe was later mentioned in the *Fallout: New Vegas* add-on *Dead Money* by the name of "Ciphers of the West."
	+ Despite the similarity of their names, the Ciphers are not the Cypher Warband.

## References

1. ↑ Zusk: *"Painted Men are the Ciphers of the West"*
 - Obtained from Discord, 6/2/2020
2. ↑ Zusk: *"The painted men are the* painted people*, aka the* Ciphers of the West *from Van Buren."*
 - Obtained from Discord, 1/26/2020
3. ↑ Zusk: *"Ciphers of the West are the Ciphers above Navajo.

Cypher Warband is the group from Fallout BoS2"*
 - Obtained from Discord, 6/15/2021
Costa Cafeinada

**Costa Cafeinada** is a cartel nation in the Mexican region.

## Historical background

Once merely a bit player on the Mexican stage, Costa Cafeinada has taken the ascendant in the falling shadows of its neighbouring empires. Uninterested in glory or conquest, the Baron's desire for wealth and an economic monopoly is only thinly checked by lip-service obeisance to the Aztlan throne. But the bounds of subserviance will not hold Costa back for long, and everyone who's anyone knows that when it comes to the long con, you don't bet against the baron.
Political parties and leaders

**Political parties** are the ruling political parties in any given nation. They are each connected to one national leader and an ideology. If a leader for a country's ideology is not established in the game files, then a new one will be randomly generated that can be given benefits from political advisors. While most countries can support being ruled by any ideology in the game, not every country has a unique name for each ideology's political party.

## Traits

There are many leader traits, and only some of them affect the player directly. These traits give bonuses to the country, however, there are also traits that simply change the AI's behavior and yet others that appear to do nothing in particular. The following is a list of these traits.

## Political parties and leaders list

***Note**: Parties are only listed if they have a leader, a specific name, and/ or popularity at the start of the game.*

### Major powers

This is the list of political parties and leaders in nations considered to be **major powers** in each region.
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...

## Trivia

* 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.
Old World Blues updates

Template:For

## Overview

This page describes major updates for the *Hearts of Iron IV* mod *Old World Blues*. As *Old World Blues* has been worked on over a span of years, with multiple teams and developers, updates largely serve as a series of updates spanning a certain period of time featuring new content. All of this content is free and is incorporated into the game.

## Roadmaps

Roadmaps are annual or semi-annual maps denoting upcoming content and updates, as well as potential information as to what they will contain or hope to introduce. Since 2018, there have been 4 roadmaps made.

### 2018 Roadmap

On July 15, 2018, Zapdude, then-project lead, unveiled the first *Old World Blues* roadmap. Although he acknowledged it was not specific, he hoped it gave some indicator of what the team hoped to work on and implement in the future.

### 2019 Roadmap

On February 4, 2019, Zapdude unveiled the second *Old World Blues* roadmap. In the accompanying Reddit post, it was explained that the 2018 roadmap was given a visual and informative overhaul for several reasons: 1. The old roadmap was outdated, 2. The team wanted to reorder some updates, 3. The team wanted to plan ahead, 4. The Gulf Coast update changed, and 5. The team wanted to give readers more detail.

### 2020 Roadmap

On January 25, 2020, Zapdude announced that minor modifications were made to the 2019 roadmap, noting that Update 2.0 and 2.1 were completed.

On October 31, 2020, HappyTNH, the new project lead of *Old World Blues*, unveiled the new 2020 roadmap. In the accompanying Reddit post, it was explained that the old numbering system, utilizing decimals to denote minor updates and whole numbers to denote major updates, was out-of-sync with team workflow, and that the new system would instead focus on whole number updates, with minor updates no longer being tied to the roadmap.

## Updates

* 1.1: **The Broken Coast**
* 2.0: **Tlaloc's Demise** (formerly **Mexico**)
* 2.1: **Trouble In Paradise** (formerly **Brotherhood Rework**)
* 3.0: **Monster Of The East** (formerly **Gulf Coast**)
* 3.1 **Bunker Blues** (merged into 4.0)
* 4.0 **Tandi's Legacy** (formerly **End of Civilisation**)
* 4.1 **The Big Circle** (merged into 4.0)
* 5.0 **End of Civilisation** (formerly **The Midwest Awakens**)
* 5.1 **War For Cascadia** (moved to 8.0)
* 6.0 **A New Tide**

## References

1. ↑ Zapdude: *"Greetings wastelanders! I've made a roadmap showing future updates we'll be working on, and in what order they'll be arriving. It's not very specific, but it should give you a good idea of our plans for the immediate and near future. Hope you like it!"*
 - Obtained from Discord, 7/15/2018
2. ↑ Zapdude: *"Hey wastelanders! Just a minor announcement; we've updated the roadmap to represent the current progress of OWB! The bot command to pull up the roadmap has been edited to show the new image, but here's a copy for your viewing pleasure "*
 - Obtained from Discord, 1/25/2020
Port Maw

**Port Maw** is a raider nation based in the state of Oregon.

## Historical background

Reformed Oregon cannibals, Port Maw serves as the headquarters of a shipping and smuggling operation throughout the territories of the New California Republic and Caesar's Legion. Pre-War, The Maw served as a soldier and supply depot for the Liberation of Anchorage, Alaska, with the settlement being repurposed after the Great War as a trading town.

## References

1. ↑ Mechano: *"Port Maw are basically "Reformed" Oregon cannibals who run all of the shipping/smuggling from the NCR and Legion through the rivers into and out of Oregon and Utah, one of the larger settlements in the area and with a large navy. The "Maw" as it were is the carcasses of those ships which were attempting to oppose them with a giant gate in the middle if I remember correctly. The city itself being "Tortuga"-esque."*
 - Obtained from Discord, 3/9/2018
2. ↑ Mechano: *"Pre-war it was built up I believe as a place bringing troops and supplies for operation Anchorage"*
 - Obtained from Discord, 3/9/2018
3. ↑ Mechano: *"And then repopulated post war as a trade town"*
 - Obtained from Discord, 3/9/2018
Great Khans

The **Great Khans** are a raider tribe in the Mojave Wasteland.

## Historical background

Made ravenous by the numerous defeats laid at their feet, the Great Khans are desperate to prove their worth to the wasteland at large—and to themselves. With their backs against the wall as the Mojave sizes them up, they must bare their teeth, lest the Khan legacy die out with them.

The pressure is mounting as old foes rear their heads once more, and the Longhouse splinters as options lessen by the day. In the midst of the uncertainty, Papa Khan, and Regis—his right hand man—lock horns over the future of the gang. Whoever comes out on-top will change the identity of the Great Khans—forever.
Bone Dancers

The **Bone Dancers** are a raider group based in Oregon.

## Historical background

The Bonedancers are a group of ritualistic raiders heralding from a old PMC tasked with protecting a Future-Tec research facility. Armed with a stash of weapons and a decent supply of G.E.C.K. components ( Even if they didn't really understand how to use them ) they proceeded to dominate eastern Oregon. In recent years they have been falling victim to several foreign influences. From strange cultists to religious pilgrims!

It is now the year 2275 and it remains to be seen if Cranium can hold the Bonedancers together - or will another take hold of the Bonedancers?
- Scenarios country selection screen quote
Chatgadgets

**Bewerk dit niet!**

De chat is dat je met mensen over de oorlog kan chatten, bij de 'Live! Chat' hiernaast. Iedereen welkom! Als er mensen op de chat zijn, zie je ronde schijfjes. Als je een chat wil starten, dan moet je op de knop: 'chat starten' drukken, als je wilt deelnemen, moet je ook op 'chat starten' drukken. Er zijn bepaalde 'gadgets' in die je kunt intypen, en dan een soort emoji uitkrijgt. Hier vind je daar een lijst van.

1. :)
2. ;)
3. :(
4. ;(
5. (mario)
6. (argh)
7. (books)
8. (heart)

Er is ook een bepaalde 'denk' gadget die gaat zo: /me , dan krijg je: \*(Je naam), dus in mijn geval, als ik '/me denkt' intyp, dan krijg ik: \*Zwartstreep denkt. Maar in jou geval, zal het jouw naam zijn.

Vind jij een gadget op de chat? Zet die dan op het prikbord van: Gebruiker:Zwartstreep, en dan zal ik die erbij zetten, want dit mag je niet bewerken!

Dat was het dan! Veel chatplezier.
New Vegas

**New Vegas** is a city rebuilt amidst the remains of pre-War **Las Vegas**, Nevada. The city's main attraction, the New Vegas Strip, is managed by Robert House, who utilizes his army of Securitron robots to maintain peace and order in the post-War city in the heart of the vast Mojave Desert.

## Historical background

Mr. House founded RobCo before the Great War, and used his wealth to build a machine to sustain his body indefinitely. Awakening late into the new age Mr. House took control over New Vegas, raising the tribes in his casinos up and giving them the gift of civilisation.

Mr. House desires to reclaim the platinum chip to activate his Securitrons within the Vault and upgrade their software. Vegas is filled with snakes, and befittingly it has many people who desire to topple the lofty throne of the Lucky 38. Benny, and the King are the main contenders for the top, each with their own motivations.
- Scenarios country selection screen quote
Mojave Territories

The **Mojave Territories**, also known as **Oliver’s Expedition**, are the New California Republic holdings within the Mojave Desert, held by the New California Republic Army.

## Historical background

While the first NCR troopers marched into the Mojave as early as 2253, it was not until the discovery of the Hoover Dam in 2273 that the NCR realised the importance of the desert. The initial occupation progressed smoothly, and in just four months the NCR captured the Hoover Dam.

Despite Chief Hanlon's objections, the Treaty of New Vegas was signed in 2274. For Oliver, the treaty made sense in the face of a resurgent Mojave Brotherhood. The NCR may have been able to seize the Mojave, but the question looms: will they be able to keep it?
- Scenarios country selection screen quote
Representing the largely autonomous military expedition into the Mojave Wasteland, now headed by General Lee Oliver, the NCR's Mojave Territory expeditionary forces have attempted to maintain peace in, and annex, the region for over 20 years.

## Trivia

* Despite their development diary attributing the Mojave Territories leadership to Lee Oliver at the behest of President Aaron Kimball, the military offensive began in 2253 under orders of then-NCR president Joanna Tibbett, only coming under the Kimball administration upon his election in 2273, 2 years before the beginning of the *Old World Blues* setting.
* The Mojave Territories focus tree was written and developed by HappyNTH.

## References

1. ↑ 1.0 1.1 Oliver’s Expedition - The Mojave Territories: *"The largest change to the Mojave coming in 3.0 is the newly created Mojave Territories. Representing the largely autonomous military expedition headed by General Oliver into the Mojave at President Kimball’s behest, the Mojave Territories are receiving a unique focus tree to allow them to navigate the many issues they face in the Mojave."*
2. ↑ Development Diary #27.5 (Old World Blues in 2020: Diagnosis, Design and Decisions): *"We also saw focus trees turn towards individuals and stories, evident from Zusk's Mojave Brotherhood, my Mojave Territories, Shoggi's (u/Furupawa) Native Federations, the remnants of Attis's Army and far beyond: more on this later."*
New California Republic

The **New California Republic** (**NCR**) is a federal presidential republic founded in New California, comprised of five contiguous states and additional territorial holdings in Nevada and Baja California.

The NCR emphasizes and strives to support a myriad of old world values, such as democracy, personal liberty, and the rule of law. It also aims to restore general order to the wasteland, the improvement and development of infrastructure and economic systems, and overarching peace between people. Similar to institutions of the old world it seeks to emulate, continued expansion has created challenges with territorial control, loyalty, and corruption that plague the Republic and serve to hinder its goals.

## Historical background

Despite the staggering losses at the Battle of Navarro, the NCR achieved victory with the aide of the Brotherhood. Decades later tensions with their former allies are running high, and their army has fallen from grace; becoming a mess of undertrained and underequipped soldiers with no standardisation.

The Bear looks to the east with concern, as reports of Caesar's Legion's rapid growth continue to flood in. To the north the city states grow powerful and the republic debates intervention, while to the south Baja and the Brotherhood continue to be a thorn in the bear's side.
- Scenarios country selection screen quote
## Politics

The Republic is deeply divided and many of the politicians, bureaucrats, and military leadership are corrupt. There are no term limits for president, so an individual can stay in office for as long as they continue to win reelection.

## Economy

The NCR's economy is highly focused around caravan trade and farming. They also have a very healthy industrial base.

### Industry

Civilian Factories: 40

Military Factories: 21

Dockyards: 11

## Military

### Army

The NCR's army is large for the wasteland and makes good use of the NCR's comparatively large manpower pool. The army consists of 3 ranger companies, 4 motorized companies, and 25 infantry companies. The majority of the army is made up of NCR troopers, but there are also the NCR Rangers who are the elite special forces of the NCR Army.

3 Rangers(4)+recon+radio+anti tank support, 4 Motorized(8)+engineer support, and 25 Troopers (8)+recon
Bellingham

**Bellingham** is a settler nation in the West Coast region.

## Historical background

A settler Ghoul nation, led by a Pre-War Canadian soldier, heavily based around the defense of their home.

## Politics

### National spirits

Bellingham starts with one national spirit:

**Bellingham for Battle**

* Recruitable Population: **5.00%**
* ( Washington Brotherhood) Attack bonus against country: **+15.0%**
* ( Broken Coast) Attack bonus against country: **+15.0%**
The city of Bellingham, due to its proximity to the Trans-Alaskan Pipeline, was a key location during the American-Canadian conflict. Many of the Ghouls living in the city today remember those battles, fought in them even.

They won't go quietly.
Wasteland Ideologies

In the Wasteland whe can find 4 types of ideologies which are:

## **People**

These factions are ruled through an elected government and have a constitution protecting its inhabitants rights.

### Modifiers of the Ideology

* ✔ Can send volunteer forces.
* ✔ Lowers World Tension with Guarantees.
* ✖ Can join factions.
	1. Join faction tension limit: +60.0%
	2. Lend-lease tension limit: +30.0%
	3. Send volunteers tension limit: +30.0%
	4. Guarantee tension limit: +40.0%

### Relevant playable countries with this Ideology

In West Coast:

* New California Republic
* Mojave Territories
* New Canaan

In Texas:

* Lone Star
* Twin Mothers
* Chickasaw-Muscogee Coalition
* Unity of Austin
* Choctow Nation
* Tubeheads

In Mexico:

* Republica of the Rio Grande
* Guerreros de Honduras
* Tierra de los Tzotzil

## **Ruler**

These factions are ruled by either a patriarchal leader, a harsh brute of a man or a dictator. They maintain control through fear, power and sheer brute strength.

### Modifiers of the Ideology

* ✖ Can force government of another country to adopt the same ideology.
* ✔ Can send volunteer forces.
* ✖ Can join factions.
	1. Generate war goal tension limit: +1.0%
	2. Join faction tension limit: +60.0%
	3. Lend-lease tension limit: +30.0%
	4. Send volunteers tension limit: +40.0%
	5. Guarantee tension limit: +40.0%
	6. Ideology drift defense: -30.0%

### Relevant playable countries with this Ideology

In West Coast:

* New Vegas
* Caesar's Legion
* Gente del Sol
* Navajo
* Eighties
* Great Khans
* Desert Rangers
* Troll Warren
* Bone Dancers

In Texas:

* Laniu's Cohort
* Texan Brotherhood
* Shale's Army
* Hangdogs

In Mexico:

* Ejército Mexicano
* Nueva Aztlán
* Chichen Itza
* Free Fighters
* Tlalocan
* Gente del Sol
* Beltran-Levya
* Sinaloa Cartel

## **Elites**

These factions are ruled by a small number of elite individuals or oligarchs. They dictate their will to the lesser castes and care little for their whims. Example: Ceasar

### Modifiers of the Ideology

* ✔ Can send volunteer forces.
* ✖ Can join factions.
	1. Join faction tension limit: +50.0%
	2. Justify war goal time when at war with a major: -15.0%

### Relevant playable countries with this Ideology

In West Coast:

* White Legs
* Washington Brotherhood

In Texas:

* Texan Arms Association
* Ironmongers

In Mexico:

* Costa Cafeinada
* The Viceroyalty

## **Intellectuals**

These factions are ruled through an inner circle of experts of various intellectual fields who make the decisions and elect a council leader to guide them. Example: Brotherhood of Steel

### Modifiers of the Ideology

* ✖ Can force government of another country to adopt the same ideology.
* ✔ Can send volunteer forces.
* ✖ Can join factions.
	1. Puppet cost: -30.0%
	2. Join faction tension limit: +80.0%

### Relevant playable countries with this Ideology

In West Coast:

* Mojave Chapter

In Texas:

* Ouroboros
* Cherokee Nation

In Mexico:

* None

## Icon of every Ideology

Default Icons

Unique Icons
Mojave Chapter

The **Mojave Chapter** is a chapter of the Brotherhood of Steel active in the Mojave Wasteland.

## Historical background

Founded by Father Elijah, a scribe who miraculously became an Elder within the Brotherhood, the Mojave Chapter was established for an expedition into the Mojave Desert. Despite optimistic early prospects, their results were lacking, which frustrated Elijah greatly.

Grasping at the wasteland from their stronghold in Hidden Valley, the Mojave Chapter prepares to send numerous manned expeditions across the wasteland, at Elijah's frantic request. He dreams of the Old World, and of harnessing the power of the sun. Whether or not his subordinates share his vision remains to be seen.
Baggers

The **Baggers**, are a group of NCR scientists sent to study and observe the Boulder Dome in North East Colorado.

## Historical background

The Baggers hail from the NCR, having set up a base outside of Boulder Dome, having set up a long range observation base outside of the city of Boulder, and have been transmitting helpful information to the NCR for years.

## Trivia

The Baggers are based on the faction of the same name that was to be depicted in *Van Buren*, although having been changed to have more of a significant role in *Old World Blues* than they originally were to in the game.

## References

1. ↑ Development Diary #18 (Developer Diary 18: Van Buren's Bounty): *"**The Baggers** are an oddity among them though, a group of human scientists sent by the NCR to study Boulder Dome from a distance. They have set up a long range observation base outside of the city and have been transmitting helpful information to the NCR for years. In Old World Blues we expand on their lore - of which they were originally just NCR-aligned scientists near Boulder Dome who were involved in the Boulder Dome story line of that game."*
One man, one vote!

One man, one Vote is an event triggered by the 'Liberalisation' focus in the Gente del Sol focus tree.

In this event the El Generalissimo holds a sham election, however his ghoul comrade Maria Izquerido sees this as a oportunity to poison him and assume leadership, under the pretext of wining the elections.

It has two possible outcomes/choices:

## To Your inauguration, Presidente!

Generalissimo Viala gains:

* +5% stability
* Person of the comunity
	+ +0.10 PP gain

## Drink up Generalissimo

Gubernia Izqurado becomes leader of the country.

* Popular Figurehead
	+ +10% stability
	+ +5% war support
* Cult of personality
	+ +20% mobilization speed
	+ +0.02% daily compliance gain

Politics will change:

* People becomes the ruling party.
* People popularity = 80%
* Ruler popularity = 20%

## Trivia and bugs

* Generalisimo Viala gains the +5% stability as his leader trait, even though it is badly written in the event itself...
* There is a probabe inconsistency in Gubernia Izquierda/Maria Izquierdo, or she just has 3 names or i dont get Mexican names... (please check)
	+ - responding to this: Spanish and Spanish-derived names can be long and complicated depending on how traditional you get, but someone also possibly mistranslated 'governor' into Spanish as Gubernia when it should be Gobernadora (or just Gobernador if male)
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.

## Focus tree

The first three focuses are about the history of the Chickasaw-Muscogee Coalition

* The time of smoke and fire

* Leaving the Mother mounds

* The accord of First people's junction
The time of smoke and fire

The time of smoke and fire is one of the three events that establish the background of Chickasaw-Muscogee Coalition.

### **Story summary**

The forefathers of the Chickasaw-Muscogee Coalition survived The Great War by building their own nuclear shelters, they dubbed them the Mother mounds and stocked them with various suplies

### **Choice**

1. + 10% Base Stability
2. + 250 manpower
3. ?weapons?
Guerreros de Honduras

**Guerreros de Honduras** is a Pre-War country in the Mexican region, bordering South America.

## Historical background

No one can quite agree on what lies south of the Honduras and the Darien Gp. Some say that South America survived the Great WAr largely unscathed, and has chosen neutrality rather than deal with the improverished Wasteland. The people of Honduras claim they are the shield that guards the realm of men (and supermutants, ghouls, and robots) against an unending tide of raiders. Most of Mexico thinks they are lying through their teeth, but what if they aren't?
- Scenarios country selection screen quote
Faction

A faction is a coalition of nations that are allied to each other.

## Rules

It is **impossible** to create a faction manually in this mod, all factions not already present at the start of the game must be created through focuses.

## Factions in 2275

### NCR

While the NCR is a powerful faction, in 2275 its power comes mainly from the size, and power of the New California Republic and the strategic location of the Mojave Territories which controls The Dam as well as encircles the entirety of the Mojave Chapter.

#### Constituents:

* New California Republic \*
* Mojave Territories

NCR factions viewNCR nations view
### Caesar's Legion(Faction)/The Legion

The Legion is a faction named after the great unifier himself. While all its constituents occupy inhospitable deserts and mountains it has ample room to grow towards the West and many a strong potential ally in the South (South East) and North (North East) with its Eastern Flank protected by a couple of minors and the Colorado River.

#### Constituents:

* Caesar's Legion \*
* Lanius's Cohort
* Navajo
* Two Sun
* The Reservation

Legion faction viewLegion nations view
### Texas Economic Union

Texas Economic union is a great faction built upon the cooperation of Lone Star and the Texan Brotherhood, which however suffers from the instability of the Texan Brotherhood and the threat of attacks from the mutants down south.

#### Constituents:

* Texan Brotherhood \*
* Lone Star
* Unity of Austin

TEU faction viewTEU nations view
### Great Plains Federation

Great Plains Federation is a federation of like-minded people with similar ideals, it's only a few years from complete federalization under the central government.

#### Constituents:

* Chickasaw-Muscogee Coalition \*
* Cherokee Nation
* Choctaw Nation

GPF factions viewGPF nations view
### Minor Factions

Minor factions are not factions composed of minor nations, it is a term describing Factions made up of only one nation (at least in 2275).

WIP
Ejército Mexicano

**Ejército Mexicano** is the reformation of the Army of Mexico.

## Historical background

Formed by an insane and powerful splinter of Tlaloc that believes itself to be the reincarnation of Santa Anna, the Army of Mexico is an army with a nation, not a nation with an army. Santa Anna's iron grasp on his population ensures full "cooperation" with his forces at all times.

Driven by a desire to redeem himself for the shame of his "past actions", the mad AI strives to improve his conscript army and fill out its ranks with robots. Living conditions are poor, working conditions are poorer, and suffering is ignored. Everything is done in service to the reconquest of Mexico: if humans must suffer for that? So be it.
Chichen Itza

**Chichen Itza** is an empire in the Mexican region.

## Historical background

The Itza originated from a tribe who worshiped the Mayan Gods at Chichen Itza, but the Empire rapidly spread its tendrils through the Yucatan peninsula and the Gulf Coast, establishing themselves as a dominant regional power, until the Atzlan arrived.

The Atzlan defeated the Itzan forces twice, until Sebastián, then an officer, rallied the Itzan forces at Battle of the Papaloapan River to drive the Atzlans back, and seized power in a coup a few years later. However, the Atzlan still stalk the borders, and new foes are arising - all while the Kalomte is getting older and older...
Achievements

Achievements are individual challenges that can be completed by the player in the *Hearts of Iron 4* mod, *Old World Blues*.

Achievements have no in-game effects; the achievement pops up in-game once earned or unlocked. They are categorized via stars, ranging from 1 to 4 stars.

The following list groups achievements as they are presented in-game.
Painted Rock

**Painted Rock** is a raider tribe in the Texan region of former Oklahoma.

## Historical background

A group of noble tribal warriors, unwavering combatants who test their young among jagged rocks, and prove their worth against the Wasteland’s toughest foes.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma)
Troll Warren

**Troll Warren** is a Super Mutant collective in Oregon.

## Historical background

Within the dark depths of a cave system in Oregon, the denizens of Troll Warren drag screaming victims into a lagoon of FEV. A former dumping ground for Mariposa Military Base, the remote caverns of the Warren are now home to tribal killers.

As the distant sound of the world ending echoed from outside, a Mariposa guard fell into the glowing lake, and emerged as the First. Old holotapes in a foreign voice remind him of his lost humanity, but they couldn't prevent his mind from slowly deteriorating. Soon the Warren will awaken, and all of Oregon will tremble.
- Deprecated Scenarios country selection screen quote
Desert Rangers

The **Desert Rangers** are a group of survivalists and vigilantes living in the Nevada area.

## Historical background

Prewar survival tactics proved incredibly effective when employed by proper survivalists. The Desert Rangers strive to protect the innocent from raiders, guarding weaker communities and caravans.

Ranger leadership is divided on the direction of their organisation. Some believe that siding with the Brotherhood will serve their goals, others wish to petition the NCR for the protection of Nevada; whilst Snake Vargas is determined to go it alone. All parties agree that their current priorities are to crush the Vipers, and the Jackals, in order to keep the locals safe.
The accord of First people's junction

The accord of First people's junction is the last of the three events that establish the background of Chickasaw-Muscogee Coalition.

### **Story summary**

While the forefathers of the Chickasaw-Muscogee Coalition hid in their bunkers, the Mother mounds, they were able to stay in contact with other Mother mounds in the vicinity. This eventualy lead to the signing of The Accord, and this agreement still holds to this day. The most important concept of The Acord was:

### **Choice**

1. **Safety:** +5 % infantry division defence
2. **Freedom:** -5 % cultural advisor cost
Sinaloa Cartel

The **Sinaloa Cartel** is a cartel in the Mexican region.

## Historical background

The northern half of the Sinaloa cartel has been licking its wounds ever since the loss of its territories to the luchadore Free Fighters. While operations in north mexico remain profitable, the cracks in the cartel are starting to show, and another century of profitable exploitation is no longer a guarantee.

While alone, Sinaloa is weak and isolated, but if the two cartels could be reunited once more, the moribosos of Mexico could achieve great and terrible things.
Nueva Aztlán

The **Nueva Aztlán** is a royal empire based in the Mexican region.

## Historical background

Originating in the city states of South Mexico, in what was once Morales and Puebla, the Aztlán exploded outwards and grew their borders in a relatively short amount of time. Their greatest weapon was the Priesthood of Xochicalco, a collection of telepathic mutants from whom the imperial dynasty arose. The Aztlán reign supreme from the great city state of Tepic in the west to the shockingly pristine coast of Acapulco Bay in the east. Their bountiful mutant terrain lends itself well to crop cultivation, and they boast one of the largest populations in the Wasteland. But now the Speaker sees a dark future ahead of the Empire, one only she can preserve it from. But will anyone else agree with her?
New Victoria

New Victoria is a Settler nation based on Vancouver Island and controlling the nearby San Juan Islands. The island kingdom is a hereditary monarchy inspired by the pre-war United Kingdom. However, the ruling family lacks any ties to the Windsor dynasty. The rulers of New Victoria are traditionally female, with queens taking the name Victoria to honor their nation and ancestors.

The ruling dynasty traces its ancestry to a local Canadian political family. As such, the nation views itself as the heir to the Canadian government, and its rulers dream of their eventual reconquest of the mainland. New Victoria can form Cascadia by conquering all cores of the Broken Coast. Doing so grants cores on the Broken Coast, Bellingham, the Haida Confederation, Whistler, Kamlo, and the Syilx Nation.

Only a narrow channel separates New Victoria from the Broken Coast to the east. Its other nearest neighbors are Bellingham, the Olympus Tribe, and the Washington Brotherhood to the southeast, and the Haida Confederation to the north. Despite its proximity to the Broken Coast, New Victoria remains relativity secure thanks to its powerful navy.

New Victoria is notable for having access to Advanced Naval and Air Technology. This can likely be attributed to the presence of pre-war Canadian military facilities on Vancouver Island. Specifically, New Victoria controls the CFB Comox airbase and CFB Esquimalt naval base. Both can be restored through decisions. This technological advantage can allow New Victoria to punch well above its weight in the mid to late game. However, it is offset by the nation's relatively low manpower and limited industrial capacity. New Victoria also lacks the ability to develop any form of robotics or power armor.

New Victoria uses the default settler focus tree and has two unique National Spirits. The first, Strait of George Defense Fleet, grants +10% Naval Speed, +12% Spotting Speed, and -10% Naval max range. The second focus, Cascadian Heritage, enables the decision to form Cascadia.
Currency

Currency is a new system addet to HOI 4 by the Old World Blues mod. It deals with the nations coinage, army wages and financial reserves. It also allows for usage of several "Currency decisions" which allow you to exchange the currency for temporary boons. Currency is also used on the Black market to exchange it for weapons and equipment.

This page is about the different types of currencies throughout the wasteland.

## Currency types

Only large well established nations can afford to mint or print their own currency, as such only Caesar's Legion and New California Republic have the means to enforce their own government issued currency.

**Ncr dollar**

* Stability: **+10%**
* Passive Caps : **+3**

**Legion denarius**

* Stability: **+5%**
* Passive Caps : **+7**
* Country Expenses: **-15%**

The rest of the wasteland operates on the basis of Nuka Cola bottle caps, previousy called Hub bucks, as their adoption is first documented in The Hub market. At one point Caps even operated on a so called Water Standart.

**Bottle caps**

* Passive Caps : **+5**

Depiction of NCR 100 dollar bill, reverse side
## Trivia

wip

1. ↑ I dunno, it's just a bit of lore i remembered.... fact check it later
Arroyo

**Arroyo**, also known as **New Arroyo**, is an advanced nation in the West Coast region.

## Historical background

Arroyo is a nation of unity: tribals and vault dwellers joining to form a civilised society in the north. With the aid of the 'holy' Garden of Eden Creation Kit, New Arroyo has become the most prosperous and beautiful city in the wasteland.

The Chosen One assumed the role of Elder after saving their people, and in the decades since has devoted their life to cultivating and protecting the precious hope of their people. Arroyo has remained untouched since 2242, but the winds of change rustle the leaves of the forests of New Arroyo.
- Scenarios country selection screen quote (formerly)
Yakuza Territories

The **Yakuza Territories**, simply referred to as the **Yakuza**, are a civilized raider nation in the West Coast.

## Historical background

The Yakuza were once known as the pre-War Japanese mafia. After the Great War, the Yakuza gang became cowardly, becoming the opposite of their ancestors. By the 23rd century, the descendants of the Yakuza had been kicked out of New Reno, having taken territory to the east of the region.

## Politics

### National spirits

The Yakuza Territories start with one national spirit:

**Raider Nation**

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

## Behind the scenes

The Yakuza Territories are based on the Yakuza of *Fallout 2*.

## References

1. ↑ Zapdude: *"The Yakuza are like... the opposite of actual yakuza
they're massive wimps"*
 - Obtained from Discord, 8/27/2017
2. ↑ Zapdude: *"They're the descendants of the yakuza, but they're cowards"*
 - Obtained from Discord, 8/27/2017
3. ↑ Zapdude: *"The Yakuza were a gang kicked out of Reno"*
 - Obtained from Discord, 8/27/2017
Choctaw Nation

The **Choctaw Nation** are a Native American nation 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.
Ouroboros

**Ouroboros** is a tribal group in the Texan region.

## Historical background

There is a lonesome road to Hell, paved with good intentions. Some say Hecate walks that road. Hecate's tribe was destroyed by Caesar, but she was saved by the kindness of Diana. Hecate used Diana's wisdom, however, to become a prophet. Now her daughters and hounds have gathered strength and plot to take down Caesar.

Hecate's rule is challenged, however, by her hounds. Some of them would rather conquer Colorado than seize Flagstaff. Time will tell if Hecate will prevail, or if she will fail yet again.