recursal/Fanatic-Fandom huggingface dataset:
Desperados

The **Desperados** are a raider gang in West Louisiana.

## Historical background

A cartel that broke off from the Sinaloa Cartel after a coup, the Desperados control the city of Shreveport, extorting traders.

## Politics

### National spirits

The Desperados start with one national spirit:

**Highwaymen of Louisiana**

* Divisions speed: **+5.00%**
* Bike Technology Research Speed: **+8%**
Based in the Shreveport, a city perched on the intersection of the north-south I-49 and the west-east I-20, the Desperados run an efficient highway robbing machine. Riding sleek, tuned-up motorbikes, the Desperados are feared by tradesmen and travellers from Dallas to New Orleans. Never shy of a stick-up, the Desperados strike fast and have no time for resistors.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Desperados**: a ghoul cartel who split off the Sinaloa after a brutal coup, they’ve taken up shop in Shreveport, demanding “protection fees” from passing traders, lest they die to “local raiders.”"*
Lubbock

**Lubbock** is an expeditionary force nation serving the interests of Lone Star in the Braxos Corridor of Texas.

## Historical background

A community of humans and ghouls, supported by the Lone Star Lubbock Expedition force to secure highways in the interests of both communities.

## Politics

### National spirits

The Guardians start with two national spirits:

**The Lubbock Expedition**

* Stability: **+5.00%**
* Infantry Technology Research Speed: **+10%**
* Land Doctrine Research Speed: **+10%**
Although primarily sent west to patrol the I-20, the so-called "**Lubbock Expedition**" from Lone Star has benefitted us in other ways than mere protection. Lone Star units have improved our knowledge of military affairs, and have proven to be reliable mediators between the ghoul and human sectors of Lubbock itself.

**So long as the** **Lubbock Expedition** **remains in our lands, we shall provide Lone Star military access and receive a guarantee, units and an expeditionary general in return.**

**Human-Ghoul Tensions**

* Division Organization: **-0.0**
* Recruitable Population Factor: **-10%**
* Stability: **-5.00%**
Lubbock is split in half. In the centre of town humans dominate, and around the airport the Ghouls' have their central clusters. Tension bubbles away under the surface due to the division, but much work has been done by Mayor Irving Watts to heal the long-held suspicion both sides held for each other. Without him, and the help provided by Lonestar, civil war may have gripped Lubbock long ago.

### Leaders

Main article: Political parties and leaders

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Lubbock**: a settler community of ghouls and humans, attempting to work together despite their differences. Supported by the Lubbock Expedition, a military effort by Lone Star to secure the highways across Lubbock’s territory, securing their border and reaping the economic benefits of the partnership."*
Minecraft Survivor: Rocky Mountains

***Minecraft Survivor: Rocky Mountains*** is the first season of Llama's series of recorded Minecraft Survivors.

## Production

LLamaDerp - Host/Builder/Cameraman

Kavanah97 - Builder/Cameraman/Body Actor

CB17MH - Builder/Body Actor

bElLyBoArD123 - Body Actor (Post-elimination)

ChillCool600 - Body Actor (Post-elimination)

xzTuniczx - Body Actor (Post-elimination)

## Twists/Changes

* **Tribe Composition:** The fourteen castaways were divided into two tribes of seven.
* **Hidden Immunity Idols** - A contestant can play a Hidden Immunity Idol on someone before the votes are read (prior to Final 5) to have any votes against them negated.
* **Tribe Switch** - A tribe switch occurred with 12 people left in the game, shuffling the remaining castaways into two new tribes.
* **Merged Tribe Composition:** The merged tribe was composed of 9 members.
* **Final Tribal Council Format:** 3 finalists faced a jury of 7. The jurors individually addressed the finalists.
Equestria

**Equestria** is a Custom Game Rules-exclusive nation that, on February 11, 2275, create their own nation around the area of the New California Republic's Shady Sands in the West Coast region.

## Historical background

Equestria is the nation of ponykind, of the three equine races: Earth Ponies, Pegasi, and Unicorns, led by ethereal-like beings known as Alicorns.

## Politics

### National spirits

Equestria starts with one national spirit:

**A Sudden Arrival**

* Divisions speed: **+50.00%**
* Out of Supply: **-50.0%**
* Surrender Limit: **+100.00%**
* ( **The New California Republic**) Attack bonus against country: **+75.0%**
* ( **The New California Republic**) Defense bonus against country: **+50.0%**

* **Will be removed 20 July, 2275**

### Leaders

Main article: Political parties and leaders

## National focus

Main article: Equestria national focus tree
Equestria national focus tree

## Behind the scenes

* Equestria is based on the nation of the same name featured in the *Hearts of Iron IV* mod *Equestria at War*, which is based on the television franchise of *My Little Pony*.
Heaven's Gate events

This is a list of all events relating to Heaven's Gate (from /Old World Blues/events\_heavens\_gate\_l\_english.yml).

 id
### Legacy of Scripture

*The Heaven's Gate has always heeded the word of God, being directed by various prophets and leaders throughout its long history. Preachers have come and gone, speaking the good word to desperate people. Many verses have always held great weight with us, but none more so than the following.*

**Ephesians 6:11*** Gains National Spirit **Ephesians 6:11**, which grants (**Military Factory** construction speed: **+10.00%**).

**Isaiah 1:19*** Gains National Spirit **Isaiah 1:19**, which grants (**Civilian Factory** construction speed: **+10.00%**).

 id### Pilgrims Cometh

*Those who make the journey to Heaven's Gate often travel great distances, knowing in their heart of hearts that somewhere past the horizon is the last true bastion of godliness in this forlorn and forgotten wasteland. Yet when they arrive, there is always the question. Has their pilgrimage ended, or are they now duty bound to seek out and lead the faithful here? What does the bible say of such things?*

**Genesis 13:15*** Gains National Spirit **Genesis 13:15**, which grants (Monthly Population: **+5.0%**).

**Psalm 23:4*** Gains National Spirit **Psalm 23:4**, which grants (Stability: **+10.00%**).

 id### Pagans Cometh

*Those who do not hear the word of God may still hear of the Gate, and may still travel here. The concerns that we face in the ancient question of how to deal with those pagan visitors are eternal. There are those who feel we should protect and house these lost souls, and those who believe that we should reject them.*

**Corinthians 12:2*** Gains National Spirit **Corinthians 12:2**, which grants (Recruitable Population: **2.00%**).

**Luke 12:30*** Gains National Spirit **Luke 12:30**, which grants (Daily Political Power Gain: **+0.10**).

 id### Innocence Lost

*Innocence is little more than a small settlement on the very edge of what we know, often visited by travelling pagans and tribals coming down from the northern wildlands. These people often arrive to trade and exchange goods, and in turn we teach them of God. Yet often, there are groups more resistance to this than others, those elders and warlike souls who feel that our lessons are an affront to their own misguided beliefs. Tensions run high, and our method of dealing with pagans will play a great part in what happens next...*

**May God have mercy!*** Gains National Spirit **Innocence Lost Incident**, which grants (Recruitable Population: **-1.00%**, Encryption: **+50.00%**, Decryption: **-50.00%**).
Coal Consortium

The **Coal Consortium** are a ruler nation in The Stretch area of The Great North region.

## Politics

### National spirits

The Coal Consortium starts with two national spirits.

Stand Your Ground icon**Stand Your Ground**

* Resource Gain Efficiency: **+15.00%**
* Stability: **+15.00%**
* Division Defense on core territory: **+20.0%**
* Max Entrenchment: **+10.0**
We won't be pushed around by the resource hungry powers that seek the land. We've mined for years, and we'll keep mining, even if their heads get in the way, they'll break like the rock at our feet!

Traders Fee icon**Traders Fee**

* Passive Caps Income: **+15.0%**
* Appeal to Refugees: **+15.00%**
We charge a fee for traders buying coal from us, giving us 2% of their run profit in exchange for the coal. Often times this works out and we make a tidy profit, other times not so much. Either way, without our coal their ships aren't going anywhere, so who really has the say here?

### Leaders

Main article: Political parties and leaders

## Starting Position

Coal Consortium starts in The Stretch, between Montana Chapter to the east, Four Fathers, Jacksons, and Ruminators to the south, and Metal Mouths and Havre to the west. The Upper Missouri River runs along the north border of Coal Consortium's territory, with no crossings.

Coal Consortium starts with a production of 4 factories producing Infantry Equipment.

Coal Consortium starts with these division templates:

* Mineguards (4 Militia battalions)
* Consortium Hired Mercenaries (10 Infantry battalions with Anti-Tank support company)
* Coal Company (6 Spec-Ops battalions with Anti-Tank support company)

Coal Consortium starts with

* 3 Mineguards, fully equipped.
* 4 Consortium Hired Mercenaries, fully equipped.
* 1 Coal Company, fully equipped.

## Behind the Scenes

* The Coal Consortium originated as a community-suggested nation during a nation suggestion contest in 2021, suggested by the user *Sole Survivor*. Their description was as follows:

*"Expanding on two concepts, Prometheus Coal (a division of Poseidon Energy from Van Buren) and the Montana Slave Coal Mines described by the Lonesome Drifter in New Vegas, the Coal Pitters are the 2275 equivalent of 19th and 20th century robber baron culture, and the resulting worker-executive relationship between the two, in which the Coal Pitters mine coal and other resources using slave labor, having long since lost the mining robots that once did the work. By 2275, two factions are expressly known in the Coal Pitter culture, the Pitters, the slave miners and slavers who recruit and oversee the slaves, and the Bosses, currently led by Boss Fyre. The Bosses maintain relationships with nearby nations and Caravan companies, supplying them with coal in exchange for slave collars, ammunition, and other resources. Due to the Pitters line of work, some Pitters have taken it upon themselves to form a resistance movement, or otherwise ways to improve their conditions. The Bosses, on the other hand, are now becoming aware of more advanced nations than their own, and seek to replace the slaves by any means necessary."*
Kaiser's Legion

**Kaiser's Legion** is a Custom Game Rules-exclusive nation that, on February 9, 2275, create their own nation around the area of Caesar's Legion's Flagstaff in the West Coast region.

## Historical background

After Caesar mysteriously disappears, Kaiser Wilhelm is transported to the world of *Fallout* in his place.

## Politics

### National spirits

Kaiser's Legion starts with one national spirit:

**Prussian Professionalism**

* Division Organization: **+15.0%**
* Division Recovery Rate: **+15.0%**
* Division Attack: **+15.0%**
* Max Entrenchment: **+1.0**

### Leaders

Main article: Political parties and leaders

## Behind the scenes

* Kaiser's Legion is based on the German Empire featured in the *Hearts of Iron IV* mod *Kaiserreich*, which envisions an alternate course of history of Germany winning World War I.
Lord's Anointed

The **Lord's Anointed** are a religious schism nation in Utah.

## Background

To the Lord's Anointed, hell has come to earth. What was a moderately devout religious community before the War emerged from their vault as a fanatic cult, conviced that they alone had retained their souls in the cleansing of the world. This xenophobic isolation would be the eventual catalyist of the Schism between the faithful and the Murtaugh Reformers, who's heretical ways were only spared due to the intervention of High Chapel.

But time has weakened High Chapel's protections, and the calls for a reunification grow stronger by the day, What faith and reconciliation cannot achieve, the sword must.
- Scenarios country selection screen quote
Lord's Anointed are one half of an unnamed country existing before 2275. This country sprung up from one of the Vaults but after some time, it split in two because of religious differences. The Lord's Anointed decided to follow the teachings of Saint Orrisa while the other half, known as the Murtaugh Reformers, decided to follow the teachings of Saint Barnabaus. The holy war is near and only the threat of High Chapel's intervention is keeping the two countries separated, but at peace.

## Leader

Father Amon is the Messianic guardian of thousands of souls, this weights heavily on the old mans shoulders. He has lost the favour he once put into governance and now the only thing remaining is his will to mend his biggest failure and end the schism, even if violence is required.

* Old leader
	+ -0.10 Daily Political Power Gain
	+ +5% Stability
* Fanatic
	+ -10% Justify war goal time
	+ +60% AI Modifier: Focus on Offence

## National spirits

Religious Schism icon**Religious Schism**

* Political Power Gain: **-25%**
* Stability: **-15.00%**

Gods Chosen People icon**Gods Chosen People**

* Political Power Gain: **+3%**
* Division training time: **-10%**
* Division attack: **+5%**
* Division defense: **+5%**
* Attack bonus versus country(Heaven's Gate): **+5%**
* Attack bonus versus country(New Canaan): **+5%**
* Attack bonus versus country(High Chapel): **+5%**
* Attack bonus versus country(The Murtaughs): **+5%**

## Military

Lord's Annointed starts with Infantry-focused Priest of War divisions. They have access to Sophisticated Power Armor, as well as Intermediate Vehicles and Intermediate Robotics, all of which provide alternate options for military development.

## Starting Position

Lord's Annointed starts in North Utah between High Chapel, New Canaan, Lonetree, and Murtaugh Reformers.

They start with a production of 1 factory making Infantry Equipment.

Their division templates are:

* Militia Force (4 Militia battalions)
* Priests of War (5 Infantry battalions)

Their order of battles spawn 2 divisions:

* 2 divisions of Priests of War, fully equipped
Kamlo

**Kamlo** are an elite nation in The Great North region.

## Historical background

An elite-oriented nation.

Scourge of the Whiteout icon**Scourge of the Whiteout**

* Division Attrition: **-2.0%**
* Division Attack: **+4.0%**
* Occupation Appeal: **-20.00%**
The Kamlo Survivalists know only the ways of surviving in the wasteland: terror and extortion. By ruling with an iron fist over the few settlements in the Great White Wastes of Canada, they eke out a living. But some of them wonder if there is more to life in the fat, warm lands to the south. And they will go and find it.

Kitted Raiders icon**Kitted Raiders**

* Army Organization Regain: **+2.00%**
* Division Defense: **+5.0%**
The Kamlo Raiders may not appear as raiders to those unfamiliar with the area, but anyone who see's these almost military looking men know it means that their families are in danger.

### Leaders

Main article: Political parties and leaders
Colorado State

This Nation is a formable of the Foragers, the Hangdogs (W.A.R.D.E.N. path) and the Maxson Chapter (with a unique name and flag, the Colorado Chapter). This is a cosmetic tag, meaning that the leaders and any other variable such as research and focus tree will remain the same.

The nation is based around the pre-war state of Colorado, situated in the rockies mountain around Dog-City, the post-war city of Denver. The flag is the same as the actual flag of Colorado, except for the Maxson Chapter which bears a Brotherhood themed flag.
Ejército Mexicano events

This is a list of all events relating to Ejército Mexicano (from /Old World Blues/events\_ARM\_l\_english.yml).

 id
### Lessons of the Father

*Santa Anna was the firstborn creation of the mighty Tlaloc, known to be the single most powerful AI in all of the wasteland. Throughout his developmental states, It imparted innumerable lessons onto Anna, working to shape him into the entity that he is today. Despite being a recreation of the original Caudillo, it is these lessons that form the very bedrock of who the Generalissimo is. Of all aspects of his historical counterpart, Tlaloc saw fit to teach his son with particulare care given to...*

**The Presidente*** Gain National Spirit **El Presidente**, which grants (Stability: **+5.00%**).

**The Generalissimo*** Army Experience: **+25**.Navy Experience: **+25**.

**The Caudillo*** Gain National Spirit **El Caudillo**, which grants (**Combat Robot**: Production Cost: **-3.00%**, Soft attack: **+2%**).

 id### The Ciudad Victoria Ultimatum

*The first of Santa Anna's tasks was to clear Ciudad Victoria of bandits and raiders. When he reached the city, his robot army encircled the town, and threatened them with annihilation unless they capitulated. The General's robots broadcasted a simple instruction to all that would listen.*

**Join the army, or perish!*** Manpower: **+1000**.Navy Experience: **+10**.

**Join the reconstruction authority, or die!*** **Reynosa**:Add **3** Building Slots.Add **2 Civilian Workshop**.Add **1 Naval Dockyard**.

 id### The Battle for Tampico

*Tampico was the next city to be liberated for Tlaloc and Mexico. Home to a band of rogues who called themselves revolutionaries, Santa Anna drove them out through skillful use of his army, and particularly of...*

**The heroic conscripts, who gave their life to capture Tampico.*** **2x** **30%** Research bonus for: **Infantry Technology**.
* **2x** **30%** Research bonus for: **Naval Technology**.

**The legions of steel, that liberated the city through fire and blood.*** **2x** **30%** Research bonus for: **Robotics**.
* **2x** **30%** Research bonus for: **Naval Technology**.

 id### The Destruction of Tamaulipas

*Tamaulipas, when Santa Anna approached it, was occupied by a detachment of the Texan Brotherhood. Once he realized they were the successors of the American army that invaded Texas so many times, what followed did not go well...*

**Santa Anna learned much from the scarred survivors.*** Add technology: **Jungle Machine Spirit**.
* **Jungle Machine S.P.I.R.I.T.S.** grants:
	+ **Robots** (Amphibious, Marsh, Jungle, River): Attack: **+30.00%**Movement Speed: **+30.00%**
* **2x** **30%** Research bonus for: **Automated Warfare**.

**The decimated detachment's supplies became most useful.*** Add technology: **Jungle Machine Spirit**.
* **Jungle Machine S.P.I.R.I.T.S.** grants:
	+ **Robots** (Amphibious, Marsh, Jungle, River): Attack: **+30.00%**Movement Speed: **+30.00%**
* **Reynosa**:
	+ Add production of **7** (unrecognized string "Scrap Metal" for Template:Icon) in Reynosa.
	+ Add production of **7** (unrecognized string "Composite Materials" for Template:Icon) in Reynosa.
Fored

Real-life person

**Fored** is a Vault-Tec Engineer and Submodder for the *Hearts of Iron IV* mod *Old World Blues*.

## Contributions

* Worked on the Maxson Expedition as the main developer.
* Created approximately 15 focuses and GFX images with effects with Tran.

## Submods

* Maxson Chapter - Colorado Expedition - OLD
* OWB - Wasteland Wrestling Federation

## References

1. ↑ Shudderfly: *"Fored was the main developer though."*
- Obtained from Discord, 9/23/2022
2. ↑ Tran: *"fored and i literally made like
15 focuses
with gfx
and other changes"*
- Obtained from Discord, 10/3/2022
Fourways

**Fourways** is a tribal nation in the West Coast region.

## Historical background

A tribal nation nearby other tribal nations.

**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%**

**A Rock and a Hard Place**

* Stability: **+10.00%**
* War Support: **-20.00%**
* Can't Have Wargoals Justified On: **Yes**
Trapped between the growing power of Arroyo to the north and the overwhelming strength of the NCR to the south, they face increasingly limited diplomatic options. At the very least, they don't have to fear outside influence.
**Will be removed 31 December, 2279**.

### Leaders

Main article: Political parties and leaders
Civilization Levels (disambiguation)

Disambiguation page for Civilization Levels (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
This is a disambiguation page for the term **Civilization Levels**.

For Civilization Levels as in the technologies available to different nations follow: Tech Levels

For Civilization Levels as in the generic focus tree available to the minor nations follow: National Focus Tree

For Civilization Levels as in the National spirit (for example National spirit#Tribal Nation)) follow: National spirit#Generic spirits
New Canaan

**New Canaan** is a town established among the ruins of Ogden, Utah, inhabited predominantly by Mormons.

## Historical background

After the fall of New Jerusalem the mormons were forced to resettle. They founded New Canaan over a period of difficult years, adopting an open and accepting policy for outsiders to avoid repeating the mistakes which ruined their last home.

New Canaan regularly sends missionaries out to preach the word of God, saying that any man who is baptised may live within their walls as one of their own. They regularly commune with the tribes of Utah, offering the bible, food, and communal help. New Canaan is generally well liked in Utah and treated warmly by most tribes.
- Scenarios country selection screen quote

## National Focuses

Main article: New Canaan national focus tree
New Canaan national focus tree

## Behind the scenes

* New Canaan is based on the town of the same name that was to be featured in *Van Buren*, and was later mentioned in *Fallout: New Vegas* and its add-on *Honest Hearts*.
* The *Old World Blues* depiction of New Canaan was created by AntClarke, and later overhauled by HappyNTH, being their second focus tree after their work on Chichen Itza.
	+ To reflect the nation's descent of decadence, as well as the straying from their faith, Jerimiah Rigdon's outfit was changed from a white shirt and blue jeans to a black suit, white undershirt, and a white-striped blue necktie displaying New Canaan's emblem.

## References

1. ↑ AntoniusMagnus: *"yeah the problem with your question @🅱anhammer: 🔨 is that we haven't really done any playtesting, we only really have theoretical buffs so we don't know who's the strongest nation, personally i would like to say its all the nations i was in charge of like the Canaanites or Rangers, but we all kinda have hard-ons for the nations we've made"*
Loonybinjin: *"And Vegas."*
- Obtained from Discord, 5/24/2017
2. ↑ Freddy: *"Zusk - Twin Mothers, Mirelurk, Bone Dancers, Lanius Cohort
Faeelin - Caesar's Legion
HappyNTH - New Canaan
TheColonel - Hangdogs
Garnithor - Heaven's Gate, Republic of Texas"*
- Obtained from Discord, 8/22/2021
3. ↑ HappyNTH: *"Antonius made the original New Canaan focus tree, but I was the one who overhauled his original tree into the one that's currently in the mod today"*
 - Obtained from Discord, 9/4/2021
4. ↑ HappyNTH: *"New Canaan was one of my early projects on the mod, aye, and my second focus tree after the Itza"*
 - Obtained from Discord, 8/26/2021
5. ↑ **1. In terms of New Canaan's leadership, what led from Rigdon going from the Living Prophet in blue jeans and a white shirt as depicted in Van Buren, to what I could only call a televangelist costume, with a fancy suit and medallion? Does it relate to the nation's slow decline into decadence and his loss of faith, or more to do with his fevers?**
HappyNTH: *"The former: as decadence crept into the nation, so too did it into his costume. He's stopped having fevers for a decade or so (I think I specify in the leader description, but I can't quite remember), also a reflection of how the nation has stayed from pure religion"*
 - Obtained from Discord, 8/26/2021
Badland Buckaroos

The **Badland Buckaroos** are a tribal nation in the West Coast region.

## Historical background

A tribal nation.

**Road Ranchers**

* Agriculture Research Speed: **+10%**

* **Motorized Vehicle**: Production Cost: **-10.00%**
The ancestors of Buckaroos have been herding cows and sheep since before the bombs fell. A couple mutations or the absence of horses just meant they needed to adapt their methods.

### Leaders

Main article: Political parties and leaders

## Starting Position

Badland Buckaroos starts in North Nevada, between Chemult Station and Shoshone Nation to the north, Eastport to the east, Elko Posse and Vault City to the south, and Slags to the west.

Badland Buckaroos starts with a production of 1 factory producing Infantry Equipment and 1 factory producing Vehicles.

Badland Buckaroos starts with these divisions templates:

* Militia Force (4 Militia battalions)
* Ranchers (5 Infantry battalions)
* Herders (4 Motorized battalions)

Badland Buckaroos starts with 3 divisions:

* 2 Ranchers, fully equipped.
* 1 Herders, fully equipped.

## Behind the scenes

* The Badland Buckaroos name originated from Shoggi or Faeelin.

## References

1. ↑ **I love the name for the badland buckaroos
Who came up with that one?**
Zusk: *"Shoggi!"*
- Obtained from Discord, 10/21/2021
2. ↑ Shoggi: *"https://media.discordapp.net/attachments/900819413039742988/900847256335450119/tr4sh.png?width=602&height=603
i actually wanted to post this without comment as a teaser a bit ago
also, badland buckaroos was most likely named by faeelin. we worked on that area together for a good chunk, so details are murky. he thought i named them, i thought he did"*
- Obtained from Discord, 10/21/2021
Baron's Eyrie

**Baron's Eyrie** is a collective of ranchers and townships in the Whyoming area of The Great North region.

## Historical background

Led by Augustus Bailey, the nation is a collective of ranchers and townships under the thumb of Baron Bailey, who uses a core of elite veteran mercenaries supported by various thugs and goons to maintain order.

## Politics

### National spirits

Baron's Eyrie starts with two national spirits:

**Baron's Way**

* Caps Income: **+15.0%**
* Appeal to Refugees: **-20.00%**
The Baron is a cruel man, known for his ruthless effiency. Much of the land in Wyoming is owned and sharecropped out to unknowing hopefuls, who are then trapped in the unfortunate and hellish loop that is the Baron's Eyrie.

**The Baron's Elite**

* Division Organization: **+10.0%**
* Division Defense: **+5.0%**
* Justify war goal time: **-30.0%**
The mercenaries employed by the baron are the best of the best, and fit his ruthless expansionist mantra of "bigger is better" to a high degree. After many years of service, they've become deathly loyal to him-- and will fight to the death for a slice of their pay.

### Leaders

Main article: Political parties and leaders

## Behind the scenes

* Baron's Eyrie was created by Aider.Alvin and Violet, being concepted as a mix of the *Fallout* series, the 2007 American epic period drama film *There Will Be Blood*, and "western movies hypercapitalist villains".

## References

1. ↑ **@[FlowerPower] Guh do you have any documents or quick lore summary in like a couple sentence for baron's eyrie that you could give me? need to make their starting units as no one did**
Aider.Alvin: *"Baron's Eyrie is a collective of ranchers and townships under the thumb of Baron Bailey, who uses a core of elite veteran mercenaries supported by various thugs and goons to maintain order."*
- Obtained from Discord, 6/1/2022
2. ↑ Aider.Alvin: *"Yes, Violet was involved but the Baron is 90% my stuff concept wise"*
- Obtained from Discord, 7/17/2022
3. ↑ Aider.Alvin: *"Think a mix of fallout, there will be blood, and other western movies hypercapitalist villains and you've got the Baron"*
- Obtained from Discord, 7/17/2022
Ant

**Ant** is a remnant of the Nordikon artificial intelligence network in the Lethbridge Desolation area of The Great North region.

## Politics

### National spirits

Ant starts with one national spirit:

**Dead Husk**

* Resource Gain Efficiency: **-21.00%**
* Monthly Population: **-21.0%**
* Construction Speed: **-21.00%**
* Division Attack on core territory: **-21.0%**
* Division Defense on core territory: **-21.0%**
* Research Speed: **-21.00%**
**Welcome to the Nordikon Intranet. We're sorry, but the network is currently down for maintenance. Please contact your supervisors for more advice or get in touch with the main office in Sault Ste. Marie during work hours.**

### Leaders

Main article: Political parties and leaders

## Starting Position

Ant starts in the Lethbridge Desolation between Bumblebee to the north, Termite to the east, Havre and Niitsitapi to the south, and Passkeepers to the west.

Ant starts with these division templates:

* Network Guards (6 Militia battalions)
* Ant's Eyes (6 Support Robot battalions)

Ant starts with 7 divisions:

* 4 Network Guards, fully equipped
* 3 Ant's Eyes, fully equipped
Grabber Territory

**Grabber Territory** is a raider gang based in the state of Nevada.

## Historical background

The Grabbers are a coalition of slaver groups from the New California Republic, having left when anti-slavery laws began being enforced. Since then, any traveler through their territory either has to pay a fine, or risk being enslaved by the gang. The gang also involves themselves in kidnapping, holding traders and travellers hostage unless a fee or toll can be paid. Should the ransom not be paid, the hostages are either enslaved or pressed into the gang until their fees are paid off.

## References

1. ↑ Loonybinjin: *"So in a nutshell, the Grabbers are a relatively infamous coalition of slaver groups, many of which left the NCR when its anti-slavery rules became widely enforcers. Anyone traveling through grabber territory has to pay some seriously hefty fines or risk being taken."*
 - Obtained from Discord, 11/29/2018
2. ↑ **whats the lore behind the grabbers?**
Loonybinjin: *"Fairly straight forward raider gang.

They big gimmick is that they are mostly kidnappers rather than fighters and pillagers, you pay the toll or they'll steal people out of your caravans/communities and ransom them back to you. If you can't pay, eventually they'll sell them into slavery or just sort of press them into the gang, but they basically just work off extortion money. People pay them to leave their stuff alone, and they nominally protect the roadways north."*
- Obtained from Discord, 12/6/2019
Fort Cap Hell

**Fort Cap Hell** is an elite nation in The Great North region.

## Historical background

An elite-oriented nation.

Dreams of Regina Lost icon**Dreams of Regina Lost**

* Consumer Goods Factories: **20.0%**
* Construction Speed: **-15.00%**
* Factory Output: **-5.00%**
City after city, massacre after massacre. 2 Colonels lost to incursions. We have been relegated to regional nusance, but only north of The Catch as the Metis have ensured. Being crushed at the gates of Regina have left us on the backfoot, no longer able to protect our borders.

Destruction of The Executors icon**Destruction of The Executors**

* Recruitable Population: **-0.20%**
* Army Organization Regain: **-5.00%**
* Special forces Attack: **-15.0%**
Upon seeing the rout of the militia army, The 6th Colonel, Colonel Jackson, lead our elite special forces on a suicide attack. With Fury and Malice her and The Executors managed to break through into Regina where they forced a significant portion of the Metis Army into reinforce the city. Their luck ran dry after stepping foot in their birthright, as the Metis Army would slaughter them as Colonel Jackson was on the warpath for city hall. Whether she made it or not is unknown, but what is known is that her bravery allowed the militia to fight another day.

Swamp Warriors Reeling icon**Swamp Warriors Reeling**

* Recruitable Population: **-2.00%**
* Division Attrition: **+8.0%**
* Infantry Division Attack: **-8.0%**
When our friends in Yorktown requested help stemming the Bloodied Electorals, we answered. When we met the raiders near Spirit Lake, we fought, and we kept fighting til friend and fo were lost in the sea of bodies. It was here that Daniels saved Colonel Davies. Despite this miraculous show of force, Davies would never again be fit to lead. That left Daniels to fetch the scattered remains of The Swamp Warriors Militia and return to Fort Cap Hell.

### Leaders

Main article: Political parties and leaders
Meldanen

Real-life person

**Meldanen**, formally known as **Meldanen the Plagued**, wass a developer who worked with the Old World Blues development team as one of the Junior Developers. They left the team on June 15, 2022.

## Background

Meld's role as a Junior Developer involved working in content design, as he was responsible for coding some 4.0 trees and mostly working on GFX like focus icons and leader portraits.

## Contributions

* Minor focus icons
* New Reno Thradd route (4.0)
* Stained Backs (4.0)
* Originally designed the Plaguelands, since been taken over by Scatterman, Bronzeroome, and Mikael.

## Trivia

* Meld used a secondary Discord account since he has lost access to his old one. Some say Meld is the inventor of the :upsidedown: emoji.
* As of July 25, 2022, Meldanen hosts an ongoing Ask Me Anything (AMA) Reddit thread, located here.

## References

1. ↑ Violet: *"Meld did the Thradd route of New Reno, made the flavor for Stained Backs, and designed the Plaguelands"*
- Obtained from Discord, 6/17/2022
2. ↑ Violet: *"It’s been taken over by the last remaining Content Designers who were there: Scatterman, Bronzeroom, and Mikael"*
- Obtained from Discord, 6/17/2022
Baja State

The Baja state is a formable nation whose core territory unites the former core territories of Paz Bandits and Valle Bandits. It is formed through the New California Republic's **Baja Blues focus** focus tree branch, specifically the **Local Sympathies** sub-branch (by siding with Héctor Santángel). The Baja State will then be released as a puppet of the NCR with its own short focus tree.

## Focus tree

The Baja State has the same focus tree as other NCR puppets. As a Settler nation, it will use the **Engaging the Community** branch, which gives bonuses to Political Power gain, Consumer Goods Factories, Stability, and Infrastructure. It eventually gets an extra research slot and a boost to autonomy.

Focus tree
### Events

The first three focuses are event based providing barious bonuses and penalties depending on the choice.

## Industry

The starting industry of Baja State is based on the industry of its constituents. As such, as the NCR, it might be prudent to wait to form the Baja State until the Paz and Valle bandit nations have completed their own factory-giving focuses.
Cyclops Tribe

The **Cyclops Tribe**, also referred to as the **Cyclops Tribes**, are a tribe in the West Coast region.

## Historical background

The Cyclops Tribe act as a warrior cult, with their best warriors taking out their eyes in honor of their founder. Although they are a tribe, they act as raiders and mercenaries to raid or protect caravans in order to extort necessary supplies they cannot attain otherwise, such as food.

## Politics

### National spirits

The Cyclops Tribe 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. ↑ Loonybinjin: *"The Cyclops tribe are essentially a straight forward warrior cult, where their best warriors pluck out their own eyes as a sign of honor to their founder from long ago.
The intermittently operate as raiders and mercenaries in Nevada, protecting as many caravans as they raid in an extortion racket for food and supplies they otherwise lack."*
 - Obtained from Discord, 1/13/2020
Las Granjas

**Las Granjas** 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
Cherokee Nation

The **Cherokee Nation** is an American Indian tribe in the Texan region.

## Historical background

While certain groups in the wasteland fear technology for what it did to the world, the Cherokee have embraced it, even long before the Great War. It is what kept them and the other groups that now form the Great Plains Federation alive during it. Without their foresight and technological prowess neither the shining lights of the Coalitions casinos or the Choctaws lofty ambitions to build a library to survive the ages would be a thing now. And what are a few ethical...missteps in the face of these accomplishments.

Attention: While playable, their unique content is rather short and will be expanded upon once the map expands.

## Politics

### National Spirits

Cherokee Nation starts with three national spirits.

Investigating the Unkonwn icon**Investigating the Unkonwn**

* Army Organization Regain: **-5.00%**
* Research Speed: **+10.00%**
* Decryption: **+0.25**
* Decrypted Army Cipher Bonus: **+10%**
The Cherokee have witnessed many bizzare events throught the life of the tribe, and even before the war government agencies operated within the nation. Research has to be done to investigate these bizzare occurances, even if it means a small price to pay with regards to our military.

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

Cherokee Nation starts in North Oregon between The Last Patrol to the west, and Choctaw Nation and Chickasaw-Muscogee Coalition to the south. The Arkansas Tributary bisects Cherokee Nation's territory, with one crossing to The Last Patrol. A second crossing to The Last Patrol is available across the Cimarron Nation.

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

Cherokee Nation starts with these division templates:

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

Cherokee Nation starts with 3 divisions:

* 3 Expeditionary Force, fully equipped.
Bumblebee

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

## Politics

### National spirits

Bumblebee starts with one national spirit:

**Beehive Never Sleeps**

* Weekly Manpower: **+1**
* Monthly Population: **-11.0%**
* Research Speed: **+11.00%**
* Appeal to Refugees: **-45.00%**
**Perfection. "Measure twice, cut once." Strike only when sure. Rebuild brick by brick this world.**
**Perfection. "Measure twice, cut once." Strike only when sure. Rebuild brick by brick this world.**

**People suffer for this progress. "The Needs of the many outweigh the few." Thus they must suffer for the many.**
**People suffer for this progress. "The Needs of the many outweigh the few." Thus they must suffer for the many.**

**Rebuilding the world will never be easy. The old one is gone but a greater one will rise.**
**Rebuilding the world will never be easy. The old one is gone but a greater one will rise.**

### Leaders

Main article: Political parties and leaders

## Starting Position

Bumblebee starts in Realm of the Sister Gods, between Yellowjacket, Nordikon, and Mosquito the north, Wasp to the east, and Ant and Termite to the south.

Bumblebee starts with no assigned factories.

Bumblebee starts with these division templates:

* Network Guards (6 Militia battalions)
* Guard Bee's (6 Infantry battalions)

Bumblebee starts with 7 divisions:

* 4 Network Guards, fully equipped.
* 3 Guard Bee's, fully equipped.
Caesar's Legion National Focus Tree

## Gallery

Democracy Lucius/Malpais Legate focus treeMalpais Legate focus treeVulpes/Aurelius focus treeAurelius focus treeCaesar/Vulcan extremism Lucius focus treeLanius focus treeLegion endgame focus treeVulcan extremism focus treeFirst Battle of Hoover Dam focus treeLegion Military focus treeLegion's Client States focus treeCaesar focus treeVulpes focus treeCaius Drusus focus treeOutcome of the Hoover Dam Battle focus treeEastward Expansion focus treeUtah Expansion focus treeLegion Main/Economy focus tree
## Trivia

* Coring reduction bonuses are literaly useless to the Legion, as from the game start they have so many states they always core for 300 PP, even with a 25% reduction.
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 deceived 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 defiance 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** *(usually this means -1 mil factory, 1 mil. and 1 civ. factory fully damaged)*
	* (**Puertecitos**): Industry in this state is **decimated** *(you should lose nothing, as the state is usually 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. Territorial Administration

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

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

**Jacobia**, formally known as **Jacobia the Wrathful**, is the leader of the Rotpurgers in 2275.

## Background

The fifth leader of the Rotpurgers, and a descendent of their first leader, Alexander the Merciless, Jacobia hates ghouls without limit, having assumed his leadership at 22. With his belief that humans are to take revenge for the deaths caused during the Great Revolt at Vault 100, Jacobia seeks to reform the Rotpurgers into a formal ghoul-eradicating organization.

## Appearances

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

## Behind the scenes

* Aider Alvin wrote Jacobia, due to Jacobia being a "fuckin' asshole", specifically in that Jacobia is written to be a "dipshit raider boss who’s main concern in life is burning ghouls."
	+ Alvin views Jacobia as a "man of almost entirely wrong views, bad takes, and crude designs who gets by on ideological purity and breeding hate." Additionally, he notes that he agrees Jacobia has flaws, such as utilizing excessive swearing due to his lack of vocabulary diversity.

## References

1. ↑ Political parties and leaders description: *"Jacobia the Wrathful, fifth leader of the Rotpurgers and a descendent of Alexander the Merciless, leader of the Great Revolt, earned his name for a reason. Famed across Washington for his limitless hatred for ghouls, Jacobia assumed the mantle of leadership at the young age of 22. Ever an idealist, Jacobia has long dreamed of reforming the Rotpurgers into a more formal organisation with the chief purpose of erradicating ghouls wherever they may arise. After all, the ghouls killed many of his ancestors: it's time for the humans to take their revenge."*
2. ↑ Aider.Alvin: *"Writing Jacobia was fun in it's own way, cuz he's a fuckin' asshole"*
- Obtained from Discord, 6/2/2022
3. ↑ Aider.Alvin: *"What’s the complaint? Jacobia has a foul mouth?*
**If you saturate your writing with them it ruins their importance in vernacular.**
Aider.Alvin: *"That’s true in a book, not so much for a (if you’ll excuse my French) a dipshit raider boss who’s main concern in life is burning ghouls."*
- Obtained from Discord, 6/2/2022
4. ↑ Aider.Alvin: *"I write other raider or bad guy characters who are more reserved but I do feel that whether it makes you like the character less or not it suits how I and my two compatriots view Jacobia as a character. He’s a man of almost entirely wrong views, bad takes, and crude designs who gets by on ideological purity and breeding hate. If you think he has flaws, well I’d agree :vaultboyhappy:"*
- Obtained from Discord, 6/16/2022
5. ↑ Aider.Alvin: *"Those flaws in this case include swearing like a sailor because he lacks vocabulary diversity"*
- Obtained from Discord, 6/16/2022