National spirit

A **national spirit** is a modifier that describes unique advantages or disadvantages of countries. A country can have several national spirits at the same time. They can be acquired, removed, or modified by finishing national focuses or through certain events. National spirits can be viewed in the political menu. Some countries already start with national spirits as can be seen below.

## Starting national spirits

### Major nations spirits

 Navajo
The Navajo starts with one national spirit:

**The Navajo Pathfinders**

* Heat Attrition: **+15.00%**
* Special Forces Minimum Capacity: **+20**

### Minor nations spirits

 Antelope Tribe
The Antelope 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%**

 Archdiocese of Santa Fe
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.

 Bellingham
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.

 Klamath
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...

 Shi
The Shi starts with one national spirit:

**Ghosts of the Pacific**

* Air Range: **+10%**
* Air Experience Gain: **+0.02** daily
* Recruitable Population factor: **-15%**
* Stability: **-2.00%**
* Factory Output: **+15.00%**
* Air Technology: **+5%**
* Power Armour Technology Research Speed: **+5%**
* Infantry Weaponry Research Speed: **+5%**
Off the coast of San Francisco lies one of the most volatile places in the Wasteland. In 2073 The United States won the international race to establish a platform in a key location off the coast of San Francisco ( After sabotaging Chinese efforts to do so ).
This location was one of the world's last known major pockets of oil, thought to be unreachable due to it being located thousands of feet below the seabed. During the nuclear storm of the Great War, the United State's most important members and essential personnel were evacuated to this location.
The Poseidon Oil Rig in the Pacific Ocean was chosen as a secret base from which the USA could continue to exist and wage war on China, with the eventual goal of retaking the continental United States. As the world burned and the United States disintegrated, its president and the “Enclave” remnants of the pre-War American shadow government, established themselves as its continuation, claiming authority over the United States mainland.

That is, until the Chosen One stopped them. A hero in their own right - this champion would cause a melt down to occur from within the Oil Rig, effectively dooming the Enclave in California. The Shi, over the waning years since then have learned much of the Enclave. Studying the aeronautic, botanical and metallurgy secrets of this shadowy, forgotten organization.

 Umbra
Umbra starts with two national spirits:

**Guidance from the Spirits**

* Political Power Gain: **+12%**
* Recruitable Population: **5.00%**
Extreme believers in the idea that people remain spirits after death, the Umbran tribe reveres a wide variety of spirits and attributes many personality characteristics to their influence. These spirits guide the Umbran tribe, offering them advice and insights into the future. While how true these spirits' words are is somewhat debatable, the fundamental religious belief in their existance helps the Umbran tribe stay motivated like few others.

**Trade with Arroyo**

* Consumer Goods Factories: **-4.0%**
* Research Speed: **+3.00%**
* Passive Caps Income: **+4.0**
What started as a simple companionship between Sulik, an Umbran tribesman, and the Chosen One swiftly blossomed into a strong friendship between the two peoples. Arroyo and Umbra enjoy strong trade ties, with Umbra learning about "civilised" technology from Arroyo and Arroyo reaping the benefits of Umbra's strong hunter-gatherer skillset.

 Tar Walkers

**Mormon mission**

* Research Speed: **+2.00%**
* Acceptance of People Diplomacy: **+20**
A mission from New Canaan is present in our country, swaying our politics somewhat as they attempt to convert the populace.

**The Sickness-of-Soot**

* Recruitable Population Factor: **-50.0%**
* Division Attack on core territory: **-12.5%**
* Division Attack on core territory: **-12.5%**

* Current Recovery Rate: **100.%**
* Estimated Remaining Weeks: **200**
\***This spirit changes thrughout the game, the last two modifiers signify progress and are show here in the state which they are on game start.**
Description:

A disgusting sickness has spread through our lands, boils and patches of soot-toned plague growing across some of our finest warriors. Our medicine men thing they can cure this and heal their ailment - but it will take time. Further medical research or assistance may speed our recovery.

## Generic spirits

The generic spirits are universal to non-major nations in nature and can apply to more than one nation at a time.

**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%**

**Raider Nation**

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

WIP