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

 Caesar's Legion

**Cult of Mars**

* Army Experience Gain: **+20.0%**
* Recruitable Population Factor: **-3%**
* War Support: **+10.00%**
* Civilian to Military Factory Conversion cost: **+20.00%**
* Research Speed: **-10.00%**
* Core Creation Cost: **-20.0%**
* Military Factory construction speed: **+10.00%**
The Legion believes Caesar to be the Son of Mars, a god of war who brought a cleansing fire upon the Earth so that his son may conquer it all. They are fiercely devoted to Caesar.

**Rejection of Automation**

* Robot Research Speed: **-60%**
* Energy Weaponry Research Speed: **-60%**
* Power Armour Technology Research Speed: **-60%**
* Industry Specialization Research Speed: **-20%**
Caesar has envisaged a society that works together in unison. The re-introduction of machines and other prewar tools would damage the drive Caesar has set forth in his subjects.

**The Legion With a State**

* Resource Gain Efficiency: **-25.00%**
* Consumer Goods Factories: 10.0%
* Military to Civilian Factory conversion cost: **-30.00%**
* Civilian to Military Factory conversion cost: **-30.00%**
* Occupation Appeal: **-25.00%**
* Military Factory construction speed: **-30.00%**
* Civilian Factory construction speed: **-30.00%**
Oh, the Legion has cities, but at the end of the day the society exists to serve the Legion. War is all it knows. For now.

**The Eastern Cohort**

* Weekly Manpower: **-10**
* Consumer Goods Factories: -3.0%

**Legion Training**

* Division Experience Gain: **+10.0%**
* Special Forces Minimum Capacity: **+20**
* Special Ops Attack: **+5.00%**
* Special Ops Speed: **+10.00%**
* Special Ops Defense: **+10.00%**

 Navajo
The Navajo starts with one national spirit:

**The Navajo Pathfinders**

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

 New California Republic

The New California Republic
starts with nine national spirits, and they are:

**The Northern Frontier**
While the
Northern Frontier is active, neither the NCR nor the Shi can revoke their mutual non-aggression pact.
Navarro is the last frontier in California. To the inhabitants, it's a homeland that NCR merchants and settlers are trespassing on. To the Shi, it's a new source of food and lumber. And to the NCR, it's one of many lands to be tamed by the Bear. Some worry that the NCR may have bitten off more than it can chew, and tensions are reaching a boiling point. But even the Shi agree that so long as the NCR comports itself with justice and humility, progress will come to Navarro.

**Retooling Firearms Production**

* Equipment Conversion Speed: **-20%**

* Infantry Equipment:Production Cost: **+35.00%**
* Fireteam Weaponry: Production Cost: **+15.00%**

**The Treaty of New Vegas**

Signed in 2274 by The New Californian Republic and New Vegas after negotiations following the Republic's discovery of the mostly intact Hoover Dam, the treaty marks the first of many begrudging compromises the Republic has been forced to make with Mr. House in an attempt to prepare for the Bull. Whilst the NCR gained control of the Dam through the treaty, as well as military access into and around New Vegas, they must send 5% of the Dam's energy to the strip, and must not in any way prevent access to the Strip by NCR citizens or off-duty troops.

**The Vault City Garrison**

* Weekly manpower: **-2**
* Passive Caps Income: **+1.0**
* Extra **+3**
* Extra **+3**

For decades, our men and women bled to keep Vault City safe. But with the riches of Vegas before us, more question the point of Vault City. Others argue that if we were to withdraw, it would invite a power vacuum in northern Nevada which someone might exploit.

**Brotherhood Hegemony**

* Energy Weaponry Research Speed: **-75%**
* Power Armour Technology Research Speed: **-75%**

* Power Armour: Production Cost: **+75%**

The Brotherhood is the master of power armour in California. For now.

**The Followers of the Apocalypse**

* Political Power Gain: **-5%**
* Monthly Population: **+20%**
* Stability: **+5%**
* War Support: **-10%**
* Research Speed: **+5%**

Subsequent to their establishment in our territory, the Followers of the Apocalypse have begun to wield some influence over our country and government. We should keep a wary eye on them...

**Lost Hills-NCR tension**

* Political Power Gain: **-1%**
* Mobilization Speed: **+1.60%**
* Construction Speed: **-1.60%**
* Caps Expenses: **+1.6%**
* Tension: **+5.0**
For many policy makers, the prospect of a full campaign against the Brotherhood terrorists in the mountains to the west of the Hub just isn't tenable right now. The destruction of the NCR Gold Reserve has shown how much damage the Brotherhood can do to the NCR with targeted, calculated strikes. With the campaign in the Mojave and enemies abound the last thing the Brahmin Barons, Allgood or anyone else wants is bloodshed so close to the core territories. The Brotherhood's time will come. The question, however, is when.

**State of the Economy**

* Consumer Goods Factories: 16.0%
* Factory Output: **-5.00%**
* Trade deal opinion factor: +5.00%
* Caps Income: **-10.0%**
The NCR's economy is the most advanced in the Wasteland. Corruption? Perhaps. Inequality? Sure. But there's a reason California is one of the few places in the Wasteland with a functioning commodities market.
Various policy decisions will affect the state of
 our economy.

**The Army of the Republic**

* Maximum Command Power Increase: **+5**
* Caps Expenses: **+5.0%**

 New Vegas
New Vegas starts with three national spirits:

**Jewel of the Mojave**

* Daily Political Power Gain: **+0.10**
* Recruitable Population Factor: **-35%**
* Stability: **+5.00%**
* War Support: **+5.00%**
* Resources to Market: **-2%**
* Trade deal opinion factor: **+25.00%**
* Resistance Target: **+1%**
* Caps Income: **+15.0%**
* **Infrastructure** construction speed: **+5.00%**
* Robot Research Speed: **+5%**
* Electronics Technology Research Speed: **+5%**
House considers Vegas to be his ultimate enterprise, a haven for the wayward ( That is to say, if you can pay the rent ).
He is strict on whom he lets onto the Strip, excluding most of those living under his control from participating in the luxury that the elite are allowed.

**The Treaty of New Vegas**

* None
Signed in 2274 by  **The New California Republic** and  **New Vegas** after negotiations following the Republic's discovery of the mostly intact **Hoover Dam**, the treaty marks the first of many begrudging compromises the Republic has been forced to make with Mr. House in an attempt to prepare for the Bull. Whilst the NCR gained control of the Dam through the treaty, as well as military access into and around New Vegas, they must send 5% of the Dam's energy to the Strip, and must not in any way prevent access to the Strip by NCR citizens or off-duty troops.

**Robotics Genius**

* Energy Cell Capacity: **+5.00%**

* **Support Robot**: Production Cost: **-2.00%**
* **Combat Robot**: Production Cost: **-2.00%**
* **Security Robots**: Production Cost: **-2.00%**
Robert House is a prodigy when it comes to robotics - having founded RobCo Industries long before the bombs fell.

### 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
Koover 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 cities of Bellingham & Vancouver, due to their 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.

 Cypher Warband
The Cypher Warband starts with one national spirit:

**Luddite Crusade**

* Research Speed: **-25.00%**
* Justify war goal time: **-50.0%**
Burn. Them. All.

Destroying nations more advanced than you will give you a variety of bonuses that will help you get rid of the evils of technology

 Desert Rangers
The Desert Rangers start with one national spirit:

**Desert Rangers (spirit)**

* Division Organization: **+5.0%**
* Division Attrition: **-20.0%**
* Division Attack: **+10.0%**
* Division Defense: **+5.0%**

 Eighties
The Eighties start with five national spirits:

**Roaring Machines**

* **Motorized Vehicle** Max Speed: **+10%**

**Terror of the Long 80**

* Political Power Gain: **+10%**
* Resource Gain Efficiency: **+10.00%**
* Damage to Garrisons: **+20.00%**

**The Road Warriors**

* Divisions speed: **+10.00%**
* Division Attack: **+5.0%**
* Motorized Attack: **+5.0%**
* Energy Cell Gain per Energy: **+25.00%**
* Energy Cell Gain from Generators: **+25.00%**
* Energy Cell Capacity: **+50.00%**

**The Devils of Utah**

* Stability: **-15.00%**
The Eighties are seen by many as the scum of the earth, the devils of Utah!

**If any country successfully invades, conquers** **and liberates the conquered territory of the Eighties** **without taking the land directly they wil** **surely be seen as a saviour of the people!**

**The Sacred Garage**

* Extra (unrecognized string "Energy" for Template:Icon) **+5**
* Extra (unrecognized string "Scrap Metal" for Template:Icon) **+5**
* Vehicle Technology Research Speed: **+8%**
Through their time on the open road, the Eighties have accumulated a stockpile to power and sustain their war machines.

 Fiends
The Fiends start with two national spirits:

**Mojave Drug Monopoly**

* Political Power Gain: **+8%**
* War Support: **+10.00%**
* Country Base Node Income: **+10.0%**
The Fiends have a near total monopoly on the flow of chems throughout the Mojave, assisted by their suppliers from the Great Khans and New Reno. The chem trade is incredibly lucrative, especially when the locals of the Mojave live such a depressing life.

**Strength in Numbers**

* Recruitable Population Factor: **8%**
* Division Attack: **+3.5%**
* Raid Attack Bonus: **+8.0%**
* Appeal to Refugees: **+3.00%**
What the Fiends may lack in brains or technological edge, they more than make up for in numbers. Strangely enough, there's no shortage of down-on-their-luck chem addicts in the waste that is the Mojave.

 Great Khans
The Great Khans starts with two national spirits:

**Khan Culture**

* Construction Speed: **-20.00%**
* Production Efficiency Cap: **-20.00%**
* Research Speed: **-15.00%**
* Research time: **+15.00%**
* Reinforce Rate: **+15.0%**
The Great Khans have a long and storied history, filled with envy and pride, that has carried them across the Wasteland. Now a shadow of their former selves, the myriad of strange customs that bind them together are a detriment in many ways, but they serve to keep the Khans alive.

**Khan Warbands**

* Division Organization: **-3.0%**
* Reconnaissance: **+5.0%**
* Division Attack: **+5.0%**
* Reinforce Rate: **-1.0%**
Khan Warbands are a unique form of organisation, derived from their namesake and often likend to raider tactics. Influential Khans lead individual warbands, engaging enemies on their own terms, as opposed to attacking on command. This reduces organisation on a grand scale, but enables the Khans to gather intelligence and adapt faster than most conventional armies.

 Guerreros de Honduras
Guerreros de Honduras starts with two national spirits:

**Eyes to the South**

* Join faction tension limit: **+100.0%**
* Guarantee tension limit: **+75.0%**
We are continually preoccupied with the constant raider attacks on our South-Western border, leaving us with little time to care about the goings-on in Mexico.

**Guardian of North America**

* Political Power Gain: **+15%**
* Recruitable population: **3.00%**
* War Support: **+5.00%**
* Starting Defense skill level of new army leaders: **+1**
Situated right on the border between Central and North America, Honduras was mostly spared from the horrors of direct nuclear attack that North America faced. As a result the Honduran government had time, if only a little, to prepare for the coming nuclear winter. Binding the military, civil service and emergency services tightly together, Honduras turned into something of a People's Militia. They suffered under the harsh years of radiation storms and nuclear snow, but less so than many others did across the globe. This was fortunate indeed, because less than half a century after the Great War the Hondurans would find themselves under attack from Central America. It appears other Central and Southern American nations were not so fortunate in their preparations, and had fallen into raider-driven anarchy. Periodically, these groups try and launch massed invasions of Honduras with the intent of pushing on to remnants of Mexico and America. Honduras has made it her duty to ensure they do not make it.

 Ironmongers
The Ironmongers starts with three national spirits:

**Racree Infestation**

* Division Organization: **-12.0%**
* Max Factories in a State: **-12%**
* Construction Speed: **-12.00%**
* Factory Output: **-12.00%**
A horde of feral, radiation-deranged racree have made burrows across our land! They are hurting our ability to fully utilize the industrial space we have available to us.

**Rust from the Great Storm**

* Division Attack: **-8.0%**
* Factory Output: **-8.00%**
Ten years ago a great tropical storm crashed through the Gulf of Mexico. While by this point most other nations have fully recovered from the damage it wrought the Ironmongers still struggle with the rust it left on their tools and war machines. With the help of their Gearjocks they have finally made a good deal of headway in returning their forges to a state of normalcy - a full industrial recovery looking to be just beyond the horizon.

**Attis Army Remnants**

* Recruitable Population: **2.50%**
* **Outpost** construction speed: **+5.00%**

Countries with this idea cannot justify on one another manually and must use war goals given through national focuses.The Attis Army was a super mutant army that was one of the largest offshoots of the Master's Army. Led by a former general of the Master Attis was a extremely intelligent and cunning super mutant who nearly was able to bring all of Texas under his control - however, a contingent of the Brotherhood was able to put a stop to his plans and the army was shattered into smaller groups of warbands, all fighting for control amongst each other.

The Rust from the Great Storm spirit is removed upon the 23rd of August, 2276.

 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...

 Maxson Chapter
The Maxson Expedition starts with two national spirits:

**Bunker Blues**

* Foreign subversive activities efficiency: **-75%**
* Factory Bomb Vulnerability: **-60.00%**
* Trade deal opinion factor: **-50.00%**
* Special Forces Minimum Capacity: **+60**
* Energy Cell Gain per Energy: **+10.00%**
* Energy Cell Capacity: **+50.00%**
* Damage to Garrisons: **-30.00%**
* If you own La Resistance, this idea also adds **2 counter-intelligence** and **1 crypto strength**

**The Bizaare**

* Construction Speed: **+10.0%**
* Appeal to Refugees: **+5.0%**
* (unrecognized string "Water" for Template:Icon) +5
* (unrecognized string "Scrap Metal" for Template:Icon) +5
The Bizarre is an autonomous marketplace of the expensive, the dangerous, and the weird, built into a prewar mall. Once raiders across Colorado, they now pay tribute to the Maxson Chapter and profit as Colorado's largest emporium. Come in - we have such delights to show you.

 Mojave Chapter
The Mojave Chapter starts with two national spirits:

**Bunker Blues**

* Foreign subversive activities efficiency: **-75%**
* Factory Bomb Vulnerability: **-60.00%**
* Trade deal opinion factor: **-50.00%**
* Special Forces Minimum Capacity: **+60**
* Energy Cell Gain per Energy: **+10.00%**
* Energy Cell Capacity: **+50.00%**
* Damage to Garrisons: **-30.00%**
* If you own La Resistance, this idea also adds **2 counter-intelligence** and **1 crypto strength**

**Operation Sunburst Preparation**

* Division Organization: **-10.0%**
* Division Recovery Rate: **-10.0%**
* Division Attack: **-10.0%**
* Division Defense: **-10.0%**
* Reinforce Rate: **-10.0%**
* Max Planning: **-10.0%**

 Pale Folk
The Pale Folk start with one national spirit:

**Photophobia**

* Division Attack: **-50.0%**
* Land Night Attack: **+150.0%**
The Pale Folk have long suffered from a debilitating photophobia, forcing them to emerge from their subterranean dwellings only after sundown. The same affliction also grants them superior night vision, however.

 Port Maw
Port Maw starts with two national spirits:

**Slaves and Drugs**

* Consumer Goods Factories: **3.0%**
* Passive Caps Income: **+12.0**
Port Maw's economy is driven almost completetly by the sale of slaves and drugs. While the trade may neither be moral nor terribly profitable, Port Maw's unqiue status as one of the few non-cannibal settlements in Oregan means they get a suprising amount of customers. After all, it's better to be hooked on Psyco than in a cannibal's stew.

**Wannabe Criminal Empire**

* Recruitable Population: **3.00%**
* Division Recovery Rate: **+2.5%**
The gangs of Port Maw have their eyes set on a high prize: to be the hub of a vast criminal empire trading in slaves, smuggled goods and caps. Sadly they face a fair bit of competition, with drugs pouring out of The Den and New Reno, while slaves are readily traded along the northen coastlines. Regardless, the promise of future glory encourages swathes of desperate young people with no other life prospects to join the gangs. Poor buggers.

 Shale's Army
Shale's Army begins with one national spirit:

**Attis Army Remnants**

* Recruitable Population: **2.50%**
* **Outpost** construction speed: **+5.00%**

Countries with this idea cannot justify on one another manually and must use war goals given through national focuses.The Attis Army was a super mutant army that was one of the largest offshoots of the Master's Army. Led by a former general of the Master Attis was a extremely intelligent and cunning super mutant who nearly was able to bring all of Texas under his control - however, a contingent of the Brotherhood was able to put a stop to his plans and the army was shattered into smaller groups of warbands, all fighting for control amongst each other.

 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.

 Tar Walkers
The Tar Walkers start with three national spirits:

**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.

**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%**

**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**

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.

 The Chained Choir
The Chained Choir starts with two national spirits:

**A Powerful Chorus**

* Political Power Gain: **-20%**
* Resource Gain Efficiency: **+40.00%**
* Foreign subversive activities efficiency: **-80%**
* Stability: **-30.00%**
* Division Attack: **+4.0%**
* Caps Expenses: **-65.0%**
The world had been rendered an echo of once was for The Chained Choir. Its lands, people, and law all pitched to a different tune. To survive, the Choir— some more willing than others— have learned to weaponize their psychic powers. One Chorister alone can bend the minds of the masses to their will. Falsettos to break the most strong-willed of individuals. Harmonies to rip and tear flesh or concrete. Banded together they weave reality at their very fingertips, washing away the colours of the wasteland to paint their vision of a perfect world.

**The Possessed Protect**

* Division Organization: **-8.0%**
* Recruitable Population: **8.00%**

**The Possessed** possess only rudimentary intelligence and, when controlled by the Choir in large quantities, can be directed towards great works.One of the songs sung by the Choir is that of hypnosis. Through their song, the Choir can enter the minds of those close to The Chapel: forcing them to do their bidding. Try as they might, these creatures have been unable to break into The Chapel to free the Choir. Nevertheless, the Possessed prove useful to the Choir, allowing them to more directly influence the land around The Chapel. Fiercely obedient to their Choir, the Possessed will protect The Chapel to the last.

 The Last Patrol
The Last Patrol starts with one national spirit:

**An Army with a State**

* Political Power Gain: **-15%**
* Stability: **-15.00%**
* Offensive War Penalty Stability Modifier: **+15.00%**
* Resistance Target: **+6%**
* Damage to Enemy Garrisons in our states occupied by the enemy: **+60.00%**
* Daily Compliance Gain: **-0.02%**
* Caps Expenses: **-60.0%**
* Core Creation Cost: **+20.0%**
* **Civilian Factory** construction speed: **-15.00%**
* Industry Technology Research Speed: **-25%**
* Electronics Technology Research Speed: **-25%**
When the bombs fell on Oklahoma, the majority of the National Guard was based in their military base to the West of Tulsa engaged in a massed training exercise. Being a major population centre, Tulsa hit by a nuclear strike, leaving the poor Oklahoma National Guard in something of a horrendous position: too far from the blast to have been killed, but far too close to get out unscathed. Instead most of them withered in the combat armour they were wearing, being transformed by the radiation over many weeks into intelligent ghouls. While they would recover some for of cohesion far too late to help in the immediate aftermath of the blast, the ghouls were filled with a new purpose: defending that which they held. Convinced almost all they encountered were enemies, the Last Patrol became incredibly defensive of their little slice of Oklahoma.

 The Old Country
The Old Country start with three national spirits:

**Legacy of Vault 100**

* Consumer Goods Factories: **-4.0%**
* Stability: **+10.00%**
* Industry Technology Research Speed: **+6%**
* Construction Research Speed: **+6**
Vault 100, built under pre-war Spokane, was one of the largest Vaults ever constructed by Vault-Tec. Designed to house over 1200 occupants, the Vault was purposefully built large to facilitate the twisted experiment run within its walls. Under the careful observation of the Overseer, radiation was purposefully let into the living quaters of a portion of the Vault's occupants. For the first decade the effects were unnoticable, but over time a significant minority of the Vault Dwellers slowly mutated into intelliigent ghouls. Those Dwellers who remained 'pure' grew horrified of their irradiated kin, and before long civil war broke out in the Vault. The ghouls gained the upper hand when they seized control of the Overseer's armoury, forcing the human faction to make their escape to the surface and flee east. Now, we remain in control of Spokane, but the ancestors of the humans who were hellbent on erradicating us seem to still want revenge.

**The Last Homely House**

* Divisions speed: **+3.50%**
* Resource Gain Efficiency: **+10.00%**
* Monthly Population: **+7.5%**
The ruins of Spokane, and the home we have made for ourselves out of them, are widely aknowledged to be the last bastion of "civilisation" before the cold, dark plains of what once was Canada. As such, we're often the last nation prospectors, scrappers and budding adventurers stop off in before venturing out to the frozen north. Many of these travellers decide they'd actually quite like to stay in our land, rather than risk almost certain death for almost no benefit.

**Memories of a Future Past**

* Construction Speed: **+7.50%**
* Research Speed: **+4.00%**

* Reconquering **Coeur d'Alene** and securing **Spokane** by defeating the **Rotpurgers** will grant us access to the decision to **Form the Old Spokane State**.
After the American invasion and annexation of Canada in 2072, Spokane blossomed into a central infrastructure and supply hub to facilitate the transport and upkeep of American troops in the North-West. As such, it attracted a number of intelligent minds to assist in the smooth opperation of logistics, construction and distribution. Many of these personelle were assigned positions in Vault 100 by the US Government, who deemed their skills vital to the rebuilding of America after a nuclear conflict. While many of these great minds were lost to civil war or the fleeting human lifespan, some live on as ghouls: remnants of a bygone era. Of those who survive, a sizable portion remember their past, and are determined to bring greatness back to Spokane.

 The Pursuant
The Fiends start with two national spirits:

**Thrill of the Hunt**

* Divisions speed: **+2.00%**
* Spotting Speed: **+10%**
Stalking the many horrendously mutated animals that reside in the Southern Texan marshes, the Pursuant have made their name for being skilled hunters who enjoy the thrill of the chase.

**Stalking Man**

* Recruitable Population Factor: **8%**
* Division Attack: **+4.0%**
* Occupation Appeal: **-8.00%**
Horrendous mutated animals aren't the only thing the Pursuant stalks: humans are also very much on the hit-list. No human is safe in the southern marshes.

 The Timberline
The Timberline starts with two national spirits:

**Scouting Heritage**

* Division Attrition: **-10.0%**
* Reconnaissance: **+10.0%**
* Special Forces Minimum Capacity: **+60%**
* Appeal to Refugees: **+25.00%**
* Acceptance of People Diplomacy: **+15%**
Strongly influenced by the descendants of a Pioneer Scouts of America jamboree taking place outside of Wallowa when the bombs fell, the people of [TIM.GetNameDef] are unusually talented at navigating the wasteland and fielding capable rangers.

The relative peace of the small nation and strong willingness to provide for those in need allows [TIM.GetNameDef] to attract the bulk of refugees fleeing the ever-present conflict throughout the rest of Oregon.

**Leave No Trace**

* Robot Research Speed Research Speed: **-50%**
* Energy Weaponry Research Speed: **-50%**
* Power Armor Technology Research Speed: **-50%**
One poorly located campsite or campfire may have little significance, but thousands of such instances seriously degrade the outdoor experience for all. The effects of military robotics, bulky power armor, and firestarting energy weapons are infinitely worse.

 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.

 Unity of Austin
The Unity of Austin starts with three national spirits:

**Attis Army Remnants**

* Recruitable Population: **2.50%**
* **Outpost** construction speed: **+5.00%**

Countries with this idea cannot justify on one another manually and must use war goals given through national focuses.The Attis Army was a super mutant army that was one of the largest offshoots of the Master's Army. Led by a former general of the Master Attis was a extremely intelligent and cunning super mutant who nearly was able to bring all of Texas under his control - however, a contingent of the Brotherhood was able to put a stop to his plans and the army was shattered into smaller groups of warbands, all fighting for control amongst each other.

**Election Troubles**

* Weekly Stability: **-1.00%**
* Daily Ruler Support: **+0.01**
The last election didn't go as swimmingly as we had thought. A "Lieutenant Crusher" tried running on a alternative platform, one promoting integration with Shale's Army to the west. While he only was able to get a minority vote his voters are still feverishly loyal to him. Could this put our campaign at risk?

**Texan Economic Union**

* Political Power Gain: **+2%**
* Production Efficiency Retention: **+2.00%**
* Construction Speed: **+2.00%**

The Election Troubles spirit is removed upon the 28th of August, 2275.

 Vipers
The Vipers start with two national spirits:

**Legacy of the Great Snake**

* Recruitable Population Factor: **-10%**
* Division Recovery Rate: **+5.0%**
* Division Attack: **+5.0**
Decades before the Vipers were forced to flee California by the Brotherhood of Steel, the Vipers worshiped their Great Snake god. Their entire lives and cultures revolved around the Great Snake, and its poision: sacrifices were made to it, its poison was ritually cosumed and weapons were made smothered in its venom. While the "Pit", where the Great Snake resided, was destroyed by the Brotherhood when they finally drove the Vipers from California, fragments of the Vipers' old religion remains. One of the most important lessons that has survived the hard years the Vipers have wandered in the wasteland is regaarding survival of the fittest. Sure, some half-decent cannon fodder may die before their time, but this way the Vipers are strong.

**A Shattered Tribe**

* Political Power Gain: **-20%**
* Stability: **-15.00%**
* War Support: **+15.00%**
When a band of Vipers set upon a patrolling group of the Brotherhood of Steel in 2155, they had no idea who they were making enemies with. In the resulting fight the leader of the small Brotherhood patrol group, a certain Maxson II, was struck and fatally injured by a poisoned arrow. Unfortunately for the Vipers, Maxson II was none other than the Brotherhood's High Elder: his death stirred the Brothehood up into a genocidal fury. By 2261, after 6 years of being hounded relentlessly by the Brotherhood, the Vipers finally shattered. Bands fled across America, with some settling in the Mojave, some in Nevada and some as far afield as the Hounds of Hectare. The Vipers are a mere shadow of their former selves.

 Western Brotherhood
The Western Brotherhood starts with one national spirit:

**Bunker Blues**

* Foreign subversive activities efficiency: **-75%**
* Factory Bomb Vulnerability: **-60.00%**
* Trade deal opinion factor: **-50.00%**
* Special Forces Minimum Capacity: **+60**
* Energy Cell Gain per Energy: **+10.00%**
* Energy Cell Capacity: **+50.00%**
* Damage to Garrisons: **-30.00%**
* If you own La Resistance, this idea also adds **2 counter-intelligence** and **1 crypto strength**

## 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%**

**The Followers of the Apocalypse**

* Political Power Gain: **-5%**
* Monthly Population: **+10.0%**
* Stability: **+5.00%**
* War Support: **-5.00%**
* Research Speed: **+5.00%**
Subsequent to their establishment in our territory, the Followers of the Apocalypse have begun to wield some influence over our country and government. We should keep a wary eye on them...