Conscription law

While most of the countries across the wasteland have **Wasteland recruitment** recruitment laws, many have their own type.

## Wasteland recruitement

The wasteland is an unhospitable place, a good defence force is more than justified. However with the increasing percentage of settlers dedicated to defence, the workshops slow down ever more. (All countries start at Funded militias)

* Settlment protection
	+ +4% mobilization speed
	+ 4% recruitable population
	+ +6% consctruction speed
* Wasteland militias
	+ + 6% mobilization speed
	+ 6% recruitable population
	+ +3% consctruction speed
* Funded militias
	+ +8% mobilization speed
	+ 8% recruitable population
* Two year conscription
	+ +10% mobilization speed
	+ 10% recruitable population
* Four year conscription
	+ +12% mobilization speed
	+ 12% recruitable population
* Service until dismissal
	+ +15% mobilization speed
	+ 15% recruitable population
	+ -3% factory output
* War never changes
	+ +20% mobilization speed
	+ 20% recruitable population
	+ -6% factory output

### Special cases

Some countries have the **same bonuses for each tier** but with with **greater restrictions** pertaining to changing between conscription levels and **diferent names**. Settlment protection is called Peacetime corps, Wasteland militias is called Voluntairy army and Funded militias is called Fully funded military.

* NCR (proper)
* New Canaan

## The Legion proper

Countries belonging to the Legion (Caesar and Lanius) follow a stricter recruitment policy (for example not allowing women into the military) and as such have lover ammounts of manpower but their individual soldiers are stronger. With higher levels of conscription laws this however gets negated by increasing ammounts of at first unsuitable recruits joining the military, but never gets crippling to the economy.

* Tribal Hastati
	+ +10% mobilization speed
	+ 3% recruitable population
	+ +2% war support
	+ +6% division atack
	+ +6% division defense
	+ +100% offensive war stability modifier
* Hired Cohorts
	+ +15% mobilization speed
	+ 5% recruitable population
	+ +4% war support
	+ +4% division atack
	+ +4% division defense
	+ +15% offensive war stability modifier
* Recruited auxilary
	+ +20% mobilization speed
	+ 7% recruitable population
	+ -2% supply consumption
	+ +2% division recovery rate
	+ +6% war support
	+ +2% division atack
	+ +2% division defense
	+ +20% offensive war stability modifier
* Conscripted principes
	+ +25% mobbilization speed
	+ 9% recruitable population
	+ -4% supply consumption
	+ +4% division recovery rate
	+ +8% war support
	+ +25% offensive war stability modifier
* Nova triari
	+ +30% mobilization speed
	+ 12% recruitable population
	+ -6% supply consumption
	+ +6% division recovery rate
	+ +10% war support
	+ +30% offensive war stability modifier

## Tribal nations

While the tribes have always had groups of wariors and pathfinders, the rest of the tribe was free to work on diferent projects, the coming war has forced more and more tribesmen to abandon their jobs and enter the warior caste, the tribes economy and culture suffers.

* Born wariors
	+ +5% division organisation
	+ +50% monthly population
	+ 4% recruitable population
	+ +25% construction speed
	+ +20% research speed
* Veteran pathfinders
	+ +25% monthly population
	+ 7% recruitable population
	+ +10% construction speed
	+ +10% research speed
* Able bodied tribesmen
	+ -10% monthly population
	+ 10% recruitable population
	+ +3% recruitable population factor
	+ -10% construction speed
	+ +5%research speed
* First sons and daughters
	+ -20% monthly population
	+ 15% recruitable population
	+ +6% recruitable population factor
	+ -15% construction speed
* Childern and mothers
	+ -5% division organisation
	+ -25% monthly population
	+ 20% recruitable population
	+ +10% recruitable population factor
	+ -20% construction speed
	+ -10% research speed

### Twin Mothers

While Diana's robotic legions are more than capable of waging war the human auxilaries are also an integral part of her plans. While the robots are easily mass-produced the tribesmen of the Twin Mothers while devoted to their Godes are not used to war and their tribes culture as well as Diana's resolve suffers masively.

Twin Mothers uses renamed Tribal Nations conscription law but is unable to change them while having the Peacefull and prosperous economy law.

Born wariors == Diana's protection, Veteran pathfinders == Diana's auxilaries, Able bodied tribesmen == Diana's wariors, First sons and daughters == Diana's last stand, Childern and mothers == Diana's nightmare.

## Raider nations

It is in the nature of raiders to band together into rapidly moving groups to easier ambush caravans and avoid the would be pursuers, it is also in their nature to fight in between themselves for the position of the leader. As such with the increasing size of the group it becomes harder and harder to keep the raiders focused and united.

* Petty gang consription
	+ +5% division organisation
	+ 5% recruitable population
	+ -5% supply consumption
	+ +5% stability
	+ +10% research speed
* Raider bands
	+ +3% division speed
	+ -3% division organisation
	+ 7% recruitable population
	+ +3% supply consumption
	+ -3% stability
	+ +5% research speed
	+ -3% justify wargoal time
	+ +3% reinforce rate
* Scum and vilainy
	+ +5% division speed
	+ -5% division organisation
	+ 9% recruitable population
	+ +5% supply consumption
	+ -5% stability
	+ -5% justify wargoal time
	+ +5% reinforce rate
* Threat to all people
	+ +7% division speed
	+ -7% division organisation
	+ 11% recruitable population
	+ +7% supply consumption
	+ -7% stability
	+ -7% justify wargoal time
	+ +7% reinforce rate
* Doom of the wasteland
	+ +10% division speed
	+ -10% division organisation
	+ 15% recruitable population
	+ +10% supply consumption
	+ -10% stability
	+ -10% justify wargoal time
	+ +10% reinforce rate

## Brotherhood of Steel chapters

Brotherhood chapters (excluding the Texan brotherhood and Washington brotherhood) are small in number and follow a strict code of allowing only the combat personell outside of their bunkers thus giving them, while only being a group small in number, a fighting force capable of besting a more numerous enemy. This comes at expense of long training time but provides a more organized strike force.

With higher levels of conscription laws this however gets negated by increasing ammounts of at first unsuitable recruits joining the military, it also displeases some of the more conservative members of the brotherhood as well as taking the scribes away from their research.

* Paladins
	+ +15% division training time
	+ +5% division organisation
	+ 2% recruitable population
	+ +5% stability
	+ +5% division atack
	+ +5% division defence
	+ +5% research speed
	+ +20% special forces capacity multiplier
* Senior knights
	+ +10% divison training time
	+ +5% division organisation
	+ 4% recruitable population
	+ +3% stability
	+ +1% war support
	+ +4% division atack
	+ +4% division defence
	+ +5% research speed
	+ +15% special forces capacity multiplier
* Knights
	+ +5% division training time
	+ +3% division organisation
	+ 6% recruitable population
	+ +1% stability
	+ +3% war support
	+ +3% division atack
	+ +3% division defence
	+ +5% research speed
	+ +15% special forces capacity multiplier
* Scribes
	+ -5% divison training time
	+ +3% division organisation
	+ 9% recruitable population
	+ -3% stability
	+ +7% war support
	+ +1% division atack
	+ +1% division defence
	+ +10% special forces capacity multiplier
* Initiates
	+ -5% divison training time
	+ 12% recruitable population
	+ -10% stability
	+ +7% war support
	+ +10% special forces capacity multiplier

## Mexican Tribes

Mexican tribes do not manage their population by increasing drafts but by decreasing military service excemptions which allow people to tend to their family farms and homesteads. This makes even the slightest increas in recruitable population percentage highly penalised but because of their huge population even 1% equals to many soldiers.

* Extensive excemptions
	+ 1% recruitable population
	+ +5% stability
* Moderate excemptions
	+ 3% recruitable population
* Limited excemptions
	+ 5% recruitable population
	+ -5% stability
	+ -10% construction speed
	+ -10% factory output
	+ +10% training time
* Minimal excemptions
	+ 8% recruitable population
	+ -10% stability
	+ -10% construction speed
	+ -10% factory output
	+ -10% dockyard output
	+ +20% training time
* Bare minimal excemptions
	+ 10% recruitable population
	+ -15% stability
	+ -30% construction speed
	+ -30% factory output
	+ -30% dockyard output
	+ +30% training time

## Civilised Mexican countries

Countries under Tlaloc's protection have never faced a proper external threat, but with their stable economies can support large armies with no problems and with time their soldiers, while less numerous, will best those of the other major factions.

* Tlaloc's stagnation
	+ +5% resource gain eficiency
	+ 2.5% recruitable population
	+ +10% stability
	+ +10% infrastructure construction speed
* Frontier militias
	+ 5% recruitable population
	+ +1% war support
	+ +1% outpost construction speed
* Adelitas militias
	+ 7% recruitable population
	+ +2.5% war support
	+ +2.5% division atack
	+ +2.5% division defence
	+ +2.5% outpost construction speed
* National garisons
	+ 10% recruitable population
	+ +5% war support
	+ +5% division atack
	+ +5% division defence
	+ +5% outpost construction speed
* Gloria Mexicana
	+ 12% recruitable population
	+ +5% surrender limit
	+ +10% war support
	+ +10% division atack
	+ +10% division defence
	+ +10% outpost construction speed

## Lonestar

Lonestar depends on a mix of Mercenaries and regular soldiers to protect its borders. With the increasing level of regularisation of the army individual soldiers capabilities improve but supporting such a force is taxing on the countries civilian industry. On the other hand while mercenaries are a small ragtag group at best they bring all the necesary equipement with them and the average citizen of Lonestar can remain a long way away from the frontlines.

* Complete mercenary forces
	+ -8% division organisation
	+ 3% recruitable population
	+ -6% consumer goods factories
	+ +15% stability
	+ -15% war support
	+ -10% division atack
	+ -10% division defence
	+ +20% offensive war penalty stability modifier
	+ +20% defensive war penalty stability modifier
* Mercenary primacy
	+ -4% division organisation
	+ 5% recruitable population
	+ -4% consumer goods factories
	+ +12% stability
	+ -12% war support
	+ -6% division atack
	+ -6% division defence
	+ +15% offensive war penalty stability modifier
	+ +15% defensive war penalty stability modifier
* Mercenary frontlines
	+ 8% recruitable population
	+ -2% consumer goods factories
	+ +6% stability
	+ -6% war support
	+ -2% division atack
	+ -2% division defence
	+ +5% offensive war penalty stability modifier
	+ +5% defensive war penalty stability modifier
* Regular frontlines
	+ 10% recruitable population
	+ +4% stability
	+ -2% war support
* Regular-exclusive armies
	+ +2% division organisation
	+ 12% recruitable population
	+ 2% consumer goods factories
	+ +2% war support
* Old world conscription
	+ +4% division organisation
	+ 15% recruitable population
	+ 5% consumer goods factories
	+ -2% stability
	+ +4% war support
	+ +2% division atack
	+ +2% division defence

## Texan Brotherhood

Normally the texan brotherhood tries to protect the wasteland throught a complex system of deputies, but if they get betrayed by their allies they will shut themselves in their bunkers and return back to the semi-brotherhood paladin system. When the brotherhood becomes the Provisional republic of Texas it gains a new type of conscription law.

### Deputy system

The deputy system relies on incorporating outsiders and is more of a peace keeping measure encouraging the idea of justice, making fabricating wargoals significantly harder. It is also very rigid and possible to change only with focuses. With the increase in the need for deputies, the up till now unconsidered aspirants have to be brought up to standard mitigating many of the bonuses this system provides.

* Voluntary deputization
	+ +25% mobilization speed
	+ 2% recruitable population
	+ +5% recruitable population factor
	+ -15% training time
	+ +30% justify wargoal time
	+ +20% reinforce rate
* Limited deputization
	+ +20% mobilization speed
	+ 5% recruitable population
	+ +5% recruitable population factor
	+ -10% training time
	+ +30% justify wargoal time
	+ +15% reinforce rate
* Commonplace deputization
	+ +15% mobilization speed
	+ 8% recruitable population
	+ +5% recruitable population factor
	+ -5% training time
	+ +30% justify wargoal time
	+ +10% reinforce rate
* Extensive deputization\
	+ +10% mobilization speed
	+ 12% recruitable population
	+ +5% recruitable population factor
	+ +30% justify wargoal time
	+ +5% reinforce rate
* Universal deputization
	+ +5% mobilization speed
	+ 16% recruitable population
	+ +5% recruitable population factor
	+ +5% training time
	+ +30% justify wargoal time

### Paladin system

The chapter has fallen too far from the traditions and look where that has brought us. Its time to return to the old ways, get rid of the outsiders and take texas for ourselves. Who needs allies anyway....

* Texas paladins
	+ +25% mobilization speed
	+ 10% recruitable population
	+ +15% division atack on core territory
	+ +15% division defence on core territory
	+ -20% training time
	+ -30% justify wargoal time

## Restricted

Some countries have their conscription law restricted to only one or two (can not easily change them) and have to get more recruitable population solely through focuses and decisions.

### Shi

* Shi-Huang-Ti
	+ 6% recruitable population
	+ -15% recruitable population factor
	+ +6% stability
	+ +15% agriculture research speed
	+ +10% special forces equipement research speed

### The Grat Khans

* Khan culture
	+ 25% recruitable population
* Khan culture (bug or feature?)
	+ 25% recruitable population
	+ probably gets modified by the focuses during game (it does not.... i have no idea why this exists and why it costs so much PP)

### The Unity of Austin

* FEV Volunteers
	+ 14% recruitable population
	+ +10% factory output
	+ +5% special forces capacity multiplier

### Shale's army

* Forcefull mutation
	+ 14% recruitable population
	+ -10% stability
	+ -4% resistance target
	+ +0.04% daily complience

### Provisional republic of Texas

* Old world conscription
	+ +4% division organization
	+ 15% recruitable population
	+ 5% Consumer goods factories (debuff)
	+ -2% stability
	+ +4% war support
	+ +2% division atack
	+ +2% division defence