Equestria Secrets

### Detailed War Reform Mechanics

**Warning - Detailed gameplay mechanics - Reading can spoil the experience**All the decisions below have an Evil value. These will contribute to Celestia's potential ascension to Daybreaker.
#### Pre-War Reforms

Equestria's economy and conscription laws are unlocked by the *Urgent War Committee* focus. Typically a player will do this as soon as a major begins justifying against Equestria.

However, a player can unlock also laws at 35 World Tension or 30% War Support

**Gearing for War? (10PP Decision)**

 Prepare for Mobilisation

**Issue of Conscription (10 PP Decision)**

 A Limited Draft
 Prepare for Anything
Extensive Conscription Enacted
War Support: **+10%**

#### War Reforms

**Princess's Speech**

The Urgent War Committee focus will unlock a Military Theorist and Air Warfare theorist.

It will also unlock the **Princess's Speech** decision, though this cannot be used until Equestria is at war with the Changelings.

**Princess's Speech (25 PP Decision)**

War Support: **+15%**

**Wartime Press Act**

The next key focus is the *Extreme Measure* focus. In addition to reducing the effect of *Stagnation of Harmony*, it offers an event about media censorship. Censorship can prevent penalties from defeatist sentiments in the media, and the extreme version adds the *Propaganda* national spirit.

 A little censorship
 Control the press
Supremacy: **+3%**

Propaganda
Daily Supremacy Support: **+0.03**
War Support: **+7%**
Ideology Drift Defense: **-10%**

**Put Down the Magic of Friendship**

This focus will remove the *Magic of Friendship*, which hinders the war effort. The severity of the decision will impact the post-war return of the spirit, and the extreme version will and the *Harmony in Order* idea.

 Moderate
 Extreme
Supremacy: **+5%**

Harmony in Order
Stability: **-2%**
Daily Supremacy Support: **+0.02**
Factory Output: **+5%**
Dockyard Output: **+5%**
Recruitable Population Factor: **+5%**
War Support: **+10%**

**Martial Law**

The *Renovate Political System* focus further reduces penalties from *Stagnation of Harmony*, but also offers a decision about law reform.

 Martial Law
*Prince Blueblood (Prince of Terror)* unlocked

Militarized Law
Stability: **-5%**
War Support: **+10%**
Daily Supremacy Support: **+0.01**
Effect of partisans on us: **-20%**
Political Power Gain: **+10%**
Mobilization Laws Cost: **-15%**
Division Recovery Rate: **+10%**

**Wartime Administration**

The *Eradicate Bureaucracy* focus removes the *Stagnation of Harmony* spirit, and also offers decisions for administrative reform.

Political Advisor Cost: **-10%**
Economy Cost: **-10%**
Factory Output: **+10%**
Militarised Bureaucracy
Daily Supremacy Support: **+0.02**
Political Power Gain: **+10%**
Political Advisor Cost: **-15%**
Economy Cost: **-15%**
Factory Output: **+10%**
Dockyard Output: **+10%**

**War Plan**

In addition to changing the economy law to *Wartime Economy* and granting military factories, the war plan offers a choice of War Plan ideas. These ideas provide strong bonuses but continously drain War Support and Stability whilst active. Note that the milder plans have their own advantages - in addition to a lower drain, they also provide higher factory output. The war plan may be cancelled at any time for the cost of 50PP.

Consumer Goods Factories: **-10%**
Military Factory Conversion Cost: **-10%**
Military Factory Construction Speed: **+10%**
Factory Output: **+15%**
Dockyard Output: **+15%**
Join Faction Tension Limit: **+20%**
War Support: **+10%**
Weekly War Support: **-0.10%**
Consumer Goods Factories: **-15%**
Recruitable Population: **3%**
Military Factory Construction Speed: **+10%**
Factory Ouput: **+10%**
Dockyard Output: **+10%**
Join Faction Tension Limit: **+20%**
Weekly War Support: **-0.20%**
Daily Supremacy Support: **+0.01**
Consumer Goods Factories: **-20%**
Recruitable Population: **5%**
Military Factory Conversion Cost: **-10%**
Military Factory Construction Speed: **+10%**
Factory Ouput: **+5%**
Dockyard Output: **+5%**
Join Faction Tension Limit: **+20%**
Weekly War Support: **-0.50%**

#### Random Wartime Events

**Media Defeatism**

*Media defeatism* can occur at any time during the war. It has a long MTTH but is more likely to occur if losing, fighting changelings, or fighting an aggressive war. The event can fire up to once a year.

War Support: **-10%**

\*This option unavailable if *No Censorship* was selected in *Wartime Press Act*

**Conscription Crisis**

A MTTH event that can occur when conscription is set to Extensive Conscription or higher. Higher chance if <100k manpower, whilst in an offensive war. It has a lower chance if you have high surrender progress. It can occur up to once per year.

Recruitable Population Factor: **-20%**

\*Unavailable if *No Martial Law* is chosen in *Martial Law* event.

#### Post War Demobilisation

After the war is concluded, national spirits are impacted as follows.

* *War plan* of any severitywill automatically be removed. It can be readded by decision in a future war.
* *Friendship is Magic* will be automatically re-added if the temporary removal option was selected. It will automatically disappear again if war resumes.
* *Wartime Bureaucracy* and *Martial Law* will automatically be removed. They will automatically be readded if a new war occurs.
* Extreme laws - *Militarised Bureaucracy, Harmony in Order, Militarised Law, and Propaganda -* will **NOT** be removed after war. If Celestia has <34 Evil points, a demobilization decision will be available. This will remove all extreme laws and lower fascist support. **The ideas cannot be readded after removal by decision.**

**Spoiler end.**
### Daybreaker and The Solar Empire

See the Solar Empire page for further information on playing as the Solar Empire.

**Warning - Detailed gameplay mechanics - Reading can spoil the experience**
Celestia, under pressure for action and driven to increasingly desperate actions, has an emotional state tracked via the *Toll of War* decision. This decision shows Celestia's level of stress and desperation, measured by her Evil value, and also the country's support for Supremacy and drastic, militaristic action.

Once Celestia reaches over 32 Evil, Luna or the nobility will express concern for Celestia's shifting personalty and increasing stress. Celestia can agree, reducing evil by 4, or dismiss their concerns, increasing fascist support by 7%,

There are two ways to ascend to Daybreaker.

* **Celestia Evil >46** - will unlock a decision to become Daybreaker. The decision can be activated if at war and Supremacy is >30%, OR at peace and Supremacy is >50%
* **Celestia Evil >32** - above this number Celestia has a chance of triggering the Daybreaker event - with this event Celestia can ascend to Daybreaker even if Fascist support is insufficient. This is a MTTH event and so will vary from playthrough to playthrough. The chance of triggering can be increased by
	+ Being at war
	+ Being in a civil war
	+ Higher evil levels (angry / vengeful / ready)
	+ Losing a war badly
	+ Higher Supremacy levels. (follow / obey / tartarus)

When the event triggers, Celestia can choose to become Daybreaker or attempt to back down at a cost of 300PP. Backing down will reduce fascist support by 40% and remove all extreme laws (similar to Demobilization). The event will not happen again. If Celestia's Evil is 40 or higher the attempt to back down will fail and she will become Daybreaker anyway.

The results of Daybreaker's ascension depends on whether Equestria is at peace or war. If Equestria is at war Daybreaker will ascend without issue and Luna will leave the country. The Crystal Empire may or may not become independent (chance-based). If Equestria is at peace Luna will secede and lead a Harmonic resistance against the corrupted Celestia, and the Crystal Empire will become independent.

**Spoiler end.**