Griffon Frontier

Living in the **Frontier** has never been an easy task. Suffering from years upon years of corruption within the government, powerful clans of bandits, and near complete lack of funds from the government at Weter, the Frontier has been on its last legs for as long as anygriff can remember.

Governor Muck, the current leader of the Frontier, has set forth plans to revitalize the North and to finally turn the Frontier into a proper Griffonian province. However, with the reluctance of the Weter government in investing in the state, it would be a true miracle if Muck ever manages to scrape together the funds for such a project. And with increasing pressure from the local bandit clans that rule the countryside, for how long the North will stay under Weter's yoke is a mystery.

## Lore

### A Frontier Land

Nova Griffonia was founded in the 9th century by the powerful  Griffonian Empire. The faraway location was a success, and gained a reputation as a haven of freethinking and independence from the stagnancy of the Empire. Lively towns sprang up, and griffons fanned out further afield, looking to stake their claim in this rugged and mostly untouched land. Despite the ambition of settlers, the mountainous frontier to the north remained sparsely inhabited. Unimportant and difficult to police, the region was dubbed a territory of Nova Griffonia, lacking the rights or funding of statehood. The territory was administered from Frosthill, a city at the feet of the mountains. There, a local governor and token garrison kept the city mostly under control, allowing Nova Griffonia to safely ignore the region. This state of affairs would continue for nearly a century, and the Griffon Frontier, gained a romanticised reputation for rugged frontier independence. A place of rough folks, rough lives and rough justice.

### Rough Times

Somewhat ironically, the independent frontier was among the first to feel the effects of the weakening Griffonian Empire. Trade fell, even as the Empire suppressed growing unrest by shipping exiles and dissidents to Nova Griffonia. Griffons fled into the frontier, looking for escape from the growing poverty in the cities or a safe haven from which to plot insurrection. Slim pickings grew slimmer and life grew tougher.

### Breaking Point

The frontier is in chaos. The notorious outlaw Virgil and his bandit gangs grow increasingly bold, Redtail and his Communists plot, and somehow there are cannibal tribes now. Governor Muck sits atop a paralysed government, corrupt and overwhelmed, desperately pleading for assistance from Nova Griffonia. Perhaps the seriousness of the situation will prompt aid. Or perhaps not.

## Gameplay and National Focus

    The Griffon Frontier is a tiny, weak nation, and a dependency of Nova Griffonia. It must inevitably be assimilated by Nova Griffonia, or conquer it. Such a conquest will put the frontier into a stronger position, able to exert meaningful influence on the world stage.

### Integration or Independence

The journey begins by asking Nova Griffonia for funds to fight the problems plaguing the nation, the largest problems being poor industry and science bases, Virgil’s bandits, cannibal clans and Redtail’s rebels.

If Nova Griffonia grants the funds, *Griffonian Funding,* Governor Muckand the colonial administration will be able to begin stabilizing the frontier's situation by connecting the scattered towns and villages all over the frontier, begin industrialization of the frontier, import weapons, assemble a force of bounty hunters to replace the corrupt and useless police force, deal with the cannibals, extract iron from the mountains, reassert control of the Frontier by hunting down Virgil and Redtail and finally applying for statehood into Nova Griffonia. Completing this focus will integrate the frontier into Nova Griffonia and your game will end.

However, this is extremely unlikely - *Up a Creek Without a Paddle* - Nova Griffonia almost always refuses the request. Without funds, the Frontier will descend into anarchy. Governor Muck and the colonial administration will no longer be able to control the situation and will be forced to flee to Weter. Virgil and his raiders will take advantage of the situation by seizing control of the frontier and will rename the Griffon Frontier to Virgilia. He will begin befriending the cannibals and communists, construct roads to connect the far north with Frosthill, import rifles to defend against the threat of Nova Griffonia, bring his raiders into the army, strengthen the arms trade, sell smuggled alcohol and declare victory as his stabilized country has broken free from the chains of Nova Griffonia.

Because Virgilia is a bandit country, you can conduct raids on your neighbors via the decisions tab. Raiding costs 25 political power. If your raid succeeds you gain 2 loot and can decide whether to convert that loot into increased base stability and war support or ponypower. Each decision to convert the spoils costs 2 loot. You can have a maximum amount of 6 loot from raids. If you lose a raid you won't gain any loot, you'll lose base stability, base war support, and political power.

### Taking on Nova Griffonia

With Virgil seizing power, Nova Griffonia will receive an option to declare on the newly christened "Virgilia". Leaving the border poorly guarded will tempt the AI to attack. Should it not attack, or should Virgilia hold against Nova Griffonia's attack long enough to force a white peace, Virgilia will be left in peace to build up for a future war against Nova Griffonia. However, it is possible to win the initial war of independence, which will allow Griffon Frontier to expand quickly and strongly.

#### The War of Independence

Defeating Nova Griffonia in a reconquest war is the quickest and easiest method to overcome them. To guarantee that Nova Griffonia declares a reconquest war, ensure that no divisions are placed on the border.

When Virgil takes control, the player will have 2 divisions to Nova Griffonia’s 7-10. However, by taking the focuses Virgilia can generate 8 mountaineer divisions, making the Virgilia superior to Nova Griffonia in military power. The focus *Down the Mountain* should be taken first because it generates the most divisions. Then the other division generating foci, *On the Properties of Long Pork* and *An Alliance with Redtail* should be taken. With a few microed encirclements, Virgilia's military advantage can easily lead to total victory in the war and the complete annexation of Nova Griffonia by the player. Though remember that Stalliongrad sometimes decides to declare war and puppet Nova Griffonia. This could stop your campaign in its tracks as winning a war against the combined force of Nova Griffonia and Stalliongrad is nigh impossible. So keep an eye on Stalliongrad and if you feel like they're up to something, don't waste your time and begin launching an invasion into Nova Griffonia as fast as possible.

Two months into the war, Nova Griffonia will offer a white peace. Naturally if the player is winning they should decline.

#### No War this Year Then

Being at peace is its own challenge, as the industrially and technologically superior Nova Griffonia will have time to consolidate. This ultimately culminates in a tough war where victory will rely on good use of allies, or exploitation of Nova Griffonian decisions.

There are 2 routes for building up, a Communist one with Redtail, and a Supremacy one with Virgil. A decision will pop up a few months after taking the Victory! focus, forcing a choice between the 2 leaders. The bonuses are shown below.

\* L and R refer to the mutually exclusive bonuses from the *Cannibal Autonomy* and *Civilise the Cannibals* paths respectively

**Virgil's Bandits -** Going with Virgil provides more manpower and extracted resources but retains significant industrial penalties and 10% longer research times until Nova Griffonia is annexed. It also provides significant division attack and defence bonuses. It also often leads to a faction invite from the  Griffonian Empire, but by the time Nova Griffonia has declared war on the frontier, the Empire will likely be mired in a war of their own. Furthermore, they are unlikely to provide meaningful support as they are across an ocean.

**Redtail's Communists -** Redtail removes industrial and research penalties quicker and completely removes them but provides slightly less manpower. Virgilia is renamed to the Western Griffonian Union. Siding with Redtail’s communists the WGU to join a faction with  Stalliongrad which shares a land border with Nova Griffonia, making them highly likely to join the GFF in a war. As Stalliongrad can provide immediate support, siding with Redtail will have the highest likelihood of success.

No matter who the player decides to side with for building up, the best opportunity to strike at Nova Griffonia is when they declare war on a weaker neighbour like the yaks or penguins (non-Harmonic Nova Griffonia only). Ensure that the Frontier has a war goal on Nova Griffonia ready (*Burn Weter to the Ground* or *The Long March to Weter*)

### Beyond Nova Griffonia

Once the player has triumphed against Nova Griffonia in one way or another, they will functionally replace Nova Griffonia as the dominant North Equestrian power. From here, the player can leverage allies in the Griffonian Empire or Stalliongrad to expand their territory and eventually dominate the world.

If Virgil is leader, all penalties to industry and technology are removed. This paired with combat bonuses from National Ideas makes Virgilia independently potent. However, to take on Equestria will involve assisting the Griffonian Empire until it becomes a force able to threaten Equestria.

If Redtail is leader, more factories can be gained, but apart from some additional division recovery, the player and Stalliongrad will likely need to take on the United Ponies Federation alone

Despite the challenges, the Frontier has become a power that cannot be ignored. It is now the Griffon Frontier's time to shine and take on the world.

## Technology

* **Mountain Infantry I**
* **Recon Company I**
* **Artillery I**
 * **None**

## Politics

### National Spirits

* Daily Political Power Cost: **+0.50**
* Recruitable Population: **-2.0%**

     **Cannibal Clans** | * Stability: **-5.0%**
* Daily Political Power Cost: **+0.20**
* Recruitable Population: **-1.0%**

     **Redtail's Rebels** | * Daily Communism Support: **+0.00**
* Daily Political Power Cost: **+0.10**
* Recruitable Population: **-2.0%**

The last remnants of Heinrich Redtail's attempted revolution in Nova Griffonia. These poor sods still wage war against Griffonian authorities from their mountain strongholds.

### Leaders

Colonial Administration

Virgil's Raiders
     **Heinrich Redtail**

Griffonian People's Party
* Division Recovery Rate: **+10.0%**

### Staff and Designers

**Political Advisors**

**Tank Designer**

* Armour Reliability: **+5%**

**Ship Designer**

**Aircraft Designer**

* Fighter Agility: **+10%**
* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**
 Medium Air Company
* Heavy Fighter Reliability: **+20%**
* Tactical Bomber Reliability: **+20%**
 Heavy Air Company
* Strategic Bomber Strategic Bombing: **+10%**
 Naval Air Company
* Naval Bomber Range: **+10%**
* Naval Bomber Naval Attack: **+10%**
* CV Naval Bomber Range: **+10%**
* CV Naval Bomber Naval Attack: **+10%**

**Materiel Designer**

 Small Arms Company
 Artillery Company

**Industrial Concern**

 Electronics Company

**Theorist**

* Army Experience Gain: **+0.05** Daily
 Siegbert Dreamspike
* Air Experience Gain: **+0.05** Daily

**Chief of Army**

Has not completed focus **The Revolution II: Electric Boogaloo**
* AI Modifier: Focus on Defense: **+10.0%**
 Heinrich Redtail
Has not completed focus **The King of Bandits**
 Eurus Foresthill
Has not completed focus **The King of Bandits**

**Chief of Navy**

* Submarine Defence: **+5.0%**
 Eggon Eggstein
* Capital Ship Armour: **+5.0%**
* Screen Attack: **+5.0%**
* Screen Defence: **+5.0%**

**Chief of Airforce**

* Air superiority defence: **+3.0%**
* Air superiority agility: **+3.0%**
 Wilmar Beamfathers
* Close air support defence: **+3.0%**
* Close air support agility: **+3.0%**

**Military High Command**

## Economy

### Laws and Development

  Volunteer Only

* Recruitable Population: **1.50%**

* Construction Speed: **+10.00%**
* Research Speed: **+5.00%**
* Factory Output: **+10.00%**
* Dockyard Output: **+10.00%**
* Resources to Market: **+50%**
* Civilian intelligence to others: **+20.0%**
* Navy intelligence to others: **+10.0%**

* Industrial Research Speed: **+3%**
* Electronics Research Speed: **+2%**
* Consumer Goods Factories: **35.0%**
* Military to Civilian Factory conversion cost: **+30.00%**
* Civilian to Military Factory conversion cost: **+30.00%**
* Fuel Gain per Oil: **-40.00%**
* Fuel Capacity: **-25.00%**
* **Infrastructure** construction speed: **+10.00%**
* **Military Factory** construction speed: **-30.00%**
* **Civilian Factory** construction speed: **-30.00%**
 Scientific Development
  Substantial Science Base

* Daily Political Power Gain: **+0.10**
* Research Speed: **-30.00%**

* Resource Gain Efficiency: **-20.00%**
* Monthly Population: **-10.0%**
* Construction Speed: **-20.00%**
* Production Efficiency Cap: **-10.00%**
* Research Speed: **-20.00%**
* Factory Output: **-20.00%**
* Dockyard Output: **-20.00%**
* Factory Bomb Vulnerability: **-25.00%**

 Poverty
  Negligible Poverty

* No penalties

* Uses Griffon Racial Tree

### Industry and Resources

Factories

Resources\*
 0

* All values are the amounts extracted INCLUDING effects of negative Industrial Ideas (agrarian society, etc) and National Spirits.