recursal/Fanatic-Fandom huggingface dataset:
Costa Cafeinada

**Costa Cafeinada** is a cartel nation in the Mexican region.

## Historical background

Once merely a bit player on the Mexican stage, Costa Cafeinada has taken the ascendant in the falling shadows of its neighbouring empires. Uninterested in glory or conquest, the Baron's desire for wealth and an economic monopoly is only thinly checked by lip-service obeisance to the Aztlan throne. But the bounds of subserviance will not hold Costa back for long, and everyone who's anyone knows that when it comes to the long con, you don't bet against the baron.
- Scenarios country selection screen quote

## Politics

### National spirits

Costa Cafeinada starts with three national spirits:

**Coffee Kings**

* Resource Gain Efficiency: **+15.00%**
* Resources to Market: **+15%**

**The Treaty of Oaxaca**

* Stability: **-2.50%**
* War Support: **+50.00%**
* ( **Nueva Aztlán**) Extra trade to overlord: **+20.00%**

Root of the Growth icon**Root of the Growth**

* Resource Gain Efficiency: **-5.00%**
* Passive Caps Income: **-5.0**
While most people south of Tlaloc are unsure how uniquely dried cacao beans became the currency of much of the world, many leaders suspect the Baron as responsible. Whatever the truth, he regularly invests resources and funds to expand the economy... and enrich himself.

## Economy

Starting Industry

Starting Resources

## Starting Position

Costa Cafeinada starts in Oaxaca between Nueva Aztlán to the west, Chichen Itza and Tierra de Los Tzotzil to the north, and Guerreros de Honduras to the east. Access to the Mexican Coast sea zone is available on the southern border of Costa Cafeinada's territory.

Costa Cafeinada starts with a production of 1 factory producing Infantry Equipment.

Costa Cafeinada starts with these division templates:

* Drug Thugs (4 Militia battalions)
* Plantation Security (6 Infantry battalions)

Costa Cafeinada starts with 3 divisions and 2 naval fleets:

* 1 Planation Security, fully equipped.
* 1 Plantation Security, 50% equipped.
* 1 Plantation Security, 20% equipped.
* 1 fleet named 'Trading Fleet' containing 4 River Trader.
* 1 fleet named 'Gulf Fleet' containing 4 Gulf Trader.
215th National Focus Tree

The 215th, as one of the sub-major powers of the West Coast, has a unique national focus tree.

The 215th national focus tree can be divided into six branches:

**Down On Our Luck Branch**

This branch allows the 215th to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation.

**Establishing Our Foothold Branch**

**Expanding Our Foothold Branch**

**A Star Is Born**

**Heading To Jericho**

**The Walls Of Jericho**

## Expanding Our Foothold Branch

* No national focus prerequisites
	+ **Sons Of Kaga**: All core land of **the Sons Of Kaga** is owned by **the 215th**, their subjects, or their allies.
* Requires the following:
	+ Establishing Our Foothold
* Requires the following:
	+ Establishing Our Foothold
Aider.Alvin

Real-life person

**Aider.Alvin** is a Vault-Tec Scientist and Contributor for the *Hearts of Iron IV* mod *Old World Blues*.

## Contributions

* Wrote for a "BoS connected nation".
* Wrote events for Jacobia.
	+ Created advisors for Jacobia.
* Wrote most of Samson's events.
* Worked on the Dramatae.
* Wrote for the 215th.
* Wrote for Far Son.
* Created "The Mind of a Child" national spirit icon, a portrait, as well as other content for Fairy Glen.
* Wrote advisor biographies for the Rogue Rangers.
* Assisted with development of the Northern Khans.
* Directly working on the Snowmads and Mad Trains.
* Working on several unreleased nations.

## Submods

* Worked on Cascadia/Pacific Northwest Submod. Cancelled.

## References

1. ↑ Aider.Alvin: *"Because I did writing for a BoS connected nation"*
- Obtained from Discord, 6/23/2022
2. ↑ Aider.Alvin: *"I did Jacobias events which I think were in the right vein imo, and I don’t recall the focuses feeling overdone though I guess I could take a look there."*
- Obtained from Discord, 6/16/2022
3. ↑ Aider.Alvin: *"I also did new ones for Jacobia"*
- Obtained from Discord, 8/8/2022
4. ↑ Aider.Alvin: *"I did most of the event writing for Samson, so I'm pleased you've been enjoying his madness"*
- Obtained from Discord, 6/1/2022
5. ↑ Aider.Alvin: *"Mmm, I did my best with dramatae to make it flavorful. Glad you like it"*
- Obtained from Discord, 6/1/2022
6. ↑ Aider.Alvin: *"I did some of the writing for 215th and I fell in love with them in the process"*
- Obtained from Discord, 6/30/2022
7. ↑ Aider.Alvin: *"Personally, much as I loved working them in alongside Violet, Mole Miners were distinctly challenging to write."*
- Obtained from Discord, 7/1/2022
8. ↑ Aider.Alvin: *"I did a portrait and some stuff for Fairy Glen"*
- Obtained from Discord, 6/25/2022
9. ↑ Aider.Alvin: *"hit me up again if you need some help bio-ing up some

the Ranger ones I did were enjoyable to make"*
- Obtained from Discord, 8/10/2022
10. ↑ Aider.Alvin: *"I’m helping on several nations: Khans as an example, and I’m personally heading up Snowmads and Mad Trains."*
- Obtained from Discord, 8/10/2022
11. ↑ Aider.Alvin: *"In order of current priority:
-Redacted nation coming before 5.0
-redacted nation near the Khans
-great khans
-Snowmads -mad trains
-redacted nation around the plaguelands
-redacted nation near the electorals
-misc mercenary work for others nations"*
- Obtained from Discord, 6/24/2022
12. ↑ Aider.Alvin: *"Now that’s an answer I wasn’t expecting. I worked on the cascadia submod before it had to be shelved"*
- Obtained from Discord, 6/28/2022
Dead Horses events

This is a list of all events relating to the Dead Horses (from /Old World Blues/events\_utah\_l\_english.yml).

 id### Our Origins

*In the ashes of the Old World, our only salvation was each other. As the centuries passed and humanity remade itself, our people were brought together and united by one common factor.*

**Our faith in the lord our god.*** Add **Religious Congregation**, which grants (Stability: **+5.00%**, Offensive War Penalty Stability Modifier: **+25.00%**, Defensive War Penalty Stability: **+25.00%**).

**The unity of our tribe.*** Add **Tribal Community**, which grants (Recruitable Population Factor: **3%**, Resistance Growth Speed in our states occupied by the enemy: **+25%**).

 id### The New Gods

*The blast wave slew the Old Gods, and even their memory would be lost as the fallout settled, but not every memory of the past was discarded, New Gods would be born from the rubble, and our people would find new purpose in their santification*

**The Burned Man, who watches over us.*** Unlocks the **Pantheon of the Gods** decisions.

 id### Our Path

*As the final aftershocks of the end settle, the path our people must walk becomes clear. Two roads stretch out before, one, of isolation, shunning the outside world and all its horrors, the other, one of great risk, facing the new world head on, and daring to stand against its evils. What path shall our people walk?*

**The Path of Inward Perfection*** Add '**Inward Perfection**', which grants (Industry Technology Research Speed: **+10%**, **Infrastructure** construction speed: **+10.00%**) for **365** days.
* (**Batney**):Add **1** Building Slots.Add **1 Civilian Workshop**.

**The Path of Outward Expansion*** Add '**Outward Expansion**', which grants (Infantry Technology Research Speed: **+10%**, **Military Factory** construction speed: **+10.00%**) for **365** days.
* (**Batney**):Add **1** Building Slots.Add **1 Civilian Workshop**.
Biggar Gang

The **Biggar Gang** is a raider nation based in the Western Saskatchewan area of The Great North region.

## Politics

### National spirits

The Biggar Gang starts with no national spirits.

### Leaders

Main article: Political parties and leaders

## Starting Position

Biggar Gang starts in Western Saskatchewan between The Great Stampede to the north, west, and south, and Governate of Stoon to the east.

Biggar Gang starts with a production of 4 factories producing Infantry Equipment.

Biggar Gang starts with these division templates:

* Casuals (1 Militia battalion)
* Professionals (7 Infantry battalions)

Biggar Gang starts with 4 divisions:

* 4 Professionals, fully equipped.
Foragers

The **Foragers** are a South Colorado scavenger group.

## Historical background

Made up of respectable salvagers, the Foragers are made up from former residents of Denver, having been kicked out by the Hangdogs, moving to New Montrose to create a new life for themselves.

## Behind the Scenes

* The Foragers are partially based on the Salvagers faction that was to be featured in the cancelled *Fallout* game *Van Buren*.

## References

1. ↑ Pip-Boy Plus: *"The Foragers are the more respectable of the Denver Salvagers that were kicked out by the Hangdogs. Settling further inland into Denver to try to find a new life for themselves in New Montrose.

They were originally going to appear in Van Buren, based on Porter’s gang in Denver."*
2. ↑ Development Diary #18 (Developer Diary 18: Van Buren's Bounty): *"In Van Buren there was quite a bit of lore based around the salvagers of Denver. In Denver there was this concept known as “Claims”. Each group had their own claims - street blocks - of which they salvaged from. You were a “Claim Jumper” if you jumped from one claim to the next and ignored other people's space.In Old World Blues, the **Foragers** & **Claim Jumpers** are the remnants of the groups kicked out of Denver when the Handogs took over the city. The Claim Jumpers are led by Bombay Jack, and the Foragers led by the more respectable Porter."*
McGebe

Real-life person

**McGebe** is a Vault-Tec Engineer and Submodder for the *Hearts of Iron IV* mod *Old World Blues*.

## Contributions

* Created Vault 27, based off Lord Militus's work.
* Working on a Baggers, Glowbugs, and Black Canyon focus tree.

## Submods

* OWB The Last Station
* OWB Lost Expedition

## References

1. ↑ McGebe: *"Also I made one large and one middle sized tree which are still in testing, and now I'm working on a third one. Plus V28, which I forgot everytime, so I officially put something in the mod after a year, lol"*
- Obtained from Discord, 9/19/2022
2. ↑ McGebe: *"So, Vault 27 was originally made and planned by Militus, and in his original plans, the Ghosts had a lot larger play in the story of the nation. I based some interaction between the nations, so I saved what I could I made this. So, both a remnant and not?"*
- Obtained from Discord, 9/19/2022
3. ↑ McGebe: *"Because I never mentioned or teased before anywhere, even tho it's not a secret, the third content in work and testing is a Glowbugs tree."*
- Obtained from Discord, 10/1/2022
4. ↑ McGebe: *"Black Canyon and Baggers."*
- Obtained from Discord, 9/22/2022
Army Wages

Army Wages is one of the new laws added in Old world Blues. It decides how much currency is spent on maintaining the military, bringing minor bonuses at higher levels while destroying all military capability on the lower ones.

## Standart Army Wages law

Most countries use the "Standart" Army Wages law.

**Mothballed Divisions**

* Division Organization: **-58.5%**
* Division Recovery Rate: **-40.5%**
* Division Atack: **-22.5%**
* Caps Expenses: **-90.0%**
* **Dis-allow** Wages for 140 days.

**Requirements**

**National Guard**

* Division Organization: **-35.1%**
* Division Recovery Rate: **-24.3%**
* Division Atack: **-13.5%**
* Caps Expenses: **-45.0%**
* **Dis-allow** Wages for 140 days.

**Requirements**

**Standard Wages**

* **Dis-allow** Wages for 140 days.

**Requirements**

**Family Stipends**

* Army Experience Gain **+7.5%**
* Recruitable Population Factor **2%**
* Max training **+5.00%**
* Special Forces Capacity Multiplier **+5.0%**
* Caps Expenses: **+17.5%**
* **Dis-allow** Wages for 140 days.

**Requirements**

**Lifetime Pensions**

* Army Experience Gain **+15.0%**
* Recruitable Population Factor **5%**
* Max training **+10.00%**
* Special Forces Capacity Multiplier **+10.0%**
* Caps Expenses: **+35.0%**
* **Dis-allow** Wages for 140 days.

**Requirements**

## Restricted

Some countries have their Army wages law greatly restricted.

### Texan Brotherhood

Texan Brotherhood has only one Army wages law. This law allows them to field a respectable army, but restricts them from utilising Caps in other ways.

**Centralized Stockpiles**

* Caps Income: **-50.00%**
* Caps Expenses: **-75.00%**
* Trade (route) Income: **-50.00%**
* Passive Caps Income: **+4.0**

**Requirements**

### Mojave Chapter

Mojave Chapter has only one Army wages law. This law allows them to field a respectable army, but restricts them from utilising Caps in other ways.

**Centralized Stockpiles**

* Caps Income: **-50.00%**
* Caps Expenses: **-75.00%**
* Trade (route) Income: **-50.00%**
* Passive Caps Income: **+4.0**

**Requirements**

### Troll Waren

Troll Warren has only one Army wages law.

**Mutant Dipping Pools**

* Construction speed: **+15.00%**
* Navy intelligence to others: **+40.00%**

**Requirements**

MUTANT DIPPING POOLS ?other mutants?
Batford Brigade

The **Batford Brigade** is a mercenary-turned-raider group in the Western Saskatchewan area of The Great North region.

## Historical background

A splinter group of Prince Albert's Privateers, having become raiders since their split.

## Politics

### National spirits

The Batford Brigade starts with one national spirit.

Mercenary Force icon**Mercenary Force**

* Division Recovery Rate: **+10.0%**
* Max volunteer force divisions: **+6**
* Passive Caps Income: **+5.0**
Ever since Batford broke off from Albert's group, they have been competing for contracts and successfully getting them.
### Leaders

Main article: Political parties and leaders

## Starting Position

Batford Brigade starts in Western Saskatchewan, between Uranium CIty to the north, Loid's Ministry to the west, Great Stampede to the south, and Prince Albert's Privateers to the east.

Batford Brigade starts with a production of 4 factories producing Infantry Equipment.

Batford Brigade starts with these division templates:

* New Blood (4 Militia battalions)
* Batford's Brigadier's (8 Infantry battalions)

Batford Brigade starts with 6 divisions:

* 6 Batford's Brigadier's, fully equipped.

## Behind the Scenes

* The Batford Brigade were originally meant to be a settler nation, but had their lore changed, due to too many settler trees in the area.

## References

1. ↑ SGucciG: *"Splinter mercs from Prince Albert"*
- Obtained from Discord, 6/1/2022
2. ↑ Commander\_Vex: *"No Batford! He was meant to be settler, at least last I was aware"*
SGucciG: *"lore changed! hahahahahah
there was too many settler trees"*
- Obtained from Discord, 6/1/2022
Bank End Bandits

The **Bank End Bandits** are a business-oriented raider gang nation based in the Western Manitoba area of The Great North region.

## Historical background

The proprietors of the Bank End Credit Union, providing high-interest loans to those who need them.

## Politics

### National spirits

The Bank End Bandits start with one national spirit:

**Lords of Debt**

* Consumer Goods Factories: **-2.0%**
* Passive Caps Income: **+15.0**
A foolish man once said “If you have to ask how much it costs, you can't afford it.”, that man obviously has never heard of a high-interest loan, available at Bank End Credit Union today! Why live your life miserable when any day could be your last?

## National focus

Main article: Bank End Bandits national focus tree

The Bank End Bandits national focus tree can be divided into 6 branches:

Index Fund Branch
This branch allows the Bank End Bandits to determine its starting position, unlocking the other branches of the nation.
* The Men of Bank End Held Out Branch

The main warmongering and economic branch of the Bank End Bandits, focusing on replacing national spirits, conquering nearby nations, and eventually dominating the region as a major power.
* Improving the Heartland Branch

The generic Raider infrastructure and national spirit branch. Focuses on building up the nation, while also adding and improving national spirits.
* Incorporating Slavers Branch

The generic Raider support technology and manpower branch. Focuses on gaining manpower and improving and researching support technologies.
* Starting the Flow Branch

The generic Raider chem dealing branch. Centered around creating and improving local drug trades in the form of national spirits.
* Doped Raiders Branch

The generic Raider militarization and military technology branch. Centers on granting and upgrading national spirits related to warmongering, as well as gaining and improving military technologies.

### Leaders

Main article: Political parties and leaders

## Starting Position

Bank End Bandits starts in Western Manitoba between Pleasantdale to the north, The Langenburg March to the east, Fort Cap Hell to the south, and Strasbourg's Sparkblades to the west.

Bank End Bandits starts with a production of 1 factory making Infantry Equipment.

Bank End Bandits starts with these division templates:

* Militia Force (4 Militia battalions)
* Reformed Banditos (7 Infantry battalions)
* Motoristas (7 Motorized battalions)

Bank End Bandits starts with 5 divisions:

* 1 Reformed Banditos, fully equipped.
* 1 Motoristas, fully equipped.
* 3 Militia Force, fully equipped.
Chemult Station

**Chemult Station** is a raider nation located in North Nevada.

## Background

During the Great War, a train of people was stranded out at Chemult Station. Due to the station's distance from radiation, the station became the site of a rural community. By 2275, now a survivalist group of sorts, Chemult Station is an independent faction that occasionally raids, basing itself out of the train station.

## Politics

### National spirits

Chemult Station starts with one national spirit.

What Remains of the Train Yard icon**What Remains of the Train Yard**

* Max Factories in a State: **-5%**
* Equipment Capture Ratio Modifier: **+10.0%**
* Extra metal: **+15**
* Extra circuitry: **+10**
The trains lay still in Chemult, but not abandoned; over generations the remains of the station have provided incaluable amounts of useful salvage and spare parts, and its inhabitants have made makeshift homes out of many of the emptied-out cars littering its rails.

## Starting Position

Chemult Station starts in North Nevada, between Bone Dancers and Marrow Drinkers to the north, Shoshone Nation to the east, Badland Buckaroos and Slags to the south, and Klamath to the west.

Chemult Station starts with a production of 1 factory producing Infantry Equipment.

Chemult Station starts with these division templates:

* Militia Force (4 Militia battalions)
* Combat Group (5 Infantry battalions)

Chemult Station starts with 3 divisions:

* 3 Combat Group, fully equipped.

## Behind the scenes

* According to chacolah, the nation is based on a line from *Fallout: New Vegas* describing Oregon as being "filled with cannibals."
* Despite its North Nevada placement, Chemult Station is based on the Amtrak train station of the same name, located in Chemult, Oregon.

## References

1. ↑ Loonybinjin: *"Chemult station is a real, borderline pointless trainstation in the middle of nowhere. When the world ended, a train full of people got stuck there. That area was relatively safe from Radiation due to its distance from anything that mattered, so they built a community in that rural area."*
- Obtained from Discord, 3/3/2018
2. ↑ Loonybinjin: *"Chemult is a survivalist faction based out of an old trainyard. Some raiding, but mostly just independent."*
- Obtained from Discord, 2/2/2018
3. ↑ What Is Chemult Station?: chacolah: *"Chemult Station is a comically small train station. Its a fanon nation that is roughly based on the line from NV talking about how oregon is filled with cannibals."*
Boomers

The **Boomers** are a releasable settler nation in the North Mojave.

## Historical background

An isolationist tribe of people living in the restored Nellis Air Force Base, the Boomers originated from Vault 34, and have since kept themselves isolated from the outside world.

### Creation

For the Boomers to appear, a game rule must be set, which allows it to exist alongside New Vegas or exist alongside New Vegas and Jacobstown.

## Politics

### National spirits

The Boomers begin with no national spirits.

### Leaders

Main article: Political parties and leaders

## Behind the scenes

The Boomers are based on the faction of the same name seen in *Fallout: New Vegas*.
Bismarck

**Bismarck** are a settler nation based in the North and Central Dakotas areas of The Great North region.

## Politics

### National spirits

The Guardians start with two national spirits:

**The River League**

* Political Power Gain: **+5%**
* Recruitable Population Factor: **-10%**
* Division Attack: **-5.0%**
* Dockyard Output: **+30.00%**
* Passive Caps Income: **+8.0**

* **Naval Equipment Technology**: Production Cost: **-10.00%**
The League connects a loose network of towns and cities across thousands of miles. Montana's coal and ore go downriver even as the Crescent City's sugar and Costa's coffee wind their way north, a stream of caps that flows like the river.

**The Revolutionaries of 2048**

* Infantry Technology Research Speed: **+5%**

* **Infantry Equipment**: Production Cost: **-4.00%**
German scientists created the first Gauss Rifles before the Great War, and immigrants fleeing the Resource Wars brought that technology to America. Some of their descendents in Bismarck still know how to maintain and repair these triumphs of free-spirited German engineering even today!

### Leaders

Main article: Political parties and leaders

## Starting Position

Bismarck starts in North, Central, and West Dakotas, between The Old Believers, Church of the Silo, and Two Peoples to the east, Standing Rock to the south, and Historians to the west. The Missouri River bisects Bismarck's territory.

Bismarck starts with a production of 4 factories producing Infantry Equipment.

Bismarck starts with these division templates:

* River Guard (4 Militia battalions)
* Bismark Guard (7 Infantry battalions)

Bismarck starts with 4 divisions:

* 4 Bismark Guard, fully equipped.
Fairy Glen

**Fairy Glen** is a puppet of Pleasantdale based in Central Saskatchewan and Northern Manitoba in The Great North region.

## Historical background

The genetically engineered police force of Pleasantdale, Fairy Glen is made up of "Fairies", diseased infants with high mortality rates thrown into a "goo", and raised to be effective and vicious protectors of Pleasantdale.

## Politics

### National spirits

Fairy Glen starts with three national spirits:

**Boys Will Be Boys**

* Resource Gain Efficiency: **-15.00%**
* Division Organization: **-5.0%**
* Stability: **-10.00%**
* Division Defense on core territory: **+10.0%**
Faeries are hard to kill already. Though there were only so many of them made, the male faeries are often lost to their rage, their hormones and minds mutated beyond reason thanks to the effects of the Red Fern. Regardless, with enough hope, perhaps they can be saved from losing their minds, if enough care is given.

**Memories of the Lost**

* Daily Political Power Cost: **+0.05**
* Recruitable Population Factor: **10%**
* War Support: **+10.00%**
Many of the Faeries have already succumbed to the Red Fern's growth in their gut. All that remains of those folks, now, are the human-shaped trees out in the forest.

It's easy to forget, but Pattywack knows that it didn't didn't have to be like this... Maybe, just maybe, a cure could be found?

**The Mind of a Child**

* Starting Attack skill level of new army leaders: **+2**
* Starting Defense skill level of new army leaders: **-1**
* Starting Planning skill level of new army leaders: **-1**
Most of the Faeries never had an opportunity to really think for themselves, not until escaping. Many still have a childish anger to them, striking out with hellishly powerful tantrums.

### Leaders

Main article: Political parties and leaders
Commonwealth Remnants

The **Commonwealth Remnants** are a US Military remnant nation in The Great North region.

## Historical background

Led by former corporal Jack Johnson, self-proclaimed "Last American", the Commonwealth Remnants oppose all forms of the communist Canadian People's Front.

## Politics

### National spirits

The Commonwealth Remnants starts with no national spirits.

### Leaders

Main article: Political parties and leaders

## Starting Position

Commonwealth Remnants starts in Northeast Alberta, between Strathcommune to the north, Vermilion-Wainwright to the northeast, The Great Stampede to the east, Mosquito to the south, and Whitecourt to the west.

Commonwealth Remnants starts with a production of 4 factories producing Infantry Equipment.

Commonwealth Remnants starts with these division templates:

* Settlement Guards (4 Militia battalions)
* Occupational Remnants (9 Ghoul Infantry battalions)
* American Rangers (6 Ghoul Paratrooper battalions)

Commonwealth Remnants starts with 6 divisions:

* 5 Occupational Remnants, fully equipped.
* 1 American Rangers, fully equipped and Veteran training.

## Behind the scenes

* Bronzeroom74 is working on an upcoming focus tree for the nation.

## References

1. ↑ **You made Jack Johnson, American man?**
Bronzeroom74: *"no, but i am the one working with the last AMERICAN HERO"*
- Obtained from Discord, 6/20/2022
Currency

Currency is a new system addet to HOI 4 by the Old World Blues mod. It deals with the nations coinage, army wages and financial reserves. It also allows for usage of several "Currency decisions" which allow you to exchange the currency for temporary boons. Currency is also used on the Black market to exchange it for weapons and equipment.

This page is about the different types of currencies throughout the wasteland.

## Currency types

Only large well established nations can afford to mint or print their own currency, as such only Caesar's Legion and New California Republic have the means to enforce their own government issued currency.

**Ncr dollar**

* Stability: **+10%**
* Passive Caps : **+3**

**Legion denarius**

* Stability: **+5%**
* Passive Caps : **+7**
* Country Expenses: **-15%**

The rest of the wasteland operates on the basis of Nuka Cola bottle caps, previousy called Hub bucks, as their adoption is first documented in The Hub market. At one point Caps even operated on a so called Water Standard.

**Bottle caps**

* Passive Caps : **+5**

## Dependant Currencies

As of May 2021, several nation/region-exclusive currencies are within the game files, although it is unknown if they have been implemented in-game. However, the names and appearances of these currencies is purely cosmetic, and is for vanity, rather than logistical or gameplay changes.

**Canadian Dollar**

* Passive Caps : **+5**

**U.S. Dollar**

* ?nothing?

**Mexican Peso**

* Passive Caps : **+12**

**Texan Dollar**

* Passive Caps : **+11**
* Consumer Goods Factories : **-1%**
* Resources Extraction Rate : **+3%**

Depiction of the 100 NCR Dollar bill
## Trivia

wip

1. ↑ iCodeMaster: *"@Swick-knight There is one for the legion and i believe a puppet has them, the ncr, the texas formable, and you may be able to get the canadian dollar by forming cascadia. Not 100% sure if that last one is in. All of mexico also has a currency. They don't* really *do much besides some small shifts in stats, really a vanity thing."*
- Obtained from Discord, 5/18/2021
Choctaw Nation National Focus Tree

The Choctaw Nation, as one of the minor powers of Texas, has a unique national focus tree.

The Choctaw Nation national focus tree can be divided into five branches, four of which are shared with the other members of The Great Plain Federation, Chickasaw-Muscogee Coalition and Cherokee Nation.

**The Smoke and the Fire Branch**

This branch allows the Choctaw Nation to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation. This branch is shared with the other members of The Great Plains Federation.

**Addressing the Local Situation Branch**

This branch provides a wide variety of bonuses to the nation, with the unique mechanic of dividing support between City Dwellers and Clans, of which there are 12 points total. Certain focuses will increase support for one or the other, while other focuses require a certain level of support in order to take. This branch is shared with the other members of The Great Plains Federation.

**Revisit the Accord of First People's Junction Branch**

This branch provides a variety of bonuses to all members of The Great Plains Federation. Completion of these focuses by one member of The Great Plains Federation completes them for all members, with many of them provided extra bonuses for the member which completes them. This branch is shared with the other members of The Great Plains Federation.

**Storytellers and Storykeepers Branch**

This branch is the Choctaw Nation's unique branch, which focuses on their preservation of history, granting bonuses to workshops, advisors, wargoals, and miscellaneous bonuses. Sub-branches include branches which focus on ghouls, Choctaw legends, and building a library.

**Fate of the Federation Branch**

This branch binds The Great Plains Federation together into one nation, the State of Sequoyah, granting the nation that completes it complete control, cores, and bonuses over all territory of The Great Plains Federation. This branch is shared with the other members of The Great Plains Federation.

## The Smoke and the Fire Branch

* None
* Requires the following:
	+ The Smoke and the Fire
* Requires the following:
	+ Emerging from the Earth Once More
Kurk

* ⠀⠀⠀⠀⣀⠤⠔⠒⠒⠒⠒⠒⠒⠒⠦⢄⠀⠀⠀⠀⠀
* ⠀⢀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠑⢄⠀⠀
* ⢀⠎⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢣⠀
* ⢸⠀⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢢⠈⡇
* ⢸⠀⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡼⠀⡇
* ⠘⡆⢸⠀⢀⣀⣤⣄⡀⠀⠀⠀⢀⣤⣤⣄⡀⠀⡇⠀⠀
* ⠀⠘⣾⠀⣿⣿⣿⣿⣿⠀⠀⠀⣿⣿⣿⣿⣿⠀⡇⠀⠀
* ⠀⠀⣿⠀⠙⢿⣿⠿⠃⢠⢠⡀⠙⠿⣿⠿⠃⠀⡇⠀⠀
* ⠀⠀⠘⣄⡀⠀⠀⠀⢠⣿⢸⣿⠀⠀⠀⠀⠀⣠⠇⠀⠀
* ⠀⠀⠀⠀⡏⢷⡄⠀⠘⠟⠈⠿⠁⠀⢠⡞⡹⠁⠀⠀⠀
* ⠀⠀⠀⠀⢹⠸⠘⢢⢠⠤⠤⡤⡄⢰⢡⠁⡇⠀⠀⠀⠀
* ⠀⠀⠀⠀⢸⠀⠣⣹⢸⠒⠒⡗⡇⣩⠌⢀⡇⠀⠀⠀⠀
* ⠀⠀⠀⠀⠈⢧⡀⠀⠉⠉⠉⠉⠁⠀⣀⠜⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠉⠓⠢⠤⠤⠤⠔⠊⠁⠀⠀⠀⠀⠀⠀
Equine technologies

**Equine technologies**, or **Pony technologies** is a group of technologies in the fields of Horses, Friendship, Loyalty, Laughter, Kindness,Honesty, Generosity, Love, Magic, Ponies, Magical Creatures and Weapons of mass destruction. The technologies in this category offer a range of percentage bonuses as well as new and improved Equipment for normal and heavy infantry, special forces and power armour divisions.

Technologies can be gained by Researching them, or by completing a Focus or an Event.

Tooltip for the research screen: *A horse, a horse, my kingdom for a horse.*

## Interactive technology tree

* Counter Inteligence: **+1.00**

* Counter Inteligence: **+1.00**

  Army

  Army

* Dockyard Output: **+20.0%**

* Recruitable Population Factor: **+5%**

* Recruitable Population Factor: **+5%**

* Division Defence on core territory: **+10.0%**

* Production Efficiency Base: **+20.00%**
* Lack of Resources Penalty: **-50.00%**

* Daily Compliance gain: **+0.05%**

* Dockyard Output: **+10.0%**

* Dockyard Output: **+10.0%**

  Army

  Army

* Intel network strength gain factor: **+20%**

* Intel network strength gain factor: **+20%**

## Friendship

* Counter Inteligence: **+1.00**
  Advanced Friendship Language | Friendship | * Encryption: **+1.00**
* Counter Inteligence: **+1.00**

## Loyalty

  Advanced Loyalty | Friendship | * Army Organization Regain: **+10.0%**

## Laughter

  Advanced Laughter | Friendship | * Weekly War Support: **+0.10%**

## Kindness

* Recruitable Population Factor: **+5%**
  Advanced Kindness | Friendship | * Monthly Population: **+25.0%**
* Recruitable Population Factor: **+5%**

## Honesty

* Dockyard Output: **+10.0%**
  Advanced Honesty | Friendship | * Factory Output: **+10.0%**
* Dockyard Output: **+10.0%**

## Generosity

  Advanced Generosity | Friendship | * Daily Political Power Gain: **+0.20**

## Love

* Intel network strength gain factor: **+20%**
  Advanced Love Letters | Friendship | * Encryption: **+1.00**
* Intel network strength gain factor: **+20%**

## Magic

* Division Defence on core territory: **+10.0%**
  Elements of Harmony | Friendship | * Production Efficiency Cap: **+10.00%**
* Production Efficiency Base: **+20.00%**
* Lack of Resources Penalty: **-50.00%**

## Weapons of mass destruction

* Daily Compliance gain: **+0.05%**
  Orbital Friendship Cannon | Friendship | * Division Attack: **+15.0%**
Far Son national focus tree

Far Son, as one of the many sub-major powers of The Great North, has a unique national focus tree.

The Far Son national focus tree can be divided into four branches:

* The Steppes of Wyoming Branch

This branch allows Far Son to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation.
* The Fields of Wyoming Branch

The resource production and manpower branch. The branch allows expansion of infrastructure, production, and manpower, while also allowing for economic gain.
* The Fires Upon the Hills Branch

The armed forces branch. The branch provides both national spirits, building construction, and research bonuses to the warfare abilities of Far Son.
* Sixteen Tons Branch

The Far Son domination branch. It first focuses on providing technology research and additions, then, once Wyoming is under Far Son's control, they expand outside the state, seeking either Utah, Montana, or Colorado, ending with their discovery of the Mini-Nuke.

## The Steppes of Wyoming Branch

* None
* Requires the following:
	+ The Steppes of Wyoming
* Requires the following:
	+ Alton Bourges' Legacy
Desert Rangers

The **Desert Rangers** are a group of survivalists and vigilantes living in the Nevada area.

## Historical background

Prewar survival tactics proved incredibly effective when employed by proper survivalists. The Desert Rangers strive to protect the innocent from raiders, guarding weaker communities and caravans.

Ranger leadership is divided on the direction of their organisation. Some believe that siding with the Brotherhood will serve their goals, others wish to petition the NCR for the protection of Nevada; whilst Snake Vargas is determined to go it alone. All parties agree that their current priorities are to crush the Vipers, and the Jackals, in order to keep the locals safe.
- Scenarios country selection screen quote

## National focus

Main article: Desert Rangers National Focus Tree

The Desert Rangers national focus tree can be divided into four branches:

Desert Origins Branch
This branch allows the Desert Rangers to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation.
* Thrasher Sagarra Branch

The Brotherhood of Steel branch. It focuses on negotiating and working with the Brotherhood of Steel, and eventually becoming one of their own chapters.
* Snake Vargas Branch

The Desert Ranger traditionalist branch. It focuses on creating the Nevada Pact faction, and growing and improving the Desert Rangers.
* Hell Razor Branch

The New California Republic branch. It focuses on making peace and eventually partnering with the New California Republic and joining them in their battle against Caesar's Legion.
* Begin Ranger Reorganization Branch

The branch resulting from whichever leader is decided to lead the Desert Rangers. With their new leader and path set, the Desert Rangers reorganize themselves into a bigger and more powerful force than ever before.

## Politics

### National spirits

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%**

## Behind the scenes

* The Desert Rangers are based on the faction of the same name mentioned in *Fallout: A Post Nuclear Role Playing Game* and *Fallout: New Vegas*, who in turn were inspired by the Desert Rangers of the *Wasteland* video game series.
	+ Snake Vargas, the initial leader of the Desert Rangers, is based on the character of the same name depicted in *Wasteland* and *Wasteland 2*.
Naval technology

**Naval technology**, or simply **Naval** is a group of technologies in the fields of Propulsion, **Ship hull types** and their **upgrades**, as well as Naval Invasion. There exists a complementary **Naval Modules technology tree**, which contains the various modules one can fit on the diferent ship hulls.

Technologies can be gained by Researching them, or by completing a Focus or an Event.
Caps

### Basics

Caps are an in-game resource similar to political power, though with notable exceptions. The caps system can be disabled in the gamerule settings, utilizing political power at 1 cap = 1.25 political power.

Caps can be used to purchase equipment, maintain a standing military, sway favor with wasteland organizations or nations, and rapidly develope territory. Caps income and expenses are calcualted quarterly, marked by the income report mission in the decision menu.

### Submodder Guide

https://docs.google.com/document/d/1lQ7G7ATjad\_HeApWa4WO4Ea6JBTIT03EkZjN4dBi5kI
Amy Teresee

Amy Teresee also known as 'Big Sister is the leader of the Strath Commune and the Canadian People's front situated in The great Canadian north.

## Background

Ruling with an iron fist in the great Canadian north is Amy teresee. She is the leader of the strath commune and the Canadian People’s front. Known to the proletariat simply as ‘Big Sister’, she will stop at nothing to unite the Canadian wastes under the red banner of communism.

While she is a strong and prevailing leader, she is also a paranoid one weary of intentions of others and always looking over her shoulder. While she has sworn her devotion and loyalty to the workers of the commune, her tight grip on power and despotic rule has been called into question by others.

## Appearances

Big Sister only appears in the Hearts Of Iron IV mod Old World Blues.
Engineering technology

**Engineering technology**, or simply **Engineering** is a group of technologies in the fields of Encryption, Comunication, Decryption, Electronics and Radar-Detection. The technologies in this category offer a range of percentage bonuses as well as having impact on other ingame systems, for exampe increasing the nations refugee asimilation rate or garanting a better outcome of some development decisions.

Technologies can be gained by Researching them, or by completing a Focus or an Event.
Cherokee Nation National Focus Tree

The Cherokee Nation, as one of the minor powers of Texas, has a unique national focus tree.

The Cherokee Nation national focus tree can be divided into five branches, four of which are shared with the other members of The Great Plain Federation, Chickasaw-Muscogee Coalition and Choctaw Nation.

**The Smoke and the Fire Branch**

This branch allows the Cherokee Nation to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation. This branch is shared with the other members of The Great Plains Federation.

**Addressing the Local Situation Branch**

This branch provides a wide variety of bonuses to the nation, with the unique mechanic of dividing support between City Dwellers and Clans, of which there are 12 points total. Certain focuses will increase support for one or the other, while other focuses require a certain level of support in order to take. This branch is shared with the other members of The Great Plains Federation.

**Revisit the Accord of First People's Junction Branch**

This branch provides a variety of bonuses to all members of The Great Plains Federation. Completion of these focuses by one member of The Great Plains Federation completes them for all members, with many of them provided extra bonuses for the member which completes them. This branch is shared with the other members of The Great Plains Federation.

**Science Without Restrains Branch**

This branch is the Cherokee Nation's unique branch, which focuses on their scientific research, granting bonuses to research, workshops, and access to unique decisions around implementing technologies.

**Fate of the Federation Branch**

This branch binds The Great Plains Federation together into one nation, the State of Sequoyah, granting the nation that completes it complete control, cores, and bonuses over all territory of The Great Plains Federation. This branch is shared with the other members of The Great Plains Federation.

## The Smoke and the Fire Branch

* None
* Requires the following:
	+ The Smoke and the Fire
* Requires the following:
	+ Emerging from the Earth Once More
Antelope Tribe

The **Antelope Tribe** were a tribe in the West Coast region. They were removed from the game as of Old World Blues patch 4.0.

## Historical background

A tribal nation, living in the area encompassing their own reservation, as well having influence in the town of Modoc.

## Politics

### National spirits

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%**

## Behind the Scenes

* The Antelope Tribe's leader was Rushing Nagor, but was changed to Great Watcher Bitter Root in an unknown patch.
Dam Busters (4.0)

The **Dam Busters** are a ruler nation in the Plaguelands region.

## Historical background

A ruler-oriented nation.

**Bustin' Makes Me Feel Good**

* Recruitable Population: **1.00%**
* Division Defense on core territory: **+15.0%**
The Dam Busters love to fight, especially out of the safety of their dam. They regularly provoke the Crow Creek just to fight against them.

**Powerhouse of the North**

* Energy Cell Capacity (K): **+2000.00**
* Extra (unrecognized string "Energy" for Template:Icon) **+40**
Oahe Dam has been one of the main sources of reliable power in the initial north of the USA. Even today it produces more power than any raider could dream of.

### Leaders

Main article: Political parties and leaders

## Starting Position

Dam Busters starts in the Plaguelands, between Crow Creek to the northeast, Deadline to the south, and The Great Breach to the southwest. The Upper Missouri River runs along the north border of Dam Buster's territory, with no crossings. The Middle Missouri River runs along the east border of Dam Buster's territory, with no crossings.

Dam Busters starts with a production of 1 factory producing Infantry Equipment and 1 factory producing Support Equipment.

Dam Busters starts with these division templates:

* Militia Force (4 Militia battalions)
* Dam Warriors (8 Infantry battalions with Demolitions and Maintenance support companies)

Dam Busters starts with 2 divisions:

* 2 Dam Warriors, fully equipped.
Charlotte

## Charlotte

### Former home [s]

T.O.T.S

⠀⠀⠀⠀⣀⠤⠔⠒⠒⠒⠒⠒⠒⠒⠦⢄⠀⠀⠀⠀⠀

⠀⢀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠑⢄⠀⠀

⢀⠎⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢣⠀

⢸⠀⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢢⠈⡇

⢸⠀⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡼⠀⡇

⠘⡆⢸⠀⢀⣀⣤⣄⡀⠀⠀⠀⢀⣤⣤⣄⡀⠀⡇⠀⠀

⠀⠘⣾⠀⣿⣿⣿⣿⣿⠀⠀⠀⣿⣿⣿⣿⣿⠀⡇⠀⠀

⠀⠀⣿⠀⠙⢿⣿⠿⠃⢠⢠⡀⠙⠿⣿⠿⠃⠀⡇⠀⠀

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⠀⠀⠀⠀⠈⢧⡀⠀⠉⠉⠉⠉⠁⠀⣀⠜⠀⠀⠀⠀⠀

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Bank End Bandits events

This is a list of all events relating to the Bank End Bandits (from /Old World Blues/events\_BKB\_l\_english.yml).

 id### The Electorate's Index Fund

*Before going public we were the connection between the outside world and the down-low ne'er-dowells of The Electorate. We invest their money, funnel their funds, and catch them up to speed on the progress of the outside technology. With this background many of our funds are tied up in endless debt intrests. This relationship improves the economies of both parties, but should we ever go-a knocking for our money, The Electorate will suffer immensely.*

**Stocks, Bonds, and Real Estate!*** Every owned state:Add **1 Infrastructure**.

 id### Going Public

*While our bank is much older than many of the currently standing wasteland nations, our history is still heavily entwined with that of The Electorals. When they raided the old western frontier of The Kingdom, we readily opened our doors and their accounts, mouths watering at the chance for new indebted debtors. But with the golden age of raidacy seemingly nearing its end, we leveraged our debt and friendships to secure a sovereign state and with it, we went public.*

**Debt Bonds! Get'cha Bank Sanctioned Debt Bonds 'ere!*** Gain (unrecognized string "Bottle Caps" for Template:Icon) **150.00**k Bottle Caps.

 id### Threats of Liquidization

*You don't gain this much power and wealth without stepping on a few toes, while normally not an issue, grudges in the wasteland often mean being tied up in a trunk or thrown in a river. This threat becomes ever so greater when caps are involved. Although The Electorate and Kingdom have some issues with allocation of money resources, Fort Cap Hell hate us for more ideological reasons, quoting speeches about the evils of loan sharks and endless servitude. Damn swamp police think their some kind of post-apocalyptic IRS.*

**Really crimping my flow*** Gain Base War Support: **+20.00%**.
* Gain Base Stability: **-5.00%**.
Mojave Chapter events

This is a list of all events relating to the Mojave Chapter (from /Old World Blues/events\_mojave\_l\_english.yml).

 id### The Wasteland's Last Great Mind

*A scribe of the Brotherhood of Steel, Elijah defied convention and rose to the rank of elder, an honour usually reserved exclusively for paladins. An exception was granted for him, on the grounds of him being a genius, able to figure out the workings of a device just by looking at it. His scientific acumen was matched only by his drive to recover and develop technology. His approach towards technology, iterating and improving, rather than simply preserving it, was considered unorthodox by his peers. Elijah often dispatched scribes on tech retrieval missions, chasing all the leads he found. His drive to develop new technologies put him at odds with the more conservative members of the Brotherhood, particularly other elders.*

**Presper is nothing in comparison to me.*** Gain Base War Support: **+8.00%**

**Only I can save the wasteland.*** Gain Base Stability: **+8.00%**

**The Brotherhood is doomed without me.*** Gain Base Stability: **+5.00%**
* Gain Base War Support: **+5.00%**

 id### Journey to the Mojave

*A pathological control freak, he would often view the people under him as mere equipment, expecting them to carry out his orders and requests unquestionably, while dissent or unpredictability on their part would not just annoy, but even outright infuriate him. By far the only person with whom he had any kind of working relationship was Scribe Veronica Santangelo, his pupil.

The conflicts Elijah had with the other members of the Brotherhood only worsened as Elijah pushed for developing new technologies and new, ethically questionable weapons. The elders, rather than deal with him, decided to send him and a small accompanying Brotherhood force away out east, to investigate the Hoover Dam and the possibility of bringing it back to functionality.*

**Ultimately, I care for Veronica.*** (**Veronica Santangelo**): Add Attack Skill **1**

**Veronica listens to me, that’s why I respect her.*** (**Veronica Santangelo**): Add Defense Skill **1**

 id### Children Playing With Bombs

*When Elijah and his newly formed “Mojave Chapter” arrived they were too late! Just one year prior the New California Republic, a republic of whom the Brotherhood has been fighting for over a hundred years had claimed it for themselves. Elijah was furious, likening it to "children playing with a bomb."

With the Dam under occupation Elijah could do little else besides set up operation at his secondary objective, a power station known as Helios One. There, he would plan for the fall of Oliver and reclamation of the Dam.*

**I won’t let anyone take what is owed to me.*** **Hidden Valley**:
	+ Add **1 Civilian Workshop**.
	+ Add **1** Building Slots.

**The Brotherhood will not be slighted.*** **Hidden Valley**:
	+ Add **1 Arms Workshop**.
	+ Add **1** Building Slots.