Kingdom of Yakyakistan

## Lore

Yakyakistan, the ancient home of the Yaks, is a solitary society hidden deep within the mountains north of the Crystal Empire. Over many centuries, they have practiced and embraced this solitude and isolation from the rest of the world, so much that it is an essential part of the Yak way of life.

However, in 1003 ALB, Prince Rutherford, the gruffy leader of the Yak Kingdom, did the unthinkable. He opened the borders to Equestria after a "hundred moons". This opening was a success, and the Yaks slowly opened up to the Equestrian way of life, as Prince Rutherford embraced harmonic institutions. In 1005, when Yakistown was devastated by an avalanche, Equestria was able to forge ties with the Yaks via Pinkie Pie, who was appointed official Friendship Ambassador to the Yaks.

In 1006, conservative and traditionalist members of the Yak Council declared independence under Rutherford's brother, Prince Bradford, angry with his Equestria-aligned policies and what they perceived as his destruction of the Yak way of life. They would go on to form the  Jaki Clan in the east, promising to be a bulwark of tradition and isolationism.

Rutherford wants peace, but the Jakis are preparing for war, and soon, Yakyakistan might be thrown into a conflict they cannot afford. Industrialization, their society, the army - it is all currently in disarray, and must be mended after the conflict with Bradford is ended, either by force, or by peace, though most Yaks don't think that the latter will ever be possible with Jaki Clan.

## Starting Situation

Yakyakistan starts in a weak position. It's one of the few nations that starts with the crippling *Agrarian Society* development idea, its industry is poor, and it has few resources. Even after annexing the Jaki-Clans, its industry will be behind that of two potential enemies,  Nova Griffonia and  Stalliongrad. While Yakyakistan has some mountainous terrain, most of it is located in the west and those two nations will attack from the east.

If they can complete their industry tree and annex and core the Jaki-Clans as well as the  Griffon Frontier and Nova Griffonia, they will be able to compete with their potential remaining industrially and in ponypower.

The Yakyakistan army begins with 44k deployed yaks, including 4 Infantry divisions and 3 Mountaineer divisions.

### Threats and Opportunities

 Jaki-Clan to the east is Yakyakistan's rival. Jaki-Clan will usually attack by **Mid to Late 1007**, and a player should take any focuses possible to gain troops, industry, and forts to defend against the re-invigorated traditionalists. Jaki-Clan will often push ahead early in the war, but a player can hold them back with staunch defense and fort-building, or, if Jaks are controlled by AI - carefully planned attacks through to their capital.

 Polar Bear Communities and  Kingdom of Pingland to the north are typically easy targets for expansion, having little in the name of an army.

 Griffon Frontier is almost always annexed by Nova Griffonia. However, if they were not, they will be an easy target for Yak expansion. Not only does Yakyakistan have claims on some of their states, but they also get a good number of factories and resources from their focus tree.

 Stalliongrad's actions toward Yakyakistan will depend on who is elected as General Secretary.

If Vasiliy is elected as General Secretary, then they may try to increase communist support in Yakyakistan. If this happens, then Yakyakistan will gain national spirits that increase communist support each day, and a civil war will be caused when communist support nears 50% (removable by YAKs decision). If the Yaks are communist, however, they can receive an alliance with Stalliongrad.

If Sinister is elected as General Secretary, then Yakyakistan will be attacked by Stalliongrad after their war with Nova Griffonia.

 Changeling Lands will attack the Yaks after or even during the Great War with Equestria, but it mostly happens in the late-game period.

 Solar Empire and
 Lunar Empire will attack the Yaks during their Equus conquests.

 Nova Griffonia and Yakyakistan's relations will depend on the ruling party of Nova Griffonia after Teafeather's assassination. If Highhill's coup succeeds, and Wildcard is not taken, then Nova Griffonia will eventually get a war goal on Yakyakistan. As such they are often an enemy for Yakyakistan.

 Equestria is a faithful ally to Rutherford's Yakyakistan, but can demand help against the changelings in exchange for protection through their faction, the United Ponies Alliance.

## Game Mechanics

Yakyakistan can annex a puppeted Jaki-Clan by decision in cost of 10 Politics Power - however, there is no point not to annex it in the war, as Jaki-Clan can not do their industrial focuses without owning your capital, and you can not continue down the political tree without owning theirs.

The communist path gets special decision for "Organizing the People" once the focuses *Reform The Trade Unions* and *Mandatory Fun Cultural Activities* are completed. These have various positive effects, listed below.

* Break the Teamsters - Gains Base Stability: **+10%**
* Rein in the United AutoYaks - Gains Base War Support: **+10%**
* Scab on the Builders - Gains Base Stability: **+10%**
* SMASH the Teacher's Union - Gains Base War Support: **+10%**
* A New Worker Program - Construction Speed: **+5%** and Production Efficiency Cap: **+10%** and Factory Output: **+10%**
* A New Miners Program - Resourse Gain Efficiency: **+10%** and Infrastructure construction speed: **+10%**

The Supremacy path has the "Form the Yak Khaganate" decision, which will all you to core all your claims on Nova Griffonian and Griffon Frontier territory, as well as Yakiborder if you own the states and are no longer an Agrarian Society.

## National Focus

### Politics and Ideology

**The Council of Elders** begins the main political tree for Yakyakistan. It allows the country to get factories, military units, and stability/war support bonuses before the inevitable war against Jaki-Clan. **All of the focuses and bonuses will be bypassed after the war - you cannot get them all, so choose wisely!**

During the war with the Jaki-Clan - it would be a good idea to do the Economics branch, and in 504 days - get one extra research slot (**"Import Teachers"** focus), if the Jaks will capitulate by this time - the war is not difficult, and it can be concluded in as soon as half a year from its beginning.

After the war, both an election focus and trial focus are available to choose the Yakyakistan ideology and an additional focus tree, as well as deal with Prince Bradford:

* **Support the Prince** is a classic harmonist path. On this way - Yakiakistan restores the divides that followed the war with Jaki-Clan, bridging political gaps and listening to Equestrian advice, especially that from ambassador Pinkie Pie. It will gain lots of fortifications, as this is mostly a **defensive and peaceful path with no wargoals**. It is possible to get six research slots with this focus tree if Yakiakistan chooses to ally with Equestria.

* **All Power To The Soviet!** is a fairly generic communist path. It establishes trade unions, nationalization, pioneer programs and research. It also moves Yakyakistan closer to Stalliongrad, and supports communist revolution in the North. This path allows for war justification on the nations to the North and gives the Yaks a faithful ally in the Equus continent to unite it in Friendship and Labor.

* **Reclaiming the Empire** is an expansionist, nationalist path that involves the Yak people re-asserting themselves, restoring their former glory, and militarizing society. Public works will be created, the Yaks will be put to work, and the lost realms of Yakyakistan will be restored! The path diverges at two major paths - smashing the Griffons, Penguins, and Polar Bears, or allying against the necessary Changeling evil. A player in this path will be inadvertently assisting the Changelings, as they serve common goals in the continent. This path provides the most wargoals available for Yakiakistan.

## Technology

* **Mountain Infantry I**
* **Recon Company I**
* **Artillery I (**Model 8)
* **Basic Depths Charges**
* **Early Cruiser**
* **Basic Torpedo**
* **Naval Gunnery**
* **Casemate Secondary Battery**
* **Transport Ships**
 Doctrine
 * **None**

## Politics

### National spirits

* Division Defense on Core Territory: **+5.0%**
* Resistance Target in our states occupied by the enemy: **+10.0%**

### Leaders

Yakyakian Royalty

Khan Ezent Guren
     **Karsak Sükhbataar**

Ardin Communar Nam

Snow Council

### Staff and Designers

**Political Advisers**

**Tank Designer**

* Armour Reliability: **+10.0%**
 Buuhtan Motors
* Armour Soft Attack: **+5.0%**

**Ship Designer**

* Capital Ship Attack: **-10.0%**
* Carrier Deck Size: **-10.0%**
* Submarine Sub Visibility: **-10.0%**

All Ships
* Surface Visibility: **-10.0%**
* Speed: **+10.0%**

**Aircraft Designer**

* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**
 Darsksky Aeronautics
* Tactical Bomber Reliability: **+20%**

**Materiel Designer**

* Infantry Equipment Production Cost: **-10.0%**

**Industrial Concern**

 Saihan River Autority

**Theorist**

* Land Doctrine Research Time: **-7.0%**
 Gavin McKenzie
* Air Doctrine Research Time: **-15%**

**Chief of Army**

 Chieftess Sheyak
* AI Focus on Defense: **+15.0%**

**Chief of Navy**

* Capital Ship Armour: **+5.0%**
* Screen Attack: **+5.0%**
* Screen Defence: **+5.0%**

**Chief of Air Force**

(Expert)
* AI Modifier: Focus on Aviation: **+10.0%**

**Military High Command**

 Prince Bradford
(Specialist)
* Infantry Division Defense: **+10.0%**
 Skychief Agnes
(Expert)
 Boomer
(Specialist)
* Artillery Defense: **+5.0%**

## 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: **-50.00%**
* Monthly Population: **-25.0%**
* Construction Speed: **-50.00%**
* Production Efficiency Cap: **-20.00%**
* Research Speed: **-50.00%**
* Factory Output: **-50.00%**
* Dockyard Output: **-50.00%**
* Factory Bomb Vulnerability: **-50.00%**

* Construction Speed: **-10.00%**
 Poverty
  Negligible Poverty

* No penalties

* Uses Generic Racial Tree

### Industry and Resources

Factories

Resources*\**
 0