Socialist Republic of Skynavia

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## Socialist Republic of Skynavia

### Population:

1.31M

A society of exiles, revolutionaries and hardy griffons living on the northern edge of the world, the Socialist Republic of Skynavia was founded after disagreements within the exiles of the  Griffonian Republic between communist and democratic supporters. The future of Skynavia and its people depends on the reforms done in the progress.

Traitors are on all sides, the pony inhabited Northern Tribe is a threat to people and state. The Internationalists and Communalists must work together to achieve the dream of a truly utopian democratic state.

*To victory my brothers!*

## Lore

As the **First Griffonian Revolution** disintegrated under the resurgent imperial onslaught, the remnants of **Kemerskai's Republicans** fled north, with them their socialist allies. But fate would not be kind to Kemerskai's lofty ideals, and as the Griffonian Republic-in-exile devolved into infighting and warlordism, the socialists, decrying the Republican's betrayal of the revolution, broke away from the Republic's rule.

The war-weary yet idealistic band of socialists, communists, anarchists, and other leftist groups that made the march further north into pony-inhabited Skynavia became united under the banner of the **United Socialist Revolutionary Front**. Occupying a sizeable town at the mouth of the Skynavian watershed, the socialists dubbed their settlement New Skynavia - a name which recognised the cultural history and heritage of the place, bringing with it connotations of progress, modernity, and most importantly, revolution - qualities the Revolutionary Front all hoped to incorporate in their new state.

Decades later, war hero and revered revolutionary **Asper Sickleclaw** has assumed temporary rulership over Skynavia. With the Revolutionary Front divided between the incendiary **Internationalists** and the isolationist **Communalists**, the mantle of governance has fallen to Sickleclaw. Such an arrangement is highly undemocratic, and must be remedied if they still want to consider themselves as true socialists.

## Gameplay

The Socialist Republic of Skynavia is a weak nation situated on the Northern edge of the Griffonian continent. Though initially one of the weakest nations on the continent, it has enormous growth potentials, and the possibility to become a Pan-Griffonian superpower.

Skynavia's gameplay involves unique congress mechanics, and its national development is driven by both the national focuses and unique decisions. In terms of expansion, Skynavia is unique in that it has significant potential to expand via diplomacy instead of conquest; any communist nation may be brought into Skynavia's alliance and eventually integrated into Skynavia. Supporting Communist nations, creating Communist puppets, and forming alliances are all key steps in expanding Skynavia's influence and liberating all of Griffonia.

### Starting Situation

Skynavia starts off in a very weak position. It has a very weak military, a very weak industry, very low manpower, low levels of social development, weak technology, and many crippling negative national spirits.

Skynavia begins with a demilitarized province on its border with Vedina, Hail Forest. The province is remilitarized through progression in the focus tree.

Its starting industry consists of 2 civilian factories (of which 1 is available for construction) and 1 military factory.

Its starting military consists of an army with 8 divisions, which includes:

* 4 Guards Brigades (6 infantry battalions + recon company)
* 3 Militia Reserves (4 infantry battalions, low equipment priority)
* 1 Mountaineer Brigade (6 mountaineer battalions)

Politically, Skynavia is reasonably stable. It also starts with 100% Communist popularity.

### Threats and Opportunities

* Northern Tribes
	+ The eastern neighbors of Skynavia, they start with claims on all Skynavian core provinces.
	+ The Northern Tribes and Skynavia are initially engaging in a low-intensity conflict known as The War in the North. This is represented as decisions that allow both sides to launch border wars against the other side. Winning the border wars will grant political power bonuses, losing them will result in political power penalties, and draws will have a 50-50 chance to incur either small PP bonuses or penalties.
		- The border wars cease after Skynavia declares war on Northern Tribes.
	+ "Galvanize Our Enemies" will grant a puppet war goal against Northern Tribes. The player is required to take this focus first before taking the focuses that grant war goals on Skynavia's other neighbors.
	+ The Northern Tribes are even weaker than Skynavia. Their army is small, scattered and numerically disadvantaged, though some of their divisions are relatively strong and should be encircled as fast as possible. A war between Skynavia and Northern Tribes usually ends with Skynavia's victory.

* Kingdom of Vedina
	+ The southwestern neighbors of Skynavia. "Our Brothers in Arms" will trigger a war between Skynavia and Vedina, either by giving Skynavia a puppet war goal or by causing events in Vedina that result in them declaring war on Skynavia.
	+ Vedina is stronger than Northern Tribes, but the layout of the border between Skynavia and Vedina makes it easy for Skynavia to quickly encircle a large amount of Vedinan troops.

* Griffonian Republic
	+ The southeastern neighbors of Skynavia. The Griffonian Republic starts with a claim on a Skynavia core province, Braunles, though this usually does not affect gameplay in any way.
	+ "Our Comrades in Need" will trigger a war between Skynavia and the Republic, in the same manner as "Our Brothers in Arms".
	+ The Griffonian Republic will eventually attempt to reconciliate or conquer Skynavia through their focus tree.
	+ The Republic is significantly more powerful than Skynavia; it is vital that the player subjugates Vedina and Northern Tribes before attempting to confront the Republic.

* Griffonian Empire
	+ The Empire, should they reunify the Herzlands, will eventually attempt to subjugate Northern Griffonia under their rule. If Skynavia does not expand and make alliances, it will be easily crushed by the Empire's forces.

### The Skynavian General Congress

The politics of the democratic Skynavian General Congress is the central gameplay mechanic for the Socialist Republic of Skynavia. After the focus "The End of the Beginning" is completed, Asper Sickleclaw can hand over the governing powers to the Skynavian General Congress. Doing so unlocks the focus tree proper, and also unlocks a list of decisions in the decisions menu under the folder "The United Socialist Revolutionary Front".

The Skynavian General Congress is a democratic socialist assembly consisting of 80 democratically elected delegates. The 80 delegates are divided into two factions: the **Internationalists**, who desire a proactive world revolution, and the **Communalists**, who want to maintain their libertarian and egalitarian community. The composition of the General Congress determines what bonuses can the player get from focuses in the focus tree, and what decisions can the player take from "The United Socialist Revolutionary Front" decisions folder.

The decision panel for "The United Socialist Revolutionary Front" lists the current number of delegates for both Internationlists and Communalists in the General Congress. In addition to the number of delegates, the panel also lists the **Electoral Support** for both factions. Electoral Support is used to determine the outcomes of the triannual election events and trigger protest events, both of which changes the composition of the General Congress.

Electoral Support for both factions begins at 50%, and resets to 50% after every election or protest event. Taking a decision associated with one faction will result in a reduction of Electoral Support from that faction, and a corresponding increase in Electoral Support for the other faction. This represents citizens alienated by a faction's decisions voting against them.

When the General Congress takes power, the General Congress will be made up of 45 Internationalists and 35 Communalists. The number of delegates can be changed through focuses or events; any change of the number of delegates from one faction will result in a corresponding change in the number of delegates for the other faction, so the sum of the both factions' delegates will always be 80.

There are three ways to change the number of delegates for both factions in the General Congress:

* Taking some focuses in the focus tree will change the number of delegates:
	+ The Revolution of the People (Communalists -2) | The Internationalist Vanguard (Internationalists -2)
	+ Democracy through Confederalism (Communalists -2) | Democracy through Centralism (Internationalists -2)
	+ Socialism and the Earth (Communalists -2) | Socialism and Progress (Internationalists -2)
	+ "No More Drudgery" unlocks an event with two choices of outcomes, both of which changes the number of delegates for one faction:
		- "Focus on Community Service.": Construction Speed +10%, Production Efficiency Base +5%, Communalists -2
		- "Focus on Military Service.": Mobilization Speed +10%, Recruitable Population Factor +5%, Internationalists -2

* Three times a year, Skynavia launches free elections where the population elects delegates to represent their interests. In gameplay, this is represented as a recurring event that launches on a 123-day timer. The outcome of this event is based on the relative Electoral Support of the two factions:
	+ If the two factions' Electoral Support are not equal (i.e. 50-50), then the faction with less Electoral Support will lose 2-3 delegates.
	+ If the two factions' Electoral Support are equal, then there will not be any change in the composition of the General Congress.

* If one faction's Electoral Support drops too low (at least <10%), then a protest event will occur, where citizens protest the favoring treatment of that faction. The targeted faction may lose anywhere between 2-5 delegates, and the event also resets the election event timer.

As taking a faction's decisions requires more delegates for that faction in the General Congress, but doing so reduces that faction's Electroral Support and therefore makes it more likely for them to lose delegates, the whole system ultimately acts as a self-balancing mechanism, preventing the player from taking too many decisions from one side, and pushing the composition of the General Congress towards an even split.

### Integrating Skynavia's Puppets

After Skynavia defeats and puppets the  Northern Tribes, the  Kingdom of Vedina, and the  Griffonian Republic, it will receive an event that will give it the national spirit "The Northern Star". After this event, Skynavia unlocks decisions to request its puppets to integrate. When the puppet states accept Skynavia's request, they will be annexed by Skynavia, and all core states of the Skynavian puppet will *become core states of Skynavia*.

This mechanic allows Skynavia to core *any* province, as long as they are a core territory of a puppet of Skynavia. Colony states of Skynavian puppets remain as colony states when Skynavia annexes them. To core colony states controlled by Skynavia, release a puppet with cores on these colony states and request to integrate the the new puppet state.

Of note is that Skynavia cannot request integration of a puppeted Northern Tribes until they complete the focus "The Sister Republic Arises!"

### Decisions

Skynavia is a primarily decision-driven country. Much of their industrial, military, and diplomatic developments occur through their decisions. Due to the high need for political power, it is a good idea to invest in political power bonuses early on.

#### United Socialist Revolutionary Front

There is a cooldown time of 10 days after taking a decision from one faction, during which the player cannot take another decision from that faction.

#### The Undead Threat

After puppeting the Northern Tribes, Skynavia will unlock three decisions that allow it to prepare against an eventual invasion from the  Dread League.

 Instate the Crusader-Knights of Socialism
 Welcome Socialist Clergy

#### The Hail Forest Autonomous Region

Skynavia has some decisions regarding the Hail Forest autonomous region.

#### The Skynavian Inundation Lines

Skynavia can intentionally flood the Skynavian watershed to defend against foreign invaders.

* Division speed -50%
* Entrenchment speed +20%
* Division defense +50%.

Buildings on Skynavia will also be damaged; the Infrastructure receives 2.00 levels of damage, and both Civilian and Military Factories receive 0.20 levels of damage.

#### Create the Pan-Griffonian Socialist Commonwealth

The Socialist Republic of Skynavia sees the liberation of all Griffons under socialism as their end goal, and aims to create the **Pan-Griffonian Socialist Commonwealth**. The decision to proclaim the PGSC is first revealed when Skynavia conquers Griffenheim.

* Skynavia must control the following states (original owners in brackets):
	+ Griffenheim ( Griffonian Empire)
	+ Pridea ( Barony of Pridea)
	+ Aquila ( Kingdom of Aquileia)
	+ Rila ( Duchy of Rila)
	+ Skyfall ( Skyfall Trade Federation)
	+ Verenia ( House Eyrie)
	+ Griffonstone ( Kingdom of Griffonstone)
	+ Katerin ( Katerin Principality)
	+ Griffing ( Barony of Angriver)
	+ Oldwingburg ( Greifenmarschen)
	+ Greenback ( Yale Rectorate)
	+ Romau ( Free City of Romau)
	+ Readewetter ( Strawberry Duchy)
	+ De Vleugels ( Grand Duchy of Feathisia)
	+ Francistria ( County of Francistria)
	+ Talononte ( Duchy of Talouse)
	+ Wrobert ( Kingdom of Wingbardy)
	+ Karthin ( Kingdom of Wingbardy)
	+ Falcor ( Kingdom of Wingbardy)
	+ Kivessin ( Kingdom of Brodfeld)
	+ Kaiv ( Gryphian Host)
	+ Pythagorea ( Free Towns of Gryphus)

## National Focus

Many Skynavian focuses unlock events that grant bonuses in turn, so the true effects of a national focus may not be immediately visible from the national focus panel.

### Initial Focus Tree

Skynavia opens with a transitional focus tree focusing on Asper Sickleclaw's reforms to unite the divided Revolutionary Front, restart political and industrial developments, and make plans to deal with the Hail Forest communes. National focuses in this tree finish quickly, taking around 28-21 days to finish.

* "Concessions to the Internationalists" and "Concessions to the Communalists" reduces the negative effects of *Internationalist Agitation* and *Communalist Indifference* respectively, and "Rein in the Revolutionaries" and "Unite the Communes" will remove the two entirely.
* "Restart Construction" adds 2.50% stability, and adds 7500 ponypower and 2 infrastructure to the province of Skynavia.
* "Industrial Retooling" adds 20 PP, and gives a 50% research bonus to industry.
* "Convene the General Congress" adds 20 PP and the national spirit *The General Congress of the Socialist Republic of Skynavia*, which grants:
	+ +5% Stability
	+ +5% War Support
	+ +25% Justify war goal time
	+ +25% Economy Laws Cost, Conscription Laws Cost, Political Advisor Cost, and High Command Cost.
* There is a choice between two focuses on how to deal with the Hail Forest communes (the Hail Forest demilitarized province):
	+ "Reclaiming the Forest" immediately and permanently remilitarizes Hail Forest, but incurs heavy penalties. The penalties include -150 PP, -10% Base Stability, and the national spirit *The Hail Forest Police Action*, which grants the following effects for 450 days:
		- PP Gain -10%
		- Mobilization speed -5%
		- Stability -10%
		- War Support -10%
	+ "Comradely Cooperation" unlocks a series of 5 decisions, where the player can spend political power and time to accommodate the people of Hail Forest and eventually remilitarize the province in the end. The focus also immediately gives +50 PP.
	+ It should be noted that Hail Forest immediately and permanently remilitarizes when Skynavia goes to war. Thus, the best option to remilitarize Hail Forest is to take "Comradely Cooperation", not take any of the decisions associated with it or "Enforce Temporary Access", and remilitarize Hail Forest by declaring war on Northern Tribes.
* "The End of the Beginning" orders Sickleclaw to step down and give power to the congress. Completing this focus and having Sickleclaw step down will have the Skynavian General Congress take power, unlock the focus tree proper and the United Socialist Revolutionary Front decisions.

### Focus Tree Proper

Once "The End of the Beginning" is completed, and Sickleclaw hands over the powers to the Skynavian General Congress, the proper focus tree of Skynavia is unlocked.

The focus tree consists of five separate branches of focuses, plus "One Griffonia Under Socialism". The five branches of the focuses are:

* **The Conference of the Revolutionary Front**: The political branch.
* **The Skynavian People's Army**: The military branch. This branch is unlocked after "The Conference of the Revolutionary Front" is taken.
* **Consolidate the Means of Production**: The industry branch. This branch is unlocked after "The Conference of the Revolutionary Front" is taken.
* **The War in the North**: The first half of the foreign policy branch. This branch is unlocked after "The Conference of the Revolutionary Front" is taken.
* **Socialism in Our Time**: The second half of the foreign policy branch. This branch is unlocked after the War in the North is resolved.

A number of focuses, instead of directly granting bonuses, unlock events that grant bonuses. As a result, their bonuses are not visible on the focus tree screen. These focuses and their effects are:

* **The Conference of the Revolutionary Front**: +50 PP.
* **The Revolution of the People**: Gains national spirit *A Revolution Of The People* (Recruitable Population Factor 10%, Stability +5%). Communalist delegates -2.
* **The Internationalist Vanguard**: Gains national spirit *The Internationalist Vanguard* (Recruitable Population Factor 10%, Acceptance of Communist Diplomacy +25). Internationalist delegates -2.
* **A Permanent Revolution**:
	+ Communalist majority: +100 PP, increases Scientific Development level.
	+ Internationalist majority: +100 PP, changes economy law to Partial Mobilization.

* **Democracy Through Confederalism**: Gains national spirit *Democratic Confederalism* (Division Recovery Rate +5%, Stability +5%, War Support +5%). Communalist delegates -2.
* **Democracy Through Centralism**: Gains national spirit *Democratic Centralism* (PP Gain +10%, Stability +5%). Internationalist delegates -2.
* **Giving A Voice For The Masses** / **The Democratization of Knowledge**: Increases literacy level.

* **Socialism and the Earth**: +120 PP, Base Stability +5%. Communalist delegates -2.
* **Socialism and Progress**: 2x 50% Research bonus for Industry. Internationalist delegates -2.
* **The Liberation of Science**: Increases Scientific Development level. +1 Research Slot.
* **The Collectivization of Technology**
	+ Communalist majority: Every owned state +1 infrastructure.
	+ Internationalist majority: Every owned state +1 building slots.
* **No More Drudgery**: A choice of two effects:
	+ "Focus on Community Service.": Construction Speed +10%, Production Efficiency Base +5%, Communalists -2
	+ "Focus on Military Service.": Mobilization Speed +10%, Recruitable Population Factor +5%, Internationalists -2

* **The War in the North**: Ponypower +5000.
* **Galvanise Our Enemies**
	+ Communalist majority: Unlocks a series of events describing Skynavian delegations spreading Socialism into  Northern Tribes, increasing Communist popularity in Northern Tribes. However, this leads to rising conflict between Northern Tribes and Skynavia, and the delegates would eventually be captured, and Skynavia will send an ultimatum to return the delegates.
		- If Northern Tribes refuses, Skynavia will gain a Puppet (Focus) war goal on Northern Tribes.
		- If Northern Tribes accepts, Skynavia will continue spreading Socialism, and Northern Tribes will declare war on Skynavia. However, in 75 days, Communist supporters in Northern Tribes (they will spawn as a puppet of Skynavia) will start a civil war, aiding the war effort.
	+ Internationalist majority: -30 PP, Base War Support +5%, Gains Puppet (Focus) War goal on  Northern Tribes.

* **Socialism in Our Time**: +50 PP, World Tension +0.5.
* **Our Brothers in Arms**
	+ Communalist majority:
	+ Internationalist majority: Gains Puppet (Focus) War goal on  Kingdom of Vedina

One Griffonia Under Socialism
"One Griffonia Under Socialism" unlocks six additional individual focuses:

* **The Land of Peace And Plenty**: +250 PP, increases society and scientific development level, gains national spirit *A Socialist Utopia* (Stability +5%, Surrender Limit +10%, Improve relations opinion +10%, Effect of our partisans +10%, Division Attack on core territory +5%, Division Defense on core territory +5%, Research Speed +2%).
* **Looking to the Stars**: 3x 100% research bonus for rocketry technology.
* **Socialist Magic**: Unlocks the Socialist Guild of Free Magicians Industrial Concern.
* **The Next Generation**: Unlocks three events that grant a total of +90 PP, and adds Communist popularity in Vedina and the Republic.
* **Socialist Atomics**: 2x 70% research bonus for nuclear technology.
* **The Crusade Continues**: Gains Conquer (Focus) war goal on owner of Griffenheim (default is  Griffonian Empire). Requires Herzland to be unified to unlock.

### Pan-Griffonian Socialist Commonwealth Focus Tree

Once Skynavia declares the creation of the Pan-Griffonian Socialist Commonwealth, they will switch to a new focus tree. The previous focus tree will be made unavailable, so finish it before taking the decision to create the PGSC.

## Technology

* **Mountain Infantry I**
* **Support Equipment**
* **Recon Company I**
* **Pre-Industrial Artillery**
* **Destroyer I** (Without Man the Guns)
* **Basic Depth Charges** (With Man the Guns)
* **990 Cruiser** (With Man the Guns)
* **Light** **Cruiser I** (Without Man the Guns)
* **Heavy Cruiser I** (Without Man the Guns)
* **Battlecruiser I** (Without Man the Guns)
* **990 Submarine** (With Man the Guns)
* **Submarine I** (Without Man the Guns)
* **Basic Torpedo** (With Man the Guns)
* **Naval Gunnery** (With Man the Guns)
* **Casemate Secondary Battery** (With Man the Guns)
* **Transport Ship**
* **Contact Mine** (With Man the Guns)
 * **None**

## Politics

### National Spirits

* Mobilization speed: **-10.00%**
* Stability: **-10.00%**
* Construction Speed: **-10.00%**
* Production Efficiency Cap: **-10.00%**
* Justify war goal time: **+10.0%**
* Offensive War Penalty Stability Modifier: **-10.00%**

     **Internationalist Agitation** | * Construction Speed: **-15.00%**
* Production Efficiency Cap: **-15.00%**
* Resources to Market: **+15.00%**
* Justify war goal time on us: **-25.0%**

     **Communalist Indifference** | * Mobilization speed: **-25.00%**
* Recruitable Population Factor: **-50%**
* Improve relations maintain cost: **+50%**

     **Skynavian Egalitarianism** | * Political Power Gain: **-5%**
* Recruitable Population Factor: **5%**
* Ideology drift defense **+10.0%**

All are brothers and sisters in Skynavia. Class distinctions have been broken down so that no creature can dominate another, through coercion or violence. The irrational prejudices premised on species, race, or nationality that are so entrenched in the reactionary countries to the south hold no sway over Skynavian society, because socialism has allowed its people to be free. Ours is a collectivist ethos, where the good of the collective whole takes precedence over individualist desires.
This has made our society a bit overbearing, and perhaps we allow our actions to be dictated too much by public opinion, but at least we do all this willingly, in the name of cooperation and kinship.

### Staff and Designers

**Political Advisors**

**Ship Designer**

* Has Unlocked the Plover Cove Shipwrights' Collective
* Current ruling party is Communist
* Destroyer: Production Cost: **-10.00%**
* Submarine: Production Cost: **-5.00%**

**Aircraft Designer**

* Fighter Agility: **+10%**
* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**

**Materiel Designer**

* Chose International Revolutionary Armaments
* Current ruling party is Communist
* Magic Research Time: **+5%**
     Skynavian Automobile Cooperative
* Current ruling party is Communist

**Industrial Concern**

* Chose Skynavian Manufacturing Cooperative
* Current ruling party is Communist
* Electronics Research Speed: **+5.0%**
     The Socialist Guild of Free Magicians
* Current ruling party is Communist
* Nuclear Research Speed: **+10%**
* Division Attrition: **-5.0%**
* Supply Consumption: **-5.0%**

**Theorist**

* Land Doctrine Research Speed: **-7%**
* Air Doctrine Research Speed: **-5%**
 Justin de Fleur
* Naval Doctrine Research Speed: **+7%**
 Anton Frust
* Air Doctrine Research Speed: **+7%**

**Chief of Army**

* Has completed focus The Soldier's Revolution
* Recruitable Population Factor: **10%**
* Division Recovery Rate: **+10.0%**
* Effect of our partisans: **+10.00%**
* Division Attack on core territory: **+10.0%**
* Division Defence on core territory: **+10.0%**
 Henry von Weinte
* AI Modifier: Focus on Offense: **+15.0%**
 Ambroise
* AI Modifier: Focus on Defense: **+15.0%**

**Chief of Navy**

* Capital Ship Armor: **+10.00%**
* Screen Attack: **+10.00%**
* Screen Defense: **+10.00%**
 Merlin Pélagique

**Chief of Airforce**

* Close air support defense: **+3.00%**
* Close air support agility: **+3.00%**
 Comrade Ovum

**Military High Command**

## Economy

### Laws and Development

  Volunteer Only

* Recruitable Population: **1.50%**

* Resources to Market: **0%**
* Trade deal opinion factor: **-75.00%**

* 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
  Small Science Base

* Daily Political Power Gain: **+0.20**
* Research Speed: **-55.00%**

* Resource Gain Efficiency: **-10.00%**
* Construction Speed: **-10.00%**
* Research Speed: **-10.00%**
* Factory Output: **-10.00%**
* Dockyard Output: **-10.00%**

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

* No penalties

* Uses Griffon Racial Tree

### Industry and Resources

Factories

Resources*\**
 0