Nova Griffonia

With the collapse of the  Griffonian Empire nearly 30 years ago **Nova Griffonia** found itself independent for the first time after 200 years. However, due to Nova Griffonia's over-reliance on Imperial industrial goods and military protection she has found herself suffering heavily in recent years. Her armies are comprised of militias barely held together by their commanders, the economy has practically collapsed, and to top it off the many dissidents the old Empire sent to her shores have become more active and violent than ever. The only thing keeping the country together is Governor Teafeather's sheer force of will, but no one lives forever.

## Lore

The land that is now Nova Griffonia was previously settled by  Penguins and  Yaks. Over time starting around 600 ALB griffon settlers began arriving seeking new land and adventure, eventually making new settlements that were small and disconnected. This all changed in 783, when Nova Griffonia was founded from the towns by Grover I as a colony of the Griffonian Empire. They slowly drove the native Penguins and Yaks further inland. Whilst many griffons went to Nova Griffonia for new opportunities, it was also where the Empire sent its many political opponents. When the Griffonian Empire collapsed into revolution in 978, the colony suddenly found itself independent. However, this caused a number of problems for Nova Griffonia.

### Problems

The former colony relied heavily on the Empire for protection and with no military units coming from Griffonia, Nova Griffonia found itself forced to use local militia to patrol the country. While this has kept order in the country the militia is led by elected commanders who have no experience in planning complex operations. If Nova Griffonia is to compete with the other armies on the Equestrian continent, then it will have to solve its military problem.

Nova Griffonia relied heavily on manufactured goods from the Empire and after its collapse, these goods stopped coming. The colony lacked an industrial base, which caused the economy to nearly collapse. After many years it still has not completely recovered.

In recent years the political climate has grown unstable. The many political opponents the Empire sent to Nova Griffonia have organized themselves into several groups and tensions are high between them. The only thing keeping the groups from fighting each other is Governor Teafeather. If he were to die, the country would descend into chaos.

Lastly, beyond the formal borders of Nova Griffonia lies the  Griffon Frontier. Nominally administered by Nova Griffonia via Governor Muck, the realm is poor, mountainous, and filled with smugglers, bandits, and tribes of cannibals.

## Starting Situation

Nova Griffonia starts with a decently sized industry. By going through its powerful industrial tree and annexing the Griffon Frontier, Nova Griffonia can quickly become the strongest out of its neighbors.

**The Nova Griffonian Army** starts with 76.4k deployed griffons in 12 divisions: 8 infantry and 4 mountaineers. They are all 12-width and fully equipped.

**The Nova Griffonian Air Force** consists of 150 early fighters and 25 early bombers.

**The Nova Griffonian Navy** contains 5 heavy cruisers, 4 light cruisers, and 15 destroyers. Without Battleships or Submarines even researched Nova Griffonia might struggle against the bigger and more modern Stalliongradian Navy.

### Threats and Opportunities

**Griffon Frontier** starts as an autonomous puppet of Nova Griffonia and Nova Griffonia has cores on all of its states. Upon completing their first focus they will ask Nova Griffonia for funds. If funds are given then the Griffon Frontier will develop itself before being peacefully annexed by Nova Griffonia at the end of 1008. If funds are not given then the Griffon Frontier will become independent and Nova Griffonia will have to go to war to reclaim it.

If the player is very patient, they may wish to get more factories in the long run, but they won't have access to the generous supply of crystals of the Griffon Frontier in the meantime. This will require Nova Griffonia to not give Muck funds, then fail to win the war against the Frontier (if the player makes no progress for a few months the option for a white peace will be available). Griffon Frontier's "victory" will unlock a variety of factory and mining focuses, and will inevitably declare war on the player later, much stronger than early game.

If both the Griffon Frontier and Nova Griffonia are Communist then the Griffon Frontier can do a focus that lets Nova Griffonia annex them peacefully.

* Kingdom of Pingland and  Polar Bear Communities are targets for expansion in the north. Due to their weak industry and low population they should be the first victims. Do note that a harmonic Pingland may ask Equestria for a guarantee or create the Northern Pact consisting of Penguins, Polar Bears, and the Yaks in response to a Supremacy or Communist Nova Griffonia, and that Communist Pingland can join  Stalliongrad in a faction.
* Kingdom of Yakyakistan is another potential target for expansion. However due to its relatively strong industry, strong army and mountainous terrain it can be a difficult target. They should only be targeted after the Polar Bear Communities and Kingdom of Pingland are defeated.
* Stalliongrad is a Communist country directly south of Nova Griffonia. Their actions towards Nova Griffonia will depend on who is elected as General Secretary. If Sinister is elected as General Secretary then Nova Griffonia will be the first target of Sinister's militaristic policy. If Vasiliy is elected as General Secretary then Stalliongrad can support left-wing forces in Nova Griffonia after Teafeather's assassination. The Communist influence can be removed, however it can potentially lead to Stalliongrad declaring war on Nova Griffonia. Vasiliy can be an ally for a Communist Nova Griffonia.
* Griffonian Empire is Nova Griffonia's former overlord. Should they conquer Griffonia and reach the end of their focus tree, they will be able to demand you become their puppet or gain a war goal on you. Fortunately, it will take some time for them to reach the focus giving you plenty of time to prepare.
* Changeling Lands can target Nova Griffonia after it has defeated Equestria, though this is rare.
* Equestria can sometimes interfere with an expansionist Nova Griffonia by guaranteeing its neighbors. Nova Griffonia has claims on the Village Up North and may seize it via a border conflict decision if Equestria is in a civil war. Should the  Lunar Empire win the civil war or the  Solar Empire appear, they will eventually gain war goals on Nova Griffonia.

## National Focus

The industrial branch will help put Nova Griffonia's economy back on track. This branch will initially reduce the effects of the *Colonial Administration* national spirit and open several mines, allowing Nova Griffonia to gain more resources. This is a powerful branch as in addition to the above benefits, the focuses give numerous factories and a research slot. It is highly recommended the player start this branch first.

**Political Paths**

The political path is locked until Governor Teafeather is assassinated, which happens around the middle of 1009. Around half a month after the initial two focuses are completed, Nova Griffonia will get an event where Highhill will attempt a coup on the council.

### Highhill's Coup Succeeds

The NGDF and FfNGSP will rebel against Highill and cause a civil war. This is not a normal civil war as there won't be another nation to fight. Instead all states except for the capital will become demilitarized, representing rebel control over these areas. Working down the focuses on either side of the focus tree will let you reclaim them, restoring stability and gaining PP. Along the way, Highhill will ally with Reyhard Ironclaw, leader of the Party of Griffon Interests (FfIfG) and Skeiron Goldfeather, a ruthless capitalist.

After the civil war has ended there are 3 different paths Nova Griffonia can take. Either Highhill stays in power, Goldfeather negotiates with Highhill to dissolve the military junta and declare him the new head of state, or Ironclaw and his FfIfG take power in another coup. Meaningful bonuses are listed below.

The **Private Military Contract** decisions allow Nova Griffonia to offer to send a minimum of 5 volunteer divisions to other nations in exchange for 4 civilian factories. These civilian factories are active as long as the volunteer divisions are present.

### Highhill's Coup Fails

Elections will take place after Highhill has been dealt with and either the Nova Griffonian Social Democratic Party (NGDF), Liberal Front (LF) or the Federation of Nova Griffonian Socialist Parties (FfNGSP) are elected.

Each path will provide its own unique buffs, with a few focuses shared between certain parties. Other than all getting rid of the *Falcons of Griffonstone* national spirit, they all vary on the effects, events and factories they give. However, they all converge at the bottom, with either **The** **Federal Republic** or **The Unitary Republic**. The Liberal Party can only take the federal form, the Socialist Parties can only take the unitary form, and the Social Democratic Party can take either. Both will finally fix the *Eased Tensions* national spirit.

Once the government form and policies have been established, Nova Griffonia will create the **Northern Bloc**, a new faction comprised of minor Northern Equus nations. It will allow you to gain an annex wargoal on the Griffonian Frontier if you haven't annexed them already, and invite neighboring nations to the faction if they have a similar ideology. If not, you will gain a puppet wargoal on them instead.

The rest of the focus tree centers on aiding the  Griffonian Republic across the ocean against the Empire and giving buffs to every current faction member, including yourself.

### Military Tree

The military tree is fairly standard, offering the usual choice of different doctrine bonuses. A three choice focus at the start of the army tree, *Increase Militia Autonomy, The Art of Compromise,* and *Reform The Militia* offer different bonuses for handling the militia issue, and will be improved once the final focus is taken.

Apart from the standard tech boosts and minor buffs, the following focuses are notable. *Create the Military Research Department* adds a research slot, *Standing on the Back of Giants* gives all infantry +10% to attack, defence, and movement on mountains, supporting a mountain fighting strategy, *Standardised Officer Training* boosts all officer stats by 1, *Import Changeling Panzers* adds 300 light tanks to the stockpile and *Expand the Ranger Corps* adds a new general and two elite ranger units (2x Veteran units of 9 mountaineer battalions).

## Technology

* **Mountain Infantry I**
* **Engineer Company I**
* **Recon Company I**
* **Early Tank**
* **Artillery I**
* **Anti Tank I**
* **Basic Depth Charges**
* **Early Cruiser**
* **Basic Torpedo**
* **Naval Gunnery**
* **Casemate Secondary Battery**
* **Transport Ship**
* **Contact Mine**
* **Early Bomber**
 * **None**

## Politics

### National Spirits

* War Support: **-20%**
* Production Efficiency Cap: **-20%**
* Factory Output: **-10%**
* Construction Speed: **-10%**
* Consumer Goods Factories: **15%**

     **Falcons of Griffinstone** | * Daily Supremacy Support: **+0.01**
* Daily Political Power Gain: **-0.10**
* Stability: **-10.0%**
* War Support:**+5.0%**

     **Griffon Militias** | * Recruitable Population: **1.00%**
* Division Recovery Rate: **+5.0%**
* Division Organization: **-10.00%**
* Planning Speed: **-10.00%**

Since the fall of the old Empire our armies have mostly been comprised of local militias, led by self-appointed commanders. While this has allowed us to easily patrol and police our own country, it isn't exactly doing our high command any favours.

### Staff and Designers

**Political Advisors**

**Tank Designer**

* Armour Maximum Speed: **+5.0%**
* Armour Reliability: **+10.0%**
 Starpoint Motors
* Armour Reliability: **+5.0%**
* Armour Soft Attack: **+5.0%**

**Ship Designer**

* Screen Range: **+30.0%**
* Screen Sub Detection: **+10.0%**
* Screen Speed: **+10.0%**
* Screen Build Cost Ic: **+10.0%**
 Felicity Shipping
* Carrier Deck Size: **-25%**
* Capital Armor: **-20%**
* Capital Attack: **-20%**

All Ships
* Max Range: **-50%**
* Production Cost: **-25.00%**

**Aircraft Designer**

* Fighter Agility: **+10%**
* Fighter Max Speed: **+10%**
* Carrier Fighter Agility: **+10%**
* Carrier Fighter Max Speed: **+10%**
 Blue Aviation
* Heavy Fighter Reliability: **+20%**
* Tactical Bomber Reliability: **+20%**

**Materiel Designer**

 Dragon Motors
 Cannonstone's Cannons and Accessories

**Industrial Concern**

 Weter Electronics

**Theorist**

* Army Experience Gain: **+0.05** daily
 Cedric Sunwing
* Air Experience Gain: **+0.05** daily
 Frida Heavenbeak

**Chief of Army**

 Astraea Crownpeak
 Eyda Grimfeather

**Chief of Navy**

* Capital Ship Armour: **+10.0%**
* Screen Attack: **+10.0%**
* Screen Defence: **+10.0%**
 Erebos Goldquill
* Submarine Defence: **+15.0%**

**Chief of Airforce**

 Ciaphas Phantomtail

**Military High Command**

 Edwin Highhill
 Pontus Thorntail
* Armor Division Defense: **+5.0%**
 Erwin Highhill
Has unit leader: Erwin Highhill
* Infantry Division Defense: **+10.0%**

## 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
  Developed Science Base

* No penalties

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

 Poverty
  Negligible Poverty

* No penalties

* Uses Griffon Racial Tree

### Industry and Resources

Factories

Resources*\**
 15

**Incl.  Griffon Frontier**

Factories

Resources*\**
 15