Crazy Horns

The **Crazy Horns** are a minor "West Coast" tribal nation situated in Southeast Utah.

## Background

The Crazy Horns are strong, always true to their word, quick to forgive and difficult to anger, however their idealistic outlook on the world has served them poorly in the past, having lost many of their tribe to opportunistic slavers quick to exploit their kind and gentle nature.
- Scenarios country selection screen quote
The Crazy Horns are a tribe.

## Politics

### National spirits

The Crazy Horns start with three national spirits:

**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%**

**The Sickness-of-Soot**

* Recruitable Population Factor: **-50.0%**
* Division Attack on core territory: **-12.5%**
* Division Attack on core territory: **-12.5%**

* Current Recovery Rate: **100.%**
* Estimated Remaining Weeks: **200**

A disgusting sickness has spread through our lands, boils and patches of soot-toned plague growing across some of our finest warriors. Our medicine men thing they can cure this and heal their ailment - but it will take time. Further medical research or assistance may speed our recovery.

**Mormon mission**

* Research Speed: **+2.00%**
* Acceptance of People Diplomacy: **+20**
A mission from New Canaan is present in our country, swaying our politics somewhat as they attempt to convert the populace.

## Gameplay

### Military

The Crazy horns begin with five divisions, all being Crazy Horns Bands.

### Conscription Law

Main article: Conscription Law

**Born wariors**

* Division Organization: **+5%**
* Monthly Population: **+50%**
* Recruitable population: **4%**
* Construction Speed: **+25%**
* Research Speed: **+20%**
As per our tribe's tradition, we must assure only our warrior class ever set foot outside of our villages. The wasteland is a cruel place, full of horrible creatures and savages. We must take extreme precaution in deploying our people, and so only warriors trained from birth may earn the honour of waging war for the tribe.

**Requirements**

**Veteran pathfinders**

* Monthly Population: **+25%**
* Recruitable population: **7%**
* Construction Speed: **+10%**
* Research Speed: **+10%**
While it may be a mistake to break ancient tradition, we should consider increasing our fielded manpower. The tribe requires more of their own to defend itself, as such we shall consider deploying our most veteran pathfinders and hunters along with our warrior class, supporting them in their noble fight against the cruel wasteland.

**Requirements**

**Able bodied tribesmen**

* Monthly Population: **-10%**
* Recruitable population: **10%**
* Recruitable Population Factor: **+3%**
* Construction Speed: **-10%**
* Research Speed: **+5%**
The outside world batters and wear down our tribe constantly, dangers besetting us from all side. We might not be able to survive without drastic measures, as such, we shall now deploy every able-bodied tribesmen. Courageous, trained, and following our tribe's most difficult warrior ritual, they are hardy fighters, ready to defend our land.

**Requirements**

**First sons and daughters**

* Monthly Population: **-20%**
* Recruitable population: **15%**
* Recruitable Population Factor: **+6%**
* Construction Speed: **-15%**
Shamed and humbled by our enemies, we must seek refuge into the inner strength of our tribe. While it is deeply unsettling to resort to such measures, we must now force a general conscription on every first son and daughter of fighting age of every tribe member. It is a harsh decision not taken lightly, and we shall make sure to use them for a higher purpose.

**Requirements**

Childern and mothers icon**Childern and mothers**

* Division Organisation: **-5%**
* Monthly Population: **-25%**
* Recruitable population: **20%**
* Recruitable Population Factor: **+10%**
* Construction Speed: **-20%**
* Research Speed: **-10%**
The bloodthirsty savages are at our door. We are facing nothing less than the total annihilation of our way of life, as well as every member of our noble tribe. May our gods forgive us for what we will do, but we have no other choice than to send everyone into the fight, be them children barely able to swing a knife or their mother trying to protect them. The least we can do is deploy them together. May They have mercy upon our sinful souls, for our consciences will have none.

**Requirements**

### Economy

Starting Industry

Starting Resources

## Starting Position

Crazy Horns starts in Southeast Utah, between New Canaan to the northwest, Uintah to the east, Dead Horses to the south, and Tar Walkers to the west.

Crazy Horns starts with a production of 1 factory producing Infantry Equipment.

Crazy Horns starts with these division templates:

* Militia Force (4 Militia battalions)
* Crazy Horns Band (8 Infantry battalions)

Crazy Horns starts with 5 divisions:

* 5 Crazy Horns Band, fully equipped.

## Behind the scenes

The Crazy Horns are based on the tribe of the same name mentioned by a New Canaanite, Daniel, as having been exterminated by the White Legs in the *Fallout: New Vegas* add-on *Honest Hearts*.

## References

1. ↑ Loonybinjin: *"Canonically both the Tar Walkers and Crazy Horns died fighting the White Legs under his command. Extinct through his leadership. To quote Daniel on it.

"We lost the Tar Walkers. And the Crazy Horns. We did our best, but we made mistakes. We paid for them, but they paid more." Basically extinct tribes."*
- Obtained from Discord, 11/16/2019