Equestria

**Equestria** has lived in harmony for a millennium under the guidance of the Alicorn Princess, Celestia. The nation has faced many recent threats and prevailed with the Power of Friendship and Harmony. However, in these changing times, the fate of nations no longer rests upon shoulders of heroes, but politics and military might. The peace-loving nation of ponies now finds itself in a new world with foes not only at their borders but among their numbers as well.

How will Equestria approach the troubling times ahead? Will Friendship and Harmony still be its mantra? Or will this be the end of Harmony for the ponies?

## Equestria Lore

### The Founding of Equestria

An ancient land whose exact origins are shrouded in myth and legend, Equestria is the nation of ponykind, of the three equine races which unified to face a hostile world. There are Earth Ponies, with a strength and affinity for growth and life, Pegasi, with the ability to fly and manipulate weather, and Unicorns, spellcasters with horns capable of impressive feats of magic. There are also Thestrals (also referred to as Batponies), who are night-dwelling cousins to the Pegasi, and are occasionally considered the fourth equine race. However, they never formally joined Equestria, and their legal status is currently in question.

The new alliance proved fruitful, and great pony heroes arose, protecting the fledgling nation. The wisest and most powerful among them, Starswirl the Bearded, recognized the potential of two young Alicorns, who were rare and legendary ponies possessing the traits of all 3 races. He crowned the Alicorn Sisters Celestia and Luna as Princesses of Equestria, tasking them with ruling and protecting the land from harm. Celestia and Luna soon realized their destinies were to wield control over the Sun and Moon respectively.

The princesses defended the kingdom throughout its early age from monsters, demigods, and disasters, and in doing so they discovered the Tree of Harmony, wielding the magic of its Six Elements, being Honesty, Kindness, Laughter, Magic, Loyalty, and Generosity. They established friendly relations with the neighbouring  Crystal Empire, a kingdom of crystal ponies, who embraced Alicorn rule under the Amore dynasty and wielded the magic of the powerful crystals that grew in their domain, prospering under the magical strength of its powerful core, the Crystal Heart.

### The Rise/Fall of the Crystal Empire and The Long Peace

However, this period of expansion and splendor will not last long.

10 years before the lunar exile

Sombra, a crooked unicorn, rose in the Crystal Empire, overthrew the Amore dynasty (well done) and enslaved humans. Celestia and Luna were unable to defeat him using the Elements of Harmony and were banished to the Frozen North. (But everything will be fine soon), Celestia didn't forget that, but Nightmare Meteorid used a force to forget it completely in 1235

10 years later

The princesses have returned to rule Equestria. But Princess Luna, who took charge of the night, was left alone and resentful when her sister chose to play and work in the daylight while the ponies escaped the night. Distorted and possessed by black magic, the "Evil Mare of the Night" transformed into the Nightmare Bear. Nightmare Moon, who was constantly trying to impose and manage the night alone, came face to face with Celestia. Heartbroken Celestia used the Elements of Harmony, but the Elements of Harmony was broken again (As if it happened at another time?) and she was unable to lock it onto the Moon. The Nightmare Bear defeated him (for a while), during which time the ponies, fearing His portents, lynched and attacked the Thestrals, creating an unhealed rift between the two communities. Hearing this, the Nightmare Bear had them executed.

Sorrowful but determined Celestia ruled Equestria under the guise and guidance of Harmony, a philosophy of cooperation, friendship and trust, and supported it with careful management of ecological and climate balance. Peace and Prosperity reigned and the years turned into centuries. Empires rose and fell but Equestria remained until the humans came

### The Stirrings of Change

        Centuries passed, and Celestia rarely spoke of Luna's banishment and the times before it. History fell into myth, myth spun into legends. But slowly change began to stir. The continent of Griffonia was discovered, and contact with the long lost Eastern Ponies of the Riverlands was reestablished. Equestria also founded the colony of  New Mareland. Magitech, steam power, and electricity transformed pastoral villages into bustling cities and the printing press made literacy possible for the masses. Railways advanced settlements south into Buffalo territory, while archaeologists and adventurers pressed deep into the jungles to unearth ancient relics and magic. Friendships strained as the harmony of the village gave way to the chaos of the city and free market.

With change came strife. In 998 ALB  New Mareland, which had heavily invested in the growing markets of the  Griffonian Empire, suffered economic disaster as the Griffonian Empire collapsed into warring states and revolutionary uprisings. Separated by distance and already overextended, Equestria declined to provide substantial assistance.

In 991 ALB the Northern Equestrian Region of  Severnaya faced crop failure and impending famine. The growing Equestrian Capitalist Class charged extortionate rates for food and refused to drop prices. Revolutionaries began to speak of an alternative system, where all are equal. A zealous crackdown by the Equestrian Guard sparked an uprising, and eventually lead to Severnaya's secession from Equestria as a Communist state, naming itself  Stalliongrad. Shocked by the crackdown and ensuing violence, Princess Celestia withdrew Equestrian Forces from the region, and fired the Captain of the Guard.

### The Return of Apoclayse Moon and the New Princesses

    In the capital of Canterlot, as the 1000th year of Nightmare Moon's banishment approached, ancient prophecies whispered of her escape. Celestia entrusted her hopes to her star magical protégé, the young unicorn Twilight Sparkle, whom she dispatched to Ponyville to learn about Friendship and Harmony. As feared, Nightmare Moon escaped her bounds, defeated Celestia and destroyed the Elements of Harmony. But Celestia's gamble paid off, and Twilight Sparkle and her new-found friends (Applejack, Rainbow Dash, Rarity, Fluttershy, and Pinkie Pie) were able to incarnate as the Avatars of Harmony, defeating Nightmare Moon and restoring Princess Luna.

The Dual Monarchy was restored even as Equestria faced new challenges, including increasing tensions with the Buffalo Tribes and the escape of chaotic demigod Discord. However, these paled in comparison to the surprise invasion by the Changelings in 1002 ALB, a race of insect-like shapeshifters from the north who fed on the love of their victims.

By infiltrating the palace and replacing Alicorn Princess Mi Amore Candenza of the Amore Dynasty, Queen Chrysalis and her hive were able to take Canterlot by surprise, capturing both Celestia and Luna. Only Twilight Sparkle's last-minute intervention and the assistance of the real Princess Cadence defeated Queen Chrysalis, which also drove her changelings out of the city.

In recognition of their protection, Celestia permanently entrusted the Elements to fuck Twilight Sparkle and fucking her friends. No longer the holders of the Elements of Harmony, Celestia and Luna's banishment spell on Sombra and the Crystal Empire faded, returning both the Empire and Sombra to Equestria.

Twilight and her friends restored the Crystal Empire's Crystal Heart and drove off Sombra, this time keeping the Crystal Empire intact. Princess Cadence was appointed the Empire's head and the Amore Dynasty once again ruled the Crystal Empire.

Twilight's Tyranny, her magical achievements, and her growth as a wielder of Harmony culminated in her ascension into an Alicorn form, and she was crowned as the Princess of Friendship by Princess Celestia.

### Present Day and the Coming Storm

    With four Alicorn princesses now supporting Equestria and Harmony, Harmonic Principles are beginning to re-emerge in the rapidly changing modern world, and Equestria is making itself true again. Recent ambassadorial efforts with the Yaks have been effective, and the new dragon Queen Ember has tentatively begun to experiment with Harmonic Principles. A new School of Friendship, established by Twilight Sparkle to promote peace and understanding between promising future elites of the various races, is representative of Equestria's hopes.

    At the same time, conflicts appear to be the new norm, with Equestria only narrowly defeating very recent invasions by the Storm King and the demonic Tirek thanks to the efforts of the Princess of Friendship and her friends there also seems to be resistance growing in the south and Ponies are beginning to question the reliance on the Elements of Harmony, and the obvious lack of military preparation. To answer their concerns, Celestia has called for a comprehensive review of external threats and current Equestrian preparedness.

Meanwhile, Luna grows more comfortable in her role as ruler, and has created an ambitious proposal to heal the ancient rift between Thestral and Pony.

All may seem well, but the Changelings to the north remain united, now eyeing Equestria with a new desire: revenge.

## Gameplay and Strategy

### Starting Situation

Equestria starts as a continental superpower, with a large industrial base, a decent army, some of the best tech in the game (second only possibly to  Stalliongrad ), and two puppets ( Crystal Empire and the  Commonwealth of New Mareland). Like the USA in vanilla HOI4, this strength is offset by its peaceful nature - its national spirits slow research and military expansion, and it is locked from increasing conscription or progressing beyond Early Mobilization. The spirits and locks cannot be fully removed without the onset of a major war or 40% War Support.

**The Equestrian Army** begins with 30.50k deployed ponies, including 1 half-strength Light Tank division, 1 40% strength Light Tank division, 1 30% strength Pegasus division, 2 capable (but only at 20% strength) Onhooves divisions, and 16 poorly trained and equipped Royal Guard and Garrison divisions who pose little to no value when it comes to frontline combat.

**The Equestrian Navy** is respectable, notably including 37 ships, which include 5 Battleships, 3 Battlecruisers, 1 Heavy Cruiser, 3 Light Cruisers, 24 Destroyers, and 1 Aircraft Carrier. With a force of this size and the largest number of dockyards in the world the player should easily be able to maintain an edge over their enemies. Thanks to Level 2 Light Cruiser and Destroyer technology, Equestria can pick up a fight with the dangerous Changeling submarines, who will surely try to wreak havoc on the convoy trade routes.

**The** **Equestrian Airforce** is big yet obsolete, possessing 265 Pre-War Fighters, 18 Pre-War Carrier Fighters, 24 Naval Bomber I's, and 40 Pre-War Bombers. However, Equestria starts with a 70% discount to Fighters, allowing it to quickly begin Fighter I production. It is also important to note that Equestria starts with Naval Bomber I's carrier variant already researched.

### Threats and Opportunities

* Changeling Lands - The primary threat to Equestria. They will have to subjugate Olenia before invading Equestria when they are ready, unless the Harmonic Civil War breaks out and Thorax succeeds. Similar to vanilla Germany, they possess a smaller industrial base but are heavily militarized from the start. The Changeling Lands may take focuses to infiltrate Equestria, providing penalties to political power and stability. Beware the Changeling Infiltrators that can emerge behind your front lines near Vanhoover after the outbreak of war.
* Kingdom of Olenia - The deer nation starts off non-aligned, although has a chance of a communist revolution under Kullervo Sirola, a seizure of power by Aarimviiki Peurkonto, or a civil war to put Queen Velvet in charge. Olenia may attempt a civil war to restore Velvet to the throne without Equestrian interference, but Equestrian focuses offer the ability to influence the government and ultimately spark the civil war, having the ability to directly intervene. An early installation of Queen Velvet allows Equestria to guarantee them, greatly hindering the changeling expansion and potentially pulling Equestria into the war at an earlier, more equal stage.
* Crystal Empire - Although an integrated puppet, the Crystal Empire may use focuses to become independent via the Referendum for Independence focus, the Communist Path, or by unleashing Sombra, the communists having a choice to spark a civil war, and Sombra leading to a definite civil war. Equestria will be unable to intervene to stop Sombra for a substantial period, although eventually a wargoal against Sombra will become available should Cadance last long enough.
* Commonwealth of New Mareland - Similar to Australia under British Colonial Rule, the Commonwealth of New Mareland starts off as a Dominion, although may seek independence from Equestria. Located on South-Eastern Griffonia, it is of limited use for the immediate conflicts Equestria faces, though it is a useful platform for possible later operations on Griffonia. However, it may also be the target of a supremist Wingbardy.
* Stalliongrad - The Communist nation can be either friend or foe depending on its election for General Secretary, choosing between Vasily, Dark Wing or Sinister. Vasily will attempt to spread Communism in Equestria and elsewhere through focuses, although he may also choose to actively join the fight against the changelings. Dark Wing will support reapprochment with Equestria, and eventually request to be an Equestrian puppet. Sinister will pursue a militaristic policy, eventually targeting Equestria after fighting the northern nations.
* Buffalo Chiefdom - The buffaloes block focuses for Southern Equestria (and the Tenochtitlan State University research slot). It can be pressured to join Equestria, or forcibly annexed via war. However, if the player chooses to wage war, they will recieve an enormously expensive consequence of political power, war support, and stability. Under Chieftain Strongheart the buffaloes will likely join Equestria on their own initiative, saving the player the need to waste time on those focuses.
* Nova Griffonia - Weak at the start date, Nova Griffonia will likely consolidate its power over the region. It may pose a threat to Equestria if it goes Communist and allies with Stalliongrad, or goes Supremacist and wars the nearby minors. Although not a serious threat alone, it can cause headaches in a two front war during a changeling conflict.
* **Other minors** - Yakyakistan, Jaki-Clan, the Polar Bear Communities, and the Kingdom of Pingland are too small to pose a serious threat, but may be conquered by surrounding powers. Guarantees of the Yaks or a request for a guarantee from the Harmonic Penguin Government offer opportunities to get involved against other meddling powers.
* **The Continent of Griffonia and the  Griffonian Empire -** Equestria is not well positioned for intervention across the sea until the Changeling Threat is resolved, but can intervene in later conflicts if it wishes. The Griffonian Empire is likely to continue expansion and reclaim its former territory from various nations, which can cause a rival superpower. Equestria may wish to support the Republic of  Aquileia (if it forms), a Harmonic  Wingbardy,  Greifenmarschen (which may seek a guarantee under the right circumstances) or the  Griffonian Republic in the interests of frustrating the goals of the Griffonian Empire.

## Gameplay Walkthrough

### The Forgotten Tribe

The Forgotten Tribe spirit represents the ancient schism between Thestrals (Batponies) and the three other races. This spirit especially hurts Equestria's recruitable population and defence.

At the end of the first year Princess Luna will propose a series of reforms to resolve the problem. Celestia can choose to back these reforms personally (Option 1), or allow Luna to lead them (Option 2 or 3). Option 1 is safer but more expensive. The Luna led reforms lead to a long character arc about Luna, and are more dangerous - they can remove the spirit at almost no cost, but can also lead to civil war if the player is not careful.

#### Celestia Backed Reforms

The reforms will occur over the next year, and involve three sets of choices. To successfully remove the spirit, Equestria must earn 4 reform points, using expensive reforms. Anything less will cause the spirit to only be partially removed. It cannot be removed otherwise unless the Solar Empire is formed.

 Decent (+1 points)
 Token (0 points)

#### Luna Led Reforms

Princess Luna will take up the cause, eventually leading to a referendum on welcoming Thestrals into Equestria. Behind the scenes, her alter ego Nightmare Moon will attempt to prepare for, and provoke, a civil war.

Spoilers below, we recommend these are best experienced in game before reading
Luna must choose who to seek support from.

* **The Elements of Harmony** - Rarity will join Luna in her campaign efforts and support her as a friend. Rarity will always attempt to block a civil war, helping to further reduce the chance of war (unless civil war buildup is discovered early). Should a civil war occur and Nightmare Moon take the benevolent path, Rarity will become recruitable as a *Popular Figurehead*.
* **Supporters and Activists** - Luna will learn more about her true role as a ruler and look to Equestria's future. Without Rarity blocking, the player may safely aim for a civil war.

After this decision is made, Luna will receive 4 events from the perspective of 4 different groups in Equestria relating to the reforms - cultists recruited in dreams, progressive activists, batpony clans and the Equestrian Royal Guard. Each event has an aggressive, semi-aggressive and peaceful option.

* **The Aggressive option** will increase the buffs Luna gets in the civil war, but also will increase an internal point value by 2 for the riskiness. If the preparations are discovered by going over 5 points, a civil war will begin early with Nightmare Moon at a severe disadvantage in force size, and be hit with multiple negative national spirits. The aggressive option also makes it more difficult for Luna to resist a civil war at the end of the chain.
* **The Semi-Aggressive Option** will also increase the buffs, but by a lesser amount. It will also increase the point value by 1. It will make it more difficult for Luna to resist as well, but less so.
* **The Peaceful Option** offers no penalties or bonuses does not increase the point value. It will also increase the chance of Luna successfully resisting.

At the end of the chain, Luna's reform efforts will culminate in a speech in Manehatten. There, Nightmare Moon will attempt to seize control and start a civil war as the  Lunar Empire. Luna may give in or resist. If the player has chosen only peaceful options in the events prompted during the path, then she will always succeed in resisting Nightmare Moon. Otherwise, the chance varies from low to almost-certain. If Luna gives in, Nightmare Moon overtakes her and the Lunar Empire forms. Then, the Equestrian Civil War will truly begin.

If a civil war begins, the maluses will be removed and the player will be able to choose to play as Equestria, its vassals (if they have not pursued independence), or the Lunar Empire.

If Luna successfully resisted Nightmare Moon, the maluses will be removed and Luna will assume her place as a true co-equal ruler alongside Celestia.

Alicorn Rule
* Political Power Gain **+0.25**

Spoiler end.
### Unlocking Wartime Reforms

Equestria has a variety of political and industrial focuses available to it. The heart of the tree is the Wartime Reforms, which lock off a variety of focuses that make Equestria incredibly powerful and dangerous. Naturally, the player will want to reach it as soon as possible.

The Urgent War Committee Focus leads to the removal of Equestria's peacetime maluses and unlocking its full power as a superpower. It is available after one of the following:

* > 50% World Tension
* a major justifying war or currently in an aggressive war against Equestria
* a civil war
* > 20% surrender Progress
* > 40% War Support

Most commonly, this is unlocked by Chrysalis taking the 140 day-long "Lead the Armies" focus. The player should monitor the changelings, plan accordingly, and avoid accidentally starting a 70-day focus just before the changelings begin to justify.

This tree leads to a variety of new capabilities - new generals, new command staff and advisers, and new decisions unlocked to change your conscription laws and making it possible to change economic laws instantly.

As the tree is progressed, the player will be offered choices as to the severity of the wartime reforms - reluctant rearmament without compromising pony values, a desperate embrace of military reform and new powers for a new era of war, or a middle path between the two. These decisions will also be reflected in the Toll of War, an item in the decision tab that measures the psychological impact of the war on Celestia, and Equestria's attitude towards militarism.

#### Wartime Militias

If Equestria is losing a defensive non-civil war (>10% surrender) with a major, it can recruit militias from 5 regions for 40 political power each. The decisions take twenty days to complete and drain PP while active. Each region provides 7-12 infantry divisions at near full equipment level, each with 6 infantry battalions and a support artillery battalion.

### Post War Reforms

After a major war, ponies, shocked over the radical destruction and transformation of their peaceful life, will question the wisdom of the Princess's rule, and advocate democratic reform. The player may crackdown on these demonstrations if Celestia is at a high enough toll of war, ending the chain quickly but without further bonuses. Or they may hold a referendum and embark on government reform, ranging from a renewal of the existing system, a total transformation to a Democratic Republic, or something in between. Regardless, the completion of this chain will grant a variety of bonuses, greatly boosting Equestria's military strength and its ability to intervene elsewhere.

If Equestria pursues as Constitutional Monarchy (*The New Royal Role)* or a Republic (*The New Equestrian Republic),* a President/Prime Minister will be elected. These have various bonuses, as shown below. Note that the choice of leaders differs slightly depending on the selection of a Republic or Constitutional Monarchy.

Spoilers below, we recommend these are best experienced in game before reading

Note: Mayor Mare and Ember Spark can only be selected if Equestria becomes a Republic, while Prince Blueblood and Ledd Metal can only be chosen if Equestria becomes a Constitutional Monarchy. The other candidates (Fancy Pants, Filthy Rich, and Maxos Eternal) can be chosen regardless of what Equestria becomes.

Spoiler end.
## Alternate Paths

### Daybreaker and The Solar Empire

See the **Solar Empire** page for further information on playing as the Solar Empire. See **Equestria Secrets** for detailed mechanics of war reform and ascension to Daybreaker.

### Civil War and The Lunar Empire

For details on how to begin the civil war, see Luna Led Reforms. See the **Lunar Empire** page for further information on playing as the Lunar Empire. See **Equestria Secrets** for detailed mechanics of the Civil War.

### Equestrian Regency

An April Fools Crossover with The New Order: Last Days of Europe, which is *vastly* different from other paths. Can only be activated if the game rule is turned on.

## National Focus

**Buffalo Relations** is a path to integrate and develop the southern regions of Equestria, but requires a resolution to the buffalo tensions You will be given a first and second opportunity to resolve the situation with the buffaloes peacefully. If Chieftain Strongheart is selected, she will likely join Equestrian on her own accord, bypassing the first two focuses. This path contains a Tenochtitlan State University, granting an extra research slot. However note the 119 day completion time - don't take it just before a changeling war.

**Maintain the Status Quo** helps with Yakyakistan and Olenia, providing Equestrian influence to launch a coup in Olenia and an envoy to Yakyakistan that will allow a guarantee, and eventually allow you to call them into a defensive war.

**Examine the Situation** is a prerequisite to assistance to the Crystal Empire, industrial focuses, and changeling defence.

* **Increase Presence in the Crystal Empire** will provide support for the Crystal Empire and PP for Equestria. It will also alert Equestria if a Sombra return is imminent. The final focus provides the ability to block the Sombra Return. However, if the Crystal Empire is going to resurrect Sombra, you will not be able to take it in time anyway. Note that the *Crystal Fair* focus does nothing for the Crystal Empire. The industrial presence outside the main city will also assist Cadence in the civil war should Sombra return.
* The central branches start the industrial focuses. *Spitfire Research* and *Riptide Research* can allow Equestria to field strong fighters and tanks should it choose, and *Magical Crypto Machines* provides excellent benefits for electronics. Note that if the player is planning a civil war, a few focuses from this branch are focused on construction in the east of the continent.
* **School for Gifted Unicorns** provides bonus to research and leads to an extra research slot, and notably includes a 60% bonus for land doctrines and some racial research bonuses.
* **The Changeling Problem** builds up Equestria's borders against the changelings, and provides small amounts of war support, which assists in changing to early mobilization. Note that the fortifications do not cover the complete border with the Changeling Lands.

**Urgent War Committee** will unlock the military reforms of Equestria.

* **Reforms -** On the left branch, *Extreme Measures*, *Renovate Political System* and *Eradicate Bureaucracy* are required to fully remove Stagnation of Harmony, and each will provide a decision regards the severity of the reforms. More severe reforms will boost attributes such as political power, war support, recruitable population, mobilization, and increase support for Supremacy. Weaker reforms will provide more political power. *Put Down the Magic of Friendship* with remove the associated spirit, with a similar decision about this reform. Finally, *War Plan* will give the War Plans spirit, a powerful spirit but one which drains war support and stability over time. It will be removed in peacetime and must be reactivated in future wars with a 100PP decision. These decisions will also be reflected in the Toll of War, an item in the decision tab that measures the psychological impact of the war on Celestia, and Equestria's attitude towards militarism.
* **Stalliongrad** - The right branch opens up operations for cooperation with Stalliongrad. This path is worth taking even if the player DOES NOT intend to work with Stalliongrad, as the invitation can be declined before sending for 150PP. If Stalliongrad does join the war, Military Coordination will provide a 50% land doctrine discount for both nations and Stalliongradian tank projects will provide a 50% armor discount for both nations. At the end of the war Stalliongrad may demand their cores as the price for the prior support. If refused they will leave the alliance. The land is not particularly valuable so Equestria can give it up without excessive burden.

## Technology

* **Jackalope AS-3** (Motorized)
* **Basic Armored Car**
* **Support Equipment**
* **Engineer Company I**
* **Recon Company I**
* **Military Police I**
* **Yak 'Tank' (Yak 'Tank' Infantry Fighting Vehicle)** (Early Tank)
* **Breezie** (L. Tank I)
* **Model 8 (Model 8 70mm Howitzer)** (Artillery I)
* **Anti-Air I** (Towed Anti-Air)
* **Anti-Tank I** (Towed Anti-Tank)
* **Passive Sonar**
* **Smoke Generators**
* **Basic Depth Chargers**
* **1007 Cruiser**
* **Basic Cruiser Armor Scheme**
* **Early Heavy Ship**
* **Inclined Belt Armor Scheme**
* **Deck Conversations**
* **Early Submarine**
* **Basic Torpedo**
* **Basic Light Battery**
* **Basic Medium Battery**
* **Basic Heavy Battery**
* **Turreted Secondary Battery**
* **Transport Ship**
* **Contact Mine**
* **Minelaying Submarine**
* **Nimrod (Hawker Nimrod)** (Carrier Fighter)
* **Swordfish (Fairey Swordfish)** (NAV I)
* **Shark (Blackburn Shark)** (Carrier Bomber I)
* **Wheatley (Armstrong Whitworth Wheatley)** (Early Bomber)
 Doctrine
 * **Trench Warfare**

## Politics

### National spirits

* Surrender Limit: **+10.00%**
* Ideology drift defense: **+30.0%**

   **Alicorn Sisters** | * Daily Political Power Gain: **+0.10**
* Division Recovery Rate: **+5.0%**
* Stability: **+10.00%**
* War Support: **+10.00%**

   **Magic of Friendship** | * Division training time: **+20.0%**
* Recruitable Population: **-0.70%**
* Recruitable Population Factor: **-5%**
* Division Recovery Rate: **+5.0%**
* Stability: **+5.00%**
* War Support: **-30.00%**
* **Military Factory** construction speed: **-30.00%**

   **Stagnation of Harmony** | * Daily Political Power Gain: **-0.85**
* Consumer Goods Factories: **30.0%**
* Military Leader Cost: **+200.0%**
* Stability: **+8.80%**
* War Support: **-15.00%**
* Research Speed: **-35.00%**
* Factory Output: **-10.00%**
* Lend-lease tension limit: **+50.0%**
* Send volunteers tension limit: **+50.0%**
* Guarantee tension limit: **+50.0%**

   **The Forgotten Tribe** | * Daily Political Power Gain: **-0.05**
* Recruitable Population Factor: **-10%**
* Consumer Goods Factories: **2.0%**
* Stability: **-5.00%**
* Division Defense on core Territory: **-5.0%**
* Land Night Attack: **-15.0%**

Equestria is the land of the Three Tribes - Earth Ponies, Pegasi, and Unicorns. Yet there is a fourth tribe - the Thestrals (batponies). Living in the many mountains, caves and hidden places of Equestria, thestrals live largely separated from mainstream society, which is an ancient schism from the days of Nightmare Moon. Should war come, as unlikely as it is, the loyalty of the thestrals cannot be guaranteed.

### Leaders

Alicorn Rule
**Biography**: Myths and fables tell of two regal sisters who ruled together, creating harmony for all the land. The eldest used her alicorn powers to raise the sun at dawn; the younger brought out the moon to begin the night. While it is obvious today that the tales speak of the Royal Pony Sisters who rule Equestria, few, if any concrete facts are known about their history. Their achievements in defeating Discord, King Sombra, Lord Tirek and other terrors have become legendary.
Princess Celestia's role in maintaining thousand years of peace after Nightmare Moon's banishment has been well documented. Responsible for raising the Sun, and until recently the Moon, she is perhaps the most beloved creature in the world, being a staunch proponent for peace, kindness and cooperation. With the recent return of Princess Luna to assist her in rulership, Princess Celestia continues to perpetuate the long, relative peace for all the ponies of Equestria.
**Portrait By**: Scroup
* Stability: **+10.00%**

**Stout Defender**
* AI Modifier: Focus on Defense: **+50.0%**
     **Starlight Glimmer**

PCP (Ponies Communist Party)

HSR (Holy Sun Reign)

TTS (Three Tribes Supporters)

### Staff and Designers

**Political Advisers**

**Tank Designer**

* **Armor**:
	+ Max Speed: **+5%**
	+ Reliability: **+10%**
 **Stallion Company**

* **Armor**:
	+ Reliability: **+5%**
	+ Soft attack: **+5%**
 **Sirius Metal Works**

* **Armor**:
	+ Armor: **+5%**
	+ Hard attack: **+5%**

**Ship Designer**

	+ Owns **Baltimare**
	+ All of the following must be true:
		- **Equestria** is a subject of another country.
		- Overlord:
			* Owns **Baltimare**
			* One of the following must be true:
				+ Original country is  **Equestria**
				+ Original country is  The Workers' Republic of Baltimare
				+ Original country is  The Celestial State
				+ Original country is  The Disciples of the Night
				+ Original country is  The Aztlan Free State
				+ Original country is  Children of Ahuizotl
				+ Original country is  The Lunar Empire
* **Carrier**:
	+ Armor: **+50%**
	+ HP: **+10%**
* **Capital Ship**:
	+ Armor: **+10%**
	+ Heavy Attack: **+10%**
 **Seaward Shoals Dockyard**

	+ Owns **Vanhoover**
	+ All of the following must be true:
		- **Equestria** is a subject of another country.
		- Overlord:
			* Owns **Vanhoover**
			* One of the following must be true:
				+ Original country is  **Equestria**
				+ Original country is  The Workers' Republic of Baltimare
				+ Original country is  The Celestial State
				+ Original country is  The Disciples of the Night
				+ Original country is  The Aztlan Free State
				+ Original country is  Children of Ahuizotl
				+ Original country is  The Lunar Empire
* **Carrier**:
	+ Deck size: **+25%**
	+ Armor: **-15%**
	+ Max Range: **+25%**
* **Capital Ship**: Max Range: **+25%**
* **Screen**: Max Range: **+25%**
* **Submarine**: Max Range: **+25%**
 **Mustangia Shipyards**

* **Screen**
	+ Max Range: **+30%**
	+ Sub detection: **+10%**
	+ Max Speed: **+10%**
	+ Production Cost: **+10%**

**Aircraft Designer**

**Materiel Designer**

 **Macintosh Factory**

 **Fillydelphia Motors**

* Motorized Rocket Artillery Research Speed: **+50%**

**Industrial Concern**

 **Manehattan Science Institute**

**Theorist**

* Current ruling party is **Harmony**.
* Land Doctrine Research Speed: **+7%**

Granny Smith is the oldest living member of the vast Apple family. She has lived in Ponyville her entire life and is the grandmother of Applejack, the Element of Honesty. She is cranky, but no one can deny her wisdom that old age has given her. Living near the Everfree Forest has made her learn many tricks about how to deal with timberwolves and other monsters, and she believes those tricks could be used in conventional warfare as well.
 **Spitfire**

* Current ruling party is **Harmony**.
* Air Doctrine Research Speed: **+15%**

Spitfire is the captain of the Wonderbolts, a famous group of flight experts. She has a fierce, dominant temper and ensures cadet ponies under her command master the art of flying. Her own talent is almost unsurpassed, and she has many ideas about improving our doctrine of aerial warfare.
 **Fluttershy**

* Current ruling party is **Harmony**.

Fluttershy is the Element of Kindness and a caretaker of animals. She is known for her shyness, but also her beauty and hidden assertiveness that is revealed whenever her friends are threatened. Now she is interested in heading a research department for developing healing megaspells, though some scientists in the group are curious about the more... aggressive implementation of such magic.
 **Flocke Von Schnee**

**Chief of Army**

A Pillar of Old Equestria who recently returned from Limbo, Rockhoof is a stout warrior and a former member of the Mighty Helm, an elite unit of guards from his ancient home village. He wields nothing more than a shovel, but is a master at using it to dig trenches. While he had trouble adapting to modern society, he was given the title Keeper of Tales by Princess Twilight. Now that war is on our doorstep, perhaps we can give him a more serious duty to fulfill.
 **Grimhoof**

* AI Modifier: Focus on Offense: **+15.0%**

Grimhoof is a high-ranking member of the Cloudsdale Royal Legion. As a determined warrior, he advocates relentless and decisive attacks to crush the resistance of the enemy.
 **Copper Top**

 **Flash Magnus**

Flash Magnus is a legendary member of the Cloudsdale Royal Legion and a Pillar of Old Equestria who only recently returned from Limbo. He wields the fire-proof shield Netitus and is an expert in dealing with dragons. Currently he is the drill sergeant of the Canterlot Royal Guard, but there is no reason why his responsibilities couldn't be expanded further.

**Chief of Navy**

* Capital Ship Armor: **+10.00%**
* Screen Attack: **+10.00%**
* Screen Defense: **+10.00%**
 **Morning Storm**

* Naval Air Targeting from Carriers: **+7.00%**
* Naval Air Agility from Carriers: **+8.00%**
* AI Modifier: Focus on Naval Air: **+15.0%**

**Chief of Air Force**

* Current ruling party is **Harmony**.
* Foreign subversive activities efficiency: **-15%**
* Air Superiority: **+15.00%**

Rainbow Dash is the Element of Loyalty and a full member of the Wonderbolts, a team of flight experts. She has been called the best flier in all of Equestria and her large ego is only inflated further by this. She is brash, competitive and very talented, being the only pegasus capable of creating a Sonic Rainboom. However it is rumoured she has some confidence issues which she hides from others.
 **Kitty Hawk**

* AI Modifier: Focus on Aviation: **+10.0%**

**Military High Command**

### Military Leaders

**Army Commanders**

*Skilled but stubborn. A good enough plan can survive contact with the enemy.*
* Defense: **+1**
* Logistics: **+1**

 **Media Personality**
*This general will go out of his way to talk to the media and will always try to be in the limelight.*
* Army reassignment duration: **+100.0%**

 **Politically Connected**
*This leader has political connections which has smoothed the way for his career. Perhaps too quickly.*
* Leader Experience Gain: **-10.0%**
* Promotion Cost: **-50.0%**

 **Prince of Equestria**
*The Princes' attend the high class military academy in Canterlot, where they are trained to command armies in battle.*
* Supply Consumption: **-5.0%**
* Division Recovery Rate: **+3.0%**
* Max planning: **+5.0%**

Prince Blueblood is a distant nephew of Princess Celestia and thus belongs to the royal family. He is widely known to be an arrogant and lazy snob, which is why it was a great surprise when he volunteered to join the officer corps of the Equestrian Army. No one knows his exact motivation, but he is already proving to be surprisingly competent, if a bit harsh.

*Dedicated to the life as an officer, with ambitions to match.*
* Promotion Cost: **-25.0%**

 **Engineer**
*Adept in the arts of crossing rivers and constructing field fortifications.*
* **River**
	+ Attack: **+5.0%**
* **Fort**
	+ Attack: **+10.0%**

Fast Clip is a member of the Wonderbolts and acts as a drill instructor, training cadets for the Wonderbolts Academy. Spitfire, the captain of the Wonderbolts, relies on Fast Clip to keep the training right on schedule and ensure training days run smoothly and efficiently.

*This general will go out of his way to talk to the media and will always try to be in the limelight.*
* Army reassignment duration: **+100.0%**

 **Air Force Commander**
*Either a former pilot or an air force officer relegated to army command, this general uses their experience to better coordinate joint air and land operations.*
* Air Superiority: **+5.00%**
* Ground support: **+3.00%**

Soarin is the second-in-command of the Wonderbolts, a team of expert pegasus fliers. He usually aids Spitfire, the leader of the Wonderbolts, in her duty and acts as her replacement when needed. While he isn't afraid of hard work or great dangers, he does love to rest, take it easy and enjoy some delicious apple pie.

*While not the most brilliant officer, he is unlikely to cause trouble.*
* Max Entrenchment: **+1.0**
* Leader Experience Gain: **-25.0%**

 **Career Officer**
*Dedicated to the life as an officer, with ambitions to match.*
* Promotion Cost: **-25.0%**

Alongside Fast Clip, Whiplash is a drill instructor of the Wonderbolts. Whiplash is one of the toughest instructors at the Wonderbolts Academy. He tests ponies backward and forward. There's no extra credit in Whiplash's world. Despite being a pony of few words, his image as a hoof-buster is mostly a legend. When he isn't putting cadets in their places, he's just a big softie.

**Naval Commanders**

*This Admiral has a knack for giving the right quote to the right person.*
* Attack when in combat alogside the **Pride of the Fleet**: **+10.00%**
* Defense when in combat alogside the **Pride of the Fleet**: **+10.00%**

*After almost single-hoofedly turning around a naval battle in the middle of the night against a much larger enemy force Evening Squall was first given the nickname "Nightmare of Solomon" by enemy forces but it was soon adopted by Equestrian naval personnel. Ever since she has a reputation of being second to none when it comes to naval warfare, especially at night.*
* Naval Hit Chance: **+15%**
* Torpedo screen penetration: **+15.00%**

*He believes that the best way to hold the sea is by controlling the air.*
* Sortie efficiency: **+10%**
* Naval Air Attacks from Carriers: **+10.00%**
* Naval Air Agility from Carriers: **+10.00%**

## 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

* No penalties

 Poverty
  Negligible Poverty

* No penalties

* Uses Pony Racial Tree

### Industry and Resources

Factories

Resources*\**
 79