Ponies

Ponies are small, colourful equines found across the world of Equestria at War. They are generally friendly, peaceful and capable. Herbivores, they naturally fear predators and defend themselves through cooperation. They wield various magic, but all possess minor magic that allows them to manipulate objects and perform fine work with hooves. There are 3 major types of ponies, and several minor ones.

## The Three Major Races

**Earth Ponies** have neither wings nor horn, but are innately connected to the earth and land. They have a magical affinity for growth and agriculture, and tend to be stronger than their counterparts. This practical inclination can also manifest as an aptitude for mechanics and technology.

**Unicorns** are powerful spellcasters, who channel spells and telekinesis through their horn. However, most are not especially powerful, and only know basic telekinesis and specialist magic relating to their talent and hobbies. With telekinetic magic unicorns can multitask whilst performing highly dextrous tasks such as needlework. For this reason unicorns tend to be more highly employed as scholars, artisans and writers.

Especially skilled unicorns are rare, but can wield incredible power such as shields, healing, flying, teleportation, invisibility, energy blasts and even time travel.

**Pegasi** are winged, flying ponies, and have natural magical powers over weather and the skies. They can travel quickly and are responsible for managing weather around Equestria, including preventing natural disasters, allocating rain and managing the change of seasons. Because of their maneuverability they are often employed to patrol and range distances, with the best fliers are employed in elite special forces units.

## Other Races

**Alicorns** - are legendary ponies who wield the attributes of all 3 races. They age extremely slowly and at present, only a few are known to exist. Alicorns can be born naturally from other alicorns, but can also emerge as the result of **ascension**, a process by which particularly heroic ponies become avatars of virtue and power. The alicorns Celestia and Luna wield power over the Sun and Moon respectively, leading Equestria. An example of ascension is Twilight Sparkle, who became an alicorn after she finished one of Star Swirl's spells.

**Thestrals** or **Batponies -** Can fly like pegasi and feature leathery wings, fluffy ears, good night vision and batlike fangs. They like to work and play at night, and tend to be more introverted, avoiding mainstream society and preferring the wilderness of mountains and caves. Favored by the night alicorn Luna, they are discriminated against in pony society, due to their ancient association with Nightmare Moon, the corrupted form of Luna, who led them in rebellion 1000 years ago.

**Crystal Ponies -** Arguably not their own race, as Crystal Ponies can be Earth pony, Unicorn or Pegasus, Crystal Ponies inhabit the lands of the Crystal Empire. Permanently changed by the long exposure to the crystals that about in their lands, these ponies sparkle and refract the magical lights of the crystals that abound in their lands.

## Cutie Marks

Cutie Marks (sometimes called *symbols)* are unique images located on flanks of ponies and zebras. They are powerful magical marks of the personality, proclivity, and / or talent of the pony.

The image here shows some examples of cutie marks. Their symbolised talent, clockwise from the top left - flying skill and speed, apple farming, fashion design, care of animals, parties and cheer, power over the night, power over the sun, and magical talent.

### **From "blank flanks" to Cute-ceañera**

Ponies are born without cutie marks, and they work to earn them in their years as a foal. Cutie marks are obtained when ponies discover a unique characteristic that sets themselves apart from others

Ponies who have yet to gain their mark are derisively called "blank flanks". Earning a cutie mark is a momentous occasion for a pony and is celebrated with a "cute-ceañera" (a play on quinceañera in Latin America).

### **The impacts of cutie marks on ponies, culture and society**

    Despite their personal, unique meaning, cutie marks can often define ponies in their occupations, reputation and even social hierarchy, and tend to follow the natural talents of each race. Some ponies struggle with various problems, including a failure to live up to their mark, stereotyping and discrimination, and finding meaning and gainful employment in their special talent.

Some pones have experimented with a Cutie Mark free society such as the failed attempt in the commune of  Our Town, led by Starlight Glimmer.

## The Settling of Equus and Griffonia

Before the time of the Windigos, Ponies in Northern Equus (where Polar Bears now live) crossed the sea to Northern Griffonia. Over the next few thousand years, they spread far across the north and down the east where they started encountering griffons. In spite of repeated tribal warfare and skirmishing between the two races, the Ponies settled the Riverlands, claiming a sizeable area of Griffonia.

Beyond that, little is known. In the icy north, now occupied by the Dread League, the ponies fell to dark magic. Griffons moved north to tackle the threat, but in doing so, cut off the eastern and northern ponies.

The Eastern Ponies continued to develop in their own ways with no interaction with Equus for many, many years. In fact, none of them knew that the Windigos had driven their pony brethren out of Northern Equus and cut them off completely. These ponies migrated south, and founded the nation of Equestria, growing and spreading across the land.

This changed in 437ALB, when Meanderly Polo, an Equestrian Explorer, journeyed across Griffonia in search of these legendary lost pony tribes, arriving Lake City where she met with Prince Bright Blossom and re-established communications between the two groups, albeit slow and limited.

In recent years, with the advent of long-distance travel, there is limited, but regular trade and diplomatic travel between the two lands. For example, River Swirl, Chancellor of the River Republic, was a student at Celestia's School for Gifted Unicorns.

## Racial Tech

The Pony Research tree is focused around passive improvements to the nation, i.e. factory output increase, monthly population increase etc. The tree also improves the race-locked Pegasi Division, grants stat increases towards Magical Infantry, in addition to giving access to the race-specific Mage Company, which can either focus on breakthrough and piercing or defense.

### Gameplay

Ponies have a very strong tree, primarily due to their entrenchment, mage companies, and upgrades for the elite magical infantry. They will benefit most from high tech, high production nations that need to save on manpower and play defensively - this is a natural fit for the major pony nations on Equus, but less useful for the smaller nations of the River Federation.

A powerful pony player will bring some of the best infantry in the game to bear en masse, with magical infantry upgraded to be more powerful, supported by powerful mage companies, entrenchment to hold the line, and trickleback bonuses that keep those troops elite and losses low.

* *Mage Companies* are one of the best support units in the mod. *Magical Harmony* notably which gives you a good amount of trickleback for your divisions being a less expensive version of a cheap level one field hospital. Please note that while some *percentage* stat increases may seem insanely high, they correspond to much smaller increases in reality.
* *Pegasus* are effectively just slightly faster paratroopers with an extra +2 km movement speed and is the weakest of the 3 racial infantries in the game.
* Pony Technology is nothing special, but the *Earth Pony Sappers* provide a valuable +2 entrenchment and Earth Pony Alchemy give even more trickleback.
* Magical Integration has a specialised training branch which is a must if you are running *Magical Infantry.*

### Mage Company Research

#### Mage Company

Enables Mage CompanyUnicorns are able to cast many different spells which can support our troops.
-Initial stats

* Manpower: 200
* Recover Rate: 0.30
* Breakthrough: 2.0
* Hard Attack: -0.5
* Organisation: 30
* Weight: 0.1
* Training Time: 200
* Defence: -0.5
* Soft Attack: -0.5
* Supply Use: 0.04
* HP: 1

**Magical Harmony ⇐****⇒ Magical Supremacy**

#### Tactical Illusion Magic

* Mage Company Breakthrough: **+100%**
* Mage Company Reliability: **+2%**
We can use unicorn magic to create intricate illusions to confuse and mislead our enemies.

#### Shield Magic Focus

* Armor: **+450 000%**
* Reliability: **-2%**
Unicorn mages can use spells to create powerful, nigh impenetrable shields.

#### Helping Horn

* Mage Company Trickleback: **+10%**
* Mage Company Exp. Loss: **-10%**
* Mage Company Reliability: **+2%**
Healing spells can drastically reduce our casualties from combat.

#### Fire Magic Training

* Piercing: **+200%**
* Reliability: **-2%**
Our mages are able to harness the power of fire, reducing our foes to ash.

#### Scrying Training

* Reconnaissance: **+0.6**
* Reliability: **+2%**
Using specialised scrying spells and equipment, our mages are able to gather intelligence they wouldn't otherwise have access to.

#### Uncover Forbidden Magic

* Breakthrough: **+200%**
* Reliability: **-2%**
There is much magic we can yet learn, though some of it might be considered... unorthodox.

#### Teleportation Aided Command

* Initiative: **+20%**
* Organisation: **+5**
* Reliability: **+2%**
Teleportation spells can be used to relay information over significant distances without the need for specialised equipment.

#### Embrace Dark Magic

* Trickleback: **+10%**
* Air Attack: **+150 000%**
* Armour: **+250 000%**
* Reliability: **-2%**
We must master even the most profane forms of magic. A tainted soul is a small price to pay for such power.

#### Modern Spell Matrices

* Defence: **+66%**
* Soft Attack: **+66%**
* Reliability: **+2%**
Spell Matrices allow even the most incompetent unicorn to cast complex spells.

#### Maximum Magical Saturation

* Breakthrough: **+50%**
* Soft Attack: **+75%**
* Reliability: **-2%**
Every fiber of our being must become one with magic. None shall be able to resist us.

### Magical Integration Research

This tree provides improved training for unicorn forces in the military. Specialised training aims to produce elite, magical unicorn infantry that use magical weapons - its upgrades provide strong bonuses to Magical Infantry. Dispersed training aims to ensure that every serving unicorn, even those in non magical regiments, can provide basic support. It provides smaller bonuses to ALL divisions in the game.

**Specialised Training ⇐****⇒ Dispersed Training**

#### Combat Telekinesis

* Magical Inf. Defence: **+10%**
* Magical Inf. Organisation: **+5**
Our unicorn mages must know how to utilise their telekinesis in combat.

#### Basic Telekinesis

* Entrenchment Speed: **+7%**
Every unicorn serving in our Armed Forces must be able to perform at least basic telekinesis.

#### Improved Spellbooks

* Magical Inf. Breakthrough: **+5%**
* Magical Inf. Soft Attack: **+5%**
We must provide our combat mages with the best spellbooks available.

#### Basic Spellbooks

All Frontline Battalions:
* Breakthrough: **+5%**
* Soft Attack: **+2%**
Providing all unicorns with basic spellbooks will increase the effectiveness of our Army.

#### Professional Training Application of Magic

* Magical Inf. Organisation: **+5**
An extensive magical training program reserved for our mages will increase their discipline and cohesion.

#### Magic Application Training

All Frontline Battalions:
* Organisation: **+1**
* Supply Consumption: **-5%**
A training program open to all unicorns in our army will moderately increase their discipline and cohesion.

#### Extensive Combat Magic

* Magical Inf. Soft Attack: **+2%**
* Magical Inf. Hard Attack: **+3%**
* Magical Inf. Organisation: **+5**
Schooling our mages in the art of combat magic will improve their abilities on the frontline.

#### Fundamentals of Combat Magic

All Inf, including Motorised and Mechanised:
* Soft Attack: **+1%**
* Hard Attack: **+1%**
* Organisation: **+1**
Teaching all unicorns in our service basic combat spells will slightly improve our entire Army.

#### Magical Healing Techniques

* Magical Inf. Defense: **+3%**
* Magical Inf. HP: **+5%**
Healing spells can be used to perform surgery even in the heat of battle.

#### Magical First Aid

All Inf, including Motorised and Mechanised:
* Defence: **+3%**
* HP: **+1%**
All unicorns in the army must know how to use their magic to provide first aid to their fellow soldiers.

### Pegasi Divisions

#### Pegasus Division I

Enables Pegasus DivisionPegasi are able to remain highly maneuverable in areas that are difficult for Earth Ponies and Unicorns to traverse.
-Initial stats

* Manpower: 1000
* Recover Rate: 0.40
* Breakthrough: 0.4
* Suppression: 2.2
* HP: 20
* Weight: 0.5
* Training Time: 130
* Defence: -0.1
* Soft Attack: -0.5
* Supply Use: 0.07
* Organisation: 70
* Max Speed: 6.4 km/h

#### Pegasus Division II

* Pegasi Soft attack: **+5%**
* Pegasi Organisation: **+5**
Inspecting schools for qualified pegasi and funding specialised flying schools will increase the number of talented recruits.

#### Pegasus Division III

* Pegasi Organisation: **+5**
Stricter training and drills will allow us to weed out any non-qualified recruits who made it past initial inspection.

#### Pegasus Division IV

* Pegasi Organisation: **+5**
Standardisation of pegasus equipment will improve the cohesion of our units.

#### Pegasus Division V

* Pegasi Organisation: **+5**
Portraying the pegasi as a prestigious elite unit will lead to more recruits and better morale.

#### Pegasus Division VI

* Pegasi Organisation: **+5**
Auxiliary flying-devices will allow our pegasi to land safely, even if their wings are hit.

### Pegasi / Earth Pony Tech

#### Earth Pony Agriculture

* Monthly Population: **+15%**
* Supply Consumption: **-7.5%**
Sending more earth ponies to work in agriculture will increase our food surplus.

#### Earth Pony Sappers

* Engineer Company Entrenchment: **+2.0**
Earth ponies are able to dig trenches and build fortifications much faster than other ponies.

#### Magic of Industry

* Factory Output: **+10%**
* Dockyard Output: **+10%**
* Construction Speed: **+5%**
Though they lack wings and horns, earth ponies have magic of their own. Their industrial capabilities are unmatched.

#### Pegasi Weather Engineering

* Bad Weather Penalty: **-5%**
* Winter Attrition: **-10%**
* Heat Attrition: **-10%**
We can minimise weather extremes by using pegasus weather factories for military purposes.

#### Pegasi Weather Manipulation

* Bad Weather Penalty: **-15%**
Pegasi are able to clear the skies, allowing our air forces to fly even in bad conditions.

#### Earth Pony Mining

* Resource Gain Efficiency: **+10%**
More earth ponies working in the mines means more resources extracted.

**<-****->**

#### Earthpony Alchemy

* Field Hospital Trickleback: **+10%**
* Field Hospital Exp. Loss: **-10%**
Earth ponies are able to grow all kinds of plants, many of which have potential medical applications.

#### Military Applications of Weather

* Pegasi Air Attack: **+20%**
* Enemy Air Support: **-10%**
* Ground support: **+10%**
Weather manipulation can not only be used to support our forces, but also to hinder the enemy.