Manehattan Protectorate

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## Manehattan Protectorate

### Population:

15M (Varies based on year of formation.)

Equestria has fallen. Queen Chrysalis's victorious army has divided the nation into protectorates with one goal - extraction of Love for the  Changeling Lands. Formerly a bureaucrat in Chrysalis's general staff, the newly appointed Lady Protectress Lilac finds herself in charge of Equestria's prosperous, populated east coast - the **Manehattan Protectorate**. Already, resistance grows as war becomes insurgency.

Can Lilac meet the dictates of the Queen? Can she build up her own power base in a nation that hates her? Can the resistance be crushed, or will the protectorate be immersed in chaos? Only time will tell...

## Lore

### The Occupation

During the Great War, *Manehattan* and its satellites, *Hayston* and *Bronclyn*, constituted a quarter of Equestria's industrial capacity. Today, as Equestria lies beneath the Changeling jackboot, and as their new *Protectorates* rise from the ashes, the Lady Protectress watches over her demesne with a hawk's eye.

Manehattan was brought low by the War, but Queen Chrysalis has no doubt that the city will soon reclaim what had been lost, rise again, and be remade into a glittering metropolis of the Hegemony - and more importantly an efficient industrial source of Love.

### The Resistance

However, the ponies of the east coast have their own desires. Encompassing not only *Fillydelphia* and *Albion*, but also a stretch of inland territory reaching *Hollow Shades* in the west and bordering  Severyana in the north, the Changeling garrison is woefully understrength for the task of pacifying the entirety of the East Coast.

All over the Protectorate, the *Harmonic Resistance* plots to overthrow the Changeling occupiers, to restore the ideals of freedom and liberty to the ponies. The Princesses and Mane Six may be gone, but even absent, the Magic of Friendship continues to be felt, as talented unicorns and former comrades of Twilight Sparkle, *Starlight Glimmer* and *Trixie Lulamoon*, take up the fight.

## Starting Situation

The Manehattan Protectorate can be formed once Manehattan and some of its states are occupied by the Changeling Lands. Its territory and industry will vary depending on what year it is formed and its development during the great war.

### Military

The protectorate starts with 22 divisions. However, there are only 48k changelings deployed, with none in reserve. Most divisions are extremely weak garrisons consisting of just 1 batallion each, with only three of them being standard infantry divisions, and two of them motorized.

Fortunately, these divisions should be more than enough if the resistance is properly handled.

### Threats and Opportunities

As a mid-game country and a puppet, the Manehattan Protectorate is under the protection of the  Changeling Lands, but is expected to pay taxes in return.

Typically, the Changeling Lands will have completely or nearly conquered Equus with no serious threats remaining. The only threat to the Manehattan Protectorate is its own domestic policy failure, leading to the emergence of the  Equestrian Liberation Front with the possible support of  New Mareland. In the late game, the Protectorate may be called upon to support a war with a consolidated power in Griffonia such as the  Griffonian Empire or a united River Federation.

## Gameplay Mechanics

### Establishing the Protectorate

**To form the Protectorate,** a decision will need to be taken as the  Changeling Lands.

To activate it, they must have capitulated Equestria, control *Canterlot*, and at least one state on Equestria's east coast (this includes the strategic air regions *Celestial Coast*, *North Celestial Coast*, *Saint Petershoof*, and *Starswirl Valley*). The File:Résistance.png Résistance cannot have been formed yet.

The decision costs 22k ponypower and 50 PP, and takes 70 days. The player will then be given a choice between switching, to take control of the Protectorate themselves, or remain as the Changeling Lands. Manually tag switching is ill-advised, as certain essential mechanics will **not** be enabled this way.

### The Love Tax

The collection, provision and usage of love is essential to the Protectorate. Tax is collected from pacified states by divisions. To do this states must be kept pacified and a group of low ponypower divisions should be kept available.

After collection, Love is measured in Erots. Before they are taxed, Erots can also be spent on the local changeling population

Love Tax mechanics begin after taking the **Negotiate the Love Tax** focus.

The mechanics are mostly controlled through decisions:

Spoilers below, we recommend these are best experienced in game before reading
*The Love Tax* mechanics after **Negotiate the Love Tax** focus:

* Fulfill Love Tax Quotas - can be paid every 200 days to the Queen. This decision will give some boosts, and avoid making Chrysalis angry (which will result in debuffs). Paying taxes will use approximately 2/3 of Love production.
* Love Rations - By spending Love, the Protectorate can boost a variety of stats, which will be added later while going through the focus tree. This decision is repeatable.

And *Military Love Requisition* is available after **All's Fair in Love & War** focus:

* One-time decision to hire the Griffon Accountants - makes taxes a bit more effective (example: it is possible to gather 2.53 erots of Love - without this decision gains only 2.5, meaning increased efficiency)
* Love Requisition Operations - Temporary stability, political power and command power decrease for Love gain - repeatable.
* Punitive Harvesting Operations - base stability and Love in exchange for a large temporary stability decrease and a small ponypower decrease - repeatable.

After completing the **Pursue Urban Renewal** focus, the following *Special Project* decisions become available:

* Urban developments at: Fillidelphya, Albion, Bridlepolis, Stratusburg, Detrot and Prance. This decisions give some ponypower to provinces and the most important - upgrades the state region's category.
* Further Urban Development in Bridlepolis, Stratusburg, Detrot and Prance.

*State of Affairs* decisions - shows (they are mostly affected by focuses and choices made in events):

* 3 and final - phases of **Strengthen Changeling Rules** - Reduces the **Garrison Shortcomings** National Spirit effects, if final stage completed - removes it. Shows that the changelings can control the situation with army forces.
* 2 - phases of **Expand Collaborationist Presence** - Reduces the **Public Hostility** National Spirit effects. Shows that, for one reason or another, the locals are willing to work with their changeling occupiers.
* 3 and final - phases of **Suppress the Resistance** - Reduces the **Resistance Subversion** National Spirit effects, if final stage completed - removes it. Shows how big the Resistance influence on day-to-day operations.
* Also contains decisions for completing the Resistance Suppression and Consolidation of Changeling Power phases (unlocked by events)
* In the late game contains an option to reintegrate the "rebellious states" to get the cores on them back

*Officers of the Ost-Kommando* decisions (are unlocked after **The New Blood** focus):

* Makes it possible to get five good generals: Kevin, Schaelli, Alyx, Forctis and Scile;
* As Manehattan gains more generals, it can begin to promote them into government positions and later recruit them as politics advisors, theorists, chiefs of army, etc;
* Unlocks unique technology.

Some additional *Military Actions* category decisions after completing the focus:

* Pegasus Upgrade I - unlocks technology **Pegasus division II**
* Pegasus Upgrade II - unlocks technology **Pegasus division III**
* Pegasus Upgrade III - unlocks technology **Pegasus division IV**
* Hegemony military training

Non-decision mechanic expansion - Unique unit leader ability - **Tear Gas Bombardment** after completing **Weaponised Lachrymation** focus.

Gain some more *Prospect for Resourses* category decisions.

Sometimes there will be **Uprising events** happening - Protectorate needs to suppress them or get a big debuffs.

If Lilac's politics fails - she can start the  Equestrian Liberation Front rise for itself - by decision:

* Lilac's Gamble - unlocks the dire way to deal up with the resistance - additional focus tree to get some buffs and debuffs, build some forts, finish small war preparations and **rise the *ELF* rebellion.**
* Secure The Regime - when the rebellion rises, needed to remove the negative National Spirit.

*The Eastern Bulwark* coastal defensive decisions:

* Construct the Northern Stretch - coastal defences at the north, from Mirazh to Prance

* "Construct the Southern Stretch - coastal defences at the south, from Phillydelpia to Manehattan

After completing the **An Economic Miracle?** focus, the following decision will be available:

Ost-Equestrian Expansionism decisions are available after **An Ost-Equestrian Identity** focus:

* "Operations" - to attack the Dragon Isles, Haukland, Stalliongrad, New Mareland, Township Fezera, Penguins and Kingdom of Vedina;
* Mandatory - to puppet countries, conquered during "Operations".

Spoiler end.
## National Focus

### Continuous Focuses

Manehattan Protectorate has its uniqual continuous focuses, based on its mechanics:

* The Love Harvest - Gives Erots of Love in cost of Factories usage, as longer this focus activated - as more erots it gives;

* Free Love For All - Adds Political Power and Stability in cost of Love, more erots in stockpile -> more Politics Power and Stability gain.

### Main Focus Tree

    The Main tree of Protectorate that is starts from. It contains 5 Branches:
* Middle - The main focus branch - attaches to Left-Middle and Right-Middle branches to get more bonuses and contains most of the country mechanics and politics. The whole tree starts here - from **84 Crystal Avenue** focus; **++** also contains **A Free Ost-Kommando** and **New Collaborationism** tree**;**
* Left Small - Very important garrison army focuses with uniqual bonuses, this branch starts from **The Eastern Garrison** focus;
* Right Small - Architectural, construction focuses, mostly - some rare Collaborationists Presence points. This branch starts from **Building Bridges?** focus and is important to finish the whole tree without problems with  Equestrian Liberation Front, but is not necessary if no care of their uprising;
* Left-Middle - Resistance Suppression focuses, starts from **Smash the Resistance** focus;
* Right-Middle - Collaborationists-based focuses - second place in list of good bonuses. Branch starts from **Confer with the Collaborationists** focus and is important to finish the whole tree without problems with  Equestrian Liberation Front, but is not necessary if the player does not care about their uprising.

The table below contains only bonuses shown on the Main focus tree and not contains event bonuses information: they are mostly mutually exclusive or have complex event chains.

Focus Tree Effects

### Lilac's Gamble Focus Tree

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

This Focus Tree will only be available if Lilac failed her politics and can't continue doing the main focus tree branches. This focuses are the last thing to do, because if they are finished - the Equestrian Liberation Front will rise on Protectorate territory, and perspectively even beat the whole Hegemony.

However, this tree allows the Protectorate to prepare for future war and destroy the resistance forces really quickly, that will be followed with removing of negative national spirits and rebelion unrest mechanics, and will let Protectorate get the so-called below "Late-Game Focus Tree" if it was not possible to continue the Main one.

Focus Tree Effects

Spoiler end.
### Late-game Focus Tree

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

If Lilac chose the way of independence at the end of "Main Focus Tree" - she will get this one.

This focuses allow the Protectorate to become a De Jure Puppet and later - even an independent ally of Changeling Lands.

Focus Tree Effects

Spoiler end.

## Technology

The technologies available at the establishment of the protectorate are the same as the Changelings. See Changeling\_Lands#Technology.

Can get unique **Merchant Cruisers**, **Closed-circuit Television Surveillance Network**, **Chemical Warfare Units**, **Urban Warfare** and some **more** technologies from focus tree and decisions.

Can get **Pegasi Divisions I** and **Mage Companies.**

## Politics

### National Spirits

**The Love Tax**
* Resources to Market: **+5.00%**
* Daily Autonomy Progress Gain: **+0.1**
* (**The Changeling Lands**) Civilian Industry to target country: **+25.00%**
* (**The Changeling Lands**) Extra Trade to Overlord: **-50.00%**

**Public Hostility - Critical**
* Recruitable Population Factor: **-50%**
* Construction Speed: **-50.00%**
* Production Efficiency Cap: **-50.00%**
* Research Speed: **-50.00%**
* Ideology Drift Defense: **-50.0%**

Stage **1** of 3.

**Resistance Subversion - Critical**
* Stability: **-50.00%**
* Surrender Limit: **-25.00%**
* Division Attack on Core Territory: **-25.00%**
* Division Defense on Core Territory: **-25.00%**

Stage **1** of 5.

**Garrison Shortcomings - Critical**
* Division Organization: **-50.0%**
* Division Attack: **-50.0%**
* Division Defense: **-50.0%**
* Training Time: **+50.00%**

Stage **1** of 5.
The Changeling military, fearsome as it is, has become severely overextended following the Queen's conquest of Equestria. Spread out over the territory of the eastern Equestrian seaboard, the Garrison of the Manehattan Protectorate is crippled with a myriad of shortcomings; of personnel, equipment, resources, expertise - you name it.

### Leaders

Changeling Administration
Her service to the Queen seemed to have paid off, though, as she was bestowed the title of Protectress over the exalted metropolis of Manehattan following its conquest.
 **Coco Pommel** | Harmony

Equestrian Liberation Front

Communist

Collaborationist Establishment

### Staff and Designers

**Political Advisors**

**Tank Designer**

**Armour**:
* Reliability: **+5%**
* Soft Attack: **+5%**
     **Lancel Mechanics**

* Armour: **+5%**
* Hard Attack: **+5%**
     **Scarab Ironclad**

* Is in Faction With  Changeling Lands
**Armour**:
* Reliability: **+2%**
* Armour: **+2%**
* Soft Attack: **+2%**
* Hard Attack: **+2%**
* Max Speed: **+2%**
     **Detrot Motors**

* *One of the Following Must Be True:*

- One of the Following Must be True:
* + Has National Spirit **Public Hostility - Manageable**

- All of the Following Must be True:
* + Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
**Armour**:
* Max Speed: **+5%**
* Reliability: **+10%**

**Ship Designer**

* Is in Faction With  Changeling Lands
**Carrier**:
* Surface Visability: **-10.0%**
* Max Speed: **+10%**
* Deck Size: **-10%**

**Capital Ship**:
* Surface Visability: **-10.0%**
* Max Speed: **+10%**
* Heavy Attack: **-10%**

**Screen**:
* Surface Visability: **-10.0%**
* Max Speed: **+10%**

**Submarine**:
* Sub Visibility: **-10.0%**
* Surface Visability: **-10.0%**
* Max Speed: **+10%**
     **Albion Dockyard**

One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
**Screen**:
* Max Range: **+30%**
* Sub Detection: **+10%**
* Max Speed: **+10%**
* Production Cost: **+10.00%**
     **Seaward Shoals Dockyard**

One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
**Carrier**:
* Armour: **+50%**
* HP: **+10%**

**Capital Ship**:
* Armour: **+10%**
* Heavy Attack: **+10%**

**Aircraft Designer**

* Air Accidents Chance: **-2.0%**
* **Heavy Fighter**: Reliability: **+20%**
* **Tactical Bomber**: Reliability: **+20%**
     **Stratus Company**

One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
**Close Air Support**:
* Ground Attack: **+10%**
* Reliability: **+10%**

**Carrier CAS**:
* Ground Attack: **+10%**
* Reliability: **+10%**

**Materiel Designer**

* Is in Faction With  Changeling Lands
* Jäger Technology Research Speed: **+5%**
     **Fillydelphia Motors**

* Has Full Control of **Fillydelphia**
* Motorized Rocket Artillery Research Speed: **+50%**
     **Manehatten Arsenal**

One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**

**Industrial Concern**

* Factory Output: **+2.50%**
     **Prench Institute**

One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
     **Manehatten Polytechnic**

Manehatten Polytechnic has been unlocked (unlocks during the **Conscript the Scientists** focus)
One of the Following Must be True:
* Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**

**Theorist**

* Land Doctrine Research Speed: **+10%**
     **Coccyx**

* Air Doctrine Research Speed: **+10%**
     **Thysbe**

* Naval Doctrine Research Speed: **+10%**
     **Dairyn**

* Mobile Warfare Doctrine: **+10%**
* **Armour**: Max Speed: **+10%**

**Chief of Army**

* AI Modifier: Focus on Defence: **+15.0%**
     **Carpais**

     **Scile**

* Army Experience Gain: **-10.0%**
* Maximum Command Power Increase: **+50**
     **Schaelli**

**Chief of Navy**

* One of the Following Must be True:
	+ Has National Spirit **Public Hostility - Serious**
	+ Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
     **Clavicus**

**Chief of Airforce**

	+ Has National Spirit **Public Hostility - Serious**
	+ Has National Spirit **Public Hostility - Manageable**
* All of the Following Must be True:
	+ Does Not Have National Spirit **Public Hostility - Critical**
	+ Does Not Have National Spirit **Public Hositility - Serious**
	+ Does Not Have National Spirit **Public Hostility - Manageable**
* Air Superiority Defence: **+2.00%**
* Air Superiority Agility: **+2.00%**
     **Wind Rider**

     **Coracoid**

**Military High Command**

## Economy

### Laws and Development

  Changeling Garrison

* Recruitable Population: **2.50%**
* Infiltrator Company Attack: **+2.50%**
* Infiltrator Company Defense: **+2.50%**

* 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 Changeling Racial Tree

### Industry and Resources

Factories

Resources\*
 5

* All values are the amounts extracted INCLUDING effects of negative Industrial Ideas (agrarian society, etc) and National Spirits.
* Values used are taken from the full extent of the Protectorate's core lands at beginning of the game in 1007 and will differ greatly by the time the Protectorate is established and the politics situation in the World (Like "Is Stalliongrad annexed during the Great war").