recursal/Fanatic-Fandom huggingface dataset:
Lonetree

**Lonetree** is a tribal nation based in North and East Utah.

## Historical background

The people of Lonetree have been able to enjoy peaceful and often sheltered lives and while they aren’t unfamiliar with war the relative stability and openness of their neighbours meant that they have been able to focus their efforts on their communities own progress. However this cooperative relationship has become increasingly difficult to maintain as both New Canaan and Heavens Gate seek to expand their economic and religious interests in Lonetree often at the cost of the other.
- Scenarios country selection screen quote
A tribe that, as of 2275, is being influenced by missionaries from New Canaan.

## Politics

### National spirits

Lonetree starts with one national spirit:

**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.
Ciphers

The **Ciphers**, also known as the **Ciphers of the West** are a tribe in the West Coast region.

## Historical background

A tribal nation, living in the area encompassing their own reservation, as well having influence in the town of Modoc.

## Behind the scenes

* The Ciphers are sometimes referred to as the Painted Men.
* The Ciphers are based on the tribe of the same name that was to be featured in the cancelled *Fallout* game *Van Buren*, although the tribe was later mentioned in the *Fallout: New Vegas* add-on *Dead Money* by the name of "Ciphers of the West."
	+ Despite the similarity of their names, the Ciphers are not the Cypher Warband.

## References

1. ↑ Zusk: *"Painted Men are the Ciphers of the West"*
 - Obtained from Discord, 6/2/2020
2. ↑ Zusk: *"The painted men are the* painted people*, aka the* Ciphers of the West *from Van Buren."*
 - Obtained from Discord, 1/26/2020
3. ↑ Zusk: *"Ciphers of the West are the Ciphers above Navajo.

Cypher Warband is the group from Fallout BoS2"*
 - Obtained from Discord, 6/15/2021
Brotherhood (disambiguation)

Disambiguation page for Brotherhood (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

For the deprecated pre-4.0 **Western Brotherhood**:  Western Brotherhood (replaced with Lost Hills)

For the post-4.0 **Lost Hills Brotherhood**:  Lost Hills

For the **Gulf Brotherhood**:  Gulf Brotherhood

For the **Lyons Brotherhood**:  Lyon's Brotherhood

For the **Midwest Brotherhood**:  Midwest Brotherhood

For the **Texan Brotherhood**:  Texan Brotherhood

For the **Washington Brotherhood**:  Washington Brotherhood
Mutant Recruitment

**Mutant Recruitment** or in mutant led countries **Normies Recruitment**(Mutant Normal Law) is a series of laws deisgnating the treatment and enrolment of "minorities" in the Nation to the army.

## Mutant Recruitment

**No Mutants Allowed**

* Division Organization: **+2%**
* Division Recovery Rate: **+2%**
The wasteland is pockmarked with the presence of those shaped and changed by radiation or other foul, militant sciences. For the purposes of our army, they must be considered unsafe and degenerate, and be denied service without exception. To do otherwise would be to put our whole army at risk.

**Requirements**

**Ghoul Recruitment**

* Division Organization: **-2%**
* Division Attrition: **-2%**
* Supply Consumption: **-2%**
* Division Recovery Rate: **-2%**
Simply put, ghouls are more equipped to cope with the conditions of the wasteland than the baseline human. With an extreme tolerance for radiation and a remarkably hardy constitution, a ghoul makes a model marching soldier. How can one deny a soldier who doesn’t eat, doesn’t age, and can walk off even the most fearsome wounds?

**Requirements**

**Super Mutant Recruitment**

* Division Organization: **-4%**
* Division Attrition: **-4%**
* Supply Consumption: **-4%**
* Division Recovery Rate: **-4%**
It is true, super mutants are quite super. Invariably warlike, and far more mighty and vicious than any human, the presence of these mutants in our army will increase our military might considerably. This can prove to be a double edged blade, though, for the super mutant caste system that dictates the puny human as inferior may lead to insubordination and disorder in our ranks.

**Requirements**

**Recruit All Mutants**

* Division Organization: **-6%**
* Division Attrition: **-6%**
* Supply Consumption: **-6%**
* Division Recovery Rate: **-6%**
The theory of evolution is simple: the weak die, the strong survive. Though ghouls and super mutants cannot be considered outright superior to the basic human, they have a great many advantages that lend to their survival in the wasteland. Though it may affect the structure and stability of our nation and army, we must make proper use of these advantages.

**Requirements**

## Normies Recruitment

**No Normies**

* Division Organization: **+5%**
* Recruitable Population Factor: **-5%**
Normies, Normies everywhere. In the streets, in the sewers, in the forests and hills and ruins. Smooth-skin normies have no place standing on equal footing in our society.

**Requirements**

**Normies Allowed**

* Recruitable Population Factor: **+5%**
* Stability: **-5%**
Sure, Smooth-skin normies might hunt and prosecute us if not kept in check. That still doesn't mean that we can't work alongside the helpful of their kind, those who prove themselves useful to our cause.

**Requirements**

## Robotic Recruitment

There seems to be another level of Mutant Recruitment called "Rely on Robots" in the gamefiles. WIP/removed from game

Rely on Robots icon**Rely on Robots**
?

**Requirements**
Desert Rangers National Focus Tree

The Desert Rangers, as one of the many sub-major powers of the West Coast, has a unique national focus tree.

The Desert Rangers national focus tree can be divided into four branches:

Desert Origins Branch
This branch allows the Desert Rangers to determine their starting ideological, political, and economic focuses through resulting events, eventually unlocking the other branches of the nation.
* Thrasher Sagarra Branch

The Brotherhood of Steel branch. It focuses on negotiating and working with the Brotherhood of Steel, and eventually becoming one of their own chapters.
* Snake Vargas Branch

The Desert Ranger traditionalist branch. It focuses on creating the Nevada Pact faction, and growing and improving the Desert Rangers.
* Hell Razor Branch

The New California Republic branch. It focuses on making peace and eventually partnering with the New California Republic and joining them in their battle against Caesar's Legion.
* Begin Ranger Reorganization Branch

The branch resulting from whichever leader is decided to lead the Desert Rangers. With their new leader and path set, the Desert Rangers reorganize themselves into a bigger and more powerful force than ever before.
Doushou Lu

The **Doushou Lu** are a Chinese remnant nation located in northeast Colorado.

## Background

Led by Lieutenant Lui Wei, a former Chinese special forces soldier, the Doushou Lu reside south of their neighbors, the Hexie Lu. The Doushou Lu operate with a variant of communism known as "Luism", putting them at odds with the Hexie Lu's Zhangism.

## Behind the scenes

The Doushou Lu were created by Lord Militus.

## References

1. ↑ Lord Militus: *"Captain Zhang King is the leader of Hexie Lu, a patient, calm pre-war ghoul who sees war as a necessity, not something he wants. He prefers the idea of moving on from the past of war and recovering, aiding American or Chinese, mutant or non-mutant.

Lieutenant Lui Wei leads the Doushou Lu. A much more aggressive man who was part of Chinese special forces pre-war and is still intend on killing Americans, no matter how long ago the war was.

What their paths leads down, you'll have to wait. :wink:"*
- Obtained from Discord, 7/21/2020
2. ↑ Lord Militus: *"As to the 'how tf' you'll find out when their content releases. The lore is - simply put - that they are military remnants from before the war, both with differing views on communismn, namely Zhangism & Luism and do not get along. You can see more by hovering over their leader portrait or going to their pages on the wiki."*
- Obtained from Discord, 3/8/2022
Enclave (disambiguation)

Disambiguation page for Enclave (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

For the **Enclave Reborn** Submod: Submods

For the discontinued nation **Western Enclave**:  Western Enclave (removed from the game)

For the formable nation removed in 4.0 **Enclave (New Reno)**:  Enclave

For the Holiday event nation **North Pole Enclave**:  North Pole Enclave

For the April Fools day (2021) event nation **Texan Enclave**:  Texan Enclave

For the Enclave detachment in Montana added in 4.0:  MacArthur
Houston Rockets

The **Houston Rockets** were a generic civilized raider nation in the Texan region, until their removal in Old World Blues patch 3.3.14.

## Historical background

Before the Great War, the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit. After the Great War, the region was dominated by raider gangs, who had little to no understanding of the technology in the area.

## Gameplay

Houston Rockets are a settler type nation (based on focus tree and laws).

### Technology

Their military technology is on the civilised level, with only robotics and air being advanced. The Industrial technolgies are however all advanced.

### Leader

Huston Rockets are led by a Huston governing body, which has proven ineffiective resulting in **-50%** PP gain.

### Economy

Huston rockets have standart settler Economy Law and Trade Law.
Their starting territory contains folowing resources:

* 18 Scrap Metal
* 13 Water
* 8 Energy
* 15 Circuitry
* 15 Advanced Components
* 15 Composite Materials

### Army

Houston Rockets start with 4 PSO Detachments (18 width militia) and 3 PSO Enforcers (10 width infantry), all equiped with basic mele weaponry and with only half the equipement.The manpower in their core teritorries equals 60.07K.

### National Spirits

**Broken Pipes**

* Stability: **-30.00%**
One of the main reasons that Houston was able to take so much territory, was due to the promise of purified water. However, the pipes running throughout the land have been in such a state of disrepair the pipes no longer work.

## Behind the scenes

* After the release of 3.0, the Houston Rockets tree was cut in the 3.3.14 patch due to the finished result not being up to the standards that the content designer of that tree had wanted.
* The Houston Rockets background referenced the National Aeronautics and Space Administration (NASA), however, in the *Fallout* series, NASA is only mentioned in *Fallout 2*, with the United States Space Administration (USSA) having taken their place throughout the rest of the games.
* The Houston Rockets were loosely based off the Bloomfield Space Center, a location that was to be featured in *Van Buren*. The location featured raiders who did not know or understand the technology they had access to, similar to the depiction of the Houston Rockets.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Houston Rockets**: the remnants of NASA and Houston’s entertainment industry made a deal. One side made money off of sports, and the other side used the profits to launch rockets into orbit."*
2. ↑ Freddy: *"Bloomfield Space Center is what its loosely based off of"*
 - Obtained from Discord, 6/29/2021
3. ↑ Freddy: *"Raiders who have no idea what they've got their hands on"*
 - Obtained from Discord, 6/29/2021
Assassin City

**Assassin City**, also known as the **Assassin City Rollergirls** is a raider gang nation in the Texan region.

## Historical background

A raider gang made up of roller derby players, ejected from their home stadium by the Texan Brotherhood, seeking revenge in order to reclaim it.

## Gameplay

### Conscription Law

Main article: Conscription Law

**Petty Gang Conscription**

* Division Organisation: **+5%**
* Recruitable population: **5%**
* Supply Consumption: **-5%**
* Stability: **+5%**
* Research Speed: **+10%**

**Requirements**

**Raider Bands**

* Division Speed: **+3%**
* Division Organisation: **-3%**
* Recruitable population: **7%**
* Supply Consumption: **+3%**
* Stability: **-3%**
* Research Speed: **+5%**
* Justify Wargoal Time: **-3%**
* Reinforce Rate: **+3%**

**Requirements**

**Scum And Vilainy**

* Division Speed: **+5%**
* Division Organisation: **-5%**
* Recruitable population: **9%**
* Supply Consumption: **+5%**
* Stability: **-5%**
* Justify Wargoal Time: **-5%**
* Reinforce Rate: **+5%**

**Requirements**

**Threat To All People**

* Division Speed: **+7%**
* Division Organisation: **-7%**
* Recruitable population: **11%**
* Supply Consumption: **+7%**
* Stability: **-7%**
* Justify Wargoal Time: **-7%**
* Reinforce Rate: **+7%**

**Requirements**

**Doom Of The Wasteland**

* Division Speed: **+10%**
* Division Organisation: **-10%**
* Recruitable population: **15%**
* Supply Consumption: **+10%**
* Stability: **-10%**
* Justify Wargoal Time: **-10%**
* Reinforce Rate: **+10%**

**Requirements**

### Economy

Starting Industry

Starting Resources

## Starting Position

Assassin City starts in East Texas, between Desperados to the east, Tubeheads to the west, Texas Brotherhood to the south, and Choctaw Nation to the north. The Red River runs north of Assassin City, with two crossings to Choctaw Nation. The Sabine River runs south of Assassin City, with one crossing to Texas Brotherhood.

Assassin City starts with a production of 1 factory producing Infantry Equipment and 1 factory producing Skate Equipment.

Assassin City starts with these division templates:

* Blockers (4 Militia battalions)
* Bruisers (6 Infantry battalions)
* Rollergirls (6 Skate Infantry battalions)

Assassin starts with 8 divisions:

* 5 divisions of Rollergirls, fully equipped.
* 3 divisions of Blockers, fully equipped.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Assassin City Rollergirls**: a raider gang steeped in roller derby culture, they skate around the urban sprawl in atomic skates, cleaving heads and splitting Brotherhood power armour like tin cans."*
Custom Commands

**Custom Commands** (also known as **Scripted Effects**) are used to simplify the repeated use of multi-line code into one single line.

Some Commands require a number of parameters to be set as temporary variables before their use.

This page seeks to summarise all of these commands, allowing a useful reference resource when scripting focus trees, events, decisions and the like.

## Exodus Effects

```
exodus_with_set_proportion
```
```
THIS
```
The state scope in which the exodus will take place
```
exodus_set_portion = <float>
```
The portion of the state's population which will be dispersed as refugees
```
20 = {
    set_temp_variable = { exodus_set_portion = 0.4 }
    exodus_with_set_proportion = yes
}
```
```
exodus_set_portion > 1
```

```
exodus_decimate_portion
```
```
THIS
```
The state scope in which the decimation will take place
```
decimation_portion = <float>
```
The portion of the state's population which will be destroyed
```
20 = {
    set_temp_variable = { decimation_portion = 0.4 }
    exodus_decimate_portion = yes
}
```
```
decimation_portion > 1
```

```
exodus_add_refugees
```
```
THIS
```
The country scope to whom the refugees will be added
```
refugees_to_add = <value>
```
The number of refugees that will be added to the nation's pool
```
NCR = {
    set_temp_variable = { refugees_to_add = 360 }
    exodus_add_refugees = yes
}
```

```
exodus_send_refugees_to_THIS
```
```
THIS
```
The country scope to whom the refugees will be sent
```
refugees_to_add = <value>
```
The number of refugees that will be added to the nation's pool and removed from the old state
```
refugee_origin = <state id>
```
The state ID of the refugee's origin
```
NCR = {
    set_temp_variable = { refugees_to_add = 360 }
    set_temp_variable = { refugee_origin = 46 }
    exodus_send_refugees_to_THIS = yes
}
```

## Caps Commands

```
caps_to_add
```
```
set_temp_variable = {
    caps_to_add = 200
}
add_caps = yes
```
```
add_caps
```

## Law Commands

```
increase_mobalisation_law
```
```
increase_conscription_law
```

```
decrease_conscription_law
```
```
increase_trading
```

## Miscellaneous Commands

```
give_next_level_of_weapon_equipment
```
Skylar

* ⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣤⠴⠶⠶⠶⠶⠶⠶⠶⠶⢤⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⢀⣤⠶⠛⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠛⠶⣤⡀⠀⠀⠀⠀⠀
* ⠀⠀⢀⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠛⢷⡄⠀⠀⠀
* ⠀⣰⠟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣦⠀⠀
* ⢰⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣧⠀
* ⣿⠀⠀⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⡄⠀⢹⡄
* ⡏⠀⢰⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠀⢸⡇
* ⣿⠀⠘⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡟⠀⢸⡇
* ⢹⡆⠀⢹⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣼⠃⠀⣾⠀
* ⠈⢷⡀⢸⡇⠀⢀⣠⣤⣶⣶⣶⣤⡀⠀⠀⠀⠀⠀⢀⣠⣶⣶⣶⣶⣤⣄⠀⠀⣿⠀⣼⠃⠀
* ⠀⠈⢷⣼⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⣿⡇⠀⢸⡾⠃⠀⠀
* ⠀⠀⠈⣿⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⠁⠀⠀⠀⠀⢹⣿⣿⣿⣿⣿⣿⣿⠃⠀⢸⡇⠀⠀⠀
* ⠀⠀⠀⣿⠀⠀⠘⢿⣿⣿⣿⣿⡿⠃⠀⢠⠀⣄⠀⠀⠙⢿⣿⣿⣿⡿⠏⠀⠀⢘⡇⠀⠀⠀
* ⠀⠀⠀⢻⡄⠀⠀⠀⠈⠉⠉⠀⠀⠀⣴⣿⠀⣿⣷⠀⠀⠀⠀⠉⠁⠀⠀⠀⠀⢸⡇⠀⠀⠀
* ⠀⠀⠀⠈⠻⣄⡀⠀⠀⠀⠀⠀⠀⢠⣿⣿⠀⣿⣿⣇⠀⠀⠀⠀⠀⠀⠀⢀⣴⠟⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠘⣟⠳⣦⡀⠀⠀⠀⠸⣿⡿⠀⢻⣿⡟⠀⠀⠀⠀⣤⡾⢻⡏⠁⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⢻⡄⢻⠻⣆⠀⠀⠀⠈⠀⠀⠀⠈⠀⠀⠀⢀⡾⢻⠁⢸⠁⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⢸⡇⠀⡆⢹⠒⡦⢤⠤⡤⢤⢤⡤⣤⠤⡔⡿⢁⡇⠀⡿⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠘⡇⠀⢣⢸⠦⣧⣼⣀⡇⢸⢀⣇⣸⣠⡷⢇⢸⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⣷⠀⠈⠺⣄⣇⢸⠉⡏⢹⠉⡏⢹⢀⣧⠾⠋⠀⢠⡇⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠻⣆⠀⠀⠀⠈⠉⠙⠓⠚⠚⠋⠉⠁⠀⠀⠀⢀⡾⠁⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠀⠙⢷⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠳⠶⠦⣤⣤⣤⡤⠶⠞⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Eden

**Eden** is a people-centric isolationist nation based in South Texas and the Braxos Corridor.

## Historical background

Led by Scarlet, Eden was formed by Scarlet moving a Garden of Eden Creation Kit (G.E.C.K.) that Reese, a traitorous Brotherhood member, had found and was attempting to use to destroy humanity in the region, to a remote location, in order to contain its effects, and prevent those who would seek to cause harm with the device.

## References

1. ↑ Development Diary #11 (Dev Diary 11: Welcome to Texas and Oklahoma): *"**Eden**: lead by Scarlet, a protagonist from the protagonist of the cancelled game "Fallout: Brotherhood of Steel 2", who dragged Reese’s GECK from The Corpse to a remote location, to contain the spread of its taint from the outside world, and all who would covet its ruinous strength."*
2. ↑ Flavor Friday #2 (Flavour Friday 2: Scarlet of Eden)
Circle Junction

## Game Information

### Unit Focus

Infantry

**Circle Junction** is a tribal nation in South and West Colorado.

## Politics

### National spirits

The Antelope Tribe starts with one national spirit:

**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%**
Iron Alliance

The **Iron Alliance** is a raider/mercenary country in Central Colorado.

## Historical background

The Iron Alliance are a group of mercenary raiders, lending their services to the highest bidder.

## Gameplay

### Economy

Starting Industry

Starting Resources

## Behind the scenes

* Despite not having a unique focus tree they are one of the oldest nations and appear in original OWB design documents.
Bellingham

**Koover** is a settler nation in the West Coast region. Prior to version 4.0 (Tandi's Legacy), Koover was instead known as **Bellingham**.

## Historical background

A settler Ghoul nation, led by a Pre-War Canadian soldier, heavily based around the defense of their home.

## Politics

### National spirits

Koover starts with one national spirit:

**Bellingham for Battle**

* Recruitable Population: **5.00%**
* ( Washington Brotherhood) Attack bonus against country: **+15.0%**
* ( Broken Coast) Attack bonus against country: **+15.0%**
The cities of Bellingham & Vancouver, due to their proximity to the Trans-Alaskan Pipeline, was a key location during the American-Canadian conflict. Many of the Ghouls living in the city today remember those battles, fought in them even.

They won't go quietly.

## Economy

Starting Industry

Starting Resources

## Starting Position

Koover starts in South Columbia, between Broken Coast and Kamlo to the north, Sylix Nation to the east, and Yakama Nation and Washington Brotherhood to the south. The Canadian Coast sea zone is accessible to the west of Koover's starting territory.

Koover starts with a production of 1 factory producing Infantry Equipment.

Koover starts with these division templates:

* Militia Force (4 Militia battalions)
* People's Guard (7 Infantry battalions)

Koover starts with 5 divisions and 1 fleet:

* 5 People's Guard, fully equipped.
* 2 fleet named Bellingham United Flotilla, containing 4 Destroyers and 3 Heavy Ships.

## Behind the scenes

* Originally, Koover was not intended to be a ghoul nation, rather, due to a typo by Mechano, ghoul tags intended for Beltran-Levya and the Sinaloa Cartel became Bellingham and the Sinaloa Cartel instead.
* In 2021, Zusk and wtchappell discussed changing Bellingham's name to Koover, after the country. As of update 4.0, Bellingham has been changed to Koover.

## References

1. ↑ Zusk: *"Fun Fact:
Just found out that* Bellingham *became a ghoul nation because of a typo in 2.0's development.
Mechano did a push where he wanted to mak SIN and BLO into ghoul nations in our trigger files, yet made BEL and SIN instead ghouls.

I didn't catch that before we released 2.1, so thats why Bellingham became a ghoul nation"*
- Obtained from Discord, 7/16/2020
2. ↑ Zusk: *"Me and witch actually talked about renaming Bellingham to Koover
like the country name"*
- Obtained from Discord, 10/2/2021
Church of the Silo

The **Church of the Silo** are a nuclear-worshipping group based in the North Dakotas of The Great North region.

## Historical background

A group who worship radiation as a form of religion, based in a nuclear missile silo still containing many nuclear missiles.

## Politics

### National spirits

The Church of the Silo starts with one national spirit.

**The Deluge of Fire**

* Recruitable Population Factor: **15%**
* War Support: **+20.00%**
* Justify war goal time: **-20.00%**
* Justify war goal time on us: **-35%**
The world ended in a Deluge of fire, and Sister Rose and the rest of the Church must be certain it never happens again. They guard their holy silo's and call fourth the downtrodden in society, offering them the warmth and love of the Church. They seek to expand there control, to protect the world from the Second Deluge, yet many see them as insane and threats to the wastes.
### Leaders

Main article: Political parties and leaders

## Starting Position

The Church of the Silo starts in North Dakotas, between Two Peoples to the south, Bismarck to the west, The Old Believers to the north, and Roach King to the east.

The Church of the Silo starts with a production of 4 factories producing Infantry Equipment.

The Church of the Silo starts with these division templates:

* Children of the Silo (6 Militia battalions)
* Soldiers of the Deluge (8 Infantry battalions with a Demolitions support company)

The Church of the Silo starts with 6 divisions:

* 4 divisions of Soldiers of the Deluge, fully equipped.
* 2 divisions of Children of the Silo, fully equipped.

## Behind the scenes

* The Church of the Silo are also referred to as "Children of the Silo" by the 4.0 patch notes, as well as "The Great Silos of the North" focus of the Montana Chapter focus tree.
Desert Rangers events

This is a list of all events relating to the Desert Rangers (from /Old World Blues/events\_ranger\_l\_english.yml).

 id### Ranger Origins

**Army Corps of Engineers.*** Add technology: **Scrap Motorcycles**.
* Gains National Spirit **Army Corps of Engineers Origins**, which grants (**Outpost** construction speed: **+20.00%**, **Land Fort** construction speed : **+20.00%**).
* **Spawn 1 unit of motorized infantry**

**National Guard.*** Gains National Spirit **National Guard**, which grants (Construction Speed: **+15.00%**).
* **Spawn 2 units of infantry**

**Army Ranger Battalions.*** Gains National Spirit **Army Rangers**, which grants (Division training time: **-10.0%**).
* **Spawn 1 Special Forces unit**

 id### The Prison's Inhabitants

**Accept the criminals.*** **Ranger Citadel**:
	+ Add **3** Building Slots.
	+ Add **2 Arms Workshop**.
* Gains National Spirit **Accepted Criminals**, which grants (Stability: **-2.00%**, War Support: **-5.00%**).
* Manpower: **+900**.

**Accept petty criminals.*** **Ranger Citadel**:
	+ Add **4** Building Slots.
	+ Add **1 Civilian Workshop**.
	+ Add **1 Arms Workshop**.
* Gains National Spirit **Accepted Petty Criminals**, which grants (Stability: **-1.00%**, War Support: **-1.50%**).
* Manpower: **+1200**.

**Exile the criminals.*** Gains National Spirit **Kicked out Criminals**, which grants (Stability: **+2.00%**, War Support: **+3.00%**).
* **Ranger Citadel**:
	+ Add **3** Building Slots.
	+ Add **2 Civilian Workshop**.

 id### Peacekeepers of the Mojave.

**Protect the weak.*** Manpower: **+600**.
* **Ranger Citadel**:
	+ Add production of **3** (unrecognized string "Water" for Template:Icon) in Ranger Citadel.
	+ Add production of **3** (unrecognized string "Scrap Metal" for Template:Icon) in Ranger Citadel.
	+ Add production of **3** (unrecognized string "Energy" for Template:Icon) in Ranger Citadel.
	+ Add production of **3** ?(unrecognized string "Composite Materials" for Template:Icon)? in Ranger Citadel.

**Protect everyone.*** Manpower: **+300**.
* **Ranger Citadel**:
	+ Add production of **6** (unrecognized string "Water" for Template:Icon) in Ranger Citadel.
	+ Add production of **6** (unrecognized string "Scrap Metal" for Template:Icon) in Ranger Citadel.
	+ Add production of **6** (unrecognized string "Energy" for Template:Icon) in Ranger Citadel.
	+ Add production of **6** ?(unrecognized string "Composite Materials" for Template:Icon)? in Ranger Citadel.

**Protect the wealthy.*** **Ranger Citadel**:
	+ Add production of **9** (unrecognized string "Water" for Template:Icon) in Ranger Citadel.
	+ Add production of **9** (unrecognized string "Scrap Metal" for Template:Icon) in Ranger Citadel.
	+ Add production of **9** (unrecognized string "Energy" for Template:Icon) in Ranger Citadel.
	+ Add production of **9** ?(unrecognized string "Composite Materials" for Template:Icon)? in Ranger Citadel.
Miles

* ⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣤⣤⠴⠶⠶⠶⠶⠶⠶⠶⠶⢤⣤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⢀⣤⠶⠛⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠛⠶⣤⡀⠀⠀⠀⠀⠀
* ⠀⠀⢀⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠛⢷⡄⠀⠀⠀
* ⠀⣰⠟⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣦⠀⠀
* ⢰⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠹⣧⠀
* ⣿⠀⠀⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⡄⠀⢹⡄
* ⡏⠀⢰⡏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠀⢸⡇
* ⣿⠀⠘⣇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡟⠀⢸⡇
* ⢹⡆⠀⢹⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣼⠃⠀⣾⠀
* ⠈⢷⡀⢸⡇⠀⢀⣠⣤⣶⣶⣶⣤⡀⠀⠀⠀⠀⠀⢀⣠⣶⣶⣶⣶⣤⣄⠀⠀⣿⠀⣼⠃⠀
* ⠀⠈⢷⣼⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⣾⣿⣿⣿⣿⣿⣿⣿⡇⠀⢸⡾⠃⠀⠀
* ⠀⠀⠈⣿⠀⠀⢿⣿⣿⣿⣿⣿⣿⣿⠁⠀⠀⠀⠀⢹⣿⣿⣿⣿⣿⣿⣿⠃⠀⢸⡇⠀⠀⠀
* ⠀⠀⠀⣿⠀⠀⠘⢿⣿⣿⣿⣿⡿⠃⠀⢠⠀⣄⠀⠀⠙⢿⣿⣿⣿⡿⠏⠀⠀⢘⡇⠀⠀⠀
* ⠀⠀⠀⢻⡄⠀⠀⠀⠈⠉⠉⠀⠀⠀⣴⣿⠀⣿⣷⠀⠀⠀⠀⠉⠁⠀⠀⠀⠀⢸⡇⠀⠀⠀
* ⠀⠀⠀⠈⠻⣄⡀⠀⠀⠀⠀⠀⠀⢠⣿⣿⠀⣿⣿⣇⠀⠀⠀⠀⠀⠀⠀⢀⣴⠟⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠘⣟⠳⣦⡀⠀⠀⠀⠸⣿⡿⠀⢻⣿⡟⠀⠀⠀⠀⣤⡾⢻⡏⠁⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⢻⡄⢻⠻⣆⠀⠀⠀⠈⠀⠀⠀⠈⠀⠀⠀⢀⡾⢻⠁⢸⠁⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⢸⡇⠀⡆⢹⠒⡦⢤⠤⡤⢤⢤⡤⣤⠤⡔⡿⢁⡇⠀⡿⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠘⡇⠀⢣⢸⠦⣧⣼⣀⡇⢸⢀⣇⣸⣠⡷⢇⢸⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⣷⠀⠈⠺⣄⣇⢸⠉⡏⢹⠉⡏⢹⢀⣧⠾⠋⠀⢠⡇⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠻⣆⠀⠀⠀⠈⠉⠙⠓⠚⠚⠋⠉⠁⠀⠀⠀⢀⡾⠁⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠀⠙⢷⣄⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡴⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀
* ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠙⠳⠶⠦⣤⣤⣤⡤⠶⠞⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀miles
* male

meerkat
Gente del Sol

**Gente Del Sol** is a West Coast nation focused on supporting its leader, the Generalissimo.

## Starting Position

Gente Del Sol is located in the southern region of Senora, south of Caesar's Legion and their Two Sun tributary. to the west, Gente is separated by the Californian Gulf from the Baja states, Paz Bandits and Valley Bandits. The biggest threat and main expansion route for Gente Del Sol lies to the south, with the Free Fighters and the loosely Gente aligned Sonora and Beltran Levya Cartel.

## Focus Tree

The Left Branch deals with Gente's dealings in Baja, with the cartels and the threat of the Free Fighters, before capping of with the formation of Costa Del Sol and Gente expansion plans in an effort to control the coastline around the Californian Gulf.

The middle section deals with the construction of a private Villa, containing industrial and military ideas and ending with the nation being able to choose one of three possible tech advancements. After that it explores the Generalissimos recreational activities and his seret stash of weapons.

The Right part of the tree focuses on the Gente trade deals with Caesar's Legion and the Republic of the Rio Grande and ends with the option to join either of the two factions.

## Unique Systems

### The Arsenal

Gente's gun trade is represented in game through the Arsenal, a stockpile of weapons that exists separetly from its domnestic arms production. This stockpile can be sold to different buyers after they have been unlocked through their respective focus.

### Villa Construction

Once the player starts construction of the Villa they will be put on a timer towards its completion, which is acomplished by finishign the last villa focus, the time can be extended or increased through villa decisions offering a variety of bonuses. Once completed the Villa will unlock recreational activities for the Generalissimo.
Navajo events

This is a list of all events relating to the Navajo (from /Old World Blues/events\_navajo\_l\_english.yml).

 id### The Hero Twins

*The Hero Twins, Born of Water and Monster Slayer, were born to rid the earth of the monsters who killed the People. Every Navajo knows the tale of the two. They were empowered by the sacred elements of the fourth World: turquoise, obsidian, white shell, abalone, salt and wind; and they used these to the alien gods and save the world. But while some honour Monster Slayer for his great deeds, other remember that Born of Water tended the prayer sticks and kept a firm watch. Who does [NAV.GetLeader] honour most?*

**The Monster Slayer*** (**New Navajo**):
	+ Add **3** Building Slots.
	+ Add **2 Arms Workshop.**

**Born of Water*** (**New Navajo**):
	+ Add **3** Building Slots.
	+ Add **2 Civilian Workshop.**

 id### The People's Riches

*American corporations pressured the Navajo to open their land up for exploitation before the Great War. The Navajo reservation contained stockpiles of uranium, coal, natural gas, and oil. But the Navajo saw the writing on the wall and sought to develop their own commercial wind farm.*

**At least the mines were useful after the War.*** Gains National Spirit **Navajo Coal and Gas Company**, which grants (Resource Gain Efficiency: **+15.00%**).
* (**Bloomfields**):
	+ Add production of **13** (unrecognized string "Scrap Metal" for Template:Icon) in Bloomfields.
	+ Add production of **15** (unrecognized string "Energy" for Template:Icon) in Bloomfields.

**The wind farms formed the basis of the recovery.*** Gains National Spirit **The Navajo Wind Farms**, which grants (Consumer Goods Factories: **-3.0%**, Factory Output: **+5.00%**).
* (**Bloomfields**):
	+ Add **3** Building Slots.
	+ Add **2 Civilian Workshop.**

 id### The Friend of Rome

*Caesar initially sought to conquer the Navajo like he had Flagstaff, Phoenix, and Two Sun. Two years of bloody war convinced him this would not succeed. The Navajo Skinwalkers struck at camps under cover of night, causing chaos and slowing the Legion to a crawl. But the Legion ground forward, as relentless as the Arizona sun.

After two years of war, [NAV.GetLeader], leader of the Navajo Scouts, snuck into Caesar's tent, alone and unarmed. None know what he and Caesar spoke of that night, but when the sun rose, Caesar agreed to visit [NAV.Capital.GetName].

Some criticized [NAV.GetLeader] for his peace with the Legion, and his pledge to serve in the Legion's wars. But the Navajo Council saw the benefits the treaty would bring. The Legion promised to protect the People from raiders, and open the Legion's markets to them. And most importantly, Caesar promised the Navajo access to the Colorado's water supply. In exchange for tribute to Caesar, the Navajo's lands would become a garden.*

**Caesar kept his pledge.*** (**Old Cortez**): Add production of **25** (unrecognized string "Water" for Template:Icon) in Old Cortez.

**They say the Skinwalkers scared even Lucius.*** **2x** **50%** Research bonus for: **Special Forces Technology**.
Total Drama High The Movie

The Total Drama High movie was announced in 2019 that it is in development but with no announced release yet. Later in 2022 they said it should come in Fall 2025 but then in 2023 it has been delayed to be released in 2026. Then in early 2024 they announced that the movie will be out on July 10 2026 as well as announcing that the Total Drama movie will be the finale of the whole Total Drama series ending the franchise there.

After when the whole Total Drama Series was finally over. The Total Drama Contestants start a new life. Everything was going good, until trouble happens when Chris's old Collage Rival who is named Mark came and captured Chris and the other Total Drama Contestants. But for some reason

## Songs

New Life Will Begin Today - Gwen (Chole Grace Moretz)

Forgive - Gwen (Chole Grace Moretz), Heather (Bella Thorne), Courtney (Abbi Jacobson), Sierra (Annick Obonsawin)

For The Time For Miss Lindsay - Lindsay (Ariel Winter)

I Saw Everything - Owen (Scott McCord)Gwen, I Need You! - Trent (Jess McCartney) and Duncan (Justin Timberlake)

I Live -Total Drama Chrous

Street We Live On - Total Drama Chorus

I Live (Markendria Version)- Markendria Murrell ft. Marshmello
Navarro Territories

The **Navarro Territories** are an NCR incorporated territory in the West Coast region.

## Historical background

An NCR subject nation, comprised of the former Enclave outpost of Navarro.

## Politics

### National spirits

The Navarro Territories starts with one national spirit:

**Ranger Unification Treaty**

* Power Armour Technology Research Speed: **-30%**
* Special Forces Equipment Research Speed: **+30%**
The Ranger Unification Treaty was a bilateral agreement signed between the New California Republic and the Desert Rangers of Nevada in 2271. The Rangers' influence in the NCR's military would influence their military doctrine for years to come.

### Leaders

Main article: Political parties and leaders

## Behind the scenes

The Navarro Territories flag is the logo of the Pre-War Poseidon Energy subsidiary company, Poseidon Oil.
Jackals

The **Jackals** are a raider tribe in the Mojave Wasteland.

## Historical background

The Jackals were one of the three raider gangs to emerge from Vault 15 in New California, before being driven out by the Khans. By 2275, they occupy part of the Mojave Wasteland.

## Politics

### National spirits

The Jackals starts with two national spirits:

**Raider Nation**

* Construction Speed: **-10.00%**
* Training time: **+15.00%**

**Widespread Cannibalism**

* Recruitable Population Factor: **-20%**
* Division Recovery Rate: **+10.0%**
* Occupation Appeal: **-15.00%**
* Appeal to Refugees: **-15.00%**

## Gameplay

### Military

The Jackals begin with eight divisions all being Jackal Raid Groups.

### Conscription Law

Main article: Conscription Law

**Petty Gang Conscription**

* Division Organisation: **+5%**
* Recruitable population: **5%**
* Supply Consumption: **-5%**
* Stability: **+5%**
* Research Speed: **+10%**

**Requirements**

**Raider Bands**

* Division Speed: **+3%**
* Division Organisation: **-3%**
* Recruitable population: **7%**
* Supply Consumption: **+3%**
* Stability: **-3%**
* Research Speed: **+5%**
* Justify Wargoal Time: **-3%**
* Reinforce Rate: **+3%**

**Requirements**

**Scum And Vilainy**

* Division Speed: **+5%**
* Division Organisation: **-5%**
* Recruitable population: **9%**
* Supply Consumption: **+5%**
* Stability: **-5%**
* Justify Wargoal Time: **-5%**
* Reinforce Rate: **+5%**

**Requirements**

**Threat To All People**

* Division Speed: **+7%**
* Division Organisation: **-7%**
* Recruitable population: **11%**
* Supply Consumption: **+7%**
* Stability: **-7%**
* Justify Wargoal Time: **-7%**
* Reinforce Rate: **+7%**

**Requirements**

**Doom Of The Wasteland**

* Division Speed: **+10%**
* Division Organisation: **-10%**
* Recruitable population: **15%**
* Supply Consumption: **+10%**
* Stability: **-10%**
* Justify Wargoal Time: **-10%**
* Reinforce Rate: **+10%**

**Requirements**

### Economy

Starting Industry

Starting Resources

## Behind the scenes

* The Jackals are based on the raider gang of the same name, mentioned in *Fallout: A Post-Nuclear Role-Playing Game* and appearing in *Fallout: New Vegas*.
Ratchet The Lombax Movie

***Ratchet The Lombax The Movie*** is a computer-animated movie based on the original **Back At The Character World The Adventure Begins** series released in 2020, which ties in directly with the **Back At The Character World**. It was produced by Kendi Channel Animation with some assistance from Anime Toon Entertainment It was the story movie released in the BATCW series, and directed by Kevin Munroe, who wrote the film along with Gerry Swallow and series writer T.J. Fixman. The movie is a re-imagining of the original *Ratchet the Lombax*, and retells the origin story of Ratchet who discovers the most of his adventure. He find out more that he crash landed to the mysterious place of Character World.
Eighties

The **Eighties** (80s) are a tribe of raiders that live in northern Nevada, near the shores of the Great Salt Lake.

## Historical background

Ever since the NCR violently removed the Eighties from Sac-Town they have stalked Utah more vigorously, their hatred for the false republic growing as the years passed. Worshipping the I-80 is deeply rooted into their culture, and they strongly desire to reclaim the road.

War will soon be upon the Eighties, and their warbikes will roar across the wasteland. There is debate amongst the men as to which glorious conquest to undertake first. Shall they ride to Ruby Valley and finish what they started, reclaim the holy road from Vault City, or sack the decadent casinos of Reno?
- Scenarios country selection screen quote

## Politics

### National spirits

The Eighties start with five national spirits:

**Roaring Machines**

* **Motorized Vehicle** Max Speed: **+10%**

**Terror of the Long 80**

* Political Power Gain: **+10%**
* Resource Gain Efficiency: **+10.00%**
* Damage to Garrisons: **+20.00%**

**The Road Warriors**

* Divisions speed: **+10.00%**
* Division Attack: **+5.0%**
* Motorized Attack: **+5.0%**
* Energy Cell Gain per Energy: **+25.00%**
* Energy Cell Gain from Generators: **+25.00%**
* Energy Cell Capacity: **+50.00%**

**The Devils of Utah**

* Stability: **-15.00%**
The Eighties are seen by many as the scum of the earth, the devils of Utah!

**If any country successfully invades, conquers** **and liberates the conquered territory of the Eighties** **without taking the land directly they wil** **surely be seen as a saviour of the people!**

**The Sacred Garage**

* Extra (unrecognized string "Energy" for Template:Icon) **+5**
* Extra (unrecognized string "Scrap Metal" for Template:Icon) **+5**
* Vehicle Technology Research Speed: **+8%**
Through their time on the open road, the Eighties have accumulated a stockpile to power and sustain their war machines.

## Behind the scenes

* The Eighties are based on the tribe of the same name that were first described in the unofficial *Fallout* *J.E. Sawyer's Fallout Role-Playing Game*, and later elaborated on, as the tribe was later mentioned in the *Fallout: New Vegas* add-on *Honest Hearts*.
* The Eighties were worked on by Faeelin.

## References

1. ↑ Soleful Phoenix: *"For my first question, what nations have you created, or otherwise worked on/contributed to?"*
Faeelin: *"Heya! I worked on Aztlan, RRG, Tlaloc's kids, Legion, Lanius, White Legs, Eighties to date"*- Obtained from Discord, 11/4/2021
Costa Cafeinada events

This is a list of all events relating to Costa Cafeinada (from /Old World Blues/CAF\_l\_english.yml).

 id### The Articles of Association

'*Established in 2XXX, your friends at Costa Cafeinada has served the thirsty citizens of Mexico for over \*ILLEGIBLE\* years. But it's a long trip to the top, and nobody knows that like us. Why, when our cacique first founded this company it was nothing more than:"*

**A simple corner cafe, serving our special blend with a smile to our American guests*** Political Power: **+150**.
* **Juchitán de Zaragoza**:
	+ Add **1** Building Slots.
	+ Add **1 Civilian Workshop**.

**A quiet transportation company, with strong 'community' ties.*** Gains **Old Friends** (Opinion of  Sinaloa Cartel **+40**)
* Gains **Old Friends** (Opinion of  Beltran-Levya **+40**)
* ( Beltran-Levya Gains **Old Friends** (Opinion of  Costa Cafeinada **+40**.)
* ( Sinaloa Cartel Gains **Old Friends** (Opinion of  Costa Cafeinada **+40**.)
* (**Juchitán de Zaragoza**):
	+ Add **2** Building Slots.
	+ Add **2 Arms Workshop**.

 id### The Taste You Can't Forget

*'Don't be fooled by our mascot, it's not all smiles at the Costa Cafeineda compounds. Hard work and dedication to the company are a must for all our employees. But don't let that bring you down, with a free serving of Costa's delicious in-house blend every day, you'll never feel reluctant to work again!'*

**You'll feel as strong as a deathclaw!*** Gain Base Stability: **-45.00%**.
* Gains National Spirit **Heavily Drugged Populace**, which grants (Recruitable Population Factor: **-40%**, Stability: **+80.00%**, Damage to Garrisons: **+100.00%**).

**Have the endurance of a panthleopard!*** Gain Base Stability: **-30.00%**.
* Gains National Spirit **Drugged Populace**, which grants (Recruitable Population Factor: **-25%**, Stability: **+70.00%**, Damage to Garrisons: **+50.00%**).

**And it's all completely Free!** TM* Gain Base Stability: **-20.00%**.
* Gains National Spirit **Voluntarily Drugged Populace**, which grants (Recruitable Population Factor: **-20%**, Stability: **+50.00%**, Damage to Garrisons: **+25.00%**).

 id### Business Forecast

'*You too, can be a part of something special. as Costa Cafeineda prepares for another great year of financial growth and new market opportunities, whether as a prized financial partner or one of our loyal employees, together, we can build a fresher future.'

- Costa Cafeineda 2275 Company Statement*

**Costa:** The fresh new taste of Mexico.* Gains '**Short Term Investments**', which grants (Construction Speed: **+15.00%**) for **240** days.

**Costa:** Building a plan for the future, together.* Gains '**Long Term Investments**', which grants (Construction Speed: **+5.00%**) for **730** days.

**Costa:** The skull you can trust.* Add **2** offmap **Civilian Workshop**.
IronVanguard

Real-life person

**IronVanguard** is a Vault-Tec Engineer and Submodder for the *Hearts of Iron IV* mod *Old World Blues*.

## Contributions

* Coded a currently unimplemented series of decisions involving the Timekeepers following their final focus.
* Plans with Aider.Alvin to rework New Victoria and Bellingham.

## Submods

* OWB: Battlegrounds - REATOMIZED!
* OWB - Tiberius Rancor as leader of The Cause
* OWB The Courier Walks Softly - An OWB Operative Slot submod
* OWB - Rosado/Alamo Alliance Focus
* OWB - Nerfing Lanius
* OWB - We Are the Bosnia of Steel
* OWB - Battlegrounds Redux
* OWB - Package From Navarro

## References

1. ↑ Aider.Alvin: *"I and my good friend Ironvanguard still have all our Victoria and Bellingham plans and notes tho"*
- Obtained from Discord, 8/17/2022
Dramatae

**Dramatae** is a people nation in the Central and North Dakotas area of The Great North region.

## Politics

### National spirits

Dramatae starts with one national spirit:

**Abolish Want**

* Consumer Goods Factories: **-20.0%**
The people of the Dramatae require little beyond what will help them survive and fulfill their roles, resisting the urge to hoard supplies or demand additional creature comforts. Their homes are also designed to suit whatever their character motif happens to be, whether it’s a merchant’s shop or a scientist's laboratory. When you trust in fate's design and are ready to play your part within its scheme, what need is there for greater luxuries and excess beyond what you can make use of?

### Leaders

Main article: Political parties and leaders
Girlfriend (The Adventures Of Garcello)

* Normal
* Demon

**Girlfriend** is **Boyfriend's** partner and the daughter of **Daddy Dearest** and **Mommy Mearest**. She is usually seen sitting on top of the speakers, bopping her head to the tempo of the music, cheering Boyfriend on and keeping track of combos. Her tracks include **Tutorial**, where she teaches players how to play the game.

Girlfriend wears a red, sleeveless short dress and has auburn long hair. She wears red high heels and is seen standing on her feet in the mod. She holds a microphone in her left hand.

In Crash N' Burn, she is in her demon form, with horns, wings, and purple skin.

In the Epilogue week, her outfit changes to her Christmas outfit from Week 5, you can select Christmas Girlfriend (BBPanzu) from the debug menu.
Custom Game Rules

This page is dedicated to the various custom game rules, with which the game experience can be altered beyond just selecting a difficulty. Such gamerules include the ability to individually strengthen several Nations, choose which focus path will the AI take, deciding which nations will spawn on the map at Game Start turn off and on various diplomacy rules and gameplay mechanics, as well as allowing special holiday/meme events such as **April Fools** and choosing the outcome of several events across the wasteland.

## Major Nation Buffs

### List of nations that can be buffed

There are currently 29 sliders which affect a total of 34 nations.

### Strengthening effects

There are 5 levels of strengthening, each giving a progressively stronger buff to the selected nation in almost all aspects of gameplay. The first level gives no bonuses, and the remaining ones can be summarized by the following table:

## Region Unifiers

 Cascadia Unifier
 Texan Unifier
 Heaven's Gate Area Unifier
 Mexican Unifier
 Oregon Unifier
 Nebraska Unifier
 Nevada Unifier
 Utah Unifier

## AI Behavior

 Broken Coast
 Caesar's Legion
 Chichen Itza
 Costa Cafeinada