Equestria



Equestria has lived in Harmony for over a millennium under the guidance of Princess Celestia. The nation has faced many minor threats in the recent past, and has prevailed with the power of friendship and forgiveness. However, circumstances seem to be changing, as Equestria's enemies have roused themselves and are now a credible threat. The peace-loving nation of ponies now finds itself in a new world with foes at their borders, but also among their numbers. How will Equestria approach the troubling times ahead, and will Friendship and Harmony still be its mantra?

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 even to this day.

The new alliance between the three tribes 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 neighboring Crystal Empire, a kingdom of crystal ponies, who embraced harmonic rule under Princess Amore 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 Fall of the Crystal Empire and The Long Peace
However, this age of expansion and victory would not last.

A twisted unicorn of shadow, Sombra, rose in the Crystal Empire, overthrowing Princess Amore and enslaving the populace. Celestia and Luna used the Elements of Harmony to defeat and banish him to the Frozen North. But Sombra, bitter with his imminent imprisonment, cursed the Crystal Empire, locking it away along with him. Where once a proud city stood, only an icy wasteland remained. The princesses returned to their stewardship of Equestria. But Princess Luna, given responsibility for the night, grew lonely and resentful as ponies shunned the night, preferring to play and work in the light of her sister's day. She became twisted and possessed by dark magic, transforming into the "wicked mare of darkness", Nightmare Moon. Attempting to impose perpetual night and rule alone, Nightmare Moon confronted Celestia. With a heavy heart, Celestia wielded the Elements of Harmony, defeating her sister and locking her away on the Moon. Terrified of Nightmare Moon and ill omens of the night, ponies lynched and attacked Thestrals, creating a rift between the two societies that would never heal.

Mournful but resolute, Celestia ruled Equestria under the mantle of Harmony and its guiding philosophy of cooperation, friendship, and trust, supported by careful management of ecological and climate balance. Peace and Prosperity reigned, and the years grew into centuries. Empires rose and fell, but Equestria remained. Stable. Idyllic. Stagnant.

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. A treaty was finally signed with the deer of Kingdom of Olenia, ending their raids for good. 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 Commonwealth of New Mareland. Magitech, the invention of the steam engine by Jam Wutt, 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.

And with the change came strife. In 979 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 Stalliongrad faced crop failure and impending famine due to weather mismanagement by the pegasi. 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 led to Severyana'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 Nightmare 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 bonds, defeated Celestia, and destroyed the Elements of Harmony. But Celestia's gamble paid off, and Twilight Sparkle and her newfound 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 Cadenza, a distant relative of the original Princess Amore, 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 Twilight Sparkle and 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. However, Twilight and her friends were able to restore 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 Amores once again ruled the Crystal Empire.

Twilight's heroism, 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. Ever since then, she has taken a more active role in supporting Friendship and Harmony throughout Equestria, including bringing back Sunset Shimmer, a former student of Princess Celestia back from a mysterious mirror world, befriending Starlight Glimmer, a former cult leader of a town north of Stalliongrad, and even saving Starswirl the Bearded and the Pillars of Equestria from Limbo.

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. 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. However, the stagnant nature of Equestria means that any change from the status quo may prove disastrous for the nation if not handled carefully...

And while all may still seem well abroad, the Changelings to the north remain united, now eyeing Equestria with a new desire: revenge.

Geography
In 1007, Equestria is the largest and dominant power on Equus, spanning from the Peura to Eclipse Gulf, and from Pegasi Gulf to the Rocky Sea. Moving clockwise, it borders Kingdom of Olenia, the  Changeling Lands, its subject state the  Crystal Empire, and the breakaway region of  Stalliongrad. Additionally, the province of Village Up North borders Nova Griffonia and Stalliongrad, and the nation completely envelops the nation of the  Buffalo Chiefdom and the exclave of the Badlands owned by the  United Dragon Isles.

The terrain of Equestria is highly diverse, with the majority of Central and Northern Equestria being dominated by plains and rivers. The mountain range traces downward from near Vanhoover to Fillydelphia, only being interrupted by various mountain passes, the largest of which being where the cities of Canterlot and Ponyville are situated. Further in the Southwest, a vast desert covers most of the region being partially surrounded by mountains, and the Southeast is primarily dense jungles and mountains surrounding the Badlands.

Holding such a large landmass, the major cities are spread far and wide, and urban areas are often distanced from each other. Almost all of Equestria's industry is consolidated in these states at game start, and the major naval ports include Vanhoover, Las Pegasus, Fillydelphia, and Manehattan. While the railroad network is extensive and covers the entire country, infrastructure is generally poor barring the cities, particularly in the Southeast.

Designers, concerns and theorists
By selecting a Design Company they will permanently affect capabilities on all equipment researched and designed while they are hired.

Cosmetic names
Equestria has many unique cosmetic names for its equipment, listed here.

National spirits
With the expansion disabled, Equestria starts with an additional national spirit whose effects can be removed in steps by gaining enough army experience:

Diplomacy
As the premier Harmonic power in not just Equus, but the entire world, Equestria starts with positive relations with almost all of the international harmonic nations. However, on the continent itself, it is relatively isolated barring its subject in the Crystal Empire and the northern nation of  Yakyakistan. It begins with cores on the Buffalo Chiefdom and the Badlands exclave of the  United Dragon Isles, as well as claims on all of  Stalliongrad and  Our Town which Equestria can integrate and core should it own them in the future. However, these claims and cores are also in reverse; the Buffalo have four cores on Equestrian states, the Dragons have a core on Scale Mountains and a claim on the Spa Islands, and Stalliongrad has cores on the borderlands that it may seize in certain situations. Nova Griffonia also has a claim on the Equestrian exclave of Village Up North.

Primarily, Equestria's enemy will most likely be the Changeling Lands in the typical Great War. Kingdom of Olenia may be a potential ally for Equestria should they turn to Harmony, and Yakyakistan can be called to help if they survive as well. Nova Griffonia can provide limited help in the form of special volunteers, and the Equestrian colony on Griffonia, Commonwealth of New Mareland, can provide crucial support if they stay loyal. However, the same colony can potentially draw conflict from Griffonian powers such as Kingdom of Wingbardy.

Ideology
Privy Council of Equestria (Harmony)

Political Advisors
These are the ministers available for Equestria.

Laws and Development
While Equestria belongs to the most developed nations in the world it has a hard time leveraging that into military might. The peaceful nature and state of the Equestrian political system means any conscription law above Volunteer and any mobilization law above Early mobilization are blocked until significant wartime reforms have been enacted.

Industry and Resources
Although Equestria starts with a large amount of Civilian Factories, but very little of them can be used because of high consumer good requirements due to national spirits. National spirits also hamper any military industrial growth. Equestria gains 3 Civilian factories and 5 Military factories from subjects.

Equestria has a vast amount of resources but is lacking in Aluminum, which it can import from its colony of New Mareland. Olenia is also a potential trade partner, however it is usually quickly annexed into Equestria's primary rival of the Changeling Lands.

Army
In 1007, Equestria boasts a respectable military in size compared to the rest of the world, coming in third behind the Griffonian Republic and the  Changeling Lands. However, many of its divisions are underequipped and either green or trained, with only the Pegasi and Onhooves Divisions being regulars. Both the Royal Guard and Garrison Regiments are vastly undersized and unsuited for actual warfare, but the few Royal Armour divisions give a good base from which to create a tank corps.

It will remain extremely difficult to re-equip and expand the army for Equestria due to production issues until it can begin renovating its political system for war, and thus the army should mainly be used for defensive tactics against an enemy major power until enough forces can be raised in the future to push back.

It also has to deal with unfamiliarity with warfare which is shown either via the national spirit Unfamiliarity with Modern Warfare when the expansion is disabled or via army spirits Traditionalism, Unfamiliarity with Tanks, Trenches are Scary when the  expansion is enabled

Field Marshals

Generals

Division composition list

Tank Variants list

Navy
Befitting its size, Equestria starts with the largest navy in the entire world in 1007, possessing a massive surface fleet almost unrivaled by any other nation. However, these impressive numbers are severely undercut by the outdated nature of many of its ships, meaning that effort will have to be taken to modernize it to remain competitive on the world stage and in major conflicts. Equestria does start with the technology to retrofit these designs, barring carriers which it has two of, and submarines which it has a distinct lack of. This means that unless preemptive action is taken it may be vulnerable to submarine raids that the Changeling Lands often uses in the Great War.

Only a few ships are currently in production in 1007, including a third carrier which starts at around 50% progress. This means that the player will have to take action to expand and/or retrofit the navy and control the seas. Of critical importance is defending the likely aluminum imports from New Mareland across the Celestial Sea, which will be required to maintain a decent air force. Naval dominance may also allow naval invasions of a Changeling-occupied Kingdom of Olenia, opening up a new valuable front away from the Equestrian front line.

Admirals

Naval units list

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, 50% World Tension or 40% War Support.

The Equestrian Army begins with 99.50k 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  Kingdom of Aquileia (if it forms), a Harmonic  Kingdom of 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.

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.

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.

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.

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:

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

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.

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.