Barony of Angriver



The Barony of Angriver, deep within the Scheißwald Forest of the Eastern Herzlands, holds the title of one of the most backwards nations of the Griffonian Empire. Both in politics and in industry, Angriver is seen as a nation stuck in the past, with the nobles holding absolute authority over the peasants, who subsequently move towards banditry in the forest just to survive.

Of course, that was until the revolution of 978. While in Angriver, like elsewhere in the Empire, the revolution was put down, it has given many hope that the systems that hold Angriver in the past can be changed.

While the Baron, Leer the Vicious, has his own vision for the future of Angriver, he is not the only one who has a vision. And with the Emperor's health declining, who shall prevail when the Empire's reigns are released?

Before the Revolution
Even before the revolution taking its toll on Angriver, the nation has always been one of the most backwards in the Empire. This is primarily due to the Scheißwald Forest making development incredibly difficult, with original settlers finding it useless for agriculture; a spirit which has been carried to the modern-day.

Though, there were (and still are) those who call the forest home: bandits. Mainly peasants, pushed to thievery just to survive, due to feudal lords treating them like serfs. These bandits were eventually radicalised by Anarchists from Yale, making the situation even more difficult for the lords to deal with. This tenuous situation eventually came to a head during the Revolution of 978.

The Revolution
The revolution of 978 upturned the status-quo in Angriver, as it did across the Empire. The Anarchist revolutionaries signed a deal with the NRP, the hub for Republican thought in Angriver. Together, they brought the revolution to Angriver.

However, as the case was across the Empire, the revolution was not meant to be. The Baron, derided as Leer the Vicious, put down the revolution, with the assistance of his Großmarschall, Othmar Stoiber.

The situation after the revolution has practically returned to what it was before, with the Baron's authority being absolute, and the peasants at the whims of their noble masters. But there is still hope for many as both the Anarchists and the NRP's influence are increasing. With even Stoiber feeling the need for change, many have hope the Baron's reign will soon be ending.

But, there is also cause for concern, as the Baron does still have control of his army, for the time being. And there is even talk of a mysterious group called the 'Black Claw', whose intentions are unknown.

Nevertheless, no matter who comes out on top, everygriff can see that change is coming to Angriver.

Starting Situation
Angriver, excluding its sizable army, is practically on par with its neighbours when it comes down to industry and science. Angriver, if it is to survive the coming years, especially when the Empire finally comes knocking, the ability to not only defend (forts) but push back (larger army) will be essential.

Military

 * Army: Angriver starts with one of the largest armies in the Herzland, second only to the Griffonian Empire. It starts with a single 12-width knight division, a single 12-width mountaineer division (both also have support recon), and 7 12-width infantry divisions with support artillery.
 * Air Force: Angriver starts without any aeroplanes or airbases.
 * Navy: Angriver, being landlocked, starts without a navy.

Threats & Opportunities

 * Griffonian Empire: The Empire is the greatest threat to Angriver at the beginning of the game. When the Empire begins its conquest foci, Angriver will need to be ready for a hard fight. In the event other Herzland nations share your ideology (Harmony/Communist only), decisions will be available to set up an 'alliance' in the form of mutual guarantees, which may make the Imperial invasion easier to deal with.
 * Other Herzland Vassals: The other vassals in the Empire can provide a good choice for early expansion, especially if Angriver keeps its military lead. Some examples for early expansion include the Yale Rectorate and the  Katerin Principality.

Strategy
WIP

Political Trees
Angriver doesn't start with a political focus tree (only starting with the shared foci (see below)). Instead, through an event chain after the Empire has selected Grover VI's regent, the player will choose Angriver's political path.

Just after the regent has been selected (Either Eros or Gabriela), Republicans begin to revolt openly against the Baron, with them moving on the militia headquarters. The player will be given a choice: Does the revolt succeed, or does it fail? Should it fail, the Baron's political tree will be unlocked.

Supremacy.png Leer's Path - They Shall Know Fear
With the republican revolt put down once again, Leer is now ready to truly make the Barony his. In that spirit, most of Leer's tree is based around dealing with those who would challenge his rule, be they anarchists, republicans, or even simple peasants.

The first section of the tree specifically focuses on the removal of anarchist & republican influence, resulting in increased stability & political power, despite heavy pony power losses.

The second section focuses on solidifying the Baron's control & modernising Angriver's industry. Of note are the two sets of choices (One concerning the Black Claws, and the other concerning the army), and the focus 'Unrestricted Progress', which grants an additional research slot.

Leer's Empire
Should Angriver, under Leer, take Griffenheim & choose to succeed the Empire, then the second part of Leer's political tree will be unlocked, based around Leer creating an Empire of his own.

The first set of foci are based around securing the Imperial Herzland, gaining war goals on the Empire's former vassals. Then, after completing the focus 'The Coronation', not only will cores be granted on all the Imperial Herzland, but additionally Leer will crown himself as Emperor Leer I.

The next section focuses on Leer cementing his control on his new Empire. Of note is the following focus: The final section focuses on retrieving the old Imperial borders. The section is practically identical to the Griffonian Empire's, so consult that page for more information. The differences primarily concern Leer adding yet more titles to his ever-growing list, encouraging all to look upon him as the God-Emperor of all Griffonkind.
 * The Imperial Cult: Grants a new advisor, Hecaterus, who, among others, proclaim Leer to be a God-Emperor.

Long live the God-Emperor!

Should the Republican revolt succeed, Leer will be ousted, Angriver (if still part of the Empire) will leave the Empire, and Gerhard Bluhm (head of the NRP) shall take charge of the nation.

However, the Republican control of the nation is not secure. There is still one more major threat to the Republican cause: Großmarschall Othmar Stoiber. An event will fire, detailing Othmar's mission to wipe out the revolt's leadership in one strike. The player is presented with a choice: Does Othmar succeed, or does he fail? Should he succeed, the Republicans are put down, and the Großmarschall's political tree is unlocked.

Othmar's Path - The Counter-Revolution
While like Leer, Othmar has put down the revolt, he has some different ideas one how Angriver should change. But first, he needs to stabilise the nation, which is reflected within the first section of the tree. Through the three paths, Othmar will deal with the Anarchists, the Black Claw, & the Republican remnants.

Having now stabilised the nation, Othmar will present a new constitution for Angriver, with him being pronounced subsequently as 'Baron Othmar the Kind'.

The second section of the tree is based around modernising Angriver; in industry, politics, and society. Of note here is the focus 'Scientific Advancement', which grants an additional research slot.

Othmar's Regency
If Angriver takes Griffenheim under Othmar, and chooses to 'Unite Herzland', then the second half of Othmar's political tree will be unlocked, wherein he shall attempt to spread his ideals of Harmonic monarchism across the Herzland.

The first set of foci are based around securing the Imperial Herzland, giving war goals on the Empire's former vassals. Following that, through the focus 'Adopt the Constitution', cores will be granted on the entire Herzland.

The second set of foci are based around solidifying Othmar's ideals across the Herzland. Of note are the following foci: Should the kingdom survive to the year 1021, Grover shall be crowned as King Grover I of the Herzland.
 * Peace In This World And The Next: Othmar meets with the Archons, negotiating them a place in the new kingdom. Subsequently, all three archons are available as political advisors.
 * Adopt Grover VI: Othmar meets with Grover, and subsequently adopts him, becoming his regent, leading to Grover taking the throne in 1021.
 * The Council of the Nine: Allows decisions for the creation of knight divisions.
 * One More Into The World: Allows diplomacy decisions to invite Non-Aligned/Harmonic Griffon nations into a faction: The Griffonian Pact.

''Huzzah! Huzzah! Huzzah!''

Should Othmar's mission fail, he will be killed, and the Republicans will stay in power. However, it was not only the NRP who liberated Angriver from the old regime's claws. There were are also the Anarchists, led by Willie Scherler, who have been waging a war of influence against the NRP since the fall of Leer's government.

The player is presented with another choice, concerning who wins this war: The Anarchists or the NRP. If the player chooses the Anarchists, Scherler's political tree will be unlocked.

Scherler's Path - Anarchy in Angriver
Scherler, having liberated Angriver alongside the NRP, has inherited a more stable nation than his predecessors. This means that he can immediately get started with his Anarcho-communist reforms; a spirit which is presented in the fact that the focus tree is a single section, primarily based around reforms.

Of note are the following foci:
 * Communal Education: Grants an additional research slot.
 * Battlecry of Freedom: Grants a war goal on the Griffonian Empire.

Scherler's Commune
In the event that Angriver, under Scherler, takes Griffenheim and chooses to 'Unite Herzland', then the next part of Scherler's tree will be unlocked, in which he creates the Herzland Commune, alongside a Congress, where the people can decide who they wish to lead them as Chairgriffon.

But before that can happen, the Herzland needs to be united, as shown through the first section of the Tree. Through this first section, war goals are given on all of the Empire's former vassals. Then, through the focus 'The Congress of the Proletariat', not only will cores be granted on the entire Herzland, but an event will also fire allowing the player to choose who they want to lead this new commune:

Gerben Kogchel, the former head of the Feathisan PvdA, is considered more of a moderate than his compatriots. His plan for Herzland involves the establishment of social services, alongside the creation of a true, working democracy. Notable foci include: Kogchel's tree also unlocks the 'Agrarianism' path.
 * Chairgriffon Kogchel
 * From the Ruins, United = Creates the 'International' faction and unlocks decisions to invite communist griffon nations.

We will become Herzland's new life.

Willie Scherler, leader of the Angrivan Anarchists, is well known as the liberator of Herzland from the oppression of the old regimes. His vision for Herzland involves the spreading of anarchism beyond his home of Angriver. Notable foci include: Scherler's tree also unlocks the 'Agrarianism' & 'Resource Nationalisation' paths.
 * Chairgriffon Scherler
 * Expand the Ranks = Unlocks decisions to create special forces divisions.
 * Red Archons = Unlocks three new 'red' archons for selection as political advisors.
 * The Perfect Society = Creates the 'International' faction and unlocks decisions to invite communist griffon nations.

The International unites the Griffon Race!

Roland Ehrhardt, a veteran of the Romau street fights, is primarily known for his utter hatred of the Archonate. His intention for Herzland involves the implementation of his syndicalist & atheist ideals. Notable foci include: Ehrhardt's tree also unlocks the 'Resource Nationalisation' path.
 * Chairgriffon Ehrhardt
 * The Herzlander Century = Creates the 'International' faction and unlocks decisions to invite communist griffon nations.

Socialism shall save the world!

Should the player instead pick the National Republican Party, the Republican political tree will be unlocked.

Republican Path: The First Elections
With the Republicans having set up a provisional government, the time is now right for the people to decide who they want to lead them into a future free from tyranny. There are three candidates up for election:

Gerhard Bluhm
Bluhm, being a vocal supporter of Republicanism, is willing to do anything to secure the Three Principles in his nation, despite his qualms with their creator Kemerskai. Notable foci include:
 * The March of Progress = Increases society development level.

Bluhm's Republic
If Angriver, under Bluhm, takes Griffenheim and chooses to 'Succeed the Griffonian Empire', the next part of his tree will be unlocked. This section is very small, being made up mostly of foci granting war goals on the former Empire's vassals.

Once the Herzlands have been fully conquered, the 'The Griffonian Republic' focus is unlocked. The focus not only grants cores on the entire Herzland, but is also activates an event. In this event, a choice is presented: Be annexed by the Griffonian Republic (which will tag switch to the Republic and continue the game as the Republic), or keep the land for yourself.

Assuming that the player chose the latter option, the next section of Bluhm's tree will be unlocked.

This next part of the tree is separated into two sections. The first is based around Bluhm 'adapting' the Three Principles to his situation. Of note are the following foci: The second section is based around the liberation of the former imperial lands. The tree is practically equivalent to the Griffonian Empire's, so consult that page for more information. Of important note, however, is the final focus: 'The Enabling Act'. This focus will, once completed, fires an event chain that leads to the death of Bluhm, the replacement of him with Reinhard Olbeaking (one of his former advisors), before democracy is restored by Saskia Meckler, and a new focus tree is unlocked.
 * Bluhm's Principles
 * Without Democracy = Allows Hanz Hertzog, the secret police chief, to be selected as a political advisor.

Meckler, having orchestrated the overthrow of Bluhm, now has the job of stabilising the nation, alongside truly implementing the Three Principles, not 'adapting' them like Bluhm. This is reflected within the final tree, which is based around the reversing of Bluhm's actions and implanting Meckler's democratic values in their place. Of note is the final focus, 'The New Elections', which gives the player a final choice, on who they wish to lead the Republic into the future. The candidates are as follows: No matter who is chosen, no more focuses will be unlocked.
 * Meckler's Democracy
 * Théodore Verany: Hero of the Aquileian Revolution, who to offer free education and the redistribution of land.
 * Saskia Meckler: Well known for her role in overthrowing Bluhm, she plans to uphold the Three Principles no matter what.
 * Heinrich Kingfeather: A former member of Kemerskai's republic, Kingfeather plans to focus on the creation of a truly free market.
 * Fiona Schmitz: A protege of Otto Weschler, she is committed to pushing economic progress within the Republic.

The Republican Dream lives on!

Hera Eichberg
Eichberg, being the leader of the Social Democrat party, appears to be committed to implementing her party's ideals of freedom and welfare, even if some question her mysterious past. Notable foci include:
 * A Free Society: Increases society development level.

Eichberg's Grand Plans
After a month has passed since Eichberg's election, an event will fire, in which Eichberg reveals herself as the leader of the mysterious Black Claw and silences any opposition to her leadership. This event will also unlock a new political tree for the Black Claw, wherein the Claw will stabilise the nation, and implement their tyrannical ideals; Eichberg's initial focus tree is actually a decoy, and none of its focuses can be completed. Notable foci include:
 * Hire The Talon Mercenaries Company: Spawns 3 14-width infantry divisions with support artillery and recon.
 * Forceful Modernisation: Increases society development level.
 * Limitless Potential: Increases scientific development level, and grants an additional research slot.
 * Our Destiny: Grants a war goal on the Griffonian Empire.

If Angriver takes the Griffonian Empire, and the player chooses to 'Unite Herzland', then a new section of the tree will be loaded, wherein the Black Claw spreads their feudalistic reforms across the Herzland.
 * Eichberg's Feudalism

The first section of the tree is based around conquering the Empire's former vassals, the foci granting war goals on them. The second section is focused on spreading the Claw's tyranny, silencing any who oppose. Notable foci include: The Claw rises!
 * Create The Schwarzestaffel: Unlocks decisions to create Waffen-SS divisions.
 * The Claw Rises: Unlocks diplomacy decisions.

Otto Weschler
Weschler, head of the Social Liberal party, supports ideas of personal freedom and of securing the independence of Angriver. Foci of note include:
 * Safeguard The People: Increases society development level.

Weschler's Successors
If Angriver, led by Weschler, takes Griffenheim and chooses to 'Unite Herzland', then the final part of his focus tree will be loaded. The tree is split into two sections. the first is focuses on uniting the Herzland under Angriver, with all the foci granting war goals on the Empire's former vassals.

The second section is based around the people choosing whop they wish to lead them, as Weschler is old and ill, unable to lead the nation any longer. The player has a choice between two candidates:

Saskia Meckler, leader of the Social Democrat HVP, supports welfare within the nation, alongside the building of unity between citizens. Notable foci include: Three Hurrahs for Herzland!
 * An Unexpected Comeback
 * A Better Society: Unlocks diplomacy decisions, allowing the player to invite Non-aligned/Harmonic griffon nations to a new faction: 'The Griffonia Pact'.

Fiona Schmitz, leader of the Social Liberal HSLP, wishes to continue Weschler's work in encouraging personal freedoms and supporting decentralisation. Notable foci include: To life, liberty, and happiness!
 * The Protege
 * A Dream Realised: Unlocks diplomacy decisions, allowing the player to invite Non-aligned/Harmonic griffon nations to a new faction: 'The Griffonia Pact'.

No matter which candidate is chosen, the 'New Officers' and 'Disposing of the Baron' paths are always available.

Shared Focus Trees
These trees are available no matter what political path is chosen.

Navy Tree
The Naval focus tree, being available only once Angriver controls a coastal state, is primarily based around grating research bonuses to the player (for doctrines, ship models, carrier planes, & marines), alongside the occasional dockyards.

There are a set of exclusive foci at the start of the tree (though the rest of the tree is available no matter which focus is chosen). The foci give the following benefits:
 * Strike at the Heart: 2x Research bonus for: Base Strike Doctrine
 * A Show of Force: 2x Research bonus for: Fleet in Being Doctrine
 * Striking at the Lifelines: 2x Research bonus for: Trade Indirection Doctrine

Air Force Tree
The Air Force focus tree focuses mainly on building up Angriver's non-existent air force, through the granting of technologies, research buffs, air bases, and the addition of planes to the national stockpile.

Economy Tree
The Economy focus tree is based around modernising Angriver, providing research buffs, infrastructure, factories, etc., in order to build up the industry of Angriver. Of particular note are the following foci:
 * Educating the People: Gradually removes the Mass Illiteracy national spirit.
 * A Modern Scientific Base: Increases society and scientific development levels.
 * The Curse Broken: Removes the Underdeveloped Economy national spirit.

Army Tree
The Army focus tree is focused on the buildup of Angriver's army, primarily through the use of research buffs.

Of note are the two sets of exclusive foci: The first set is based around choosing a doctrine to focus on (though the rest of the tree is available no matter the choice the player makes): Mass Assult (Bauer), Grand Battleplan (Stoiber), and Superior Firepower (Henniger).

The second set is based around whether the army should focus on being an offensive force, or a defensive force.

Additionally, the following foci are also of note:
 * Angriverian Rangers: Spawns two 14-width infantry divisions, with support artillery and recon.
 * Found The Institute of Military Affairs: Grants an additional research slot.