Yakama Nation

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Yakama Nation is a minor settler nation in western Washington.

In Game

National Focus


National Spirits

The Yakama Nation starts with two national spirits:

The Forest of the Elders icon
The Forest of the Elders
  • Stability +10.00%
  • Construction Speed: +6.00%
Much of the Yakama Nation's traditional land is covered in vast timber forests. Many trees in the forest were planted by Elders of the tribe, and each generation of the Nation maintains the forest for future generations.
Living from the Land icon
Living from the Land
  • Division Attrition: -2.0%
  • Out of Supply: -6.0%
  • Supply Grace: +24.0 Hour(s)
  • Population Nomadicity: +30.00%
The Yakama are skilled at living from the land they reside in, being used to moving around their lands depending on the season of the year and location of food. These traditions make the Nation's warriors skilled at making use of what they have.


Politics


Leaders

Military Policies

Conscription Laws

The wasteland is an unhospitable place, a good defence force is more than justified. However with the increasing percentage of settlers dedicated to defence, the workshops slow down ever more. (Generic/minor countries start at Funded militias)

Settlement Protection icon
Settlement Protection
  • Mobilization speed: +4.00%
  • Recruitable population: 4.00%
  • Construction speed: +6.00%
As far back as the rebuilding of civilization, a system of decentralized and localized levying of troops contained to individual settlements have served us well in every conflict until now. While not effective on a strategical scale, the recruitment of officers and building of regional training bases let us leave soldiers relatively close to home, boosting moral as well as civilian manpower.
Requirements
  • 150 Flag of Political power
Wasteland Militias icon
Wasteland Militias
  • Mobilization speed: +6.00%
  • Recruitable population: 6.00%
  • Construction speed: +3.00%
With the constantly emerging threat of the wasteland and neighbouring nations, it would do us well to reform our army into something more strategically sound. Organizing levies into regional militias let us improve our command effectiveness without pulling them from their homes, and increased funding allocated to training and recruitment increases our forces.
Requirements
  • 150 Flag of Political power
Funded Militias icon
Funded Militias
  • Mobilization speed: +8.00%
  • Recruitable population: 8.00%
Investing even more into our organization is a sound decision, considering the state of the wasteland. Pulling funds toward the construction of military bases let us concentrate our forces even more, as well as providing a reinforced structure within which our soldiers can train more freely with their new "toys" that our taxpayers gracefully helped acquire.
Requirements
  • 150 Flag of Political power
Two Year Conscription icon
Two Year Conscription
  • Mobilization speed: +10.00%
  • Recruitable population: 10.00%
Forcing a conscription onto our population might make a lot of people very unhappy, but it is sadly a decision we will have to take to prepare properly. To minimize the effects of conscription, a two year rotation will be put into law, which should provide our conscripts with some breathing room and a light at the end of the tunnel.
Requirements
  • 150 Flag of Political power
Four Year Conscription icon
Four Year Conscription
  • Mobilization speed: +12.00%
  • Recruitable population: 12.00%
Extending the conscription to a four year rotation will considerably increase our available manpower, but with it comes consequences. Massive funding has to be allocated to train conscripts to a decent standard for our army, and moral is slowly degrading even if our citizens understand our situation. We must be careful if we are to go further.
Requirements
  • 150 Flag of Political power
Service Until Dismissal icon
Service Until Dismissal
  • Mobilization speed: +15.00%
  • Recruitable population: 15.00%
  • Factory Output: -3.00%
As of now, our government has officially declared a state of emergency. Every conscription centre is to pull overtime, and conscripts will only be dismissed when we deem them no longer useful, or the emergency passes. With moral now plummeting as civilians are even pulled from the factories and their homes, we must remember we are doing this to preserve our way of life.
Requirements
  • 150 Flag of Political power
War Never Changes icon
War Never Changes
  • Mobilization speed: +20.00%
  • Recruitable population: 20.00%
  • Factory Output: -6.00%
Civilians ripped from their homes, fathers, mothers; sons, daughters. But what choice do we have against the apocalypse? Are we to leave ourselves perish, are we not to rage against our fate until the bitter end? Already, the forced conscriptions and training leave kind-hearted people into empty shells. Our nation might never forgive us. Our citizens will hate us, our officers will resent us, and our culture might never recover fully. But it is all worth it if only to leave a hateful nation standing. Damned be the wasteland for leaving us no choice, and damned be our souls for going down this path. War truly never changes.
Requirements
  • 150 Flag of Political power

Outsider Recruitment Laws

Standard outsider recruitment laws deal primarily with integrating people of different Nations into the armed forces and with the settlement of refugees in the territory.There are 4 levels of integration, with higher levels increasing non-core recruitable population and Refugee Assimilation Rate at the cost of Planning Speed, Stability and Resistance Target but also increasing the Compliance gain in the process.

No Outsiders icon
No Outsiders
  • Non-core Manpower: -100%
  • Stability: +1%
  • War Support: +1%
  • Resistance target: -2%
  • Refugee Assimilation Factor: -10%
When we conquer new lands and subjugate other nations, we must consider what is to be done of the fighting populace which remains after a war is done. Again and again, we will come to the conclusion that the divide between cultures is just too wide, that the possible friction of foreign soldiers is greater than the miniscule growth in our ranks.
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Volunteers icon
Outsider Volunteers
  • Non-core Manpower: +5%
  • Planning Speed: -2%
  • Resistance target: +2%
  • Daily Compliance Gain: +0.02%
  • Refugee Assimilation Factor: +5%
Especially after a war, we are in no position to turn down able-bodied men seeking to fight in our name. Even if they may come from a land that was not always ours, we must be sure to include and integrate willing soldiers wherever we may find them. It must be said, though, there are language and culture barriers to be dealt with."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Auxiliaries icon
Outsider Auxiliaries
  • Non-core Manpower: +10%
  • Stability: -1%
  • Planning Speed: -4%
  • Resistance target: +5%
  • Daily Compliance Gain: +0.04%
  • Refugee Assimilation Factor: +10%
We must ensure a properly-staffed army wherever possible, and a natural progression of this is to find suitable roles for willing outsiders to carry out. Though a fully-fledged combat role may not suit them, we are inclined to relegate outsiders to support units wherever possible, even if it impacts coordination between units."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Battalions icon
Outsider Battalions
  • Non-core Manpower: +20%
  • Stability: -2%
  • Planning Speed: -6%
  • Resistance target: +7%
  • Daily Compliance Gain: +0.08%
  • Refugee Assimilation Factor: +20%
For the purposes of finding able-bodied soldiers, we must consider integrated populations no different from our local stock. Former enemies and rivals can find a productive place amidst our armies in units of their own, whether segregated or mixed. In allowing this, though, we must consider the unrest this may cause within our military hierarchy."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)

Undesireables Recruitment Laws

Standard outsider recruitment laws deal primarily with integrating people of different Nations into the armed forces and with the settlement of refugees in the territory.There are 4 levels of integration, with higher levels increasing non-core recruitable population and Refugee Assimilation Rate at the cost of Planning Speed, Stability and Resistance Target but also increasing the Compliance gain in the process.

No Outsiders icon
No Outsiders
  • Non-core Manpower: -100%
  • Stability: +1%
  • War Support: +1%
  • Resistance target: -2%
  • Refugee Assimilation Factor: -10%
When we conquer new lands and subjugate other nations, we must consider what is to be done of the fighting populace which remains after a war is done. Again and again, we will come to the conclusion that the divide between cultures is just too wide, that the possible friction of foreign soldiers is greater than the miniscule growth in our ranks.
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Volunteers icon
Outsider Volunteers
  • Non-core Manpower: +5%
  • Planning Speed: -2%
  • Resistance target: +2%
  • Daily Compliance Gain: +0.02%
  • Refugee Assimilation Factor: +5%
Especially after a war, we are in no position to turn down able-bodied men seeking to fight in our name. Even if they may come from a land that was not always ours, we must be sure to include and integrate willing soldiers wherever we may find them. It must be said, though, there are language and culture barriers to be dealt with."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Auxiliaries icon
Outsider Auxiliaries
  • Non-core Manpower: +10%
  • Stability: -1%
  • Planning Speed: -4%
  • Resistance target: +5%
  • Daily Compliance Gain: +0.04%
  • Refugee Assimilation Factor: +10%
We must ensure a properly-staffed army wherever possible, and a natural progression of this is to find suitable roles for willing outsiders to carry out. Though a fully-fledged combat role may not suit them, we are inclined to relegate outsiders to support units wherever possible, even if it impacts coordination between units."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)
Outsider Battalions icon
Outsider Battalions
  • Non-core Manpower: +20%
  • Stability: -2%
  • Planning Speed: -6%
  • Resistance target: +7%
  • Daily Compliance Gain: +0.08%
  • Refugee Assimilation Factor: +20%
For the purposes of finding able-bodied soldiers, we must consider integrated populations no different from our local stock. Former enemies and rivals can find a productive place amidst our armies in units of their own, whether segregated or mixed. In allowing this, though, we must consider the unrest this may cause within our military hierarchy."
File:Political power cost.png
Political power cost
  • 100 (+ cost of every level between this one and the current one)

Mutant Recruitment Laws

No Mutants Allowed icon
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
  • 100 Flag of Political power + 100 Flag of Political power if on Recruit All Mutants
Ghoul Recruitment icon
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
  • 100 Flag of Political power
Super Mutant Recruitment icon
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
  • 100 Flag of Political power
Recruit All Mutants icon
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
  • 100 Flag of Political power + 100 Flag of Political power if on No Mutants Allowed

Officer Training Laws

Local Leaders icon
Local Leaders
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
When it comes to who should lead our armies into battle, the answer is simple. Amongst the populace of our nation, there are a unique handful who distinguish themselves through remarkable bravery, heroism and skill. They have the support of the people, and are fit to lead.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for each level between this one and the current one.
Legendary Wastelanders icon
Legendary Wastelanders
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
From time to time, it seems, there are people who act in such a way that they accrue a reputation. They may be guerilla fighters, unstoppable vigilantes, wise sages, or even a particularly scary bandit. Regardless, they have the qualities needed to be leaders.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for each level between this one and the current one.
Proficient Mercenaries icon
Proficient Mercenaries
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
"Though recruiting our leadership from within is a decent option, we must also consider drawing on outside talent. In the wasteland, there’s no shortage of skilled and brutal killers who would happily lend their services for a price. These mercenary officers are typically more shrewd, quick-witted and imposing than the typical local levy, and will do well in a leadership role.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for each level between this one and the current one.
Battle-Hardened Soldiers icon
Battle-Hardened Soldiers
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
Of those among us fit to lead, none are more so than our veteran troops. They’ve no doubt been through hell and back, and gained a comprehensive understanding of tactics and leadership from the ground up. They will return to the battlefield not as soldiers, but as leaders, making use of what they’ve learned to help guide the battle.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for each level between this one and the current one.
Military Academy Officers icon
Military Academy Officers
  • Daily PP gain: +0.10
  • Military Leader cost: -40.0%
If we wish to reinforce our command structure any further, we must make considerable investments into our understanding of tactics, and we must be sure to train our leaders in what they must know in the same way we would train our soldiers. The end result will no doubt be a well-oiled fighting machine, overseen by the cunning and learned men with the aptitude to lead.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for each level between this one and the current one.

Army Training Laws

Most nations use these Training Laws, however some nations do not have access to them.

No Training icon
No Training
  • Training time: -10.00%
With regard to the state of our military, we cannot make two ways about it. At the end of the day, any amount of fancy tactics or advanced doctrine can be easily undone with a single bullet or a heavy hit of radiation. The wasteland is a dangerous place, and pulling a trigger or swinging a club is simple enough. Instinct and weaponry will have to do.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for every level between this and the current one.
Wasteland Survival Training icon
Wasteland Survival Training
  • Division Organization: +2.0%
  • Training time: -5.00%
  • Justify war goal time: -5.0%
The wasteland is a rough and violent place, and one should expect that they will have to defend themselves eventually, be it against animals, raiders or robots. There are a fair few men in our ranks with the upbringing to know how to handle themselves, and having them impart their knowledge to all our recruits will prove a boon.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for every level between this and the current one.
Mercenary Training Instructors icon
Mercenary Training Instructors
  • Division Organization: +3.0%
  • Justify war goal time: -8.0%
Throughout the wasteland, there exists a certain profession revolving around skills in combat, that being the hired killer. These mercenaries are easily found, and for the right price, may present their abilities to us in a variety of ways. The most useful of these is bound to be the skills and knowledge they’ve accumulated over time, which will give an edge to our troops if passed on to them.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for every level between this and the current one.
Veteran Training Instructors icon
Veteran Training Instructors
  • Division Organization: +5.0%
  • Training time: +10.00%
  • Justify war goal time: -10.0%
It must be put plainly, a new recruit won’t live for very long unless they know what they’re doing. With the overall brutality of life in the wasteland, we can make the fair assumption that the longer someone lives, the more skilled they must be. By bringing our veteran soldiers into the process of training new recruits, they can impart their knowledge and help contribute to a more learned, tactical force.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for every level between this and the current one.
Military Academy Training icon
Military Academy Training
  • Division Organization: +8.0%
  • Training time: +20.00%
  • Justify war goal time: -15.0%
When it comes to implementing advanced tactics and technology onto the battlefield, the soldiers on the ground must be as experienced as those in command. To this end, we will ensure each and every soldier is trained to the highest standards of cohesion, alertness and composure. In doing so, we can project a very powerful image of military might both within our borders and throughout the wasteland.
Requirements
  • 100 Flag of Political power + 100 Flag of Political power for every level between this and the current one.

Economic Policies

Economic Laws

Focusing on Scavenging icon
Focusing on Scavenging
  • Resource Gain Efficiency: +20.00%
  • Consumer Goods Factories: 40.0%
  • Military to Civilian Factory conversion cost: +50.00%
  • Civilian to Military Factory conversion cost: +50.00%
  • Country Base Node Income: +25.0%
  • Military Factory Construction Speed: -50.00%
  • Civilian Factory Construction Speed: -50.00%
Instead of devoting our resources towards producing new goods, we can search for the riches of the Old World. There must still be some stuff left, right?
Requirements
  • 100 Flag of Political power
Wasteland Economy icon
Wasteland Economy
  • Consumer Goods Factories: 30.0%
  • Military to Civilian Factory conversion cost: +30.00%
  • Civilian to Military Factory conversion cost: +30.00%
  • Country Base Node Income: +20.0%
  • Military Factory Construction Speed: -30.00%
  • Civilian Factory Construction Speed: -30.00%
No description.
Requirements
  • 100 Flag of Political power
Funding the Army icon
Funding the Army
  • Consumer Goods Factories: 25.0%
  • Country Base Node Income: +15.0%
  • Military Factory Construction Speed: -10.00%
  • Civilian Factory Construction Speed: -10.00%
No description.
Requirements
  • 100 Flag of Political power
  • One of the following must be true
    • At war
    • More than 30% war suport
    • Current party ruler is Elites or Ruler.
    • Part of the government has trait War Monger.
Well Equiped Army icon
Well Equiped Army
  • Consumer Goods Factories: 20.0%
  • Military to Civilian Factory conversion cost: -10.00%
  • Civilian to Military Factory conversion cost: -10.00%
  • Country Base Node Income: +10.0%
  • Military Factory Construction Speed: +10.00%
No description.
Requirements
  • 100 Flag of Political power
  • One of the following must be true
    • More than 50% war suport
    • Current party ruler is Elites or Ruler
    • Part of the government has trait War Monger
    • Any enemy country:
      • Has more than 20% of [current nation]'s total number of factories.
Every Cap for the Army icon
Every Cap for the Army
  • Consumer Goods Factories: 15.0%
  • Military to Civilian Factory conversion cost: -20.00%
  • Civilian to Military Factory conversion cost: -20.00%
  • Country Base Node Income: +5.0%
  • Military Factory Construction Speed: +20.00%
No description.
Requirements
  • 100 Flag of Political power
  • More than 60% world tension
  • One of the folowing must be true
    • If neither of the above is true (i have no idea how this works in terms of logical statements)
    • All of the folowing must be true
      • At war
      • Any enemy country has more than 40% of [current nation]'s total number of factories.
Everybody for the War Machine! icon
Everybody for the War Machine!
  • Recruitable Population: -3.00%
  • Consumer Goods Factories: 10.0%
  • Military to Civilian Factory conversion cost: -30.00%
  • Civilian to Military Factory conversion cost: -30.00%
  • Country Base Node Income: -5.0%
  • Military Factory Construction Speed: +30.00%
No description.
Requirements
  • 100 Flag of Political power
  • More than 80% world tension
  • At war
  • Any enemy country has more than 50% of [current nation]'s total number of factories.

Trade Laws

Open to Traders icon
Open to Traders
  • Construction speed: +15.00%
  • Research speed: +10.00%
  • Factory output: +15.00%
  • Dockyard output: +15.00%
  • Resources to market: +65%
  • Trade deal opinion factor: +15.00%
  • Civilian intelligence to others: +40.0%
  • Army intelligence to others: +20.0%
  • Navy intelligence to others: +40.0%
  • Trade tariffs: +20.0%
Requirements
  • 150 Flag of Political power
Promote Caravan Companies icon
Promote Caravan Companies
  • Construction speed: +10.00%
  • Research speed: +5.00%
  • Factory output: +10.00%
  • Dockyard output: +10.00%
  • Resources to market: +45%
  • Trade deal opinion factor: +10.00%
  • Civilian intelligence to others: +20.0%
  • Army intelligence to others: +10.0%
  • Navy intelligence to others: +20.0%
  • Trade tariffs: +15.0%
  • Passive Caps Income: +1.0
Requirements
  • 150 Flag of Political power
Discourage Traders icon
Discourage Traders
  • Construction speed: +5.00%
  • Research speed: +1.00%
  • Factory output: +5.00%
  • Dockyard output: +5.00%
  • Resources to market: +25%
  • Trade deal opinion factor: +5.00%
  • Civilian intelligence to others: +10.0%
  • Army intelligence to others: +5.00%
  • Navy intelligence to others: +10.0%
  • Trade tariffs: +10.0%
  • Passive Caps Income: +2.0
Requirements
  • 150 Flag of Political power
  • All of the following are true:
    • At war
    • Any enemy country has more than 20.00% of the country's total number of factories
Distrust Outsiders icon
Distrust Outsiders
  • Daily Political Power Gain: +0.05
  • Resources to market: 0%
  • Trade tariffs: +5.0%
  • Passive Caps Income: +3.0
Requirements
  • 150 Flag of Political power
  • At War
  • One of the following must be true
    • Has economy law Every Cap for the Army
    • Has economy law Everybody for the War Machine!
  • Country is not The New California Republic

Army Wages Laws

Most countries use the "Standard" Army Wages law.

Mothballed Divisions icon
Mothballed Divisions
  • Division Organization: -58.5%
  • Division Recovery Rate: -40.5%
  • Division Attack: -22.5%
  • Caps Expenses: -90.0%
  • Dis-allow wage changes for 140 days.
Requirements
  • 25 Flag of Political power + 25 Flag of Political power for every level between this and the current one
  • Has not changed wages recently (140 days)
National Guard icon
National Guard
  • Division Organization: -35.1%
  • Division Recovery Rate: -24.3%
  • Division Attack: -13.5%
  • Caps Expenses: -45.0%
  • Dis-allow wage changes for 140 days.
Requirements
  • 25 Flag of Political power + 25 Flag of Political power for every level between this and the current one
  • Has not changed wages recently (140 days)
Standard Wages icon
Standard Wages
  • Dis-allow wage changes for 140 days.
Requirements
  • 25 Flag of Political power + 25 Flag of Political power for every level between this and the current one
  • Has not changed wages recently (140 days)
Family Stipends icon
Family Stipends
  • Army Experience Gain +5.0%
  • Recruitable Population Factor 2.5%
  • Max training +5.00%
  • Special Forces Capacity Multiplier +2.5%
  • Caps Expenses: +17.5%
  • Dis-allow wage changes for 140 days.
Requirements
  • 25 Flag of Political power + 25 Flag of Political power for every level between this and the current one
  • Has not changed wages recently (140 days)
Lifetime Pensions icon
Lifetime Pensions
  • Army Experience Gain +10.0%
  • Recruitable Population Factor +5.0%
  • Max training +10.00%
  • Special Forces Capacity Multiplier +5.0%
  • Caps Expenses: +35.0%
  • Dis-allow wage changes for 140 days.
Requirements
  • 25 Flag of Political power + 25 Flag of Political power for every level between this and the current one
  • Has not changed wages recently (140 days)

Cultural Policies

Press Laws

It is possible to go from any of these laws to any other at any time always costing the same ammount of PP.

Freedom of Speech icon
Freedom of Speech
  • Political Power gain: +8%
  • Resistance target: +4%
You can't stop the press. OIn-game spelling, they try, they try. But a free people will fight to stay free.
Requirements
  • 100 Flag of Political power
Muzzle Dissent icon
Muzzle Dissent
  • Resistance target: -4%
OohIn-game spelling, that a statement, Mr. McDonough? Tyrant mayor shuts down the press?
Requirements
  • 100 Flag of Political power
The State Press icon
The State Press
  • Political Power gain: -8%
  • Resistance target: -4%
  • Compliance gain: +12%
People of the Capital Wasteland! It is I, Three Dog, your ruler! Hear me, and obey! Oh, sorry, that's that OTHER radio station.-Three Dog
Requirements
  • 100 Flag of Political power

Slavery Laws

Drug Laws

Chems Banned icon
Chems Banned
  • Stability+1.50%
Man has many vices, and of them, few are more fearful than chem addiction. Coming in all sorts of shapes, sizes and colours, the effects of chems can prove to be a considerable draw to the uninformed. Be it physical enhancement or simple pleasure, chems often don’t show their dangers until the user is trapped in addiction. We must make the correct choice for our people on their behalf.
Requirements
  • 100 Flag of Political power
Chems Legalised icon
Chems Legalised
  • Stability-1.50%
  • When this law is in effect, the asociated event will triger once every ~600 days.
There’s a lot of things that you can do in the wasteland, but choosing how someone else lives their life isn’t one of ‘em. Some people just wanna feel good, and that should be their right. There’s a lot that can be said about how dangerous chems are and all that, but it doesn’t affect anything. Let people make their own bad decisions!
Requirements
  • 100 Flag of Political power

Military

The Yakama Nation's starting division templates are:

  • Yakama Recruits (4 Militia battalions)
  • Yakama Prowlers (7 Infantry battalions)
  • Motorized Division (6 Motorized battalions)

The Yakama Nation begins the game with 10 divisions:

  • 9 Yakama Prowlers divisions, 8 Trained and 1 Regular.
  • 1 Trained Yakama Recruits division.

Economy

Starting Industry
Arms workshop Naval dockyard Civilian workshop
2 0 1
Starting Resources
Water Energy Scrap Metal Composite Materials Circuitry Advanced Components
3 0 7 0 0 0

Two factories are set to produce Pipe Guns.

Technology


Basic Intermediate Sophisticated
Techtree tab infantry.png
Infantry
Research comp bg s.png Research comp bg s.png Research unavb bg s.png
Techtree tab support.png
Support
Research comp bg s.png Research comp bg s.png Research unavb bg s.png
Techtree tab infantry.png
Special Forces
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Power Armour
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Vehicles
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Robotics
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Basic Intermediate Sophisticated
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Aircraft
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Naval Vessels
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Industry
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Electronics
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Construction
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Exploitation
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