Thread #43184946
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Spectre of communism edition
>Get the game
https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/
>Get the mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1826643372
https://www.moddb.com/mods/equestria-at-war
>Balefire Blues
https://steamcommunity.com/sharedfiles/filedetails/?id=3259212795
>Wiki
https://equestriaatwar.wiki.gg/wiki/Equestria_at_War_Wiki
>New to HoI4
https://equestriaatwar.wiki.gg/wiki/New_to_Hearts_of_Iron_4
https://www.youtube.com/playlist?list=PLs3acGYgI1-v2rWyEDR8Mn3Avf9CxH1 s1
>/mlp/ EaW Discord
https://discord.gg/eFKnDkj
>Previous thread
>>43099373
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It is time to put an end to the final enemy that caused a civil war in our beautiful land of Equestria.
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>when you have decided to protect terrorists just because they said they are "sorry"
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Justice has been served
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It is actually a bit sad, you cant put one of the solar bats in charge of Solaria, I went specifically Protector for that
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A world safe for Harmony and my little ponies
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And the Sun Empress will perhaps even establish a friendly relationship with the Empress Matriarch of the Flames
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you can really tell how old the Solar tree is
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>>43186612
Based.
>>43186614
I hadn't thought of that because I went "God-Empress" Daybreaker on my civil war Solar Empire playthrough. It's a missed opportunity.
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>>43186702
It's a mare.
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>>43186657
Based.
Personally, I went with Sacred War on loop for the whole "finally putting down a total evil" feel.
https://www.youtube.com/watch?v=-FtqkGeTgr0
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>>43186769
It is certainly weird how easily Carrot Stick can join MST, considering how evil chirropterans were.
Well, Hippogriff navy was quite strong this run, I had to get tricky and invade the Abyssinian faction and get to them that way.
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>For peace and safety of the ponykind, we must destroy all our enemies over there, Empress commands and protects...
super villain aura
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>>43187106
>war is retarded
>petting war-weary ponies is awesome
>can't have one without the other
This reality is inconsistent. Something must be broken in its very core.
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>>43188766
To be fair, these are not very reflective of actual national uniforms. I guess changelings kinda are, and griffons are for Empire. But ponies and zebras dont look much like they do in the art.
For Equestria you really should look at the portraits of generals.
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Anyway, I can't decide whether to do the https://www.youtube.com/watch?v=AfMYKSdZdAY or https://www.youtube.com/watch?v=DLz xrzFCyOs for the next run
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>>43188874
Chiropterra/Lunar Empire or communist Griffonian Republic?
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>>43187106
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>>43187106
>"A computerized war game? I'd love to give it a try.
>"This is quite the fascinating hypothetical Equestria has been put in.
>"So the first objective is to defeat this changeling country in a war which can't be diplomatically avoided? They're not terribly strong. I suppose this conflict must be introductory, a way to prepare the player for future objectives.
>"Anon, there seems to be some issue with the game. I've mobilized a force and gathered it near the border, but the button to declare war isn't working."
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>>43190506
You have to wait for them to attack you. You also need to build up a lot to beat them. This war will be much bigger than your previous wars against the Changelings. Even with all of those preparations, the Changelings will likely get close to or even take Canterlot, and might even take the Crystal Empire, and then gradually be pushed back. Try to get the help of Stalliongrad if you can.
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>>43182482
>Anyway, who is the character on the right?
Knight-Lieutenant Elfreda of the Arcturian Order in the Equestria at War mod.
She can potentially lead the Supremacy ideology under certain circumstances.
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>>43190582
I hadn't thought about that, but yeah. She looks more like a samurai or a ninja or something than a knight, unlike the generals and models of the Arcturian Order.
Also, apart from a few features such as her eyelashes, it's almost impossible to tell that she's a mare rather than a stallion.
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The Grand Equestrian Republic should have events for after the referendum where if Celestia had not taken any evil actions during the buildup to the Great War and the Great War itself, then she starts adapting to her new place as an ordinary citizen, travels and visits various countries, feels out of place in the rapidly-changing world, gets therapy for her many mental issues, and so on.
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Would you continue the Ataghan bloodline, anons?
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There are a lot of routes where alicorns are tyrannical and the population just goes along with it. I have an idea for a tag where the opposite is the case. Alicorns are relatively common, but are systematically enslaved ever since a revolt against tyrannical Epstein-tier alicorns a long time ago. The tag is a complete shithole with the lowest development levels, no or few factories, no infrastructure, a risk of famine, and so on because the tyrannical alicorns had destroyed the country with their degeneracy and working the population to death and not maintaining any equipment. The alicorns suffer horrific abuse (including rape) because nothing can actually harm them. The alicorn enslavement national spirit is the only reason why the population isn't constantly decreasing.
Industrialising this slavery-reliant shithole eventually raises the question of what to do with the alicorns. Killing them is impossible. Freeing the dangerous alicorns results in another tyranny of Epstein-tier degenerate alicorns destroying the country and being overthrown and enslaved again. Freeing and reintegrating the younger alicorns puts the country on the path to a harmonic republic. You could even end up with a harmonic alicorn rule.
It would probably fit better in the Balefire Blues submod, where alicorns are more common and there is much more edgy stuff.
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>>43192827
>nothing can actually harm them
>younger alicorns appear somehow
Is it a situation where all not too inert matter is doomed to ultimately be converted into alicornhood? Imagine bedrock coated as far as the eye can see with a think layer of immortals just laying helplessly on top of each other, eternally hungry because every last molecule there was to be eaten was turned into undestructible flesh aeons ago.
And how do they control the undestructibles? The way I understand it, slavery exists in a narrow corridor where the enslaved are strong but not too strong. You can't force me to do stuff with direct violence if I can just lay down, disassociate and wait for you and your grandchildren to die. And neither you can rely on me caring for vulnerable others if hurting innocents for fun was my whole schtick. All that's left is cheating with brainwashing spells that work because they do. At this point, just mothball them in concrete and call it a day.
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>>43192869
>There are precisely TWO in EaW and ONE in BB.
Daybreaker, Nightmare Moon, Twilight Theory, and the evil diarchy. Also even some of Balefire Blues' unique focus trees aren't actually finished.
>You are an underaged retard.
no u
>>43192878
>Is it a situation where all not too inert matter is doomed to ultimately be converted into alicornhood? Imagine bedrock coated as far as the eye can see with a think layer of immortals just laying helplessly on top of each other, eternally hungry because every last molecule there was to be eaten was turned into undestructible flesh aeons ago.
Ignoring Balefire Blues' FEV stuff, Cadence shows that alicorns can have alicorn children. It can just be that enough alicorns had and continue to have alicorn children that they make up a reasonable minority, but are still outnumbered by the rest of the population.
>And how do they control the undestructibles? The way I understand it, slavery exists in a narrow corridor where the enslaved are strong but not too strong. You can't force me to do stuff with direct violence if I can just lay down, disassociate and wait for you and your grandchildren to die. And neither you can rely on me caring for vulnerable others if hurting innocents for fun was my whole schtick.
They use anti-magic to restrain their abilities and use them for low-risk grunt work such as agriculture. The idea is that this tag is a complete shithole that is barely keeping its head above water, and takes it out on the race that the tyrants that destroyed everything were of. Also, not all of the alicorns were tyrants. Some were completely innocent or were even born into slavery long after the tyrants were overthrown.
>All that's left is cheating with brainwashing spells that work because they do.
Alicorns can still feel pain and still have emotions.
>At this point, just mothball them in concrete and call it a day.
I did consider sealing them away in a steel and concrete vault like nuclear waste as a way of dealing with them (or at least just the most evil ones) once enslaving them was no longer necessary.
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>>43193144
They're still mostly decent content, and even if you ignore them, it's still two routes with tyrannical alicorns in a setting with very few alicorns (three routes if you count the shitty unfinished FOE submod), so why not have a shithole that's a reversal?
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>>43193162
Because there are only five alicorns in the entire existence right now, and only two of those can go mad. And even if they go mad, they can still have at least one path each where they put the well-being of their ponies first.
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“After the Storm” 2.6.1
Additions:
Added more unique responses to the "Storm King's Heir" news event.
Added some straits between Maretania and Karkadannistan.
Added generic supply hub decisions for the border states between Central Zebrican Empire and Qaylidi Dervishes.
Added empty chair generic portrait.
Added an onmap area to Storm Kingdom history decision category show the Storm King's conquests on the map.
Griffonian countries can now sign a peace with Macawia if they have defeated all of Macawia's allies in Griffonia.
Added a lategame special project artillery tech to represent precision-guided shells.
Added a fourth tier of transport planes, locked behind turbofan jet engines.
Added lategame air modules and raids targeting anti-air and radar buildings.
Added a support tanks subdoctrine for armor.
Added an early magical infantry equipment technology, currently only used in Maretania.
Added a new icon to hardened missile silo raids.
Added train MIOs for various countries.
Aztlan:
Added a decision to invite Hippogriffia to their faction after the North Zebrican War, if they have already invited others to the faction.
Crystal Empire:
Added a new victory point.
Added a starting fort in one of the provinces.
Griffonian Republic:
The Grand Duchy of Cloudbury's Ducal Prestige options now include an option to purchase imperial dockyards.
Aquileia may now join the Republican Pact.
Karkadannistan:
Added a new formable decision.
Macawia:
Added more ship names.
Mandate of the Eye:
Added war declaration decision to Kravash Tree, Gel section to declare on kirin countries.
Added more flags for subjects.
Roaman Kaiserate:
Added more unit names.
Tobuck:
Added a new general.
Wingbardy:
Added a naval facility in Wrobert.
Zar-Hay:
Added events for losing the Ovingoland war.
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Changes:
The Storm Kingdom civil war is now mechanically a civil war as well, meaning there are no peace conferences any more.
Hyena countries can now also access the Diamond Dog "Deep Rock Drill" special project.
EAW will now track career profile separately.
Many special projects and tactical nuclear strike raids no longer require DLC.
Rebalanced tanks when No Step Back DLC is disabled.
Rebalanced and standardized mastery bonuses.
Air and naval grand doctrines now boost specific track mastery gain, just as land does.
Lategame submarines can now mount depth charges to attack other submarines, and nuclear submarines can even mount sonar.
Lategame battleships can now mount a second radar.
Global naval standardization and rebalance.
Improved AI for the Great War.
Improved AI templates.
AI should build more screens and medium tanks now.
Combat width reductions will be better taken advantage of by the AI.
AI will take grand doctrines more easily.
AI majors will be more likely to pick specific subdoctrines based on their historical preferences.
AI will take better advantage of a fifth row of battalions unlocked by completing their respective track.
AI will not research mechanized equipment before 1013.
Made AI prioritize some techs and special projects differently.
AI should focus more on army/navy/air chiefs to get XP.
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Lategame Air Doctrines now require the appropriate 1016 airframe.
All lategame air modules have had their dates and positions standardized.
Rocket pods and advanced rocket pods cost slightly less, and light airframes can now mount two air-to-surface guided missiles instead of one.
Paratrooper raids now can be done with Pegasi or Jägers, and the effects of mine sabotage paratrooper raids are now as long as oil raids. Additionally, mine sabotage raids can be done against smaller steel deposits.
Rebalanced Chisimbi countries and their expansion bonuses.
Chisimbi starting borders do not follow state borders anymore due to ongoing wars.
Military Training decision will now boost mastery instead of XP gain.
Rebalanced many units, equipments, technologies and modules.
Disabled cruise missiles on battleships.
Strengthened purpose-built kamikaze targeting.
Changed state category of Horsemuz to large island.
Changed terrain of Rocky Sea to fjords and archipelagos.
Massively increased crystal consumption of nuclear special projects.
Many EAW-specific special projects now consume resources and have better iteration rewards.
Rebalanced doctrines and mastery gain.
Abyssinia:
Slightly adjusted AI focus priorities.
Changeling Lands:
Strengthened Mimic and Lysander admirals.
Picking Mimic or Lysander as Hivesadmiral no longer removes the other as an admiral. It will still remove them as Chief of Navy.
Improved AI.
Colthage:
Militarist path now gets wargoals against secessionist warlords. However, the secessionists now take a larger portion of the military.
Coltva:
Zarishat AI can now skip anarchy mechanic.
Crystal Empire:
Renamed various states.
Made Hedgewards urban terrain.
Adjusted victory points, factory distribution and some state categories.
Redistributed population more evenly across the country.
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Equestria:
Made Solar Empire AI prioritize dealing with the resistance more.
Stagnation of Harmony now penalizes mastery gain.
No longer gets 2-year ahead of time reductions on fighters. To compensate, the base bonus was increased from 75% to 120%.
Flowena:
Can now permanently say no to Flowena's gold purchase offer.
Griffonian Republic:
Moe Sparrowsbane will always lead the Griffonian Republic if puppeted by Skynavia.
Icepaw Provisional Directorate:
Added a date blocker for Great Lakes war focuses.
Ravakh no longer needs Klugetown to take Azir.
Can also only declare war on the Great Lakes if there are no ongoing civil wars.
Karkadannistan:
Made the impassable state in the north a little smaller.
No longer gets compliance cores from decision to declare war on Maretonia and Aestlonia, they have been moved to the new formable decision instead.
Kiria:
AI Kiria must now border a country to demand their disarmament.
Mozzi:
Can now unite the Great Lakes.
Nova Griffonia:
Increased the number of divisions from a larger BoP for both sides, so one side will have larger advantage now, making the civil war faster.
Olenia:
Now starts with Trade Interdiction grand doctrine.
Army will no longer be disbanded upon surrendering to the Changelings, and stockpiles will no longer be stolen, butthe navy will be seized by the Changelings.
Polar Bear Communities:
Changed the Northern Republic color to be different from Virgilia.
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Prywhen:
Can no longer freely annex countries that aren't neighbours.
Other countries' AI is now much less likely to accept annexation, even if communist.
Removed instant war declarations from other countries after taking Griffonstone.
Can now target the owner of Griffenheim in war focus if the Empire no longer exists.
Stalliongrad:
Can now only invite neighbours (or neighbours of allies or puppets) into their faction.
Can no longer invite countries already in a faction into their faction.
Improved AI pathing.
Winggarden:
Now starts with same doctrines as Hippogriffia.
Zar-Hay:
Reduced suppression bonus for infantry due to stacking.
Can now declare war on Riseian countries even if they are subjects of another country.
Focus to develop Zwahile no longer requires Storm Kingdom countries to not exist or be Zar-Hay's puppets.
Now renames Zwahile states back to their original names when coring them.
If owner of Abyssinia cedes the states when demanded, Klugetown is now included as well.
Can now attack puppeted Storm Kingdom countries.
Adjusted AI chances for harmonic diplomacy, so the AI is more willing to accept mutual guarantees.
Ending national spirits in one of the paths no longer give weekly stability modifiers.
Adjusted focus prerequisites in the communist path.
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Fixes:
Fixed broken tooltips for ideology acceptance modifiers.
Fixed a generic focus icon.
Replaced carrier bonus in a yeti racial technology that didn't work with sortie efficiency bonus.
Fixed terrain of some provinces.
Fixed April Fool's characters appearing when it's not activated.
Added missing dervish and storm creature bonuses in a doctrine.
Corrected the research time of magical infantry, lategame infantry, and amtrac equipment.
Corrected some lategame scaling of submarine engines and snorkels.
Corrected the position of some special project naval techs.
Corrected some define classifications.
Corrected hardness of lategame magical equipment.
Correctly enabled unique tactics from certain EAW-specific techs.
Fixed super-heavy artillery not receiving some bonuses it was meant to.
Fixed duplicated modules in the navy tech tree.
Fixed icons for some special project building previews and raids.
Magical mechanized units are properly strengthened by doctrines that apply to mechanized.
"Resurgent Heavy Tanks" now strengthens the correct kind of super-heavy self-propelled anti-air and artillery.
Abyssinia:
Added checks to prevent war declaration on countries that aren't neighbours.
Aztlan:
Fixed Hippogriffia joining faction before the North Zebrica War.
Bronzehill:
The focus "Industrialize The North" no longer requires Ostfloy if the Northern Tribes conquered it.
Celestial Resistance:
Fixed presidents still being represented as national spirits after the election.
Colthage:
Fixed Zoblosia not spawning if the Constitutionalist uprising was avoided.
Fixed naval designs of Constitutionalists.
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Griffonian Empire:
Fixed a focus icon.
Griffonian Republic:
AI Kemerskai will actually hold his speeches.
The Reconstruction mandate should fail significantly less often.
Fixed military focus doctrine bonuses.
Suntail's "The South" focus bypasses if none of the relevant targets exist.
Gryphia:
Fixed broken national spirit icon.
Icepaw Provisional Directorate:
Bypass Qaylidi Dervishes war focus if they are already at war.
Fixed a national spirit not being removed.
Fixed capitulation quote not appearing sometimes.
Collaboration path now accounts for Maregypt being in a faction.
"Crimson Troublemakers" can only be picked once the Uzerasi Revolt is dealt with.
"Status of Hyenia" now requires ownership of Hyenia.
Imperial Condominium:
Fixed a MIO not always working.
Mandate of the Eye:
Zongo puppet decision doesn't annex South Zebrides anymore.
New Mareland:
Can no longer access decision to white peace with itself.
Prywhen:
Fixed MIO icons.
Qaylidi Dervishes:
Puppets can no longer deny Qaylid entry.
Made the faction leader invite the Mandate of the Eye as opposed to arbitrarily chosen countries.
Removes core on a state if transferring to Senturya in the Queendom path.
Will not give Zwahile away to a puppet anymore.
AI Queendom path will not declare on the Central Zebrican Empire until 1012.
Removed broken modifiers from a theorist trait.
Removed incorrect focus filters.
Quaggatai:
During the invasion of Colthage, it will now attack all Colthaginian breakaways as long as it hasn't lost Coltdar.
Thundaria:
A focus that gives a trait to all unit leaders now gives different traits to generals and admirals.
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Zar-Hay:
Fixed missing checks for impassable states.
Revolutionary agitation national spirit is now removed when puppeted.
Starting focuses of post-civil war trees can now only be done if Zao is controlled.
Fixed harmony navy MIO visibility.
Fixed some decisions being available when they shouldnt be.
If the owner of Ovingoland isn't Maregypt and they agree to the population transfer, they no longer get free cores as Maregypt gets them instead.
Added an edgecase sanity check for orthodox marksist coup.
Harmony path can no longer get stuck in the focus tree.
If Qaylids agree to be puppeted, they now transfer Zwahile over to Zar-Hay.
Communist revolt now changes puppet ideology and cosmetics.
Miscellaneous bugfixes and improvements.
Miscellaneous localisation fixes.
Checksum a37b // Image by Rich May
This update IS NOT save compatible with 2.6.0.1.
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>>43194624
Maretania and karkadannistan getting a formable and that early magic company raises a suspicion for me that real content is not that far from seeing the light, remember that in harmonycon panel we already got teased with aestltonia content
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>>43194624
If I remember correctly they were supposed to be a magic academy mixed with SCP Foundation
>>43195452
I cant wait to play Shahanshah and subdue Aestlonia and then push out against Yetis and Zebras.
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>>43195476
>If I remember correctly they were supposed to be a magic academy mixed with SCP Foundation
I see. I mixed it up with the BOS because they are autistically focused on keeping dangerous military technology (especially WMDs) out of the wrong hands, and from the end of the first game onwards, they reintroduce less dangerous technology to the wasteland.
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I'll be hosting an EAW game this Sunday at 18:30 CET.
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The Griffonian Republic's content was old, but complete. It didn't need a rework, especially not a shit TNO-style minigame.
There are several tags even in Griffonia that aren't actually finished and need new content, such as the Riverlands and Wingfried's Hellquill.
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>>43200004
You prepare and declare war and then that's it. The war itself is the content. There's nothing after that. Not even any epilogue content. You would think that literally bird Hitler would have something about genocide or anything other than giving the Riverlands a debuff after he actually gets his war.
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>>43200029
To be fair, just making it about Genocide is quite boring. I always liked the idea of the original foudner of Tales of Griffonia, where Wingfried had an adopted pony son. It certainly gave him a level of complexity.
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Of course, if we go with Cyrus´s original idea for OstGriffonia. You would still kill a lot of ponies. Because it was supposed to be that Reformisten manage to pacify Lake City, and everything else is Partisan Royale.
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How does this make you feel Sungliderfag?
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>>43200248
Unlike you, I'm not a faggot.
I already told you that I wish that there were more potential leader options for the first pan-Griffonian elections. I just used Sunglider as an example. I only played one playthrough of the Griffonian Republic before the rework and one playthrough after the rework.
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>>43201464
I played all the paths of the other tags, but I couldn't be bothered to play all the paths of the Griffonian Republic. I never claimed to be an expert on the tag. I just said that it's a better option than the various shitholes on the continent.
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Ok so the new Herzland reconstruction is absolute bulshti
All the decisions are just you incuring maluses, it is not even a game of give and take. It is not giving you anything good in return. I just decided to decision.nochecks it halfway through.
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>>43201508
no u
>>43201609
Yeah, it isn't even fun. I get that it's meant to slow the Griffonian Republic down and give the other tags more time to prepare before it steamrolls them, but I would rather it just restrict warmongering until after the military and economic focus trees were complete instead. It doesn't even make sense in terms of writing because the republic already has its own bureaucracy and already spent the first part of its focus tree cleaning itself up. Revolutions don't happen overnight. The republic's entire backstory is that they have spent 30 years preparing to return after a counterrevolution forced them out.
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>>43201618
>The republic's entire backstory is that they have spent 30 years preparing to return
That one though makes no sense in game. They SUPPOSEDLY spent 30 years of preparing. Yet you have to spend the entire first year dealing with warlordism, risk of fmaine which doesnt even make sense considering Cloudbury geography, underindustrailisation, and language issues.
The focus tree acts like the revolution happened just yesterday and not 30 years ago.
Chaing managed to consolidate China in much shorter time before the Japanese attacked. It is comical how bad Republican starting siatuation is. It makes it sound like Kemerskai did absolutely nothing in those 30 years and was just jacking it off to the tricolour. I am astounded that the rework didn't address this, considering it was an issue pointed out by me and Sig already years ago.
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>>43201738
Apparently it was originally conceived purely as an adversary for the Griffonian Empire, so it starts off extremely weak and gradually gets stronger and stronger until it ends up being (in my opinion) the best option for the continent. The rework was probably an attempt to add balance for the sake of players of various minor nations that get stomped, but it ended up just breaking a lot of things, including the writing.
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>>43199401
The lobby is up! Game will be starting at 18:30!
ID: 90284999163120655
PW: /mlp/
Mods: Equestria at War, Player Led Peace Conferences, State Transfer Tool MP
Hotjoin and coop will be on.
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>>43203488
>>43205008
Oh, as in
>I beat my enemies with these retards
Imagine losing to blind idiots.
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This retard deserves to get eaten by the deer or Barrad or Wittenland or the River Federation or all of them one after another.