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— Description of forming Almighty Don Host |
The Almighty Don Host is a formable that starts with its predecessor Don; a collective sub-part of releasables which form the integrity of
Russia. It is completely situated in Europe
being only a few miles away from the nearest port city in the Black Sea. The size difference of the acquainted formable is very minuscule provided it ONLY has been given the needed cities. However this won't be the case as Russia being a vast and big (if for some apparent reason you hadn't set free its many other releasables) would ultimately lead to enduring a few years of invading the seismic landscape of said country just for the few cities and the dangerous risk that a '''Russian''' player could join and turn the tide of the war into their favor.
This formable has a decent starting boost, but as usual, players usually go afterwards to form either Cossackia or Khazaria. It has one exclusive form of that, as Khazaria said before. The formable was added in the game on March 29th, 2023.
Modifier
The modifier "Ataman Be Praised" given after its formable completion will grant the following boost effects below:
- Military Starting Exp: +8%
- Military Recruitment Time: -10%
- Manpower Increase: +8%
- Ground Upkeep: -10%
Note that this modifier is also active with Cossackia,
Kuban People's Republic, and the
Yaik Cossack Host.
Background
The “Almighty Don Host” is a historical period of the Don Republic, an independent self-proclaimed anti-Bolshevik republic formed by the Armed Forces of South Russia on the territory of the Don Cossacks. The term “Almighty Don Host” was used later in the republic’s history.
The Don Republic, later known as the Almighty Don Host, existed during the Russian Civil War after the collapse of the Russian Empire from 1918 to 1920. The republic was formed in opposition to the self-proclaimed Don Soviet Republic. The Don Republic claimed the territory of the Don region, with the city of Novocherkassk as its capital.
The Don Republic ceased to exist after the Don Cossacks, who formed an essential part of the White Army, were defeated by the Red Army in the Russian Civil War. Many of the Russian Cossacks on Don were subjected to the Decossackization in 1919–1921, during the Soviet famine of 1932–33, and because of the repatriation of Cossacks after the Second World War by the United Kingdom to the Soviet Union, resulting in the eventual disappearance of the Don Cossacks’ movement of resistance to the Soviet Union.
Geography
Terrain
Having been said, there is not much to be talked about when all of its landmass is completely flat. This includes where its adjacent regional borders are flat as well giving no starting natural defenses for the formable to exploit.
Biomes
Like terrain, no biomes are within its landmass. It can experience seasonal winters (starting with Mild Winter November-February) which begin at its point above the region of its common capital and turn slowly like a curve to its northeast boundary. The affected regions then worsen into Severe Winter (December-January) and then shift to the rest of their unaffected lands with Mild Winter. It can help in a short period of time slow invading troops into the territory of the formable.
Political
The nation doesn't have any significant neighbors. Its most common border is Russia which is able to cover it up from much of the world, including the western middle border with
Ukraine. It almost does border a sea that is hidden behind Crimea, located in the Black Sea, but it has no port cities, making it practically landlocked. With that, it does not have any much options to invade.
Economy & Manpower
Economy
The base income of the Almighty Don Host is $213,397 on a daily basis. As such, the pure tax income generates $210,747 of the amount and excludes the insignificant resource income, producing the remaining $2,650. Its tax income is highly supported by its common capital, Rostov, which generates close to 1/2 of its economic size.
Manpower
The manpower generated is at a base of 496 daily, which is considerably small with or without the boost effects. The total amount of it manpower maxes out at 75,374 on its starting conscription law.
Population & Cities
Population
The base population of the 3,768,669 people living in the Almighty Don Host is mostly populated in the cities of Rostov (1.052 million residents) and Volgograd (984 million residents), with a difference of 68 thousand. The population is then distributed among the rest of its cities, with only one having reached more than a population of 500k (Volzhskiy) and most not event getting close to half the city's population size.
Cities
Much like mentioned before in population, it has one square city with another almost reaching the boundary. With that information, there are only two good locations for industrializing your cities with factories, as many of the rest of the cities will not be as efficient in boosting the city's resource income. Some of its cities, which include Rostov and its surrounding regions, are the closest of its cities, being near the point where another half of its cities live much more separately and are more apart from another.
Resources
It extracts 0.4 units of Oil and only so from the four cities, making the same amount. Most notably, Volgograd is one of the cities that produces oil, thus giving it 2/3 of its total resource income due to the population size.
Threats
Russia trying to reform back it's country after collapse.
- Other nations in
Russia that might have collapsed (
Kuban,
Terek,
Circassia) may become a player and annex you.
Strategy.
- To begin, it is advisable to establish factories for steel, motor, and electronics within your cities. Given the current lack of manpower, it is recommended to explore all available avenues to increase it, such as implementing certain ideologies or conscription laws. Upon completion of your factories, proceed to purchase the necessary resources for their operation and aim to sell a minimum of 10 electronics.
- Once your cash reserves reach $75 million, consider investing in a fertilizer factory and a consumer goods factory. After these factories are operational, acquire the required resources for them and focus on selling as many consumer goods as possible. This strategic approach should assist in optimizing your city’s production capabilities and financial growth.
Fighting Russia: If it's AI.
- This strategy is predicated on the assumption that the remainder of Russia has collapsed. Given that you now possess sufficient manpower and financial resources to create units, it is recommended to manufacture approximately 2000 tanks and initiate the justification process for Russia. If your cash reserves are insufficient, consider selling additional consumer goods by augmenting factory output.
- Upon completion of your justification, declare war on Russia, segregate your troops, and activate auto-capture to seize as many cities as feasible. Given that the liberated part of Russia lacks terrain, it can be easily traversed. Should your tanks begin to succumb, promptly commence the production of additional units.
- As you approach Moscow, endeavor to deploy as many tanks as possible to facilitate its capture. The seizure of Moscow equates to acquiring 75% of Russia. Your remaining tanks will automatically proceed to capture the rest of Russia, enabling you to ultimately form the Almighty Don Host.
Fighting Russia: If it's a Player.
- This stratagem is predicated upon the supposition that the residual constituents of the Russian federation have undergone a process of disintegration. Given the sufficiency of manpower and pecuniary resources at your disposal, it is propitious to fabricate approximately 3000 armored combat vehicles and incorporate artillery into your nation’s defensive apparatus. Concurrently, it would be judicious to conduct an investigation into the support tree to bolster your defensive capabilities.
- To fortify your capital, deploy 1000 armored combat vehicles and the aforementioned artillery. If so desired, you may contemplate the establishment of aeronautical factories to produce aircraft for the purpose of bombarding Russian armored combat vehicles and infantry. Once your military units are prepared, initiate an offensive maneuver against Russia, setting 2000 of your armored combat vehicles on autocapture.
- In response to your offensive, the Russian player is likely to exhibit signs of panic and resort to the mass production of troops. If the Russian player demonstrates adept strategic skills, they may effectively repel your attack. In such a scenario, it is advised to adapt your strategy accordingly.
- A shrewd Russian player may attempt to engage in negotiations. You have the option to either seize the five cities necessary for your objective or push further to gain additional territory. As the conflict persists, Russian players may call upon allies to join the war. It is recommended to disregard these alliances and continue your offensive.
- In the event of a loss of armored combat vehicles, promptly commence the production of replacements. At this juncture, the Russian players may abandon the game out of frustration, providing you with an opportunity to seize the requisite cities and achieve your objective.
Trivia
- The terms "Salvation of the Don" and "Krug" in the decision name and decision description of this formable refer to the legislature of the Almighty Don Host, known as the "Circle for the Salvation of the Don" or "Krug for the Salvation of the Don" or simply "Krug".
- Oddly, the flag of this formable is that of its naval flag; due to this, it is planned to be changed to the flag of the Don Releasable(Which the Almighty Don Host also used) with the coat of arms in the middle.