Kalran: Tales of the four nations

Kalran: Tales of the four nations is an science fantasy rts made by ssbob90. Set in the planet Kalran it follows the stories of four continents in the eighth age.

Background
Our story takes place on Kalran, a planet with three moons and two suns, and four continents.

To the north lays Arkalion, a nation where the shadow of war looms, with hordes of demon and daemons in the south only contained by the citadel city of Byzalem.

To the west lays Alcradia, a pangaea split apart by the fall of the old Tuatha empire, with the east being a frontier, where monsters, beast, and demons roam, and beneath that wasteland are the Reclaimers, who desires to reforge the world through blood and ash with only the ADF task force slowing them.

To the east lays Axio, an archipelagos where the north is under the rule of the ouroboros goverment, but in the south comes rumours of a resistance call the Tenkos.

And to the south comes Askrian, a great desert where few truly safe havens exist, each guarded by magical pillars, with nearly the whole desert inhabited by wandering demons, with the Reclamation guilds working to make new havens.

In each four nations rule, each blessed by one of the four elements, earth, wind, water, and fire.

Gameplay
In Kalran: Tales of the four nations is a science-fantasy rts, a fusion of command and conquer and company of heroes, featuring a total of 24 factions, 6 in each continent, each with five unique commanders.


 * Classic: focus on enhancing their faction strength
 * Airforce: focus on fast and deadly but fragile airforce
 * Defence: focus on defense and siege
 * Infantry: focus on versatile but fragile infantry and unorthodox tactics
 * Armor: focus on armor assault and straight on attack

In battle there are two different resources the player must manage.
 * Supply: must be mined and refined. With patches of it around the map
 * Minerals: can only be produce by pumps that must be captures. Also forms a supply line. Required to build high tier units and upgrades

Mechanics
Morale: When infantry and vehicles suffers heavy damage in short amount of time, heavy suppression, heavy artillery, or terror weapon like toxins and fire their morale will take damage. And will suffer heavy debuffs to their damage, range, and suppression resistance but increase speed and defense once it's depleted. And if infantry morale stays deplete for too long, or suffer heavy morale damage like a bombardment, they will retreat off the map.

Suppression: When medium or light infantry are hit by a machine gun, rapid artillery bombardment, or a sniper, they will go into a suppressed state. Lowering the speed of medium infantry and immobilizing light infantry but briefly increases their defense, especially if in cover, slowly loses morale, and deal reduced damage. And if suppressed for a few more seconds will become pinned, fully immobilizing infantry and briefly grant a large buff to defense but will take more damage afterwards and can't attack. Heavy infantry are immune to suppression effect but will take more damage and heavy artillery strikes will stun them.

Protocol: Protocols are special abilities used by each faction and are split in three forms. The first are tech protocols, a tech tree forming the basic of each factions and useable by all faction commander which are unlocked as the game progresses. The second are structure protocols, which as implied only comes by building a structure and will be lost if said structure falls. And the third are commander protocols, a combination of the first and second with tech tree which abilities can only be unlocked points earned in battle or a commander exclusive structure. Each protocol are suited for the factions and commanders and can turn the tide of battle, from summoning special units to bombardment powers. But each of them have a cooldown and/or cost resources.

Weapons and armor types: see here

Game modes
Tutorial: Teaches the basic mechanics and summary of commanders

Campaign: Each faction has a campaign

Skirmish: Battle against other players or ai, either together or against each other

Challenge mode: As one of the commander, face off against five of a factions commander in a gauntlet, ending with the player facing all five commanders at once

Remlia Legion:
An empire formed since the beginning of the age. The republic of Remlia are the superpower of Arkalion, having been blessed by the dragons. Their legion consisting of a force of numerous recruits and elite veterans. Consisting of the Humans and their allies of the Trolls, Lapori, and Gnomes.

Volksgard Expeditionary group:
From the high peaks of the Volkgards alps lives the Dwarves. Having isolating themselves in their mountains. Their expeditionary group wielding bleeding edge technology, with diesel powered vehicles and advance gunpowder weaponry, that compensates their lack of research in magic.

Salkoy Strike Force:
From Salkoy rides the Elves. Where songs and laughter permeates the island like the winds they're blessed. Their strike force consisting of the best cavalry and airforce of the continent, having been the ones who brought equestrians to Arkalion, ruling the skies with their famous pegasus knights to the elite, alicorn riding, winged gendarme. With advance research in the arcane magic, particulary wind magic, having them wield chi powered guns and hover tanks, despite wielding weapons made of glass and stone.

United Columbia Alliance Armed Forces:
Formed by the Fenrir remnants after the destruction of their old capital in the third age. They have risen up to the superpower of Alcradia in the modern time. The UCA are a flexible force of elite soldiers and airforce. Consisting of the Fenrirs and their allies of the Harpies, Skarnops, and Goliaths.

The military doctrine of the UCA is a jack of all trades combined arms and air superiority. With versatile infantry and armor fighting as one while their airforce makes pinpoint strikes or support ground troops. Using old but reliable kinetic weaponry, from rifles to rockets, with advance research in railgun, powered armor, and earth magic. But their numbers are small, but they lack in numbers they make up in versatility and adapting to a changing battlefield. They can never compete against the Navaheim in guerilla warfare, the Kevros in making impenetrable lines, the Rokhari aggressive atttacks, the Reclaimers in numbers, or the elite forces of the ADF, but can handility beat them in other area, and if left uncheck beats them at their specialties.

Hansion Warband:
Having escaped the hyperion bombing by the fleeing east. The Navaheim, the race closest to nature and magic, were forced to witness half the forest they had protected reduced to cinders, followed by the fallout. Since then they rebuilt their nation, with their capital Hansion standing again, and are now known as fearsome guerilla fighters.

The military doctrine of the Navaheim is to hit hard and fast. Using elite infantry and mobile airforce to quickly strike upon their foes weak points before escaping retaliation. Using advance stealth technology, thanks to illusion magic and wind powered tools, from their spiral wind engines to their pressurizer weapons, and tesla based power, from generator to tesla tank. But their technology is rather dated, being the only faction that still uses bronze materials, and their vehicle fleet is rather lacking, all their units are rather fragile, and they lack a unit that can soak up damage.

Kevros Federation Guards:
When the hyperion fired the Humans had quickly hunkered down in the mountain vaults and survived. But despite surviving the blast the fallout had rendered many of them near infertile. With this revelation, and the fear of losing their bloodline memories when they die without children, they began focusing on ai. Becoming known as hardy mountain folks. Defending their homes with advance lasers and missile. While swarms of androids pushes forth with the support of mech pilots.

The military doctrine of the Federation is defense and counter attacks. Using advance towers and wall, each connected to the base by pylons, to funnel their foes into designated kill zones for their defense and using mass produce droids, support by Human piloted mechas, to take territory. Utilizing advance laser, cryo, and missile based weaponry and tough mechas and droids. But their offense is rather slow, since their units need to be in the pylon field to fight effectively. And woe betide the commander if they lose a pylon connecting to a section of their defense, or worse, have their power grid go down.

Rokhari Riders:
When the hyperion came all the races had fled from the blast, following the rift that let the demons through and infest the frontier, all but the nomadic Rokhari. Who stubbornly stand by their only city Khan'toruk. Their lifestyle having made them hardy warriors who moves upon their giant walker base as riders and officer surge forth like an avalanche. Shattering foes who cower behind walls

The military doctrine of the Riders is never ending frontal assault. With their units, consisting of a fleet of fast light vehicles and cavalry, coming from their walkers, mobile bases that can become a walking siege or support engine, which allows them to strike anywhere and replenish losses quickly. Armed with plasma, microwave, and thermobaric weaponry and fire magic. But their airforce is pretty much non-existent and heavy armor is rather small.

Reclaimers:
No one knows how the Reclaimers came to be, only that they surfaced in the 3rd age. But they are known as a monster who will stop at nothing to destroy Alcradia and are known as a army of million. Sending out millions of clones to die for a cause they don't know, fed honeyed lies of glory and heroics if they die for them but they'll be lucky if their names were mentioned in a footnote. As the chosen, composed mainly of survivors in the frontier, destroys their targets.

The military doctrine of the Reclaimers is victory through attrition and superior firepower. Using their clone units, which are incredibly weak but really cheap, as the anvil for their chosen units, wielding high powered but indiscriminate weaponry, hammer. Using chemical warfare, terrorism, advance but invasive cybernetics and thermal based weaponry, including their dreaded solarian cannon, to achieve victory, no matter how high their casualties count. But they must rely on a steady income to bring in their forces and their nearly non-existent defenses, save for instantly teleporting in units, means they must know when to throw in all of their forces.

Aegis Defense Force:
A secret task force formed to fight the reclaimers. the ADF are the elite force of the UCA. Armed with the most advance weapons and equipment they will always be outnumbered but through equipment and teamwork they can surmount anything.

The military doctrine of the ADF is rapid, precise, strikes at the enemies weakpoint with their forces. While each of their units have a limit, meaning that the commander controls more of an elite strike force rather than an army, they compensates with devastating abilities and powerful upgrades and promotion, with a five star veteran being almost a one man army, and protocols capable of wiping out armies and razing bases, at the cost of being expensive. Using bleeding edge technology, from Faster then light drives to hard light, to defeat their foes. But their early game is noticeable weak, with their expensive units gimping their start, with the loss of single unit taking a heavy toll, especially if it was a veteran.

DLC

 * An age long gone: In this DLC we see the origin of the Reclaimers. Who once, under their pacifistic leader Doss, fought against a corrupted Fomorian empire, under it's leader and Doss former friend Mina, through hearts and mind and non-lethal weaponry. But slowly fell deeper into his inner demons and become the monster had swore to destroy, or would it be different this time? This DLC will introduce two new faction, the Reclaimer revolutionaries and the Fomorian empire, whose tech trees split midway, where the revolutionaries fall prey to violence and become the villain of the 8th age, or will they stand stalwart in the pacifist ideals. And will the empire realize their mistakes and begin atoning or stand firm in their belief it's their right to conquer the nations..
 * Heroes and Villains: Brings in a special radio tower that allows the commander to call in special heroes, assassination mode, where the commander must destroy their opponents VIP unit to win, and allows each faction to send their commanders into battle. Includes a minor update giving almost all units a chance to spawn with an alternate gender voice.