Kalran: Tales of the four nations

Alcradia: Sagas of battle is an rts made by ssbob90, based on their idea of a story called Alcradia: Saga of stone and steel. Set in the continent of Alcradia it follows the stories of six factions in the eighth age. The flexible United Columbia Alliance (UCA). guerilla fighting Navaheim. Tower defense like Kevros Federation. rapid assault forces of the Rokhari. The unending swarm of the Reclaimers. And the elite Aegis Defense Force (ADF).

Gameplay
In Alcradia: Sagas of battle is an rts, a fusion of command and conquer and company of heroes, featuring six factions with six different playstyle 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.
 * Radorium: must be mined and refined. With patches of it around the map
 * Descor: 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 ore 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.

Factions

 * United Columbia Alliance: 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
 * Navaheim Tribes: 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. By the 8th age they are now known as a fearsome typhoon, striking at one area before disappearing through their tunnel networks to strike at another weak point
 * Kevros federation: 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. And by the 8th age the federation are now 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
 * 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. And by the 8th age they are a formidable force. Moving upon their giant walker base as riders and officer surge forth like an avalanche. Shattering foes who cower behind walls
 * Reclaimers: Once a noble resistance, who vowed to never use lethal weapon, to stop the war in the third age. The once peaceful resistance are all but forgotten to the mist of time. And what's left and remembered are monsters who slaughtered innocents. By the 8th age they are known as a army of a 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 true believers, mainly survivors in the frontier, destroys their targets.
 * 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.

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 or stand stalwart in the pacifist ideals, and the empire realzing their mistakes and atoning or believing it's their right to conquer the nations