The Visitors (The Clash)

The Visitors are one of the factions in The Clash. It was introduced in the Mysteries of Two Powers DLC.

Gameplay
The Visitors do not have builder or gatherer units. Instead, their build style is similar to the Soviets from C&C Red Alert 3.

The Visitors' troops cannot be commanded individually. They are commanded using the buildings they are from. Each production structure begins with a selection of units, and when the unit is selected, it is the only unit type that can be build from that structure. Then, that production structure is where all the commands are issued. As a result, each of the unit production buildings of the Visitors are much smaller than their counterparts.

The Visitors' buildings are powered by Psychic Energy, and do not need Food or Supplies to function. They also refine Gold, Metal, and Crystals for their weapons and armor, into a Visitor-exclusive resource known as Crystal Metal. Additionally, they have another exclusive resource known as DNA, which they use for their in-lore experiments and genetic weapons.

In a Clash game mode, they are the only faction not to have a first person shooter aspect. They can still exist in FPS matches, albeit in a different form.

Appearance
The Visitors are inspired from the "good aliens" in fiction, with weapons, tactics, and gameplay being influenced by Yuri from Red Alert 2, China from Generals and its mods, and Electrical Protectorate from the Paradox mod from Red Alert 3.

Tier 1

 * Nexus Module (The Visitors' VIP building/VIB. Builds all worker units and can be garrisoned.)
 * Psychic Beacon (Enables Radar for the Visitors.)
 * Psionic Reactor Module
 * Assimilator Module (Can be used on Gold and Metal Mines, and can also be used near Crystal deposits.)
 * Clone Module (The Visitors' Barracks. Note: it's a sixth of the size of the next smallest barracks, the Republic Barracks.)
 * DNA Research Module (Unlocks Tier 2)



Tier 2

 * Ground Machine Replication Module
 * Air Machine Replication Module
 * Maritime Machine Replication Module
 * Genetic Research Module (Unlocks Tier 3)
 * Metallurgic Research Module (Unlocks Tier 3)

Tier 3

 * Clone Module 2
 * Psionic Amplifier Module
 * Weaver Module (Weaver Modules are secondary economic structures, producing Crystal Metals.)
 * Mass Replication Module 1
 * Psychic Research Module
 * Magnetic Research Module

Tier 4

 * Clone Module 3
 * Ground Machine Replication Module 2
 * Air Machine Replication Module 2
 * Maritime Machine Replication Module 2
 * Watcher Beacon Module
 * Doctrine Optimizer Module
 * Neural Link Optimizer Module
 * Technological Optimizer Module

Tier 5

 * Space Station
 * Mass Replication Module 2
 * Psionic Collider Module
 * Weaver Module 2



Defense Structures

 * Platform Module
 * Bunker Module
 * Cloning Pods Module
 * Clone Bunker Module
 * Genetic Amplification Module
 * Reaction Catalyst Module
 * Psychic Resonator Module
 * Mini-Kinetic Blast Module
 * Fractal Lightbeam Module
 * Singularity Charge Module



Superweapons

 * Hand of Transformation (Unlocked during Tier 4)
 * Hand of Enlightenment (Unlocked during Tier 5)

Infantry

 * Initiate (Fires psychic blasts from their minds. Trained in tens!)
 * Devotee (Functions as an infantry shielder. Trained in fours.)
 * Zealot (Functions like a suicide bomber. Trained in tens, and their explosions do not affect friendlies!)
 * Scientist (Functions like a Medic and Engineer at the same time.)
 * Oracle (Capable of disabling enemies.)
 * Arrow (Sniper unit.)
 * Brute (Heavily armored sword trooper.)
 * Manipulator (Mind control and psychic trooper.)
 * Prismite (Tanky trooper.)
 * Prismite Blazer (Tanky shooter.)
 * Slayer (Assassin unit.)
 * Replicator
 * Researcher
 * Spider-Borg
 * Watcher Informant

Vehicles

 * Cheetah (Buggy)
 * Tarantula (IFV)
 * Cobra (Anti-Tank Vehicle)
 * Kangaroo (APC)
 * Turtle (Light Tank)
 * Lizard (Artillery that shoots Green Plasma)
 * Tortoise (Heavy Tank)
 * Luminary (High level artillery that works like Prism Tank in RA2)
 * Watcher Fortress

Walkers

 * Spider-Bot
 * Dino-Drone
 * Tripod
 * Prismite Construct
 * Dino-Mech
 * Hexapod Artillery
 * Hexapod Direct Combat
 * Watcher Mega-Pod

Sea Units

 * Sea Shadow (Scout Boat)
 * Hermit Crab (Transporter)
 * Piranha (Mini-Sub)
 * Hammerhead (Cruiser)
 * Manta (Submarine)
 * Duck (Carrier)
 * Kthanid, Watcher of the Oceans (As opposed to the Cult's monsters, the Visitors also have powerful endgame heroes and units.)

Air Units

 * Hawk Drone
 * Ptero Rider
 * Sky Eye (Fighter Jet)
 * Energonic
 * Pure Energy
 * Draco-Mech
 * Watcher Triangle

Space Units

 * Seer (Interceptor)
 * Puncher (Ace)
 * Kicker (Frigate)
 * Jumper (Transport)
 * Slasher (Cruiser)
 * ???(Carrier)
 * ???(Dreadnought)
 * ???(Support)
 * Mother Brain (Mother Ship)

Specializations
Similar to a mix of Company of Heroes and C&C Generals/Red Alert 3 support powers, the Visitors can specialize in 5 different specializations.

Brain of Enlightenment
Utilizes psychic powers.

Brain of Execution
Utilizes Zerg Rushes of troops.

Brain of Transformation
Utilizes genetic powers.

Brain of Imitation
Utilizes replication and mimicry.

Brain of Silence
Utilizes covert ops combat.