The Order (The Clash)

The Order of Myths and Traditions, also known as the Order, and formerly known as the Eastern Magical Alliance in openroadracer's RP, is one of the major factions in The Clash.

Gameplay
The Order's gameplay is similar to that of most RTS and FPS games. Players establish a base.

The Order has the most variation of infantry in the game, but has the weakest space force. They can also train Cavalry by building Stables, though the Stables must be near a Camp.

The Mana resource powers buildings and troop abilities. When there is no Mana, all unit abilities that require it cannot cast their abilities, but structures are still able to produce their units at a slower pace.

Secondary Leader System
Unlike their Republic counterpart, the Order utilizes a "Secondary Leader System" that makes the commander use a unit that can be promoted to command other units, called an "Leader Unit", that holds all other units in the group's abilities and commands. They start with 2 of these, with more being available after a Combat Academy is built once the player reaches Tier 2.

As a general rule, infantry, cavalry, most vehicles, heroes, and gods can have a Leader trait. Beasts/dragons cannot do so however, but can be promoted to Leader if an Infantry Leader mounts one. Worker units are built in groups with one "leader", and some other workers follow the "leading worker" in building structures, making them quite faster in building.

Summoning Temple
Another quirk is that they use Summoners as a resource to summon higher tier units to add to your battlegroups. They are placed inside Summoning Temple to perform their rituals, similar to how Villagers(and their equivalents) in Age of Mythology produce Favor for Myth units. Equivalent resource name is "Spirit", and the more Summoners in a Summoning Temple, the faster the production of Spirit.

Mythical Homeland Advantage
Certain troops from certain mythologies gain stat buffs when the maps correspond to the geography of their mythology, like Berserkers in Northern Europe, or Tengu in Japan.

Appearance
The Order is inspired by fantasy media and different mythologies.

Tier 1

 * Imperial Shrine (The Order's VIP building/VIB. Builds all worker units and can be garrisoned.)
 * Orb of the Eye (Enables Order radar.)
 * Gold Mine
 * Metal Mine
 * Crystal Mine
 * Farm
 * Mill
 * Lumber Mill
 * Small Mana Crystal
 * Camp
 * Town Hall (Unlocks Tier 2)

Tier 2

 * Stables
 * Lesser Bestiary
 * Lesser Roost
 * Lesser Port (Only available when map has 50% water)
 * Summoning Temple (A building important to the Order's playstyle!)
 * Combat Academy (Unlocks Tier 3, this building is very important to the Order's playstyle!)
 * Hall of Twilight (Unlocks Tier 3)

Tier 3

 * Large Mana Crystal
 * Advanced Camp
 * Dwarven Workshop
 * Aviary (Build near a Camp to allow Wyvern and Griffin Riders, consider this the aerial equivalent of a Stables. It should also be built in conjunction with the Stables to allow Pegasus Riders. It also allows the training of flightless Avian Riders.)
 * Tavern (A support structure that unlocks some troops and gives some healing to troops)
 * Royal Palace (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)
 * Arcane Sanctum (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)

Tier 4

 * Great Camp
 * Greater Bestiary
 * Greater Roost
 * Greater Port (Only available when map has 50% water)
 * Reservist Camp (Stores a lot more battlegroups in case of assault or defense)
 * Tree of Souls (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Order Tribunal)
 * Tribunal (Trains Heroes, Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Order Tribunal)
 * Rift Rune (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in Order Tribunal)

Tier 5

 * Celestial Palace
 * Combat University (A far more powerful version of the Combat Academy. Gradually helps ease up the Order's playstyle.)
 * Midas Orb (Generates both Gold and Metal. All four of the endgame resource generators have lots of abilities of their own that are of great help to entire Order armies. In this case, it turns its enemies into Gold and Metal to help the Order's cause!)
 * Eternal Tree (Generates both Wood and Food.)
 * Aether Crystal (Generates both Mana and Magicrysts.)
 * Spirit Rune (Allows much faster generation of Spirit.)

Defense Structures

 * Archer Tower
 * Ballista Tower - Direct upgrade that dramatically increases range and damage but slows down attack, can be remedied however with upgrades.
 * Defense Camp
 * Tunnel Network
 * Eagle Nest
 * Arcane Construct
 * Trebuchet
 * Rocket Cart
 * Concoction Barrel
 * Mortar Tower
 * Castle
 * Poisonous Flower
 * Tower of Fire
 * Tower of Frost
 * Tower of Storms
 * Rune of Immortality
 * Ent
 * Dragon Nest
 * Evil Eye
 * Unstable Crystal
 * Tower of Souls
 * Tower of Gold
 * Tower of Eternity
 * Tower of Curse
 * Celestial Beacon

Superweapons

 * Mage Spire (Unlocked during Tier 4)
 * Altar of the Gods (Unlocked during Tier 5)

Infantry

 * Footmen (Basic fast infantry, similar to Republic Scouts. Trained in fours.)
 * Knight (Basic infantry, can gain powers when it ranks)
 * Archer (Basic ranged infantry, can gain powers when it ranks)
 * Apprentice (Basic anti-armor ranged infantry, can gain more powers when it ranks)
 * Dragoon
 * Samurai
 * Monk
 * Ninja
 * Thief
 * Rogue
 * Wisp (Cannot mount and lead.)
 * Hoplite
 * Berserker (Cannot mount, but can lead.)
 * Summoner (A unit important to the Order's playstyle, is considered a resource placed inside Summoning Temples to summon higher-tier units)
 * Kitsune (Cannot mount, but can lead.)
 * Alchemist
 * Bard
 * Dancer
 * Gladiator
 * Centurion
 * Black Mage
 * Manakete (Cannot mount.)
 * Mage Knight
 * Blood Knight
 * White Mage
 * White Knight
 * Dark Mage
 * Skeleton
 * Beast Master
 * Ki Warrior
 * Witch
 * Familiar
 * Musketeer
 * Champion
 * Dryad
 * Ronin
 * Anubis Warrior (Cannot mount, but can lead.)
 * Fireworks Launcher
 * Sea Guard (Amphibious infantry, but cannot mount. But they can lead.)
 * Jester
 * Mummy (Cannot mount.)
 * Shade (Cannot mount and lead.)
 * Druid
 * Horus Warrior (Cannot mount.)
 * Ghost Queen (Can mount, but horses turn to ghosts. Weird...)
 * Ghost
 * Shrine Maiden (Can mount, but lose the ability to fly if they do so.)
 * Thief Captain
 * Master Performer
 * Sage
 * Merchant
 * Viking Chieftain
 * Ice Queen
 * Elemental Warrior
 * Psychic Warrior
 * Einherjar
 * Valkyrie
 * Black Knight
 * Archmage
 * Time Mage
 * Light Mage
 * Night Mage
 * Fallen King
 * Fallen Warrior
 * Dragon Summoner (a much stronger summoner-type unit, can be placed inside Temples, but also has useful battlefield abilities)
 * Legendary Hero

Cavalry
Most infantry can ride mounts, unless otherwise indicated. Their mounts can vary from horses, bears, tigers, flightless birds, elephants, and even slimes.
 * Mounted Rider
 * Mounted Knight
 * Mounted Archer
 * Mounted Dragoon
 * Mounted Apprentice
 * Mounted Black Mage
 * Mounted White Mage
 * Mounted Mage Knight
 * Centaur
 * Bear Rider
 * Bear Knight
 * Avian Rider
 * Avian Knight
 * Jouster
 * Orc Rider
 * Elven Rider
 * Tiger Knight
 * Slime Rider
 * Combat Chariot
 * Scorpion King
 * Elephant Rider
 * Elephant Knight
 * Mounted Wagon
 * Abyssal Rider

Vehicular Constructs

 * Catapult
 * Ballista
 * Siege Engine
 * Trojan Horse
 * Mobile Lens
 * Steel Golem

Beasts/Dragons
Some of these can be mounted for control capability of leaders.
 * Werewolf
 * Fenris Werewolf
 * Gorgon
 * Slime
 * Cockatrice
 * Scarab
 * Basilisk
 * Petsuchos (A variant that changes its attacks.)
 * Manticore
 * Abyssal Imp
 * Orc Clubman
 * Giant Scorpion
 * Troll Slinger
 * Cerberus
 * Abyss Dweller
 * Treant
 * Abyssal Hound
 * Minotaur
 * Marilith
 * Small Rock Golem
 * Small Swamp Golem
 * Small Volcanic Golem
 * Sphinx
 * Ogre
 * Cyclops (Can pick up enemy infantry and use it as artillery projectile.)
 * Fire Elemental
 * Earth Elemental
 * Ice Elemental
 * Dinoid (A dinosaur-like creature effective against all ground units.)
 * Chimera (Heavily armored unit than can do both melee and ranged attacks!)
 * Armored Serpent
 * Mana Elemental
 * Metal Slime
 * Crystal Guardian (Summoned to effectively block energy weapons and magic blasts! Use gauss/sonics or any kinetic way to kill this thing, as not only they are effective, they can even deal damage bonuses.)
 * Large Treant
 * Lich
 * Behemoth
 * Large Rock Golem
 * Large Volcanic Golem
 * Large Swamp Golem
 * Colossus
 * Serpent Dragon
 * White Tiger
 * Mountain Giant
 * Earth Dragon
 * Frost Giant
 * Abyss Giant
 * Light Construct
 * Dark Elemental
 * Light Elemental
 * Arcane Elemental
 * Chaos Elemental
 * Titan

Sea Vehicles

 * Scout Boat
 * Windsurfer
 * Viking Longship
 * Archer Ship
 * Cannon Ship
 * Arcane Blast Ship
 * Clockwork Vessel of Death

Sea Creatures

 * Siren
 * Nereid
 * Nymph
 * Atlantean
 * Water Spirit
 * Water Elemental
 * Giant Squid
 * Man O' War
 * Kraken
 * Hydra
 * Scylla
 * Dragon Turtle
 * Sea Serpent
 * Sea King
 * Black Tortoise
 * Leviathan, King of the Sea Serpents

Aerial Infantry/Cavalry/Vehicles

 * Fairy
 * Striker
 * Sky People
 * Bird People
 * Light Fairy Elf
 * Dark Fairy Elf
 * Pegasus Rider
 * Pegasus Knight
 * Pegasus Archer
 * Pegasus Apprentice
 * Pegasus Dragoon
 * Pegasus White Mage
 * Griffin Rider
 * Griffin Knight
 * Griffin Archer
 * Griffin Dragoon
 * Mechanical Pegasus Replica
 * Wyvern Rider
 * Dragon Rider
 * Dragon Knight
 * Flying Warship

Aerial Beasts/Dragons

 * Gargoyle
 * Harpy
 * Wadjet
 * Tengu
 * Roc
 * Stymphalian Bird
 * Vermilion Bird
 * Efreet
 * Phoenix
 * Yatagarasu
 * Dragon Hatchling
 * Can be upgraded to any dragon
 * Wind Elemental
 * Lightning Elemental
 * Fire Dragon
 * Wind Dragon
 * Shadow Dragon
 * Plaguebringer Dragon
 * Azure Dragon
 * Darkwing
 * Bahamut
 * Tiamat, Fiend of the Wind

Space Units

 * Moon Rabbit (Can land, fly, or go to space. Space equivalent of a Musketeer.)
 * Moonling
 * Lunar Entity
 * Lunar Archer
 * Moon Wisp
 * Celestial Wyvern
 * Celestial Drake

Gods
They can only be trained at the Order's "stronger superweapon", the Altar of the Gods. Up to three can be in the field and can be promoted until the final shared Rank, which allows up to ten Gods. Gods are automatically trained as leaders of battlegroups. Note that there is a "general" template for Gods since they come from everywhere across the planet. They are the Order's endgame units. Upon "death", they leave a powerful destructive effect on the bases of the one/s that destroyed them, until they respawn.


 * God/dess of Lightning and Thunder
 * God/dess of the Seas
 * God/dess of the Moon
 * God/dess of the Sun
 * God/dess of the Underworld
 * God/dess of War
 * God/dess of Wisdom
 * God/dess of the Arts
 * God/dess of Love
 * God/dess of Weaponry
 * God/dess of Time
 * God/dess of the Sky
 * God/dess of the Earth
 * God/dess of Fire
 * God/dess of the Plagues
 * God/dess of Death
 * God/dess of the Stars
 * God/dess of the Wind
 * God/dess of the Night
 * God/dess of the Light
 * God/dess of Nature
 * God/dess of the Cosmos
 * God/dess of Frost
 * God/dess of Feasts

Builder Units

 * Peasant
 * Artisan
 * Craftsman
 * Craftsman Engine (Requires a Dwarven Workshop. Will greatly help Order buildings!)

Heroes

 * Pazuzu, the Demon of Famine
 * Ramuh, the Thunder Archmage
 * Zalera, the Darkest Wing
 * Gilgamesh, the First God Slayer
 * Yojinbo, the Blade of Vengeance

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

Heavy Assault
Brute-force oriented arm of the Order, loses covert capabilities.

Arcane Assault
Magic-oriented arm of the Order.

Rapid Assault
Quickest attacking specialization.

Veteran Combat
Experienced warriors rule this specialization.

Special Tactics
The tactical arm of the Order, focuses more on lighter troops.