The Republic (The Clash)

The Republic is one of the factions in The Clash.

Gameplay
The Republic's gameplay is similar to that of most RTS and FPS games. Players build a base than can move from place to place when the player desires.

The Republic has generally a balanced land, sea, and air force, as well as the largest buildable space force.

Each Republic unit can be commanded individually, or can be commanded in battlegroups by the player. In contrast to the Order however, due to the in-lore technological advantage of the Republic over the Order, the Republic is not dependent on officer-type units to command the abilities of battlegroups, allowing more freedom for the player to directly command the units.

Each unit can also be adjusted to be directly controlled by the player in a first-person or a third-person perspective. In vehicles with more than one weapon, the switch weapon control can be used to cycle on-board weapons.

The Republic's build style is similar to the Supreme Commander games. The building automatically builds itself from a nano-pack, while a Construction Mech or an Engineer Tank can speed up the process. Multiple builders can speed up the process even more, although the process needs 1 power/builder above one, before reverting back to normal when finishing the building. Also, worker units can speed up production of units in Barracks, Factories, etc. Fusion and Antimatter Reactors also boost production if they are near other production buildings, or buff defenses if they are built near defenses.

Targeting Data Relays
The Republic's technology extends to their comms equipment that allow them to coordinate their attacks well, similar to how nearby USA Patriot Missiles in C&C Generals help each other. When one unit is under attack, two(or more when upgraded) idle attack units will come and support unless the Commander does otherwise.

Adaptable Strategies
Once the Republic player starts Tier 5, they get access to the Strategic Command Base, which houses 4 protocols(similar to the USA's Strategy Center) that allow them to adapt to any type of enemy, be it themselves, the Order, or any of the upcoming DLC factions.

Appearance
The Republic is inspired by several sci-fi media.

Tier 1

 * Command Outpost (The Republic's VIP building/VIB. Builds all worker units and can be garrisoned.)
 * Fusion Reactor
 * Resource Extractor (built for both Gold and Metal mines)
 * Resource Warehouse (built for Crystals and trees, automatically generates Supplies)
 * Resource Refinery (refines resources to convert to Alloys and Credits)
 * Barracks
 * Robotics Facility Alpha
 * Operations Base (Unlocks Tier 2)

Tier 2

 * Vehicle Factory
 * Air Base
 * Naval Yard (optional, it only activates when map has at least 50% water)
 * Robotics Facility Beta
 * Medical Bay
 * Field Command (Unlocks Tier 3)
 * Engineering Bay (Unlocks Tier 3)

Tier 3

 * Barracks MKII
 * Transformer Base
 * Finance Center (Generates Credits)
 * Supply Lifter (Lifts pre-processed Alloys and Supplies)
 * Antimatter Reactor
 * Cloning Facility (Unlocks Tier 4 with the Heightened Clearance Upgrade, which takes a long time to build in the Field Command. Clones infantry from 2, up to three, and is affected by Mech Bases.)
 * Architectural Facility (Unlocks TIer 4 with the Heightened Clearance Upgrade, which takes a long time to build in the Field Command)

Tier 4

 * Barracks MKIII
 * Vehicle Factory MKII
 * Air Base MKII
 * Naval Yard MKII (optional, it only activates when map has at least 50% water)
 * Robotics Facility Omega
 * Military High Command (Trains Heroes, Unlocks Tier 5 with the Maximized Clearance Upgrade, which takes a long time to build in the Military High Command)
 * Satellite Launch Pad (Unlocks Tier 5 with the Maximized Clearance Upgrade, which takes a long time to build in the Military High Command)
 * Secret Lab (Unlocks Tier 5 with the Maximized Clearance Upgrade, which takes a long time to build in the Military High Command)

Tier 5

 * Strategic Command Base (Allows 4 protocols to be selected by the Commander. There are four protocols, listed below. Can later be upgraded to have the Joker Protocol, an automatic strategy battleplan designed to use Spades by default, Diamonds when before attacking, Clubs when attacking enemies, and Spades while being attacked.)
 * Clubs (Specializes in offense, increasing weapon range and fire rate, and ability cooldowns.)
 * Spades (Specializes in logistics, increasing resource production rate and enemy bounties.)
 * Hearts (Specializes in survivability, increasing health and shield points, as well as movement speed.)
 * Diamonds (Specializes in reconnaissance, increasing weapon range and unit sight, as well as enhancing stealth detection.)
 * Dyson Sphere (Produces unlimited Power. Note that the one built by the Republic in-game is a miniaturized version still capable of powering an entire base. Limit of one though.)
 * Matrioshka Brain (Completely reveals the map and massively buffs all Republic arsenal by quickly relaying battlefield information, and makes all production processes faster, including resources and unit production! Also accesses many upgrades. Takes a really long time to build, though! Like the Dyson Sphere, it's just miniaturized.)
 * Nano-Resource Generator (Quickly brings all other three resources to the field.)
 * Transformer Base MKII
 * Mech Base (Builds powerful Mechs with lots of weapons and HP. Built near any Barracks or the Cloning Facility, they will build Mini-Mecha Suit version of infantry.)
 * Starship Base (Already mobile in the first place, as opposed to anchored buildings. Builds the Republic space fleet, and buffs any nearby Air Bases.)

Defense Structures

 * Plasma Repeater
 * Missile Battery
 * Gauss Kinetic Blaster
 * Early Warning System
 * Laser Turret
 * Laser Interception System
 * Drone Hive
 * Orbital Designator Base
 * Nanobot Dome (Helps auto-heal/repair anything in range.)
 * Photon Blaster Turret (Photon tech is a Republic weapon that shoot beams of light that can bounce from enemy to enemy.)
 * Railgun Defense Emplacement
 * Modular Bunker
 * RADS (Radiation-based Area Denial System technology is a light-spectrum based support/offense weapons technology. Radio wave scrambler allows it to misdirect enemies, microwaves can burn organic targets, light beams and UV rays can blind and even kill certain enemies, X-rays and Gamma Rays are effective against both organics and mechanicals.)
 * Teleporter
 * Sonic Cannon (Used to blast through groups of enemies. Effective against crystal-armored enemies.)
 * Shield Generator (Can also be upgraded to improve shields of units in range, as well as speed up shield regen.)
 * Disruption Field Generator
 * Forward Operations Base
 * Turbolaser Anti-Space Cannon
 * Ion Blaster Turret
 * Particle Beam Cannon
 * Warp Cannon (Shoots warp blasts that can slow down enemies' time and damages them regardless of shields. Can only be nullified by Mutants or Time Mages.)
 * Black Hole Generator

Superweapons

 * Long Range Railgun Platform (Unlocked during Tier 4)
 * Particle Accelerator (Unlocked during Tier 5)

Infantry

 * Marine
 * Scout
 * Sniper
 * Marksman
 * Shocker
 * Grenadier
 * Cryo Trooper
 * Flame Trooper
 * Defender
 * Bombardier
 * Engineer
 * Shock Trooper
 * ODST
 * Sonics Marine
 * Enhanced Marine
 * Photon Beam Trooper
 * Commando
 * Defense Specialist
 * Covert Operative
 * Ranger
 * Mutant
 * Heavy Trooper
 * Mutant Engineer
 * Suppressor
 * Cyborg
 * Heavy Weapon Squad
 * Super Mutant
 * Ion Cannoneer
 * Black Hole Gunner
 * Nuker
 * Warp Blaster
 * Super Soldier

Vehicles

 * Hoverbike
 * Light Tank
 * Self-Propelled Anti-Air (plasma cannon)
 * Self-Propelled Anti-Air (gauss cannon)
 * APC
 * IFV
 * Combat Ambulance
 * Scout Buggy
 * Mobile Nanobot Base
 * Armor Destroyer
 * Disruptor Vehicle
 * Self-Propelled Light Artillery
 * Heavy Tank
 * Anti-Air Specialist
 * Mobile RADS
 * Mobile Shield Generator
 * Mobile Projectile Interception Array
 * Mobile Recon Vehicle
 * Photon Blaster Vehicle
 * Sonic Blaster Tank
 * Self-Propelled Heavy Artillery
 * Heavy Recovery Vehicle
 * Mutant Amplifier Vehicle
 * Ion Blaster Tank
 * Super Heavy Tank
 * Experimental Black Hole Tank
 * Experimental Anti-Matter Missile Track
 * Experimental Gravity Manipulator Device
 * Experimental Mobile Wormhole Device
 * Experimental Mobile Temperature Manipulation Device
 * Experimental Mobile Mini-Accelerator
 * Experimental Warp Blaster Tank
 * Juggernaut
 * Mobile Factory

Mechs

 * Mini-Mecha Suit (Mini-mecha suits are far more powerful versions of infantry, however, they will share the same vulnerabilities as vehicles and mechs.)
 * Mini-Mecha Marine
 * All-Terrain Spider Mech (Anti-infantry, can scale cliffs)
 * Roller Mech
 * Small Quad-Walker Mech
 * Small Attack Spider Mech
 * Small Bipedal Walker Mech
 * Quad-Walker Support Mech
 * Medium Quad-Walker Mech
 * Medium Attack Spider Mech
 * Medium Bipedal Walker Mech
 * Mutant Amplification Mech
 * Artillery Mech
 * Large Spider Mech
 * Large Quad-Walker Mech
 * Large Bipedal Walker Mech
 * Mega Spider Fortress
 * Mega Quad-Walker Fortress
 * Mega Bipedal Fortress

Sea Units

 * Amphibious Marine
 * LCS
 * Frigate
 * Mini-Sub
 * Attack Submarine
 * Cruiser
 * Anti-Air Destroyer
 * Anti-Ship Destroyer
 * Support Cruiser
 * Med-Evac Hospital Ship
 * Heavy Recovery Liner
 * Light Carrier
 * Super Cruiser
 * Mobile Submarine Base
 * Experimental Acoustics Generation Platform
 * Experimental Next-Gen Disruptor Support Boat
 * Experimental Weather Control Platform
 * Supercarrier
 * Mobile Naval Fortress

Air Units

 * Ace
 * Gunship
 * Ground Attack FIghter
 * Close Range Interceptor
 * Attack Gunship
 * FAC Craft
 * Spy Plane
 * CAS Craft
 * Med-Evac Gunship
 * Air Superiority Fighter
 * Missile Strike Bomber
 * Stealth Fighter
 * Stealth Gunship
 * Paratrooper Craft
 * AWACS Aircraft
 * Heavy Bomber
 * Stealth Bomber
 * Heavy Gunship
 * Experimental Time Dilation Gunship
 * Experimental Aerial Denial Fighter
 * Quantum Beam Experimental Craft
 * Flying Fortress

Space Units

 * Space Marine
 * Space Ace
 * Space Interceptor
 * Shield Satellite
 * Disruptor Satellite
 * Spy Satellite
 * Strike Satellite
 * Space Dropship
 * Space Corvette
 * Space Frigate
 * Space Cruiser
 * Space Superiority Interceptor
 * Space Dreadnought
 * Space Carrier
 * Science Vessel
 * Engineer Ship
 * Hospital Ship
 * Capital Ship

Drones

 * Larger Spy Drone
 * Larger Mine Drone
 * Security Droid
 * Disassembler
 * Larger Repair Drone
 * Crowd Control Drone
 * Swarmer
 * Combat Droid
 * Shield Droid
 * Larger RADS Drone
 * Autonomous Tank
 * Autonomous Gunship
 * Destroyer Droid
 * Intel Orb Bot

Transforming Units

 * Ground/Air Transformer
 * Sea/Air Transformer
 * All-Terrain Transformer
 * Battlesuit/Aircraft
 * Siege Tank/Siege Gunship

Builder Units

 * Construction Mini-Mech
 * Engineer Tank
 * Builder Drone
 * Large Construction Mech (Requires Mecha Base to build. Dramatically helps in building!)
 * Mega Construction Mech (Requires Mecha Base to build. Dramatically helps in building!)

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

Frontline Command
The most well-balanced of the five specializations, this simply improves the Republic's capabilities and is the only specialization that has access to all types of units.

Infantry Command
Specializes in improvement of infantry, heavy artillery strikes, and bunker defenses.

Armored Command
Specializes in armor, mechs, and automated defenses.

Rapid Deployment
Specializes in air and space units, and more ODST space drops and paratroopers, but most unit health and armor will drop by a bit. They play similar to Airborne Company for the US faction in Company of Heroes, and to an extent, the US Air Force General in C&C Generals Zero Hour.

Covert Operations
Specializes in tricky-to-use units(such as drones and mutants) and stealth units, but most unit health and armor will drop by a bit also.