Kalran: Tales of the four nations/United Columbia Alliance Armed Forces

The United Columbia Alliance Armed Forces, known as the UCAAF, are one of the twenty-four factions in Kalran: Tales of the four nations, specializing in combined arms and versatility.

Description
When the hyperion destroyed Arcadia back in the third age the surviving Fenrirs, or earthborn, west of the capital and the remnant of their army fled further west, through what was once a frontier. Where they faced Reclaimers hunting them or raiders trying to survive. It's people hardened by the experience, where it was common for them to bear arms first. Until they reached the skyset mountains.

There, the survivors exhausted and near death, the Skarnops, ratfolks who the Fenrirs late Tuatha empire treated as second class citizens, were the first to came with a helping hand, giving them supplies and guiding them to an area to settle. Touched by this kindness, especially when compared to how their old empire treated them, the Fenrirs welcome them as allies.

And so the years go by and soon they meet the races that once served the empire as unwilling vassals. First was the the Ogres, hardy mountain folks, while trying to mine higher up. Where war over territory and past wounds nearly broke but diplomacy prevailed. And soon after, after an expedition to the peaks, they meet the Harpies, who had begun miners trapped in the mountains or dropping goats high up the mountain when famine came. And in a few years the four races signed a declaration of alliance, not as a lord over a kingdom but as equals, and became the UCA.

And with the eighth age they are now the superpower of Alcradia. Armed with the latest kinetic weaponry and vehicles and their feared airforce.

Lore Articles

 * Tuatha's Empire Manifest Destiny, Starting The Great War
 * Who are the Fenrirs?
 * Sins of the Dead Empire
 * The Fall of the Tuatha Empire
 * The Alliance Declaration
 * The Skarnops

Tactics
The UCA is a jack of all trades, emphasizing versatility and flexibility, to bend but not break under in the heat of battle. With their units, while specialized against a specific type, are able to take on anything to a degree, though not quite as effectively as other factions more specialized counterparts. With many powerful upgrades improving their units, though they are locked in tiers, expensive, and takes time, and a veterency system that turn even their most basic units into elites. While their forces may be slow ramp up and vulnerable during that time, once they get their upgrades and veteran force of aces they can easily roll over most of their foes like an avalanche.

The UCA has three main tech tree, defense, basic units, and prototype units, and unlocks new units and protocols. And is expected to upgrade down all the trees in time, but prioritization is important.

Strength

 * Amazing tactical flexibility and ability to rapidly adapt
 * Jack of all trades, master of all once upgraded
 * Devastating, flexible, airforce
 * Powerful late game defenses
 * Hard hitting and fast infantry and vehicles

Weakness

 * Master of none in the early game
 * Slow ramp up
 * Expensive forces
 * Hard to replace veterans
 * Limited heavy options

Technologies

 * Magnetic weaponry
 * Tremor based technology
 * Powered armor and advance composites
 * Massey Motors
 * UCAAF small arms and equipment

Commanders

 * Joshua Jones: UCAAF combined arms commander (classic)
 * Shirley Graham: UCAAF aerial assault commander (airforce)
 * William Kain: UCAAF defense/support commander (defense)
 * Rosalind Montgomery: UCAAF urban combat commander (infantry)
 * Ronald Ermac: UCAAF mechanized assault commander (armor)
 * Ayanna Kirkford: UCAAF naval warfare commander (naval)
 * Wallace Kirk: UCAAF communications officer (announcer)
 * Abraham Jackson: UCAAF commando (hero unit)

Mechanics

 * Veterancy: As the Fenrir fights their units become veterans in battle, starting from rookie, experienced, veteran, heroic, and ace. Each rank also comes with a a passive upgrade for that specific unit and a major upgrade known as an ace upgrade. But the loss of a veteran, especially an ace, will hurt
 * Rookie: Base experience
 * Experienced: Unit damage is increased by half
 * Veteran: Unit gains regeneration, Fenrirs gains increased regeneration, and double health
 * Heroic: Unit now deals double damage and double rate of fire
 * Ace: Unit gains elite
 * Base tier: Due to rules of engagements the commander must requisition the use of the UCA heavier armament, from railguns to power armor, in tiers, for each Communication center. While fast comes at the cost of their army being rather predictable, and making base expansions expensive and vulnerable endeavor
 * Tech tree: Like the other earthborn factions the UCA tech tree splits upon building the Engineering bay, where the commander can now buy an upgrade from their base to unlock the Armory, Prototypes lab, or Defense center. And like the other earthborn the commander are able and expected to upgrade down all the trees in time, but prioritization is important.
 * Modern warfare: Unlocked with the Armory. From this tree the commander will gain access to the UCA vast fleet of vehicles and aircraft and quick to research but expensive upgrades for their units, each able to handle anything on their own but excels when working together. But their more heavier forces are locked behind clearance levels
 * Prototypes division: Unlocked with the Prototypes lab. From this the commander will gain full access to the UCA experimental vehicles, each more powerful compared to the ones from the armory but significantly more expensive, and heavy aircrafts, large, heavy planes and gunships able to raze an army by themselves but are similarly expensive, with cheap and powerful but slow to research upgrades for their units. Unlike the Armory all prototype units are unocked once their respective buildings are made, but their more powerful upgrades requires clearance, or test, levels
 * Defensive action (DEFCON 5): Unlocked with the Defense center. From this tree the commander gains access to the UCA advance defenses and ore powerful protocols, with upgrades either improving the defense or upgrading their protocols. With the the commander can not only made their base impenetrable but are now able to expand with small outposts and unlock their superweapon. Though said higher defense, and superweapon, are locked behind DEFCON levels

Trivia

 * The UCA, if the name didn't already gave it away, is based off north America. The Fenrirs based off the USA, except anarcho-mutualism and anti-capitalist, and Scotland, Skarnops, who are ratfolks based off the skavens and ysoki but as kemonomimi, based off Canada, the Harpies, who have wings with hands for arms, based off panama and the Dominican republic, and the Ogres, who are based off the Ogres from mon musu, are based off Mexico.
 * The Fenrirs themselves are based of their namesake from Norse mythology, the werewolf, the fomorian, and the sirius from tenrou Sirius the jaeger. But visually their are similar to a kemonomimi, like Holo from spice and wolves, by looking human except with wolf ears, tail, and furred limbs.
 * Fenrirs speaks a with either a north American, Texan, or Scottish accent. Harpies speak with a Panamanian or Caribbean accent. Skarnops speaks with a Canadian accent. And Ogres speak with a Mexican accent.
 * The UCA gameplay is based off the USA in Company of heroes, 1 and 2, act of war/aggression, and C&C Generals (including rise of the red, shockwave, untitled, Operation Firestorm and contra), Usonia from iron harvest, the GDI from C&C, allied nations from red alert with a bit of task force talon from act of war, and the space marines, particulary the space wolves, from warhammer 40k and dawn of war. While their mech forces are based off battletech, mech warriors, iron harvest, and GDI, particulary the Steel Talons.