The Clash

''"My fellow Humans, welcome to the 43rd century. We are all lucky to have survived years of Earth's mightiest disasters and wars that could have killed us over centuries ago. But now, another challenge arises for the peoples of the United Human Republic. A thousand years ago, Rifts started appearing everywhere in the world, most numerous around Asia and the Middle East, but not forgetting the ones in Europe and the Americas. It was changed to make it look like we are an ancient species. But as everyone who lives in this world, this is all a lie. These Rifts have produced threats we are all familiar with, weapons from thousands of years ago, and magic that can be potentially deadly to our Republic. We, the last peoples of Earth, will defend the ways of progress and prosperity against these savage hordes of orcs, fairies, and ancients! So say we all, we will fight till the last man and machine against these barbarians! Good luck once again, to all."''

- Jacob Charleston, American Representative for the United Human Republic's Presiding Council The Clash is a multi-genre video game that combines elements of real-time strategy, role-playing, first-person shooter, roguelike, and tower defense. There is no known date of release of this game. It is loosely based on a not-so well-known and long dead TV Tropes RP, Western Sci Fi vs Eastern Fantasy. Players take control of two powerful factions, known as the Republic and the Order, on Earth in the 43rd century.

Overall
The Clash's gameplay depends on the faction the players pick.

Resources
Both factions have unique resources that are mined from crystal deposits, metal mines, trees, gold mines, Order Farms, Republic Supply Lifters, faction-exclusive power-generating structures, and more. The Republic works with Alloys (refined from Crystals and Metal), Credits (converted from trees cut and Gold mined), Supplies (from Resource Warehouses and Supply Lifters, as well as add-ons for unit production structures) and Power to power their army, while the Order works with Gold, Metal, Wood, Magicrysts(from Crystal deposits, needed for magical stuff), Mana, Food (from Farms), and Spirit(from Summoners) to power theirs.

Damage System
The damage system favors anything from a higher ground, or anything made with a designation against certain types of units.

Buffs and Debuffs
Each place and position in the battlefield can have a corresponding buff or debuff that can change the gameplay and tactics of commanding players.

Cover and Garrison Buffs
There are multiple types of cover and garrison buffs in the battlefield.


 * Lightly Protected
 * Partially Protected
 * Protected
 * Exposed (normal state of troops)
 * Positioned
 * Garrisoned
 * Bunkered

Classic Clash
Players start in a determined or a random position and build a base to defend themselves from assailing enemies. They get 5 worker units, 10 basic infantry units, and 2 armored units (2 officer-promoted units in the case of the Order) at the start.

Every faction has all units that can be controlled by the player in either a first-person or a third-person perspective. All units' abilities are limited by the levels of their veterancies.

All factions have 2 veterancy types, all affecting abilities of each unit. One is called the Unit Veterancy, which an individual unit is ranked according to actions done to enemies (or allies in the case of support units). Each unit can go up to 4 unit veterancies. The other is the Shared Veterancy, a veterancy type that is held by a type of unit. The more units of the same type deployed in the battlefield and used in combat, that faster its shared veterancy goes up. Each unit type can go up to 7 shared veterancies. The shared veterancy system is built so that early game units scale up to late game.

Each faction has 2 superweapons, both also having defensive capabilities. One of them is a Lower-Tier Superweapon, the other is a Higher-Tier Superweapon.

Units and buildings can get buffed or debuffed depending on the abilities each unit/building has. For example, a Suppressor can suppress enemy infantry easily, or a White Mage can apply a healing spell to its allies.

RTS
Same as Classic Clash, but with the FPS part removed.

The Republic
The Republic is a technologically advanced faction, typically using high-tech weaponry like energy weapons, anti-gravity devices, deflector shields, powered armor, and spaceships.

Quirks
Many of their buildings have add-ons (similar to Terrans in Starcraft). The add-ons allow for more functions of particular buildings, or completely add a new function (like the Matrioshka Brain for the Dyson Sphere structure). Also, their buildings can lift off, or some move already (like the Starship Base).

The Republic also has 4 protocols to choose from once they have built a Strategic Command Base (very much similar to 3 strategies in USA's Strategy Center in Generals).

The Order
The Order is a magically enhanced faction, typically having ancient weaponry, summoning beasts and gods, and magical powers. They need some skill and tactics to match the Republic's might, and their frontal attacks generally come in "battlegroups" headed by an officer-type unit that commands all their abilities.

Quirks
The Summoners trained in Camps are placed inside Summoning Temples to produce an Order-exclusive resource called "Spirit". Spirit is needed to summon higher-tier summons and units, as well as a few lower-tier beasts as well.

Many of their units use mana points(distinct from the Mana resource). The more units cast a spell, the less mana points used by an individual type of unit.

The Mysteries of Two Powers
The expansion pack adds two new factions: The Cult and The Visitors.

The Cult is a steamroller-type faction similar to Russia in Rise of the Reds mod for C&C Generals: Zero Hour, with an emphasis of decent early game units that they pull out of past time periods and some low level dark creatures(such as Deep Ones, Nazi Zombies, and Shadows) while having extremely powerful late-game units such as Shoggoths and other Lovecraftian creatures while having a space fleet and alien weapons of its own, as well as a far more powerful assortment of naval and amphibious units, with a massive portal-like aesthetic for most buildings. Many of their abilities involve the manipulation of space, time, and fear, and much of their aesthetic is dark, alien, and mystical. They also have a Blight/Creep substance known as the Shroud, which limits their building capabilities but amplifies their strengths. Most infantry and organic creatures can be sacrificed to produce other, more powerful units. They have two different worker units, the Slave Soldier (appears like a Confederate Soldier from the US Civil War), and the Acolyte (looks like undead Acolytes from WC3), both of which build differing types of buildings, with the Slave Soldier building less mystical structures while the Acolyte builds the more mystical ones.

The Visitors, on the other hand, is a spammer faction similar to China from C&C Generals. They have an emphasis on psychic powers, genetics, replicating, and cloning, and their main quirk is basically building in squads and in almost no time at all(similar to the Electrical Protectorate from the Paradox Mod for C&C Red Alert 3). They also appear similar to the Protoss from Starcraft, generally more "good alien" type of design and personality. Their buildings do the commanding and they have really small but spammable construction structures that are ordered by the player to produce only a certain type of unit. The units that come out of it are tied to the building for commanding. When units die, they get a percentage of their resources back, as in-lore this is symbolized that they are easily rebuilt and reborn. They have an emphasis on ground units, but they have spammable space fleets just to match the Republic's and the Cult's, despite them having good relations with the Republic. They do not have worker units, and their build style is similar to the Soviets in RA3.

The Final Crusade
The expansion pack adds The Crusaders, a new faction.

The Crusaders is a turtle-type faction similar to the ECA from Rise of the Reds (with elements from the Order of the Talon in Paradox mod in RA3). They have an emphasis on religion-based themes and ancient weapons, but most of their tactics and strategies are more support-based and defense-based. They are also relatively slow but they deal a considerable amount of damage. They also have five Doctrines to rival all different factions, including themselves. They have an emphasis on aerial units, shown by their massive assortment of Angel-type units.