Edethia: Battallion of Heroes

"In Edethia, war and peace is still a uncertainty in our times..."

-Narrator

Edethia: Battallion of Heroes is a Contemporary/Cold War Fantasy Real-Time Tactics game made by Hawke Gaming Industries, Eugen Systems and Relic Entertainment exclusively for the PC. The timeframe of Battalion of Heroes spans from 1970 E.C to 2010 E.C.

Background
This is Edethia, an age of digital technology. It is an world of uncertainty. Amidst the aftermath of the 2nd Great Edethian War, it is a time, too, of mighty commanders of bold deeds and great courage. At the heart of the Edethia lies the United Federated States of Man, the largest and most powerful nation. Known for its people, it is a land of great mountains, beautiful plains, wealth, luxerious beaches and islands, mighty rivers, forests and vast cities. And from her capital in the United reigns President James Hawkins, sacred descendant of the founder of these lands. But these are different than us. Across the length and breadth of the Edethia, from the cities of Edethia, come rumblings of proxy conflicts and disturbance. In the continent of Aiora, The Unified Socialist Imperium of Hydaelyn, the 2nd powerful empire of Edethia and the main rival of United Federated States of Man are gathering for another assault on the neighbouring nations of Aiora with their allies. Bandits and renegades harry the wild southern lands of Nora with the Orruk Warclans, the biggest collective of Greenskins ruled the Nora lands with the Nations of Skogr and Aselia, a member of Unified Nations, repelling them back to back, from the eastern continent of Teyvat, lies the Tau Qixing Empire, the empire of the east joined forces with the Democratic Eldar People's Republic to form the Red Wraiths of Thunder, which the Unified Nations members, the Commonwealth of Westeros and the ally the Monstadt, the Nihon Kingdom and the Ulthuan Republic, on high alert. And from the underneath of Edethia there is the ever-present threat of Chaos, of renegades and terrorists corrupted by the foul powers of the 4 great cells, Nurgle, Tzeentch, Khorne and Slaneesh. As the time of battle draws ever near, the Unified Nations of Edethia needs heroes and commanders like never before.

It is an dark age. An age of mythical monsters, an age of armored steel, an age of technology, an age of modern combat, an age of heroism, savagery, and endless battles... For in Edethia, war and peace is still a uncertainty

Gameplay
In Edethia: Battalion of Heroes, the gameplay itself plays like the real-time tactics games of the Eugen Systems' Wargame and Steel Division franchise, WARNO and Men of War fusing with Company of Heroes mixed with elements of World in Conflict (including Soviet Assault expansion), Total War: Warhammer, Warhammer 40K: Dawn of War (particularly the brutal sync kills and heroes) and Command & Conquer Generals mod Cold War Crisis. This game features a lot of real life Cold War-era and Modern-day vehicles and weapons alongside some fantasy ones like Beasts.

The battlefield is viewed from a top-down perspective, giving the player an overview of the action. The player can decide which units they want to deploy before a battle, creating a deck of specific individual units. The player can choose from infantry, various forms of armored units, air forces, static placements, naval forces and even monstrous beasts, with further customization available, e.g. choosing between infantry with anti-aircraft or anti-armor capabilities, or whether to deploy air-superiority aircraft or ones suited for supporting ground forces. The opposing sides will typically start on opposite sides of the battlefield, with both parties being awarded an initial number of deployment points that determine how many units they can spawn at the start of the battle. Units in the game have several attributes such as their amount of fuel or ammunition; If a unit runs out of fuel or ammunition, it will be unable to move or shoot, respectively. Players can manage these attributes by deploying supply units which repair and re-arm units. Units also have morale which can degrade under heavy attack, reducing the unit's combat effectiveness and potentially causing it to rout, leaving it unresponsive to player commands.

Following initial deployment, players must gradually hold and secure additional designated zones on the map by deploying special command units and supporting forces to them. Holding these zones awards the player with additional deployment points over time, allowing them to bring in additional units during the course of a battle. Any units ordered during the battle will arrive from a specific command point; a deployment zone typically located on the edge of the map from which units ordered will enter the battle. If such a point is lost, the player will be unable to call in reinforcements until it is re-secured. They will lose the game if they possess no units with which to capture a deployment zone. Other ways of losing include running out of units and having fewer points than the enemy at the end of the battle.

Decks
A feature seen in the Wargame series, which allows the player to create their own Unified Nations, Pact, Warclans and Chaos armies.

All the units are unlocked, but there are limitations to what you can add, through Activation Points: all decks have 33 Activation Points initially. Each slots in different category cost different activation points.

These points can be altered by these bonuses though, which are available when starting a new deck.


 * Nationality Deck: The bonus unlocks access to prototype units and gives more activation points to the deck (+1 and +2 respectively for the Eorzea and Man), and more for minor nations. However, like the name suggests, only units specific for the nation can be added (So no combining Leopard 2s with M1A1 for example)
 * Type: The bonus changes the costs of certain slots so that they become very cheap, but at the cost of limiting one of the category into only 3 slots available. Also they only allow certain type of units to be used in the deck
 * Era: The bonus increases the availability of the units by certain percentage. Category A (Pre 1990-2010) increase availability by 20% Category B (Pre 1980) increase availability by 40%. Category C (Pre 1970) increase availability by a whopping 80%.

Default decks are all Nationality Decks from each nations which is read-only (Which means you can't modify it, but you can copy the deck and then modify the copy of it)

Classes
Based off the system from Wargame franchise. There are 10 types of unit classes available in Edethia: Battallion of Heroes


 * Logistics:
 * Infantry:
 * Hero:
 * Recon:
 * Support:
 * Tank:
 * Vehicle:
 * Static:
 * Beast:
 * Aircraft:
 * Naval:

Economy
Instead of the Supply system used for the Wargame franchise, Edethia: Battallion of Heroes uses a resource system remniscent of Company of Heroes 1. Capture resource points such as fuel and munitions points to send in powerful units, secure cut-offs to deny your enemy supplies, and finally capture and control Victory Points to defeat your opponent.

Players collect three resources: manpower, munitions, and fuel. Manpower is necessary to send reinforcements. Munitions allows players to upgrade hero's abilities and weapons. Fuel allows players to send-in aircraft. The player can decide, at a manpower cost, to place observation posts on his resource points in order to increase his production by 40% and make them more durable against enemy takeovers, which means sacrificing resources in the short-term for a greater long-term intake. Resource points must also be connected as any unconnected captured points can not produce resources.

Cover
Like Company of Heores, infantry can take cover behind objects, whether a line of sandbags or a car, which protect them from damage, and the heavier the cover, the better. But said cover will only protect them if its between them and enemy fire, so flanking infantry behind cover is a good idea, and those with high arcs, like artillery, will usually ignore it, but fortunately most of these weapons are too inaccurate to hit, and anti-garrison weapons, like flamethrowers and snipers, will ignore any defense, though snipers fire rate is reduced due to needing to aim for a popping head.


 * Light Cover, represented by an orange shield, consist of soft or frail cover, like a wooden fence or a crater. Infantry behind these cover reduces all incoming damage by a quarter but most can be easily destroyed by high caliber bullets and explosives.


 * Heavy Cover, represented by a green shield, consisting of hard structures like a stone fence or sandbags, is considerably better as it usually can't be destroyed by bullets. Infantry behind these covers reduces all incoming damage by half.


 * Structural Cover inside buildings and other Garrisonable structures is easily the best cover against anything and trained groups of infantry, can easily turn a civilian structure into a makeshift fortress, keeping them safe, at least as long as the structure stands. The number of infantry that can be garrisoned inside a building depends upon the building's size which they can fire out. Though, more in line with company of heroes, infantry will still take damage and can die while garrisoned though all incoming damage is reduced to a quarter, unless it's an anti-garrison weapon, like a flamethrower, which deals double damage instead


 * Negative Cover, represented by a red shield split down the middle, consisting of roads and similar open terrain, is the worst position an infantry can be in while in combat. As in such area all oncoming damage is tripled.

Suppression and pinned
Only applied to Infantry, Suppression is an effect that afflicts infantry while they're being fired at, mostly by anti-infantry weapons like machineguns. A suppressed unit receives a lot of penalties to their movement speed and firing accuracy, reducing its combat effectiveness. Further fire from "suppressive" weapons can cause the unit to get "Pinned-Down", in which case it becomes almost totally immobile and worthless in combat. Several abilities can negate or reduce these effects, but a unit left suppressed in a battlefield for more than a few moments will surely get destroyed.

When infantry are hit by a heavy machine gun, rapid artillery bombardment, or a sniper, they will go into a suppressed state. Lowering their speed but briefly increases their defense, especially if in cover. Followed by taking low but constant morale damage, and heavily reduced rate of fire and damage.

Heroes
Based off from Iron Harvest and Dawn of War 1. Heroes in Edethia are not unstoppable "super units" but units with special abilities that give additional options in combat. All 64 heroes are available in multiplayer and skirmish matches as well. Heroes level up over the course of a campaign, and with each level-up, players can give them a new skill or level up an existing skill, some of them active, some passive and costs Munitions.

Phases
The game begins in Phase A 'Combat Recon', progressing to Phase B 'Skirmish' and Phase C 'Battle' at set intervals. Initially, only the fastest and lightest units are available, with the big bruiser tanks, advanced aircraft, monstrous beasts, serious artillery pieces, and similar hardware not arriving until Phase B or C. Airborne decks especially excel at rapid deployment and offensive maneuvering in Phase A, but tend to falter later on as they lack the big guns to keep up.

Zones
Command Zones, also officially referred to as Objective Zones are demarcated areas of operational importance in Wargame.

Command Zones are visible as a color-tinted map overlay, displaying whether a zone is controlled, neutral or enemy-held. Command Zones have names from the NATO phonetic alphabet when playing as a Unified Nations or according to a Eorzea analogue when playing as a PACT faction. Capture of zones causes a higher income of command points. Zones are captured and held by positioning a stationary Command Unit in them, while preventing the enemy from doing the same. If the player moves his command units or loses them to enemy action the zone reverts to neutral and is for the present lost.

Some zones, often but not always near the edge of the map, are Reinforcement Zones which, when controlled, allow newly deployed units to enter the battlefield from a nearby spawn point. capturing more forward-lying Reinforcement Zones allow your forces to reach the front lines much faster from the time they are requested. With no Reinforcement Zones held, you cannot deploy units at all, so it is best to protect these zones as much as possible.

For aircraft, there are Air Corridors, lanes through which called-in aircraft enter the map. Naval command zones and naval reinforcement zones. They are similar to normal land-based command zones except the fact that naval or amphibious command units can capture them. Naval reinforcement zones are required to deploy naval units.

Morale
Morale is the factor of how sane or anxious your unit is. The better the condition is, the more effective your unit will be able to fight


 * Fine: At this state, the unit is in normal combat effectiveness and can engage targets effectively.
 * Worried: At this state, the unit begins to suffer minor reduction of combat effectiveness but still able to fight.
 * Shaken: At this state, the unit's combat effectiveness has reduced even more.
 * Scared: At this state, the unit suffers the worst reduction of combat effectiveness. It is almost unable to fight.
 * Rout: A panicked unit that keeps getting under fire will eventually rout. It will flee in a straight line from an enemy, exposing it to fire from other enemy units. The unit will not follow orders.

Like explained above, the worse the morale of a unit, the worse its combat effectiveness will be. For example, tanks became very slow to aim and load, and their shots will be less accurate when they panic

Mostly, a unit's morale will degrade quickly when it's taking damage, but beware that some units like autocannons, flamethrowers, roars from beasts, and nearby explosions from artillery can panic your MBTs without even damaging it.

Commanders
Inspired by the Legendary Heroes from Total War: Warhammer 2 and the Commanders in Company of Heroes 2. At the start of the Campaign, the player must pick one of six commanders of their faction, each providing a unique deck, allow for access to the member nations' prototypes, heroes, grant fewer activation points than individual nations would.

Said commanders are simplified into:


 * Motorized
 * Armoured
 * Support
 * Marine
 * Mechanized
 * Airborne
 * Created:

Single Player

 * Tutorial - Teaches the basic mechanics
 * Campaign - Led one of Edethian/Hydaelyn nations to conquest of Edethia.
 * Instant Action - Jump straight into the action with a set of forces

Multiplayer (Note: These modes can also be played alone with AI)

 * Destruction - The goal is to be the ﬁrst to obtain the pre-set target amount of Victory Points, with victory points won by destroying the opponents' units. The number of victory points gained is equal to the Command Point cost of the unit destroyed. Once a player achieves the required number of victory points, the game is over. The game can be set to a time limit with the leading player achieving victory if no player reaches the VP target before time runs out. The game is also won if all enemy Command Units are destroyed and/or Legendary Commanders/Heroes are killed in battle.
 * Siege - From the two opposing sides, one has been assigned the role of defenders, deploying in the center of the battlefield, while the other side, the attackers, deploying around the map.
 * Conquest - Conquest both opposing sides start with the same amount of Command Points, and receive a constant and equal income of Command Points throughout the game. Zones reward the controlling side with accumulating Victory Points instead of additional Command Points. A game is won when a side reaches the pre-set VP target, or when a side has a VP lead as the maximum time allowed for the game runs out. As in all other game modes, eliminating every enemy command unit on the map instantly wins the game.
 * Economy -

Lore

 * Timeline of Edethia
 * The Titans of Edethia

The Unified Nations of Edethia
Founded in 1949 E.C., at the end of 2nd Great Edethian War, the Unified Nations of Edethia, or UNE, had been preparing Aiora to face an eventual Imperium attack. When all-out war began at last, the forces of the United Federated States of Man, Bretonnia, the Stormwind, and FFR assumed the first line of defense. The nations of Zemuria, Athel Loren, and Gondor later joined to ensure the defense of Northern Aiora and then Ulthua, Nihon and Westeros to battle against the Red Wraiths of Thunder.

United Federated States of Man
The leading power of Edethia. The Army of Man has proficiency in nearly every unit category, they have powerful yet accurate Abrams tanks, very strong special forces, capable basic infantry, and an advanced air wing. The only drawback is the cost of their units.

The Republic of Bretonnia
The Bretonnia with their combat doctrines have been forged in the constant colonial wars of the 50's and 60's E.C., giving priority to light units. Bretonnia vehicles are both accurate and fast but very fragile. They are at their best performing fast strikes, ambushes, and hit-and-run tactics, but shouldn't be in head-on engagements.

The Kingdoms of Stormwind
The Dwarves of Ironforge and the people of Stormwind and Lordaeron. Their tanks are heavily armed, heavily armored, and slow moving, the Challenger I is the most heavily armoured tank within the game when on sync up with a legendary commander. In addition, the Stormwind also has fine infantry, and very fast transports like the Spartan APC.

Federal Franz Republic
Led by Karl Franz, the legendary hero of the Republic and war hero in the Great Edethian Wars. Equipped with downgraded modified United Federated States military vehicles, and lended equipment by its Aioran neighbors, the Franz Army has excellent heavily armored infantry and tanks, the Leopard 2 is a very deadly piece of equipment when supported by dreadful Panzergrenadieren.

The Zemurian Monarch
Having to be rapidly deployed to Aiora from North Edethia, Zemurian forces rely more on their robust infantry and anti-tank equipment than on their armored division, which is generally made up of older equipment than that its enemy and allied counterparts. More comfortable in a defensive rather than an offensive strategy, Zemurian troops have a good infantry capability, thanks to their land and airborne transport, which is among the fastest transport in the game.

Athel Loren
With a National Guard twice the size of their regular army, Athel Loren forces are built around light task forces. Mainly under threat from Blood Elf airborne and amphibious assault troops, they rely on strong infantry, as well as armored and armed reconnaissance vehicles and many light vehicles and anti-tank helicopters capable of quickly repelling invaders.

Gondor
The main target in any Imperium offensive in North Aiora, the Gondorian army - like the Zemurian forces - deploys formidable infantry. Specialized in close combat, Gondor troops are responsible for containing enemy advances and inflicting maximum damage to enemy troops, in order to give other Unified Nations member states enough time to send reinforcements. They can also rely on a modern and flexible air force that was modernized at the beginning of the 80s with United Federations aid.

Arkesia
One of the richest economies in the Aiora, Arkesian government used this advantage to the fullest extent, equipping their armed forces with the most technologically advanced weapons available. As a result, despite being a small country, Netherlands maintains a professional, well-trained and equipped military, equipped with the best technology obtained from Franz, Bretonnia and United Federated States of Man in addition to some locally produced weapons.

Galbadia
Theoretically neutral, Galbadia leans heavily towards Unified Nations and considers the Pact of Hydaelyn its only real threat. As a result, its armored divisions are capable of rapidly regrouping to strike the Pact's airborne landings fast and with devastating effect. This mobility-centered approach relies on a strong and efficient air force to support and cover ground operations, to the detriment of scarce ground support troops.

Nihon Kingdom
The Nihon Army is a self-defense force which is demonstrated by its philosophy, which favors limited and clinical counter-offensives over deep penetration. Comprised largely of Nihon hardware, the focus is more on equipping vehicles with extremely high-precision optics rather than heavy armor alongside their special Mahou Shoujo and Josei Idol forces. In the ‘90s and '00s however, Nihon brought itself up to date with locally-designed weapons on par with those of their Western allies.

Ulthua
In an official state of war since 1950 E.C., Ulthua is a nation armed to the teeth. It has a solid infantry force, particularly marines, and relies more on extensive formations than on significant technical advantages to defeat its enemy in the north. Ulthua only began developing a high-tech military industry in the mid ‘80s, producing “home-grown” vehicles to rival those of their United Federated States allies.

Monstadt-Westeros Army Corps
The “Bad Boys of the Empire” no longer need prove their status as elite troops in the field of infantry combat. Specialists in counter-insurgency, they track, locate and destroy enemy infantry in melee combat, or use a plethora of anti-personnel devices from napalm to a range of modified vehicles to lend the infantry more firepower. Alas, their insularity and expertise in jungle warfare has resulted in a marked weakness in anti-tank combat.

Skogr
Skogr mostly relies on hit-and-run tactics as most of their vehicles are wheeled and in game, excel in motorized decks and with hard-hitting mobile fighting forces deployed during their endless defense against the Orruk invasions. While most of their equipment is somewhat Bretonnian and heavy, they have some of their own and with modifications to some of that equipment. Some of their equipment also comes from their adversaries because, during their war against the Imperium and the Orruks in Nora, they captured equipment from the Orruks and the Imperium. Their aircraft is somewhat Bretonnian heavy, while helicopters are mostly from Bretonnia too.

Aselia
A country basically born into its existence fighting, Aselia so far defended its borders in a region surrounded by their enemies, the Araby, the Nehekaran Kings and the Orruk WarClans. Maintaining a universal conscription system, Aselia makes up for its limited manpower with technologically advanced weapons and well trained personnel. Israel has a well armed military consisting of powerful United Federation States technology, some vehicles captured and modified from Araby enemies from previous wars and some locally-built, well-made weapons.

Pact of Hydaelyn
A pact of military cooperation and alliances between multiple countries, specifically the Unified Socialist Imperium of Hydaelyn, the Fodlan Democratic Republic, Socialist Silvermoon State, and Druchii Socialist Union. Most militaries within the Pact have the doctrine ideology, which relies on combined arms, specifically massed formations of armor, with assault helicopters and air support nearby, infantry and APCs side by side to the tank formation, where the infantry will be designated to clear a path in untrustworthy terrain for friendly tanks, and long-ranged artillery available to destroy anything stopping the success of their mission. The Pact's armies are highly standardized, in both doctrine and equipment. Nevertheless, a certain degree of self-rule is possible in the forces of each country.

Unified Socialist Imperium of Hydaelyn
Led by the Emperor of Hydaelyn and the might of the Pact, the Unified Socialist Imperium of Hydaelyn offers the bulk of the Pact's forces. Their armies are heavily standardized, and must rely on combined arms to be effective. The Imperium's tanks are more numerous, and powerful conventionally compared to their Unified Nations of Edethia counterparts, but lack good optics, meaning they must rely on combat reconnaissance vehicles to perform their best.

Fodlan Democratic Republic
The Fodlan Democratic Republic offers excellent heavily armed and armored infantry, and with loaned vehicles from their Imperium friends, their equipment is just as standardized as any other Pact army. They field their own modified variants of these vehicles, however. Fodlan also possesses good reconnaissance formations, as they are tasked with guarding their borders from their Unified Nations counterparts.

Socialist Silvermoon States
The Blood Elves of Silvermoon has a powerful arsenal of infantry and motorized troops; from their paratroopers to their tanks, all units they field are deadly, even if they have very dated weaponry. The Blood Elves also has the fastest troop transport in the Pact's arsenal: the SKOT.

Druchii Socialist Republic
The Dark Elves of Druchii has its own variants of equipment that the country has obtained from other countries. The DSR also has very advanced small arms weaponry, thanks to the country's habit of fiddling with foreign equipment. Best of all, their military units are inexpensive- though their basic infantry formations aren't very well trained in rifle combat.

Tau Qixing Empire
The Tau Qixing Empire formed a few years after the end of 2nd Great Edethian War when the Elsword Nationalists were ousted by the combined forces of Tau, Cathay and Liyue. Although it historically had close ties with the Imperium, relations turned sour when Tau and Imperium interpretations of Imperial ideology began to diverge. As a result, Tau could no longer rely on Imperium military support and resorted to indigenous means to supply their armed forces.

Aeldari People's Democratic Republic
The High Elves of the Aeldari was formed in the years following 2nd Great Edethian War along with its cousin state, the Republic of Ulthua. Although initially holding a drastic military advantage over its southern neighbor, the Aeldari has recently become outclassed by most of its opponents. It attempts to maintain ties with both Tau Qixing and the Imperium in an effort to strengthen its position on the peninsula.

Skyrim Empire
In order to maintain its neutrality, Skyrim had purchased weapons from both sides of the Iron Curtain. As a result, they have a rather interesting mix of Imperium, Aioran, Galbadian, and United Federation States weapons in their arsenal, offering a rather unique gameplay experience. During the Pact's invasion of North Aiora, a new pro-communist government led by Ulfric Stormcloak took power, thus placing Skyrim on the side of the Pact of Hydaelyn.

Socialist Regalian Republic
Even though it is a socialist country, Regalia followed a different route to socialism than Imperium and other satellite states. Despite the cold relations between Regalia and the Imperium, cause by the split of the late 1940s E.C., Regalia nevertheless managed to obtain a great deal of equipment from the Pact of Hydaelyn, making up for the rest using their own national arms industry, which was powerful enough to support the Regalian economy. Regalian forces, in addition to their Imperium-made equipment, are equipped with their own locally produced vehicles, including a decent air force, with some modified versions of Pact aircraft.

The Clans of Gorkamorka
When not fighting each other, tribes of orcs, orks, trolls, taurens, goblins, ogres, gargants, and any number of monsterous beasts will often join together to bring war and carnage to Nora, simply due to their love of fighting. The warclans totally dedicated to war that rampage across Nora in search of nothing more than a good fight. Living in nomadic warclans, warclans have brought ruination to Nora since the decolonisation when they fought alongside Gorkamorka himself and they still dream of the day when enough of them join together in a new Great Waaagh! to fight.

Chaos
From the depths below of Edethia, the Chaos Terror Cells seek to conquer Edethia, twist them to their every whim, and sacrifice on the souls of their inhabitants for their cause. The terrorist cells that these Dark Gods use to accomplish this goal are beyond count, and near infinite in form.

Miscellaneous

 * Cast:
 * Soundtrack:

Trivia

 * Edethia, the world and the setting itself itself is a fusion of Strangereal from Ace Combat, Golarion from Pathfinder, Azeroth from Warcraft and The Old World from Warhammer. With it's technology level is that of Cold War (notably World in Conflict, Wargame, the Cold War Crisis mod for Command & Conquer Generals, the upcoming Red Counterstrike mod for Command & Conquer: Red Alert 2 and various works set in the Cold War) up into modern-day contemporary Earth (notably The End of Days mod for Command & Conquer Generals, Modern Combat mod for Company of Heroes, Syrian Warfare and various works set in that time period such as Squad and Ace Combat). Though each continent is based on pop culture and real-world Earth
 * North Edethia: North America, Osea from Ace Combat and Zemuria from The Legend of Heroes Trails series
 * South Edethia: South America, Thedas from Dragon Age, Lustria from Warhammer and various locations from Tales series
 * Aiora: Europe, Europa from Valkyria Chronicles, The Old World from Warhammer (particularly the Empire), Eorzea from Final Fantasy and Fodlan from Fire Emblem
 * Ibora: Asia and Oceania, Teyvat from Genshin Impact, Arkesia from Lost Ark, Encantadia, Westeros from Game of Thrones and Kalimdor from Warcraft
 * Nora: Africa and the Middle East, Elona from Guild Wars, The world of Banner Saga, Orgrimmar from Warcraft, Gorkamorka from Warhammer 40K and Arrakis from Dune.
 * The main theme of Edethia is Winds of Edethia, composed by Jeremy Soule and vocals by Amanda Lee.
 * Portraits of the characters are illustrated by Kurahana Chinatsu, the artist behind Fire Emblem: Three Houses
 * Each nations is mainly based on numerous races from numerous fantasy franchises.
 * UFSM: Our humans based off American culture and military
 * Bretonnia: The Faction of the same name from Warhammer Fantasy based off French culture and military
 * Franz: The Empire from Warhammer Fantasy and the humans from Fire Emblem Awakening based off West German culture and military
 * Bretonnia: The Humans and the Dwarves from Warcraft based off British culture and military
 * Zemuria; The entire people of The Legend of Heroes: Trails series based off Canadian culture and military.
 * Athel Loren: The entire people of Valkyria Chronicles and the Wood elves from Warhammer fantasy based off Danish culture and military
 * Gondor: The humans and the elves of Lord of the Rings based off Norwegian culture and military
 * Galbaldia: The people of Final Fantasy's VII, VIII, X, XII and XIII based off Swedish culture and military
 * Imperium: The Eorzeans and Garleans from Final Fantasy XIV, the characters of Final Fantasy XV, Kislev from Warhammer, Khador from Iron Kingdoms and Exivus from War of the Visions: Final Fantasy Brave Exvius with the government a fusion of Imperium of Man from Warhammer 40K and the Soviet Union, while the culture and military is based off Soviet Union and post-soviet successor states.
 * Arkesia: The entire people of Lost Ark based off Dutch culture and military
 * Nihon Kingdom: Basically every characters from Japanese anime and video games modern or fantasy setting and Inazuma from Genshin Impact based off Real-world Japanese culture and military with Mahou Shujo in the mix
 * Silvermoon: The Blood Elves from World of Warcraft based off Polish culture and military
 * Ulthua: The High Elves from Warhammer Fantasy based off South Korean culture and military
 * Aeldari: The Eldar from Warhammer 40K based off North Korean culture and military
 * MONTAC: Monstadt from Genshin Impact and the humans from Game of Thrones
 * Aselia: The humans of the Tales of series based off Israeli military
 * Druchii: The Dark elves from Warhammer Fantasy based off Czechoslovakian culture and military
 * FDR: The humans from Fire Emblem: Three Houses and the Vampire Counts from Warhammer Fantasy based off East German culture and military
 * Skyrim: The Nords from from The Elder Scrolls based off Finnish culture and military
 * Regalia: The Kingdom of Ascalia, the Alfheimr, and the Dwarf Empire from Regalia based off Yugoslavia and their successor states culture and military
 * Skogr: The Humans and Horseborn from Banner Saga
 * Tau Qixing Empire: Liyue Qixing from Genshin Impact, Cathay from Warhammer Fantasy, Tau from Warhammer 40K and Pandaren from Warcraft, with no Greater Good and politically based off China culture and military
 * Orruks: Orcs from Warcraft, Pathfinder and Warhammer Fantasy/40K, Tauren, Goblins, Trolls from Warcraft, the Ogres from Warhammer Fantasy and the Orruk Warclans from Age of Sigmar
 * Chaos: Chaos from Warhammer Fantasy/40K with no Chaos Warriors and Space Marines, just renegade, traitors and terrorists ala GLA from Command & Conquer Generals, the Islamic State, Taliban, Al-Qaeda and other Jihadist organizations. Though daemons still there.
 * Many of these nations' respective arsenal, are based and used by the nations in Cold War, most notably their depictions in the Wargame franchise and modern-day Contemporary Earth.
 * UFSM: United States Armed Forces (with an Amazon Brigade version of the United States Marine Corps)
 * Bretonnia: France
 * Franz: West Germany Armed Forces (Bundeswehr)
 * Stormwind: Great Britain (British Army)
 * Zemuria: Canada
 * Athel Loren: Denmark
 * Gondor: Norway
 * Galbaldia: Sweden
 * Imperium: Soviet Union
 * Arkesia: The Netherlands
 * Nihon Kingdom: Japan Self-Defense Forces (with a Amazon Brigade version of the JASDF)
 * Silvermoon: Poland
 * Ulthua: South Korea
 * Aeldari: North Korea
 * MONTAC: ANZAC
 * Aselia: Israel
 * Druchii: Czechoslovakia
 * FDR: East Germany
 * Skyrim: Finland
 * Skogr: South Africa
 * Regalia: Yugoslavia
 * Tau Qixing Empire: China
 * Chaos: A mix of NATO and Warsaw Pact arsenal, Insurgents from Squad, the Islamic State, Taliban, Al-Qaeda and other Jihadist organizations.
 * Gorkamorka (general): WWII (mainly Steel Division) and 1950s-1960s Cold War weaponry