The Republic (The Clash)

The United Human Republic, also known as the Republic, and formerly known as the Western Science Federation in openroadracer's RP, is one of the major 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 (Basic power structure that provides 20 units of power. Holds a few early-game upgrades concerning energy-based weaponry.)
 * Resource Extractor (built for both Gold mines, Metal mines, and Crystal Deposits)
 * Logistics Base (built for trees, automatically generates Supplies)
 * Resource Refinery (refines resources to convert to Alloys and Credits, Gold and Wood are needed for Credits while Metal and Crystal are needed for Alloys)
 * Barracks
 * Close Quarters Combat Training Grounds (Add-on)
 * Thermal Facility (Add-on)
 * Robotics Facility Alpha
 * Operations Base (Unlocks Tier 2)

Tier 2

 * Vehicle Factory
 * Wave-Particle Physics Lab (Add-On)
 * Air Base
 * Tactical Operations Center (Add-On)
 * Naval Yard (optional, it only activates when map has at least 50% water)
 * Robotics Facility Beta
 * Medical Bay (Originally built to heal troops near it. Can be upgraded for a map-wide healing capability, as well as an add-on that researches biomedical implants to improve Republic soldiers.)
 * Medical Garage (Add-on)
 * Biomedical Implant Research Facility (Add-on)
 * Field Command (Unlocks Tier 3)
 * Engineering Bay (Unlocks Tier 3. Houses many important upgrades.)

Tier 3

 * Barracks MKII
 * Special Operations Base (Add-on)
 * 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)
 * Transformer Base MKII (Builds transformer units that are highly versatile.)
 * Robotics Facility Omega
 * 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.)
 * 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)
 * Orbital Relay (Add-on)
 * 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 Hearts while being attacked.)
 * Clubs (Specializes in offense, increasing weapon damage 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 (Add-on) (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.)
 * 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 (Rapid-fire turret that takes out organic units quite easily.)
 * Plasma Minigun
 * Plasma Exploder
 * Missile Battery (can be fitted with one type of warhead normally, two different types at Tier 3, and three at Tier 5)
 * Cryo Missile Battery
 * Concussion Missile Battery
 * Plasma Missile Battery
 * Disruptor Missile Battery
 * Kinetic Missile Battery
 * Cluster Missile Battery
 * Nuclear Missile Battery
 * Gauss Kinetic Blaster (Another rapid fire turret, deals bonus damage to Crystal-based entities)
 * Mini-Railgun
 * Gauss Minigun
 * Early Warning System (Acts as a spotter for stealthed units and adds sight radius)
 * Laser Turret
 * Laser Interception Upgrade
 * Laser Designator Upgrade
 * Drone Hive (Unleashes a swarm of destructive drones)
 * 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. Effective against small groups and bigger at higher tiers.)
 * Railgun Defense Emplacement
 * Modular Bunker (Has 2 tank bunkers at the side, can house up to 20 soldiers, and can be fitted with up to three weapons of choice. Further upgrades make this more powerful, Krause starts with 30 soldier capacity, and Damon starts with 3 tank bunkers.)
 * 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
 * Optical Camouflage Generator
 * Overcharger
 * Forward Operations Base (Can function as a unit production facility, a resource production facility, and a bunker at the same time. Repairs, heals, and buffs nearby Republic arsenal. Also has spotting towers that allow the Republic commander to spot enemies, even stealthy ones, and has 7 different hardpoints for various smaller turrets. Also equipped with projectile interceptors.)
 * Turbolaser Anti-Space Cannon (Specialized anti-space weapon of the Republic.)
 * Strategic Energy Defense (SED) Platform (Upgrade of the Turbolaser. Can intercept meteors and nuclear missiles.)
 * Tactical Nuclear Base (Can launch long-range nukes that can both defend bases and destroy enemy bases, similar to a Railgun Platform. Has no other special abilities however.)
 * Ion Blaster Turret (Rapidly shoots ion blasts that inflicts Disruptor effects as well as reducing enemy defense every shot(stacks until enemy is defenseless!). Effective against all targets.)
 * Particle Beam Cannon (The longer the lock on to an enemy, a strong one that is, the higher damage it does over time! Anything that isn't above a total of 1000000 hp is instantly killed, regardless of armor. Effective against all targets.)
 * Warp Cannon (Shoots warp blasts that can slow down enemies' time and damages them regardless of shields and buffs. Can only be nullified by Mutants or Time Mages. Warp blasts have powerful AoE.)
 * Black Hole Generator (Shoots a very weak Black Hole. By 'very weak', it means it's a small black hole that pulls enemies towards it for at least 15 seconds, damaging them greatly, and become perfect targets for AoE weapons.)

Superweapons

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

Infantry

 * Marine
 * Grunt (Exclusive to Wilkes of the Frontline Command specialty, and Krause of the Infantry Command specialty.)
 * Pathfinder (Exclusive to Fulton of the Rapid Deployment specialty.)
 * Scout
 * Sniper
 * Marksman
 * Shocker
 * Grenadier
 * Cryo Trooper
 * Flame Trooper
 * Defender
 * Bombardier
 * Engineer
 * Shock Trooper
 * ODST
 * Sonics Marine
 * Enhanced Marine
 * Photon Beam Trooper
 * Commando
 * Delta (Exclusive to Wilkes)
 * 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
Major note: All vehicles will have at least 2 fireports whe playing as Krause.
 * Adventure (Hoverbike)
 * Redemption (Light Tank)
 * Perseverance MK2 (Self-Propelled Anti-Air, plasma cannon)
 * Perseverance MK1 (Self-Propelled Anti-Air, gauss cannon)
 * Solidarity (APC) (Gets more people and fireports)
 * Redoubtable (IFV)
 * Abnegation (Combat Ambulance)
 * Excite (Scout Buggy)
 * Amity (Mobile Nanobot Base)
 * Indomitable (Armor Destroyer)
 * Impede (Disruptor Vehicle)
 * Decimation (Self-Propelled Light Artillery)
 * Resolve (Heavy Tank)
 * Resolve MK2 (Heavy Tank MK2) (Exclusive to Damon of Armored Command specialty.)
 * Desperation (Anti-Air Specialist)
 * Enlighten (Mobile RADS)
 * Defend (Mobile Shield Generator)
 * Candor (Mobile Projectile Interception Array)
 * Erudite (Mobile Radar System)
 * Legend (Photon Blaster Vehicle)
 * Resonant (Sonic Blaster Tank)
 * Eradication (Self-Propelled Heavy Artillery)
 * Reliable (Heavy Recovery Vehicle)
 * Exemplify (Mutant Amplifier Vehicle)
 * Illuminant (Ion Blaster Tank)
 * Dauntless (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
 * Gallant (Juggernaut)
 * Valor (Mobile Factory)
 * (Mobile Ground Fortress)

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.)
 * 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

 * Rapier (Ace)
 * Bulwark (Gunship)
 * (Ground Attack Fighter)
 * Kunai (Close Range Interceptor)
 * Orca (Attack Gunship)
 * Angler (FAC Craft)
 * (Spy Plane)
 * (CAS Craft)
 * (Med-Evac Gunship)
 * (Air Superiority Fighter)
 * (Missile Strike Bomber)
 * (Stealth Fighter)
 * Tigershark (Stealth Gunship)
 * (Paratrooper Craft)
 * Dolphin (AWACS Aircraft)
 * (Heavy Bomber)
 * (Stealth Bomber)
 * Aegis (Heavy Gunship)
 * Experimental Time Dilation Gunship
 * Experimental Aerial Denial Fighter
 * Quantum Beam Experimental Craft
 * Flying Fortress

Space Units

 * Space Marine
 * Stiletto (Space Ace)
 * Space Interceptor
 * Shield Satellite
 * Disruptor Satellite
 * Spy Satellite
 * Strike Satellite
 * Space Dropship
 * Space Corvette
 * Space Frigate
 * Space Cruiser
 * Space Superiority Cruiser
 * Space Dreadnought
 * Space Carrier
 * Space Battlecarrier
 * Science Vessel
 * Engineer Ship
 * Hospital Ship
 * "Determination" - class Capital Ship (This is really big. Even at max zoom this thing's wingspan and length cover half the screen, and is way bigger than the structure it was built from! Also, out of the Capital Ships built by the Republic, the Thermopylae is the representative Capital Ship used in game.)

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 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!)

Heroes

 * Lawrence Johnson, the Republic's Finest Marine
 * Justified Assault Module for Extreme Situations "JAMES" Mini-Mech (summon)
 * Simon Thorne, the Ghost of Europe
 * Mitchell Bradshaw, the Wings of Salvation

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.

General Robert Wilkes
Specializes in elite units and fast promotions. Has a well-balanced air and ground force.

General Edwin Krause
Specializes in improvement of infantry, heavy artillery strikes, and bunker defenses.

General James Damon
Specializes in armor, mechs, and automated defenses.

Rapid Deployment
General Ian Fulton

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.