Kalran: Tales of the four nations

Kalran: Tales of the four nations is an science fantasy rts made by ssbob90. Set in the planet Kalran it follows the stories of four continents in the eighth age.

Background
Our story takes place on Kalran, a planet with three moons and two suns, and four continents.

To the north lays Arkalion, a nation where the shadow of war looms, with hordes of demon and daemons in the south only contained by the citadel city of Byzalem.

To the west lays Alcradia, a pangaea split apart by the fall of the old Tuatha empire, with the east being a frontier, where monsters, beast, and demons roam, and beneath that wasteland are the Reclaimers, who desires to reforge the world through blood and ash with only the ADF task force slowing them.

To the east lays Axio, an archipelagos where the north is under the rule of the ouroboros goverment, but in the south comes rumours of a resistance call the Tenkos.

And to the south comes Askrian, a great desert where few truly safe havens exist, each guarded by magical pillars, with nearly the whole desert inhabited by wandering demons, with the Reclamation guilds working to make new havens.

In each four nations rule, each blessed by one of the four elements, earth, wind, water, and fire.

Gameplay
In Kalran: Tales of the four nations is a science-fantasy rts, a fusion of command and conquer and company of heroes, featuring a total of 24 factions, 6 in each continent, each with five unique commanders.


 * Classic: focus on enhancing their faction strength
 * Airforce: focus on fast and deadly but fragile airforce
 * Defence: focus on defense and siege
 * Infantry: focus on versatile but fragile infantry and unorthodox tactics
 * Armor: focus on armor assault and straight on attack

In battle there are two different resources the player must manage.
 * Supply: must be mined and refined. With patches of it around the map
 * Minerals: can only be produce by pumps that must be captures. Also forms a supply line. Required to build high tier units and upgrades

Mechanics
Morale: When infantry and vehicles suffers heavy damage in short amount of time, heavy suppression, heavy artillery, or terror weapon like toxins and fire their morale will take damage. And will suffer heavy debuffs to their damage, range, and suppression resistance but increase speed and defense once it's depleted. And if infantry morale stays deplete for too long, or suffer heavy morale damage like a bombardment, they will retreat off the map.

Suppression: When medium or light infantry are hit by a machine gun, rapid artillery bombardment, or a sniper, they will go into a suppressed state. Lowering the speed of medium infantry and immobilizing light infantry but briefly increases their defense, especially if in cover, slowly loses morale, and deal reduced damage. And if suppressed for a few more seconds will become pinned, fully immobilizing infantry and briefly grant a large buff to defense but will take more damage afterwards and can't attack. Heavy infantry are immune to suppression effect but will take more damage and heavy artillery strikes will stun them.

Protocol: Protocols are special abilities used by each faction and are split in three forms. The first are tech protocols, a tech tree forming the basic of each factions and useable by all faction commander which are unlocked as the game progresses. The second are structure protocols, which as implied only comes by building a structure and will be lost if said structure falls. And the third are commander protocols, a combination of the first and second with tech tree which abilities can only be unlocked points earned in battle or a commander exclusive structure. Each protocol are suited for the factions and commanders and can turn the tide of battle, from summoning special units to bombardment powers. But each of them have a cooldown and/or cost resources.

Weapons and armor types: see here

Game modes
Tutorial: Teaches the basic mechanics and summary of commanders

Campaign: Each faction has a campaign

Skirmish: Battle against other players or ai, either together or against each other

Challenge mode: As one of the commander, face off against five of a factions commander in a gauntlet, ending with the player facing all five commanders at once

Remlia Legion:
The Remlia legion is the army of the Remlia Republic, consisting of the Humans and their allies of the Trolls, Lapori, and Gnomes. As a military force they consist of a mixture of numerous recruits, from legionaries to musketmen, and elite veterans, with sharpshooters armed with lever action muskets to their famous dragon knights. Able to handle any foe that comes at them, at the cost of being a master of none

Volksgard Expeditionary Group:
The Volksgard expeditionary group consist of the Dwarves most elite military. Wielding advance technology, from diesel powered vehicles and advance gunpowder weaponry, that compensates their lack of research in magic. Utilizing brute force and a heavy charge, using a variety of powerful and heavily armored tanks, with halftracks holding their infantry behind, to make one concentrated strike through the enemy defense.

Salkoy Strike Force:
The Salkoy strike force consisting of the Elves best cavalry and airforce of the continent, having been the ones who brought equestrians to Arkalion. Ruling the skies with their famous pegasus knights. With advance research in the arcane magic, particulary wind magic, having them wield chi powered guns and hover tanks, despite wielding weapons made of glass and stone. In battle they are a force that's always moving, their infantry infiltrating and scouting out the enemies weaknesses before their airforce deals a devastating hit and run strike.

Orc War Company:
Rapid

The Southern Hordes
Byzalem Garrison Forces:

United Columbia Alliance Armed Forces:
The United Columbia Alliance Armed Forces, or UCAAF, is an alliance consisting of the Fenrirs and their allies of the Harpies, Skarnops, and Goliaths. This faction is generally fights with a combination of adaptable tactics, superior firepower (including railgun and powered armor), and combined arms in order to defeat its enemies and their tactics. Relying on skill, versatility, and advanced technology to handle anything. At the cost of having a small, but elite, force.

Hansion Warband:
The Hansion Warband focuses on divide and conquer. Using elite infantry and mobile airforce to quickly strike upon their foes weak points before escaping retaliation. Using advance stealth technology to close the distance before attacking with their full might. But their other technology is rather dated, being the only faction that still uses bronze materials, and their vehicle fleet is rather lacking, all their units are rather fragile, and they lack a unit that can soak up damage.

Kevros Federation Guards:
The Kevros Federation Guards consist of the Humans who survived the hyperion bombardment, thanks to the creation of fallout shelters in the mountains, with an army of androids. Favoring defense over offence with use of advance towers and walls, each connected to the base by pylons, to funnel their foes into designated kill zones for their defense and using mass produce droids, support by Human piloted mechas, to take territory. Utilizing advance laser, cryo, and missile based weaponry and tough mechas and droids. But their offense is rather slow, since their units need to be in the pylon field to fight effectively. And woe betide the commander if they lose a pylon connecting to a section of their defense, or worse, have their power grid go down.

Rokhari Riders:
The Riders consist of the Rokhari fiercest warriors who emphasize penetration warfare. With their units, consisting of a fleet of fast light vehicles and cavalry, coming from their walkers, mobile bases that can become a walking siege or support engine, which allows them to strike anywhere and replenish losses quickly. Armed with plasma, microwave, and thermobaric weaponry and fire magic. But their airforce is pretty much non-existent and heavy armor is rather small.

Reclaimers:
The Reclaimers focuses on victory through attrition and superior firepower. Using their clone units, which are incredibly weak but really cheap, as the anvil for their chosen units, wielding high powered but indiscriminate weaponry, hammer. Using chemical warfare, terrorism, advance but invasive cybernetics and thermal based weaponry, including their dreaded solarian cannon, to achieve victory, no matter how high their casualties count. But they must rely on a steady income to bring in their forces and their nearly non-existent defenses, save for instantly teleporting in units, means they must know when to throw in all of their forces.

Aegis Defense Force:
The ADF is a force that relies on rapid, precise, strikes at the enemies weakpoint. While each of their units have a limit, meaning that the commander controls more of an elite strike force rather than an army, they compensates with devastating abilities and powerful upgrades and promotion, with a five star veteran being almost a one man army, and protocols capable of wiping out armies and razing bases, at the cost of being expensive. Using bleeding edge technology, from Faster then light drives to hard light, to defeat their foes. But their early game is noticeable weak, with their expensive units gimping their start, with the loss of single unit taking a heavy toll, especially if it was a veteran.

Kyoira Defence Forces:
Kyoira Defence Forces is an offense and arcane oriented faction, Consisting of the Nekomatas and their allies the Minotaur's, Tengu, and Kitsune. With their army focusing on using numerous, if somewhat weak units, to face any foes, with advance wind magic and naval power.

DLC

 * Heroes and Villains: Brings in a special radio tower that allows the commander to call in special heroes, assassination mode, where the commander must destroy their opponents VIP unit to win, and allows each faction to send their commanders into battle. Includes a minor update giving almost all units a chance to spawn with an alternate gender voice.