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
 * Defense: 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 three different resources the player must manage.
 * Supply: must be mined and refined but passively gains a small trickle. With patches of it around the map
 * Fuel: must be harvested from oil derricks. Required to make most vehicles and cavalry
 * 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 Papillion. 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.

Volksgard Expeditionary Group:
The Volksgard expeditionary group consist of the Dwarves most elite military. Wielding advance technology and earth magic, 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, particularly 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 and hard hitting. The Orcs war company, compromising of volunteers who leaves their tribe to defend their people, using mobile command wagons to summon their forces anywhere. Using weapons of mass destruction, superior firepower with their hellfire weaponry and vehicles, hit-and-run tactics, fire magic, strength, courage and valor in order to combat their enemies

The Southern Hordes
Being a technologically disadvantaged faction and resorted to thievery, brutality, uprising and deceit, the Southern Hordes has comparatively weak but highly mobile slave units, and limited air power, prompting the usages of improvised, looted and stolen military arsenal, attrition warfare, stealth, information warfare, and guerrilla warfare like mining, ambushing, hijacking, hit-and-run tactics, using salvaged vehicles for their own weapons, unconventional warfare, and all kinds of devious subterfuge, most notably their strong but limited Daemons, from Urak Juggernauts and Feanolth corpsejumpers, and their heavy hitting homunculus, flesh golems created by the Durfnirs from unwilling subjects.

Byzalem Garrison Forces:

As the only nation stopping the Southern horde from invading the rest of Arkalion. The Garrison forces of Byzalem, consisting of the ten races and Vardskuls, utilizes great wall and bunkers to hold off their foes, able to transforms a barren land into a large fortress, filled with an array of garrison structures and kill zones garrisoned with an array of infantry and artillery, capable of repelling anything.

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.

Hansion Warband:
The Hansion Warband, consisting of the Navaheims, focuses on divide and conquer. Using elite infantry and mobile airforce to quickly strike upon their foes weak points before escaping retaliation. Using their tunnel networks, spiral power, and pressure based weaponry to close the distance before attacking with their full might, where even the toughest foe with crumble to the might of their warriors.

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 to stem the tide.

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, thermobaric weaponry, and fire magic they can carve through any defenses and strike the vulnerable base within.

Reclaimers:
The Reclaimers focuses on victory through attrition and superior firepower. While nowhere near as technologically advanced as the UCA and other technologically superior factions, they rely on apocalyptic manpower through cloning, attrition warfare, chemical warfare, terror tactics, advance but invasive cybernetics and thermal based weaponry, outdated arsenal of military weapons, vehicles, aircraft and vessels, and devastating superweapons to bring victory. No matter how many clones will die for them, either by the enemy or their hands, as the clones are the equivalent of bullets in their eyes.

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 build 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 Armed Forces:
The 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.

Seujin Royal Army:
The Seujin Royal Army is a defense-oriented and technologically advantaged, at least compared to other Axion factions, faction composed heavy artillery forces, from the simple hwacha to chongtong rockets, decimating their foes before they see them while Xiagui militia, wielding spears and arquebus, holds off and push back any survivors.

Salamander Attack Wing:
From their great airships, a flying fortress capable of transporting a small army, attacks the Salamanders, composing of their fleet of airships ruling the skies while sending down deadly infantry and ight vehicles to claim land.

Sathspor Reavers:
From the great waves comes the Reavers of Sathspor. A offense focused faction whose units, from their standard Raider to their Longboats, are amphibious, allowing their entire army to handle their foe whether on land or sea and strikes anywhere in rapid, devastating, raids before retreating back to their hidden bases, which are either on land or under the sea

Ouroboros Battlegroup:
As the reigning superpower of Axio. The Ouroboros Battlegroup uses propaganda, mind controlling, possession/brainwashing tactics to control the battlefield. With a small but elite combat forces, technological superiority, massively destructive weaponry, psychological warfare, and vast number of infantry, vehicles, aircraft and vessels, their deadliest being the penitent legion, which composed of criminals and their families forced into combat suits to fight to atone for their sins, with the empty promise of release for their service.

Cult Of Asura War Caste:
Ruling nearly all of Askrian. The War Caste of Asura are the weapon arm of the Cult. Spreading their tainted poison, known as bile, upon which their structure are built and where their forces are stronger, while any foes stepping into such tainted land will have a hard time navigating. While creating creatures of shadow that terrorize the lands, but their deadliest weapon is the markers, obelisk of Devil magic, that revives the corpses of friend and foe to serve them, whose bodies can even be remade into stronger beasts.

Reclamation Guilds:
Situated at the edges of the wasteland. The Reclamation Guilds work to remove the bile on their nation and claim new grounds for the people of Askrian, with expeditions groups, composing of veteran leaders aided by hired mercenaries. While their numbers of veteran is limited they are strong and can strengthen the mercenaries they lead.

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.