The Order (The Clash)

The Order is one of the factions in The Clash.

Gameplay
The Order's gameplay is similar to that of most RTS and FPS games. Players establish a base.

The Order has the most variation of infantry in the game, but has the weakest space force. They can also train Cavalry that is supplemented by building Stables.

The Mana resource powers buildings and troop abilities. When there is no Mana, all unit abilities that require it cannot cast their abilities, but are still able to produce their units at a slower pace.

"Commander Quirk"/"Battlegroup System"
Unlike their Republic counterpart, the Order utilizes a "Commander Quirk" or a "Battlegroup System" that makes the commander use a unit that can be promoted to command other units, called an "officer-type unit", that holds all other units in the group's abilities and commands. They start with 2 of these, with more being available after a Combat Academy is built once the player reaches Tier 2.

As a general rule, infantry, cavalry, most vehicles, heroes, and gods can have this trait. Beasts/dragons cannot do so however. Worker units are built in groups with one "leader", and some other workers follow the "leading worker" in building structures, making them quite faster in building.

Summoning Temple
Another quirk is that they use Summoners as a resource to summon higher tier units to add to your battlegroups. They are placed inside Summoning Temple to perform their rituals, similar to how Villagers(and their equivalents) in Age of Mythology produce Favor for Myth units. Equivalent resource name is "Spirit", and the more Summoners in a Summoning Temple, the faster the production of Spirit.

Appearance
The Order is inspired by fantasy media and different mythologies.

Tier 1

 * Imperial Shrine (The Order's VIP building/VIB. Builds all worker units and can be garrisoned.)
 * Gold Mine
 * Metal Mine
 * Crystal Mine
 * Farm
 * Mill
 * Lumber Mill
 * Small Mana Crystal
 * Camp
 * Town Hall (Unlocks Tier 2)

Tier 2

 * Stables
 * Lesser Bestiary
 * Lesser Roost
 * Lesser Port (Only available when map has 50% water)
 * Summoning Temple (A building important to the Order's playstyle!)
 * Combat Academy (Unlocks Tier 3, this building is very important to the Order's playstyle!)
 * Hall of the Light and Dark Arts (Unlocks Tier 3)

Tier 3

 * Large Farm
 * Middle-sized Camp
 * Dwarven Workshop
 * Large Mana Crystal
 * Tavern (A support structure that unlocks some troops and gives some healing to troops)
 * Hall of Royals (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)
 * Arcane Altar (Unlocks Tier 4 with the Favor of the Emperor Upgrade, which takes a long time to build in the Town Hall)

Tier 4

 * Greater Camp
 * Greater Bestiary
 * Greater Roost
 * Greater Port (Only available when map has 50% water)
 * Reservist Camp (Stores a lot more battlegroups in case of assault or defense)
 * Tree of Souls (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Temple of all Deities)
 * Order Tribunal (Trains Heroes, Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in the Temple of all Deities)
 * Temples of all Deities (Unlocks Tier 5 with the Favor of the Gods Upgrade, which takes a long time to build in Temple of all Deities)

Tier 5

 * Celestial Palace
 * Combat University (A far more powerful version of the Combat Academy. Gradually helps ease up the Order's playstyle.)
 * Midas Orb (Generates both Gold and Metal. All four of the endgame resource generators have lots of abilities of their own that are of great help to entire Order armies. In this case, it turns its enemies into Gold and Metal to help the Order's cause!)
 * Eternal Tree (Generates both Wood and Food.)
 * Aether Crystal (Generates both Mana and Magicrysts.)
 * Spirit Rune (Allows much faster generation of Spirit.)

Defense Structures

 * Archer Tower
 * Defense Camp
 * Rocket Cart
 * Concoction Barrel
 * Tunnel Network
 * Mortar Tower
 * Arcane Construct
 * Trebuchet
 * Poisonous Flower
 * Castle
 * Unstable Crystal
 * Celestial Beacon

Superweapons

 * Mage Spire (Unlocked during Tier 4)
 * Altar of the Gods (Unlocked during Tier 5)

Infantry

 * Footmen
 * Knight
 * Archer
 * Apprentice
 * Dragoon
 * Samurai
 * Monk
 * Ninja
 * Thief
 * Wisp
 * Hoplite
 * Berserker
 * Summoner (A unit important to the Order's playstyle, is considered a resource placed inside Summoning Temples to summon higher-tier units)
 * Kitsune
 * Alchemist
 * Bard
 * Dancer
 * Gladiator
 * Centurion
 * Black Mage
 * Manakete
 * Mage Knight
 * White Mage
 * White Knight
 * Beast Master
 * Ki Warrior
 * Witch
 * Familiar
 * Musketeer
 * Champion
 * Ronin
 * Anubis Warrior
 * Fireworks Launcher
 * Jester
 * Mummy
 * Shade
 * Druid
 * Horus Warrior
 * Ghost Queen
 * Ghost
 * Shrine Maiden
 * Thief Captain
 * Sage
 * Merchant
 * Viking Chieftain
 * Ice Queen
 * Elemental Warrior
 * Psychic Warrior
 * Einherjar
 * Valkyrie
 * Archmage
 * Time Mage
 * Fallen King
 * Fallen Warrior
 * Legendary Hero

Cavalry
Most infantry can ride mounts. Their mounts can vary from horses, bears, tigers, flightless birds, elephants, and even slimes.
 * Mounted Knight
 * Mounted Archer
 * Mounted Dragoon
 * Mounted Apprentice
 * Mounted Black Mage
 * Mounted White Mage
 * Mounted Mage Knight
 * Centaur
 * Bear Rider
 * Avian Rider
 * Jouster
 * Orc Rider
 * Elven Rider
 * Tiger Knight
 * Slime Rider
 * Combat Chariot
 * Scorpion King
 * Elephant Rider
 * Mounted Wagon

Vehicular Constructs

 * Catapult
 * Siege Engine
 * Trojan Horse
 * Mobile Lens
 * Steel Golem

Beasts/Dragons

 * Werewolf
 * Gorgon
 * Slime
 * Cockatrice
 * Scarab
 * Basilisk
 * Petsuchos (A variant that changes its attacks.)
 * Manticore
 * Orc Clubman
 * Troll Slinger
 * Cerberus
 * Small Rock Golem
 * Small Swamp Golem
 * Small Volcanic Golem
 * Sphinx
 * Ogre
 * Cyclops (Can pick up enemy infantry and use it as artillery projectile.)
 * Fire Elemental
 * Earth Elemental
 * Ice Elemental
 * Chimera (Heavily armored unit than can do both melee and ranged attacks!)
 * Armored Serpent
 * Mana Elemental
 * Metal Slime
 * Crystal Guardian
 * Large Rock Golem
 * Large Volcanic Golem
 * Large Swamp Golem
 * Colossus
 * Serpent Dragon
 * Mountain Giant
 * Earth Dragon
 * Frost Giant
 * Arcane Elemental
 * Chaos Elemental

Sea Vehicles

 * Scout Boat
 * Windsurfer
 * Viking Longship
 * Archer Ship
 * Cannon Ship
 * Arcane Blast Ship
 * Clockwork Vessel of Death

Sea Creatures

 * Siren
 * Nereid
 * Water Spirit
 * Water Elemental
 * Giant Squid
 * Man O' War
 * Kraken
 * Hydra
 * Scylla
 * Dragon Turtle
 * Sea King
 * Leviathan

Aerial Infantry/Cavalry/Vehicles

 * Fairy
 * Striker
 * Pegasus Knight
 * Pegasus Apprentice
 * Pegasus Dragoon
 * Griffin Knight
 * Griffin Dragoon
 * Mechanical Pegasus Replica
 * Wyvern Rider
 * Flying Warship

Aerial Beasts/Dragons

 * Gargoyle
 * Harpy
 * Wadjet
 * Tengu
 * Roc
 * Stymphalian Bird
 * Vermilion Bird
 * Efreet
 * Phoenix
 * Yatagarasu
 * Dragon Hatchling
 * Can be upgraded to any dragon
 * Wind Elemental
 * Lightning Elemental
 * Fire Dragon
 * Wind Dragon
 * Shadow Dragon
 * Bahamut
 * Darkwing

Space Units

 * Moonling
 * Lunar Entity
 * Moon Orb
 * Celestial Drake

Gods
They can only be trained at the Order's "stronger superweapon", the Altar of the Gods. Up to three can be in the field and can be promoted until the final shared Rank, which allows up to ten Gods. Gods are automatically trained as leaders of battlegroups.

Specializations
Similar to a mix of Company of Heroes and C&C Generals/Red Alert 3 support powers, the Order can specialize in 5 different specializations.

Heavy Assault
Brute-force oriented arm of the Order, loses covert capabilities.

Arcane Assault
Magic-oriented arm of the Order.

Rapid Assault
Quickest attacking specialization.

Veteran Combat
Experienced warriors rule this specialization.

Special Tactics
The tactical arm of the Order, focuses more on lighter troops.