Kalran: Tales of the four nations/Control core

Tactical Analysis

 * All in One, One in All: The Control core serves to fulfill several different roles simultaneously; chief among these roles, the core serves as the Reclaimers construction building and barracks, teleporting all of the Reclaimers units.
 * Maintaining field: By wielding the power of teleportation, a core can provide enough energy for a Reclaimer army, although in practice the core has a finite power output, and must be supported by Stabilisers to provide additional power
 * Instant buildings: Yet another function of the Control core is that its responsible for producing all of its units. Using its teleportation technology to instantly bring in either a unit or a building
 * Singular target: While combining multiple functions into a single structure saves space and resources, the downside is that the core is a very attractive target; this isn't helped by the tendency for the Control core to detonate spectacularly when destroyed, the fact that creating new cores is a very expensive project that will temporarily shut down the core that summoned it or the fact that its large enough that even vehicles and structures that can only attack aircraft can happily fire upon it as if it was a flying structure.

Units
Clone infantry

Clone vehicles

Clone aircrafts

Clone vessels

Trueborn units

Trivia

 * The naming theme of their clones, based on the name of tools like swords, spears, anvils, while the Trueborn named after mythological weapons, like Gungnir, with the exception of rat cells unit, which are named after diseases, is to represent how the Reclaimers view the clones and the chosen as tools for their end, to be easily replaced once broken. And how the Reclaimer dehumanizes and objectifies the clones by naming and degrading them to easily replaceable tools, and expects the clones to take their titles with pride.
 * Their production is based on Russia producing infantry in clusters from age of empires 3 and the electronical protectorate instant build time from red alert paradox.

Arkalion

 * Castra
 * Armored Station
 * Command Tree
 * Command truck
 * Region command
 * Command Unit

Alcradia

 * Communications center
 * Headquarters
 * Command Walker
 * Longhouse
 * Communications Tower
 * Control Core

Axio

 * Command pyramid
 * Command airship
 * Base
 * Lodge
 * Camp
 * Precinct

Askrian

 * Officer camp
 * Mobile command vehicle
 * Ziggurat
 * Headquarters (Goliaths)
 * Master Crawler
 * Hatchery