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"My fellow Humans, welcome to the 43rd century. We are all lucky to have survived years of Earth's mightiest disasters and wars that could have killed us over centuries ago. But now, another challenge arises for the peoples of the United Human Republic. A thousand years ago, Rifts started appearing everywhere in the world, most numerous around Asia and the Middle East, but not forgetting the ones in Europe and the Americas. It was changed to make it look like we are an ancient species. But as everyone who lives in this world, this is all a lie. These Rifts have produced threats we are all familiar with, weapons from thousands of years ago, and magic that can be potentially deadly to our Republic. We, the last peoples of Earth, will defend the ways of progress and prosperity against these savage hordes of orcs, fairies, and ancients! So say we all, we will fight till the last man and machine against these barbarians! Good luck once again, to all." - Jacob Charleston, American Representative for the United Human Republic's Presiding Council

The Clash bad concept art

The Clash's very first descriptive picture.

The Clash is a multi-genre video game that combines elements of real-time strategy, real-time tactics, role-playing, first-person shooter, and tower defense. There is no known date of release of this game. It is loosely based on a not-so well-known and long dead TV Tropes RP, Western Sci Fi vs Eastern Fantasy. Players take control of two powerful factions, known as the Republic and the Order, on Earth in the 43rd century.

Gameplay[]

Overall[]

The Clash's gameplay depends on the faction the players pick.

Resources[]

Both factions have unique resources that are generated from mining crystal deposits, mining metal mines, cutting trees, mining gold mines, Order Farms, Republic Supply Lifters, faction-exclusive power-generating structures, and more. The Republic works with Alloys (refined from Crystals and Metal), Credits (converted from trees cut and Gold mined), Supplies (from Resource Warehouses and Supply Lifters, as well as add-ons for unit production structures) and Power to power their army, while the Order works with Gold, Metal, Wood, Magicrysts(from Crystal deposits, needed for magical stuff), Mana, Food (from Farms), and Spirit(from Summoners) to power theirs.

Damage System[]

The damage system favors anything from a higher ground, or anything made with a designation against certain types of units.

Cliffs vs Ground units[]

For example, Archers can deal increased damage against Marines when they are commanded to attack from cliffs, with the Marines having less damage to retaliate against the Archers.

Air Units vs Ground Units[]

Another example is a Gunship dealing increased damage against a group of Black Mages, with the Black Mages having less damage to retaliate against the Gunship.

Space Units[]

Every attack from Space favors the Space unit.

Designated Damage[]

Designated anti-air or anti-space weapons deal increased damage to air and space weapons, respectively, and are more accurate compared to other ranged weapons, such as simple bows and guns, which can miss targets.

Buffs and Debuffs[]

Present in all modes, each place and position in the battlefield can have a corresponding buff or debuff that can change the gameplay and tactics of commanding players.

Unit Buffs[]
  • Main Article: All buffs and debuffs
Cover and Garrison Buffs[]

Present in all modes, there are multiple types of cover and garrison buffs in the battlefield.

  • Lightly Protected
  • Partially Protected
  • Protected
  • Exposed (normal state of troops)
  • Positioned
  • Garrisoned
  • Bunkered
Morale Buffs[]

Exclusive only to Clash, RTS, and Tower Defense modes, troops can increase or decrease their morale depending on situation. Their damage and ability stats are dependent on each level. The Order has bigger debuffs when having a lower level of morale, and vice versa, as Republic troops are trained not to be much affected by morale.

  • Heavily Demoralized
  • Demoralized
  • Lightly Demoralized
  • Fine (default)
  • Well Commanded
  • Inspired
  • Greatly Inspired

Specializations[]

Present in all modes, each faction can have 5 specializations, each specialization affecting the gameplay of every faction to either make it more tactical or more direct.

Rifts[]

Rifts are an important gameplay feature. They change the settings of many, many maps(and their sections) that feature changes to global locations, from ancient eras to modern eras. They could also affect which resources and objectives could be present in a map!

Neutralized Rifts[]

The default state of some maps. The Republic has a major advantage over the Order in a Neutralized Rift in a map section, as the Order has no buffs whatsoever. Only the Republic can neutralize a Destabilized Rift (also in DLC, the Republic gains the ability to neutralize a Corrupted rift, and the Visitors can also do both).

Destabilized Rifts[]

A state where sections change points in time, like modern-day desert wars, trench warfare in WW1, or pre-historic times with some beasts roaming around. Gives the Order some buffs. This is the only state where every faction is on equal footing. Can be stabilized by the Order or neutralized by the Republic (and the Visitors in the DLC).

Stabilized Rifts[]

A state the fully "terraforms" a section of the map to a medieval-like location. Grants the Order (and in DLCs, the Crusaders) a massive boost. Only the Order can Stabilize a rift. Can however, be brought back to Destabilized status however, by the Republic (and the Visitors in the DLC). In the DLC, only the Cult can Corrupt a Rift, but only a Stabilized one.

Corrupted Rifts (DLC)[]

A state the transforms a section of a map to an eldritch location. Grants the Cult massive boosts. The Order and Crusaders can Stabilize it back, while the Republic and Visitors can Neutralize it.

Multi-Map Battles[]

A potential feature, Multi-Map Battles allow up to three different maps for factions to take control. The one that controls more accumulated zones in each map wins.

Genres[]

Classic Clash[]

Players start in a determined or a random position and build a base to defend themselves from assailing enemies. They get 5 worker units, 10 basic infantry units, and 2 armored units (1 leading worker and 4 other workers, 10 infantry and 2 leader-type units in the case of the Order) at the start.

Every faction has all units that can be controlled by the player in either a first-person or a third-person perspective. All units' abilities are limited by the levels of their veterancies. The gameplay style can switch from multiple isometric views, like Spellforce, by zooming in to the most minimum. When the player enters third-person view, they can opt to go first-person and play the game similar to the Battlefield series, in which the buildings can be destroyed like Battlefield 4. It is possible to play in either first or third person view. When zoomed out to the max, the player gets to see "Orbital View", which allows the player to see its units built for space combat.

All factions have 2 veterancy types, all affecting abilities of each unit. One is called the Unit Veterancy, which an individual unit is ranked according to actions done to enemies (or allies in the case of support units). Each unit can go up to 4 unit veterancies. The other is the Shared Veterancy, a veterancy type that is held by a type of unit. The more units of the same type deployed in the battlefield and used in combat, that faster its shared veterancy goes up. Each unit type can go up to 7 shared veterancies. The shared veterancy system is built so that early game units scale up to late game.

Each faction has 2 superweapons, both also having defensive capabilities. One of them is a Lower-Tier Superweapon, the other is a Higher-Tier Superweapon.

Units and buildings can get buffed or debuffed depending on the abilities each unit/building has. For example, a Suppressor can suppress enemy infantry easily, or a White Mage can apply a healing spell to its allies.

All factions have an Escalation System depending on their Tiers (RTS, Clash), or Escalations(FPS, Tower Defense). Tiers are unlocked via Tech Trees, while Escalations happen whenever units/buildings are killed/destroyed.

All maps have a Sector System, with slight variations in all modes. Each sector contains a valuable control point that can be built to expand a faction's bases. However, there can only be up to 130 sectors in even the largest maps, each representing the letters of the alphabet, and up to 5 numbers for every letter (example: 'We have taken objective Alpha Five!' )

  • Main Article: Phonetic Alphabets (The Clash)

Each sector can also be fortified by different strategic buildings that can extend the players' reach when constructing structures in an RTS-enabled mode, or an additional safe spawn point in an FPS-enabled mode.

RTS[]

Same as Classic Clash, but with the FPS part removed. The game plays similar to most RTS games, with quirks for each faction.

FPS[]

The game plays similar to a mix of Command and Conquer Renegade, Renegade X, the Star Wars Battlefront series, and the Battlefield series. Players can get Battle Points by doing multiple actions, like spotting, hitting and killing enemies, spawning on squadmates/party members ('squadmate' is the term used by the Republic, 'party member' is the term used by the Order), destroying vehicles, killing beasts, capturing objectives, and more. Battle Points can call in commander powers like tactical orbital strikes, meteor summons, ODST drops, large-scale shields, and so on. Battle Points can also be used to summon vehicles or beasts.

Tower Defense[]

The game plays rather differently, enemies move in a pre-determined path in a map. Players have to prevent the enemy from reaching their Very Important Building(VIB). They do this by placing towers, troops, and buildings to do so. When the HP of the VIB depletes or the players successfully defend against a set amount of waves, the game ends.

Game Modes[]

Classic Clash[]

Annihilation/Team Annihilation[]

Annihilation mode for Clash is a battle for survival. Whoever is the last team standing wins. Plays like your typical RTS with a little FPS flavor thrown in.

Domination[]

Domination mode for Clash is a battle for most points. Whoever has the most points after a set time wins. The more sectors captured on a map, the faster the points. Each domination game has a set time of as short as 15 minutes to as long as 2 hours!

Last Stand[]

Last Stand mode for Clash is a defense against enemy waves! You defend your base in a set time while an opponent attacks you without a base. The enemies get stronger over time.

Pacification[]

Currently the working title of a feature exclusive only to the Clash game mode. This features Civilians that will react to every action happening in the battlefield. Convert the civilians to your side to gain resources and troops, but they can rebel if you do not pacify them enough!

RTS[]

Annihilation/Team Annihilation[]

Annihilation mode for the RTS mode is a battle for survival. Whoever is the last team standing wins. Plays like your typical RTS game.

Domination[]

Domination mode for the RTS mode is a battle for most points. Whoever has the most points after a set time wins. The more sectors captured on a map, the faster the points. Each domination game has a set time of as short as 15 minutes to as long as 2 hours! Except, you can't uplink your troops as a Republic commander, or soulbind yourself to an Order leader here. (Uplinking is a term used for entering FPS mode as the Republic, while Soulbinding is the term of the same action used for the Order.)

Last Stand[]

Last Stand mode for the RTS mode is a defense against enemy waves, like its Clash counterpart. You defend your base in a set time while an opponent attacks you without a base. The enemies get stronger over time.

Trial by Combat[]

An RTS-exclusive mode, you are tasked to take down a specific general. You need to capture 5 objectives in a map to increase your tier, but at the same time, the enemy general increases its tier, and each objective is fortified by the enemy general. There are 25 objectives to capture, and the 26th is reserved for the opposing general's main base. Plays a lot like the General's Challenge in Command and Conquer Generals Zero Hour, but with a Company of Heroes-like twist.

FPS[]

Annihilation/Team Annihilation[]

Annihilation mode for the FPS mode is a battle for survival. Whoever gets the most points after a set time or gets to the points caps first wins. Plays like your typical Team Deathmatch from the Call of Duty series, but with vehicular combat seen in Battlefield thrown in.

Domination[]

Domination mode for the FPS mode is a battle for decreasing points and objectives. The side with points left wins. Plays like your typical Conquest from the Battlefield series.

Strategic Domination[]

Same as Domination, except you are equipped with charges to destroy enemy objectives, or defend said objectives. Plays similar to Rush mode from the Battlefield series.

Last Stand[]

Last Stand mode for the FPS mode is a defense against enemy attackers! You defend your objectives in a set time while an opponent attacks you and takes all of your objectives. Plays similar to Call of Duty Zombies, but with a Battlefield-like twist.

Airship Battle[]

The Airship Battle is a relatively unique mode for FPS matches. Plays exactly like the Titan mode from Battlefield 2142 or the Carrier Assault mode from Battlefield 4. Opposing sides have their respective unique airships designed for this mode. Otherwise, the game plays similar to Domination, but with capture points to place their anti-air defenses to take down the opposing Airship.

Tower Defense[]

Classic Defense[]

A classic tower defense game with only one player. Can be played cooperatively.

Dual Assault[]

A classic tower defense game, but is more akin to Bloons TD Battles, where there are up to ten opposing teams, and the last one to survive wins. You can also send POWs (basically captured enemies, similar to Bloons in said game) to enemies!

Storm the House[]

A tower defense-unique mode. One player has a defense base, the other one attacks with waves, but this time, in an open field rather than a determined map.

Other Modes[]

Military Training[]
Sandbox[]

Lore and Campaigns[]

The game takes place in the 43rd century, where human technological advancement is at an all-time high. However, it has been revealed a thousand years before the Clash itself, the existence of unexplained phenomena called "Rifts", creating magically enhanced humans and beasts, and bringing back a large portion of the Earth to a medieval/renaissance-type society. This old society also started worshipping ancient gods long before the era of monotheistic religions. This ancient society is called "The Order", a powerful theocratic empire that aims to "bring back Earth to its natural state", believing that the modern human race equipped with the weapons of the 43rd century, dubbed "The Republic", is destroying Earth due to its technologies and weapons. The Order started minor attacks on Republic infrastructure, believing that their cause "is to make the Godless Ones pay for their crimes against Earth", and even call them the "World Destroyers". The Republic responds by sending entire attack forces on different parts of the Earth.

Maps[]

The game itself contains maps, specifically game-play specific maps.

A Levolution system similar to the Battlefield series (and trains in C&C Generals for RTS mode, for example) exists in this as well, changing the gameplay experience of each map.

Factions[]

The Republic[]

The Republic is a technologically advanced faction, typically using high-tech weaponry like energy weapons, anti-gravity devices, deflector shields, powered armor, and spaceships.

Quirks[]

Many of their buildings have add-ons (similar to Terrans in Starcraft). The add-ons allow for more functions of particular buildings, or completely add a new function (like the Matrioshka Brain for the Dyson Sphere structure). Also, their buildings can lift off, or some move already (like the Starship Base).

The Republic also has 4 protocols to choose from once they have built a Strategic Command Base (very much similar to 3 strategies in USA's Strategy Center in Generals).

The Republic is the only faction out of the two (five if you include DLC factions) that doesn't get buffed or nerfed by Rifts.

The Order[]

The Order is a magically enhanced faction, typically having ancient weaponry, summoning beasts and gods, and magical powers. They need some skill and tactics to match the Republic's might, and their frontal attacks generally come in "battlegroups" headed by an leading unit that commands all their abilities.

Like the Republic, they also have building add-ons.

Compared to the Republic, they have the highest variation of infantry in game, and this is also due to upgradeable infantry, but they tend to be more specialized than the Republic's infantry.

Quirks[]

The Summoners trained in Camps are placed inside Summoning Temples to produce an Order-exclusive resource called "Spirit". Spirit is needed to summon higher-tier summons and units, as well as a few lower-tier beasts as well.

Many of their units use mana points(distinct from the Mana resource). The more units cast a spell, the less mana points used by an individual type of unit.

Certain troops from certain mythologies gain stat buffs when the maps correspond to the geography of their mythology, like Berserkers in Northern Europe, or Tengu in Japan.

The Order gains no buffs under a Neutralized Rift, gains some buffs under a Destabilized Rift, and gains large buffs under a Stabilized Rift (Same for a Corrupted Rift in the DLCs).

Features[]

Expansion Packs[]

The Mysteries of Two Powers/Space Front[]

The expansion pack adds two new factions: The Cult and The Visitors.

The Cult is a steamroller-type faction similar to Russia in Rise of the Reds mod for C&C Generals: Zero Hour, with an emphasis of decent early game units that they pull out of past time periods and some low level dark creatures(such as Deep Ones, Nazi Zombies, and Shadows) while having extremely powerful late-game units such as Shoggoths and other Lovecraftian creatures while having a space fleet and alien weapons of its own, as well as a far more powerful assortment of naval and amphibious units, with a massive portal-like aesthetic for most buildings. Many of their abilities involve the manipulation of space, time, and fear, and much of their aesthetic is dark, alien, and mystical. They also have a Blight/Creep substance known as the Shroud, which limits their building capabilities but amplifies their strengths. Most infantry and organic creatures can be sacrificed to produce other, more powerful units. They have two different worker units, the Slave Soldier (appears like a Confederate Soldier from the US Civil War), and the Acolyte (looks like undead Acolytes from WC3), both of which build differing types of buildings, with the Slave Soldier building less mystical structures while the Acolyte builds the more mystical ones. They are the only faction to Corrupt a Stabilized Rift.

The Visitors, on the other hand, is a spammer faction similar to China from C&C Generals. They have an emphasis on psychic powers, genetics, replicating, and cloning, and their main quirk is basically building in squads and in almost no time at all(similar to the Electrical Protectorate from the Paradox Mod for C&C Red Alert 3). They also appear similar to the Protoss from Starcraft, generally more "good alien" type of design and personality. Their buildings do the commanding and they have really small but spammable construction structures that are ordered by the player to produce only a certain type of unit. The units that come out of it are tied to the building for commanding. When units die, they get a percentage of their resources back, as in-lore this is symbolized that they are easily rebuilt and reborn. They have an emphasis on ground units, but they have spammable space fleets just to match the Republic's and the Cult's, despite them having good relations with the Republic. They do not have worker units, and their build style is similar to Halo Wars. They can neutralize Destabilized and Corrupted rifts.

The Final Crusade/The Benediction[]

The expansion pack adds The Crusaders, a new faction.

The Crusaders is a turtle-type faction similar to the ECA from Rise of the Reds (with elements from the Order of the Talon in Paradox mod in RA3). They have an emphasis on religion-based themes and ancient weapons, but most of their tactics and strategies are more support-based and defense-based. They are also relatively slow but they deal a considerable amount of damage. They also have five Doctrines to rival all different factions, including themselves. They have an emphasis on aerial units, shown by their massive assortment of Angel-type units. They gain massive bonuses under a Stabilized Rift, and "purify a Corrupted Rift" to a Stabilized one.

This DLC also adds each faction's Tier 6 units as playable units. Tier 6 units are considered "game enders", unless met with equal force. These are:

  • Humanity's Determination: The Republic's Tier 6 unit, described as being a "composite of all the Ultimate Units the Republic has", and appearance-wise, "a mix of Power Rangers, Macross, and Sci-fi Spaceships".
  • Heavenly Emperor: The Order's Tier 6 unit, capable of summoning the power of the Gods, and is by default a Leader unit
  • Azathoth, the Progenitor of Chaos: An upgraded form of the Cult's Tier 5 Azathoth, the Remains of Chaos. Serves as the Cult's Tier 6 unit.
  • The Watcher Queen: Tier 6 unit of the Visitors. One of the only units in the Visitors' arsenal to be built once.
  • Seraph General: Tier 6 unit of the newly-introduced Crusaders.

Complete Edition[]

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