Command & Conquer G

Command & Conquer G (Command & Conquer Gaiden) is an upcoming War Strategy game for PC, it is the first entry in the G Series Command & Conquer Games which are separate from the Cold War style Red Alert Series, Near Future style Generals Series and Futuristic style Tiberian Wars Series. The game is set in an alternate history during the 16th century specifically from 1536 to 1538 involving the Italian War of Milan. The player takes control of an unnamed noble following one of the groups involved in the conflict and must help them achieve victory through a series of missions which can have a variety of objectives.
==Plot==
===Background===
In 1519 the rise of Charles V to the position of Holy Roman Emperor along with also already being the King of Spain and Lord of the Netherlands saw a substantial shift in the balance of power within Europe. In 1525, the defeat for the Kingdom of France in the Battle of Pavia led to the end of the fourth of the Italian Wars and what would have led to the Treaty of Madrid in 1526 which saw the French King, Francis I lose his claim to the title of Holy Roman Emperor and a severe weakening of the Kingdom of France as a whole.
However, this is not that timeline, as an agent from a time beyond had disrupted these events by assassinating Emperor Charles V shortly after the Battle of Pavia and before the Treaty of Madrid could be signed. The assassination sent waves through the combined lands, with no heir the succession became a crisis unheard of. Although his brother, Ferdinand I, at the time Archduke of Austria managed to keep things together for a time it became apparent that discontent was brewing.
In the following years the balance of power in Europe teetered as Ferdinand attempted to hold his empire together through strategic alliances however the growing tide of Protestantism within Europe became the straining force that broke things. In 1526 during the Battle of Mohacs the Hungarian King, Louis II was killed in battle. Succession for his title was given to Ferdinand I as Louis II had no known heirs and the near loss of the Empire to the Ottomans until the Siege at Vienna in 1529 had complicated things greatly, the nobles eventually believed that this had been a ploy by Ferdinand I to cease greater legitimate claim to the Holy Roman Emperor title by acquiring the Kingdom of Bohemia a major part of the Holy Roman Empire at the time.
This discontent grew and manifested when the disgruntled Protestant movement merged with the Bohemian conspiracy movement becoming the Anti-Hapsburgian League. A relative unknown would come to lead this movement, a young and charismatic leader called Janos Wass whom claimed to be the secret true heir to the Bohemian crown and a rightful contender for the title of Holy Roman Emperor. Though Ferdinand I attempted to quash this uprising his attention became divided when the recovered Kingdom of France began pressing against the Hapsburg lands in Catalonia and the low countries.
It was during this time the weakness in both France and the Hapsburgs was observed by the Italian states, having been under the thumb of the Holy Roman Empire or Spain or both for some time, many saught independence. The Kingdom of Naples in the south managed a remarkable secession gaining favour with the Papacy citing the failure of Ferdinand I to deal with the Protestant movement in the empire to gain favour and prevent it from spreading into Italy.
Meanwhile in the North, the Venetian Republic had stirred sentiments of independence throughout the other Northern Italian states, one by one declaring their independence and forming a coalition; Trent, Florence, Genoa & Savoy. The last of these would be the Duchy of Milan which would have seen it turn on its former French rule however in 1535, Francesco II Sforza died. Francesco II Sforza was heirless and with Milan seemingly on the turning point towards independence a power vacuum had formed in which many interested parties saw it as a decisive location from which to assert where power would lie in the coming years within Europe.
For Spain and the Catholic subjects of the Holy Roman Empire, led by Ferdinand I it was a clear sign that bringing Milan into the fold would help ensure the stability of the Empire, reigniting Catholic fervor in the region and re-establishing positive relations with the Papacy.
For the French, led by Francis I, it was an unquestionable matter of survival, if Milan fell to the Hapsburgs it would effectively serve as an encirclement of France with Spain to the South, Milan in the South East, the HRE in the East and the Low countries in the North-East.
The English, led by Henry VIII saw Milan as a chance to assert a new foothold within Europe, ensuring Milanese independence would help push the Protestant movement, weaken both the French and the Spanish and open up economic opportunities within the more inner portions of continental Europe and possibly help lead to a cascade of independence against the great powers on the continent which would similarly look to England for alliances.
To those of Bohemia following Janos Wass taking Milan would undoubtedly cement his position as rightful ruler of the Empire, helping fuel the Protestant reformation in the Holy Roman Empire and severing the perceived unnecessary ties to the Papacy, it would also shift power away from Austria which would be viewed as traitorous for siding with Ferdinand I and instead towards Bohemia.
The Ottomans, led by Suleiman I, who were still reeling from the defeat in the Siege of Vienna seven years prior saw Milan as an opportunity to amend the mistakes of the past, though siding with the French with the intention of overpowering the Hapsburgs Milan could serve as a spearhead from which the Ottoman's influence into Europe could spread further than ever before, threatening the Papacy directly and severing Ferdinand I's lands in two.
The Coalition of North Italian States, led by the Andrea Gritti, knew this chance could not go ignored, seeking to install a local and loyal successor to Francesco II they would ensure the completion of a barrier of alliances both against the domineering rule of the Papacy to the South and the unwelcomed advances of the French and Spanish to the North.
Lastly, the now Independent Kingdom of Naples, led by Antoine I, the appointed King of the Neapolitans, viewed as being the most legitimate to the crown. Antoine I had personally assisted in leading the independence movement, viewing it as an opportunity to help further push his own home Duchy of Lorraine into independence from the Holy Roman Empire. Antoine I saw Milan as an important stepping stone in his goals, with the Papacy backing him above all others the push of the Kingdom of Naples into Northern Italy would allow for a new great power to emerge on the world stage.
===Main Story===
The plot of Command & Conquer G is largely dependent on which side the player decides to join, the plot generally follows the player's chosen faction pushing into Italy and the surrounding areas of Southern France, the German and Austrian regions of the Holy Roman Empire and the Ottoman controlled parts of Eastern Europe where appropriate. Some campaigns follow similar events such as the French and Ottoman campaigns running parallel until the attempted pivot by the Ottomans. Although the player will generally face every other campaign's faction at least once in general either the Kingdom of France (for the Spanish and Neapolitan campaigns) or the Holy Roman Empire (for the French, Bohemian and Italian Coalition campaigns) or both (for the English and Ottoman campaigns) will pose as the major obstacle for the player. As such territorial changes for these groups of campaigns will tend to follow one of three outcomes; French dominance, Spanish dominance of a stalemate until the player's faction intervenes.
The game also features a degree of branching mission options although this does not effect what ending the player will get as these missions are considered to happen consecutively.
Ultimately the player's decision as to which faction to side with will dictate the outcome of the conflict.
==Gameplay==
Command & Conquer G (CCG) features many similarities and differences from prior mainline entries in the series. Overall it retains a top-down perspective on a grid system with Strategy gameplay where the player is tasked with commanding an army or armies and constructing and maintaining bases of operations while completing whatever task they're required to complete for that given map.
Unlike its predecessors, CCG has a much greater focus on resource management. Due to the changed setting, the game no longer requires the player to build a Power Plant-like structure to maintain the functionality of their other buildings, rather the player needs to acquire several resources needed for unit construction; Food (via Farms), Lumber (via Logger's Camps and Forests), Stone, Ion and Gold (via Mines) and Horses (via Stables and Wild Horses).
Combat is largely similar to prior games with the player able to select and control a wide variety of units which have different matchups with one another. Each faction also features slight distinctions on these units and can include unique variants for some which can vary wildly from their other faction counterparts. Like prior games the player can select a single unit or drag to select multiple units, double clicking will select all units of the specified type within a given area. The player can also group units into Regiments which allow the player to more easily control distinct sets of units during a conflict involving large amounts of forces.
The player will also come across neutral factions represented by tribes, villages, townships and castles. The player can attempt to take these over, acquiring a boon in resources and sometimes other bonuses or attempt to barter with them to exchange goods or even form an alliance giving the player access to Mercenaries from that neutral faction.
===Building Types===
An important aspect of Command & Conquer G is buildings, much more so than prior games as there is generally less emphasis put on making use of limited units. The game offers a wide variety of buildings that fall under one of six categories;
* Administrative Buildings (Admin) - These are the buildings which provide the player with information about their environment as well as the Marshal Fort a critical structure as it allows other buildings to be constructed.
* Resource Acquisition (Gather) - The primary buildings used for the acquisition of materials, they vary in functionality and their effectiveness can be determined by the location they're placed. Some buildings such as the Logger's Camp and Stables require the player to place them with access to that building's respective resource while others such as the Farm and Mines are able to generate their resource on their own.
** Resource Storage (Storage) - Although considered a separate set of buildings, these serve to support the Resource Acquisition Buildings, they're necessary for increasing the maximum capacity the player has for each resource and particularly for larger missions which see the player needing to field large armies can be essential in achieving that.
* Unit Creation (Units) - These buildings provide the player with the ability to generate more units, depending on the building will dictate what sort of units can be created. Notably, should the player capture an enemy's version of these buildings they will be able to create unique variants of units that building may provide that the player would not normally have access to.
* Research (Research) - Research Buildings are necessary for advancing the player's own technologies, they also can improve the output of existing buildings and qualities of new units. Some missions revolve around making use of these buildings and particularly for larger missions they can be extremely helpful in giving the player an edge over their enemies.
* Support Structures (Support) - These are primarily defensive constructs which provide physical barriers or stationary attacking stations for the player, they're particularly useful when the player has to move their army a considerable distance from a base and thus leave it open to possible ambushes. The increased defensibility can also apply to units stationed within the area of effect for these structures making them much more efficient and able to take hits more effectively.
Building 	Category	Cost 	Description
Marshal Fort 	Admin 	0W/0S/0I/0G 	The Marshal Fort is the primary building of any base, it provides the ability to construct more buildings at the cost of the resources needed for that building. The structure has naturally high defence and HP compared to other buildings and destroying it prevents the base from having any other buildings constructed.
Scouting Tower 	Admin 	30W/0S/0I/10G 	The Scouting Tower is a useful structure in surveying the surrounding area, it can clear fog of war for a considerable radius around itself and can have the greatest range from any other building although is unable to be used as the proximity for other buildings. Scouting Towers also provide the player with a clear view of their targeted region of the map allowing the player to see where enemies are well before they can spot the Scouting Tower.
Explorer's Guild	Admin 	20W/20S/10I/100G	The Explorer's Guild is a very useful building and serves as the baseline for upgrading Terrain alongside its Research counterpart in the Lord's Manor. The building provides the player with information on the quality of soil for Food, Stone, Iron and Gold and also acts as the trade hub with neutral villages once built. It is also a fairly defensible structure.
Farms 	Gather 	10W/0S/0I/0G 	Farms are one of the simplest means of providing the resource of food to the player, a Farm's quality and therefore output depends on the terrain. Different factions have different types of Farms meaning the optimal location for a farm can differ from one faction to another.
Logger's Camp 	Gather 	5W/0S/0I/0G 	Logger's Camps are the simplest method of obtaining the resource of wood, useful for building as it is often the primary resource for constructions but also when acquiring Siege Artillery units.
Mines 	Gather 	20W/0S/0I/0G 	Mines are a useful building for acquiring several resources as they can provide access to Stone, Iron and Gold depending on the location. Mines are generally able to provide at least two of the three resources they can process although without the Explorer's Guild it is unlikely for the player to find an appropriate location where all three can be acquired.
Stables 	Gather 	10W/0S/10I/15G 	Stables are the method of acquiring the resource of Horses which are necessary for generating Cavalry units an important element of the player's army. Like Wood, Horses are visible on the map although are distinct as unlike Forests which are stationary and gradually expand over time if left unattended, Horses will increase their population while moving about the map, they tend to stick close to their initial starting location however.
Spice Farm 	Gather 	30W/0S/0I/20G 	Spice Farms are a comparatively more expensive Farm which follows a wholly separate terrain from regular Farms, in addition to producing food they also produce gold due to the lucrative quality of their produce. Unlike regular Farms, Spice Farms across all factions follow the same terrain quality often making territory where these buildings are most effectively more contestable.
Granary 	Gather 	25W/10S/10I/15G 	A general upgrade over Farms, Granaries use the same terrain bonuses and produce Food at a much greater rate, Granaries are also more resistant to non-Siege based attacks from enemies.
Sawmill 	Gather 	40W/0S/15I/20G 	A general upgrade over Logger's Camps, Sawmills are able to produce a much greater amount of Wood from the same forest than a Logger's Camp would be able to making them more efficient.
Quarry 	Gather 	10W/50S/0I/30G 	An upgrade over Mines for Stone, Quarries are only able to extract stone from a given location although do so at a much greater efficiency, their larger size also allows for a greater catchment area. Quarries are extremely difficult to destroy and they leave a considerable depression in the terrain if done so as such it is more advisable to convince a Quarry building to change allegiances.
Forge 	Gather 	0W/25S/50I/30G 	An upgrade over Mines for Iron and Gold, Forges have many of the same qualities as Quarries but applied to Iron and Gold resources rather than Stone. Forges are not as defensible however although their sturdy walls provide considerable defence and are one of the most difficult buildings to destroy comparable to the support structures.
Storage Silo 	Storage 	35W/15S/20I/20G 	A storage location for food gathered, it increases the overall capacity the player can hold on a given map allowing for increased army sizes.
Storage Yard 	Storage 	45W/0S/30I/20G 	A storage location for wood and stone, it increases the overall capacity the player can hold on a given map.
Storage Tower 	Storage 	10W/50S/20I/50G 	A storage location for iron and gold, it increases the overall capacity the player can hold on a given map.
===Unit Types===
TBA
==Map Editor==
Like prior Command & Conquer games, Command & Conquer G features an in-game map editor allowing players to create custom maps, this includes editing and modifying terrain, placing structures and enemy units as well as setting objectives. The Map Editor also features a number of secrets referencing prior Command & Conquer games including the game's eighth faction (which becomes unlocked when the player completes the corresponding mission in the main story) and some Easter eggs in the form of unique enemies.
==Trivia==
*The game is the first mainline entry since 2010's Command & Conquer 4: Tiberian Twilight not counting the 2020 Remaster of Command & Conquer and Red Alert
*The decision to set the game during a new time period was to help distinguish this era from prior Command & Conquer games and due to the mixed reception towards Command & Conquer 4: Tiberian Twilight
*Command & Conquer G features the most playable factions in a mainline Command & Conquer entry not counting add-ons with seven
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