Unification Concordiat

**Dev. Status** | Conceptual

*"I look inside myself and see my heart is black*

*I see my red door and must have it painted black*

*Maybe then I'll fade away and not have to face the facts*

*It's not easy facing up when your whole world is black"*

- "Paint it Black", the Rolling Stones

## At a Glance

 **Visual Themes** | Straight lines, checker patterned black & white coloring, angular designs.

## Background

*"The Speed of the Horse,
The Toughness of the Wall,
The Reach of the Word,
The Wisdom of the King"*

- ...

## Gameplay

### Build Mechanic

The Concordiat Castle-Bunker constructs structures in the Allied method (although significantly faster), but only has a build zone for one structure. Each building must be packed up and towed by an Undesirable Hauler. You start out with two, but more can be built from a Castle-Bunker. However, once the structure is upgraded it can't be towed.

All other structures produce a build radius for turrets that varies with each building (the Hall of the Rook, for example, has the largest build radius). Each Hall builds at least one turret or defensive structure.

### Power Mechanic

Instead of a large general power grid. The Concordiat Plasma Energy Source Hub instead projects an energy radius that powers every structure in range and are much quicker to build. But if its destroyed all nearby structures shut down.

### Tier Mechanic

The Concordiat upgrades their tier via upgrading each of the Quarters twice, first upgrade transforming them into a defense structure and the second upgrades them into their tech building. Starting with the Pawns that, once upgraded, allows the commander to build Knight, Rook, or Bishop Quarters, and once one of them is upgraded the Queen can be built. And every Quarter is upgraded to their tech building a Queen can be upgraded into the Science Foundation, their support superweapon, after which one Castle-Bunker can be upgraded into the Tokamak, the Concordiat superweapon, and unlock their epic. However, with exception of the King and Queen, once upgraded the Quarter is unable to build units or be towed anymore.

### Unit Classes

Instead of creating different structures to house and construct different types of units, like the barracks or war factories of other factions, The Concordiat divides its forces into six classes, or caste, no matter a unit type, which has specific roles and attack options which gives the player both a clear knowledge of unit's capabilities and the drawbacks, and builds Quarters for each of these castes (each of which draws it's name and inspiration from a chess piece) in the field. While each is specialized in one unit type, all train a mixture of vehicles, defenses (in fact all of their defenses are derived from each caste), and infantry, all created within one-use, amphibious, moving crates (allowing them to create naval units on land and vice-versa). And combined assaults of units of several classes is a key element for the success in the battle. The classes are:

* File:ClassPawnLogo.png **Pawn**: The basic units. Pawns statistics are balanced but doesnt stand out in any aspect. Their primary role is to offer a decent combat force in the early stages of the game and as a cannon fodder for enemy attacks.

* File:ClassKnightLogo.png **Knight**: The offense-specialized units. Knights are best in the assaults, speeding forward and dishing out a lot of damage up close. However their resistance is not very high and range is below average, needing them to get very close to enemy to attack.

* File:ClassRookLogo.png **Rook**: The defense-specialized units. Rooks are best in holding the ground and making sure no one gets past them by any means, even irradiating the area. While their durability are great, its their firepower that is lacking, and movement options are varying.

* File:ClassBishopLogo.png **Bishop**: The long-ranged and support units. Bishops are typically either artillery units or repair and support units, helping friendly units in all manners. They are typically long-ranged with great firepower but they have little to no armor at all.

* File:ClassQueenLogo.png **Queen**: The elite units. Queens are typically the best units Concordiat has, the de facto one-man-army units that can wreak havoc if they get into enemy formations. They are great in all aspects, its only their cost and training/building time that limits their use for only a few of units on one battlefield.

* File:ClassKingLogo.png **King**: The command units. Kings are the leaders of the operations and are the smallest class that goes to the battle. Only the MCV, Undesirable Hauler, VIP unit are falling into this class.

## Unification Army

### Kings

leaders of the operations, simple scout, and the logistic forces forming the smallest caste that goes to the battle. Only the MCV, Undesirable Hauler, and basic structures and walls/gate falls into this class. And all can only be built within the Castle-Bunker.

### Pawns

Formed from the eager recruits and conscripts of the Concordiat. Pawns are rather balanced if rather inferior in general. Their primary role is to be the main combat force in the early stages of the battle before turning into cannon fodders as the Concordiat brings their main army.

### Knights

Armed with the heaviest Concordiat weapons best in the assaults, the Knight caste focuses on building up a force that can rampage through the enemy's base and force once they have been knocked down, speeding forward and dishing out a lot of damage up close. However their resistance is not very high and range is below average, needing them to get very close to the enemy to attack, often having the Rooks, or failing that the Pawns, shielding them.

### Rooks

Dedicated to protecting the cities and fortresses of the Concordiat from siege, and fortifying new land that the other caste takes. The Rooks are best in holding the ground and making sure no one gets past them by any means, even irradiating the area. While their durability are great, its their firepower that is lacking, and movement options are varying.

### Bishops

Named after the clergy of old, the Bishop caste are trained to either strike the enemy from afar or support their forces. Their weapons tend to do more direct damage, and are typically either artillery units or repair and support units, helping friendly units in all manners. They are typically long-ranged with great firepower but they have little to no armor at all.

### Queens

The Concordiats elites. The Queens are typically the best units Concordiat has, the de facto one-man-army units that can wreak havoc if they get into enemy formations. They are great in all aspects, its only their cost and training/building time that limits their use for only a few of units on one battlefield.