Confederacy of Nationalists

**Dev. Status** | Conceptual

*Advancing I go!*

*For a shady world we'll bring the Sun;*

*Advancing I go!*

*For an empty Heaven, we'll bring God!*

- "Hymn of the Confederacy of Nationalists", popularized by Spanish CoN troops fighting in Eastern Europe.
The **Confederacy of Nationalists** is based on the Revolutionary United Nationalists by Galgus, adapted for Blue Alert as an Alliance mirror to the Communist Revolutionary Vanguard. A special task force meant to cause trouble in the Comintern's back yard, the Confederacy of Nationalists are terrorists to some and freedom fighters to others; but they are hardcore opponents of Russo-American Proleterianism and have vowed to fight them wherever they can.

## At a glance

 **Intended Players** | People who like raid focused gameplay

## Gameplay mechanics

The CoN use a Airborne Construction Platform to construct their non-defense buildings and super-weapons, which flies at a slow but steady rate over the battlefield. It must land to begin construction with its SPAM templates

The CoN construct their defenses out of an underground and thus invisible and immobile secret base called the Underground Central.
This building produces Defense Nodes which fly over the battlefield to land and deploy into Tower Bases, which the CoN build their turrets on.

Additionally, all CoN non-super-weapon buildings can be upgraded into underground\* structures with entrances hidden by camouflage, making them invisible and better armored. Defenses are defaultly capable of hiding underground and surface to attack.

(The upgrade cost and time is equal to half the cost and time of the production of the building.)

(\*In the case of sea structures, they become camouflaged underwater structures.)

However, the invisibility of these buildings and the Underground Central base will not prevent your enemy from noticing a unit popping up out of nowhere.

It is important to note that while un-ugraded CoN production structures have repair drones, their underground versions do not: instead they repair/ heal units hiding in them at a very fast rate.

CoN non-defense buildings cost less than those of other factions, but are also more frail.
Tier System

The CoN has two tiers of units: tier 1 units can be built as soon as their production structure is.

Tier 2 units require their production building to be upgraded into its underground form and a Tactical Uplink anywhere on the map to be constructed.

While not technically a separate tier, Futuretech units are distinct in their requirement of Threat points as well as Credits to be built, and are commissioned at the Tactical Uplink.

## Unique Faction Mechanics

### 1

The CoN. are unusual in that all their non-defense non-superweapon buildings generate some amount of power instead of consuming it. They use this power for upgrades, protocols, and some units: they are reliant on good use of this power to stand against other armies as they are weak without power.

All upgrades/unlocks that consume power can be toggled off after three minutes, freeing up power for another use.

The Underground Central, a structure responsible for building CoN base defenses, can also maintain up to two unit upgrades, which globally buff the units they specify in varying ways.

The Intelligence Center, which reduces the time it takes for removing an upgrade to be available, can maintain up to two Protocol unlocks: and multiple Intelligence Centers further reduce the upgrade removal wait time up to 3X the normal rate with two Intelligence Centers.

Their buildings are less expensive, but more frail than those of other factions: and can be upgraded into concealed underground versions which cloaks them, makes them considerably more durable, and slightly increases their power output.

### 2

Additionally, the CoN use a special "Threat" resource, which is gained by destroying enemy assets. These Threat points are required for the CoN to purchase powerful Futuretech units: although some amount of Credits are still required.

These units and are purchased at the Tactical Uplink building.

## Confederacy of Nationalists Patriot Divisions

### Defenses

Note: CON defenses are meant to be fairly easy to handle when fought correctly, but powerful when fought the wrong way- they all have Achilles heels. (Unlike the Achilles unit.)

Also, all CON. defenses (aside the Hideout) have the secondary ability to go underground and emerge from there: allowing them to increase their durability and cloak themselves by going underground: but they cannot fire in this mode.

(In the case of aquatic turrets, they retract and cover themselves in fiber optics panels.)

CON defenses consume no power when underground.