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Mandate

Level 5
Joined
Jul 4, 2023
Messages
57
MANDATE - V2
World at War (I revamped it)
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Mandate Lore :

In the world of Mandate, 3 Nations fight for power. 3 continents at the brink of their long standing Cold War, melting down to open conflict.
Three Nations at the crossroads, each armed and ready to fullfill their agenda.

They all vye for power, and will stop at nothing to gain it.
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Mandate Gameplay :

The United Patrofic Coalition (UPC)

12 years ago, following the devastating July 18 attacks on Marina Base and Patriot Harbor, the nations of Patrofica, Commencia, and the United Vetarian Front, united and formed the United Patrofic Coalition. Under the new Coalition, the UPC intends to take revenge for the July 18 Attacks, and to further their goal of expanding Democracy across the world.

Now, the UPC acts as the spearhead of the western world, holding off the Autorian forces to the East, and the Tel Empire to the West. The Coalition itself is run by the Federal President, who manages the politics, whilst the Army is run by the Kost-Militar, the highest general. Their forces are feared, their planes and tanks secure dominance, all whilst the otherside grows weary and paranoid.

UPC - Gameplay
The UPC specializes in powerful vehicles. Early game, their units can be very expensive for their economy, with them being forced to be more tactical in order to preserve their resources. Late game however, with a good economy, UPC players can afford the powerful vehicles of the faction, such as the Shieldguard, Overseer, etc.

Overall, UPC units are quite strong but require a big economy to support them.
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The Tri-Autorian Republics (TAR)

Following the UPC's declaration of War on the Tel Empire, the Tri-Autorian Republics began rapidly mobilizing, fearing the Tel Empire might set their sights to the East next, or the newly formed UPC might take this oppurtunity to further their goals of expanding democracy onto the Eastern Continents. Under this rapid change, the Tri-Autorian Republics has taken matters directly into their own hands, sending troops it what was once proxy wars.

The Tri-Autorian Republics are a massive empire to the east, driven by an ideology known as Autovanism, which advocates for full state control, and that society should be divided into two classes, the Ideos (Upper, Educated Class) and the Labros (Lower, Manual Class). The Tri-Autorian Republics maintain these 2 classes thanks to the Anterni, ideologically indoctrinated soldiers devoted to maintaining the regime, and the power of the Ideos.

TAR - Gameplay
The TAR specializes in cheap infantry and vehicles, and powerful infantry late game. Their units are relatively cheap, but much weaker, and so are their basic infantry. However, late game, the TAR can get upgrades to unlock powerful infantry, such as the Psyker, the Champion, etc. Each excels in their own field, such as strength, magic, etc. The TAR also have access to powerful sky units, such as Drones, Hoverfactories, etc, making AA essential in warding them off.

Overall, the TAR have cheap but weak vehicles and infantry, but get more powerful in the late game.
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The High Tel Empire (HTE)

The Tel Empire, which had long been isolated and cut off from the rest of the world, had finally emerged upon seeing the might of the Patrofic Coalition, and the Tri-Autorian Republics. Envying their power, the Tel Empire rapidly industrialized, and formed colonies in the Eastern Continents. After this, they began heavy biological research, and in the fateful day of July 18, 794 ACE (After Chaos Era), they attacked Marina Base and Patriot Harbor, starting the collapse of the cold war.

HTE - Gameplay
The HTE specialize in powerful land creatures, and fast units. The speed of their tanks and creatures are unmatched, however, such quality take time. Their units take longer to build than normal, and their buildings are much slower to make, as they have not adopted construction techniques from factions such as the UPC or TAR. In both Early Game and Late Game, it will be hard to make units, so the Tel Empire is encouraged to be much more defensive., late game however, they are encouraged to be agressive, with their tanky and fast units.

Overall, the Tel Empire have fast units that take longer to produce, and are intially defensive, before being agressive.
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Notes

Rn im making a map to test out if this Idea would actually be fun, Im mostly finished on the units for the Patrofic Republics, and am beginning to work on the Yamato Authority and Ruhn Imperium.

Most of the Models for the Units are from General Frank, cause I really like his models.
Mandate's lore and factions also take very direct inspiration from the Factions for his Models.
Suggestions for if I should rework anything for the Factions is very much appreciated.

Anyways, see yall later!

Notes V2
I sort of renamed the Yamato Authority into a new faction, the Tel Empire.
I also combined both the FOST coalition faction and the Ruhn Empire into TAR
I also retconned alot more things, modified the gameplay descriptions, and finished working on the V1 of the map.

Nots V3 - Added the World map of Mandate (Red is the Tri-Autorian Republics, Blue is the United Patrofic Coalition, and Yellow is the High Tel Empire.)
 

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Current Unit something I dunno

Infantry : Weak against Tanks and Air but strong against Artillery
Tanks : Weak against Artillery bust Strong against Infantry and Air
Artillery : Weak against Air and Artillery, but strong against Tanks
Air : Weak against Tanks, but strong against Infantry and Artillery

Im still figuring this out tbh
 
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