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* ''VideoGame/EndWar'': Spetsnaz Guard Brigades (Powerhouse), Joint Strike Force (Balanced), European Federation Enforcer Corps (Subversive).

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* ''VideoGame/EndWar'': Spetsnaz Guard Brigades (Powerhouse), Joint Strike Force (Balanced), European Federation Enforcer Corps (Subversive). SGB are the plodding, heavily-armoured MightyGlacier to the EFEC's rapid, lightly-armoured FragileSpeedster, and the JSF are middle of the road with a focus on precision.
** There are also Batallion types enforced by the ArbitraryHeadcountLimit. Armoured (Powerhouse) specialise in TankGoodness and MoreDakka, capable of fielding lots of tanks and artillery perfect for meatgrinder battles and cracking open fortified positions, but they are vulnerable to gunships and their own lack of gunships means they have few options for dealing with enemy artillery short of shooting back with their own; Armoured excels at open field battles but struggles in built-up areas. Airborne (Subversive) uses large numbers of gunships and riflemen to swarm an enemy with DeathFromAbove while cloaked riflemen run around the enemy backlines harassing the uplinks. This gives them a lot of momentum but the lack of artillery and tanks means they lack the firepower to fight head-on or crack a fortified area, thus they tend to crack quickly outside of urban or wooded areas. Tactical (Cannons) are the artillery specialists, but they also have a lot of riflemen for spotting duties; this gives them incredible power at longer ranges but they also have just enough tanks and gunships to defend their precious field gun park: where they lack is mobility, as they have only a single transport unit, so when they need to reach out and go on the offensive, [[GlassCannon that artillery park becomes vulnerable without entrenched infantry around them]]. Assault (Balanced) is the JackOfAllTrades Batallion choice with no clear weakness, while Mechanised (Balanced) offers many transport and engineer units that are [[LightningBruiser highly mobile, difficult to dislodge once entrenched and quite impervious to enemy air attack]] - however their lack of gunships and artillery make them a CloseRangeCombatant who have little option against enemy artillery besides running away.
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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): GDI (Balanced), Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse).

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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): GDI (Balanced), (Balanced)[[note]]Ironically enough. GDI have a reputation both in-and-out of Universe for being somewhat blunt in their methods[[/note]], Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse).

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* ''VideoGame/TheBattleForMiddleEarth'': Dwarves and Isengard fit Powerhouse, with mighty shock troops and hefty upgrades that take time. Goblins fit Subversive, focusing on fast-moving cheap infantry and enhanced maneuverability. Elves fit Cannon, due to their archery focus and powerful ranged upgrades. Men of the West and Angmar both generally end up as Balanced, with versatile troop layouts (though they go about it in very different ways; Men are very tactically basic and easy to learn while Angmar is all about wacky specialized units to deal with anything). Finally, Mordor's cheap orc armies, needless to say, fit them into the Horde.

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* ''VideoGame/TheBattleForMiddleEarth'': ''VideoGame/TheBattleForMiddleEarth'':
**
Dwarves and Isengard fit Powerhouse, with mighty shock troops and hefty upgrades that take time. Goblins fit Subversive, focusing on fast-moving cheap infantry and enhanced maneuverability. Elves fit Cannon, due to their archery focus and powerful ranged upgrades. Men of the West and Angmar both generally end up as Balanced, with versatile troop layouts (though they go about it in very different ways; Men are very tactically basic and easy to learn while Angmar is all about wacky specialized units to deal with anything). Finally, Mordor's cheap orc armies, needless to say, fit them into the Horde.Horde.
** The Edain mod breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.
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* ''VideoGame/IronHarvest'': Polania (Subversive), Saxony (Balanced), Rusviet (Powerhouse).

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* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favour. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.

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* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favour.favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.



* '''Cannons''' - The offensive extreme of the Powerhouse. They rely on high offensive abilities, at the expense of their defensive abilities that are quite limited. As a result, they generally can't handle other forces head-on, and they instead use a combination of burst damage hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units and artillery, leaving traps, or otherwise "cheating" to get the upper hand. They are not particularly strong or weak at any part of the game; it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.
* '''The Horde''' - An extreme version of the Subversive. Relying on large numbers of weak, easily massed units to overwhelm enemies through sheer numbers. Unlikely to have any strategy beyond changing the types of units they mass to best combat the enemy. Probably not using many special powers, but if they do it'll be abilities that make them stronger. The Horde is generally the fifth faction in a five-factions scenario.

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* '''Cannons''' '''[[GlassCannon Cannons]]''' - The offensive extreme of the Powerhouse. They rely on high offensive abilities, at the expense of limiting their defensive abilities that are quite limited.abilities. As a result, they generally can't handle other forces head-on, and they instead use a combination of burst damage hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units and artillery, leaving traps, or otherwise "cheating" to get the upper hand. They are not particularly strong or weak at any part of the game; it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.
* '''The Horde''' '''[[ZergRush The Horde]]''' - An extreme version of the Subversive. Relying on large numbers of weak, easily massed units to overwhelm enemies through sheer numbers. Unlikely to have any strategy beyond changing the types of units they mass to best combat swarm over the enemy. Probably not using many Their main weakness is splash damage and optimized swarm tactics, but with sufficient numbers and mass upgrades, they can easily charge in and interrupt the enemy... forever. They typically have few special powers, but if what they do it'll be have consists of abilities that make them stronger.can buff oceans of armies at once, [[WeHaveReserves or sacrifice a few pawns out of a warehouse]] for tactical benefit. The Horde is generally the fifth faction in a five-factions scenario.



* ''VideoGame/StarCraft'': Protoss (Powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (Subversive) rely upon a properly balanced mix of great numbers, with one main spell caster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, allowing very liberal use of sneak attacks. Terrans (Balanced) stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzy

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* ''VideoGame/StarCraft'': Protoss (Powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (Subversive) (Subversive/Horde) rely upon a properly balanced mix of great numbers, with one main spell caster spellcaster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, increase, allowing very liberal use of sneak attacks. Terrans (Balanced) stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzyfrenzy
* ''VideoGame/Starcraft 2'': In the campaigns:
** Zerg can choose between sticking to their Horde roots with biochemical suicide bombers and splitting ''Ultralisks'', or boost their army to Balanced with defensive upgrades and resistances to ensure their horde can make it to the target.
** Protoss can choose between three factions of units: the Khalai, the usual powerhouses, the Daelaam, the subversive Jedi-Ninjas with quicker-but-weaker attacks, and the Tal'darim, who personify GlassCannon with their self-destructive philosophy of 'jailbreak it for DPS until it hurts'.
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* ''VideoGame/CivilizationBeyondEarth'', the SpiritualSuccessor to ''Alpha Centauri'', has the three Affinities - three potential paths of development for human colonists of an alien world to overcome NoBiochemicalBarriers. Note that the different Sponsor bonuses and playstyles can all be worked differently so there is a lot of variation, but broadly:
** Purity (Powerhouse) is the philosophy of altering the planet to fit humans, while celebrating human history and physiology. Transhumanism is largely rejected but with their vast array of vehicles and battlesuits, you won't be needing them. Purity is all about big guns and overwhelming power. Purity units can gain a lot of powerful offensive or defensive perks (but only one or the other), things like extra attacks, splash damage and bonus damage per unused movement point (i.e, if you are right up close to an enemy unit when you attack, you will wallop it), or becoming rock-solid on the defence and cities become borderline impregnable.
** Supremacy (Balanced) is the philosophy of altering humans to become independent of the planetary biosphere, making use of cybernetics and nanotechnology to gradually leave behind biological forms. Supremacy makes heavy use of unmanned drones and combat robots, but at higher levels [[{{Cyborg}} the distinction between them and the human units becomes elementary]]. Many Supremacy units get bonuses from flanking or being adjacent to a friendly unit, and they also gain ultra-fast roads between cities and a satellite connection to every Firaxite site in the world, including ones in enemy territory.
** Harmony (Subversive) is the philosophy of altering humans to fit into the alien environment using gene-splicing and genetic modification. Harmony units gradually even begin to resemble alien lifeforms, and it reflects in their tactics, using the native terrain and domesticated alien life, eventually moving up to homebrew bioweapons. Harmony is generally weaker than the other two but they can heal and fight better in Miasma and ignore rough terrain for rapid travel or become extremely strong when striking in isolation. Note that Harmony does not necessarily have to play nice with the local fauna, but you will have a much easier time fighting in their turf.
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** Throughout the series, the general rule is that the Soviet Union is a Powerhouse while the Allied Nations are Subversive, although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines; the disparity is far more glaring in the first game, while the second game makes it far more even.

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** Throughout the series, the general rule is that the Soviet Union is a Powerhouse while the Allied Nations are Subversive, although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines; the submarines. The disparity is far more glaring in the first game, game to the point it's almost game-breaking in multiplayer, while the second game makes it far more even.even while maintaining what makes each faction distinct.
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* Throughout the series, the general rule is that the Soviet Union is a Powerhouse while the Allied Nations are Subversive, although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines; the disparity is far more glaring in the first game, while the second game makes it far more even.
* ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'' adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality. So it is Soviets (Powerhouse), Allies (Balanced), Yuri (Subversive).

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* ** Throughout the series, the general rule is that the Soviet Union is a Powerhouse while the Allied Nations are Subversive, although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines; the disparity is far more glaring in the first game, while the second game makes it far more even.
* ** ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'' adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality. So it is Soviets (Powerhouse), Allies (Balanced), Yuri (Subversive).

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* ''VideoGame/CommandAndConquerTiberianDawn'': Global Defence Initiative (Powerhouse) and Brotherhood of Nod (Subversive) - A rare example of the good guys being the Powerhouse.
* ''VideoGame/CommandAndConquerRedAlert'':
* ''VideoGame/CommandAndConquerRedAlert2'': Soviets (Powerhouse) and Allies (Subversive). Although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines.
* ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'': Adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality. So it is Soviets (Powerhouse), Allies (Balanced), Yuri (Subversive).
* ''VideoGame/CommandAndConquerTiberiumWars'': GDI (Powerhouse), Scrin (Balanced), to Nod (Subversive).
* ''VideoGame/CommandAndConquerRedAlert3'': [[PlayingWithATrope It's somewhat complicated here]]. The Empire Of The Rising Sun has the weakest units, making them the Subversive faction. The Allies are Balanced, with a strong, straightforward army and powerful force multipliers. Soviets are Powerhouse, as usual. However, this is only for ground-based combat. In the air, the Allies are Powerhouse, the Soviets are Balanced, and the Empire is Subversive, while on the water the Allies are the Subversive, the Soviets are Balanced, and the Empire is Powerhouse.

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* ''VideoGame/CommandAndConquerTiberianDawn'': Global Defence Initiative (Powerhouse) and Brotherhood of Nod (Subversive) - A rare example of ''VideoGame/CommandAndConquerRedAlertSeries'':
* Throughout
the good guys being series, the Powerhouse.
* ''VideoGame/CommandAndConquerRedAlert'':
* ''VideoGame/CommandAndConquerRedAlert2'': Soviets (Powerhouse) and Allies (Subversive). Although
general rule is that the Soviet Union is a Powerhouse while the Allied Nations are Subversive, although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines.
submarines; the disparity is far more glaring in the first game, while the second game makes it far more even.
* ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'': Adds Revenge'' adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality. So it is Soviets (Powerhouse), Allies (Balanced), Yuri (Subversive).
* ''VideoGame/CommandAndConquerTiberiumWars'': GDI (Powerhouse), Scrin (Balanced), to Nod (Subversive).
* ''VideoGame/CommandAndConquerRedAlert3'': [[PlayingWithATrope It's
** In ''VideoGame/CommandAndConquerRedAlert3'', it's somewhat complicated here]].here. The Empire Of The Rising Sun has the weakest units, making them the Subversive faction. The Allies are Balanced, with a strong, straightforward army and powerful force multipliers. Soviets are Powerhouse, as usual. However, this is only for ground-based combat. In the air, the Allies are Powerhouse, the Soviets are Balanced, and the Empire is Subversive, while on the water the Allies are the Subversive, the Soviets are Balanced, and the Empire is Powerhouse.Powerhouse.
* ''VideoGame/CommandAndConquerTiberianSeries'': Generally, the Global Defence Initiative is rare example of the good guys being the Powerhouse, with the villainous Brotherhood of Nod being Subversive. ''VideoGame/CommandAndConquerTiberiumWars'' adds the Scrin, who are comparatively Balanced next to GDI and Nod.
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* ''VideoGame/TheBattleForMiddleEarth'': Dwarves and Isengard fit Powerhouse, with mighty shock troops and hefty upgrades that take time. Goblins fit Subversive, focusing on fast-moving cheap infantry and enhanced maneuverability. Elves fit Cannon, due to their archery focus and powerful ranged upgrades. Men of the West and Angmar both generally end up as Balanced, with versatile troop layouts (though they go about it in very different ways; Men are very tactically basic and easy to learn while Angmar is all about wacky specialized units to deal with anything). Finally, Mordor's cheap orc armies, needless to say, fit them into the Horde.
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* The four military doctrines in ''[[VideoGame/HeartsOfIron Hearts of Iron IV]]'' represent these, and (barring [[GoodBadBugs glitches), each nation can choose only one doctrine, and each offers two branching paths for further specialization.

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* The four military doctrines in ''[[VideoGame/HeartsOfIron Hearts of Iron IV]]'' represent these, and (barring [[GoodBadBugs glitches), glitches]]), each nation can choose only one doctrine, and each offers two branching paths for further specialization.
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* The four military doctrines in ''[[VideoGame/HeartsOfIron Hearts of Iron IV]]'' represent these, and (barring [[GoodBadBugs glitches), each nation can choose only one doctrine, and each offers two branching paths for further specialization.
** The "Mobile Warfare" doctrine is a Cannons, focusing on superpowering armored and mechanized units, while giving infantry units more organization and breakthrough so they can attack for longer. You can choose whether you want to spec for tanks or motorized/mechanized infantry. The second branch allows the you either to continue developing blitzkrieg doctrine, or increase your manpower pool in case you're losing a late-game war. Germany always starts with this doctrine.
** The "Superior Firepower" doctrine is a combination of Powerhouse and Balanced: it gives attack and defense bonuses to basically all units, and its split allows you to either focus on further improving your ground units, or giving more synergy with Close Air Support. The United States starts with this doctrine.
** The "Grand Battleplan" doctrine is Balanced and Subversive, giving units better defense while entrenched and better attack while executing a battle plan. While units have better defense and attack stats when they have these bonuses than with any other doctrine, they require time to prepare, and is dangerous if the enemy manages to mess up your entrenchments or foils your plans. The United Kingdom, France, Italy, and Japan all start with this doctrine.
** The "Mass Assault" doctrine sides with either Subversive or the Horde, with the first branch decreasing the combat width of your infantry (allowing more men to participate in a single battle) and giving auxiliary bonuses to your mechanized troops, while the second branch increases your recruitable population, allowing you to field many more divisions. The Soviet Union, Communist and Nationalist China, and all the Chinese warlords start with this doctrine.
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* ''VideoGame/MightyParty'' subverts this trope in a similar was as Trading Card Games. Although there are three clearly defines factions of units: Order (Powerhouse), Nature (Subversive), and Chaos (Balanced), majority of player prefer to use in PvP a unit pack that combines units from two or three factions. Although a warband army consisting of units frome a sole faction can be easily buffed, it has almost always a specific vulnurabilities that can be exploited by the opponent.

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* ''VideoGame/MightyParty'' subverts this trope in a similar was as Trading Card Games. Although there are three clearly defines factions of units: Order (Powerhouse), Nature (Subversive), and Chaos (Balanced), majority of player prefer to use in PvP [=PvP=] a unit pack that combines units from two or three factions. Although a warband army consisting of units frome a sole faction can be easily buffed, it has almost always a specific vulnurabilities that can be exploited by the opponent.
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* ''VideoGame/WarriorKings'': Pagan(Subversive), Imperial (Powerhouse) and Renissance (Cannons).
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** Principality of Hungary: When the tribal alliance of Hungarian tribes arrived to the Panonian plane, the could not match existing empires in number nor technological level, but they excelled at the use of horsemen in mobile warfare. The following decades of conflict were dominated by Byzantine Empire (Powerhouse), Principality of Hungary (Subversive), and Frankish kingdoms (Balanced).

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** Principality of Hungary: When the tribal alliance of Hungarian tribes arrived to the Panonian plane, the they could not match existing empires in the number of combatants nor the technological level, but they excelled at the use of horsemen in mobile warfare. The following decades of conflict were dominated by three main players: Byzantine Empire (Powerhouse), Principality of Hungary (Subversive), and East Frankish kingdoms Kingdom (Balanced).

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adding real-life example


[[AC:Real Life]]
* The concept of Assymetric werfare, usually in the form of conflict between the standing professional army (Powerhouse) and the resistance movement militia with a better knowledge of local terrain (Subversive).
* In the past, it usually occured in wars between two empires originating in different geographical conditions. Firstly, the empire that was sending troops further away was often in number of troops they can send, leading to preference of quality over quantity. Secondly, different climates and different social structures favoured different composition of armies and their equipment.
**
** Mongolia

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[[AC:Real Life]]
* The ''Main/RealLife'': there are plenty of examples of the concept of Assymetric werfare, usually in the form of conflict between the standing professional army (Powerhouse) and the resistance movement militia with a better knowledge of local terrain (Subversive).
* In the past,
(Subversive). Furtheremore, it usually occured in wars between two empires originating in different geographical conditions. Firstly, the empire that was sending troops further away was often in number of troops they can send, leading to preference of quality over quantity. Secondly, different climates and different social structures favoured different composition of armies and their equipment.
**
equipment. For example:
** Mongolia Principality of Hungary: When the tribal alliance of Hungarian tribes arrived to the Panonian plane, the could not match existing empires in number nor technological level, but they excelled at the use of horsemen in mobile warfare. The following decades of conflict were dominated by Byzantine Empire (Powerhouse), Principality of Hungary (Subversive), and Frankish kingdoms (Balanced).
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adding example

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[[AC:Real Life]]
* The concept of Assymetric werfare, usually in the form of conflict between the standing professional army (Powerhouse) and the resistance movement militia with a better knowledge of local terrain (Subversive).
* In the past, it usually occured in wars between two empires originating in different geographical conditions. Firstly, the empire that was sending troops further away was often in number of troops they can send, leading to preference of quality over quantity. Secondly, different climates and different social structures favoured different composition of armies and their equipment.
**
** Mongolia

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adding examples


* ''VideoGame/MightyParty'' subverts this trope in a similar was as Trading Card Games. Although there are three clearly defines factions of units: Order (Powerhouse), Nature (Subversive), and Chaos (Balanced), majority of player prefer to use in PvP a unit pack that combines units from two or three factions. Although a warband army consisting of units frome a sole faction can be easily buffed, it has almost always a specific vulnurabilities that can be exploited by the opponent.



* ''VideoGame/OriginalWar'' significantly downplays this trope. Nominally, the Americans are Balanced, the Russians are Powerhous, and the Arabs are Subversive. That said, number of human troops in each scenarios is limited and once they die, they are lost for the rest of the campaign. In the, all three factions tend toward a subversive playstyle.



* ''VideoGame/StarCraft'':Protoss (Powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (Subversive) rely upon a properly balanced mix of great numbers, with one main spell caster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, allowing very liberal use of sneak attacks. Terrans (Balanced) stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzy

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* ''VideoGame/StarCraft'':Protoss ''VideoGame/StarCraft'': Protoss (Powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (Subversive) rely upon a properly balanced mix of great numbers, with one main spell caster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, allowing very liberal use of sneak attacks. Terrans (Balanced) stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzy



* ''VideoGame/Stronghold'': series of games provides a number of examples of playing with this trope:

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* ''VideoGame/Stronghold'': ''VideoGame/{{Stronghold}}'': series of games provides a number of examples of playing with this trope:
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* ''VideoGame/Stronghold'': series of games provides a number of examples of playing with this trope:
** Invoked in ''Stronghold'' (2001), where all the factions were using the same types of building and units. However, AI enemies in the mainline campaign were coded different playing strategies. Although they had theoretically tha same selection of building and troops available, they focused on producting only units that would suit their strategy.
** Subverted in ''Stronghold Crusader'' (2002), where the Crusader faction (the player faction from the first installment) acts as Powerhouse and the Saracene faction act as Subversive. However, later stages of the game usually allow the player to recruit the troops from the other faction as mercenaries.
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Edits to Ultimate General Civil war


* ''Ultimate General: Civil War'' Union (Powerhouse) and Confederates (Subversive). The Union outnumbers and outguns the Confederacy, but the latter has better trained, and as a result, coordinated forces.

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* ''Ultimate General: Civil War'' Union (Powerhouse) (Subversive/Horde to Balanced) and Confederates (Subversive). (Powerhouse). The Union outnumbers initially relies on large numbers and outguns the Confederacy, a large treasury, but the latter initially has less well-trained troops and not as good weapons. They thus rely initially on numbers to hold and attack objectives. As time goes on, they become Balanced due to gaining better trained, weaponry and acquiring more experience. The Confederate forces are better trained and have access to better weaponry and higher-level officers, and as a result, coordinated forces.are more powerful than the Union. However, they cannot afford to lose men as they have limited manpower. Oddly enough, this requires them to use tactics more common to Subversive factions (hitting weakpoints, outflanking, dividing and conquering).

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* ''[[VideoGame/WarCraft Warcraft III]]'': Human Alliance, Orcish Horde, Undead Scourge, Night Elf Sentinels are Balanced, Powerhouse, Subversive, and Cannon respectively for the most part. However, things are a bit different when air units are involved, Orcs and Undeads being basically swapped: Undeads are air Powerhouse with frost wyrms being a huge, costly and powerful late game unit, Orcs are air Subversive with wyverns being a cheaper middle game unit that you want to mass and use for hit-and-run tactics, and bat riders being a subversive unit. Humans are still Balanced (Griffins are a powerhouse-like unit, flying machines and dragonhawks riders are subversive-like units), Night elves are still the Cannons (chimeras are very powerful and destructive, but can't attack air units and are easy to kill relative to their cost).

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* ''[[VideoGame/WarCraft Warcraft III]]'': III]]'':
**
Human Alliance, Orcish Horde, Undead Scourge, Night Elf Sentinels are Balanced, Powerhouse, Subversive, and Cannon respectively for the most part. Human infantry units are decently strong and decently cheap. Their spellcasters have versatile skillsets, with Sorceresses debuffing enemies and Priests to heal and buff allies. Orc units are powerful, but more expensive. What support abilities they have is mainly focused on buffing their already great damage output. Undead relies on sheer numbers, primarily through their Necromancer's ability to create skeletal minions from corpses. Night Elves lack the brute strength of other factions, but they excel in ranged combat and their units can become invisible at night.
**
However, things are a bit different when air units are involved, Orcs and Undeads being basically swapped: Undeads are air Powerhouse with frost wyrms being a huge, costly and powerful late game unit, Orcs are air Subversive with wyverns being a cheaper middle game unit that you want to mass and use for hit-and-run tactics, and bat riders being a subversive unit. Humans are still Balanced (Griffins are a powerhouse-like unit, flying machines and dragonhawks riders are subversive-like units), Night elves are still the Cannons (chimeras are very powerful and destructive, but can't attack air units and are easy to kill relative to their cost).
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* ''VideoGame/CivilizationBeyondEarth'' has the three Affinities: Purity (Powerhouse), Supremacy (Balanced), Harmony(Subversive). Purity is stronger when immobile and on the defensive, as well as in general slugging matches, Supremacy is highly mobile, works best when all their units are in groups with each other and more offensively oriented, while Harmony favours using the terrain, and natural fauna to their advantage, but lose strength when in clustered battles.

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* ''VideoGame/CivilizationBeyondEarth'' has the three Affinities: Purity (Powerhouse), Supremacy (Balanced), Harmony(Subversive).Harmony (Subversive). Purity is stronger when immobile and on the defensive, as well as in general slugging matches, Supremacy is highly mobile, works best when all their units are in groups with each other and more offensively oriented, while Harmony favours using the terrain, and natural fauna to their advantage, but lose strength when in clustered battles.
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* ''[[VideoGame/JeffWaynesWarOfTheWorlds Jeff Wayne's War of the Worlds]]: Powerhouse Martians coming in heavily armed tripods Vs Subversive Humans using weaker tanks and armed cars cranked out in greater numbers.

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* ''[[VideoGame/JeffWaynesWarOfTheWorlds Jeff Wayne's War of the Worlds]]: Worlds]]'': Powerhouse Martians coming in heavily armed tripods Vs Subversive Humans using weaker tanks and armed cars cranked out in greater numbers.
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* ''[[VideoGame/JeffWaynesWarOfTheWorlds Jeff Wayne's War of the Worlds]]: Powerhouse Martians coming in heavily armed tripods Vs Subversive Humans using weaker tanks and armed cars cranked out in greater numbers.
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* In the rebooted ''{{Videogame/Wolfenstein}}'' games, the differing Fergus and Wyatt timelines results in something like this. Picking Fergus tends to lead to more confrontational paths and more direct upgrades and weapons. Picking Wyatt tends to lead to more subversive and stealthy approaches, indirect upgrades, and tactical weapons.
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Removed blatant falsehood. It's not "technically possible" to combine colors. Outside of certain VERY specific situations caused by poorly designed card sets, single-color decks are virtually never played in Magic. Two-color decks dominate at all levels of play.


* ''TabletopGame/MagicTheGathering'' has this in the form of it's Color Wheel, with Green being the Powerhouse, White, then Red, then Black, and finally Blue as the most Subversive color. While you can technically play multiple colors (and some decks do actually play two), the fact that each color requires it's own form of mana encourages you to treat colors as their own individual factions.

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* ''TabletopGame/MagicTheGathering'' has this in the form of it's its Color Wheel, with Green being the Powerhouse, White, then Red, then Black, and finally Blue as the most Subversive color. While you can technically play multiple colors (and some Almost all successful decks do actually play two), the fact that each combine different colors, sometimes using one color requires it's own form of mana encourages you to treat colors as their own individual factions.cover another's weakness or synergizing between two different colors' interaction with a single mechanic.
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Not common enough. Both the GDI and the Horde, the two original "Powerhouse" factions in the genre-defining RTS series are both definitely contenders in the early-mid game.


* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on. However, since their units and upgrades cost a lot, it takes them a lot of time to build a proper army, making them more vulnerable to strategies involving early-game rushes, or constant harassment, since it prevents them from developing properly. The Powerhouse has a weaker early game, but a stronger late game, so their strategy will generally consist of focusing on defence for a while, until they can bring their strong units. A Powerhouse faction is very likely to be one of the two available choices in a two-factions scenario.
* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favour. However, they tend to be weaker in the later game phases, and, as a result, they will generally want to end the game as fast as possible, before their opponent can become too threatening. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.

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* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on. However, since their units and upgrades cost a lot, it takes them a lot of time to build a proper army, making them more vulnerable to strategies involving early-game rushes, or constant harassment, since it prevents them from developing properly. The Powerhouse has a weaker early game, but a stronger late game, so their strategy will generally consist of focusing on defence for a while, until they can bring their strong units. A Powerhouse faction is very likely to be one of the two available choices in a two-factions scenario.
properly.
* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favour. However, they tend to be weaker in the later game phases, and, as a result, they will generally want to end the game as fast as possible, before their opponent can become too threatening. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.
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* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on. However, since their units and upgrades cost a lot, it takes them a lot of time to build a proper army, making them more vulnerable to strategies involving early-game rushes, or constant harass, since it prevents them from developing properly. The Powerhouse have a weaker early game, but a stronger late game, so their strategy will generally consist in focusing on defence for a while, until they can bring their strong units. Powerhouse faction is very likely to be one of the two available choices in a two-factions scenario.
* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning abilities or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allows them to quickly adapt in case things aren't going in their favour. However, they tend to be weaker in the later game phases, and as a result, they will generally want to end the game as fast as possible, before their opponent can become too threatening. Subversive faction is usually the other faction, along with Powerhouse, to be present in a two-factions scenario.
* '''Balanced''' - The Balanced, as suggested by its name, is a balance middle ground between the Subversive and Powerhouse, and probably the immediate third faction to be added in a three-factions scenario. The Jack-Of-All-Stats, Master-Of-None faction, typically relying on their versatility to match and counter other factions as needed. In games with more factions, they're liable to lean towards the MagicKnight side, relying on their special abilities to get an edge up on enemies. Balance faction tends to be good at every part of the game.
* '''Cannons''' - The offensive extreme of the Powerhouse. They rely on high offensive abilities, at the expense of their defensive abilities that are quite limited. As a result, they generally can't handle other forces head-on, and they instead use a combination of burst damage Hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units, and artillery, leaving traps, or otherwise "cheating" to get the upper hand. They are not particularly strong or weak at any part of the game, it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.

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* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on. However, since their units and upgrades cost a lot, it takes them a lot of time to build a proper army, making them more vulnerable to strategies involving early-game rushes, or constant harass, harassment, since it prevents them from developing properly. The Powerhouse have has a weaker early game, but a stronger late game, so their strategy will generally consist in of focusing on defence for a while, until they can bring their strong units. A Powerhouse faction is very likely to be one of the two available choices in a two-factions scenario.
* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning abilities ability or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allows allow them to quickly adapt in case things aren't going in their favour. However, they tend to be weaker in the later game phases, and and, as a result, they will generally want to end the game as fast as possible, before their opponent can become too threatening. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.
* '''Balanced''' - The Balanced, as suggested by its name, is a balance balanced middle ground between the Subversive and Powerhouse, and probably the immediate third faction to be added in a three-factions scenario. The Jack-Of-All-Stats, Master-Of-None JackOfAllStats, MasterOfNone faction, typically relying on their versatility to match and counter other factions as needed. In games with more factions, they're liable to lean towards the MagicKnight side, relying on their special abilities to get an edge up on enemies. Balance A Balanced faction tends to be good at every part of the game.
* '''Cannons''' - The offensive extreme of the Powerhouse. They rely on high offensive abilities, at the expense of their defensive abilities that are quite limited. As a result, they generally can't handle other forces head-on, and they instead use a combination of burst damage Hit-and-run hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units, units and artillery, leaving traps, or otherwise "cheating" to get the upper hand. They are not particularly strong or weak at any part of the game, game; it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.



At six of more factions, there are no established rules. At least one of the five archetypes will present two variations.

The contrast between the different playstyles allows for a more varied game than strictly CosmeticallyDifferentSides and mirror matches. However, simply making one faction slightly stronger but slower than the next rarely adds enough assymetry once enough factions are involved, so developers often turn to giving each faction a gimmick of some sort, such as long range or large numbers as is shown in ACommanderIsYou.

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At six of or more factions, there are no established rules. At least one of the five archetypes will present two variations.

The contrast between the different playstyles allows for a more varied game than strictly CosmeticallyDifferentSides and mirror matches. However, simply making one faction slightly stronger but slower than the next rarely adds enough assymetry asymetry once enough factions are involved, so developers often turn to giving each faction a gimmick of some sort, such as long range or large numbers as is shown in ACommanderIsYou.

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Adjusting some examples


* ''VideoGame/CivilizationBeyondEarth'' has the three Affinities: Purity(Powerhouse), to Supremacy, to Harmony(Subversive). Purity is stronger when immobile and on the defensive, as well as in general slugging matches, Supremacy is highly mobile, works best when all their units are in groups with eachother and more offensively oriented, while Harmony favors using the terrain, and natural fauna to their advantage, but lose strength when in clustered battles.

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* ''VideoGame/CivilizationBeyondEarth'' has the three Affinities: Purity(Powerhouse), to Supremacy, to Purity (Powerhouse), Supremacy (Balanced), Harmony(Subversive). Purity is stronger when immobile and on the defensive, as well as in general slugging matches, Supremacy is highly mobile, works best when all their units are in groups with eachother each other and more offensively oriented, while Harmony favors favours using the terrain, and natural fauna to their advantage, but lose strength when in clustered battles.



* ''VideoGame/{{Achron}}'' Vecgir(Powerhouse), to CESO, to Grekim(Subversive).
* ''VideoGame/ActOfWar: Direct Action'': United States Army (Powerhouse), Consortium, to Task Force Talon(Subversive).

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* ''VideoGame/{{Achron}}'' Vecgir(Powerhouse), to CESO, to Vecgir (Powerhouse), CESO (Balanced), Grekim(Subversive).
* ''VideoGame/ActOfWar: Direct Action'': United States Army (Powerhouse), Consortium, to Consortium (Balanced), Task Force Talon(Subversive).



* ''VideoGame/BrutalLegend'': Tainted Coil(Powerhouse), to Ironheade, to Drowning Doom (Subversive). There ''is'' a fourth faction, Lionwhyte's Hair Metal Militia, but they're just a PaletteSwap of Ironheade for the early campaign before the other factions are introduced.
* ''VideoGame/CommandAndConquerTiberianDawn'': Global Defence Initiative(Powerhouse) to Brotherhood of Nod(Subversive) - A rare example of the good guys being the Powerhouse.

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* ''VideoGame/BrutalLegend'': Tainted Coil(Powerhouse), to Ironheade, to Coil (Powerhouse), Ironheade (Balanced), Drowning Doom (Subversive). There ''is'' a fourth faction, Lionwhyte's Hair Metal Militia, but they're just a PaletteSwap of Ironheade for the early campaign before the other factions are introduced.
* ''VideoGame/CommandAndConquerTiberianDawn'': Global Defence Initiative(Powerhouse) to Initiative (Powerhouse) and Brotherhood of Nod(Subversive) Nod (Subversive) - A rare example of the good guys being the Powerhouse.



* ''VideoGame/CommandAndConquerRedAlert2'': Soviets (Powerhouse) to Allies (Subversive). Although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines.
* ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'': Adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality.
* ''VideoGame/CommandAndConquerTiberiumWars'': GDI (Powerhouse), to Scrin, to Nod (Subversive)

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* ''VideoGame/CommandAndConquerRedAlert2'': Soviets (Powerhouse) to and Allies (Subversive). Although this dynamic is reversed in the seas, where the Allied surface fleet is more powerful than the Soviets and their reliance on submarines.
* ''VideoGame/CommandAndConquerRedAlert2: Yuri's Revenge'': Adds Yuri, whose forces are typically weaker than either, but have a variety of incredibly cheap tricks such as mind control. Meanwhile, the Allies gain two powerful new brute force units in the Battle Fortress and Guardian GI that allow them to function as a more balanced faction in the middle of Yuri's treachery and the Soviet's brutality.
brutality. So it is Soviets (Powerhouse), Allies (Balanced), Yuri (Subversive).
* ''VideoGame/CommandAndConquerTiberiumWars'': GDI (Powerhouse), to Scrin, Scrin (Balanced), to Nod (Subversive)(Subversive).



* ''VideoGame/CommandAndConquerGenerals'': China (Powerhouse), to the US, to GLA (Subversive).
* ''VideoGame/CompanyOfHeroes'': Wehrmacht (Powerhouse) to United States Of America (Subversive).
* ''VideoGame/ConquestFrontierWars'':Celareons(Powerhouse) to Terran Empire, to Mantis(Subversive)
* ''VideoGame/DarkReign'': JDA/Imperium (Powerhouse) to Sprawlers/Freedom Guard (Subversive)
* ''VideoGame/DuneII'', ''Dune 2000'' and ''VideoGame/EmperorBattleForDune'': Harkonnen(Powerhouse), to Atreides, to Ordos(Subversive).

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* ''VideoGame/CommandAndConquerGenerals'': China (Powerhouse), to the US, to US (Balanced), GLA (Subversive).
* ''VideoGame/CompanyOfHeroes'': Wehrmacht (Powerhouse) to and United States Of America (Subversive).
* ''VideoGame/ConquestFrontierWars'':Celareons(Powerhouse) to ''VideoGame/ConquestFrontierWars'':Celareons (Powerhouse), Terran Empire, to Mantis(Subversive)
Empire (Balanced), Mantis(Subversive).
* ''VideoGame/DarkReign'': JDA/Imperium (Powerhouse) to and Sprawlers/Freedom Guard (Subversive)
(Subversive).
* ''VideoGame/DuneII'', ''Dune 2000'' and ''VideoGame/EmperorBattleForDune'': Harkonnen(Powerhouse), to Atreides, to Ordos(Subversive).Harkonnen (Powerhouse), Atreides (Balanced), Ordos (Subversive).



* ''VideoGame/{{Earth2150}}'': Eurasian Dynasty(Powerhouse), to United Civilised States, to Lunar Corporation(Subversive).
* ''VideoGame/EndOfNations'': Liberation Front(Powerhouse) to Shadow Revolution(Subversive).
** Or alternatively, if commander classes are counted as as separate factions: Spartan (Powerhouse) to Patriot, to Wraith, to Phantom(Subversive).
* ''VideoGame/EndWar'': Spetsnaz Guard Brigades(Powerhouse), to Joint Strike Force, to European Federation Enforcer Corps(Subversive).
* ''VideoGame/GroundControl'': Crayven Corporation(Powerhouse) to Order Of The New Dawn(Subversive).
* ''VideoGame/MetalFatigue'': Mil-Agro(Powerhouse), to Rimtech, to Neuropa(Subversive)
* ''VideoGame/{{Paraworld}}'': Tries to break this by having two "typical" factions, the Norsemen (powerhouse) and Dustriders (subversive), but then try to alter the mix by having a "stealthy" team, the Dragon Clan. However, stealth doesn't work too well when you're leading a big honking army.
* ''VideoGame/RiseOfLegends'': Cuotl(Powerhouse), to Vinci, to Alin(Subversive). Each faction features [[CosmeticallyDifferentSides units and buildings with the same basic uses and functions which are appropriated to the art style of their civilisation]], but they each have unique abilities not specific to any one unit and {{Hero Unit}}s have their sets of abilities, which are not mirrored by their counterparts in the other factions.
* ''VideoGame/{{SWINE}}'': Pigs (Powerhouse) to Rabbits (Subversive).
* ''VideoGame/SinsOfASolarEmpire'' has the Trader Emergency Coalition(Powerhouse) to Vasari Empire to Advent(Subversive).
* ''VideoGame/StarCraft'':Protoss (powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (subversive) rely upon a properly balanced mix of great numbers, with one main spell caster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, allowing very liberal use of sneak attacks. Terrans stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzy

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* ''VideoGame/{{Earth2150}}'': Eurasian Dynasty(Powerhouse), to Dynasty (Powerhouse), United Civilised States, to States (Balanced), Lunar Corporation(Subversive).
Corporation (Subversive).
* ''VideoGame/EndOfNations'': Liberation Front(Powerhouse) to Front (Powerhouse) and Shadow Revolution(Subversive).
Revolution (Subversive).
** Or alternatively, if commander classes are counted as as separate factions: Spartan (Powerhouse) to Patriot, to Wraith, to (Powerhouse), Patriot (Cannon), Wraith (Balanced), Phantom(Subversive).
* ''VideoGame/EndWar'': Spetsnaz Guard Brigades(Powerhouse), to Brigades (Powerhouse), Joint Strike Force, to Force (Balanced), European Federation Enforcer Corps(Subversive).
Corps (Subversive).
* ''VideoGame/GroundControl'': Crayven Corporation(Powerhouse) to Corporation (Powerhouse) and Order Of The New Dawn(Subversive).
Dawn (Subversive).
* ''VideoGame/MetalFatigue'': Mil-Agro(Powerhouse), to Rimtech, to Neuropa(Subversive)
Mil-Agro (Powerhouse), Rimtech (Balanced), Neuropa(Subversive).
* ''VideoGame/{{Paraworld}}'': Tries to break this by having two "typical" factions, the Norsemen (powerhouse) (Powerhouse) and Dustriders (subversive), (Subversive), but then try to alter the mix by having a "stealthy" team, the Dragon Clan. However, stealth doesn't work too well when you're leading a big honking army.
* ''VideoGame/RiseOfLegends'': Cuotl(Powerhouse), to Vinci, to Alin(Subversive).Cuotl (Powerhouse), Vinci (Balanced), Alin (Subversive). Each faction features [[CosmeticallyDifferentSides units and buildings with the same basic uses and functions which are appropriated to the art style of their civilisation]], but they each have unique abilities not specific to any one unit and {{Hero Unit}}s have their sets of abilities, which are not mirrored by their counterparts in the other factions.
* ''VideoGame/{{SWINE}}'': Pigs (Powerhouse) to and Rabbits (Subversive).
* ''VideoGame/SinsOfASolarEmpire'' has the Trader Emergency Coalition(Powerhouse) to Coalition (Powerhouse), Vasari Empire to Advent(Subversive).
(Balanced) and Advent (Subversive).
* ''VideoGame/StarCraft'':Protoss (powerhouse) (Powerhouse) focus upon durable units with fewer numbers, combined with spell caster assistance, but also have a stealth attack with Dark Templar assassins, and Zerg (subversive) (Subversive) rely upon a properly balanced mix of great numbers, with one main spell caster later in the game; the Zerg overlords are both a troop transport and supply cap increaser, allowing very liberal use of sneak attacks. Terrans (Balanced) stand in the middle, with GlassCannon units who all use ranged attacks, and perform sneak attacks with Vulture bikes who can set up minefields and kill worker units very quickly, along with imposing Siege Tank lines that can eradicate entire armies in a few salvos, as well as swarms of Marines that rip enemies apart in a stim- and bullet-filled frenzy



** Galactic Empire (Powerhouse) to Rebel Alliance (Subversive).

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** Galactic Empire (Powerhouse) to and Rebel Alliance (Subversive).



* ''VideoGame/SupremeCommander'' has the United Earth Federation(Powerhouse), to Aeon Illuminate, to Cybran Nation(Subversive), though all sides tactics boil down to ZergRush eventually.* ''VideoGame/TotalAnnihilation'': CORE (Powerhouse) to ARM (Subversive), although [[SeparateButIdentical the differences are fairly small]].
* ''Ultimate General: Civil War'' Union (Powerhouse) to Confederates (Subversive). The Union outnumbers and outguns the Conefederacy, but the latter has better trained, and as a result, coordinated forces.
* ''VideoGame/UniverseAtWar'': Hierarchy(Powerhouse), to Masari, to Novus(Subversive).
* ''VideoGame/WarcraftII'': While Humans and Orcs at the lower end of the TechTree are CosmeticallyDifferentSides, advanced units differ enough to require different strategies. Orcs are more of a powerhouse, relying on Bloodlusted Ogre Magi, while Humans rely on subversive but powerful spells such as Invisibility, Blizzard and Exorcism.
* ''VideoGame/WorldInConflict'': United States Of America, Union Of Soviet Socialist Republics, North Atlantic Treaty Organization. Here, though, the differences are much smaller then in other games - most units and supports are exactly the same on either side, and many more only have subtle differences. What little differences there are makes Soviets the Subversive, US Powerhouse, and NATO Balanced (NATO uses a mix of units and supports from the other two factions).

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* ''VideoGame/SupremeCommander'' has the United Earth Federation(Powerhouse), to Federation (Powerhouse), Aeon Illuminate, to Illuminate (Balanced), and Cybran Nation(Subversive), Nation (Subversive), though all sides tactics boil down to ZergRush eventually.eventually.
* ''VideoGame/TotalAnnihilation'': CORE (Powerhouse) to and ARM (Subversive), although [[SeparateButIdentical the differences are fairly small]].
* ''Ultimate General: Civil War'' Union (Powerhouse) to and Confederates (Subversive). The Union outnumbers and outguns the Conefederacy, Confederacy, but the latter has better trained, and as a result, coordinated forces.
* ''VideoGame/UniverseAtWar'': Hierarchy(Powerhouse), to Masari, to Novus(Subversive).
Masari (Balanced), and Novus (Subversive).
* ''VideoGame/WarcraftII'': While Humans (Subversive) and Orcs (Powerhouse) at the lower end of the TechTree are CosmeticallyDifferentSides, advanced units differ enough to require different strategies. Orcs are more of a powerhouse, Powerhouse, relying on Bloodlusted Ogre Magi, while Humans rely on subversive Subversive but powerful spells such as Invisibility, Blizzard and Exorcism.
* ''VideoGame/WorldInConflict'': United States Of America, America (Powerhouse), Union Of Soviet Socialist Republics, Republics (Subversive), North Atlantic Treaty Organization.Organization (Balanced). Here, though, the differences are much smaller then in other games - most units and supports are exactly the same on either side, and many more only have subtle differences. What little differences there are makes Soviets the Subversive, US Powerhouse, and NATO Balanced (NATO uses a mix of units and supports from the other two factions).



* In ''VideoGame/MassEffect2'', the three major enemy mercenary groups are set up like this, with the Blood Pack as Powerhouses, the Blue Suns in the middle, and the Eclipse as Subversive.
* ''Videogame/PlanetSide'': New Conglomerate(Powerhouse), to Terran Republic, to Vanu Sovereignty(Subversive) although this only matters for vehicles and a few unique weapons. The NC have the toughest, heaviest hitting vehicles, the TR's are faster, weaker, but make up for it with [[MoreDakka volume of fire]], and the Vanu tend towards using their hover technology and the maneuverability granted by it, along with cheap, gimmicky weapons.

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* In ''VideoGame/MassEffect2'', the three major enemy mercenary groups are set up like this, with the Blood Pack as Powerhouses, the Blue Suns in the middle, as Balanced, and the Eclipse as Subversive.
* ''Videogame/PlanetSide'': New Conglomerate(Powerhouse), to Terran Republic, to Republic (Balanced), and Vanu Sovereignty(Subversive) Sovereignty (Subversive) although this only matters for vehicles and a few unique weapons. The NC have the toughest, heaviest hitting vehicles, the TR's are faster, weaker, but make up for it with [[MoreDakka volume of fire]], and the Vanu tend towards using their hover technology and the maneuverability manoeuvrability granted by it, along with cheap, gimmicky weapons.



* ''[[VideoGame/WarCraft Warcraft III]]'': Human Alliance, Orcish Horde, Undead Scourge, Night Elf Sentinels are Balanced, Powerhouse, Subversive, and Cannon respectively.

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* ''[[VideoGame/WarCraft Warcraft III]]'': Human Alliance, Orcish Horde, Undead Scourge, Night Elf Sentinels are Balanced, Powerhouse, Subversive, and Cannon respectively.respectively for the most part. However, things are a bit different when air units are involved, Orcs and Undeads being basically swapped: Undeads are air Powerhouse with frost wyrms being a huge, costly and powerful late game unit, Orcs are air Subversive with wyverns being a cheaper middle game unit that you want to mass and use for hit-and-run tactics, and bat riders being a subversive unit. Humans are still Balanced (Griffins are a powerhouse-like unit, flying machines and dragonhawks riders are subversive-like units), Night elves are still the Cannons (chimeras are very powerful and destructive, but can't attack air units and are easy to kill relative to their cost).



** This is true considering that these four decks are all based after the actual factions themselves in both the video games as well as the books. The Nilfgaardian Empire (Powerhouse) consumed its southern neighbors and is threatening to consume the Northern Kingdoms. Meanwhile, the Northern Kingdoms (Balanced) spend most of their time waging war with each other than uniting against the larger Nilfgaardian Empire. The Scoia'tael (Cannons) are elven and dwarven guerrillas who wage war with the Northern Kingdoms and Nilfgaardian Empire's respective human populations. And, the Wild Hunt (Subversive, and what the Monster deck is based after) threatens to spread the white frost across both the Northern Kingdoms and Nilfgaardian Empire, while chasing down Ciri for her powerful magic.

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** This is true considering that these four decks are all based after the actual factions themselves in both the video games as well as the books. The Nilfgaardian Empire (Powerhouse) consumed its southern neighbors neighbours and is threatening to consume the Northern Kingdoms. Meanwhile, the Northern Kingdoms (Balanced) spend most of their time waging war with each other than uniting against the larger Nilfgaardian Empire. The Scoia'tael (Cannons) are elven and dwarven guerrillas who wage war with the Northern Kingdoms and Nilfgaardian Empire's respective human populations. And, the Wild Hunt (Subversive, and what the Monster deck is based after) threatens to spread the white frost across both the Northern Kingdoms and Nilfgaardian Empire, while chasing down Ciri for her powerful magic.

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Going back to 5 factions. Only 2 was a forced change that was never discussed beforhand, and made the article awkward, confusing, and inconsistent with the examples that tend to quote more than two factions anyway.


At the core of Faction Calculus are two sides.

* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on.
* '''[[WeakButSkilled Subversive]]''' - Speed and Technique. Subversive armies can't handle Powerhouses head-on, at least not without a bigger army that would cost more resources and end up wasting them. Instead, Subversive forces use a combination of burst damage HitAndRunTactics, striking at their opponent's vulnerable supply lines, support units, and artillery, leaving traps, or otherwise "cheating" to get the upper hand.

The contrast between the two playstyles allows for a more varied game than strictly CosmeticallyDifferentSides and mirror matches. The Subversive player will have to play around the Powerhouse's greater power using his techniques, while the Powerhouse needs to predict and counter the tricks and traps of the Subversive player's forces to bring his strength to bear.

Mechanics aren't necessarily exclusive to either Powerhouse or Subversive factions, and very few factions are ''purely'' 100% Powerhouse or Subversive. For example, long-ranged units can be used to harass enemies, or grouped together in large clumps where all of them can fire on an enemy to overpower them.

Every faction in a game exists somewhere in between these two extremes, either leaning towards straightforward brute force, or misdirection and dirty fighting. However, simply making one faction slightly stronger but slower than the next rarely adds enough assymetry once enough factions are involved, so developers often turn to giving each faction a gimmick of some sort, such as long range or large numbers as is shown in ACommanderIsYou.

[[labelnote:Minor historical footnote, if you got linked here referring to something besides "Powerhouse" and "Subversive"]]Some links to this page refer to a previous version of this page, which had a further 3 subfactions: "Cannons", GlassCannon as a faction, "Balanced", the midpoint between Subversive and Powerhouse, and "Horde", any faction which purely favors a ZergRush. As all of these now fall under ACommanderIsYou, please fix such links.[[/labelnote]]

to:

At the core of Faction Calculus are two sides.

* '''[[UnskilledButStrong Powerhouse]]''' - Power and Efficiency. Powerhouse armies typically consist of powerful units with great durability and attack power. Pound for pound, Dollar for Dollar, their forces are flat out stronger than their opponents and in a head-on meatgrinder, they'll come out on top. What abilities they do have tend to be things like {{Herd Hitting Attack}}s, temporary power-ups, healing, [[WeHaveReserves economic advantages]], and other things that make them even harder to beat head on, or a few tools oriented towards forcing their opponents to fight them head on.
on. However, since their units and upgrades cost a lot, it takes them a lot of time to build a proper army, making them more vulnerable to strategies involving early-game rushes, or constant harass, since it prevents them from developing properly. The Powerhouse have a weaker early game, but a stronger late game, so their strategy will generally consist in focusing on defence for a while, until they can bring their strong units. Powerhouse faction is very likely to be one of the two available choices in a two-factions scenario.
* '''[[WeakButSkilled Subversive]]''' - Speed and Technique. Number. Subversive armies consist of a large number of weaker units. While they are weaker with equal numbers, they compensate this with bigger numbers, lower cost and fast production. They can thus quickly create a massive army to overwhelm their opponents. When their units have abilities, it's generally some kind of summoning abilities or taking control of enemy units, so that they can further enhance their number advantage. Their fast production and low costs also allows them to quickly adapt in case things aren't going in their favour. However, they tend to be weaker in the later game phases, and as a result, they will generally want to end the game as fast as possible, before their opponent can become too threatening. Subversive faction is usually the other faction, along with Powerhouse, to be present in a two-factions scenario.
* '''Balanced''' - The Balanced, as suggested by its name, is a balance middle ground between the Subversive and Powerhouse, and probably the immediate third faction to be added in a three-factions scenario. The Jack-Of-All-Stats, Master-Of-None faction, typically relying on their versatility to match and counter other factions as needed. In games with more factions, they're liable to lean towards the MagicKnight side, relying on their special abilities to get an edge up on enemies. Balance faction tends to be good at every part of the game.
* '''Cannons''' - The offensive extreme of the Powerhouse. They rely on high offensive abilities, at the expense of their defensive abilities that are quite limited. As a result, they generally
can't handle Powerhouses other forces head-on, at least not without a bigger army that would cost more resources and end up wasting them. Instead, Subversive forces they instead use a combination of burst damage HitAndRunTactics, Hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units, and artillery, leaving traps, or otherwise "cheating" to get the upper hand.

hand. They are not particularly strong or weak at any part of the game, it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.
* '''The Horde''' - An extreme version of the Subversive. Relying on large numbers of weak, easily massed units to overwhelm enemies through sheer numbers. Unlikely to have any strategy beyond changing the types of units they mass to best combat the enemy. Probably not using many special powers, but if they do it'll be abilities that make them stronger. The Horde is generally the fifth faction in a five-factions scenario.

At six of more factions, there are no established rules. At least one of the five archetypes will present two variations.

The contrast between the two different playstyles allows for a more varied game than strictly CosmeticallyDifferentSides and mirror matches. The Subversive player will have to play around the Powerhouse's greater power using his techniques, while the Powerhouse needs to predict and counter the tricks and traps of the Subversive player's forces to bring his strength to bear.

Mechanics aren't necessarily exclusive to either Powerhouse or Subversive factions, and very few factions are ''purely'' 100% Powerhouse or Subversive. For example, long-ranged units can be used to harass enemies, or grouped together in large clumps where all of them can fire on an enemy to overpower them.

Every faction in a game exists somewhere in between these two extremes, either leaning towards straightforward brute force, or misdirection and dirty fighting.
However, simply making one faction slightly stronger but slower than the next rarely adds enough assymetry once enough factions are involved, so developers often turn to giving each faction a gimmick of some sort, such as long range or large numbers as is shown in ACommanderIsYou.

[[labelnote:Minor historical footnote, if you got linked here referring to something besides "Powerhouse" and "Subversive"]]Some links to this page refer to a previous version of this page, which had a further 3 subfactions: "Cannons", GlassCannon as a faction, "Balanced", the midpoint between Subversive and Powerhouse, and "Horde", any faction which purely favors a ZergRush. As all of these now fall under ACommanderIsYou, please fix such links.[[/labelnote]]
ACommanderIsYou.

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