In Strategy Games whether [[TurnBasedStrategy turn-based]], [[RealTimeStrategy real-time]], or FourX, when there are different factions, these will ([[CosmeticallyDifferentSides usually]]) have different advantages, disadvantages, and play styles to entertain the player. With a low amount of factions, there are clear, fundamental differences, but as the factions grow, the differences subside, until [[LoadsAndLoadsOfCharacters eventually]] the sides are not polar opposites as much as points on a gradient or two.

Compare PlayerCharacterCalculus.

!!Two Factions:
With two factions, it will be the [[RedsWithRockets USSR]] vs. NATO, [[WorldWarII Allies vs. Nazis]], [[VideoGame/{{Warcraft}} Humans vs. Orcs]], ElvesVersusDwarves, or the [[YanksWithTanks USA]] vs. [[TerroristsWithoutACause an unspecified terrorist organization]] ([[SuspiciouslySpecificDenial who are most definitely not Middle-Eastern]]). One faction--"Powerhouse" for convenience--will employ the EliteArmy trope, relying on a small number of [[MightyGlacier powerful units]]; the other faction--"Subversive"--will use faster, weaker, and somewhat cheaper units (depending on gameplay mechanics), but will usually not have to resort to the ZergRush any more than the Powerhouse will have to resort to the Tank Rush. Historically, the EvilEmpire is typically the Powerhouse faction, but in keeping with current real-world trends, it's becoming more common for the US or NATO to be the Powerhouse while weaker, decentralized non-state bad guys play as the Subversives.
* Examples: Allies (Subversive) vs. Soviets (Powerhouse) in ''[[CommandAndConquer Command & Conquer: Red Alert]]''. In the Tiberium games of the Command & Conquer series, the factions are GDI (Powerhouse) vs. Brotherhood of Nod (Subversive).

!!Three Factions:
With three factions, the previous Subversive faction becomes "The Balanced" by moving up the power scale, while a new Subversive faction emerges. The new Subversives rely on weak, swift, [[ZergRush massed]] units and [[SquishyWizard special powers]][=/=][[TryingToCatchMeFightingDirty dirty tactics]] such as stealth, deception or MindControl. The Balanced, as suggested by its name, has become a balance between the new Subversive and the Powerhouse, not quite as powerful but not quite as weak either. Typical Subversives include TheUndead, terrorist organizations, WWII Russians, and the morally ambiguous.
* Examples: Atreides (Balanced), Harkonnen (Powerhouse), and Ordos (Subversives) from Westwood's ''{{Dune}}'' games. ''{{Starcraft}}'''s Zerg (Subversive), Terrans (Balanced), and Protoss (Powerhouse) are another TropeCodifier.

!!Four Factions:
When a fourth faction is introduced, the Balanced splits in two; The new Balanced and the Cannons. The Balanced moves towards the Powerhouse in a MagicKnight fashion, while the Cannons specialize with more SquishyWizard and GlassCannon units. With this split, the power field has become close, and factions grow alike.
* Examples: ''VideoGame/WarcraftIII'''s Human Alliance (Balance), Orcish Horde (Powerhouse), Undead Scourge (Subversive), and Night Elf Sentinels (Cannons). ''VideoGame/BattleRealms'' Dragon Clan (Balance), Wolf Clan (Powerhouse), Lotus Clan (Subversive), and Serpent Clan (Cannons).

!!Five Factions:
The fifth faction, The Horde, completes the circle by being a mix of the Powerhouse's power and the Subversive's numbers. The Horde doesn't have very powerful units. They're probably better than the Subversives' and worse than the Cannons', and it's only through sheer numbers that the Horde will win. The Horde takes the ZergRush aspect of the Subversive as its only tactic, but they won't need any other tactics. Numbers will suffice. The Subversive, having lost their numerical superiority, will compensate with further special powers, making basic Subversive units weaker than basic Horde units, but no longer used as much for {{Zerg Rush}}ing.
* Example: The ''VideoGame/RiseOfTheReds'' [[GameMod mod]] for ''VideoGame/CommandAndConquerGenerals: Zero Hour'' has the USA (Balanced), the Russian Federation (Powerhouse), the European Continental Army (Cannons), the Global Liberation Army (Subversive), and China (Horde).

!!Six or More Factions:
At this point, there are no established conventions. See ACommanderIsYou for the many variations that occur at this point.
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!!Examples:

[[foldercontrol]]

[[folder: Two ]]

* ''[[CommandAndConquer Command & Conquer. Tiberian Dawn]]'': Global Defence Initiative vs. Brotherhood Of Nod - A rare example of the good guys being the Powerhouse.
* ''[[CommandAndConquer Command & Conquer. Red Alert]]'': Allies (Subversive) and Soviets (Powerhouse).
* ''[[CommandAndConquer Command & Conquer. Red Alert 2]]'': Allies (Subversive) and Soviets (Powerhouse) like its predecessor. However, the gap between quality and quantity has narrowed greatly.
* ''CompanyOfHeroes'': United States Of America (Subversive) vs. Wehrmacht (Powerhouse)
* ''StarWars Empire At War:'' Rebel Alliance (Subversive) vs. Galactic Empire (Powerhouse)
* ''TotalAnnihilation'': ARM (Subversive) vs CORE (Powerhouse), although [[SeparateButIdentical the differences are fairly small]].
* Somtaaw vs Beast in ''VideoGame/{{Homeworld}}: Cataclysm''; Hiigarans vs Vaygr in ''VideoGame/{{Homeworld}} 2''. Two more examples of Powerhouse good guys.
* ''{{SWINE}}'': Subversive Rabbits, powerhouse Pigs.
* ''DarkReign'': JDA/Imperium (Powerhouse) vs Sprawlers/Freedom Guard (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.
* ''Tomorrow's War'': In "asymetric warfare" scenarios the professional army is the powerhouse while the insurgents have to be subversive.
* Most ''MagicTheGathering'' Duel Decks series take this tack, usually with the "Bad Guy" deck being the Powerhouse (though unusually the very first, Elves vs. Goblins, pitted two Subversive strategies against each other, though the Elves are better able to transition to Powerhouse late game).
* In NorseMythology, Odin's army consists of the gods, and the souls of only the greatest human warriors (Powerhouse). On the other side are the jotuns and all of the dishonorable dead (Subversive). They seem to be pretty evenly matched...

[[/folder]]

[[folder: Three ]]

* ''DuneII'', ''Dune 2000'' and ''Emperor: Battle for Dune'': Artreides, Harkonnen and Ordos
* ''[[CommandAndConquer Command & Conquer. Red Alert 2: Yuri's Revenge]]'': Allies (Balanced), Soviets (Powerhouse), and Yuri (Subversive).
* ''[[CommandAndConquer Command & Conquer. Tiberium Wars]]'': GDI (Powerhouse), Nod (Subversive) & Scrin (Balanced)
* ''[[CommandAndConquer Command & Conquer: Red Alert 3]]'': [[PlayingWithATrope It's somewhat complicated here]]. While the Empire Of The Rising Sun has the weakest units, their units are more versatile so they technically count as the Balanced faction. The Allies are Subversive, having many [[GlassCannon fragile]] units with good special abilities, requiring good micromanagement skills to use them effectively. Soviets are Powerhouse, as usual.
* ''[[CommandAndConquer Command & Conquer: Generals]]'': United States Of America, China, and Global Liberation Army. Breaks the mold a bit, in that the USA is somewhere between Balanced and Powerhouse, and China is much closer to a Horde mentality than Powerhouse, but the GLA plays the Subversive role to a T.
* ''ActOfWar: Direct Action'': United States Army (Powerhouse), Task Force Talon (Subversive), Consortium (Balanced)
* ''StarWars EmpireAtWar Forces of Corruption'': Rebel Alliance (Balanced), ''the'' Empire (Powerhouse), and the Zann Consortium (Subversive)
* ''{{Starcraft}}'': Terrans, Protoss and Zerg.
* 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 Powerhouse, US Subversive, and NATO Balanced (NATO uses a mix of units and supports from the other two factions).
* {{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/SupremeCommander'' has the United Earth Federation (balanced), the Cybran Nation (powerhouse) and the Aeon Illuminate (subversive), though all sides tactics boil down to ZergRush eventually.
* ''SinsOfASolarEmpire'' starts out this way, with Trader Emergency Coalition (Balanced), Advent (Subversive) and Vasari Empire (Powerhouse), but due to research topics all the factions start sliding subtly in other directions: TEC goes Powerhouse, Vasari go Subversive and the Advent go Balanced.
* ''VideoGame/ConquestFrontierWars'': Terran Empire, Mantis, Celareons
* ''GroundControl'': Crayven Corporation vs Order Of The New Dawn. Phoenix Mercenaries were added in ''Dark Conspiracy''. The sequel featured the Northern Star Alliance and the Virons. The Terran Empire was unplayable.
* ''{{Earth2150}}'': United Civilised Sates (Subversive), Eurasian Dynasty (Powerhouse), Lunar Corporation (Balanced)
* ''VideoGame/MetalFatigue'': Rimtech (Balanced), Mil-Agro (Powerhouse) and Neuropa (Subversive)
* ''BrutalLegend'': Tainted Coil (Powerhouse), Ironheade (Balanced), and Drowning Doom (Subversive). There ''is'' a fourth faction, Lionwhyte, but Lionwhyte's forces are just a PaletteSwap of Ironheade's.
* A non-video game example in ''Series/BabylonFive'': The Vorlons are the Powerhouse, the Shadows are Balanced, and the Sherridan-led Army of Light is Subversive.
* ''RiseOfLegends'': Vinci (Balanced), Cuotl (Powerhouse), and Alin (Subversive), though the Vinci will out-Powerhouse the Cuotl if allowed to tech up enough.
* ''{{Endwar}}'': United States Of America (Balanced), European Federation (Subversive), and Russia (Powerhouse)
* ''{{Achron}}'''s 3 factions are difficult to place since they don't follow any one category. For example, the Grekim rely the most on trickery and special abilities, but unlike Subversive, it focuses on few high powered units. The Collective Earth Security Organization is most like The Horde, while the Vecgir are somewhere in between.
* ''EndOfNations'': Order Of Nations (Balanced), Liberation Front (Powerhouse), Shadow Revolution (Subversive).
** Or alternatively, if commander classes are counted as as separate factions: Order of Nations (Balanced), Spartan (Powerhouse), Patriot (Cannons), Phantom (Subversive) and Wraith (The Horde).
* ''{{Warhammer40000}}: Rites of War'' has three factions: the Eldar, who, with a small number of elite units, are the Powerhouse; the Tyranids, who, with a large number of units, including many that are human genestealer-hybrids, are the Subversives; and the Imperium, who are the Balanced. Interestingly, you play as the Eldar in campaign mode.
* In ''VideoGame/MassEffect2'', the three major enemy mercenary groups are set up like this, with the Eclipse as Subversive, the Blue Suns as Balanced, and the Blood Pack as Powerhouses

[[/folder]]

[[folder: Four ]]

* ''VideoGame/WarcraftIII'': Human Alliance, Orcish Horde, Undead Scourge, Night Elf Sentinels are Balanced, Powerhouse, Subversive, and Cannon respectively.
* ''VideoGame/DawnOfWar'' (Basic): Space Marines (Balanced), Orks (Subversive), Eldar (Powerhouse), and Chaos (Cannon).
* ''VideoGame/AgeOfMythology'' has four with the Titans expansion: Greeks (Balanced), Egyptians (Subversive), Norse (Powerhouse), and Atlanteans (Cannon)
* ''VideoGame/SupremeCommander'''s ''Forged Alliance'' expansion adds the Seraphim as Cannon.
* ''VideoGame/StarTrekArmada'': United Federation Of Planets, Klingon Empire, Romulan Star Empire, Borg. The Romulans do not appear in the sequel.
** The Romulans just don't get a campaign in Armada 2. They're still there as enemies/multiplayer factions, along with the Cardassian Union and Species 8472.
* ''VideoGame/BattleRealms'': The 4 Clans; Dragon (Balanced), Serpent (Subversive), Wolf (Powerhouse), Lotus (Cannon).
* CompanyOfHeroes' expansion, Opposing Fronts, adds in two more factions - the Panzer Elite and British. By comparison, the Panzer Elite are Cannons, the British are Balanced (but in a ''very'' defensive sense), the Americans are Subversive, and the Wehrmacht are the Powerhouse.
* ''VideoGame/SwordOfTheStars'' base game: Humans (Balanced), Liir (Subversive), Hivers (Powerhouse), and Tarka (Cannon).
** The first expansion added the Zuul (Horde). The second one added the Morrigi (Arguably took over Subversive from the Liir).

[[/folder]]

[[folder: Five ]]

* ''MagicTheGathering'''s five colors are divided like this. White is the Horde, as it likes to summon lots of small creatures and use effects like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382186 Honor of the Pure]] to power them all up. A mix of protection, flying, and trying to have the moral high ground keep it from being little more than [[Franchise/{{Starcraft}} the Zerg]]. Blue is Subversive; it uses counterspells, return-to-hand effects, and other disruptive tactics to shut down its opponent's strategy while it whittles away at them with small evasive creatures. Black is Balanced with elements of Cannon; it can do almost anything the other colors can do, but black cards often have restrictive costs, the most common of which are [[CastFromHitPoints paying life]] or [[HumanSacrifice sacrificing creatures]] to quickly gain power. Red is the Cannon: it's all about doing as much damage as possible as fast as you can. There are numerous red creatures such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=234722 Ball Lightning]] that have a lot of attack power, but only 1 point of toughness. Like Black, it has a theme of sacrificing permanents for an advantage. Green is the Powerhouse; it features large, expensive and powerful units, and it's the best at destroying artifacts and enchantments, letting it fight back against subversive tactics.
** It is common - if not outright expected - for each block to all but redefine various colours' roles, especially with regards to the above roles. Even within the same block, there is usually enough variety for a skilled player to build a suitable deck for most if not all of these roles. Throughout blocks, Black, Blue, and White tend to be the most uniform. Green and Red often switch between each other, and borrow from other colours.
*** White's most identifiable forte is healing. Nearly every block, white has some respectable capacity to restore life points. Teamwork is another common theme - white decks tend to have cards that, while not particularly spectacular in and of themselves, synergize well. Exalted is, perhaps, the most notable example.
*** Blue's typical strategy is mostly just to screw with its opponent's by making them discard cards, frequently countering spells, and being fairly morphic and difficult to pin down.
*** Black's usual technique is damaging life points directly (often at the cost of its own), and keeping its creatures from dying (usually via regeneration).
*** Red shifts between between large giants, dragons, and other beasts, and swarms of goblins. As mentioned above, Red tends to pull from Black's book in biting its own hand in order to gain an advantage.
*** Green tends to be the best colour for getting mana. There are a lot of green cards that will either pull lands out of your deck or directly tap for mana, letting you get the big guns out faster. It frequently shifts from being focused on large beasts to swarms of small creatures (a role that it performs well at when mixed with White).
** And then there's the ''other'' "colour": artifacts. Usually just meant to enhance and add variety to other decks, it is quite possible and a fairly common strategy to build artifact decks. Because they can be so variable, they can be quite difficult to counter for the unprepared.
* ''TabletopGame/DuelMasters'', itself [[SelfPlagiarism based on]] ''Magic: The Gathering'', has 5 Civilizations, although not balanced identically due to its significantly different mechanics: Fire Civilization is the Offensive Powerhouse, with Power Attackers and Speed Attackers; Light Civilization is the Defensive Powerhouse, with a huge number of Blockers and defensive spells which, for instance, add Shields or tap enemy creatures; Nature Civilization being the cross between the Powerhouse and the Horde, using Mana-buffing to bring out Power Attackers, or just Zerg their way to victory; Water Civilization, the closest to being Balanced, focuses on Hand-buffing similar to Nature's Mana-buffing, and replaces Powerhouse creatures with powerful Blockers and enemy creature-control; Darkness Civilization has Powerhouses in the form of Slayers (which can kill any enemy they battle with, making them the best suicide units), [[GlassCannon Glass Cannons]] which die after battle, Blockers (to a lesser extent than Light and Water), discarding enemy Hand cards, revival of dead creatures, and making sacrifices for certain abilities.
** Because it is hard to counter every situation with a single Civilization, most decks includes 2 to 3 civilizations, either to cover for each other's weaknesses, or to increase the potency of a strategy:
*** Nature's Mana-buffing is very helpful for bringing out powerful units of other races, making it a compatible with all Civilizations, whether playing stamina with Water or Light, or aiming for a beatdown with Fire or Darkness.
*** Light and Water can be combined to form a formidable defense, using a large amount of powerful Blockers and defensive abilities.
*** Fire and Water/Light make an excellent combination of offense and defense.
* ''DawnOfWar'' Winter Assault adds the Imperial Guard as a Horde faction.
* Theoretically, there are five armies in the original ''[[NintendoWars Advance Wars]]'' storyline: Orange Star (USA), Blue Moon (Russia/Canada), Yellow Comet (Asia), Green Earth (Western Europe), and Black Hole (BigBad). In ''practice'', it tends more towards "Allied Nations vs. Black Hole".
** And there are no differences between any of the armies, which CO you use makes all the difference
* Also theoretically, ''VideoGame/{{Sacrifice}}'' has five factions if one plays with one god straight - Persephone (Balanced), James (Powerhouse), Stratos (Subversive), Pyro (Cannon) and Charnel (Horde). Technically speaking, a player can mix and match with the various powers, meaning his unit combinations can come anywhere inbetween.

[[/folder]]

[[folder: Six or more ]]

* Lords of Magic has EIGHT races. Fire (Cannon-subversive-ish), Chaos (Cannon-horde-ish), Air (Subversive-horde-ish), Life (Subversive-Balanced), Water (Balanced), Order (Powerhouse-Cannon), Earth (Powerhouse-Horde-VERY SLOW-ish), and Death (Balanced, in the way that having a Horde of Nukes is balanced).
* ''DawnOfWar'' added the Tau and Necrons in Dark Crusade, and the Sisters of Battle and Dark Eldar in Soulstorm for a final total of 9 races. This reflects almost all the major playable factions of TabletopGame/{{Warhammer 40000}}
** ''Warhammer40000'' itself has ''sixteen'' different factions (five different Space Marine variants, Eldar, Dark Eldar, Tau, Chaos Space Marines, Chaos Daemons, Ordo Malleus, Ordo Hereticus, Orks, Necrons, Imperial Guard, and Tyranids). They're generally organized in accordance of how focused on [[MoreDakka shooting]] versus [[AxCrazy close combat]] they are and by whether they tend to field [[ZergRush hordes]] versus [[ConservationOfNinjutsu elite units]]. Any Space Marine Faction in general is a combination of Balanced with another factor (Space Wolves are Balanced Powerhouses, while Grey Knights are Balanced Cannons) while each of the other factions take on a more traditional role blended with their preferred method of combat (Imperial Guard is Horde Ranged while Tyranids are Horde/Close Combat, for example). The Sole exception to this is the Dark Eldar, who are basically more subversive version of the vanilla Eldar.
* RiseOfNations has over 20 different nations to choose from, but most of the differences are small.
* ''VideoGame/AgeOfEmpires'' series have large numbers of playable factions, with more added in each expansion pack. Since the tech trees are shared, most variation comes in the form of each civilisation missing out on a few research items or unit upgrades. The second game adds one (in some cases two) unique technology and unit for each civilisation. Additionally, both games feature set statistical bonuses (military and economic) and minor gimmicks for each civ.
** The third game in the series takes earlier concepts further, increasing complexity by giving all European civilisations two or more (up to five) unique units, removing or replacing basic units for specific civs, providing each civ with a more powerful main-line upgrade for some basic units, and adding a variety of bonuses, gimmicks, etc. to each civ. Further, the game introduces the Home City feature, allowing for even more unique bonuses and technologies to be applied on-the-fly. The two expansions add three civilisations each, and all of these are entirely unique, sharing no units with any other civ (although there are some similarities). There are also variety of gameplay gimmicks implemented according to civ-grouping (for instance, the Fire Pit for all Native Americans, Wonders and Rice Paddies for all Asians) and individual civilisation (as the system in the base-game TurnedUpToEleven).
*** In a way, with the third expansion, the game plays into the three-way version of this trope, with the Europeans being Balanced, the Natives being Subversive, and Asians being Powerhouses. Also, in same expansion, the Asian factions form the same triangle: Japan (Balanced), India (Powerhouse), and China (Subversive).
* ''Age of Wonders 2'' has ''twelve'' races, alphabetically: Archons, Dark Elves, Draconians, Dwarves, Elves, Frostlings, Goblins, Halflings, Humans, Orcs, Tigran, and Undead. Additionally, there are two Elvish wizard factions, two Human wizard factions (one is you), and two Undead wizard factions. Humans are the most balanced straightforward units by race, but everyone else is a bit mixed.
** The sequel/expansion "Age of Wonder: Shadow Magic" brought that number up to fifteen.
* ''BattleForWesnoth'' has six factions in the Default era: Rebels (elves), Knalgan Alliance (dwarves and outlaws), Loyalists (humans), Northerners (orcs), Undead, and Drakes (dragonmen and lizardmen).
* ''VideoGame/MasterOfOrion'' has ten races who actually play fairly differently. Each has a special racial bonus (and a few have handicaps to go along with that if their bonus is too powerful - most races can only colonize half the planets in the galaxy until they've researched the proper tech, but Silicoids can colonize them all right away. But their population grows HALF as fast as everyone else's!). They also have certain tech fields that they are better or worse at, and tendencies toward good or bad relations with certain other races. This results in quite a bit of difference in how each race plays, plus a rather extreme case of unbalance. The Psilons are excellent at all research AND are liked by most other races, making them one of the clearly best races, while the Klackons have an equally overpowered ability (bonuses to industrial production) but are widely disliked (they're still one of the top races though). Mrrshans and Alkaris have awful abilities (small combat bonuses) and are generally disliked, making them the hardest to play, while the Darloks (bonuses to all spying activities) are hated by all, but can often become the leaders in technology by stealing everyone else's tech, and can keep themselves alive by inciting wars between other empires.
* ''VideoGame/WarlordsBattlecry'' 2 has 12 races that play differently, and Warlord's Battlecry 3 has SIXTEEN! Though for the most part it is a sliding gradient scale, there are several races that have unique combat gimmicks which make them difficult to categorize - the undead, for example, can upgrade their units on the field, simultaneously full-healing them. The Swarm in WBC3 can resource starve their opponents while hammering them with weak - but very cheap - troops. Daemons can use their units to summon whole new units onto the field for free, effectively replacing lost troops mid-battle or freely building up the ranks beforehand, but the base units are hideously expensive. And then there's the Plaguelords in WBC3, who are just totally overpowered; with access to cheap hordes of units with powerful upgrades "and" powerful area of effect monsters, their only real weakness is a lack of effective ranged units.
* SidMeiersAlphaCentauri has seven factions: Gaia's Stepdaughters, Human Hive, University Of Planet, Morgan Industries, Spartan Federation, The Lord's Believers, and Peacekeeping Forces. The expansion, ''Alien Crossfire'', adds seven more: Cybernetic Consciousness, Nautilus Pirates, Free Drones, Data Angels, Cult Of Planet, Manifold Caretakers, and Manifold Usurpers. There may still only be seven factions in the game. Also, if one alien faction (i.e. Caretakers/Usurpers) is in the game, the other must be as well. The printed manual for Alien Crossfire went into detail describing the process of autoplaying games with all 1,584 combinations of factions just to make sure everything is balanced juuuuust right.
** And then there's the unlockable faction in Alien Crossfire - the Firaxians (named after Firaxis Games, the developer). They're intentionally a LethalJokeCharacter, for people who just want to kick inordinate amounts of butt inordinately early, so they don't factor into the balancing.
* IronKingdoms is two games (two sides of a coin really) ''Warmachine'' and ''Hordes''; ''Warmachine'' has six factions while ''Hordes'' has five. Has even more if you count the sub groups in the mercenaries (3) and Minions (2) factions.
** If you look only at the original four Warmachine factions, they mostly follow the standard for 4 Factions: Cygnar (Cannons), Khador (Powerhouse), Cryx (Subversive), Menoth (Balanced). Specific models and units within each faction will break the standard, but overall they fit fairly well. With the addition of Retribution of Scyrah in Mk. II, the faction calculus changed a bit to follow the 5 Faction standard, with Cryx becoming The Horde and Retribution becoming the new Subversive.
** The faction calculus on the Hordes side also follows the 4 Faction standard to some degree: Legion (Cannons), Skorne (Powerhouse), Circle (Subversive), Trollbloods (Balanced).
** It's interesting to note that both Powerhouse factions (Khador and Skorne) have a red color scheme and both Subversive factions (Cryx and Circle) have a green color scheme, both of which are common to other games.
* {{Wizard101}} has seven schools of magic. Storm is a GlassCannon, Fire is a GradualGrinder mixed with some GlassCannon, Ice is the StoneWall and later on learns GradualGrinder spells, Life is CombatMedic, Myth is TheBeastMaster, Death is based off LifeDrain based spells, and balance is a mix of JackOfAllStats and [[StatusBuff status buffing.]] All of them are actually very well balanced.
* {{Monsterpocalypse}} has six factions each are one of six agendas, G.U.A.R.D. (Protectors), Terrasaurs (Radicals), Planet Eaters (Destroyers), Lords Of Cthul (Fiends), Martian Menace (Invaders), and Shadowsun Syndicate (Collaborators). The later sets add six more factions to each agenda, Elemental Champions (Protectors), Empire of the Apes (Radicals), Savage Swarm (Destroyers), Subterran Uprising (Fiends), Tritons (Invaders), Ubercorp International (Collaborators).
* GameMod RedAlert3Paradox has 8 factions which are fairly deverse. Out of those, 4 play in typical CommandAndConquer fashion while the other 4 do NOT (they play like an RPG, VideoGame/SimCity and both sides of a TowerDefense game, respectively). The orientations are equally deverse, the Allies posses air power and "working together", the Soviets have tanks ad absurdum, bringing raw unmatched firepower in, the Empire are versatile and very fast in addition to a powerful navy, the Confederates have great infantry and all sorts of stealthy mean tricks, the Talons are even more about working together, creating impenetrable shields with their strong defense values, the Chinese are the towers of a TowerDefense game, short-ranged but powerful, the Electrical Protectorate are the creeps of tower defense games with ZergRush tactics that would make the actual Zerg proud and the Syndicate are all about range and speed while bringing entire cities on the battlefield.
* The FourX space simulation ''[[VideoGame/{{X}} X-Universe]]'' series has twelve different starship-manufacturing factions, each of which uses a different design philosophy best described in terms of the armor triangle (speed-defense-offense). The core factions are as follows: the [[TheFederation Argon Federation]] and [[TheEmpire Paranid Empire]] (variations on Balanced), the [[HumanityIsAdvanced Terrans]], [[ProudMerchantRace Teladi Federation]], [[EliteArmy AGI Task Force]], and [[NGOSuperpower OTAS Corporation]] (variations on Powerhouse), the [[ProudWarriorRaceGuy Split Dynasty]] (Cannons), and the [[TheKingdom Kingdom Of Boron]] (poor Balanced, being a pacifist race forced into warfare). The [[HordeOfAlienLocusts Kha'ak Hive]] and [[AIIsACrapshoot Xenon Fleet]] are The Horde, while the [[{{Yakuza}} Yaki]] are somewhere between Powerhouse and Cannons, and the [[SpacePirate Pirates]] are Subversives.
* ''VideoGame/DarkSouls'' has a total of nine factions the player can join, each of them offering different, spells, weapons, armor, and how you interact with other players in PvP.
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