Red Alert 3 Paradox has a lot of Fan Fiction and Fan Factions, out of which the most important (and most promising as in "most-likely-to-ever-be-implemented") ones are sorted in by a group dubbed "Echoes Productions". Hilarity Ensues as the total number of factions is brought up to fourteen (in a game with originally only three), and Earth is made even more of a Crap Sack World than before.The Expanded Universe has its own Wiki here and a character sheet (under construction) here.There is also a number of Fanfactions that could be included in mod (Theorethically, at least). Information about these factions can be found here: Paradox Expanded Universe Fan Factions
The African Emirates fire mutated chickens and razor-sharp diamond dust.
The Combine utilize artificial elements, accelerated particles and bacteria that EAT metal. Not to mention their biological weapons...
Most Atlantean weapons shoot ICE at enemies.
The Industrial Guild likes to fire spiked steel balls at their enemies. Also exploding ship containers.
The Contingent have Metalstorm Rounds - bullets that "explode" into shards of depleted uranium when they hit their target, turning into a close-range shotgun blast.
African Emirates: The Mario and Ranger. High ranged units with multiple uses and no conventional tiers, but all in all not very strong.
Technocratic Combine: Ranger/Brute Force. High range and high toughness units designed to force a chokehold on the battlefield until late game, when they get base razors to finish the job.
Atlantean Monarchy: Elitists. Many unit types but few are actually cheap. In return, has multiple super units.
Industrial Guild: Industrial and Spammer. Units can be fielded very quickly but not endlessly and are made to win a battle in one rush.
Southern Contingent: Classic Brute Force. Most things are powerful, but speed and durability are only secondary.
American Unionists: A mix of Technical and Unit specialist. Their infantry might be powerful, but requires garrisons to work at the maximum effigency. They also have shades of "Industrial"-gimmick, since they can build their fragile bases fastly.
Punk Punk: While not as all-present as in Paradox, the Expanded Universe has a few:
Technocratic Combine - Decopunk: Retro-futuristic technologies, Art Deco and Streamline Moderne aesthetics, pulp and noir influences, and World War 1 tactics.
An African diamond mining mega corp, the African Emirates have a thing for ancient Egyptian imagery and utilise a variety of high-range weaponry and sturdy technology to take parts of Africa under their control, which quickly prosper. Their biggest nemisis in terms of warfare as well as economy is the Mediterranean Syndicate, who happens to be their neighbor, globally speaking.
African Terrorists: Subverted. The Emirates tend to quickly get rid of anyone trying to destabalize regions they have power in.
Authority Equals Asskicking: Khalid, the Sultan for the Emirates, prefers to command armies himself as opposed to just letting people do it for him. He isn't a slouch in combat either, and that's before the fact he gets dibs on the best stuff.
Beam Spam: The basic idea behind the Emirates's pulse laser technology. Taken to ridiculous extremes with the Scatterbeam Cannons, which are essentially Gattling Laser Shotguns. Beam Spam, indeed.
Bulletproof Vest: A lot of Emirates personnel are equipped with diamond-weave combat vests.
City of Gold: Diamonds are an extremely plentiful material for the Emirates. Their cities do have gold and platinum as well, though.
Crystal Spires and Togas: Averted, due to the fact the Emirates isn't quite advanced enough to pull this off yet. Their aesthetic is still too bulky, but it's heading in this direction.
Everything's Sparkly with Jewelry: Diamonds are not only pretty to look at, this faction generates electrical power with diamonds and lasers.
Guns Akimbo: The Emmissary wields dual ramjet pistols.
Humongous Mecha: The War Derricks. Especially the Anansi War Derrick.
LEGO Genetics: Emirates Mutagens end up applying under this, even though the Emirates don't have particular control over the DNA itself.
Mechanical Monster: The Anansi War Derrick - it's a huge mechanical spider.
More Dakka: Pretty much the idea with the Volley-based weapons. Somewhat overlaps with Gatling Good as well.
Psycho Serum: When Emirates mutagens on animals fail to work properly, it acts like this. Particularly with the uberchickens for the Akachi Bomber.
Well-Intentioned Extremist: The Emirates increasingly becomes this as their hatred for the Syndicate goes out of control.
Technocratic Combine
Composed of an intercontinental coalition of people from all three continents of the Americas, the Technocratic Combine seeks to create a "Technological Utopia" based on the tenets of technocracy and meritocracy. They evoke the retrofuturism of the Interbellum era combined with cheesy and Zeerusty biopunk, with cyclotron guns, bionic augmentations, eugenic engineering, and highly streamlined Art Deco buildings and vehicles, as well as many darker fields deemed 'Mad Science'. They prefer to use World War 1 trench tactics and morale-crippling warfare, which stands in great contrast to their literally Golden Age appearance.
Alluring Anglerfish: Not an actual anglerfish, but in fact a fifty-foot long viperfish. Yes, it can be commanded as a regular unit.
Mad Scientist: Subverted AND Double Subverted. Their stuff's crazy enough to be Mad Science, and yet they use it to solve everything from civilian benefit to helping the enviroment to developing the newest highly-lethal weaponry.
Mother Nature, Father Science: Averted. Animals, plants, and other living organisms figure heavily in their warfare, and many of their developments are rooted in biomimetics.
No Plans, No Prototype, No Backup: Averted heavily. Their tendancy to mass produce things means they have blueprints of everything. All their weapons, armor, and vehicles actually have their blueprint codes in their official names.
An Italian scientist from the 16th century founded an underwater city based on the myth of Atlantis. Their remnants have come back to the surface to take revenge on everyone polluting the seas. The Atlanteans utilise ice and water weapons for their middle ages scifi units, amphibious units are abundant and they are overall quite mobile.
An aristocratic group with a love for Victorian London, the Industrial Guild like to emulate exactly that. Classic steam punk tanks and huge numbers of willing soldiers equipped with all sorts of classic weaponry fight for a classic ideal of the world. Huge factories guzzling out material and smoke alike, the Guild only look retro but are very capable of engineering new products - it's just that they prefer to use tried and tested over new.
We Have Reserves: Subverted. Despite the Guild's ability to gain massive numbers of units, they prefer to build up until they know they can win a battle the first time but they do not spend more material than needed.
Southern Contingent
A coalition of Australia, New Zealand and a few surrounding states, the Southern Contingent were part of the Allied Nations but refused further cooperation to ensure survival on their own. Instead they build up their own military force, using gunslinger cowboys, aircraft and gravitational manipulation with great efforts. Good on defense and offense alike, the Contingent can react fast on various dangers and prove that their region of the world is dangerous for quite a few reasons.
Artificial Gravity: One of the Contingent's major technological advances.
Gravity Master: The Contingent have complete mastery over gravity.
Gravity Sucks: Inverted, gravity pulls. That said, it can still rip a building to pieces...
Irony: The Contingent missed out on discovering nuclear fission, but noticed Depleted Uranium's use as a weapon. Nowadays, they keep the "valuable" depleted Uranium while disposing of the "useless" enriched stuff!
Improbable Weapon User: The Contingent use cannonballs with some of their units. This is aided by the fact that said cannon balls are made of depleted Uranium and gravity-guided, however.
Kill Sat: Subverted. Their version of a Kill Sat is within the atmosphere.
Kinetic Weapons Are Just Better: All Contingent weapons (bar the occasional gravity weapon or grenade) are kinetic. Not only that, they hit HARD, thus playing this trope straight.
Nice Job Breaking It, Hero: Since the Contingent see enriched Uranium as useless, the stuff they don't bury is sold to "American research colleges", who have a great interest in the stuff. Three guesses who they are.
Nice Job Fixing It, Villain: However, said research colleges find depleted Uranium useless, and so when they produce it they send it to Australia to get rid of it...
Roboteching: The Contingent uses gravity manipulation to fire CANNONBALLS this way.
Selective Gravity: One of the advantages of controlling gravity. The Contingent use this to the point that their command centers, certain high-level military equipment and even a Kill Sat equivalent in the upper atmosphere.
Shiny New Australia: Subverted. While the Southern Contingent was formerly part of the Allies and is apparenty under Talon control, they are VERY unwilling to fall into the hands of anyone else.
Space Western: Apart from the "space" part. They are working on it though.
An American Civil Defense Force created for the sole purpose of Americanism and the stomping out of Communist influence in the USA. After being all but diminished in the early 60s, they became revitalized after Moskovin's failed invasion of New York and the Rise of the Confederate Rebellion. The CIA (American Sub Division of the ACIN) has taken a great intrest in this group, and has been secretly integrating it more and more into their control. Only time will tell where that will lead...