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* ''VideoGame/WorldInConflict'' features CosmeticallyDifferentSides for the most part, but those factions are divided between four roles that need to work in unison:
** Infantry - Guerrella
** Armor - Generalist
** Air - Ranger
** Support - Unit Specialist
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** Galactic Empire: Elitist/Brute
** Rebel Alliance: Balanced/Ranger
* ''TabletopGame/TeamYankee''

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** Galactic Empire: Elitist/Brute
Empire - Elitist/Brute: Favour self-sufficiency, with their units featuring strong defensive statistics and unparalleled strength within their defined roles.
** Rebel Alliance: Balanced/Ranger
Alliance - Balanced/Ranger: Makes up for their individual weaknesses by being nimble, versatile and able to access strong synergistic and support abilities.
* ''TabletopGame/TeamYankee''''[[TabletopGame/FlamesOfWar Team Yankee]]''
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*''TabletopGame/TeamYankee''
**Germans are elitist, with strong and powerful units, particularly the Leopard 2, with a big gun and a armor of 18 frontally, but they cost so much that in the meta, they are basically useless.
**Americans are balanced, with the M1 Abrams having good overall, and the M1IP being THE toughest tank in-game, with a armor of 19. However, it costs a lot. They have solid air support, and pretty good AA, as well as infantry.
**French are Gurrillia, with guns out the ass and even stronger ATGM spam. Unfortunately a near universal rally of 4+ makes them likely to fall back very very fast, if under fire, and so the Alpha Strike tactic is necessary to make losses as small as possible.
**British are turtles. Their main tank has no stabilizer, and their movement is garbage. With the extra armor upgrade, terrain cross gets worse. The British hunker down, sip tea, and absolutely Swiss cheese anything that they open fire on.
**Russians/East Germany is Spammer. Their tank front armor is low, and their infantry saves are too, but dammit, they've got low points value. One of their tanks can be taken for less than a single point in certain situations.

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* ''The Technical Faction.'' The opposite of the Brute faction — [[SquishyWizard lots of nasty special abilities, but poor base stats and/or relatively high unit costs]]. Typically requires a lot of micromanagement to use effectively, and therefore not the best faction for novice players. Often have the best [[TechTree tech trees]] of the game, [[MagikarpPower which make them slow starters,]] [[LinearWarriorsQuadraticWizards but very powerful in the late game]]. May overlap with the Elitists or Guerrillas.



* ''The Technical Faction.'' The opposite of the Brute faction — [[SquishyWizard lots of nasty special abilities, but poor base stats and/or relatively high unit costs]]. Typically requires a lot of micromanagement to use effectively, and therefore not the best faction for novice players. Often have the best [[TechTree tech trees]] of the game, [[MagikarpPower which make them slow starters,]] [[LinearWarriorsQuadraticWizards but very powerful in the late game]]. May overlap with the Elitists or Guerrillas.
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*** Russian Federation - Brute, hands down.

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*** Russian Federation - Brute, hands down.Brute. The Russians have taken over as the tank-heavy Steamroller faction.
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*** Chaos Space Marines - Balanced/Specialist

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*** Chaos Space Marines - Balanced/SpecialistBalanced/Specialist. The Chaos Space Marines can be seen as a dark mirror of their Imperial counterparts: if the loyalists possess respectable offensive power either melee or ranged with strong defensive power, the Chaos Space Marines enjoy far superior close combat and psychic abilities, but lacking the loyalists' defensive and equipment options in many areas and requiring much more aggression and initiative on the part of the player. [[VideoGame/{{Doom 2016}} Rip and tear until it is done!]]
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Updates to the Total War section.


*** Iberian Tribes: Guerrilla/Generalist mix, as they have good light infantry for ambushes but good medium infantry that can hold its own against even Romans.

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*** Iberian Tribes: Guerrilla/Generalist mix, as they have good light infantry for ambushes but good medium infantry that can hold its own against even Romans. Their infantry excel in the cut-and-thrust of melee since they have high melee defense (meaning that they are highly likely to dodge attacks in melee).



*** Armenia and other Eastern factions: Ranger/Unit Specialist. Eastern rosters lack infantry but they make up for it with skirmishers and skirmisher cavalry.

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*** Armenia and other Eastern and Desert factions: Ranger/Unit Specialist. Eastern Their rosters lack have average infantry at best but they make up for it with skirmishers tend to have excellent skirmishers, both foot and skirmisher cavalry.mounted. They also have great melee and shock cavalry, particularly cataphracts.



*** Steppe Tribes: Unit Specialist all the way, they rely on their shock cavalry and missile cavalry to get anything done.
*** Daco-Thracian Tribes: Unit Specialist. They make use of staggeringly high charge stats to break enemy infantry, but they lack armor and don't have great non-melee units. Their warriors are also not very good in standing melee, as they lack proper shields.

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*** Steppe Tribes: Unit Ranger/Unit Specialist all the way, they rely on their shock cavalry and missile cavalry to get anything done.
*** Daco-Thracian Tribes: Unit Specialist. They make use of infantry with staggeringly high charge stats to break enemy infantry, but they lack armor and don't have great non-melee units.units with the exception of skirmishers (which are of above-average quality and can hold well in melee). Their warriors are also not very good in standing melee, as they lack proper shields.



*** Dwarves: A rare example of an ''Elitist/Technical'' faction. They are slow-moving and small in number, but a combination of heavily armoured and disciplined infantry with devastating ranged weaponry and artillery can turn them into well-coordinated {{Mighty Glacier}}s. Dwarfs are also ''Loyalist'' as they have no civil wars.

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*** Dwarves: Dwarfs: A rare example of an ''Elitist/Technical'' faction. They are slow-moving and small in number, but a combination of heavily armoured and disciplined infantry with devastating ranged weaponry and artillery can turn them into well-coordinated {{Mighty Glacier}}s. Dwarfs are also ''Loyalist'' as they have no civil wars.



*** Beastmen: A ''Spammer/Guerrilla/Brute'' faction. They rely heavily on ambush tactics on the grand campaign, their hordes being invisible and capable of traveling through hidden "Beastpaths". In combat they hit hard but have really poor morale, relying heavily on their units' superior mobility and numbers, but will fall apart in prolonged combat. Much like the Warriors of Chaos they cannot maintain settlements, but have a unit ability to raze and corrupt a region, along with a mechanic similar to the Orcs' Waagh!, spawning AI-controlled armies to assist your own hordes. Unlike the Warriors, the Beastmen do not suffer attrition when two hordes are near one another, meaning you can quickly create new hordes in order to flood the map with your forces.

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*** Beastmen: A ''Spammer/Guerrilla/Brute'' faction. They rely heavily on ambush tactics on the grand campaign, their hordes being invisible and capable of traveling through hidden "Beastpaths". In combat they hit hard but have really poor morale, relying heavily on their units' superior mobility and numbers, but will fall apart in prolonged combat. Much like the Warriors of Chaos they cannot maintain settlements, but have a unit ability to raze and corrupt a region, along with a mechanic similar to the Orcs' Waagh!, Waaagh!, spawning AI-controlled armies to assist your own hordes. Unlike the Warriors, the Beastmen do not suffer attrition when two hordes are near one another, meaning you can quickly create new hordes in order to flood the map with your forces.



*** Norsca: A ''Elitist''/''Brute Force''/''Gimmick'', just like their parent army - the Warriors of Chaos. A relatively small number of extremely powerful warriors (Marauder Champions, Berserkers) supported by a number of extremely powerful monstrous units that pound the enemy into submission through pure violent power. They have a number of powerful quirks like their Berserker and Frost Bite abilities, which allow them to become insanely stronger the longer they remain in battle and significantly slow their enemies in combat, respectively.

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*** Norsca: A ''Elitist''/''Brute Force''/''Gimmick'', just like their parent army - the Warriors of Chaos. A relatively small number of extremely powerful warriors (Marauder Champions, Berserkers) supported by a number of extremely powerful monstrous units (Mammoths, Skinwolves, Fimir, and Frost Wyrms) that pound the enemy into submission through pure violent power. They have a number of powerful quirks like their Berserker and Frost Bite abilities, which allow them to become insanely stronger the longer they remain in battle and significantly slow their enemies in combat, respectively.



*** High Elves: A ''Generalist/Elite/Intrigue'' faction with lots of expensive units that are capable of fighting in multiple scenarios. In the Grand Campaign they can use influence to quickly develop alliances or trick other factions into war. Examples of their extremely generalist units are: Lothern Sea Guard are effective, though not great, archers which carry shields (allowing them to resist other archers) have decent melee stats (allowing them to briefly stand against basic infantry) and have a bonus against large creatures (making them dangerous to cavalry that catches them). The Eagle Claw Bolt Thrower is an extremely accurate artillery piece that can switch between having a bonus against large creatures (to snipe monsters) and against infantry (to disrupt infantry formations). The Swordmasters of Hoeth are greatsword infantry with high damage and a bonus against other infantry, this almost always means not having shields and thus being weak to archers but the Swordmasters get the shielded status anyway because they can deflect arrows with their swords.
*** Dark Elves: A ''Balanced/Technical'' faction. Their units require more micromangement than most but ultimately they have effective answers to nearly anything. However if their units aren't managed well and get caught in unfavorable matchups they tend to fall apart.

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*** High Elves: A ''Generalist/Elite/Intrigue'' ''Generalist/Elitist/Ranger/Intrigue'' faction with lots of expensive units that are capable of fighting in multiple scenarios. In the Grand Campaign they can use influence to quickly develop alliances or trick other factions into war. Examples of their extremely generalist units are: Lothern Sea Guard are effective, though not great, archers which carry shields (allowing them to resist other archers) have decent melee stats (allowing them to briefly stand against basic infantry) and have a bonus against large creatures (making them dangerous to cavalry that catches them). The Eagle Claw Bolt Thrower is an extremely accurate artillery piece that can switch between having a bonus against large creatures (to snipe monsters) and against infantry (to disrupt infantry formations). The Swordmasters of Hoeth are greatsword infantry with high damage and a bonus against other infantry, this almost always means not having shields and thus being weak to archers but the Swordmasters get the shielded status anyway because they can deflect arrows with their swords.
swords. They also have access to powerful archers that can hold themselves in melee, such as the Sisters of Avelorn and Shadow Warriors.
*** Dark Elves: A ''Balanced/Technical'' ''Balanced/Technical/Brute'' faction. Their units require more micromangement micromanagement than most but ultimately they have effective answers to nearly anything. However if their units aren't managed well and get caught in unfavorable matchups they tend to fall apart. Their unique battle mechanic, Murderous Prowess, causes an army wide damage bonus once a certain number of units have been killed.
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* ''VideoGame/{{Rimworld}}''

** Pirates/Outlanders: Balanced/Generalist. They come with moderate numbers. They usually use modern guns, but some of them use melee weapons.
** Tribes: Spammer. They are very numerous, but they can only use neolithic weapons like bows, clubs or spears. Most of them don't wear armor.
** Mechanoids: Elitist/Specialist. They have thick armor and advanced weaponry like charge lance or minigun, but they usually come with small numbers. Mechanoid faction has three units, and they distinctly have advantages and weaknesses.
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* ''VideoGame/GreyGoo'' a return to the classic RTS formula.

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* ''VideoGame/GreyGoo'' ''VideoGame/GreyGoo2015'' a return to the classic RTS formula.
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** Spanish: Generalist/Balanced. Spain has the widest selection of units and they get Home City shipments faster than everyone else, this civilisation suits all levels and styles of play. Their unique units are the Lancer, Rodelero, War Dog and Missionary.
** British: Balanced/Ranger/Industrial. Britain can create settlers faster than anyone else by building Manors, so their economy can flourish very early on. Their unique units are the Longbowman and the Congreve Rocket, and they have the best musketeers as well.
** Dutch: Economist/Technical. Dutch Settlers cost coin instead of food, giving them a slow start, but the Dutch mine gold faster and can build Banks for an infinite steady stream of money. Their special unit is the Ruyter, Fluyt and the Envoy.
** French: Brute/Spammer. The French start with a native scout and can raise native units faster and their Coureurs gather every resource faster than standard settlers. Their Cuirassier unique heavy cavalry are one of the strongest in the game.
** Germans: Rangers, with a side of Spammer. The Germans receive free Ulhan light cavalry with every Home City shipment, this gives them a lot of mobility and map control. They use Settler Wagons to supplement their settlers and boosting their early economy.
** Russians: Spammer. Russian units are cheaper than equivalents in other nations and train in batches, allowing an army to be raised very quickly. The Russian Blockhouse replaces the Barracks and can garrison troops, and this also lets them rushdown well. Their special units are the Strelet, Cossack and Oprichnik.
** Portuguese: Industrial/Technical. A difficult faction to play due to the very slow start (they do not have settler shipment cards like everyone else) but they get a free Covered Wagon as they advance each age. They have strong light infantry (their one unique unit is the Cassador) and dragoons, and a strong navy.
** Ottomans: Unconventional/Unit Specialist (artillery). The Ottomans can field artillery earlier than any other civilisation (by Age II) and they get two special artillery pieces: Abus Guns and Great Bombards. They also get Janissary infantry and Spahis. Finally, Ottoman town centers spawn settlers at no cost, though it takes longer.

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** Spanish: Generalist/Balanced. Spain has the widest selection of units and they get Home City shipments faster than everyone else, this civilisation suits all levels and styles of play. Much like their units, Spain's card deck is diverse and average across the board, but their limit of one fort and one factory per game can severely hamper them. Their unique units are the Lancer, Rodelero, War Dog and Missionary.
** British: Balanced/Ranger/Industrial. Britain can create settlers faster than anyone else by building Manors, so their economy can flourish very early on. Britain's card deck supports a stellar naval game (arguably the best of all civs) and a plethora of strong unit upgrades. Their unique units are the Longbowman and the Congreve Rocket, and they have the best musketeers as well.
** Dutch: Economist/Technical. Dutch Settlers cost coin instead of food, giving them a slow start, but the Dutch mine gold faster and can build Banks for an infinite steady stream of money. The Dutch card deck emphasises a focus on strong economics while also allowing for a competent navy. Their special unit is the Ruyter, Fluyt and the Envoy.
** French: Brute/Spammer. The French start with a native scout and can raise native units faster right off the bat and their Coureurs gather every resource faster than standard settlers. settlers, though they are more expensive to raise. Their Cuirassier unique heavy cavalry are one of the strongest in the game.
game. France's card deck allows for raising up native units quickly and easily to supplement the expensive and powerful regular units.
** Germans: Rangers, with a side of Spammer. The Germans receive free Ulhan light cavalry with every Home City shipment, this gives them a lot of mobility and map control. They use Settler Wagons to supplement their settlers and boosting their early economy.
economy. With their card deck the Germans can quickly become a military powerhouse with a slew of mercenary shipments and cavalry upgrades.
** Russians: Spammer. Russian units are cheaper than equivalents in other nations and train in batches, allowing an army to be raised very quickly. The Russian Blockhouse replaces the Barracks and can garrison troops, and this also lets them rushdown well. Their special units are the Strelet, Cossack and Oprichnik.
Oprichnik. Russia's card deck is geared for ZergRush, with cards like Mass Army and Fencing School allowing infantry to be raised even quicker.
** Portuguese: Industrial/Technical. A difficult faction to play due to the very slow start (they do not have settler shipment cards like everyone else) but they get a free Covered Wagon as they advance each age. age, allowing Portugal to quickly sprawl across the map and lock down the resources. They have strong light infantry (their one unique unit is the Cassador) and dragoons, and a strong navy.
navy. Portugal's deck also gives them a strong coastal defence, and the unique Navigation School card for faster ships.
** Ottomans: Unconventional/Unit Specialist (artillery). The Ottomans can field artillery earlier than any other civilisation (by Age II) and they get two special artillery pieces: Abus Guns and Great Bombards. They also get Janissary infantry and Spahis. Finally, Ottoman town centers spawn settlers at no cost, though it takes longer. Though their artillery is powerful, beware; their focus on fragile and expensive units can backfire on them. The Ottoman's card deck boasts an interesting unique card, Battlefield Construction, that allows Janissaries to construct military buildings in the field, perfect for keeping a siege going.



** Iroquois: Balanced/Industrial. The Iroquois play most like a European civ, as they uniquely among the native Americans get artillery and cavalry. The Travois can build most buildings for free, and the War Chief gives every unit around bonus hitpoints.
** Sioux: Brute/Unit Specialist (cavalry). Nearly all of the Sioux army is cavalry and their cavalry is very strong indeed. They do not build houses for population, instead they start with the cap maxed out and Teepees give bonus hitpoints and attack to surrounding units. But they have mediocre infantry and no artillery.
** Aztec: Brute Force/Unit Specialist (infantry). The opposite of the Sioux, the Aztecs are an entirely infantry-focused army. Their unique Warrior Priests heal like Medicine Men but have high attack and can dance at fire pits to bestow special effects. The Aztecs have a good navy as well. But they have no cavalry or artillery to speak of.

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** Iroquois: Balanced/Industrial. The Iroquois play most like a European civ, as they uniquely among the native Americans get artillery as well as both decent infantry and cavalry. The Travois can build most buildings for free, and the War Chief gives every unit around bonus hitpoints.
** Sioux: Brute/Unit Specialist (cavalry). Nearly all of the Sioux army is cavalry and their cavalry is very strong indeed. They do not build houses for population, instead they start with the cap maxed out and Teepees give bonus hitpoints and attack to surrounding units. But they have mediocre infantry and no artillery.
artillery. The Sioux card deck is geared mainly towards reducing their resource dependency; all that cavalry works out costly after all.
** Aztec: Brute Force/Unit Specialist (infantry). The opposite of the Sioux, the Aztecs are an entirely infantry-focused army. Their unique Warrior Priests heal like Medicine Men but have high attack and can dance at fire pits to bestow special effects. The Aztecs have a the best navy of the natives, and while still inferior to most European and Asian navies, good navy as well.use of cards and the water dance can make up for it. But they have no cavalry or artillery to speak of. The Aztec card deck is quite versatile, allowing rushdown, boom and turtle to be employed well.



** Chinese: Brute/Spammer. Like the Russians, the Chinese train armies in batches with the added caveat that these "banner armies" are predetermined combinations of two units. While it is easy for the Chinese to quickly raise a large army, doing so can get expensive and the troops tend to be quite weaker than their European counterparts individually. The Chinese even get a higher pop cap, at 220. Chinese War Junks and Fuchuan are actually superior to the European Caravels and Frigates, but again, beware as prices for these powerful naval units can get exorbitant.
** Japanese: Economist/Elitist/Brute Force. Japanese land units are expensive but powerful - Samurai are hands down the best melee infantry in the game. However the Japanese do not gather as normal; they build Shrines which produce a trickle of resources, and this means the Japanese economy is fragile and cannot recover easily from a disaster. In addition, the Japanese get a Daimyo hero unit; the Daimyo is a capable fighter on his own but he also bestows bonuses and can even raise units in the field. Many of their Home City cards can be sent twice.
** Indians: Technical/Unit Specialist (cavalry). India has a well-balanced army with a diverse range of units, but the cornerstone of the Indian army is war elephants, of which they have multiple varieties. Indian villagers cost wood instead of food, which can leave Indian players playing a delicate balancing act and expanding quickly to fuel their wood binge, but fortunately they get free villagers with every Home City shipment. They cannot slaughter animals for food, instead gaining experience from them in a Sacred Field.

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** Chinese: Brute/Spammer. Like the Russians, the Chinese train armies in batches with the added caveat that these "banner armies" are predetermined combinations of two units. While it is easy for the Chinese to quickly raise a large army, doing so can get expensive and the troops tend to be quite weaker than their European counterparts individually. The Chinese even get a higher pop cap, at 220. Chinese War Junks and Fuchuan are actually superior to the European Caravels and Frigates, but again, beware as prices for these powerful naval units can get exorbitant. The Chinese card deck has a number of impressive unique cards like Confucius Gift, which allows for near-instantaneous shipments and technology unlocks.
** Japanese: Economist/Elitist/Brute Force. Japanese land units are expensive but powerful - Samurai are hands down the best melee infantry in the game. However the Japanese do not gather as normal; they build Shrines which produce a trickle of resources, and this means the Japanese economy is fragile and cannot recover easily from a disaster. In addition, the Japanese get a Daimyo hero unit; the Daimyo is a capable fighter on his own but he also bestows bonuses and can even raise units in the field. Many of their Home City cards can be sent twice.
twice, and the Japanese deck features a lot of mercenary shipments and unit upgrades to make their military an unstoppable juggernaut.
** Indians: Technical/Unit Specialist (cavalry). India has a well-balanced army with a diverse range of units, but the cornerstone of the Indian army is war elephants, of which they have multiple varieties. Indian villagers cost wood instead of food, which can leave Indian players playing a delicate balancing act and expanding quickly to fuel their wood binge, but fortunately they get free villagers with every Home City shipment. They cannot slaughter animals for food, instead gaining experience from them in a Sacred Field. The Indian card deck lacks any villager cards, but it still has a few tricks, like The Raj card which changes villager cost from wood to food, completely reworking the Indian economy and letting the civ play more like a conventional European counterpart.

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** Spanish: Generalist
** British: Industrial
** Dutch: Economist/Technical
** French: Brute Force
** Germans: Rangers, with a side of Spammer
** Russians: Spammer
** Portuguese: Industrial/Technical
** Ottomans: Unconventional/Unit Specialist (artillery)
** Iroquois: Industrial
** Sioux: Unit Specialist(cavalry)with possibility of spammer
** Aztec: Brute Force/Spammer or Elitist/Unit Specialist (infantry)
** Chinese: Spammer/Brute Force
** Japanese: Economist/Elitist/Brute Force
** Indians: Technical/Unit Specialist (cavalry)

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** Spanish: Generalist
Generalist/Balanced. Spain has the widest selection of units and they get Home City shipments faster than everyone else, this civilisation suits all levels and styles of play. Their unique units are the Lancer, Rodelero, War Dog and Missionary.
** British: Industrial
Balanced/Ranger/Industrial. Britain can create settlers faster than anyone else by building Manors, so their economy can flourish very early on. Their unique units are the Longbowman and the Congreve Rocket, and they have the best musketeers as well.
** Dutch: Economist/Technical
Economist/Technical. Dutch Settlers cost coin instead of food, giving them a slow start, but the Dutch mine gold faster and can build Banks for an infinite steady stream of money. Their special unit is the Ruyter, Fluyt and the Envoy.
** French: Brute Force
Brute/Spammer. The French start with a native scout and can raise native units faster and their Coureurs gather every resource faster than standard settlers. Their Cuirassier unique heavy cavalry are one of the strongest in the game.
** Germans: Rangers, with a side of Spammer
Spammer. The Germans receive free Ulhan light cavalry with every Home City shipment, this gives them a lot of mobility and map control. They use Settler Wagons to supplement their settlers and boosting their early economy.
** Russians: Spammer
Spammer. Russian units are cheaper than equivalents in other nations and train in batches, allowing an army to be raised very quickly. The Russian Blockhouse replaces the Barracks and can garrison troops, and this also lets them rushdown well. Their special units are the Strelet, Cossack and Oprichnik.
** Portuguese: Industrial/Technical
Industrial/Technical. A difficult faction to play due to the very slow start (they do not have settler shipment cards like everyone else) but they get a free Covered Wagon as they advance each age. They have strong light infantry (their one unique unit is the Cassador) and dragoons, and a strong navy.
** Ottomans: Unconventional/Unit Specialist (artillery)
(artillery). The Ottomans can field artillery earlier than any other civilisation (by Age II) and they get two special artillery pieces: Abus Guns and Great Bombards. They also get Janissary infantry and Spahis. Finally, Ottoman town centers spawn settlers at no cost, though it takes longer.
** All Native American civs introduced in ''The War Chiefs'' and listed below are Guerilla compared to the European civs. They have Prowler units (Aztec Prowler Jaguar Knights, Iroqious Forest Prowlers and Sioux Tashunke Prowlers) that can use stealth and ambush the enemy.
** Iroquois: Industrial
Balanced/Industrial. The Iroquois play most like a European civ, as they uniquely among the native Americans get artillery and cavalry. The Travois can build most buildings for free, and the War Chief gives every unit around bonus hitpoints.
** Sioux: Unit Specialist(cavalry)with possibility Brute/Unit Specialist (cavalry). Nearly all of spammer
the Sioux army is cavalry and their cavalry is very strong indeed. They do not build houses for population, instead they start with the cap maxed out and Teepees give bonus hitpoints and attack to surrounding units. But they have mediocre infantry and no artillery.
** Aztec: Brute Force/Spammer or Elitist/Unit Force/Unit Specialist (infantry)
(infantry). The opposite of the Sioux, the Aztecs are an entirely infantry-focused army. Their unique Warrior Priests heal like Medicine Men but have high attack and can dance at fire pits to bestow special effects. The Aztecs have a good navy as well. But they have no cavalry or artillery to speak of.
** All Asian civs added in ''The Asian Dynasties'' and listed below are Unconventional. In addition to having entirely unique unit rosters, they also have unique gameplay mechanics that cause them to play very differently from the European and Native civs. Whereas European civs use the politician system when they advance up in age, Asian civs need to build Wonders; each Asian civ has five such special buildings, which each provide unique perks like unique active abilities, passive bonuses or even the capacity to raise units.
** Chinese: Spammer/Brute Force
Brute/Spammer. Like the Russians, the Chinese train armies in batches with the added caveat that these "banner armies" are predetermined combinations of two units. While it is easy for the Chinese to quickly raise a large army, doing so can get expensive and the troops tend to be quite weaker than their European counterparts individually. The Chinese even get a higher pop cap, at 220. Chinese War Junks and Fuchuan are actually superior to the European Caravels and Frigates, but again, beware as prices for these powerful naval units can get exorbitant.
** Japanese: Economist/Elitist/Brute Force
Force. Japanese land units are expensive but powerful - Samurai are hands down the best melee infantry in the game. However the Japanese do not gather as normal; they build Shrines which produce a trickle of resources, and this means the Japanese economy is fragile and cannot recover easily from a disaster. In addition, the Japanese get a Daimyo hero unit; the Daimyo is a capable fighter on his own but he also bestows bonuses and can even raise units in the field. Many of their Home City cards can be sent twice.
** Indians: Technical/Unit Specialist (cavalry)(cavalry). India has a well-balanced army with a diverse range of units, but the cornerstone of the Indian army is war elephants, of which they have multiple varieties. Indian villagers cost wood instead of food, which can leave Indian players playing a delicate balancing act and expanding quickly to fuel their wood binge, but fortunately they get free villagers with every Home City shipment. They cannot slaughter animals for food, instead gaining experience from them in a Sacred Field.
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*** Custodian Guard: Elitist/Brute. Everything the Custodes can field is ''absurdly'' expensive, from the rank-and-file units to the vehicles and war machines, so their unit counts will be lower than just about any other faction. Each unit is also armed with the best of the best, putting out huge damage every attack, and ''extremely'' well protected, with your average Custodian guard being an ImplacableMan that refuses to die and anything beyond that being close to unstoppable. They don't have too much in the way of advanced techniques (not even psykers), and every single loss they have is going to hurt, but they are as Elite as they come and every last unit of theirs can mow down whole chunks of the opposing army if left unchecked.
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* ''TabletopGame/StarWarsLegion'' (Tabletop [[WarGaming Wargame]]):
** Galactic Empire: Elitist/Brute
** Rebel Alliance: Balanced/Ranger

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* ''Tabletopgame/ForceOfWill'':
** Brute: Fire. Very aggressive and use resonator with high stat during the late game.
** Elitist: Darkness. Their card cost more than normal with their additional cost like paying life or banishing your own resonator.
** Spammer/Generalist: Wind. Jack of all trades with the ability to do every role of other attribute but they also have the ability to generate token more than other attribute.
** Turtle: Light. Have a lot of defensive spell and healing.
** Technical/Gimmick: Water. Use trickery and bouncing to harass or confuse the enemy. Doesn't have high stat resonator like Fire and Darkness.
** Balanced: Void. Void usually serve as the support for the other attribute.
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** Atomic Kingdom Of China - Unit Specialist (They play like a TowerDefense game, with frankly amazing walls and experience-gaining turrets. Their mobile units, on the other hand...)

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** Atomic Kingdom Of China - Unit Specialist Specialist, Turtle (They play like a TowerDefense game, with frankly amazing walls and experience-gaining turrets. Their mobile units, on the other hand...)



** '''Humans''': Elitist\Technical\Unit Specialist - the most advanced faction; specializing in the deployment of combined arms forces, each unit type playing on the strength of the others while counteracting their weaknesses.

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** '''Humans''': Elitist\Technical\Unit Specialist Specialist\Turtle - the most advanced faction; specializing in the deployment of combined arms forces, each unit type playing on the strength of the others while counteracting their weaknesses.weaknesses. Rely a lot on defense.
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* ''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like Powerhouse they are usually not as tough as them. Also, Powerhouse often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as both of those kind and work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.

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* ''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like Powerhouse the Brute Faction, they are usually not as tough as them. Also, Powerhouse often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as both of those kind and work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.
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*** European Continental Alliance (ECA) - Technical in a defensive sense.

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*** European Continental Alliance (ECA) - Technical in a defensive sense. Turtle to the max.



*** Allied Forces - Guerrilla, then turns to Technical

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*** Allied Forces - Guerrilla, Guerrilla/Elitist, then turns to Technical



** Terrans - Ranger/Generalist/Balanced

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** Terrans - Ranger/Generalist/BalancedRanger/Generalist/Balanced/Turtle



** British Commonwealth - Balanced/Brute. The British have a fairly versatile force, favouring neither infantry or armour, but an undeniable cornerstone of any British army is the creation and maintenance of a formidable "front line" of static defences, some of which are the cheapest and most powerful available to any faction. British troops don't gain Veterancy like the other factions, instead relying on [[HeroUnit "hero" units]] like the Lieutenant and the Captain to gather Veterancy on behalf of the troops around them and in turn grant them a StatusBuff which lets them fight elite units on equal terms. Finally, the British base is made up of mobile command trucks which can move and deploy anywhere on the map, making them difficult to pin down. If the Panzer Elite say that the best defence is a good offence, [[StoneWall the British beg to differ]].

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** British Commonwealth - Balanced/Brute.Balanced/Brute/Turtle. The British have a fairly versatile force, favouring neither infantry or armour, but an undeniable cornerstone of any British army is the creation and maintenance of a formidable "front line" of static defences, some of which are the cheapest and most powerful available to any faction. British troops don't gain Veterancy like the other factions, instead relying on [[HeroUnit "hero" units]] like the Lieutenant and the Captain to gather Veterancy on behalf of the troops around them and in turn grant them a StatusBuff which lets them fight elite units on equal terms. Finally, the British base is made up of mobile command trucks which can move and deploy anywhere on the map, making them difficult to pin down. If the Panzer Elite say that the best defence is a good offence, [[StoneWall the British beg to differ]].



*** Royal Engineers Support - Unit Specialist, focusing on static defences. This support doctrine builds on what the British do best: hunker down and hold firm where other armies would shatter. It also allows the deployment of three different variants of the Churchill, a heavily-armoured British tank.

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*** Royal Engineers Support - Unit Specialist, Specialist/Turtle, focusing on static defences. This support doctrine builds on what the British do best: hunker down and hold firm where other armies would shatter. It also allows the deployment of three different variants of the Churchill, a heavily-armoured British tank.
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* ''The Gimmick Faction.'' This faction has an unusual quirk or trait that makes its gameplay very different from the others'. The nature of this quirk or trait is usually [[GameplayAndStoryIntegration based on their lore or background within the game itself.]] Mastery of this faction often involves exploiting their quirk or trait to its fullest potential. Depending on how heavily the quirk or trait factors into their gameplan, they can easily end up as some form of SpoonyBard or LethalJokeCharacter.
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* ''Turtle.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like Powerhouse they are usually not as tough as them. Also, Powerhouse often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as both of those kind and work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.

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* ''Turtle.''The Turtle Faction.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like Powerhouse they are usually not as tough as them. Also, Powerhouse often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as both of those kind and work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.

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* ''The Gimmick Faction.'' This faction has an unusual quirk or trait that makes its gameplay very different from the others'. The nature of this quirk or trait is usually [[GameplayAndStoryIntegration based on their lore or background within the game itself.]] Mastery of this faction often involves exploiting their quirk or trait to its fullest potential. Depending on how heavily the quirk or trait factors into their gameplan, they can easily end up as some form of SpoonyBard or LethalJokeCharacter.
* ''Turtle.'' This faction rely on heavy defense and in some case, the ability to engage the enemy in extreme range. Although they have low mobility just like Powerhouse they are usually not as tough as them. Also, Powerhouse often have a higher focus on heavy units while Turtle often focus more on static defense and long range support as both of those kind and work well with each other. The common tactic of Turtle is to stall the game into late game and defeat the enemy through attrition battle.
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* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw offensive strength and/or staying power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the computer is usually [[TheComputerIsACheatingBastard programmed to spot hidden troops]], or [[ArtificialStupidity just uses the same strategy regardless of where you position your forces]]. However, the Guerrilla faction can be absolutely infuriating for human players to face. Often overlaps with elitist numbers, due to stronger but less numerous troops being more powerful with stealth, but can arguably work with balanced or spammer numbers.

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* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw offensive strength and/or staying power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the computer is usually [[TheComputerIsACheatingBastard programmed to spot hidden troops]], or [[ArtificialStupidity just uses the same strategy regardless of where you position your forces]]. However, the Guerrilla faction can be absolutely infuriating for human players to face. Often overlaps Works best in its pure form with an elitist numbers, due to stronger doctrine (small numbers of strong units bolstered by stealth), but less numerous troops being more powerful with stealth, but can arguably work with there are balanced or and spammer numbers.doctrines that rely heavily on guerrilla-type tactics as force multipliers.
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** Lumeris (ESII): Spammer/Balanced/Economist. As space mafiaso types cornering out the Dust market, they use Dust instead of influence when negotiating with minor factions. Rather than colonise planets, they can simply buy them immediately. Their warships are quite balanced but because of the huge economic bonuses they get, producing them in quantity isn't much issue.


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** Riftborn (ESII): Balanced/Ranger/Generalist/Gimmick. As sentient time constructs from another dimension, the Riftborn don't need food and they can create Singularities which give a system a kind of bonus, making them quite versatile. Their ships have less health than other factions but lots of firepower, and their Carrier class is exceptionally good.


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** Unfallen (ESII): Elitist/Economist/Pacifist. These gentle, beautiful tree people give and receive considerable bonuses from alliances and from being at peace with everybody, making them the best race in the game for peaceful, diplomatic games. Their ships are resilient but weak on the offence, and they can only colonise neighbouring systems due to how their Vines system works.


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** Vodyani (ESII): Elitist/Technical/Loyalist/Gimmick. The Vodyani like on arcships rather than planets and their population grows slowly. Arcships are powerful as warships but exposing one to battle is always a risk, and their dedicated warships are highly specialised. They can secure a permanent alliance with a minor faction through brainwashing.
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** Dungeon: Elitist. Few powerful units, that always include the ever powerful Black Dragon.

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** Dungeon: Elitist. Few powerful units, that always include the ever powerful Black Dragon.Dragon[[note]]the Warlock predecessor did not have a ''black'' dragon in ''I'', but only because it was purple and just called a dragon. ''II'' added in creature upgrades and made the Warlock's black dragon the sole ''double''-updated creature in the game (green->red->black)[[/note]].

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** The sequel has so far introduced four factions:

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*** Norsca: A ''Elitist''/''Brute Force''/''Gimmick'', just like their parent army - the Warriors of Chaos. A relatively small number of extremely powerful warriors (Marauder Champions, Berserkers) supported by a number of extremely powerful monstrous units that pound the enemy into submission through pure violent power. They have a number of powerful quirks like their Berserker and Frost Bite abilities, which allow them to become insanely stronger the longer they remain in battle and significantly slow their enemies in combat, respectively.
** The sequel has so far introduced four five factions:


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*** Tomb Kings : A ''Spammer/Technical/Gimmick'' faction. The Tomb Kings are one of the most powerful defensive factions in the game, alongside the Dwarf's. They have access to hordes and hordes of hardy, if offensively weak, skeleton infantry, which can hold enemies in place for long periods of time, whilst their more powerful, and fast units, such as horsemen, and the various constructs can in for the kill. They make heavy use of their lores to further support their skeletons, and make them last longer (whose sustainability is enhanced even ''further'' with their battlefield mechanic, realm of souls). Unlike the Vampire Counts, they do have archers and powerful artillery, which let them turtle even more.
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* ''The Generalist Faction.'' None of the units in these factions [[JackOfAllStats specialize in anything, nor do they have any downsides]]. If they do have a specialized unit or two then said units can still hold their own when outside their specific specialty. [[HumansAreAverage This typically tends to be humans]] in a setting with multiple races. Basically, a "{{jack of all trades}}, {{master of none}}" sort of deal. Tends to be easy to learn and play, and is a good beginner's faction for getting a grasp of the game mechanics. Often overlaps with the Balanced faction.
* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the computer is usually [[TheComputerIsACheatingBastard programmed to spot hidden troops]], or [[ArtificialStupidity just uses the same strategy regardless of where you position your forces]]. However, the Guerrilla faction can be absolutely infuriating for human players to face. Often overlaps with elitist numbers, due to stronger troops being more powerful with stealth, but can arguably work with balanced or spammer numbers.

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* ''The Generalist Faction.'' None of the units in these factions [[JackOfAllStats specialize in anything, nor do they have any downsides]]. If they do have a specialized unit or two two, then said units can still hold their own when outside their specific specialty.specialty, though they may not be the absolute best there is at what they do. [[HumansAreAverage This typically tends to be humans]] in a setting with multiple races. Basically, a "{{jack of all trades}}, {{master of none}}" sort of deal. Tends to be easy to learn and play, and is a good beginner's faction for getting a grasp of the game mechanics. Often overlaps with the Balanced faction.
* ''The Guerrilla Faction.'' This faction uses the element of surprise to their advantage, usually at the cost of raw offensive strength and/or staying power. They may have a myriad of odd stealth and cloaking or deception abilities. This faction tends to be the hardest to play effectively against the AI, since the computer is usually [[TheComputerIsACheatingBastard programmed to spot hidden troops]], or [[ArtificialStupidity just uses the same strategy regardless of where you position your forces]]. However, the Guerrilla faction can be absolutely infuriating for human players to face. Often overlaps with elitist numbers, due to stronger but less numerous troops being more powerful with stealth, but can arguably work with balanced or spammer numbers.



* ''The Ranger Faction.'' This team has [[FragileSpeedster high movement speed]], [[GlassCannon better ranged attacks,]] and/or both usually at the cost of staying power. Expect a lot of HitAndRunTactics. If it's a fantasy setting, this faction is probably elves of some sort. May overlap with the Guerrilla faction.
* '' The Technical Faction.'' The opposite of the Brute faction - lots of nasty special abilities, but poor base stats and/or relatively high unit costs. Typically requires a lot of micromanagement to use effectively, and therefore not the best faction for novice players. Often have the best [[TechTree tech trees]] of the game, [[MagikarpPower which make them slow starters,]][[LinearWarriorsQuadraticWizards but very powerful in the late game]]. May overlap with the Elitists or Guerrillas.
* ''The Unit Specialist Faction.'' This faction is full of highly specialized units who will dominate in their specialty [[CripplingOverspecialization but get curb stomped when outside their specialty.]] They are usually disadvantaged by having their non-specialized units nerfed in some way sometimes to the point of being [[MasterOfNone useless.]] Their game tends to rely on holding out and manipulating the TacticalRockPaperScissors so that their specialized unit(s) can be deployed heavily without fear of being hard-countered, and then steamrolling the opposition. Usually found when factions in a game have sub-factions, such as a brute faction having sub-factions that improve infantry power, vehicle power, or air power. Also found when a game has so many factions it covers all the other faction types and just takes the base idea of one faction and leans it to a certain unit type.
* ''The Gimmick Faction.'' This faction has an unusual quirk or trait that makes its gameplay very different from the others'. The nature of this quirk or trait is usually [[GameplayAndStoryIntegration based on their lore or background within the game itself.]] Mastery of this faction often involves exploiting their quirk or trait to its fullest potential. Depending on how heavily the quirk or trait

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* ''The Ranger Faction.'' This team has [[FragileSpeedster high movement speed]], [[GlassCannon better ranged attacks,]] and/or both both, usually at the cost of staying power. Expect a lot of HitAndRunTactics. If it's a fantasy setting, this faction is probably elves of some sort. May overlap with the Guerrilla faction.
* '' The ''The Technical Faction.'' The opposite of the Brute faction - — [[SquishyWizard lots of nasty special abilities, but poor base stats and/or relatively high unit costs.costs]]. Typically requires a lot of micromanagement to use effectively, and therefore not the best faction for novice players. Often have the best [[TechTree tech trees]] of the game, [[MagikarpPower which make them slow starters,]][[LinearWarriorsQuadraticWizards starters,]] [[LinearWarriorsQuadraticWizards but very powerful in the late game]]. May overlap with the Elitists or Guerrillas.
* ''The Unit Specialist Faction.'' This faction is full of highly specialized units who will dominate in their specialty specialty, [[CripplingOverspecialization but get curb stomped curb-stomped when outside their specialty.]] They are usually disadvantaged by having their non-specialized units nerfed in some way way, sometimes to the point of being [[MasterOfNone useless.]] Their game tends to rely on holding out and manipulating the TacticalRockPaperScissors so that their specialized unit(s) can be [[ZergRush deployed heavily heavily]] without fear of being hard-countered, and then steamrolling the opposition. Usually found when factions in a game have sub-factions, such as a brute faction having sub-factions that improve infantry power, vehicle power, or air power. Also found when a game has so many factions it covers all the other faction types and just takes the base idea of one faction and leans it to a certain unit type.
* ''The Gimmick Faction.'' This faction has an unusual quirk or trait that makes its gameplay very different from the others'. The nature of this quirk or trait is usually [[GameplayAndStoryIntegration based on their lore or background within the game itself.]] Mastery of this faction often involves exploiting their quirk or trait to its fullest potential. Depending on how heavily the quirk or trait
trait factors into their gameplan, they can easily end up as some form of SpoonyBard or LethalJokeCharacter.



** ''The Industrial Faction.'' This faction is capable of building things very quickly. Their gameplay will inevitably have early-game rush strategies that use their fast-building advantage to get the drop on other factions who are slower to start up. They tend to overlap with the Economist faction or the Spammer faction.

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** ''The Industrial Faction.'' This faction is capable of building things very quickly. Their gameplay will inevitably have [[ZergRush early-game rush strategies strategies]] that use their fast-building advantage to get the drop on other factions who are slower to start up. They tend to overlap with the Economist faction or the Spammer faction.



** ''The Research Faction'': Usually only crops up in turn-based games, particularly the FourX type. This faction gets a bonus to research, allowing them access to advanced units and abilities which give them an edge early on. They may overlap with the Elitists, if their superior technology comes at a higher price.

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** ''The Research Faction'': Usually only crops up in turn-based games, particularly the FourX type. This faction gets a bonus to research, [[TechTree research]], allowing them access to advanced units and abilities which give them an edge early on. They may overlap with the Elitists, if their superior technology comes at a higher price.



** ''The Espionage Faction.'' The Espionage factions are not particularly adept fighters. Fortunately, they can cripple everyone else through sabotage, spying, theft, bribery, hacking, and general underhandedness.
*** The difference between Espionage and Guerrilla is that Guerrilla focuses more on [[DeathByAThousandCuts killing enemy troops and slowly picking away at the opponent's forces]], while Esionage focuses more on [[GradualGrinder undermining an opponent's systems and debuffing their enemy's army]] to the point that a sneeze could be lethal.
** ''The Pacifist Faction.'' This faction does not focus on combat, but on achieving some sort of non-militaristic InstantWinCondition such as VictoryByEndurance. They usually get either a defensive bonus in their own territory, some special units with strong defensive stats but weak offensive stats, or both. They often overlap with Diplomat or Research Factions, depending on what alternative win conditions the game has to offer.

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** ''The Espionage Faction.'' The Espionage factions are not particularly adept fighters. Fortunately, they can cripple everyone else through sabotage, spying, theft, bribery, hacking, and general underhandedness. \n*** The This can overlap with Guerrilla, but there ''is'' a difference between Espionage and Guerrilla is that the two; Guerrilla focuses more on [[DeathByAThousandCuts directly killing enemy troops and slowly picking away at the opponent's forces]], while Esionage focuses more on [[GradualGrinder undermining an opponent's systems and debuffing their enemy's army]] to the point that a sneeze could be lethal.
** ''The Pacifist Faction.'' This faction does not focus on combat, but on achieving some sort of non-militaristic InstantWinCondition such as VictoryByEndurance. They usually get either a defensive bonus in their own territory, some special units with [[StoneWall strong defensive stats but weak offensive stats, stats]], or both. They often overlap with the Diplomat or Research Factions, depending on what alternative win conditions the game has to offer.
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neo-africa is being merged into afrofuturism


** [[NeoAfrica People's African Union]] - Free culture structure at the start of the game, and increased population growth in healthy cities. Loyal.

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** [[NeoAfrica [[UsefulNotes/{{Africa}} People's African Union]] - Free culture structure at the start of the game, and increased population growth in healthy cities. Loyal.
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*** High Elves: A ''Generalist/Elite/Intrigue'' faction with lots of expensive units that are capable of fighting in multiple scenarios like the Lothern Sea Guard which are effective archers that are able to briefly stand their ground against basic infantry or the Phoenix Guard which specialize in fighting large units like cavalry and monsters but have such high damage resistance they can also serve as front line infantry. In the Grand Campaign they can use influence to quickly develop alliances or trick other factions into war.
*** Dark Elves: A ''Balanced/Technical'' faction.
*** Skaven: A ''Spammer/Guerilla'' faction. Skaven have huge numbers of incredibly cheap units but make up for it with the ability to ambush other armies while attacking. This represents the idea that Skaven are ''everywhere'' an will come swarming in from all sides. With the Menace From Below faction ability they can even produce free units of infantry anywhere on the map a few times each battle. Their Food mechanic encourages an odd play style since every settlement requires food to sustain. Instead the Skaven must sack and raze everything they come across, leaving ruins in their wake.

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*** High Elves: A ''Generalist/Elite/Intrigue'' faction with lots of expensive units that are capable of fighting in multiple scenarios like the Lothern Sea Guard which are effective archers that are able to briefly stand their ground against basic infantry or the Phoenix Guard which specialize in fighting large units like cavalry and monsters but have such high damage resistance they can also serve as front line infantry. scenarios. In the Grand Campaign they can use influence to quickly develop alliances or trick other factions into war.
war. Examples of their extremely generalist units are: Lothern Sea Guard are effective, though not great, archers which carry shields (allowing them to resist other archers) have decent melee stats (allowing them to briefly stand against basic infantry) and have a bonus against large creatures (making them dangerous to cavalry that catches them). The Eagle Claw Bolt Thrower is an extremely accurate artillery piece that can switch between having a bonus against large creatures (to snipe monsters) and against infantry (to disrupt infantry formations). The Swordmasters of Hoeth are greatsword infantry with high damage and a bonus against other infantry, this almost always means not having shields and thus being weak to archers but the Swordmasters get the shielded status anyway because they can deflect arrows with their swords.
*** Dark Elves: A ''Balanced/Technical'' faction.
faction. Their units require more micromangement than most but ultimately they have effective answers to nearly anything. However if their units aren't managed well and get caught in unfavorable matchups they tend to fall apart.
*** Skaven: A ''Spammer/Guerilla'' faction. Skaven have huge numbers of incredibly cheap units but make up for it with the ability to ambush other armies while attacking. This represents the idea that Skaven are ''everywhere'' an will come swarming in from all sides. With the Menace From Below faction ability they can even produce free units of infantry anywhere on the map a few times each battle. Their In campaign their Food mechanic encourages an odd play style since every settlement requires food prevents them from holding large amounts of territory encouraging them to sustain. Instead the Skaven must sack and raze everything they come across, leaving ruins in their wake.enemy cities instead of conquering them.



*** The Rogue Armies are nonplayable ''Gimmick'' factions that are totally focused on one particular tactic or theme. For instance: only cavalry, only units that fit a pirate themed, only monsters, impractical amounts of artillery, and so on.

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*** The Rogue Armies are nonplayable ''Gimmick'' factions that are totally focused on one particular tactic or theme. For instance: only cavalry, only units that fit a pirate themed, only monsters, hilariously impractical amounts of artillery, and so on.
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*** Lizardmen: A ''Elite/Brute/Economic'' faction. The Lizardmen are a technologically advanced civilization that has degenerated due to its leaders sleeping through millennia of corruption and decay. Their main combat units are half feral, sometimes going insane in combat, while lords and heroes wield sophisticated magic. Their settlements can be joined together into a complex Geomantic Web that gives large bonuses to productivity.

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*** Lizardmen: A ''Elite/Brute/Economic'' ''Elite/Brute/Research'' faction. The Lizardmen are a technologically technomagically advanced civilization that has degenerated due to its leaders sleeping meditating through millennia of corruption and decay. Their main combat units are have become half feral, sometimes going insane in combat, combat and not responding to orders, while lords and heroes wield sophisticated magic. Their settlements can be joined together into a complex massive Geomantic Web that gives large bonuses they can use to productivity.enhance all aspects of their civilization. Their research is extensive and highly effective.
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*** Skaven: A ''Spammer/Guerilla'' faction. Skaven have huge numbers of incredibly cheap units but make up for it with the ability to ambush other armies while attacking. This represents the idea that Skaven are ''everywhere'' an will come swarming in from all sides. With the Menace From Below faction ability they can even produce free units of infantry anywhere on the map a few times each battle.

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*** Skaven: A ''Spammer/Guerilla'' faction. Skaven have huge numbers of incredibly cheap units but make up for it with the ability to ambush other armies while attacking. This represents the idea that Skaven are ''everywhere'' an will come swarming in from all sides. With the Menace From Below faction ability they can even produce free units of infantry anywhere on the map a few times each battle. Their Food mechanic encourages an odd play style since every settlement requires food to sustain. Instead the Skaven must sack and raze everything they come across, leaving ruins in their wake.
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*** The Rogue Armies are nonplayable ''Gimmick'' factions that are totally focused on one particular tactic or theme. For instance: only cavalry, only units that fit a pirate themed, only monsters, impractical amounts of artillery, and so on.

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