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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): GDI (Balanced)[[note]]Ironically enough. GDI have a reputation both in-and-out of Universe for being somewhat blunt in their methods[[/note]], Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). A twist is that the naval side of things has different balancing[[note]]in addition to giving GDI and Nod a navy, the mod also expands the Allied and Soviet naval rosters[[/note]], with GDI as the Powerhouse, Nod as Cannons, Allies as Balanced and Soviets as Subversive.

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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): Generally carries over the calculus from the source games, but the contrasts and adjustments in the crossover makes for relative shifts, and the addition (for GDI and Nod) and expansion (for the Allies and Soviets) of naval rosters makes the naval side more clearly different:
**
GDI (Balanced)[[note]]Ironically enough. GDI have a reputation both in-and-out of Universe for being somewhat blunt in their methods[[/note]], Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). A twist is that the naval side of things has different balancing[[note]]in addition to giving GDI and Soviets were both Powerhouses, but the Soviets rely more expensive heavy vehicles than GDI. Nod a navy, relies on speed and stealth over firepower or durability, while the mod also expands the Allied and Soviet naval rosters[[/note]], Allies start out with light units but bring more firepower to bear with their late-tier units.
** On the seas,
GDI as are the Powerhouse, Nod as are Cannons, Allies as are Balanced and Soviets as Subversive.are Subversive. GDI has slightly stronger and costlier ships than the Allies, Nod ships are cheap, fast and relatively for that hard-hitting, but have low durability, and the Soviets use submarines, sea mines and a hit-and-run "capital" ship.
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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): GDI (Balanced)[[note]]Ironically enough. GDI have a reputation both in-and-out of Universe for being somewhat blunt in their methods[[/note]], Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse).

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* ''VideoGame/DawnOfTheTiberiumAge'' ({{crossover}} [[GameMod mod]] between ''VideoGame/CommandAndConquerTiberianDawn'' and ''VideoGame/CommandAndConquerRedAlert'' for ''VideoGame/CommandAndConquerTiberianSun''): GDI (Balanced)[[note]]Ironically enough. GDI have a reputation both in-and-out of Universe for being somewhat blunt in their methods[[/note]], Nod (Subversive), Allies (Cannons) and Soviets (Powerhouse). A twist is that the naval side of things has different balancing[[note]]in addition to giving GDI and Nod a navy, the mod also expands the Allied and Soviet naval rosters[[/note]], with GDI as the Powerhouse, Nod as Cannons, Allies as Balanced and Soviets as Subversive.
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* VideoGame/{{Helldivers}} II:
** The Helldivers themselves are Cannons, with a hint of Horde. A Helldiver is an expendable, all-too-mortal recruit given cursory training and incredibly powerful firepower to play with. Only four Helldivers will be on the battlefield at a time, but they are quickly and easily replaced when they fall to the enemy... or friendly fire, given both their high firepower and relative fragility.
** The Terminids are a pure Horde. They send overwhelming numbers of bugs to tear apart the Helldivers, supported by heavy and superheavy creatures that are meant to disrupt horde-managment techniques and introduce chaos.
** The Automatons are a Powerhouse. Even low-ranking troopers carry hard-hitting firearms, while their hulks and tanks take careful aim and/or immense firepower to destroy.
** These differences are not trivial: the horde-management tactics that work in the more popular Terminid front infamously fall apart against Automatons, who destroy Helldivers in a stand-up fight, but the Automaton's slow, ungainly war machines are vulnerable to guerrilla tactics. Likewise, though it's less common, Automaton front veterans have to adapt to the relentlessness and startling agility of Terminids: Automaton troops will stand and fire in the open, while Terminid hunters will strafe, dodge, and flank in their unpredictable approach paths.


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* ''VideoGame/RiseOfTheReds'', a mod FanSequel for VideoGame/CommandAndConquerGenerals, has five factions with very unique playstyles. The Final version of the mod is planned to have three generals for each faction that alter the playstyle of the "default" faction, broadening the spectrum. Each general will fill into the roles of Powerhouse, Subversive and "Exaggerator", furthering exemplifying the strengths of the default faction.
** Russia: The definitive Powerhouse faction, with big, brutish tanks, powerful helicopter units and cheap, expendable infantry. Ergo, like the Soviets in classic ''Command and Conquer'' or a bit like the [[TabletopGame/Warhammer40000 Imperial Guard]] in ''VideoGame/DawnOfWar''. All of their units are expensive, but generally the most powerful of their kind in terms of sheer firepower and armour.
*** Zhukov: ''Powerhouse-Powerhouse.'' Zhukov is a CoolOldGuy like his [=WWII=] namesake who prefers long-range artillery and missiles, especially of the [[NukeEm nuclear variety]]. His forces have access to incredible pulverizing power for softening up the enemy for an armoured assault. He's a bit of a one-trick pony: [[MightyGlacier Grinding advance.]] And unfortunately for everyone else, [[TheJuggernaut his forces are very good at it.]]
*** Orlov: ''Powerhouse-Subversive''. Orlov utilizes a more airborne-based doctrine, where superior Spetsnaz infantry (which replace the standard Conscript) combined with chopper transports and gunships make devastating attacks on the flanks to support the tanks. [[AntiVillain Orlov]] is a ALighterShadeOfGrey next to the other Russian generals, [[NotWhatISignedUpFor expressing regret over the invasion of Europe]].
*** Aleksandr: ''Powerhouse-Exaggerator''. Aleksandr emphasizes Russia's focus on heavy armoured assaults backed by infantry, but also including SovietSuperscience and strong base defences like Russia's trademark Tesla weapons. In contrast to Orlov, Aleksandr is a GeneralRipper and unrepentantly evil.
** ECA: The Cannons of the game, with elements of a Turtle faction. The ECA focus on artillery and air defences as well as solid infantry who gain bonuses from GarrisonableStructures. Although their firepower is considerable, much of it is static and slow to move, and they have little air power aside from a few helicopters.
*** Wolfgang: ''Cannons-Powerhouse''. The classic German general, Wolfgang-Maximilian von Kuerten's style is described in two words: TankGoodness. Using ballsy Blitzkrieg-style assaults, he crushes his enemies under the treads of powerful heavy tanks with superior stats, and mechanized infantry assaults.
*** Charles: ''Cannons-Subversive''. As the UK is the only ECA nation with a surviving airforce, Charles gets access to Harriers and Goshawks, giving the ECA forces some much-needed air power, as well as SAS troops using ConfusionFu and advanced artillery platforms. But he hasn't quite got the same staying power as the other ECA generals.
*** Willem: ''Cannons-Exaggerator''. As if the ECA weren't already strong enough on defense, Willem is TheEngineer and it comes across in how he employs advanced fortifications, area-denial and self-repair powers. [[StoneWall Although exceeding poor on the offense, Willem is a really tough nut to crack.]] His strategy is all about gradually pushing the enemy attacks back until eventually they have no more ground to stand on.
** USA: Rather than being the Powerhouse faction in the base ''Generals'', this time they are the Balanced faction with the Russians taking their crown. The Americans still keep their trademark high technology and powerful support options, but with a strong emphasis on "combined-arms" warfare and units that are versatile rather than high performance. They also have the most varied and all-round best air force.
*** Bradley: ''Balanced-Powerhouse''. A [[ColonelKilgore gung-ho]] (and some say [[DeathSeeker actively suicidal]]) [[SemperFi Marine]] commander from Texas, "Threads" Bradley represents the rarely-represented USMC tank forces, coping with in-universe budget cuts and doctrinal changes with clever use of eclectic equipment. As well as having tanks with better statistics and exclusive access to the mighty Paladin, Bradley supports his tanks with ground drones. If you want Shock and Awe, Bradley's your man.
*** Thorn: ''Balanced-Subversive''. Known as [[TheChessmaster "the Chessmaster"]], Thorn is a master of American Special Forces and one by nature as well as name. Fiercely intelligent and resourceful, he makes use of well-trained and well-equipped infantry and disruptive tactics over sheer power.
*** Griffon: ''Balanced-Exaggerator''. As a USAF commander and CombatPragmatist par excellence, "Guile" Griffon plays to all the strengths of the US military: versatile vehicles backed up by a dominant air force, all working in unison to bring down the enemy.
** GLA: The GLA are the trademark Subversive faction. They have no access to air power and limited access to armour and artillery, and their units are often weaker (but faster) than equivalents in other factions. That said, the GLA remain a potent threat due to all kinds of nasty surprises, like stealthy units, toxins, suicide bombers, tunnels and booby traps.
*** Sulaymaan: ''Subversive-Powerhouse''. Sulaymaan represents a terrifying VisionaryVillain building a new [=GLA=] [[VideoGame/MetalGear "Warrior Heaven" nation]], and an unusual take on the [=GLA=]. As one of the few cells with plentiful access to tanks as well as professional Mercenary infantry, Sulaymaan is one of the few commanders who can make a success of direct assault, though he isn't averse to employing the same old dirty tricks the [=GLA=] are known for too.
*** Ibrahim: ''Subversive-Subversive''. A French-born [[DirtyCommies crypto-commie anarchist railing against the Western capitalist system]], Ibrahim is cold, [[BlueAndOrangeMorality completely amoral]] and likes using the ''really'' nasty weapons in the [=GLA=] arsenal -- deadly poisons, corrosive chemicals, and trained assassins.
*** Yusuuf: ''Subversive-Exaggerator''. In contrast to the "modernist" Sulaymaan and the "anything goes" Ibrahim, Yusuuf is a former Saudi cleric and staunch [=GLA=] traditionalist who has been linked to insurrectionist movements across [=MENA=] for decades. The name of his game is suicide bombers, stealth ambusher rifle teams and other classic tactics from the terrorist rulebook.
** PRC: China is the game's Horde faction. While weak individually, Chinese infantry and tanks gain a strong bonus when fighting as a large mass. The lynchpins of the Chinese army are a handful of stronger units as well as sophisticated [=ECM=] weapons, hackers and inspiring propaganda.
*** Mau: ''Horde-Powerhouse''. As the head of China's technology and special weapons division, Hu Tan Mau is a youthful prodigy who uses experimental units with access to nuclear technology, napalm and [=EMP=]. Mau's forces can [[GlassCannon inflict a lot of pain, but they tend to die quickly and often messily.]]
*** Jin: ''Horde-Subversive''. The head of the Chinese SecretPolice, Jin commands little in the way of heavy firepower, but commands considerable power over hacking, surveillance and propaganda. This is signified in his special unit, the Propaganda Airship. This gives him a lot of... curious strategic possibilities.
*** Chen: ''Horde-Exaggerator''. Called "The Hammer" by his peers, Chen is a general of the Red Army (even being a lowly Red Guard unit during the events of ''Zero Hour'') and exemplifies the Chinese strength of ZergRush tactics. In fact his forces get an even better Horde bonus than normal.
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** The VideoGame/Edain Mod breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.

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** The VideoGame/Edain Edain Mod breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.
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** The [[VideoGame/Edain Edain Mod]] breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.

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** The [[VideoGame/Edain Edain Mod]] VideoGame/Edain Mod breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.
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** The [[VideoGame/Edain The Edain Mod]] breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.

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** The [[VideoGame/Edain The Edain Mod]] breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.
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Crosswicking


** The Edain mod breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.

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** The [[VideoGame/Edain The Edain mod Mod]] breaks up a few factions and retools others, resulting in some shifts. While Gondor and Angmar remain Balanced, Mordor remains Horde, and Isengard remains Powerhouse, Rohan is a mix of Horde (its infantry) and Powerhouse (its cavalry). The Iron Hills Dwarves remain Powerhouse with a focus on defense, while Erebor takes on aspects of Cannon and Ered Luin takes on bits of Subversive. Lastly, Lothlorien is a mix of Cannon and Subversive, while Imladris is a pure Powerhouse.
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* ''VideoGame/BattleRealms'': Dragon (Balanced), Serpent(Cannon), Wolf(Powerhouse), and Lotus(Subversive).

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* * ''VideoGame/TotalAnnihilationKingdoms'' starts with four Aramon(Balanced), Veruna(Balanced naval), Taros(Cannon) and Zhon(Horde). The expansion pack adds Creon(Powerhouse).



* ''VideoGame/TotalAnnihilationKingdoms'' starts with four Aramon(Balanced), Veruna(Balanced naval), Taros(Cannon) and Zhon(Horde). The expansion pack adds Creon(Powerhouse).

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** ''VideoGame/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/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.

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Fixed a bullet.


* ''[[Videogame/EveOnline Eve Online]]'': The four dominant human races of the EVE Cluster: The Amarr Empire (Powerhouse), The Gallente Federation (Balanced), The Caldari State (Subversive), and The Minmatar Republic (Cannon)* ''VideoGame/BattleRealms'': The 4 Clans; Dragon (Balanced), Serpent (Subversive), Wolf (Powerhouse), Lotus (Cannon).

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* ''[[Videogame/EveOnline Eve Online]]'': The four dominant human races of the EVE Cluster: The Amarr Empire (Powerhouse), The Gallente Federation (Balanced), The Caldari State (Subversive), and The Minmatar Republic (Cannon)* (Cannon)
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''VideoGame/BattleRealms'': The 4 Clans; Dragon (Balanced), Serpent (Subversive), Wolf (Powerhouse), Lotus (Cannon).
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* ''VideoGame/AgeOfEmpiresIV'' plays around with this:
** The English are the game's go-to Balanced civilization. They have a big focus on a defensive playstyle and [[CrutchCharacter strong early game]] - they uniquely get armoured swordsmen from the Dark Age (the first tier of the game), their unique Longbowman is an enhanced archer with superior range and the ability to deploy palings, villagers armed with shortbows, and buffs to ranged attack speed for any archer units standing by their towns and defensive structures. All this combined give the English many tools for hard-countering early game ZergRush.
** The Holy Roman Empire are an infantry-focused Powerhouse faction. Their special unit, the Landsknecht, is armed with a massive [[{{BFS}} zweihander]] and deals splash damage, cutting down ranks of enemies in no time at all; if that wasn't enough their heavy infantry are generally better armoured and faster on the move. By collecting Relics and garrisoning them inside your structures, you can boost your sight range, weapon range, armour and damage to all your units around the structure.
** The French meanwhile are a cavalry-focused Powerhouse. With faster villager and scout production that improves by aging up, superior Royal Knights available from the Feudal Age and up, and the ability to churn them out quite quickly. By the Imperial Age however, gunpowder units and high tech artillery come into play and the French transition into a rather literal take on a Cannon faction.
** The Mongols are clear Subversive, almost the polar opposite of the English because they are made ''for'' early game ZergRush and aggressive play. [[MechanicallyUnusualFighter They are the only civilization in the game who can]] [[BaseOnWheels pack up and move their towns]], allowing them to be almost as mobile as their fast, cavalry-focused armies. They start with maximum population limit and have no need to build houses, but they also do not build farms or defensive structures at all; they build Pastures which sporadically produce sheep, and they use Ovoo to passively accumulate stone which is used to buy upgrades for units.
** The Dehli Sultanate start as Subversive [[GatheringSteam with the potential to change into a Powerhouse later]]. In the early game they're nothing special, an issue compounded by the fact that while all their technology development is technically free, research times are vastly inflated and the penalty has to be remedied by garrisoning Scholars (their unique Monks) into their Mosques. Their unit specialty is towards {{War Elephant}}s, terrifyingly strong heavy cavalry with high HP and bonus damage to structures.
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** The "Grand Battleplan" doctrine is Balanced and Subversive, giving units better defense while entrenched and better attack while executing a battle plan. While units have better defense and attack stats when they have these bonuses than with any other doctrine, they require time to prepare, and is dangerous if the enemy manages to mess up your entrenchments or foils your plans. The first branch is maximizing Powerhouse by providing by providing further breakthrough, planning and organization while second branch switches to Subversive by improving night attack, infantry stats and reducing supply consumption. The United Kingdom, France, Italy, and Japan all start with this doctrine.
** The "Mass Assault" doctrine sides with either Subversive or the Horde, with the first branch decreasing the combat width of your infantry (allowing more men to participate in a single battle) and giving auxiliary bonuses to your mechanized troops like real-life deep battle doctrine and end-of-war Red Army, while the second branch increases your recruitable population, allowing you to field many more divisions like the initial desperate attacks against the Nazis until the front stabilized or Chinese fighting against the Japanese invasion with inferior equipment but greater manpower. The Soviet Union, Communist and Nationalist China, and all the Chinese warlords start with this doctrine.

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** The "Grand Battleplan" doctrine is Balanced and Subversive, giving units better defense while entrenched and better attack while executing a battle plan. While units have better defense and attack stats when they have these bonuses than with any other doctrine, they require time to prepare, and is dangerous if the enemy manages to mess up your entrenchments or foils your plans. The first branch is maximizing Powerhouse by providing by providing further breakthrough, planning and organization like the generalist doctrines of Britain, France and Italy while second branch switches to Subversive by improving night attack, infantry stats and reducing supply consumption.consumption like the semi-guerilla war waged by Japan in the Pacific. The United Kingdom, France, Italy, and Japan all start with this doctrine.
** The "Mass Assault" doctrine sides with either Subversive or the Horde, with the first branch decreasing the combat width of your infantry (allowing more men to participate in a single battle) and giving auxiliary bonuses to your mechanized troops like real-life deep battle doctrine and end-of-war Red Army, while the second branch increases your recruitable population, allowing you to field many more divisions like the initial desperate attacks against the Nazis until the front stabilized or Chinese fighting against the Japanese invasion with inferior equipment but greater manpower. The Soviet Union, Communist and Nationalist China, and all the Chinese warlords start with this doctrine. Notably the latter Horde line cuts out earlier than all other doctrines, indicating an expectation to switch when the enemy is exhausted.
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* '''Balanced''' - The Balanced, as suggested by its name, is a balanced middle ground between the Subversive and Powerhouse, and probably the immediate third faction to be added in a three-factions scenario. The JackOfAllStats, MasterOfNone faction, typically relies on their versatility to match and counter other factions as needed. In games with more factions, they're liable to lean towards the MagicKnight side, relying on their special abilities to get an edge up on enemies. A Balanced faction tends to be good at every part of the game.

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* '''Balanced''' '''[[JackOfAllTrades Balanced]]''' - The Balanced, as suggested by its name, is a balanced middle ground between the Subversive and Powerhouse, and probably the immediate third faction to be added in a three-factions scenario. The JackOfAllStats, MasterOfNone faction, typically relies on their versatility to match and counter other factions as needed. In games with more factions, they're liable to lean towards the MagicKnight side, relying on their special abilities to get an edge up on enemies. A Balanced faction tends to be good at every part of the game.
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* '''[[WeakButSkilled Subversive]]''' - Speed and Pragmatism. Subversive armies consist of weaker units. While they are weaker overall in a head-on fight, they compensate for this by employing luring the enemy into fighting under their own terms, namely by placing more traps, diversion, and employing flanking maneuvers backed up by lower costs and/or fast production. They can thus quickly create a massive army to overwhelm their opponents should their strategy pay off. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their local superiority. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.

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* '''[[WeakButSkilled Subversive]]''' - Speed and Pragmatism. Subversive armies consist of weaker units. While they are weaker overall in a head-on fight, they compensate for this by employing luring the enemy into fighting under their own terms, namely by placing more traps, diversion, and employing flanking maneuvers backed up by lower costs and/or fast production. They can thus quickly create a massive army to overwhelm their opponents should their strategy pay off. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their local superiority. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.
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* '''[[WeakButSkilled Subversive]]''' - Speed and Pragmatism. Subversive armies consist of a army of weaker units. While they are weaker overall in a head-on fight, they compensate for this by employing luring the enemy into fighting under their own terms, namely by placing more traps, diversion, and employing flanking maneuvers backed up by lower costs and/or fast production. They can thus quickly create a massive army to overwhelm their opponents should their strategy pay off. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their local superiority. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.

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* '''[[WeakButSkilled Subversive]]''' - Speed and Pragmatism. Subversive armies consist of a army of weaker units. While they are weaker overall in a head-on fight, they compensate for this by employing luring the enemy into fighting under their own terms, namely by placing more traps, diversion, and employing flanking maneuvers backed up by lower costs and/or fast production. They can thus quickly create a massive army to overwhelm their opponents should their strategy pay off. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their local superiority. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.
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Improved the description of subversive, cannon, and horde factions to not be referred by each other and differentiate them even further


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

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* '''[[WeakButSkilled Subversive]]''' - Speed and Number. Pragmatism. Subversive armies consist of a large number army of weaker units. While they are weaker with equal numbers, overall in a head-on fight, they compensate for this with bigger numbers, by employing luring the enemy into fighting under their own terms, namely by placing more traps, diversion, and employing flanking maneuvers backed up by lower costs, and costs and/or fast production. They can thus quickly create a massive army to overwhelm their opponents. opponents should their strategy pay off. When their units have abilities, it's generally some kind of summoning ability or taking control of enemy units, so that they can further enhance their number advantage.local superiority. Their fast production and low costs also allow them to quickly adapt in case things aren't going in their favor. A Subversive faction is usually the other faction, along with the Powerhouse, to be present in a two-factions scenario.



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

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* '''[[GlassCannon Cannons]]''' - The offensive extreme of Devastating Attacks to Overwhelm the Powerhouse.Enemy. They rely on high offensive abilities, at the expense of limiting their defensive abilities. As a result, they generally can't handle other forces without proper support head-on, and they instead use a combination of burst damage damage, hit-and-run tactics, striking at their opponent's vulnerable supply lines, harassing, support units and artillery, leaving traps, employing ActionBomb units, or otherwise "cheating" to get the upper hand. They are not particularly strong or weak at any part of the game; it's all about the technique and producing the right units. Cannons will typically be the fourth faction in a four-factions scenario.
* '''[[ZergRush The Horde]]''' - An extreme version of the Subversive.Endless Numbers that Weakens Resistance. Relying on large numbers of weak, easily massed units to overwhelm enemies through sheer numbers. Unlikely to have any strategy beyond changing the types of units they mass to best swarm over the enemy. Their main weakness is splash damage and optimized swarm tactics, but with sufficient numbers and mass upgrades, they can easily charge in and interrupt the enemy... forever. They typically have few special powers, but what they do have consists of abilities that can buff oceans of armies at once, [[WeHaveReserves or sacrifice a few pawns out of a warehouse]] for tactical benefit. The Horde is generally the fifth faction in a five-factions scenario.

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** Zerg can choose between sticking to their Horde roots with biochemical suicide bombers and splitting ''Ultralisks'', or boost their army to Balanced with defensive upgrades and resistances to ensure their horde can make it to the target.
** Protoss can choose between three factions of units: the Khalai, the usual powerhouses, the Daelaam, the subversive Jedi-Ninjas with quicker-but-weaker attacks, and the Tal'darim, who personify GlassCannon with their self-destructive philosophy of 'jailbreak it for DPS until it hurts'.

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** Zerg can choose between sticking to their Horde roots with biochemical suicide bombers and splitting ''Ultralisks'', or boost their army to Balanced with defensive A number of mutually exclusive Terran research upgrades have elements of this, with upgrade choices being split between the Science Vessel which can passively repair vehicles for free or the Raven which can deploy seeker missiles and resistances to ensure their horde turrets, Tech Reactors which can make it to mass-produce higher-tier units or the target.
Orbital Strike upgrade which allows the Barracks to deploy units anywhere on the map, and allowing vehicles to passively repair or increase the energy reserves of caster units.
** Zerg evolutions tend to split between straightforward combat upgrades or new abilities that emphasize micromanagement. These tend to be colored green and purple, respectively.
** The
Protoss can choose between three four factions to represent each of their army's units: the Khalai, the usual powerhouses, the Daelaam, the subversive Jedi-Ninjas with quicker-but-weaker attacks, the Purifiers, who have a balance of firepower and unique abilities and the Tal'darim, who personify GlassCannon with their self-destructive philosophy of 'jailbreak it for DPS until it hurts'.

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