Gaiaterra: Elysea's Conflict

"We're going have to act.. If we want to live in a different world..."

-Lt. Eva Lee

The Warzone is a real-time strategy game developed by Hawke Gaming Industries exclusively for the PC. It set in the modern day sci-fi fantasy based on Gaiaterra and follows the stories of the nations in various wars from the years 2000 V.C. up to 2024 V.C.

Background
Our story takes place on Gaiaterra, a planet with two moons and a sun.

Gameplay
The Warzone plays like most other traditional and classical real-time strategy games, such as Command & Conquer: Red Alert 2, Generals, Tiberium Wars and cancelled 2013 Command & Conquer title mixing elements of the strategic scale of Total Annihilation and Supreme Commander, some tactical elements from Wargame European Escalation to Red Dragon, the conquest of Total War: Warhammer and the hero system from Warcraft III: Reign of Chaos in that the player must invade a territory, construct a defensive base, acquire resources, build various combat, defensive and support units, and defeat enemies and take control the territory by and defend the territory from the enemy invaders. Various unit types can be trained, ranging from infantry to vehicles, aircraft and naval vessels. The player may control each faction plus sub-factions and each side has its unique characteristics and abilities. Skills and abilities for units can be unlocked to specialize them in roles through purchasable upgrades.

Base building is depended on the faction you play as (Aquila uses an base building mechanics through a builder unit similar to the one in Command & Conquer: Generals and Voshkod uses an Construction Yard like those from Command & Conquer: Red Alert 2 and Tiberian Dawn)

There are to be multiple resources each faction relies on to sustain their game economies and to build up their forces: deposits of ore, rare earth elements, gems and very rarely, Tiberium are scattered across the map. Banks, oil derricks and prisoners of war can be captured for a supplementary source of income.

Sub-Factions
Much like in Red Alert 2. Before the battle the player must pick one of four sub-factions of their faction, each providing a passive and active ability, two tech trees, exclusive units and general powers, and, most of all, their epic unit, Legendary General (only in Conquest) and commando.

Commando Experience
Much like the Heroes in Warcraft III. Commandos uses their unique experience system to gain levels.

Legendary Generals
Main Article: The Warzone/Legendary Generals

Much like the Lords, mainly Legendary Lords in Total War: Warhammer. The Warzone features Legendary Generals, highly decorated heroes who are playable in the Conquest mode. Each Conquest session must be started with the player choosing a legendary general and his/her respective sub-faction. Most Legendary generals in battle pilot their own epic unit that is unique to the sub-faction.

Credits
A core game mechanic in the RTS games, including The Warzone. The amount of current credits can be seen in the upper-right corner of the screen in-game. EVA will notify the player if their amount of credits is low ("Insufficient funds!").

If a player's espionage unit infiltrates an enemy's economy booster structure (such as the Voshkod Industrial Plant), they will be able to see the enemy's total credit count by selecting said structure.

There are many ways to gain credits such as deposits of ore, rare earth elements, gems and very valuable, albeit very rare Tiberium are scattered across the map. Banks, oil derricks and prisoners of war can be captured for a supplementary source of income.

Observers are able to see every player's total credits; this information can be found to the right of the screen (except AI players).

Garrisoning
Many civilian buildings may be turned into a sturdy firebase by garrisoning infantry units inside. The units receives additional protection as well as various stat bonuses. Garrisons may be manually ordered to abandon a civilian building, or forced to evacuate when the building is critically damaged (below 33% hit points). Garrisoned civilian buildings can only be repaired by sending an Engineer to repair it to full health.

Bridge
Main Article: The Warzone/Bridge

Morale
Morale is the factor of how sane or anxious your unit is. The better the condition is, the more effective your unit will be able to fight


 * Calm: At this state, the unit is in normal combat effectiveness and can engage targets effectively.
 * Worried: At this state, the unit begins to suffer minor reduction of combat effectiveness but still able to fight.
 * Shaken: At this state, the unit's combat effectiveness has reduced even more.
 * Panicked: At this state, the unit suffers the worst reduction of combat effectiveness.
 * Rout: A panicked unit that keeps getting under fire will eventually rout. It will flee in a straight line from an enemy, exposing it to fire from other enemy units.

Like explained above, the worse the morale of a unit, the worse its combat effectiveness will be. For example, tanks became very slow to aim and shoot, and their shots will be less accurate when they panic.

Mostly, a unit's morale will degrade quickly when it's taking damage, but beware that certain units like autocannons, flamethrowers, chemical weaponry, Terror Drones, and nearby explosions from artillery can panic your vehicles without even damaging it.

The only exceptions that don't have a morale bar are stealth detecting animals (i.e Attack Dog), Terror Drones, Brotherhood Cyborgs, Protectorate and Aquilan drones, infiltrators and Commandos. and all of Skynet's units.

The Coalition Slayers, Heralds Khorne aligned and Survivor Super Mutant units also have a similar but unique morale bar, in that their combat effectiveness increases as their morale falls instead, at the cost of the commander losing control of said unit.

Foilage
Foilage are a terrain feature in to allow most units to conceal themselves. When a unit goes in to a foilage area (i.e Forest) they appear the color of the depending faction with their icons blinking, signifying that they are hidden. EVA will notify the player if a unit has enter the foilage.

Balancing
See also: The Warzone/Damage and Armor types

The Warzone follows a medium Rock Paper Scissors method of balancing. Emphasis on medium as multiple units have dual roles, although they are generally only “strong” at one thing and “okay” at another. Some units are 50/50 split on roles and others are strictly single role only, e.g. the Voshkod Roegaydn Demolisher infantry who excels at taking down buildings.

Tech
See also: The Warzone/Tier system

As the battle goes the general will have to tech up their bases to unlock more advance units, upgrades, and protocols to beat their opponents.

The Warzone is fast paced, to give earlier tiers a fighting chance, it introduced a Tier 2 structure separate to the Radar at a considerably increased cost. These Tier 2 structures also serve as a way of slowing down Tier 3 and Epic Unit access, which is even more expensive and requires a 3-star and 5-star General's Promotion respectively.

Tier structures take twice as long to build than other production of similar cost but are heavy duty; well armored but take a lot of power to run as well.

Most units also have special weapons and abilities.

Co-commanders
Just like in Command & Conquer: Red Alert 3. The Warzone features AI-controlled co-commanders can be given the following orders in the campaign:


 * Strike Target
 * The co-commander will immediately send available forces to deal with the targeted unit/structure.
 * Take Position
 * The co-commander will immediately send available forces to the indicated location. These forces will only stay there for a short while after the position has been secured.
 * Plan Attack
 * The co-commander will begin to build up forces to attack the unit/structure. Should there already be enough forces, the co-commander will send the forces there immediately. This continues until the unit/structure is destroyed.
 * Keep command
 * The Co-commander will fend for himself. This also cancels the other orders listed above.
 * Co-commander Strike
 * Co-commander strikes appear halfway through the missions and have a short description of what they will do when activated.
 * To view the description, click on the Co-commander strike. The activate button will also appear under the description.

The first four orders, Strike Target, Take Position, Plan Attack and Keep Command can be found in the top-left hand corner of the screen. Beside this, there is a portrait of the co-commander and a status bar below. The status bar gives information on the co-commander's actions.

Tech Buildings
Like with the Command and Conquer games, The Warzone also has neutral tech buildings that can be captured to gain new abilities or units that are not part of the main factions (like the Secret Lab in Red Alert 2 's Red Resurrection mod, the Tacitus Archives in Tiberium Essence and the some of the buildings in Warcraft III).

Creeps
Sometimes, tech buildings are protected by Creeps, units that are non-affiliated packs of soldiers and vehicles which guard certain areas (notably highly-vaulable Tech buildings) from players' armies. Creeps vary depending on the current map tileset, though it is possible for creeps to appear on other areas than the ones they were designed for.

Superweapons
Many real-time strategy games employ a superweapon or tactical weapon, a very powerful, near if not limitless range, endgame weapon with large technological requirements and high costs. Popular examples of superweapons are the Chronosphere and the Particle Cannon from Command & Conquer and the nuclear missile from StarCraft.

In The Warzone, superweapons or tactical weapons are split between offensive, used to simple destroy the target, and support, built to support their forces and charges faster, can be technologically unlocked at the third or highest tier, and require high costs, a 5-star General's Promotion and amounts of funds.

General Powers
Much like the General Powers in Generals, The General Powers in The Warzone is the one of a faction's key systems in The Warzone. Many support powers vary in use, from offensive purposes (particularly superweapons) to reconnaissance roles. Most of them have costs before they can be used, but there are support powers that are free of charge

Epic Units
An epic unit is defined as an incredibly powerful unit, often taking a long time to produce but can engage and defeat entire armies of ordinary units. They usually make use of experimental and/or classified technology, hence their considerable price and the need for 5-star General's Promotion to be produced, along with the fact that only three of each epic unit can be present at a given time.

Prisoner of War
POWs can be captured by certain infantry units, usually those welding a firearm. If an interrogation cente is built, POWs will be placed in that structure and will generate credits.

Infantry units can be captured if they are severely injured or are noncombatant personnel (pilot, technician, informants and vehicle crew).

Unit veterancy
Unit veterancy is the system by which the player's units' experience is measured. Using a particular unit more often in battle will increase its veterancy level. When a unit accumulates enough experience, it gets promoted to a new veterancy level. Each veterancy level has a special icon that shows what verterancy level a particular unit is at.

EVA will notify the player if a unit or defense gains a veterancy rank immediately with respective quotes ("Unit promoted" and "Defense upgraded"). Heroes will respond with a special quote and a specific sound will play when they reach elite status as well. Both situations are only audible to the owner of such veteran units.

Units have three levels of veterancy: Veteran (signified by a chevron for units and heroes), Elite (signified by a additional chevrons for regular units and heroes) and Heroic (signified by a golden star for regular units and three chevrons for heroes). For defenses, the equivalent insignias are an upward arrow inside a square for "Veterans", and an upward arrow inside a square but colored orange for "Elites".

Veterancy ranks and their effects are listed below:

Ferry
A ferry is set up when a transport is specifically instructed to move along a certain waypath, designated by the ferry icon. A transport with a ferry associated with it will move land-based units from the starting point to the final drop point of the path. At that point, the ferry will return to the starting point by retracing its initial path.

Singleplayer

 * Tutorial - Teaches the basic mechanics of the world of Gaiaterra
 * Campaign - Allows you to complete the Stories of the world of Gaiaterra from 2000 V.C. up into 2024 V.C.
 * Conquest - Similar to the Total War games, the Global Conquest from Command & Conquer 3: Kane's Wrath and Dawn of War Dark Crusade's Campaign Mode, dominate Gaiaterra with your faction of choosing. This is the main event of the Warzone.
 * Covert Operations - Play through a series of special challenges that covers up various operations that serve as side stories to the worldbuilding of Gaiaterra's history of warfare.
 * Custom - Allows you to play maps that are in either skirmish, or use map settings game mode against computer-assisted opponents.
 * Survival - Survival mode has the player either choose a Sub-Faction before being tasked to hold off waves of ai controlled enemies, either from one faction commander to potentially every sub-faction depending on difficulty.
 * Instant Action - Jump straight into the action with a set of forces in a mode based on Total War
 * Map Editor - Allows you to create your own maps, with trigger scripts and custom parameters available and share it to GaiaNet.

Multiplayer

 * Versus - you can fight opponents in 1v1, 2v2, 3v3, 4v4 or FFA cooperatively or singularly.
 * Custom - allows you to play maps that are in either skirmish, or use map settings game mode against computer-assisted or human-assisted opponents.
 * Nuclear Missile - Basically the same as the regular skirmish mode, but all Generals are unable to build offensive and tactical superweapons. Instead in the middle of the map, there is a neutral Nuclear Missile Silo with a circle around it. Anyone who capture the silo control of the Nuclear Missile, this allows that player to fire the Nuclear Missile every 2 minutes.
 * Control Point - Generals must take control of one, up to three, control points and wins by either having the most points when the timer ends or reached the maximum number.
 * Naval Warfare - Generals are restricted to naval units, instead using AI-controlled ground troops to take islands
 * Tankery - Generals are restricted to vehicles, with AI infantry support and airstrikes
 * Urban Combat - Generals are restricted to infantry, but can call in air and artillery support
 * King of the Skies - Generals are restricted to aircrafts, helping and getting help from AI-controlled infantry and vehicles on the ground
 * King of the Hill - Generals must take control of a single area on the map and hold off their opponent until the time pass, and win
 * VIP in Trouble - The objective of VIP in Trouble is to capture the VIP. Any player who gets a unit within a certain distance gains control of the President. The objective is to move the VIP unit to a pre-defined evacuation base at the edge of the map, usually near a VH-3D Marine One, with each player needing to bring the VIP to a different location. There is no base building in this mode; instead, players capture bunkers scattered around the map to gain reinforcements.
 * GaiaNet - A software that provides the online parts of The Warzone. Primarily it downloads custom fan content created from the Map Editor, reviewing the player profiles and it helps match up players for online matches.

Campaign
Main Article: The Warzone/Campaign

Conquest
Main Article: The Warzone/Conquest

The Federation of Aquila
The Federation of Aquila is an technologically advanced nation, and generally fights with a combination of highly technological tactics, superior firepower (including laser weaponry), expeditionary warfare, and a large, versatile, powerful ground, air and naval units as a military alliance. In order to defeat its enemies and their tactics, its military power relies on skill, mobility, and advanced technology.

The Socialist Union of Voshkod
A nation of Hyur, Elezen, Roegadyn and the Viera. The Voshkods revolves superior firepower, ground  supremacy, numerical superiority of swarming thousand of soldiers of the Hyur Army and reliance on highly advanced but conventionally based technologies, relying primarily on heavy armor divisions, but the Voshkod were known for employing cheap infantry in the role of armor support. Generally Voshkod forces were either equal in speed or slower compared to other nations. The slow-moving nature of the juggernaut that is the Voshkod military war machine was compensated by their raw strength and durability.

The Alliance of Hawke
Founded by the Humans of Thedas and Aselia, Dwarves of the Ironforges and the Wood Elves. The Alliance centered on decisive action, mobility, subterfuge, dominance of the skies, and technological superiority. The Alliance are exceptionally well-trained, guided by superior intelligence and have at their disposal some of the world's most advanced and powerful weaponry.

The Aion Defense Initiative
Founded by the government of Zemuria and their allies, the Elyos, the Arborean High Elves, Miqo'te and the Gnomes to defend and fight against the incursions of the Brotherhood of Asmodia. The ADI forces generally prefer heavy armour, walkers, hover technology and superior firepower over speed and mobility (a trend that would continue in future conflicts), this is epitomized in their Mammoth tank, the toughest, most heavily armed battle tank during the war against the Asmodians.

The Katsuragi Protectorate
The Katsuragi Protectorate consists the Humans of the Katsuragi, the Erunes and the High Elves of Asur. Their technology of the Katsuragi includes high-tech, highly versatile transforming units alongside more traditional ones. The Protectorate's manpower is naturally not as much as the one of the other factions. However to compensate for this, they developed advanced technologies and mechas, drones and massive robots to fight for them along with their warriors.

The Brotherhood of Asmodia
Born from a Fodlanic human named Kane and ally with the Asmodians, Vampires, Blood Elves, Khajits and the Draenei. The Brotherhood of Asmodia is centered around the concepts of stealth and speed, preferring outmaneuvering their enemies, hit-and-run attacks, guerrilla tactics and subterfuge and makes extensive use of underground facilities, tunnel networks, and stealth technology to avoid detection.

The Andoran Republic
From the Humans of Andore and the Halflings. The Andorans revolves with a combination of adaptable tactics and combined arms with small but elite units that can face any foe in order to defeat its enemies and their tactics. Relying on skill, versatility, and advanced technology to handle anything, at the cost of being a master of none and small numbers.

The Great Horde
Rapid and hard hitting. The Great Horde, compromising of Orcs, Trolls and Goblins, the Horde focuses on victory through attrition and superior firepower. While nowhere near as technologically advanced as all other factions and other technologically superior factions, They rely on their weapons scavenged from the old Voshkod-Aquilan Conflict of 1955-1958 and ADI-Asmodian conflict of 2000 V.C. and taming of Orgrimmar large fauna such as the Squigs.

The Moonlight Liberation Army
Formed by Tyrande Whisperwind following the merger with Lightbourne and the Draphs in the war of 1999 V.C. The hunters of the MLA involved using stealth and speed as their main war tactics, as well as surprise attacks and suicide Draph bombers. They were also known to implement biological and chemical weaponry, notably anthrax, in their fight against the Aquila, Elsword, ADI and the Alliance.

The Elsword Empire
An empire founded by the Elsword and their Castanic and Harvins. Their army prides itself on its heavy firepower and heavily employ propaganda on the battlefield to inspire their soldiers, their powerful nuclear and napalm weaponry provided by the Castanics and the Harvins, and Elsword's numerous troops have defended the homeland with a nationalistic zeal not seen anywhere else.

The Collective of Auring
Created by the Au Rans whose are banished by the Voshkod and their allies, the Dark Elves and the Undead Forsaken. The Collective relied on mind-control, cloning, advanced magnetic weapons, and laser technology, as well as speed, maneuverability and flexibility to bring him victory on the battlefield.

The Scrin
From the stars comes the Scrin (or the Visitors by Kane), appeared in Great Gaiaterran Conflict of the 2024 V.C. The Scrin relies on diversion tactics, attacking major population centers and military bases in order to divert Gaiaterran forces from their true objectives: Threshold construction sites, and later, intelligence gathering operations.

DLC Factions
Over time, The Warzone will feature eighteen DLC factions upon the course of the project's life.

The United Federation of Earth
Formed by an alliance of the Vaulters, United Federation of Planets, the Pangalactic Federation and their allies, the Earth Federation, and house Atreides, with an expeditionary force making landfall on Gaiaterra. The Federation is a force that relies on air superiority through their atmospheric starships and their orbiting Enterprise cruiser, with advanced and powerful infantry and ground forces to take and hold territory.

The Celestial Viceroyalty of Corona
Formed after a series of strange meteors crash-landed into the island vassals of the Elsword Empire. The Celestial Viceroyalty of Corona are a group of islands that, thanks to the strange properties of the self-replicating ore in the meteor, which they call Amber due to its hue, have declared independence from the Empire. Utilizing advance thermal and energy-based weaponry, thanks to the properties of Amber, the Viceroyalty have mastered the art of defensive warfare through their battles against the numerically superior horde of the Empire, and other factions who want to take their Amber. Creating towering walls and turrets to defend themselves and making vast mazes filled with kill zones to trap and divide their foes, before vaporizing them with their heat rays, while their forces use the powerful shock and awe effect of their ray weapons to close in and destroy their foes before they can mount their own defense.

The Yautja Hunting Party
A race of space-faring hunters. The Yautja enters Gaiaterra for the simple purpose of hunting and collecting trophies.

The Skynet Collective Infinite Army
Formed from a rogue AI within the undergrounds of an isolated island that was excluded by the Katsuragis following an massive-scale security malfunction, known as Skynet, melding with the Borg, the Katusuragis failed attempt at cybernetics, and the droid army of the late Trade Federation. The Infinite Army lives up to its name with its frighteningly ability to produce swarms of machines near instantly to drown their foes in a tide of metal.

The Seven Elemental Alliance of Teyvat
Formed by a group of Rogue Katsuragis in the fallout of the Teyvat Crisis of 1965 V.C. The Elementals utilizes mechs, based off old Katsuragi prototypes, and visions, special gems in Teyvat that grants its wielder the ability to control fire, water, earth, wind, ice, electricity, or wood, with hit and run tactics to outmaneuver their foes while using their vision to create elemental reactions to tip the balance in their favor.

The Horatio Autocracy
Having scavenged the secret of cloning from an abandoned Auring lab, and further improved it. The Autocracy, consisting of Horatio, a former Katsuragi, clones of himself, and clones of soldiers who died in recent and previous wars, now marches out of their "nation", the lab where he cloned them, to conquer all of Gaiaterra, and asassimilate ach race into himself to become the perfect being.

The Karak Overlord Coalition
Having locked down their country, the Durin mountain range, and taking a neutral stance during the Voshkod-Aquilan War of 1955-1958 V.C. The Dwarfs of Karaz-a-Karak, along with their allies the Vinci, Alin, Coutl, and the Stormcast Astartes Sect, now reemerge as the other powers are beginning to encroach on their homeland, and in battle are known as the "moving wall". Their forces consisting of slow but heavy infantry and vehicles that easily rolls over anyone foolish enough to stop or face them head on.

The Heralds of Chaos
Formed from a mad cult, rumoured to have been formed from ancient times and responsible for starting the Voshkod-Aquilan War of 1955-1958 V.C. The Heralds of Chaos call themselves the bringer of the end times, and those who know they exist are planning to revive someone or something called “The Messiah”.

The Minutemen Survivors
Formed from the survivors of an archipelago nation that was once an Aquilan State declared independence destroyed by nuclear strikes by the Voshkods in the Voshkod-Aquilan War of 1955-1958 V.C. The Survivors, mainly composing of the Brotherhood of Steel and Minutemen allied with the NCR, must rely on old, rusted, to outright improvised, vehicles and equipment from the old Voshkod-Aquilan Conflict wielded by elite infantry, hardened by the wasteland. Utilizing guerilla warfare and stealth tactics at the start, due to inferior equipment, and slowly transition to a traditional army as they upgrade their aging equipment by "acquiring" modern technology and calling in more advance machinery to turn the tide.

The Cold Iron Order
Formed in ancient times, consisting of the brotherhood of assassins, the witch and daemon hunters, and the Humans from Kirin Tor. The Order was a secret organization created with the purpose to stop the Heralds and their dark plans, no matter the cost.

The Lumeris Syndicate
Consisting of a board of companies and PMCs. The Syndicate, consisting of the Lumeris and their allies the Tau and Skavens, had stayed neutral throughout the Voshkod-Aquilan Conflict, while using third party companies/contractors to profit off the war by selling their wares and mercenaries to both sides, and the other nations to a lesser extent. But in recent times are now using the PMCs contracted to them to defend themselves, and their contractors, as other nations are now threatening their profit. And in battle have completely shunned melee combat, seeing it as barbaric, in favour of using range superiority, through the use of advance railguns, gyrojets, and plasma technology, and mastering urban combat, and can easily create their own concrete jungles where they can defend themselves and make more funds. Consisting mainly of contracted mercenaries, who will only fight so long as their paid, aided by poor citizens, conscripted with the allure of money, who act as cannon fodder/screening force for said mercenaries.

The League of Lizard Khanate
Born from the ashes after their defeat in the Aquilan-Lizardmen War of 1967-1975 V.C. The League, must relay on masters of guerilla warfare.

The Lineage Steel Legion
Created by people from the nation of Aden that was nearly destroyed by the Elsword Empire in the Aden-Elsword War of 1981-1985 V.C. The Aden's people, the Humans, Dwarves, the Orcs, the Elves, the Kamael and the Ertheia alongside the Wild Walkers has resort to wear rebreather units and red eye masks to hide their scarred faces from the outside of their nation, following the war. In battle, they are the experts in mechanised warfare, with infantry and IFVs working together with armor, the Titans of the Wild Walkers and artillery support to pound their foes and break even the strongest defense

The Pirates of Lustria
Reborned after the conflict with the Andorans back in 1944 V.C, then the Aquilans and the Zemurians in the Voskhod-Aquilan War of 1955-1958 VC and the Andorans again in 1970 V.C.

The Regal Sultanate of Araby
Recovered after their decisive defeat by the Aquilans in the Araby war. Now with aid of the Tomb Kings of Nehekhara,

The Ascalian Monarchy
An long-time ally nation with the Voshkods since 1935 V.C.

Arsenal
Main Article: The Warzone/Arsenal

Cast
Main Article: The Warzone/Cast

Soundtrack
Main Article: The Warzone/Soundtrack

Trivia

 * The Setting of Gaiaterra is based on Azeroth, Atreia, Eorzea, Golarian and Arborea, but all of the technology are that from modern day contemporary Earth, Command & Conquer (Red Alert, Tiberium and Generals) and Act of War/Aggression
 * Each of the factions are based on the numerous races from numerous franchises, mainly fantasy themed, with the exception of the Scrin
 * Aquila: Our humans (Earth)
 * Voshkod: Hyur, Elezen, Roegaydn and Viera from Final Fantasy XIV
 * Alliance: Humans from Dragon Age and Tales of series (Vesperia to Luminara), Dwarves from Warcraft and the Wood Elves from Warhammer Fantasy
 * ADI: Humans from The Legend of Heroes Trails series, Elyos from Aion, Miqo'te from Final Fantasy XIV, Arborea High Elves from TERA, the Gnomes from Warcraft
 * Protectorate: High Elves from Warhammer Fantasy, the Erunes from Granblue Fantasy and Humans from any type of JRPG games (except Tales Of series, The Legend of Heroes Trails series, Phantasy Star Online 2 and Star Ocean), Gacha games and Anime (Atelier, Disgaea, Radiant Historia, Granblue Fantasy, Grimgar of Fantasy and Ash, and The Faraday Paladin)
 * Brotherhood: Humans from Fire Emblem: Three Houses, Asmodians from Aion, Blood Elves from Warcraft, Vampires from Warhammer Fantasy, Khajit from The Elder Scrolls and Draenei from Warcraft
 * Andora: Halflings from Pathfinder and the Humans from Black Desert Online and Pathfinder
 * Horde: Orcs, Goblins and Trolls from World of Warcraft and the Squigs from 40K
 * MLA: Night Elves and the Lightborn from World of Warcraft and the Draphs from Granblue Fantasy
 * Empire: Humans from Korean MMOs like Elsword, Vindictus, Ragnarok Online and Grand Chase Dimensional Chaser, the Harvins from Granblue Fantasy and the Castanics from TERA
 * Collective: Au Ra from FFXIV, Dark Elves from Warhammer Fantasy and Forsaken from World of Warcraft
 * Federation: United Federation from Star Trek, Earth Federation from Gundam, the ARKS from Phantasy Star Online 2 (including New Genesis), the Pangalactic Federation from Star Ocean, Vaulters from Endless Space, the Humans and their allies from Xenoblade (including Xenoblade Chronicles X) and House Atreides from Dune
 * Corona: Cathay from Warhammer
 * Party: The Yautja from Predator and the Wild Hunt from the Witcher 3
 * Skynet: Skynet robots from Terminator, the droids from Star Wars, Novus from Universe at War, Series 9 from KKND, and the Borg from Star Trek
 * DLC 5: The Humans and the Beta from Grey Goo and the Terrans and Protoss from Starcraft
 * Elemental: Teyvat Humans from Genshin Impact mixed with the Felynes from Monster Hunter
 * Horatio: The Horatio from Endless Space, republic clone army from Star War, and imperial guard from Warhammer 40k
 * Coalition: Humans from Rise of Legends, Dwarfs from Warhammer, Kharadron Overlords, Fyreslayers, and Stormcast Eternals from Age of Sigmar, and Space Marines and Squats from Warhammer 40k
 * Heralds: Humans from Dark Deity, Norsca, Beastmen, and Chaos from warhammer fantasy/40k
 * Survivors: The Humans, mainly the Brotherhood of Steel and Minutemen, Ghouls, and Super Mutants from Fallout, evolved and survivors from KKND
 * Order DLC: The Kirin Tor humans from World of Warcraft
 * Syndicate: Lumeris from Endless Legend, Tau from Warhammer 40k, Skavens from Warhammer Fantasy, and basically every cyberpunk genre from Deus Ex to Shadowrun
 * League: The Lizardmen from Warhammer, the Drakken from Endless Legend, and Argonians from The Elder Scrolls
 * Legion: The whole line of races from Lineage II and the Wild Walkers from Endless Legend with gear and uniform design styles in the vein of Jin-Roh: The Wolf Brigade (alongside South Korean remake, Ilang: The Wolf Brigade) and Steel Legion from Warhammer 40K
 * Swarm: The Tyranids from Warhammer 40K, the Necrophages from Endless Legend, Xen from Half-Life and Zerg from Starcraft
 * Pirates: The Vampire Coasts from Total War: Warhammer and the Forgotten and Morgwar from Endless Legend
 * Araby: The Tomb Kings from Total War: Warhammer and the Araby from Warhammer Fantasy
 * Ascalia: The Kingdom of Ascalia, the Alfheimr, and the Dwarf Empire from Regalia and the Gungans from Star Wars
 * DLC 19: The Humans, the Norn and the from Guild Wars.
 * Creeps and Neutral Passive/Hostile units: The Humans, Pandaren, Tauren, Vulpera, Ogres, Gnolls, Murlocs, and Void Elves from World of Warcraft
 * Each faction's technology, playstyle and weaponry are based on and used by the factions from the Command & Conquer series and their mods (Mental Omega, Rise of the Reds, Twisted Insurrection and Dawn of the Tiberium Age), Act of War and Act of Aggression, the other scifi RTS like KKND and modern day contemporary Earth, with the exception of the Scrin and some of the DLC factions.
 * Aquila: USA from Command & Conquer Generals, Act of War, Act of Aggression and Task Force Talon from Act of War
 * Voshkod: Red Alert 2 Era Soviets (including Mental Omega, Red Resurrection and Red Alert 20XX mods for Command & Conquer: Red Alert 2 and the now-defunct Paradox mod for Red Alert 3) with a bit Russia from Rise of the Reds and End of Days mods for Command & Conquer: Generals.
 * Alliance: Red Alert 2 Era Allies (including Mental Omega, Red Resurrection and Red Alert 20XX mods) with a bit of Red Alert 1 Era Allies (including the Dawn of the Tiberium Age mod for Tiberian Sun)
 * ADI: GDI from Command & Conquer Tiberium Series (including Twisted Insurrection and Dawn of the Tiberium Age mods for Command & Conquer: Tiberian Sun and the Tiberium Essence mod for Tiberium Wars)
 * Protectorate: The Empire of the Rising Sun from Red Alert 3, and GloboTech from Twisted Insurrection mod for Command & Conquer: Tiberian Sun
 * Brotherhood: Nod from Command & Conquer Tiberium Series (including Twisted Insurrection and Dawn of the Tiberium Age mods for Command & Conquer: Tiberian Sun and the Tiberium Essence mod for Tiberium Wars) and the Cartel from Act of Aggression
 * Andora: European Continental Alliance (ECA) from the Rise of the Reds mod for Command & Conquer: Generals and the Chimera from Act of Aggression with elements from Red Alert 3 Era Allies
 * Horde: The Forgotten from C&C3 The Forgotten mod, the Forsaken from Twisted Insurrection, The Renegades from 8-Bit Armies, Red Alert 1 Soviets (Combined Arms and Dawn of the Tiberium Age) and the Evolved from KKND with a some of 40K Orks
 * MLA: The Global Liberation Army (GLA) from the Command & Conquer: Generals universe (including Rise of the Reds, Shockwave, Untitled, End of Days, and Contra mods)
 * Empire: China from Generals (including Rise of the Reds, Shockwave, Untitled, End of Days, and Contra mods) with a bit of from Emperor: Battle for Dune and Asia from Rise of the East mod for Red Alert 2
 * Collective: Yuri's Army from Yuri's Revenge (notably the Epsilon from Mental Omega) and CABAL
 * The Scrin: Scrin from Command & Conquer 3: Tiberium Wars (including the Tiberium Essence mod) without any Tiberium Life Support.
 * Federation DLC #1: The Foehn Revolt from Mental Omega mod for Red Alert 2
 * Corona DLC #2: The Celestial Empire from Red Alert 3 Corona and the Atomic Kingdom of China from Red Alert Paradox
 * DLC Faction #3: Unit Making RTS games like Warzone 2100 and Earth 2150
 * Skynet DLC #4: ARM and CORE from Total Annihilation (including Beyond All Reason), the entire factions from Supreme Commander and the Electronical Protectorate from Red Alert Paradox
 * DLC Faction #5: The Humans and the Beta from Grey Goo
 * Elemental DLC #6: Polonia, Usonia, Saxony and Rusviet from Iron Harvest
 * Horatio DLC #7: Digital and Nano Age Faction from Empire Earth and Age of Empires 3 Banner Armies.
 * Coalition DLC #8: The Factions from Rise of Legends and Adeptus Astartes from 40K, mainly Dawn of War's Unification mod
 * Heralds DLC #9: The Forces of Chaos from 40K with Chaos-fied versions of units from the base game and the Consortium from Act of War
 * Survivors DLC #10: Confederate Revolutionaries from Red Alert Paradox.
 * Order #11: The various European nations from the Cossacks series (mainly Cossacks 3) mixing with technology and armaments of the Order of the Talon from Red Alert Paradox and the Daemon and Witch Hunters from Dawn of War Unification Mod with Tiberium Twilight style mobile base.
 * Syndicate DLC #12: The Lumeris from Endless Space, Roving Clans from Endless Legend, Tau from Warhammer 40k, and the Mediterranean Syndicate from Red Alert Paradox with Generals-style base building and base building focused games like They are Billion, Age of Empires, and Empire Earth.
 * League #13: Vietnam War era technology and Battle Realms' way of recruiting units
 * Legion #14: Steel Legion and Imperial Guard Forces from Warhammer 40k, mainly the Unification Mod for Dawn of War
 * Swarm #15: The Tyranids from Warhammer 40K, mainly their depiction in the Ultimate Apocalypse and Unification mods for Dawn of War
 * Pirates #16: Late 1950s-Early 1970s era West Germany and France and House Ordos from Dune with the Red Alert/Tiberium base building system
 * Araby #17: Gulf War era Middle Eastern nations (Iraq, Syria, Egypt, Jordan and Lebanon) and House Harkonnen from Dune
 * Ascalia #18: Cold War Eastern Bloc nations (Poland, Czechslovakia, Romania and East Germany), Yugoslavia, Red Alert 1 Soviets, the Soviet Union from Axis & Allies, and the Gungans from Star Wars: Galactic Battlegrounds
 * DLC #19: Latin American nations (Brazil, Argentina, Chile, Bolivia and Mexico) with gameplay style of Japan from Age of Empires 3 and the British from Company of Heroes 1/2 and Axis & Allies.
 * Creeps and Neutral Passive/Hostile units: Mercenaries from Act of War mixing with the Tiberian Dawn-era GDI and Nod and Allied Reserves, Vietcong and the ARVN rangers from Red Alert Paradox.