Gaiaterra: Elysea's Conflict

"We are going to have to act... if we want to live in a better 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.

Millions of years ago before the Chronicle, there were siblings, Balthazar and her sister, Tacitus. In a moment of jelousy, Balthazar slew her sister. As punishment, Elysea, the Goddess of Gaiaterra cursed Balthazar, that the world he tilled would not provide him sustenance and placed a mark upon him that prevented anyone from ending his life. And Balthazar went out from the presence of the Goddess and took up residence in the land of Shara.

(insert rest of lore here at some point)

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: supply stockpiles, 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 begins, 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.

Controls
See here.

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 such as the Alliance Spy infiltrates an enemy's economy booster structure (such as the Voshkod Industrial Plants), 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 supply stockpiles, deposits of ore, rare earth elements, gems and the 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.


 * $50 for scrap metals (Horde only)
 * $100 for POWs captured
 * $300 for supply
 * $600 for ore
 * $800 for rare earth element
 * $1500 for Gems
 * $2500 for Tiberium

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 or a Builder unit to repair the said damage structure to full health. The only infantry units that cannot be garrisoned are the melee-welding infantry and the Community's Varls.

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, Voshkod Drones such as the Terror Drone, 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 and strategic, 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.

Also, if the co-commander's army has been destroyed, the player can not command them and the battle will increase in difficulty to complete alone.

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 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 to spend with General Points before they can be used, but there are support powers that are free of charge.

You gain experience up through destroying enemy assets to gain General Points (GP) which you can spend on unlocking powers or new units.

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 one or two (depending on the faction, i.e Elsword's mobile superweapons) 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 or Voshkod's Drakuv vehicle. 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 (pilots, technicians, informants and vehicle crews).

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 heoric 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 commandos), Hardened (siginified by two chevrons for units and commandos), Elite (signified b three chevrons for regular units and commandos) and Heroic (signified by a golden star for regular units and commandos). 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 General to potentially every sub-faction depending on difficulty.
 * Instant Action - Jump straight into the action with a set of forces and a pre-built base 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
Note: These modes can also be played alone with AI


 * 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 six, 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, vehicles and aircraft to take islands.
 * Steel Commanders - Generals are restricted to vehicles, with AI infantry support and airstrikes.
 * Urban Combat - Generals are restricted to infantry, but can call in air, armor 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 a time limit pass to 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.
 * Last Stand - *TBA*
 * 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

* TBA*

Conquest
Main Article: The Warzone/Conquest

* TBA*

Lore

 * The Valkyrian Calendar
 * The Races of Gaiaterra
 * The Organizations of Gaiaterra
 * Gaiaterran Fauna
 * Tiberium, the purest and the rarest resource of Gaiaterra
 * Elysea
 * Tacitus
 * Balthazar
 * The Landmarks of Gaiaterra

Factions
All factions in the Warzone follow a particular side of the Tacitus, Balthazar, or Neutral logo.

The Guardians of the Tacitus (Aquila, Alliance, ADI, Protectorate, Andora, Empire)
The Guardians of the Tacitus tend to conductively become harmonic, selfless and honorable, and their behaviors are prone to noble and praiseworthy deeds. Though they also have skeletons in their closets, some of them matching or even surpassing the Destroyers actions, many of which they wish to keep hidden.

The Destroyers of Balthazar (Voshkod, Brotherhood, MLA, Horde, Collective, Scrin)
The Destroyers of Balthazar tend towards deeds of self-service, destruction, shadiness, forgetfulness, and darkness against the Guardians of the Tacitus. But even so, there are heroic individuals who strive for a better future, whether they're oblivious of their factions darkness or striving to reform it from the inside, though their heroic deed are sadly drowned out by the Destroyers actions most of the time.

The Neutrals (Conglomerate, Coalition, Survivors, Syndicate, Heralds, Order)
The Neutrals, which is more of a generalization than a coherent faction, differs by having the same political power as the Guardians and the Destroyers but isn’t and/or refuses to affiliate with the two. Ranging from being heavily fragmented (Survivors), cutting ties with either (Conglomerate), playing both sides for their own gains (Syndicate), their goal involves the death of both (Heralds), having their own personal goals (Order), or simply caring for only themselves and/or refusing to get involved in their politics (Coalition). It’s due to this fractured nature that their actions range from heroic to destructive and may ally with either the Guardians or the Destroyers, or even fight both at once, depending on circumstances.

The Federation of Aquila
A leading superpower of Gaiaterra since then. 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 Alliance of Hawke
Founded by the Humans of Thedas, Europa 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 and later, the Destroyers of Balthazar.

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 Andoran Republic
From the Humans of Andore and Calpheon with assistance of 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 Elsword Empire
An empire founded by the Elsword people 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 Socialist Union of Voshkod
A nation of Hyur, Elezen, Roegadyn, Hrothgar 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 Brotherhood of Asmodia
Born from a Fodlanic human named Kane since the ancient times 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 Moonlight Liberation Army
Formed by Malfurion Stormrage following the merger with Lightbourne and the Draphs in the war of 1999 V.C. and settling in the Center of the southern continent in 2002 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 provided by the Lightbourne, notably anthrax, in their fight against the Aquila, Elsword, ADI and the Alliance.

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 V.C. and First ADI-Asmodian Conflict of 2000 V.C. and taming of Orgrimmar large fauna such as the Squigs.

The Collective of Auring
Created by a Voshkod man named Yuri and 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.

The Black Banner Conglomerate
Formed from deserters of the eleven superpowers, some even carrying civilians and political prisoners, from the Katsuragi-Asmodia War washing upon an uninhabited island in the far west, and soon learned it was once a prototype testing ground holding an old AI, and a defector from Skynet. These deserters, a ragtag bunch of soldiers from different nations with political prisoners and civilians, soon banded together to defend themselves against the other powers, where they turned from allies of convenience to true companions, their flag a black banner that symbolizes their severance from their former nation. Compared to the other factions their forces are incredibly small, fighting more like an elite task force rather than a full-fledged army, but compensate by their forces being the best of the bests and wielding powerful prototypes, based off the military projects that are abandoned or canceled by their nations fixed and perfected by combining their various nations technology. Consisting of a party of heroes supported by weaker but more numerous forces.

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 Blood Ravens, now reemerge as the other powers are beginning to encroach on their homeland. Known as the "moving wall", their forces consist of slow but heavy infantry and vehicles that easily roll over anyone foolish enough to stop or face them head-on.

The Minutemen Survivors
Formed from the survivors of the neutral, if unfortunately right between the border of the Aquila and Voshkod territory, Embry archipelago. The archipelagos was unfortunately the battleground to one of the bloodiest proxy war in the Voshkod-Aquilan War of 1955-1958 V.C., due a combination of its territory and resources, with its citizens being recruited by both sides to take control of the archipelagos in the Aquilan/Voshkod name. Before being destroyed by nuclear strikes in the last leg of the war, though it’s still debated if it was the Voshkods, Aquilans who managed to infiltrate a silo, or if it was even self inflicted. The Survivors, mainly led by the Minutemen, the archipelagos army that refused to follow the Aquilan or Voshkod and the only forces least damaged by the nukes, 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 advanced machinery to turn the tide.

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 profits. And in battle have completely shunned melee combat, seeing it as uncivilised weapon wielded by barbarians, 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 Heralds of Chaos
Formed from a mad cult, rumored to have been formed from ancient times and being 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”. Their tactics based upon the four gods they worship, whether it be the rage and bloodlust of Khorne, the plagues and resilience of Nurgle, the schemes and magical power of Tzeentch, or the corruption and agility of Slannesh.

The Grey Steel Order
Formed in ancient times, consisting of the brotherhood of assassins, the witch and daemon hunters, Adeptus Sororitus, Grey Knights, Jedi Order 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. Compared to other forces the Order is slow to modernize, with their forces using steam power and pre-Voshkod-Aquilan War equipment, thanks to the power granted by the apple of Eden, the Orders sacred relic, and talon steel, a nigh-indestructible metal made by a secret method of alchemy and magic. The Order favors close combat, seeing ranged weaponry as an uncivilized weapon wielded by cowards, and espionage, thanks to the assassins, with an incredible tough forces, thanks to their talon steel armor, with the ability to be anywhere, thanks to their mobile base known as the Crawler.

DLC Factions in updates
Over time, The Warzone will feature twenty-four DLC factions during the course of the project's life.

The Star Federation
Formed by an alliance of the Vaulters, United Federation of Planets, the Pangalactic Federation and their allies, the Earth Federation, UNSC, 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, Sangheili, and Brutes 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 a 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 Koprulu-Khalai Dominion
Formed as many smaller nations, mainly the Terrans, Beta, and Protoss, banded together to protect themself during the War Against the MLA. The Dominion relies on a combination of heavy defenses and mass of ground forces and air support fighting together with versatile tactics.

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 Aquilan, 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 each race into himself to become the perfect being.

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 and their mobile command wagons to summon their forces anywhere, with their beasts of the jungles, weaponry acquired from their defeated conflict, weaponry that had been retired by the Elsword Empire and later weapons that delivered by the MLA.

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 have resorted to wearing rebreather units and red eye masks to survive in the toxin environment of their scarred nation, and for most to also hide their scarred faces from the outside of their nation, following the war, with the aid of the Adeptus Mechanicus, whose homeland was simultaneously destroyed in the war. In battle, they are the experts in mechanized 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 defenses.

The Great Swarm
A species of alien invaders, entering through Gaiaterra through a colonization comet. The Great Swarm intends to invade and seed Gaiaterra for the Swarm.

The Pirates of Lustria
Reborn 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. A naval focused faction whose units, from their old weaponry of their past wars to the present time, their entire navy allows to handle their foe whether on land or sea and strikes anywhere in rapid, devastating, naval warfare before they sending their landing forces.

The Regal Sultanate of Elona
A powerful nation located in the desert region of Bourak founded by Farhad Khadivar that was recovered after their decisive defeat by the Joint Aquilan-Hawke-Andoran Forces in the Bourak War (called Operation Desert Rage by the Joint Forces) of 1989-1992 V.C. Now under the leadership of the Harkonnen family, joining alliance with the Tomb Kings of Nehekhara and resources aided by the Emirate of the Araby and the Voshkods. With weapons of mass destruction, superior firepower with their Caustic-based weaponry and frontal assault in order to act revenge on the Guardians of the Tacitus, while retaining their goal for the Search for Knowledge.

The Ascalian Monarchy
An long-time ally nation with the Voshkods since 1935 V.C and the creator of Tesla technology since then. In battle, the Ascalians can carve through any defenses and strike the vulnerable base within.

The Tyrian Confederation
A nation from the Southern Hemisphere of Gaiaterra, and the only nation in that region that has a resemblance of order in the zone, the people of Tyria and Arkesia was once a tribal society ignored by everyone. That was until an explorer discovered that the land they lived hold the largest reserves of tiberium in recorded history, leading to a war between Guardians of the Tacitus and the Destroyers of Balthazar that ended with Aquila inducting them into the Guardians. But it was in name only as what happened next was their newly formed government, a puppet for the Guardians, having their people coerced into mining the tiberium to help the Guardians. A dark time where men and women, sons and daughters, mined the dangerous substance only to have it taken from them with little payout, with growing resentment as their so called allies grew richer while they toil, though every attempt for independence ends with the execution of their people in retribution. That was until the MLA attacked in 2002 V.C., an event that would form the Zone. As during the confusion the people realised that this was likely their only chance to be free and started another revolution, fighting against the Guardians trying to put them back in line and the Destroyers and warlords in their continent who wanted to conquer exploit them like the Guardians in the chaos. And in the end they won, leading to the dissolution of the puppet government. Now united under an alliance of independent communes the Confederation must now fight off the Guardians of the Tacitus, the Destroyers of Balthazar, and the Ogre Warlord, all three wanting to conquer and exploit their resources, with little allies. The Tyrians may be individually adequate compared to Aquila and similar forces but they make up for it in numbers, versatility and Arkesia's use of powerful, static, artillery to pummel their foes before they can reach them, or to weaken their foes with a withering barrage. Using the weapons taken from all sides during the revolution and improved on thanks to their ingenuity.

The Aura-Eldar Kingdom
Located in the floating continent of Navea, the last remnant of their homeland when the Doom came. The Kingdom consists of the humans of the Aura Kingdom, the Norn and the humans of the Far Shiverpeaks and the Eldar, focusing on rapid responses in the battlefield down below their floating home continent. In battle they are masters of maneuver warfare and strikes as fast as lightning, their infantry infiltrating and scouting out the enemies weaknesses before their Norn allies, airforce, tanks and the Walkers of the Eldar deals a devastating blow before escaping to strike at another angle.

The Grey Goo
Once a Katsuragi experiment that had gone rogue in a freak accident. The Grey Goo now stalks Gaiaterra in search on nutrients to sustain itself. While they are unable to make aircraft their forces can move through anything and each Goo mass, known as mothers, can easily split off and form into units suited for any situation.

The Community of Cantha
Established since 1918 V.C. and an ally of the Guardians of the Tacitus, notably Andora, the Katsuragi Protectorate and the Elsword Empire. The Community of Cantha is a versatile faction that relies on hold the line tactics and suppression, before they bring in their high-tech Maser weaponry and the Varls to face any foes. With their workers able to transform into any unit to serve the Community.

The Alberian Security Company
A private military company created by Euden and Zethia that was once the premier mercenary force of the Lumeris Syndicate before breaking off, violently, to form their own company since 1988 V.C. The ASC still serve the highest bidder, providing top grade security and protection for a steep fee, gaining a reputation for its incredibly expensive, but near flawless, security and its cutthroat rivalry with the Syndicate, who wants them wiped out for their betrayal. Their forces, though incredibly small, consisting of the best of the best, without use of a base, calling in reinforcements through radiomen, and devastating airstrike and off-map artillery.

The Holy Imperium of Nilfgaard
Once an ambitious empire in the far west. The empire had began a campaign of conquest until they angered the Guardians. Leading to a bloody, lopsided war where the relatively primitive empire was beaten back by the Guardians superior technology, culminating with their emperor and their elite forces being gravely injured in an airstrike. Thus, with the Guardians encroaching their territory and the emperors health failing, when an old man, bearing a book with an eight-pointed star, told the Emperors children that he can help save their empire, their father, and his dream of conquest if they choose to worship his gods, they and his people accepted without hesitation, and executing or exiling those who refuse. Thus the emperor was now confined to a magical throne, gaining near omniscience but requiring weekly sacrifices to sustain him, and the prince and his people gained the ability to summon demonic beast and revive their own people to fight for them, leading to their survival and, somewhat unwilling, alliance with the Destroyers. While their technology was still primitive they made up for it with their swarms of beasts and undead soldier to swarm their foes in unending waves, only rivalling the infinite army. Their ambition of conquest remaining unbroken.

The Khal Dynasty
Once an Empire that ruled almost all of Gaiaterra in ancient times, before Balthazar had murdered Tacitus and was cursed, the Khal Dynasty rule over ancient Gaiaterra was absolute, enforced with an iron fist, before contracting an incurable, fatal, disease that decimated their population, with the exception of the slaves/slum districts that were separated from the nobles houses, until they were forced to go into suspended animation, and transferring their minds into magical machines, to survive, and intended to wake up a decade later, but due to an error, or maybe even sabotage, the Dynasty slept for eons instead. And upon waking up saw that the empire they once ruled is now ruled by the descendants of their slaves, wielding advance yet inferior technology. Now armed with weapons from an age long gone, and yet still far advance than anything wielded by the superpowers, the Precursors now march out of the tombs they slept in, now buried by the ravages of time, to reclaim their old empire. Though slow they’re ability to regenerate from nearly anything, and the fact that their mechanical bodies can be easily repaired and “revived”, means that nothing will stop them as they carve a bloody path through their foe.

The Ogre Warlords
Once a continent from the Southern Hemisphere that was colonised by both the Guardians and the Destroyers for its resources, before the MLA attacked and destabilise it, while creating a massive pit only known as “The Maw” in 2002 V.C.. The badlands south east of the continent and Confederation, and east of the MLA, or “The Zone” as classified by the Guardians, is now a lawless place filled with murder, blood, and chaos. With the Ogre Warlords, and gnoblar slaves, being the closest to a ruler of the land, once a band of marauders now unified under a military junta following support by Pro-Voshkod party in the war, formed to fight against their enemies who are part of the Guardians of the Tacitus and the Tyrian Confederation in their path to become a superpower, though in reality they are a buffer state for the Voshkod, using their prodigious strength and connection to the Maw to fight, subjugate, and eat any Warlord who angers them, challenge their power, or because they were hungry.

The Cult Of Nagash
A mad cult formed by Nagash, a man who wanted to cheat death and the first necromancer, allied with the nation of Sylvania, a long-extinct kingdom when the Vampires were a nation instead of scattered nomads in modern times, whose soul was sundered and his army sealed, save for a small number of servants that would become the Forsaken and Tomb Kings, in the war of the eclipse in 1345. Nagash and his loyal soldier now rise as the seals trapping them in their tombs break from an archeological accident. Wielding ancient weapons, dating back to 1200-1600, the Cult now marches forth to gain enough souls to revive their founder. As the power over the dead allows them to augment their undead soldiers, allowing their archaic knights in plate and lance to face against tanks, and to raise the dead to serve them, literally turning their opponent's army against them. Through this power they swarm their foe in tides of the dead, with every death of their foe another soldier to their side, and to create such terror that even the bravest soldier would run for the hills, wherein their elite forces of Vampires and beasts would chase down and slaughter them like wolves chasing a bloodied prey.

The Ardent Raiders
When the Doom of Navea came, an event that reduced the once great kingdom to ruins so Grey that no one knows how it truly happened, some of its inhabitants, mainly the Ardent Mage order and the Dwarves of Grimnir, refused to board the flying continents, which would become the Aura-Eldar Kingdom, and instead tried to save their homeland as it’s crumbled around them. And upon realizing they can’t had accepted their fate, until a mage thought of evacuating to the webway. Unfortunately they found out that, due to the Doom interfering with the webway network, they were now bound to the webway, and worst yet it’s leeching off their souls, which is quickened when outside of it, with the only to stave it off was by siphoning the souls of others or by making and siphoning purified mana. Thus the reborn Raiders now plunder Gaiaterra, able to raid anywhere thank to the webway being nearly everywhere, to attack and kidnap anyone so that their souls may be used to prolong their survival, while others, mainly the flame seekers, do to gather the resources needed to make purified mana, and hopefully find a way to end their curse.

The Triumvirate Theocracy
Formed by an alliance, consisting of the Empire, Kislev, Brettonia, and Skyrim, to fight against the Imperium of Nilfgaard conquest, with aid of the Guardians. The Theocracy may fight with rather outdated weaponry, especially with Brettonia stubborn refusal to use firearms, the power granted by their gods, whether Sigmar, Ursun, or the Lady, and their vast numbers allows them to fight against more advance foes.

The Ariadna Strategic Alliance
Formed by a group of humans and Satyrs through the Ariadna Treaty of 1996 V.C. following the aftermath of Operation Desert Rage. As a military alliance under part of the Guardians, this usefully relies on the expensive and technologically advanced weapons to defeat their enemies. Their military doctrine is closely similar to those of the Aquilans, Andorans and the Coalition.

The Necromunda Insurgents
Created following the unification of the six houses (Orlock, Goliath, Escher, Van Saar, Delaque and Cawdor) at the small region of Oshary in 2011 V.C. Being a technologically disadvantaged faction and restored to actions of their respective houses that was unified, the Insurgents of Necromunda has comparatively weak but highly mobile ground units, and limited air and naval power, prompting the usages of improvised, looted and stolen military arsenal, ties to the Hutts, Smugglers all over Gaiaterra, Bounty Hunters and most notably the MLA, their supplier and supporter; and guerrilla warfare like mining, ambushing, hijacking, hit-and-run tactics, using salvaged vehicles for their own weapons.

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, Hrothgar and Viera from Final Fantasy XIV.
 * Alliance: Humans from Dragon Age, Valkyria Chronicles series (Valkyria Chronicles 1 and 4) 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, Final Fantasy (VII, VIII and XIII) 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 Final Fantasy XIV, Dark Elves from Warhammer Fantasy and Forsaken from World of Warcraft
 * Conglomerate: Basically every mecha, mainly Guren Lagann and Gundam, magical girl, and shounen from anime and the humans from Shining Resonance Refrain, with minor elements of the deathwatch from warhammer 40k
 * Coalition: Humans from Rise of Legends, Dwarfs from Warhammer, Kharadron Overlords from Age of Sigmar, and Space Marines and Squats from Warhammer 40k
 * Survivors: The Humans, mainly the Brotherhood of Steel and Minutemen, Ghouls, and Super Mutants from Fallout, Humans and dark ones from Metro, evolved and survivors from KKND
 * Syndicate: Lumeris from Endless Legend, Tau from Warhammer 40k, the Nomads from Infinity tabletop game, Skavens from Warhammer Fantasy, and basically every cyberpunk genre from Deus Ex to Shadowrun
 * Heralds: Humans from Dark Deity, Norsca, Beastmen, and Chaos from warhammer fantasy/40k
 * Order: The Kirin Tor humans from World of Warcraft, the brotherhood of assassin from Assassins Creed, Sisters of Battle and Grey Knights from Warhammer 40k
 * 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), UNSC from Halo, and House Atreides from Dune.
 * Corona: Cathay from Warhammer, Celestial Empire from Red Alert 3 Corona, and the yellow turban rebellion from the three kingdoms.
 * Party: The Yautja from Predator, Sangheili and Brute from Halo, 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
 * Dominion: 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 (mainly in the Republic at War mod for Empire at War), the Galactic Empire (notably Galactic Battlegrounds and Empire at War), and the Zann Consortium from Star Wars
 * 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 the Adeptus Mechanicus and Steel Legion from Warhammer 40K
 * Swarm: The Tyranids and Genestealer Cult from Warhammer 40K, the necromorphs from Dead Space, the Necrophages from Endless Legend, Xen from Half-Life and Zerg from Starcraft.
 * Pirates: The Vampire Coasts from Total War: Warhammer, The Daughters of Khaine from Age of Sigmar, the Naga from World of Warcraft and the Forgotten and Morgwar from Endless Legend
 * Elona: The people of Elona from Guild Wars (from Nightfall campaign), Haqqislam from Infinity tabletop game, the Tomb Kings from Warhammer Fantasy, the Lashunta from Starfinder 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.
 * Tyria: The Humans of Tyria, the Asura and the Charr from Guild Wars and the People of Arkesia from Lost Ark with politically based on Anarchist Spain and NRP Argentina.
 * Kingdom: Azuria from Aura Kingdom, the Norns and the people of North Tyria from Guild Wars (mainly the Eye of the North expansion), and the Eldar from Warhammer 40K.
 * Goo: The Grey Goo from the game of the same name
 * Cantha: The people of Cantha from Guild Wars, the Sylvari from Guild Wars 2, the Panderen from World of Warcraft, the Humans, Varls and Horseborn from Banner Saga, and the entire factions of Battle Realms.
 * Security: The Humans and the Sylvan from Dragalia Lost, the Aasimar, Half-Elves, Undines and Tieflings from Pathfinder, the Lalafells from Final Fantasy XIV and the Kelari from Rift with politically based on Israel and South Africa
 * Imperium: Nilfgaard from the Witcher and The World Wound from Pathfinder.
 * Dynasty: The Cittagazze from His Dark Materials, the Dredge from Banner Saga, Vodyani from Endless Space 2, and the Dothraki from Game of Thrones, fused with Necron, Vodyani, and Shroud technology from Warhammer 40K, Endless Space 2, and Grey Goo.
 * Cult: Vampire counts and Brettonia from warhammer fantasy, The Flesh Eater Courts and the Ossiarch Bonereapers from Age Of Sigmar, the night king from Game of Thrones and the undead from warcraft 3.
 * Warlords: The Ogre Kingdoms from Total War: Warhammer.
 * Raider: The Ardent Mages, with elements of the broken lords, from Endless Legend, the Dark Eldar from Warhammer 40K, the Fyreslayers from Age of Sigmar, and the Chaos Dwarfs from Warhammer Fantasy.
 * Theocracy: The Empire, Kislev, and Brettonia from Total War: Warhammer, the Nords and daedra from Elder scrolls, and the Stormcast Eternals from age of Sigmar.
 * ASA: The Ariadna and PanOceania from Infinity tabletop game and Satyrs from Dungeons & Dragons.
 * Insurgents: The entire houses of Necromunda and the Hutts from Star Wars.
 * Creeps and Neutral Passive/Hostile units: The Humans from World of Warcraft and Guild Wars, Pandaren, Tauren, Vulpera, Ogres, Gnolls, Murlocs, and Void Elves from World of Warcraft, The Dorgeshi from Endless Legend, Rogue Armies from Total War: Warhammer, the Shugo from Aion, the Norns from Guild Wars and the Spiderfang from Age of Sigmar
 * 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 (including Contra, Shockwave, Untitled, Operation Firestorm, The End of Days and Rise of the Reds mods plus Generals Evolution mod for Command & Conquer: Red Alert 3), 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 and Corona mods for Command & Conquer: Red Alert 3) with a mix of Russia from Rise of the Reds and The End of Days mods for Command & Conquer: Generals.
 * Alliance: Red Alert 2 Era Allies (including Mental Omega, Red Resurrection, Final War and Red Alert 20XX mods) with a bit of Red Alert 1 Era Allies (including the Dawn of the Tiberium Age mod for Command & Conquer: Tiberian Sun)
 * ADI: The Global Defense Initiative (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 Command & Conquer 3: Tiberium Wars)
 * Protectorate: The Empire of the Rising Sun from Red Alert 3, Japan Self-Defense Forces, and GloboTech from Twisted Insurrection mod for Command & Conquer: Tiberian Sun
 * Brotherhood: The Brotherhood of 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 Command & Conquer 3: 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 Contra, Shockwave, Untitled, Operation Firestorm, End of Days and Rise of the Reds mods plus Generals Evolution mod for Command & Conquer: Red Alert 3)
 * Empire: China from Command & Conquer Generals (including Contra, Shockwave, Untitled, Operation Firestorm, End of Days and Rise of the Reds mods plus Generals Evolution mod for Command & Conquer: Red Alert 3) 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 the Remnant Legion from Final War), House Ordos from Dune, and CABAL
 * The Scrin: Scrin from Command & Conquer 3: Tiberium Wars (including the Tiberium Essence mod) without any Tiberium Life Support.
 * Conglomerate: Mainly Real Time Tactics (RTT) like Commando, Desperado, Dawn of War 2 (mainly Retribution), Dawn of war 3, Tychus from Starcraft 2 coop, and strategy RPGs like Warcraft 3 with weapons based off canceled military projects of the real world and Ironhand from Contra mod for Command & Conquer: Generals.
 * Coalition: The Factions from Rise of Legends and Adeptus Astartes from 40K, mainly Dawn of War's Unification mod
 * Survivors: Confederate Revolutionaries from Red Alert Paradox.
 * Syndicate: 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.
 * Heralds: The Forces of Chaos from 40K with Chaos-fied versions of units from the core factions and the Consortium from Act of War and the daemons of chaos from total war warhammer 3
 * Order: 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.
 * Federation #1: The Foehn Revolt from Mental Omega mod for Red Alert 2
 * Corona #2: The Celestial Empire from Red Alert 3 Corona, the Atomic Kingdom of China from Red Alert Paradox, and tower defense games in general.
 * Party #3: Unit Making RTS games like Warzone 2100 and Earth 2150
 * Skynet #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.
 * Dominion #5: The Humans and the Beta from Grey Goo with elements of Mensk from Starcraft 2 coop.
 * Elemental #6: Polonia, Usonia, Saxony and Rusviet from Iron Harvest.
 * Horatio #7: Digital and Nano Age Faction from Empire Earth and Age of Empires 3 Banner Armies.
 * League #8: Vietnam War era and 1960s to mid 1970s China technology with the Trucks as their base from the British Trucks from Company of Heroes and the Oberkommando West (OKW) trucks from Company of Heroes 2 and the gameplay style is based on Raynor from Starcraft 2 Co-Op and fixed-wing aircraft system from Wargame: AirLand Battle and Red Dragon.
 * Legion #9: Steel Legion and Imperial Guard Forces from Warhammer 40k, mainly the Unification Mod for Dawn of War
 * Swarm #10: The Tyranids from Warhammer 40K, mainly their depiction in the Ultimate Apocalypse and Unification mods for Dawn of War
 * Pirates #11: Late 1950s-Early 1970s era West Germany and France arsenal and House Ordos from Dune with the Red Alert/Tiberium base building system and warships of WWII-era Kriegsmarine and Japan.
 * Elona #12: Gulf War era Middle Eastern nations (Iraq, Syria, Egypt, Libya, Jordan and Lebanon), Syria from Middle Eastern Crisis mod, Middle Eastern Coalition from the Battlefield series, Middle Eastern Alliance from Squad, House Harkonnen from Dune and Iraq and Libya from Red Alert 2 (notably Red Resurrection)
 * Ascalia #13: 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 with the playstyle of older RTS games.
 * Tyria #14: Latin American nations (Brazil, Argentina, Venezuela, Chile, Bolivia and Mexico) and Cuba with playstyle of the British from Company of Heroes 1/2 and Axis & Allies, Cuba from Red Alert 2 and the Latin Confederation from Mental Omega, anarchist Spain from hearts of iron 4, and the base system of the US Forces from Company of Heroes 2.
 * Kingdom #15: The Arsenal of Cold War and Modern era Scandinavia nations (Sweden, Denmark, Norway and Finland) and The Eldar from Warhammer 40K with mechanics of Japan from Age of Empires 3 (mainly creating units through a officer)
 * Goo #16: Grey goo from game of the same name and the Morphid from Earth 2160.
 * Cantha #17: Present-day Asian and Southeast Asian nations (Singapore, South Korea, South Vietnam/ARVN, Thailand, India, Indonesia, Philippines and Malaysia) and the ANZAC (Australia and New Zealand) with Battle Realms-style recruiting system and Base system of Act of Aggression.
 * Security #18: Israel (most notably their depiction in the Middle Eastern Crisis mod and Wargame Red Dragon) and South Africa with gameplay style from World in Conflict, Wargame (mainly Red Dragon) and Steel Division (little-to-no basebuilding)
 * Imperium #19: The Arsenal of WWII-era Germany (mainly depicted in the Company of Heroes and Axis & Allies RTS) and arsenal of Russian/Soviet, American, Chinese and European weapons and equipment around the Late Cold War. While the gameplay is the style of Tower Offense games ike Anomaly Warzone Earth, Stukov and Alarak from Starcraft II Co-Op mixed with Company of Heroes (particulary the playstyle of Oberkommando West and Ostheer.)
 * Dynasty #20: The Necrons from Warhammer 40K, notably their depiction in the Unification and Ultimate Apocalypse mods for Dawn of War.
 * Warlords #21: The Arsenal of Cold War era and present day Africa (Nigeria, Kenya, Zimbabwe, Congo, Angola, Mozambique, Tanzania, Ghana and Somalia with the exception of South Africa) and WWII-era Soviets (notably their depiction in Company of Heroes 2) with playstyle a fusion of Panzer Elite from Company of Heroes and Swann from Starcraft Co-Op.
 * Cult #22: Vampire counts and Brettonia from total war warhammer and the undead from warcraft 3.
 * Raider #23: The Arsenal of Present-day Turkey and Pakistan, the Dark Eldar from Warhammer 40K, Irregular Militia from Squad, and the forgotten from endless legends.
 * Theocracy #24: The Arsenal of Cold War era nato and 4x style rts (notably Rise of Nations).
 * ASA #25: The Arsenal of CSAT and NATO from ArmA III and modern-day Canada with a playstyle fusion of 13th Company from Dawn of War: Unification Mod and the US Forces from Company of Heroes 2.
 * Insurgents #26: The arsenal of every paramilitary (private military) and guerrilla organizations of the real-world and the Insurgents from Squad with playstyle of the Dark Angels from Dawn of War: Unification Mod.
 * Creeps and Neutral Passive/Hostile units: Mercenaries from Act of War mixing with the Tiberian Dawn-era GDI and Nod arsenal, Red Alert 1 Era Soviets and Allies arsenal and Allied Reserves, Vietcong and the ARVN rangers arsenal from Red Alert Paradox, Insurgents from Squad and various real-world Russian/Soviet, American, Chinese and European weapons and equipment.
 * The box art for the game is based on the iconic man facing wearing the visor showing the action box art from the Command & Conquer series (Tiberian Dawn to Yuri's Revenge)