This, is what I consider my masterpiece, at least in as far as an imaginary faction can be called a masterpiece

This is my idea of a british faction for a north africa campaign. The guy who posed about a new kind of tech tree, you should like this.
BUILDINGS AND GENERAL UNITSTier 1/2: Buildings: Offensive Barracks (90mp, 10f), Defensive Barracks (90mp, 10f), Artillery Command (110mp, 15f), Command Quarters (110mp, 15f)
Units: Tommie Squad (300mp)
OB: Dingo Scout Car (220mp, 10f), Tommies w/sten (360mp)
DB: 2-pdr AT gun (190mp), Tommies w/Boys .55” AT rifle (340mp)
AC: Spotter (100mp), Tommies w/ rifle grenades (360mp)
CQ: Lieutenant (260mp, 10f), Tommies w/sergeant (370mp)
Upgrades: DB: Entrenchment (50mp, 5f)
Tier 3: Buildings: Fortification Command Center (220mp, 30f), Assault Command Center (220mp, 30f)
Units: Sappers (280mp), Bren Carrier (220mp, 15f)
FCC: 6-pdr AT gun (270mp), Captain (330mp)
ACC: Deacon AT gun (300mp, 40f), Humber Armored Car (300mp, 20f)
Upgrades: FCC: Heavy Fortifications (130mp, 20f), Emplacements (200mp, 25f), Secured Resources (250mp, 30f)
ACC: Assault Officer (200mp, 10f), Air Recon (200mp, 40f)
Tier 4: Buildings: Command Headquarters, Artillery (260mp, 50f); Command Headquarters, Armor (260mp, 50f)
Units: Crusader (420mp, 80f)
Artillery: M7 Priest (440mp, 70f)
Armor: Matilda II (450mp, 80f), Valentine (400mp, 70f)
Upgrades:Artillery: Heavy Barrage (270mp, 35f), 25-pdr Gun Howitzer (300mp, 30f)
Armor: Advanced Tanks (200mp, 20f), Armor Reserves (240mp, 50f)
Note: A player must build 2 T1/2 buildings (One may only build 2 T1/2 buildings) in order to advance to T3. One of the two T3 buildings must be built (only one may be built) to advance to T4.DOCRINESIntelligence Operations:Left Side: Information
Contact (2): The location of all enemy structures is revealed. Any emplacements and defenses are also revealed.
Double Agent (3): All enemy knowledge is temporarily made available (200mp, 50a). The fog of war vanishes and cloaked units are revealed. The enemy is unaware of this.
Ultra (4): All communications between the enemy team members is made available for the remainder of the game.
Right Side: Misinformation
Field Officers (1): A field intelligence officer may be attached to any infantry squad (50a). Squads with officers attached do not appear on the enemy’s mini/tac-map.
False Maps (4): The opponent’s mini/tac-map may be made black, though the relative locations of enemy and friendly units will still appear. It is filled in as his squads in the field are able to see the locations (100mp, 100a).
False Intelligence (4): You may engage an enemy team member in a conversation using his ally’s handle (150mp, 75a). For the duration [about 1.5 min?] of the ability, your opponent cannot contact his ally. Requires Ultra.
Defense Tactics:Left Side: Camouflage
Optical Cover (1): Units in cover will passively camouflage when not moving after a short time.
Camouflage (3): All infantry may camouflage at will for a cost in movement speed.
Ambush Tactics (3): AT guns may be camouflaged and ordered to hold fire. An ambush bonus is received when the first shell hits the tank.
Right Side: Experienced Soldiers
Hardened Infantry (2): Infantry receive defensive bonuses in friendly territory.
Hold Ground (2): Infantry may be ordered to ‘hold ground.’ All infantry squads in hold ground stance receive heavy cover bonuses, but cannot move while the ability is active (35a).
Optimum Range (3): 6-pdr AT guns (includes deacon and tank mounted guns) have a 30% chance of getting an instant kill critical hit if they are ordered to hold fire until the enemy enters optimum range (15). The 2-pdr has an optimum range of 10 and has a 10% chance for a critical.
Commonwealth Forces:Left Side: ANZAC Support
ANZAC Infantry (2): Call in a squad of ANZAC heavy infantry (380mp)
Veteran Soldiers (2): ANZAC infantry are less vulnerable to enemy armor and can camouflage in cover.
M3 Grant (3): Call in an M3 Grant light tank (360mp)
Right Side: Popular Support
Manpower Increase (1): Trade 40f for 800mp
Foreign Soldiers (1): Population cap is increased by 30%
Volunteers (3): Call in a squad of volunteers from all corners of the empire that costs no population cap (330mp).
UNITSTommie Squad: Versatile infantry squad that can be upgraded with a number of enhancing weapons and skills and is the basis for a number of building specific upgrades. My build 1/2 and 3rd tier buildings.
Upgrades: Recon Squad (35a), Bren Gun (75a), Sten (built at OB), Boys .55” AT rifle (DB), Rifle Grenades (AC), Sergeant (CQ).
Dingo Scout Car: Light scout vehicle with the ability to capture points. Effective against infantry and light vehicles.
Upgrades: Boys .55” AT rifle (70a)
2-pdr AT Gun: Light AT gun which is highly inadequate for dealing with armor, but is mobile and capable of engaging lighter vehicles and armored cars.
Upgrades: NONE
Spotter: Artillery officer who can call in mortar and later heavy artillery barrages on a target (100a). Has a long sight radius and can detect camouflaged units.
Upgrades: NONE
Lieutenant: Officer who inspires troops around him and can call for heroic charges.
Upgrades: NONE
Sappers: Heavy repair and construction unit. May build bunkers, sand bags, and barbed wire. Only Sappers may build 4th tier base structures.
Upgrades: Demo Charges (100a), Advanced Repair (50a)
Bren Carrier: Medium troop transport. Lightly armored and armed with a .303 bren gun.
Upgrades: MMG Carrier (50a)
6-pdr AT Gun: Heavy AT gun (57mm). Capable of engaging enemy tanks and other vehicles.
Upgrades: NONE
Captain: Senior officer who provides defensive bonuses to troops under his influence and who may oversee the construction of trenches and embankments.
Upgrades: Promotion (70a)
Deacon Mobile AT Gun: A 6-pdr AT gun on tracks. More mobile, but more vulnerable and more expensive than the wheeled version.
Upgrades: NONE
Humber Armored Car: Heavy armored car with excellent mobility. Armed with a 37mm main gun and a 7.92mm Besa MG. Effective against infantry, light vehicles, and other armored cars.
Upgrades: NONE
Crusader: Fast moving medium tank with decent armor but a weak gun unless upgraded.
Upgrades: 6-pdr main gun (110a)
M7 Priest: Mobile artillery 105mm howitzer.
Upgrades: NONE
Matilda II: Heavily armored, but poorly armed infantry tank. Slow moving, but effective at supporting infantry.
Upgrades: NONE
Valentine: Heavily armored, but poorly armed infantry tank that is much cheaper than the Matilda II, but also slow.
Upgrades: 6-pdr Main Gun (110a)
25-pdr Gun Howitzer: Same howitzer as the Brits have in OF, but no emplacement around it.
Upgrades: NONE
M5 Stewart: An American light tank widely exported to the commonwealth. Same as Stewart of OF.
Upgrades: NONE
M4 Sherman: Medium tank. Poorly armed and armored for its class, but cheap. Effective against infantry and light armor.
Upgrades: .50 Cal Gunner (50a)
ANZAC Infantry: Tough, effective infantry. Can be extensively upgraded to be even more effective.
Upgrades: Bren Gun (75a), Rifle Grenades (75a), Boys .55” AT Rifle (70a)
M3 Grant: Light tank exported to the commonwealth and used extensively by Australian forces. Lightly armed and armored, but fast and cheap.
Upgrades: NONE
Volunteers: Light, poorly armed and trained infantry men. Cheap and have a pop cap cost of 0.
Upgrades: NONE
UPGRADESEntrenchment: Allows tommies to build trenches (free) and Vickers MG nests (200mp, 15f).
Heavy Fortifications: Bunkers, emplacements, sand bags, barbed wire, and embankments have their hit-points doubled.
Emplacements: Sappers may build a ring of sandbags around a depression which can be garrisoned by infantry or AT guns for defensive bonuses. The 25-pdr may be built in emplacements as well.
Secured Resources: resource output from all sectors is increased as if an observation post were placed on it.
Assault Officers: The Lieutenant can call for heroic charges and all infantry under his command are more resistant to pin and take less damage while moving.
Air Recon: A scout plane may be called in on any location to reveal the map in that area (50a).
Heavy Barrage: The artillery barrage called in by the spotter is upgraded to a heavy artillery barrage instead of the mortar barrage.
25-pdr Howitzer: Allows sappers to deploy the 25-pdr (400mp, 70f).
Advanced Tanks: Allows the valentine tank to be built.
Armor Reserves: Allows the player to call in an off map force of 2 M4 Shermans (900mp)
Recon Squad: Increases the movement rate, sight radius, and capping speed of the squad. It is the base infantry squad.
Bren Gun: LMG which can provide excellent fire power to the troops using it. Cannot button enemy vehicles. 2 per squad.
Sten Gun: Only available through the Offensive Barracks. Provides excellent close range firepower at the cost of long range power. The entire squad.
Boys .55” AT Rifle: Provides the squad with anti-vehicle fire power, though it is ineffective against heavier armor. Very accurate and has a 2% chance of getting a critical hit. Only available at the Defensive Barracks and forces the squad to stop when in use. 2 per squad.
Rifle Grenades: Only available through the Artillery Command. 3 squad members are equipped with long range grenade launchers. Same as OF.
Sergeant: Only available through the command quarters. The Tommie squad receives and extra member who is a sgt. Increases the capping speed of the squad, movement rate, resistance to pin, and accuracy.
Demo Charges: Allows the sapper squad to plant demolitions on buildings and bridges (75a).
Advanced Repair: Increases the repair rate of the sapper squad.
MMG Carrier: Upgrades the Bren Carrier with an additional MMG for increased fire power, but it can no longer carry infantry.
Promotion: Promotes the captain to major. All bonuses are increased and he may call in an artillery barrage (100a) (light unless the heavy barrage upgrade has been researched).
6-pdr Main Gun: Upgrades the tank from a 2-pdr to a 6-pdr main gun for increased power against infantry and armor.