@Roflpotamus & Deolrin: I agree that there should be an equal amount of factions per zone. Yet, there are some that I just do not wish to get rid of. For example, I don't want to get rid of Nozdormu/Infinite Dragons as a faction. Also, I do not want to get rid of Ragnaros/Deathwing. This game takes place after TFT campaign, so at that point, it is uncertain whether Ragnaros/Deathwing were going to ally or not. In addition, the Titanic Watchers are not in a position to conquer Azeroth. The titans themselves are in a better position to do this (considering the Titanic Watchers in Northrend are supposed to be watching over Yogg-Sargon). Also, I would very much like to implement Gilneas. I think it would be a faction many players would enjoy. As a result, I am thinking of a factional breakdown such as this:
Well, Deathwing was obviously a minion of the Old Gods, as was Ragnaros. Moreover, they are both located in the same exact region (literally the same spot), which means that if they were both implemented, they would be ON TOP OF EACH OTHER. This isn't too snazzy for balace methinks.
Moreover, the Titanic Watchers could totally roflpowns anything seeing how they were all corrupted by Yogg-Saron and are bolstered by hundreds of thousands of Iron troops (Vyrkul, Dwarves, etc. Al Iron).
Northern Kali (2 players): Night Elves, Orcs, or Satyrs
Southern Kali (2 players): Silithid, Infinite Dragons, Tauren, or Titans
Northern EK (2 players): Gilneas, Forsaken, Silver Hand, or Amani Empire
Southern EK (2 players): Deathwing, Ragnaros, Stormwind, Gurubashi Empire, or Ironforge
Outland (1 player): Burning Legion, Illidari (Fel Orcs, Naga, Draenei) or Illidari (Blood Elves)
Northrend (2 players): Scourge, Iron Empire/Nerubians, or Drakkari Empire
Oceans (1 player): Naga or Kvaldir
Souther Kali: You can easily turn the Infinites to a cool event for a player but not Theramore without a huge lorelol. The Infinites are not a definite existence at the end of WC 3, whereas Theramore is probably one of the largest (if not the largest) Human settlement in the world by the end of WC 3.
Northern EK: Keep Gilneas out as an event. They've remained closed off this whole time. The power vacuum in Quel'Thalas would obviously be filled by the Amani, moreover, the Amani would imbue life into the region, otherwise, not a single player is based out of it.
Southern EK: Again, DW and Rag are based in the same exact zone and are allies, merge them. This will give a myriad of possible awesome events for the faction. Get rid of the Gurubashi seeing how they've done nothing for thousands of years whereas the Amani were very active in the Second War.
Outland: Why only one player? Lore-wise the region is larger than Lordaeron. There is no balance in only having one player at all, he'll just join the Southern Azeroth fight, leaving Outland void of combat. The players are fine (based off of DAoW), however, I wold give the Draeni to the BE as well and work in some creative lore.
Northrend: Why only two players? This zone is larger than Azeroth (the continent). Moreover, the Nerubians really couldn't be reduced to the Iron Empire. They could be allied to them, but if made the same race then there would be TOO MANY UNITS AND HEROES that Should be included but aren't. The Drakkari can easily be taken out seeing how they have done nothing just as well.
Oceans: We talked about this, but if you insist, oh well. Basically a faction that can go anywhere, attack anywhere, and not suffer any penalties for their units is going to be op. While the Fel Orc/Naga Illidari Naga can be weak because they can serve as harass troops while the Fel Orcs serve as the mainline troops, the Naga faction does not enjoy this loophole seeing how all their units are Naga. The Naga in AWLR were probably the most imbalanaced and universally hated aspect of that game, and now people are turning on Bloodpact Pink for much the same reason (imbalance, messes up the gameplay). DAoW revolves round unbalaced gameplay with a Green that can strike from three different continents, and compare how often that is played to AWLR. Lastly, the Khvaldir are a joke unto a joke. They have nothing other than 'OH HEY We're here, OH NOES WE DIED'.
If you really want to do such a blatantly imbalanced construction, then I've offered all the help I can and I'm off to other endeavors.
This would result in a factional breakdown of: 3, 4, 4, 5, 3, 3, 2.
As said before, for balancing purposes, each zone should have near equal number of factions to choose from. As a result, I think one or two more factions should be added to Northern Kali. I cannot think of any though. Any ideas anyone?
Why four factions instead of three? Moreover, you can't claim balane as the rationale here when the numbers of factions per zone range from 2 to 5 and you seem intent and glad on keeping that.