Total Annihilation
"Total Annihilation" was one of the first RTS games to feature radar that showed enemy units within its radius on the minimap. This added an additional element of electronic warfare to the game: players could construct radar jammers that prevented units in a small radius around them from appearing on radar. Mobile radar jammers could be used to create surprise attacks, necessitating the deployment of scout units on a regular basis to reveal said units visually. In addition, radar jammers could disguise the presence of visually cloaked units, such as the commander or land mines. Radar fields rendered cloaked units detectable; a radar jammer could make said units undetectable until the radar jammer was destroyed. "Total Annihilation" was also one of the first RTS games to point the way towards battlefields with hundreds and thousands of units. Previous games could field a hundred units or so. However, Total Annihilation initially permitted 250 units per side which was later patched to 500. A third party patch allowed up to 5,000 units per side.
Command &amp; Conquer 3: Kane's Wrath
"Kane's Wrath" features a "Risk-like" gameplay mode called "Global Conquest", where players build and control their forces from a strategic, global level with the goal of either destroying all enemies or completing their side's alternate victory objective. Instead of the traditional "Command & Conquer" RTS gameplay, the mode uses a turn-based system where the player issues higher-level orders such as "build a base here" (to have the computer automatically build a base with preset structures) or "upgrade this base" (to have the computer automatically perform multiple structure upgrades on a base); the orders execute at the end of a turn and the other sides then get theirs. Combat in this mode occurs whenever two opposing forces collide on the world map; the battle can either be played traditionally (as a standard real-time C&C game) or be automatically resolved by the computer using the forces' relative strengths.