The Scrin campaign was just the right length and didn't overstay its welcome.
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I found GDI's campaign to be fairly straightforward and the least entertaining of the bunch, while Nod's campaign was full of campy goodness and it shows that even the developers had fun with it. The campaigns consist of 17 missions for each GDI and Nod, and a "secret" 4 mission campaign for the Scrin.
all things that are difficult to balance for but make for deeply satisfying strategy and tactics when you exploit them in your favor, and reinforce the setting and story of the game. The ability to garrison units in neutral structures, steal enemy structures, resource fields that harm infantry units, flying units that actually *fly* instead of being hovering ground units that ignore terrain, the ability to power down or sell structures, superweapons. The C&C games have always held a special place in my heart because unlike Blizzard's excellent entries into the genre, the games felt more geared toward emergent gameplay than hyper balanced competitive play. Just completed a campaign playthrough of C&C3: Tiberium Wars, one of the last great "base building" era RTS games, before everything went full MOBA or "tactical squad based combat".