No, you may not have all of america.
THE GODDAMN OFFICIAL UNITS.
WAIT FOR ME JACKASS.
Units: All these are trained in the numbers of Battalions. Except ships. They are made 1 by 1.
Militia, 150$: The only thing good about them is that they are cheap. Works well in groups.
Regulars, 275$: Works much better than Militia, able to take about 2 Militia at a time.
Light Infantry, 500$: Available to GDI only, works better than all other infantry. Able to take on 2 Regulars and 4 Militia.
Country Specific Units: Will be specified to you, depending on which country.
MBT Tanks, 600$: Works better than all other tanks, other than ones possible to be researched. (Researching shall be a later game mechanic.)
Medium Tanks, 500$: Mostly consisting of Tanks made before the 1980s. Works nicely on Light Tanks and MBTs in groups of 3.
Light Tanks, 400$: Mostly consisting of Tanks made before or during the 1960s.
Destroyer, 700$: Can carry up to 2 groups of infantry battalions. Perfect for laying down shelling in groups of 3.
Battleship: 3000$: Essentially 3 Cruisers and one Battlecruiser in one. May carry 2 Infantry battalions if alone, 4 if supported by 2 Amphibious Assault Ships. And may carry one tank battalion if assisted by 2 Amphibious Assault Ships.
Amphibious Assault Ship, 500: Most be supported by another ship to travel anywhere besides in coastal areas. Automatically comes with Amphibious Transports.
Frigate, 500$: Has more firepower than a AAP, but may not carry units.
Cruiser, 1000$: Essentially 2 Destroyers and 2 Frigates together. May only carry 2 Infantry Battalions.
Battlecruiser, 2000$: It has the firepower of three destroyers, and one frigate, but may only carry 1 Infantry Battalion.
Aircraft Carrier: 3000$: May carry 6 Aircraft Squadrons. Nothing else.
Fixed Wing Aircraft:
Fighter Squadron, 700$: Works well against other aircraft, but has limited use against ground and sea targets.
Fighter-Bomber squadron, 1000$: Performs air combat and air-to-ground combat good. May attack sea based targets.
Bomber group, 1000$: Dedicated just for bombing. Does not work against ships though, and they cannot be carried by an aircraft carrier.
Gunship Group, 1200$: Performs better against ground and sea targets than Fighter-Bombers, but has very limited use against other aircraft.
Transport Group, 700$: May carry one group of any type of land based unit. Defenseless.
Infrastructure:
Air Strips, 1000$: Needed for best aircraft performance.
Factories, 3000$: Has an income rate of 200$ per turn. Limit of two per country.
Harbors and drydocks, 1000$: Needed for building of sea-based units. Enhances effectiveness when ships are defending a country where one is built.
Research stations, 1500$: Required for a country to start researching.
Mercenaries:
Contract, may vary: Needed to hire Mercenaries.
Mercenary Group, 200$: Better than Militia, but worse than regulars.
Mercenary Tank Battalion: Better than light tanks, but worse than medium tanks.
Submarines:
Pocket Submarine, 1000$: A Submarine that does as much damage as a Frigate. the Pocket Submarine Has a 10% chance of being discovered when it fires.
Submarine, 3000$: The average Submarine today, the Submarine can do as much damage as a Destroyer, it can take on two Pocket Submarines. It has a 20% chance to be discovered when firing.
Boomer Submarine, 7500$: Must be loaded with nukes to use first.
Superweapons: Must be researched.
Helicopters:
Scout Group, 500$: Nice for scouting out territories and pestering infantry, but otherwise they're not good for anything else.
Gunship Group, 800$: Works well against ground units, meant for attacking. 4 groups would be enough to carry 2 infantry battalions or 1 tank battalion.
Attack Helicopter, 800$: More firepower, but can't carry units. So no infantry island hopping for you.
Alright this is damn done. I'll get the countries statuses up. As for more countries, no more.