-Basic Psy-Ops (Need Basic Psychology): Hitler used to say that WW1 was lost because of ineffective propaganda. You're certainly not going to let the same happens to you. Basic Psy-Ops allow you to try to fund a civil war or a revolution in a country (Cost 500$, 40% chance to succeed, 5% if the nation belong to a player.) It also gives anyone attempting Psy-Ops against you a 10% malus.
-Advanced Psy-Ops (Need Advanced Psychology): The next stage in the propaganda wars. It allow you to attempt any psy-ops, anywhere on the globe. It also raise the base chance of a revolution succeeding to 70% and gives anyone attacking you with psy-ops a 40% malus.
-Military Indoctrination (Need Basic Psychology): Indoctrinating your troops turn them into raving mad fanatics. They get a +8, but will never turn back and die rather than retreats.
-Guerilla Warfare (Need Basic Psychology): Your population is convinced you're fighting for freedom, god, honor, ice-cream or another honourable goal. If one of your country is invaded, they'll form guerilla groups that will attack the invader for the next five turns. (Guerrilla strength will vary between Militia and Regulars)
-Laser Rifles (Need Coolest Laser): Laser guns kick asses: They give a +8 to all your infantry.
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Tick Tank: Improved light tanks that can bury in the ground. (Attack 20, Defense 22, +4 against Infantry, cost 750$)
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Laser Tank (Need Cooler Laser, Tick Tanks): Tanks. With Laser. (Attack 27, Defense 27, +7 against Infantry, cost 1600$)
-Gauss Ships (Need Gauss I): A battleship equipped with a huge Gauss Gun for land support. (Attack 20, Defense 20, +25 against land units, cost 1600$)
-BFLG (Need Gauss I, Space Station, Engineering): Big Fucking Lunar Gun, a huge Gauss Gun on the Moon. It can shoot up to 3 large metallic slugs per round. It target any units and had 50% chance to destroy it and 20% chance to disable it. Slugs can be produced on the moon or brought from Earth (3 can fit on a 1500$-rocket).
-Clonage (Need Genetics I): Cloning soldiers make recruiting infantry units much cheaper (reduce the cost of all Infantry by 20%) (Public Domain)
-Clone Division (Need Genetics I, Clonage): Integrating weapons factories, training camps and clones plants allow you to mass produces entires armies. However, your soldiers lack initiative, making them poorly suited to attacks: Attack 19, Defense 27, Cost 380$
-Scouts: Light plane. When they "attack" a country, they got a 70% chance of finding out how many troops are there. They also have a 10% chance to be shot down (20% if there is any fighter in the country) (Cost 200$)
-Spy: An elite spy, it isn't displayed on the map and can be moved by PM. It can attempt to spy communication, commit sabotage or mess up communications (Success chances depend of the target) (Cost 300$)
-Improved Rifles: Better rifles for your infantry, it gives them a +2 (Public Domain)
-Underground Research Complex (Need Engineering): A huge underground complex, it cost 2500$ to build in any of your country and raise all of your research rolls by 6%.
-Improved Research Equipment: High-Tech equipment raise your research rolls by 2%.
-Flechette Weapons: Gives your infantry +2 against other infantry.
-Flechette Rounds: Gives your tanks +2 against Infantry (Doesn't work on laser or gauss tanks.)
-Battle Accountant (Need Economic Education): Can attack a neighboring country's economy. It diminishes that country's GDP by D100/2 each turn. Once that country's GDP is at zero, you can attempt to take it over for 100 $ (50% chance to success) (Cost: 200$)
-GDI Body Armor: Better body armor gives your infantry +3. (Public Domain)
-[u=http://cnc.wikia.com/wiki/Jump_jet]Jump Jet Troopers[/u] (Need GDI body armor): Elite Infantry with jetpacks: Attack 35, Defense 22, Doesn't suffer from malus when crossing a sea zone or attacking from a ship, die if losing a fight. Cost 960$.
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Titan Mk. I(Need Bipedal Walkers): Huge mecha, intendend for anti-tanks or anti-aircraft role. Attack:35, Defense:35, +4 against Infantry, cost 2100$.
-Militia Body Armor (Need GDI Body Armor): A cheap version of the GDI body armor, it gives +2 to militias.
-Manual Turrets: Small, cheap anti-infantry turrets sporting dual HMGs: Cannot move, Defense: 12, + 12 against Infantry, Cost 200$
-Computer-Assisted Turrets (Need Manual Turrets, Computer Science I) A higher-tech version of the Manual Turrets using electronic aiming: Defense 18, +18 against infantry, cost 500$.
-Artillery Platform (Need Manual Turrets): A anti-tank version of the Manual turrets, sporting dual AT guns: Defense, 14, +16 against tanks and ships, Cost 400$
-Plague Bomb: Bomb carrying a modified strain of plague. When dropped in a country, it start a plague epidemic there. Any units in the country got a 5% chance to die and another 5% chance to be destroyed each turn as long as the epidemic last. A unit moving from a country stricken with plague got a 50% chance to start a new epidemic. Each turn the epidemic got a 40% chance to end.