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    FAQ by JHessler

    Version: 1.6 | Updated: 09/16/03 | Search Guide | Bookmark Guide

    :::::::::::::::::::::::::::::::::::::
    :: Command & Conquer: Generals FAQ ::
    :::::::::::::::::::::::::::::::::::::
    
    Object: Command and Conquers Generals v1.6
    FAQ version: 1.0
    
    by: Emperor
    Copyright 2003 John I Hessler (Supreme_deity@mailcity.com)
    
    00000000000000000000
    0 Writer's Comment 0
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    It is just some information. When you become disgusted after reading
    this comment, sorry, I don't mean it.
    
    As all civilized and intelligent people realize the importance of
    copyright, I do not need to repeat it and when it should be used:).
    
    I would like you to know that this is my 1st (and perhaps last) FAQ.
    It will be my pleasure to know that this FAQ may at least give you
    readers satisfaction, together with lots of other good FAQs.
    
    If anyone wishes to include this FAQ in a website, my prior permission
    is not required. Just notify me via e-mail, and, of course, regarding to
    what we talk about copyright above, credit me for this work. I worked on
    and tested it for about 3-4 months, so I think I deserve some credits.
    Not too difficult, isn't it?^_^
    
    Before someone protesting, I must tell that some may notice that my format
    looks like that of the 'posthumous' www.cncuniverse.com. Frankly speaking,
    I wrote this fact in memoriam of the site. Moreover, I love its format,
    so I adapted it in my FAQ. However, the data contained herein is my work,
    I just took the format and learnt how to write a FAQ.
    
    E-mail me if you have suggestions, questions, corrections, or anything
    concerning with this FAQ. I realize that I might make some mistakes.
    You may also correct my grammar, spelling, etc,but not my lifestyle:).
    Just do not expect a quick reply as I rarely go to internet house and
    read e-mail [pssst.. I do not have much money to go there even for 2
    hours per month :'-( ]. It also means "please do not send junk mails
    for it takes my precious time and money to clean it".
    
    My thanks go to Electronic Arts for making such a great game and my
    cousins and my brother who always helped me by supplying information,
    discussing this game so I could get some information, and most
    importantly, giving me access to play it for FREE in his workplace:).
    Consequently, I also thank the site(s) hosting my FAQs so I can
    continue by thanking you all readers.
    
    Thank you for reading it. Now proceed with cautions, General, and
    good luck...
    
    +++++++++++++++++++++
    + Table of Contents +
    +++++++++++++++++++++
    
    A. General Information
       1 Purpose
       2 Scenario Purpose
       3 General Power and General Rank
       4 Buildings
         a Base Buildings
         b Neutral Buildings
         c Miscellaneous Building
       5 Units
       6 Damage and Armor
         a Armor
         b Continuous Damage
       7 Bonus Modifier
       8 Field Objects
    B. Shortcuts
       1 General Shortcuts
       2 China Units
       3 China Buildings
       4 GLA Units
       5 GLA Buildings
       6 USA Units
       7 USA Buildings
    C. Info on the Opposing Sides
       China
       1 China General Powers
       2 China Units
         a China Aircraft
         b China Infantry
         c China Vehicles
       3 China Structures
       4 China Upgrades
       GLA
       1 GLA General Powers
       2 GLA Units
         a GLA Aircraft
         b GLA Infantry
         c GLA Vehicles
       3 GLA Buildings
       4 GLA Upgrades
       USA
       1 USA General Powers
       2 USA Units
         a US Aircraft
         b US Drones
         b US Infantry
         c US Vehicles
       3 USA Structures
       4 USA Upgrades
       Neutral
       1 Neutral Units
       2 Tech Buildings
       3 Civilian Buildings
    D. Miscellaneous
       1 Did You Know?
       2 Places and Events
    
    ++++++++++++++++++++++++++
    | A. General Information |
    ++++++++++++++++++++++++++
    
    =========
    1 Purpose
    =========
    
    Generally, the purpose of the skirmish done by players
    (either against computer AI or other players) is to destroy
    or seize all enemy base buildings. Note that civilian structures,
    like Oil Derrick, Oil Refinery, Hospital, etc are not counted as
    base buildings. However, to achieve this purpose is much more
    difficult than to merely say it as their enemies are not sitting
    calmly and watching other players capturing and/or destroying their
    buildings. Instead of leaving it easy to the enemy, all
    players will try to heavily protect their bases and launch an
    attack to get supremacy when the time is ripe. So, it is obvious
    that the main objective is to end the enemyís presence by
    destroying their buildings, but it should also be remembered that
    the enemy will also try to end non-allied playersí existence, and
    it means players must also defend their bases.
    
    =================
    2 Scenario Purpose
    =================
    
    There are 21 scenarios available in this game, in which USA, China,
    and GLA have an average of 7 scenarios each. The objectives of those
    scenarios are usually different. The most common goals are to
    eliminate enemy resistance, but there are some scenarios that
    require the players to capture some special buildings (GLA mission
    7, for example), protect allied convoy (USA mission 4 if I am not
    mistaken), etc. Just analyze the conditions required for each
    scenario.
    
    =================================
    3 General Power and General Rank
    =================================
    
    Every player playing this game is allowed to access some abilities
    which are thought to be useful in accomplishing the mission. Those
    abilities are called General Powers. There are 14 General Powers,
    but players can only choose up to 7 General Powers.
    1 Star General requires 0 point and gives a player 1 General Point.
    2 Star General requires 800 points and gives a player 1 General Point.
    3 Star General requires 1500 points and gives a player 1 General Point.
    4 Star General requires 2500 points and gives a player 1 General Point.
    5 Star General requires 5000 points and gives a player 3 General Points.
    
    ============
    4 Buildings
    ============
    
    -------------------
    (a) Base Buildings
    -------------------
    
    Buildings in this game play important roles, even civilian buildings.
    Base buildings are usually used to produce and repair units, research
    and upgrade, etc. Every building has its own functions that can be read
    in other sections of this document.
    Base buildings can be categorized into several types:
    
    Power Generator
    This kind of building generates energy to power a base. If power is low,
    some buildings cease to function. Only China and USA have this building
    type.
    
    Supply Center
    Supply Center is the building which processes supply into cash. Without
    this building, supply is just a pile of boxes. All sides have one kind
    of this building.
    
    Unit Production
    It is where the units come. Unit production buildings are able to repair
    and heal the unit types they produce. For example, GLA Barracks may heal
    injured Rebel or Ranger. China and USA have three kinds of this type:
    Barracks, War Factory, and Air Field while GLA just operates Barracks
    and Arms Dealer. Command Center is not included because it has different
    roles though sure it can produce (but not heal or repair) builders.
    
    Base Defense
    This is the type that makes the enemy think twice to attack a base.
    Base defense is a building that can deliver some damage to the incoming
    hostile units. Among the three warring sides, USA has only Patriot to
    protect her base. To some extent, Strategy Center running Bombardment
    Battle Plan is also a good base defense. China operates her Gattling
    Cannon and Bunker. GLA has Tunnel Network, Stinger Site, Demo Trap, and
    Palace to defend its base.
    
    Threshold Building
    What is meant here are buildings that are required to build advanced
    buildings and units. All sides have one. USA relies on her Strategy
    Center, China depends on her Propaganda Center, and GLA leans on its
    Palace for better technology. Well, the name seems not to imply what
    I mean, but I donít have a better nameÖ
    
    Superweapon
    The most prestigious, feared, and destructive weapons of all sides
    are produced in this kind of building. It takes a lot of money and
    time to build such building. China shakes the world with her
    devastating Nuclear Missile, USA sweeps the enemies clean with her
    deadly Particle Cannon, and GLA spreads terror with its deadly Scud
    Storm.
    
    ------------------
    (b) Neutral Buildings
    ------------------
    
    Buildings that no side can build but can be repaired by any side,
    is called Neutral Buildings. Neutral Buildings are various, but they
    can be classified into:
    
    Civilian Building
    The most common building of belonged to civilian, this building
    consists of a lot of shapes and forms, all resembling houses, offices,
    and city buildings. Civilian Buildings are usually capable of
    garrisoning infantry, therefore quite deadly to the units unprepared.
    When a side garrisons a Civilian Building, the flag with the colour
    of the claimer is raised.
    
    Tech Building
    Tech Buildings are buildings belonging to civilian but can be captured
    by either side. Tech Buildings can not be garrisoned but can be
    repaired. Capturing a Tech Building will usually be beneficial,
    depending on the Tech Building captured. There are three kinds of
    Tech Buildings. The first one is Tech Hospital, the second Tech Oil
    Derrick, and the last Tech Oil Refinery. Tech Buildings, once destroyed,
    can not be rebuilt in any way.
    
    -----------------------
    (c) Miscellaneous Building
    -----------------------
    
    Buildings belonging to this type are usually available in scenarios, for
    example Chemical Bunker (GLA Mission 5), Bio Toxin Factory (China
    Mission 4).
    
    ======
    5 Units
    ======
    
    Units play more important roles in this game. Itís very rare, if not
    impossible, to see a victory is achieved without units (even if you
    are turreting your enemy, remember that it is the Construction Dozer
    or Worker that builds the building). Units are mostly used for offensive
    missions, but some are not. Hacker, for example, is usually used to
    generate income.
    There are some kinds of units here. Infantry, Vehicles, Aircraft,
    and Drones.
    
    Infantry
    All that are humans are infantry. It is as simple as that. Compared
    to vehicles, infantry have less HP and firepower, making them less
    beloved than vehicles. Here are common characteristics of infantry:
    - As said before, usually in the form of human.
    - Usually trained in Barracks (except Troop Crawlerís Red Guards,
      Tunnel Networkís Missile Defender, Ranger Drop and Rebel Ambush
      General Powers).
    - Can be healed in Barracks.
    - Enjoy infantry healing bonus from Tech Hospital capture.
    - Mostly capable of garrisoning buildings (except Angry Mob).
    - Usually resistant to missiles and tank shells.
    - Generally can be crushed by vehicles (except Heroes).
    - Commonly vulnerable to particle beam, sniper, fleshy sniper,
      small arms, Comanche Vulcan, poison and radiation and flame
      (except Bio Hazard Infantry in GLA Mission 5), and surrender
      damage.
    
    Vehicles
    Ground vehicles are what this section refers to. Vehicles are
    usually tougher than infantry, no wonder most of them are capable
    of taking more punishment from enemy fire than infantry are. There
    are a lot of uses of vehicles, Troop Crawler as transport, for
    example, but mostly are used for delivering damage. If damaged,
    vehicles can be repaired in War Factory or Arms Dealer.
    Common characteristics of vehicles:
    - Of mechanical forms.
    - Can crush infantry.
    - Usually vulnerable to missiles and tank shells (some are not,
      Toxin Truck is quite resistant to missiles, for example).
    - Receive build cost reduction bonus from Tech Oil Refinery capture.
    - Most are resistant to anti infantry damage (see infantry above).
    - Mainly assembled in War Factory or Arms Dealer (except Car Bomb).
    
    Aircraft
    The name implies what it is. Vehicles that fly are what aircraft is.
    Aircraft can only be repaired in the Air Field.
    Common characteristics of aircraft:
    - They move by flight and mostly faster than ground vehicles.
    - Most need to dock to Air Field to reload (except Comanche, A-10,
      Cargo Plane, B-52).
    - More vulnerable than vehicles.
    - Receive build cost reduction bonus from Tech Oil Refinery capture
      (except unbuildable aircraft).
    - Usually need to refuel in the Air Field (except Comanche, Chinook,
      A-10, Cargo Plane, B-52) after taking a long flight.
    
    
    Drones
    Drones are small mechanical units deployed for specific jobs. Only US
    vehicles can build Drones. They can not be repaired in any ways.
    Common characteristics of drones:
    - Always hover.
    - Canít enter transport or Tunnel Network.
    - Very vulnerable.
    
    =================
    6 Damage and Armor
    =================
    
    ----------
    (a) Armor
    ----------
    
    Some units are resistant to other units and some are vulnerable. It
    mostly depends on the armor of the attacked and the damage type of
    the attacker. The higher the percentage listed, the more damage is
    taken by the armor. Default damage refers to the damage that is not
    enlisted below.
    
    Airplane Armor
    Damage Type: Default: 100%
    Damage Type: Small Arms: 120%
    Damage Type: Gattling: 120%
    Damage Type: Explosion: 100%
    Damage Type: Infantry Missile: 120%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Jet Missile: 25%
    Damage Type: Poison: 25%
    Damage Type: Radiation: 25%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    
    Anti Air Vehicle Armor
    Damage Type: Jet Missile: 30%
    Damage Type: Stealth Jet Missile: 30%
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 50%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Infantry Missile: 50%
    Damage Type: Poison: 50%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    
    Avalanche Armor
    Damage Type: Default: 0%
    Damage Type: Explosion: 100%
    Damage Type: Unresistable: 100%
    Damage Type: Infantry Missile: 100%
    Damage Type: Aurora Bomb: 100%
    Damage Type: Land Mine: 100%
    Damage Type: Jet Missile: 100%
    Damage Type: Stealth Jet Missile: 100%
    
    Ballistic Missile Armor
    Damage Type: Default: 80%
    Damage Type: Falling: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    
    Base Defense Armor
    Damage Type: Default: 100%
    Damage Type: Surrender: 0%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 25%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Radiation: 0%
    Damage Type: Sniper: 0%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Poison: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Infantry Missile: 25%
    Damage Type: Particle Beam: 200%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Aurora Bomb: 200%
    Damage Type: Stealth Jet Missile: 250%
    Damage Type: Jet Missile: 25%
    Damage Type: Land Mine: 0%
    Damage Type: Flame: 50%
    
    Chinook Armor
    Damage Type: Default: 50%
    Damage Type: Infantry Missile: 25%
    Damage Type: Poison: 25%
    Damage Type: Radiation: 25%
    Damage Type: Hazard Cleanup: 0%
    
    Comanche Armor
    Damage Type: Default: 100%
    Damage Type: Small Arms: 120%
    Damage Type: Gattling: 120%
    Damage Type: Explosion: 130%
    Damage Type: Infantry Missile: 120%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Poison: 25%
    Damage Type: Radiation: 25%
    
    Dozer Armor
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 25%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 25%
    Damage Type: Flame: 25%
    Damage Type: Radiation: 50%
    Damage Type: Poison: 25%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee:  0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Particle Beam: 100%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    Damage Type: Land Mine: 0%
    
    Dragon Tank Armor
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 25%
    Damage Type: Gattling:  25%
    Damage Type: Comanche Vulcan: 25%
    Damage Type: Flame: 0%
    Damage Type: Radiation: 50%
    Damage Type: Poison: 25%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Particle Beam: 100%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    Damage Type: Molotov Cocktail: 20%
    Damage Type: Infantry Missile: 20%
    
    Hazardous Material Armor
    Damage Type: Default: 0%
    Damage Type: Hazard Cleanup: 100%
    Damage Type: Flame: 0%
    
    HazMat Human Armor
    Damage Type: Crush: 200%
    Damage Type: Armor Piercing: 10%
    Damage Type: Sniper: 200%
    Damage Type: Fleshy Sniper: 200%
    Damage Type: Flame: 25%
    Damage Type: Laser: 25%
    Damage Type: Poison: 0%
    Damage Type: Radiation: 0%
    Damage Type: Particle Beam: 150%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 100%
    
    Human Armor
    Damage Type: Crush: 200%
    Damage Type: Armor Piercing: 10%
    Damage Type: Infantry Missile: 10%
    Damage Type: Flame: 150%
    Damage Type: Particle Beam: 150%
    Damage Type: Sniper: 200%
    Damage Type: Fleshy Sniper: 200%
    Damage Type: Laser: 50%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 100%
    
    Humvee Armor
    Damage Type: Jet Missile: 30%
    Damage Type: Stealth Jet Missile: 30%
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 50%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Infantry Missile: 50%
    Damage Type: Poison: 50%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    Damage Type: Flame: 50%
    
    Invulnerable Armor
    Damage Type: Default: 1%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Surrender: 0%
    
    Invulnerable All Armor
    Damage Type: Default: 0%
    Damage Type: Unresistable: 100%
    
    Mine Armor
    Damage Type: Default: 100%
    Damage Type: Land Mine: 0%
    Damage Type: Poison: 0%
    Damage Type: Radiation: 0%
    Damage Type: Hazard Cleanup: 0%
    
    No Armor
    Damage Type: Default: 100%
    Damage Type: Hazard Cleanup: 0%
    
    Projectile Armor
    Damage Type: Default: 25%
    Damage Type: Falling: 0%
    Damage Type: Laser: 100%
    Damage Type: Small Arms: 25%
    Damage Type: Gattling: 25%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    
    Stinger Site Armor
    Damage Type: Default: 100%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Radiation: 0%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 1%
    Damage Type: Poison: 1%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Infantry Missile: 25%
    Damage Type: Particle Beam: 200%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 1%
    Damage Type: Aurora Bomb: 200%
    Damage Type: Stealth Jet Missile: 250%
    Damage Type: Jet Missile: 40%
    Damage Type: Land Mine: 0%
    Damage Type: Flame: 50%
    
    Stinger Soldier Armor
    Damage Type: Default: 25%
    Damage Type: Explosion: 10%
    Damage Type: Flame: 100%
    Damage Type: Poison: 100%
    Damage Type: Armor Piercing: 10%
    Damage Type: Infantry Missile: 10%
    Damage Type: Particle Beam: 10%
    Damage Type: Crush: 200%
    Damage Type: Sniper: 200%
    Damage Type: Fleshy Sniper: 200%
    Damage Type: Gattling: 0%
    Damage Type: Small Arms: 100%
    Damage Type: Comanche Vulcan: 0%
    Damage Type: Jet Missile: 0%
    Damage Type: Laser: 25%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 100%
    
    Structure Armor
    Damage Type: Default: 100%
    Damage Type: Surrender: 0%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Radiation: 0%
    Damage Type: Sniper: 0%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Poison: 1%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Infantry Missile: 50%
    Damage Type: Particle Beam: 200%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Aurora Bomb: 250%
    Damage Type: Land Mine: 0%
    Damage Type: Flame: 50%
    
    Structure Armor Tough
    Damage Type: Default: 100%
    Damage Type: Surrender: 0%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Radiation: 0%
    Damage Type: Sniper: 0%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Poison: 1%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Infantry Missile: 50%
    Damage Type: Particle Beam: 25%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Aurora Bomb: 250%
    Damage Type: Land Mine: 0%
    Damage Type: Flame: 50%
    Damage Type: Explosion: 80%
    
    Tank Armor
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 25%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 25%
    Damage Type: Flame: 25%
    Damage Type: Radiation: 50%
    Damage Type: Poison: 25%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Particle Beam: 100%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    
    Toxin Truck Armor
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 50%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Infantry Missile: 50%
    Damage Type: Poison: 0%
    Damage Type: Radiation: 0%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    Damage Type: Molotov Cocktail: 20%
    Damage Type: Infantry Missile: 20%
    
    Tree Armor
    Damage Type: Default: 0%
    Damage Type: Flame: 100%
    Damage Type: Particle Beam: 100%
    Damage Type: Unresistable: 100%
    
    Truck Armor
    Damage Type: Crush: 50%
    Damage Type: Small Arms: 50%
    Damage Type: Gattling: 50%
    Damage Type: Comanche Vulcan: 50%
    Damage Type: Infantry Missile: 50%
    Damage Type: Poison: 50%
    Damage Type: Sniper: 1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser:  0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    
    Upgraded Tank Armor
    Damage Type: Crush: 30%
    Damage Type: Small Arms: 20%
    Damage Type: Gattling: 10%
    Damage Type: Comanche Vulcan: 20%
    Damage Type: Flame: 10%
    Damage Type: Poison: 10%
    Damage Type: Sniper:  1%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Particle Beam: 100%
    Damage Type: Kill Pilot: 100%
    Damage Type: Surrender: 0%
    
    Vulnerable All Armor
    Damage Type: Default: 100%
    Damage Type: Hazard Cleanup: 0%
    
    Wall Armor
    Damage Type: Default: 100%
    Damage Type: Surrender: 0%
    Damage Type: Small Arms: 6%
    Damage Type: Gattling: 6%
    Damage Type: Comanche Vulcan: 6%
    Damage Type: Flame: 0%
    Damage Type: Sniper: 0%
    Damage Type: Fleshy Sniper: 0%
    Damage Type: Poison: 0%
    Damage Type: Melee: 0%
    Damage Type: Laser: 0%
    Damage Type: Hazard Cleanup: 0%
    Damage Type: Infantry Missile: 25%
    Damage Type: Particle Beam: 100%
    Damage Type: Kill Pilot: 0%
    Damage Type: Surrender: 0%
    Damage Type: Aurora Bomb: 300%
    
    ----------------------
    (b) Continuous Damage
    ----------------------
    
    Continuous Damage is damage type that still takes place for a while
    even if when the attack has stopped. A building on fire or a poisoned
    infantry is a good example.
    
    Flame Damage on Building
    Most base buildings, if caught fire, will receive flame damage
    according to statistics below:
    Flame Duration: 5 seconds
    Flame Damage: 5
    Flame Cooldown: 500 ms
    
    Neutral/Civilian buildings suffer the same, but the statistics and
    the formulae are a little bit different.
    Flame Damage Limit: 20
    Flame Damage Expiration: 2 seconds (begins to catch fire when the
    building receives 20 flame damage in 2 seconds)
    Flame Duration: 5 seconds
    Flame Damage: 25
    Flame Cooldown: 500
    Flame Damage on Vehicles/Aircraft
    
    Vehicles/Aircraft may be set aflame too, but usually are not fatal
    to them.
    Flame Duration: 5000
    Flame Damage: 3
    Flame Cooldown: 500
    
    Poison Damage
    Only infantry can take continuous poison damage. The statistics below
    apply after the last poison damage received.
    Poison Damage: Attacker dependant
    Poison Cooldown: 100
    Poison Duration: 3 seconds
    
    =================
    7 Bonus Modifier
    =================
    
    On some conditions, units may perform differently, mostly becoming
    better. It is caused by the conditions that change their statistics.
    Here are the modifiers that occur in this game, with the conditions
    when they happen. For cumulative modifier, a simple formulae
    like 125%+125%=150% seems to take place.
    
    Veteran Level
    Condition: A unit achieves a veteran rank
    HP: 120%
    Rate of Fire: 120%
    Damage: 110%
    
    Elite Level
    Condition: A unit achieves an elite rank
    HP: 130%
    Rate of Fire: 140%
    Damage: 120%
    Regeneration Rate: 10 HP per second
    Regeneration Delay*: 5 seconds
    
    Heroic Level
    Condition: A unit achieves a heroic rank
    HP: 150%
    Rate of Fire: 160%
    Damage: 130%
    Regeneration Rate: 10 HP per second
    Regeneration Delay*: 5 seconds
    
    Garrison
    Condition: Unit garrison in a garrisonable building.
    Range: 133%
    Damage: 125%
    
    Horde Bonus
    Condition: Unit Gathering (see Red Guard, Tank Hunter, and Battlemaster
    for details)
    Rate of Fire: 150%
    
    Nationalism
    Condition: Horde Bonus dependant and Nationalism Upgrade
    Rate of Fire: 125% (Cumulative with Horde Bonus, making a total of 175%)
    
    Entusiasm
    Condition: Units stay around Speaker Tower/Overlord Propaganda Tower
    Rate of Fire: 125%
    Regeneration Rate: 1% (by Overlord Propaganda Tower) or 2% (by Speaker
    Tower) per second
    
    Subliminal Messaging
    Condition: Enthusiasm dependant and Subliminal Messaging Upgrade
    Rate of Fire: 125% (Cumulative with Enthusiasm, making a total of 150%)
    Regeneration Rate: 2% (by Overlord Propaganda Tower) or 4% (by Speaker
    Tower) per second
    
    Bombardment Battle Plan
    Condition: Strategy Center executes a Bombardment Battle Plan
    Damage: 120%
    
    Hold the Line Battle Plan
    Condition: Strategy Center implements Hold the Line Battle Plan
    Damage Received: 90% (or simply said receiving 10% armor)
    
    Search and Destroy Plan
    Condition: Strategy Center initiates Search and Destroy Plan
    Sight Range: 120%
    Weapon Range: 120%
    
    Solo Player AI Normal
    Condition: A human player sets Normal AI
    Human Player HP Modifier: 150%
    Computer Player Rate of Fire Modifier: 80%
    
    Solo Player AI Brutal
    Condition: A human player activates Brutal AI
    Human Player HP Modifier: 80%
    Computer Player Rate of Fire Modifier: 120%
    
    *Regeneration Delay means how long it takes to start regenerating from
    the last damage received by the unit. Units under fire can not regenerate
    at all.
    
    ================
    8 Field Objects
    ===============
    
    The definition of Field Objects is a cluster of objects that does not
    belong to buildings, units, and terrains but plays a significant role
    in the game. It is usually ownerless (except China Mines) and
    unselectable, but can be invoked by some means.
    
    Firewall Segment
    Exisiting Time: 4000 ms
    Damage: 4; 5 with Black Napalm Upgrade
    Radius: 10
    Range: 15
    Cooldown: 250
    Creator: Dragon Tank
    
    Small Firefield
    Existing Time: 2500 ms
    Primary Damage: 5 (Total damage during 2.5 seconds: 50)
    Primary Damage Radius: 30
    Range: 15
    Minimum Range: 10
    Cooldown: 250 msec
    Creator: MiG, Inferno Cannon
    
    Firestorm
    Existing Time: 6 seconds
    Damage: 100; 150 with Black Napalm Upgrade
    Cooldown: 500 ms
    Radius: 1-90
    Creator: MiG, Inferno Cannon
    
    Radiation Field Small
    Lasting Time: 2500 ms
    Primary Damage: 5
    Primary Damage Radius: 25
    Range: 15
    Minimum Range: 10
    Damage Type: Radiation
    Cooldown: 750 msec
    Radius: 10
    Creator: Nuke Cannon explosion, Nuclear Tank Upgraded Battlemaster
    and Overlord explosions.
    
    Radiation Field Medium
    Lasting Time: 30 seconds
    Primary Damage: 15
    Primary Damage Radius: 50
    Range: 15
    Minimum Range: 10
    Damage Type: Radiation
    Cooldown: 750 msec
    Radius: 25
    Creator: Nuke Cannon
    
    Nuke Radiation Field
    Lasting Time: 30 seconds
    Primary Damage: 25
    Primary Damage Radius: 200
    Attack Range: 15
    Minimum Range: 10
    Damage Type: Radiation
    Cooldown: 750 msec
    Radius: 100
    Creator: Nuclear Missile
    
    Land Mines
    Radius: 30
    Weapon: Structure Mine
    Primary Damage: 100
    Primary Damage Radius: 3
    Secondary Damage: 100
    Secondary Damage Radius: 5
    Attack Range: 0
    Damage Type: Land Mine
    Build Cost: 600
    Build Time: 20
    Prerequisite: All China buildings except Speaker Tower.
    Notes:
    - Stealth
    - Regeneration
      Time before Regeneration commences: 15000 ms
      Regeneration Cooldown: 2 mines/5000 ms
    - Explode by hostile and neutral units
    
    Cluster Mines
    Duration before the Mines are dropped: 30000 ms
    View Object Range: 250
    Prerequisite: General Power, 3 Star General, China Command Center
    Recharging Time: 4 minutes (Refer to China General Power Section)
    Weapon: Cluster Mine Weapon
    Primary Damage: 50
    Primary Damage Radius: 3
    Secondary Damage: 100
    Secondary Damage Radius: 5
    Range: 0
    Damage Type: Land Mine
    Notes:
    - Stealth
    - Explode by hostile and neutral units.
    - Do not regenerate
    
    Poison Field Small
    Pollution Time: 10 seconds
    Damage: 2; 2.5 with Anthrax Beta Upgrade
    Damage Radius: 12; 7.5 with Anthrax Beta Upgrade
    Radius: 6; 4 with Anthrax Beta Upgrade
    Attack Range: 15
    Minimum Attack Range: 10
    Damage Type: Poison
    Cooldown: 500 ms
    Creator: Toxin Shell Upgraded Scorpion and Marauder, Toxin Tractor
    explosion
    
    Poison Field Medium
    Lasting Time: 30 seconds
    Damage: 2; 2.5 with Anthrax Beta Upgrade
    Damage Radius: 80
    Radius: 40
    Attack Range: 15
    Minimum Range: 10
    Damage Type: Poison
    Cooldown: 500 ms
    Creator: Bio Bomb Upgraded Bomb Truck, Anthrax Warhead Scud,
    destroyed Scud Storm facility.
    
    Poison Field Large
    Lasting Time: 45 seconds
    Damage: 15; 25 with Anthrax Beta
    Damage Radius: 140
    Radius: 70
    Range: 15
    Minimum Range: 10
    Damage Type: Poison
    Cooldown: 500 msec
    Creator: Scud Storm Missile
    
    Anthrax Bomb Poison Field
    Primary Damage: 40
    Primary Damage Radius: 300
    Range: 15
    Minimum Range: 10
    Radius: 150
    Damage Type: Poison
    Cooldown: 500 msec
    Polution Time: 60 seconds
    Creator: Anthrax Bomb
    
    +++++++++++++++++++
    | B. Shortcut Key |
    +++++++++++++++++++
    
    ====================
    1 General Shortcuts
    ====================
    
    Ctrl+Left Click   Hold down Ctrl for to force fire on that
                      location/object.
    A                 Toggles attack-move mode on/off
    Space             View last radar event
    G                 Instruct selected units to guard
    H                 Locate command center
    Left              Select previous unit
    Right             Select next unit
    Up                Select next dozer/worker
    Down              Select previous dozer/worker
    Q                 Select all offensive units on map
    S                 Stop selected units
    X                 Scatter selected units
    E                 Select matching units on screen
    EE                Select matching units on map
    Backspace         Chat with allies
    Enter             Chat with everyone
    Escape            Options menu
    Ctrl+(F1-F8)      Set Camera Bookmark
    F1-F8             Jump to camera bookmark
    F9                Toggle control panel on/off
    Ctrl+(0-9)        Define the selected units as a group
    0-9               Select previously defined group
    Doubletap 0-9     Jump to previously defined group of units
    Alt+(0-9)         View (but do not select) previously defined
                      group of units
    Shift+Left Click  Adds unit to selected group
    Ctrl+C            Selected units cheer
    Alt               Hold down to set waypoint paths
    Ctrl+B            Set beacon (multiplayer only)
    Ctrl+Q            Shows/Hides FPS diagnostic
    F12               Takes screenshot
    Tab               Switch between Communicator and Diplomacy screen
                      in multiplayer, and mission objectives in single
                      player.
    
    G	Unit guards a specified area
    A	Attack-move
    S	Stop (defensive and uncompleted structures also respond to
            this, as well as units)
    R	Rally Point established for buildings
    
    ==============
    2 China Units
    ==============
    
    Construction Dozer
    R  Nuclear Reactor	G  Gattling Cannon	T  Speaker Tower
    B  Barracks		A  War Factory		M  Nuclear Missile
    U  Supply Center	F  Air Field			
    K  Bunker		P  Propaganda Center			
    
    Red Guard	
    C  Capture Building
    
    Tank Hunter
    T  TNT Attack
    
    Hacker
    D  Disable Building	I  Hack Internet
    
    Black Lotus
    C  Capture Building	V  Vehicle Hack		K  Cash Hack
    
    Dragon Tank	
    F  Fire Wall
    	
    Overlord
    B  Battle Bunker	C  Gattling Cannon	T  Propaganda Tower
    
    ==================
    3 China Buildings
    ==================
    
    Command Center
    D  Construction Dozer	L  Cluster Mines	M  Land Mines	
    C  Cash Hack		P  EMP Pulse					
    A  Radar		B  Artillery Barrage
    
    Nuclear Reactor
    O  Overcharge		M  Land Mines
    
    Barracks
    G  Red Guard		T  Tank Hunter		A  Hacker
    B  Black Lotus		C  Capture Building	M  Land Mines
    
    Supply Center
    T  Supply Truck		M  Land Mines
    
    Bunker
    V  Evacuate		M  Land Mines
    
    Gattling Cannon
    M  Land Mines
    
    War Factory
    B  Battlemaster Tank	D  Dragon Tank		T  Troop Crawler	
    G  Gattling Tank	I  Inferno Cannon	N  Nuke Cannon
    O  Overlord 		C  Chain Gun		N  Black Napalm
    M  Land Mines				
    
    Air Field
    G  MiG			A  MiG Armor		M  Land Mines
    
    Propaganda Center
    N  Nationalism		U  Subliminal Messaging	M  Land Mines
    
    Nuclear Missile
    N  Nuclear Missile	U  Uranium Shells	T  Nuclear Tank
    M  Land Mines
    
    ============
    4 GLA Units
    ============
    
    Worker
    C  Command Center	B  Barracks		U  Supply Stash
    T  Stinger Site		N  Tunnel Network	A  Arms Dealer
    D  Demo Trap		P  Palace		O  Scud Storm
    
    Rebel
    C  Capture Building
    
    Terrorist
    C  Car Bomb
    
    Hijacker
    J  Hijack
    
    Jarmen Kell
    N  Sniper Attack
    
    Radar Van
    C  Radar Scan
    
    Toxin Tractor
    C  Contaminate
    
    Scud Launcher
    P  Explosive Warhead	N  Anthrax Warhead
    
    Bomb Truck
    D  Disguise as Vehicle	B  Bio Bomb		O  High Explosive
                                                       Bomb
    ================
    5 GLA Buildings
    ================
    
    Command Center
    W Worker		A  Ambush		B  Anthrax Bomb
    
    Barracks		
    B  Rebel		G  RPG Trooper		T  Terrorist
    A  Angry Mob		I  Hijacker		J  Jarmen Kell			
    
    Tunnel Network
    V  Evacuate
    
    Arms Dealer
    S  Scorpion		V  Radar Van		A  Toxin Tractor
    M  Marauder Tank	L  Scud Launcher	T  Technical
    U  Quad Cannon 		B  Rocket Buggy		O  Bomb Truck
    K  Scorpion Rocket						
    
    Demo Trap
    P  Proximity Fuse	M  Manual Control	D  Detonate!
    
    Palace
    C  Camouflage		A  Anthrax Beta		M  Arm the Mob
    T  Toxin Shells
    
    Black Market
    B  AP Bullets		J  Junk Repair		C  Radar Scan
    R  AP Rockets		A  Buggy Ammo
    
    Scud Storm
    U  Scud Storm
    
    ============
    6 USA Units
    ============
    
    Construction Dozer
    R  Cold Fusion Reactor      B  Barracks		U  Supply Center
    M  Patriot Missile System   A  War Factory	F  Air Field
    Y  Strategy Center          Z  Supply Drop Zone D  Detention Camp
    P  Particle Cannon          C  Command Center	L  Clear Mines
    
    Ranger
    C  Capture Building	M  Machine Gun		F  Flash Bang
    
    Missile Defender
    L  Laser Missile Attack
    
    Colonel Burton
    K  Knife Attack		R  Remote Demo Charge
    T  Timed Demo Charge	D  Detonate
    
    Chinook
    V  Evacuate		C  Combat Drop
    
    Raptor
    R  Air Guard
    
    Comanche
    R  Fire Rocket
    
    Humvee
    B  Battle Drone		D  Scout Drone		V  Evacuate
    
    Crusader Tank, Paladin Tank, and Tomahawk
    B  Battle Drone		D  Scout Drone
    
    Ambulance
    B  Battle Drone		D  Scout Drone		V  Evacuate
    C  Clean Toxin
    
    ===============
    7 US Buildings
    ===============
    
    Command Center
    D  Construction Dozer	Y  Spy Drone		P  Paradrop
    S  Spy Sattelite	A  A-10 Strike		E  Emergency Repair		F  Fuel Air Bomb
    
    Cold Fusion Reactor	
    C  Control Rods	
    
    Barracks
    A  Ranger		B  Colonel Burton	M  Missile Defender
    F  Flash Bang		P  Pathfinder		C  Capture Building
    
    Supply Center
    C  Chinook
    
    War Factory
    C  Crusader Tank	P  Paladin Tank		T  Tomahawk
    V  Humvee		A  Ambulance		W  TOW Missile
    
    Air Field
    T  Raptor		C  Comanche		F  Stealth Fighter
    A  Aurora Bomber	P  Rocket Pods		L  Laser Missile
    
    Strategy Center
    B  Bombardment Battle Plan	D  Search and Destroy Plan
    O  Hold the Line Battle Plan	A  Advanced Training
    C  Composite Armor		R  Drone Armor
    
    Detention Camp
    C  Intelligence
    
    Particle Cannon
    P  Fire Particle Cannon
    
    +++++++++++++++++++++++++++++++++
    | C. Info on the Opposing Sides |
    +++++++++++++++++++++++++++++++++
    
    ***************************************************************************
    China
    ***************************************************************************
    =======================
    1 China General Powers
    =======================
    
    1 Star General
    - Red Guard Training: All Red Guards will be built as veterans
    - Artillery Training: Nuke Cannons and Inferno are built as veterans
    - Nuke Cannon: Nuke Cannons lob small tactical nukes over great
                   distances.
    
    3 Star General
    - Cluster Mine: Cluster mines are deployed by air.
    - Artillery Barrage Level 1 : Call in an artillery strike on
      a target. First level: 12 projectiles.
    - Artillery Barrage Level 2: Call in an artillery strike on
      a target. Second level: 24 projectiles.
    - Artillery Barrage Level 3: Call in an artillery strike on
      a target. Third level: 36 projectiles.
    - Cash Hack Level 1: Steal money from enemy supply centers. You
      cannot steal more money than the enemy has. First level: $1,000.
    - Cash Hack Level 2: Steal money from enemy supply centers. You
      cannot steal more money than the enemy has. Second level: $2,000.
    - Cash Hack Level 3: Steal money from enemy supply centers. You
      cannot steal more money than the enemy has. Third level: $4,000.	
    - Emergency Repair Level 1: Repair vehicles in an area.
      First level: light repair.
    - Emergency Repair Level 2: Repair vehicles in an area.
      Second level: medium repair.
    - Emergency Repair Level 3: Repair vehicles in an area.
      Third level: serious repair.
    
    5 Star General
    - EMP Pulse: Allows you to call in a heavy bomber to drop an EMP bomb.
      Disables enemy units and buildings.
    
    Red Guard Training
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: China Barracks
    This General Power will make all newly built Red Guards (either from
    China Barracks or the passengers of Troop Crawler) veteran.
    
    Artillery Training
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: China War Factory, Propaganda Center
    Artillery Training will allow all newly built Nuke Cannons and Inferno
    Cannons to be of veteran level.
    
    Nuke Cannon
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: China War Factory, Propaganda Center
    This ability will enable the player to have an access to build a Nuke
    Cannon. Refer to China Unit information to know this unit better.
    
    Cluster Mines
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: China Command Center
    Recharge Time: 4 minutes
    Orders a China Cargo Plane to drop an invisible cluster mine on the
    targeted area. Will not damage friendly units and visible to allies.
    Refer to China Unit Information for China Cargo Plane and to Field
    Objects for Cluster Mine information.
    
    Artillery Barrage Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: China Command Center
    Recharge Time: 5 minutes
    Launches an artillery strike on the targeted area. There is only one
    way to prevent Artillery Barrage strike: destroy the Command Center.
    The first level Artillery Barrage will release 12 barrages. Refer to
    Artillery Barrage Level 3 for Artillery Barrage data.
    
    Artillery Barrage Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Artillery Barrage Level 1.
    Building Required: China Command Center
    Recharge Time: 5 minutes
    Basically it is the same as Artillery Barrage Level 1, but it allows
    the player to launch a more deadly artillery strike consisting of 24
    barrages.
    
    Artillery Barrage Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Artillery Barrage Level 2
    Building Required: China Command Center
    Recharge Time: 5 minutes
    The Artillery Barrage ultimate level. This allows the player to shoot
    36 barrages on the targeted area.
    Artillery Barrage
    Speed: 150 dist/s
    Duration before the Barrages hit: 30000 ms
    View Object Range:250
    Weapon: Artillery Barrage
    Primary Damage: 105
    Primary Damage Radius: 50
    Damage Type: Explosion
    Prerequisite: General Power, 3 Star General, China Command Center
    
    Cash Hack Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: China Command Center
    Recharge Time: 4 minute
    An ability to unstoppably steal enemy cash, this General Power can
    only steal as much as $1,000 by targeting this General Power into the
    enemy Supply Center. It is to be remembered that this General Power
    will not be able to steal more than the enemy has.
    
    Cash Hack Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Cash Hack Level 2
    Building Required: China Command Center
    Recharge Time: 4 minute
    This is a much better version of Cash Hack Level 1 as it unpreventably
    steals enemy money as much as $2,000.
    
    Cash Hack Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Cash Hack Level 3
    Building Required: China Command Center
    Recharge Time: 4 minute
    The ultimate version of Cash Hack which enables player to irresistibly
    take over enemy dollar from their owner. The enemy player will lose as
    much as $4,000 when being the victim of this General Power.
    
    Emergency Repair Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: China Command Center
    Recharge Time: 4 minutes
    Light Repair enables the player to fix vehicles in a specific area,
    increasing their lost HP by as much as 100 in the radius of 100.
    
    Emergency Repair Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 2
    Building Required: China Command Center
    Recharge Time: 4 minutes
    A more advanced version of Light Repair, Medium Repair will add a
    maximum of 200 more HP to the damaged vehicles in a 100 radius area.
    
    Emergency Repair Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 3
    Building Required: China Command Center
    Recharge Time: 4 minutes
    Serious Repair is the most advanced version of Emergency Repair. It
    returns as much as 300 lost HP to the damaged vehicles in the radius
    (100 radius distance)
    
    EMP Pulse
    Rank: 5 Star General
    Requirement: 1 General Point
    Building Required: China Command Center
    Recharge Time: 6 minutes
    Disable Duration: 30 seconds
    EMP Pulse is a bomb dropped by China Cargo Plane. It will turn off all
    vehicles and buildings in its blast radius for 30 seconds. All aircraft
    affected by EMP Pulse will crash land immediately.
    
    =========================
    2 China Unit Information
    =========================
    
    -------------------
    (a) China Aircraft
    -------------------
    
    a.1) MiG
    Health Information
      HP: 160; 200 HP with MiG Armor	Armor: Airplane Armor
    Experience Information
      100 Exp to Veteran		50 Exp as Conscript/Veteran
      200 Exp to Elite		100 Exp as Elite
      400 Exp to Heroic		150 Yield as Heroic
    Vision Information
      Vision Range: 200		Shroud Clearing Range: 300
    Movement Information
      Speed: 160
      Turn rate: 120 degrees per second;90 while badly damaged
      Acceleration: 110; 30 while badly damaged
    Weapon Information
      Napalm Missile
       Primary Damage: 75
       Primary Radius: 5
       Secondary Damage: 40; 50 with Black Napalm
       Secondary Radius: 30
       Damage Type: Jet Missile Damage
       Cooldown: 300 milliseconds
       Range: 320				Minimum Range: 80
       Missile Speed: 300 dist/sec
       Damage Type: Jet Missile Damage
       Clip Size: 2 shots
       Clip Reload Time: 8000 milliseconds
       Homing missiles
       Missile detonation creates a Small Firefield.
       Creates a Firestorm after 8 missile hit.
    Build Information
      Prerequisite: China Air Field
      Build Cost: 1200
      Build Time: 10 seconds
    Special Ability Information
      None
    Upgrade Information
      - Black Napalm (China War Factory): +25% damage to all flame weapons
      - MiG Aircraft Armor (China Air Field): +25% MiG maximum health
        (+40 HP)
    Notes
    -  A Black Napalm upgraded MiG will cast a stronger firestorm than an
       unupgraded one.
    -  Returns to base after being idle for 10 seconds.
    
    a.2) Chinese Cargo Plane
    Health Information
      HP: 1000	Armor: Airplane Armor
    Experience Information
      40 exp as anything
    Locomotor Information
      Speed: 125; 75 when badly damaged
      Turn Rate: 25; 10 when badly damaged
      Acceleration: 60; 30 when badly damaged
    Notes:
    - Drops Cluster Mines and EMP Pulse Bomb on the targeted area.
    
    -------------------
    (b) China Infantry
    -------------------
    
    b.1) Red Guard
    Health Information
      HP: 120		Armor: Human Armor
    Experience Information
      20 Exp to Veteran 	5 Exp as Conscript/Veteran
      40 Exp to Elite	10 Exp as Elite
      80 Exp to Heroic	20 Exp as Heroic
    Vision Information
      Vision Range: 100
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 25; 15 while badly hurt
      Turn Rate: Infinite
    Weapon Information
      Red Guard Machine Gun
       Damage: 15
       Damage Type: Small Arms
       Range: 100
       Cooldown: 1000
       Projectile Speed: Immediate
       Accuracy: 100%
    Special Ability Information
      Horde Bonus
       Condition: at least 5 Red Guards/Tank Hunters march together
       Rub Off Radius: 60
       Update Time: 1000 ms
       Group Radius: 30
      Capture Building
       Prerequisite: Capture Building Upgrade
       Recharge Time: 15000 ms
       Range: 5
       Unpack Time: 3000
       Preparation Time: 20000
       Pack Time: 2000
       Experience Gained: 4
    Upgrade Information
      - Nationalism (Propaganda Center): +25% Horde Bonus.
      - Capture Building (China Barracks): Enables Red Guard to capture
        most neutral/hostile buildings.
    Build Information
      Prerequisite: China Barracks
      Build Cost: 300
      Build Time: 10 seconds
      Note that it is not allowed to build only a single Red Guard.
      Red Guards will always be created in pair.
    Notes:
    - Slot: 1
    
    b.2) Tank Hunter
    Health Information
      HP: 100	Armor: Human
    Experience Information
      100 exp to veteran		20 experience as conscript/veteran
      200 exp to elite		40 experience as elite
      400 exp to heroic		60 experience as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 400
    Locomotor Information
      Speed: 20; 10 when badly hurt
      Turn rate: infinite (500)
    Weapon Information
      Tank Hunter Missile Launcher
       Damage: 40
       Damage Radius: 5
       Damage Type: Infantry Missile
       Attack Range: 175
       Minimum Range: 5
       Projectile Speed: 225 dist/sec
       Cooldown: 1000 millisecond
       Missile Turning Rate: 100 degrees/sec
       Accuracy: 100% against vehicles/buildings, 10 max distance to miss
       against infantry
       Homing missile
    Build Information
      Prerequisite: China Barracks
      Cost: 300
      Build Time: 5 seconds
    Upgrade Information
      - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
    Special Ability Information
      Horde Bonus
       Condition: at least 5 Red Guards/Tank Hunters march together
       Rub Off Radius: 60
       Update Time: 1000 ms
       Group Radius: 30
      TNT Charge
       Places a TNT Charge on hostile vehicles/buildings.
        Primary Damage: 500
        Primary Damage Radius: 10
        Secondary Damage: 150
        Secondary Damage Radius: 50
        Damage Type: Explosion
        Attack Range: 5
        Timer: 10000 ms
        Recharge Time: 7500 ms
        Escapes 100 distances after placing TNT
        Does not expire when the charger dies.
        Can not be attached to infantry or friendly units/buildings.
    Notes:
    - Slot: 1
    
    b.3) Hacker
    Health Information
      HP: 100		Armor: Human
    Experience Information
      100 Exp to Veteran	50 Exp as Conscript	400 Exp as Heroic
      300 Exp to Elite	100 Exp as Veteran
      500 Exp to Heroic	150 Exp as Elite
    Vision Information
      Vision: 150
      Shroud Clearing: 300
    Locomotor Information
      Speed: 20; 10 when badly hurt
      Turn rate: immediate
    Upgrade Information
      None
    Special Ability Information
     Disable Building
      Recharging Time: 4000 ms
      Range: 150
      Unpack Time: 7300
      Preparation Tiime: 3000
      Pack Time: 5133
      Effect Duration: 2000
      Exp. Gained: 0
      Canít disable Defense Building
     Hack Internet
      Cash Amount: $5 (as conscript), $6 (as veteran), $8 (as elite),
      $10 (as heroic) per 2 second
      Unpack Time: 7300
      Randomly adds or substracts 20% to pack and unpack time.
      Pack Time: 5133
      Exp. Gained: 1
    Build Information
      Prerequisite: China Barracks, Propaganda Center
      Cost: 625
      Build Time: 20
    Notes:
    - Slot: 1
    
    b.4) Black Lotus
    Health Information
      HP: 150	Armor: Human
    Experience Information
      150 exp to veteran	50 exp as conscript	400 exp as heroic
      450 exp to elite	100 exp as veteran
      900 exp to heroic	150 exp as elite
    Vision Information
      Vision: 300
      Shroud Clearing: 400
    Locomotor Information
      Speed: 30; 20 when badly hurt
      Turn rate: infinite
    Build Information
      Prerequisite: China Barracks, Propaganda Center
      Cost: 1500
      Time: 20
    Upgrade Information
      None
    Special Ability Information
      Stealth
       Stealth Delay: 2500 msec
       Stealthed except when using ability
      Crush Immunity
      Detector
       Detects stealth units except when in garrison, tunnel network,
       and transport
       Unknown Detection Range
      Capture Building
       Range: 150
       Unpack Time: 6730
       Preparation Time: 6000
       Pack Time: 2800	
       Experience Gained: 20
      Disable Vehicle
       Range: 150
       Unpack Time: 2000
       Preparation Time: 2000
       Pack Time: 1000
       Effect Duration: 15000
       Experience Gained: 0
      Steal Cash
       Pack Time: 5800
       Preparation Time: 6000
       Range: 150
       Cash Stolen: 1000
       Unpack Time: 6730
       Experience Gained: 20
       Recharge Time: 2000 ms
    Notes:
    - Limit: 1
    - Slot: 1
    
    ------------------
    (c) China Vehicles
    ------------------
    
    c.1) Battlemaster
    Health Information
      HP: 400	Armor: Tank
    Experience Information
      200 exp to veteran		100 exp as conscript/veteran
      300 exp to elite		200 exp as elite
      600 exp to heroic		400 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 25; with Nuclear Tank upgrade: 35; 32 when badly damaged
      Turn rate: 180
    Weapon Information
      BattleMaster Tank Gun
       Turret Turn Rate: 120
       Damage: 60; 75 with Uranium Shells upgrade
       Damage Radius: 5
       Damage Type: Armor Piercing
       Attack Range: 150
       Projectile Speed: 400/sec
       Cooldown: 2000 ms
       Accuracy: 100% against vehicles/buildings, 10 max distance to
       miss against infantry
    Build Information
      Prerequisites: China War Factory
      Build Cost: 800
      Build Time: 10 seconds
    Upgrade Information
      - Nationalism (Propaganda Center): +25% Horde Bonus Upgrade
      - Uranium Shell (Nuclear Missile): +25% Battlemaster Damage
      - Nuclear Tank (Nuclear Missile): +25% speed to Battlemaster
    Special Ability Information
      Horde Bonus
       Conditions: at least 5 Battlemaster Tanks march together
       Rub off Radius: 150
       Update Time Rate: 1000 ms
       Group Radius: 75
      Nuclear Explosion (Tank destroyed with Uranium Shells upgrade)
       Primary Damage: 10
       Primary Damage Radius: 25
       Secondary Damage: 5
       Secondary Damage Radius: 75
       Damage Type: Explosion
       Range: 100
       Leaves Radiation Field Small
    Notes
    - Slot: 3
    
    c.2) Dragon Tank
    Health Information
      HP: 280	Armor: Dragon Tank
    Experience Information
      100 exp to veteran		50 exp as conscript/veteran
      150 exp to elite		100 exp as elite
      300 exp to heroic		150 exp as heroic
    Vision Information
      Vision Range: 100
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 30; 25 when badly damaged
      Turn rate: 180
    Weapon Information
      Dragon Tank Flame Weapon
       Turret Turn Rate: 120
       Primary Damage: 10; 12.5 with Black Napalm
       Primary Damage Radius: 5
       Secondary Damage: 1; 1.25 with Black Napalm
       Secondary Damage Radius: 10
       Damage Type: Flame
       Attack Range: 75
       Projectile Speed: 300 dist/sec
       Projectile Turn Rate: 5 degrees/sec
       Cooldown: 40 milliseconds
       Clip Reload Time: 40 milliseconds
       Accuracy: 100%
       Clip Size: 30 (total number of shots in a clip)
       Can empty garrisoned buildings
    Build Information
      Prerequisites: China War Factory
      Build Cost: 800
      Bld Time: 10
    Upgrade Information
      - Black Napalm (China War Factory): +25% to all flame damage
    Special Ability Information
      Firewall
       Primary Damage: 10; 12.5 with Black Napalm
       Primary Damage Radius: 5
       Secondary Damage: 1; 1.25 with Black Napalm
       Secondary Damage Radius: 10
       Damage Type: Flame
       Attack Range: 25
       Cooldown: 40 milliseconds
       Projectile Turn Rate: 5 degrees/sec
       Projectile Speed: 300 dist/sec
       Not homing
       Leaves Firewall Segment
    Notes
    - Slot: 3
    
    c.3) Gattling Tank
    Health Information
      HP: 300	Armor: Anti Air Vehicle
    Experience Information
      100 exp to veteran		50 exp as conscript/veteran
      150 exp to elite		100 exp as elite
      300 exp to heroic		150 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 360
    Locomotor Information
      Speed: 40; 30 if badly damaged
      Turn rate: 180
    Weapon Information
      Gattling Tank Gun (Anti Ground)
       Damage: 20; 25 with Chain Guns Upgrade
       Damage Type: Gattling
       Attack Range: 175
       Accuracy: 100%
       Projectile Speed: Immediate
       Continuous Fire 1 Cooldown: 400 msec (3 shots)
       Continuous Fire 2 Cooldown: 200 ms (6 shots)
       Continuous Fire 3 Cooldown: 100 ms (2000 shots)
      Gattling Tank Anti Air Gun
       Damage: 12; 15 with Chain Guns Upgrade
       Damage Type: Small Arms
       Attack Range: 350
       Accuracy: 100%
       Projectile Speed: Immediate
       Continuous Fire 1 Cooldown: 400 msec (3 shots)
       Continuous Fire 2 Cooldown: 200 ms (6 shots)
       Continuous Fire 3 Cooldown: 100 ms (2000 shots)
    Build Information
      Prerequisites: China War Factory
      Build Cost: 800
      Build Time: 10 seconds
    Upgrade Information
      - Chain Guns (China War Factory): +25% to all Gattling Weapons
    Special Ability Information
      None
    Notes
    - Tends to attack air units first before ground units.
    - Slot: 3
    
    c.4) Troop Crawler
    Health Information
       HP: 240	Armor: Tank Armor
    Experience Information
       No information available
    Vision Information
       Vision Range: 175
       Shroud Clearing Range: 400
    Locomotor Information
       Speed: 40; 30 when badly damaged
       Turn rate: 120
    Weapon Information
      Deploy Infantry
       Attack Range: 175
    Build Information
      Prerequisite: China War Factory
      Build Cost: 1400
      Build Time: 15 seconds
    Upgrade Information
      None
    Special Ability Information
      Transport
       Only capable of transporting infantry
       Can transport 8 infantry at maximum
       10% damage to units inside when destroyed
       Units are evacuated with a delay of 250 milliseconds per unit.
      Healing Transport
       10% infantry regeneration inside
      Detector
       Detects stealth units except when in garrison, tunnel network, and
       transport
       Detection Rate: 900 msec
    Notes:
    - Built with 8 Red Guards
    - Slot: 8
    
    c.5) Inferno Cannon
    Health Information
      HP: 120	Armor: Tank
    Experience Information
      100 exp to veteran		50 exp as conscript/veteran
      200 exp to elite		100 exp as elite
      400 exp to heroic		150 exp as heroic
    Vision Information
      Vision Range: 180
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 20
      Turn rate: 120; 90 when badly damaged
    Weapon Information
      Inferno Cannon Gun
       Turret Turn Rate: 100
       Damage: 30
       Damage Radius: 15
       Damage Type: Explosion
       Attack Range: 300
       Cooldown: 4000 msec
       Minimum Attack Range: 50
       Projectile Speed: 250/second
       Accuracy: unknown against vehicle, 30 max distances against
       infantry
       Creates Small Firefield (see Field Objects)
       Creates Firestorm (see Field Objects) after 6 shell hits
       Historic Bonus Time: 3000
       Historic Bonus Radius: 20
    Build Information
      Prerequisites: China War Factory, Propaganda Center
      Build Cost: 900
      Build Time: 15 seconds
    Upgrade Information
      - Black Napalm (China War Factory): +25% to all flame damage
    Special Ability Information
      none
    Notes:
    - What differentiates the Black Napalm unupgraded Inferno and
      Black Napalm upgraded Inferno is the firestorm it creates.
      The upgraded Inferno incites stronger firestorm.
    - Slot: 3
    
    c.6) Overlord
    Health Information
      HP: 1100	Armor: Tank
    Experience Information
      400 exp to veteran		200 exp as conscript/veteran
      600 exp to elite		400 exp as elite
      1200 exp to heroic		600 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 20; 30 with Nuclear Tank Upgrade
      Turn rate: 60
    Weapon Information
      Overlord Tank Gun
       Turret Turn Rate: 60 degrees/sec
       Primary Damage: 80; 100 with Uranium Shells Upgrade
       Primary Damage Radius: 5
       Secondary Damage: 20; 25 with Uranium Shells Upgrade
       Secondary Damage Radius: 10
       Damage Type: Armor Piercing
       Attack Range: 175
       Projectile Speed: 300/sec
       Accuracy: 100% against vehicle, 10 max distance against infantry
       Cooldown: 300 msec
       2 shoots per clip
       Reload Time: 2000 msec
    Build Information
      Prerequisites: China War Factory, Propaganda Center
      Build Cost: 2000
      Build Time: 25 seconds
    Upgrade Information
      - Uranium Shells (Nuclear Missile): +25% Overlord/Battlemaster Main
        Gun Damage
      - Nuclear Tank (Nuclear Missile): +25% Overlord/Battlemaster Speed.
        Leaves a nuclear waste upon its death.
      - Battle Bunker (Overlord Tank): Allows up to 5 infantry to attack from
        inside Bunker. Each Overlord can only choose one from three choices:
        Battle Bunker, Gattling Cannon, or Propaganda Tower.
      - Gattling Cannon (Overlord Tank): Installs a Gattling Cannon on the
        Overlord, enabling it to effectively attack infantry and air units.
        Each Overlord can only choose one from three choices: Battle Bunker,
        Gattling Cannon, or Propaganda Tower.
      - Propaganda Tower (Overlord Tank): Builds a Propaganda Tower on the
        Overlord, giving the Overlord the ability to heal and increase the
        fire rate of the nearby units. Each Overlord can only choose one from
        three choices: Battle Bunker, Gattling Cannon, or Propaganda Tower.
      - Chaingun Upgrade (China War Factory) (Affects Overlord Gattling Cannon
        only): +25% damage to all gattling weapons.
      - Subliminal Messaging (Propaganda Center) (Affects Overlord Propganda
        Tower only): +25% Enthusiasm Bonus and adds regeneration rate from 1%
        to 2%.
    Special Ability Information
      Can build one of the following:
       Overlord Gattling Cannon
        Turret Turn Rate: 60
        Detects stealth units
         Gattling Gun (Anti Ground)
          Damage: 10; 12.5 with Chain Guns Upgrade
          Damage Type: Gattling
          Range: 225
          Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
         Gattling Gun Air (Anti Air)
          Damage: 5; 6.25 with Chain Guns Upgrade
          Damage Type: Small Arms
          Range: 400
          Projectile Speed: Immediate
          Accuracy: 100%
          Continuous Fire 1 Cooldown: 250 msec (1 shoot)
          Continuous Fire 2 Cooldown: 125 msec (5 shoots)
          ContinuousFire 3 Cooldown: 83 msec (2000 shoots)
       Propaganda Tower
        Enthusiam Bonus
        Radius: 150
        Delay Between Updates: 2000 milliseconds
       Battle Bunker
        Allows up to 5 infantry to fire from inside Bunker, gaining
        Garrison Bonus (see Bonus Modifiers)
        50% damage to units inside when destroyed
      Can crush vehicles
      Nuclear Explosion (when a Nuclear Tank upgraded Overlord explodes)
       Primary Damage: 10
       Primary Damage Radius: 25
       Secondary Damage: 5
       Secondary Damage Radius: 75
       Damage Type: Explosion
       Range: 100
       Leaves Radiation Field Small
    Notes:
    - Untransportable
    - Overlord Gattling Cannon can not be manually controlled to attack air
      units.
    
    c.7) Nuke Cannon
    Health Information
      HP: 240	Armor: Tank
    Experience Information
      400 exp to veteran		50 exp as conscript	400 exp as heroic
      600 exp to elite		100 exp as veteran
      1000 exp to heroic		200 exp as elite
    Vision Information
      Vision Range: 180
      Shroud Clearing Range: 350
    Locomotor Information
      Speed: 20
      Turn rate: 90; 60 when badly damaged
    Weapon Information
      Nuke Cannon Gun
       Turret Turn Rate: 80
       Primary Damage: 400
       Primary Damage Radius: 50
       Secondary Damage: 20
       Secondary Damage Radius: 60
       Damage Type: Explosion
       Range: 350
       Minimum Range: 200
       Projectile Speed: 200 dist/sec
       Cooldown: 10000 msec
       Pack Time: 3333
       Unpack Time: 3333
       Leaves Radiation Field Medium
    Build Information
      Prerequisites: China War Factory, Propaganda Center, Nuke Cannon General
      Power (Level 1/2)
      Build Cost: 1600
      Build Time: 20 seconds
    Special Ability Information
    - Leaves Radiation Field Small upon death
    Notes:
    - Needs to pack and unpack to shoot and move respectively.
    - Slot: untransportable
    
    c.8) Construction Dozer
    Health Information
      HP: 250	Armor: Dozer Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 30; 25 when badly damaged
      Turn rate: 90; 60 when badly damaged
    Build Information
      Prerequisite: China Command Center
      Build Cost: 1000
      Build Time: 5 seconds
    Special Ability Information
      Builds Building
      Detection and Disarming
       Detects and Disarms US Colonel Burtonís C4s, Chinese Tank Hunter
       TNTs, and China Land and Cluster Mines
       Detection Rate: 500 msec
       Looks for explosives to disarm within 150 range every 5000 milliseconds
       when idle.
       Canít detect explosives when in Transport or Tunnel Network.
      Repairs Damaged Buildings
       Repairs 2% of max HP per second.
       Looks for buildings to repair within 150 range every 5000 milliseconds
       when idle.
    Notes:
    - Slot: 5
    
    c.9) Supply Truck
    Health Information
      HP: 300	Armor: Truck
    Experience Information
      50 exp
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 40; 20 when badly damaged
      Turn rate: 90; 60 when badly damaged
    Build Information
      Prerequisite: China Supply Center
      Build Cost: 600
      Build Time: 10 seconds
    Special Ability Information
      Supply Gathering
       Max Boxes to carry: 4 ($300)
       Supply Center Action Delay: 400 ms (one transaction)
       Supply Warehouse Action Delay: 1000 ms per box (many small
       transactions)
       Supply Warehouse Scan Distance: 700 (max distance to look for a
       warehouse, or Supply Trucks go home)
       Warns the player when the Supply is exhausted.
    Notes:
    - Slot: 2
    
    c.10) Convoy Truck
    Health Information
      HP: 100	Armor: Truck Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 350
    Locomotor Information
      Speed: 40 dist/sec; 20 if badly damaged
      Turn Rate: 90 degrees/sec; 60 if badly damaged
    Build Information
      Available only by Mission.
    Special Ability Information
      Detonate Nuke: Explodes the hidden nuclear device
       Damage: 300-3500
       Full Damage Radius: 60
       Partial Damage Radius: 210
       Leaves Nuke Radiation Field
    Notes:
    - Slot: 3
    
    ==================
    3 China Structures
    ==================
    Most Chinese Structures are capable of building stealthy and regenerating
    land mines.
    
    a) Command Center
    Prerequisite: none	Experience Value: 200
    Cost: 2000		Build Time: 45 seconds
    Vision Range: 300	Shroud Clearing Range: 300
    HP: 5000		Armor: Structure Armor Tough
    Special Ability Information
     Land Mines
       Builds Land Mines around the building (see Field Objects)
    Notes:
    - Door Opening Time: 3000 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1500 ms
    
    b) Nuclear Reactor
    Prerequisite: none		Power: +10; 15 if Overcharged
    Cost: 1000			Build Time: 10 seconds
    Vision Range: 200		Shroud Clearing Range: 200	
    HP: 1500			Armor: Structure Armor
    Experience Gained: 100
    Special Ability Information
     Overcharge
       Adds +5 power but suffers from 3% max HP loss per second
     Land Mines
       Builds Land Mines around the building (see Field Objects)
     Nuclear Explosion (when exploded)
       Primary Damage: 400
       Primary Damage Radius: 50
       Secondary Damage: 50
       Secondary Damage Radius: 100
       Damage Type: Explosion
       Attack Range: 100
       Leaves Radiation Field Medium when exploding (see Field Objects)
    Notes:
    
    c) Barracks
    Prerequisite: none		Power: -1
    Cost: 500			Build Time: 10 seconds
    Vision Range: 200		Shroud Clearing Range: 200
    HP: 2000			Armor: Structure Armor
    Experience Gained: 200
    Special Ability Information
     Heals Infantry
      Can heal friendly and allied infantry.
      Max infantry inside to heal: 10
      Healing Time: 2000 ms/infantry
     Land Mines
       Builds Land Mines around the building (see Field Objects)
    Notes:
    
    d) Supply Center
    Prerequisite: Nuclear Reactor	Power: -1
    Cost: 1500			Build Time: 10 seconds
    Vision Range: 200		Shroud Clearing Range: 200
    HP: 2000			Armor: Structure Armor
    Experience Gained: 200
    Special Ability Information
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    - Can receive supplies mined by Chinook and Worker.
    
    e) Bunker
    Prerequisite: China Barracks	Experience Gained: 20
    Cost: 400			Build Time: 5 seconds
    Vision Range: 300		Shroud Clearing Range: 200
    HP: 1000			Armor: Structure Armor
    Special Ability Information
     Garrison
      Can accommodate up to 5 infantry inside.
      Infantry can fire from within, gaining Garrison Bonus (see Bonus
      Modifiers).
      Can not be ungarrisonned except destroyed.
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    - Uncapturable and undisableable by hacker.
    
    f) Gattling Cannon
    Prerequisite: Nuclear Reactor	Power: -3	
    Cost: 1200			Build Time: 25 seconds
    Vision Range: 360		Shroud Clearing Range: 360
    Detection Rate: 500 ms		Detection Range: 200
    HP: 1000			Armor: Base Defense Armor
    Experience Gained: 200
    Weapon:
     Turn Rate: 180
     Gattling Anti Ground
      Damage: 10; 12.5 with Chaingun Upgrade
      Damage Type: Gattling
      Range: 225
      Projectile Speed: Immediate
      Continuous Fire 1 Cooldown: 250 msec (1 shoot)
      Continuous Fire 2 Cooldown: 125 msec (5 shoots)
      Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
      Accuracy: 100%
     Gattling Gun Air (Anti Air)
      Damage: 5; 6.25 with Chaingun Upgrade
      Damage Type: Small Arms
      Range: 400
      Projectile Speed: Immediate
      Continuous Fire 1 Cooldown: 250 msec (1 shoot)
      Continuous Fire 2 Cooldown: 125 msec (5 shoots)
      Continuous Fire 3 Cooldown: 83 msec (2000 shoots)
      Accuracy: 100%
      Can shoot down incoming ballistic missiles.
    Special Ability Information
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    - Uncapturable and undisableable by hacker.
    
    g) War Factory
    Prerequisite: China Supply Center	Power: -1
    Cost: 2000				Build Time: 15 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 2000				Armor: Structure Armor
    Experience Gained: 200
    Special Ability Information
     Repairs Vehicle
      Repair Time: 5000 ms/unit
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    - Door Opening Time: 4000 ms
    - Door Wait Open Time: 2000 ms
    - Construction Complete Duration: 1500 ms
    
    h) Air Field
    Prerequisite: China Supply Center	Power: -1
    Cost: 1000				Build Time: 30 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 1500				Armor: Structure Armor
    Experience Gained: 150
    Special Ability Information
     Repairs Aircraft
      Healing Rate: 10 HP per second
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    - Can park 4 aircraft
    - If captured, all airplanes parking there are automatically changing
      owner.
    - Door Opening Time: 2000 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1000 ms
    
    i) Propaganda Center
    Prerequisite: China War Factory		Power: -2
    Cost: 2000				Build Time: 45 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 1000				Armor: Structure Armor
    Experience Gained: 200
    Special Ability Information
     Land Mines
      Builds Land Mines around the building (see Field Objects)
    Notes:
    
    j) Speaker Tower
    Prerequisite: Propaganda Center		Power: -1
    Cost: 500				Build Time: 10 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 300					Armor: Structure Armor
    Experience Gained: 50
    Special Ability Information
     Enthusiasm (see Bonus Modifier)
      Propaganda Radius: 150
      Delay between Update: 2000 milliseconds
     Detector
    Notes:
    
    k) Nuclear Missile
    Prerequisite: Propaganda Center		Power: -10
    Cost: 5000				Build Time: 60 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 4000				Armor: Structure Armor Tough
    Experience Gained: 400
    Weapon
     Neutron Missile
      Recharging Time: 6 minutes
      View Object Duration: 40000 ms
      View Object Range: 250
      Damage: 300-3500
      Full Damage Radius: 60
      Partial Damage Radius: 210
      Leaves Nuke Radiation Field
    Special Ability Information
     Nuclear Explosion (when destroyed)
      Primary Damage: 400
      Primary Damage Radius: 50
      Secondary Damage: 50
      Secondary Damage Radius: 100
      Damage Type: Explosion	
      Attack Range: 100
      Leaves Nuke Radiation Field after explosion
     Land Mines
      Builds Land Mines around the building (see Land Mines)
    Notes:
    
    =================
    4 China Upgrades
    =================
    
    a) Radar
    Prerequisite: China Command Center
    Build Cost: 500	
    Build Time: 20
    Builds a radar tower in the China Command Center, enabling the minimap.
    
    b) Land Mines
    Prerequisite: China Command Center, Barracks, Supply Center, Gattling
    Cannon, Bunker, Airfield, War Factory, Propaganda Center, Nuclear Missile
    Build Cost: 600
    Build Time: 20
    Builds a field of stealthy mine around the buildings, making it difficult
    to get close into the buildings without being harmed.
    
    c) Capture Building
    Prerequisite: China Barracks (but actually all Barracks will do)
    Affected Units: Red Guards (Rangers and Rebels)
    Research Cost: 1000
    Research Time: 30
    Enables Red Guards to capture most hostile and tech buildings.
    
    d) MiG Armor
    Prerequisite: China Airfield
    Affected Unit: MiG
    Research Cost: 1000
    Research Time: 40
    Increases the HP of MiG by 25% (+40), making MiGís total HP become 200.
    
    e) Chain Guns
    Prerequisite: China War Factory
    Affected Units/Buildings: Gattling Tank, Overlord Gattling Cannon,
    Gattling Cannon
    Research Cost: 1500
    Research Time: 45
    Increases the damage of all Gattling weapons by 25%.
    
    f) Black Napalm
    Prerequisite: China War Factory
    Affected Units: Dragon Tank, MiG, Inferno Cannon
    Research Cost: 2000
    Research Time: 45
    Increases the damage of all flame weapons.
    
    g) Nationalism
    Prerequisite: Propaganda Center
    Affected Units: Red Guard, Tank Hunter, Battlemaster Tank
    Research Cost: 2000
    Research Time: 60
    +25% to Horde Bonus
    
    h) Subliminal Messaging
    Prerequisite: Propaganda Center
    Affected Buildings/Units: Speaker Tower, Overlord Propaganda Tower
    Research Cost: 500
    Research Time: 40
    Increases both the fire rate (by +25%) and healing bonuses of Speaker
    Tower and Overlord Propaganda Tower.
    
    i) Uranium Shells
    Prerequisite: Nuclear Missile
    Affected Units: Battlemaster Tank and Overlord
    Research Cost: 2500
    Research Time: 60
    Increases the damage of Battlemaster Tank and Overlord main gun by 25%.
    
    j) Nuclear Tank
    Prerequisite: Nuclear Missile
    Affected Units: Battlemaster Tank and Overlord
    Research Cost: 2000
    Research Time: 60
    Increases the speed of Battlemaster Tank and Overlord by 25%. Its drawback,
    aside from expensive and time-wasting cost, is when a Battlemaster or
    Overlord explodes, it damages nearby units and leaves Radiation Field Small.
    
    k) Overlord Battle Bunker
    Prerequisite: Unupgraded Overlord
    Affected Unit: Respective Overlord
    Build Cost: 400
    Build Time: 15
    Builds a battle bunker on the Overlord so Overlord can load up to 5
    infantry. Battle Bunker allows infantry inside to fire from within. When
    an Overlord Battle Bunker is destroyed, all infantry within get hurt as
    many as 50% of their maximum HP.
    
    l) Overlord Gattling Cannon
    Prerequisite: Unupgraded Overlord
    Affected Unit: Respective Overlord
    Build Cost: 1200
    Build Time: 20
    Installs a Gattling Cannon on the Overlord, enabling it to attack air units
    and becoming more deadly to infantry.
    
    m) Overlord Propaganda Tower
    Prerequisite: Unupgraded Overlord
    Affected Unit: Respective Overlord
    Build Cost: 500
    Build Time: 10
    Equips Overlord with a Speaker Tower, which heals friendly and allied
    units nearby and increases their fire rate.
    
    ***************************************************************************
    GLA
    ***************************************************************************
    ====================
    1 GLA General Powers
    ====================
    
    1 Star General
    - Technical Training: All Technicals will be created as veterans.
    - Scud Launcher: Fires a long-range rocket that can be equipped with
      explosives or deadly anthrax.
    - Marauder Tank: Marauder tanks can scavenge enemy kills to upgrade their
      main gun.
    
    3 Star General
    - Hijacker: Hijackers are camouflaged and can steal enemy vehicles.
    - Cash Bounty Level 1: Earns a cash bounty for every enemy unit or
      building you kill. First level: 5 percent bounty.
    - Cash Bounty Level 2: Earns a cash bounty for every enemy unit or
      building you kill. Second level: 10 percent bounty.
    - Cash Bounty Level 3: Earns a cash bounty for every enemy unit or
      building you kill. Third level: 15 percent bounty.
    - Rebel Ambush Level 1: Allows you to create a surprise ambush of rebels
      anywhere. First level: four rebels.
    - Rebel Ambush Level 2:	Allows you to create a surprise ambush of rebels
      anywhere. Second level: eight rebels.
    - Rebel Ambush Level 3: Allows you to create a surprise ambush of rebels
      anywhere. Third level: 16 rebels.
    - Emergency Repair Level 1: Repair vehicles in an area.
      First level: light repair.
    - Emergency Repair Level 2: Repair vehicles in an area.
      Second level: medium repair.
    - Emergency Repair Level 3: Repair vehicles in an area.
      Third level: serious repair.
    
    5 Star General
    - Anthrax Bomb: Anthrax is deadly against enemy troop concentrations
    
    Technical Training
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: Arms Dealer
    Due to this General Power, all newly created Technicals will automatically
    emerge from Arms Dealer as veterans.
    
    Scud Launcher
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: Arms Dealer; Palace
    All players who choose this General Power will have an access to build Scud
    Launchers.
    
    Marauder Tank
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: Arms Dealer
    The best tank of GLA will be available if this General Power is activated.
    
    Hijacker
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: GLA Barracks, Palace
    Choosing this General Power will enable the player to train Hijackers
    from GLA Barracks.
    
    Cash Bounty Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: GLA Command Center
    Players will get some immediate cash from the hostile units or buildings
    they destroy. The first level will give 5% of cost of the enemy destroyed
    units/buildings
    
    Cash Bounty Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Cash Bounty Level 1.
    Building Required: GLA Command Center
    This is the advancement of Cash Bounty Level 1, giving the players 10% of
    the cost of the destroyed units/buildings.
    
    Cash Bounty Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Cash Bounty Level 2
    Building Required: GLA Command Center
    Cash Bounty Level 3 rewards the players choosing it with 20% of the cost
    of the units/buildings they destroy.
    
    Rebel Ambush Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: GLA Command Center
    Recharge Time: 4 minute
    Rebel Ambush Level 1 will allow the players to deploy 4 rebels anywhere
    in the map, as long as the shroud has already been removed (shroud, not
    fog of war).
    
    Rebel Ambush Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Rebel Ambush 2
    Building Required: GLA Command Center
    Recharge Time: 4 minute
    The same as Rebel Ambush Level 1, but the players will get 8 rebels
    instead of 4.
    
    Rebel Ambush Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Rebel Ambush Level 3
    Building Required: GLA Command Center
    Recharge Time: 4 minute
    This General Power enables players to place 16 rebels anywhere in the map.
    
    Emergency Repair Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: GLA Command Center
    Recharge Time: 4 minutes
    Light Repair enables the player to fix vehicles in a specific area,
    increasing their lost HP by as much as 100 in the radius of 100.
    
    Emergency Repair Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 2
    Building Required: GLA Command Center
    Recharge Time: 4 minutes
    A more advanced version of Light Repair, Medium Repair will add a
    maximum of 200 more HP to the damaged vehicles in a 100 radius area.
    
    Emergency Repair Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 3
    Building Required: GLA Command Center
    Recharge Time: 4 minutes
    Serious Repair is the most advanced version of Emergency Repair.
    It returns as much as 300 lost HP to the damaged vehicles in the radius
    (100 distances)
    
    Anthrax Bomb
    Rank: 5 Star General
    Requirement: 1 General Point
    Building Required: GLA Command Center
    Recharge Time: 6 minutes
    Orders a GLA Cargo Plane to bombard a specific area with an Anthrax Bomb.
    Anthrax Bomb
    Primary Damage: 200
    Primary Damage Radius: 100
    Attack Range: 100
    Damage Type: Explosion
    Leaves Anthrax Bomb Poison Field
    
    Baikonur Rocket
    This is not a real weapon and only appears in cinematic views. Its
    reputation as GLAís great success, however, deserves to be noted here.
    Prerequisite: Mission completion (GLA Mission 8)
    Building Required: Baikonur Rocket Hangar, Baikonur Ground Control Center,
    Baikonur Rocket Pad
    Weapon: Baikonur Rocket
    Damage: 300-3500
    Full Radius: 60
    Partial Radius: 210
    Leaves Poison Field Large
    
    ============
    2 GLA Units
    ============
    
    -------------
    (a) GLA Aircraft
    -------------
    
    a.1) GLA Cargo Plane
    Health Information
      HP: 1000	Armor: Airplane Armor
    Experience Information
      40 exp as anything
    Locomotor Information
      Speed: 125; 75 when badly damaged
      Turn Rate: 25; 10 when badly damaged
      Acceleration: 60; 30 when badly damaged
    Notes:
    - Drops Anthrax Bombs on the targeted area.
    
    -----------------
    (b) GLA Infantry
    -----------------
    
    b.1) Rebel
    Health Information
      HP: 120	Armor: Human
    Experience Information
      40 exp to veteran	15 exp as conscript/veteran
      60 exp to elite	30 exp as elite
      120 exp to heroic	40 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 20; 10 when badly hurt
      Turn Rate: Infinite (500)
    Weapon Information
      Rebel Machine Gun
       Damage: 5; 6.25 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 100
       Projectile Speed: Immediate
       Cooldown: 100 ms
       3 shoots per clip
       Clip Reload Time: 700
    Special Ability Information
      Capture Building
       Prerequisite: Capture Building Upgrade
       Range: 5
       Unpack Time: 3000
       Pack Time: 2000
       Preparation Time: 20000
       Recharge Time: 15000 ms
       Experience Gained: 12
      Stealth
       Prerequisite: Camouflage
       Stealth Delay: 2500 msec
       Decloaks when attacking or Capturing Building
    Upgrade Information
      - Capture Building (Barracks): Enables Rebels to capture most
        hostile/neutral buildings.
      - Camouflage (Palace): Rebels are hidden from sight when not doing any
        aggressive activities.
      - AP Bullets (Black Market): Increases Rebel damage by 25%
    Build Information
      Prerequisite: GLA Barracks
      Build Cost: 150
      Build Time: 5 seconds
    Notes:
    - Slot: 1
    
    b.2) Terrorist
    Health Information
      HP: 120	Armor: Human
    Experience Information
      20 exp as anything
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 25; 15 when badly hurt
      Turn Rate: Infinite
    Weapon Information
      Suicide Dynamite Pack
       Primary Damage: 500
       Primary Damage Radius: 18
       Secondary Damage: 300
       Secondary Damage Radius: 50
       Damage Type: Explosion
       Attack Range: 5
       Activated when crushed, splatted, lasered, burned, exploded.
    Special Ability Information
      Car Bomb
       Converts a civilian car into a car bomb. (See GLA Vehicle session)
    Upgrade Information
      None
    Build Information
      Prerequisites: GLA Barracks
      Build Cost: 200
      Build Time: 5 seconds
    Notes:
    - Slot: 1
    - Donít force attack your Terrorist against empty area. He will die vainly.
    
    b.3) RPG Trooper
    Health Information
      HP: 100	Armor: Human
    Experience Information
      100 exp to veteran		20 exp as conscript/veteran
      200 exp to elite		40 exp as elite
      400 exp to heroic		60 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 400
    Locomotor Information
      Speed: 20; 10 if badly hurt
      Turn Rate: Infinite
    Weapon Information
      Tunnel Defender Rocket (or RPG)
       Damage: 40; 50 with Armour Piercing Rockets Upgrade
       Primary Damage Radius: 5
       Damage Type: Infantry Missile	
       Range: 175
       Minimum Range: 5
       Projectile Speed: 225
       Projectile Turn Rate: 100
       Cooldown: 1000/msec
       Accuracy: 100% against vehicle; may miss as much as 10 distances
       Homing missile
    Special Ability Information
      None
    Upgrade Information
      - AP Rocket Upgrade (Black Market): Adds 25% to all rocket damage
    Build Information
      Prerequisite: GLA Barracks
      Prerequisite: Tunnel Network (see Tunnel Network/Notes sections)
      Build Cost: 300
      Build Time: 5 seconds
    Notes:
    - GLA may get 2 free RPG Troopers by building a Tunnel Network.
    - Slot: 1
    
    b.4) Angry Mob
    Health Information
      Members: 10; initially just 5, but will grow.
      HP (each member): 50
      Armor: Human
    Experience Information
      150 exp to veteran	5 as anything
      450 exp to elite
      900 exp to heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 150
    Locomotor Information
      Group Movement
       Speed: 18 dist/sec
       Turn Rate: 360 degrees/sec; 350 if badly hurt
      Person Movement
       Normal
        Speed: 20; 10 if badly hurt
        Turn Rate: Infinite
       Wander
        Speed: 13; 10 if badly hurt
        Turn Rate: Infinite
       Panic
        Speed: 32; 10 if badly hurt
        Turn Rate: Infinite
    Weapon Information
      Pistol
       Damage: 10
       Damage Type: Molotov Coctail
       Range: 100
       Projectile Speed: Immediate
       Accuracy: 100%
       Cooldown: 250 msec
       8 shots per clip
       Clip Reload Time: 3000 msec
       Replaced by AK 47 when Arm the Mob Upgrade is completed.
      Rock
       Damage: 40
       Damage Radius: 1
       Damage Type: Molotov Coctail
       Range: 100
       Projectile Speed: 130 dist/sec
       Cooldown: 500
       Attack Preparation Time: 500
       Replaced by AK 47 when Arm the Mob Upgrade is completed.
      Molotov Coctail
       Damage: 40
       Primary Damage Radius: 11
       Damage Type: Molotov Coctail
       Range: 100
       Minimum Range: 12
       Projectile Speed: 60
       Cooldown: 500 msec
       Attack Preparation Time: 500
      AK 47
       Damage: 20; 25 with Armor Piercing Bullets Upgrade
       Damage Type: Molotov Coctail
       Attack Range: 120
       Projectile Speed: Immediate
       Cooldown: 250
    Special Ability Information
      Regeneration
       Regeneration Rate: 30 seconds (for 10 members)
    Upgrade Information
      - Arm the Mob (Palace): Replaces the pistols and rocks used by Angry
        Mob with powerful AK 47s
      - AP Bullets Upgrade (Black Market): Increases the attack damage of
        AK 47.
    Build Information
      Prerequisite: GLA Barracks, Palace
      Build Cost: 800
      Build Time: 15
    Notes:
    - Untransportable and not allowed to enter Tunnel Network.
    
    c.5) Hijacker
    Health Information
      HP: 100	Armor: Human
    Experience Information
      150 exp to veteran	50 exp as conscript	400 exp as heroic
      450 exp to elite	100 exp as veteran
      900 exp to heroic	150 exp as elite
    Vision Information
      Vision Range: 100
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 30; 20 when badly hurt
      Turn Rate: Infinite (500)
    Special Ability Information
      Hijack
       Hijacker can kill the driver of as hostile vehicle and claim the
       vehicle for himself.
      Stealth
       Stealth Delay: 500 ms
       Only stealthy while stationary
    Upgrade Information
      None
    Build Information
      Prerequisite: GLA Barracks; Palace, Hijacker General Power
      Build Cost: 400
      Build Time: 10 seconds
    Notes:
    - Slot: 1
    
    c.6) Jarmen Kell
    Health Information
      HP: 200	Armor: Human
    Experience Information
      100 exp to veteran	50 exp as conscript/veteran
      200 exp to elite	100 exp as elite
      400 exp to heroic	150 exp as heroic
    Vision Information
      Vision Range: 200
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 30 dist/sec; 20 if badly hurt
      Turn Rate: 500 (infinite)
    Weapon Information
      Sniper Rifle
       Damage: 180; 225 with AP Bullets Upgrade
       Damage Type: Sniper
       Range: 225
       Projectile Speed: Immediate
       Cooldown: 1000 msec
    Special Ability Information
      Stealth
       Stealth Delay: 2000 msec
       Decloacks when attacking.
      Vehicle Snipe
       Kills the pilot of a vehicle, making it ownerless.
       Range: 225
       Damage Type: Kill Pilot
       Projectile Speed: Immediate
       Recharge Time: 30 seconds
    Upgrade Information
      - AP Bullets (Black Market): +25% to Jarmen Kellís sniper rifle
        damage.
    Build Information
      Prerequisites: GLA Barracks, Palace
      Build Cost: 1500
      Build Time: 20 seconds
    Notes:
    - Slot: 1
    - Limit: 1
    
    c.7) Worker
    Health Information
      HP: 140	Armor: Human Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: 100
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 25 dist/sec; 15 when badly hurt
      Turn Rate: 500 degrees/sec
    Weapon Information
      None
    Special Ability Information
      Builds Building
      Detection and Disarming
       Detects and Disarms US Colonel Burtonís C4s, Chinese Tank Hunter
       TNTs, and China Land and Cluster Mines
       Detection Rate: 500 msec
       Looks for explosives to disarm within 150 range every 5000
       milliseconds when idle.
       Canít detect explosives when in Transport or Tunnel Network.
      Repairs Damaged Buildings
       Repairs 2% of max HP per second.
       Looks for buildings to repair within 150 range every 5000
       milliseconds when idle.
      Supply Gathering
       Max Boxes to Carry: 1 ($75)
       Supply Center Action Delay: 150 ms for whole thing (one transaction)
       Supply Warehouse Action Delay: 150 ms per box (many small transactions)
       Supply Warehouse Scan Distance: 700 (Max distance to look for
       a warehouse, or workers go home)
       Warns when Supplies are exhausted
    Upgrade Information
      None
    Build Information
      Prerequisite: GLA Command Center or GLA Supply Stash
      Build Cost: 200
      Build Time: 5
    Notes:
    - Slot: 1
    
    -----------------
    (c) GLA Vehicles
    -----------------
    
    c.1) Technical
    Health Information
      HP: 180	Armor: Truck Armor
    Experience Information
      50 exp to veteran	25 exp as conscript/veteran
      75 exp to elite	50 exp as elite
      150 exp to heroic	100 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 90 dist/sec; 80 if badly damaged
      Turn Rate: 180
    Weapon Information
      Turret Turn Rate: 240 degrees per sec
      Technical Machine Gun
       Damage: 8; 10 with AP Bullets Upgrade
       Damage Type: Comanche Vulcan
       Range: 120
       Projectile Speed: Immediate
       Cooldown: 200 msec
       Accuracy: 100%
      Technical Cannon Weapon (Crate Upgrade One)
       Damage: 45; 56.25 with AP Bullets Upgrade
       Damage Radius: 25
       Damage Type: Comanche Vulcan
       Accuracy: 100% against vehicle. May miss as much as 10
       distances against infantry
       Range: 150	
       Projectile Speed: 300 dist/sec
       Cooldown: 1000 msec
      Technical RPG Weapon (Crate Upgrade Two)
       Damage: 50
       Damage Radius: 5
       Damage Type: Explosion
       Accuracy: 100%
       Range: 150
       Minimum Range: 5
       Projectile Speed: 225 dist/sec
       Projectile Turn Rate: 100 degrees/sec
       Cooldown: 1000 msec
    Special Ability Information
      Scavenger
       Replaces Technical Machine Gun Weapon with a stronger weapon.
       Can only be upgraded twice.
    Auto Repair
      Prerequisite: Junk Repair Upgrade
      Healing Amount: 2/second
    Transport
      Can transport up to 5 infantry.
      10% damage to units inside when destroyed.
    Upgrade Information
      - AP Bullets (Black Market): Increases Technical Machine Gun and
        Cannon (Upgrade One) damage by 25%.
      - Junk Repair (Black Market): Endows Technical with auto-repair ability.
    Build Information
      Prerequisite: Arms Dealer
      Build Cost: 500
      Build Time: 5
    Notes:
    - Slot: 3
    
    c.2) Scorpion
    Health Information
      HP: 370	Armor: Tank Armor
    Experience Information
      100 exp to veteran	60 exp as conscript/veteran
      200 exp to elite	120 exp as elite
      400 exp to heroic	200 exp as heroic
    Vision Information
      Vision Range: 125
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 40 dist/sec; 30 when badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Scorpion Tank Gun
       Turret Turn Rate: 100
       Damage: 20
       Damage Radius: 5
       Damage Type: Armor Piercing
       Range: 150
       Projectile Speed: 400 dist/sec
       Cooldown: 1000 msec
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry.
      Scorpion Rockets
       Primary Damage: 100; 125 with AP Rocket Upgrade
       Primary Damage Radius: 5
       Secondary Damage: 80
       Secondary Damage Radius: 25
       Damage Type: Explosion
       Range: 150
       Minimum Attack Range: 40
       Projectile Speed: 150 ms
       Projectile Turn Rate: 540 degrees/sec
       Cooldown: 200 msec
       Clip Reload Time: 15000 msec
       Accuracy: 100% against vehicles, may miss hitting infantry by
       as much as 10 distances.
       Homing missile
    Special Ability Information
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
      Toxin Contamination
       Leaves Poison Field Small
       Prerequisite: Toxin Shells Upgrade
    Upgrade Information
      - Scorpion Rocket (Arms Dealer): Equips all scorpions with missile
        weapons.
      - Junk Repair (Black Market): Enables all GLA vehicles to auto-repair.
      - AP Rockets (Black Market): +25% damage to Scorpion rockets.
      - Toxin Shells (Palace): Scorpion adds its main gun with anthrax
        shells.
      - Anthrax Beta (Palace): Replaces Scorpionís anthrax warheads with
        a stronger version of anthrax. Only works if Toxin Shells has
        already been researched.
    Build Information
      Prerequisites: Arms Dealer
      Build Cost: 600
      Build Time: 5
    Notes:
    - Slot: 3
    
    c.3) Toxin Truck
    Health Information
      HP: 240	Armor: Toxin Truck Armor
    Experience Information
      100 exp to veteran	50 exp as conscript/veteran
      150 exp to elite	100 exp as elite
      300 exp to heroic	150 exp as heroic
    Vision Information
      Vision Range: 100
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 30 dist/sec; 20 when badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Turret Turn Rate: 180
      Toxin Truck Gun
       Damage: 10; 12.5 with Anthrax Beta Upgrade
       Damage Radius: 10
       Damage Type: Poison
       Attack Range: 100; has a minimum attack range of 10 if Anthrax
       Beta is researched.
       Projectile Speed: 300 dist/sec
       Accuracy: 100%
       Cooldown: 40 msec
       30 shots in a clip
       Clip Reload Time: 40 msec
       Empties Garrisoned buildings
       Not homing
       Leaves Medium Poison Field after cooldown (This is just a wild
       guess).
    Special Ability Information
      Toxin Tractor Explosion
       Leaves Poison Field Small when destroyed.
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
      Contamination
       Sprays toxin on a wide area by activating Toxin Truck Sprayer
       Primary Damage: 2; 2.5 with Anthrax Beta Upgrade
       Primary Damage Radius: 80
       Secondary Damage: 2.0; 2.5 with Anthrax Beta Upgrade
       Secondary Damage Radius: 75
       Damage Type: Poison
       Attack Range: 15
       Minimum Attack Range: 10
       Cooldown: 200 msec
       Lasting time: 30 seconds
       Leaves Medium Poison Field after cooldown (This is just a wild
       guess).
    Upgrade Information
      - Anthrax Beta (Palace): Replaces the toxin weapon with anthrax
        beta weapon, which is stronger.
      - Junk Repair (Black Repair): Enables auto-repair for all GLA
        vehicles.
    Build Information
      Prerequisites: Arms Dealer
      Build Cost: 600
      Build Time: 5 seconds
    Notes:
    - Slot: 3
    
    c.4) Quad Cannon
    Health Information
      HP: 220	Armor: Anti Air Vehicle
    Experience Information
      100 exp to veteran	50 exp as conscript/veteran
      150 exp to elite	100 exp as elite
      300 exp to heroic	150 exp as heroic
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 40 dist/sec; 25 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Turret Turn Rate: 360
      Quad Cannon Gun Anti Ground
       Damage: 10; 12.5 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 150
       Projectile Speed: Immediate
       Cooldown: 100 msec
      Quad Cannon Gun Anti Air
       Damage: 5; 6.25 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 350
       Projectile Speed: Immediate
       Cooldown: 100 msec
      Quad Cannon Gun Anti Ground (Upgrade One)
       Damage: 8; 10 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 150
       Projectile Speed: Immediate
       Cooldown: 50 msec
      Quad Cannon Gun Anti Air (Upgrade One)
       Damage: 5; 6.25 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 350
       Projectile Speed: Immediate
       Cooldown: 50 msec
      Quad Cannon Gun Anti Ground (Upgrade Two)
       Damage: 8; 10 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 150
       Projectile Speed: Immediate
       Cooldown: 25 msec
      Quad Cannon Gun Anti Air (Upgrade Two)
       Damage: 5; 6.25 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 350
       Projectile Speed: Immediate
       Cooldown: 25 msec
    Special Ability Information
      Scavenger
       Quad Cannon can upgrade its main gun with the wreckage of other
       vehicles. Can be upgraded twice.
      Auto Repair
       Prerequisite: Junk Repair Upgrade
      Healing Amount: 2/second
    Upgrade Information
      - AP Bullets (Black Market): Adds 25% damage to Quad Cannon.
      - Junk Repair (Black Market): Quad Cannon auto-repairs.
    Build Information
      Prerequisites: Arms Dealer
      Build Cost: 700
      Build Time: 10 seconds
    Notes:
    - Slot: 3
    
    c.5) Radar Van
    Health Information
      HP: 200	Armor: Truck Armor
    Experience Information
      20 exp as anything
    Vision Information
      Vision Range: 200
      Shroud Clearing Range: 500
    Locomotor Information
      Speed: 40 dist/sec; 30 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      None
    Special Ability Information
      Enables Minimap
       Can not function if stationed in a Tunnel Network or transport
      Detector
       Detection Rate: 500 msec
       Can not detect if stationed in a Tunnel Network or transport
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/sec
      Radar Van Scan
       Opens a small portion of map, including all hidden units there.
       Prerequisite: Radar Van Scan
       Radius: 150
       Recharge Time: 30000 milliseconds
       Revelation Time: 10000 ms
       Detection Rate: 500 ms
    Upgrade Information
      - Radar Van Scan (Black Market): Reveals an area as large as 150
        in radius on the map. Detects stealth.
      - Junk Repair (Black Market): Enables auto-repair for Radar Van.
    Build Information
      Prerequisites: Arms Dealer
      Build Cost: 500
      Build Time: 10 seconds
    Notes:
    - Slot: 3
    
    c.6) Marauder Tank
    Health Information
      HP: 490	Armor: Tank Armor
    Experience Information
      200 exp to veteran	100 exp as conscript/veteran
      300 exp to elite	200 exp as elite
      600 exp to heroic	300 exp as heroic
    Vision Information
      Vision Range: 125
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 40 dist/sec; 30 if badly damaged
      Turn Rate: 180 degrees/second
    Weapon Information
      Turret Turn Rate: 100 degrees/second
      Marauder Tank Gun
       Damage: 60
       Damage Radius: 5
       Damage Type: Armor Piercing
       Accuracy: 100% against vehicles, may miss as much as 10
       distances against infantry
       Range: 150
       Projectile Speed: 300 dist/sec
       Cooldown: 2000 msec
      Marauder Tank Gun Upgrade One
       Damage: 60
       Damage Radius: 5
       Damage Type: Armor Piercing
       Range: 150
       Accuracy: 100% against vehicles, may miss as much as 10
       distances against infantry
       Projectile Speed: 400 dist/sec
       Cooldown: 1500 msec
      Marauder Tank Gun Upgrade Two
       Damage: 60
       Damage Radius: 5
       Damage Type: Armor Piercing
       Accuracy: 100% against vehicles, may miss as much as 10
       distances against infantry
       Range: 150
       Projectile Speed: 500 dist/sec
       Cooldown: 750 msec
       2 shots in a clip
       Clip Reload Time: 100 msec
    Special Ability Information
      Scavenger
       Increases its main gun with crates created upon other vehiclesí
       destruction. Can only upgrade twice.
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
      Toxin Contamination
       Leaves Poison Field Small
       Prerequisite: Toxin Shells Upgrade
    Upgrade Information
      - Toxin Shells (Palace): Marauder shells carry a small amount of
        anthrax.
      - Anthrax Beta (Palace): When Toxin Shells Upgrade has been
        researched, Marauder shells will carry a stronger version of anthrax.
      - Junk Repair (Black Market): Gives auto-repair ability to Marauder.
    Build Information
      Prerequisites: Arms Dealer; General Power Marauder Tank
      Build Cost: 800
      Build Time: 10 seconds
    Notes:
    - Slot: 3
    
    c.7) Rocket Buggy
    Health Information
      HP: 120	Armor: Truck Armor
    Experience Information
      200 exp to veteran	50 exp as conscript/veteran
      400 exp to elite	100 exp as elite
      800 exp to heroic	150 exp as heroic
    Vision Information
      Vision Range: 180
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 90 dist/sec; 80 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Turret Turn Rate: 90
      Buggy Rocket
       Primary Damage: 20; 25 with AP Rockets Upgrade
       Secondary Damage: 5; 6.25 with AP Rockets Upgrade
       Secondary Damage Radius: 10
       Accuracy: 100% vs vehicles, may miss up to 20 distances
       against infantry.
       Range: 300
       Minimum Range: 50
       Damage Type: Explosion
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 100 degrees/sec
       Cooldown: 200 msec
       6 shots in a clip; 12 with Buggy Ammo
       Clip Reload Time: 6000 msec
       Homing missile
    Special Ability Information
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
    Upgrade Information
      - Buggy Ammo (Black Market): Increases the maximum shots in one
        clip.
      - AP Rockets (Black Market): Adds 25% damage to Buggy rockets.
      - Junk Repair (Black Market): Self repairs when damaged.
    Build Information
      Prerequisites: Arms Dealer, Palace
      Build Cost: 900
      Build Time: 10 seconds
    Notes:
    - Slot: 3
    
    c.8) Bomb Truck
    Health Information
      HP: 250	Armor: Truck Armor
    Experience Information
      50 exp as anything
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 200
    Locomotor Information
      Speed: 50 dist/sec
      Turn Rate: 90 degrees/sec; 60 if badly damaged
    Weapon Information
      Suicide Weapon
       Primary Damage: 1000; 2000 with High Explosive Bomb Upgrade
       Primary Damage Radius: 40; 50 with High Explosive Bomb Upgrade
       Secondary Damage: 100.0; 200 with High Explosive Bomb Upgrade
       Secondary Damage Radius: 65; 85 with High Explosive Bomb Upgrade
       Damage Type: Exposion
       Bio Bomb Upgrade allows the Bomb Truck to leaves Poison Field
       Medium upon detonation.
    Special Ability Information
      Disguise
       Disguises the truck as an enemy vehicle. Will be revealed by detector.
      Detonate
       Detonates immediately.
      High Explosive Bomb and Bio Bomb
       See Weapon and Upgrade Information
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
    Upgrade Information
      - High Explosive Bomb (Bomb Truck): Carries a high explosive payload,
        increasing its explosion damage.
      - Bio Bomb (Bomb Truck): Carries a biological payload which spreads
        poison.
      - Anthrax Beta (Palace): Increases the bio bomb poison field damage.
      - Junk Repair (Black Market): Enables the Bomb Truck to auto repair.
    Build Information
      Prerequisites: Arms Dealer, Palace
      Build Cost: 1200
      Build Time: 15 seconds
    Notes:
    - Slot: 3
    
    c.9) Scud Launcher
    Health Information
      HP: 180	Armor: Truck Armor
    Experience Information
      100 exp to veteran	50 exp as conscript/veteran
      200 exp to elite	100 exp as elite
      400 exp to heroic	150 exp as heroic
    Vision Information
      Vision Range: 180
      Shroud Clearing Range: 300
    Locomotor Information
      Speed: 20 dist/sec; 15 when badly damaged
      Turn Rate 50 degrees/sec; 45 when badly damaged
    Weapon Information
      Turret Turn Rate: 60 degrees/sec
      SCUD Explosive Missile
       Primary Damage: 300; 375 with AP Rocket Upgrade
       Primary Damage Radius: 50
       Secondary Damage: 50; 62.5 with AP Rocket Upgrade
       Secondary Damage Radius: 100
       Damage Type: Explosion
       Range: 350
       Minimum Range: 200
       Missile Speed: 200 distances/second
       Missile Turn Rate: 540 degrees/second
       Accuracy: Unknown vs vehicles, may miss as much as 30 distances
       against infantry.
       Clip Reload Time: 10000 msec
       Pre Attack Delay: 500 ms; do the delay for every missile it
       launches
       Not homing missiles
      SCUD Anthrax Missile
       Primary Damage: 200
       Primary Damage Radius: 30
       Secondary Damage: 25
       Secondary Damage Radius: 60
       Damage Type: Explosion
       Accuracy: Unknown vs vehicles, may miss as much as 30 distances
       against infantry.
       Range: 350
       Minimum Range: 200
       Missile Speed: 200 distances/second
       Missile Turn Rate: 540 degrees/second
       Pre Attack Delay: 500 ms; do the delay for every missile it
       launches
       Clip Reload Time: 10000 msec
       Not homing missiles
       Leaves Poison Field Medium upon detonation
    Special Ability Information
      Changes Warhead
       SCUD Launcher can install either Explosive or Anthrax
      Auto Repair
       Prerequisite: Junk Repair Upgrade
       Healing Amount: 2/second
    Upgrade Information
      - Junk Repair (Black Market): Gives Scud Launcher auto-repair
        ability.
      - Anthrax Beta (Palace): Makes the poison field created after
        anthrax warhead impact more deadly.
      - AP Rocket Upgrade (Black Market): Increases the damage of the
        explosive warhead by 25%.
    Build Information
       Prerequisites: Arms Dealer; Palace; Scud Launcher General Power
       Build Cost: 1200
       Build Time: 20 seconds
    Notes:
    - Slot: 3
    
    c.10) Car Bomb
    Car bomb health, vision, etc depend on the car hijacked by the terrorist,
    but usually all cars have the statistics below. Refer to Civilian Units
    for more detailed information.
    Health Information
      HP: 100	Armor: Truck Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: varies
    Locomotor Information
      Speed: 90 dist/sec
      Turn Rate: 120 degrees/sec
    Weapon Information
      Suicide Car Bomb
       Primary Damage: 700
       Primary Damage Radius: 20
       Secondary Damage: 100
       Secondary Damage Radius: 50
       Damage Type: Explosion
       Range: 5
    Special Ability Information
      None
    Upgrade Information
      None
    Build Information
      Prerequisites: Terrorist and a civilian car
    Notes:
    - Slot: 3
    
    ================
    3 GLA Buildings
    ================
    GLA, unlike its counterparts, US and China, does not need to empower
    its buildings. Another difference is when a GLA building is destroyed
    (except Demo Trap), it automatically spawns a GLA hole which will later
    produce a worker to rebuild the destroyed building at no cost.
    
    a) Supply Stash
    HP: 1000		Armor: Structure Armor
    Build Cost: 1500	Refund Value: 650
    Build Time: 15 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Experience Gained: 200
    Special Ability Information
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    
    b) Barracks
    HP: 500			Armor: Structure Armor
    Build Cost: 500		Build Time: 10 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Experience Gained: 100
    Special Ability Information
     Heals Infantry
      Can accommodate friendly and allied infantry.
      Max infantry inside to heal: 10
      Healing Time: 2000 ms/infantry
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    
    c) Tunnel Network
    Prerequisites: GLA Barracks
    HP: 1000		Armor: Structure Armor
    Build Cost: 800		Refund: 100
    Build Time: 15 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Weapon: Tunnel Network Gun
     Turret Turn Rate: 180 degrees per second
     Damage: 15
     Damage Type: Small Arms
     Range: 175
     Cooldown: 250 msec
    Experience Gained: 100
    Special Ability Information
     Underground Hideout
      Enables up to 10 units to hide underground.
     Undergroud Network
      Transports units immediately between two tunnels.
     Heals and Repairs
      Max units inside to heal/repair: 10
      Healing/Repairing Time: 5000 milliseconds
     Detector
      Detection Rate: 500 msec
      Detection Range: 150
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    - Gives 2 RPG Troopers upon completion.
    - Eliminates units inside upon destruction if there is no tunnel exists.
    - Uncapturable and undisableable by hacker
    
    d) Stinger Site
    Prerequisite: GLA Barracks
    HP: 1000		Armor: Stinger Site Armor
    Build Cost: 900		Build Time: 25 seconds
    Vision Range: 600	Shroud Clearing Range: 400
    Experience Gained: 200
    Weapons Controller: Stinger Soldiers
     Maximal No. of Soldiers: 3
     Stinger Soldier Respawn: 30000 msec
     HP: 100			Armor: Stinger Soldier Armor
     Vision Range: 400		Shroud Clearing Range: 400
     Detection Rate: 500 msec	Detection Range: 200
     Build Cost: 100 (Itís just for hostile GLA who chooses Cash Bounty
     and kills these soldiers)
     Stinger Missile Anti Ground
      Damage: 20; 25 with AP Rocket Upgrade
      Damage Radius: 5
      Damage Type: Explosion
      Accuracy: 100% vs vehicles, may miss as much as 10 distances against
      infantry.
      Range: 225
      Projectile Speed: 400 dist/sec
      Turn Rate: 625 degrees per second
      Cooldown: 2000 ms
      Homing missile
     Stinger Missile Anti Air
      Damage: 30
      Damage Radius: 10
      Damage Type: Explosion
      Accuracy: 100% vs vehicles, may miss as much as 10 distances
      against infantry (but do we have flying infantry?).
      Range: 400
      Projectile Speed: 400 dist/sec
      Turn Rate: 625 degrees per second
      Cooldown: 2000 ms
      Homing missile
      Can shoot down incoming ballistic missiles
    Special Ability Information
     Respawns Stinger Soldiers
      Replaces Stinger Soldiers perishing in battle (See Stinger
      Soldier information above)
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    - These types of damage will kill the Stinger Soldiers: Small Arms,
      Sniper, Fleshy Sniper, Poison, Radiation, Flame.
    - These type of damage will not impair the Stinger Site if there is no
      Stinger Soldier inside: Sniper, Fleshy Sniper.
    - Uncapturable
    
    e) Arms Dealer
    Prerequisite: GLA Supply Stash
    HP: 2000		Armor: Structure Armor
    Build Cost: 2500	Build Time: 20 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Experience Gained: 200
    Special Ability Information
     Repairs Vehicle
      Repairing Time: 5000 milliseconds
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    - Door Opening Time: 2000 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1500 ms
    
    f) Demo Trap
    Prerequisite: Arms Dealer
    HP: 100			Armor: Structure Armor
    Build Cost: 400		Build Time: 5 seconds
    Vision Range: 150	Shroud Clearing Range: 150
    Experience Gained: 50
    Weapon: Demo Trap Detonation
     Primary Damage: 600		Primary Damage Radius: 25
     Secondary Damage: 400		Secondary Damage Radius: 50
     Damage Type: Explosion		Trigger Detonation Range: 40
     Can also be detonated manually
     Destruction Delay: 1000 ms
    Special Ability Information
     Proximity Fuse
      As the default built, this mode will explode 1 second after an
      enemy unit is detected in its radius.
     Manual Detonation
      The demo trap will not explode upon an incoming enemy but will
      need the playerís order to explode.
     Detonate
      Explodes the demo trap.
    Notes:
    - Does not create a GLA Hole upon destruction.
    - Stealth
    - Uncapturable and undisableable hacker.
    - Not counted as victory determinant building.
    
    g) Palace
    Prerequisite: Arms Dealer
    HP: 3000		Armor: Structure Armor
    Build Cost: 2500	Build Time: 45 seconds
    Vision Range: 300	Shroud Clearing Range: 300
    Experience Gained: 300
    Special Ability Information
     Garrison
      Maximum Infantry in Garrison: 5
      Infantry can fire from within.
      Adds 33% range and +25% damage to units inside
      Can not be ungarrisonned except destroyed.
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    - Uncapturable and undisableable by hacker.
    
    h) Black Market
    Prerequisites: Palace
    HP: 500			Armor: Structure Armor
    Build Cost: 2500	Build Time: 45 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Experience Gained: 200
    Special Ability Information
     Income Generator
      Income Generated: $20 every 2 second
     Underground Hole
      Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    
    i) SCUD Storm
    Prerequisite: Palace
    HP: 4000		Armor: Structure Armor Tough
    Build Cost: 5000	Build Time: 60 seconds
    Vision Range: 200	Shroud Clearing Range: 200
    Experience Gained: 400
    Weapon: SCUD Storm Missile
     Reload Time: 5 minutes
     Cursor Radius: 200
     View Object Duration: 40000 ms
     View Object Range: 250
     Total Missile: 9
     Primary Damage: 500
     Primary Damage Radius: 50
     Secondary Damage: 200
     Secondary Damage Radius: 200
     Damage Type: Explosion
     Range: 200
     Leaves Poison Field Large after detonation
    Special Ability Information
     Creates Poison Field Medium when destroyed.
    Underground Hole
     Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    
    j) Command Center
    HP: 5000		Armor: Structure Armor Tough
    Vision Range: 300	Shroud Clearing Range: 300
    Build Cost: 2000	Build Time: 45 seconds
    Experience Gained: 200
    Special Ability Information
     Underground Hole
     Creates a GLA Hole upon destruction (See GLA Hole)
    Notes:
    - Required to access several General Powers: Rebel Ambush, Cash Bounty,
    Emergency Repair, Anthrax Bomb.
    
    k) GLA Hole
    HP: 500			Armor: Structure Armor
    Vision Range: 50	Shroud Clearing Range: 50
    Special Ability Information
     Worker Respawn
      Repaswns a Worker that will build the destroyed buiding.
      Worker Respawn Time: 20 seconds
     Base Regeneration
      Regeneration Rate: 0.5% of maximum HP per second
    Notes:
    - Uncapturable and undisableable by hacker.
    - Automatically created from destroyed GLA buildings.
    
    ===============
    4 GLA Upgrades
    ===============
    
    a) Capture Building
    Prerequisite: Barracks
    Affected Units: Rebel (Rangers and Red Guards)
    Research Cost: 1000
    Research Time: 30
    Enables Rebels to capture most hostile and tech buildings.
    
    b) Scorpion Rocket
    Prerequisite: Arms Dealer
    Affected Unit: Scorpion
    Reseach Cost: 1000
    Research Time: 30
    Installs a surface-to-surface rocket on Scorpion Tank.
    
    c) Toxin Shells
    Prerequisite: Palace
    Affected Units: Scorpion and Marauder Tanks
    Research Cost: 1000
    Research Time: 30
    Fills Scorpion and Marauder Tank shells with a small amount of
    Anthrax, making them more deadly against infantry masses.
    
    d) Anthrax Beta
    Prerequisite: Palace
    Affected Units: Toxin Truck, Bomb Truck with Bio Bomb Upgrade,
    Anthrax Warhead Scud Missile, Scorpion and Marauder with Toxin Shells
    Upgrade, Scud Storm, and Scud Storm Missile.
    Research Cost: 2500
    Reseach Time: 30
    Replaces the standard toxin and anthrax weapon with a stronger
    version of anthrax.
    
    e) Camouflage
    Prerequisite: Palace
    Affected Unit: Rebel
    Research Cost: 2000
    Research Time: 60
    Gives Rebels stealth ability when not attacking or capturing buildings.
    
    f) Arm the Mob
    Prerequisite: Palace
    Affected Unit: Angry Mob
    Research cost: 1000
    Research Time: 30
    Distributes AK-47 to the Angry Mob members, replacing their pistols
    and rock weapons.
    
    g) AP Bullets
    Prerequisite: Black Market
    Affected Units: Rebel, Armed Angry Mob, Jarmen Kell, Technical,
    Quad Cannon, Battle Drone, and Pathfinder
    Research Cost: 2000
    Research Time: 60
    Adds damage of the affected units by 25%.
    
    h) AP Rockets
    Prerequisite: Black Market
    Affected Units: RPG Trooper, Scorpion with Rocket, Rocket Buggy,
    Explosive Warhead Scud, Stinger Soldiers.
    Research Cost: 2000
    Research Time: 60
    Increases the damage of GLA rocket attacks.
    
    i) Junk Repair
    Prerequisite: Black Market
    Affected Units: Technical, Radar Van, Scorpion, Toxin Truck, Marauder,
    Quad Cannon, Rocket Buggy, Bomb Truck, Scud Launcher
    Research cost: 2000
    Research Time: 60
    Gives GLA vehicles auto-repair ability.
    
    j) Buggy Ammo
    Prerequisite: Black Market
    Affected Unit: Rocket Buggy
    Research Cost: 1200
    Research Time: 30
    Allows Rocket Buggy to fire more rockets before reloading.
    
    k) Radar Van Scan
    Prerequisite: Black Market
    Affected Unit: Radar Van
    Research Cost: 500
    Research Time: 20
    Gives Radar Van ability to reveal a small portion of map.
    
    l) High Explosive Bomb
    Prerequisite: Bomb Truck
    Affected Unit: Respective Bomb Truck
    Build Cost: 500
    Build Time: 5
    Loads a high explosive payload to the Bomb Truck, increasing its
    damage by 100%
    
    m) Bio Bomb
    Prerequisite: Bomb Truck
    Affected Unit: Respective Bomb Truck
    Build Cost: 500
    Build Time: 5
    Loads a bio bomb to the Bomb Truck, contaminating the ground with
    Poison Field Medium when destroyed.
    
    *************************************************************************
    USA
    *************************************************************************
    
    =====================
    1 USA General Powers
    =====================
    
    1 Star General
    - Paladin Tank: Paladins can shoot down enemy missiles with an advanced
      defensive laser system.
    - Stealth Fighter: Camouflaged when moving.
    - Spy Drone: Spy drones are camouflaged against enemy sight and radar
      and reveal enemy positions.
    
    3 Star General
    - Pathfinder: Pathfinders are elite camouflaged snipers.
    - Para Drop Level 1: Drop Rangers from the air. 1st level: 5 Rangers
    - Para Drop Level 2: Drop Rangers from the air. 2nd level: 10 Rangers.
    - Para Drop Level 3: Drop Rangers from the air. 3rd level: 15 Rangers.	
    - A-10 Strike Level 1: A-10 Thunderbolts destroy buildings, vehicles,
      and infantry. First level: one A-10 Thunderbolt.
    - A-10 Strike Level 2: A-10 Thunderbolts destroy buildings, vehicles,
      and infantry.Second level: two A-10 Thunderbolts.	
    - A-10 Strike Level 3: A-10 Thunderbolts destroy buildings, vehicles,
      and infantry.Third level: three A-10 Thunderbolts.
    - Emergency Repair Level 1: Repair vehicles in an area.
      First level: light repair.
    - Emergency Repair Level 2: Repair vehicles in an area.
      Second level: medium repair.
    - Emergency Repair Level 3: Repair vehicles in an area.
      Third level: serious repair.	
    
    5 Star General
    - Fuel Air Bomb: Fuel air bombs destroy buildings and enemy troop
      concentrations.
    
    Paladin Tank
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: US War Factory
    This General Power allows the player to build Paladin Tank.
    Paladin Tank can render enemy missile attack useless with its laser,
    which is also useful for attacking infantry in short range.
    
    Stealth Fighter
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: US Air Field. Strategy Center
    In fact, it is a stealth bomber. Spending a General Point for this will
    let the player to build this airplane. It is invisible and will decloack
    when firing, making it a perfect weapon for sneak attack.
    
    Spy Drone
    Rank: 1 Star General
    Requirement: 1 General Point
    Building Required: US Command Center
    Recharge Time: 1 minute 30 seconds
    Stealthy Spy Drone, if it is activated and deployed, will reveal the
    area where it is placed for the player. (See Spy Drone session)
    
    Pathfinder
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: US Barracks
    Choosing this General Power will enable the player to train Pathfinders
    from US Barracks.
    
    Para Drop Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: US Command Center
    Recharge Time: 4 minutes
    This General Power, if selected, will give authorization to the player
    to drop 5 Rangers by US Cargo Plane to the designated area.
    
    Para Drop Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Para Drop Level 1.
    Building Required: US Command Center
    Recharge Time: 4 minutes
    A better version of Para Drop Level 1, Para Drop Level 2 grants the player
    10 Rangers to be dropped anywhere on the map via US Cargo Plane.
    
    Para Drop Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Para Drop Level 2
    Building Required: US Command Center
    Recharge Time: 4 minutes
    With this General Power chosen, the player may call in a US Cargo Plane
    to parachute 15 Rangers anywhere on the map.
    
    A-10 Missile Strike Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: US Command Center
    Recharge Time: 4 minutes
    This General Power, once activated, will call in an A-10 Thunderbolt
    to strike a targeted area.
    
    A-10 Missile Strike Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Rebel Ambush 2
    Building Required: US Command Center
    Recharge Time: 4 minutes
    Activating A-10 Strike Level 2 will send 2 A-10 Thunderbolts to bombard
    a specific target area.
    
    A-10 Missile Strike Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Rebel Ambush Level 3
    Building Required: US Command Center
    Recharge Time: 4 minutes
    The most deadly among the three A-10 Strikes, A-10 Strike Level 3 allows
    the player to assign 3 A-10s to blitz a target area.
    
    Emergency Repair Level 1
    Rank: 3 Star General
    Requirement: 1 General Point
    Building Required: US Command Center
    Recharge Time: 4 minutes
    Light Repair enables the player to fix vehicles in a specific area,
    increasing their lost HP by as much as 100 in the radius of 100.
    
    Emergency Repair Level 2
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 2
    Building Required: US Command Center
    Recharge Time: 4 minutes
    A more advanced version of Light Repair, Medium Repair will add a
    maximum of 200 more HP to the damaged vehicles in a 100 radius area.
    
    Emergency Repair Level 3
    Rank: 3 Star General
    Requirement: 1 General Point; Emergency Repair Level 3
    Building Required: US Command Center
    Recharge Time: 4 minutes
    Serious Repair is the most advanced version of Emergency Repair. It
    returns as much as 300 lost HP to the damaged vehicles in the radius
    (100 distances)
    
    Fuel Bomb
    Rank: 5 Star General
    Requirement: 1 General Point
    Building Required: US Command Center
    Recharge Time: 6 minutes
    Bombards the targeted area with a deadly Fuel Bomb.
     Fuel Bomb
      Damage: 2000
      Damage Type: Explosion
      Damage Radius: 100
      Range: 100
     Fuel Bomb Remaining Flame
      Damage: 5 (Just a spot of flame to light trees on fire)
      Damage Type: Flame
      Damage Radius: 100
      Range: 100
    
    Carpet Bomb
    Carpet Bomb is no longer available. However, as it saw action in China
    Mission 5, there is nothing wrong to write it here.
    Drops 15 bombs in a line, causing massive damage in the line it scorches.
    Timer: 2 minutes 30 seconds
    Weapon: Carpet Bomb
     Damage: 300
     Damage Type: Explosion
     Damage Radius: 50
    
    ============
    2 USA Units
    ============
    
    ----------------
    (a) US Aircraft
    ----------------
    
    a.1) Chinook
    Health Information
      HP: 300
      Armor: Chinook Armor
    Experience Information
      50 exp as anything
    Vision Information
      Vision Range: 300
      Shroud Clearing Range: 600
    Locomotor Information
      Speed: 150 dist/sec; 60 when badly damaged
      Turn Rate: 180 degrees/sec; 90 if badly damaged
    Weapon Information
      None
    Special Ability Information
      Resource Gathering
       Max Boxes: 8 ($600)
       Supply Center Action Delay: 3000 ms (one transaction)
       Supply Warehouse Action Delay: 1250 ms per box (many small
       transactions)
       Supply Warehouse Scan Distance: 700 (Max distance to look
       for a warehouse, or Chinook goes home)
       Warns when Resources are depleted
      Combat Drop
       Sends all Rangers inside to a garrisoned building to occupy it,
       killing all hostile units inside. It usually takes one Ranger as
       a war casualty. If the building is not garrisoned, Rangers
       automatically garrison in that building.
       Total No. of Ropes: 4
      Transport
       Has 8 slots
       Capable of transporting infantry and some vehicles.
       100% damage to units inside when destroyed (all units inside are
       destroyed).
       Units are evacuated with a delay of 100 milliseconds per unit.
    Upgrade Information
      None
    Build Information
      Prerequisite: US Supply Center
      Build Cost: 1200
      Build Time: 10 seconds
    Notes:
    - Chinook, if needing repairs, must dock to Airfield.
    - Chinook only lands if ordered to load or unload units.
    
    a.2) Raptor
    Health Information
      HP: 160			Armor: Airplane Armor
    Experience Information
      100 exp to veteran		50 exp as conscript/veteran
      200 exp to elite		100 exp as elite
      400 exp to heroic		150 exp as heroic
    Vision Information
      Vision Range: 180		Shroud Clearing Range: 400
    Locomotor Information
      Speed: 175 dist/sec; 120 if badly damaged.
      Turn Rate: 120 degrees/sec; 90 if badly damaged.
    Weapon Information
      Raptor Jet Missile
       Damage: 100; 125 with Laser Missiles Upgrade
       Damage Radius: 5
       Damage Type: Jet Missile
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry.
       Range: 320
       Minimum Range: 100
       Projectile Speed: 300
       Missile Turn Rate: 200 degrees/sec
       Cooldown: 150
       Clipsize: 4
       Reload Time: 8000 ms
       Homing missile
    Special Ability Information
      Eject Pilot
       When a veteran, elite, or heroic Raptor is shot down, it will eject
       its pilot. A veteran Raptor will eject a veteran pilot, etc. More
       information on Pilot session.
    Upgrade Information
      - Laser Missiles (Air Field): Adds 25% damage to Raptor Missile.
      - Advanced Training (Strategy Center): Raptor gains veterancy
        level 100% as fast.
    Build Information
      Prerequisites: US Airfield
      Build Cost: 1400
      Build Time: 20
    Notes:
    
    a.3) Comanche
    Health Information
      HP: 220			Armor: Comanche Armor
    Experience Information
      100 exp as veteran		50 exp as conscript/veteran
      200 exp as elite		100 exp as elite
      400 exp as heroic		200 exp heroic
    Vision Information
      Vision Range: 180		Shroud Clearing Range: 600
    Locomotor Information
      Speed: 120 dist/second	Turn Rate: 180 degrees/second
    Weapon Information
      Comanche 20mm Cannon
       Always uses this against infantry. Used against vehicles and
       buildings when it is reloading missiles.
       Damage: 6
       Damage Type: Comanche Vulcan
       Range: 200
       Accuracy: 100%
       Cooldown: 100 msec
      Comanche Anti Tank Missile
       Never used against infantry. Always be used against vehicles and
       structures.
       Primary Damage: 50
       Primary Damage Radius: 5
       Secondary Damage: 30
       Secondary Damage Radius: 25
       Damage Type: Jet Missile
       Range: 200
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 180 degrees/second
       Cooldown: 500 msec
       Clip Size: 4 (4 shots in a clip)
       Clip Reload Time: 15000 msec
       Accuracy: 100% (practically it is never used against infantry but
       theoretically it may miss as much as 20 distances against infantry)
       Homing missile
    Special Ability Information
      Fire Rocket
       Prerequisite: Rocket Pods Upgrade
       Comanche fires deadly rocket barrages on the targeted area, damaging
       everything in its explosion radius.
       Primary Damage: 30
       Primary Damage Radius: 5
       Secondary Damage: 10
       Secondary Damage Radius: 40
       Damage Type: Explosion
       Range: 200
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 180 degrees/sec
       Cooldown: 200 msec
       Clip Size: 20
       Clip Reload Time: 30000 msec
       Not homing missiles
      Floating
       Comanche does not need to land for any reason except for repairing.
      Auto Reload
       Unlike other air vehicles, Comanche does not need to return to
       Airfield to reload. It automatically does it in the air when its
       clip is exhausted.
    Upgrade Information
      - Rocket Pods (US Airfield): Gives Comanche ability to fire rocket
        barrages.
      - AdvancedTraining (Strategy Center): Comanche gains experiences twice
        as fast.
    Build Information
      Prerequisite: US Airfield
      Build Cost: 1500
      Build Time: 20 seconds
    Notes:
    - Comanche, if needing repairs, must dock to Airfield. It will land near
      the Airfield.
    
    a.4) Stealth Fighter
    Health Information
      HP: 140			Armor: Airplane Armor
    Experience Information
      200 exp to veteran		100 exp as conscript/veteran
      300 exp to elite		200 exp as elite
      600 exp to heroic		300 exp as heroic
    Vision Information
      Vision Range: 180		Shroud Clearing Range: 300
    Locomotor Information
      Speed: 175 dist/sec; 120 if badly damaged
      Turn Rate: 180 degrees/sec; 90 if badly damaged
    Weapon Information
      Stealth Jet Missile
       Damage: 100; 125 with Laser Missile Upgrade
       Damage Radius: 5
       Damage Type: Stealth Jet Missile
       Range: 220
       Minimum Range: 60
       Projectile Speed: 300 dist/sec
       Missile Turn Rate: 200 degrees/second
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry.
       Cooldown: 200 msec
       Clip Size: 2
       Reload Time: 8000 msec
       Homing missile
    Special Ability Information
      Stealth
       Stealth Fighter remains invisible except when firing weapons.
       Stealth Delay: 1500 msec
      Eject Pilot
       When a veteran, elite, or heroic Stealth Fighter is shot down, it
       will eject its pilot. A veteran Stealth Fighter will eject a
       veteran pilot, etc. More information on Pilot session.
    Upgrade Information
      - Laser Missiles (Air Field): Adds 25% damage to Stealth Fighter
        Missile.
      - Advanced Training (Strategy Center): Stealth Fighter gains veterancy
        level 100% as fast.
    Build Information
      Prerequisites: US Airfield, Stealth Fighter General Power
      Build Cost: 1600
      Build Time: 25 seconds
    Notes:
    - Can not attack air units.
    
    a.5) Aurora Bomber
    Health Information
      HP: 80			Armor: Airplane Armor
    Experience Information
      200 exp to veteran		200 exp as conscript/veteran
      400 exp to elite		400 exp as elite/heroic
      800 exp to heroic
    Vision Information
      Vision Range: 180		Shroud Clearing Range: 600
    Locomotor Information
      When attacking (Supersonic Mode): 480 dist/sec; 240 if badly damaged
      Turn Rate (Supersonic Mode): 180 degrees/sec; 90 when badly damaged
      100 ms required to change from Supersonic Mode to Sluggish
      Mode (Returning for Ammo)
      2000 ms required to remain untargetable
      When returning for reloading (Sluggish Mode): 120 dist/sec
      Turn Rate (Sluggish Mode): 60 degrees/sec
      When moving (Normal Mode): 180 dist/sec; 120 if badly damaged
      Turn Rate (Normal Mode): 180 degrees/sec; 90 if badly damaged
    Weapon Information
      Aurora Bomb
       Damage: 400
       Damage Radius: 20
       Damage Type: Aurora Bomb
       Clip Size: 1
       Range: 300
       Projectile Speed: 480 dist/sec
       Projectile Turn Rate: 960 degrees/second
       Clip Reload Time: 5000 msec
       Not a homing missile
    Special Ability Information
      Supersonic
       When targeting, Aurora flies so fast that it can not be shot down.
      Eject Pilot
       When a veteran, elite, or heroic Aurora is shot down, it will eject
       its pilot. A veteran Aurora Bomber will eject a veteran pilot, etc.
       More information on Pilot session.
    Upgrade Information
      - Advanced Training (Strategy Center): Aurora Bomber gains veterancy
        level 100% as fast.
    Build Information
      Prerequisites: US Airfield, Strategy Center
      Build Cost: 2500
      Build Time: 30 seconds
    Notes:
    
    a.6) US Cargo Plane
    Health Information
      HP: 1000			Armor: Airplane Armor
    Experience Information
      40 experience as anything
    Locomotor Information
      Speed: 125; 75 when badly damaged
      Turn Rate: 25; 10 when badly damaged
      Acceleration: 60; 30 when badly damaged
    Notes:
    - Drops Crates on a Supply Drop Zone and Paradrops on the target area.
    
    a.7) B52
    Health Information
      HP: 1000			Armor: Airplane Armor
    Experience Information
      50 exp as anything
    Locomotor Information
      Speed: 125; 75 when badly damaged
      Turn Rate: 25; 10 when badly damaged
      Acceleration: 60; 30 when badly damaged
    Notes:
    - Drops Fuel Bombs and Carpet Bombs on the target area.
    
    a.8) A-10 Thunderbolt
    Health Information
      HP: 600			Armor: Airplane Armor
    Experience Information
      40 exp as anything
    Vision Information
      Vision Range: 300		Shroud Clearing Range: 300
    Locomotor Information
      Speed: 120 dist/sec
      Turn Rate: 200 degrees/sec; 90 if badly damaged
    Weapon Information
      A-10 Thunderbolt Vulcan
       Damage: 10
       Damage Radius: 4
       Damage Type: Small Arms
       Attack Range: 450
       Projectile Speed: Immediate
       Cooldown: 60 msec
      A-10 Thunderbolt Missile
       Launches 6 missiles per aircraft. 1st level will deliver 6 missiles,
       2nd 12 missiles, and 3rd 24 missiles.
       Damage: 200
       Damage Radius: 50
       Damage Type: Explosion
       Range: 350
       Projectile Speed: 240 ms/sec
       Missile Turn Rate: 200 degrees/second
    Special Ability Information
      None
    Upgrade Information
      None
    Build Information
      A-10 Thunderbolt Missile Strike General Power
    Notes:
    
    --------------
    (b) US Drones
    --------------
    
    b.1) Spy Drone
    Health Information
      HP: 200; 250 with Drone Armor		Armor: Airplane Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: 250
    Special Ability Information
      Stealth
       Spy Drone is invisible to the enemies unless they use detectors.
      Detector
       Spy Drone can locate hidden units.
        Detection Rate: 500 msec
    Upgrade Information
      - Drone Armor (Strategy Center): This upgrade increases the maximum
        HP of Spy Drone by 50.
    Build Information
      Prerequisite: US Command Center, Spy Drone General Power
      Recharge Time: 1 minute 30 seconds
    Notes:
    - Can not be repaired in any way.
    
    b.2) Scout Drone
    Health Information
      Health: 20; 70 with Drone Armor	Armor: Tank Armor
    Vision Information
      Vision Range: 150			Shroud Clearing Range: 500
    Locomotor Information
      Speed: 60 dist/sec; 30 when badly damaged
      Turn Rate: 180 degrees/sec; 90 when badly damaged
      Maximum Wandering Range: 35 when master vehicle is idle or
      guarding; 75 when master vehicle is attacking or moving.
    Special Ability Information
      Detector
       Detection Rate: 500
    Upgrade Information
      - Drone Armor (Strategy Center): Increases Scout Drone maximum HP
        by 50
    Build Information
      Prerequisite: Humvee, Ambulance, Crusader Tank, Paladin Tank, or
      Tomahawk
      Build Cost: 100
      Build Time: 5
    Notes:
    - Cannot be repaired.
    - Flies near transport loading its master vehicle.
    - Automatically destroyed when master vehicle is eliminated.
    
    b.3) Battle Drone
    Health Information
      HP: 100; 150 with Drone Armor Upgrade		Armor: Tank Armor
    Experience Information
      10 exp as anything
    Vision Information
      Vision Range: 150
      Shroud Clearing Range: 150
    Locomotor Information
      Speed: 40 dist/sec; 20 if badly damaged; 140 when repairing
      Turn Rate: 90 degrees/sec; 500 if repairing; 400 when repairing
      and badly damaged
      Maximum Wandering Range: 35 if master vehicle is idle or
      guarding; 75 if master vehicle is attacking or moving
    Weapon Information
      Turret Turn Rate: 360
      Battle Drone Machine Gun
       Damage: 1; 1.25 with AP Bullets Upgrade
       Damage Type: Small Arms
       Range: 110
       Cooldown: 100 msec
    Special Ability Information
      Repairs Master Vehicle
       Repairs Master vehicle if master vehicle is idle or possesses HP
       below 60%.
       Repair Rate: 5 HP/sec
    Upgrade Information
      - Drone Armor (Strategy Center): Adds Battle Drone armor by 50.
      - AP Bullets (Black Market): Adds Battle Drone machine gun
        damage by 25% (GLA is so attentiveÖ:)
    Build Information
      Prerequisites: Humvee, Ambulance, Crusader Tank, Paladin Tank, or
      Tomahawk and US War Factory
      Build Cost: 200
      Build Time: 5
    Notes:
    - Cannot be repaired.
    - Flies near transport loading its master vehicle.
    - Automatically destroyed when master vehicle is eliminated.
    
    ----------------
    (c) US Infantry
    ----------------
    
    c.1) Ranger
    Health Information
      HP: 180			Armor: Human Armor
    Experience Information
      40 exp to veteran		20 exp as conscript/veteran
      60 exp to elite		40 exp as elite
      120 exp to heroic		60 exp as heroic
    Vision Information
      Vision Range: 100		Shroud Clearing Range: 400
    Locomotor Information
      Speed: 20 dist/sec; 10 if badly hurt
      Turn Rate: 500 degrees/sec (infinite)
    Weapon Information
      Ranger Advanced Combat Rifle
       Damage: 5
       Damage Type: Small Arms
       Range: 100
       Cooldown: 100 msec
       Clip Size: 3
       Clip Reload Time: 700 msec
      Ranger Flash-Bang Grenade
       Primary Damage: 25
       Primary Damage Radius: 10
       Secondary Damage: 10
       Secondary Damage Radius: 40
       Damage Type: Surrender
       Range: 175
       Minimum Range: 20
       Projectile Speed: 120
       Accuracy: 96% against unmoving target (may miss as much as 4
       distance radius from the target)
       Reload Time: 2000 msec
       Empties garrisoned civilian buildings
    Special Ability Information
      Capture Building
       Prerequisite: Capture Building Upgrade
       Range: 5
       Unpack Time: 3000
       Capture Time: 20000
       Pack Time: 2000
       Exp Gained: 15
      Rifle/Flash Bang Options
       Prerequisite: Flash Bang Upgrade
       Switches weapon from Rifle to Flash Bang or vice versa.
    Upgrade Information
      - Capture Building (Barracks): Enables Ranger to capture
        most hostile buildings or tech buildings.
      - Flash Bang Grenade (US Barracks): Allows Ranger to switch weapon
        from Rifle to Flash-Bang or vice versa.
      - Advanced Training (Strategy Center): Increases experience gained by
        Ranger by 100%.
    Build Information
      Prerequisite: US Barracks
      Build Cost: 225
      Build Time: 5 seconds
    Notes:
    - Slot: 1
    
    c.2) Missile Defender
    Health Information
      HP: 100			Armor: Human Armor
    Experience Information
      100 exp to veteran		20 exp as conscript/veteran
      200 exp to elite		40 exp as elite
      400 exp to heroic		60 exp as heroic
    Vision Information
      Vision Range: 150		Shroud Clearing Range: 300
    Locomotor Information
      Speed: 20 dist/sec; 10 if badly hurt
      Turn Rate: 500 degrees/sec
    Weapon Information
      Missile Defender Missile
       Damage: 40
       Damage Radius: 5
       Damage Type: Infantry Missile
       Range: 175
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 100 degrees/sec
       Cooldown: 1000 msec
       Accuracy: 100% vs vehicles, may miss as much as 10 distances
       against infantry.
       Homing missile
    Special Ability Information
      Laser Missile Attack
       Uses Laser Beam to target a hostile vehicle
       Preparation Time: 1000
       Damage: 40
       Damage Radius: 5
       Damage Type: Armor Piercing
       Range: 300
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 100 degrees/sec
       Accuracy: 100% (though it is practically canít target infantry,
       theoretically it may miss as much as 10 distances against infantry)
       Cooldown: 500 msec
       Homing missile
    Upgrade Information
      - Advanced Training (Strategy Center): Increases experience gained by
        Missile Defender by 100%.
    Build Information
      Prerequisite: US Barracks
      Build Cost: 300
      Build Time: 5 seconds
    Notes:
    - Slot: 1
    
    c.3) Pathfinder
    Health Information
      HP: 120			Armor: Human Armor
    Experience Information
      50 exp to veteran		40 exp as conscript/veteran
      100 exp to elite		60 exp as elite
      200 exp to heroic		80 exp as heroic
    Vision Information
      Vision Range: 200		Shroud Clearing Range: 400
    Locomotor Information
      Speed: 30 dist/sec; 20 when badly hurt
      Turn Rate: 500 degrees/sec (infinite)
    Weapon Information
      Pathfinder Sniper Rifle
       Damage: 100; 125 with GLA Armor Piercing Bullet (OhÖ myÖ myÖ)
       Damage Type: Fleshy Sniper
       Range: 300
       Projectile Speed: Immediate
       Cooldown: 2000 msec
       Can not attack vehicles or buildings.
    Special Ability Information
      Detector
       Detection Rate: 500 msec
       Can not detect when in a garrison or transport or Tunnel Network
      Stealth
       Decloaks when moving, still cloaks even when attacking
    Upgrade Information
      - Advanced Training: Pathfinder gains experience as twice as fast.
      - AP Bullets (GLA Black Market): Increases Pathfinder sniper
        damage by 25%.
    Build Information
      Prerequisites: US Barracks, Pathfinder General Power
      Build Cost: 600
      Build Time: 10 seconds
    Notes:
    - Slot: 1
    
    c.4) Colonel Burton
    Health Information
      HP: 200			Armor: Human Armor
    Experience Information
      200 exp to veteran		50 exp as conscript
      300 exp to elite		100 exp as veteran/elite
      600 exp to heroic		150 exp as heroic
    Vision Information
      Vision Range: 150		Shroud Clearing Range: 500
    Locomotor Information
      Walking
       Speed: 30 dist/sec; 20 if badly hurt
       Turn Rate: 500 degrees/sec
      Climbing
       Speed: 20 dist/sec; 15 if badly hurt
       Turn Rate: 360 degrees/sec; 350 if badly hurt
    Weapon Information
      Colonel Burton Sniper Rifle
       Damage: 40
       Damage Type: Small Arms
       Range: 125
       Projectile Speed: Immediate
       Cooldown: 100 msec
       Clip Size: 3
       Clip Reload Time: 500 msec
    Special Ability Information
      Stealth
       Stealth Delay: 2000 msec
       Decloaks when firing or before planting C4s
      Knife Attack
       Damage: 10000
       Damage Type: Melee
       Range: 3
       Reload Time: 1367 msec
       Pre Attack Delay: 833 ms (always delays attack for 833 ms before
       stabbing)
      Timed Demo Charge
       Primary Damage: 2000
       Primary Damage Radius: 25
       Secondary Damage: 150
       Secondary Damage Radius: 75
       Damage Type: Explosion
       Shroud Clearing Range: 75
       Range: 0
       Explodes after 20 seconds
       Decloaks 5000 ms before planting C4
       Canít install more than 1 C4 (either Timed or Remote) in one place
       Unpack Time: 5500
       Escapes 100 distances after completion
       Max Timed C4s to Install: 10
       Does not expire when Colonel Burton dies
      Remote Demo Charge
       Primary Damage: 2000
       Primary Damage Radius: 25
       Secondary Damage: 150
       Secondary Damage Radius: 75
       Damage Type: Explosion
       Shroud Clearing Range: 75
       Range: 0
       Explodes after detonated
       Decloaks 5000 ms before planting C4
       Canít install more than 1 C4 (either Timed or Remote) in one place
       Unpack Time: 5500
       Escapes 100 distances after completion
       Max Remote C4s to Install: 8
       Expires if Colonel Burton dies
      Detonate
       Detonates all Remote Demo Charges
    Upgrade Information
      - Advanced Training (Strategy Center): Increases Colonel Burtonís
        veterancy gathering by 100%
    Build Information
      Prerequisites: US Barracks, Strategy Center
      Build Cost: 1500
      Build Time: 20 seconds
    Notes:
    - Slot: 1
    - Max. Limit: 1
    
    c.5) Pilot
    Health Information
      HP: 100			Armor: Human Armor
    Experience Information
      10 exp as anything
    Vision Information
      Vision Range: 150		Shroud Clearing Range: 300
    Locomotor Information
      Speed: 30 dist/sec; 20 when badly hurt
      Turn Rate: 500 degrees/sec
    Special Ability Information
      Eject
       Escapes from destroyed US vehicles possessing veterancy level.
      Veterancy Inheritancy
       Inherits veterancy level of the destroyed US vehicles.
      Veterancy Deliverance
       Delivers or adds the veterancy level a pilot owns to the vehicle
       he boards.
       Vehicles to receive veterancy: All vehicles which can gain veterancy
       level except transport.
    Build Information
      - Built from destroyed US vehicles which possessing veterancy level.
    Notes:
    - Slot: 1
    - To deliver veterancy level to a Comanche, simply damage the Comanche
      and when it docks to the Airfield to repair, enter.
    - Guard your pilot so he wonít land in water. He will die drowned.
    
    c.6) Bio Hazard Technician
    Health Information
      HP: 100				Armor: HazMat Human Armor
    Experience Information
      150 exp to veteran		50 exp as conscript
      450 exp to elite		100 exp as veteran
      900 exp to heroic		150 exp as elite
    				400 exp as heroic
    Vision Information
      Vision Range: 100		Shroud Clearing Range: 400
    Locomotor Information
      Speed: 25 dist/sec; 20 if badly hurt
      Turn Rate: 180 degrees/sec; 150 if badly hurt
    Weapon Information
      None
    Special Ability Information
      Hazard Cleaning
       Radius: 25
       Range: 100
       Scan Rate: 1000
       Scan Range: 100
       Allowed to move around while cleaning up.
    Upgrade Information
      - Advanced Training (Strategy Center): Increases Bio Hazard
        Technicianís veterancy gathering by 100%
    Build Information
      Available only by Mission
      Prerequisite: US Barracks
      Build Cost: 200
      Build Time: 5
    Notes:
    - Slot: 1
    
    ----------------
    (d) US Vehicles
    ----------------
    d.1) Humvee
    Health Information
      HP: 240				Armor: Humvee Armor
    Experience Information
      100 exp to veteran			50 exp as conscript/veteran
      150 exp to elite			100 exp as elite
      300 exp to heroic			150 exp as heroic
    Vision Information
      Vision Range: 150			Shroud Clearing Range: 320
    Locomotor Information
      Speed: 60 dist/sec; 30 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Turret Turn Rate: 180
      Humvee Gun
       Damage: 8
       Damage Type: Comanche Vulcan
       Range: 150
       Projectile Speed: 600 dist/sec
       Cooldown: 200 msec
      Humvee Missile Weapon (Anti Ground)
       Damage: 30
       Damage Radius: 5
       Damage Type: Explosion
       Range: 150
       Projectile Speed: 225 dist/sec
       Missile Turn Rate: 100 degrees/second
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry
       Cooldown: 1000 msec
       Clip Size: 1
       Clip Reload Time: 2000 msec
       Not a homing missile
      Humvee Missile Weapon (Anti Air)
       Damage: 50
       Damage Radius: 5
       Damage Type: Explosion
       Range: 320
       Projectile Speed: 400 dist/sec
       Missile Turn Rate: 300 degrees/second
       Accuracy: 100% against vehicles, may miss as much as 10% against
       infantry.
       Cooldown: 1000 msec
       Clip Size: 1
       Clip Reload Time: 2000 msec
       Homing missile
    Special Ability Information
      Battle Transport
       Enables passengers to fire from inside, gaining Garrison Bonus
       (see Bonus Modifiers)
       Can accommodate at most 5 infantry
       100% damage to units inside upon death (kills all passengers when
       destroyed)
       Exit Delay: 250 ms/unit
       Number of Exit Paths: 3
      Eject Pilot
       When a veteran, elite, or heroic Humvee is destroyed, it will eject
       its pilot. A veteran Humvee will eject a veteran pilot, etc. More
       information on Pilot session.
    Upgrade Information
      - Battle Drone (Humvee): Builds a flying Battle Drone equipped with
        light machine gun and repair tools used to repair its master vehicle.
      - Scout Drone (Humvee): Builds a flying Scout Drone to augment sight
        range and detect stealth units.
      - TOW Missile (US War Factory): Equips all Humvees with a TOW Missile
        capable of attacking ground and air units.
      - Advanced Training (Strategy Center): Increases the veterancy gaining
        by 100%.
    Build Information
      Prerequisite: US War Factory
      Build Cost: 700
      Build Time: 10 seconds
    Notes:
    - Transport Slot: 3
    
    d.2) Crusader
    Health Information
      HP: 480; 580 with Composite Armor
      Armor: Tank Armor
    Experience Information
      200 exp to veteran		100 exp as conscript/veteran
      300 exp to elite		200 exp as elite
      600 exp to heroic		400 exp as heroic
    Vision Information
      Vision Range: 150		Shroud Clearing Range: 300
    Locomotor Information
      Speed: 30 dist/sec; 25 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Crusader Tank Gun
       Turret Turn Rate: 180
       Damage: 60
       Damage Radius: 5
       Damage Type: Armor Piercing
       Range: 150
       Projectile Speed: 400 dist/sec
       Cooldown: 2000 msec
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry.
    Special Ability Information
      Eject Pilot
       When a veteran, elite, or heroic Crusader is destroyed, it will eject
       its pilot. A veteran Crusader Tank will eject a veteran pilot, etc.
       More information on Pilot session.
    Upgrade Information
      - Battle Drone (Crusader Tank): Builds a flying Battle Drone equipped
        with light machine gun and repair tools used to repair its master
        vehicle.
      - Scout Drone (Crusader Tank): Builds a flying Scout Drone to augment
        sight range and detect stealth units.
      - Advanced Training (Strategy Center): Gains veterancy level twice as
        fast.
      - Composite Armor (Strategy Center): Adds max HP of Crusader Tank by
        100.
    Build Information
      Prerequisite: USA WarFactory
      Build Cost: 900	
      Build Time: 10 seconds
    Notes:
    - Slot Count: 3
    
    d.3) Ambulance
    Health Information
      HP: 240				Armor: Toxin Truck Armor
    Experience Information
      50 exp as anything
    Vision Information
      Vision Range: 100			Shroud Clearing Range: 400
    Locomotor Information
      Speed: 60 dist/sec; 30 if badly damaged
      Turn Rate: 180 degrees/sec
    Special Ability Information
      Hazard Cleaning
       Turret Turn Rate: 180
       Radius: 50
       Range: 100
       Scan Rate: 1000
       Scan Range: 100
       Allowed to move around while cleaning up.
      Healing Transport
       Can transport up to 3 infantry inside
       Healing Rate: 25%/second
       Allows Allied Units inside
       Exit Delay: 250 ms/unit
       Number of Exit: 3
      Infantry Healing
       Heals allied infantry standing near it
       Healing Amount: 4 HP/second
       Healing Radius: 100
    Upgrade Information
      - Battle Drone (Ambulance): Builds a flying Battle Drone equipped
        with light machine gun and repair tools used to repair its master
        vehicle.
      - Scout Drone (Ambulance): Builds a flying Scout Drone to augment
        sight range and detect stealth units.
    Build Information
      Prerequisite: US War Factory
      Build Cost: 600
      Build Time: 10 seconds
    Notes:
    - Slot Count: 3
    
    d.4) Paladin Tank
    Health Information
      HP: 500; 600 with Composite Armor	Armor: Tank Armor
    Experience Information
      200 exp to veteran			100 exp as conscript/veteran
      300 exp to elite			200 exp as elite
      600 exp to heroic			400 exp as heroic
    Vision Information
      Vision Range: 150			Shroud Clearing Range: 300
    Locomotor Information
      Speed: 30 dist/sec; 25 if badly damaged
      Turn Rate: 180 degrees/sec
    Weapon Information
      Turret Turn Rate: 180
      Paladin Tank Gun
       Damage: 60
       Damage Radius: 5
       Damage Type: Armor Piercing
       Range: 150
       Projectile Speed: 300 dist/sec
       Cooldown: 2000 msec
       Accuracy: 100% vs vehicles, may miss as much as 10 distances against
       infantry.
    Special Ability Information
      Point Defense Laser
       Targets: Ballistic Missiles, Small Missiles, Infantry
       Damage: 100
       Range: 65
       Cooldown: 1000 msec
       Scan Rate: 500
       Scan Range: 120
      Eject Pilot
       When a veteran, elite, or heroic Paladin Tank is destroyed, it will
       eject its pilot. A veteran Paladin Tank will eject a veteran pilot,
       etc. More information on Pilot session.
    Upgrade Information
      - Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
        with light machine gun and repair tools used to repair its master
        vehicle.
      - Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
        sight range and detect stealth units.
      - Advanced Training (Strategy Center): Gains veterancy level twice as
        fast.
      - Composite Armor (Strategy Center): Adds max HP of Paladin Tank by 100.
    Build Information
      Prerequisites: US War Factory; Paladin Tank General Power
      Build Cost: 1100
      Build Time: 12 seconds
    Notes:
    - Transport Slot: 3
    
    d.5) Tomahawk
    Health Information
      HP: 180				Armor: Truck Armor
    Experience Information
      200 exp to veteran			50 exp as conscript/veteran
      400 exp to elite			100 exp as elite
      800 exp to heroic			150 exp as heroic
    Vision Information
      Vision Range: 180			Shroud Clearing Range: 200
    Locomotor Information
      Speed: 30 dist/sec; 25 if badly damaged
      Turn Rate: 180 degrees/second
    Weapon Information
      Tomahawk Missile
      Turret Turn Rate: 60
       Primary Damage: 150
       Primary Damage Radius: 10
       Secondary Damage: 50
       Secondary Damage Radius: 25
       Damage Type: Explosion
       Accuracy: may miss as far as 20 distances against infantry
       Range: 350
       Minimum Range: 100
       Projectile Speed: 200 dist/sec
       Missile Turn Rate: 540 degrees/sec
       Missile Preparation Time: 250 ms (Delays missile launch for 0.25
       second for preparation)
       Cooldown: 1 ms
       Clip Size: 1
       Clip Reload Time: 7000 msec
       Homing missile
    Special Ability Information
      Eject Pilot
       When a veteran, elite, or heroic Tomahawk is destroyed, it will
       eject its pilot. A veteran Tomahawk will eject a veteran pilot, etc.
       More information on Pilot session.
    Upgrade Information
      - Battle Drone (Paladin Tank): Builds a flying Battle Drone equipped
        with light machine gun and repair tools used to repair its master
        vehicle.
      - Scout Drone (Paladin Tank): Builds a flying Scout Drone to augment
        sight range and detect stealth units.
      - Advanced Training (Strategy Center): Gains veterancy level twice as
        fast.
    Build Information
      Prerequisites: US War Factory. Strategy Center
      Build Cost: 1200
      Build Time: 20
    Notes:
    - Transport Slot: 3
    
    d.6) Construction Dozer
    Health Information
      HP: 250				Armor: Dozer Armor
    Experience Information
      Not available
    Vision Information
      Vision Range: 200			Shroud Clearing Range: 200
    Locomotor Information
      Speed: 30; 25 when badly damaged
      Turn rate: 90; 60 when badly damaged
    Weapon Information
      None
    Special Ability Information
      Builds Building
      Detection and Disarming
       Detects and Disarms US Colonel Burtonís C4s, Chinese Tank Hunter
       TNTs, and China Land and Cluster Mines
       Detection Rate: 500 msec
       Looks for explosives to disarm within 150 distances every 5000
       milliseconds when idle.
       Canít detect explosives when in Transport or Tunnel Network.
      Repairs Damaged Buildings
       Repairs 2% of max HP per second.
       Looks for buildings to repair within 150 distances every 5000
       milliseconds when idle.
    Upgrade Information
      None
    Build Information
      Prerequisite: US Command Center
      Build Cost: 1000
      Build Time: 5 seconds
    Notes:
    - Slot: 5
    
    d.7) POW Truck
    Health Information
      HP: 500				Armor: Truck Armor
    Experience Information
      150 exp to veteran			50 exp as anything
      450 exp to elite
      900 exp to heroic
    Vision Information
      Vision Range: 200			Shroud Clearing Range: 300
    Locomotor Information
      Speed: 60; 35 when badly damaged
      Turn rate: 120
    Weapon Information
      None
    Special Ability Information
      None
    Upgrade Information
      - Advanced Training (Strategy Center): Gains veterancy level twice as
        fast.
    Build Information
      Available for mission purpose only
    Notes:
    - Slot: 3
    
    ================
    3 US Structures
    ================
    
    While GLA buildings except Demo Trap may leave GLA holes that rebuild the
    destroyed buildings and most Chinese structures are allowed to lay a mine
    field as protection, all US buildings slowly self-repair.
    
    a) Cold Fusion Reactor
    Prerequisite: US Command Center
    Energy: +5; +10 with Control Rods Upgrade
    Build Cost: 800				Build Time: 10 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 800	Armor: Structure Armor
    Experience Gained: 100
    Special Ability Information
     Control Rods
      Increases the energy output capacity of the Cold Fusion Reactor by
      100%, making a total of 10.
      Cost: 800
     Guard Ranger
      Creates 2 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    
    b) Barracks
    Build Cost: 600			Build Time: 10 seconds
    Vision Range: 200		Shroud Clearing Range: 200
    HP: 1000			Armor: Structure Armor
    Experience Value: 100
    Special Ability Information
     Heals Infantry
      Can heals both friendly or allied infantry
      Accomodation: 10
      Healing Time: 2000 milliseconds
     Guard Ranger
      Creates 2 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes
    
    c) Supply Center
    Prerequisite: Cold Fusion Reactor	Experience Value: 200
    Build Cost: 2000			Refund Value: 400
    Build Time: 10 seconds			Energy: -1
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 2000				Armor: Structure Armor
    Special Ability Information
     Guard Ranger
      Creates 3 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    
    d) Patriot Missile Battery
    Prerequisite: Cold Fusion Reactor
    Build Cost: 1000			Build Time: 25 seconds
    HP: 1000				Armor: Base Defense Armor
    Energy: -3				Experience Value: 200
    Vision Range: 360 (Shroud clearing distance AND targeting range)
    Shroud Clearing Range: 360
    Turret Turn Rate: 180 degrees per sec
    Patriot Missile Weapon (Anti Ground)
     Damage: 30
     Damage Radius: 5
     Damage Type: Explosion
     Range: 225
     Projectile Speed: 400 distances/second
     Missile Turn Rate: 300 degrees/second
     Accuracy: 100% against vehicles, may miss as much as 10 distances
     against infantry.
     Cooldown: 250 msec
     Clip Size: 4
     Clip Reload Time: 2000 msec
     Homing missile
    Patriot Missile Weapon (Anti Air)
     Damage: 25
     Damage Radius: 5
     Damage Type: Explosion
     Range: 350
     Projectile Speed: 400/distances/second
     Missile Turn Rate: 300 degrees/second
     Cooldown: 250 msec
     Clip Size: 4
     Clip Reload Time: 2000 msec
     Accuracy: 100% against vehicles, may miss as much as 10 distances
     against infantry.
     Homing missile
     Can shoot down ballistic missiles
    Special Ability Information
     Requests Assistance
      A Patriot may request assistance from nearby Patriot when shooting
      an enemy.
      Assistance Request Range: 200
      Weapon Used for Assistance: Patriot Missile Assist Weapon
      (Anti Air and Ground)
       Damage: 25
       Damage Radius: 5
       Damage Type: Explosion
       Range: 450
       Projectile Speed: 400
       Missile Turn Rate: 300 degrees/second
       Accuracy: 100% against vehicles, may miss as much as 10 distances
       against infantry.
       Cooldown: 250 msec
       Clip Size: 4
       Clip Reload Time: 1000 msec
     Detector
      Detection Rate: 500 msec
      Detection Range: 200
     Guard Ranger
      Creates 3 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    
    e) War Factory
    Prerequisite: US Supply Center
    Build Cost: 2000		Build Time: 15 seconds
    Vision Range: 200		Shroud Clearing Range: 200
    HP: 2000			Armor: Structure Armor
    Energy: -1			Experience Value: 200
    Special Ability Information
     Repairs Vehicle
      Repairing Time: 5000 ms
     Guard Ranger
      Creates 5 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    - Door Opening Time: 3250 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1500 ms
    
    f) Air Field
    Prerequisite: US Supply Center
    Build Cost: 1000			Build Time: 30 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 1500				Armor: Structure Armor
    Energy: -1				Experience Value: 150
    Special Ability Information
     Heals Aircraft
      Healing Rate: 10 HP per second
      Total number of aircraft: 4
     Guard Ranger
      Creates 2 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    - If captured, all airplanes parking there are automatically changing
      owner.
    - Door Opening Time: 2000 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1000 ms
    
    g) Strategy Center
    Prerequisite: US War Factory or US Airfield
    Build Cost: 2500			Build Time: 60 seconds
    Vision Range: 400			Shroud Clearing Range: 400
    Energy: -2				Experience Value: 250
    HP: 1500; 3000 with Hold the Line Battle Plan
    Armor: Structure Armor
    Special Ability Information
     Changes Battle Plan
      This ability will endow the units a better enhancement. The bonus
      depends on the battle plan executed. There are two drawbacks: once
      a battle plan is initiated, the location of the Strategy Center will
      be publicy revealed and it does not affect allied units. Remember that
      Construction Dozer, Worker, structures, aircraft, and drones do not
      benefit from any kind of battle plan.
      A player may change the battle plan already carried out, but it will
      paralyze the units for 5000 ms, let alone the rebuilding of the Strategy
      Center Add On which will take 7000 ms.
      Bombardment Battle Pan
       Bombardment increases the damage of the units by 20%. It also equips
       the Strategy Center with powerful cannon.
       Strategy Center Gun
        Turret Turn Rate: 60 degrees per sec
        Damage: 200; 250 with Uranium Shells Upgrade (OhÖ ohÖ)
        Damage Radius: 25
        Damage Type: Explosion
        Scatter Radius: 85% (may miss as much as 15 distances instead of
        hitting it accurately)
        Range: 400
        Minimum Range: 100
        Projectile Speed: 150 dist/sec
        Cooldown: 7000 msec
      Hold the Line Battle Plan
        This battle plan increases the armor of the units by 10% and the HP
        of the Strategy Center to 3000.
      Search and Destroy Plan
        Carrying out this plan will increase the weaponís range and sight
        range by 20%. It will also give Strategy Center ability to detect
        stealth units existing near it.
        Strategy Center Search and Destroy Detector
         Active only when Search and Destroy Plan is performed.
         Detection Rate: 500 msec
         Detection Range: 500
     Guard Ranger
      Creates 4 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes
    - Max no. of building: 1
    
    h) Supply Drop Zone
    Prerequisite: Strategy Center		Energy: -4
    Build Cost: 2500			Build Time: 45 seconds
    Shroud Clearing Range: 100		Experience Value: 200
    HP: 1000				Armor: Structure Armor
    Special Ability Information
     UN Funds Donation
      Calls in a US Cargo Plane to drop 6 crates of dollars, each
      consisting of $100.
      Reload Time: 2 minutes
     Guard Ranger
      Creates 3 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    
    i) Detention Camp
    Prerequisite: Strategy Center		Experience Value: 100
    Build Cost: 1000			Build Time: 30 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 2000				Armor: Structure Armor
    Special Ability
     Intelligence
      Allows the player sees what the enemy sees (can not detect hidden
      units).
      Reload Time: 2 minutes
      Duration: 35 seconds
     Guard Ranger
      Creates 8 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    
    j) Particle Cannon
    Prerequisite: Strategy Center
    Build Cost: 5000			Build Time: 60 seconds
    Vision Range: 200			Shroud Clearing Range: 200
    HP: 4000				Armor: Structure Armor Tough
    Energy: -10				Experience Value: 400
    Particle Cannon Beam
     Reload Time: 4 minutes			Total Firing Time: 10 seconds
     View Object Duration: 30000 ms		View Object Range: 250
     Damage per Second: 40			Damage Type: Particle Beam
     Beam Travel Time: 2500 ms
     Beam Speed: 20; can be sped up to 40 with a delay of 500 ms
    Particle Cannon Beam Trail Remnant
     The trail left behind creates an object that inflicts extra damage for
     a short period of time.
     Damage: 15
     Damage Radius: 10
     Damage Type: Particle Beam
     Cooldown: 250 msec
     Existing Time: 4000 ms
     Immobile
    Special Ability Information
     Guard Ranger
      Creates 6 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes
    
    k) Command Center
    Build Cost: 2000			Build Time: 45 seconds
    Vision Range: 300			Shroud Clearing Range: 300
    HP: 5000				Armor: Structure Armor Tough
    Experience Gained: 200
    Special Ability
     Spy Satellite
      Reload Time: 60 seconds
      Radius: 300
      Reveal Time: 13000 ms
      Detection Rate: 500 ms
     Radar
      Enables Minimap
     Guard Ranger
      Creates 10 Rangers upon destruction
     Base Regeneration
      Regeneration Rate: 0.3% of max HP per second
      Regeneration Delay: 3000 ms (begins auto-repair when does not receive
      damage after 3 seconds)
    Notes:
    - Required to access Spy Satellite and these General Powers: Spy Drone,
      Paradrop, A-10 Thunderbolt Missile Strike, Emergency Repair, and
      Fuel Bomb.
    - Door Opening Time: 1500 ms
    - Door Wait Open Time: 3000 ms
    - Construction Complete Duration: 1500 ms
    
    ==============
    4 US Upgrades
    ==============
    
    a) Capture Building
    Prerequisite: Barracks
    Affected Units: Ranger (Rebels and Red Guards)
    Research Cost: 1000
    Research Time: 30
    Enables Rangers to capture most hostile and tech buildings.
    
    b) Flash Bang Grenade
    Prerequisite: US Barracks
    Affected Unit: Ranger
    Research Cost: 800
    Research Time: 30
    Arms Rangers with Flash Bang Grenade which will be useful against
    infantry garrisoning in civilian buildings and infantry masses.
    
    c) TOW Missiles
    Prerequisite: US War Factory
    Affected Unit: Humvee
    Research Cost: 1200
    Research Time: 30
    Installs a rocket system on Humvee which makes it able to attack aircraft and
    more deadly against vehicles.
    
    d) Laser Missile
    Prerequisite: US Airfield
    Affected Units: Raptor, Stealth Fighter
    Research Cost: 1500
    Research Time: 40
    Equips Raptor and Stealth Fighter with an American Laser Guided Missile,
    enhancing their damage by 25%.
    
    e) Rocket Pods
    Prerequisite: US Airfield
    Affected Unit: Comanche
    Research Cost: 800
    Affected Unit: Comanche
    Loads Comanche with destructive rocket weaponry systems.
    
    f) Advanced Training
    Prerequisite: Strategy Center
    Affected Units: Ranger, Missile Defender, Pathfinder, Colonel Burton,
    Humvee, Crusader, Paladin, Tomahawk, Comanche, Raptor, Steath Fighter,
    Aurora
    Research Cost: 1500
    Research Time: 60
    Drills the units better so they are able to gain veterancy twice as fast.
    
    g) Composite Armor
    Prerequisite: Strategy Center
    Affected Units: Crusader and Paladin
    Research Cost: 2000
    Research Time: 60
    Improves the armor of both Crusader and Paladin Tanks, making them more
    durable in battle.
    
    h) Drone Armor
    Prerequisite: Strategy Center
    Affected Units: Spy Drone, Scout Drone, Battle Drone
    Research Cost: 500
    Research Time: 40
    Reinforces the drones with better armors which increase their HP.
    
    i) Control Rods
    Prerequisite: Unupgraded Cold Fusion Reactor
    Affected Building: Respective Cold Fusion Reactor
    Build Cost: 800
    Build Time: 30
    Activates the Control Rods to generate 100% more power from the Reactor.
    
    j) Battle Drone
    Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk
    Affected Units: Respective units
    Build Cost: 300
    Build Time: 5
    Deploys a Battle Drone with mini machine gun, capable of repairing
    its master vehicle.
    
    k) Scout Drone
    Prerequisite: Droneless Humvee, Ambulance, Crusader, Paladin, Tomahawk
    Affected Units: Respective units
    Build Cost: 100
    Build Time: 5
    Deploys a Scout Drone with advanced mapping systems, giving its master
    vehicle more sight range.
    
    **********************************************************************
    Neutral
    **********************************************************************
    ================
    1 Neutral Units
    ================
    
    1.1) Civilian
    Health Information
     HP: 50
     Armor: Human Armor
    Locomotor Information
     Normal
      Speed: 20 dist/sec; 10 if badly hurt
      Turn Rate: 500 degrees/sec
     Wander
      Speed: 10 dist/sec
      Turn Rate: 350 degres/sec
     Panic
      Speed: 25 dist/sec; 10 if badly hurt
      Turn Rate: 350 degrees/sec
    Vision Information
     Vision Range: 150
    Notes:
    - Transport Slot: 1
    - Canít be selected
    
    1.2) UN Soldier
    Health Information
     HP: 125				Armor: Human Armor
    Experience Information
     20 exp to veteran			20 exp as conscript/veteran
     40 exp to elite				40 exp as elite
     60 exp to heroic			60 exp as heroic
     120 exp to unknown
    Vision Information
     Vision Range: 100			Shroud Clearing Range: 300
    Locomotor Information
     Speed: 20 dist/sec; 10 if badly hurt	Turn Rate: 500 degrees/sec
    Weapon Information
     Ranger Advanced Combat Rifle
      Damage: 5
      Damage Type: Small Arms
      Attack Range: 100
      Projectile Speed: Immediate
      Cooldown: 100 msec
      Clip Size: 3
      Clip Reload Time: 700 msec
    Notes:
    - Transport Slot: 1
    
    1.3) Civilian Car
    There are various car models in this game that belong to civilian. It
    is difficult to list them all, so the data below just display the
    statistics common to most cars, including backhoe.
    Health Information
     HP: 100; if itís a limo, it has a HP of 800
     Armor: Truck Armor
    Locomotor Information
     Normal
      Speed: 90 dist/sec
      Turn Rate: 120 degrees/sec
     Wander
      Speed: 45 dist/sec
      Turn Rate: 120 degrees/sec
     Panic
      Speed: 90 dist/sec
      Turn Rate: 120 degrees/sec
    Vision Information
     Vision Range: varies for different cars
    Notes:
    - Transport Slot: 3
    - Some cars are able to crush trees, some are not. All cars, however,
      can squish infantry.
    - Can be hijacked by Terrorist, making it a deadly weapon (See
      Terrorist, Car Bomb).
    
    1.4) Locomotive
    Health Information
     HP: 100			Armor: Invulnerable Armor
    Locomotor Information
     Speed: 133 dist/sec; 60 when badly damaged
     Turn Rate: 120 degrees/second
    Vision Information
     Vision Range: 300		Shroud Clearing Range: 300
    Special Ability Information
     Explodes when destroyed
      Primary Damage: 100
      Primary Damage Radius: 30
      Secondary Damage: 30
      Secondary Damage Radius: 65
      Damage Type: Explosion
      Range: 200	
     Can crush infantry, tree, vehicle, and building
    Notes:
    - Untrasportable
    - Can only run on the railroad
    - Tows 2 Train Cars, 1 Train Coal, and 1 Train Cab
    - Stops at the station for 10 seconds
    - To destroy a locomotive quickly, build a Demo Trap in its path.
    
    1.5) Train Coach
    It is intended to describe Train Cars, Train Coal, and Train Cab because
    they all have the same statistics.
    Health Information
     HP: 100			Armor: Truck Armor
    Locomotor Information
     Towed by Locomotive
    Vision Information
     Vision Range: 300		Shroud Clearing Range: 300
    Special Ability Information
     Can crush infantry, tree, vehicle, and building
    
    =================
    2 Tech Buildings
    ================
    
    2.1) Tech Hospital
    HP: 2000			Armor: Structure Armor
    Shroud Clearing Range: 100
    Special Ability
     Infantry Auto Heal
      Gives all infantry under the hospital ownerís command regeneration
      ability
      Healing Rate: 2 HP/second
    
    2.2) Tech Oil Derrick
    HP: 2000			Armor: Structure Armor
    Shroud Clearing Range: 100
    Special Ability
     Initial Deposit
      Gives the first captor that turns it from neutral building to a
      side an initial capture bonus of $1000.
     Auto Deposit
      Deposit Rate: 200 per 12 seconds
    
    2.3) Tech Oil Refinery
    HP: 2000			Armor: Structure Armor
    Shroud Clearing Range: 100
    Special Ability
     Vehicle Cost Reduction
      Gives a 10% cost reduction for the player owning this building when
      constructing vehicles/aircraft.
    
    =====================
    3 Civilian Buildings
    ====================
    
    2.1) Civilian Building
    HP: 2000			Armor: Structure Armor
    Special Ability
     Garrison
      Can accommodate up to 10 infantry inside.
      Infantry can fire from within, gaining Garrison Bonus (see Bonus
      Modifiers).
      Can be ungarrisonned.
    
    2.2) Bunker
    HP: 2000			Armor: Structure Armor
    Special Ability
     Garrison
      Can accommodate up to 10 infantry inside.
      Infantry can fire from within, gaining Garrison Bonus (see Bonus
      Modifiers).
      Can be ungarrisonned.
    
    2.3) Tent
    HP: 200			Armor: Structure Armor
    Special Ability
     Garrison
      Can accommodate up to 4 infantry inside.
      Infantry can fire from within, gaining Garrison Bonus (see Bonus
      Modifiers).
      Can be ungarrisonned.
    
    2.4) Grass Hut
    HP: 100			Armor: Structure Armor
    Special Ability
     Garrison
      Can accommodate up to 10 infantry inside.
      Infantry can fire from within, gaining Garrison Bonus (see Bonus
      Modifiers).
      Can be ungarrisonned.
    
    ++++++++++++++++++++
    | D. Miscellaneous |
    ++++++++++++++++++++
    
    ================
    1 Did You Know?
    ===============
    
    1. Jarmen Kell, when occupying a building, can be ungarrisonned with ease
       by using stealth infantry that can not detect stealth units, i.e. rebel,
       Burton,  and another Jarmen Kell. Spot the buiding where an enemy
       Jarmen Kell is hiding by using stealth detector, then withdraw the          
    detector so the  building is "flagless" again. Then order a stealth
       infantry which is not a detector, to enter the building. When he is in,
       move the detector nearby to detect the hostile Jarmen Kell. You will
       see enemy Jarmen Kell sneaking out of the building, making him an easy
       prey.
    2. When 4 or more MiGs attack air units and create Firestorm, the Firestorm
       will be created on the ground, damaging the ground units.
    3. If your Air Field is destroyed and you have no other Air Field available
       while your aircraft is not in, it will try to locate an unoccupied Air
       Field belonging to your ally. As a result, your aircraft is safe but
       your ally can not create aircraft.
    4. Black Lotus can not disable transport with units inside.
    
    ====================
    2 Places and Events
    ====================
    Adana, Turkey
    (GLA Mission 4)
    The city where US Air Base, Incirlik, is located. GLA attempts an assault
    on this place to drive US out of Turkey.
    
    Akmola, Kazakhstan
    (US Mission 7, Operation: Last Call)
    The capital of GLA and former Chinese military base. US besieges this city
    and gets authorization from Chinese government to use their facilities.
    
    Al Hanad, Yemen
    (US Mission 2, Operation:
    The GLA leaders responsible for bio war were detected in this city and some
    Comanches received orders to eliminate them. Unfortunately, all Comaches
    got shot down by Stinger Soldiers and the pilots captured. US sends rescue
    teams to bring the pilots back.
    
    Aldastan
    Refer to Bishkek and Dushanbe.
    
    Almaty, Kazakhstan
    (GLA Mission 2)
    In the villages outside this city, UN troops, protected by US forces,
    distributed supplies to the civilians. GLA, in need of funds, sends
    forces to claim the supplies, but faces resistance from both UN and US
    forces.
    
    Aral Sea, Kazakhstan
    (GLA Mission 5)
    In the Western Coast of Aral Sea, where a Toxic Waste Containment and
    Disposal Facilities lie, US forces launched an attack and successfully
    captured all toxin bunkers, in which GLA needs to replicate their
    poison weapons. When GLA seemed to prevail in securing one bunker,
    the bunker exploded as Colonel Burton had set a bomb on it, killing
    scores of GLA soldiers. Not daunted by this failure, GLA is determined
    to capture at least 4 bunker intact and clear the area of US forces.
    
    Astana, Chinese-Occupied Capital of Kazakshtan
    (GLA Mission 3)
    A city where a great riot erupted. GLA, seizing advantage of this, sends
    reinforcements and loots the city for additional supplies. On the other
    side, Chinese forces are trying to regain control over the city with
    the help of their US ally.
    
    Baghdad, Iraqi War Zone
    (USA Mission 1: Final Justice)
    The capital of Iraq and the place where US has tracked GLA biological
    arsenals. Raptors were sent to neutralize GLA resistance but were
    answered by Stinger Soldiers' resistance. Crusaders pushed forward and
    battled the defending Scorpions, which resulted in victory for the US.
    The second wave of Scorpions approached, only to be destroyed by Raptors,
    leaving US forces free hands to reach Baghdad vicinity in the third day.
    GLA forces gathered near Baghdad palace and mercilessly kill Iraqi people
    and some of their soldiers guarding Baghdad gate using their poisonous
    Scud Storm. US forces receive order to rescue the captured pilots and
    shut down the Scud Storm facility once and for all.
    
    Baikonur, Southern Kazakhstan
    (GLA Mission 7)
    Baikonur, the Soviet Era Rocket Launch Facility, is an important
    target for GLA because using the space rocket technology held in Baikonur
    Cosmodrome, GLA can launch a deadly biological missile to any city in the
    world. US and China, realizing the importance of Baikonur, send forces to
    wipe out GLA forces from Baikonur.
    
    Balykchy, Kyrgyzstan
    (China Mission 5: Scorched Earth)
    A city which was captured by a GLA major cell and whose citizens were
    driven out of town after it fell into GLA hands. Chinese forces, backed
    by US B52 with its deadly Carpet Bombing, decide to push GLA out of town.
    
    Beijing, the capital of China
    (China Mission 1: The Dragon Awakes)
    The capital of China and the place where the Chinese get humiliated
    most since the Chinese government declared war against GLA. Upon receiving
    news that China would set up a military parade in Beijing, GLA planned
    and launched a successful ambush, causing a loss of lives of civilians
    and soldiers and military vehicles. Once embarassed by successful
    military technology stealing by GLA, the Middle Kingdom retaliates by
    launching a full-scale attack on GLA stronghold outside Beijing. More
    importantly, China wants to destroy GLA nuclear bunkers to avoid them
    from making nuclear weapons. Some survevors may join the cause and Chinese
    government also dispatches MiGs to seize victory.
    
    Bishkek, Aldastan Sub capital, Kyrgyzstan
    (China Mission 6: Dead in their Tracks)
    In this region, GLA is gathering reinforcements from the Chinese railroad
    under their control. Special Agent Black Lotus is to put a charge on the
    railroad bridge to destroy the railroad.
    
    Dushanbe, Aldastan Capital City, Tajikistan (I don't know whether Aldastan
    belongs to. Both Bishkek and Dushanbe are located in Aldastan, but Bishkek
    is a city in Kyrgyzstan and Dushanbe in Tajikistan).
    (China Mission 7: Nuclear Winter
    The place where a GLA cell controlling all Asian terror activities
    was located. Chinese forces were en route to end GLA campaigns in
    Asia forever. Unfortunately, GLA attacked first, led by GLA hero, Jarmen Kell.
    Nearly defeated, Chinese forces turned the wave with the help of
    their 2 timely arriving MiGs. With GLA outpost in front of them and GLA
    main base activating the Scud Storm, Chinese forces must hurry and act
    carefully as they have to build a base first.
    
    Hindu Kush
    A mountainous area located in the border of Pakistan and Afganistan,
    Hindu Kush recalled a bad memory to US forces as they were beaten by
    GLA here. Hoping they were able to reach Northern Kazakhstan, US forces
    made a desperate retreat to Kazakhstan for their lives.  Refer to
    Northern Kazakhstan for more information.
    
    Hong Kong, China
    (China Mission 2: Hong Kong Crisis)
    A GLA terrorist cell has been located in a convention center in Hong Kong.
    Chinese forces marched there to wipe it out, but mostly vanished when they
    crossed a bridge which then was blown up by GLA, drowning the luckless
    soldiers and vehicles to the sea. The survivors received an order to
    build a base and then destroy the convention center and its parking lots.
    A freighter, getting no passengers since GLA interference, offers help
    to cross the sea, enabling Chinese soldiers to launch a surprise attack
    by sea.
    
    Hubei Province
    See Three Gorges Dam
    
    Incirlik
    US Air Base in Adana, Turkey. See Adana
    
    Kabara, Kazakhstan DMZ
    (USA Mission 5: Operation: Blue Eagle)
    A city near a hydro-electric dam where GLA agreed to make a peace talk
    with the UN, but instead of welcoming the envoys, GLA killed them. US
    forces reacted quickly and finished off the assasins. Detecting a smaller
    base is being built across the river, US forces are to destroy the base
    before it is finished. GLA has a larger base nearby, but is still out of
    detection.
    
    Kazakhstan Coast
    (USA Mission 4: Operation: Stormbringer)
    GLA has a training camp here and is under attack by USA. This camp,
    guarding the main base, is guarded by Stinger Sites to avoid Carpet
    Bombing.
    
    Lenger, Kazakhstan
    (GLA Mission 6)
    A region where a GLA splinter group held control and waited reinforcements
    from a Chinese ally in the form of nuclear warheads. GLA intelligence
    sneakily assaulted the convoys and seized the warheads to use against
    a once friend turning enemy.
    
    Northern Kazakhstan
    (USA Mission 3: Operation: Guardian Angel)
    USA has a base here and uses it to save her retreating army. See Hindu
    Kush.
    
    Shymkent DMZ
    (GLA Mission 1: Operation: Black Rain)
    A place where China outpost was ambushed by the once defeated GLA. The
    main base is now also under attack launched by GLA.
    
    Tanggula Mountains, China
    (China Mission 4: Broken Alliances)
    A GLA bio toxin factory was located here. The MiGs previously sent were
    shot down by Stinger Sites. Special Agent Black Lotus must locate the
    factory and secure the area so MiGs can burn the dangerous materials
    flowing from the factory ruins.
    
    Three Gorges Dam, Hubei Province, China
    (China Mission 3: A Flood of Violence)
    Once an important place in the Three Kingdoms Period, this place is now
    under attack by GLA soldiers. Seeing that the base is lost, Black Lotus
    orders all soldiers to escape to the higher grounds and destroy the dam.
    
    Washington, USA
    The capital of US.
    

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