The elusive Global Liberation Army relies on hit-and-run attacks performed by cheap and expendable units. Some of their vehicles are even able to use the scrap materials from destroyed enemy vehicles to boost their firepower. Their toxin weaponry, particularly their superweapon, is devastating when deployed correctly. However, they have a total absence of an air force and essentially produce in a persistent low-power mode, as they do not have any power plant equivalents.
Structures
Command Center
Cost: $2000 | Power: 0 | Prerequisites: none
The Command Center is the heart of any GLA base. The Command Center produces Workers required to build structures.
Supply Stash
Cost: $1500 | Power: 0 | Prerequisites: none
The Supply Stash is a drop-off point for supplies, which generate income. Each GLA Supply Stash comes with a free Worker, and is able to train more.
Barracks
Cost: $500 | Power: 0 | Prerequisites: none
GLA infantry are trained at the Barracks. The building also serves as a medical bay for healing wounded infantry units.
Upgrades:
Capture Building
Cost: $1000 | Prerequisites: none
Enables Rebels to capture buildings.
Arms Dealer
Cost: $2500 | Power: 0 | Prerequisites: Supply Stash
GLA vehicles are obtained at the Arms Dealer. Damaged vehicles can return to the Arms Dealer for repairs.
Upgrades:
Scorpion Rockets
Cost: $1000 | Prerequisites: none
Refits Scorpion Tanks with rocket launchers, which give them additional firepower against ground targets. Benefits from the Armour-Piercing Rockets upgrade.
Palace
Cost: $2500 | Power: 0 | Prerequisites: Arms Dealer
The Palace researches many important upgrades for GLA weapons and allows higher-tier units and structures to be built. Five infantrymen can garrison it. The Palace can not be captured by the enemy.
Upgrades:
Camouflage
Cost: $2000 | Prerequisites: none
Gives Rebels the ability to stealth when not firing.
Arm the Mob
Cost: $1000 | Prerequisites: none
Increases the attack damage of Angry Mobs by 25% by giving them AK-47 rifles.
Toxin Shells
Cost: $2000 | Prerequisites: none
Arms Scorpion and Marauder Tanks with toxin-based shells, which leave toxic fallout upon impact. Benefits from the Anthrax Beta upgrade.
Anthrax Beta
Cost: $2000 | Prerequisites: none
Increases the damage dealt by all toxin-based weaponry by 25%.
Black Market
Cost: $2500 | Power: 0 | Prerequisites: Palace
Through the Black Market, the GLA can acquire hard to find ammo and technologies. Through nefarious means, the Black Market also provides its owner an income of $20 per second.
Upgrades:
Radar Van Scan
Cost: $500 | Prerequisites: none
Enables the Radar Van to use its Radar Scan ability.
Buggy Ammo
Cost: $1200 | Prerequisites: none
Doubles the Rocket Buggy’s rocket capacity.
Armour-piercing (AP) Bullets
Cost: $2000 | Prerequisites: none
Increases the attack damage of Rebels, Angry Mobs, Jarmen Kell, Technicals, and Quad Cannons by 25%.
Armour-piercing (AP) Rockets
Cost: $2000 | Prerequisites: none
Increases the attack damage of RPG Troopers, Rocket Buggies, Scorpion Tanks with the Scorpion Rockets upgrade, and Stinger Sites by 25%.
Junk Repair
Cost: $2000 | Prerequisites: none
Enables all GLA vehicles to slowly self-repair.
Support structures
GLA Hole
Unbuildable
When a GLA structure is destroyed, a GLA Hole is visible in its rubble. If the GLA Hole is left standing, a Worker will emerge from it and rebuild the structure which used to be there, free of charge, and when he is done, he will go back inside. Essentially, a GLA building is only truly destroyed if the GLA Hole beneath it is destroyed as well.
Demo Trap
Cost: $400 | Power: 0 | Prerequisites: none
These hidden bombs provide perimeter defense for the GLA. A Demo Trap can be detonated in two ways – by proximity detection or manually.
Abilities:
Proximity Fuse
Cost: free | Cooldown: instant | Prerequisites: none
Sets the selected Demo Trap to detonate when an enemy ground unit enters its vicinity.
Manual Control
Cost: free | Cooldown: instant | Prerequisites: none
Sets the selected Demo Trap to only detonate on command.
Detonate
Cost: free | Cooldown: instant | Prerequisites: none
Detonates the Demo Trap.
Tunnel Network
Cost: $800 | Power: 0 | Prerequisites: Barracks
The Tunnel Network can put GLA fighters in the enemy camp very early in the battle by letting them move between the entrances instantly. The Tunnel Network as a whole can hold up to 10 units at a time, and each unit can be directed to a different exit. Each entrance is guarded by a gun turret, and comes with 2 RPG Troopers free of charge.
Abilities:
Evacuate
Cost: free | Cooldown: instant | Prerequisites: none
Orders all units from within the Tunnel Network to leave through the selected exit.
Stinger Site
Cost: $900 | Power: 0 | Prerequisites: Barracks
Stinger Sites defend GLA bases against vehicles and aircraft. Each Stinger Site has three soldiers. If a soldier is killed, he is eventually replaced.
Upgrades:
Armour-piercing (AP) Rockets
Cost: $2000 | Researched at: Black Market
Increases the attack damage of RPG Troopers, Rocket Buggies, Scorpion Tanks with the Scorpion Rockets upgrade, and Stinger Sites by 25%.
Scud Storm
Cost: $5000 | Power: 0 | Prerequisites: Palace
The Scud Storm fires 9 Scud missiles containing biological weapons that damage and kill enemy units on impact. Like with other superweapons, when the Scud Storm is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Multiple Scud Storms can be built at a time.
Support powers:
Scud Storm
Cost: free | Cooldown: 5:00 | Prerequisites: none
Launches 9 devastating Scud missiles at the selected location.
Upgrades:
Anthrax Beta
Cost: $2000 | Researched at: Palace
Increases the damage dealt by all toxin-based weaponry by 25%.