General Townes is the closest to the vanilla USA army, with the exception that he replaces conventional tanks with his unique Laser Tanks with good performance, but with the drawback that the base’s power must be online at all times. His Avengers are also cheaper, but he is missing an artillery piece.
Structures
Command Center
Cost: $2000 | Power: 0 | Prerequisites: none
The Command Center is the heart of any American base. It produces Construction Dozers required to build structures, and gives American players a radar display automatically, provided the base’s power isn’t low.
Support powers:
Spy Satellite
Cost: free | Cooldown: 1:00 | Prerequisites: none
Reveals the fog of war over the selected area for 15 seconds and uncovers any stealthed units there.
Cold Fusion Reactor
Cost: $700 | Power: +8 | Prerequisites: none
The Cold Fusion Reactor generates power for American bases in order to keep production efficient, base defences online and radar display up. Townes’ Cold Fusion Reactors also have the duty of maintaining Laser Tanks online, which is why they have a slightly higher power output.
Upgrades:
Control Rods
Cost: $500 | Prerequisites: none
Installs control rods to the selected Cold Fusion Reactor, increasing its power output to 10.
Supply Center
Cost: $2000 | Power: -1 | Prerequisites: none
The Supply Center is a drop-off point for supplies, which generate income. Each American Supply Center comes with a free Chinook, and is able to construct more.
Barracks
Cost: $600 | Power: 0 | Prerequisites: Cold Fusion Reactor
Townes’ 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 Rangers to capture buildings.
Flashbang Grenades
Cost: $800 | Prerequisites: none
Arms Rangers with flashbang grenades, enabling them to toggle between them and machine gun firing modes.
War Factory
Cost: $2000 | Power: -1 | Prerequisites: Supply Center
Townes’ vehicles are constructed at the War Factory. Damaged vehicles can return to the War Factory for repairs.
Upgrades:
TOW Missiles
Cost: $1200 | Prerequisites: none
Refits Humvees with TOW Missiles, which give them anti-air capabilities and higher firepower against vehicles.
Sentry Drone Guns
Cost: $800 | Prerequisites: none
Arms Sentry Drones with a 20mm machine gun.
Air Field
Cost: $1000 | Power: -1 | Prerequisites: Supply Center
Townes’ aircraft are constructed at the Air Field. The Air Field has four hangars for housing, repairing, and rearming jet planes.
Upgrades:
Rocket Pods
Cost: $800 | Prerequisites: none
Refits Comanches with rocket pods.
Laser-Guided Missiles
Cost: $1500 | Prerequisites: none
Increases the attack damage of Raptors and Stealth Fighters by 25%.
Countermeasures
Cost: $1000 | Prerequisites: none
Refits Townes’ aircraft with flares that are fired to evade incoming missiles.
Bunker Busters
Cost: $1000 | Prerequisites: none
Modifies the missiles of Stealth Fighters so that they dig into garrisonable buildings and detonate, killing any infantry units within. If used on a Tunnel Network exit, all units from the network will evacuate from that exit. Vehicles caught in the blast will fly off, but will not be damaged (except Combat Cycles).
Strategy Center
Cost: $2500 | Power: -2 | Prerequisites: War Factory OR Airfield
The Strategy Center is the key element to accessing advanced American technologies and applying various battle plans (only one of which can be active at a time).
Note: In Zero Hour, the Strategy Center incorporates the functionality of the Detention Camp, so the latter is no longer buildable.
Abilities:
Bombardment
Cost: free | Cooldown: instant | Prerequisites: none
Increases the attack damage of all friendly ground units by 20% and activates an artillery cannon on top of the Strategy Center while this battle plan is active.
Search and Destroy
Cost: free | Cooldown: instant | Prerequisites: none
Increases the attack range of all friendly ground units by 20% and activates a stealth detector on top of the Strategy Center while this battle plan is active.
Hold The Line
Cost: free | Cooldown: instant | Prerequisites: none
Increases the armour of all friendly ground units by 20% and reinforces the Strategy Center with sandbags while this battle plan is active.
Intelligence
Cost: free | Cooldown: 2:00 | Prerequisites: none
Temporarily reveals the locations of all enemy units on the battlefield.
Upgrades:
Scout Armour
Cost: $500 | Prerequisites: none
Increases the armour of Scout, Battle, Hellfire, and Sentry Drones.
Chemical Suits
Cost: $1000 | Prerequisites: none
Significantly reduces the rate at which Townes’ infantry receives damage from toxin and radiation contamination.
Composite Armour
Cost: $2000 | Prerequisites: none
Increases the armour of Laser Tanks, Avengers, and Microwave Tanks.
Advanced Training
Cost: $1500 | Prerequisites: none
Doubles the rate at which Townes’ combatant units gain experience.
Supply Lines
Cost: $800 | Prerequisites: none
Increases the income from Chinooks, Supply Drop Zones, and Tech Oil Derricks by 10%.
Note: Although this upgrade is shown in the upgrade list of the USA Supply Center, it actually affects the Chinook.
Mother Of All Bombs (MOAB)
Cost: $4000 | Prerequisites: General’s Promotion Level 5
Replaces the Fuel Air Bomb support power with the far more powerful Mother of All Bombs. The transport plane is changed from the B-52 to the considerably faster B-3.
Supply Drop Zone
Cost: $2500 | Power: -4 | Prerequisites: Strategy Center
Every 2 minutes, a C-130 Hercules drops $1500 worth of supplies in UN crates to the Supply Drop Zone. The countdown is not paused if the building suffers an EMP blast.
Upgrades:
Supply Lines
Cost: $800 | Researched at: Strategy Center
Increases the income from Chinooks, Supply Drop Zones, and Tech Oil Derricks by 10%.
Support structures
Laser Defence Turret
Cost: $1000 | Power: -5 | Prerequisites: Cold Fusion Reactor
The Laser Defence Turret cuts down the opposition with an intensive burst of light and heat energy. These powerful defensive batteries are effective against vehicles and aircraft. They deactivate when the base’s power is low.
Firebase
Cost: $800 | Power: 0 | Prerequisites: Cold Fusion Reactor
Packing a 155mm cannon, this small firing base can deliver a tremendous amount of ordinance a long way. If inbound hostiles manage to avoid the barrage, they may be weak enough to be dispatched by the four infantrymen that can be garrisoned inside.
Particle Cannon
Cost: $5000 | Power: -10 | Prerequisites: Strategy Center
The most advanced of the American weapons, the Particle Cannon fires a beam off an orbiting mirror onto enemy targets at any distance. Like with other superweapons, when the Particle Cannon is built, all players are notified and the shroud above the device is removed, with a timer visible to all players.
Note: Multiple Particle Cannons can be built at a time.
Support powers:
Particle Uplink Cannon
Cost: free | Cooldown: 4:00 | Prerequisites: none
Fires the Particle Cannon’s beam at the target location, which lasts 10 seconds. The beam can be controlled by the player when the Particle Cannon it comes from is selected (done by default when calling the support power) and deals considerable damage to structures, more so when moving.