Today I want to start with Techlevel 1. It is not very complex and is best suited for new players to the mod. But I also recommend veterans to check smaller techlevels with the new version out!
Global Defense Initiative
Marine
Prerequisite: Barracks
Cost: 120 $
Strenght: 130
Armor: none
Speed: 5
Sight: 6
Weapon1: Rifle (12 Damage, 26 ROF, 4 Range, Bullet Warhead)
Abilities: none
Good vs Basic Infantry
Weak vs Anything
Marines are far superior over Rookies, because of their better equipment. This soldiers prefer accurate shots over raw bullet amounts. If a big squadron is running towards your base, be prepared for a heavy fight, unless you are a cyborg.
GDI Scout
Prerequisite: Barracks
Cost: 100 $
Strenght: 120
Armor: none
Speed: 7
Sight: 10
Weapon1: none
Abilities: Cloaked
Good vs Nothing
Weak vs Anything
A classic scout best suited for early map exploration.
Brotherhood of Nod
Rookie
Prerequisite: Hand of Nod
Cost: 50 $
Strenght: 100
Armor: none
Speed: 6
Sight: 5
Weapon1: Rifle (8 Damage, 20 ROF, 4 Range, Bullet Warhead)
Abilities: none
Good vs Basic Infantry
Weak vs Anything
Rookies are the newbies in the hierarchy from Nod. They are cheap and fast to train. This guys tend to pull the trigger more often than Marines, but this doesn't mean that they hit even as good. You will need a lot of them.
Chameleon Spy
Prerequisite: Hand of Nod
Cost: 100 $
Strenght: 120
Armor: none
Speed: 7
Sight: 10
Weapon1: none
Abilities: Cloaked
Good vs Nothing
Weak vs Anything
A classic scout best suited for early map exploration.
Cabal's Cyborg Army
Cyborg
Prerequisite: Cyborg Production Plant
Cost: 500 $
Strenght: 300
Armor: light
Speed: 4
Sight: 5
Weapon1: Vulcan Type 3 Cannon (3x10 Damage, 30 ROF, 4 Range, CannonBullet Warhead)
Abilities: Cyborg, Fearless, Tiberium Proof, Heal in Tiberium
Good vs Infantry/Light Vehicles
Weak vs Tanks/AP Infantry/Aircraft
Fearless and deadly. Cabal's mass production soldiers. One Cyborg can handle many human soldiers, but they are expensive. Your wallet will hate you. They tend to be vulerable to AP weapons.
The Forgotten
Mutant Warrior
Prerequisite: Mutant Hovel
Cost: 100 $
Strenght: 100
Armor: none
Speed: 4
Sight: 5
Weapon1: Dual SMGs (2x5 Damage, 18 ROF, 4 Range, Bullet Warhead)
Abilities: Tiberium Proof, Heal in Tiberium
Good vs Basic Infantry
Weak vs Anything
We will not be forgotten! Slow, aggressive and almost godlike on Tiberium fields against humans. If you wipe them out, be prepared that your base will be flooded with Tiberium.
Mutant Explorer
Prerequisite: Mutant Hovel
Cost: 100 $
Strenght: 50
Armor: none
Speed: 8
Sight: 10
Weapon1: none
Abilities: Cloaked, Heal in Tiberium, Tiberium Proof
Good vs Nothing
Weak vs Anything
A classic scout best suited for early map exploration, especially in Tiberium infected zones.