We have prepared several overviews of all the five factions of Shattered Paradise, with these we hope to familiarize newcomers with the arsenal that this mod brings.
This is the overview of the GDI arsenal. To see the arsenals of the other 4 factions, proceed to the corresponding articles.
To look up the desired faction/unit/etc., use the "Find..." function of your browser.
Buildings
Power Plant
Requirements: None
Cost: $300
Power: 100
Time: 00:08
- Provides power for other structures
Barracks
Requirements: Power Plant
Cost: $500
Power: -20
Time: 00:12
- Arms infantry
- Heals infantry in a certain radius around itself
- Multiple Barracks increase production speed
Tiberium Refinery
Requirements: Power Plant
Cost: $1500
Power: -30
Time: 00:36
- Processes raw tiberium into usable resources
- Stores $1000
War Factory
Requirements: Tiberium Refinery
Cost: $2000
Power: -30
Time: 00:48
- Produces vehicles
- Multiple War Factories increase production speed
Service Depot
Requirements: War Factory or Helipad
Cost: $900
Power: -30
Time: 00:22
- Can repair vehicles for a cost
- Applying a repair command to the vehicle will send it to the nearest service depot
Radar
Requirements: Tiberium Refinery
Cost: $1500
Power: -50
Time: 00:36
- Provides access to tier 2
- Enables minimap
- Detects stealth
- Requires power to operate
Helipad
Requirements: Radar
Cost: $500
Power: -20
Time: 00:12
- Produces and rearms aircraft
- Multiple Helipads increase production speed
Tech Center
Requirements: Radar
Cost: $2000
Power: -200
Time: 00:48
- Provides access to tier 3
Dropship Bay
Requirements: Tech Center
Cost: $1500
Power: -150
Time: 00:36
- Provides access to Helldriver Drop support power
- Unlocks Mammoth Mk.II
- Requires power to operate
Defensive Buildings
Wall
Requirements: None
Cost: $100
Power: N/A
Time: 00:03
- Stops infantry, vehicles and blocks enemy fire
Gate
Requirements: None
Cost: $50
Power: N/A
Time: 00:02
- Automated barrier that opens to friendly units
Vulcan Tower
Requirements: Barracks
Effective against: Infantry
Cost: $600
Power: -20
Time: 00:15
- Detects stealth
- Requires power to operate
RPG Tower
Requirements: War Factory
Effective against: Vehicles
Cost: $600
Power: -20
Time: 00:15
- Detects stealth
- Requires power to operate
SAM Tower
Requirements: Radar
Effective against: Aircraft
Cost: $800
Power: -20
Time: 00:20
- Requires power to operate
Power Turbine
Requirements: Power Plant, Radar
Cost: $200
Power: 100
Time: 00:05
- Provides extra power
Tiberium Silo
Requirements: Tiberium Refinery
Cost: $200
Power: -10
Time: 00:05
- Stores $3000
EMP Cannon
Requirements: Radar
Cost: $1500
Power: -150
Time: 00:36
- Fires a pulse blast which disables all vehicles and buildings in the area
- Hover units located on water will be destroyed
- Requires power to operate
- Cannot be disabled
Ion Cannon Control Center
Requirements: Tech Center
Cost: $2500
Power: -200
Time: 01:00
- Provides access to the Ion Cannon Array
- Requires power to operate
Firestorm Generator
Requirements: Power Plant, Radar
Cost: $1500
Power: -100
Time: 00:36
- Hostile units trying to cross the firestorm will take damage
- Increases the damage resistance of nearby friendly units by 30% when active
- Does not block incoming projectiles
- Consumes 300 power when active
- Remains active for 12 seconds
- Takes 90 seconds to recharge
- Can't be deactivated by power loss
Infantry
Marine
Requirements: None
Effective against: Infantry
Cost: $150
Time: 00:04
- Crush class: crushable
Phalanx
Requirements: None
Effective against: Vehicles, Aircraft
Cost: $150
Time: 00:04
- Crush class: crushable
Engineer
Requirements: None
Effective against: Buildings
Cost: $500
Time: 00:12
- Can capture neutral and enemy buildings
- Can repair friendly buildings
- Crush class: crushable
Medic
Requirements: None
Cost: $200
Time: 00:05
- Heals nearby infantry
- Unarmed
- Crush class: crushable
Jumpjet Infantry
Requirements: Radar
Effective against: Infantry, Buildings
Cost: $450
Time: 00:11
- Can fly
- Lands when ordered to deploy
- Crush class: crushable
Eagle Guard
Requirements: Tech Center
Effective against: Vehicles
Cost: $600
Time: 00:15
- Disables vehicles and buildings for a short period of time
- Does not receive damage from tiberium fields
- Crush class: uncrushable
Vehicles
Harvester
Requirements: None
Cost: $1000
Time: 00:24
- Harvests tiberium
- Immune to veins
- Can crush infantry
- Cannot be mindcontrolled
Wolverine
Requirements: None
Effective against: Infantry
Cost: $450
Time: 00:11
- Detects stealth
Titan
Requirements: None
Effective against: Vehicles
Cost: $900
Time: 00:22
- Can crush infantry
Amphibious APC
Requirements: Barracks
Effective against: Infantry
Cost: $700
Time: 00:17
- Can transport 5 infantry units
- Can travel over water
- Can crush infantry
Hover MLRS
Requirements: Radar
Effective against: Vehicles, Aircraft
Cost: $1100
Time: 00:27
- Can hover over water, veins and other obstacles
Juggernaut
Requirements: Tech Center
Effective against: Infantry, Buildings
Cost: $1000
Time: 00:24
- Deals AoE damage
- Has a minimum attack distance
- Can crush infantry
Disruptor
Requirements: Tech Center
Effective against: Ground targets
Cost: $1200
Time: 00:29
- Deals damage to any unit in its line of fire
- Can crush infantry
Mammoth Tank
Requirements: Tech Center
Effective against: Vehicles, Aircraft
Cost: $1500
Time: 00:36
- Selfhealing up to 50%
- Can crush infantry
Mammoth Mk.II
Requirements: Dropship Bay
Effective against: Everything
Cost: $3000
Time: 01:12
- Maximum supply of 1
- Selfhealing up to 100%
- Delivered with a dropship
- Can crush infantry, vehicles and cyborgs
- Cannot be mindcontrolled
MCV
Requirements: Service Depot
Cost: $2000
Time: 00:48
- Provides build radius
- Has more health when deployed
- Multiple Construction Yards increase production speed
- Can crush infantry
- Cannot be mindcontrolled
Aircraft
Orca Fighter
Requirements: None
Effective against: Vehicles, Aircraft
Cost: $1400
Time: 00:34
- Detects stealth
Carryall
Requirements: Service Depot
Cost: $600
Time: 00:15
- Can carry a vehicle
Orca Bomber
Requirements: Tech Center
Effective against: Ground targets
Cost: $2000
Time: 00:48
- Deals AoE damage
I feel like that's a bit too long to build harvesters, but Idk I think I'd have to actually see how that has an impact on the economy.
Cabal's got a lot of stuff named "firestorm" considering that Firestorm Generators are still a thing, and the worker cyborgs are never displayed on the listing.
2019 January 14th Update:
We've decided to rewrite the faction overviews as long lists instead of images, so that it's easier to read and look units up. Each faction will have its own article. The rest of the overviews will be ready soon.