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United States (3)
Command & Conquer: Generals

United States (3)

Explore the United States (3) structures in Command & Conquer: Generals, detailing their costs, utilities, upgrades, and strategic advantages.

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Explore the United States (3) structures in Command & Conquer: Generals, detailing their costs, utilities, upgrades, and strategic advantages.

When a USA Structure is destroyed, Rangers are evacuated. Bigger and more costly Structures release more Rangers.

Command Centre

  • Type: Production, Ability.
  • Utility: Radar Scan.
  • Armour: High.
  • Size: Large.
  • Cost: $2000.
  • Power Consumption: None.
  • Stealth: No.
  • Requires: Available At Start.
  • Games: Both.

The USA Command Centre always starts with a Radar and can scan a certain area of the map.

Cold Fusion Reactor

  • Type: Power Plant.
  • Utility: None.
  • Armour: Medium.
  • Size: Small.
  • Cost: $800.
  • Power Consumption: Provides 5, 10 When Upgraded.
  • Stealth: No.
  • Requires: Available At Start.
  • Upgrades Used: Control Rods.
  • Upgrades Available: Control Rods.
  • Games: Both.

Cold Fusion Reactors are the basic power plant. They can be upgraded to double their power input.

Barracks

  • Type: Production.
  • Utility: Heal.
  • Armour: Medium.
  • Size: Medium.
  • Cost: $600.
  • Power Consumption: None.
  • Stealth: No.
  • Requires: Available At Start.
  • Upgrades Available: Flash Bangs, Capture Building.
  • Games: Both.

The USA Barracks can produce its best Infantry, as well as upgrading their Rangers to use Flash Bang Grenades.

Supply Centre

  • Type: Money Making.
  • Utility: None.
  • Armour: Medium.
  • Size: Medium.
  • Cost: $2000.
  • Power Consumption: 1.
  • Stealth: No.
  • Requires: Cold Fusion Reactors.
  • Upgrades Used: Supply Lines.
  • Games: Both.

American Supply Centres not only produce the highest quality Supply Gatherer, the Supply Lines upgrade can increase its efficency.

Patriot Missile

  • Type: Defence.
  • Utility: Rocket, Detector.
  • Armour: Medium.
  • Size: Tiny.
  • Cost: $1000.
  • Power Consumption: 3.
  • Stealth: No.
  • Requires: Cold Fusion Reactor.
  • Games: Both.

The Patriot Missile is the main Defence for the American Base. They launch salvos of Rockets against their targets, making them good against Armour and Aircraft. If one of the systems detect an enemy, a nearby system will be alerted and will start shooting at the target.

Fire Base

  • Type: Defence.
  • Utility: Bomb, Infantry.
  • Armour: Medium.
  • Size: Small.
  • Cost: $1000.
  • Power Consumption: None.
  • Stealth: No.
  • Requires: Cold Fusion Reactor.
  • Games: Zero Hour Only.

The Fire Base is the newer USA Defence. Along with an enormous turret, the building can garrison up to four Infantry. Although exposed, they can shoot faster inside. The best Infantry to be inside the Fire Base is the Pathfinder. Not only does he remain stealthed when inside, he makes the best Anti-Infantry Defence for the USA.

War Factory

  • Type: Production.
  • Utility: Heal.
  • Armour: Medium.
  • Size: Large.
  • Cost: $2000.
  • Power Consumption: 1.
  • Stealth: No.
  • Requires: Supply Centre.
  • Upgrades Available: TOW Missile, Sentry Drone Gun.
  • Games: Both.

The "Blue" War Factory creates the least units of the three, but at the best of quality. Inside, the TOW Missile and Sentry Gun upgrades can be researched.

Air Field

  • Type: Production.
  • Utility: Heal.
  • Armour: Medium.
  • Size: Very Large.
  • Cost: $1000.
  • Power Consumption: 1.
  • Stealth: No.
  • Requires: Supply Centre.
  • Upgrades Available: Laser Missiles, Rocket Pods, Countermeasures, Bunker Busters.
  • Games: Both.

No other side can match the USA in Air Power. Four types of Aircraft (minus the Chinook) can be created at this Structure, as well as repairing them.

Strategy Centre

  • Type: Store, Defence, Ability.
  • Utility: Radar Scan, Bomb, Detector.
  • Armour: High/Very High.
  • Size: Large.
  • Cost: $2500.
  • Power Consumption: 2.
  • Stealth: No.
  • Requires: War Factory/Air Field.
  • Upgrades Available: Advanced Training, Composite Armour, Drone Armour, Chemical Suits, Supply Lines.
  • Games: Both.

The Strategy Centre can do many things. When in "Bombardment" Mode, it uses an Artillery Cannon that shoots at intruders and increases Unit Damage. When in "Hold The Line" Mode, its Armour doubles and increases Unit Armour. When in "Search & Destroy" Mode, it makes a radar dish that detects stealth and increases Unit Sights. The Intelligence ability allows the player to see what other players see. Only one Strategy Centre can be built at a time.

Supply Drop Zone

  • Type: Money Making.
  • Utility: Drop.
  • Armour: Medium.
  • Size: Small.
  • Cost: $2500.
  • Power Consumption: 4.
  • Stealth: No.
  • Requires: Strategy Centre.
  • Upgrades Used: Supply Lines.
  • Games: Both.

The Supply Drop Zone provides some cash every few minutes. Although power consuming, the reward pays off easily. Nothing can stop the delivery plane because it comes from the nearest and safest edge of the map!

Detention Camp

  • Type: Ability.
  • Utility: Radar Scan.
  • Armour: High.
  • Size: Large.
  • Cost: $1000.
  • Power Consumption: None.
  • Stealth: No.
  • Requires: Strategy Centre.
  • Games: Original Game Only.

The Detention Centre only uses the Intellegence ability, which was switched over to the Strategy Centre in Zero Hour. Only one Detention Camp can be built at a time.

Particle Cannon

  • Type: Super Weapon.
  • Utility: High-Tech, Fire.
  • Armour: Very High.
  • Size: Medium.
  • Cost: $5000.
  • Power Consumption: 10.
  • Stealth: No.
  • Requires: Strategy Centre.
  • Games: Both.

The tribute to the Ion Cannon is the smallest of the Super Weapons, along with being the weakest. However, it recharges quickly, and it can be manually controlled.

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