Creator, here are the two other generals (the other is a new idea, though) that I suggested. They still are in their original sides tech trees, but I think they give nice quidelines for the new side.
General Jing "Meltdown" Medato (discruption)
Relies on electronic sabotage and discruption before assaulting his enemys.
He utilises multiuseful hackers and other discruption arsenal for even the most powerful units fail against weak units when they are disabled.
His enhanced money hacking powers and ultraviruses can be very profitful and useful.
His weaknesses are:
weak against forces uneffected by discruption
weak physical arsenal
ineffective discruption tactics can be very expensive and give your enemy an advantage
he has only a few destructive generals powers
Tech tree:
All buildings
-Land mines
Command centre (no requirements)
-Radar
-Dozer
Nucreal reactor (no requirements)
Gattling cannon (nucreal reactor)
Supply center (nucreal reactor)
-supply truck
Barracks (no requirements)
-capture building -upgrade
-Units:
(old) red guard, tank hunter, target designator, hacker (hackers are stealthed when moving or hacking the internet, abilities: disable building/-vehicle and money hack)
(new) combat hacker (needs strategy centre) A hacker that has a longer hacking range and better armoring. Can steal cash, disable buildings/-vehicles and plant TNT charges.
flame thrower (needs strategy center) The flame generals flame thrower
ATGM operator (needs strategy center)
Nemisis (needs strategy center) A prototype cyborg-hacker hero. He can destroy enemy vehicles by frying their ciruits, disable enemy buildings for a long time by uploading a virus to them and destroy enemy funds by scattering them across the internet.
Bunker (barracks)
War factory (supply center and barracks)
-chain guns -upgrade
-black napalm -upgrade
-Units:
The ordinary China tank
Dragon tank
Howizer
Gattling tank
Listening outpost
Troop crawler (red guards and tank hunters)
ECM-tank (needs strategy centre)
Mastermind (needs blackout) A mobile discruption sphere (see discruption sphere below)
Internet center (war factory)
-Satelliete hack 1
-Satelliete hack 2 (needs 3. rank)
-Satelliete hack 3 (needs 5. rank)
Airfield (3. rank and Supply center)
-Airplane armour
-Units:
Sky guardian
Helix (with the usual upgradeing possiebilitys) (needs tech center)
Tech center (3. rank and War factory)
-Nationalism
-Subliminal messaging
-Reactive shells
-Auto loaders
-Automatic rifles (red guard -upgrade from tank general)
-Cluster bombs (howizer shells deploy clusters upon impact)
-Super powerful interfierences
-Firestorm hacker sofware (needs blackout) Halves all hacking time (yes, also the normal internet cash hack)
-Colossus firewall sofware (needs blackout) Increases resistance to electronic interfierences by 500%
Blackout (5. rank and tech center) (yes, it's the superweapons blackout)
-Burnout-virus aspect (all viruses last 100% longer)
-Plaque-virus aspect (all viruses spread slowly to nearby enemy units and buildings)
Discruption sphere (blackout) A defence building that has the base of an anhilator but on top of it there is a large green dome with black spots on it. It generates an ECM-field around it, disables missiles with a small laser and uploads viruses to nearby enemy vehicles and aircraft thus disabling them.
-Firestorm aspect (needs the firestorm hacker software upgrade) Builds three more hacking systems in the dome and chages it's colour from green with black spots to red with bright spots. It also increases the domes disabling range.
-Colossus aspect (needs the colossus firewall software upgrade) Increases the size of the ECM field, adds a microwave field the size of the old ECM field, allows it to concentrate the ECM and microwave fields to a ray and enhances the disabler laser to also disable shells. It also changes the colour of the dome from green with black spots to gold with bright spots.
Generals power tree:
1. rank
hacker school
cash hack 1
emergency repair 1
3. rank
hacker drop 1 (drops 2 hackers by plane)
hacker drop 2 (drops 4 hackers and 2 combat hackers by plane)
hacker drop 3 (drops 8 hackers and 6 combat hackers by plane)
cash hack 2
cash hack 3
cash hack 4 (just more powerful)
artillery barriage 1
artillery barriage 2
artillery barriage 3
destroy supplies 1 (demo generals power)
destroy supplies 2
destroy supplies 3
5. rank
ultra virus (uploads a virus to the chosen building, can be upgraded with the virus aspects)
cash hack 5 (just very powerful ^^)
magnetic mine
GLA
Commander Jildram Mehmed (mutation)
Utilizes powerful mutants mutated by the use of radioactive and toxic weaponary.
The mutants are very strong, heal in hazardous substances and some of them have special powers.
His buildings and vehicles take no damage from hazardous substances (exept acids)
His weaknesses are:
Mutants are weak against snipers and mines
Utilizes mostly weak vehicles
Most mutants are slow
Tech tree:
(Important: Mutants are based on some hazardous substances and heal in the substance they are based on. They don't take damage from other hazardous substances. (exept acids))
Factory (no requirements)
-Radar scan -upgrade
-Reinforced buildings -upgrade
-Units:
Radar van
Command vehicle (builds workers)
Mobile stash (builds workers)
Mutant worker (stronger than a regular worker, based on radiation)
Tunnel network (no requirements)
Mutation pools (factory) replaces the ordinary barracks
-capture building -upgrade
-optimal mutation liquids (needs 3. rank) all units from the mutation pools are created in half of the original time.
-Units:
Mutant (replaces the rebel) radiation based, carries a powerful automatic rifle, can engage aircraft
Tankbuster-mutant (radiaton based and carries a powerful AT-rifle)
Mutant terrorist (radiation based) is slower than the regular terrorist but carries more explovsives
Phantom (requires palace) A special toxin based unit that is always stealthed, has no ranged attack and can place TNTs. His very fast melee attacks are powerful against infantry, slashing them to bits by a single attack. Can engage vehicles and building but with weak effects.
Stalker (requires palace) A special hero alike Jermen Cell, exept he is radiation based and wears a biochemical suit. He can also build demo traps.
Zombies (requires palace) toxin based, replaces the mad-/angry mob/bandits. Consist of "zombies" who have pistols and granades.
Defence site (mutation pools)
-Upgrades:
Flak 20mm site (a site much like the quad cannon site)
AT position
Howizer position
Mutant site (a site much like the stinger site, but with two mutants and one AT-mutant)
Demo trap (barracks)
Arms dealer (barracks)
-mine sweeper -upgrade for scorpions
-hazardous shells -upgrade (shells leave toxins and radiation)
-Units:
Scorpion
Mortar
Quad cannon
Toxin tractor
Irradiator
Mutant buggy (replaces technical) a buggy that can transport 4 mutants and is armed with a small machine gun
Howizer buggy (needs palace) a buggy with a maraduer cannon
Rocket buggy (needs palace)
Bomb truck (needs palace)
Gigantos-transport (needs 5. rank) A heavy mutant transport, that can carry 8 units. Units within can engage enemies from the transport while being protected and the transport can launch stinger missiles to aeral targets in a very fast pace (the missiles can't be targeted on ground units). Can be upgraded with eighter 1.strong armouring that triples the transports health, 2.advanced structure that allows the transport to have the same qualities as the ambitious transport or 3.assault weaponary that gives the transport a full battery of katjusha missiles and a maraduer cannon.
-Hind-helicopter (Temple of Jihad) a heavy helicopter not quite as strong as the Helix but it carries a gattling cannon, the same missiles as in the tank generals Helix and can be upgraded to have a cargo hold (8 spots) or FFAR-rocket pods (work just like the rocket pods on commanches)
Black market (arms dealer) works as a tunnel network
Palace (3. rank and arms dealer)
-fallout valves (all buildings and defences leave radiation fields around them)
-toxin valves (all buildings and defences leave toxin fields around them)
-chemical patches (all mutants heal in all hazardous substances and suffer no damage from acids)
-junk repair
-antrax beta
-AP bullets
-AP missiles
-Sabot shells (all shells become 25% more powerful)
-worker shoes
Temple of Jihad (5. rank and palace)
-special chemical mixtures (the hazardous field left by the Hatf-3 missile will last twice as long)
(Hopefully I didn't forget anything ^^)
Generals powers tree:
1. rank
Buggy training
Mutant training (all mutants are veterans on startup)
3. rank
Pitfall
Phantom ambush 1 (creates 2 phantoms)
Phantom ambush 2 (creates 4 phantoms)
Phantom ambush 3 (creates 8 phantoms)
Emergency repair 1
Emergency repair 2
Emergency repair 3
Artillery barriage 1
Artillery barriage 2
Artillery barriage 3
5. rank
Anthrax bomb
Sneak attack
Mutation bomb (drops a bomb with an area equally large to the Anthrax bomb, but it dispands after a couple seconds and it transforms all enemy soldiers to mutants)
There. Long eh? Took me three hours to write.
Let me know do you like them, ok?