Some conspects of buildings and infantry at the beginning:
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ALLIES & SOVIETS BUILDINGS
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- Construction Yard - something like TC, but you have only one and this is your first building in skirmish or multiplayer game. You can recruit there only Builders. With it you can construct 2 buildings without power plants. HINT! There cannot be more CY than players at the beginning (except neutral ones used by map designers, there shouldn't be like in AOS where you can tick Low-Medium-Many and the program places hundrets of them randomize on the map - only random start points, if possible)
- Basic Power Plant - you can build three buildings more with it. For example: You have 4 BPP, so you can build 4x3=12 buildings (except defensive walls and gates)
- Barracks - there you can recruit infantry units
- War Factory - there you can recruit tanks, cars etc.
- Harbour - there you can construct ships, uboots
- Technology Centre - there you can invent new technologies and with it you get access to most powerful units, structures and a superweapon
- Concrete Wall, Gate - I think I don't need to explain

- Sandbags - it could only stop infantry, easy to destroy by tanks or artillery, but cheaper than walls
- Nuclear Silo - superweapon. Quite big building, it can attack one time per 12 turns every place on the map. It damages enemy units and buildings in a big area.
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ALLIES' BUILDINGS ONLY
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- Heilpad - place where you can construct helicopters. If possible - as much helicopters as built heilpads (for example - 4 heilpads, max amount of helicopters=4)
- Pill Box - small bunker for two infantry units, something like Guard Tower in AOS
- Anti-aircraft gun - it could fire to aircraft only, the strongest anti-aircraft structure in the game
- Cannon - powerful "tower", especially good against land vehicles
- Mine - it cannot be seen by enemy units like Assassin from AOS. When enemy is standing beside or on it, the mine exploses.
- Chronosphere - superweapon which could be used one time per 8 turn. It can teleport 4 units (enemy's too!) to every showed place on the battlefield. If you teleport the unit on stone, water (vehicles) or land (ships), they're destroyed. Infantry cannot be teleported. If you use chronosphere on infantry, you kill them. I know, it will be hard to code, but try, we don't have deadlines

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SOVIETS'S BUILDINGS ONLY
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- Advanced Power Plant - a bit bigger and longer to construct, but you can build five buildings with it (example: 2 basic power plants + 1 advanced power plant = 2x3+5=11 buildings more)
- Airport - place where you can construct planes. If possible - as much planes as doubled amount of airports (for example - 3 airports, max amount of planes=3x2=6)
- Flame tower - efective against infantry and light vehicles (allies' cars or soviets' motorbikes)
- P-plot cannon - quite effective against planes and helicopters, but much weaker than Allies' Patriots
- Tesla Coil - very effective devensive tower attacking with electricity. Big damage, especially against infantry + slowing effect.
- Iron Curtain - superweapon which could be used one time per 8 turns. It makes 2 units undestroyable (maybe +1000 armour effect?) for three turns
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ALLIES' UNITS ONLY
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INFANTRY
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- Rifleman - basic combative unit. Stronger than Soviet Conscript
- Rocket Soldier - good against vehicles and aircrafts, not against riflemen
- Medic - healing allied infantry
- Field Mechanic - repairing vehicles on the battlefield
- Spy - cannot be seen by enemy (only attack dogs) he can switch off enemy's structure for four turns or restart production
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SOVIETS' UNITS ONLY
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INFANTRY
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- Conscript - something like Rifleman, cheaper but less hp
- Grenadier - good agains vehicles, buildings and infantry, but with 60% chance to hit (avaliable upgrade Area Damage like in AOS)
- Attack dog - small hp, but cheap, fast and perfect against enemies' spies
- Shock Trooper - good against light vehicles and infantry, every type of attacked unit is slower for 3 turns