United States of America/Tech Tree

===Unique Units===
*Guard Cavalry [1] => Legionary Horse [2] => Cavalry Corps [3-4]
*Harquebusiers [1] => Light Dragoon [2-3] => Federal Horse Rifles [4] (USA doesn't train heavy ranged cavalry)
*Texas Lancers [4] => Rough Riders
*Leathernecks [2-3] => US Marines [4-5] (replaces the heavy infantry line)
*Doughboys [5] light infantry
*Frontiersmen [2] is a combination of the scout/commando and the militia. Mediocre missile range, but the ability to snipe and sabotage.
*Rangers [2] No different from their British counterparts - costly, yet stealthy and strong.
*Fire Vessel [from 1] replaces the war galley.
*Monitor [4] slower but harder-hitting heavy ship albeit only at close range, idea for defence or shore bombardment.
*Yacht [1] a cheaper and stronger light vessel for the Colonial Era
*Constitution-class Frigate [3] - a medium ship that upgrades later to more mainstream units.
(Note: America cannot build galleons or frigates in [1])
====Auxiliaries====
* [1] Merchant cavalryman — Weak but rather fast unit.
* [1] Native Auxiliaries
* [2] Native Horse
* [3] Native Scouts
* [3] Auxiliary Chasseur Corps
* [4] Regimental Zouaves
* [5] Colonial Grenadiers ?
* [5] Tankette.
===Unique buildings===
*Academy - trains elite units
*Church - performs taxation and religion research, and is the main stopping point for your auxiliary units.
*Military-industrial complex (requires 6 levels of Military research; available from [4])
**Units heal within your borders
**Reduces the build time of ships, foundry units and aircraft
**Has a +10 oil and +10 metal bonus (once 3rd Green researched).
**Reduces the knowledge costs of science research and the research time for military research.
**Grants access to upgrades that allow for the creation of dreadnoughts, howitzers and heavy machine guns in [5].
**Has a facility for building recoilless gun infantry and tanks (different non-European sides build different tanks in [5] - Tanks are powerful mechanised units that destroy all other units, but have their own weaknesses - recoilless guns destroy them; they are vulnerable from aircraft attack; a direct hit from a cannon could potentially destroy them; and they are slower than tankettes, although they are much powerful in a shot-for-shot battle.)
category:spoiler
category:Rise of the Moderns factions