Adding starting units in RA3 is easier then in previous games, and you are no longer confined to 10 units max.
First of all, open up SageXML\System\PlayerTemplates.xml
Find the code for the faction you want to give starting units.
CODE
<PlayerTemplate
id="Allies"
Side="Allies"
Type="PLAYABLE"
StartingBuilding="AlliedConstructionYard"
ScriptedHuntTactic="ScriptedHuntTactic"
DisplayNameToken="INI:FactionAllies"
FactionIconImageName="GameSetup_flag_Allied"
UnattachedMpBeaconTemplate="MultiplayerBeacon"
AttachedMpBeaconTemplate="MultiplayerBeaconAttached"
MaxMpBeacons="=$PLAYER_MAX_MP_BEACONS"
LoadScreenMusic="TEMP_RAM_Music360_LoadScreen"
SkirmishMPVictoryMusic=""
SkirmishMPDefeatMusic=""
FactionDataPathMusicEvent="SetPlayerAllied"
MatchVictoryPathMusicEvent="S_EndMissionWin"
MatchDefeatPathMusicEvent="S_EndMissionLose"
SpellBookSP="PlayerSpellBook"
SpellBookMP="PlayerSpellBook"
NumberOfResourceAccounts="1"
ParachuteOCL="OCL_AlliedParachute"
DefaultTech="PlayerTech_Allied"
PlayerTechUpgradeBinding="PlayerTechUpgradeBinding_Allied"
TechRankPointsPerSecond="1"
InitialTechPoints="1"
PowerOutageTurnsOffRadar="false">
<RedAlertTemplate>BaseRedAlert</RedAlertTemplate>
<PreferredColor R="50" G="75" B="200"/>
<PreferredCampaignRadarColor R="50" G="75" B="200"/>
<InitialUpgrade>Upgrade_AlliesFaction</InitialUpgrade>
<StartingMoney Account="=$ACCOUNT_ORE" Amount="10000"/>
<MoneyCap Account="=$ACCOUNT_ORE" Amount="999999"/>
<AIBeaconSettings
BeaconType="Assault"
UnattachedTemplate="AIAssaultBeacon"
AttachedTemplate="AIAssaultBeaconAttached"/>
<AIBeaconSettings
BeaconType="HoldObject"
AttachedTemplate="AIHoldBeaconAttached"/>
<AIBeaconSettings
BeaconType="HoldPosition"
UnattachedTemplate="AIHoldBeacon"/>
<TechRank>PlayerTechRank_Rank1</TechRank>
<TechRank>PlayerTechRank_Rank2</TechRank>
<TechRank>PlayerTechRank_Rank3</TechRank>
<TechRank>PlayerTechRank_Rank4</TechRank>
<TechRank>PlayerTechRank_Rank5</TechRank>
<TechRank>PlayerTechRank_Rank6</TechRank>
<TechRank>PlayerTechRank_Rank7</TechRank>
<TechRank>PlayerTechRank_Rank8</TechRank>
<TechRank>PlayerTechRank_Rank9</TechRank>
<TechRank>PlayerTechRank_Rank10</TechRank>
<TechProductionBonuses
RequiredTech="PlayerTech_ProductionBonus_Allies"
HarvesterBonus="25%"
HarvesterBonusAllies="5%"
/>
</PlayerTemplate>
id="Allies"
Side="Allies"
Type="PLAYABLE"
StartingBuilding="AlliedConstructionYard"
ScriptedHuntTactic="ScriptedHuntTactic"
DisplayNameToken="INI:FactionAllies"
FactionIconImageName="GameSetup_flag_Allied"
UnattachedMpBeaconTemplate="MultiplayerBeacon"
AttachedMpBeaconTemplate="MultiplayerBeaconAttached"
MaxMpBeacons="=$PLAYER_MAX_MP_BEACONS"
LoadScreenMusic="TEMP_RAM_Music360_LoadScreen"
SkirmishMPVictoryMusic=""
SkirmishMPDefeatMusic=""
FactionDataPathMusicEvent="SetPlayerAllied"
MatchVictoryPathMusicEvent="S_EndMissionWin"
MatchDefeatPathMusicEvent="S_EndMissionLose"
SpellBookSP="PlayerSpellBook"
SpellBookMP="PlayerSpellBook"
NumberOfResourceAccounts="1"
ParachuteOCL="OCL_AlliedParachute"
DefaultTech="PlayerTech_Allied"
PlayerTechUpgradeBinding="PlayerTechUpgradeBinding_Allied"
TechRankPointsPerSecond="1"
InitialTechPoints="1"
PowerOutageTurnsOffRadar="false">
<RedAlertTemplate>BaseRedAlert</RedAlertTemplate>
<PreferredColor R="50" G="75" B="200"/>
<PreferredCampaignRadarColor R="50" G="75" B="200"/>
<InitialUpgrade>Upgrade_AlliesFaction</InitialUpgrade>
<StartingMoney Account="=$ACCOUNT_ORE" Amount="10000"/>
<MoneyCap Account="=$ACCOUNT_ORE" Amount="999999"/>
<AIBeaconSettings
BeaconType="Assault"
UnattachedTemplate="AIAssaultBeacon"
AttachedTemplate="AIAssaultBeaconAttached"/>
<AIBeaconSettings
BeaconType="HoldObject"
AttachedTemplate="AIHoldBeaconAttached"/>
<AIBeaconSettings
BeaconType="HoldPosition"
UnattachedTemplate="AIHoldBeacon"/>
<TechRank>PlayerTechRank_Rank1</TechRank>
<TechRank>PlayerTechRank_Rank2</TechRank>
<TechRank>PlayerTechRank_Rank3</TechRank>
<TechRank>PlayerTechRank_Rank4</TechRank>
<TechRank>PlayerTechRank_Rank5</TechRank>
<TechRank>PlayerTechRank_Rank6</TechRank>
<TechRank>PlayerTechRank_Rank7</TechRank>
<TechRank>PlayerTechRank_Rank8</TechRank>
<TechRank>PlayerTechRank_Rank9</TechRank>
<TechRank>PlayerTechRank_Rank10</TechRank>
<TechProductionBonuses
RequiredTech="PlayerTech_ProductionBonus_Allies"
HarvesterBonus="25%"
HarvesterBonusAllies="5%"
/>
</PlayerTemplate>
(An example of faction code) and locate the following two lines
CODE
<InitialUpgrade>Upgrade_AlliesFaction<
/InitialUpgrade>
<StartingMoney Account="=$ACCOUNT_ORE" Amount="10000" />
<StartingMoney Account="=$ACCOUNT_ORE" Amount="10000" />
In between, add the following code:
CODE
<StartingUnitInfo>
<Object>StartingObject</Object>
<Position
x="11.0"
y="11.0"
z="0.0" />
</StartingUnitInfo>
<Object>StartingObject</Object>
<Position
x="11.0"
y="11.0"
z="0.0" />
</StartingUnitInfo>
Where StartingObject is the object you want to start with.
Two notes:
- The position fields are ignored. The game will place the units around the Conyard in a predetermined matter.
- This has been stress tested up to 40 units. Higher is certainly possible, but do mind, you will start with a screen full of units.

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