You can use TNManager.Create to spawn units. Or have an RPC that a client can call to create a unit.
That is one of the hurdles of P2P networking. I'm not entirely sure how RTS's with a P2P approach do it, but the player authority model might help you there.
Pretty much it means that each player is allocated an ID upon join (say there's 4 players) the ID's would go 0,1,2,3. Now how this works is that at any given interaction, the user with the lowest ID dictates what happened first when there is a dispute about who did what first. In high ping situations, the other user is selected. This does seem unfair in some sense, as you will always side with one player, but I just can't see anyway around something like that. Other than doing a hybrid-authoritative approach, and have one client (probably the server) monitoring over all interactions, and when there is a dispute, telling which client gets to dictate what.