Command & Conquer: Red Alert 3/Allied Structures

Construction Yard
Unpacks from an MCV and is used to construct buildings. Buildings are constructed internally over time, and then placed on the map (within the MCV's ground control zone) where they deploy almost instantly. Unlike the Soviets, ground control is not expanded with new buildings. Researching clearances at the Allied Construction Yard unlocks 2nd and then 3rd tier units for all production structures within the MCV's ground control zone. This has no effect on structures outside the ground control zone. They can also typically be re-packed back into an MCV.

Boot Camp
Barracks, trains infantry. To train tanya or spies deploy a level 3 Conyard next to it.

Power Plant
Provides power for the base. If the power requirements of the base exceed available power, production structures will operate more slowly and base defenses/super weapons will go offline.

Armor Facility
War Factory, constructs vehicle units. To deploy guardian tanks deploy a level 2 mcv near it and to use mirage tanks deploy a level 3 mcv near it.

Seaport
Constructs naval units.

Airbase
Constructs aircraft. The Airbase has 4 landing pads, so each airfield can only build up to 4 aircraft (excluding the Cryocopter, which does not require a landing pad).

Ore Refinery
Converts ore harvested by Prospectors into credits. Can also construct new Prospectors. These are typically built directly in front of ore mines.

Command Hub
Provides ground control. Rather than being constructed by the Construction Yard, Command Hubs unpack from a Prospector - and can do so anywhere in the map. Unlike a Construction Yard, Command Hubs cannot repack back into Prospectors. As with the Construction Yard, clearances can be researched to unlock 2nd and 3rd tier units from production structures within its ground control zone.

Defense Bureau
Unlocks high level structures once tier one clearance has been unlocked.

Multigunner Turret
1st tier base defense; it is essentially a fixed version of the Multigunner IFV. The weapon changes according to the infantry unit garrisoned in it, and the default is an anti-air/anti-ground missile launcher.

Spectrum Tower
Top tier base defense, functionally identical to the Prism Tower from Red Alert 2. Shoots a powerful beam of light at enemy units. Several Spectrum Towers in close proximity to each other can combine their fire into a single beam for greater damage.

Chronosphere
Support Superweapon. Teleports units within the area of effect to a specified location. It can also be used to destroy some enemy units, by teleporting land units onto water (or vice versa).

Proton Collider
Offensive Superweapon. Essentially a high-powered artillery cannon that delivers multiple extremely damaging explosions to the specified location. Can cause extreme damage to enemy bases.

Wall
Walls can be used to provide protective barriers around structures. A common tactic is to use the wall to fence in an Ore Mine and Ore Refinery to protect the ore harvester within from attack (especially from Soviet Terror Drones, which have no way to destroy the wall to gain access). Walls of all faction can be crushed by Assault Destroyers and Apocalypse tanks however.