Command & Conquer: Red Alert 3/Empire of the Rising Sun Structures

Imperial Structures are built differently. All Structures come in nanocores and the nanocore must be deployed to have a structure. Note: The rising sun does not deploy airfields so to use an air force deploy mecha tengus and transform them.

Structures
Empire structures are built by deploying Nano Cores, which are defenseless vehicles. Empire structures also project a small build radius around them, save for base defenses, allowing for the construction of walls. Production structures also require to be upgraded to unlock higher tier units individually.

Construction Yard
The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle

Instant Dojo
Produces Imperial infantry. Can only be built on land.

Instant Generator
Grants 100 Power.

Mecha Bay
Produces Imperial vehicles. Can repair up to 3 non-infantry units at any given time. Can only be built on land.

Imperial Docks
Produces Imperial naval units. Can repair up to 3 non-infantry units at any given time. Can only be built on water.

Ore Refinery
Turns Ore collected by Ore Collectors into useable credits. Produces Ore Collectors.

Nanotech Mainframe
Tech structure that unlocks higher tier units by allowing level 3 Upgrades for the Imperial Docks, Instant Dojo and Mecha Bay.

Defender-VX
Costs 800. Anti-infantry base defense. Can transform into an anti-air platform.

Wave-Force Tower
Costs 1400. Anti-infantry, anti-armor base defense. Can prematurely discharge its Wave Force Cannon, dealing less potential damage.

Nanoswarm Hive
Costs 3000. Superweapon. The Nanoswarm Hive creates a field of micro drones to surround a large radius. For a duration, the field is impassable by all units including aircraft, and no attacks or special abilities may influence the Nanoswarm, including Ultimate Weapons.

Psionic Decimator
Costs 5000. Ultimate Weapon. The Psionic Decimator obliterates anything caught in its large radius. Deals significantly more damage to units closer to the epicenter of the blast.

Imperial Wall
Costs 10 per segment. Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.