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
Costs 5000. 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
Costs 750. Produces Imperial infantry. Can only be built on land.

Instant Generator
Costs 1000. Grants 100 Power.

Mecha Bay
Costs 2000. Produces Imperial vehicles. Can repair up to 3 non-infantry units at any given time. Can only be built on land.

Imperial Docks
Costs 1000. Produces Imperial naval units. Can repair up to 3 non-infantry units at any given time. Can only be built on water.

Ore Refinery
Costs 2500. Turns Ore collected by Ore Collectors into useable credits. Produces Ore Collectors.

Nanotech Mainframe
Costs 3000. Tech structure that unlocks higher tier units by allowing level 3 Upgrades for the Imperial Docks, Instant Dojo and Mecha Bay.

Defender-VX
A basic tower that can be transformed into an anti-air tower back and forth just like most of the Empire's units. It's a very effective defense which can be placed anywhere.

Wave-Force Tower
This has no anti-air capabilities, but it is a highly destructive ground force for base defenses. It is a little slow, but it is very powerful. Its instant ability allows you to temporarily trade your slow powerful attack for a quick weaker one, which is good for taking down those little infantries close to death as well as engineers.

Nanoswarm Hive
The Hive creates a large shield which can be used to keep your enemy contained and unable to hit you, or keep your units contained and unable to be moved or hit. It depends on the situation and what you need it for; super weapons are always worth it, but don’t forget about the powers from the points, because the balloon bombs are highly destructive and probably the best power of them all.

Psionic Decimator
This is for complete obliteration. Light the Decimator up and it creates a huge yellow blast that will destroy almost half of a base and in some cases it can take your MCV with it. Any units are gone no matter what, so try to destroy it if the enemy has it because you’ll be spending a lot of cash repairing your base after being hit by this.

Wall
Walls can be used to prevent engineers from stealing your crucial building or to help make little mazes to force infantry to pass by your defenses as much as possible. Just make a starter wall, then you can connect it about 8 spaces away and the possibilities for defense are limitless. Walls can be crushed by apocalypse tanks however.