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.

Construction Yard
MCVs unpacks into the Construction Yard in any race, and they can also pack it back up for mobile use. This building allows the creation of all of the Empire's buildings and as the most important of your buildings, it should be heavily defended. For the Empire, it produces units that morph into your buildings.

Instant dojo
These are the version of the Allied barracks. They're very different from the other races, with no real anti-air capabilities until you get Rocket Angels after the upgrades are made, so it's good to have a Mecha Bay out quickly to start producing some Tengus.

Instant Generator
A power plant. Make sure to keep an eye on your power meter at all times, because you never want to stall your economy. A few stalls can give your enemies a great advantage; it's like penalties in football - enough of them can cost you the game. So always build 2 generators ahead of your power needs, because you will need a lot of power for super weapons, your higher tech buildings, and your defenses. You don’t want any of them shutting down.

Mecha Bay
This building creates all your vehicles and a few amphibious ones. 2 little blue waves means amphibious, and it's the same for the Dojo and the Docks.

Imperial Docks
This produces your naval units, and, like all Imperial buildings, it needs to be upgraded to produce the more powerful units.

Ore Refinery
This is the 2nd most important building. Without this, you have no economy or credits.

Nanotech Mainframe
Basically this building researches all of your most advanced technologies and it is very necessary when you have a good stable cash flow, although it requires a lot of power.

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.