Command & Conquer: Red Alert 3/Soviet Structures

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.

Barracks
Produces Soviet infantry. Can only be built on land.

Reactor
Grants 150 Power.

War Factory
Produces Soviet vehicles, including the Sputnik base expansion, Ore Collectors, and amphibious Bullfrogs. Can only be built on land.

Naval Yard
Produces Soviet naval units, including the Sputnik base expansion, Ore collectors, and amphibious Bullfrogs. Can only be built on water.

Airfield
Produces Soviet aircraft. Can re-arm up to four MiG Fighter Jets at one time.

Refinery
Turns Ore collected by Harvesters into usable credits. Produces Harvesters.

Outpost
Expands the field of construction, allowing for base expansions.

Super Reactor
Grants 500 Power. Explodes when destroyed, dealing damage to all surrounding units including aircraft so take it out from a distance.

Battle Lab
Tech structure that unlocks high tier units such as the Apocalypse Tank, Kirov Airship and Natasha.

Crusher Crane
Provides an additional build queue. Also serves as a repair depot for vehicles, naval units and aircraft. Non-infantry units may be sent inside, destroying the unit and refunding part of its credit cost.

Sentry Gun

 * Costs 600

Powerful Anti-infantry base defense that is effective against most ground targets.

Tesla Coil
Anti-infantry, anti-armor base defense. Nearby Tesla Troopers and Stingrays can charge up each attack, increasing range and damage considerably.
 * Costs 1400

Flak Cannon
Anti-air base defense.
 * Costs 800

Iron Curtain
Superweapon. The Iron Curtain can make vehicles in a radius invulnerable to all types of negative damage and effects, including special abilities and protocols. Lethal to all infantry units including Commandos.
 * Costs 3000

Vacuum Imploder
Ultimate Weapon. The Vacuum Imploder allows for a missile strike on a very large radius, dealing damage. Higher damage is dealt to structures closer to the center of the blast. All units, including aircraft and infantry, are pulled to the epicenter, and are immediately destroyed.
 * Costs 5000

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