Command & Conquer: Red Alert 3/Allied Structures

Structures
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to recieve encrypted signals, which allows the production of higher tier units.

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.

Boot Camp

 * Costs 750.

Produces Allied infantry. Can only be built on land.

Power Plant

 * Costs 800.

Grants 100 Power.

Armor Facility

 * Costs 2000.

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

Seaport

 * Costs 1000.

Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.

Airbase

 * Costs 1000.

Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Crypcopter.

Ore Refinery

 * Costs 2000.

Turns Ore collected by Prospectors into usable credits. Produces Prospectors.

Command Hub

 * Costs 1200.

Expands the field of construction, allowing for base expansions.

Defense Bureau

 * Costs 1500.

Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.

Multigunner Turret

 * Costs 800.
 * Role:Anti-infantry, anti-Tank and anti-air base defense.

Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.

Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear them.

Spectrum Tower

 * Costs 1400
 * Anti-infantry, anti-armor base defense.

Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output.

Chronosphere

 * Costs 3000
 * Role: Superweapon

The Chronosphere is able to transport vehicles in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.

Proton Collider
The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will recieve significantly more damage.
 * Costs 5000
 * Role: Ultimate Weapon

Base Wall

 * Costs 10 per segment.

Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.